TEXT: 1
  Public Beta V1.1
  By James Andrews
  
  2
  Designer: James Andrews
  Publisher: Stormforge Productions
  Artists: Oleksandra Ishchenko, Howard Levy
  http://howardlevy.wixsite.com/hrlevyfineart
  Special Thanks too: 
  Travis Hays
  Dax Daily
  Nick Hocket
  Sebastian Dutton
  Aaron Nelson
  Rhyan Hays
  Ben Jones
  This is an in-progress document for Gates. Expect to find many errors, especaily the grammar and spelling. These things will be 
  fixed soon. Art is temporary, and its placement and general apearance will likely change.
   
  If you are interested in following progress or helping make this game shine, join the Discord to discuss this game: 
  https://discord.gg/nQmJ4Zg
  Or
  Email me for questions or feedback at Jamesja12@gmail.com
  http://www.stormforgeproductions.com/
  V 1.1 Changes
  Restructured the order of rules.
  Cleaned up (some) text here and there.
  Simplified Bard and Artificer descriptions.
  Expanded on Colossi.
  Added Enemy examples. 
  
  3
  You are a Gate Strider, an explorer of worlds, a slayer of gods, and a creator of legends.
  You have explored countless worlds in your short life, each filled with adventure, danger and treasure. You have 
  seen living mountains spit enough fire to engulf entire worlds, islands that float in oceans of clouds, and glass 
  cities whose air is charged with the power of miracles.
   
  These sights are in your past, and your future has been blessed to be brighter yet.
  But you do not travel alone and your companions create legends as powerful as your own. Grand wizards, clad 
  in bustling machinery with the power to destroy or create life; scoundrels, born in shadows and whose whispers are 
  the four winds themselves; 
  illustrious knights, bathed in holy light, whose fervent zealotry is matched only by their loyalty; and monstrous 
  creatures from dreams and nightmares alike; all these you call your friends and your fellow Gate Striders.
   
  Being a Gate Strider is the path to freedom, freedom to be where you want, to do what you want and to 
  become whatever you desire.
  Your fate is in your hands, step through the Gate…
  Imagine a world connected to dozens of others. Each one has 
  yet even more connections. So on and so on until a vast network 
  of interconnected worlds is created. Gates is played when heroes 
  from all of these worlds team up to take on the universe. 
  In Gates, robot cowboys will team up with ninjas, magical 
  wizards will work together with mad scientists, or even 
  lumbering monsters make friends with a valiant knight. These 
  are the sorts of character players will play. Called “Gate Striders”, 
  they are the best of the best.
  From a mechanical point of view, Gates is built with  complex, 
  yet not overwhelming, character advancement, cinematic 
  combat, and mechanics for playing in worlds of different themes 
  and genres. It is a game that emphasises exploration. Both 
  exploration of the worlds and of the mechanics that make up the 
  characters. Players will be synergising their abilties together to 
  create devistating effects to solve problems.
  What Is Gates?
  A role-playing game is a game where a Player takes on the role 
  of a different person or character. RPG’s use rules and dice to 
  add strategy and risk. A group of 4-6 Players, including a Game 
  Master, is the standard number of Players for Gates. 
  However, larger or smaller groups of Players are possible 
  as well. Character actions are described by Players, and are 
  responded to by the Game Master. The Game Master also 
  controls the environment and any Non-Player Characters. 
  Another job of the Game Master is to narrate the setting and 
  story. The purpose of a Game Master is to make sure the game 
  is fun and fair.
  What is a Role Playing Game?
  “Wait,” you ask, “I can play a wizard and a mad scientist? Is 
  this fantasy or sci-fi?” Yes. Gates is a game that has a different 
  genre based on the setting you play in. Each world will have 
  its own theme and genre, with rules to support them. A long-
  running game of Gates may touch upon dozens of worlds with 
  several genres of story. Ever time, the characters themselves will 
  become a blend of genres, psychological scars from a horror 
  world, a cybernetic arm from a sci-fi world, and a witch’s curse 
  from a fairytale-like land are all things that can be carried into 
  other worlds.
  That being said, Gates has a strong fantasy theme. Even in 
  a cowboy adventure or an underwater horror environment, 
  fantasy elements remain. The very idea of traveling from world 
  to world through magic portals and bringing spells and artifacts 
  anywhere is very magical. Think of Gates as a fantasy game with 
  other genre themes. Of course, fantasy elements can be removed, 
  but the game is weaker for it.
  Fantasy or Science Fiction?
  The game presented here uses a game engine called the Gate 
  System. Due to the nature of the game, it can be treated as a 
  universal system, rather than a standalone game. The setting 
  for Gates is a sort of mega-setting where anything can and does 
  happen. However, the rules of the game can just as easily fit into 
  any setting not part of the Gates megaverse.
  Gate System
  For this game, all that is needed are five six-sided dice (d6), the 
  core rulebook, paper, and pencils. Optional (but recommended) 
  gear includes a whiteboard or battlemap, D100, miniatures, and 
  snacks.
  What Is Needed?
  
  4
  Table of Contents
  Game Overview 
   6
  Chapter One: Basic Rules 
   7
  Chapter Two: Character Creation 
  22
  Chapter Three: Advanced Rules 
  137
  Chapter Four: Equipment 
  163
  Chapter Five: Mastery 
  190
   
  Combat Rules 
  9
   
  Damage, Death, and Healing 
  11
   
  Combat Actions 
  15
   
  Synergy 
  17
   
  Conditions 
  18
   
  Environmental Hazards 
  20
   
  Zones 
  21
   
  Creating  a Character 
  24
   
  Background 
  26
   
  Background Traits 
  28
   
  Genre Backgrounds 
  30
   
  Abilities 
  34
   
  Innate Perks and Penalties 
  37
   
  Skills 
  40
   
  Classes 
  51
   
  Artificer 
  52
   
  Bard 
  59
   
  Channeler 
  66
   
  Elementalist 
  73
   
  Mage 
  84
   
  Naturalist 
  91
   
  Perfectionist 
  100
   
  Psionic 
  106
   
  Rogue 
  112
   
  Warrior 
  117
   
  Universal 
  121
   
  Advancement 
  133
   
  Social Conflict 
  137
   
  Zone Effects 
  139
   
  Specialised Movement 
  141
   
  Downtime 
  144
   
  Companions 
  146
   
  Extended Challange 
  149
   
  Rituals 
  150
   
  Premade Rituals 
  152
   
  Creating Rituals 
  159
   
  Dreaming 
  161
   
  Feats 
  162
   
  Equipment Types 
  163
   
  Melee Weapons 
  165
   
  Ranged Weapons 
  168
   
  Off-Hand Items 
  170
   
  Armor 
  171
   
  Modfications 
  172
   
  Other Equipment 
  173
   
  Wealth and Money 
  177
   
  Artifacts 
  179
   
  Sample Artifacts 
  180
   
  Sample Trinkets 
  189
   
  Set  Based Adventuring 
  192
   
  Roleplaying the Multiverse 
  195
   
  Working With the Players 
  197
   
  Using the Rules 
  198
  
  5
  Chapter Six: Settings 
  199
  Chapter Seven: Dangers 
  199
   
  Worlds 
  200
   
  Example Worlds 
  202
   
  Western 
  202
   
  Wonderland 
  203
   
  Horror 
  205
   
  Science Fiction 
  206
   
  Super Hero 
  207
   
  Hazards 
  209
   
  Enemies 
  210
   
  Creating Enemies 
  212
  
  6
  An infinite amount of worlds means an infinite amount 
  of adventure. Players can explore ancient, restless crypts, spy 
  filled corporations, or even strange wonderlands of magic and 
  madness. Each world is a setting and a genre of its own as well. 
  For example, In the crypt mentioned, it might be a constant 
  struggle against the dead while the strange wonderland might 
  be a mind twisting experience of trying to figure out what the 
  hell is going on. 
  Multi-world adventure
  Game Overview
  The players are Gate Striders. Heroes from different worlds. 
  Though, a hero in one world might be very different from 
  another. Suave pirates, monsters from the darkest of nightmares, 
  and even pulp science fiction star captains could find themselves 
  back to back battling against the forces of evil.
  Multi-Genre Heroes
  A techno-priest is desperately clutching onto the back of a 
  charging rhino while a psychic birdman flies by in a dog-fight 
  with a dragon. The cowboy in the party is staring down the 
  rhino as it charges forward, finger on his six-shooter, and the 
  samurai is holding off the ninjas. While all this is happening, 
  lava is slowly filling the cavern. These are the conflicts Gate 
  Striders must deal with. 
  Combat is Gates is exciting and grand. The little conflicts are 
  skipped to save time for the good bits. After All, why bother 
  rolling to hit the half-dead thug trying to rob a character, when 
  just the other day they wrestled a cyborg-bear into submission?
  Cinematic Combat and 
  Dramatic Conflicts
  Gate Striders have been mentioned a few times so far. But 
  what exactly are they? A specific type of person becomes a Gate 
  Strider. They are the most impressive and fascinating people in 
  their world. Gates, which are sentient portals, hand-pick these 
  impressive heroes. Then, they are given the power to walk 
  through the Gates. 
  Each Gate Strider, right at the beginning of the game, is 
  already impressive enough to be famous on their world. But 
  they shortly learn that the multiverse is far larger and far more 
  dangerous than bargained for.
  Gate Striders
  Every World is connected to at least one other with a Gate. 
  They are the stitching in the fabric of the universe, and are 
  absolutely bored. They link the worlds, but challenge those that 
  would go across. The Gates often create small “dungeons” to 
  challenge Gate Striders. These dungeons often include fights to 
  the death, but can just as easily be a simple puzzle to solve.
  Gates
  Throughout this document there are various talents, 
  backgrounds, traits, and items which have certain names and 
  descriptions. These names imply that they represent a certain, 
  specific concept. This is not true. Think of these names as 
  samples, not a strict description of what they are. For instance, 
  the Rogue class grants the thieving skill set. That skill set 
  is very handy for magicians as well. So, a player can say they 
  gained that skill set not from stealing things, but from learning 
  prestidigitation and non-magical magic. It is the rules that is set, 
  not the description.
  A Point About Names
  
  7
  Abilites
  The ability scores represent the characters raw capabilities. Whenever a character rolls for something other than attack, defense, or 
  initiative tests the character adds an ability score. Ability scores also have a passive benefit that affects other rules. The Game Master 
  will decide what ability score is used.
  When an ability score reaches 1 or 0, an additional penalty is applied. These penalties are comunilative, meaning if the ability is 0, 
  then the character suffers the penalties from 1 and 0. An ability cannot be negative.
  Strength is the physical might of a character. High strength 
  is characterized by large muscles and the ability to lift heavy 
  objects. 
  Strength
  Load:A character’s load represents how heavy the equipment 
  they carry can be. A character with a high load will be able to 
  wear better armor and wield stronger weaponry. Some pieces 
  of equipment have a load requirement in order to be used. If a 
  character has less load than the combined load requirements 
  of his equipment, the character is encumbered.
  Lift: As a general rule, a character can lift 50 times their 
  strength. Large characters can lift twice this amount, while 
  small characters can lift half as much. 10 times their strength 
  is considered one load, if carried on their person. 
  Passive Benefits
  Strength is also used to resist being forcefully moved, win 
  contests of strength, and to move anything. Anything that 
  requires physical might will use strength. A handful of examples 
  for strength rolls:
  Lifting a boulder.
  Climbing a cliff.
  Holding on to a raging giant.
  1 Strength: All weapon damage is halved. This includes 
  ranged weapons and magic attacks.
  0 Strength: The characters load is always 0.
  Active Uses
  Dexterity is the grace and agility of the character. A high 
  dexterity is characterized by fast, agile movements and high 
  hand-eye coordination. 
  Dexterity
  Defense: exterity is used to defense rolls. Half of the character’s 
  dexterity is added to defense rolls.
  Initiative: Having a higher dexterity means a character 
  reacts faster in combat. Dexterity is used to calculate initiative, 
  which can be important when ambushed.
  Passive Benefits
  Dexterity is also used for any task that is graceful, quick, or 
  uses delicate movements. A handful of dexterity roll examples:
  Dodging a boulder.
  Balancing on a tightrope.
  Picking someone’s pocket.
  1 Dexterity: The character loses their stunt, but they can 
  spend an action for the stunt.
  0 Dexterity: When the character misses an attack, reroll 
  the attack roll against a random ally in range with a bonus die.
  Active Uses
  Chapter One: Basic Rules
  
  8
  Constitution is how tough and resilient the character is. A 
  high constitution is characterised by a character being able to 
  take a hit and rarely getting sick.
  Constitution
  Health 
  Points 
  and 
  Healing 
  factor: 
  Constitution is used to calculate both health and healing 
  factor. This means the higher the constitution, the more 
  punishment the character can take. Increasing healing factor 
  means the character can recover faster in combat.
  Hold Breath: A character can hold their breath a number 
  of rounds equal to their constitution + 5. This applies in areas 
  of poison, gas, and drowning.
  Passive Benefits
  Constitution is used to resist any effects that change the 
  body, whether they be spells, curses, or diseases. A handful of 
  constitution roll examples:
  Resisting a polymorph effect.
  Surviving a night of heavy drinking.
  Fighting off a disease.
  1 Constitution: The Player automatically fails all poison 
  and disease rolls.
  0 Constitution: Whenever the Player takes threshold 
  damage, one point of it is transferred into health points.
  Active Uses
  Intelligence is how smart the character is. High intelligence is 
  characterised by knowledge on many subjects and good grasps 
  of alien concepts. Intelligence is used for remembering details, 
  researching new information, following clues, and other tasks 
  that involve information.
  Intelligence
  Rituals: Intelligence is used to determine how many rituals a 
  character can memorise at once. A character can memorise a 
  number of rituals equal to half intelligence. 
  Specialties: The smarter a person, the more skills the can 
  master. A character gains a number of specialties equal to half 
  intelligence.
  Passive Benefits
  Intelligence can also be used for any mental task. Solving 
  puzzles, reading hidden messages, and understanding something 
  are other uses for intelligence. A handful of intelligence roll 
  examples:
  Researching a spell.
  Remembering relevant lore.
  Open a puzzle box.
  1 Intelligence: Proficiency is halved.
  0 Intelligence: The Player can no longer communicate.
  Active Uses
  
  9
  Focus is how clear the character understands the self and 
  the surroundings. A high focus is characterised by seemingly 
  to know everything going on, difficult to surprise, and being at 
  one with the world. Focus can be used for perceiving the world, 
  resisting some mental effects, and surviving in the wild.
  Focus
  Passive Perception: More often than not, a character 
  will not be actively looking for traps, ambushes, and other 
  dangers. So a character has a passive perception that is equal 
  to 8+focus. This is used as the difficulty for any character 
  trying to sneak past them as well as the Players focus roll 
  for searching for traps. If a character chooses to roll focus to 
  search for traps or enemies, then the character cannot roll 
  below passive perception, unless the character has a penalty 
  die to the roll.
  Passive Benefits
  Focus is used for any task that requires experience to master, 
  such as cooking, most professions, sensing intentions, gambling, 
  and many other tasks. Focus is also used when observing the 
  world and the characters own state of mind. A handful of Focus 
  roll examples:
  Searching for Clues.
  Noticing a certain sound in a loud room.
  Calling someone bluff.
  1 Focus: The Player always fails searching for anything 
  hidden.
  0 Focus: Always go last in initiative.
  Active Uses
  Spirit is the inner strength of a character. High spirit is 
  characterised by a strong will, powerful magic ability, and a 
  stubborn attitude. Spirit is used in any mystical sense, magical 
  manipulation, or to enforce a Player’s personality. Spirit also 
  represents the Players creativity and artistic ability as well as 
  their likeability.
  Spirit
  Attunement: Every character has a magical pool of points 
  called Attunement. This represents the amount of personal 
  power a character can invest into an artifact. A character must 
  choose how they invest their attunement in any artifacts they 
  use.
  Passive Benefits
  Spirit is a Player’s magical power. It can be used for contests 
  of personality or playing magical “tug of wars“. Spirit is also the 
  go to ability in a dream-scape and when creating art. Social 
  encounters also rely on spirit. A player can use spirit to sense 
  magic, discovering a source of magic in the immediate area. The 
  difficulty of this roll is 15, but more subtle magics can be more 
  difficult to find. A handful of Spirit roll examples:
  Casting a spell.
  Painting a beautiful painting.
  Convincing a merchant to lower their prices.
  1 Spirit: The character gains a penalty die on all ability and 
  defence rolls made against a magical effect.
  0 Spirit: The Player cannot cast rituals, use magic based 
  consumables, or be affected by magic which is beneficial.
  Active Uses
  
  10
  When a Player is required to roll an ability, attack, or defence 
  (or any other roll) they roll 2d6. Add both dice and the modifier 
  based on the roll attempted. For example, a strength roll would 
  add strength and a initiative roll would add initiative. The Game 
  Master compares this roll to the difficulty of the check. If the roll 
  equals or exceeds the difficulty, then the roll is successful. For 
  example: if a Player needs to climb a wall (without the climbing 
  skill) he would roll 2d6+strength. If the Player has a strength of 
  4, and rolls 4 and 3, the result is an 11 (4+3+4); just above an 
  average roll. If the difficulty was 11 or lower, the climb would 
  be successful.
   
  Contested rolls occur when one character attempts to 
  affect another. To do this, both characters roll. The difficulty of 
  the roll is the result of the defender’s roll. For example: if bob is 
  trying to sneak past Joe, bob rolls dexterity vs. Joes focus. Joe 
  rolls a 13 for his focus, and bob rolls an 11. This means that 
  bob fails to sneak past and is caught. If bob would have rolled 2 
  higher he would have successfully snuck past Joe. Ties result in 
  the defender succeeding.
  Rolling Dice
  When a die rolls a 6, it explodes. This means the die is rerolled 
  and the result is added to 6. For example; a die rolls 6, then 
  explodes rolling 4. The final result of the die is 10 (6+4). Dice can 
  only explode once, unless the rules say otherwise. So if the die 
  rolls a 6 when exploding, it does not explode again. The default 
  maximum a player can roll with explosions is 24 if both dice roll 
  6, then 6 again.
  Exploding Dice
  Occasionally, a talent, skill, or circumstance would grant 
  a bonus die to s roll. Normally when a Player rolls, two dice 
  are used. With a bonus die, they roll an additional d6. The 
  two highest results are then added together. For example, the 
  dice come up as 3, 5, and 2. The Player would add the 3 and 
  5, totalling 8. Multiple bonus dice is possible, two bonus dice 
  would cause four dice to be rolled for example.
  Penalty dice are similar to bonus dice, but the lesser of the 
  two dice are added. For example someone with two penalty dice 
  would roll four dice. If they roll 2, 1, 5, and 4. In this situation 
  the Player would add the 2 and 1 together to get 3. If a Player 
  has bonus dice and penalty dice, they cancel each other out. So 
  if a Player has one bonus die and one penalty die, the Player 
  rolls two dice as normal. If another Player has two bonus die and 
  one penalty die, the Player would roll three dice and choose the 
  higher two. A Player can not roll more than five dice at one time.
  Bonus and Penalty Dice
  Resolving Tasks
  Whenever a player decides to perform a task, such as leaping 
  over a hole or translating text, the player will eventually roll dice 
  to determine if the taks is succeeded or failed. But first, there 
  are a few steps that should be followed. First, the Game Master 
  needs to decide if a roll is required. Only roll dice if failure would 
  have a consequence. For example, falling down said hole. But 
  do not roll if the player can simply try again and again without 
  consequence. For example, translating a document. Next, the 
  Game Master decides the difficulty of the roll. Details on this 
  are in the mastery chapter. Finally, the player rolls the dice to 
  determine success or failure.
  How to Perform a Task
  
  11
  Combat Rules
  A group of Gate Striders walk into an alleyway (not a joke, 
  just roll with it). These Gate Striders have defeated countless 
  demons and monsters, saved multiple worlds, and even battled 
  gods. Suddenly, a mugger pulls out a knife and demands them 
  to pay up. There are a couple of options here. First, the Game 
  Master could have everyone roll initiative and play out one 
  round before Milark the dragon slayer sneezes at the mugger. 
  The other option is to ask the players how they deal with the 
  situation. No need to roll initiative, keep it in the narrative. This 
  is not to say that every combat should be dismissed like this. 
  As a general rule, perform combat when the conflict is either 
  exciting, cinematic, dangerous, or important.
  When to Perform Combat
  When combat begins, roll initiative (detailed below). This will 
  determine the order of characters actions. A turn begins when 
  the character has initiative. It ends when they declare their turn 
  ends, or they have nothing else they can do. A round is everyone’s 
  turns put together. Many rules mention at the beginning or end 
  of a turn. The beginning is before the character acts, and the end 
  of a turn is after the turn ends but before the next characters 
  turn.
  The Turn
  Skirmish refers to the abstract area of the combat, as well 
  as the combat itself. A skirmishes size is set by the combat 
  encounter and is left vague. For example, a fight within a house 
  will result in a small skirmish area, but a fight over a battlefield 
  can be much larger. There are no direct forms of measurement 
  in Gates. Instead, it uses abstract areas to represent movement. 
  A skirmishes area can become larger and change with the ebb 
  and flow of combat as well. If any talent or skill says “once per 
  skirmish” it means the character can do that action once during 
  the entire combat. Any area outside of the battle area is “Outside 
  of skirmish” which means it cannot be interacted with. A fight 
  can expand to beyond the skirmish, however. In this case the 
  Game Master creates new zones.
  Skirmish
  Zones are the pieces that make up a skirmish. They are used 
  to determine where a character is in the skirmish and who they 
  can attack. There are two ways to handle Zones. The first is to 
  map them out on a grid. This is great for situations where the 
  location is stagnant. Like a building or castle. The second option 
  is to create and remove zones during the course of an encounter, 
  keeping it in the mind’s eye. This is advantageous when the 
  location is dynamic, flowing, and moving. Such as fighting atop 
  of moving vehicles or inside a collapsing mine system. Zones 
  are always adjacent to other zones, and they can be stacked atop 
  each other. This affects movement and range. Look on page xxx 
  for more information on zones.
  Zones
  Every turn a Player can use two actions, take a reaction and 
  use one stunt. The actions are used for a variety of tactical 
  options. Including attacking, defending, aiming, and a myriad of 
  other choices. If an ability or talent says two actions is required, 
  then the character must use both actions to use the talent. Some 
  talents will take more than two actions as well. In this case, the 
  Player can spread the required actions between different rounds. 
  To do this, the Player declares they will begin spending actions 
  this turn and finish it next turn. The Player must not use any 
  actions between the actions being spent on the talent or ability, 
  but can use a stunt. Otherwise, they waste the actions already 
  taken. An ability that requires two actions can be split between 
  two turns, as long as the last action of the first turn and the first 
  action of the next turn are used.
  Action economy
  Stunts are similar to actions, but have a lesser effect or are used 
  to modify an action. Examples include picking up an object, 
  handing an ally a potion, opening a door, drawing a weapon, 
  or similar actions. Every turn a Player can use one stunt but an 
  action can be spent to use a stunt as well. Stunts are also used 
  to move in the battlefield, so be careful of when stunts are used.
  Stunts
  Each character has one reaction that can be taken when it 
  is not their turn. These reactions are granted by talents, and 
  generally have a trigger. Once the trigger is met, the reaction 
  can be used.
  Reactions
  
  12
  At the beginning of a skirmish all participants roll initiative. 
  The highest roll acts first, followed by the second highest and so 
  on. In the case of ties the Players decide who acts first. When 
  initiative is rolled, Players can draw their weapons and enter one 
  stance.
  If any characters are unaware of the combat when it starts, 
  they are surprised. This means they can only use a stunt on their 
  first turn and receive a penalty die to initiative.
  Initiative
  A character can move to an adjacent zone with a stunt. There 
  are specialised movement types that change how the character 
  moves in the skirmish.
  Movement
  To make an attack, the Player rolls attack just like any other 
  contested roll. The attacker rolls attack + one half of a character’s 
  dexterity or strength, depending on the weapon. The defender 
  rolls defense + one half dexterity. If the attacker rolls higher 
  than the defender, the attack hits and deals damage. Look for 
  dealing damage on the next page. A character can attack any 
  other character within their zone with a melee attack.
  Attacking
  A character can ready one action on their turn. To do this, the 
  character must spend an action. Then, the character decides a 
  triggering event. Examples include, “The enemy moves into my 
  zone” or “This ally draws a weapon.” If at any time the triggering 
  event happens before the Player’s next turn, the designated 
  action is taken. A character can ready a stunt, but it still requires 
  an action to ready. If a Player readies an action, they can not use 
  their reaction.
  Readying Actions
  Some attacks, such as bow, are ranged. There are two forms of 
  range, short and long,
  Short ranged attacks tend to be thrown or inaccurate weapons. 
  These attacks can target any character in the current zone or any 
  adjacent zones.
  Long ranged attacks can target anyone in the skirmish, as long 
  as no cover is between the characters zone and theirs. However, 
  targeting a character in the same zone as the attacker will apply 
  a penalty die to the attack.
  Ranged Attacks
  Some weapons have a precision bonus attributed to it. When 
  a character takes the aim action, the precision bonus is added to 
  the attack bonus granted by the aim action.
  Precision Bonus
  Shields and off-hand weapons grant a shield bonus to defence. 
  A Player can only use one shield bonus at a time. When a 
  character uses the defend action, the character adds the shield 
  bonus to the defence bonus from the defend action.
  Shield Bonus
  Several talents give characters access to stances. A stance is a 
  mental and physical state of being that give different mechanical 
  benefits. When initiative is rolled, a Player can enter a stance. 
  They gain the benefits of the stance until they change stances 
  with an action.
  Stances
  Combat is not a static action of swinging swords at each other. 
  It is a dynamic, fluid act where anything can happen. Whenever 
  a character moves into another zone, they gain +1 momentum. 
  A character can have a maximum of 3 momentum at one time. 
  When a character is hit with an attack or takes an action that is 
  not moving the momentum is lost. A character gains a bonus 
  to melee damage rolls and defense rolls against ranged attacks 
  equal to momentum. Use a physical die to more easily keep track 
  of momentum.
  Momentum
  
  13
  Damage, Death, and Healing
  Whenever an attack hits, damage is dealt. There are three 
  parts to damage: weapon, ability, and critical damage. Weapon 
  damage is the damage added by the weapon. Most weapons 
  have 1-6 weapon damage. Ability damage is the damage granted 
  by a character’s ability score for the attack. Most of the time this 
  damage is strength. But for some magical attacks the character 
  primary casting ability can be used.
   
  Critical damage is damage granted by rolling over 
  the enemy’s defence. An attack deals critical damage equal to 
  the difference between the attack and defense roll. This bonus 
  damage can reach a maximum of Player’s intelligence.
  For example; Sebastian attacks an orc with a greatsword. 
  Sebastian rolls a 15 for the attack and the orc rolls an 11 for 
  defence. A greatsword damage is 4 and Sebastian has 6 strength. 
  Sebastian only has an intelligence of 3 however. The attack deals 
  13 damage. (4 weapon, 6 ability, and 3 critical).
  Damage
  Most forms of armor give a character Resistance. When 
  a character is damaged the Player reduces the damage by 
  an amount equal to the Player’s Resistance. This can reduce 
  damage to 0.
  Resistance
  When a character receives damage, the character decides to 
  reduce either Threshold or Health Points. A character cannot 
  split the damage between them, rather the character takes the 
  full damage to threshold or health points. For example, if a 
  character has 10 HP and 10 TH remaining, and the character 
  takes 5 damage, then the character can choose to lower 
  threshold by 5. The next turn the character takes 7 damage, and 
  chooses to lower HP to avoid losing consciousness. This leaves 
  the character with 5 TH and 3 HP.
  If a character takes more damage than is left in either HP or 
  TH (Whichever is chosen) then the difference in damage moves 
  over to the other. While this has no real effect when moving 
  damage from HP to TH, it can cause a character to develop 
  devastating wounds if HP is reduced to 0.
  Health, Threshold, and 
  Damage
  When a character’s Threshold is lowered to 0, the character 
  falls unconscious. The character remains unconscious until 
  threshold is no longer 0. After combat, the character will 
  wake up. The only exception is if all characters are knocked 
  unconscious, then the Game Master determines what happens 
  to them and the players hope the enemy takes prisoners.
  Loosing Threshold
  When a character’s HP reaches 0, the character falls 
  unconscious just like with threshold. But, the character also 
  suffers a wound. Look on page xxx for more information 
  on wounds. When a character is no longer at 0 HP, they are 
  conscious. If a Player knocks an opponent to 0 HP, then the 
  Player chooses the wound. A Player can spend 2 hero dice to not 
  receive a wound.
  Losing Health Points
  At the end of a skirmish, the characters recover all threshold. 
  A character can also spend a stunt to regain a small amount of 
  TH based on their healing factor. Look on page xxx for more 
  information on the recover stunt.
  Healing Threshold
  With a night of rest, a character heals half of their current HP 
  rounded down. A character with 0 hp heals 1 HP with a night of 
  rest. If the character rests for an entire day, then they heal double 
  that amount. If a character receives medical attention (difficulty 
  10 intelligence roll), the character heals another 1/2 current HP. 
  For example, if someone had 5 HP and they rested for a night, 
  they would heal 2. Resting all day would heal 5, and resting all 
  day with medical attention heals 7. 
  Healing Health Points
  
  14
  Some attacks cause different types of damage. These special 
  forms of damage interact with immunity, resistance, and 
  vulnerability.
  Fire: This damage is from pure heat. Fire, lava, and hot objects 
  deal this damage. Creatures that are immune to this damage 
  are creatures that live in harsh, hot environments. Creatures 
  that would weak to this damage type would be creatures made 
  of meltable materials such as ice or wax. 
  Thunder: This is damage caused by pure sound and 
  vibrations. Thunder, powerful sound amplifiers and very loud 
  screams are sources of this damage. Creatures immune to this 
  damage type would be amorphous creatures that do not need 
  to keep a astable shape. Creatures especially susceptible to 
  sonic damage are creatures made out of very brittle substances 
  such as crystal or glass. Thunder damage is nullified in zones 
  or locations where sound is magically silenced.
  Ice: This damage is caused by extreme cold. Freezers, ice, and 
  the cold of space would deal this damage. Creatures immune 
  to this damage would be creatures that live in especially 
  cold environments. Creatures that rely on heat, such as lava 
  elementals or steam powered golems, would be susceptible to 
  this damage.
  Lightning: This is damage caused by pure electric power. 
  Batteries, lightning, and tasers would be sources of this 
  damage. Creatures immune to this damage would be creatures 
  with very low conduction or creatures that live around a 
  large amount of lightning, such as a storm giant. Creatures 
  that would be susceptible to this damage would be creatures 
  that conduct electricity very well, and creatures that rely on 
  electricity such as a robot.
  Necrotic: Necrotic damage is caused by organic mass 
  rotting. Evil magic, radiation, and matter destroyers cause 
  this sort of damage. Creatures immune to this damage would 
  have little or no organic mass, or are accustomed to rotting 
  flesh. Creatures susceptible to this damage would be creatures 
  that rely on purity of body, such as  Angelss and some golems.
  Poison: This is damage that destroys living organs. Poisons, 
  diseases, and nauseous clouds can cause this damage. 
  Creatures immune to this damage would be creatures with 
  no organs such as golems or slimes. Creatures susceptible to 
  this damage are creatures with very complex organ system or 
  weak immune systems.
  Types of Damage
  Pious: This is damage caused by godly influence. God’s, 
  Avatars, and Channelers cause this damage. Unlike other 
  damage types, pious damage attacks the soul directly. If 
  a creature dies by pious damage the creature can only be 
  resurrected by special means. These could be in the form of 
  Quests for pcs. Pious damage also is not healed the same way 
  other damage types are. Medicine will not heal a creature 
  struck by this damage but spirit healing, charms, and holistic 
  healing will. Creatures that are immune to this damage would 
  be godly beings. Creatures that are susceptible to this damage 
  would be abominations and unnatural creatures. 
  Acid: Acid damage is caused by chemical interactions. Battery 
  acid, acid clouds, or very basic fluids cause this damage. 
  Creatures immune to acid damage live within or around acid. 
  Creatures susceptible to acid damage would be creatures with 
  very specific chemical makeups.
  Psychic: psychic damage is caused by mental strain. Powerful 
  illusions, psychic attacks, and terrifying horrors cause 
  psychic damage. Creatures immune to psychic damage are 
  creatures with no mind, such as golems or insects. Creatures 
  susceptible to psychic damage are creatures that are psychic 
  themselves or are primarily made of thought. Psychic damage 
  is unique in that it does not kill, but rather leaves enemies in a 
  permanently comatose.
  Radiant: Radiant damage is caused by pure light. Lasers, 
  powerful flash grenades, and very large suns cause this 
  damage type. Creatures immune to this damage type would 
  be creatures made primarily of light themselves, or shine very 
  bright. Creatures susceptible to this damage would be made 
  of shadow or are accustomed to the dark.
  If a creature is vulnerable to a damage type, then they receive 
  double damage from that source after resistance is reduced. This 
  means a creature can have both resistance to a damage type and 
  vulnerability to it.
  Vulnerability
  When a creature has resistance against a type of damage, they 
  reduce damage only from the damage by the resistance value. 
  This is done after reducing damage from resistance that has no 
  damage type applied to it. Immunity means the creature takes 
  no damage from the damage type.
  Immunity and Resistance
  
  15
  The life of a hero is not without its tragedies. Most veteran 
  gate striders have lost a hand or two, have been terribly cursed, 
  or have experienced being mauled an inch away from death. 
  When a character reaches 0 health points, they gain a wound. 
  There are three types of wounds that a player can receive. To 
  determine the type of wound, the player needs to make a choice. 
  First, if they are wounded, and they have hero dice remaining. 
  They may spend one hero die to receive a standard wound. If the 
  player spends all of their hero dice, which requires at least 2, then 
  they receive a insignificant wound. Finally, if the player chooses 
  to spend no hero dice,  or they have none to give, then the 
  character gains a severe wound. These wounds can be removed, 
  however they can only be removed through role playing. For 
  example: finding a surgeon, building a cybernetic arm, or going 
  on a quest to regain sight. Some monsters have unique wounds 
  that they place on characters, which can override the wound 
  roll. An example of this would be a basilisk permanently turning 
  the character partly to stone. 
  Insignificant Wound: The character only receives a 
  scar and a good story.
  Standard Wound: Roll 1d6 to determine a random 
  ability score (strength is 1, dexterity is 2, and so on.). This 
  ability score is reduced by 1 until the character spends a full 
  day with maximum health points. A character can only heal 
  one standard wound a day.
  Severe wound: These wounds are the most intense and 
  lasting. Limbs are lost, guts are spilled, and it would be a 
  miracle if the player survives. If a character is unattended 
  after receiving this wound for a number of minutes equal to 
  the characters constitution score, they die. If their allies, or 
  perhaps enemies, save them, then the wound is permanent 
  and lasting. To determine the wound, consult the following 
  tables. First, determine the kind of damage received (blade, 
  bludgeoning, ect.) and roll 1d6. Match the type of damage 
  with the closest available if none are applicable. For example, 
  an axe would deal the same damage as a blade and a robots 
  vice grips may be closer to fang. These are just sample wounds, 
  and more specific ones can be created by the Game Master if 
  need be. 
  Wounds
  Wound Types
  Blade
  1 Facial scar. The character is lucky, only an ugly scar 
   remains.
  2 Sliced rib cage. Load decreases by 1.
  3 Hand cut off. The hand can no longer be used, but 
   shields may be worn.
  4 Arm amputation. The arm cannot be used at all.
  5 Leg sliced off! The character is permanently slowed 
   until a replacement can be found.
  6 Head removed! The character is dead.
  Bludgeon
  1 Broken Nose. The character nose is mashed beyond 
   recognition, but otherwise fine.
  2 Fractured spine. Load is decreased by 1.
  3 Crushed Hand. A hand has been crushed beyond 
   use.
  4 Leg Smashed. The character receives 2 damage to
    threshold if they use a stunt to move.
  5 Brain trauma. All focus and intelligence rolls are 
   made with a penalty die.
  6 Skull crushed! The character is dead.
  Fang
  1 Mangled arm. The characters arm is covered in ugly 
   scars.
  2 Hand Chomped off. The hand can no longer be used, 
   but shields may be worn.
  3 Gored. The characters HP maximum is reduced by 4.
  4 Damaged throat. The characters throat has been 
   damaged  
  and their voice is nearly gone. They cannot 
   yell.
  5 Arm ripped off! The arm cannot be used at all.
  6 Throat ripped out! The character will die in 1d6 
   rounds unless extreme measures are taken.
  
  16
  Pierce
  1 Near Miss. The stab wound barely misses vital
   organs. Leaving nothing but a scar.
  2 Throat Ruptured. Penalty die to any attempt that uses 
   voice. Character can no longer yell.
  3 Lost eye. The character receives a penalty die on all 
   ranged attacks without a scope and visual focus rolls.
  4 Damaged Organs. The character receives a penalty 
   die on constitution rolls.
  5 Run through. The characters strength rolls are made 
   with a penalty die.
  6 Stabbed through the heart! The character is dead.
  Pychic
  1 Lingering headache. Nothing but a slight headache.
  2 Slow Witted. Initiative lowers by 2.
  3 Mad. The character receives a penalty die to all focus 
   rolls.
  4 Open Mind. The characters thoughts become as loud 
   as words.
  5 Phobia. The character gains a phobia of the source of 
   the damage. This causes the character to become 
   frightened in its, or anything similars, presence.
  6 Mind wipe. The character is brain dead.
  Elemental
  1 Ugly scar. The attack leaves a large and unsightly scar.
  2 Spell scarred. The character gains a vulnerability to 
   that damage type.
  3 Infused. The character gains 2 resistance for that 
   damage type, but receives 1 extra damage from other 
   sources of damage.
  4 Nerve Damage. Any fine, tactile dexterity roll is 
   made with a penalty die.
  5 Full body scar. The character gains a penalty die to 
   all social rolls.
  6 Incernated. The characters body is destroyed by the 
   energy.
  Magic
  1 Glowing Scar. The character gains a glowing, magical 
   scar.
  2 Scared soul. The character receives double damage 
   from ethereal attacks, ghosts, or anything that would 
   target a characters soul or being.
  3 Unaligned. Rituals are 25% more difficult to cast.
  4 Magically charged. Magical sources of damage deal 2 
   extra damage.
  5 Mana burn. The character receives a penalty die on 
   all spirit rolls.
  6 Disintegrated. The character is dead.
  
  17
  Combat Actions
  The following actions can be taken by any character in combat. The character must spend the required amount of Actions to 
  utilise these options.
  Attack
  Aim
  Grab
  Guard
  Execute
  Use Complex Object
  Defend
  Stunt
  Hide
  The Player makes an attack against a target. Attacking is one 
  Action. Attacking is further described on page XXX. There are 
  two forms of attacks referenced in talents and other rule system. 
  Basic attacks and special attacks. Basic attacks are standard 
  attacks that anyone can use. If a talent says “Make a basic attack 
  with…” Then these rules may be applied to any attack. These 
  attack options can add together if the prerequisites are both met. 
  For example, if the character has both the arching attack talent 
  and the piercing strike talent, then the character ignores the dive 
  stunts and ignores some resistance with basic attacks.
   
  Special attacks are specific actions the character can 
  take. Abilities that modify basic attacks modify special attacks, 
  but abilities that require the character to make a basic attack are 
  not usable with special attacks.
  Attack
  The Player can use an Action to aim at an enemy. When 
  aiming the Player gains a +3 bonus to attack on the next attack 
  roll. If a character has a weapon with a precision bonus, then the 
  precision bonus is added to the attack bonus as well. Aim does 
  not stack onto itself.
  Aim
  The Player can use an Action to grapple a target. This is a 
  strength roll against either strength or dexterity. If the Player 
  succeeds, then the target is restrained by the Player. If the Player 
  is stronger than the target, then when the Player moves, the 
  target moves as well. A character can spend a stunt to attempt 
  to break a grapple. Breaking a grapple is a strength or dexterity 
  roll against the grapplers strength. Success means the grapple 
  has ended.
  Grab
  The Player can grant an ally in the same zone a +2 to defence 
  with one Action. This lasts until the beginning of the Player’s 
  next turn. Guard can only be used once per ally, per turn. This 
  action does not stack with defend.
  Guard
  Execute can only be used on a helpless target and costs 3 
  Actions. Execution will kill the character. If the character is 
  attacked before the execution is finished, then the execution 
  fails.
  Execute
  A Player can use an Action to activate a complex object such 
  as a potion, scroll, a remote control, fire extinguisher or any 
  object that would have a effect on the battle.
  Use Complex Object
  The Player can spend an Action to gain a +3 bonus to defense 
  until the beginning of his next turn. Defend can only be used 
  once per turn. If a character has a shield bonus, the character 
  adds the shield bonus to the defense bonus from this action.
  Defend
  A character can spend an Action to gain an additional stunt 
  in the round.
  Stunt
  Using two Actions, a Player can move into another zone and 
  attempt to hide behind some sort of concealment such as a wall, 
  shadows, heavy rain, et cetera. The Player rolls a dexterity with a 
  difficulty equal to 10+the highest focus of the enemies. Success 
  means a character is hidden. Failure means the character does 
  not succeed at the hide, and success means the character is in a 
  hidden state. If no one is able to see the Player, then the targets 
  of their next ability or attack are unaware of them.
  Hide
  
  18
  The following can be done at any point.
  Quip: The character can say a one liner or other quip that has 
  no actual effect. Though clever roleplaying can be performed 
  with quips.
  Shuffle: The character can move anywhere within the 
  character’s zone.
  Free Actions
  Once per turn, a character can choose one Stunt to perform. 
  These Stunts can apply to an attack or defense roll, or have 
  some other effect. The Stunt should make use of the current 
  environment and situation, and the Game Master can rule that 
  some Stunts are impossible in the current situation. There are 
  two types of Stunts: offensive and defensive. Offensive Stunts 
  activate during the characters turn, while defensive Stunts are 
  activated at the end of their turn.
  Stunts
  Disarm: The character can choose to disarm one melee attack 
  made against the character if the defense roll is successful.
  Brace: The characters resistance increases by 2 until the 
  beginning of the character’s next turn.
  Hold: The character switches Initiative with the character 
  below them. This takes effect next round.
  Dive: The character dives behind cover. The character gains 
  +1 to defense rolls.
  Recover: The character regains a number of Threshold equal 
  to healing factor. This Stunt can only be done once a turn.
  Speak: The character can say something important or lengthy 
  during the combat. The character is limited to around a 
  sentence or two of important dialogue. 
  Resolve: The character can attempt to reroll a failed check 
  against Fear. This roll is made with a penalty die.
  Taunt: The character chooses one enemy to taunt. That 
  enemy receives a -1 penalty to attack any creature other than 
  the one who taunted them.
  React: The character gains an additional reaction that turn.
  Defensive Stunts
  Knockdown: This Stunt applies to a single melee attack. If 
  that attack is successful, then the target falls prone.
  Feint: This Stunt applies to a single attack. If that attack 
  is successful, then the attack deals an additional 2 critical 
  damage.
  Disarm: This Stunt applies to a single melee attack. If that 
  attack is successful, then the targets weapon falls to the 
  ground or is in the characters possession.
  Sunder: This Stunt applies to a single melee attack. If that 
  attack is successful, then one of the targets equipment moves 
  down on the sunder track. See page XXX.
  Called Shot: This Stunt applies to a single attack. This 
  attack now strikes a specific area on the enemy. Typical uses 
  of this Stunt is to destroy jewelry, strike a weak point, or to 
  show off superior skills.
  Disorient: This Stunt applies to a single attack. If this attack 
  is successful, then the target receives a -2 to defence until the 
  begin of its next turn.
  Blind: This Stunt applies to a single melee attack. If this attack 
  is successful, then the target receives a -2 to sight based Focus 
  rolls until the beginning of the next turn.
  Dash: The character moves into an adjacent Zone.
  Stand: This Stunt is used to stand from Prone.
  Interact: This Stunt is used to interact with the world and 
  objects. Flipping a switch, opening a door, picking up an 
  object, and opening a window are just a few examples.
  Dropping Prone: Dropping prone is a Stunt. 
  Search: The character can make a focus roll to find a hidden 
  enemy. The focus rolls difficulty is set to the result of the 
  hidden characters hide check.
  Apply Poison: The character can place poison on a weapon 
  or set of ammunition.
  Break Grapple: The character can attempt to break a 
  grapple.
  Swap equipment: The character sheaths and draws 
  different weapons.
  Offensive Stunts
  
  19
  Synergy
  Occasionally, Players will want to combine abilities to pull of cool stunts or exciting attacks. Examples include a fire Elementalist 
  enhancing a mage’s fireball, working together to lift a fallen log, or help each other solve a puzzle. To do this the Player must follow 
  these rules.
  The Players first decide on a purpose of the Synergy 
  action. This can be anything from moving a heavy object, 
  attacking an enemy, or even throwing an ally.
  Next, the Synergy Finisher is chosen. The Finisher 
  must act last. When the Finisher takes his Synergy Action 
  the Synergy is resolved.
  Then, the Players play their turn as normal. The 
  characters must spend at least one Action and their Stunt 
  to partake in a Synergy Action. They must benefit the 
  Synergy in some way as well. A character can use a Talent 
  or Action but it must be the last action on their turn.
  On the Finisher’s turn, the Synergy Attack activates 
  when the Finisher uses their Action or Talent for the 
  Synergy action.
  The following rules also apply when making a Synergy Attack:
  If a character is unconscious before the synergy attack 
  is finished, then that character does not participate.
  The Players must be able to use their Action or Talent 
  against the target when the Synergy Action activates.
  If the number of Players partaking is reduced to only 
  the Finisher, the Synergy fails.
  The Synergy Attack must make sense. A Player 
  synergising by creating a boulder, and another Player 
  making the boulder wet would not have a great effect. 
  But creating a boulder and lighting it on fire would be 
  devastating.
  Every person partaking in the Synergy Action adds a 
  +1 bonus to the roll. To a max of 5. If the Synergy Action 
  is an attack, the roll is the attack roll.
  The Player that rolled the highest uses that result 
  as the result of the roll for the Synergy Action. Unless 
  the Synergy is an attack, then each roll is determined 
  separately.
  When a Synergy attack is made, all damage is 
  calculated separately.
  Effects of a Synergy Action
  Any effect that is not a direct attack, such as moving 
  targets, buffing allies, or hindering enemies, resolves 
  before the attack.
  Synergy Actions do not interrupt initiative.
  Other Points About Synergy 
  Actions
  Synergy Actions should be used whenever a task is too difficult 
  for one character alone. This can be anything from surviving in 
  a desert, to talking to a king. Synergy Attacks should be taken 
  whenever an enemy is too difficult to attack.
  When to Use Synergy
  
  20
  Conditions
  The following rules represent various conditions a character can be in. The Game Master ultimately decides when these conditions 
  are met, but many abilities normally apply these conditions.
  If a character does not know about an enemy, the character 
  is unaware of that enemy. Stealth, invisibility, and illusions are 
  examples of creating unaware targets. If an enemy is unseen, but 
  the character is aware that the enemy is in the area, the character 
  is not unaware. An unaware target receives a penalty die to 
  defense against creatures that set the condition.
  Unaware
  The following applies to prone creatures. A character can 
  stand from prone by using a Stunt.
   
   
  Penalty die to defense rolls against melee attacks.
   
  Bonus die to defense rolls against ranged attacks.
   
  The character is Slowed. See below for details.
  Prone
  A character that is grappled receives a -2 penalty to attack and 
  defense rolls against targets not in the grapple. The character 
  cannot move if grappled.
  Grappled
  A helpless character cannot defend itself. Whenever a helpless 
  character is attacked, the character’s defence roll is effectively 0, 
  regardless of the bonus to defence.
  Helpless
  If a Player is fighting something it cannot see, either due to 
  blindness or severe darkness, the Player cannot make ranged 
  attacks, and melee attacks are made with a penalty die. The 
  character automatically fails rolls to find stealthed targets.
  Blinded
  A slow character cannot use their stunt. A character can only 
  be slowed twice. In this case the character loses their stunt, and 
  an action.
  Slowed
  Whenever a creature is extremely tired, hungry, or thirsty, 
  they become fatigued. Fatigue follows a series of steps, and the 
  more fatigued a character become more steps of fatigue they 
  gain. One level of fatigue is lowered with a nights rest. The 
  effects of each step of fatigue are:
  1. 
  Load decreases by 1. Max Threshold lowered by 3.
  2. 
  Load decreases by 2. 1 penalty die on all rolls. 
   
  Threshold is lowered to half maximum Threshold.
  3. 
  Load decreases by 3. 1 penalty die on all rolls. One 
   
  threshold.
  4. 
  Unconsciousness until someone nurses the character 
   
  back to health.
  5. 
  Death
  Fatigue
  When a character is using more load than the character has, 
  the character is encumbered. The character gains a penalty die 
  on all strength and dexterity rolls, and on all attack and defence 
  rolls.
  Encumbered
  While enraged, the character has a penalty die on all Focus 
  rolls.
  Enraged
  An unconscious person is prone, helpless and unaware. They 
  also receive 2 penalty dice to Focus rolls.
  Unconscious
  When a character becomes charmed they have a penalty 
  die on any roll that opposes the person who set the charmed 
  condition. Examples include attacking an enemy, casting a 
  ritual, or attacking an ally of the person who set this condition.
  Charmed
  
  21
  An invisible character has a bonus die on Stealth rolls. All 
  creatures are considered Blinded against this character. The 
  invisible character also has a bonus die when attacking.
  Invisible
  A stunned character loses one Action on their next turn. A 
  character can be stunned multiple times, but they can never 
  have less than one Action from being stunned.
  Stunned
  A deafened character cannot hear, and fails any roll that 
  requires hearing.
  Deafened
  A frightened character cannot move towards the source of fear 
  and receives a penalty die to all rolls while they are frightened.
  Frightened
  A depressed character receives a penalty die on all Spirit rolls.
  Depressed
  A paralyzed character is helpless and cannot move or take any 
  Actions. The only Stunt available is recover.
  Paralyzed
  A restrained character cannot move, unless moved by an 
  outside source.
  Restrained
  The characters senses are dulled. The character receives 1 
  penalty die on all focus and spirit rolls.
  Impaired
  
  22
  Environmental Hazards
  When a character falls from one zone to one beneath it, they 
  will receive no damage. However falling two zones will cause the 
  character to receive falling damage. This will cause 10 damage, 
  plus an additional 5 damage per zone fallen. A character can 
  make a dexterity roll to reduce the damage by one zone by 
  landing on a softer target, such as a wagon of hay or a small pool 
  of water. This is a difficulty 12 roll. 
  Falling
  The Player can hold his breath for a number of rounds equal 
  to 6 times constitution. If the Player takes any more than one 
  action the round counts as 2 rounds. An unconscious character 
  that cannot breath treats every round as 2 rounds. If the 
  character runs out of time, the character falls unconscious and 
  threshold drops to 0.
  Drowning/suffocating
  In most situations, starvation and thirst can largely be ignored. 
  Characters are assumed to be able to feed themselves, either by 
  purchasing food in a tavern, hunting, or foraging through ruins. 
  However, particularly long delves into a ruin, journeys through 
  deserts, and other situations without food and water available 
  food may need to be tracked.  
  Every day without food, a characters maximum HP value 
  decreases by one. This is alleviated when the character eats. No 
  water has the same effect, but 2 HP is lost rather than one.
  Starvation and Thirst
  
  23
  Zones
  Every Skirmish has one or more Zones that characters move and fight in. To determine where Zones are located, mark out 
  sections of the location that are different from others. For example: A room can be a single Zone, but a large room that contains a 
  fireplace and a table will have two Zones; one that contains the fireplace, and the other that contains the table. 
  A Zone that is next to another Zone on the map is called Adjacent. These Zones can be moved into and out of with normal 
  movement. Characters can only interact with objects within the Zone that they are currently in. For example: a character in the 
  Zone with the fireplace might be able to throw an enemy in the fire, while a character in the adjacent Zone can jump onto the table 
  for a height advantage. 
  When a character is in a Zone, it is assumed the character is moving all throughout that Zone. Because of this, characters can 
  attack any character in the Zone they are in.
  Once per turn, a character can move from one Zone to an 
  adjacent one. The character can also spend an Action to move to 
  an adjacent Zone. This means a character can move to 3 Zones 
  per turn without any special abilities.
  A character can move into a Zone above the current zone, but 
  only if they have some sort of movement or something to reach 
  the Zone, such as a ladder.
  Moving Between Zones
  A transition Zone is a Zone that lies between two adjacent 
  Zones. Unlike a normal Zone, a character does not need to move 
  into a transition Zone to pass through it. Indeed, a character 
  cannot enter these zones at all.
  Transition Zones always have some sort of hazard or obstacle. 
  Some examples include a swinging axe, a pit of spikes, or a 
  breakable wall. The character must succeed at some sort of ability 
  check in order to successfully bypass the transition zone. Such 
  as rolling Dexterity to dive through the axe or rolling Strength 
  to jump over a pit. Failing this roll results in an effect depending 
  on the transition Zone. this is damage, but more specific effects 
  can be used as well. Such as a magic barrier that freezes anywho 
  pass through.
  Transition Zones
  Some Zones have unique and specific effects on characters 
  and creatures within them. A forest on fire might cause fire 
  damage to all characters and creatures each turn, or a zone with 
  a spell cast upon it might cause its effect each turn.
  Zone Effects
  Zones can have many uses aside from combat. They might be 
  used to separate a crime scene into manageable chunks, separate 
  a ball dance into different locations, or to map out an elaborate 
  puzzle. The uses of Zones are limited only by the Game Master’s 
  imagination and ingenuity.
  Utilising Zones
  The scale of a Zone is affected by the scale of the Skirmish. If 
  a fight takes place in a large open area, then the Zones will be 
  large. But a fight taking place inside a building will have smaller, 
  more compact zones.
  A good rule of thumb is to base the scale off of the Player’s tier. 
  A heroic tier skirmish might take place in a large dungeon, with 
  each zone being the size of a room. But a mythic tier skirmish 
  might take place over an entire mountain, each zone being a 
  large expanse of area to fight dragons and other nasty creatures. 
  If the Game Master would prefer a more realistic take on zones, 
  try to keep zones around 30 feet or so, beginning to end.
  Scale
  In every fight that has access to the sky, there are two Zones 
  that are always present. The lower sky and upper sky.
  The upper sky is a Zone that is above all other Zones, unless 
  that Zone has a roof. The lower sky, as its name implies, is the 
  Zone immediately below the upper sky zone and above the 
  ground based Zones.
  These two Zones are mostly accessed by characters who can 
  fly, but they also hold dangers such as enemies.
  Sky Zones
  There are some skirmishes which would be in continuous 
  motion. For example, fighting a phoenix while it is trying to get 
  away, trying to rob a train, or fighting on the top of vehicles. 
  In these cases, create Zones as usual. It is good to think of the 
  world moving and the zones are stationary. Each character must 
  have some sort of mount or special movement type in order to 
  keep up. If not, they move one zone in the opposite direction the 
  fight is moving at the end of their turn. If they run out of Zones, 
  then they are out of the combat until they can somehow catch 
  back up.
  Moving Battles
  
  24
  Example Zone Effects
  Zones can have one or several effects tied with them. While a character is in a zone, then the zones effect applies to that character. 
  These zones detailed below are just a handful of zones that could exist. There are many possibilities and effects a zone could have.
  A zone on fire or full of intense heat is considered burning. 
  At the beginning of a character’s turn, they will receive 5 fire 
  damage if they are in the zone. This damage ignores resistance, 
  other than fire resistance. Some burning zones can be more 
  intense and will have an increased damage. Flammable objects 
  in the zone ignite, and significant water can end this zone effect.
  Burning
  A cold zone is incredibly cold. Frost immediately covers walls 
  and liquids freeze. This will cause all creatures to receive 2 cold 
  damage every round, but resistance from armor is ignored.
  Cold
  A zone with cover is any zone with large objects to hide 
  behind, while not interrupting movement. Cover takes the form 
  of fences, walls, trees, or any other disrupting object. When 
  attacking a zone with cover with a range attack, the attacker 
  receives a penalty die.
  Cover
  Shrubbery, swamp, rubble, and anything that slows movement 
  is considered difficulty terrain. When in difficult terrain, a 
  character must spend an action to move.
  Difficult Terrain
  A windy zone is full of powerful winds. All ranged attacks 
  going into, out of, and through the zone have a penalty die.
  Windy
  A submerged zone is a zone that is completely under water. 
  Character is this zone must hold their breath, or they begin 
  drowning. Characters are slowed, unless they have the swim 
  movement type.
  Submerged
  A zone with this effect is a still body of water, with a surface. 
  A character must succeed at a strength check of 10 in order to 
  move, and the character is slowed unless they possess the swim 
  movement type. If a character fails this roll by 5 or more, then 
  they begin to drown until they succeed the strength roll.
  A zone with this effect can also be stormy, which increases the 
  difficulty to 15.
  Water
  A spiked zone has sharp protrusions that make falling onto 
  it very deadly. A character that falls into a spiked zone doubles 
  fall damage. If a character falls from one zone above then they 
  receive 10 damage.
  Spiked
  A zone filled with thick smoke can be dangerous. Focus rolls 
  to see in the zone are made with a penalty die, and a character 
  must make a difficulty 12 constitution roll or else the character 
  loses one action. This roll is made at the beginning of the 
  characters turn. Every time the character fails this roll, they lose 
  an additional action if they fail on the next turn.
  Smoking
  An obscured zone is a zone full of fog, rain, or any other effect 
  that obscures sight. Focus rolls to perceive and ranged attack 
  rolls are made with a penalty die.
  Obscured
  A dark zone is similar to an obscured zone, except a character 
  with dark vision is immune to the effect.
  Dark
  A deep dark zone has no light whatsoever. Melee attacks are 
  made with one penalty die and ranged attacks are made with 
  two. Sight based perceptions rolls are impossible. A character 
  with dark vision is immune to this zone.
  Deep Dark
  
  25
  A low gravity zone grants all characters a burst movement 
  type when they jump. Fall damage is nullified, and a character 
  receives a penalty die to resist being moved.
  Low Gravity
  Characters in a high gravity zone are slowed. The characters 
  also receive a bonus die to resist being moved, and when they 
  fall the character is treated to have fallen one additional square.
  High Gravity
  Loud zones are places with a significant amount of noise. 
  Such as in a thunderstorm, next to a siren, or next to machinery. 
  Focus rolls to hear are made with 2 penalty dice.
  Loud
  An electric zone is a zone where the surfaces are charged 
  with enough electricity to shock those who touch them. When 
  a character touches the surface of the zone, they receive 10 
  lightning damage.
  Electric
  An irradiated zone is a place that is full of radiation or other 
  similar force. A character receives 2 necrotic damage every 
  round while in the zone, ignoring armor. After exiting the zone, 
  the character still receives 2 radiation damage for the next 3 
  rounds.
  Irradiated
  A poisoned zone is one that houses a mist of poison or a pool 
  of poison. This can take 2 forms. Either the poison is a specific 
  type of poison, or it is generic poison that damages creatures. 
  The former, every round a character is in the zone they must roll 
  against the poison. With the latter, a creature receives 5 poison 
  damage every round. This damage ignores normal resistance.
  Poisoned
  An acidic zone is one that houses a mist of acid or a pool of 
  acid. A character receives 10 acid damage every round while in 
  this zone.
  Acidic
  A bright zone has incredibly bright light. Such as from a 
  flare or powerful lamps. Focus rolls for vision are made with 2 
  penalty dice.
  Bright
  
  26
  Specialized Movement
  Some characters might have a special movement type, such as flight or swimming. These are gained in a variety of ways, such as 
  talents or traits. The following are the rules for using specialised movement.
  A character with this movement type can move between 
  vertical zones as long as there is a wall or similar structure 
  connecting them.
  Climbing
  A character with a swim movement type, they do not need to 
  roll anything when attempting to swim.
  Swimming
  A blast movement type allows a character to move to an 
  adjacent zone, including zones above. A character will fall at 
  the end of the their turn, unless they land on a solid space. The 
  character can ignore some transition zones, such as pits and 
  other things that can be jumped over.
  Blast
  A quick movement type is when a character moves so quickly, 
  they appear to be invisible. Enemies will be unaware which 
  zone the character travels to if they could not see them before. 
  Running from stealth to stealth for example.
  Quick
  A character with the flight specialised movement have free 
  range of the zones they enter. This works the same as blast, but 
  characters can stay in zones without a floor.
  Flight
  A character with the teleport movement type can move to an 
  adjacent zone, but ignore any transition zones.
  Teleport
  Mounts are used to move more quickly on the battlefield or 
  overland. More details on mounts can be found on page xxx.
  Mount
  The Burrow movement type is similar to the teleport 
  movement type as long as the two zones are connected by 
  digable earth. A character with the burrow movement type can 
  stay underground for longer, but in this case it requires an action 
  to resurface.
  Burrow
  This movement type is situational. When a character swings 
  by a rope, grappling hook, or web they can potentially gain this 
  movement type. The Player can bypass an entire zone with one 
  stunt by swinging, effectively moving two zones. Except the zone 
  effect they bypass does not affect the character. However, the 
  swing must make sense. Something needs to be there to attach 
  whatever method of swinging. Transition zones still must be 
  dealt with normally, however.
  Swing
  Phasing is simply moving in a way to be incorporeal. Perhaps 
  a ghost-like drift or vibrating through matter. Whatever the 
  source, phasing allows a character to ignore zone effects and 
  transitions zones. Unless the effects or zones would affect 
  incorporeal creatures.
  Phase
  Blinking is a combination of teleporting and simply moving. 
  This functions as phase, but there is a 50% chance (a 1-3 on a d6) 
  to be affected by the zone effects and transition zones.
  Blink
  
  27
  Chapter Two: Character 
  Creation
  This is a game about taking the role of a world traveling hero. A character is this hero. Through this character, the player will 
  interact with the world and ideas of the game, as well as the fellow players.
  Characters in Gates are assumed to have already become a Gate Strider. It is also assumed they have been an adventurer for a 
  while. The character has slain a few monsters or explored ancient dungeons. They are stronger than a common adventurer. A cut 
  above the rest.
  You are a Gate Strider. Stronger, braver, smarter than your common man. You are a hero. A villain. A legend. 
  At some point in your life, you have been chosen by a Gate to witness all reality. Given the power to walk between 
  the worlds, you have freedom. You can shake the very foundation of worlds and civilizations. Wherever you go, 
  change will follow. But the worlds are dangerous. Other Gate Striders join you in your journey. Whether you 
  search for wealth, power, love, or stories. Adventure awaits.
  When a character is designed, think of a theme the character 
  will have at first. Swashbuckling cyborg wizard? A devious 
  necromancer who stalks the shadows? Honorable knight with 
  the strength to throw boulders? While the characters theme is 
  important, it will change over time. Exploring all these different 
  worlds. Experiencing different cultures and ideas. This will 
  change even the most stubborn man. At the beginning of their 
  journey, the character is a powerful wizard. Long into his career, 
  they will find one fleeting moment of peace where they reflect 
  upon the adventures. They will absentmindedly fiddle with the 
  robotic arm which replaced the one lost fighting a dragon. The 
  character will clean the pistol they started carrying when they 
  stopped trusting fully in rituals. They will cover up the darkened 
  skin on their leg, tainted by a curse from just one fight among 
  many. No longer is the character just the wizard. It is a Gate 
  Strider.
  Theme
  No two Mages are the same, nor are any two Warriors. One 
  spell caster might channel the power of their ancestors but 
  another uses innate magic from their bloodline. A samurai 
  would fight quickly and efficiently, but a barbarian would just 
  smash things into oblivion. These are the sorts of character 
  descriptions that should be created when a character is made. 
  The purpose of these descriptions is to both set the character 
  apart from others, and give the Game Master something to work 
  with. For example, maybe a master samurai that could teach the 
  parties samurai a new technique, but will not teach a uncultured 
  barbarian. Perhaps the mage who channels the power of their 
  ancestors find a family crypt and learns new techniques from 
  within. 
  To make these descriptions, consider the characters theme. 
  How does the abilities the Class’s grant utilise this theme? For 
  example. an alchemist with the classes Artificer/fire Elementalist 
  might gain the fire Elementalist abilities by drinking a variety of 
  different potions or throws bombs.
  Character Descriptions
  
  28
  Character Terms
  A character’s attack represent how skilled they are in combat. 
  Even a master swordsman would be able to use an axe effectively. 
  Defense is the character’s overall skill at defending attacks. 
  Both of these are increased through increasing tiers.
  Attack and Defense
  The primary casting ability represents a character’s skill in 
  magic. Some classes have a list of PCAs to choose from, but 
  only one PCA can be chosen. The PCA also represents HOW 
  the character uses magic. A character with intelligence might 
  use math and logic to alter reality. While a character that uses 
  spirit uses magic with the sheer power of their will. PCA is not 
  an ability, thus if PCA is spirit, and a talent gives a bonus die to 
  spirit rolls, then the PCA does not gain this bonus die.
  Primary Casting Ability 
  (PCA)
  A character’s health points represent how much damage they 
  can receive before they fall unconscious. When a character takes 
  loses all HP, they are wounded.
  Health Point (HP)
  A characters threshold represents how long they can last in a 
  fight. when a character receives threshold damage they do not 
  get hit, but they become more tired. Most enemies do not have 
  threshold.
  Threshold (TH)
  Every character can cast a ritual. Characters can find them as 
  rewards, seek them out, or purchase them in game. However, 
  when choosing to learn a specific ritual, ask “does it complement 
  my character?” An archer does not need a size increasing ritual, 
  for example. More information can be found on page xxx for 
  rituals.
  Rituals
  A school is a subsection of a class. They represent different 
  archetypes within the class. They do not limit what talents a 
  character can choose. A character can choose any talent within 
  their class, from every school. The purpose of a school is to 
  organise talents within a class.
  Schools
  Talents are how a character increases power and versatility. 
  When choosing talents, choose them to suit the character’s 
  playstyle.
  Talents
  Cores are core abilities the character poses. These Cores are 
  gained at character creation and act as starting points for many 
  talents.
  Cores
  Feats are similar to talents, but they are not earned in the same 
  way. Instead, they are earned in game. Examples of feats include 
  surgery to enhance the senses, permanent magical effects, or 
  techniques learned from a master.
  Feats
  The character’s skills represent slight benefits to certain tasks. 
  The bonus they grant is based upon proficiency.
  Skills
  Hero dice, explained on page xxx, can be very useful. Though, 
  there is a choice with them. They can be spent every session to 
  make the game easier, or they can be saved in case the characters 
  loses all of their HP.
  Hero Dice
  Every character gains a proficiency bonus depending on their 
  tier. This proficiency bonus is used as a bonus for skills, as well 
  as a bonus to various actions depending on talent selection. The 
  proficiency bonus represents the character’s overall skill.
  Proficiency
  A tier of power is how legendary and powerful a party is. Unlike 
  most character statistics, tiers of power are gained as a party 
  rather than individual. There are five tiers of power a character 
  can be. Mundane, Adventurous, Heroic, Legendary, and Mythic. 
  These tiers represent the overall power of the character as well 
  as giving a starting point for different challenges. Most parties 
  begin at Adventurous. To increase a tier of power, the character 
  must complete a task befitting the tier above. An adventurous 
  character must complete a heroic adventure to become an 
  Heroic character.
  Tiers of power
  
  29
  Creating a Character
  Before making a character, speak with the other Players. Ask 
  the Game Master what sort of characters they should make and 
  talk to the other Players about what roles to play in the party. 
  Consider if any of the characters know each other, if they are 
  beginning as a group already, or how they will decide to stay 
  together.
  Make sure the character would be willing to work with the 
  party, is willing to adventure, and can contribute to the game. 
  Playing a pacifist monk with a group of bloodthirsty Warrior is 
  not a good idea, for example.
  Step 1: Talk to the party
  Next, build the characters background. The character’s 
  background represents who the character was, what they did 
  before the adventure starts, and where the character lived. The 
  background decides how the player uses the hero dice system 
  as well. Hero dice is a pool of resources to help players succeed. 
  Follow the steps on page xxx to create a background.
  Step 2: Background
  After determining the character concept and background, 
  choose ability scores. Each ability begins at 2. Spread 10 points 
  around the abilities, each increase in an ability costs 1 point. An 
  ability cannot be increased past 7.
  Alternatively, ability points can be spent to purchase an innate 
  perk or penalty. See the ability section on page xxx for more 
  information on abilities and innate perks and penalties.
  Strength: The physical might of the character.
  Dexterity: The agility and grace of the character.
  Constitution: How tough and resistant the character is.
  Intelligence:  The mental capacity and clarity of the 
   character.
  Focus: How intune the character is with themselves and 
   the world.
  Spirit: The characters force of personality and magic.
  Step 3: Abilities
  At this point choose 2 classes. The class choice will give a 
  selection Cores to choose from, as well as give a list of talents 
  to make the character more powerful. The class choice should 
  reflect the character’s theme. Use the chart on the next page as 
  a guide.
  Step 4: Choose Classes
  Then, Choose 3 Cores from the universal Core or from one 
  of the classes chosen. This is an important choice, because these 
  can unlock talent choices.
  Step 5: Choose Cores
  The character gains 3 skills sets from the sets listed in the 
  class. Find more information on skill sets on page xxx.
  After choosing skill sets, choose a number of skills equal to 
  half intelligence to become specialities. These specialities grant a 
  bonus die when rolling for that skill.
  Step 6: Skills
  After both classes are chosen, add both class’s health points 
  (HP), then add double constitution. This becomes the characters 
  HP. Threshold is equal to both classes HP plus constitution plus 
  spirit.
  Step 7: Health Points
  Now, the character chooses their equipment. A character 
  starts with 2 basic items, 1 advanced item, 3 simple items.
   
  See page xxx for more information on equipment. 
  This starting equipment cannot be lost permanently. They can 
  be lost, but the character will replenish this starting gear when 
  the opportunity arises. Such as during downtime. The starting 
  equipment is a part of the character. Just how batman always has 
  his batarangs, or king arthur always has excalibur. A character 
  also starts with a set of appropriate clothing and any minor 
  baubles that fit the character. Examples include pictures of 
  family, broken swords, or a trophy from a kill.
  Step 8: Equipment
  
  30
  Class
  Description
  Cores
  HP
  SkillSets
  Primary Casting 
  Ability
  Artificer
  Crafter of powerful artifacts.
  Craft Equipment
  Jury Rig
  6
  Technology
  Craft
  Special
  Bard
  Uses art and performance to 
  great effect.
  Inspire
  Showman
  5
  Negotiation
  Culture
  Spirit
  Channeler
  Receives power from powerful 
  entities.
  Channel Power
  Miracle
  5
  Occult
  Speech
  Focus
  Spirit
  Elementalist
  One 
  who 
  commands 
  the 
  elements.
  Element Control
  7
  Power
  Discipline
  Focus
  Spirit
  Mage
  Manipulator of magic.
  Spellbook
  Magic Use
  5
  Magic
  Knowledge
  Intelligence
  Spirit
  Naturalist
  One in tune with nature.
  Animal Control
  Nature Aspect
  6
  Survival
  Nature
  Focus
  Spirit
  Perfectionist
  A master of perfecting the body 
  and soul.
  Trained Fists
  Calm Mind
  6
  Acrobatics
  Meditate
  Special
  Psionic
  A master of mental power.
  Telekinesis
  Sense Emotion
  5
  Dream
  Mind
  Intelligence
  Spirit
  Rogue
  A thief and assassin.
  Sneak Attack
  Hide
  6
  Investigation
  Thieving
  -
  Warrior
  A master of combat.
  Challenge
  Guardian
  7
  Athletics
  Tactics
  -
  Next, fill out statistics such as speed, initiative, size, and other 
  necessary information.
  Attack/Defence: When the character is created, choose 
  if the character is aggressive, defensive, or balanced. This will 
  determine the attack and defense statistic following the chart 
  on page XXX.
  Initiative (Dex+Foc): Initiative is used to determine 
  the order of combat. It can also be used to determine who 
  acts first during contests. To calculate initiative, add dexterity 
  and focus.
  Healing Factor (Constitution + Strength): 
  The healing factor is used when recovering threshold. A stunt 
  can be used once per turn to increase their threshold by this 
  amount.
  Proficiency: An adventurous character begins with 2 
  proficiency. Otherwise, it is based off of the tier on page XXX.
  Load: Load represents how much gear the character can use at 
  once. Load is equal to one half of strength plus one.
  Attunement: Attunement is the character’s natural ability 
  to use artifacts. Attunement is equal to one half of spirit.
  Step 9: Statistics
  Finally, the player spends five advancement points. This 
  further diversifies and customises the character.
  Step 10: Starting Power
  
  31
  Background
  Before the game starts, the character had a life. Perhaps they lived a full and rich life of adventuring before becoming a Gate 
  Strider. Maybe they were a simple farmer before stumbling upon a gate. This is where the characters history is built. 
  A character begins with 5 background points. These are spent on various traits. Each trait costs one point, so a Player can have 
  up to 5 traits. Any background points leftover raise the hero dice maximum. Hero dice are a form of “heroic Luck” that can save a 
  character’s life, as well as give them an edge in every situation.
  Hero dice is a special mechanic that allows characters to do 
  impossible stunts or impressive tricks. Each character has a 
  maximum amount of hero dice that can be held onto at once. 
  This is equal to 1 + the amount of background points leftover 
  after purchasing traits. Hero dice can be added to any roll as 
  bonus dice. Hero dice can also be spent to use certain traits. 
  Background
  At the beginning of every session, the Players gain a hero die. 
  If a Player has a background, then the Game Master rewards 
  the Player with a hero die when representing the characters 
  background. The Game Master can also cause a complication, 
  in which the Game Master gains the use of a hero die and the 
  Player receives one.
  Gaining Hero Dice
  The Game Master can grant the benefit of a hero die to an 
  enemy NPC, but doing so causes the Player the die is used against 
  to gain a hero die. Not every NPC can use these complications. A 
  Game Master can also cause a Player to run out of ammunition, 
  gain a penalty die to a roll, or activate a flaw (see below) as a 
  complication. With the exception of an NPC using a hero die, a 
  Player can deny the hero die to cancel the complication.
  Complication
  A character can spend a hero die to perform any options that 
  traits grant the Player. They are also spent to gain a bonus die on 
  any roll. The Player can spend any amount of hero dice before 
  the roll is made, but only one bonus die can be applied this way 
  after the dice has been rolled. Another use of hero dice is to 
  take an action when it is not the players turn. This is done by 
  spending 2 hero dice.
  Using Hero Dice
  Choose up to 5 traits from the following list. The traits should 
  be chosen based on the characters theme and history.
  Creating A Background
  If the Game Master allows it, a character can have a flaw as 
  well. A flaw is a character trait that can cause problems. Such 
  as prone to anger, falls in love easily, or prone to thievery. This 
  allows the Game Master to, at any time, cause a complication 
  based on that character’s flaw. For example, the Game Master 
  can tell a character that they fall in love with a villain if they fall 
  in love easily. The Player then gains a hero die.
  (Optional) Character Flaws
  
  32
  Background Trait
  Summary
  Artifice
  Begin the game with an artifact.
  Defender
  A hero die can be spent to gain a bonus die when defending until the beginning of the next 
  turn.
  Diplomatic
  A hero die can be spent to gain two bonus dice on any social roll.
  Fame
  A hero die can be spent to find a friendly NPC who knows about the character’s exploits.
  Fearless
  A hero die can be spent to ignore the effects of fear.
  Feat of Strength
  Roll a hero die to increase strength by that much.
  Fighter
  A hero die can be spent to gain a bonus die when attacking until the beginning of the next 
  turn.
  Gate Strider Contact
  A hero die can be spent to find a friendly contact.
  Generous
  Give allies hero dice.
  Magical
  Spend a hero die to use Magic Use.
  Master
  A hero die can be spent to gain two bonus dice on one skill roll.
  Quick
  Add a hero die to initiative.
  Resourceful
  Spend a hero die to pull a useful object out of pocket.
  Skilled
  Gain a skill set.
  Spellcaster
  Gain a ritual.
  Strategist
  Gain a bonus when planning ahead.
  Survivalist
  Spend a hero die to reset thirst, starvation, or hunger.
  Tough
  Spend a hero die to recover more threshold.
  Travelers Lore
  Spend a hero die to know details about otherworldly objects.
  Wealthy
  Gain extra wealth during downtime.
  Well Equipped
  Begin with extra equipment.
  Wise
  Spend a hero die to enhance an allies roll.
  
  33
  Background Traits
  Whether the character crafted it, found it, or where gifted 
  it, the character begins the game with an artifact. At the Game 
  Masters discretion, the player may modify this artifact with 
  starting equipment.
  Artifice
  The character was a defender of people. A shield against 
  darkness. A buffer between the people of their world, and the 
  things that lurk in it. A hero die can be spent to gain a bonus die 
  when defending until the beginning of the next turn.
  Defender
  The character spent most of their days talking. From speeches, 
  peace meetings, or even war rallies, the character has learned the 
  ins and outs of diplomacy.. A hero die can be spent to gain two 
  bonus dice on any social roll.
  Diplomatic
  The characters many deeds have traveled around the worlds. 
  A hero die can be spent to find a friendly NPC who knows about 
  the character’s exploits. If the world does not know about other 
  worlds, then this cannot be used.
  Fame
  The character has stood before terror and was not subject to 
  it. A hero die can be spent to ignore the effects of fear.
  Fearless
  None on the characters world could match their strength. 
  Even giants coward at their might. When the character tries to 
  lift something, such as a boulder or portcullis, the player can roll 
  a hero die to increase strength by that much for this single roll. 
  This die can explode.
  Feat of Strength
  The character was an elite member of the military, an 
  unstoppable back alley brawler, or a master martial artist. A hero 
  die can be spent to gain a bonus die when attacking until the 
  beginning of the next turn.
  Fighter
  The character has traveled long enough to make a few friends. 
  A hero die can be spent to have an ally on whichever world 
  they are on. Whether this is another Gate Strider or a friend of 
  another Gate Strider. This ally can give information, a place to 
  sleep, or act as a companion if danger is not involved.
  Gate Strider Contact
  The character has learned the joy of giving. A hero die can be 
  spent to grant another Player a hero die. This can be done once 
  per session per Player.
  Generous
  The character is a person of magic. They may have studied 
  tomes for many years, was chosen by a god, or simply born with 
  the power to alter fate. A hero die can be spent to create a minor 
  effect, as if using the mages magic use talent, that is permanent. 
  Such as turning a cup permanently cold or changing the color 
  of a building forever. In particularly dramatic situations, with 
  the Game Masters permission, this trait can be used for legend 
  creating magic. Such as declaring none can pull a sword from 
  the stone unless they are king, or cursing a lineage to forever 
  grow ugly beards.
  Magical
  The character is a master of a certain skill. Choose one skill. 
  When a hero die is spent on this skill to grant bonus dice, then 
  two bonus dice are gained instead of one.
  Master
  The characters speed, gained from a life of running, training, 
  or even natural talent, is unmatches. A hero die can be spent 
  when rolling initiative. The result of the die is added to initiative 
  and it does explode.
  Quick
  The character is a survivor, and has experience holding on 
  to just the right knick-knacks. A hero die can be spent to have 
  an item useful for the current situation be on the characters 
  person.. For example. A hero die can be spent to draw a dagger 
  after being disarmed or to have a lighter when trying to light a 
  fuse. These items can be no larger than the palm of a hand, and 
  must be simple items.
  Resourceful
  
  34
  The character was skilled in a certain profession or field. 
  Perhaps a stage magician, salesman or a master surgeon. The 
  character gains one skill set of the players choice, this can be 
  selected multiple times for multiple skills.
  Skilled
  The character was born to wealth, earned it, or stole it. During 
  downtime the character gains 2 wealth. This applies once per 
  Home Trip.
  Wealthy
  Through the characters studies, they have found a powerful 
  ritual. The character gains a ritual confirmed by the Game 
  Master written on a scroll. If the character has the intelligence, 
  they can instead memorise the ritual.
  Spellcaster
  Few are born with the innate talent of superior tactical 
  thought. That combined with many hours of practice has honed 
  the characters strategy to a powerful weapon. The player can 
  plan a skirmish ahead of time to gain certain bonuses. Every 
  ally in the skirmish can spend a hero die on something that was 
  planned ahead. Doing so allows them to add the hero die to 
  the roll, rather than adding a bonus die. This can only be used 
  on actions that have been planned ahead, and only once for 
  each character. These plans must be at least somewhat thought 
  through. “We plan to attack!” will not suffice.
  Strategist
  Through toil and sheer will, the character has earned the grit 
  to keep on living. Once per session, the player can spend a hero 
  die to reset the effects of thirst, starvation, or drowning. This 
  can allow the character to double the amount of time required 
  to starve.
  Survivalist
  Long nights in bar fights, constant torture, or a stubborn 
  attitude has graced the character the ability to take a hit. When 
  the character recovers TH, the player may roll a hero die. The 
  character heal an extra amount of TH equal to this roll. This die 
  does explode.
  Tough
  The character knows many stories and tales of different 
  worlds. When presented with an item, concept, or person from 
  another world a hero die can be spent for the character to know 
  details about the object. For example, an enemy warrior has a 
  powerful sword, a hero die is spent, and the sword is revealed to 
  be the blade of vanquish from such and such world. The Game 
  Master will describe the lore of the item or person.
  Travellers Lore
  Perhaps the character was a weapons crafter, dealer, or 
  inheritor. Maybe they came across a large supply of equipment. 
  The character begins the game with one advanced items, two 
  basic items, and three simple items along with the normal 
  starting gear. These items are treated as starting equipment, and 
  thus cannot be lost.
  Well Equipped
  The character has traveled to many worlds and have seen 
  many acts of compassion and cruelty. This has left them wizened 
  and full of advice. A hero die can be spent to grant a bonus die 
  to an allies roll.
  Wise
  
  35
  Genre Backgrounds
  These background traits come from the type of genre the character initialy belonged to. They are separate from the others because 
  these give a specific tone and theme based on the kind of world and environment the character came from. Players are free to choose 
  from one or multiple. A player can also redescribe these traits. Reckless honor would fit well for a knight in shinning armor as it 
  would a samurai.
  A fantasy world filled with mystery and magic. These worlds 
  are classic fantasy worlds from fairy-tales. Themes of these 
  worlds include magic, wizards, and adventurers.
  Fantasy
  “This, children, is the skull of a Grand Wind Drake. It 
  terrorized the city for many years, until it was finally 
  defeated by Sir Ashton the Whirlwind. Who wants to 
  tell me what weapon Sir Ashton used to fell this beast?” - 
  Lyrian Duvain, teacher
  The character has learned of all types of magic and how to 
  use them. A hero die can be spent to cast a ritual as if using a 
  lesser source.
  Magically Adept
  The character has access to magical treasures that can be 
  useful. The character begins the game with three trinkets.
  Trinkets
  The character has mastered the art of quick magic. A hero die 
  can be spent to gain the benefits of the magic use mage talent for 
  the rest of the encounter.
  Trickster
  A Western world is a lawless place. The greatest authority 
  is the gun and a quick hand. Themes of these worlds include 
  outlaws, struggle, and heros.
  Western
  “Oh, is that baby’s first gun? That’s cute. Mine’s bigger. 
  Now start a tab or get out of my establishment.” - Lilith 
  Barbosa, tavern keeper
  The character was a rule breaker or criminal. A hero die 
  can be spent to escape from the law. This will not always work 
  immediately, but it can make the task easier.
  Outlaw
  The character knows hard work is the best solution to all 
  problems. When doing some tedious task that requires hard 
  work, the time required to complete it is cut in half. For example, 
  digging a hole that takes an hour to dig would require half an 
  hour.
  Hard Life
  The character is an explorer and expert at finding new 
  locations. They can spend a hero die, once per session, to find 
  their way in a new environment. This can negate being lost in a 
  forest or can reveal where they are in a dungeon.
  Lone Wanderer
  
  36
  A science fiction world is one that uses advanced technology. 
  Themes of these worlds include scientists, robots, and advanced 
  technology.
  Science Fiction
  “We’ve finally cracked the secret. We have found the 
  road to the stars. But you know the risks. Is this a road 
  we want to travel?” - Fred Karlsson, 
  politician
  The character has learned of all types of technology and how 
  to use them. A hero die can be spent to use a piece of technology 
  the character otherwise could not have. An example would be 
  hacking into an alien computer the character has never seen.
  Technologically Adept
  The character knows many facts from a life of watching 
  informative television or similar media. The character can spend 
  a hero die once per session to immediately know the answer to 
  one trivial question relevant to the situation.
  Useful Knowledge
  The character has an enhancement on their body. Whether 
  this is from genetic modification, cybernetic enhancements, or 
  surgical enhancements the character is slightly more effective. 
  Choose one skill relevant to the characters modification. When 
  rolling a hero die for this skill, add +4 to the roll.
  Modified Body
  A gothic world is one filled with dangers of the night. Horror 
  movies, dungeons and dragons’ Ravenloft, and Castlevania’s 
  setting are good examples of this.
  Horror
  “Do not walk the streets alone, for the Dancers roam 
  the night. They will trap you in their strange costumes, 
  force you to become their slave. Be wary, child.” - Lydia 
  Davin, former captive of the Dancers
  The character has hunted and slain many monsters that hid 
  in the dark. The character can spend a hero die to immediately 
  know one weakness of a monster the character can see. This 
  is one of the few traits that have uses in combat, and can be 
  activated as an offensive stunt.
  Monster Hunter
  The character has experienced fear more often than someone 
  should have. The Player can spend a hero die to grant allies a 
  bonus die against resisting fear. When a hero die is spent to resist 
  fear for the Player, two bonus dice are gained.
  Useful Knowledge
  The character is what goes bump in the night. The character 
  can roll a hero die when attempting to intimidate another 
  creature. The result of the hero die is added to the intimidation. 
  This die can explode. 
  Monster
  
  37
  Primitive worlds are worlds where the forces of nature are 
  stronger than the forces of man. Examples would be caveman 
  worlds, These worlds have primal beasts, primitive cavemen, 
  and dense jungles. Themes of these worlds would be survival, 
  cavemen, and prehistoric beasts.
  Primitive
  “Their vision, unlike what you have been told, is not 
  based on movement. I don’t know who started that 
  particular rumor, but I would like to punch him in the 
  jaw myself.” - Akila, hunter
  The character is a hunter. Once per session, the character 
  can spend a hero die to automatically find something they are 
  searching for, or find a clue to lead to that place or creature’s 
  location.
  Predator
  The character is used to being hunted. The character can 
  spend a hero die once per session to cause any perusers to lose 
  track of the Player.
  Prey
  The character is familiar with nature and primal places. The 
  character may, once per session, spend a hero die to call the aid 
  of nature. This can be anything from having a deer walk towards 
  a starving party or find a naturally hidden alcove to sleep in.
  Natural
  Wuxia worlds are lands filled with honor, amazing feats of 
  prowess, and impossible martial arts. Themes of these worlds 
  include honor, Martial Arts, and Adventure.
  Wuxia
  “Blood for blood, a life for a life. Now draw and face 
  me, or are you a coward?” - Yin Fei Amaka, disgraced 
  warrior
  The character is particularly honorable. Honor and valor is 
  more important to this character than life itself. The character 
  can spend a hero die to gain two bonus dice, rather than one. 
  But, this can only be used when doing something reckless for 
  the sake of honor.
  Reckless Honor
  The character is loyal to a fault. Choose one character, either 
  PC or NPC, that the character is loyal to. When a character the 
  Player is loyal to takes damage, the Player can spend a hero die 
  to take the damage for that character instead. The Player must 
  reasonably be able to do so, such as being in the same zone when 
  the character is being attacked or within the flight path of an 
  arrow.
  Loyalty
  The character has a distinct lack of honor. This honorless 
  mindset grants and advantage when against those with honor. 
  The character can spend a hero die to gain 2 bonus dice, rather 
  than one, when taking an action that is particularly honorless. 
  Such as backstabbing an ally, attacking an unarmed foe, or going 
  back on a promise.
  Honorless
  
  38
  Super hero worlds are places where comic books have come 
  to life. Characters could have strange powers, super human 
  abilities, or dangerous super science.
  Super Hero
  “I swear, he just swooped down and grabbed me! a 
  speeding bullet with arms like pythons. I ain’t never 
  robbing any old ladies again!” - Joe, Purse Snatcher
  The character is a hero who knows how to save the day in 
  just the nick of time. When an innocent is about to be killed, 
  captured, or knocked unconscious the character can spend a 
  hero die to take and action and use a stunt.
  Just In Time
  One of the characters Cores becomes their superpower. When 
  using that core, the character may spend a hero die to gain two 
  bonus dice rather than one. 
  Super Power
  The character is a super genius that can think years ahead of 
  others. This character can spend a hero die when encountering 
  an unknown obstacle, such as a surprise enemy or a trap. Doing 
  so allows the character to have thought about this eventuality. 
  The character and allies gain +2 to any rolls to deal with this 
  obstacle.
  Mastermind
  The contemporary world is much like ours. No real magic or 
  unexplainable science. But it is not without its heros.
  Contemporary
  “Hey, Phil, you think you can get that report in by 
  monday? Listen, we all have to put in a bit of overtime 
  every now and then.” - Henry Wallcasher, Boss
  The character has read enough books, seen enough movies, 
  and played enough games to be familiar with many of the strange 
  ideas that the multiverse can hand out. When encountering an 
  unknown magic or technology, the character can spend a hero 
  die to gain a hint about the technology or magics purpose. 
  Usually in the form of pop culture references.
  Media
  The character does not believe in magic. A hero die can be 
  spent to gain two bonus dice when resisting magic.
  Unbeliever
  A fish out of water has to survive with pure luck. Once per 
  session, the player can reroll a single roll.
  Lucky
  
  39
  Innate Perks and Penalties
  Innate perks and penalties are abilities the player can purchase with ability points during character creation. These innate perks 
  are what determines the characters species. Innate penalties will give the character more ability points to spend. This is completely 
  optional, and many characters do not need to use these. Perks are designed to give a mechanical difference to different races. A 
  standard human has no perks or penalties.
  Perks
  The character can breath underwater and gains the swimming 
  movement type.
  Aquatic (2)
  The character has the flight movement type. This flight is 
  granted by wings, unless they spend 3 points, then the flight is 
  magical in nature.
  Flight (2/3)
  The character is an incredibly large individual. All weapon 
  damage is increased by one, stealth rolls receive -1 penalty, and 
  grapple rolls gain +1 when initiating a grapple.
  Large (1)
  The character is remarkably small. Stealth rolls receive +1 
  bonus and defense rolls gain +1 when defending against a 
  grapple.
  Small (1)
  The character gains a melee attack that has weapon damage of 
  2. This attack uses strength as the ability damage, but the player 
  chooses whether this attack is heavy or light. This perk can be 
  purchased multiple times. Spending 2 points on this ability 
  increases the damage of the weapon to 5.
  Natural attack (1/2)
  The character can see in the dark as easily as day. The character 
  ignores penalties from non magical darkness.
  Dark vision (1)
  The character has four legs rather than two. Treat load as 
  1 higher for carrying large objects. The character also gains a 
  bonus die when resisting being tripped.
  Quadruped (2)
  The character has no legs, favouring a serpentine like lower 
  body, or something similar. The character is also immune to 
  being prone. Quadruped cannot be purchased along with this 
  innate perk. This ability does come with a penalty, the character 
  has a strange shape and most items will not fit the lower parts 
  of their body.
  Legless (1)
  The character gains a bonus die When resisting forced 
  movement. This includes tripping and shoving.
  Sturdy (1)
   The character gains an increased sense of smell. The character 
  gains a bonus die when tracking by scent and searching for 
  someone in the same zone.
  Scent (1)
   Constitution is treated as 2 higher for the purpose of HP.
  Tough (1)
  This perk gives the character an extra prehensile limb, such 
  as a tail, arm, tentacle, or other limb. The Player can hold 
  objects with the prehensile limb, but cannot attack or use an 
  off-hand item with the limb unless 2 points are spent. This can 
  be purchased multiple times, each additional purchase granting 
  additional limbs, but there is a maximum of 4 extra limbs 
  without special permission. When dual-wielding, only one 
  weapon per turn counts as an off-hand.
  Extra limb (1/2)
  The characters race has an innate form of magic. Work with 
  the Game Master to come up with a specific magical ability as 
  if using magic use. The character can use this magic at will with 
  one action.
  Innate Magic (1)
  
  40
  The character has a intimidating or commanding presence. 
  The character gains a bonus die on rolls to intimidate, torture, or 
  otherwise look tough.
  Intimidating (1)
  The character gains a resistance of 2. This resistance is not 
  added to any resistance from armor.
  Thick hide (1)
  The character gains additional sensors, such as eyes, ears, or 
  other sensory organs. The Player gains a bonus die in perception 
  using the corresponding sense. For example a creature with 
  multiple eyes would gain a bonus on seeing creatures but not 
  hearing them. This can be purchased multiple times, but each 
  additional purchase gives the character different sensory organs. 
  A character cannot have both extra eyes and one-eyed penalty.
  Extra sensors (1)
  Constitution is treated as 2 higher for the purpose of TH.
  High Pain Tolerance (1)
  The character only needs to eat half the amount of food 
  required. If the player spends two points the character does not 
  eat.
  Slow metabolism (1/2)
  Constitution is treated as 2 higher for the purpose of healing 
  factor.
  Fast healer (1)
  The character does not need to breathe.
  Breathless (2)
  The character gains the climb movement type.
  Climber (1)
  
  41
  Penalties
  The character must survive of a special substance rather than 
  food. This must be difficult or uncomfortable to come by such 
  as blood, a precious metal, or a certain radiation. It is possible 
  that not every world has access to this substance, so the player 
  will need to adapt accordingly. The character must have to eat in 
  order to select this penalty.
  Special sustenance (1)
  Innate penalties are similar to innate perks, but they give ability points rather than reducing them. A character can only gain 3 
  points back on innate penalties. 
  The character gains a penalty die when rolling strength.
  Weak (2)
  The character gains a penalty die when rolling constitution.
  Feeble (2)
  The character gains a penalty die when rolling Dexterity. This 
  does not grant a penalty die on attacks or defence.
  Clumsy (2)
  The character has some sort of weakness to an object or force. 
  When exposed to this substance the Player receives a penalty die 
  on all rolls. This item must be somewhat common (A common 
  metal, a certain temperature range, moonlight, ect.) or very 
  common if the weakness gives 2 points (Sunlight, air, earth, 
  plants, ect.). The Player and Game Master need to work out the 
  details of the weakness, but in general if the item is within 10 
  yards or the character is subject to the weakness the character 
  takes the effects.
  Weakness (1/2)
  Choose one damage type. (Fire, ice, lightning, sonic, psychic, 
  acid, or poison) The character is vulnerable to this damage type. 
  This penalty can be acquired multiple times, each time selecting 
  a new damage type.
  Vulnerability (1)
  The character has a horrific, demonic appearance. Aside from 
  role-playing penalties, the character also receives a penalty die 
  on social rolls (except for intimidating) if the character can be 
  seen.
  Terrifying (1)
  The character must eat twice as much as usual. If the Player 
  spends 2 points, then the character must eat 4 times as normal.
  Fast metabolism (1/2)
  Reduce healing factor by 3.
  Slow healer (1)
  The Character is treated as having the large innate trait when 
  it comes to riding mounts. Large characters with this trait 
  cannot ride mounts.
  Dense (1)
  The character has one arm available to use. This ability can be 
  purchased twice, reducing arms to 0.
  Limited arms (1)
  The character gains a penalty die to all visual perception 
  checks and ranged attacks.
  One-eyed (1)
  
  42
  Skills
  Every character is more skilled at certain tasks than at others. Skills represent these differences. A skill set is a selection of skills 
  under a particular category. Skills add to an ability roll, but most skills have additional rules that can be used by any character, 
  whether or not they have the skill or not.
  When a character is created, the character gains 3 skill sets, 
  chosen from the class skill options. If the character gains 2 
  identical skill sets from the class’s, the character can choose to 
  select a secondary skill set based on that skill set. A character 
  can also purchase skill sets with background points.
  Gaining Skills Sets
  Skills are the pieces of a skill set. If a character has a skill 
  set, then the proficiency is added to any roll using the skills 
  underneath them. Each skill also has a mastery which is 
  unlocked through character progression. Masteries provide 
  additional rules that enhance the skills usefulness.
  Skills
  When a Game Master asks for a roll, it will be an ability roll. 
  It is the responsibility of the player to ask if their skill works in 
  that situation. Though, some skills may be useful in situations 
  where they normally would not. All that is required is a clever 
  player. Here is an example. The players are in a plane falling to 
  the ground! True, a character can use the pilot skill to stabilise 
  the plane. But, perhaps a character can use negotiate to talk with 
  another pilot over the radio, so the pilot can talk them through 
  the problem. Or maybe a character can use balance to walk 
  across the plane wing to manually fix the problem.
  Using Skills
  A character gains a number of specialties equal to half of 
  their intelligence. Choose a number of skills that are under a 
  character’s skill set equal to the number of specialities gained. 
  When rolling these skills, the player gains a bonus die.
  Specialties
  Acrobatics is the skill of moving the body with grace and 
  precision. It is a skill set many adventurers, thieves, and 
  performers practice daily. Whether dodging a dragon’s breath, 
  or performing a death defying stunt, acrobatics is a handy skill.
  Acrobatics
  Balance is a skill used whenever a character needs to stay 
  atop something, stay standing, or any time the character needs 
  to balance. Some examples where this skill would apply would 
  be: Walking across a tightrope, surfing on a log, or staying on 
  a boat in a powerful storm, This skill cannot be used to resist 
  trip attempts. The Game Master determines the difficulty of the 
  balance roll, based on how hard it would be to balance on the 
  surface.
  Mastery: Reduce all balance difficulties by 5. This includes 
  contested balancing.
  Balance
  “Did... did that guy just swing off the ship, do a flip, and 
  land on the pirate ship? Reckless idiot.” - Gareth Twane, 
  airship captain
  Tumble is a skill used when falling from great heights or 
  trying to slip past some dangerous trap. Some examples of this 
  skill being used would be: dodging a falling boulder, reducing 
  damage from falling, and diving out of a fireballs range. 
  Tumbling does apply to defense rolls against area attacks.
  Mastery: Ignore fall damage once per skirmish.
  Tumbling
  Stunt is a skill that is used when performing tricks or advanced 
  maneuvers. Some examples of this skill being used would be: 
  Swinging on a rope, sliding under a falling door, and performing 
  a stunt on a bike. This skill does not apply to stunts detailed on 
  page xxx.
  Mastery: The character can make a stunt (See page xxx) as a 
  free action once per skirmish.
  Stunt
  
  43
  Athletics covers any action that requires the conditioning 
  of the body and training. Training physical might is essential 
  to many explorers and warriors alike. The ability to climb a 
  mountain or to leap atop a giant’s head is useful.
  Athletics
  Climb is a skill used whenever a character wants to scale an 
  object or creature. Some examples of this skill being used would 
  be: Climbing a rock wall, climbing atop of a massive dragon, and 
  holding onto a wall that is shaking violently. The Game Master 
  determines the difficulty to climb on an object. Climbing atop a 
  colossus creature is detailed on page XXX.
  If a character has a climb movement speed and the climb 
  skill, then climb can be added to any trip attempts to knock the 
  character off of a wall.
  Mastery: Once per skirmish, gain the climb movement type 
  for one round.
  Climb
  “C’mon, rookie, only five more miles to go! Then we’ve 
  got the mile-climb and the race across the bay! NOW 
  MOVE IT, MAGGOT!” - Sergeant Ormac Pyle, drill 
  sergeant at UPDF Training Facility
  Swim is a skill used whenever a character needs to stay afloat 
  in water or generally swim around. Some examples of this skill 
  being used would be: Staying afloat in a storm, swimming a long 
  distance, or trying to swim in rough waters. If a character has 
  a swim movement type and the swim skill, then climb can be 
  added to any roll to resist being forcefully moved in the water.
  Mastery: Once per skirmish, gain the Swim movement type 
  for one round
  Swim
  Leap is a skill used whenever a character needs to jump over 
  something. It is a simple skill that is used in two situations. To 
  jump over a gap or other obstacle, and to bypass a transition 
  zone.
  Mastery: Once per skirmish, gain the blast movement type 
  for one round. If the character already has a blast movement 
  type, then once per skirmish the character can move two 
  zones.
  Leap
  There are many worlds of various levels of technology, some of 
  them are advanced. There are those that come from these worlds 
  with the knowledge of technology a science. These travelers use 
  their advanced knowledge to hack into primitive systems or to 
  understand the world’s just a little bit better.
  Technology
  Computing is a skill that is used whenever a character wants 
  to interact with an advanced computer. Some examples of this 
  skill being used would be: Hacking into a camera feed, logging 
  in to an unfamiliar computer, and rewriting code. In general, 
  interacting with a computer takes too long to be viable in 
  combat without the mastery.
  Mastery: The character can hack into a computer (or 
  similar device) with two actions. This allows the hack to be 
  performed in combat.
  Computing
  “You, want me, Eric Frann, to bypass a level 36-Omega 
  clearance network that constantly changes network 
  protocols and forces even authorized users to re-login 
  every hour?... Were there no toddlers available to do 
  this instead of me? I’ve got things to do.” - Eric Frann, 
  cyberterrorist
  Mechanics is a skill that is used whenever a character interacts 
  with advanced machinery such as vehicles or power tools. Some 
  examples of this skill being used would be: Figuring out how a 
  machine works, reverse engineering a machine, or to determine 
  a robots weak points.
  Mastery: The character can to attempt to sabotage a 
  machine once per skirmish. This requires 2 actions and 
  immediately render a machine useless, or one of its functions 
  useless. For example, if the characters are fighting several 
  robots, then the character can destroy one robot. But if the 
  characters are fighting a single, giant robot then the character 
  might slow the robot or cause it to lose an ability. The Game 
  Master determines if the machine is useless or damaged.
  Mechanics
  Science is a skill that is used when interacting with any sort 
  of advanced technology. Technological portals, advanced laser 
  rifles, and advanced science theories. Some examples of this 
  skill being used would be: Understanding a complex formula, 
  figuring the right fuel for a laser gun, and figuring out how a 
  scientific device works.
  Mastery: The character can identify the vulnerabilities and 
  resistances of one creature per skirmish with no roll required.
  Science
  
  44
  Magic permeates from every world, and many techniques 
  have been developed to use it. Thus many travelers learn the 
  inner workings of magic. Rituals and spells can be a powerful 
  tool for almost anyone, and the crafting of magical equipment 
  is useful indeed.
  Magic
  Arcane is a skill that represents the characters generic 
  knowledge of magic that are not rituals. natural magic, complex 
  arcane machines and more mystical concepts are some of the 
  things that the character can learn with this skill.
  Mastery: All Arcane roll difficulties are reduced by 5.
  Arcane
  “No, don’t touch that! Do you want to summon 
  something that would tear you to pieces both in body 
  and soul? Didn’t think so. Now put that book away 
  and focus on your studies.” - Aleks Moiren, Professor of 
  Ritual Technique
  Ritual is a skill that has two uses. To assist the casting of 
  rituals, and to understand what a ritual does. Page xxx has more 
  information on rituals.
  Mastery: All ritual difficulties are reduced by 3.
  Mechanics
  Inscription is a skill that has two uses. To assist the use of 
  magic items, and to assist discovering a magic item’s purpose. 
  Page xxx has more information on magic items.
  Mastery: Attunement increases by 1.
  Inscription
  Survival is an important skill for any Gate Strider. A Gate 
  Striders life is spent mostly in the wilds. Traveling from world to 
  world. This means it is a good idea to be able to find food, track 
  foes, and seek shelter.
  Survival
  Tracking is a skill that is used to follow tracks, determine what 
  left said tracks, and find them in the first place. Some examples 
  of this skill being used would be: Following an enemy from a 
  distance, finding the number of creatures that left tracks, and 
  determining the type of animal the prey is. See page xxx for 
  more information on tracking.
  Mastery: The character is no longer slowed when following 
  tracks.
  Tracking
  “Shhhh.... She’s close. Mira’s a smart little bugger; she 
  knows how to leave fake tracks. If only she could figure 
  out I can tell which tracks are which.” - Roger Dahlen, 
  beast wrangler
  Forage is a skill that is used to find food, medicine, or water. 
  Some examples of this skill being used would be: Finding a magic 
  herb to craft a healing potion, feeding traveling companions, 
  and searching for clean water in an apocalypse.
  Mastery: The character can feed double the amount of 
  characters during overland travel.
  Forage
  Shelter is a skill that is used to find a safe and hidden campsite. 
  Some examples of this skill being sued would be: Locating a cave 
  to sleep in, hiding a campsite, or locating where a large camp 
  might be located. This skill can be substituted for the Stealth 
  skill, but only when hiding a campsite.
  Mastery: All characters gain a bonus die to resist hot 
  and cold weather when resting in a campsite found by this 
  character.
  Shelter
  
  45
  Thieves and scoundrels are common travelers. These sneaky 
  sorts tend to use their skills of stealth and legerdemain to take 
  whatever they want, when they want.
  Thieving
  This skill is used when attempting to pick pockets or to use the 
  hands to misdirect. This skill uses contested rolls against focus.
  Mastery: The character can remove objects from someone 
  stealthily that normally would not be able to be removed 
  stealthily. An example would be a necklace, weapon, or pants.
  Sleight of Hand
  “Now the trick here is to make the mark look elsewhere. 
  Do something like brush some imaginary dust off their 
  chest, and you won’t even notice while I pocket your 
  watch.” - Gael Cain, master thief
  This skill is used whenever the character wants to hide. The 
  simplest usage of this skill is when the character takes the hide 
  action.
  Mastery: The character can hide with one action, once per 
  skirmish. If the character can already hide with an action, 
  then the character can hide with a stunt once per skirmish.
  Stealth
  This skill allows characters to pick locks and sabotage 
  machinery. It is used whenever the character needs to quietly 
  disarm mechanics. This skill takes a while to use and cannot be 
  used in combat.
  Mastery: Mastery in disable device allows a character to 
  pick a lock with two actions.
  Disable Device
  Many people have knowledge on different subjects, but few 
  have a mastery of that knowledge. The knowledge skill is special, 
  in that it only has one skill under it. When a character chooses 
  this skill set, they must select two subjects under the subject 
  skill. Examples include biology, Gates, or Magic. This skill can 
  be used whenever the character recalls information about that 
  subject, researches that subject, or interacts with that subject in 
  any way.
  Knowledge
  This skill is used as a general skill for researching information. 
  Whenever a character is looking up information, whether from 
  a library or computer, this skill can apply. 
  Mastery: Mastery in research grants the Player a free use of 
  the research downtime activity per Home Trip.
  Research
  “I don’t understand... how can you have no books on the 
  Second Regent’s Era? That was one of Branker’s most 
  prolific periods of writing, how do you have no copies? 
  The hell kind of library is this?” - Faren Lysand, scholar 
  of the Second Regent’s Era
  This skill is the knowledge of a specific subject of study 
  the Player chooses. This skill applies to any roll regarding the 
  knowledge of that subject. Some example subjects would include 
  herbology, magic, religion, or alchemy.
  Mastery: Mastery in this skill grants the character two 
  more subject skills. These subjects are recommended to be 
  loosely connected to the original subject. Physics and math, 
  for example.
  [Subject]
  
  46
  Few Gate Striders are able to take the time to create, but those 
  that do master their craft. Building weaponry, simple tools, or 
  even medicine is handy for any traveler.
  Craft
  This skill is used to craft or analyse tools, weapons, or anything 
  practical. This is not used for making magical or technological 
  tools, rather mundane things such as swords armor, and shovels. 
  Mastery: Mastery in tools allows a character to obtain non-
  mechanical or magical items during downtime at one less 
  wealth, to a minimum of one wealth.
  Tools
  “Tell you what. Why don’t you go ask Mr. Rockell 
  how to deal with simultaneous blowback on the first 
  and fourteenth repulsor couplings when all you have 
  is a blast wrench. That’ll be all the answer you need 
  for who should be Chief Engineer.” - Ciela Mariel, Chief 
  Engineer on the CCS Zhuge Liang
  This skill is used to craft or analyse advanced machinery or 
  complicated objects. This can apply to any item from catapults 
  to a vehicle.
  Mastery: Mastery in engineering allows a character to 
  obtain mechanical items burring downtime at one less wealth, 
  to a minimum of one wealth. 
  Engineering
  This skill is used to craft chemical component and potions 
  alike. This is not limited to magical potions, and can be used for 
  medicine.
  Mastery: During downtime, any crafted alchemical objects 
  are made with one less wealth, to a minimum of one.
  Alchemy
  The skill of talking to others is incredibly valuable. Whether 
  conducting trade, diplomacy, or even telling a lie, adventurers 
  can use these skills to escape the most deadly of encounters.
  Negotiation
  This skill is used to sell or buy goods and treasures for a high 
  or low price. Some examples of this skill being used would be: 
  Selling a priceless jewel to a merchant, trying to lower the price 
  of a mysterious trinket, and negotiating the sale of land.
  Mastery: When converting treasure found into wealth 
  during a home trip, multiply the value by 1.5.
  Mercantile
  “You COULD cut off support and all ties to GranCo. 
  But then who would supply your neural boards? Where 
  would you acquire the synthetic nerves you need to keep 
  your security forces active? You have my number. I’ll be 
  in touch.” - Cooper Romaigne, COO of Granville Bionics 
  Corporation
  This skill is used to convince others the character is right. 
  Some examples of this skill being used would be: Proving that a 
  king’s decision is flawed, convincing an ogre to let the party pass, 
  or asking a dragon to lend the character a treasure.
  Mastery: When using this skill, any contested rolls against 
  the character are made with a penalty die.
  Diplomacy
  This skill is used to lie and cheat. Whenever a character needs 
  to lie, feign the truth, or act differently than normal the character 
  can use this skill. 
  Mastery: When using this skill, any contested rolls against 
  the player are made with a penalty die.
  Deceit
  
  47
  Whether searching through an ancient temple for treasure, 
  or looking for a clue in a murder investigation, investigation is a 
  handy tool for any Gate Strider. 
  Investigation
  This skill is used to search a zone for treasure, clues, or any 
  other hidden goodies. Some examples of this skill being used 
  would be: Searching a room for secret doors, trying to find the 
  best priced item in a large store, and looking for a hidden thief. 
  This skill also applies to focus rolls to find characters that are 
  stealthed.
  Mastery: Passive perception increases by 3.
  Search
  “This single strand of hair is vital to this investigation. 
  Why? You can ask. Because, this single strand of hair 
  proves miss veronica was lying about never being in the 
  building. So, what else are you lying about?” - Joshua 
  Sniffer, detective.
  This skill is used to when determining if someone is telling 
  the truth, acting str Angelsy, or is under some sort of spell. Some 
  examples of this skill being used would be: Guessing if a shady 
  character is telling the truth, trying to find the most nervous 
  person in the room, or determining if an enemy is under a mind 
  control effect.
  Mastery: Any character receives a penalty die to lie to the 
  character.
  Intuition
  This skill is used to discover the meaning of a clue or other 
  piece of information. Examples of this skill being used would 
  be: Determining how old a corpse is, Read a paper that has been 
  erased, and understanding the cause of death.
  Mastery: The character always knows what sort of weapon 
  or force was used to wound or kill someone they analyse.
  Analyze
  Whether searching through an ancient temple for treasure, 
  or looking for a clue in a murder investigation, investigation is a 
  handy tool for any Gate Strider. 
  Medicine
  This skill is used to heal minor wounds and aches. It is a skill 
  that benefits healing a character as per the rules on page xxx.
  Mastery: The character can use a stunt to cause one 
  character to heal half of their healing factor in threshold.
  Aid
  “I need a healing potion RIGHT NOW! We are out? Then 
  someone get me a clean knife and a bottle of anything 
  remotely alcoholic!” - Granny Rem, Famed battle medic.
  This skill is used to treat severe injuries. Some examples of 
  this skill being used would be: Removing an object from inside 
  a living person, installing a cybernetic limb, and harvesting 
  organs from a living creature.
  Mastery: All difficulties for surgeries are 5 lower.
  Surgery
  This skill is used to heal the mind and care for the needy. 
  Some examples of this skill being used would be: Caring for a 
  sick monster, Curring an insanity, or raising a small child.
  Mastery: When caring for an ally during rest, the ally can 
  reroll any failed focus rolls that resulted in a permanent effect. 
  This can only be used once per effect.
  Care
  
  48
  Tactics is a skill set that everyone hopes to never use. It’s only 
  use is to fight wars. A master of tactics can change the tide of 
  any battle.
  Tactics
  This skill is used to train soldiers and animals for war. An 
  example of using this skill would be training peasants to defend 
  against bandits, war-training a pack of dogs, or learning about 
  the enemy from its training and discipline.
  Mastery: The character can spend one week with a character 
  to permanently increase their attack by 1. This does not apply 
  to another player, and it only applies once.
  Training
  “The four of you take the flank. I know we are 
  outnumbered, but if you two can ignite the fireworks 
  at the PRECISE moment of the attack, then they will be 
  blinded. After that, we have four seconds.” - Johnathan 
  Ready, Tactician.
  This skill is used to understand and apply strategic warfare. 
  Examples of the skill being used is to determine what path 
  would be best to take for an army, guessing an enemies strategic 
  choices, or winning a board game.
  Mastery: Once per skirmish the character can gain insight 
  on the enemies tactics. The Game Master then must tell the 
  player something they have not considered.
  Strategy
  This skill is used to assess an enemies strength. Examples 
  of this skill being used is determining if an enemy is beatable, 
  gauging the strength of an army, or learning the defensive 
  strength of a fortress.
  Mastery: Once per skirmish the character can choose an 
  enemy and know its Attack, Defence, and TH.
  Assessment
  Occult means hidden knowledge, and this skill represents 
  the knowledge and application of things that are hidden. Gods, 
  Demons,  Angels, Undead, and Fae are not well known by most 
  of the multiverse. But this skill represents the knowledge of such 
  things.
  Occult
  This skill is used as a knowledge roll for gods, religions, and 
  religious practices. Players will not know the specifics of the 
  various world’s religions, but they know the patterns that are 
  common. This skill can be used instead of ritual for rituals with 
  the prayer origin.
  Mastery: Once per session, the Player perform a ritual 
  that contacts a god or a god’s follower. That player can ask a 
  question, which the god replies to through a vision, sign in 
  nature, or similar vague result. However, a god does not need 
  to be truthful.
  Training
  “Oh great Kthsarasc! I call out in your name! Wait, 
  what? Its Kthsarsch, not Kthsarasc? Well, what in 
  Entropy did I summon then?” - Marcus, Demonologist
  This skill is used for the knowledge and interaction of undead 
  and  Demons. This skill can be used instead of ritual for rituals 
  which have necromancy or diabolic origins.
  Mastery: The player understands the way  Demons can 
  communicate, and can now talk to them.
  Low Knowledge
  This skills is used for the knowledge and interaction with Fae 
  and Oel. This skill can also be used as ritual for rituals that have 
  a enochian or Glamour Origin.
  Mastery: The player knows and can speak the language of 
  the   Angels.
  High Knowledge
  
  49
  To ability to think rationally and with a calm mind is 
  underappreciated by many Striders. They are constantly 
  experiencing new and wonderful things, and could very well be 
  overwhelmed. The skills under this set allow the player to think 
  with clarity and resist temptation, reflect upon their actions, and 
  have an innate understanding of the world.
  Meditate
  Clarity is an odd skill. It is used when a character is forced 
  to roll focus to resist the charmed, frightened, or enraged 
  conditions from mundane sources. This means magic and 
  technology is not subject to this skill.
  Mastery: Mastery of Clarity allows the character to add 
  this skill to any focus roll to resist the charm, frightened, or 
  enraged.
  Clarity
  “Calming the mind is like trying to calm a sea. The 
  easiest way to do it, is with patience.” - Master Hidako
  Reflect is used when a character gets a chance to reroll a 
  spirit, intelligence, or focus roll. For example, when a character 
  uses the resolve stunt or if someone uses the care stunt on the 
  character.
  Mastery: The mastery of reflect allows the character to use 
  the resolves stunt without a penalty die.
  Reflect
  Any character can sense magic, but those who have learned 
  to meditate have a better sense. This skill is used when sensing 
  magic.
  Mastery: The player automatically knows when and where 
  there is magic in their zone, and can sense the strongest 
  source of magic in a mile radius.
  Sense
  Culture is an important skill for any Gate Strider. It is the skill 
  that allows Striders to blend into a society to not draw attention, 
  learn and tell fables and stories, and to follow a worlds etiquette 
  as to not cause insult.
  Culture
  This is not a skill that is used to sneak around or hide. Rather, 
  this is a skill for choosing the right outfit, using the right words 
  and language, and walking the right way so as to seem to be a 
  member of a culture. 
  Mastery: The player gains +2 to any social rolls in a society 
  which the player has spent at least two days immersed in.
  Blend In
  “Greetings, my friends. Yes, I will continue to use 
  the traditional language for this meeting. can 
  I compliment your Alkala? It is exquisitely built, 
  traditional cloth even.” - Mary Lisea, At a world peace 
  meeting
  Fable is about creating and understanding fables. This is used 
  when trying to understand the significance of a cultures story or 
  piece of art, and it is also used when creating a similar themed 
  story.
  Mastery: A mastery of fable means the character has 
  mastered crafting stories and tales. They can spread a rumor 
  which would be widely regarded as true in the place the 
  character spreads it. However, this can only be used once per 
  culture, people, or population.
  Fable
  Etiquette is the skill used when speaking or acting formally. 
  When dining with royalty, meeting with a prime minister, or 
  acting politely at a festival this skill is used.
  Mastery: A mastery of Etiquette grants a +2 to all social 
  rolls when speaking with a person of high class.
  Etiquette
  
  50
  The skill set of the mind is the science of using the innate 
  psionic power of all people to its greatest effect. Protecting the 
  mind, unlocking memories, and using the third eye is a few 
  examples.
  Mind
  The shield skill is not using shields, rather it is shielding the 
  mind from outside effects. When the character is having their 
  mind read, controlled, or changed, they can add this skill to the 
  roll to resist.
  Mastery: The character gains a bonus die when resisting the 
  effects detailed in the skill.
  Shield
  “I do not care of mystical ideas, meditation, or mumbo 
  jumbo. My class will teach how to USE your mind, not 
  coexist with it.*” - Tamial Ursa, Psionic teacher
  This skill is one used by the player, not the character. When 
  a player forgets something, the Game Master can ask for a 
  memory roll.
  Mastery: Mastering Memory means the character 
  remembers everything that has happened to them in the last 
  month.
  Memory
  The third eye skill is used similar to the sense skill. However, 
  it is used to detect psionic influence. 
  Mastery: Mastery of the Third eye allows the player to 
  automatically sense if a creature has psionic abilities.
  Third Eye
  To dream is to enter the Faery. Though, most of the time 
  it has no effect. However, many creatures of the Fae will lure 
  characters into their realm to trick them into staying. Those who 
  practice dreaming are more competent at defending themselves 
  against these tricksters.
  Dreamer
  When a character awakes from a deep dream, they might 
  forget the experience. This skill is added to the focus roll, 
  lessening the chance to forget.
  Mastery: Mastering this skill allows every character who 
  leaves the same Deep Dream as the character to gain +2 to 
  their roll to remember their time.
  Remember
  “The common man thinks that dreaming is passive. This 
  is not true. For most people, every night is a grueling 
  experience that is forgotten.” - Leoa, Dreamer
  In the Deep Dream, reality can be greatly altered. This skill 
  adds to any attempt to alter reality, but not to counter reality 
  being changed.
  Mastery: Once per skirmish, the character can nullify one 
  alteration to the dreamscape without a roll.
  Alter
  Reality is a skill used not in a dream. It uses the experiences 
  of dreams to spot illusions. This skill is added to any roll used to 
  discern if something is a magical illusion.
  Mastery: The character knows when an illusion is near, but 
  does not know the source of the flaw in reality.
  Reality
  
  51
  An understanding of nature can be very helpful for a Strider. 
  This skill set allows Gate Striders to pick up on the patterns of 
  natural life throughout the multiverse. 
  Nature
  Weather is used to determine what weather is in store in the 
  future, identifies the weather, and determines what weather is 
  and is not natural.
  Mastery: Mastery of weather allows a player to always know 
  at least one days time ahead when a storm is approaching.
  Weather
  “That cloud means that it might rain, But THAT... That 
  is not a cloud. ” - Trasce, Druid
  Life is the knowledge of the patterns of living creatures. Plants 
  and animals are very different of many worlds, but there are 
  some laws that living creatures must follow. This skill can be 
  used to identify living things, determine their natural patterns, 
  and to gauge the health of an environment. 
  Mastery: Mastery of life allows players to know strength, 
  dexterity, constitution, and intelligence of natural animals 
  innately. 
  Alter
  This skill is used to determine if a landscape is natural or 
  manmade, understand what kind of geography can be found in 
  the area, and for understanding complex natural laws, such as 
  tectonic plates and ocean currents.
  Mastery: Mastery of Geography allows a character to, once 
  per session, locate a source of water, natural cave, valley, or 
  other natural structure without a role.
  Geography
  The power of the soul is not to be underestimated. This power 
  can be used to overpower others, embrace magic, and to resist 
  unwanted change.
  Power
  Occasionally there will be matches of spiritual power in a 
  Gate Striders journey. For example, when two people grab an 
  artifact at once or two people are using the same ritual against 
  each other. When raw spirit is rolled against raw spirit, this skill 
  can be used.
  Mastery: Mastery of soul gives the player the ability to 
  suppress their magic or psionics. Creatures that can sense 
  these cannot sense the character unless the character wishes 
  it. This includes magical artifacts.
  Soul
  “My soul burns with the heat of a thousand worlds! 
  Your pitiful army stands no chance.” - Malkom Para, 
  Sorcerer
  Embrace is a skilled used when someone attempts to remove 
  a magical effect from the character. 
  Mastery: The character can ignore an ability that removes a 
  magical effect from the character once per session.
  Embrace
  The Resist skill is used when a magical or advanced science 
  effect would change the characters form. Polymorph effects, 
  shrinking spells, or any other body changing effect is valid. This 
  skill can be added to the roll to resist it.
  Mastery: The character gains a bonus die when resisting 
  abilities that would change the physical form.
  Resist
  
  52
  Discipline is required of any Gate Strider who wishes to stay 
  sane in the multiverse. They will need to be able to endure pain, 
  exhaustion, and to keep at bay their emotions. Otherwise, their 
  weakness can be their downfall.
  Discipline
  The tolerate skill represents both physical and mental 
  toleration. When being tortured, this is the skill used to last a 
  long time.
  Mastery: The player is immune to the adverse effects of 
  pain, though they still feel it. This means any effects from pain 
  are no longer effective.
  Tolerate
  “You can try to break them. But I know the man who 
  trained them. You could murder their family in front 
  of them, and they would not even flinch.” - Gaius 
  Clevus, Commander of the Light Legion
  Endurance is the skill of pushing themselves beyond their 
  limits. It is used when rolling constitution after failing to sleep, 
  resisting long term weather effects, or to keep marching after a 
  long time.
  Mastery: Mastery of Endurance allows a player to go 
  double the required amount of time without food.
  Endurance
  Restraint is used when a non-magical effect attempts to anger, 
  taunt, charm, or otherwise upset the characters state of mind. 
  Mastery: The player cannot be taunted or angered by any 
  non magical source.
  Restraint
  The speech skill set is often overlooked by Gate Striders. The 
  ability to accurately communicate with and control large groups 
  of people is vital for talking down crowds of angry villagers, 
  hyping up a group of warriors, or even picking up on the small 
  nuances of language.
  Speech
  If the Game Master chooses to pay attention to language as a 
  whole, this is the skill that assists learning it. Otherwise, it is used 
  to pick up on subtle language problems. Such as determining 
  what words a language has different meaning with, translating 
  languages, or solving language based puzzles. 
  Mastery: Master of language allows the character to 
  translate the equivalent of a 100 page document in three days.
  Languages
  “Not today, nor tomorrow, but soon. We will go 
  through the Gate, to that final frontier and any 
  others beyond.” - President Tera, during a speech.
  Formal presentation of a speech is important for gaining 
  reputation among nobles and scholars who care for such 
  things. When addressing a group in a professional manner, this 
  skill is used. This includes peace speeches, sermones, or even 
  declarations of war.
  Mastery: The player gains +2 to all social rolls when 
  speaking to a crowd.
  Formal
  The Entice skill is used to rile a crowd into a mob, hype 
  warriors for combat, or anger a crew into mutiny.
  Mastery: Once per session, the player can change the 
  attitude of a group of people for one person or idea. In this case, 
  the crowd supports the idea, does not care about it, or opposes 
  it. The character can change this by one step. The same group 
  of people cannot have their opinion changed twice unless 
  something warrants the change. Such as a king losing a battle or 
  a scholar publishing a controversial paper.
  Entice
  
  53
  Classes
  A class is the source of a character’s talents. A class can be described several different ways. For example: One Player can be an 
  Artificer, focusing on technology and building gadgets. While another character can also be an Artificer but builds golems and 
  enchanted gear. The following will describe the format of each class.
  [Class Name]
  [Description]
  Skill: these are the class’s skill sets that the Player can choose from during character creation.
  Health Points: This is the amount of health points the class grants at character creation.
  Primary Casting Ability (PCA): If the class gives a primary casting ability, it will be here. The primary casting ability 
  represents HOW your character uses their more magical talents. PCA is very important, it is the backbone of most magical 
  classes. This ability should be kept as high as possible. 
  Quirks: This section gives six example quirks your character could have from the influence of this class. Quirks are not a 
  requirement, they help you get ideas for some strange behaviors of your characters. Quirks should not interrupt the game or have 
  any mechanical benefits.
  These are the classes Cores the Player can choose from when creating a character. A Core is a backbone ability that change the way 
  a character is played. Many talents expand on the Core.
  Cores
  Schools are subsections of a class. The purpose of a school is to separate the class into different archetypes. They are used with 
  the school skill to enhance a character’s skill with certain talents. See skills on page xxx for more information. Schools do not limit 
  talent choice.
   
  Under the schools, are the talents for that school. A talent is a power a character can have. They are the primary method 
  for increasing the effectiveness of your character
  [School]
  prerequisite: These are the prerequisites the Player 
  must meet in order to gain the talent. If a character loses a 
  prerequisite, they lose the use of this talent.
  Description: A short description of the talent.
  [Talent Name]
  Effect: This is the mechanics and rules for the talent.
  Levels: Most talents can be upgraded during character 
  advancement. A talent starts at level one, and whenever it 
  upgrades you gain access to the higher level options. Some 
  levels require a certain tier of power. If this is the case, then 
  the tier will be placed like this: [Heroic]
  Effect
  
  54
  Artificer
  “The Garu called him Velvian. In our tongue, it means “Little God”. With a wave of his hands, iron armies rose at his 
  command. None could stand before the might of the Creator King.” - The Story of the Creator King.
  Those who craft, create, and invent. Artificers are the best inventors and crafters around. If the character uses equipment or crafts 
  powerful devices, than they might be an Artificer. Some examples of characters with the Artificer class would be: 
   
  Artificer/Mage: A wizard and alchemist that crafts powerful magic items.
   
  Artificer/Warrior: A wrecking ball that targets and destroys key weak points on enemy structures.
  Skill sets: Technology, Craft
  Health Points: 6
  Tools of the Trade: It is assumed that an Artificer has access to all of the tools to create any objects related to any talents. 
  The GM can remove these tools with a complication, however.
  Quirks: 
  1. Idly crafts small mechanical objects. Sometimes without realising it.
  2. Has several tiny mechanical servants that constantly fix small tears and stains in the Artificers clothing.
  3. Several minor parts of the Artificers body has been replaced with cybernetics.
  4. Small objects owned by the Artificer seem to have an intelligence of their own.
  5. When the Artificer cooks, the food produced is weird and has strange properties.
  6. The Artificer is constantly toying with a small computer, creating complex algorithms and codes.
  Craft Equipment: When a character gains this talent, the character gains 3 simple items, 2 basic item, and 1 advanced items. 
  These items are pieces of equipment the Artificer creates or can be used to modify other equipment. Mounts might be vehicles or 
  chimeras, and weapons would have the Artificers personal flair. During downtime, any starting equipment can be recrafted into 
  any other items, and all temporary use items refresh.
  Jury rig: The Artificer can upgrade an object with one action. This lasts a number of rounds equal to the Artificer’s intelligence. 
  Only one upgrade can be applied to one weapon. The effects of the upgrade depend on the item:
   
   
  Armor: Increase resist by 2.
   
  Weapon: Increase weapon damage by 2 or accuracy by 1.
   
   
  Shield: Increase shield bonus by 1.
   
   
  Golems/Robots: Increase strength, dexterity, or constitution by 1.
   
   
  Other items: Other items are more effective at what they do. For example, jury rigging a spyglass will allow the 
   
   
  Player to see even further with it.
  Cores
  
  55
  Gadgeteer
  “Hey, hand me that fuse box? I might be able to rig something to blow this door open. Gimme a few seconds.” - 
  Killigan, “master craftsman”
  Description: The Artificer can rummage in their pockets 
  for a useful item.
  Deep Pockets
  Level 1: The Artificer can spend 2 actions to rummage 
  through his pockets and then roll a difficulty 12 intelligence + 
  proficiency check. Success will produce one simple item that is 
  useful in the current situation. Examples of this includes daggers 
  in a fight, a lamp in a dark place, or a rope to cross a gap. Food, 
  money, and water can not be drawn. The Artificer does not 
  choose what item is found, the GM will decide. This talent can 
  only be used once per skirmish or per specific challenge. Only 
  one item can be used at a time. It must be stored in the Artificers 
  pockets or discarded before another item can be retrieved. If the 
  Artificer is stripped of all items, this talent cannot be used.
  Level 2: The time it takes to retrieve an item reduces to 1 
  action.
  Level 3: The Artificer can retrieve basic items.
  Effect
  Description: The Artificer can enter a stance to repair 
  objects automaticaly.
  Insta-fix Technique
  Level 1: This talent is a stance. While in this stance, within one 
  round of an item being sundered, the Artificer can spend an 
  action to repair one sunder level. Broken > Damaged > Whole
  Level 2: The Artificer only needs to spend a stunt to activate 
  this talent.
  Level 3: The Artificer can analyse equipment with a stunt, 
  rather than an action. The item analysed must be seen, but 
  does not need to be in the Artificers possession.
  Effect
  
  56
  Prerequisite: Legendary Tier, 200 wealth spent during 
   downtime.
  Description: The Artificer can summon a blast of energy 
  from the heavens.
  Satellite Support
  Level 1: The Artificer can spend 2 actions to call down a 
  special attack from the astral. This attack is a laser, beam, or 
  something similar blasted from space. Target one zone with 
  clear view to the sky, every character in this zone (and those 
  directly below or above) will receive 10 radiant damage. 
  Alternatively, this attack can target a single colossal creature 
  to deal damage to it normally.
  Level 2:  The satellites attack ignores allies.
  Level 3: [Mythic]: This talent will deal 15 damage rather than 
  10.
  Effect
  Description: The Artificer can discover the purpose and 
  use of any object.
  Analyse Equipment
  Level 1: The Artificer can spend one action to analyse a piece 
  of equipment or an item in the Artificers possession. The 
  Artificer then knows its general purpose. The Player also 
  gains a bonus die when attempting to sunder, or repair this 
  item.
  Level 2:  The Artificer knows the specifics of the weapon. 
  Including damage, reach, ability damage, resist, shield bonus 
  and special abilities.
  Level 3: The Artificer can analyse equipment with a stunt, 
  rather than an action. The item analysed must be seen, but 
  does not need to be in the Artificers possession.
  Effect
  Prerequisite: Jurry Rig
  Description: The Artificer enances amunition with 
  different effects.
  Enhance Amunition
  Level 1: Whenever the Artificer attacks with a ranged 
  projectile (arrows, bullets, or even grenades), he can change 
  the damage type. The Artificer can change the damage type of 
  the attack to fire, thunder, ice, lightning, radiant, or acid. For 
  example, the Artificer could fire a normal arrow, or could fire 
  a lightning arrow to harm machines.
  Level 2:  The Artificer can instead of dealing damage with a 
  ranged projectile, cause one of the following effects:
   
  Cause a batch of smoke to appear, which will allow 
   
  characters to gain a bonus die when attempting to 
   
  hide in this zone.
   
  Launch a flare that will blind enemies. An enemy hit 
   
  by this attack is blinded for one round. Unless the 
   
  pass a DC 12 constitution roll.
   
  Send a shrieking projectile. Enemies hit by this attack 
   
  are deafened for 1 round.
   
  Knock an opponent hit by this attack prone.
  Level 3: The Artificer can choose 2 effects when attacking with 
  a projectile. Such as tripping and blinding enemies. In place 
  of an effect, The Player can also choose to deal damage to 
  enemies when choosing an effect. The Artificer can choose if 
  the damage is normal or a damage type. If the Player chooses 
  2 damage types, the damage types are split amongst the 
  damage.
  Effect
  Prerequisite: Intelligence 4
  Description: The artificer gains a special grenade attack.
  Grenadier
  Level 1: The Artificer gains a grenade basic attack. This is a 
  ranged attack roll with weapon damage of 2, intelligence 
  as ability damage, and short range with a small area. This 
  requires one action to attack. The Artificer is assumed to have 
  all the grenades required, and cannot run out unless the GM 
  creates a complication.
  Level 2:  [Heroic]: The grenades weapon damage becomes 3, 
  and the grenade no longer hurts allies.
  Level 3: The grenades area becomes medium.
  Effect
  
  57
  Enchanter
  “A pinch of powdered cat wing, the bone of a wandering giant, and the heart of a dragon. Great! Now where is 
  that staff?” - Drevas Uthare, enchanter
  Description: The Artificer can quickly crafte certain 
  potions with healing properties.
  Brewer
  Level 1: The Artificer can spend 2 actions to craft one potion. 
  These potions can be drunk with a stunt. The list of potions 
  and their effects is below. All potions last a number of rounds 
  equal to half the drinkers healing factor. These potions do 
  not stack their effects and the Artificer can only have three 
  potions at any given time.
  Level 2:  This talent requires one action.
  Level 3: [Heroic]: The effects of the potion double.
  Potions:
   
  Heal threshold by healing factor.
   
   
  Increase one physical ability by 1.
   
  Increase healing factor by 2.
  Effect
  Description: The Artificer can magicaly seal a door or 
  other portal.
  Ward Portal
  Level 1: The Artificer can spend 1 action to ward a closed 
  portal, such as a door or window. A warded portal will 
  require someone to spend an action to open it. When a ward 
  is broken, the Artificer knows.
  Level 2:  Any character that attempts to open the portal 
  must roll intelligence or strength against a difficulty of 10 + 
  proficiency.
  Level 3: The Artificer can also ward open portals such as 
  archways or cave entrances. This will not stop projectiles, 
  but it will stop any creature from moving through without 
  passing the roll.
  Effect
  Prerequisite: Jury Rig
  Description: The Artificer can temporarily enchant a 
  weapon with different effects.
  Enchant Weapon
  Level 1: When the Artificer jury rigs a weapon, the Artificer 
  can change its damage type into one of the following. Fire, 
  thunder, ice, lightning, necrotic, radiant, acid, and poison.
  Level 2:  The jury rigged weapon will increase weapon 
  damage by 2.
  Level 3: The enchanted weapon now gains an additional effect 
  depending on the damage type. Each one of these requires 
  an ability check or to be affected. The difficulty is always 
  4+proficiency, but the ability is mentioned in the effect. These 
  effects do not stack.
   
   Fire: Dexterity. Target takes an additional 3 fire dam
   age at the start of their next turn.
   
   Thunder: Constitution. Target is deafened for the 
   next round.
   
   Ice: Strength. Target is slowed for the next round.
   
   Lightning: Constitution. Target is stunned.
   
   Necrotic: Constitution. Target reduces healing 
   factor by half for the next round.
   
   Radiant: Dexterity. Target is blind for one round.
   
   Acid: Dexterity. Armor is sundered one level.
   
   Poison: Constitution. Target lowers constitution by  
   
  one for one round.
  Effect
  
  58
  Prerequisite: Legendary Tier
  Description: The Artificer can turn any mundane object 
  into an ally.
  Animate Object
  Level 1: The Artificer can spend 3 actions to animate an object 
  with moveable parts that is within the Artificers zone. This 
  object can be up to the size of a vehicle. Such as a wagon or 
  car. Animating the object will allow it to move and follow the 
  Artificer, or act as a mount. But it cannot attack. The Artificer 
  can also program simple instructions into the object, such as 
  following a certain road or seeking out a certain place.
  Level 2:  The Artificer can animate any object up to the size of 
  a wagon, regardless if it has moving parts. An example would 
  be a statue. This talent requires two actions.
  Level 3: [Mythic]: The Artificer can now animate several 
  objects at once and can now animate objects that are up to 
  the size of a large house. When an object of like a house is 
  animated, the GM should use it as a tool to aid the Players. 
  For instance, an animated house might pull characters with 
  rugs or trap them into certain rooms.
  Effect
  Prerequisite: Jury Rig
  Description: The Artifiver can temporarily enchant armor 
  with different effects.
  Enchant Armor
  Level 1: When the Artificer jury rigs armor, the Artificer 
  choose one damage type from the following list. Fire, thunder, 
  ice, lightning, necrotic, radiant, acid, and poison. The armor 
  doubles its resistance against that damage type.
  Level 2:  The enchanted armor triples its resistance against 
  that damage type.
  Level 3: The Artificer can choose to choose 2 damage types 
  as though this talent was level 2, or to cause the wearer of the 
  armor to be immune to one selected damage type.
  Effect
  Description: The Artificer gains more attunement.
  Artifact Mastery
  Level 1: Attunement increase by 2.
  Level 2:  Attunement increases by an additional 2.
  Level 3: The Artificer can lower the attunement cost of one 
  item worn by 1.
  Effect
  
  59
  War Crafter
  “So, let me get this straight. You want something that can blow someone up and cut them in half in the same fight? 
  Give me 100 gold and a week.” - Bastan Meridan, craftsman
  Prerequisite: Jury Rig
  Description: The Artificer can use jury rig more effectively 
  for weapons.
  Weaponsmith
  Level 1: When the Artificer jury rigs a weapon, it gains a +3 
  damage boost rather than 2.
  Level 2:  The artifact can jury rig weapons with a stunt, rather 
  than an action.
  Level 3: [Heroic]: When the Artificer uses an action to jury rig 
  a weapon they can jury rig a number of weapons in their zone 
  equal to half intelligence.
  Effect
  Prerequisite: Jury Rig
  Description:  The Artificer can use jury rig more effectively 
  for armor.
  Armorsmith
  Level 1: When the Artificer jury rigs armor, it gains a +4 
  bonus to resistance rather than 2.
  Level 2:  The artifact can jury rig armor with a stunt, rather 
  than an action.
  Level 3: [Heroic]: When the Artificer uses an action to jury 
  rig armor they can jury rig a number of armor pieces in their 
  zone equal to half intelligence.
  Effect
  Description: The Artificer can reinforce structures and 
  items.
  Architect
  Level 1: The Artificer can spend 2 actions to increase an 
  object’s resistance by the Artificer’s intelligence. If the object 
  is a weapon or armor, it gains the reinforced property. This 
  lasts one day.
  Level 2:  The Artificer can spend a day to reinforce structures. 
  When doing this increase resistance by intelligence and 
  double the structures health points.
  Level 3: The effect of this talent will last a week rather than a 
  day. Furthermore, weapons and armor reinforced will give it 
  an extra stability. So the weapon or armor would follow the 
  path of Reinforced>Reinforced>Whole>Damaged>Broken
  Effect
  Prerequisite: Legendary Tier
  Description: The Artificer gains bonus damage against 
  structures.
  Siege Master
  Level 1: The Artificer can add double intelligence to damage 
  inflicted on an inanimate object. These objects include doors, 
  weapons, or even entire buildings.
  Level 2:  The Artificer ignores an amount of resistance from 
  objects equal to the Artificer’s intelligence.
  Level 3: [Mythic]: Double all damage against objects.
  Effect
  
  60
  Prerequisite: Craft Equipment
  Description: The Artificer can craft a siege weapon.
  Weapon of War
  Level 1: The Artificer can spend 2 hours crafting a powerful 
  weapon out of the surroundings. These weapons are large 
  siege weapons. Anyone can operate this weapon. This weapon 
  has 5 weapon damage, uses intelligence as ability damage 
  and has no precision. This weapons damage increases to 10 
  against walls, doors, or other similar structures. This weapon 
  has a range of close. 
  Level 2:  The Artificer can now create a ranged weapon with 
  this talent. The Artificer chooses the range of the weapon.
  Level 3: This weapons damage increases to 7, or 15 against 
  flat surfaces.
  Effect
  Prerequisite: Craft Equipment
  Description: The Artificer can craft equipment faster.
  Swift Crafter
  Level 1: The Artificer can recraft a piece of starting equipment 
  with one days worth of work.
  Level 2:  The Artificer can recraft three pieces of starting 
  equipment instead of one.
  Level 3: [Legendary]: The Artificer can recraft all starting 
  equipment with one days worth of work.
  Effect
  
  61
  Bard
  “A thief? Why, the only dagger I use is my sharp tongue . The only crime I am innocent of is stealing the hearts of my 
  admirers. The gold is given freely, but it’s truly the story I shared which is valuable.” - Michal Sophaea, Minstrel
  A Bard is a storyteller, observer, and performer. They are those that travel for travel’s sake and pick up on the subtle beauties of the 
  multiverse. Some characters with the Bard class would be: 
   
  Bard/Rogue: A trickster who uses a sharp tongue and quick fingers to rob victims blind.
   
  Bard/Warrior: A Skald who blends war and music.
  Skill sets: Negotiation, Culture
  Health Points: 5
  Primary Casting Ability: Spirit
  Quirks: 
  1. They hum musical tunes in their sleep.
  2. Sometimes, the Bard awakes with company in their bed they do not remember.
  3. The Bard attracts birds and other small animals with their music.
  4. The bard sometimes speaks in rhyme when not paying attention.
  5. The bard gathers a small posse of admirers in towns.
  6. After finishing a speech, onlookers feel compeled to applaud.
  Inspire: Bards are naturally inspire people. Their charm, musical talent, and charisma is a tool that can bolster their allies.
  In a skirmish, the Bard can spend one action to give a Player a temporary hero die. This die is lost after the skirmish. Outside of a 
  skirmish, the Bard can grant one character a bonus die one a skill check.
  Showmanship: A Bard is a performer. Whether this performance is music, dance, speach, or even poetry. This Core allows the 
  Bard to use their performances is battle, creating a piece of music, a story, or speech that changes the battlefield.
  The Bard gains a special value called the Showman Value. This is a value which begins at 0 when initiative is rolled. At the beginning 
  of the Bards turn, the Showman Value increases by 1. The maximum Showman Value is 6, so the best way to keep track is through 
  a D6. The Bard class has various talents which use the Showman Value value, and they can use the following abilities with the 
  Showman value. When these abilities are used, the Bard gives a speech or sings a ballad to inspire their allies. Outside of a 
  skirmish, the showman value is one.
   
   
  Strike True!: When an ally attacks, you can choose to add the Showman Value to their attack roll. Reset Showman \
   
  Value to 0.
   
   
  Get Up and Fight!: The Bard can spend a stunt to cause an ally to heal double Showman Value threshold. Reset 
   
  Showman Value to 0.
   
   
  We Will Never Give Up!: The Bard can spend an action to increase the Showman Value die by 1.
   
  Cores
  
  62
  Skald
  “ALL OF YOU! Listen to me! Today, we fight. We will shed our blood and later our tears. We will take lives and 
  loose those close to use. But fear not! Our allies will greet us in Valhalla, where we can tell them the tale of this 
  victory! CHARGE!” - Hallveig Steinardottir, Leader of the Redmaw Tribe
  Prerequisite: Showmanship
  Description: This talent grants additional uses of 
  Showmanship.
  Battle Dancer
  Level 1: The Bard can use “Strike True!” and “Get up and 
  Fight!” on themselves.
  Level 2:  The Bard can now use the following Showmanship 
  techniques.
   Whirl: The Bard can use a stunt to increase their 
   defence by the Showman Value until the beginning of 
   their next turn. Showman Value resets to 0.
   Rend: The Bard can increase the damage on a 
   single attack by the Showman Value.
  Level 3: When the Showman Value reaches 6, the Bard can 
  use this talent to attack all enemies in their zone when using 
  rend. This attack adds Spirit to the ability damage. Showman 
  Value then resets to 0.
  Effect
  Prerequisite: Inspire
  Description:  The Bard can increase allies strength.
  Inspiring Strength
  Level 1: When the Bard inspires a character, their strength 
  increases by 2 points until the end of their next turn.
  Level 2:  The strength bonus lasts for two turns, rather than 
  one.
  Level 3: The strength bonus increases by 4, rather than two.
  Effect
  
  63
  Description: The Bard can increase initiative by roaring.
  War Cry
  Level 1: When combat starts, the Bard can choose to make a 
  war cry. This uses the Bards stunt on the first turn, but grants 
  the Bard a bonus die to initiative.
  Level 2:  When the Bard uses War Cry, all allies increase 
  initiative by 2.
  Level 3: When the Bard uses warcry, each enemy must roll a 
  difficulty 10 spirit roll or be frightened for the first turn.
  Effect
  Prerequisite: Showmanship, Legendary Tier
  Description: The Bard gains additional showmanship 
  techniques.
  Dance of War
  Level 1: The Bard gains the following showmanship technique.
   
   Dance of War: The Bard can use a stunt to target 
   a number of characters equal to the showmanship 
   value. These characters gain a bonus die to all attack 
   rolls for the rest of the skirmish.
  Level 2:  The Bard can choose two characters per shoman 
  value with the use of Dance of War.
  Level 3: [Mythic]: When a character is under the effects 
  of Dance of war, that character deals and extra 2 weapon 
  damage, 2 critical damage, and 1 ability damage.
  Effect
  Description: The Bard can summon warrior spirits.
  Spirit Warriors
  Level 1: With two actions, the Bard can recite a tale about 
  ancient warriors. Choose one zone in the skirmish. In this 
  zone, ghostly images of the warriors appear. The Bard can 
  attack through these spirits using PCA as the ability damage 
  and Spirit to hit. This requires one action. The spirit warriors 
  have a weapon damage of three.
  Level 2:  When the spirit warriors are summoned, all enemies 
  in the zone must roll spirit vs a difficulty 12 or become 
  frightened.
  Level 3: The Bard can spend a stunt to move the warriors to 
  a zone in sight.
  Effect
  Description: The Bard can tell a saga to increase an allies 
  chance to succeed.
  Teller of Sagas
  Level 1: When an ally attempts to use a skill which the Bard 
  is trained in, the Bard can recite a Saga about the skill. This 
  allows the Bard to roll the skill as well without being able to 
  help. An example would be helping an ally climb a wall while 
  the Bard is out of reach to help. The target chooses which 
  value to use.
  Level 2:  This ability grants a +3 bonus to whichever skill is 
  rolled lower. For example, if the characters both roll a 13 and 
  a 15, the 13 becomes an 16.
  Level 3: The bonus added to the lesser value becomes +5.
  Effect
  
  64
  Minstrel
  “Would I sing a song to you? Of course, my dear. A sad song to remind you of better times? A lovely ballad for 
  a lovely woman? Perhaps a song we can dance too. Trust me, I can play and dance all while giving you the best 
  performance of your life.” - Samuel Trell, Charmer.
  Prerequisite: Showmanship
  Description: The Bard gains additional uses of 
  Showmanship.
  Chanter
  Level 1: The Bard can use “Strike True!” and “Get up and 
  Fight!” on themselves.
  Level 2:  The Bard can now use the following Showmanship 
  techniques.
   Whirl: The Bard can use a stunt to increase their 
   defence by the Showman Value until the beginning of 
   their next turn. Showman Value resets to 0.
   Rend: The Bard can increase the damage on a 
   single attack by the Showman Value.
  Level 3: When the Showman Value reaches 6, the Bard can 
  use this talent to attack all enemies in their zone when using 
  rend. This attack adds Spirit to the ability damage. Showman 
  Value then resets to 0.
  Effect
  Prerequisite: Inspire
  Description: The Bard can heal his allies with their words.
  Healing Words
  Level 1: When the Bard inspires a character, the target 
  immediately recovers TH.
  Level 2:  If inspire is used on a fully healed character, then 
  that character gains an amount of temporary TH equal to the 
  Bards PCA.
  Level 3: When inspire is used, the amount of TH healed is 
  increased by half-PCA.
  Effect
  Description: The Bard can write an epic about one 
  character, then recite it later for an effect.
  Epic Poetry
  Level 1: The Bard can spend two hours writing a short 
  epic about one character. This Epic can then be read with a 
  reaction. When read, the character gains either a bonus die or 
  penalty die (chosen when the epic is written) to the task they 
  are attempting. The Bard can have a number of epics equal to 
  have spirit.
  Level 2:  The Bard can have a number of Epics equal to spirit, 
  rather than half spirit.
  Level 3: Reading an Epic no longer uses a Reaction.
  Effect
  Prerequisite: Showmanship
  Description: The Bards carefully constructed piece inspires 
  fear in the enemy.
  Dirge
  Level 1: The Bard can now use the following Showmanship 
  techniques.
   
   Dirge: With two actions, the Bard can activate this 
   showman technique. Every enemy in the zone must 
   roll a focus roll against a difficult 6+double the show
   man value. Failure causes the character to be fright
   ened of the Bard.
  Level 2:  The range of Dirge expands to the current zone and 
  one adjacent.
  Level 3: Dirge effects all enemies in a one zone radius.
  Effect
  
  65
  Prerequisite: Showmanship, Legendary Tier
  Description: The Bard can combine multiple showman 
  talents.
  Magnum Opus
  Level 1: Choose one showman technique, this technique is 
  performed as if showman value was one higher.
  Level 2:  Select one other showman technique. The Bard can 
  use this technique and the one chosen at level at the same 
  time, using the same showman value. The longer action for 
  the showman value is used.
  Level 3: [Mythic]: The Bard can choose one more showman 
  technique for this talent. When using any of these three 
  techniques, the Bard can use one of the others as well, 
  following level two.
  Effect
  Prerequisite: Inspire
  Description: Inspiration has an additional effect on the 
  next turn.
  Earworm
  Level 1: When the Bard uses inspiration on a character, on 
  the turn after that character uses their temporary hero die the 
  character can add +1 to any roll made that turn.
  Level 2:  The bonus becomes +3.
  Level 3: The player can choose to have a +3 or gain another 
  temporary hero die.
  Effect
  
  66
  Diplomat
  “I propose a settlement of three billion credits. Yes, I am aware that my client inadvertently caused the destruction 
  of your Mine. However, such losses are inevitable when your worlds mine’s drilled too deep. So, rather than 
  countersuing, for the destruction of his world due to negligence, my client has decided to be charitable. ” - Jack 
  Johnson, Gatestrider Lawyer
  Prerequisite: Showmanship
  Description: The Bard performs a speech to to focus their 
  allies.
  Rousing Speech
  Level 1: The Bard can now use the following Showmanship 
  techniques.
   
   Rousing Speech: The Bard delivers a speech 
   with one action that causes an ally to be inspired. 
   That character increases intelligence or focus by 
   the Showman Value until the end of their next turn. 
   The showman Value resets to 0.
  Level 2:  The Bard can now use Rousing Speech to increase 
  Constitution or Spirit.
  Level 3: The Bard can now use Rousing Speech to increase 
  Strength or Dexterity.
  Effect
  Prerequisite: Inspire
  Description: The Bard can calm those inspired by them.
  Calming Tone
  Level 1: When the Bard inspires a character, that character 
  can reroll the effects of fear, rage, or charm effects.
  Level 2:  When the character rerolls an effect, they can add 
  half the Bards PCA to the roll.
  Level 3: When inspire is used, the character targeted by 
  inspire gains a bonus die to reroll for the effects.
  Effect
  Description: The Bards Companions are stronger.
  Leadership
  Level 1: Any rolls made by companions (see page XXX) are 
  made with a +2 bonus.
  Level 2:  Companions increase HP and TH by 5.
  Level 3: Companions rolls are made with +2 and advantage.
  Effect
  Description: The character gains a single, loyal companion. 
  Squire
  Level 1: With the Game Masters permission, the Bard chooses 
  one type of basic Companion aside from an animal. The 
  companions tier is one below the characters. The Bard gains 
  an NPC loyal to them using these stats. Should this NPC 
  die, then the Bard finds a new Squire during a home trip. At 
  the Game Master’s discretion, the Bard can have to roleplay 
  gaining a Squire before taking this talent.
  Level 2:  Choose one other companions abilities. The Squire 
  now can use both abilities. Only one companion type can be 
  used at a time.
  Level 3: The Squire gains a third companion type added to 
  the Squire.
  Effect
  
  67
  Prerequisite: Inspire, Legendary Tier
  Description: The Bard can use inspiration to give players 
  actions.
  Inspire Destiny
  Level 1: When the Bard uses inspiration, the character can 
  choose to take an action instead of gaining a temporary hero 
  die.
  Level 2:  The Bard can now use Inspire with a stunt.
  Level 3: [Mythic]: The Bard can use Inspire as a reaction.
  Effect
  Description: The Bard knows how to find the perfect 
  contact for their situation.
  Locate Contact
  Level 1: While in a city, town, or other high people density 
  area, the Bard can attempt to track down a contact. This is 
  a simple PCA roll against a difficulty 10. Success means the 
  Bard discovers an NPC that has information the players need. 
  Failure means there is a complication, such as the contact 
  is missing or is locked in prison. This can be done once per 
  location.
  Level 2:  The Bard can find multiple contacts in the same 
  location.
  Level 3: Contacts found with this talent are friendly towards 
  the Bard.
  Effect
  
  68
  Channeler
  “I can’t say I’m entirely sure why Jehoel chose me. But I’m here, and I can help, so I’m not just going to stand on the 
  sidelines.” - Farah, Beloved of Jehoel
  A Channeler is one who channels the power of the mighty. Whether they receive power from gods, demons,  Angelss, or fae the 
  Channeler can create powerful effects. Most Channelers pray to their patron, but some are granted power through diabolical deals. 
  Some examples of characters with the Channeler class would be:
   
  Channeler/Warrior: A devout paladin of a god of justice.
   
  Channeler/Mage: A warlock who sold their soul for power.
  Skill sets: Occult, Speech
  Health Points: 5
  Primary Casting Ability: Spirit or Focus. A Channeler can convince a higher power through words or understanding.
  Patron: Channelers always gain power, or some of their power, from a patron. A patron is a powerful being that has the capacity 
  to grant power no matter where the Channeler is. Some examples would be: God’s, powerful  Demons, archoels, ancestor spirits, 
  or extremely powerful fae. There are no mechanical rules for what sort of patron a Channeler chooses, but the Channeler should 
  role play their character with that patron in mind. On page xxx is a description of several divine beings to make a choice easier. 
  Most of the time, a Channeler prays and makes offerings to their patron but sometimes nefarious deals are made that trade one’s 
  soul for power.
  Quirks: 
  1. The Channeler whispers prayers under their breath when not focused on anything. 
  2. Minor magical effects from their patron appear around the Channeler. For example, small fires would start with a patron 
   of fire.
  3. The Channeler has a book of sacred texts that only they can read.
  4. A holy symbol of their patron always finds its way on everything the Channeler interacts with, sometimes this includes 
   people.
  5. Companions who sleep near the Channeler receive dreams of the Channelers patron.
  6. When the Channeler walks into a new location, occasionally attention is drawn to them from gusts of wind, nimbus of 
   light, or the smell of brimstone.
  Channel Power: The channeller can use 3 actions to channel power. This causes the Channeler to gain a number of “Power 
  dice” equal to PCA. These power dice can be used to either grant an ally a bonus die, or an enemy a penalty die as no action. This 
  can only be used on creatures within the Channeler’s zone. The Channeler can not have more power dice than PCA. A Channeler 
  can only spend one power die per creature, per turn. Power Dice are lost when a skirmish ends, and they cannot be gained outside 
  of a skirmish.
  Miracle: The Player can choose a target within sight. The Player can spend one action to heal the target’s threshold by their 
  healing factor. Once per round, when an ally within the Channeler’s zone uses the recover action, the Channeler can immediately 
  use miracle as their reaction on the ally.
  Cores
  
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  Wrath
  “You think I am a pacifist because I am a man of cloth, yet my god is one of war. Your skull will be added to his 
  throne and I will bathe in your blood as an offering!” - Janos Dandren, Hero of Viannon
  Description: The Channeler can cause a target to become 
  enraged.
  Incense Rage
  Level 1: The channeller can enrage a target with 2 actions. The 
  range of this talent is short. Roll PCA vs. the targets focus or 
  spirit. If successful, the target gains 2 strength, can not take 
  any actions that require delicate thought, is enraged, and must 
  attempt to attack on their turn. This lasts until the end of the 
  channellers next turn. A character enraged can be enraged 
  again with one action. Each time the duration is extended, 
  the target and channeller must roll again.
  Level 2: The bonus strength becomes equal to half PCA. The 
  duration of enrage changes to half PCA rounds, ending on the 
  end of the Channelers turn. The Channeler can still increase 
  the duration normally.
  Level 3: The enraged target will now attack the nearest 
  creature. Unless the Channeler casts this upon himself. In this 
  case, the Channeler has full control of his actions but must 
  still attack a creature at least once on his turn.
  Effect
  Description: The Channeler can severely debilitate one 
  enemy.
  Bestow Anathema
  Level 1: The Channeler chooses one target with one action. 
  The target must be short range. The Channeler then rolls PCA 
  vs. the targets spirit. If successful, the target will receive an 
  extra amount of damage when wounded equal to half PCA. 
  This ability lasts until the beginning of the Channelers next 
  turn. The Channeler can only curse one creature at a time.
  Level 2: This talent is used with a stunt.
  Level 3: The extra damage becomes equal to PCA.
  Effect
  
  70
  Prerequisite: Channel Power
  Description: The Channeler increases the effectiveness of 
  channeling to harm enemies.
  Desecrate Land
  Level 1: The Channeler can spend 2 power dice to grant 2 
  penalty dice to a target.
  Level 2:  The Channeler gains an extra half PCA amount of 
  power dice when using channel power. These power dice are 
  special, they can only be used to grant penalty dice, and do 
  not count towards the Channelers amount of total power dice. 
  However, the Channeler cannot regain these special power 
  dice until the Channeler runs out.
  Level 3: The number of these special power dice becomes 
  PCA.
  Effect
  Description:  The Channeler can cause a single enemy to 
  be severely weakened.
  Curse of Debility
  Level 1: The Channeler chooses one target with one action. 
  The target must be within short range. The Channeler then 
  rolls PCA vs. the targets spirit or constitution. If successful, 
  the Channeler will receive a power die that the Channeler 
  can only use to grant a penalty die to strength, dexterity, or 
  constitution rolls on that target.
  Level 2: The target gains a number of these power dice equal 
  to half PCA.
  Level 3: When one of these power dice is used on an enemy, 
  the target receives 2 penalty dice rather than one to strength, 
  dexterity, and constitution rolls.
  Effect
  Description: The channeller can cause enemies to flee.
  Inspire Fear
  Level 1: With one action, choose a target within short range. 
  This target rolls Spirit or focus vs. the channellers PCA. If the 
  target fails, he must try to move away from the channeller on 
  its next turn, into a different zone. At the end of the targets 
  turn, they can attempt this roll again. The character also gains 
  the frightened condition.
  Level 2: The target cannot move into the zone of any of the 
  Channelers allies.
  Level 3: The Channeler can target up to half PCA number of 
  creatures with this talent.
  Effect
  Prerequisite: Legendary Tier
  Description: The Channeler can permanently curse a 
  character.
  Divine Malediction
  Level 1: The Channeler gains a special ritual that required 
  5 minutes to perform and requires no source nor roll. The 
  Channeler chooses one creature in sight. This target rolls 
  spirit vs. the Channelers PCA. If the target fails, then the 
  target suffers a permanent curse. The following is a list of 
  curses that can apply, but more creative curses can be made 
  as well. A character can only be cursed once, and if the target 
  succeeds the spirit roll they cannot be cursed again by the 
  same Channeler. These curses do not go away, but a quest can 
  be done to remove the curse.
   
  Healing factor is reduced in half.
   
  HP and TH reduce by 5 each.
   
  One ability is reduced by 2.
   
   
  A 2 cost innate penalty is added.
   
  Reduce attack or defense by 2.
  Level 2: A target can be cursed twice, but not by the same 
  effects. The Channeler also adds proficiency to PCA when 
  cursing someone.
  Level 3: [Mythic]: The Channeler can now curse a target with 
  a severe curse of mythical proportions. No set list of curses 
  exists for this, rather the Channeler should be creative with 
  the curses. Some examples would be: Turning the target 
  into a fish, causing the target to enter a deep sleep, making 
  everything the target touches turn into gold, or causing every 
  person to hate the target unconditionally.
  Effect
  
  71
  Justice
  “Right about now would probably be when I say “I find ye guilty”. But I’m just going to shoot you, and I’m going to 
  sleep very well tonight.” - Grant Johnson, “troubleshooter”
  Description: The channeller gains extra damage when 
  attacking.
  Smite
  Level 1: The Channeler can use PCA as ability damage for 
  all attacks against enemies. This does not work against allies, 
  unaware creatures, or objects.
  Level 2: When the Channeler strikes an enemy that has 
  caused health point damage to an ally, the channeler can 
  increase PCA by 3 for the purpose of smite.
  Level 3: Allies within the same zone of the Channeler use half 
  the Channelers PCA for ability damage with attacks if it is 
  higher than the original ability damage. They must follow the 
  same limitations as the Channeler, however.
  Effect
  Description: The channeller can increase their attack to 
  match an enemy’s.
  Just Warfare
  Level 1: The Channeler can spend two actions to target an 
  enemy. The Channeler can increase their attack up to the 
  targets attack. This attack increase only applies when attacking 
  the target. The channeller cannot increase attack more than 
  PCA. This ability lasts for 2 rounds.
  Level 2: The channeller can choose to instead increase 
  defence up to the targets defence. Following the same rules 
  for increasing attack.
  Level 3: The Channeler can increase attack and defence at 
  once using this talent.
  Effect
  Description: The channeller becomes immune to fear.
  Rightous Aura
  Level 1: This is a stance. While in this stance, the channeller is 
  immune to fear and similar effects.
  Level 2: All allies in the same zone are affected by this stance 
  as well.
  Level 3: [heroic]: All allies in the skirmish are under the 
  effects of this stance. This can affect entire armies.
  Effect
  Description: The Channeler determines if a target is guilty 
  of an action, and deals more damage to them.
  Judge, Jury, and Executioner
  Level 1: The channeller can roll PCA with a difficulty of 10 
  to determine if a target is guilty of an action. This requires a 
  stunt.
  Level 2: When the channeller uses this talent, he also knows 
  who, within sight, that believes a target should be punished 
  for the action in question.
  Level 3: The channeller can make a special attack with two 
  actions. This attack uses the weapon’s weapon damage + 1 
  for each character that agrees the target should be punished 
  and -1 for each target that disagrees that the target should 
  be punished. The ability damage for this attack is either the 
  weapons, or PCA
  Effect
  Description: Deal extra damage against those who have 
  harmed you.
  Retribution
  Level 1: The turn after taking health point damage from 
  an enemy, the channeller can cause a single attack to deal 
  extra damage equal to the amount of HP damage taken, to 
  a maximum of PCA. This extra damage only applies to the 
  enemy that wounded the channeller.
  Level 2: The damage cap from this talent is increased to 
  double PCA.
  Level 3: The extra damage from this attack is multiplied by 
  1.5.
  Effect
  
  72
  Prerequisite: Legendary Tier
  Description: The Channeler gains a holy light that causes 
  several beneficial effects.
  Nimbus
  Level 1: The channeller gains a glowing light that can be 
  dimmed. The Channeler is immune to pious damage.
  Level 2: The Channeler now has the flight movement type. 
  Creatures from other planes of existence of a lower tier 
  (Angels, demons, undead, and fae) must roll spirit against a 
  difficulty of 10 to attack the Channeler.
  Level 3: [Mythic]: The Channeler can no longer be attacked 
  by either demons or  Angels (Channeler’s choice when 
  taking this talent) of a lower tier. The Channeler also gains 
  darkvision, Resistance against fire and cold damage equal to 5, 
  and undead fear the Channeler. The Channeler is recognised 
  as the patron’s chosen by other gods.
  Effect
  
  73
  Serenity
  “They say she can heal any injury. She could give you your leg back. We just gotta find her.” - Omer, pilgrim
  Prerequisite: Miracle
  Description: The channeller can heal allies overnight.
  Heal the Faithful
  Level 1: When the channeller rests, she can choose a number 
  of creatures equal to PCA. The channeller can then double the 
  amount of HP damage healed with the night of rest. 
  Level 2: When the channeller heals creatures with this talent, 
  the creature also heals an amount of ability damage equal to 
  half PCA.
  Level 3: The Channeler can heal a number of creatures with 
  this talent equal to double PCA.
  Effect
  Prerequisite: Miracle
  Description: The channeller can cause allies to rest a night 
  in a short time.
  Instant Recovery
  Level 1: Once per day, per person, the channeller can allow a 
  number of people equal to half PCA to have a nights of rest in 
  one hour. The character can not benefit from rest that night.
  Level 2: The Channeler can target a number of people at once 
  equal to PCA. The duration becomes half an hour rather than 
  an hour.
  Level 3: The channeller can choose to cause a creature within 
  the Channelers zone to rest a night with 3 action.
  Effect
  Prerequisite: Miracle
  Description: The Channeler can reduce threshold to heal 
  others further with miracle.
  Charitable Gift
  Level 1: When the channeller uses miracle, she can reduce her 
  own threshold by an amount up to PCA. The target of miracle 
  can immediately heal this much extra threshold.
  Level 2: When the channeller lowers threshold for this talent, 
  the channeller only needs to reduce TH by half PCA to heal 
  an extra amount equal to PCA.
  Level 3: The maximum amount of TH this talent can heal 
  becomes double PCA.
  Effect
  Prerequisite: Legendary Tier
  Description: The channeller can resurrect the dead.
  Revive the Fallen
  Level 1: By spending a day with a corpse no older than a week, 
  the Channeler can bring them back to life. This can only work 
  once per creature. This talent has no effect on those who have 
  died of natural causes.
  Level 2: The Channeler can bring back a person twice from 
  death.
  Level 3: [Mythic]: The body can be up to a year old and still be 
  brought back. The Channeler can bring back anyone a lower 
  tier than mythic as often as they die.
  Effect
  
  74
  Prerequisite: Channel Power
  Description: The channeller can use channel power more 
  effectively.
  Inspire Awe
  Level 1: When using channel power, every ally in the 
  Channelers zone gains a power die that can be used only to 
  grant bonus dice. The ally chooses when to use these power 
  dice.
  Level 2: The amount of power dice this talent grants is equal 
  to half PCA.
  Level 3: The allies with these special power dice can spend 2 
  power dice at once to gain 2 bonus dice.
  Effect
  Description: This is a stance that will cause enemies to not 
  want to attack.
  Serene Aura
  Level 1: This is in a stance. While in this stance, enemies must 
  roll a spirit or focus roll against a difficulty 10 to attack the 
  channeller.
  Level 2: The difficulty of the roll becomes 10+half the 
  channellers PCA.
  Level 3: [Legendary]: The stance will also transfer to allies 
  within the same zone. Causing the same effects, but the 
  difficulty is 8. Creatures two tiers below the Channeler 
  automatically fail this roll when attacking the Channeler.
  Effect
  
  75
  Elementalist
  “No one dared challenge Mad King Marath, for the world was his to shape and play with as he chose. He was awful 
  fond of burying people in the stone floor of his throne room with a wave of his hand.” - Mariath Fordren, 
  historian.
  The Elementalist is someone who is born with the innate ability to manipulate the world around them. It is not easy for them 
  however. Controlling the elements takes an immense amount of will and self discipline. Most Elementalists can only manipulate one 
  element from fire, water, earth, or air. But, sometimes someone can be born with the ability to manipulate two, three or even all of 
  the elements. Some characters with the Elementalist class would be:
   
  Elementalist/Naturalist: A shaman who tends plants and soil.
   
  Elementalist/Channeler: A devout follower of a god of fire.
  Skill sets: Power, Discipline
  Health Points: 7
  Primary Casting Ability: Spirit or focus. They manipulate the elements with pure will or under
  standing of the elements.
  Special: This class has 4 Cores; Air control, Earth Control, Fire Control, and Water Control. So, a starting character could have 
  air, fire, and earth control as their cores. But not all four. These are all detailed under Elemental Cores.
  Quirks: 
  1. The Elementalist is always slightly damp.
  2. Small fires occasionally ignite around the Elementalist, but never spread if unwanted.
  3. The Elementalists hair and clothing is always blowing in the breeze, even if there is none.
  4. Every step the Elementalist takes causes minor vibrations through the earth.
  5. Dancing figures can be seen in the flames around the mentalist.
  6. The Elementalist sweats clean water, and does not need to bathe.
  Element Control: An Elementalist has control over one of the four elements: Fire, Water, Earth, and Air. The character also 
  gains a “Element damage” which can be used in some talents. The element damage is detailed in each element. The Elementalist 
  chooses one element and gains the following abilities:
  Cores
  
  76
  Fire Control: The fire Elementalist can control flame with a thought. The Elementalist can control almost any sort of heat as 
  well, fire, lava, even a hot stovetop. Fires Element Damage is fire damage.
  Fire: There are two types of fire. Small fire, such as torches, small campfires, or a stove top, which can be drawn upon once. 
  Using fire from a small fire puts it out. The second type of fire is a large fire. Large fires, such as a source of lava, a large 
  bonfire, or a furnace, have no limits to their use. The following actions are available to the Elementalist. In general, fire must 
  have sufficient fuel to stay lit.
  Grab and Place Fire: The Elementalist can move fire to their zone from a source of fire one zone away. Two actions 
  are required to move large fire.
  Attack: The Player can attack a target with a ball of flame. This is a ranged attack with short range. The weapon damage 
  of this attack is equal to PCA. This attack has no ability damage. This attack deals fire damage. An enemy struck by this fire 
  must make a dexterity roll of 8+PCA or immediately take PCA damage at the start of their next turn.
  Spread fire: A Elementalist can spend 2 actions to spread a large fire throughout a zone. The zone gains the burning 
  property.
  Ignight fire: A fire Elementalist can choose a source of large fire within short range, and cause it to explode. This is 
  an attack which targets all characters in the zone. This attack also uses PCA instead of dexterity as the attack stat, has 
  weapon damage equal to PCA, and no ability damage. An enemy struck by this fire must make a dexterity roll of 8+PCA 
  or immediately take PCA damage at the start of their next turn.
  Consolidate fire: An Elementalist can also move multiple sources of fire into one large fire. There must be at least four 
  sources of small fire in a one zone radius around the zone which the large fire is made.
  Earth Control: An earth Elementalist can control earth, stone, sand, or similar earthy substances. This includes natural 
  crystals, ore, and mud as well. Earths Element Damage is Thunder Damage.
  Stone and earth: There are two types of earth that can be used by an Elementalist. Earth, which is any non-solid earth 
  such as sand or dirt, and Stone, which is solid earth such as granite or obsidian. Stone cannot be altered if it is a part of a 
  wall, but can be used if it is loose.
  Attack: An Elementalist can attack with a small bit of earth lying around, a large boulder is too large to efficiently attack 
  with. As long as a source of earth is within one zone of the Elementalist, the attack can be made. This is a short ranged 
  attack. The weapon damage of this attack is 3. And this attack uses PCA as ability damage. This attack can use the trip stunt 
  at the range of this attack.
  Move earth: The Elementalist can move a piece of earth or stone. The Elementalist can move it to an adjacent zone. 
  The Elementalist treats PCA as strength for moving a large stone. If the Player drops the earth above an enemy, the enemy 
  rolls dexterity vs. PCA. If the roll fails, the enemy takes an amount of damage equal the to PCA per zone dropped, up to 
  three times PCA.
  Create terrain: The Elementalist can control the very ground. The Elementalist can move the earth around the 
  Player to create walls and difficult terrain. The Player can, with two actions, create difficult terrain within the zone. The 
  Elementalist can also smooth out difficult terrain if it is made of earth.
  Remove earth: An Elementalist can pull earth from the ground or walls. This is 2 actions to do so. Use PCA as strength 
  for determining how much earth can be used.
  Shape earth: The Elementalist can shape earth as easily as clay. This allows Elementalists to reshape hills, create stairs, or 
  any creative task with earth. Simple shaping such as creating stairs out of a wall, or moving a stone lever requires an action, 
  but more complicated shapes can require 2 actions or more.
  
  77
  Water Control: A water Elementalist has command over water. This is not liquid control, rather only water can be controlled. 
  But fluids containing water can be moved as easily. Unless otherwise stated, manipulating water is one action. Waters Elemental 
  Damage is Ice damage.
  Attack: The water Elementalist can make a short ranged attack with water. This is a ranged attack with weapon damage of 
  2 and the attack uses PCA as ability damage. This attack’s damage changes to 6 against enemies underwater. The trip stunt 
  can be used with this attack at it’s range.
  Drown: The Elementalist can attempt to drown a creature with water. This is a PCA vs constitution roll against a target 
  within short range. If successful the Elementalist forces water into the target’s throat. The target begins drowning unless an 
  action is spent to cough up the water. Coughing up water is a constitution roll vs. PCA.
  Move water: The Elementalist can move water within short range. The amount of water a Elementalist can move is an 
  amount of water that can fit into PCA number of 1 yard cubes.
  Calm/excite water: The Elementalist can force unsteady water to calm, and vice versa. With one action the 
  Elementalist can change a zone from stillwater to stormy water, and vice versa.
  Air Control: An air Elementalist can control wind itself. Controlling wind is controlling movement of air and air pressure.
  Unless otherwise stated, manipulating air is one action. Air’s Element Damage is Thunder damage.
  Attack: The Elementalist can attack with a concentrated shot of air. This is a long ranged attack. The weapon has 2 damage, 
  and uses PCA as ability damage. The Elementalist can use the trip stunt at the range of this attack. If an enemy is in the air, 
  the target receives a penalty die to the defend roll.
  Change winds: The character can change the direction of wind within a medium area. This ability persists until the 
  Elementalist chooses to stop it.
  Strengthen wind: The Elementalist can cause one zone to become windy with two actions.
  Suffocate: The Elementalist can force air from an enemy’s lungs. The Elementalist chooses a target within short range 
  and rolls PCA vs. Constitution. If successful the enemy begins suffocating. Every round, at the beginning of the enemies 
  turn, the enemy can attempt a constitution vs. PCA to breathe air in.
  
  78
  Fire
  “Wanna see me melt this guy’s face off? It’ll be great, I promise.” - Jareth, “prankster”
  Prerequisite: Control Fire
  Description: The Elementalist can create fire.
  Summon Flame
  Level 1: When this talent is gained, the Elementalist can create 
  fire. With one action, the Elementalist can create a source of 
  small fire in the Elementalists zone. If the Elementalist can 
  control fire, They can also use the attack option under fire 
  control without a source of fire.
  Level 2: A large source of fire can be made.
  Level 3: The Elementalist can spread fire in a zone without a 
  source of fire.
  Effect
  Prerequisite: Control Fire
  Description: The Elementalist can launch through the air.
  Wings of Fire
  Level 1: The augmented gains a burst movement from flaming 
  jets at the bottom of the Elementalists feet.
  Level 2: If the Elementalist makes a melee attack after using 
  this burst movement, then the attack adds 3 fire damage. 
  This damage is considered to be a part of momentum for any 
  effects that change momentum damage.
  Level 3: Once per turn, the Elementalist can move two zones 
  when using an action to move with this movement type.
  Effect
  Prerequisite: Control Fire
  Description: The augmented gains a fiery aura.
  Aura of Ash
  Level 1: This talent is a stance. While in this stance, the 
  Elementalist is wreathed in flames. Whenever someone 
  attempts to attack the Elementalist with a melee attack, they 
  receive 3 fire damage.
  Level 2: Iny creature in the Elementalists zone at the end of 
  their turn receives the fire damage.
  Level 3: [Heroic]: This talent now only targets enemies and 
  the damage becomes 5.
  Effect
  Prerequisite: Control Fire or Create Fire
  Description: The augmented can enhance weapons.
  Flame Infused Weapons
  Level 1: By spending one action, the Elementalist can cover 
  a weapon or object with fire under the Elementalists control. 
  The weapon then becomes a small source of fire, and will 
  deal additional fire damage. The additional damage is equal 
  to PCA. Every time the weapon is used to attack, the extra 
  damage reduces by 1. Water and similar substances could 
  potentially extinguish the fire.The weapon receives no damage 
  from this weapon, and can also be applied to unarmed strikes. 
  If the Elementalist has Create Fire, then the Elementalist 
  does not need to control fire in order to cover a weapon with 
  flames. Only one weapon can be lit on fire in this way. Here is 
  a tip, use a die to keep track of this damage.
  Level 2: This talent can be used as a bonus action.
  Level 3: [Heroic] The damage does not reduce with every use.
  Effect
  Prerequisite: Control Fire
  Description: The augmented heals from fire.
  Absorb warmth
  Level 1: The Elementalist is now immune to all fire damage. 
  This includes damage from high temperature.
  Level 2: When the Elementalist is standing in a Large source 
  of fire, he can spend one action to heal an amount of TH equal 
  to the intensity of the fire, up to PCA. This action can only be 
  taken once per turn.
  Level 3: The Elementalist can use this talent as a stunt.
  Effect
  
  79
  Prerequisite: Control Fire
  Description: The augmented heals from fire.
  Avatar of the Inferno
  Level 1: The Elementalist can spend 3 actions to become an 
  avatar of flame. This is a state of being the Player becomes, 
  which changes the Elementalists form. The Elementalist takes 
  the form of a colossal humanoid made entirely of flame. The 
  Elementalists body can be seen at the heart of this avatar and 
  flame-like versions of the Elementalists weapons are wielded 
  by the Avatar. 3 actions must be spent to leave this form. 
  While in this form, the Elementalist takes up an entire zone 
  and is considered colossal. All enemies in the same zone as 
  the avatar of flame receive 5 fire damage at the start and end 
  of their turn. The avatar of flame also adds 5 fire damage to 
  all attacks and causes every zone entered to become burning 
  unless they wish it not to be. Whenever a character attacks 
  the avatar with a melee weapon, the character receives 5 fire 
  damage.
  Level 2: The Elementalist can become the avatar of fire with 
  2 actions.
  Level 3 [mythic]: While as the avatar of flame, the 
  Elementalist burns hotter and brighter. The avatar deals 10 
  damage to enemies rather than 5. 
  Effect
  
  80
  Water
  “The Seven Seas are mine to command, child. Do not toy with me, for I wield a power you cannot begin to imagine.” - 
  Gareth Allisane, Admiral of Durien
  Prerequisite: Control Water
  Description: The Elementalist can create water.
  Summon the Sea
  Level 1: When this talent is gained, the Elementalist can create 
  water from nothing. By spending an action the Elementalist 
  can create PCA gallons of water. The Elementalist can also 
  use the attack, drown, trip, and grapple abilities from control 
  water without the need for water. The water created from this 
  talent is pure and can be drank.
  Level 2: The Elementalist can spend 3 actions to cause a 
  zone within short range to be filled with water for one round. 
  This can put out any fire or cause other effects depending on 
  circumstances.
  Level 3: When the Elementalist fills a zone with water, every 
  character in the zone must roll strength vs. PCA. failure 
  causes the character to be pushed into an adjacent zone.
  Effect
  Prerequisite: Control Water
  Description: The Elementalist gains a swim movement 
  type.
  Wave Riding
  Level 1: The Elementalist gains a swim movement type.
  Level 2: The Elementalist gains a bonus die to all strength 
  rolls while submerged in water.
  Level 3: The Elementalist can move to any zone in the skirmish 
  when the character moves with the swim speed, as long as a 
  source of water connects them.
  Effect
  Prerequisite: Control Water
  Description: The Elementalist heals from water.
  Healthful Soak
  Level 1: The Elementalists healing factor is increased by half 
  PCA while submerged in water.
  Level 2: The Elementalists healing factor is increased by PCA 
  rather than half PCA while submerged. Furthermore, the 
  Elementalist heals an additional half PCA health points when 
  resting in water.
  Level 3: The Elementalist can regrow lost limbs after one day 
  of resting in water, if at full health. The Elementalist also heals 
  PCA rather than half PCA additional health points.
  Effect
  Prerequisite: Control Water
  Description: The Elementalist can use water as a shield.
  Shield of Rain
  Level 1: This is a stance. While in this stance the Elementalist 
  gains a shield that requires no hands to use. This shield has a 
  shield bonus of 3, but grants resistance to fire equal to PCA 
  while it is active.
  Level 2: The shield bonus becomes 4, and the fire resistance 
  becomes double PCA.
  Level 3: The Elementalist ignores PCA shield bonus, rather 
  than half PCA.
  Effect
  
  81
  Prerequisite: Control Water, Legendary Tier
  Description: The Elementalist can raise or lower water.
  Oceanic Command
  Level 1: The elementalist can spend 2 actions to raise or lower 
  a zones water level. The zone must be flooded or submerged. 
  This will cause the zone to become dry, flooded, or submerged. 
  The Elementalist can choose if the water flows into adjacent 
  zones, causing the adjacent zones to become flooded if dry, 
  or submerged if flooded. Lowering water can cause extreme 
  effects such as stopping a river or emptying a pond. This will 
  last until the Elementalist chooses to release the effect, or one 
  hour. Whichever comes first. If the Elementalist has create 
  water, the Elementalist can cause a zone to be flooded.
  Level 2: The Elementalist can target a zone within short 
  range. The Elementalist can choose for the effect to last one 
  day or less.
  Level 3: [Mythic]: The Elementalist can raise or lower water in 
  the entire skirmish. Potentially creating or drying entire lakes 
  or even parts of an ocean.
  Effect
  Prerequisite: Control Water
  Description: The Elementalist can raise or lower water.
  Avatar of the Sea
  Level 1: By spending 3 actions, the Elementalist becomes an 
  avatar of the sea. This is an altered state where the Elementalist 
  takes the form of a wave with writhing tentacles of water. 
  The Elementalist can wield as many weapons as chosen 
  in this form. Any creature that grapples the Elementalist is 
  submerged in water. 3 actions are required to exit this state.
  Level 2: The Elementalist can attack into adjacent zones with 
  melee attacks while in this state. 
  Level 3: [Heroic]: The Elementalist adds PCA to strength for 
  calculating load while in this state. While in this state, the 
  Elementalist is considered colossal if they are legendary tier.
  Effect
  
  82
  Air
  “Don’t you give me any of that shit! That guy snapped his fingers and a tornado popped out of nowhere!” - Franz, 
  unfortunate thug
  Prerequisite: Control Air
  Description: The Elementalist can create Air.
  Summon Wind
  Level 1: When this talent is gained, the Elementalist can 
  create air within his own lungs. Effectively negating the need 
  to breath. By spending one action the Elementalist can cause 
  a character within the same zone to breath. The Elementalist 
  also passively produces clean, breathable air.
  Level 2: By spending 2 actions, the Elementalist can unleash a 
  powerful breath of air. This is a short ranged trip attack with a 
  small area. Use the damage of attack with air.
  Level 3: The area of this talents trip attack becomes medium 
  and allies are not affected by the wind.
  Effect
  Prerequisite: Control Air
  Description: The Elementalist can enhance the range of 
  ranged projectiles.
  Gale Force Projectiles
  Level 1: The Elementalists ranged attacks accuracy is increased 
  by 2.
  Level 2: When the Elementalist aims with a ranged projectile, 
  the attack can ignore cover.
  Level 3: When aiming with a ranged projectile, the attack can 
  bypass an amount of shield bonus equal to half PCA.
  Effect
  Prerequisite: Control Air
  Description: The Elementalist can fly.
  Flight of the Winds
  Level 1: The Elementalist gains the fly movement type.
  Level 2: When flying, momentum gained is doubled.
  Level 3: When using an action to move, the Elementalist 
  moves two zones if flying.
  Effect
  Prerequisite: Control Air
  Description: The Elementalist can defend against ranged 
  attacks with ease.
  Wind Armor
  Level 1: This is a stance. While in this stance, add Half PCA to 
  defense against ranged attacks.
  Level 2: This stance will affect all allies in the Elementalists 
  zone, but only half as effectively.
  Level 3: The defense bonus becomes PCA.
  Effect
  Prerequisite: Control Air
  Description: The Elementalist can suffocate many enemies 
  at once. 
  Stale Air
  Level 1: By spending 2 actions, all characters in the same zone 
  of the Elementalist begin suffocating. This lasts until the end 
  of the Elementalists next turn.
  Level 2: The enemies affected by this talent receive a penalty 
  die on constitution rolls to resist any gas or air based poison 
  or disease. Such as poison mist.
  Level 3: This talent requires one action.
  Effect
  
  83
  Prerequisite: Control Air, Legendary Tier
  Description: The Elementalist becomes an avatar of wind.
  Avatar of Wind
  Level 1: By spending 3 actions, The Elementalist becomes an 
  avatar of wind. This is an alternate state where the Elementalist 
  takes the form of a giant humanoid made of fast moving 
  wind. The Elementalist takes up the entire zone, is considered 
  colossal, and the zone the Elementalist is in becomes windy. 
  At the beginning and end of a character’s turn in the same 
  zone of the Elementalist, they must roll strength vs. difficulty 
  15. Failure means the character is flung into a zone of the 
  Elementalist choice. The Elementalist cannot be grappled by 
  creatures unless they are of significant size. 
  Level 2: This talent can be activated and deactivated with 2 
  actions rather than 3.
  Level 3: [Mythic]: The difficulty to resist the effect of the 
  avatar of wind increases by 5. The Elementalist can add PCA 
  to strength rolls and can use PCA in place of strength while 
  in this form.
  Effect
  
  84
  Earth
  “The mountains danced like a man possessed, and a great kingdom fell in a day.” - The Fall of Calum
  Prerequisite: Control Earth
  Description: The Elementalist can create earth.
  Create Boulders
  Level 1: The Elementalist can attack, create walls, and create 
  terrain without having access to earth or stone. By spending 
  two actions, a character can create a boulder or rock about 
  the size of a child.
  Level 2: The Elementalist can create the stone with one action, 
  rather than 2.
  Level 3: The stone created can be as large as a horse.
  Effect
  Prerequisite: Control Earth
  Description: The Elementalist can enhance a weapon by 
  surrounding it with stone.
  Earthen Weapons
  Level 1: The Elementalist can spend one action to surround 
  a melee weapon with earth. This will allow the Elementalist to 
  add half PCA to strength for the purpose of damage. If another 
  person uses this weapon, the load requirements are doubled, but 
  the damage increase is not present. This can be applied to an 
  enemy weapon treated as an attack stunt. This talent lasts one 
  minute before the stone crumbles.
  Level 2: This talent can now be used on a weapon within 
  short range.
  Level 3: This talent can be applied to shields or off hand 
  weapons. This will increase the shield bonus to defense by one 
  quarter PCA.
  Effect
  Prerequisite: Control Earth
  Description: The Elementalist can use the earth to increase 
  movement.
  Earth Slide
  Level 1: The Elementalists can move to two zones away when 
  moving once per turn, considering their is a continuous path 
  of earth.
  Level 2: The Elementalist gains a climb movement type but 
  only on earth such as stone or dirt.
  Level 3: While standing on earth, the Elementalist can ignore 
  difficult terrain.
  Effect
  Prerequisite: Control Earth
  Description: The Elementalist can create armor made of 
  earth.
  Stone Armor
  Level 1: This is a stance. While in this stance, the Elementalist 
  surrounds himself with stone as armor. This gives the 
  Elementalist armor with resistance equal to PCA. When every 
  the Elementalist is hit by an attack, this armors resistance 
  decreases by 1. The resistance can be reset by spending 2 
  actions.
  Level 2: While in this stance, the Elementalist gains a bonus 
  against being tripped or forcefully moved equal to the 
  resistance of this armor.
  Level 3: This armor can instead be applied to existing armor. 
  When doing this, the Elementalist increases an armors 
  resistance by half PCA. This additional resistance is lowered 
  by being attacked as detailed in level 1.
  Effect
  
  85
  Prerequisite: Control Earth
  Description: The Elementalist can create earthquakes.
  Quake
  Level 1: By spending 3 actions, the Elementalist can create 
  an earthquake within the Elementalists zone. There must be 
  a significant amount of earth to create an earthquake. The 
  earthquake lasts for PCA rounds. While the earthquake is 
  active all characters (aside from the Elementalist) must roll 
  dexterity vs. 5+PCA at the beginning of their turn or fall 
  prone. Every structure will also take PCA damage on the 
  Elementalists turn.
  Level 2: The difficulty to resist falling becomes 7+PCA. 
  Structures receive PCA x 2 damage every round. This talent 
  also affects all adjacent zones.
  Level 3: The difficulty to resist falling prone is 10+PCA. 
  Structures take PCA x 3 damage per round.
  Effect
  Prerequisite: Control Earth
  Description: The Elementalist can create earthquakes.
  Avatar of the Mountain
  Level 1: By spending 3 actions, The Elementalist becomes 
  an avatar of the mountain. This is an alternate state where 
  the Elementalist takes the form of a giant humanoid made 
  of stone and earth and takes up the entire zone and is 
  considered colossal. The Elementalists resistance increases 
  by 5 and halves regular damage after resistance. The zone 
  the Elementalist also has the difficult terrain. 3 actions are 
  required to exit this state.
  Level 2: The Elementalist can enter and exit this state with 2 
  actions rather than 3.
  Level 3: [Mythic]: The Elementalist is immune to all forced 
  movement when in this state. The Elementalist adds PCA to 
  strength checks while in this state. Resistance is increased by 
  7 rather than 5.
  Effect
  
  86
  Mage
  “Some people are just born with a gift, to see the strings that make up the world and play them like a guitar. 
  Problem is, do you play a nice mellow funk jam, or do you launch into a fire-spitting shred?” - Johnson Carver, mage 
  for hire
  Most spell casters are only able to manipulate magic with years of research. Though, there are few known as the mages who are 
  born with the innate ability to understand magic at its core. Some characters with the mage class would be: 
   
  Mage/Rogue: A trickster who creates illusions and uses simple rituals to rob victims blind.
   
  Mage/Warrior: A proud Warrior who uses magic to devastate foes.
  Skill sets: Magic, Knowledge
  Health Points: 5
  Primary Casting Ability: Intelligence or Spirit. Scientific understanding of magic, or a pure innate talent for manipulating 
  magic.
  Quirks: 
  1. Small magical oddities seem to gravitate towards the mage.
  2. While dreaming, small illusions of the mages dream act out around them.
  3. The mage whispers various numbers idly, with every number small changes can be seen in the environment.
  4. The mage almost is always nose deep into a book, even when speaking with others.
  5. The mage leaves small paintings and sculptures everywhere they go.
  6. Paintings and other pieces of art become more vibrant and beautiful in the mages presence.
  Magic use: The mage can create minor magical effects. Levitating up to a 10 pound object, change the taste, color, temperature, 
  or texture of something, creating a small illusion no larger than a human, lighting a small fire, opening an unlocked door at range, 
  clean or soil an object, or making a sound or smell are a few examples. This ability can never cause direct damage. This talent 
  is designed to allow creative uses, so the GM should consider the actions used with this and the intent. The GM should reward 
  creative uses of this talent.
  Spellbook: This core gives the Mage a magical spellbook. This spellbook contains three rituals of the players choiced, okayed by 
  the Game Master. The Mage can place a ritual in the spellbook with one day of work. Because of the Mages unique bond to their 
  spellbook, the mage knows exactly where the book is at all times. On its destruction, the mage can recreate the spellbook with 50 
  wealth worth of magical supplies and one weeks of work. The rituals must be readded.
  Cores
  
  87
  Creation
  “Free clothing for the cold. Free food for the hungry. Free shelter for the drenched.” - Elten Theiler, philanthropist
  Prerequisite: Legendary Tier
  Description: The mage can create large areas and structures.
  Create Battlefield
  Level 1: With two actions the mage can add one zone effect 
  to a zone within short range. The list of zones that can be 
  applied is burning, cover from one zone, difficult terrain, 
  spiked, or obscured. This zone effect lasts until the effect 
  would realistically be removed. Such as putting out the fire 
  or tearing down walls. The mage can also create complex 
  creations such as statues and small buildings, but nothing so 
  complex as machinery.
  Level 2: The mage can alter up to 4 zones in short range with 
  this talent.
  Level 3: [mythic]: The mage can alter every zone in the 
  skirmish.
  Effect
  Description: The mage causes a creature to increase size.
  Enlarge Creature
  Level 1: The mage can target a creature with two actions. The 
  creature can roll spirit vs. the mages PCA to not be affected. 
  The targets weapon damage increased by 2, Load increases by 
  2, and gains a bonus die on strength rolls. The creature also 
  grows physicaly larger. This talent lasts a number of rounds 
  equal to proficiency.
  Level 2: This talent requires one action.
  Level 3: [Legendary]: The targets size is increased further, 
  increasing weapon damage by 4 rather than 2 and causing the 
  target to become colossal.
  Effect
  
  88
  Prerequisite: Spellbook
  Description: The mage can cast rituals easier.
  Sorceror
  Level 1: The mage chooses one ritual. This ritual can be cast 
  with a lesser source even when no source is available.
  Level 2: The mage chooses one more ritual that uses the rule 
  presented in level 1.
  Level 3: [Heroic]: The mage chooses one spell chosen by this 
  talent. Once per week, that ritual can be cast with a moderate 
  source.
  Effect
  Description: Creating an object is as easy as visualization 
  and execution of the proper words. The mage can create 
  objects from nothing.
  Fabricate Reality
  Level 1: By spending one action, the mage can create a simple 
  geometric shape. This shape is no larger than 1x1 yard, and 
  can be used in many ways. This shape does not fall until the 
  end of the Player’s turn. It can also be used to create cover, 
  drop on an enemy, or any other creative use. After 2 turns, 
  the shape disappears. These objects glow faintly, and do not 
  resemble real objects.
  Level 2: The object can be up to half PCA cubic yards large. 
  giving it a size of PCA. And it can resemble complex shapes 
  such as stairs or a simple statue. The object will now last 4 
  rounds rather than 2. Also, the mage can create a 1x1 yard 
  object that lasts until the end of the mages turn with one 
  bonus action.
  Level 3: The mage can spend 2 actions to create a permanent 
  object no larger than their hand. This object can be complex, 
  but is unmistakable for a real object. If food is created, it is 
  edible. The larger creations now last 6 rounds.
  Effect
  Description: Focus and determination is all you need to 
  control reality. The mage gains additional spell points.
  Create Time
  Level 1: When initiative is rolled, the mage can grant one 
  character in the same zone an increase to initiative by half 
  PCA.
  Level 2: The mage can spend two actions to grant one ally in 
  the same zone an extra action on their turn.
  Level 3: This talent requires one action.
  Effect
  Prerequisite: Magic Use
  Description: The mage can create illusions.
  Illusionist
  Level 1: By spending three actions, the mage can create a 
  visual illusion large enough to fill one zone. This illusion can 
  be of anything the mage can imagine, but produces no sound, 
  smell, or touch. This illusion can move as well, but cannot be 
  moved outside the zone. This illusion lasts until the end of the 
  mages next turn, unless the mage spend one action to extend 
  its duration one round. Once a character realises the image is 
  false, they can choose to see through it.
  Level 2: The illusion can produce sound. The loudest noise 
  it can produce is equivalent to three grown men screaming.
  Level 3: The illusion now can produce smell and slight 
  temperature variations. For instance, illusory lava will smell 
  of brimstone and feel warm from a distance, but on closer 
  inspection, the lava is not hot.
  Effect
  
  89
  Transmutation
  “They called her “Whisper”. And it wasn’t until my boss was sitting in his chair, dying of old age at 34, that I knew she 
  wasn’t just a myth.” - Soren Vaardogan, secretary
  Description: The mage steals actions from others.
  Transfer Time
  Level 1: By spending two actions, the mage can cause a target 
  within short range to lose one action on their next turn. The 
  target rolls spirit vs. the mages PCA. Success means this talent 
  fails. On a failure, the target losses one action and the mage 
  chooses another in the same zone of either the target, or the 
  mage. This creature gains an additional action on their next 
  turn.
  Level 2: The target of this spell is slowed.
  Level 3: This talent requires one action.
  Effect
  Description: The mage steals actions from others.
  Polymorph
  Level 1: The mage can, with one action, target a creature within 
  PCA yards. The target will roll constitution or spirit against 
  the mages PCA. If the mage succeeds, the targets strength, 
  dexterity, or constitution can be lowered by one. Then, the 
  mage chooses one of the other two abilities to increase by one. 
  This lasts one round.
  Level 2: The mage can lower and increase an ability by 2 
  rather than one.
  Level 3: The duration becomes half PCA rounds.
  Effect
  Description: The mage steals actions from others.
  Effortless Teleport
  Level 1: The mage gains a teleport movement type, but an 
  action must be spent to use this talent.
  Level 2: The mage can use the teleport normally.
  Level 3: The mage can teleport up to two zones away.
  Effect
  Prerequisite: Spellbook
  Description: The mage can steal enemy magics.
  Transfer Spell
  Level 1: With two actions, the mage can steal a magical effect 
  from a target within short range. The mage rolls PCA vs the 
  targets spirit. If successful, the mage is affected by the magical 
  effect as well. Innate magical effects cannot be chosen for this 
  talent. An example of this talent would be if someone was 
  enlarged by the enlarge talent, then the mage can steal the 
  enlarge effect.
  Level 2: When this talent is used, the target cannot use the 
  magic effect stolen until the effect ends.
  Level 3: This talent only uses one action.
  Effect
  Description: The mage can change items to other objects.
  Transmute Material
  Level 1: The mage can spend 3 actions to change a non magical 
  object to a similar object. For example, changing a long sword 
  into a scimitar or a wrench into pliers. The GM has final 
  say if the item is similar enough to the original object. This 
  transmutation lasts PCA rounds. The material of the item is 
  not changed.
  Level 2: The mage can change the material of the item. Such 
  as lead to gold.
  Level 3: The transmutation becomes permanent, but the 
  material will change back to normal within PCA rounds.
  Effect
  
  90
  Prerequisite: Legendary Tier
  Description: The mage can arrange life, death, and wounds. 
  Reshape Life
  Level 1: The mage can spend 1 action to do the following:
  Change one standard wound into another.
  Remove up to PCA damage to health from a target, and damage 
  another target for the same amount, ignoring armor. The 
  target must roll a DC 15 spirit check, success means the talent 
  fails.
  Level 2: The mage can now do the following.
  Give one targets wound to another, both targets must roll DC 15 
  spirit check. Success on either causes the effect to fail.
  Trade an innate perk or penalty from one target to another 
  target with an equal cost innate perk or penalty. Both targets 
  must roll DC 15 spirit check. Success on either causes the 
  effect to fail.
  Revive a dead character, but a willing target must be killed.
  Level 3: [Mythic]: The mage can now revive a dead character 
  with an unwilling target that is a tier below the mage. The 
  second target rolls DC 15 spirit or instantly dies. The target 
  must be within one tier of power to the target.
  Effect
  
  91
  Destruction
  “When Galen got mad, the whole city felt it.” - Drevin Cooper, friend
  Description: The mage can cause a creature’s size to 
  diminish.
  Shrink Creature
  Level 1: The mage can target a creature with two actions. The 
  target of this talent loses 2 weapon damage, gains a bonus 
  die on stealth rolls, and receives a penalty die on strength 
  rolls.The creature can roll spirit vs. the mages PCA to not be 
  affected. This talent has no effect on colossal creatures.
  Level 2: This talent requires one action.
  Level 3: The target shrinks further. The target loses 2 more 
  weapon damage and gains an additional bonus die on stealth.
  Effect
  Description: The mage can time to rewind.
  Rewind Time
  Level 1: The mage can spend two actions to target a creature 
  with this talent. The target will heal all damage that was 
  inflicted the previous round or remove all healing that was 
  received the previous round. The target can roll spirit vs. PCA 
  to negate this talent. This cannot defy death.
  Level 2: When a creature is affected by this talent the mage 
  can choose to also remove any effects on the creature that 
  were applied earlier that turn. 
  Level 3: The mage can also choose to move the target to any 
  place they were at on their previous turn.
  Effect
  Description: The mage can create a massive implosion.
  Implosion
  Level 1: With two actions, the mage can choose  an adjacent 
  zone. Every creature must roll strength vs. the mages PCA. 
  Failure means the target falls prone and receive PCAx2 
  damage.
  Level 2: The talent can target a zone up to two zones away.
  Level 3: This talent can target 2 adjacent zones at the same 
  time.
  Effect
  Description: The mage can erase matter from reality.
  Destroy Mass
  Level 1: The mage gains a short ranged special attack with no 
  weapon damage and uses PCA as ability damage. The attack 
  also ignores shield bonus to defence as well as any resistance 
  and deals necrotic damage. The mage can use this talent to 
  sunder equipment from the same range.
  Level 2: When this talent is used to sunder equipment, the 
  equipment reduces an additional level.
  Level 3: This talent gains 3 weapon damage.
  Effect
  Description: The mage can cause a creature to disappear.
  Dismiss
  Level 1: The mage can target a creature with 2 actions. The 
  mage rolls PCA vs the creatures spirit. If successful, the 
  creature disappears until the end of the mage’s next turn. 
  However, the character may still act on their turn in a void.
  Level 2: This talent requires one action rather than 2.
  Level 3: If the target is from another world, then the creature 
  is sent to that world and does not return. Gate Striders are 
  unaffected by this, as they no longer belong to one world.
  Effect
  
  92
   Prerequisite: Legendary Tier
  Description: The mage can destroy a character’s essence.
  Destroy Soul
  Level 1: When the mage kills an enemy, the mage can choose to 
  cause the enemies soul to be destroyed, making it impossible 
  to resurrect. If the mage attacks an undead, it cannot reform 
  and is destroyed.
  Level 2: The mage can cause the souls of any creature killed in 
  a skirmish with the mage to be destroyed.
  Level 3: [Mythic]: When the mage destroys a soul, the mage 
  gains a buffer between the mage and the void. The next time 
  the mage’s health points is reduced to 0, the mage is instead 
  left at one hit point and does not drop unconscious. This 
  ability refreshes when the mage destroys another soul. This 
  talent also nullifies abilities that instantly kill the mage, and 
  can act as a sacrifice for bringing someone back from the 
  dead, such as with shape life.
  Effect
  
  93
  Naturalist
  “Rossetti would live in the woods for months at a time, only coming in when wounded. I’ve seen the man wrestle a 
  tiger to submission without a scratch; I’d hate to know what could wound him.” - Allison Waller, onlooker
  Those who use the magic that permeates from nature are known as naturalists. They tame great beasts, grow deadly plants, and 
  even unlock the ultimate power of natural selection through the use of magic. Some examples of characters with this class would be :
   
  Naturalist/Warrior: A barbarian who becomes a beast when angered.
   
  Naturalist/Rogue: A trapper and hunter that uses both stealth and the environment to find prey.
  Skill sets: Nature, Survival
  Health Points: 6
  Primary Casting Ability: Focus or Spirit. A understanding of nature, or a primal sense of the world.
  Quirks: 
  1. Small animals seem to flock towards the naturalist.
  2. The naturalist occasionally awakens to several animals resting around the naturalist.
  3. The naturalist constantly complains about the stink of civilisation.
  4. Plants around the naturalist grow faster.
  5. Small animals follow the naturalists wishes, even if the naturalist is not aware of it.
  6. The naturalist devours food like a lion, even in polite company.
  Animal Control: With two actions the naturalist can change the attitude of natural, unintelligent animals one step. (hostile 
  to neutral to friendly). The naturalist can chose the creature the animal’s attitude changes for. The naturalist can choose a number 
  of animals equal to PCA. The naturalist rolls PCA vs. the targets focus, unless the target is one tier below the naturalist. If the 
  animal has statistics as an enemy, then use those statistics. Otherwise, find an Animal companion on page XXX that matches the 
  creature.
  Nature Aspect: The naturalist gains animal or plant like abilities. Choose two nature aspects.
  Cores
  
  94
  Natural attack: The naturalist has a natural attack with weapon damage of 3. The naturalist chooses if this attack is 
   heavy or light. This weapon can never be disarmed.
  Strong legs: The naturalists gains a bonus die when rolling to jump.
  Gills: The naturalist can breathe underwater.
  Thick Hide: The naturalist gain 2 resistance that does not stack with armor.
  Fur: The naturalist gains a bonus die on resisting cold.
  Photosynthesis: The naturalist no longer needs to eat.
  Scent: The naturalist gains an increased sense of smell. The naturalist gains a bonus die when searching for creatures in 
   their zone.
  Enhanced Vision: The naturalist has a bonus die in sight based focus rolls.
  Enhanced Hearing: The naturalist has a bonus die in sound based focus rolls.
  Roots: The naturalist can root himself into the ground at night, increasing the amount healed overnight by one quarter 
   remaining HP.
  Swimmer: The naturalists gains a bonus die when rolling to swim.
  Climber: The naturalists gains a bonus die when rolling to climb.
  Camouflage: The naturalist gains a bonus die when stealthing.
  Wings: The naturalist can glide short distances. Ignoring fall damage while the wings are usable.
  Nature Aspects
  
  95
  
  96
  Fauna
  “You’ve pushed the frontier too far. Now, the frontier is pushing back.” - Marcus Carter, eco-terrorist
  Prerequisite: Animal Control
  Description: The naturalist can control animals.
  Command Beasts
  Level 1: The naturalist can attempt to control an animal that 
  is friendly towards the naturalist and in the same zone with 
  one action. After using this ability, the naturalist can use an 
  action to use one of the animals actions, otherwise the animal 
  acts as normal. If the animal has no statistics, use a similar 
  animal companions ability instead. This ability ends after 
  PCA rounds.
  Level 2: When the naturalist uses this talent, the naturalist 
  can target a number of animals up to PCA. This will also allow 
  the naturalist to use this talent on hordes.
  Level 3: The naturalist can choose one animal under the effects 
  of control beasts. After spending 2 rounds in the same zone as 
  the beast the duration of the control becomes permanent. The 
  Player can only have one creature under this effect at a time. 
  The animal controlled must be lower tier than the naturalist. 
  Use the statistics for an Animal Companion found on page 
  XXX.
  Effect
  Description: The naturalist can speak to animals.
  Primal Speech
  Level 1: The naturalist can communicate on a basic level with 
  intelligent animals. This communication can transfer simple 
  ideas such as “food here” or “friend” or “Danger”.
  Level 2: The naturalist can communicate advanced ideas 
  and information to and from animals. This allows the the 
  naturalist to speak to animals as though they are intelligent 
  beings.
  Level 3: The naturalist can now speak with all living creatures, 
  regardless of language restrictions.
  Effect
  Prerequisite: Animal Control
  Description: The naturalist gains an animal companion.
  Animal Companion
  Level 1: The naturalist gains an animal companion.
  The animal can be any type of animal the Player wishes as long 
  as the Game Master allows. This animal companion is one tier 
  below the character See page XXX for more information on 
  Animal Companions.
  Level 2: All animal companions damage increases by one if 
  it can attack.
  Level 3: [Heroic]: The naturalist gains another animal 
  companion, or they may upgrade their animal companion to 
  Dire.
  Effect
  Description: The naturalist can increase an animal’s 
  abilities.
  Evolve Beast
  Level 1: The naturalist gains an animal companion.
  The animal can be any type of animal the Player wishes as long 
  as the Game Master allows. This animal companion is one tier 
  below the character See page XXX for more information on 
  Animal Companions.
  Level 2: All animal companions damage increases by one if 
  it can attack.
  Level 3: The animal also increases threshold by PCA, and 
  increases constitution by 1. An animal companion gains a 
  bonus die to defense rolls.
  Effect
  
  97
  Description: The naturalist can call an animal to their side.
  Summon Beast
  Level 1: TThe naturalist can spend two actions to call upon 
  the aid of the nearest animal. The animal called will be an 
  appropriate animal for the situation, and it must reasonably 
  be in the area. For example, the The GM decides which 
  animal arrives. When it does, the animal is neutral towards 
  the naturalist and its allies, but reacts normally to other 
  characters. The naturalist cannot use this ability until the 
  animal called is no longer useful or goes away. This talent will 
  grant a bonus die when using focus to hunt for food. Use the 
  Statistics for Animal Companions for the animal, but the GM 
  uses the animal.
  Level 2: The animal called is friendly towards the naturalist. 
  The Naturalist can control the companion.
  Level 3: The naturalist calls several animals when using this 
  talent. This can be PCA animals or one horde. Depending on 
  the animals in the area.
  Effect
  Prerequisite: Legendary Tier
  Description: The naturalist can summon a powerful spirit.
  Call Natures Aid
  Level 1: The naturalist can summon a colossal creature with 
  3 actions. This creature is a spirit of nature and takes a form 
  based on the animals in the environment. For instance, the 
  beast might be a giant ape in a forest or a large snake in a 
  dessert. The beast has one action that the Player can spend 
  on moving, or attacking. The beast can move into one zone, 
  and could potentially have special movement types based on 
  the creature. Such as swimming for a sea monster, flying for a 
  bird, or climbing for a monkey. The beast can attack anyone in 
  its zone. This attack uses the Player’s attack and adds half PCA 
  to the attack, has weapon damage 10, and uses PCA as ability 
  damage. The naturalist can use their own actions for the beast, 
  but the beast cannot use stunts. This beast can be mounted, 
  allowing riders to move with it. This creature has 50 Health 
  points, and rolls 5 + proficiency for defense.
  Level 2: The beast gains an additional action.
  Level 3: [Mythic]: The beasts weapon damage increases by 3. 
  The beast also gains a stunt and can use stunts. One of the 
  actions the beast can use is to immediately heal 5 health 
  points.
  Effect
  
  98
  Shapeshifter
  “Some people like animals. Some people love animals. Some people are animals. Jalik fell somewhere between the second 
  and the third one.” - Leena, mother
  Prerequisite: Nature Aspects
  Description: The naturalist gains more nature aspects.
  Primal Aspects
  Level 1: The naturalist gains two additional nature aspects.
  Level 2: Choose 2 nature aspects the naturalist possesses. 
  They then upgrade to Primal Aspects found below.
  Level 3: The naturalist can choose 2 more nature aspects, 
  upgrade 2 existing nature aspects to primal aspects, or gain 
  one primal aspect.
  Primal Aspects
  Natural attack: The natural attack gains 2 additional 
   weapon damage.
  Strong legs: The naturalist is always considered to have 
   full momentum when jumping.
  Gills: The naturalist is immune to the high pressures of 
   depth.
  Thick Hide: The naturalist’s Resistance is increased by 5 
   rather than 3.
  Fur: The naturalist has reduction 5 against cold damage.
   resisting cold.
  Photosynthesis: The naturalist no longer needs to  
   drink.
  Scent: The range of scent reaches to adjacent zones.
  Enhanced Vision: The naturalist halves penalties to 
   sight from distance.
  Enhanced Hearing: The naturalist has blindsight in 
   the current zone.
  Roots: The amount healed with rest increases by 5.
  Swimmer: The naturalist gains a swim movement type.
  Climber: The naturalist climb movement type.
  Camouflage: If the naturalist does not move, the Player 
   is invisible while stealthed.
  Wings: The naturalist gains a fly movement type.
  Effect
   Description: The naturalist has different forms.
  Wild Shape
  Level 1: The naturalist can change his physical form to that of 
  an animal or plant. The naturalist gains a number of alternate 
  forms equal to half PCA. When the naturalist enters this 
  stance, he changes into one of the beast forms. To create the 
  naturalist’s forms, the naturalist “rebuilds” his character. The 
  naturalist reduces dexterity, strength, and constitution to 0, 
  and removes all physical innate perks and penalties (except 
  for Beautiful and terrifying), and re-spends each point 
  reduced, starting each ability at 0. The naturalist can not 
  increase an ability past 8 this way. If the player chooses, they 
  can lower intelligence to 0, but it can not be increased past 
  1. For example, a naturalist has a strength of 3, dexterity of 
  5, constitution of 4, and the flight innate perk. The naturalist 
  reduces each ability to 0 and removes flight, giving the Player 
  14 points. So the naturalist can redistribute the points to a 
  strength of 5, dex of 4, and a con of 5. This form could take the 
  form as some sort of ape or something similar. Alternatively 
  the naturalist can spend 2 of these points to gain a nature 
  aspect. If the naturalist has nature aspects, the Player can 
  choose to remove them, giving him one more point per 
  nature aspect.
  Level 2: The naturalist gains an additional free point to 
  redistribute in the naturalists alternate forms. The ability cap 
  becomes 10 rather than 8.
  Level 3: [Heroic]: The naturalist gains an additional 3 points, 
  rather than one, to redistribute in the naturalists alternate 
  forms.
  Effect
  
  99
   Description: The naturalist can change his form on the fly.
  Adaptive Evolution
  Level 1: The naturalist can force himself to evolve with one 
  action. The Player gains an additional nature aspect for the 
  next two rounds.
  Level 2: The naturalist can choose to gain 2 nature aspects or 
  one Primal aspect (Under the primal aspects talent).
  Level 3: The duration of this talent becomes permanent, but 
  one action is required to change the aspects. The character 
  can only have one evolution at a time.
  Effect
   Description: The naturalist can rage like a beast.
  Beastial Mind
  Level 1: The naturalist can spend a stunt to become bestial. 
  This is not a physical change, but a mental one. While in 
  this state, the character cannot make any intelligence checks 
  and focus checks are made with a penalty die. However, the 
  naturalists strength increases by 3. This state lasts until the 
  threat has been eliminated or another character succeeds a 
  focus roll dc 10 to calm the naturalist.
  Level 2: The naturalist can now leave this state with an action.
  Level 3: [heroic]: The naturalist gains one action that must be 
  made to attack an enemy while in this state.
  Effect
   Description: The naturalist can transform into a rodent.
  Rodent Form
  Level 1: By spending 3 actions, the naturalist can take the form 
  of a small rodent. While in this form, the naturalist cannot 
  use any of his talents, spells or actions that require anything 
  more than mental activity. This form lasts for one minute. 
  If the naturalist receives any damage while in this form, he 
  reforms to his original shape. While stealthing in this form, 
  the naturalist gains two bonus dice to stealth roles, and can fit 
  into small openings.
  Level 2: The naturalist gains the climb, flight, or swim 
  movement types while in this form. Choose 2 when taking 
  the form.
  Level 3: This talent lasts for as long as the naturalist wishes to 
  remain a rodent.
  Effect
  Prerequisite: Legendary Tier
  Description: The naturalist can become an avatar of nature.
  Avatar of the Beast
  Level 1: The naturalist can spend 3 actions to become an avatar 
  of nature. The naturalist decides what the avatar of nature 
  looks like when this talent is chosen. The naturalist becomes 
  a colossal creature, and does not have access to equipment. 
  The naturalist also increases resistance by 3. They can attack 
  in this state with a natural attack that has weapon damage 
  equal to PCA and uses strength as ability damage if they have 
  no natural attack. If they do, however, their natural attacks 
  weapon damage is increased by half PCA. If this results in a 
  weaker natural attack than the first, use it instead. One action 
  is required to exit this state.
  Level 2: The naturalists strength, dexterity, and constitution 
  increase by 3 while in this form.
  Level 3: [Mythic]: The naturalist can now shift in and out of 
  this form with a stunt.
  Effect
  
  100
  Flora
  “So get this; dude just rolls up into our camp, right? And he looks at one of the plants, like studies it for a second, 
  and then starts TALKING to it! And I don’t know if it was the shrooms or what, but the plant actually responded! 
  Like it moved!” - Marty Weirwood, camper
  Description: The naturalist can discern information from 
  plants.
  Read Plants
  Level 1: The naturalist can touch a plant to learn the following 
  basic information: The nearest source of water, the most 
  common animal in the area, and major threats to the plant.
  Level 2: The naturalist also can learn the following: Basic 
  layout of the land within one mile, any dangerous animals 
  in the area, whom has been through the area within the last 
  hour.
  Level 3: The naturalist also can learn the following: Detailed 
  layout of the land within one mile, the location of any man 
  made structures, and any sounds that were in the area within 
  the last hour, including speech.
  Effect
  Description: The naturalist can walk through underbrush 
  without effort.
  Plant Stride
  Level 1: The naturalist ignores any zone effect created by 
  natural plants.
  Level 2: The naturalist gains the teleport movement that can 
  only be used if the two zones have vegetation.
  Level 3: When the naturalist uses this teleport movement with 
  an action, then the naturalist can move 2 zones.
  Effect
  Description: The Naturalist can spread pores in a zone.
  Spread Spores
  Level 1: The naturalist can spend 2 actions to cause the 
  plants in a zone within long range to release pores. When the 
  naturalist does this, they choose one effect the spores add to 
  the zone. These effects end when a character leaves the zone.
   All characters in the zone become drowsy, causing a 
   penalty die on focus rolls.
   All characters in the zone are enraged.
   
   All characters increases healing factor by 2.
  Level 2: This talent requires one action to activate.
  Level 3: The naturalist can choose one of the following pores 
  as well.
   All characters in the zone become slowed.
   The pore eats the victim’s flesh causing 5 damage a 
   turn.
  Effect
  Description: The naturalist can command large plants.
  Control Plants
  Level 1: The naturalist can control plants and
  vegetation completely. The naturalist can attempt to
  grapple, trip, disarm, or attack enemies that are within short 
  range and are within reasonable distance to vegetation. Trees, 
  vines, large bushes, and other large plants are able to do these 
  things. Small vegetation can only interact with enemies of 
  smaller size. The effective strength of the vegetation is equal 
  to half PCA. The weapon damage of these plants is 2 with no 
  ability damage. If the GM allows it, this ability can be used for 
  other actions. Such as creating bridges with trees, using vines 
  to lift someone into a tree, or clearing an area.
  Level 2: The Player can target a non sentient plant creature 
  with this ability. When doing this, the Player rolls PCA vs. 
  Spirit. If the target fails, until the beginning of the naturalist’s 
  turn. the naturalist can use one of the plants actions by 
  spending one action.
  Level 3: The plants damage becomes 3, and PCA is used as the 
  ability damage.
  Effect
  
  101
  Description: The naturalist can drain health from an 
  enemy.
  Drain Life
  Level 1: The naturalist can choose a target in the same zone. 
  The Player rolls PCA Vs. spirit or constitution. If successful 
  the target takes an amount of damage equal to PCA. The 
  naturalist gains an amount of threshold equal to the damage 
  caused by this attack. If there is sufficient vegetation around, 
  the Player can use an action to regain an amount of threshold 
  equal to PCA. Using this talent this way kills the plants.
  Level 2: When using drain life, the naturalist may
  choose a number of targets equal to half PCA. The damage 
  caused by this attack is doubled if used this way. The damage 
  is spread out amongst the targets in an even manner. The 
  naturalist only gains an amount of threshold equal to the 
  Players PCA.
  Level 3: This talent has short range. And the amount of 
  damage caused to a single creature becomes 1.5 PCA and the 
  naturalist can heal that much. When used on multiple targets, 
  the naturalist can heal 1.5 threshold.
  Effect
  Prerequisite: Legendary Tier
  Description: The Naturalist can spread plants in a large 
  area.
  Mass Regrowth
  Level 1: The naturalist can spend 2 actions to cause every zone 
  in the skirmish to grow plant life. The plants grow anywhere 
  that plants can logically grow, soil, cracks in stone, or other 
  similar places. Plants can also grow in places such as out of 
  wood and other organics. This causes no zone effect, but 
  the zones have plantlife for any effect that requires it. The 
  naturalist can choose what zones to apply this ability to. This 
  talent could potentially create forests in a desert, or overgrow 
  a swamp.
  Level 2: Every plant based creature in the zones affected by 
  this talent heal a number of health points equal to PCA.
  Level 3: [Mythic]: Every zone affected by this talent gain one 
  of several zone effects. Chosen from difficult terrain, spikey 
  terrain, cover, or any other zone effects allowed by the GM. 
  These zone effects are based upon the plants that are grown 
  in the area, chosen by the naturalist. For instance, thick vines 
  slowing enemies or large trees providing cover.
  Effect
  
  102
  Perfectionist
  “Good? GOOD? Good, is not good enough. Now do it again, just like I showed you.” - Tyrus Falden, swordmaster
  A Perfectionist is a character that strives to perfect themselves either physically or spiritually. Perfectionists train their minds and 
  bodies in extreme ways. Often with brutal martial arts training or extended periods of focus. Some examples of characters with this 
  class might be:
   
  Perfectionist/Rogue: A well trained ninja who utilises stealth and discipline.
   
  Perfectionist/Channeler: A monk who meditates on ancient prayers.
  Skill sets: Acrobatics, Meditation
  Health Points: 6
  Primary Casting Ability: A Perfectionist can choose focus as the primary casting ability, but only if the other class 
   chosen gives an option for primary casting ability.
  Quirks: 
  1. The Perfectionist sees every mundane task as a challenge to be completed.
  2. The Perfectionist trains late into the night, and early in the morning.
  3. The Perfectionist meditates at literally every opportunity.
  4. No challenge, no matter how small, can be turned down by the Perfectionist.
  5. When the Perfectionist is not exercising, they are sleeping.
  6. The Perfectionist meditates all night, rather than sleeping.
  Martial arts: Unarmed strikes are treated as weapons with weapon damage equal to half the Perfectionists focus, has 
  precision 2, and use strength as ability damage. The Perfectionist is considered to be wielding 2 weapons at all times, so the shield 
  bonus to defense is 2. The Perfectionist can also be in two stances simultaneously.
  Calm Mind: The Perfectionist can use an action to gain an additional action on the next turn. For example, the Player uses the 
  ability twice on one turn, moving into position to strike a minotaur, the next round the Player unleashes four attacks. Two from 
  regular actions and two from the previous turns action. This talent cannot be used with actions gained by this ability.
  Cores
  
  103
  Boxer
  “Listen, kid, I know you mean well, but you’re just not ready. Go win a few thousand more bar fights, THEN we’ll 
  talk.” - Barthus Marten, master boxer
  Description: With the right techniques, you will never be 
  touched. The Perfectionist increases defensive capabilities.
  Soft Style Arts
  Level 1: This is a stance. While in this stance, the Perfectionist’s 
  defence stat increases by 1. When the Perfectionist uses the 
  defend action while in this stance, the bonus to defence 
  becomes 4, rather than 3.
  Level 2: While in this stance, defense increases by 2.
  Level 3: While in this stance, the bonus to defense is 3, rather 
  than 2 and the bonus to defence from the defend action 
  becomes 5.
  Effect
  Description: With the right technique, you will never miss. 
  The Perfectionist increases attack potential.
  Hard Style Arts
  Level 1: This is a stance. While in this stance, the Perfectionist’s 
  attack stat increases by 1. When the Perfectionist uses the aim 
  action while in this stance, the bonus to attack becomes 4, 
  rather than 3.
  Level 2: While in this stance, attack increases by 2.
  Level 3: While in this stance, the bonus to attack is 3, rather 
  than 2 and the bonus to attack from the aim action becomes 5.
  Effect
  Description: Can keep fighting when wounded.
  Guts
  Level 1: When the Perfectionist has less than half threshold, 
  resistance from armor increases by 2.
  Level 2: When the Perfectionist has less than half health 
  points, resistance increases by 2. This stacks with the level one 
  ability.
  Level 3: The first time in a skirmish the Perfectionist loses all 
  of threshold, the Perfectionist immediately heals the healing 
  factor for threshold. This effect is used once per skirmish.
  Effect
  Description: The Perfectionist can grapple easier.
  Pro Grappler
  Level 1: The Perfectionist adds proficiency to grapple rolls.
  Level 2: When attacking a grappled creature, add 2 to damage.
  Level 3: [heroic]: The Perfectionist can attack with a grappled 
  creature. This is a normal attack, with weapon damage equal 
  to unarmed damage, strength as ability damage, and no 
  precision. When the Perfectionist hits an enemy with the 
  grappled character, the damage is dealt to both the target and 
  the one being used as a bludgeon.
  Effect
  Prerequisite: Martial Arts
  Description: The Perfectionists melee attacks are stronger.
  Fists of Steel
  Level 1: The Perfectionists unarmed weapon damage equals 
  focus, rather than half focus.
  Level 2: [Heroic]: Ignore up to 3 points of resistance with 
  unarmed strikes.
  Level 3: The Perfectionists unarmed attacks become especially 
  sturdy. Shield bonus increases to 4 from unarmed strikes, and 
  the Perfectionist ignores any effects that cause damage by 
  hitting something with a melee attack. For instance, spikes or 
  a fire aura.
  Effect
  
  104
  Prerequisite: Martial Arts, Legendary Tier
  Description: The Perfectionist can strike so fast that 
  thunder follows every punch.
  Thunder Punch
  Level 1: When the Perfectionist makes an unarmed attack, the 
  attack can be made as a thunder punch. This attack can only 
  be seen by those with especially keen senses, and is so fast it 
  creates a small shockwave. Every attacks damage made this 
  way in a single round is added together into a single source of 
  damage. This means resistance is removed once, rather than 
  thrice if a character attacks 3 times.
  Level 2: If one of these attacks misses, then the attack will still 
  cause 2 points of thunder damage. This damage can add up 
  to the total.
  Level 3: [Mythic]: This ability can now be made with any 
  attack which relies on the Perfectionists physical strength, 
  such as swords, bows, and staves but not crossbows or 
  firearms. Furthermore, when these attacks miss the damage 
  inflicted becomes 3. Natural attacks made with this talent 
  now also have a range of short.
  Effect
  
  105
  Martial Artist
  “The man went toe to toe with Grantman, without a single scrap of metal anywhere on his body, AND HE WON! 
  Grantman’s more bot than man, how is that possible?” - Hunter Walden, Schwarzekatzen Security
  Description: The Perfectionist can cause an opponent to 
  be stunned.
  Stunning Strike
  Level 1: The Perfectionist can spend 2 actions to make a 
  stunning strike. This is a special attack that, if successful, 
  causes the Perfectionist to deal normal damage as well as roll 
  focus vs. the enemies constitution. If successful, the target 
  loses one action on their next turn. This attack can only be 
  made with a melee weapon. A character can only be affected 
  by stunning strike once.
  Level 2: When a target is affected by this attack, they become 
  slowed. This lasts until the beginning of the Perfectionists 
  next turn.
  Level 3: This talent requires one action.
  Effect
  Description: The Perfectionist can run across walls and 
  leap.
  Martial Movement
  Level 1: The Perfectionist gains a special climb movement 
  type. This is like the normal climb, but the Perfectionist 
  must be on solid ground at the end of the turn. This climb 
  movement type can be used on shear surfaces.
  Level 2: The Perfectionist gains the burst movement type.
  Level 3: The Perfectionist ignores difficult and spiky terrain.
  Effect
  Description: The Perfectionist can reflect projectiles.
  Deflect Arrows
  Level 1: The Perfectionist can use attack instead of defence 
  when defending against ranged attacks. The defend action 
  and shield bonus does apply to this roll.
  Level 2: When a projectile is successfully defended using 
  attack, the Perfectionist can make an attack against a target 
  within 10 yards. This attack is not rolled, rather the attack 
  roll becomes the amount rolled over the original attack+5. 
  The damage of this attack is equal to the original damage, 
  including the originals attackers ability damage.
  Level 3: When an attack is reflected, the Perfectionist can 
  choose to roll attack, rather than use the previous roll.
  Effect
  Prerequisite: Legendary Tier
  Description: The Perfectionist can instantly kill enemies.
  Death Strike
  Level 1: The Perfectionist can make a death strike with a 
  chosen weapon. This attack requires 3 actions. This is a 
  special attack, that if it hits instantly kills any target below the 
  characters tier that fails a difficulty 10 constitution roll. This 
  attack uses the same damage as whatever weapon chosen to 
  make it, plus 15.
  Level 2: Targets do not make a constitution roll to resist death. 
  Level 3: [Mythic]: This talent can be used on creatures of the 
  same tier as you, as long as they half less than 50% HP and 
  TH. The target does need to make a constitution roll to resist 
  death.
  Effect
  
  106
  Description: The Perfectionist can make ranged attacks.
  Chi Control
  Level 1: The Perfectionist can make unarmed attack rolls 
  at short range through small blasts of chi. The Perfectionist 
  can also choose to use spirit as ability damage rather than 
  strength. This attack deals radiant damage.
  Level 2: The Perfectionist can charge and release a larger chi 
  blast. This is a normal chi attack, but it requires 2 actions. 
  Choose one of the following changes to the attack.
    
    
  Range becomes long.
    
    
  The attack has a small area of effect.
    
    
  Trip can be applied to the attack.
    
    
  Damage increases by 3.
  Level 3: [heroic]: When making a chi attack, the Perfectionist 
  can add half spirit to damage. Furthermore, the Perfectionist 
  gains the flight movement type.
  Effect
  Description: The Perfectionist gains a signature move.
  Signature Move
  Level 1: This talent is unique in which it has no levels. Rather, 
  a character can spend the advancement points required to 
  level this talent, to instead gain a new signature move. When 
  this talent is selected or leveled, follow below to create the 
  signature move. When this talent is chosen for the first time, 
  the Perfectionist gains 2 signature moves.
   A signature move is a variation on an attack and is considered 
  a special attack. To create a signature move, first choose 
  a weapon this move applies to. If the Perfectionist has the 
  martial arts talent, then they can choose unarmed. If the 
  Perfectionist has a talent which grants a magical attack, (chi 
  attack, fire control, magic use, or many others) or can cast a 
  ritual that grants attacks then these attacks can be chosen.
  Next, decide an effect for the signature move to have. A list of 
  possible effects are as follows. 
   
   +2 weapon damage.
   
   (ranged only) Increased range close>short>long
   
   +2 precision.
   
   Grants +2 defence until the beginning of the Perfectionists 
  next turn.
   +2 to attack when using a chosen stunt.
   (melee only)Grabs target while damages.
   Perfectionist moves one zone when this attack is used.
   The target is pushed one zone when this attack hits (strength 
  vs. strength can nullify this.)
   
   Target reduces defence by 2 until the beginning of the targets 
  next turn. 
   Target rolls strength vs. Perfectionists ability used for ability 
  damage or moves into an adjacent zone.
   [heroic tier only] The attack can be made with a stunt. This 
  option can not be selected when the move requires 2 actions.
   The Perfectionist can choose to make the move require 2 or 3 
  actions. Granting 2 or 3 effects rather than one. An effect can 
  be selected twice to cause the effects to stack.
  Effect
  
  107
  Monk
  “Clear your mind, and your body will move as it is truly meant to. See what it is you wish to do, and it will be done.” 
  - Zhuge Liao
  Description: The Perfectionist can meditate to gain 
  threshold.
  Mind Over Matter
  Level 1: The Perfectionist can spend 30 minutes meditating to 
  gain a number of temporary threshold equal to focus.
  Level 2: When the Perfectionist meditates the Perfectionist 
  can reroll any ongoing mental affliction. If this reroll fails, 
  then the Perfectionist can not try again with meditate.
  Level 3: The Perfectionist can meditate in 1 minute. 
  Furthermore, the Perfectionist gains a bonus die when 
  rerolling mental afflictions.
  Effect
  Description: The Perfectionist gains more momentum.
  Flowing Motion
  Level 1: The Perfectionist can have up to 5 momentum at 
  once.
  Level 2: [heroic]: When the Perfectionist attacks, momentum 
  is not lost. The Perfectionist only losses half momentum from 
  being attacked.
  Level 3: The Perfectionist does not reduce momentum when 
  attacked.
  Effect
  Description: The Perfectionist  can use enemies against 
  themselves.
  Redirect Hostility
  Level 1: When an enemy misses with a melee attack the 
  Perfectionist, the Perfectionist can use their reaction to cause 
  that attack made to be used to target another creature in the 
  same zone.
  Level 2: This talent can be used when an enemy misses any 
  other character while in the Perfectionists zone.
  Level 3: The Perfectionist can now redirect allies.
  Effect
  Prerequisite: Martial Arts
  Description: The Perfectionists unarmed attacks become 
  stronger.
  Inner Strength
  Level 1: The Perfectionist can use focus for the ability damage 
  for trained fists.
  Level 2: The Perfectionist adds half strength to the damage of 
  trained fists if using focus for the ability damage or add half 
  focus to damage when using strength as the ability damage.
  Level 3: The Perfectionist adds half focus to intelligence for 
  the purpose of critical damage.
  Effect
  Description: The Perfectionist is harder to sway.
  Still Mind
  Level 1: This is a stance. While in this stance, the Perfectionist 
  gains a bonus die on all intelligence and focus rolls to resist 
  effects.
  Level 2: When the Perfectionist now gains a bonus die to 
  spirit rolls to resist effects.
  Level 3: The Perfectionist now gains +2 to resisting effects 
  using intelligence, focus, and spirit.
  Effect
  Prerequisite: Legendary Tier
  Description: TThe Perfectionist has attained a higher 
  frame of consciousness.
  Enlightened
  Level 1: The Perfectionist has achieved enlightenment. The 
  Perfectionist is immune to attempts to control or read the 
  Perfectionists mind and change the Perfectionists emotions.
  Level 2: TThe Perfectionist now gains immunity to any magic 
  effects that require a focus roll to resist.
  Level 3: [mythic]: All focus rolls are made with a two bonus 
  dice.
  Effect
  
  108
  Psionic
  “Incredible. Her brain is lighting up in ways that shouldn’t even be possible. I’ll need more... Dammit, Gareth! I told you 
  to keep her sedated!” - The late Dr. Philip Ziegler, researcher
  A Psionic is a master of their own mind. Through sheer force of will and logic, they can manipulate the world around them, as 
  well as the minds of their enemies. Some examples of characters with this class are:
  Psionic/Rogue: A spy who reads the thoughts of government officials.
  Psionic/mage: A diviner who gazes far into the future.
  Skill sets: Dream, Mind
  Health Points: 5
  Primary Casting Ability: Intelligence or Focus. Through an analytical logic or pure understanding of one’s mind 
  Psionics gain their power.
  Quirks: 
  1. The Psionic occasionally answers questions before they are asked.
  2. Small objects silently move out of the Psionics way.
  3. The Psionic has severe nightmares of future events on worlds far away.
  4. The Psionic rarely uses their hands to hold objects.
  5. The Psionics allies can hear faint whispers from the Psionics mind.
  6. The Psionic whispers other people’s dreams while sleeping.
  Sense Emotions: The Psionic can determine if a creature is hostile, neutral, friendly, or cautious towards the Psionic or his 
  party. This happens automatically.
  Telekinesis: This talent can be used to lift and throw an object within one zone. The Psionic uses PCA instead of strength to lift 
  and manipulate objects. The Player can also attempt the following actions.
   Attack: The Player can hurl a small object, such as a brick or piece of wood. This is a short ranged attack roll. The weapon 
  damage of this attack is 2, uses PCA as ability damage, and precision of 3.
   Trip: The Psionic can attempt to use the trip stunt with this attack, at the range.
   Disarm: The Psionic can attempt to use the disarm stunt with this attack, at the range.
  Cores
  
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  Telekenetic
  “Would you like some wine? Perhaps bourbon? I can get it from here, no ladder needed.” - Alex Willis, bartender.
  Prerequisite: Telekinesis, legendary tier
  Description: The Psionic can move heavier objects.
  Telekinetic Might
  Level 1: The Psionics PCA is doubled for the purpose of 
  moving heavy objects with telekinesis. Moving a heavy object 
  only requires one action.
  Level 2: The Psionic can hurl a large object with one object. 
  This is a range attack that uses PCA as dexterity for the attack. 
  The attack has 5 weapon damage, and double PCA ability 
  damage.
  Level 3 [Mythic]: PCA is 5 times higher for the purpose of 
  lifting, but not throwing, heavy objects.
  Effect
  Prerequisite: Telekinesis
  Description: The Psionic can use telekinesis to attack.
  Guided Strike
  Level 1: This is a stance. The Psionic can either use PCA as 
  dexterity for an attack, or use PCA as the ability damage for 
  a melee attack.
  Level 2: The Psionic can instead grant the benefit of this talent 
  to an ally in the same zone.
  Level 3: The Psionic can apply the benefits from this talent to 
  two creatures at a time.
  Effect
  Prerequisite: Telekinesis
  Description: The Psionic can create cover.
  Force Wall
  Level 1: The Psionic can spend one action to create an 
  telekinetic wall. This wall can provide cover from an adjacent 
  zone, depending on the placement. The wall has double 
  PCA HP, with no reduction. This wall cannot be moved. The 
  Psionic can only have 1 wall at a time in existence. These walls 
  are not completely transparent, but can be difficult to spot 
  from a distance.
  Level 2: The wall’s HP doubles, and the Psionic can create 
  walls in adjacent zones.
  Level 3: The forcefield grants double PCA temporary 
  threshold.
  Effect
  Prerequisite: Telekinesis
  Description: The Psionic can fly.
  Telekinetic Flight
  Level 1: The Psionic gains a flight speed that can only be used 
  with an action.
  Level 2:  The fly movement type can be used as normal.
  Level 3: All allies in the current zone and adjacent zones gain 
  the benefits of the level one version of this talent.
  Effect
  Prerequisite: Telekinesis
  Description: The Psionic has temporary threshold.
  Forcefield
  Level 1: The Psionic can spend one action to gain an amount 
  of temporary threshold equal to PCA.
  Level 2:  The Psionic can instead apply the force field to an ally 
  within the same zone.
  Level 3: The forcefield grants double PCA temporary 
  threshold.
  Effect
  Prerequisite: Telekinesis
  Description: The Psionic can grapple opponents with 
  telekinesis.
  Mental Grapple
  Level 1: The Psionic can use the grab action at the range of 
  their telekinesis. PCA is used in place of strength.
  Level 2:  When holding an opponent, the Psionic gains a 
  bonus die to attacking them with telekinesis.
  Level 3: The Psionic can spend an action to move a 
  telekinetically grappled opponent one zone.
  Effect
  
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  Psychic
  “Might I interest you in some... spill-resistant clothing? Always have to be careful with little ones around, eh?” - 
  Benjamin Kalink, sales associate
  Prerequisite: Sense Emotion
  Description: The Psionic can move heavier objects.
  Read Thoughts
  Level 1: The Psionics can read the surface thoughts of a single 
  creature at the time. These thoughts are single, basic words 
  or concepts and do not reveal what is being thought. for 
  example: If a character is thinking “I need to get out of here.” 
  The Psionic might hear “Flee”. This is a passive effect that can 
  only target one creature at a time. If a creature is aware of the 
  mind reading, then they can roll focus against a difficulty 10. 
  Or a spirit against a difficulty 12 to cause misinformation.
  Level 2: Now, when the Psionic listens to a creature’s mind, 
  they hear clearly the surface thoughts.
  Level 3: The difficulty of resisting your mind being read 
  increases by 1/2 PCA.
  Effect
  Prerequisite: Sense Emotion
  Description: The Psionic can communicate telepathically.
  Project Thoughts
  Level 1: The Psionic can communicate to any creature in the 
  Psionics zone without making a sound. Other characters can 
  not hear this communication unless they can read thoughts.
  Level 2: Any creature who the Psionic projects thoughts to 
  can reply mentally. The Psionic can also project thoughts to 
  anyone in short range.
  Level 3: The Psionic can project to anyone the Psionic has 
  seen within the last 24 hours.
  Effect
  Prerequisite: Sense Emotion
  Description: The Psionic can attack creatures mentally.
  Mental Rend
  Level 1: The Psionic can spend an action to mentally attack a 
  target in short range. The target rolls focus or spirit vs. PCA. 
  If the target fails the roll, it receives an amount of psychic 
  damage equal to PCA. This attack ignores resistance. This 
  attack has no effect on creatures that have no mind.
  Level 2: Targets of this talent reduce intelligence by 1 until the 
  end of its next turn.
  Level 3: The intelligence drain lasts an additional round, and 
  this attack deals PCA x 1.5 damage.
  Effect
  Prerequisite: Sense Emotion
  Description: The Psionic can use other creatures actions.
  Command
  Level 1: The Psionic can choose a target within short range 
  and spend an action to cause the target to use one of their 
  actions. This requires the target to make a spirit or focus roll 
  against difficulty 12. Success means the talent fails. 
  Level 2: The Psionic can choose for this talent to occur on the 
  targets turn. If so, then the target loses one of their actions.
  Level 3: The Psionic can choose to roll PCA in place of the 
  difficulty 12 roll.
  Effect
  
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  Description: The Psionic can use other creatures actions.
  Astral Projection
  Level 1:  The Psionic Spend 10 minutes to project their astral 
  selves. While doing this the psychics body is unconscious. 
  The Psionic can move normally. The Psionic can see and hear 
  normally as well. The Psionics form is invisible to everyone 
  that cannot see invisible creatures, it also has no form and 
  interact with the world. The Psionic cannot pass through 
  objects, and is subject to gravity
  Level 2: The Psionic can now fly while projected. The Psionic 
  can also pass through portals such as doors and windows, 
  even if they are closed.
  Level 3: The Psionic can now interact with minds while astrally 
  projected. This cannot be used to cause damage, however. The 
  Psionic can also enter the dreams of sleeping creatures while 
  astrally projected. This is largely handled narratively, but the 
  Psionic can give messages to creatures in their dreams.
  Effect
  Prerequisite: Legendary Tier
   Description: The Psionic can use other creatures actions.
  Dominate Mind
  Level 1:  The Psionic can choose a target two tiers below the 
  Psionic. This target immediately becomes dominated. This 
  means the target is now under your control and will do anything 
  you say. A dominated target knows they are dominated, but 
  are always ok or even happy with it. A dominated creature will 
  not risk their life, but will give away everything they own and 
  betray lifelong friends. The dominated creature is completely 
  loyal, and cannot be swayed to betray the Psionic. The Psionic 
  can have a number of creatures dominated equal to half of 
  PCA.
  Level 2: A dominated creature now will risk their life for the 
  Psionic. They are now happy to sacrifice themselves for the 
  Psionic.
  Level 3 [Mythic]: The Psionic can now dominate anyone a 
  lower tier than the Psionic.
  Effect
  
  112
  Oracle
  “I already know you’re going to lose this fight. No matter what you do, this encounter won’t end well for
  you, so at least put the sword down and make it painless.” - Rondel Galian, assassin
  Description: The Psionic can retry some rolls.
  Deja Vu
  Level 1: The Psionic can with a stunt, retry any ability check. 
  But, the Psionic gains two penalty dice. This must be used after 
  the dice have been rolled, but before the results of the roll. The 
  new roll must be used regardless of the original result.
  Level 2: This talent can now apply to attack, defense and 
  initiative rolls.
  Level 3: This talent grants one penalty die, rather than 2.
  Effect
  Description: The Psionic can increase initiative.
  Danger Sense
  Level 1: The Psionic adds PCA to initiative.
  Level 2: All allies in the same zone of the Psionic add half 
  PCA to initiative.
  Level 3: After rolling initiative, the Psionic can trade initiative 
  with one character, ally or enemy.
  Effect
  Description: The Psionic gains a number rolls that can be 
  used.
  Foresight
  Level 1: At the beginning of each day the Psionic can roll 
  2d6 and writes down the result. At any point, the Psionic can 
  replace any roll made with this roll. One this is used, it cannot 
  be used again. If the Psionic did not use their foresight that 
  day, they mak choose to keep the same roll for the next day.
  Level 2: The Psionic can now roll two numbers and use them 
  both. For example, the psionic could roll a 5 and 15, using the 
  15 for an attack roll and then a 5 for the enemies defence roll.
  Level 3: The Psionic can choose to roll these dice with a bonus, 
  or penalty die.
  Effect
  Description: The Psionic can see into the past.
  Postcognition
  Level 1: The Psionic can gaze into the past. The Psionic can 
  enter this state with 3 actions. The Psionic can see any events 
  in the current zone that has taken place within the last hour. 
  The Psionic must choose how far back they will see, time is 
  not rewound. The Psionic can then see the zone as it was then. 
  This lasts until the Psionic chooses, and time moves normally 
  in the past. The Psionic is essentially blind while in this state. 
  Level 2: This talent now can go back as far as a day, and 
  reaches into the current zone and adjacent zones.
  Level 3: This talent now can go back as far as a week, and has 
  no range limits.
  Effect
  Description: The Psionic can see incoming attacks.
  Psychic Defense
  Level 1: When the Psionic uses the defend action, PCA can be 
  used in place of dexterity for rolling defense.
  Level 2: The Psionic can use PCA in place of dexterity even if 
  the defend action was not taken.
  Level 3: The Psionic can use PCA in place of dexterity to avoid 
  traps and other hazards that need to be dodged.
  Effect
  
  113
  Prerequisite: Legendary Tier
   Description: The Psionic can declare how a target will die.
  Forsee Doom
  Level 1:  The Psionic can spend an action to “Foresee” how a 
  creature of a lower tier will die. The Psionic chooses a form 
  of death. The Psionic can only foresee death by the hands 
  of a single individual or event. “Killed by my companion” 
  and “Die at the hands of poison” are both acceptable. When 
  the target receives damage from the source detailed in the 
  prophecy, the target receives extra damage to critical damage 
  equal to PCA. If this ability is used on a creature 2 tiers below 
  the Psionic, then the target will die via the foreseen doom. 
  Unless another Player prevents the death. The Psionic can 
  only foresee the doom of a creature once. This death does not 
  occur immediately.
  Level 2: The target now receives a penalty die to defense rolls 
  and ability checks against the source of doom.
  Level 3 [Mythic]: The Psionic can target creatures of the 
  same tier with this ability.
  Effect
  
  114
  Rogue
  “You only call it “cheating” because it works. You’re just mad I won.” - Gallios Alicant, disgraced athlete
  A Rogue is someone who uses stealth and trickery to gain an edge in combat. They are assassins and spies. Scoundrels and thieves. 
  Some examples of characters with this class are:
  Rogue/Warrior; A dastardly swashbuckler who strikes at every opportunity.
  Rogue/Artificer: A vigilante who uses the shadows and several gadgets to fight crime.
  Skill sets: Thieving, Investigation
  Health Points: 6
  Primary Casting Ability: None
  Quirks: 
  1. The Rogue occasionally pilfers small objects without realising it.
  2. When resting, the Rogue sleeps in a hidden spot.
  3. The Rogue has a bad habit of sneaking up on people.
  4. Party members in the Rogues party occasionally find their objects swapped.
  5. The Rogue lies habitually. 
  6. Every day, the Rogues appearance changes slightly.
  Sneak Attack: The Rogue can use an offensive stunt to cause critical damage to double on one attack. If the Rogue is attacking 
  an unaware target, then this core needs no stunt.
  Stealth: The Rogue can use the hide action with one action rather than 2.
  Cores
  
  115
  Assassin
  “You could spend millions on your security system, and Shadow Man slices through it like wet tissue. If he’s coming, 
  you’re already dead.” - Michael Morikat, security expert
  Prerequisite: Sneak Attack
  Description: The Rogue deals extra damage with sneak 
  attack.
  Deadly Strike
  Level 1: When a sneak attack is successful, the attack deals an 
  extra 3 critical damage after doubling critical damage.
  Level 2: After hitting with a sneak attack, the Rogue can gain 
  a bonus die on the next attack on that same target. This bonus 
  die can only be used on that turn.
  Level 3: If the Rogue has 2 bonus dice when they attack, the 
  Rogue can spend both to triple critical damage before adding 
  the extra 3.
  Effect
  Description: The Rogue can kill targets more quickly.
  Throat Slitter
  Level 1: The Rogue can coup de grace with 2 actions rather 
  than 3. 
  Level 2: The Rogue can coup de grace with 1 action rather 
  than 2. 
  Level 3: The Rogue can coup de grace with a Stunt.
  Effect
  Description: The Rogue ignores some armor.
  Piercing Strike
  Level 1: The Rogue can ignore 1/2 dexterity resistance when 
  attacking.
  Level 2: The Rogue can also ignore 1/2 dexterity shield bonus 
  when attacking. 
  Level 3 [Heroic]: The Rogue now ignores and amount of 
  resistance equal to dexterity.
  Effect
  Description: The Rogue can climb very quickly.
  Free-Run
  Level 1: The Rogue ignores any difficult terrain.
  Level 2: The Rogue gains the climb special movement.
  Level 3: The Rogue gains a bonus die when moving through 
  transition zones.
  Effect
  Description: The rogue can attack more stealthily.
  Hidden Strike
  Level 1: Attacking does not reveal the Rogue if the attack 
  misses.
  Level 2: After hitting an opponent with a ranged attack, the 
  Rogue can use a stunt to hide with a penalty die.
  Level 3: The Rogue Does not receive a penalty die when using 
  the level 2 version of this talent.
  Effect
  Prerequisite: Sneak Attack, legendary tier
  Description: The Rogue deals extra damage with sneak 
  attack.
  Assassinate
  Level 1: The Rogue can spend 3 actions to attack and enemy 
  with a special attack. This attack must be subject to sneak 
  attack. If the target is of lower tier than the Rogue, then the 
  target instantly dies or is knocked unconscious. Otherwise it 
  is a normal sneak attack.
  Level 2: If this talent is used on a creature of equal tier, it deals 
  an extra 10 points of critical damage. This extra damage is not 
  multiplied.
  Level 3 [Mythic]: This talent requires 2 actions.
  Effect
  
  116
  Opportunist
  “I call it “River Fist”. The river does not yield; it merely changes course. When a river encounters an obstacle, it 
  flows around it. In some cases, through it.” - Sun Xian, pioneer
  Description: The Rogue can wound enemies that try to 
  attack.
  Counter-Strike
  Level 1: The Rogue can spend an action to ready to counter 
  strike. The next melee attack to miss the Rogue, before the 
  Rogues next turn, is struck by the Rogue’s melee weapon. This 
  attack uses the weapon and ability damage, but no critical 
  damage.
  Level 2: The counterstrike can use critical damage, having the 
  amount of defense rolled over attack being the deciding factor. 
  If the Rogue uses sneak attack, then the Rogue can remove a 
  defense bonus die for the chance of activating sneak attack.
  Level 3: The Rogue can ready a counter-strike with a stunt.
  Effect
  Description: The Rogue can feint more effectively.
  Improved Feint
  Level 1: The critical damage cap is increased by 3 with feint, 
  rather than 2.
  Level 2: The Rogue deals an extra 2 critical damage when 
  making a feint, this is not applied to the critical damage cap.
  Level 3: The Rogue gains +2 when attacking with the feint 
  stunt.
  Effect
  Description: The Rogue can dash quickly away.
  Quick Dash
  Level 1: The Rogue can immediately move into an adjacent 
  zone during initiative.
  Level 2: Once per turn, the Rogue can move to an adjacent 
  zone when the Rogue is missed with an attack. This uses the 
  Rogues reaction.
  Level 3: Level 2 of this talent does not use reaction, but it can 
  only be used a number of times equal to half dexterity per 
  round.
  Effect
  Description: The Rogue can cause enemies to attack their 
  allies.
  Side-Step
  Level 1: With a reaction, the Rogue can cause an enemy’s 
  attack to target another creature. This attack must have missed 
  the Rogue. The Rogue immediately makes an attack against 
  another creature in the same zone. If this attack is successful, 
  then the target is subject to the attack that missed the Rogue. 
  This attack is not subject to critical damage.
  Level 2: This attack can now use critical damage.
  Level 3: The target of this talent gains a penalty die on defence 
  roll.
  Effect
  Description: The Rogue can escape from their enemies.
  Escape Artist
  Level 1: With a reaction, can immediately hide after an attack 
  hits the rogue. This hide roll is made with a penalty die.
  Level 2: This hide roll is no longer made with a penalty die.
  Level 3: This talent can be used if the attack misses.
  Effect
  Prerequisite: Legendary tier
  Description: The Rogue can escape from their enemies.
  Quickling
  Level 1: The Rogue can spend an action to gain 2 stunts. These 
  stunts can not be used to move.
  Level 2: These stunts can be used to move.
  Level 3 [Mythic]: The Rogue can spend a stunt to gain an 
  action. This action cannot be traded for a stunt nor can you 
  use the stunts gained by this talent.
  Effect
  
  117
  Spy
  “You want me to sneak into a king’s party, dressed as one of his ladies in waiting? Impersonating a woman will run 
  you double rate.” - Maximilian Gamant, “acting coach.
  Description: The Rogue can hide more effectively.
  Tactical Stealth
  Level 1: The Rogue can add half intelligence when rolling 
  stealth.
  Level 2: When the Rogue uses the hide action, the Rogue can 
  move two zones away.
  Level 3: The Rogue adds intelligence to all stealth rolls.
  Effect
  Description: The Rogue can steal more effectively.
  Burglar
  Level 1: The Rogue gains a bonus die when using any of the 
  skills in the thieving skill set.
  Level 2: The Rogue can attempt to steal an item from an 
  enemy with an action. Treating the roll as if picking a pocket.
  Level 3: The Rogue can add the bonuses from sleight of hand 
  when attempting to disarm an opponent. This does not give 
  the Rogue a bonus die if the sleight of hand is specialised.
  Effect
  
  118
  Description: The Rogue can deal more damage to those he 
  betrays.
  Deep Betrayal
  Level 1: When the Rogue successfully a friendly enemy, the 
  Rogue can add charisma to the critical damage. This damage 
  is not doubled by sneak attack.
  Level 2: The Rogue gains a bonus die when attacking a 
  friendly target.
  Level 3: The Rogue gains two bonus dice when attacking an 
  ally.
  Effect
  Prerequisite: Legendary tier
  Description: The Rogue has several disguises that can be 
  used.
  True Disguise
  Level 1: The Rogue has a number of false identities equal 
  to half the Rogues charisma. These identities are effectively 
  different people and different personalities. The Rogue can 
  change identities by disguising herself for at least one hour. 
  It is impossible to see through these disguises by mundane 
  means.
  Level 2: When the Rogue uses a false identity, there is no 
  possible way to see through the disguise. The Rogues identities 
  are treated as being separate people for the purpose of mental 
  effects. For example, if the Rogue was driven mad by seeing 
  something horrible, that disguise would be the only one 
  insane. If the Rogue takes on a different identity the Rogue is 
  no longer insane, but reverting back to the insane identity will 
  bring madness with it. Using this talent only takes 10 minutes, 
  rather than an hour.
  Level 3 [Mythic]: The Rogue can change the disguise with 
  three actions.
  Effect
  Description: The Rogue can better deal with those the 
  rouge is in conversation with.
  Suave
  Level 1: The Rogue can engage in conversation with a target, 
  drawing their attention. The character receives two penalty 
  dies to notice other characters stealth, receives a penalty die 
  to notice other characters disguises.
  Level 2: The Rogue gains a bonus die to convince a character 
  to move from their location, such as to join the rogue for 
  a private word, following the rogue to see a crime, or even 
  following the rogue to bed.
  Level 3: After one minute of conversation, lower tier characters 
  are immediately friendly to the Rogue.
  Effect
  Description:  The Rogue blends in seamlessly with any 
  class.
  Societal Camouflage
  Level 1: The Rogue can masquerade as any class in a society 
  and suffers no penalties from dealing with a character of high 
  or low class. For example, a pompous lord treats the rogue 
  no differently from another noble, and a shady drug dealer 
  assumes the rogue is cut of the same cloth.
  Level 2: Non-player characters are not suspicious of the 
  Rogue when they should be. For example, a guard will not ask 
  the Rogue what they are doing in a rich part of the city, but 
  they will investigate if the rogue is doing something alarming. 
  Such as dragging a body or breaking windows.
  Level 3: The Rogue gains a bonus die to stealth in a crowd of 
  people, and does not suffer any movement penalties while in 
  a crowd.
  Effect
  
  119
  Warrior
  “You underestimate the tenacity of a Man of Teryl. I will drive my sword through your heart, if it is my last act 
  on this world.” - Leon Varett, Chaplain of the Second Order
  A Warrior is someone who has trained extensively for combat. They are masters of their craft, and their craft is war. Some 
  characters with the Warrior class are the following:
  Warrior/Elementalist: A Warrior that encases their weapons and armor with flames in order to deal the most damage.
  Warrior/Psionic: A general who reads the minds of his foes to better understand how to defeat them.
  Skill sets: Athletics, Tactics
  Health Points: 7
  Primary Casting Ability: None
  Quirks: 
  1. The Warrior ranks people based on their skill, without even realising it.
  2. The Warrior sleeps in full armor.
  3. The Warrior handles even mundane tasks tactically.
  4. The Warrior challenges all of his foes before the fight.
  5. The party catches the Warrior talking to his weapon.
  6. The Warrior plays games of strategy obsessively.
  Challange: The Warrior targets one enemy with a stunt. This target becomes the Warriors challenger. The Warrior gains a 
  bonus die to attacking a challenger, and weapon damage increases by 1. The Warrior can use a stunt to change their challenger.
  Guardian: This Core is a stance. When the Warrior enters this stance, all enemies attacking character, other than the Warrior, 
  in the Warriors zone receive a penalty die to the attack.
  Cores
  
  120
  Vanguard
  “Go! Get them to safety! I’ll hold the army at bay! You can patch me up when they’re safe!” - Kamari Uban, The 
  Walking Wall
  Description: The Warrior uses a shield better.
  Shield Mastery
  Level 1: The Warriors off-hand weapon or shield increases 
  shield defense by 1.
  Level 2: The Warriors shield bonus is increased by 2.
  Level 3 [Heroic]: The Warrior can use the defend action 
  with a minor action.
  Effect
  Description: The Warrior can deflect ranged attacks.
  Block the Sky
  Level 1: The Warrior can use a stunt to double shield bonus 
  against ranged attacks until the beginning of the Warriors 
  next turn.
  Level 2: The Warriors shield bonus is increased by an 
  additional 3 against ranged attacks when this talent is used.
  Level 3 [Heroic]: This talent is activated whenever the 
  Warrior used the defend action.
  Effect
  Description: The Warrior uses armor better.
  Armor Mastery
  Level 1: The Warriors resistance when wearing armor 
  increases by 2.
  Level 2: The Warriors resistance from armor is increased by 
  3, rather than 2.
  Level 3: When the Warrior uses the defend action, the 
  Warriors resistance from armor increases by an additional 2. 
  This does not stack with brace.
  Effect
  Description: The Warrior can defend others.
  Hold the Wall
  Level 1: When the Warrior takes the defend action, the 
  Warrior chooses one ally in the Warriors zone. That ally gains 
  a bonus of half the Warriors shield bonus. to defense. This will 
  last until the Warriors next turn.
  Level 2: The Warriors can defend up to two targets with this 
  talent.
  Level 3: The Warrior can defend all allies in the current zone 
  with this talent.
  Effect
  Prerequisite: Legendary tier
  Description: The Warrior is incredibly tough.
  Juggernaut
  Level 1: The Warriors HP increases by 10.
  Level 2: The Warriors TH increases by 10.
  Level 3 [Mythic]: The Warrior increases all resistance by 
  5.
  Effect
  Description: The Warrior can wield more.
  Living Tank
  Level 1: The Warriors load increases by 1.
  Level 2: The Warriors load increases by 2, rather than 1.
  Level 3: The Warriors load increases by 4, rather than 2.
  Effect
  
  121
  Devastator
  “I tell you a single man can carve through an army like a piece of paper. You disbelieve me, attack the city I told you 
  not to attack, and hopefully you’ll listen to me in the future.” - Devyn Amariak, former advisor to the late King 
  Damath
  Description: The Warrior charges to attack.
  Bull Charge
  Level 1: The Warrior can spend one action to move into 
  an adjacent zone and make a melee attack. This does grant 
  momentum. 
  Level 2: When this talent is used, the Warrior gains 2 
  momentum when moving into another zone.
  Level 3 [Heroic]: The Warrior can charge up to 2 zones 
  away with this talent. Each zone grants 2 momentum.
  Effect
  Description: The Warrior swings with large arch.
  Cleave
  Level 1: The Warrior can spend two actions to make a cleave 
  attack. This is a special attack. The attack must be a melee 
  attack and will strike two enemies in the Warriors zone. Each 
  must roll defence separately against the same attack roll. This 
  attack is treated as an area attack against hordes.
  Level 2: This talent can target up to 3 enemies in the Warriors 
  zone.
  Level 3 [Heroic]: The Warrior can attack all enemies in the 
  zone with cleave.
  Effect
  Prerequisite: Legendary tier
  Description: The Warrior can fight toe to toe with colossus.
  Herculean Blows
  Level 1: The Warrior can spend 2 actions to perform a special 
  attack that is treated as a colossus attack.
  Level 2:  This talent requires one action.
  Level 3 [Mythic]: All of the Warriors melee attacks are 
  considered colossus attacks.
  Effect
  Description: The Warrior can wield heavier weapons.
  Titan Grip
  Level 1: The Warriors load increases by 1.
  Level 2: The Warriors load increases by 2, instead of 1. 
  Furthermore, the Warrior can wield a two handed weapon 
  with one hand, but the weapons load requirement doubles.
  Level 3: The load requirement is not doubled for two handed 
  weapons.
  Effect
  Description: The Warrior lowers the defense of enemies.
  Staggering Strikes
  Level 1: A target hit by the Warrior reduces defence by 1 until 
  the end of the Warriors turn. Defence can only be reduced 
  this way four times.
  Level 2: This talent lasts until the beginning of the targets 
  turn.
  Level 3: This talent lasts until the end of the Warriors next 
  turn.
  Effect
  Description: The Warrior can attack with two weapons.
  Dual Wielding Stance
  Level 1: This talent is a stance. The Warrior can add the 
  weapon damage of an off hand weapon to attacks.
  Level 2 [Heroic]: The Warrior can attack with a stunt with 
  an off hand weapon, this does not benefit from the level 1 
  version of this talent.
  Level 3: The Warrior can attack normally with a stunt, and 
  adds half of the off hands ability damage to damage.
  Effect
  
  122
  Archer
  “The archer is a man of discipline, a man of power. When you can kill a man from a hundred meters, slacking will 
  not cut it. Am I understood?” - Gregor Rokan, master archer
  Prerequisite: Legendary tier
  Description: The Warrior can attack entire zones at a time.
  Darken The Skies
  Level 1: With two actions, the Warrior can make a special 
  attack with their ranged weapon. Choose one zone within 
  range of the ranged weapon, and make a single attack. Every 
  enemy in the zone is attacked by this attack.
  Level 2: This attack can target two zones at once.
  Level 3 [Mythic]: This talent can be used with one action.
  Effect
  Description: The Warrior can make a single powerful shot. 
  Critical Shot
  Level 1: The Warrior can attack with a ranged weapon with 
  two actions. When doing so, the Warrior can add dexterity to 
  ability damage.
  Level 2: The Warrior can add 3 to the limit of critical damage 
  with this attack.
  Level 3: This attacks weapon damage increases by 3.
  Effect
  Description: The Warrior can shoot around cover and 
  other obstacles.
  Arching Attack
  Level 1: The Warrior ignores the dive stunt when attacking 
  with a ranged weapon.
  Level 2: A The Warrior ignores cover granted by a zone.
  Level 3 [Legendary]: The Warrior now ignores complete 
  cover with ranged attacks, as long as a hole large enough for 
  ammunition to fit exists. 
  Effect
  Description: The Warrior is better at aiming ranged 
  weapons.
  Steady Aim
  Level 1: When an Warrior uses the aim, the bonus to attack is 
  4 rather than 3 when using ranged attacks. 
  Level 2 [Heroic]: The bonus to attack from aim is 5 rather 
  than 4.
  Level 3: The Warrior can aim with a stunt, but only for ranged 
  attacks.
  Effect
  Description: You can ignore some shield and resist.
  Pinpoint Accuracy
  Level 1: The target of the Warriors ranged attacks reduce their 
  shield bonus to defence equal to half the Warriors dexterity.
  Level 2: The Warrior can ignore an amount of resist granted 
  by armor equal to half the Warriors dexterity. This will only 
  apply to ranged attacks.
  Level 3: The Warrior can add half dexterity to the maximum 
  critical damage from ranged attacks.
  Effect
  Description: The Warrior can use the weapon in 
  unorthodox ways.
  Trick Shot
  Level 1: The Warrior can use the distract stunt at the range of 
  his ranged weapon.
  Level 2: The Warrior can attempt the trip or disarm stunt 
  against a target of a range attack.
  Level 3: The Warrior can pin opponents with their ranged 
  weapon. This is an attack with a penalty die. If successful, the 
  target is slowed.
  Effect
  
  123
  Universal
  The following talents can be selected by any character who meets the prerequisites. Some of these talents do not upgrade like regular 
  talents, instead they grant a one time benefit.
  Enhanced Abilities: The character gains an additional 3 ability points to spend on abilities or innate talents.
  Ability Mastery: The character chooses one ability. When rolling this ability, the character gains a bonus die. This talent can 
  be selected multiple times, but each time effecting a different ability.
  Cores
  Mundane
  Every Talent in this school is availiable to any character of mundane tier or above.
  Prerequisite: Dexterity 3
  Description: The character utilise dexterity rather than 
  strength for some weapons.
  Accurate Strike
  Level 1: The character can use dexterity for accuracy with 
  heavy weapons.
  Effect
  Prerequisite: Constitution 3
  Description: The character has more HP.
  Toughness
  Level 1: The character Increases HP by 6.
  Level 2: The character Increases TH by 6.
  Effect
  Prerequisite:  Intelligence 3
  Description:  The character can research more efficiently.
  Researcher
  Level 1: The character gains a bonus die when researching a 
  subject, and the time required to research is cut in half.
  Effect
  Prerequisite: Strength 3
  Description: The character can carry more.
  Pack Mule
  Level 1: Load increases by 1.
  Effect
  Prerequisite: Focus 3
  Description: The character can read lips.
  Read Lips
  Level 1: As long as the character can see a target, they can 
  understand their speech regardless of hearing. As long as the 
  character understands the language.
  Effect
  Prerequisite: Spirit 3
  Description: The character bolster allies moods.
  Inspiring SPeech
  Level 1: The character can perform a speech which increases 
  all who hears it threshold by half spirit for the next fight. This 
  can only be performed a number of times equal to spirit. This 
  refreshes on a home trip.
  Effect
  
  124
  Adventurous
  Every Talent in this school is availiable to any character of Adventurous tier or above.
  Prerequisite: Dexterity 5
  Description: The character moves quickly.
  Quick Feet
  Level 1: When an action is spent to move, the character moves 
  two zones.
  Effect
  Prerequisite: Constitution 5
  Description: The character has a higher healing factor.
  Fast Healer
  Level 1: The character Increases healing factor by 6.
  Effect
  Prerequisite:  Intelligence 5
  Description:  The character as a good memory.
  Well Read
  Level 1: The character gains a bonus die when attempting a 
  intelegence roll to remember information.
  Effect
  Prerequisite: Strength 3
  Description: The character can leap long distances.
  Great Leap
  Level 1: The character gains a burst movement type that can 
  only be used on solid surfaces.
  Effect
  Prerequisite: Spirit 5
  Description: The character can get others to like them 
  easier.
  Beguiling Smile
  Level 1: The character gains a bonus die when attempting to 
  change a characters attitude towards them for the better.
  Effect
  Prerequisite: Access to an Animal Companion, Focus 5
  Description: The character is better at attacking with 
  animal companions.
  Loyal Companions
  Level 1: The character can roll their attack + half focus instead 
  of an animal companions normal attack bonus.
  Effect
  Prerequisite: Must have a PCA
  Description: The character can unleash a generic bolt of 
  magic. This could be a divine lightning bolt, simple magic 
  firebolt, or even a chi blast.
  Magic Bolt
  Level 1: The character gains a ranged attack in the form of a 
  magical bolt. The character chooses one damage type for the 
  bolt of magic when purchasing this talent. The bolt deals 4 
  damage, uses PCA as ability damage, and has a range of short.
  Effect
  
  125
  Heroic
  Every talent in this school is availiable to any character of Heroic tier or above.
  Prerequisite: Dexterity 
  Description: The character can easily dodge area attacks.
  Graceful Reflexes
  Level 1: The character can use all of dexterity rather than half 
  dexterity when defending against area attacks.
  Effect
  Prerequisite: Constitution 7
  Description: The character can resist poisons and diseases.
  Disease Resistance
  Level 1: The character gains 2 bonus dice when rolling to 
  resist poison or disease.
  Effect
  Prerequisite:  Intelligence 7
  Description:  The character can learn languages quickly.
  Linguist
  Level 1: The character learns a new language after one day 
  being around that language.
  Effect
  Prerequisite: Strength 7
  Description: The character cannot be easily moved.
  Hold Ground
  Level 1: The character receives 2 bonus dice when an effect is 
  forcibly trying to move them.
  Effect
  Prerequisite: Spirit 7
  Description: The character finds it easy to gain fans.
  Famous
  Level 1:  After spending a week in a town or other population 
  dense area, the character can choose to gain a small following. 
  These fans will do any simple, mundane task for the character, 
  but they will not put themselves in danger.
  Effect
  Prerequisite: Focus 7
  Description: The character cannot be mind controlled.
  Steel Mind
  Level 1: The character gains two bonus dice to resist mind 
  controlling effects.
  Effect
  Description: The character can cast rituals without a source
  Spell Burn
  Level 1: The Character can cast a ritual with a lesser source, 
  even if they have no lesser source. However, the character 
  immediately receives 5 hitpoint damage.
  Effect
  
  126
  Legendary
  Every talent in this school is availiable to any character of Legendary tier or above.
  Prerequisite: Dexterity 10
  Description: The character can walk on any surface.
  Absolute Balance
  Level 1: The character can walk on any surface, no matter how 
  thin or how much it moves. Not dexterity check is required, 
  but if someone is attempting to knock them off or forcibly 
  move the surface. In this case, the character gains 2 bonus 
  dice on the balance checks.
  Effect
  Prerequisite: Constitution 10
  Description: The character can resist an attack.
  Shrug Off
  Level 1: Once per skirmish, the character can ignore the 
  effects of a single attack.
  Effect
  Prerequisite:  Intelligence 10
  Description:  The character can use intelligence for attacks.
  Calculated Strike
  Level 1: Once per skirmish, the character can choose to use 
  intelligence instead of dexterity for attacks. This lasts for one 
  turn.
  Effect
  Prerequisite: Strength 10
  Description: The character can Double strength for one 
  turn.
  SMASH!
  Level 1: Once per skirmish, the character can use a stunt to 
  double the characters strength for the purposes of attacking.
  Effect
  Prerequisite: Spirit 10
  Description: The character gets their second wind.
  Fghting Spirit
  Level 1:  Once per skirmish, the character can ignore any 
  wounds, negative effects, load penalties, and negative mental 
  effects for one turn.
  Effect
  Prerequisite: Focus 10
  Description: The character can refresh all once per 
  skirmish abilities.
  Refocus
  Level 1: Once per skirmish, the character can use a stunt to 
  cause all “once per skirmish” abilities to be usable if they have 
  already been used. This does not refresh itself.
  Effect
  
  127
  Mythic
  Every talent in this school is availiable to any character of Mythic tier or above.
  Prerequisite: Dexterity 12
  Description: The character is impossibly graceful.
  Godly Grace
  Level 1: The character gains the grace and fluidity of an 
  immortal. They can calmly walk across water and other 
  similar surfaces, gain a bonus die on all dexterity rolls, and 
  any character heroic or lower tier cannot strike the character. 
  Even if the character is unaware.
  Effect
  Description: The character becomes immortal.
  Immortal Soul
  Level 1: The character no longer suffers from age related 
  effects and cannot die from old age.
  Effect
  Prerequisite: Strength 12
  Description: The character is unnaturally Strong.
  Herculean Strength
  Level 1: The character becomes so strong they can lift 10 
  x their normal lift with ease. Load increases by 5, and all 
  strength roll are made with a bonus die.
  Effect
  Prerequisite: Constitution 12
  Description: The character is able to recover quickly.
  Mythic Recovery
  Level 1: The character recovers all health points in a nights 
  of rest, and recovers five health points whenever the recover 
  action is taken.
  Effect
  Prerequisite: Intelligence 12
  Description: The character gains infinite knowledge.
  Unlimited Knowledge
  Level 1: The character remembers everything the character 
  has ever witnessed. All knowledge rolls are successful, 
  regardless of difficulty, as long as the character is trained 
  in that knowledge. The character gains a bonus die on all 
  intelligence rolls.
  Effect
  Prerequisite: Focus 12
  Description: The character an see anyone.
  Perfect Focus
  Level 1: All focus rolls are made with a bonus die, and no 
  character of a lesser tier can hide from the character. Even 
  invisible characters.
  Effect
  Prerequisite: Spirit 12
  Description: The character is more adept at using magic. 
  Magical Essence
  Level 1: All PCA and spirit rolls are made with a bonus die. 
  Effect
  
  128
  Combination Talents
  The following talents can be selected by any character who meets the prerequisites. These talents require two Cores from different 
  classes.
  Prerequisite: Craft Equipment, Showman
  Description: The character crafts a musical instrument 
  that can be used as a weapon..
  Instrument of War
  Level 1: The character crafts a musical instrument that 
  doubles as a weapon. The weapon can have the statistics of 
  any advanced or lower items, such as a flute that doubles as a 
  firearm, a club drum stick, or an electric guitar that doubles 
  as an axe. This weapon can be upgraded through crafting, and 
  can be recrafted with Craft Equipment. The character gains 
  the following showman ability:
  Flourish: Once a turn, The character can use a stunt to 
  modify an attack with their instrument weapon to increase 
  showman value by one.
  Effect
  Prerequisite: Jury Rig, Miracle
  Description: The character can bless a piece of equipment.
  Bless Equipment
  Level 1: When the character uses the Jury Rig core, the item 
  stores one use of miracle. The character who wields the blessed 
  weapon can activate the miracle with a free action. Only one 
  blessed item can be wielded by a character at any time.
  Effect
  Prerequisite: Craft Equipment, Elemental Control
  Description: The character adds elemental properties to 
  crafted items.
  Imbue Element
  Level 1: When the character crafts equipment either with 
  Craft Equipment or through downtime, the Imbued item 
  property is considered a simple modification. The damage 
  type is Element Damage.
  Effect
  Prerequisite: Jury Rig, Magic Use
  Description: The character Jury Rigs items from a distance.
  Ranged Enchantment
  Level 1: The character can jury rig an item within close range, 
  rather than in the same zone.
  Effect
  Prerequisite: Craft Equipment, Nature Aspect
  Description: The character adds elemental properties to 
  crafted items.
  Primal Trophies
  Level 1: The character can create trophies from enemies they 
  have defeated. Upon defeating an enemy of equal tier, the 
  character can harvest a trophy. Such as a tooth, claw, or piece 
  of a weapon. The character can have a number of trophies 
  equal to PCA. They can be added to an item crafted with 
  craft equipment or downtime to reduce a basic cost item to 
  a simple cost item.
  Effect
  Prerequisite: Jury Rig, Martial Arts
  Description: The character can jury rig their attacks.
  Mechanical Fists
  Level 1: The character can Jury rig their natural attacks.
  Effect
  Prerequisite: Craft Equipment, sense emotion
  Description: The character can imbue psychic damage in 
  their weapons.
  Psionicaly Imbued
  Level 1: When the character crafts equipment either with 
  Craft Equipment or through downtime, the Imbued item 
  property is considered a simple modification. The damage 
  type for imbue is psychic.
  Effect
  
  129
  Prerequisite: Jury Rig, Sneak Attack
  Description: The character can quickly craft poisons.
  Poisoner
  Level 1: The character can use Jury Rig to apply poison to a 
  weapon. This causes an additional 5 poison damage.
  Effect
  Prerequisite: Craft Equipment, Challenge
  Description: The character can craft special, personalised 
  weapons.
  Personalised Weapons
  Level 1: All weapons crafted by the Character increase weapon 
  damage by 1 when wielded by the Character.
  Effect
  Prerequisite:  Inspire, Channel Power
  Description: The character can inspire those around her 
  with their faith.
  Inspiring Aura
  Level 1: The Channeler can spend two powerdice to grant an 
  ally a hero die.
  Effect
  Prerequisite:  Showman, Spellbook
  Description: The character can increase their showman 
  value by casting a spell.
  Magician
  Level 1: The character gains the following showman ability:
  Magic Show: Once a turn, The character can use a stunt 
  to modify an action granted by a ritual to increase showman 
  value by one when it is cast.
  Effect
  Prerequisite:  Showman, Element Control
  Description: The character gains elemental showman 
  actions.
  Dance of the Elements
  Level 1: The character gains the following showman abilities. 
  They must have control over the same element that is in the 
  brackets. Such as [Fire].
  [Fire] Flame Dance: The character can spend a stunt to Flame 
  dance. The character adds fire damage to all attacks made that 
  turn. The damage is equal to showman value. The showman 
  value resets to 0.
  [Water] Prance of the Glacier: The character can 
  spend a stunt to activate this ability. The character adds Ice 
  damage to all attacks made that turn. The damage is equal to 
  showman value. The showman value resets to 0.
  [Air] Storm Duet: The character can spend a stunt to 
  activate this ability. The character adds Lightning damage to 
  all attacks made that turn. The damage is equal to showman 
  value. The showman value resets to 0.
  [Earth] Romp of the Rumbling Earth: The 
  character can spend a stunt to activate this ability. The 
  character adds Thunder damage to all attacks made that turn. 
  The damage is equal to showman value. The showman value 
  resets to 0.
  Effect
  
  130
  Prerequisite: Inspire, Calm-Mind
  Description: The character inspires with wisdom.
  Wise Words
  Level 1: The character can spend a stunt to modify Calm-
  mind. When this is done, the character can use inspire on one 
  ally.
  Effect
  Prerequisite: Showman, Animal Friend
  Description: The character summons an animal.
  Beast Song
  Level 1: The character gains the following showman ability:
  Beast Song: When the showman value reaches six, the 
  Bard can use Beast Song with an action.The character targets 
  one character, and makes an attack using PCA to attack. An 
  animal native to the area, or a swarm of animals native to the 
  area, immediately enters the same zone as the target. If the 
  attack hit, then the animal hits dealing 10+PCA damage. The 
  animal stays, and is friendly towards the character and their 
  allies.
  Effect
  Prerequisite: Inspire, Sense-emotions
  Description: The character inspires through psychic 
  manipulation.
  Psionic Inspiration
  Level 1: The Character can inspire an ally without making any 
  sound, and has no limitation on the inspirations range.
  Effect
  Prerequisite:  Showman, Hide
  Description: The character dances in the shadows.
  Shadow Waltz
  Level 1: The character gains the following showman ability:
  Shadow Waltz: The character can add the showman 
  value to stealth when they use the hide action. Showman 
  Value resets to 0.
  Effect
  Prerequisite:  Inspire, Challenge
  Description: The character roars to inspire his allies in war.
  War-cry
  Level 1: The Character can inspire up to PCA allies in the 
  same zone by releasing a war-cry.
  Effect
  Prerequisite:  Control Element, Magic Use
  Description: The character is especially immune to 
  magical elements.
  Elemental Ward
  Level 1: All armor is doubly effective against the characters 
  elements damage type.
  Effect
  
  131
  Prerequisite:  Element Control, Nature Aspect
  Description: The character gains an additional nature 
  aspect.
  Elemental Aspect
  Level 1:  Based on the elements that a character can control, 
  the character gains a nature aspect tied to that element. If the 
  character gains an elemental control, they can choose to gain 
  the Elemental Aspect. These nature aspects are added to the 
  choices availiable to a character if they can gain a new nature 
  aspect.
  Fire: The Elementalist has lava-like blood or flame hair. When 
  an enemy attacks them with an unarmed attack, they recieve 
  4 fire damage.
   
  Water: The character has green skin or has aquatic traits. The 
  character no longer needs to drink water, as they produce it 
  naturally. 
  Earth: Sturdy bones of rock and an earthen body increase 
  load by 1.
  Air: The character is naturally light. They gain a bonus die on 
  all rolls related to jumping or maneuvering in the air.
  Effect
  Prerequisite:  Element Control, Martial Artists
  Description: The characters natural attacks are elemental.
  Elemental School
  Level 1:  The characters natural attacks can be treated as 
  having a damage type based on the Element Damage.
  Effect
  Prerequisite:  Element Control, Telekenisis
  Description: The characters gains pyrokinesis, Aerokinesis, 
  Aquakenisis, or Geokinesis.
  Element-nesis
  Level 1:  Attacks that deal psionic damage, can deal Element 
  Damage.
  Effect
  Prerequisite:  Element Control, Sneak attack
  Description: The characters sneak attacks with an element 
  type.
  Elemental Assassination
  Level 1:  When sneak attack is used, the character deals an 
  extra 4 damage with the damage type associated with the 
  element damage type.
  Effect
  Prerequisite:  Control Element, Guardian
  Description: The character gains additional elemental 
  resistance.
  Elemental Armor
  Level 1: The character adds resistance equal to PCA against 
  Elemental Damage.
  Effect
  Prerequisite:  Spellbook, Animal Friends
  Description: The character gains assistance from natural 
  creatures to cast rituals.
  Glamour
  Level 1: Any rituals with the glamour origin are cast with a 
  bonus die.
  Effect
  Prerequisite:  Magic Use, Sense emotion
  Description: The character can place false memories into 
  an unconscious target.
  False Memory
  Level 1: The character can spend an hour with an unconscious 
  target and implant a false, illusory memory. The memory can 
  not have taken place more than a month prior, and memories 
  cannot be altered or removed.
  Effect
  
  132
  Prerequisite: Spellbook, Calm Mind
  Description: The character gains a bonus to casting spells 
  calmly.
  Focused Magic
  Level 1: When the character uses Calm mind, the next attack 
  they make increases either its weapon damage or difficulty by 
  2. This attack or effect must have been a result of a ritual, such 
  as a ritual allowing the player to hurl fireballs.
  Effect
  Prerequisite: Magic Use, Hide
  Description: The character can create an illusory double 
  of themselves.
  Illusory Shade
  Level 1: When the Character hides, they can create an illusory 
  copy of themselves which moves into a zone of the Rogues 
  choice, and promptly disappeared. This could potentially 
  cause enemies to search the wrong zone for the character.
  Effect
  Prerequisite: Spellbook, Challenge
  Description: The character is better at using magical 
  weapons.
  Spiritual Weapon Mastery
  Level 1: Weapon damage from weapons summoned by rituals 
  increase their weapon damage by 2.
  Effect
  Prerequisite: Natures Aspect, Martial Arts
  Description: The character can emulate animal techniques 
  in martial arts.
  Beast Style
  Level 1: The character gains the following stunts for their 
  unarmed attacks.
   
  Bull Charge: Momentum damage on the attack is doubled.
   
  Soaring Eagle: The character can move into an adjacent 
  zone while attacking, using a burst style movement.
   
  Cat Pounce: This stunt applies to an attack made from a 
  hidden position. The attacks critical damage increases by 3.
  Effect
  Prerequisite: Animal Friend, Telekinesis
  Description: The character can possess an animal.
  Spirit Joining
  Level 1: The Character can spend three actions next to a 
  friendly animal to project their mind into it. The naturalist 
  controls the animal for one hour, and can see through the 
  animals sense. During this time, the character is unconscious. 
  Should the animal die, the character lowers TH by half a week 
  later.
  Effect
  Prerequisite: Nature Aspect, Sneak attack
  Description: The character is adept at sneaking on a prey.
  Stalk
  Level 1: The Character can mark a target as prey. The character 
  gains a bonus die to tracking prey, and deals an extra three 
  weapon damage on sneak attacks against the prey. A character 
  can only have one prey at a time and only gains a new prey 
  when the first is caught, killed, or one week passes.
  Effect
  Prerequisite: Animal Friend, Challenge
  Description: The character fights better as a pack.
  Pack Fighting
  Level 1: The benefits of Challenge apply to all animals friendly 
  to the Character.
  Effect
  Prerequisite: Calm Mind, Sense Emotion
  Description: The character senses the intentions of 
  enemies, and subtly swades luck in the characters favor.
  Zen Meditation
  Level 1: When the Character uses calm mind, all hostile 
  enemies loose one attack until the end of their next turn. 
  Effect
  
  133
  Prerequisite: Martial Arts, Hide
  Description: The character can disappear from sight 
  without moving out of the area.
  Shadow Step
  Level 1: When the character hides, they can choose to stay in 
  the current zone, rather than move to a different zone.
  Effect
  Prerequisite: Calm Mind, Challenge
  Description: The character focuses on an enemy to great 
  combative effect.
  Combat Focus
  Level 1: The benefits of Challenge double for any actions used 
  by the actions granted by calm mind.
  Effect
  Prerequisite: Sense Emotion, Sneak attack
  Description: The character can uncover a creatures 
  weakness.
  Find Weakness
  Level 1: When a character strikes with a sneak attack, that 
  character immediately knows the targets vulnerabilities or 
  special weaknesses
  Effect
  Prerequisite: Telekinesis, Guardian
  Description: The character can disappear from sight 
  without moving out of the area.
  Living Shield
  Level 1: The character can wield a shield without using a hand, 
  as long as the load requirement is less than or equal to half 
  PCA.
  Effect
  Prerequisite: Challenge, Hide
  Description: The character can disappear from sight 
  without moving out of the area.
  Hide from Target
  Level 1: The characters target gains a penalty die to focus rolls 
  to locate the Character.
  Effect
  Prerequisite: Element Control, Miracle
  Description: The character protects a character from an 
  element.
  Elemental Blessings
  Level 1: When the character uses miracle, the target gains 
  resistance 5 agains the elemental damage type for 2 turns.
  Effect
  Prerequisite: Channel Power, Spellbook
  Description: The character protects a character from an 
  element.
  High/Low Magic
  Level 1: When this talent is gained, choose either diabolic or 
  enochian rituals. The character gains a bonus die to casting 
  these rituals. This talent can be purchased twice.
  Effect
  Prerequisite: Miracle, Nature Aspect
  Description: The character gives another character a 
  nature aspect.
  Shamanistic Gift 
  Level 1: The Character may use an action to give another 
  character a nature aspect the character has. The character 
  then looses this nature aspect. After one minute, th nature 
  aspect is transferred back.
  Effect
  
  134
  Prerequisite: Channel Power, Martial artists
  Description: The character an deal additional unarmed 
  damage by blessing the fists.
  Fist of the Monk
  Level 1: The Character may spend a power die to increase 
  damage from unarmed attacks by 2 for that turn.
  Effect
  Prerequisite: Miracle, Telekenisis
  Description: The character lifts allies as they heal them.
  Rise to Glory
  Level 1: When using miracle, the character targeted may 
  immediately stand from prone or ignores the effects of 
  difficult terrain for one turn.
  Effect
  Prerequisite: Channel power, Sneak attack
  Description: The character lifts allies as they heal them.
  Rightous Strike
  Level 1: The character may spend a power die in order to use 
  sneak attack as a free action once per turn.
  Effect
  Prerequisite: Miracle, Challenge
  Description: Bah
  Paladins Vow
  Level 1: When the character challenges a target, the character 
  may use miracle as a reaction if the challenged creature targets 
  a  creature other than the character.
  Effect
  
  135
  Advancement
  A character in Gates is not static. They will change and grow throughout your adventures. There are many ways that a character 
  can do this, feats, talents, tier increase, and treasure to name a few. This section will detail the terminology and methodology of 
  advancing a character.
  A quest is the Players goal. Also known as adventure, plot, or 
  campaign. Every party must have a quest to complete in order 
  to advance. Quests also are connected with the tiers of power. 
  Some examples of quests would include: Wiping out a bandit 
  threat, rescuing a princess, slaying a dragon, and stopping a 
  powerful evil wizard.
  A quest is not necessary to have before beginning the game, 
  but in order to advance a party must find a quest to complete. 
  Quests are separated by difficulty in the form of tiers. The tiers, 
  Mundane, Adventurous, Heroic, Legendary, and Mythic, are 
  detailed below. A quest does not need to be successful to be 
  completed, it is completed when it is resolved. For example, if 
  the quest is to stop an army before it razes a kingdom, and the 
  army does indeed succeed before you could stop it. The quest 
  is resolved because the army is no longer trying to destroy the 
  kingdome. The party will receive less Advancement Points for 
  failing, but they can become stronger still. However, the quest 
  must succeed in order to advance in a tier of power.
  There are three types of quests. The first is a scene. A scene is a 
  struggle the players must overcome, but they are self contained. 
  An example would be to clear out a goblin den or to stop a fight 
  between two giants. 
  The second quest, is a story. stories are quests that are made 
  up of several Sscenes that intertwine. For example, the story 
  is to stop a robot invasion. So, the scenes for this story would 
  be uncovering a robot spy, destroying their factory, and finally 
  defeating the grand A.I. in charge of the plot. 
  If a story is a quest made of several intertwined scenes, an 
  epic is a quest made of several intertwining stories. These are 
  grand plots that are deep and complex, spread between multiple 
  worlds, or take a great effort to complete. An example would be 
  to put an end to an evil god who has gone mad. The Players must 
  travel to each world in his control and stop his followers from 
  giving him power, before they confront the deity themselves. 
  These three styles of quest will help the game master determine 
  the reward. A scene rewards one or two advancement points. A 
  story generally rewards three or four advancement points, plus 
  any gained from the scenes. An epic, rewards anything from 
  four to seven AP along with the stories and scenes AP. 
  Players can have multiple quests at a time of course. Life will 
  not stop because the players have a quest already.
  Quests, Stories, Tales, and 
  Epics
  Advancement points are a form of currency the player can 
  spend to advance their character. A player can only spend the 
  advancement points during downtime. A player earns these 
  advancement points by resolving quests of their own tier or 
  lower. Generally, a player will gain three to five advancement 
  points per Quest complete. These advancement points can be 
  spent on the following character traits.
  New Talent: 5 AP A character can have a number of 
  talents depending on their tier (see below). When a character 
  gains a talent, they can only choose a talent of which they meet 
  the prerequisites and it falls under one of the classes a character 
  has.
  Level a Talent: 3 AP One talent the character has 
  increases a level. The character must meet the tier prerequisites 
  to level a talent.
  Gain new core 7/10 AP When a character gains a 
  core of a class the character is already in, then it costs 7 points. If 
  a character chooses a Core in a class the character is not in, then 
  the character gains that class. The cost of gaining a new Core 
  this way is 10 AP.
  Gain new skill: 5 AP The character unlocks access to 
  a new skill. This does not grant a full skill set, but the character 
  is proficient in a single skill.
  Master a skill: 4 + 1 per skill mastered AP 
  One skill is mastered, which gives access to the new rules for 
  that skill. The skill must be in a skill set the character already has.
  Increase Ability: special One of the characters 
  ability increases. This cost the same as the number the ability 
  will be, and cannot be increased past the maximum.
  Advancement Points
  
  136
  The tier of power represents how capable your character is. 
  With each tier of power surpassed your character becomes more 
  and more powerful. Tiers of power also are used to gauge the 
  difficulty of an enemy or quest. A mundane enemy might be 
  a rabid dog, while a heroic enemy can be an ogre. There are 5 
  tiers of power; Mundane, Adventurous, Heroic, Legendary, and 
  Mythic.
  Tiers of Power
  When a Character increases a ties, the characters Threshold 
  increases by the highest HP value of one of the characters classes 
  and one ability increases by one.
  Increasing a Tier
  When a character is created, they choose to be aggressive, 
  defensive, or balanced. This determines their attack and defense 
  stat based on their tier. Follow the following chart to determine 
  attack and defense, with #/# being attack first and defense 
  second. So if it says 1/0 this means attack of 1 and defense of 0. 
  When a character enters a new tier, they can choose to change 
  from aggressive to balanced, defensive to balanced, or balanced 
  to aggressive or defensive.
  Attack and Defense by Tier
  Tier
  Aggressive
  Balanced
  Defensive
  Mundane
  2/0
  1/1
  0/2
  Adventurous
  3/1
  2/2
  1/3
  Heroic
  5/3
  4/4
  3/5
  Legendary
  10/6
  8/8
  6/10
  Mythic
  12/8
  10/10
  8/12
  
  137
  “I eat, sleep, and work. Not much else to 
  know about me.” - John, the farmer.
  Mundane
  The mundane tier houses the most common challenges and 
  characters. These are your common people and animals you 
  would meet anywhere. You will almost never find a mundane 
  Gate Strider, but miracles happen. Mundane Quests are anything 
  that can be completed by your common person. Clearing rats 
  from a basement or hunting a boar are a few examples. 
  Core Maximum: 1 
  Talent Maximum: 3
  Proficiency: 1
  Ability Maximum: 7
  “Just the other day I found some ruins 
  in fang forest. I had to kill a couple of 
  goblins, but I found this golden necklace.” 
  - Dreash, explorer.
  Adventurous
  Adventurous is the tier a Player is expected to begin at. 
  This tier of power encompases explores and adventurers. 
  Those who are not well known, but are competent in the face 
  of danger. Adventurous Quests tend to require moderate skill 
  and is dangerous. Slay a goblin chief or stopping a band of 
  highwaymen for example. Enemies faced will be formable to the 
  average soldier. 
  Core Maximum: 4
  Talent Maximum: 5
  Proficiency: 2
  Ability Maximum: 10
  “Another princess got herself captured? 
  Oh it’s a prince this time. Saddle up my 
  horse, I might as well save him.” - Jink, 
  Famous hero.
  Heroic
  This tier is where people will start to notice your actions. A 
  character of this tier can change the mind of a king, or reroute 
  an army. This is the tier that encompases most seasoned Gates 
  striders. Heroic tier characters almost always have local stories 
  or small legends about them. Heroic Quests tend to be very 
  difficult, and might have lasting consequences. Some examples 
  would be rescuing a princess from an evil sorcerer and toppling 
  an evil, militarised corporation.
  Core Maximum: 6
  Talent Maximum: 8
  Proficiency: 5
  Ability Maximum: 10
  Superiority: When a character becomes Heroic, then 
  they gain this feat. If a character causes damage to a standard 
  creature two or more tiers below the character, they can choose 
  to instantly defeat that character. This can be wounding them, 
  causing them to be removed from the fight, killing them, or 
  any other appropriate result. If the character attacks any other 
  creature two tiers below them, then any damage dealt is doubled. 
  This doubling of damage also applies to any effect caused by the 
  character which damages the enemy. For example, lighting a car 
  on fire and causing it to explode or pushing someone off a cliff.
  
  138
  “Today is your unlucky day, Monarch. 
  This world belongs to me now.” - Malphe 
  Inidious, “The king”
  Legendary
  The Legendary tier is where history is changed. Legendary 
  characters are known in legends and stories passed down by 
  generations and legendary enemies are dangerous creatures 
  whispered in fables. Legendary Quests tend to turn into epics. 
  Defeating an army of  Demons, slaying an ancient dragon, or 
  reviving an entire civilisation are sample quests. Legendary 
  enemies are truly monstrous or dangerous.
  Core Maximum: 10
  Talent Maximum: 10
  Proficiency: 7
  Ability Maximum: 12
  Legendary luck: When a character becomes legendary, 
  then they gain this feat. Whenever a die explodes, the die can 
  explode twice if a six is rolled again. 
  Legendary Proficiency: When a character becomes 
  legendary, then they gain this feat. If a the difficulty of a skill 
  check of a skill the character has access to is less than 10 + the 
  ability used, then the character automatically succeeds without 
  a roll required. This does not apply to contested rolls, and the 
  character can choose to roll, foregoing this feat.
  “We are the only people that can stand 
  against Vorde. You escort as many off 
  this world as you can. My wards will not 
  allow that god of war to see you escape.” - 
  Zenku, the wandering sage.
  Mythic
  Mythic is the most powerful tier a character can reach. 
  At this tier of power, a character has evolved into a mythical 
  being. The only creatures more powerful and mysterious are the 
  gods. Mythic Quests have the capacity to change the universe 
  as a whole. Defeating a world devouring  Demons, stopping a 
  elaborate scheme to destroy the universe, or preventing heaven 
  from becoming destroyed are a few examples. 
  Core Maximum: None
  Talent Maximum: None
  Proficiency: 10
  Ability Maximum: 14
  Hero of myth: When a character becomes Mythic, 
  then they gain this feat. When the character spends a hero die to 
  boost a roll, three dice are kept instead of two. If multiple hero 
  dice are spent the character still only keeps three dice.
  Mythic Proficiency: When a character becomes 
  mythic, then they gain this feat. If a the difficulty of a skill 
  check, of a skill the character has access to, is less than 15 + the 
  ability used, then the character automatically succeeds without 
  a roll required. This does not apply to contested rolls, and the 
  character can choose to roll, foregoing this feat.
  When a character completes a Quest of a higher tier, a heroic 
  tier character saving a world from annihilation for example, 
  the character increases to the next tier. When this happens the 
  character gain two ability points to place into the ability scores 
  however the character sees fit, and threshold is increased by the 
  highest HP of a class the character has. The characters hit points 
  increase by half of the characters constitution. The character also 
  gains any feats that the tier has as well as increasing proficiency 
  to match.
  Increasing a Tier
  
  139
  Social Conflict
  Chapter Three: Advanced Rules
  Sometimes conflict arises that cannot be solved with brute strength. Examples include diplomatic meetings, haggling, or bluffing 
  through a situation. When social conflict arises, it is handled as a conversation. Simply follow the ebb and flow of the talk, and roll 
  when necessary. There are two parts of social conflict, offense and defense. Offense is used when a character is trying to change 
  something. Whether that is a king’s decree or a merchant’s prices. Defense is used whenever a character is trying to keep something 
  from changing.
  Whoever speaks first, speaks first. There is no initiative held 
  for social conflict. This is simply a conversation.
  Order of Social Interaction
  When one character closes the social conflict or attempts to 
  change an aspect within the conflict, dice are rolled. The Game 
  Master must use best judgement to decide when a conflict is 
  closed, or when someone attempts to change an aspect of the 
  conflict. The conflict coming to a close means that both parties 
  have said their argument, and it needs to be resolved. For 
  example, two characters are arguing the price of an item. The 
  merchant explains the price and the Player then counters with 
  their offer. This conflict is now closed, so the dice need to be 
  rolled. A character changing an aspect in the conflict means they 
  are adding more information, attempting to appeal to the other 
  party, attempt to change the topic, or any other similar change. 
  An example of this would be a the merchant lying to the Player 
  about the price of the item.
  Not every social conflict needs to happen this way. It is often 
  best to simply roleplay out encounters. But, sometimes the dice 
  must be used to represent the character’s skill at diplomacy, 
  rather than the Players. When rolling to determine the outcome 
  of the social interaction, determine if the Player rolls offensively 
  or defensively.
  When a character rolls offensively they roll intelligence + 
  Spirit. Rationality and creativity are the tools of social offense. 
  This is rolled when someone is trying to change something. 
  Examples Include mood, a price of an item, or a decision. 
  When two characters are trying to change the same thing, they 
  both roll offensively. However, most of the time one party rolls 
  offensively and the other defensively.
  When a character needs to roll defensively, they will roll 
  intelligence+Focus. They must think clearly with a level head. 
  Rarely, two parties will both roll defensively. But it can happen 
  in some situations.
  When to Roll
  Often, the Game Master might set a difficulty for a particular 
  topic beforehand. These are important moments where chance 
  should not be a key factor. The standard difficulty is 10, but 
  more complex social situations can have a higher difficulty. For 
  example, a character convincing a farmer to let them borrow a 
  horse might be a difficulty 10, while convincing a king to move 
  an army might be a difficulty 20.
  Difficulty
  When a Player succeeds at a social conflict the other party 
  does not magically change their viewpoint. A realistic approach 
  to the effect should be taken when deciding the effect. Someone 
  cannot be convinced to commit suicide, but a player might 
  make them more depressed. Dropping the price of an item from 
  a merchant can succeed. But convincing a king to give you a 
  kingdom will not succeed without a valid reason. In short, 
  NPC’s react realistically to their demands, but they will act in 
  favor of what the Players were arguing for.
  Success
  Characters can gain bonus dice from various sources. Bribes 
  are a common way, as is bringing up an emotional weakness. 
  Players should be encouraged to use what they know to gain 
  advantage. Before a meeting of a king, Players could research 
  information on him for an advantage or they could complete 
  a task for them and bring up the deed during the conversation. 
  Each advantage can be used once.
  Gaining Advantage
  
  140
  When a social challenge is particularly complicated it might 
  require several successful rolls. An example of this would be to 
  convince a noble to help a Quest when at a house party. The 
  Players must successfully isolate the noble for conversation, 
  change the topic to the quest, and ask for aid. This might require 
  three offensive social rolls. However, during this conversation 
  others might be trying to take the noble from you. These might 
  be defensive social rolls. 
  Extended Social Conflict
  There are several situations that can call for using zones with 
  a social conflict. Balls, court meetings, parties, or any other 
  time the characters can mingle. Zones in social conflict are used 
  exclusively for more complicated goals. For instance, at a party 
  the Players might want to convince two friends to become rivals. 
  But they must do it without either party hearing the others. 
  Another example would be Players trying to find a particular 
  person at a masquerade before someone else finds them. 
  Zone effects can take place in this use of zones as well. A 
  more romantic zone can give advantage to speaking with a more 
  romantic NPC, while speaking to a glutton by the buffet would 
  give advantage. Game Masters should use this to create more 
  interesting and dynamic social interactions.
  Zones in Social Conflict
  
  141
  Treks
  Long distance traveling is not handled by mile or by day. Instead, it is handled with “Treks.” A Trek is the time traveling between 
  locations. A trek has one or several problems to solve, called encounters. These encounters are rarely combative, They re problems 
  the players must solve.
  The length of a trek depends entirely on the trek itself. A journey from a city, through a jungle, across the sea, and to an ancient 
  temple may take months. A trek from one island to another may simply be a few days. The actual time rarely matters, what is 
  important is the problems to solve and the action. 
  An encounter is not just a test of skill for the players. It is a miniature adventure. In a running TV show, these encounters would 
  be akin to filler between seasons.
  A trek should highlight the setting in some way. Never would 
  a trek consist of encounters in the ballpark of “1d6 bandits” 
  or “a random monster appears”. No, they need to be specific, 
  important, or memorable. A dragon passing over head and 
  dropping a cow corpse onto the parties path (as a warning not 
  to proceed) would be a good encounter, because it is memorable 
  and shares information about the area. Another good encounter 
  would be sailors refusing the party passage because the party is 
  of a certain race, creed, or religion. This encounter reveals some 
  further information about the setting.
  Any given trek should have two to six encounters, depending 
  on how far or important the journey is. A journey from one town 
  to another might only have two encounters, but a journey to the 
  other side of the world would be a lengthy trek indeed. Though, 
  some treks can be quite short. Traveling from one district to 
  another in a city might only have one trek, if the Game Master 
  would like to use treks for that situation.
  Here is advice for Creating trek encounters. Do not create a 
  list of set encounters one after the other. Instead, create a handful 
  of encounters for different areas the players may travel through. 
  For example, sailing over a sea may have the possibility of 
  meeting the kraken, running into a famous pirate ship, coming 
  across a storm, or passing by an island overrun by sirens. This 
  way, if the character travel through this sea several times over 
  the course of a campaign, then the Game Master has several 
  encounters to make the sea feel more alive. 
  Designing and playing Treks
  The following are sample encounters that can be used for 
  when traveling through different locations. These are best used 
  when a more unique encounter table has not been created or the 
  journey is unexpected.
  Example encounters by 
  location
  Enchanted Forest
  Roll
  Encounter
  1
  An old woman needs help, and no matter how 
  many times she is avoided she returns. She 
  may be a witch, but even witches give rewards.
  2
  The Bandit Lord seeks a toll to pass through 
  the forest. This toll is merely all of your worldly 
  possessions.
  3
  A river blocks the path, and it is filled with 
  angry nymphs. The only way forward is across. 
  Can they be soothed?
  4
  The forest seems to close around the party, not 
  letting them through. A dryad is insulted by 
  the trespassing. Can she be reasoned with?
  5
  The party comes across the ruins of an ancient 
  castle while it is raining. Do they seek shelter? 
  What adventure can be found within?
  6
  Suddenly, a trap nearly decapitates a party 
  member. This section of the forest is trapped 
  against poachers.
  
  142
  Metropolis
  Roll
  Encounter
  1
  The section of the city they must pass through 
  is sectioned off, and only certain paperwork 
  will get the party through. How do they get 
  this paperwork?
  2
  The party is misidentified as a group of 
  murderers who have been masquerading as 
  them. How do they deal with this injustice?
  3
  A parade crosses their path. Soon, the party 
  realises the parade is a weeklong affair! How 
  do they cross this massive line of colorful folk?
  4
  The section of the city they pass through is 
  scheduled to be demolished. The party only 
  discovers this after its too late.
  5
  A fire has spread into the city, blocking off the 
  party.
  6
  The party discovers a body moments before 
  a law enforcement officer does. Now they are 
  involved and are asked not to leave the district.
  Sea of Monsters
  Roll
  Encounter
  1
  No birds, no fish. The sea is quiet. This is the 
  lair of the kraken.
  2
  The pirate kings seeks an audience. What 
  could they want aside from your treasure?
  3
  A storm approaches, but the only shelter is a 
  mysterious unmapped island.
  4
  Merfolk harass the party, apparently other 
  surface dwellers have insulted them.
  5
  The party sails through a thick fog and they 
  ended up in a different part of the sea. How do 
  they find their way back?
  6
  The only way forward is through a thin, 
  monster filled cliff.
  Sky
  Roll
  Encounter
  1
  A storm approaches. Does it pose a threat, and 
  what does it hide?
  2
  A merchant airship comes by warning of “dead 
  air”. A place where it does not rain and there 
  are no birds.
  3
  A curious sky island blocks the parties path. 
  Trying to avoid it is fruitless as whoever is on it 
  is moving the island towards the party.
  4
  The stars go out, and nothing is there to 
  navigate by. How did the lights go out, and 
  how do the party continue their journey?
  5
  A massive fire beneath the party makes flying 
  very difficult. Can the players make it through 
  the smoke and hot air?
  6
  A talking bird informs the party that they are 
  entering their territory, and must turn back. If 
  not, the birds will shred them to pieces.
  Vast Desert
  Roll
  Encounter
  1
  A sand storm approaches, but it reveals 
  ancient ruins that can be used as shelter. What 
  dangers await?
  2
  A traveling caravan warns the party of bandits 
  ahead. 
  3
  Just as the party is running low on food and 
  water, they come across a small oasis. However, 
  signs warn of cursed water.
  4
  Slavers begin to follow the party from a 
  distance, waiting for a moment to strike.
  5
  Vultures begin to talk about all the dangerous 
  things the party will run into. Are they real or 
  just hallucinations.
  6
  A wandering warrior wishes to duel a player to 
  prove they are the greatest warrior.
   
  
  143
  Downtime
  Long distance traveling is not handled by mile or by day. Instead, it is handled with “Treks.” A Trek is the time traveling between 
  locations. A trek has one or several problems to solve, called encounters. These encounters are rarely combative, They re problems 
  the players must solve.
  The length of a trek depends entirely on the trek itself. A journey from a city, through a jungle, across the sea, and to an ancient 
  temple may take months. A trek from one island to another may simply be a few days. The actual time rarely matters, what is 
  important is the problems to solve and the action. 
  An encounter is not just a test of skill for the players. It is a miniature adventure. In a running TV show, these encounters would 
  be akin to filler between seasons.
  A home trip is the time between adventures where the 
  character returns to their home-world, visits the worlds in 
  which the character has been, or otherwise takes care of minor 
  business throughout the multiverse. A home trip can take 
  anywhere from three months to several years, depending on the 
  length between adventures. If each adventure is a movie, think 
  of the hometrip as the unspecified amount of time before the 
  sequel. During this extended downtime, the character gains any 
  wealth from investments, may speak to past NPCs they keep in 
  contact with, or otherwise benefit from downtime activities.
  Home Trip
  During play, characters will encounter treasure and payments 
  from all sorts of different worlds. This treasure will be recorded 
  as simply Wealth on the character sheet. An example of gaining 
  wealth would be the party finding a chest full of gold. This gold 
  might be worth 10 wealth, which the party can split between 
  them. This wealth can be spent on various activities during 
  downtime. A character can take any amount of downtime 
  activities the character can afford.
  This wealth is used for down time most of the time, but 
  sometimes a Player can make a purchase during a game using 
  wealth. Normally, mercantile exploits during the game are 
  handled with that worlds currency and roleplaying. However, 
  the purchase of a large piece of land or expensive art might 
  require wealth to be spent. 
  Wealth
  Many downtime activities are modified based on which 
  lifestyle. When a character takes a Home Trip they must choose 
  one lifestyle. Each lifestyle has cost next to the name. This is 
  the amount of wealth required to be spent in order to live that 
  lifestyle.
  Destitute (0): The destitute lifestyle means the character 
  lives without spending any money whatsoever. The character 
  lives through charity or through their own power. Living off 
  the land, for example.
  Poor (3): The poor lifestyle is one where the character can 
  live in a simple dwelling such as a common room or a cheap 
  apartment and eats cheap food such as rice or gruel.
  Comfortable (10): The comfortable lifestyle allows the 
  character to live in relative comfort. A small house with new 
  furniture, good food, and access to basic entertainment.
  Wealthy (25): The character lives in a large home or 
  mansion, has access to luxuries, and can eat a different meal 
  every day.
  Life Style
  
  144
  The following is a list of possible downtime activities examples. 
  The activities in this list are examples, which means it is possible 
  to work out other downtime activities with your Game Master.
  Invest: The character begins an endeavor to make money. 
  Examples of this include opening taverns, starting small 
  businesses, or investing in other Gate Striders. The Player 
  loses 5 wealth. Next time they Player has downtime they 
  gain 6 wealth back. A Player can have multiple investments 
  running at once.
  Obtain item: Mundane equipment can be purchased or 
  crafted during downtime. To do this, spend 1 wealth for a 
  simple item, 3 for moderate, and 5 for a complex item. The 
  Player keeps this equipment for as long as the character holds 
  on to it. An item can be “upgraded” by adding modifiers to it 
  in the same way.
  Research: This downtime activity can be chosen if the 
  character is living a comfortable or better lifestyle. The 
  Player gains one extra hero die which can only be applied 
  to a situation involving a specific quest. For example, if the 
  Player knows of a Quest to find treasure in a shipwreck on 
  another world, then the Player can spend this hero die to 
  assist locating the wreck, surviving the swim down, or solving 
  a puzzle within.
  Scribe Scroll: The Player can scribe a ritual into a scroll. 
  The Player must know the ritual and spend two wealth.
  Recover: The character can reroll the check for any 
  diseases, poisons, or magical effects that affect the character. 
  The character receives the following modifiers for lifestyle: 
  Destitute -5, poor -2, comfortable +1, Wealthy +3. The 
  exception to this recovery is any feats the character gains. 
  Such as lycanthrope or a curse. 
  Find Ally: If the character has a plan of where they are going 
  after this downtime, then that character can spend some of 
  their downtime searching for a Gatestrider ally, or someone 
  in that world who would be friendly. The use of this ally is 
  based on the lifestyle. Destitute gives nothing. Poor will find 
  someone who can give temporary shelter. Comfortable finds 
  a stable place to live and eat. Wealthy will locate someone who 
  will have some political power and will be willing to help, as 
  well as give room and board. Two wealth must be spent to pay 
  for the information.
  Gain Insight on World:  A character can spend 2 
  wealth to research some aspects of the world they are going 
  to. The Player can ask the GM one question pertaining to the 
  world and its properties, locations, and settlements which 
  must be answered truthfully. This can be purchased multiple 
  times.
  Life Style
  
  145
  Companions
  Sometimes, a Gate Strider can make a friend which travels with them and battles alongside them. These companions are not as 
  powerful as the Gate Strider, but they can be useful. These rules will give an option for handling them in combat without having 
  to give them turns. Outside of combat, these companions are treated as NPCs. Each companion has a different “Role” which gives 
  them mechanical benefits. There are two types of Companion. Personal companions and party companions. Personal companions 
  are loyal to one character, and only that character can use their mechanics. Party Companions can be used by any Player. 
  Companions can freely follow the Player into, and through, a Gate. But they are not considered Gate Striders. They can be lost, 
  however. 
  Companions on the battlefield are separate from the Player they are aligned too. They use zones the same as others. When a Player 
  takes his turn, they can decide if a companion moves. Companions can move once a turn, unless a stunt is spent to move them again. 
  A party companion is controlled by the GM, however. Which means at initiative of 10, the companion moves. 
  Some companions grant passive benefits, which require no 
  actions or stunts to use. However, many roles do have benefits 
  that must be activated. In order to activate these abilities, the 
  Player must declare it, but there is no action or stunt required 
  unless otherwise noted. If the Companion is a Party Companion, 
  then the party must agree that that is the best use of the ability. A 
  companion can only be used once per turn, and some can only 
  be used once per skirmish.
  Using Companions
  All companions have a tier, just like players. This tier effects 
  some statistics. If a number is written as a/b/c/d/e this means 
  the number is changed for mundane, adventurous, heroic, 
  legendary, and mythic in that order. These tiers do not mean the 
  individual character is equal to a player of that tier, rather it is a 
  guide for determining the companions strength.
  Companion Tiers
  Every companion rolls 3/5/8/10/12 for defense, and has 
  20/25/30/35/40 HP. Some companions have different statistics, 
  but this is the standard. If a companion can attack, its statistics 
  will be labeled there. Companions can be killed, so it is often 
  wise to leave them out of dangerous situations.
  Companion Statistics
  There are three main types of companions. Basic companions, 
  advanced companions, and animal companions. The differences 
  between them are minimal, but in general advanced companions 
  are more specific, which basic companions are designed with the 
  bards squire ability in mind. Animal companions are mostly for 
  use by the naturalist.
  Companion Types
  There are some companion types that are not very useful 
  as a companion by themselves, such as a squad. But, they are 
  effective when added to another companions abilities. Game 
  Masters should combine companions together to create more 
  detailed and unusual followers. Usually for the purposes of 
  being hired, being specific NPCS, or just being fun.
  Combining Companions
  Mercenaries, hirelings, assassins, and the like work as 
  professional companions. The exact cost of a hireling is based 
  on the world, but this formula reveals the cost in wealth per 
  week. (1/5/15/30/100) x number of companion types. Advanced 
  companions general count as 2 basic companions. Multiply this 
  amount by 5 to purchase the companion (slaves or animals).
  For example. A mundane hireling costs 1 per week. An 
  adventurous guardian/warrior costs 10 per week. But a heroic 
  Squad of archers cots 60 a week.
  Hiring Companions
  
  146
  Guardian: Knights, Shield Maidens, and professional 
  bodyguards. This companion type is a protector that defends 
  its charge. Once per turn, the Guardian increases its wards 
  defence by 2/2/3/3/4 against a single attack.
  Fanatic: Cheerleaders, minstrels, and motivational speakers. 
  Fanatics cheer their Player on and wish them their best. Once 
  per skirmish, a fanatic can inspire a character. This allows 
  them to reroll a focus, intelligence, or spirit roll to resist a 
  mental effect.
  Warrior: Soldiers, attack dogs, and mercenaries. Warriors 
  can attack once per round. They roll +3/4/6/9/11 to their 
  attack, and deal 7 damage with potentially 3 critical damage.
  Archer: This functions as a warrior, but they have long range 
  and roll +2/3/6/9/11 to hit.
  Healer: Doctors, Medicine men, and Clerics of benevolent 
  deities. These companions are there to heal the Player. Once 
  per skirmish, the Healer can allow a character to make the 
  recover action as a free action.
  Hireling: A hireling has no combat benefits, but they have 5 
  load which may be used to carry supplies. A hireling can carry 
  50 pounds per load.
  Squad: A squad has 40 HP and is treated as a horde with a 
  size of 1/2/3/4/5.
  Apprentice Mage: The companion grants a +2 to ritual 
  rolls.
  Specialist: The specialist grants a character training in a 
  specific skill.
  Basic Companions
  Mad Alchemist:   This is a potion maker who is 
  completely unpredictable. Every round, the Game Master 
  rolls 1d6. On a 1-2, the Alchemist throws a bomb. This targets 
  a random zone with enemies in it (allies in or not) and throws 
  a grenade. All characters must roll defence against difficulty 
  10, or take 10 fire damage. On a roll of 3-4, the alchemist 
  gives a Player a potion which increases a random ability by 
  1, until the beginning of their next turn. A 5 or 6 on the die 
  causes the Alchemist to hurl a stink bomb in a random zone. 
  All characters in that zone must roll constitution vs. 10, or be 
  poisoned for one round.
  Ice Mage: This is a wizard who has studied the power of 
  cold. Once a turn, the ice mage can slow one enemy. Once per 
  skirmish, the Ice Mage can slow an entire zone.
  Zombie Horde: A shambling mound of undead. This 
  companion is treated as a horde with a size of 8/10/12/14/16. 
  Once a turn, the Horde can move a zone. At the beginning 
  of their turn, all creatures in this zone are slowed, and are 
  attacked by an attack roll of 10 that deals 5 damage.
  Advanced Companion 
  Examples
  
  147
  These companions are natural animals. The intent for this list 
  is for the naturalist, but these are the rules for “pets” if a character 
  successfully trains or purchases one. The rules presented here 
  are their combat uses. Other uses, such as digging a whole, 
  delivering messages, and other utility benefits, should be 
  handled on a case by case basis.
  Each of these animals have a Dire form for the enhance beast 
  talent. In some cases, an animal may fall under two companions. 
  Such as a rhino being both giant and a charger. In these cases, 
  the Game Master can combine the companions abilities.
  Animal Companions
  Predator: Predators are beasts that hunt small prey. Wolves, 
  bears, dogs, and jackals would be examples. Predators can 
  attack once per round. They roll +2/3/6/9/11 to their attack, 
  and deal 8 damage with the attack and potentially 2 critical 
  damage. However, predators will not attack creatures larger 
  than themselves.
   Dire: The attack roll becomes +7, damage becomes 10, and 
  HP increases by 5.
  Stalker: Stalkers sneak through jungles, plains, and 
  mountains. Hunting through stealth and guile, leaping out 
  from a bush at the last moment. Lions, tigers, and panthers 
  are examples of stalkers. They can attack once per round. 
  Stalkers roll +2/3/6/9/11 to their attack, and deal 4 damage 
  with the attack and potentially 4 critical damage. However, 
  critical damage is doubled on the first round.
   Dire: Dire Stalkers hide on initiative 10, rolling stealth +5 
  with a bonus die. If successful, their attacks critical damage is 
  doubled.
  Flyer: Flyers are creatures that can soar through the clouds. 
  They are hawks, eagles, and even Rocs. Flyer is not a full 
  companion type by itself. Instead, it modifies other companion 
  types with a fly movement type.
  Charger: A charger is adapt at running forward and using 
  their full momentum to attack threats. Boars, rams, and goats 
  are a few examples. Chargers can attack once per round. 
  They roll +2/3/6/9/11 to their attack, and deal 3 damage with 
  the attack and potentially 2 critical damage. All momentum 
  damage is doubled.
   Dire: When a Charger moves, their momentum is increased 
  by two, rather than one.
  Striker: Strikers attack quickly and without warning. They 
  are vipers, snakes, and even some types of rodents. On 
  initiative 10 and 0, the striker attacks. This attack is made 
  with +7/8/11/14/16 to hit and deals 2 points of damage with 
  potential 2 critical damage. 
   Dire: Dire Strikers deal 4 points of damage per attack, and 
  they gain a bonus die to defence rolls.
  Ripper: Rippers are small, but they are fierce. Their job is 
  to shred anything in pieces. Rippers may, once per round, 
  make three attacks against a single creature. These attacks are 
  made with +1/2/5/8/10, damage is equal to 2 with potential 1 
  critical damage. 
   Dire: Damage becomes 3, and critical potential is 2.
  Pounder: Pounders are powerful beasts that smash their 
  enemies into the ground. They are gorillas, orangutans, and 
  other apes. Pounders can attack once per round. They roll 
  +3 to their attack, and deal 10 damage with the attack and 
  potentially 4 critical damage.
   Dire: When a Pounder hits an enemy, they are knocked prone.
  Nabber: Nabbers are small animals with very curious fingers. 
  Monkeys, weasels, and some birds are examples. A nabber 
  deals no damage, but may attempt to disarm an enemy once a 
  round. This is an attack with +2.
   Dire: The Nabber can now grab small objects, such as amulets 
  and belt pouches, when it disarms a creature.
  Swooper: Swoopers are small flying birds or insects which 
  distract enemies. The companion can, once per round, make 
  an attack that deals no damage. But, this attack distracts 
  enemies. This attack is made with +1/2/5/8/10.
   Dire: The bonus to his becomes +6/7/10/13/15.
  Mount: Mount is used to modify another companion so it 
  can be suitable as a basic mount, as well as its other abilities.
  Giants: Giants are large animals which use their size and to 
  their advantage. Elephants, hippos, and rhinos are examples. 
  Giants may attack with a +1/2/5/8/10 bonus, 8 damage, and 
  a critical potential of 2. Giants also increase their HP by 10.
   Dire: HP is increased by 30, not 10.
  Aquatic: Aquatic is a modifier for other animal companions. 
  This grants the companion the swim movement type.
  
  148
  Extended Challenge
  There are some challenges that a Gate Strider, or group of Gate Striders, need to overcome that are too complex for a single 
  roll. Examples include traveling through dangerous land, convincing a ghost to let someone into its tomb, or helping defend a city 
  from invaders. Each extended challenge has a challenge rating and a failure rating that are used to determine when the challenge is 
  completed. To complete an extended challenge, Players need to use their skills and abilities in clever ways.
  The challenge difficulty is a number which represents how 
  complicated the challenge is. Simple challenges might have a 
  complexity of three or four. While more complicated challenges 
  can have upwards of eight to ten. The complexity is simply the 
  amount of tasks required to complete the challenge.
  Challenge Complexity
  A task is a something the Player does to attempt to solve the 
  extended challenge. A task can take the form of a skill check, 
  clever use of talents, or clever roleplaying. Anything that 
  specifically helps complete the challenge can be a task. For 
  instance, if a challenge was to prepare a town for a siege, one 
  Player might give a pep talk to the town soldiers, another might 
  build traps, and a third Player could send out a spy to gauge the 
  enemy’s strength. 
  When a number of tasks equal to the complexity have been 
  complete, then the challenge is succeeded. Failing these tasks 
  leads to various results depending on the challenge.
  Task
  Without a time limit, every challenge could be completed 
  easily. Thus, every challenge has a time limit until it is resolved. 
  This time limit is a number of tasks each Player can attempt. 
  For example, the Players must solve a complicated puzzle before 
  water fills the room. This will have a time limit of three tasks. So 
  the Players each have three attempts to complete the challenge. 
  Another example would be preparing to defend a village from a 
  raid. This might have a time limit of 5, but each task is assumed 
  to take longer. If two or more Players are synergising on a task, it 
  counts as an attempt for each of them.
  When this time limit is up, the Game Master reveals if it was 
  a success or failure. The effects of a failed challenge are different 
  for each challenge. In the water example, the room is filled and 
  the Players drown. But in the defence example, the battle might 
  be significantly more difficult.
  Failing a Challenge
  Sometimes the trigger for failing an extended challenge is not 
  time, but an adversary. When two groups are trying to achieve 
  the same thing, or complete two challenges that oppose each 
  other, then the challenge is handled an normal. However, the 
  first group to succeed challenge wins. Some examples of these 
  situations might be two groups of explorers trying to reach the 
  top of the mountain first or a chase between the Players and the 
  town guard.
  Contested Extended 
  Challenge
  
  149
  Rituals
  A magical ritual is, at its core, a formula. Add the ingredients in the right order, chant the right words, and then something 
  happens. The formula of a ritual is the source, sacrifice, and catalyst all combined in a ritual that can take any given length of time. 
  Most of the time this will take anywhere from an hour to a week. This means a ritual will not work in a combat situation. So when 
  using rituals, you will need to think creatively for them to work well.
  The source of a ritual is what gives it power. Every ritual must 
  have a source to be effective. A source can be any sort of magical 
  object. Sources take three forms. Lesser, moderate, and greater. 
  The source is used as part of the ritual, and is consumed when 
  the ritual is finished.
  Lesser: A lesser source is the most common. These take the 
  form of rare magical plants, some gemstones, or minor 
  relics. They can be found in small shops or after a few days 
  of searching. When these are used in a ritual the ritual has a 
  weaker result.
  Moderate: Less common than a lesser source, but still far 
  more common than a greater source. Moderate sources take 
  the form of ancient relics, trophies from magical beasts, or 
  significant natural energy. These can be sold, but they are 
  very expensive. When these sources are used in a ritual the 
  ritual has the intended effect. Sometimes an entire quest or 
  adventure will be dedicated to finding a moderate source.
  Greater: A greater source is a extremely rare and dangerous 
  to obtain. These sources are never sold, because they are 
  priceless. A full multi-session adventure is required to track 
  down one of these sources. When these sources are used in 
  a ritual, the ritual has an extreme effect. Rituals powered by 
  greater sources can change the course of history and make the 
  weakest of men incredibly strong. When using a greater source 
  for a ritual, do not be afraid to expand the rituals capacity to 
  fit the pace of what the ritual is being used for. Greater sources 
  should be able to create fantastic, world changing effects that 
  are used to drive forward the story.
  Source
  A catalyst is the specific materials required for the ritual, and 
  will vary depending on the specific ritual. Think of a catalyst as 
  the blueprint for the ritual. These are the objects which make 
  up the rituals bulk. For example, a scrying ritual can require a 
  mirror and an object of those who are to be scried upon. Most 
  of the time these are simple to acquire, but more specific rituals 
  could call for rarer catalysts. A catalyst does not always need to 
  be a physical object. Sometimes, a catalyst can take the form of 
  a specific place or time. Such as the top of a mountain or when 
  the stars align. Other Times, a catalyst can be a complex series of 
  words. A catalyst is required for a ritual to be cast.
  Catalyst
  A sacrifice is made to increase the likelihood that the ritual 
  is successful. A sacrifice can be one of three things: Precious 
  materials, another source, or a piece of the caster’s soul.
  Precious Materials: A caster can spend wealth to make 
  a ritual more likely to succeed. They can spend one wealth for 
  a +1 bonus to the ritual check, 5 wealth for a +2 and 10 wealth 
  for a +3 bonus to the roll.
  Sources: A caster gains a +5 bonus to the Ritual Check when 
  sacrificing a lesser source, +10 for sacrificing a moderate 
  source and +40 for sacrificing a greater source.
  Soul: A caster gains a +1 bonus to the Ritual Skill Check for 
  each point of spirit lost after this ritual is done. This spirit 
  replenishes after a Hometrip. 
  Sacrifice
  Every ritual has a preparation time to set up. This takes 
  anywhere from 5 minutes to as long as a few days. Rituals should 
  not be used in combat, but extended combat can allow for some 
  shorter rituals to be performed.
  Preparation Time
  
  150
  Magic is simply magic, but it always has a origin. True, rituals 
  need to use a source to cast their magic, but the source only 
  opens the door. The Origin of a ritual is where the spells effect 
  truly comes from. It determines various factors such as what 
  skills can add to the roll and how some creatures are affected.
  Arcane: The arcane origin means the ritual uses simply raw 
  magic of the astral plane. This is the most common type of 
  magic, and it is used by wizards and scholars.
  Prayer: These rituals are prayers to certain gods. They are 
  formal requests of power that often are answered regardless of 
  the roll. These rituals are used by clerics and priests.
  Diabolic: Diabolic Rituals draw power from entropy and the 
  power of Demons. These are largely seen as evil rituals and are 
  only used by foul cultists and demonologists.
  Enochian: These rituals draw power from heavenly places. 
  Few people use these rituals, as they are very rare.
  Glamour: These rituals draw power from the Faery and the 
  fae. It is also seen as natural magic and dream magic. Druids 
  and illusionists use this magic.
  Necromancy: These rituals draw their power from the 
  souls lingering in the void. It is practiced by necromancers.
  Origin
  When a character has access to a ritual and has the time and 
  resources to prepare it, the character can attempt to cast it. To 
  cast the ritual, the character must roll the ability associated with 
  the ritual. Success means the ritual is successfully cast. When 
  a Ritual Skill Check fails, then the character is subjected to the 
  backlash. The backlash is determined per ritual, and can be 
  anything from annoying to deadly.
  Each ritual has a difficulty which is the target of the ability 
  roll. The Ritual skill adds to the this roll.
  Casting a Ritual
  Most of the time, a ritual cannot be cast in combat, but 
  they can give an edge in combat. They can be used to set up 
  traps before hand, and also manipulate the battlefield to give 
  advantage to a party.
  Some rituals give the caster actions they can use, such as a claw 
  attack from demons visage ritual. Some talents grant bonuses 
  when using these actions, thus attacks made with benefits from 
  the ritual count towards this as well.
  Using Rituals in Combat
  
  151
  Premade Rituals
  Catalyst: Stone carved into the shape of a wall. The detail 
  and material is unimportant, though any weaknesses in the 
  wall will transfer to the ritual.
  Description: The caster carves a stone wall or bridge of a 
  piece of stone. Upon completion of the ritual, a large stone 
  duplicate of the model is fabricated where the caster chooses.
  Preparation Time: One Hour
  Difficulty: 10
  Ability: Spirit
  Origin: Arcane
  Summon Wall
  Effect
  Lesser: Summons a 30 ft long, 1 ft. thick, and 10 foot high 
  stone wall of the same stone and shape of the model. Stone 
  broken from the wall disappear after a minute. This can be 
  placed horizontally or vertically and does not need to be 
  straight.
  Moderate: The wall is 100 ft long, 20 ft. tall and 2 ft. thick.
  Greater: The wall is 4 miles long, 10 ft. thick, and 100 ft. tall. 
  This is wide enough to surround most cities or detour entire 
  armies.
  Backlash: The source is reduced one step, but is not used. 
  If the source was already a lesser source, then the the source 
  disappears. Otherwise, no effect.
  Catalyst: An empty bowl and a black gemstone.
  Description: Destroy a cube of matter inside a set square 
  marked on the ground.
  Preparation Time: One Hour
  Difficulty: 12
  Ability: Intelligence
  Origin: Diabolic
  Destroy Matter
  Effect
  Lesser: A one by one foot cube of matter within grasp is 
  completely destroyed. This ritual is ineffective against magical 
  objects.
  Moderate: A ten by ten foot cube of matter is completely 
  destroyed. This ritual is ineffective against magical objects.
  Greater: The area of matter destroyed increases to one by 
  one mile. This ritual can cause entire cities to disappear or 
  clear a small mountain. Only artifacts are not affected by this.
  Backlash: The ritual fails and the caster gains a wound 
  determined by the Game Master.
  
  152
  Catalyst: A crystal ball or mirror and something belonging 
  to the one being scried upon.
  Description: Gaze through a mirror and locate a creature 
  from a distance. As though watching through a mirror.
  Preparation Time: 10 Minutes
  Difficulty: 10
  Ability: Focus
  Origin: Arcane
  Scry
  Effect
  Lesser: The ritual shows you a creature you specify through 
  the mirror or ball. This does not show their location or 
  surroundings and will not show other creatures. It reveals 
  their current action and objects being held.
  Moderate: The ritual reveals the targets surroundings. 
  Including other people. The ritual will now allow scents 
  and sounds to be apparent as well. As though the figurative 
  window is open.
  Greater: The ritual will also show the shortest and most 
  direct path to the targets location.
  Backlash: The target of this ritual becomes the caster, and 
  the original target can see the caster as if they used this ritual.
  Catalyst: The corpse of the deceased no longer than a 
  month dead and an offering of at least one wealth to the Lords 
  of the Dead.
  Description: The caster makes a sacrifice of gold and the 
  target’s soul is wrenched from the afterlife, and placed back 
  into their dead body. The body in question is healed of all 
  wounds, and awakes with no memories of the of their afterlife.
  Preparation Time: Eight Hours
  Difficulty: 15
  Ability: Spirit
  Origin: Necromancy
  Raise Dead
  Effect
  Lesser: The target of this ritual is brought back to a semi-life. 
  The target cannot move but can answer questions with an airy 
  whisper. After one minute, the corpse dies again.
  Moderate: The target is brought back to life but all abilities 
  are permanently reduced by 1.
  Greater: The target is brought back to life without penalty. 
  This ritual can raise someone without the full corpse. A finger 
  or similar sized object would be sufficient.
  Backlash: The ritual is successful, but the caster immediately 
  takes the targets place, and dies.
  
  153
  Catalyst: The true name of the  Demons being summoned 
  and specially made chalk or an animal sacrifice.
  Description: The caster carefully etches a protective circle 
  on the ground of chalk or the organs of the sacrifice. When the 
  demon is called, it is bound to within the protective circles.
  Preparation Time: Two Hours
  Difficulty: 13
  Ability: Spirit
  Origin: Diabolic
  Call Demon
  Effect
  Lesser: The ritual brings a imp into the space of the ritual. The 
  imp is bound into the space of the ritual. The demon can be 
  dismissed back into hell, but the caster can also release the 
  demon into the world. This demon has no obligations to serve 
  the caller, but it can be reasoned with.
  Moderate: The demon summoned is a full  Demons, rather 
  than an imp.
  Greater: This ritual now summons a specific Greater  
  Demon. This demon must be created by the GM as each 
  Greater  Demon is unique.
  Backlash: The demon is not bound into the rituals space 
  when called.
  Special: If a human (or similar sentient race) is sacrificed as 
  a part of the catalyst, the caster receives +5 to the ritual roll.
  Catalyst: A metal rod, bowl of water, glass formed from 
  sand struck by lightning.
  Description: The weather in the vicinity changes alongside 
  the casters emotions.
  Preparation Time: One Hour
  Difficulty: 10
  Ability: Focus
  Origin: Glamour
  Control Weather
  Effect
  Lesser: The weather in a one mile radius changes slightly in 
  response to the casters emotion. Joy causes the sun to shine 
  through just a small amount more. Sadness will result in a 
  light rain in a ten foot radius. Rage causes a light breeze.
  Moderate: The weathers effects become more powerful. 
  Joy causes the sun to shine brightly and warmly. Sadness will 
  result in a moderate to heavy rain in the general area. Rage 
  causes harsh winds.
  Greater: The weathers effects become incredibly powerful. 
  Joy causes all weather to dissipate, leaving a bright and sunny 
  day that lasts for one year and one day. Sadness will result in 
  a major flooding miles around, these floods last for one year 
  and one day. Rage causes powerful storms, such as tornadoes 
  or tsunamis, which will plague the area for one year and one 
  day.
  Backlash: The Caster is immediately struck by lightning. 
  The caster takes 10 damage to HP.
  
  154
  Catalyst: A paint brush made of ingredients to the intended 
  location, magically treated paint, and a door or similar portal.
  Description: The caster paints a picture of a location on 
  a door, window, or other portal. The portal then becomes a 
  magical portal to the location painted.
  Preparation Time: Three Hours
  Difficulty: 8
  Ability: Spirit
  Origin: Glamour
  Painted Portal
  Effect
  Lesser: The door which is set as the portal opens for a brief 
  moment. Anywho step into it are teleported one mile in the 
  direction of the location.
  Moderate: The portal remains open for one day, and all 
  who use it are instantly teleported to a door (or portal used) 
  which is created in the intended location. The door can be 
  used both ways.
  Greater: This acts as moderate, but the portal remains open 
  permanently. A ritual of this strength can be applied to larger 
  portals, such as an entire garage door. This version can also be 
  applied to solid walls, allowing people to freely walk through. 
  These portals can bridge together two worlds which have a 
  gate connected as well.
  Backlash: The caster is immediately teleported to a location 
  that is similar to the intended and equally as far away from 
  that location as they were. However, the intended location is 
  never reached.
  Catalyst: Flint and steel, Paper or cloth with special 
  inscriptions, and a small vial of alcohol.
  Description: The caster whispers some words, and the 
  alcohol soaked cloth is prepared.
  A ritual initially created to be used for emergency survival 
  situations, it has since been a useful tool of assassination.
  Preparation Time: Five Minutes
  Difficulty: 10
  Ability: Inteligence
  Origin: Arcane
  Scroll of Flame
  Effect
  Lesser: The cloth or paper is prepared to ignite. When the 
  caster strikes the flint and steel within 20 feet of the caster, the 
  paper ignites in a fire the size of a campfire. The paper gives 
  enough fuel to burn for an hour. If the paper is not ignited 
  within an hour of being created, it becomes inert.
  Moderate: The paper can be ignited up to a mile away, and 
  the fire increases to a large bonfire. The fire burns for eight 
  hours.
  Greater: There is no limit to the distance to be able to ignite 
  the cloth. The cloth explodes in a blue flame hot enough, 
  and large enough, to burn down a full castle or mansion. 
  This fire burns for one week, and the core blue fire cannot be 
  extinguished.
  Backlash: The ritual is a success, but the caster immediately 
  is lit on fire. The severity of the flames is equivalent of the 
  source used. 5 damage when lesser is used, 10 damage when 
  moderate is used, and 40 damage when greater is used.
  
  155
  Catalyst: A statue of the form taken, a vial of the casters 
  blood, and a bite of food.
  Description: The caster pours the blood over the statue to 
  drip onto the food, which is swiftly eaten by the caster.
  This ritual was created by an occultist seeking to become a 
  Cambion, though the transformation is not true.
  Preparation Time: 10 Minutes
  Difficulty: 10
  Ability: Constitution
  Origin: Diabolic
  Visage of the Demon
  Effect
  Lesser: The caster takes on minor traits of a demonic visage. 
  The caster gains a bonus die to intimidate others for one hour. 
  Furthermore, this makes an excellent disguise or alter ego.
  Moderate: The transformation becomes more powerful. 
  The following is gained for one week.
   Natural attack with 5 weapon damage, uses strength as ability 
  damage, no precision.
   Gains demonic wings which grant the flight movement type.
   Bonus die on intimidation rolls.
   Dark vision.
   Strength and spirit increases by 2, focus and constitution 
  decrease by 2.
  Greater: The transformation from moderate becomes 
  permanent and cannot be undone. The caster is no longer 
  what they once were. No longer do they need food, sleep, 
  or drink. They also are immortal, never aging. However, 
  constitution and focus are not reduced. The caster can now 
  speak with  Demons and can curse allies with demonic power. 
  Allies who are willing can now gain any one of the benefits 
  from the moderate transformation.
  Backlash: The casters body could not withstand the 
  transformation, leaving them permanently scarred. Small 
  horns, sharp teeth, or some other unsightly but useless 
  demonic trait is left on the body.
  Catalyst: A dried cat tongue, a piece of paper, and a wax ear.
  Description: The caster rolls the paper into a cone and 
  funnels powdered cat tongue into the wax ear.
  A must have ritual for any Gate Strider. Many variations of this 
  ritual exist, but this is the most common.
  Preparation Time: Five Minutes
  Difficulty: 8
  Ability: Focus
  Origin: Arcane
  Tongues
  Effect
  Lesser: For one day, the caster can understand, speak, read, 
  and write one language of their choosing.
  Moderate: For one year, the caster can speak, read, write, 
  and understand all languages.
  Greater: The caster can now understand all mortals, 
  animals,  demons, gods, and  angels and speak with them as 
  well. All text can be deciphered and everything written by the 
  caster can be read by anyone the caster wishes. Any attempt 
  to hide language behind slange does not hide the intent from 
  the caster. This effect is permanent.
  Backlash: The caster cannot understand any language for 
  the duration of this ritual.
  
  156
  Catalyst: A tract of land affected by this ritual, bone dust, 
  and good weather for growth.
  Description: The caster calls forth the spirits of nature to 
  reclaim land.
  This ritual was crafted by Druids in order to retake land that was 
  once lost.
  Preparation Time: Five Hours
  Difficulty: 12
  Ability: Focus
  Origin: Glamour
  Nature’s Reclamation
  Effect
  Lesser: The ritual effects one zone, causing plants to grow and 
  cover the floor. The zone gains the difficult terrain zone effect.
  Moderate: The ritual can affect a one mile radius around 
  the caster, filling every zone with thick plants which cause 
  difficult terrain. 
  Greater: A 20 mile radius area from the ritual location 
  overgrows with plants. The plant life within becomes animate, 
  creating monsters of trees and whipping with vines to protect 
  itself.
  Backlash: The Caster is covered with vegetation. They must 
  roll a difficulty 14 constitution roll or become fatigued for the 
  next week. The cause is from vines and other invasive plants 
  burrowing into the casters organs.
  Catalyst: A weapon, shield, and a suit of armor specially 
  treated with arcane symbols. This equipment works as normal 
  equipment of their kind.
  Description: The caster dons the weapon, shield, and 
  armor and recites some arcane words of power.
  This ritual is common in many arcane schools as a means to 
  protect themselves as well as lend their magic in times of war.
  Preparation Time: 10 Minutes
  Difficulty: 12
  Ability: Spirit
  Origin: Arcane
  Arcane Combat
  Effect
  Lesser: The caster benefits from the armor, but for one hour 
  the casters strength and spirit stat swap places.
  Moderate: The characters armor glows with arcane energy. 
  For the next hour, the weapon damage increases by 2, 
  resistance increases by 2, and the casters threshold increases 
  by 5. Spirit replaces strength if it is higher, or dexterity if the 
  weapon has dexterity as the ability damage.
  Greater: The casters armor permanently fuses to the caster, 
  becoming one and the same. The caster can now fly, gains all 
  the benefits of the moderate version of this ritual, and the 
  caster no longer needs to eat, drink, or sleep. They are now 
  sustained by the magic of the armor. If the weapon or shield is 
  removed, then the caster can teleport them back into its grasp 
  with a free action. Furthermore, all allies of the caster in an 
  army gain the benefits of the moderate benefit of this ritual if 
  they are wearing armor in treated for this ritual.
  Backlash: The armor binds to the casters body, making 
  it impossible to remove without being forcefully cut off. If 
  the armor is primarily metal, then the caster cannot move. 
  Otherwise, a penalty die on all dexterity and attack rolls until 
  the armor is removed.
  
  157
  Catalyst: A small object representing the damage type 
  imbued, such as a candle flame for fire or a thimble of poison 
  for poison and a specially crafted glass orb. Each version of 
  this ritual has one damage type attributed with it. So fire and 
  cold would be two seperate rituals.
  Description: The caster combines the element with the 
  small orb, which is shattered in the casters hand.
  This ritual was designed to give a caster the power of a god. It is 
  said that when all of these rituals come together, one of each 
  damage type, then the caster will be all powerful.
  Preparation Time: One Hour
  Difficulty: 12
  Ability: Spirit
  Origin: Arcane
  Imbue Element
  Effect
  Lesser: The caster can hurl a single bolt of the energy chosen 
  as this rituals catalyst. This is a ranged attack. The damage 
  type is equal to the one chosen, the weapon damage is 4, 
  ability damage is spirit, and precision is 1. The caster can hold 
  this indefinitely until it is used.
  Moderate: The caster can throw as many bolts from the 
  lesser version of this ritual as they would like for the next 
  three days. Furthermore, they gain resistance to the damage 
  type chosen.
  Greater: The caster gains the effects of moderate, but 
  permanent. The damage becomes 10, not 4. The caster is 
  immune to the damage type as well. Finally, the caster can 
  also control all versions of that damage type in a half mile 
  radius. What this means is up to the game master, but caster 
  should be able to enhance, nullify, or control all things that 
  deal that damage type or would be attributed to that damage 
  type. Such as poison gas with poison damage and lava with 
  fire damage.
  Backlash: The caster immediately takes 10 HP damage from 
  the chosen damage type. If this causes a wound, the caster is 
  spell scared.
  
  158
  Creating Rituals
  This process of creating rituals is a guideline for Game Masters and adventure designers to create custom rituals. This is not rules 
  for players creating rituals in game, that should be a lengthy process handled by the Game Master and player working together.
  A ritual can come in many forms. The following ritual types 
  will help determine some key concepts of different ritual types. 
  Such as their visuals and when to choose that as the origin.
  Arcane: These rituals are the classic wizardry ritual. They 
  use geometric shapes and complex words to spell out magical 
  effects. these are flashy events that result in the desired effect. 
  Catalysts of these spells tend to be ingredients found in nature 
  that relate to the ritual. A cobweb for a ritual involving spiders, 
  or a bulls adrenal gland for a strength ritual.
  Prayers: Prayers are formal requests of power to a deity. 
  Thus, they are not inherently good. Rituals with these origins 
  have strong symbolism to the deity, using catalysts with 
  personal meaning to that god. For example, a statue of the 
  god or a holy symbol of its faith.
  Diabolic: Diabolic rituals are dark, dangerous rituals 
  which draw power from a place that only wishes to destroy. 
  Entropy. These rituals have catalysts which represent the type 
  of destruction needed. Charcoal for fire, a slaughtered lamb 
  for a ritual of famine, or a shattered stone for a ritual which 
  destroys buildings. The visuals of diabolic rituals involve fire, 
  brimstone, smoke, and other “hellish” visuals.
  Enochian: Rituals which draw their origin from Paradise 
  are rare simply because the Oel cannot create rituals and it 
  is easier to get a similar effect from an arcane ritual. Though, 
  when they are made they are used in acts of healing and 
  restoration. The catalysts are pure and clean such as glass 
  sculptures or feathers. Visuals of these rituals include light, 
  musics, and other  Angelsic motifs.
  Glamour: These rituals come from the Faery, which is the 
  closest and easiest plane to reach. It has strong ties to illusion 
  and nature. Thus, these rituals include artistic or natural 
  catalysts. The visuals of these spells are varied, but very 
  colorful.
  Necromancy: From the Void comes necromancy. Power 
  granted by the Lords of the Dead. These are similar to Prayers, 
  but they are more egotistical, if a ritual can have an ego. They 
  require wealth, words of praise, and gifts to the Lords of the 
  Dead as their catalysts. The visuals of the rituals are dark, 
  shadow-like, and sometimes release small ghosts into the 
  area.
  Source
  The skill chosen for the ritual represents how the ritual is 
  performed. Delicate, exact engravings in stone might require 
  fine-craft while a ritual requiring knowledge of proper phrases 
  said in a proper order might use logic. Use the following as a 
  guide for using a certain skill in a ritual.
  Constitution: Sometimes, the only skill in performing 
  a ritual is surviving it. When a ritual exceeds so much raw 
  power that it burn away at the caster’s physical body, then 
  constitution is used. Another time constitution is used is when 
  a ritual requires someone to stand in place for a significant 
  amount of time. More than a few hours or so or if the caster is 
  required to go without food or water for days.
  Strength: Strength is rarely used as a ritual, but some gods 
  demand a test of strength before their power can be used.
  Dexterity: Similar to Strength, dexterity is rarely used in a 
  ritual. Though there are those that require quick action and 
  dexterous fingers.
  Intelligence: Intelligence is used when a ritual requires 
  careful thought, mathematics, or the recitation of long 
  histories.
  Focus: Focus is used in rituals that require careful 
  pronunciation, observation, or patience.
  Spirit: Spirit is the most common ability used in rituals. IT 
  is the raw manipulation of magic. If no other ability fits, use 
  spirit.
  What Abilities to use?
  
  159
  Some rituals are more or less complicated than others. Use the 
  following to determine the complexities of the ritual.
  8: This complexity is incredibly simple. Rituals with this 
  complexity would simply require writing down a single word 
  or making a basic geometric shape.
  10: This is the standard complexity for a ritual. 
  12: This complexity is slightly more complex than standard. A 
  complicated series of circles and squares might be required, or 
  a whole paragraphs length of verse must be recited perfectly.
  15: More complex still, these rituals require significant focus to 
  complete without error. These rituals require words recite for 
  10-20 minutes straight or have an incredibly delicate array of 
  shapes.
  20: These rituals are incredibly complicated, requiring months 
  or years of study before perfecting. Hours of spellwork must 
  be memorised or entire floors with specific engravings on 
  every inch are needed.
  Ritual Difficulty
  The effect of a ritual can be very difficult to determine. The 
  easiest way to create it is to determine what you want it to do, 
  then compare existing rituals. As a general rule, lesser rituals 
  help a situation, but do not solve it. Moderate rituals can solve 
  a problem. Greater rituals have no limit to their power and can 
  alter an entire world.
  Ritual Effect
  D100
  First Part
  Second Part
  1-5
  Bone of a...
  rare animal.
  6-10
  Essence of a...
  magical beast.
  11-15
  An ancient...
  rare plant.
  16-20
  A sacrifice of a...
  magical plant.
  21-25
  A sculpture of a...
   human.
  26-30
  An enchanted ...
  dangerous location.
  31-35
  A painting of a...
  beautiful location.
  36-40
  A crystal...
  magical location.
  41-45
  An expensive...
   Angels.
  46-50
  1d10 number of...
  weapon.
  51-55
  An 
  object 
  associated 
  with a...
  magical human.
  56-60
  An otherworldly ...
  household object.
  61-65
  A liquified...
  gem.
  66-70
  A burned...
  raw material.
  71-75
  A frozen...
  book.
  76-80
  A unique...
  piece of clothing.
  81-85
  A location associated 
  with...
  machine.
  86-90
  A time associated with...
  meteor.
  91-95
  A large...
  demon.
  96-100
  and a (roll again)
  deity.
  
  160
  Dreaming
  The realm of dreams is, in actuality, a part of the Faery. Most would think that dreams are simply mental exercises the brain 
  attempts in order to rationalise reality. Those that know the truth get a lot less sleep. When a Fae harbors hatred for a person, there is 
  a chance the Fae can put them into what is called a deep dream. A deep dream causes the player to physically transport to the realm 
  of sleep. A place that blends the material world and the Faery. Often they are brought here to trick them into staying, becoming 
  thralls for the Fae. Other times they are simply killed and devoured. Rarely, the Fae will simply want company. In the Deep dream, 
  characters have limited control over reality, which is detailed below.
  The Game Master should never send the players into the Deep 
  Dream simply to challenge them. There must be a reason to do 
  so. These reasons could be many. A powerful mage can want to 
  give them a warning, a Fae can wish them to join them, or an 
  Demons can be attempting to possess the character. Sometimes, 
  the players will be in a situation to enter someone else’s Deep 
  Dream in order to save them from it.
  When To Enter The Dream
  The Deep Dream is a strange dreamscape with portions of 
  every characters presents psyche within. However, the normal 
  rules of the game apply. The following are some special rules 
  characters could use.
  Acting in the Deep Dream
  Any character can attempt to alter the Deep Dream. This 
  simply means adding or removing zone-effects, changing the 
  location, or adding more clever structures into the Deep Dream. 
  Characters cannot create creatures or special rules, but they 
  should be encouraged to be creative. A character can alter the 
  dream once on their turn with no action. This is a spirit roll vs. 
  the spirit of someone who the change directly opposes. If this 
  targets multiple characters, then use the highest spirit. If no-one 
  opposes the change, then no roll is needed.
  Altering Reality
  When the creature who called the characters into the Deep 
  Dream is dead, unconscious, or chooses to release the players 
  then the characters wake up. Upon waking, each character 
  must roll a difficulty 15 focus roll or forget the dream. However, 
  any skills and abilities gained while in the dream persist. Gate 
  Striders have spent years in the Deep Dream, only to wake with 
  no recollection of their journeys in the dream worlds.
  Leaving a Deep Dream
  Just as the Faery is interconnected with itself on many worlds, 
  so is the Deep Dream. Players who find a way into the Deep 
  Dream can eventually find their way into the Faery fully and 
  even travel to the dreams of people from different worlds. 
  Exploring the Dream Scapes
  
  161
  Feats
  Feats are abilities or modifiers gained in game. They are not purchased during character creation or while advancing. A feat is not 
  always good, curses are considered feats as well. Surgery, learning from a master, or being cursed are just a few examples of feats. 
  When creating feats, it is a good idea to tailor them to the characters. There are many different possibilities for a feat, so the following 
  are just a handful of examples and how to obtain them.
  Some feats are not beneficial to a character. Some examples of 
  these feats would be curses, permanent wounds, or the attention 
  of an organization. Players might want to find a way to remove 
  these types of feats. This requires a Quest to remove. It should 
  not be simple to remove a feat. Feats are part of a character, and 
  should require some effort to remove. An example of this would 
  be hunting down a fountain that reverses a curse of lycanthrope, 
  or searching for a master surgeon to replace a limb.
  Removing a Feat
  Some feats are permanent effects. Cyborg enhancements, 
  special training, and powerful enchantments would be some 
  examples. However, most feats only last until the Players take 
  a home trip. 
  Durration of Feats
  There are three primary ways to gain a feat. The first is to be 
  gifted it. The second is to find the feat. The third is to have the 
  feat inflicted upon a character. 
  A feat being gifted means it is offered and can be refused. 
  Say, for example, someone saves an old woman from a monster. 
  This woman’s turns out to be a powerful witch who offers them 
  a magical boon. Of course, what the boon is is not up to the 
  player. These gifts can stay with the character forever, or have a 
  duration.
  Finding a feat is fairly straight forward. The players may run 
  into 
  Gaining Feats
  Divine Champion: You were chosen as a champion 
  after meeting a god. Any   Angels or  Demons under their 
  command recognise you as such, and will assist you however 
  they can. Other divine beings recognise you as a champion.
  Slayers Mark: Gained by slaying a dragon, the Slayer 
  Mark permanently marks you as a Dragon Slayer. You can 
  recognise other slayers and they, you. You also gain some 
  control over the world that you slayed the Dragon of.
  Cybernetic Limb: Obtained by paying someone to attach 
  the cybernetic limb to your body to replace a lost one. The 
  limb grants you +1 to strength rolls using that limb, as well as 
  the potential for a multitude of tools to be installed.
  Martial Art: The character learns a technique of martial 
  arts from a master. This technique increases unarmed damage 
  by 2.
  Lycanthrope: On a full moon, the Player changes into a 
  monstrous beast. The Game Master should build the statistics 
  of the type of creature turned into, some sort of animal 
  hybrid. This feat is gained by being bitten by a Lycanthrope 
  of the same type.
  Element-touch: The character is enchanted by a powerful 
  magical entity to contain some power of an element. Every 
  attack the Player deals adds one damage of a type associated 
  with the element.
  Cursed by the Void: The character was killed and was 
  sloppily returned from the void. Undead are attracted to the 
  character and the character is frequently haunted.
  Example Feats
  
  162
  Colossi
  Colossi are creatures of monstrous size. They are at minimum 20 feet tall and each colossus is an entire zone. Mountain-sized 
  dragons, giant cyclops, kaiju rising from the sea, and rogue gods are just a few examples. Players can battle against or alongside these 
  creatures using these rules. 
  Each Colossus has a size stat. This size represents how many 
  zones they take up. For example, a giant robot with a size of three 
  would require a flying character to move two zones to reach the 
  head, provided they start at the feet. Each size also has a portion 
  of the body contributed to it. In the example we used, the head, 
  torso, and legs would each be one zone. For a colossus dragon, 
  the head, body, and each wing might be their own zone. 
  Colossi Size
  If a character cannot fly, they must climb atop the colossus. 
  To do this, the character must roll a strength check with the 
  difficulty equal to the colossus’ climb stat at the end of their 
  turn. Whenever the colossus takes an action, such as moving or 
  attacking, all characters climbing atop it must reroll the check. If 
  the characters fail, then they fall.
  Climbing a Colossus
  A colossus attack functions normally against other colussus. 
  However, things become different when attacking smaller 
  creatures. Colossi target zones, not individuals. When a character 
  is in a zone that is targeted, they may use their reaction to roll a 
  dexterity check against difficulty 10+ the colossus’ size. If this is 
  successful, then the character takes half damage. Otherwise, the 
  attack functions normally.
  Colossus Attacks
  Attacking a colossus effectively is difficult. A standard 
  attack from a non-colossus does nothing to them. However, 
  they can be unbalanced. There are three ways to unbalance a 
  colossus. The first is to hit it with a siege weapon, large trap, 
  or environmental effect that would logically cause damage to 
  the creature. For example, tripping them to fall into a hole or 
  dropping an avalanche onto them.
   
  The second is to strike the colossus in a weak spot. Not 
  all colossus have weak spots, but if they do they are mentioned 
  in the colossus description. An example would be an exposed 
  brain of a giant Frankenstein monster style creation.
   
  The third and final way to unbalance a colossus is to 
  strike it with a synergy attack with every player taking part. This 
  causes no damage but will unbalance them. When unbalanced, 
  a colossus will take damage normally for two rounds.
  Attacking a Colossus
  When a player becomes or controls a collosus, the rules 
  change slightly. Firstly, their size is one and the climb stat is 
  equal to their strength. Secondly, if the player is dealt at least 15 
  damage in one hit, they are considered unbalanced for the next 
  two rounds.
  Player Colossi
  
  163
  Equipment Types
  Chapter Four: Equipment
  There are three broad types of equipment. Simple, basic, and advanced. These are abstract classifications that do not necessarily 
  represent the complexity or cost of the item, rather the impact on the game. Equipment types are used for character creation, 
  rewarding Players, and purchasing/crafting items.
  Simple items are small pieces of equipment that can be 
  reasonably be purchased in any city or town. They rarely have a 
  major impact mechanically but can be used cleverly, of course. 
  Some examples of simple items would be camping gear, small 
  knives, and a saddle.
  Simple Items
  Basic Items are the pieces of equipment that any basic Gate 
  Strider should use (if that is a thing). If an item is useful enough 
  for everyone to want, but not specific enough to warrant special 
  training or circumstance, then it is a basic item. Examples of 
  basic items include swords, a horse, and blacksmithing tools.
  Basic Items
  Advanced Items are powerful, rare, or unique pieces of 
  equipment. When a character has an Advanced Item, that 
  item becomes a part of who they are. Who is a knight without 
  their armor or a sniper without a rifle? Advanced items have a 
  more profound effect on the mechanics as well. They tend to 
  be stronger weapons, tougher armor, or unique items. Some 
  examples of Advanced items would be full plate armor, a griffon 
  mount, or a computer.
  Advanced Items
  Through character creation, you will gain a list of equipment 
  types you can start with. It is wise to think of these as currency. 
  Three simple, Two basic, and one advanced is standard, but 
  through background or the artificer class you can find more. 
  Instead of thinking “I only get two basic items?” Think instead 
  “I can get an item worth two basic items.” The equipment can 
  be modified by increasing its item cost. For example, a mithril 
  sword costs a basic and advanced item.
  If the GM allows it, the Player can trade equipment types 
  down or up. One advanced item costs 1.5 basic items and a 
  basic item costs 3 simple items. This means, you can trade one 
  advanced item for a single basic item, or two advanced items for 
  three basic items. The reverse is true as well. You can trade three 
  basic items for an advanced item.
  Equipment as Currency
  Gates uses an abstract for of currency called Wealth, as 
  discussed in the downtime section. When a character wishes 
  to sell equipment they have found while adventuring, wealth is 
  used. When an item is being sold during downtime, the Player 
  gains a static amount of wealth for the items. Two simple items is 
  worth one wealth, one basic items is worth one Wealth, and one 
  advanced item is worth three wealth. 
  During the game, a character can want to sell some items they 
  found to the local shop. This should be roleplayed out, but the 
  items are worth the same amount. However, the Game Master 
  can allow a difficulty 12 spirit roll to increase the value of the 
  items by 20%. Which means if a character sells two advanced 
  items, they would receive 7 wealth instead of 6.
  Buying and Selling equipment
  
  164
  Weapons
  There are three broad types of equipment. Simple, basic, and advanced. These are abstract classifications that do not necessarily 
  represent the complexity or cost of the item, rather the impact on the game. Equipment types are used for character creation, 
  rewarding Players, and purchasing/crafting items.
  Ability Damage: All Melee weapons can use strength or 
  dexterity for ability damage. However, heavy weapons must 
  only use strength. Ranged weapons can use Dexterity of 
  Focus for ability damage. Some weapons do have exceptions.
  Precision: When a character takes the aim action, the 
  precision bonus is added to the attack roll.
  Load: This is the amount of load a weapon uses while being 
  wielded. A character that is using more load than the character 
  has is encumbered.
  Damage: This is the weapon damage the weapon possess.
  Wield: This is the required number of hands to use this 
  weapon.
  Weapon Traits
  Anything can be a weapon, but not everything IS a weapon. 
  When using an improvised weapon, such as a broken bottle or 
  a chair, find the weapon that most closely matches that weapon. 
  Use that weapons statistics for the weapon, but the attacker 
  receives a penalty die when attacking with the improvised 
  weapon. An exception is when improvised weaponry is used as 
  part of an unarmed attack. In this case, the unarmed attack is 
  unaffected.
  Improvised weaponry
  Structure refers to the condition the weapon is in. When a 
  weapon is sundered, the structure goes down. Structure of 
  weaponry follows this pattern:
  Whole: No change.
  Damaged: The Player receives a penalty die when attacking 
  with that weapon.
   Broken: The weapon is useless. It is considered a improvised 
  weapon.
  Destroyed: The weapon is completely destroyed.
  Some weapons can be reinforced. In this case, the reinforced 
  structure is added to the weapon. Effectively allowing the object 
  to withstand an extra sunder.
  Sundering and structure
  Every weapon has a unique stunt that can be used when the 
  weapon is being wielded. These stunts reinforce a play style 
  associated with that weapon. Daggers are best used with stealthy 
  characters for example.
  Stunt
  Some weapons are simply too large or two unwieldy to be 
  used dexterously. These weapons are called heavy weapons. 
  These weapons use strength as ability damage only. Heavy 
  weapons tend to deal more damage and are best used with high 
  strength characters.
  Heavey Weapons
  
  165
  Melee Weapons
  Name
  Damage
  Precision
  Load
  Wield
  Simple Weapons
  -
  -
  -
  -
  Unarmed
  0
  1
  0
  None
  Small Blade
  1
  1
  0
  One-handed
  Staff
  2
  1
  1
  Two-handed
  Small Bludgeon
  2
  0
  0
  One-handed
  Fist Weapon
  1
  1
  0
  One-handed
  Basic Weapons
  -
  -
  -
  -
  Short Blade
  2
  1
  0
  One-handed
  Thin Blade
  1
  2
  0
  One-handed
  Short polearm
  2
  1
  1
  One-handed
  Long Blade
  3
  1
  1
  Special
  Large Bludgeon
  4
  0
  1
  One-handed
  Long Polearm
  3
  1
  1
  Two-handed
  Small axe
  3
  1
  0
  One-handed
  Advanced Weapons
  -
  -
  -
  -
  Sectioned Bludgeon
  3
  1
  0
  One-handed
  Rope Weapon
  2
  1
  0
  Two-handed
  Curved Blade
  3
  1
  1
  Two-handed
  Great Blade
  5
  0
  2
  Two-handed
  Great Bludgeon
  5
  0
  2
  Two-handed
  Great Axe
  5
  0
  2
  Two-handed
  
  166
  Unarmed: Every character can make an unarmed strike. 
  This attack can be fists, feet, or simply applied body mass. This 
  weapon has no stunt attributed to it.
  Small Blade: A small blade is a short knife, roughly 3 
  inches to a foot in length. Daggers are the most common form 
  of small blade. Small blades can be thrown with short range.
   
   Stunt: The small blade stunt is used when the character is 
  attacking from hidden. This weapon’s damage becomes 3.
  Staff: A staff is simple a long stick that can be used to hit 
  things. Quarterstaff, bo staff, and even a walking stick are 
  common examples.
   
   Stunt: The staff stunt is used defensively. You gain a +1 shield 
  bonus to defence, regardless if you used the defend action.
  Small Bludgeon: Any small, blunt object is a small 
  bludgeon. Clubs or stones are examples of small bludgeons. 
  Small bludgeons are heavy weapons.
   
   Stunt: The small bludgeon stunt is used as part of an attack. 
  The attack ignores one point of resistance.
  Fist Weapon: A fist weapon is a weapon that is fashioned 
  over the hands. Gauntlets and knuckles are considered 
  fist weapons. The fist weapon has no stunt, but cannot be 
  disarmed.
  Short Blade: A short blade is a sword roughly one to 
  two feet long. Short swords, wakizashi, and cutlass are short 
  blades.
   
   Stunt: The short blade stunt is used as part of an attack with 
  another weapon. That weapon increases its weapon damage 
  by the short blades weapon damage. 
  Thin Blade: A thin blade is a sword with a very thin blade. 
  Rapiers are the most common example.
   
   Stunt: The thin blade stunt is used defensively. If the next 
  attack against you misses, you immediately counterstrike and 
  deal the weapon damage to the attacker.
  Short Polearm: A short polearm is any weapon with 
  a 2 to 3 foot pole. Short spears and javelins are common 
  examples. Short spears can be thrown at short range.
   
   Stunt: The short polearm stunt is used defensively. After 
  using this stunt anyone who attacks you receives an amount 
  of damage equal to the extra damage granted by their 
  momentum.
  Melee Weapon descriptions
  Long Blade: A long blade is any sword with a 2-3 foot blade. 
  Longswords, katanas, and scimitars are common examples. 
  This weapon has no stunt, however it can be wielded with two 
  hands, increasing weapon damage by 2.
  Large Bludgeon: A large bludgeon is any large blunt 
  weapon that can still be held in one hand. Maces and flails 
  are common examples. Large bludgeons are heavy weapons.
   
   Stunt: The Large bludgeon stunt is used as part of an attack. 
  The attack ignores two points of resistance.
  Long Polearm: A long polearm is any weapon on a 3 
  to 5 foot pole. Spears, lucerne, and halberds are a common 
  examples.
   
   Stunt: The long polearm stunt is used as part of an attack. 
  The attack can reach into adjacent zones. Given the zone size 
  makes sense. For instance, if the zones take up entire rooms 
  or buildings, then the polearm cannot reach.
  Small Axe: A small axe is any heavy, weighted blade on a 
  small handle. Handaxes, war axes, and even war picks are 
  considered small axes. A small axe can be thrown at close 
  range. Small axes are heavy weapons.
   
   Stunt: The small axe stunt is a modification of the sunder stunt. 
  A sunder attempt against a shield will drop the durability by 2 
  levels, rather than one.
  Sectioned Bludgeon: A sectioned bludgeon is a 
  weapon that consists of 2 or more hard surfaces (or rarely, 
  blades) attached together by a rope or chain. Nunchaku and 
  sectioned staves are samples of these weapons.
   Stunt: The sectioned bludgeon stunt grants a shield bonus of 
  2, treated as a shield. This does not stack with other shields.
  Rope Weapon: A rope weapon is any weapon that is 
  primarily rope, chain, or other similar material. Spiked chains, 
  kusarigama, and large whips are examples of rope weapons.
   
   Stunt: The rope weapon stunt is used as part of an attack. A 
  successful hit with this weapon causes the target to be slowed 
  for one round.
  Curved Weapon: A curved weapon is any weapon with 
  a long curved blade. Kama, sickles, and small scythes would 
  be a few examples.
   Stunt: The curved weapon stunt is used as part of an attack. 
  This attack ignores 3 points of shield bonus to the enemies 
  defense.
  
  167
  Great Blade: A great blade is a sword that requires 2 hands 
  to wield. Greatswords, claymores, and Bidenhänders are a few 
  examples. Great blades are heavy weapons.
   Stunt: The great blade stunt is used as part of an attack. The 
  weapon damage increases by 2.
  Great Bludgeon: A great bludgeon is a blunt weapon 
  that requires 2 hands to wield. Large clubs, tetsubo, and great 
  flails are good examples. Great bludgeons are heavy weapons.
   Stunt: The great bludgeon stunt is used as part of an attack. 
  The attack ignores up to three points of resistance.
  Great Axe: A great axe is any axe that requires 2 hands to 
  wield. Great axes are heavy weapons.
   Stunt: The great axe stunt is a modification of the sunder 
  stunt. The attack reduces the item struck’s durability by two 
  levels.
  Natural Attack: A natural attack attack represents a 
  combination of teeth, claws, and other animal-like attacks. 
  The specifics are different for each character. A character with 
  natural attacks cannot be disarmed, nor can the weapons be 
  sundered. A character can wield other weapons with natural 
  attack and is considered to be dual wielding natural attacks 
  for the purposes of talents that interact with dual wielding.
  
  168
  Ranged Weapons
  Name
  Damage
  Precision
  Load
  Wield
  Range
  Simple Weapons
  -
  -
  -
  -
  Throwing Weapon
  1
  1
  0
  None
  Short
  Sling
  1
  0
  0
  One-handed
  Long
  Basic Weapons
  -
  -
  -
  -
  -
  Short Bow
  2
  0
  0
  Two-handed
  Short
  Crossbow
  3
  1
  1
  Two-handed
  Long
  Small Crossbow
  2
  1
  0
  One-handed
  Long
  Advanced Weapons
  -
  -
  -
  -
  -
  Heavy Crossbow
  4
  2
  1
  Two-handed
  Long
  Longbow
  4
  1
  1
  Two-handed
  Long
  Small Firearm
  4
  1
  0
  One-handed
  Short
  Burst Firearm
  5
  0
  2
  Two-handed
  Short
  Long Firearm
  5
  1
  2
  Two-handed
  Long
  Wand
  3
  2
  0
  One-handed
  Short
  Rod
  4
  1
  0
  One-handed
  Long
  
  169
  Throwing Blade: A throwing weapon is any thrown 
  weapon that can be held in the palm. Shuriken, darts, stones, 
  and throwing knives are simple examples. These are thrown 
  weapons. So they can use strength as an ability damage, but 
  not focus.
   Stunt: The throwing blade stunt is used as a part of another 
  weapon attack. The target reduces defence by 1. This stunt can 
  be used with a melee weapon.
  Slings: A sling is any simple tool for throwing small stones 
  very far. Slingshots, slings, and sling-staves are simple 
  examples. Slings have no stunts.
  Short Bow: A short bow is a small bow built for speed over 
  power. They have shorter range, but can be fired faster.
   Stunt: The short bow stunt is made as part of an attack. 
  The archer fires two arrows in quick succession, dealing an 
  amount of extra damage equal to the weapons damage. This is 
  separate damage and resistance is removed from this damage 
  as well.
  Crossbow: A crossbow is a mechanical tool for launching 
  bolts at enemies. Crossbows are slow to reload, but this is not 
  represented in the rules in order to not slow down combat. 
  Crossbows only use focus as ability damage.
   Stunt: The crossbow stunt is made when using the aim action. 
  Precision is increased by 2.
  Small Crossbow: A small crossbow is a crossbow that can 
  be held in one hand. 
   Stunt: The small crossbow is made as part of an attack. If this 
  attack misses, then it will not reveal the attacker.
  Heavy Crossbow: A heavy crossbow is a crossbow that is 
  very large and powerful. Heavy Crossbows only use focus as 
  ability damage.
   Stunt: The heavy crossbow stunt is made as part of an aim 
  action. The weapons precision increases by 2.
  Longbow: A longbow is a large bow designed for power and 
  range.
   Stunt: The longbow stunt is used as part of an attack. The 
  weapon damage increases by 1.
  Ranged Weapon descriptions
  Small firearm: A small firearm is an advanced weapon 
  that launches a projectile using a small explosion. Handguns, 
  submachine guns, and revolvers are some examples of small 
  firearms.
   Stunt: The small firearm can be used to fire quickly. This stunt 
  is made as part of an attack. The attack deals an amount of 
  extra damage equal to the weapons damage. This is separate 
  damage and resistance is removed from this damage as well.
  Bust firearm: A burst firearm is an advanced weapon 
  that launches a spray of projectiles using a small explosion. 
  Shotguns and blunderbus are a few examples.
   Stunt: This stunt is used as a part of an attack. The attack deals 
  full damage to hordes.
  Long firearm: A long firearm is a long, advanced weapon 
  that launches a projectile using a small explosion. Rifles and 
  muskets are a few examples.
   Stunt: This stunt is used as a part of the aim action. Precision 
  increases by 2.
  Wand: A wand is a simple piece of wood, stone, crystal or 
  other material enchanted with powerful magic to be used as 
  a range weapon. When a wand is selected, a damage type is 
  chosen. The wand deals this damage type.
   Stunt: This stunt applies to the aim action. An attack made 
  with the aim bonus ignores the dive stunt.
  Rod: A rod is a stronger, less focused wand. They are anywhere 
  from two to six feet long, often resembling scepters or staves. 
  A damage type is chosen for the rod as well.
   Stunt: This stunt applies to the aim action. An attack made 
  with the aim bonus ignores the dive stunt.
  Firearms are more powerful than almost any other weapon. 
  However they posses a few downsides. For one, they are very 
  loud. Using them almost always reveals the character are there. 
  Ammunition is also difficult to acquire. Most worlds do not 
  possess the technology to create bullets, so most Gate Striders 
  create their own. This is done by a few hours of time and the 
  necessary tools.
  Firearms
  
  170
  Off-Hand Items
  Off hand items are any tool that are used in combat along with a weapon. Examples include shields, smaller weapons, or magical 
  devices.
  Any weapon that can be held in one hand can be wielded as 
  an off hand weapon. This weapon can be used normally and 
  the stunt can apply to either weapon. With the exception that 
  ranged weapons cannot use their stunts with other weapons. 
  However, if the weapon is not used it can grant a 1 shield bonus.
  Off-hand Weapons
  Shields give a shield bonus to defense. This bonus to defense 
  only applies when the Player uses the defend action. There are 3 
  types of shields:
  Buckler: A buckler is a small shield that provides little 
  defence, but can be easy to find. A buckler grants 1 shield 
  bonus. A buckler is a simple item.
  Light Shield: A light shield is a small shield generally made 
  of wood or metal. It grants 2 shield bonus and is a Basic item 
  with 1 load requirement. A light shield can be considered a 
  light bludgeon.
  Heavy Shield: A heavy shield is a large shield that covers 
  most of the body. It will grant a 3 shield bonus and is an 
  advanced item with 2 load requirements. A heavy shield can 
  be used as a large bludgeon.
  Shields
  Symbols come in many different forms. The purpose of a 
  Symbol is to enhance mental prowess. Religious items, special 
  spellbooks, or mystical artifacts are examples. When a symbol 
  is wielded, one of the Player’s intelligence, focus, or spirit is 
  increases by 1. A focus is an advanced item.
  Symbol
  Wielding a cloak in the off hand will hide what weapon is 
  being used in the main hand, until the weapon hits someone. 
  Cloaks are simple items.
  Cloak
  A lantern as an off-hand item is used to blind people. You can 
  use a stunt while wielding the lantern in the dark to grant an 
  enemy -1 to defence and visual focus rolls. Lanterns are simple 
  items.
  Lantern
  
  171
  Armor
  Armor will reduce the amount of damage a Player receives. There are many variations of armor throughout the worlds.
  Resistance: When a Player takes damage, the armor reduces 
  the damage taken by the armors resistance. A single piece of 
  armor cannot increase resistance past 8.
  Load: This is the load requirement for the weapon.
  Armor Traits
  Cloth armor is favored by those who cannot afford better 
  armor. Cheap Leather, padded cloth, and even straw armor are 
  a few examples. This armor grants 1 resistance, but has no load 
  requirements. Cloth armor is a simple item.
  Cloth Armor
  Primitive armor is crafted from cheap materials. Hide, wood, 
  evan stone plates can be used. The material does not make the 
  quality however, as some primitive armors can be decorated. 
  This armor is generally used by those who do not have access 
  to better materials or wear it for cultural reasons. This armor 
  grants 2 resistance, but has 1 load requirement. Primitive armor 
  is a simple item.
  Primitive Armor
  Light armor is fine armor crafted to both defend and allow for 
  mobility. Leather and chainmail are common materials for this 
  type of armor. Light armor grants 2 resistance but does not have 
  a load requirement. Light armor is a basic item.
  Light Armor
  Medium armor balanced mobility and defence. Medium is 
  primarily crafted from metal plates in strategic locations on the 
  body. Medium armor grants 3 resistance, but 1 load requirement. 
  Medium armor is a basic item.
  Medium Armor
  Heavy armor generally consists of metal plates all throughout 
  the body, and has the highest protection with the lowest mobility. 
  Heavy armor grants 5 resistance, but 2 load. Heavy armor is an 
  advanced item.
  Heavy Armor
  Complex armor is armor engineered to grant the best defense 
  while not reducing mobility too much. These armors include 
  armor such as banded mail, or ballistic armor. Complex armor 
  grants 4 resistance, but 1 load. Complex Armor is an advanced 
  item.
  Complex Armor
  Just as with weapons, armor has levels of structure. When 
  sundered the armors structure is reduced.
  Whole: No change.
  Damaged: Resistance is reduced by half.
  Broken: Resist is 0, and load is increased by 1.
  Destroyed: The armor falls off the target in pieces.
  Some armor can be reinforced. In this case, the reinforced 
  structure is added to the weapon. Effectively allowing the object 
  to withstand an extra sunder.
  Sundering and structure
  
  172
  Modifications
  No weapon or piece of armor is made entirely equal. Some are modified with technology, enchantments, or better materials. 
  When choosing equipment, they can be modified with the following changes. Each modification costs either a simple, basic, or 
  advanced item. This item cost is added to the original items. For instance, adamantium heavy armor costs two advanced items while 
  a mithril longsword costs a basic and advanced item. 
  As a general rule, an item cannot increase their damage, resistance, or shield bonus past double its original value, or three. 
  whichever is higher. For example, an adamantine and masterfully crafted small blade adds three weapons damage, but the damage 
  from adamantine would be lost if imbued is added. But, a long firearm with the same modifiers would add 5 to damage. 
  Mythril, light superalloys, or even enchantments have made 
  the item lighter. This modifier is applied to either a metal armor 
  or weapon. Armor reduces load by 2. Weapon reduces load by 1.
  Light (Advanced)
  The imbued modification means that the weapon or armor 
  is imbued with an element. This can be in the form of magic 
  enchantments or technology tinkering. Choose one damage 
  type. If this is applied to armor, the armor gains resistance 5 
  from that damage type. A weapon instead deals that type of 
  damage, rather than normal damage.
  Imbued (Basic)
  This modifier applies to armor. When a piece of armor 
  is modified this way, its shadows thicken and the armor 
  becomes darker. Alternatively, the armor could have adaptable 
  camouflage. This allows the wearer to treat light shadows as 
  dark, allowing the character to hide in light shadows.
  Enshadowed (basic)
  This modifier applies to armor. This armor is powered with 
  electricity and motors to increase mobility. The characters load 
  increases by 2 while wearing this armor.
  Powered (Advanced)
  This is a modifier that applies to heavy or complex armor. The 
  armor is less of a suit of armor, and more like a vehicle. The 
  character gains the benefits of the large innate talent. It requires 
  one minute to enter and exit the mechanised armor. Mechanised 
  armor can have weapons “attached” to it. This means the weapon 
  can be used only when in the armor, but it cannot be disarmed.
  Mechanised (Advanced)
  This modifier only applies to ranged weapons that are not 
  thrown. The weapon can be used as a spyglass, and the precision 
  increases by 1.
  Scope (simple)
  This modifier only applies to armor. It is the result of crafting 
  the armor to have a terrifying visage. Such as horns or evil 
  looking faces on the helm. This gives the wearer a +1 bonus to 
  intimidation checks to superstitious creatures.
  Demonic Armor (Simple)
  This modifier applies to both weapons and armor. The 
  equipment gains an additional level of structure.
  Reinforced (Basic)
  This modifier is applied to all armor except cloth. When the 
  character is grappled while in this armor, the grappler receive 2 
  damage every round they are held.
  Spiked (Basic)
  This modifier is applied to firearms. This silences the shots, 
  allowing characters to be somewhat more stealthy. The attack is 
  still noticeable from the immediate area, but it will not alert an 
  entire building or stronghold of your presence.
  Silenced (Basic)
  Hidden applies to both weapons and armor. Hidden weapons 
  are designed to be concealed and grant a bonus die to hiding 
  them. An example would be a wrist blade or sword cane. Hidden 
  armor is designed to be easily concealed under clothing, or looks 
  like normal clothing.
  Hidden (Basic)
  This modification applies to weapons. The weapon is designed 
  to look particularly painful or dangerous. When wielding the 
  weapon, attempts to intimidate gain +1 to the roll.
  Wicked (Simple)
  This can apply to any piece of equipment, not only weapons 
  or armor. The item either produces light, or can produce light 
  similar to a torch.
  Lit (Simple)
  
  173
  Other Equipment
  Weapons and armor are important, but no adventure JUST carries weapons and armor. A character can choose any items in this 
  section as part of their starting equipment.
  A kit is a collection of tools for a specific task. When choosing 
  a kit, select a skill. Whenever a Player uses a kit while using that 
  skill the character gains a bonus die. A kit is a basic item. The 
  kits form is dependant on the skill being used. For instance, a 
  climbing kit can have rope and pitons to help you climb and 
  a computing kit might be a portable computer to assist with 
  hacking.
  Kits
  A pack is a collection of items that a character can have with 
  them. Each pack is a simple item. The purpose of these packs 
  is to allow characters to know exactly what items the character 
  has, without having to cherry pick items from a long list. The 
  following are a handful of packs that characters might have. 
  Players and Game Master’s alike can create packs if this list does 
  not suffice. A character is assumed to have enough pouches to 
  hold small items, such as coin or cooking ingredients, as well as 
  a water skin or similar item. Characters also are considered to be 
  clothed, and they can also have a few small items unique to the 
  character such as a pipe or playing cards.
  Adventuring pack: An adventuring pack contains the 
  following: One pack or backpack, sleeping roll, mess kit, a 
  flashlight or 5 torches, and a small tent or large blanket.
  Loremasters pack: A loremasters pack contains the 
  following: A journal, writing utensils, a stack of parchment, 
  small candle, magnifying glass, and a written book.
  Sailors pack: A sailors pack contains the following: Rope, a 
  spyglass, a sextant, and map making tools.
  Occultists pack: A artificers pack contains the following: 
  writing utensils, chalk and other tools for rituals, a book on 
  spellcraft, and a large tome.
  Laborers pack: A laborers pack contains the following: A 
  shovel, pick, axe, and a mule with a small wagon.
  Merchants pack: A merchants pack contains the 
  following: A scale, logbook, calculator or similar tool, and a 
  pouch of 5 gold coins or similar currency.
  Packs
  Nobles pack: A Nobles pack contains the following: Jewelry, 
  a signet ring, a noble’s outfit, and a pouch of 20 gold coins or 
  similar currency.
  Smiths pack: A smiths pack contains the following: A 
  hammer, tongs, small anvil, and a thick pair of gloves.
  Alchemists pack: An alchemist’s pack contains the 
  following: A set of laboratory equipment, goggles, and a log 
  book.
  Healers pack: A healers pack contains the following: 
  Bandages, thermometer, blankets, a cot, and a book on 
  medicine.
  Performers pack: A performers pack contains the 
  following: Two instruments, small balls to juggle, and a 
  performer’s outfit.
  Riders pack: A riders pack contains the following: Saddle, 
  feed, horse packs, and light barding for a mount.
  Scoundrels pack: A Scoundrel’s pack contains the 
  following: A set of lock picking tools, gloves, small knife, and 
  a sack of sand.
  
  174
  A mount, such as a horse, large bird, or other exotic animal, is 
  a common tool for Gate Striders. A character can spend a stunt 
  to mount and dismount. While mounted, a character gains any 
  of the benefits the mount grants. When a mount is attacked, the 
  character rolls their own defense. When a mount is defeated, it is 
  unable to be used until it is healed, but does not die if it is chosen 
  as a part of character creation.
  When a character on a mount deals damage increased by 
  momentum, they deal an additional one point of damage. A 
  character can choose one of the following mount types.
  Basic Mount: A basic mount is the most simple sort of 
  mount. Horses are the most common form of this mount.  A 
  basic mount has 20 HP.
  Sturdy Mount: A sturdy mount is a similar to a basic 
  mount except it is trained for war. War horses are a common 
  example. This functions as a basic mount, except the mount 
  has 20 HP and 20 TH. When a sturdy mounts rider uses the 
  recover stunt, then the mount recovers the same amount of 
  TH as the character. Sturdy mounts are advanced items.
  Aquatic Mount: An aquatic mount is a mount that 
  only swims. Large fish and hippocampi are some examples. 
  While mounted, this mount grants the character the swim 
  movement type. Aquatic mounts have 20 HP. An aquatic 
  mount is a basic item.
  Flying Mount: A flying mount is a large bird or other 
  similar creature. A character who has mounted a flying mount 
  gains the flight movement type. Flying mounts have 20 HP. A 
  flying mount is an advanced item.
  Climbing Mount: These mounts may take the form of a 
  giant spider or an advanced anti-gravity vehicle. This mount 
  grants a character the climb movement type. Climbing 
  mounts have 20 HP. Climbing mounts are advanced items.
  Large Mount: A large mount is similar to a basic mount, 
  except up to four creatures, or one creature with the large 
  innate perk can ride it comfortably. This is an advanced item.
  Vicious Mount: A vicious mount is a mount that is 
  trained to attack. Large wolves and other creatures with large 
  jaws are simple examples. When mounted, a character can use 
  their action to attack with the mount. This is a melee attack 
  that has 5 weapon damage and uses focus as ability damage. 
  Vicious mounts have 20 HP and no TH. A vicious mount is 
  a basic item.
  Mounts
  With the exception of basic and sturdy mounts, any two 
  mounts benefits can be combined. Doing this increases the cost 
  of the more expensive mount by one basic item. If this causes 
  the mount to cost 2 basic items. For example, a viscous aquatic 
  mount, such as a shark, can cost two basic items. A flying basic 
  mount will cost one advanced, and one basic items. A sturdy 
  flying mount will cost 2 advanced items. A Player can also attach 
  a weapon to a mechanical mount, making the weapon unable to 
  be removed from the mount.
  Modifying Mounts
  
  175
  Single use items are small, useful items that can only be used 
  a handful of times. Each single use item has the same cost based 
  on how many times this item can be used in that adventure. 
  Simple, 1 use. Basic, 5 uses. Advanced, 15 uses. If these items 
  are starting equipment, then the uses refresh during downtime, 
  considering the Player has access to the resources necessary 
  to refresh them. Any single use items received or purchased 
  after character creation do not refresh during downtime. The 
  following single use items can be chosen.
  Grenade: A grenade can either be an actual grenade, a stick 
  of dynamite, a potion of fireball, or other explosive. An action 
  is used to toss this explosive. It has short range, and targets a 
  zone. Every character in the zone rolls a difficulty 12 dexterity 
  roll or take 15 damage. Success means the character receives 
  5 damage. This can also damage structures and other objects.
  Poison: Poison is applied to a weapon with a stunt. A poisoned 
  weapon adds 5 poison damage to a successful hit. The poison 
  persists until an attack hits.
  Health potion: A health potion is a magical potion, or 
  advanced medicine. A stunt is required to use the potion. 
  When used, the character heals their healing factor of both 
  HP and TH.
  Potion of quickness: A potion of quickness is a small 
  magical liquid that grants a short burst of speed. A stunt is 
  required to use a potion of quickness, and only one can be 
  used per turn. This grants the character an extra action that 
  turn.
  Potion of armor: A potion of armor increases the 
  resistance of those who drink it. A stunt is required to use the 
  potion. Resistance is increased by 5 until the beginning of the 
  characters turn.
  Potion of (ability): This potion is attributed to a certain 
  ability. Such as strength, or intelligence. A stunt is required to 
  use this potion. When used, the characters ability attributed 
  to this potion increases by 2 for that turn.
  Holy Water: Holy water is water blessed with pious energy 
  from a god, or gods follower. This can be thrown to a true 
  undead to cause 20 points of pious damage if a successful 
  attack is made. This item has no effect on other creatures.
  Smoke Bomb: Smoke bombs are any object that produces a 
  large amount of smoke. This item is used as part of the hide 
  action, granting 2 bonus dice to the roll.
  Trap: A trap is a sophisticated tool that damages those who 
  set it off. 5 minutes are required to set up a trap. When a 
  trap is set, the first person who enters the zone with the trap 
  receives 20 damage.
  Single Use Items
  Goo Bomb: A goo bomb is a ranged item which slows 
  enemies. An action is required to use this item. Make an 
  attack against a target within short range. If the attack hits, the 
  target is restrained until they succeed a difficulty 15 strength 
  roll.
  Discrete Bomb: A discrete bomb is a small explosive 
  that explodes quietly. It can be used to sabotage advanced 
  machinery or crack locks.
  Perfume: This perfume refers to enchanted perfume or 
  highly advanced hormones. When used, this grants 2 bonus 
  dice to a roll to persuade, or lie to someone.
  Potion of invisibility: A potion of invisibility is used 
  with a stunt. The character becomes invisible until the end of 
  the character’s next turn.
  Calming Incense: Calming incense can be used while at 
  rest. The incense increases healing factor by 5 for that rest.
  Transparency Gel: Transparency gel is a gel that can 
  be spread onto a thin wall. It will render the wall transparent 
  for up to a foot deep, but only transparent from the direction 
  it is applied.
  Powder of flight: This magical powder is applied with 
  a stunt. The character gains the fight movement type until the 
  end of the character’s next turn.
  Armor piercing ammunition: The exact type 
  of ammunition must be specified. Arrows, rifle rounds, or 
  crossbow bolts for instance. This ammunition can be used as 
  part of an attack that uses this form of ammunition. A bow 
  firing arrows, for example. Attacks made with this attack 
  ignore up to 3 resistance.
  Explosive ammunition: The exact type of ammunition 
  must be specified. This ammunition can be used as part of an 
  attack that uses this ammunition type. The weapon damage of 
  the item increases by 3.
  Firework: Fireworks are excellent for long communication. 
  They come in a variety of colors. If used as a weapon, two 
  actions are required. The weapon damage is 5, and if it hits 
  then make a seperate attack against all creatures in the zone, 
  who will take 1 point of damage if it hits.
  Thunder Stone: Enchanted rocks that, when thrown to 
  the ground, create a tremendous cracking sound. All creatures 
  in the zone must roll constitution against 12 or be deafened 
  for 5 rounds.
  Message Notes: Magical notes that when thrown into 
  the wind teleport away. They will always be found by their 
  intended recipient, as long as they are on the world. 
  Lum Moths: A small vial of moths which, when released, 
  light an entire location.
  
  176
  The following list is some technological (or magical if it fits 
  your characters theme) gadgets which have their own rules or 
  are too specific to be in a pack. 
  Grappling Hook Gun (Basic): This grappling hook 
  is attached to a crossbow, gun, or other device that launches 
  the grappling hook a great distance. It gives the character the 
  swing movement type.
  Wireless Hacking tool (Advanced): This device 
  allows the character to interact with any computer within two 
  zones.
  Drone (Advanced): This is a small mechanical plane, or 
  perhaps magical construct, which can be controlled with an 
  action. The character can look through the drones camera or 
  eyes through a screen.
  Universal Com Device (Simple): Cell phones, neural 
  chips, radios, or any other simple communication device can 
  be easily rigged to connect to others of a similar frequency. 
  These items allow communication across long distances. 
  Spyglass (Simple): Whether it is a simple sply glass or an 
  advanced set of binoculars, this items allows a character to see 
  longer distances than normal.
  Tracking Device (Basic): This device is a combination 
  of tracking darts and a small screen to follow them. A player 
  can make an attack roll to attach a tracking device to a vehicle, 
  objects, or character. Though, the character will easily know 
  they have been tagged. The player can now follow the tracking 
  device as per tracking with no roll required. 
  Data Storage (Simple): This is a glorified notebook. A 
  small computer that can input data and can be easily hacked 
  to accept any form of data.
  Personal Computer (Basic): A small laptop, 
  electronic tablet, or handheld device. A personal computer 
  for a gate strider is almost always modified to be universal, or 
  at least easily hacked to work with most forms of technology. 
  The uses of a personal computer are vast. Anything from 
  holding data, hacking into devices, searching an internet, or 
  modif
  Gadgets
  
  177
  Wealth and Money
  Wealth is an abstract unit of measurement, but there is a direct translation of wealth to currency. This section will detail a few 
  examples of converting wealth to three types of currency. Coinage, Paper money, and a credit based money system. This information 
  serves as a guide for worlds currency created by the Game Master. Rules for purchasing mundane items and gear is provided here 
  as well.
  Coins are common in many fantasy settings or historical 
  settings. They are simply small pieces of metal with a value 
  attributed to them. Common examples include gold coins, silver 
  coins, copper coins, and sometimes even iron or tin coins. Often 
  these coins are given special names, such as blanks, pennies, 
  quarters, chips, dragons, and many others. This is dependent on 
  the setting and its lore.
  Coinage
  1 Gold Coin
  1 Wealth
  50 Silver Coins
  1 Wealth
  500 Copper Coins
  1 Wealth
  1 Platinum Coin
  5 Wealth
  5 Iron Coins
  1 Wealth
  1000 Tin Coins
  1 Wealth
  Paper money represents civilisation. By itself, it has no 
  value. It is only the laws and customs which give it meaning. 
  Paper is useful because it can be created quickly and easily, 
  is not as heavy as coin, and can be more easily tracked. More 
  modern settings use paper money, but anywhere with a stable 
  government to regulate it can make it. Similar to coins, paper 
  often times has different values. A 100 dollar bill and a five dollar 
  bill, for instance. For the purposes of wealth, a good standard is 
  one wealth equals 100 of the smallest paper money.
  Paper
  In any world with an interconnected web of digital connection, 
  credit will eventually take over. It is a digital currency with value 
  based on the entirety of the worlds economics. Credit may be 
  transferred between digital accounts through chips, cards, or 
  other devices. One wealth is worth 1,000 credits. Though, there 
  is no lesser or greater values objects for a credit. A credit is 
  simply a credit.
  Credit
  As a rule of thumb, one wealth is enough for someone to 
  live one month with the bare minimum. This includes shelter 
  and food. 5 wealth will allow someone to live comfortably for 
  a month. And 25 wealth will allow someone to live luxuriously 
  for a month. A common worker will be paid approximately one 
  wealth a week, while specialists can be paid three to five wealth 
  a week. The following tables will list the value of various objects, 
  services, and projects. Decimal places will be used in order to 
  help break down wealth into smaller forms of currency.
  The value of Wealth
  
  178
  As an abstract unit of measurement, wealth can be difficult 
  to break down to purchase small items, such as torches, grain, 
  or other items. The Purchase Floor is instead used to purchase 
  items or services. It is determined by the amount of wealth a 
  character has. When purchasing a mundane item or service 
  within or under the Purchase Floor, the character is assumed to 
  be able to afford the item. Items outside of the Purchase Floor 
  will potential cost the character wealth, or otherwise will be 
  more difficult to obtain. Anything that has a wealth cost, an item 
  value (simple, basic, or advanced), or is unique would not be 
  purchased in this method.
  The Purchase Floor should not be a replacement for role-
  playing encounters with shop owners and other interesting 
  characters. Rather, it should compliment it by removing 
  haggling. A character may haggle with a spirit roll of 10. Success 
  means the character can purchase from the Purchase Floor 
  above their current floor without issue, but the character loses 
  one fifth of the wealth for reaching that floor. The following is a 
  list of the purchase floors and the various items within it.
  1+ Wealth: Extremely cheap items such as a handful of 
  grain or a mug of ale. Simple services such as watching a horse 
  for an hour or a shoe shine.
  5+ Wealth: Cheap items such as a pound of wheat, a 
  chicken, a pound of salt, 1 yard of canvas, a torch, or a pound 
  of iron. Standard services such as a nights rest at an inn, 
  stabling horses, messenger, or repairing a shirt.
  10+ Wealth: Moderately priced items such as a full meal, 
  a goat, a pound of spices, a pack, a saddle, a sleeping pack, a 
  pound of copper, a cart, or a small book. Complex services 
  such as tailoring, prostitutes, or transport. 
  20+ Wealth: Slightly expensive items such as a pound of 
  saffron, an ox, a pound of silver, a full tent, a fine meal or 
  small feast, or a fine wagon. Expensive services such as a long 
  transport, medical service, mercenary, or securing wealth.
  30+ Wealth: Expensive items such a pound of gold, a 
  well bred bull, carriage, a square yard of fine silk, or jewelry. 
  Most services including mercenary company, surgery, and a 
  personal butler.
  50+ Wealth: Extremely expensive items such as fine 
  jewelry, an exotic animal, a pound of platinum, or a fine feast.
  Purchasing Common Goods
  Project
  Cost
  Time
  Abbey
  50,000
  1 year
  Large School
  50,000
  1 year
  Standard House
  2,500
  1 month
  Large Dungeon 
  or Basement
  15,000
  3 months
  Lodge
  5,000
  2 months
  Keep
  50,000
  1 year
  Manor
  25,000
  1 year
  Large Castle
  100,000
  5 years
  Temple
  50,000
  1 year
  Trading post
  5,000
  6 months
  Inn or Tavern
  3,000
  2 months
  Ship 
  20,000
  3 months
  Airship
  40,000
  4 months
  Floating Fortress
  150,000
  2 years
  A project would be a large structure, item, or renovation 
  which the players may want to build. Each project has a wealth 
  cost and a time to build. Most of the time, players will not be 
  able to simply build a keep without permission of a lord or 
  government. Thus deeds to land may be rewards for quests, or 
  at least a starting point for players to create permanent bases 
  in a world. The cost of building a project is a combination of 
  materials and workers, and may be raised or lowered due to 
  circumstance.
  Projects
  
  179
  Artifacts
  Artifacts are objects of great power and of great destiny. They cannot be lost. Even hurling an artifact in the deepest pits of hell are 
  not enough to rid the world of one. For, if one tried, an  Demons would lead an invasion with the power of that artifact, only for it 
  to fall into the hands of another wielder. Each has a soul of its own. A soul powerful enough to influence those who wield it. This is 
  not to say, Artifacts are truly alive. Most cannot speak but there are those that can. 
  An artifact is an object of magic. But, they are separate from simple enchanted items. Artifacts use the wearers own power to fuel 
  its magic. They are conduits for magic. Because of this, Artifacts use the wearers attunement stat. Two wearers will have different 
  effects from the item depending on how much attunement they invest into the item. Some artifacts simply become more powerful 
  with more attunement, while others unlock new abilities. 
  While an artifact IS an object, it is more accurate to think of an artifact as part of a character. Thor, the norse god of thunder, 
  always wields Mjolnir and how can King Arthur not be identified by his sword, Excalibur?
  To use an artifact, it must be attuned to the user. Attuning to 
  an artifact requires at least an hour of rest with the item per the 
  cost of the attunement. A character then must decide how much 
  attunement they want to invest into an artifact. A character does 
  not need to invest all of their attunement into a single item. They 
  can spread it out into several items. For example; Assuming the 
  character has three attunement, they can have two attunement 
  invested into a sword, and one into a belt. Alternatively, three in 
  either item or two into the belt and one in the sword.
  Using Artifacts
  Artifacts bind with their wielder in a unique way. Because 
  of this, the weapon imparts a part of itself onto the enemy. If a 
  character has at least one attunement with an artifact, they gain 
  the artifact trait. These traits work like flaws in backgrounds, in 
  that the Game Master can activate them at any time by giving 
  the wielder a hero die. 
  Artifact Trait
  Artifact weapons and armor have the same stats as their 
  mundane counterparts. However, weapons deal +2 damage 
  and armor has +2 resistance. Even if not attuned. If a character 
  starts with an artifact granted by their background, these may be 
  modified like normal equipment.
  Weapons and Armor
  Some artifacts are created for a purpose. These goals of the 
  artifact translate into a quest the wielder can complete. When the 
  requirements of the quest are meant, then the artifact unlocks 
  additional powers. These are separate from using attunement to 
  unlock its potential, and it works on a per person basis. If one 
  person completes a quest and hands it to an ally, the ally does 
  not benefit from the quest abilities of that artifact.
  Artifact Quests
  Players are not intended to craft Artifacts, as it is takes years 
  of dedication and magical intent. However, this is not to say they 
  cannot. If a player wishes to craft an artifact, talk with the Game 
  Master. The crafting of the object should be treated like a quest. 
  It’s end goal is the artifacts completion. 
  Making Artifacts
  
  180
  Sample Artifacts
  Description: This three foot blade is crafted with masterful 
  skill. Its bluish blade glimmers in the light, where it reveals 
  inscriptions of heroic characters. Every time the blade moves 
  in the light, a different story is told.
  This weapon was crafted by an oracle who foresaw the coming 
  of a great hero. The hero’s journey is long over, but the sword 
  remains.
  Trait: The wielder of this blade feels an urge to be heroic. 
  This can cause them to act recklessly.
  Heroes Blade
  Effect
  None: This functions as a longblade.
  1 attunement: The swords damage increases by 1 per 
  attunement invested, up to a maximum of three. The user can 
  spend a stunt to cause the blade to be enveloped by a bright, 
  white light. This causes the weapon to deal radiant damage 
  for one attack.
  2+ Attunement: The user of this sword can hurl a slash 
  of light. The wielder of this blade can make a ranged attack 
  with this sword. The damage is equal to the weapons damage, 
  deals radiant damage, and its range is short. The Player can 
  use spirit for ability damage.
  Description: This staff is red with gold tips on either side. 
  The staff hums with energy whenever it is twirled or swung.
  This was a weapon crafted for the gods. Its abilities were used to 
  support the sky and prevent the worlds destruction. Since its 
  removal, the weapon has been used by villains, heroes, and 
  everything in between.
  Trait: The wielder of the Power Staff sees themselves as 
  invincible, as if they are capable of even holding the sky in 
  place. 
  Power Staff
  Effect
  None: This functions as a staff.
  1 attunement: With a stunt, the quarter staff can be 
  extended to strike at an enemy in an adjacent zone. The staff 
  can also extend outside of combat to no more than 50 feet. 
  2+ Attunement: The staff can shrink down to the size 
  of a small stick, becoming very easy to hide. Drawing it to its 
  full length is the same as drawing a weapon during initiative. 
  It can now be extended to 300 feet in length, plus 100 feet per 
  attunement spent.
  Description: The Thunder Hammer is a primitive looking 
  hammer with a thick, iron head and giant hide wrappings. 
  Whenever it strikes, thunder sounds in the distance.
  Forged by dwarves in the heart of a world and tempered by a 
  powerful storm. This hammer was made to defend against 
  giants.
  Trait: The wielder of this hammer has a unexplainable, deep 
  hatred for all giants.
  Thunder Hammer
  Effect
  None: This functions as a bludgeon.
  1 attunement: The hammer can be hurled, giving it a close 
  range.
  2 Attunement: This weapon deals an extra mount of 
  thunder damage equal to its attunement.
  3+ Attunement: The wielder of Thunder Hammer gains 
  the flight movement type.
  Quest: When the wielder of this hammer slays 9 colosi with 
  this artifact, then the range of the hammers level 1 attunement 
  increases to long and its weapon damage increases by 2.
  Description:  This katana, forged in the same world as the 
  thirsty blade, has a white blade and gives a sense of peace 
  when held.
  Forged by a peaceful monk in a contest. This blade was made to 
  be a representation of the peaceful and zen nature of martial 
  arts.
  Trait: The wielder of this weapon is more calm and peaceful. 
  Their instinct is to not fight, and will often stop mid-combat.
  Holy Blade
  Effect
  None: This functions as a longblade.
  1 attunement: The Holy Blade will not accidentally cut 
  anything the wielder does not wish it to. This means it cannot 
  be used by an enemy until the enemy atunes themselves to it.
  2+ Attunement: This weapon ignores an amount of 
  resistance equal to the attunement by fading through armor.
  
  181
  Description: This katana, forged in the same world as the 
  Holy blade, has a black, wicked blade and gives the wielder an 
  urge to cut anything and everything.
  This blade was crafted in a contest of smithing by a ninja of 
  legendary status. It was meant to be a perfect blade which 
  could cut anything in its path.
  Trait: The wielder of this blade has a need to cut everyone 
  they meet. They must resist the urge.
  Thirsty Blade
  Effect
  None: This functions as a longblade.
  1 attunement: The Thirsty Blade ignores half resistance on 
  all inanimate objects.
  2+ Attunement: This weapon ignores an extra amount of 
  resistance equal to the attunement.
  Description: This is a large claymore that has been 
  shattered and reforged. The reforging was incomplete, giving 
  it a shattered look. The veins where the blade was reattached 
  glow bright red in the presence of a Dragon.
  This blade was once shattered by a god and reforged by a Gate 
  Strider. Its purpose was to slay a legendary dragon.
  Trait: The wielder of this blade has a mental inch which can 
  only be scratched by slaying the worlds dragon. Sometimes, 
  they will seek out the dragon despite the dangers.
  Dragon Slayer
  Effect
  None: This functions as a greatblade.
  1 attunement: The Dragon Slayer deals an extra amount 
  of damage to Dragons equal to attunement.
  2+ Attunement: The wielder of this blade increases 
  defence against dragons by attunement.
  Quest: After the wielder of this blade uses this weapon to slay 
  a dragon, they can materialise a set of heavy armor at will. 
  This armor is fashioned of gold but weighs no more than iron. 
  The armor disappears when removed, and appears equipped 
  on the wielder.
  Description: This spear is crafted of metal and the ancient 
  wood of a world tree. It is incredibly well balanced, and always 
  lands point first.
   Built to be the weapon of a god, it has since been lost. It 
  was crafted by guardians of knowledge and legend say pure 
  lightning is trapped in its tip.
  Trait: The wielder of this spear gains a sense of superiority. 
  They instinctively see themselves as better than others.
  Heaven Spear
  Effect
  None: This functions as a polearm.
  1 attunement: The spears precision increases by 
  attunement, up to three.
  2+ Attunement: The spear can be thrown with long 
  range. When it is thrown in this fashion, the spear deals 
  lightning damage and returns to the thrower.
  Description: This golden bow is always warm to the touch, 
  and needs no arrows.
  This was a gift to a messenger. The gold was forged in the light 
  of a sun and is enchanted to be stronger than steel and lighter 
  than cork.
  Trait: The wielder of this bow gains a fear of the dark.
  Sun Bow
  Effect
  None: This functions as a polearm.
  1+ attunement: The Bow needs no ammunition to fire. 
  Instead, golden arrows of light are created that cause radiant 
  damage.
  
  182
  Description: This is a simple wooden staff, engraved with 
  magical runes and adorned with charms. 
  The Wizard’s Staff is one of the many that have been made. 
  Mostly crafted by archmagi and elven mages.
  Trait: These staves give their wielders a thirst for arcane 
  power.
  Wizard’s Staff
  Effect
  None: This functions as a staff.
  1-3 Attunement: The staff gains a number of “charges” 
  equal to the attunement spent. These charges can be used as 
  lesser sources of magic for rituals, or three can be used as a 
  moderate source. The staff increases its charges once a week, 
  but can have no more charges than attunement.
  Description: This crystal clear trident appears to be made 
  of a solid water, but it is not cold to the touch as ice is.
  The Oceans Trident was crafted by a Sea Giant in order to be 
  used to save the ocean from disaster. The weapon has since 
  been lost.
  Trait: The wielder of this trident feels unsafe out of the water. 
  This can be extreme enough to cause panic.
  Oceans Trident
  Effect
  None: This functions as a Short Polearm.
  1 Attunement: The wielder of this trident gains a bonus 
  die to resist any natural weather. The wielder also gains a 
  swim speed.
  3 Attunement: The wielder of this spear can attack anyone 
  in the same zone as a body of water you can touch. The trident 
  is thrust through the water, and emerges to attack someone 
  else.
  Description: These primitive weapons appear to look like a 
  large, two foot long sharp tooth and a smaller, foot long claw.
  The weapon was crafted from the tooth and claw of a dragon.by 
  a master hunter. It is a trophy which is earned by hunting its 
  wielder. Many hunters seek this weapon as a trophy.
  Trait: This Artifact has no trait, but the wielder is always 
  hunted by others.
  Tooth and Claw
  Effect
  None: This functions as a short blade and a small blade. 
  When one of these weapons is drawn, the other appears in 
  the offhand.
  2 Attunement: The user can use a stunt to use both the 
  short blade and small blade stunts at once.
  3 Attunement: The wielder of this set of blades can roar 
  with one action. Doing so causes all enemies in your zone to 
  roll a DC 10 focus roll or become enraged.
  Description: This weapon is a dagger made of perfectly 
  reflective mirror. 
  This blade was crafted by a Fae who learned to make glass. It was 
  originally made as a party gag, but it’s usefulness was soon 
  discovered.
  Trait: The wielder of this weapon gains a sense of humor which 
  can cause dangerous mishap.
  Mirror Blade
  Effect
  None: This functions as a short blade and a small blade. 
  When one of these weapons is drawn, the other appears in 
  the offhand.
  1 Attunement: Once per skirmish, the wielder can leave 
  a motionless illusion of themselves behind when they hide. 
  This disappears at the start of the Players next turn.
  3 Attunement: The wielder can use the illusion ability as 
  many times as they would like.
  
  183
  Description: This weapon is a large revolver decorated with 
  ivory with a dark wooden handle. 
  Lawbringer was forged in a town about to be overrun by bandits. 
  The sheriff of the town used this weapon to save the town and 
  bring justice to the bandits.
  Trait: The wielder of this revolver have an extreme sense of 
  justice which causes them to bring any criminal to justice.
  Lawbringer
  Effect
  None: This functions as a small firearm.
  1 Attunement: This weapon deals an extra 3 critical 
  damage against criminals who have broken the law of the 
  world it is in.
  2 Attunement: The Lawbringer also gives the wielder a 
  bonus dies to see through lies and illusions.
  Quest: Bringing justice to 13 criminals who are to powerful 
  for the local law to take down will unlock this weapons quest. 
  This weapon no longer can run out of ammunition.
  Description: This is a pair of demonic looking gauntlets 
  with thick, sharp blades protruding from the fingertips.
  This weapon was not forged, but salvaged. The claws of an 
  Demons were ripped from its corpse and transformed into 
  these weapons.
  Trait: The wielder of these claws has strange thoughts and 
  voices intrude their thoughts. Sometimes, they cannot help 
  but act on the voices.
  Rift-Claws
  Effect
  None: These function as fist weapons with 2 weapon damage.
  2 Attunement: This weapon damage for both claws 
  increases by the attunement. Up to a maximum of 5 weapon 
  damage total.
  3 Attunement: The wielder can use a stunt to rip open a 
  tear in reality. This is a small portal which the gauntlets can 
  reach through. Effectively, this gives the claws a short range, 
  but the rift can be used more creatively.
  Description: This weapon is a large Axe used to behead 
  those who were to be executed. It looks unassuming, but is 
  permanently stained with blood.
  This weapon was not originally an artifact. But centuries of use 
  has given it an insatiable thirst for death.
  Trait: The wielder of the Executioner gains a solem outlook on 
  life. They see death wherever they look. The wielder loses hope 
  in life, and thinks they could lose their head at any moment.
  Executioner
  Effect
  None: This weapon functions as a great axe.
  2 Attunement: The wielder of this weapon can execute a 
  target with one less action.
  3 Attunement: When this weapon deals the maximum 
  of critical damage possible, then it deals an extra 5 weapon 
  damage.
  Description: This Artifact appears to be a long chain with 
  a metal hand attached to the end. The hand feels cold, but 
  moves and twitches occasionally.
  This artifact was crafted by an alchemist as a tool to help navigate 
  through jungles.
  Trait: The wielder of the Monkey Chain seeks thrill. They put 
  themselves in danger, skydive, or take leaps of faith for the 
  excitement of it.
  Monkey Chain
  Effect
  None: This weapon functions as a rope weapon.
  1 Attunement: The wielder of this chain can use it as a 
  grappling hook. The hand will grip anything it is thrown at, 
  allowing the chain to be used as a rope to swing on as well.
  2 Attunement: The wielder can use a stunt to attack 
  a target one zone away. If the attack hits, then the target is 
  dragged into the zone the attack originated from.
  
  184
  Description: This Artifact is a crossbow fashioned of brass 
  and copper. It is powered by a series of clockwork cogs and 
  gears and winds itself perpetually. There is a small clock at the 
  base of the crossbow.
  The Clockbow was made by a mad engineer. It is a creation that 
  took 5 years to create, and was only kept as an art piece. Until 
  it was stolen.
  Trait: The wielder of the Clockbow gains a fear of running 
  out of time. They hear a constant clicking, and feel terrible 
  whenever they are simply waiting.
  Clockbow
  Effect
  None: This weapon functions as a Crossbow.
  1 Attunement: The wielder of this weapon can spend 
  a stunt to slow a target hit by this weapon. This slows time 
  slightly for that target, and can be used on objects to slow 
  their mechanics.
  2 Attunement: The wielder can use a stunt to gain one 
  action. This only works once per skirmish.
  Description: This Artifact appears to be a large, 
  sledgehammer. It has runes carved into the black steel head 
  which glow red hot when wielded.
  This weapon was originally designed to be a tool capable of 
  destroying anything. It was first used to breach the defences of 
  an enemy fortress. Since then, many wielders have discovered 
  it crushes skulls as easily as stone.
  Trait: The wielder of the World-Breaker feels an overwhelming 
  urge to destroy man made structures.
  World-Breaker
  Effect
  None: This weapon functions as a Great Bludgeon.
  1 Attunement: All resistance is ignored on inanimate 
  objects.
  3 Attunement: This weapon immediately destroys any 
  non magical equipment when the wielder uses the sunder 
  stunt.
  Description: This Artifact is a thin rapier which causes a 
  faint musical sound when wiped through the air.
  It was crafted as a gift to a warrior princess, who did not see the 
  weapons value. It was tossed aside, and eventually used by the 
  princess’s assassin.
  Trait: The wielder of the Whistle Blade is impatient and 
  occasionally make rash decisions or rushes ahead.
  Wistle Blade
  Effect
  None: This weapon functions as a Thin Blade.
  1 Attunement: If the wielder wins initiative, then the first 
  attack made is made with a bonus die.
  2 Attunement: The weapons precision bonus becomes 
  half the Players initiative.
  3 Attunement: The wielder gains a bonus die to initiative 
  rolls.
  Description: This Artifact is a black Kusari Gama decorated 
  with bone. Black tendrils of smoke flow from the weapon.
  This was a tool crafted for a deadly ninja in order to slay a 
  god-emperor. 101 lives were sacrificed to give this weapon 
  its power. The weapon slayed its prey, but was also used to 
  destroy the clan that made it.
  Trait: The wielder of Deaths Kiss slowly losses all empathy. 
  Eventually, they lose the ability to feel altogether.
  Deaths Kiss
  Effect
  None: This weapon functions as a Rope Weapon.
  1 Attunement: This weapon can be used at a short range.
  2 Attunement: While wielding this weapon, the user gains 
  a bonus die on stealth rolls. 
  3 Attunement: The user gains the teleport movement type 
  by disappearing and reappearing in black mist.
  
  185
  Description: This is armor crafted of hide from a large, 
  golden ram. Wings are visible among the Hide, and the two 
  silver horns rest over the shoulders.
  The Golden Ram was a sacrifice to the gods, who in return 
  crafted this armor. This armor was granted to a champion to 
  lead an army.
  Trait: The wearer of the Golden Hide always charges into battle 
  first, regardless of the dangers.
  Golden Hide
  Effect
  None: This functions as Primitive Armor.
  1 Attunement: The wearer of this armor can spend an 
  action to summon the Golden Ram. This Ram acts as a mount 
  for the wearer, and disappears when dismounted.
  2 Attunement: The armors resistance increases by 1.
  Description: This set of plate armor is crafted of thick stone 
  and strapped together with flexible iron bands.
  The Goliath Plate was made to be used as a tool of war. Paid 
  by a king and carved from stone from the tip of the highest 
  mountain.
  Trait: The wearer of the Goliath Plate feels they are tougher 
  than they really are. To the point where they would be willing 
  to take on, unaided, an army.
  Golath Plate
  Effect
  None: This functions as Heavy Armor with 7 resistance and 
  4 load.
  1 Attunement: The wearer of this armor can spend an 
  action to increase their size for half an hour. They gain the 
  benefits of the Large innate perk.
  2 Attunement: The armors load lowers by 2.
  Description: This dress is constructed out of dozens of 
  different types of feathers and has an elegant, flowing look.
  The Feathered Gown was the sacred outfit of a priest, until the 
  peaceful monastery was attacked and destroyed by raiders.
  Trait: The wearer of the Feathered Gown gains an intense 
  claustrophobia.
  Feathered Gown
  Effect
  None: This functions as cloth armor.
  1 Attunement: The wearer is immune to fall damage.
  2 Attunement: The wearer of this armor gains the flight 
  movement type.
  Description: This shield is polished so perfectly as to appear 
  to be a mirror.
  The Mirror shield was crafted by a god for a young warrior to 
  fight a foe that could not be looked at directly. Since then it 
  has had many owners.
  Trait: The wielder of the Mirror shield becomes obsessed with 
  their own self image. So much so that they would refuse 
  certain actions if it could potentially ruin their look.
  Mirror Shield
  Effect
  None: This functions as  small shield.
  1 Attunement: When an energy based attack misses the 
  wielder, the attack doubles back to the attacker. The difference 
  between the defence and attack roll is used as the attack roll 
  against the attacker.
  2 Attunement: Add 5 to the attack roll on the reflected 
  attack.
  
  186
  Description: This cloak is impossible to describe. That is 
  not to say that it does not have a form. Simply, once someone 
  sees the cloak and looks away, they forget what it looks like. 
  Any attempt to describe it is forgotten immediately. Looking 
  at someone wearing this cloak, you can identify they are 
  wearing a cloak. But the details of the cloak are impossible 
  to understand.
  The Cloak of Null was made by an  Demons lord who wished to 
  create something that cannot exist. It failed, but it did manage 
  to create a cloak that cannot exist in a mortal’s mind.
  Trait: The wielder of the Cloak of Null causes the wearer to 
  wish to be unnoticed. Sometimes the effect is so extreme as to 
  prevent wearer from leaving their home.
  Cloak of Null
  Effect
  None: This functions as a cloak.
  1 Attunement: Stealth rolls have a bonus die.
  2 Attunement: The character can hide with no cover, 
  shadows, or anything to hide behind. This does not work on 
  constructs, undead, fae,  Demons, or   Angels.
  Description: This Carpet is colorful and died with cloud 
  motifs. 
  The Carpet was originally made by a powerful Mage for a Sultan 
  that commanded a great army. The carpets intent was to allow 
  the Sultan to travel in his throne without the need for servants.
  Trait: When one becomes attuned to the Carpet, they gain 
  the same sense of leadership as the original Sultan owner. 
  They believe themselves to be the leader of their group, 
  whether this is true or not.
  Flying Carpet
  Effect
  None: It is a lifeless carpet.
  1 Attunement: The carpet functions as a large flying 
  mount, and it can be summoned by the one that is attuned. 
  When summoned, it takes the most direct route to its owner. 
  Objects and people can be carried this way.
  2 Attunement: The carpet always follows the owner if they 
  wish, hovering just over the ground. Also, if the character is 
  falling, they can use their reaction to summon the carpet to 
  catch them.
  Description: This amulet appears to be a small, ruby heart 
  wrapped in gold. It beats slowly.
  The Amulet was made by a legendary alchemist as an attempt 
  to create everlasting life. Effective for a while, the alchemist 
  survived until the amulet was stolen.
  Trait: When one becomes attuned to the amulet, the 
  character becomes fearful of death. They must muster up 
  their strength of will in order to face danger.
  Amulet of Everlasting Life
  Effect
  None: It is a nice necklace.
  1 Attunement: The wearer of the amulet stops aging. 
  When the amulet is removed, then their age catches up to 
  them immediately.
  3 Attunement: When the wearer of this artifact dies, they 
  are resurrected in a whole body one week later. During this 
  resurrection, the Amulet shatters.
  Quest: When the character nearly dies 7 times, meaning 
  they lose all of their HP and TH and suffer no wounds, they 
  complete this items quest. The character gains resistance 10 to 
  necrotic damage.
  
  187
  Description: This six-sided die is crafted of bone and gives 
  the holder a sense of dread.
   A gambler asked a devil of the crossroads for a die that would 
  give him the ultimate thrill. The devil agreed.
  Trait: The owner of this die becomes obsessed with gambling 
  and will often leave important life or death decisions up to 
  chance.
  Die of Faith
  Effect
  None: It functions as a perfectly balanced six sided die.
  1 Attunement: The owner of this die may, once per session, 
  roll the die. Roll 1d6 and consult the following result.
  1. The player gains a bonus die they can spend for any roll this 
  session.
  2. The character heals all wounds.
  3. The character gains two wealth immediately.
  4. The character loses one wealth. If no wealth can be lost, then 
  the next wealth the character obtains vanishes.
  5. The characters Threshold is reduced by 5 for this session.
  6. The character immediately gains a permanent wound, chosen 
  by the Game Master. This wound can be universal or monster 
  specific if the Game Master wishes.
  2 Attunement: The character can roll two dice and choose 
  which one they wish to use. 
  Quest: If a character rolls six ones in a row when using this 
  die’s magical properties, the character can roll 3 dice and 
  choose the result when using the die.
  Description: This hat appears to be a jesters cap with bells 
  at the end. The material the bells are made of constantly 
  change and alter.
  They say this hat was worn by a trickster god before it was given 
  away as a joke. 
  Trait: The owner of this strange hat cannot resist telling the 
  worse jokes at the worse times.
  Fools Cap
  Effect
  None: The hat jingles, but is otherwise unremarkable.
  1 Attunement: The wearer of this hat gains a hero die that 
  can only be spent on humerus tasks. Such as exaggerating 
  an attacks windup, telling a joke when trying to convince 
  someone of something, or purposefully tumbling away from 
  an explosion in a goofy way. The Game Master may, if they are 
  so inclined, reward this hero die back to the player if they do 
  something funny without using the hero die from this item. 
  Otherwise, the hero die refreshes every session.
  Description: This artifact appears to be a high tech rifle 
  that glows with a yellow light. It draws power from a sun.
  This rifle was crafted to take down astral ships. It is a perfect 
  blend of science and magic. But, it is not very reliable.
  Trait: This weapon often discharges prematurely, sometimes 
  even firing while holstered.
  Solar Cannon
  Effect
  None: This artifact functions as a Long Firearm that deals 
  radiant damage.
  1 Attunement: The weapon damage increases by 2.
  2 Attunement: The wielder of this rifle can spend two 
  actions to make a high powered attack that has a weapon 
  damage of 12. This attack resolves on the next turn, but takes 
  no actions that turn.
  
  188
  Description: This artifact is a pointed hat with a simple 
  blue design.
  Crafted by an apprentice to impress a peer. However, the 
  apprentice mistakenly used a powerful ingredient, rendering 
  the hat to be a proper artifact.
  Trait: This hat often violently spits out objects at random 
  intervals.
  Hat of Many Things
  Effect
  None: This artifact functions as a simple cap.
  1 Attunement: The hat can be used to pull a simple item 
  out of its brim once per day.
  2 Attunement: The wearer of this hat is able to pull a basic 
  item from the hat once a week.
  Description: This artifact appears to be a long rope made 
  of a fine material and painted to resemble a snake. It feels 
  warm to the touch.
  The rope was slowly crafted over several years by a small group 
  of jungle elves. It was meant to be a guide to a chosen chief, 
  but has since become a tool for Gate Striders.
  Trait: The owner of the rope feels an urge to choke those 
  they are near.
  Viper Rope
  Effect
  None: This artifact functions as a rope. It is nearly unbreakable.
  1 Attunement: The rope can be summoned by its owner, 
  which it then slithers into a neat coil by their feet. The rope 
  can also be commanded to tighten, loosen, or untie itself.
  2 Attunement: The rope can be used to grapple enemies 
  from distance. With one action, the owner can cause the rope 
  to slither up to two zones away and make an attack of 5+ 
  players spirit to grab an opponent. It is a contested dexterity 
  versus spirit to escape this rope.
  Description: This artifact appears to be a smooth glass 
  saddle, but is as strong as steel. 
  This saddle was formed by a Fae in order to carry it through 
  any land.
  Trait: The owner of the saddle feels an overwhelming sense 
  to go to lands unknown.
  Saddle of Glass
  Effect
  None: This artifact has no function, and makes a poor real 
  saddle.
  1 Attunement: With a stunt, the owner my leap onto 
  the saddle, and a glass basic mount of the owners choice 
  appears underneath. The mount is under complete control of 
  the owner. Upon the mounts death, it shatters and may be 
  resummoned, otherwise the mount lasts forever.
  2 Attunement: The mount summoned can be any type of 
  mount.
  2 Attunement: The mount summoned can be a 
  combination of two mounts.
  
  189
  Sample Trinkets
  A trinket is a minor magical item which does not need attunement at all. These items have a singular purpose and serve as a more 
  utility item. They do not increase statistics or skills, but they can be used to great effect with a bit of imagination.
  50 ft. of rope which, when cut, grows to its original size in 24 
  hours. The larger of the pieces is the one which grows.
  Solar Cannon
  This is a small bottle with a human doll within. When 
  uncorked, the bottle becomes a human-sized doll. It stands 
  motionless and expressionless for 10 minutes, but otherwise 
  looks indistinguishable from a human.
  Dummy-in-a-bottle
  This bedroll is white and fluffy. When laid out, it hovers 6 
  inches off the ground and can support the weight of one person.
  Nimbus Bag
  This simple sack is five times larger on the inside then its 
  dimensions should allow it to be.
  Handy Sack
  This small gem places a single illusory message. This is often 
  used to send messages, but sometimes they contain plays and 
  lectures.
  Holo-stone
  While wearing this wide brimmed hat, the wearers clothing 
  cannot become dirty, stained, or blemished. 
  Hat of Cleanliness
  A small gemstone which produces light when rubbed.
  Light Stone
  A ring with a small arrow always pointing to the a location 
  you set by pressing the ring.
  Ring of Wayfinding
  A small, nearly indestructible clockwork automaton in the 
  shape of a turtle. It can be set to walk forward until it hits a wall. 
  Perfect for detecting traps.
  Clockwork Turtle
  These sets of candles sparkle with magic when lit. Any 
  character in the same zone as the candles gain a penalty die to 
  any rolls to hide information, lie, or disguise themselves.
  Candles of Truth
  This strange, flesh-like mask can be worn by a player with 
  one action. Upon wearing the mask, the characters face alters to 
  appear to be a different face. This face is always the same.
  Mask of Flesh
  This enchanted mask resembles a long beak. The wearer of 
  this mask gains a bonus die on resisting diseases.
  Plague Mask
  This silvery chain is surprisingly light and nearly impossible 
  to break. A difficulty 30 strength roll is required to break the 
  chain.
  Unbreaking Chain
  This small flask is filled with a sweet wine which refills at 
  dawn, noon, dusk, and midnight.
  Flask of Never Ending Joy
  This trinket is a puzzle box about two foot long and a foot 
  wide. There are 12 different ways to opening the puzzle box, 
  each one harder than the last. Each different method of opening 
  the puzzle box leads to its own storage space.
  Puzzle box of many sides
  This trinket is a wooden horn designed to rally a charge. Only 
  allies of the one who blows the horn can hear its sound.
  Horn of the Hero’s Charge
  
  190
  Chapter Five: Mastery
  The Game Master has a responsibility to make the game engaging and fun. They describe the events of the world to the best of 
  their ability. Not every Game Master is skilled in description and drama, but it is important that they give their best and have fun 
  describing their world.
  Everything listed in this chapter is simply a suggestion for how to play Gates. Use any other techniques for running the game 
  as you see fit, or modify any rule as you see fit. As a Game Master, you have full control over almost any aspect of the game. This 
  includes the core rules. However, change rules with purpose. Changing rules for no reason removes their point. Rather, only change 
  them when they conflict with the style of game you wish to run.
  The Pillars of Play is a design and play philosophy for Gates. 
  There are three pillars which make up the playstyle of Gates. 
  They are Set Piece Combat, Discovery, and Social Interaction. 
  As a rule of thumb, the average game of Gates should have three 
  scenes that correspond to a pillar of play. Whether this is one 
  of each, two combat and one social, or even three scenes of 
  Discovery. It is wise to vary the type of experience, else the game 
  can become tiresome.
  Set Piece Combat: Combat is a major part of the 
  game. This does not mean that the Players should fight every 
  enemy they come across. Focus on combat that is exciting and 
  memorable. Do plan for an epic fight between your Players 
  and an entire castel or have a battle atop cars on a highway. 
  Do not bother rolling initiative for single bandit the Players 
  come across or for a bar fight (unless the bar fight is an exciting 
  brawl). Instead, handle these small combat encounters through 
  narration. Focusing on the more memorable combat can lead to 
  a greater game experience overall. 
  Discovery: Gates thrives when the Players go to worlds 
  they are not familiar with. A group of strangers in a strange 
  land. Reward Players for exploring and discovering new thing. 
  The discovery pillar as a mystery that the Players must solve. 
  How do those rocks float, with no supports? Why are these 
  tiny frog people so friendly to us? What is hidden in that valley 
  shrouded in darkness? These are questions the Players will have. 
  If the Players are unfamiliar with Gates, tell them that they are 
  expected to seek out the nooks and crannies of the world on 
  their own.
  Social Interaction: NPC’s are a useful tool for giving 
  the Players an interesting and rewarding experience. Players 
  are what create the story and plot, but NPC’s are the catalyst 
  that gives it meaning. NPC’s should be interesting and varied. 
  Give them a reason for your Players to talk with them. Without 
  social interaction, the game becomes void of life. It becomes a 
  meaningless slew of combat and locations.
  The Pillars of Play
  A Game Master does not need to know every rule, but needs 
  to be able to quickly find most relevant information. Players are 
  expected to know how their own characters work. Similarly, the 
  Game master is familiar with how enemies work. When a rule 
  comes up that now one knows, The Game Master does what they 
  feel is most appropriate in the moment, then they look up the 
  rules latter. This will prevent the game from being slowed down.
  The Game Master is also responsible for the atmosphere of 
  the table and the game. They design the adventures, so they 
  decide the tone of the game. Make sure the Players know exactly 
  what they should expect from the scenarios. For example, some 
  Players might love gritty, bloody descriptions, but others might 
  be uncomfortable with it.
  The Responsibility and 
  Expectations of the Game 
  Master
  Gates supports fantastic adventure. Not simply fantasy 
  adventures, but truly awe inspiring quests and story. Use this to 
  your advantage. Instead of guiding the Players to a simple bandit 
  camp, maybe the bandits use robotic wolves or are camped in a 
  dungeon full of traps and magical treasure. Instead of fighting 
  a dragon in a lair, perhaps the Players fight the dragon in mid-
  flight while riding alongside on flying machines. A diplomatic 
  mission between two countries could instead be a peace mission 
  between two entirely different worlds. These are just a few of the 
  examples of high adventure that can be in this game. A good 
  rule of thumb for this game is to create scenarios as fantastic as 
  possible, then tone it back to fit the rest of that world.
  Fantastic Adventure
  
  191
  The Game Master’s role in Gates is arguably the most difficult, 
  important, and rewarding job. Aa Game Master is required to 
  create Non-Player characters, the setting, and the story hooks. 
  A Game Master also takes the role of any character that is not 
  a Player as well as being in charge of designing challenges for 
  the Players. These challenges will come in many different shapes 
  and sizes, but they should always drive something forward, lead 
  to a reward, or lead to another challenge. There are many ways 
  of designing these challenges, some of which will be discussed 
  later in this chapter. 
  What the Game Master Does
  A common misconception is that the Game Master creates 
  the story for the Players. This is not ideal for this game. The 
  Players create the story, the Game Master only decides where it 
  begins and how to tempt the Players into creating a good story. 
  Players decide where they go, when they go. It is possible for 
  players to miss “key moments” in a story, because these key 
  moments do not exist. The Players are at the center of it all, and 
  the quests they create for themselves is often more engaging 
  than predetermined plot hooks.
  What the Players Do
  
  192
  Set Based Adventuring
  Set based adventuring is a style of playing Gates that gives Players the freedom to explore but also limits them just enough to 
  explore the story hooks provided. Others can call this “theme park” world design. This is how it works: at the beginning of an 
  adventure, the Players enter a new setting. These settings can range from cities to large dungeon complexes to even an entire world. 
  Players are encouraged to explore these settings at their own pace. These settings should have one or several overarching goals for the 
  Players. This overarching goal affects most of the smaller goals. For example, an island with the overarching goal of stopping a pirate 
  invasion. The other goals can be finding the pirates treasure, saving a village from an attack, or defeating a sea monster unleashed 
  by the pirates. After the Players have completed their goal, or have explored to their content, they leave this world to explore anew. 
  The time between adventures is called the Home Trip and gives the Players the opportunity to have downtime to work on crafting, 
  research, or to do what they please. 
  Each setting is a story of its own. Several plotlines can emerge and intertwine, all dealing with the themes of the setting itself. An 
  easy way to visualize these settings is to treat them like chapters in a book. Each one is part of a whole journey, but they are individual 
  stories. The stories crafted in these settings can be part of a larger epic, of course. For instance, the Players would want to destroy an 
  enemy army. So the epic would be set with three distinct settings. A military base the Players must infiltrate and explore, a city under 
  siege that must be defended, and the enemy’s home base that must be destroyed. All of these settings lead into one overarching epic, 
  but each one can be a story of its own.
  The advancement system of Gates relies on characters 
  completing Quests. In a set based adventuring style, these Quests 
  can be known before the game starts or learned organically. For 
  example, the Players can have traveled to a small village to find 
  a powerful source of magic. If the party instead travels into the 
  village by chance, and then slowly discovers there is a powerful 
  source of magic under the village. Either way is fine, and it 
  entirely depends on how you want the story to begin.
  It is a good idea when designing a setting to create or keep in 
  mind several Quests that can come up. Perhaps a tavern keeper 
  wants their child saved or a businessman might seek the deed for 
  some land. Quests can also be created on the fly. This can lead to 
  more organic adventures that change with the Players actions.
  Setting Goals
  The Hub World is a useful option for players. It is a world 
  Players can return to that has many Gates leading to unknown 
  worlds. It serves as a relaxing place to shop and build their 
  reputation. The advantage to this is the players can go to any 
  of the connected worlds for various missions, meaning they are 
  given more choice in where they travel. They also have a home 
  they can return to with its own quests and NPCs.
  Hub World
  It is completely possible to flesh out entire worlds with a 
  detailed history and a robust society. But, it is far more efficient 
  to start small. When designing a setting, keep the setting only 
  detailed to as far as the Players might travel. Some minor details 
  can be made for areas beyond the setting, in case the Players 
  decide to leave. For example, when designing an island adventure 
  the island the Players begin on should be detailed enough to give 
  a description of its key points and inhabitants, but surrounding 
  islands might have a sentence or two to describe the entire 
  island.
  Design the key points of a setting such as dungeons, towns, 
  important buildings, and other locations first. Then work on 
  the minor details for them. Try not to describe each area in too 
  much detail. The designs should be treated as guidelines for how 
  to roleplay encounters. Rather than set rules to follow.
  As a quick exercise, let’s create three larger areas for a setting. 
  A forest, underground labyrinth, and city for example. Then, 
  we make smaller locations within them. A bear cave, unicorn 
  grove, and a hidden witches hut in the forest for example. Or 
  a lich lair, goblin city, or alchemist lab in the labyrinth. After 
  this, create Quests in these minor locations. This should create 
  enough content for a setting that can be easily moved and reused 
  if the Players do not explore these areas.
  Setting Design
  
  193
  The Quest is what drives the Players forward. When designing 
  a Quest keep in mind the tier of power of the Players. And 
  decide how long you want the Quest to be. A simple Scene, such 
  as delivering a parcel to a dangerous land, could be completed 
  in just a few real-life minutes. But more complex Stories take all 
  night. Such as “Kill the dark lord”. This Quest can be separated 
  into several Scenes. Such as finding the lord’s location, defeat the 
  lords champion, and finally confront the dark lord.
  These Quests should be scaled in importance based on the 
  tier of power. The following is some tips on crafting Quests at 
  different tiers.
  Mundane: A mundane Quest is something anyone should 
  be able to do. When designing a mundane quest, it should 
  not be too dangerous or taxing. While mundane Quests can 
  seem simple, they can be a challenge. Players should have to 
  put some solid effort to complete these quests. For instance, 
  say your Players need to talk to the lord of the land. It could be 
  that the lord does not wish to see them, or that the lord is not 
  in his manor. Then the Players need to find a way to convince 
  the lord to see them, or to find where the lord is. As long as 
  these Quests are engaging, they do not need to be exciting. 
  Here are a few sample mundane quests.
  Deliver a letter to the next town over. 
  Kill a rabid animal.
  Find a rare item in a marketplace.
  Help an old lady find her lost son.
  Scare off a highwayman.
  Solve a murder.
  Free a slave from captivity.
  Find the solution to a puzzle.
  Find a hidden book in a library.
  Follow a bear back to its den.
  Retrieve data from a computer.
  Track down the author of a book.
  Find a proper ritual for some task.
  Escape a collapsing tunnel.
  Track down a traveling performer.
  Help settle a disagreement between neighbors.
  Quest Design
  Adventurous: This is the default starting quests. These 
  Quests are also where things start to get more interesting. 
  An adventurous Quest should lead Players into exciting 
  situations and dangerous areas. They should begin to meet 
  impressive enemies or fantastic people. Here are a few sample 
  adventurous quests.
  Slay an ogre.
  Rescue a merchant from a monster.
  Sneak a wanted refugee out of a city.
  Sneak into a prison.
  Steal an object from a wizard.
  Clear out a bandit camp.
  Hunt down a werewolf.
  Defend a town against a small raid.
  Escape a monster camp.
  Find a lost artifact.
  Clear a house of a ghost.
  Uncover a conspiracy in a government
  Heroic: At this point in a Gate Striders career they have 
  defeated many simple monsters and completed several 
  dangerous tasks. Now that they are strong enough to handle 
  heroic quests, they will be saving kingdoms from invasion, 
  cities from utter destruction, and defeating creatures of 
  monstrous size. This power level is where characters begin to 
  start tackling real dangerous problems. Here are a few sample 
  heroic quests.
  Slay a giant.
  Defeat a small army single-handedly.
  Destroy an enemy fortress.
  Hunt down a legendary artifact.
  Take over a small country.
  Clear out a forest full of monsters.
  Save a kingdom from a deadly spell.
  Uncover a hidden vampire.
  Negotiate a truce between two warring peoples.
  
  194
  Legendary: Legendary Quests have world shattering 
  consequences. These are impossible for any normal person 
  to accomplish. These Quests determine the fate of a world. 
  Failing at this level can lead to entire kingdoms being wiped 
  off of a world, cursing all the inhabitants of a world, or even 
  cut the world off from magic. Here a few sample legendary 
  quests.
  Slay a worlds dragon.
  Save a kingdom from destruction.
  Close a rift to hell.
  Destroy a city of evil monsters.
  Heal a world tree.
  Defeat a force invading a world.
  Destroy a small titan about to land on a world.
  Mythic: Mythic Quests are by far the most intense, 
  dangerous, and important. These Quests can determine the 
  fates of several worlds, or even the multiverse as a whole. 
  Enemies in these Quests are otherworldly monsters of mass 
  destruction, other mythic Gate striders, or even rogue Gods. 
  Here are a few sample Mythic Quests:
  Slay a world-devouring titan.
  Destroy a world-conquering army.
  Defeat an evil, rogue god.
  Mediate a truce between two deities.
  Never design a Quests ending. Only the beginning, locations, 
  and time frame. Let the players and the NPCs involved work 
  together to create an ending to them. For example, with a 
  quest such as “Find the golden scepter”. The beginning can be a 
  historian wanting to purchase it and the location of it can be in a 
  tomb. The players decide how they find the tomb and how they 
  retrieve the artifact.
  The primary reward for completing a Quest is Advancement 
  Points. Page xxx Has the details on what is generally a good 
  amount of AP to reward. However, Advancement Points are 
  not the only type of reward a Player can gain. Feats, Wealth, 
  Artifacts, Scrolls, and Allies are just a few examples. These 
  should be rewarded on top of the Advancement Points, rather 
  than instead of. If the players are seeking out these rewards, 
  such as trying to track down an artifact or a ritual, treat these 
  as quests. Award them AP for successfully tracking down things 
  they want.
  Quest Rewards
  When the Players feel they are ready, they can try their hand 
  at completing a Quest of a higher tier. This is very dangerous, 
  of course. But the rewards are great. Completing a Quest of a 
  higher tier allows that character to advance one tier. A heroic 
  character completing a legendary Quest will become a legendary 
  character for example. As a general rule, these Quests should be 
  longer, complex quests. These should be the Quest that has the 
  focus of the characters.
  Quest of a higher tier
  
  195
  Roleplaying the Multiverse
  A world is not just a planet or place. It is a theme and an idea. 
  When the Players discover a new world, you need to make clear 
  the theme of the world in the first five minutes. For instance, 
  when they enter a world run by evil robots, the Players could 
  witness an innocent being hunted by a drone. In a world of 
  knights and dragons, perhaps the Players come across a battle 
  between a dragon and a knight. 
  When describing any scene, it’s a good idea to follow the three, 
  two, one rule. Describe three things they can see, two sounds 
  that can be heard, and a smell or other sensation they feel. When 
  describing worlds, make sure you try to describe the theme as 
  best as possible in this initial description. Here is an example. 
  The Players have just entered a savage world about surviving 
  the roamings of monstrous beasts enhanced with technology 
  from a mad scientist. Without the world’s idea in mind, it might 
  be described as such: “You see before you a dense jungle, large 
  tracks, and a distant mountain. The sounds of distant roaring 
  and the rushing of nearby water can be heard as well. The air 
  around you is warm and humid.” With the theme in mind, the 
  description would instead be, “You see a wild, natural jungle 
  and tracks from a beast larger than any you have seen. In the 
  distance, is a massive mountain no doubt home to monsters of 
  similar caliber. There is a roar in the distance. An animalistic 
  howl with a slight, mechanical reverb to it. The constant animals 
  cry of the jungle hush immediately in fear of that large creature. 
  The humidity and raw heat remind you that this is not going to 
  be a leisurely world.” Of course, a description that long should 
  be reserved for important areas or new worlds. Not everything 
  should be described with such length.
  Describing New Worlds
  Gates can allow for some strange and interesting people. 
  This can be a great tool for you to use, however, there are a 
  few things you need to be careful of. While you can make the 
  people in your worlds very weird, it is important that they are 
  still relatable. A planet with slug people who talk through scents 
  could reasonably exist, but the Players will find it difficult to 
  interact with them at all. It is better to make the people of your 
  worlds human or semi-human.
  Language is a tricky subject. Gates works under the assumption 
  that every world speaks a different language. However, it is 
  recommended to allow the worlds that you want the Players to 
  interact with socially be able to speak to the Players. You could 
  simply give your Players the means to understand them through 
  magic or technology. Or you can want a more social challenge 
  for your Players and make them learn it the old fashioned way. 
  Another option is to just ignore languages and assume every 
  character has a translator. Ultimately it is up to you, but make 
  sure you talk to your Players on how they expect languages to 
  be used.
   
  The cultures and people of your worlds should also 
  act accordingly to the world they are in. A world of dread and 
  misery will not have cheerful people full of hope nor would a 
  1960’s era paradise world have a blood hungry cult of murderers. 
  The people should fit the world’s theme as much as the world 
  itself does. This can make unrealistic characters, but that is ok. 
  As long as it is consistent with the world, then the flaws will 
  be ignored. For instance, if you want your world to be a post-
  apocalyptic world where they use swords and catapults, let the 
  people use swords and catapults. Do not mind that guns could 
  still work or where they made swords in such volume.
  Strange cultures
  
  196
  A Gate is a sentient creature, so they have their own 
  thoughts and feelings. But, a Gate is also a location. So they 
  have architecture and design. It is important to blend these two 
  aspects together. A Gate takes on the themes of the world it is 
  leading to. So a Gate heading towards a pirate swarmed ocean 
  would have seafaring themes and pirate-like enemies. But each 
  Gate has their own personality along with this theme, so if that 
  gate is quick to anger, so are pirates within. If the Gate is one that 
  prefers logic and thinking, then the Gates challenge might be a 
  water-based puzzle. 
  There are many ways to roleplay as the Gate. You could simply 
  give it a voice. This is rare for a Gate, however. They are ancient 
  immortal beings and do not think the same way we do. Instead, 
  communicate the Gate through the environment. If someone 
  insults the gate, for instance, the floor might crumble away 
  beneath them. If a Gate is pleased, it might give them a piece of 
  treasure. When a Gate wants to communicate directly, it might 
  do that through riddles on notes or paintings on the walls.
  The entrance to the Gate is also of the same theme of the next 
  world. A large metal sliding door with a keypad might lead to a 
  world set in a sci-fi city. After walking through the first door, the 
  Players will always be greeted by the Star Road. This is a white 
  bridge of light that always leads to a glowing white door. The 
  bridge is suspended in nothing, and there is nothing but night 
  sky and stars. Falling from this bridge means certain doom. This 
  area is always safe, so try to keep it free of enemies or traps. If 
  your Players require it, allow them to rest here as well.
  Roleplaying a Gate
  Gates take a large role in the multiverse. They are challenges 
  the Players must go through in order to travel to a new world. 
  They serve as a great introduction to how the next world 
  functions and what sort of challenges to expect. Reflections of 
  the next world is a good way to describe a Gate. For instance, a 
  Gate going to a western style world would have a challenge set in 
  a desert or maybe a train. The Gate should also have any world 
  traits the world will have.
  The challenges of the Gate can be nearly anything you want. 
  A fight, a riddle, getting through a dungeon alive, convincing a 
  council to let you pass, or even a dancing competition. These 
  challenges can break physics and need no explanation. The Gate 
  is there to challenge the Players, so they do not need an excuse to 
  why a giant statue fit through the door. Also, they can be as long 
  as you would like. It is reasonable to have an entire Quest chain 
  within one Gate. A Gate should not be long if the Gate is not the 
  focus of the story, however.
  Treat the challenges of a Gate like a test for their characters. 
  Give them encounters that are built for those characters in 
  specific. Make sure that no character will be left with nothing 
  to do. For instance, a dinosaur/man hybrid barbarian from 
  a primitive world should not be in a spelling contest. Play off 
  the characters strengths, but tease at their weaknesses. No Gate 
  should be easy, but they should not be so hard that they are 
  unfair either.
  Designing a Gate
  
  197
  Working with the Players
  Player Characters begin the game as powerful characters in 
  Gates. They are stronger than most other humans and are already 
  strong enough to be world renown. This kind of power can lead 
  to some difficult situations for the Game Master to handle. The 
  best piece of advice for handling the Players power is this: Let 
  them be powerful. There is nothing more fun than doing battle 
  with an impossible enemy and coming out on top. If the Players 
  want to destroy your towns and cities, let them! They can suffer 
  from their recklessness, but these characters should be able to 
  change the world and cause a commotion wherever they go. 
  If the Players are too powerful for the encounters they should 
  be fighting, either change your tactics or consider giving them 
  a higher tier Quest in order to increase their tier. Never simply 
  increase attack, damage, or HP. On the other side of the coin, 
  listen to your Players and ask them if they find the difficulty is 
  fair.
  How to Handle Player power
  There is a large noticeable difference between low tier and 
  high tier characters, and thus you need to make that distinction 
  clear in the descriptions you use, the stories you tell, and the 
  places you go. The Tiers of Play is a tool you can use which as a 
  guide to determine how to treat the players. There are four main 
  tiers of play, which each connect to the tiers of the players. There 
  are three things to look out for in the tiers of play. The locations, 
  which cover the zone sizes as well. The descriptions, or how the 
  characters fight. The final change is collateral damage.
  Tiers of Play
  Low Tier: The first is for both mundane and adventurous 
  tier play. This is low-power play, but do not mistake this for 
  being boring. Adventuring locations in these tiers of play would 
  be places like castles, dungeons, forests, and the like. Mostly 
  mundane, and not inherently dangerous. Not boring, for sure. 
  But these tiers of characters would not be romping around active 
  volcanoes or riding on the backs of dragons. Zones should be 
  about 10 to 20 feet chunks, give or take.
  When it comes to describing the combat of this tier of play, 
  think exciting but realistic. Two swordsmen would slash and 
  chop at each other, parrying every attack and rolling out of the 
  way. Dodging and arrow simply means getting out of the way.
  Finally, there should be realistic amount of collateral damage. 
  For example, if a character misses with a sword blow, it might 
  scratch a wall. But, a missile would still blow up a wall. However, 
  a single bullet can still pierce through thin walls, possible 
  harming someone on the other side.
  Heroic Tier:The second tier of play is reserved for 
  heroic characters. This would be considered a mid-tier power 
  level compared to the others. Heroic locations are a bit more 
  fantastic than low tier. Sky islands, underwater adventures, and 
  mind-bending dungeons are a few examples. Zones should be 
  a bit larger than low-tier zones. no larger than 30 feet across. 
  Buildings would be split into one zone per room, for example. 
  A heroic fight has more fantastical elements to it. When 
  arrows are dodged, they are instead deflected by blades. A fight 
  between warriors would be fast, dangerous, and deadly. Each 
  blow would produce wind and force that causes small debris to 
  flutter about. A heroic fight is an awesome sight to behold.
  When it comes to the environment, heroic characters can 
  cause significant collateral damage. A missed attack can leave 
  cracks in stone walls and a successful defense against a giant 
  might cause a tiny crater at the characters feet.
  Legendary Tier: The third tier is where the game 
  becomes truly epic. Players can transform into giants, legendary 
  talents are accessed, and monsters are truly terrifying. Zones are 
  much larger, where players are running anywhere from 50 to 
  100 feet per zone to do battle. Instead of going room to room, 
  legendary heroes might treat each building as its own zone. The 
  locations are dangerous and epic. Live volcanoes, islands full of 
  dragons, and endless dark hells are good examples.
  Legendary fights are full of impossible skill and epic feats 
  of strength. Two warriors clashing will cause claps of thunder 
  sending stones and small creatures flying, a character might 
  dodge a missile by slashing it into dozens of pieces, and magical 
  abilities might be bright enough to be seen miles away.
  Legendary characters can smash apart small buildings by 
  accident, melt the sides of boulders, and cause enough damage 
  to an area that it can not heal for years.
  Mythic Tier: This is the final tier. As a rule of thumb, 
  take the intensity of descriptions to their logical extremes. 
  Locations for these adventures can be Entropy, Paradise, The 
  Faery or even the Void. Zones can be hundreds of feet long as 
  the characters fly across the battlefield, destroying everything 
  in their way. 
  A fight between mythic characters creates stories which are told 
  for many generations. A clash between mythic characters can 
  be seen for miles around. Attacks are not simply dodged, as no 
  mythic character misses an attack. They are instead repealed 
  by pure grit, impossible will, or well-placed parries.
  The collateral damage from a mythic fight can destroy entire 
  towns and villages, scar miles of wilderness, and even melt 
  the sides of mountains if they go on long enough.
  
  198
  Using the Rules
  Deciding whether or not to call is simple at the core. 
  Whenever a character tries to do something either difficult or 
  important to the story, then you call for a roll. If a character is 
  doing something very easy or unimportant, then they should not 
  roll. For example, a character trying to climb over a 5-foot cliff 
  does not need to roll, but if they are being attacked and failing 
  the roll will result in being overrun, they should roll. Likewise, 
  characters should never roll for things they should simply be 
  able to do. A scientist from a high tech world should not roll 
  when turning on a computer, but a primitive character can have 
  to. Use your best judgment when calling for a roll. 
  Calling for a Roll
  Bonus dice can be given to your Players as rewards for clever 
  ideas. Use your best judgment when rewarding bonus dice. 
  Some examples for rewarding bonus dice can include a Player 
  seeking out and purchasing a special software to hack into a 
  computer, jumping on a table to gain an advantage or splashing 
  water in an enemies face to distract them. Your NPCs can use 
  similar tactics as well, but make sure that the Players are the 
  stars of the show. Not your monsters.. You can also give penalty 
  dice as well, depending on the situation. If a character is at a 
  disadvantage, such as balancing on a pole with oil on it, they 
  should get a penalty die.
  Rewarding Bonus or Penalty 
  Dice
  When a character is rolling for something that is not 
  contested, such as climbing a mountain or lifting a boulder, then 
  the roll is compared to the difficulty. Use the following chart and 
  judgment to determine the difficulty of actions.
  1-3 
  Only roll if severely disabled. (Walking, breathing.)
  4-5 
  Trivial 
  (Climbing a ladder, hitting a barn.)
  6-7 
  Easy (Balancing on a 2 ft. beam, tossing a ball to 
  someone.)
  8-9 
  Simple (Sneaking past a sleeping person, most 
  actions.)
  10-11 
  Moderate (Swimming in a small storm, hitting a target 
  at 10 yards.)
  12-13 
  Challenging (Climb a cliff side, solve a riddle.)
  14-15 
  Hard (Hitting a bullseye, Bluffing past a guard.)
  16-17 
  Very Hard (Hitting a moving bullseye, Sneaking past a 
  paranoid detective.)
  18-19 
  Severely difficulty (Lifting a boulder, Leaping a 6-yard 
  gap.)
  20-24 
  Nearly Impossible (Winning an arm wrestling contest 
  against a giant, Outsmarting a god.)
  25-29 
  Impossible for mortal (Sneaking past a dragon, 
  Convincing a king to dethrone.)
  30-39 
  Legendarily difficult (Arm wrestling a God, Crafting 
  an artifact.)
  40+ 
  Mythical Difficult (Hiding the Truth from an Archoel, 
  Surviving a year in Entropy )
  Difficulty
  
  199
  Chapter Six: Settings
  Reality is gone - or, perhaps, broken. Before Gates and Gate-walkers, before the Demons,  Angels, and the dead, the 
  world made sense. There was a plane of logic, its rules determined by math and science. But the plane of logic was 
  dead, nearly lifeless. Another plane existed, much different from the first. It was ruled by chaos and magic. Life 
  thrived and evolved, but rapid change stopped any meaningful growth or development. These places are no more.
  There was the Realms of the Gods. Those who resided among logic and chaos. The rulers of everything, nothing, 
  and all in between. Great civilisations rose from the whims and wants of the Gods. But, this paradise could not last.
  A great storm arose, powerful enough to smash the two halves of the universe together and to tear the gods 
  apart. By some miracle, life was saved and the Gates were created. No one knows who did this, or why. The Gates are 
  the stitching that holds the world’s together. Reality is no longer whole. It had been shattered, separated into an 
  infinite number of worlds, each different from every other. Technology and magic were rediscovered. Life began 
  anew. Great civilisations grew again. Legends were born. And new Gods arose. Heaven, Hell, Void, and the wilds were 
  formed by pure chance. This is the new reality: brand new and as old as life, older even than the new Gods,  Demons, 
  and   Angels.
  The gates are protectors of reality, guardians of the paths to other worlds, and makers of legends. They guide 
  those deemed worthy to other lands, to experience and discover what lies beyond. Why are they chosen? Only the 
  Gates know the answer. Some believe it is to create a balance between the worlds, others that they are a quirk. 
  Some even think the Gates have gone mad with age. Perhaps all are correct, or none. Only one thing can be done: 
  explore.
  Gates is a game of infinite possibilities. However, the worlds and realms of the Astral are within the same implied universe. This 
  universe is a macro-verse that is purposely left nonspecific. Game Masters are expected to use their own interpretations and ideas 
  for how the universe works specifically. There are some implied specifics, such as Gates, worlds, and magic. This chapter will explore 
  these ideas, as well as present some aides for the Game Master.
  A Gate is the link between worlds. Each one is a unique, 
  sentient being with its own personality and particular look. On 
  the outside, a gate will look like some sort of portal, door, or 
  path. Sometimes shut, sometimes open. Just inside the door is 
  a pathway of light that leads to another door. This pathways is 
  supported by nothing and hangs in a void. Stars can be seen 
  from inside this section of a gate. Falling from this path of 
  light, or the Star Roads as they are often called, leads to certain 
  death. Just passed this second door lies the gate itself. A Gate has 
  godlike control over itself. It can alter reality at will. Luckily for 
  Gate Striders, a Gate wants them to pass through. Unfortunately 
  for them, the Gates do not want it to be easy.
  Every Gate wants to challenge the striders that walk through 
  it. These challenges can range from anything as simple as a 
  gladiator style arena fight, to anything as complex as a sprawling 
  city with danger around any corner. Any objects or items 
  created by a Gate disappear once they leave the gate, but if any 
  Gate striders bring in objects then they can be taken out. The 
  challenges of a Gate can be dangerous, and are often deadly.
  A Gate can be destroyed. The process is not easy and requires 
  a tremendous amount of power. When a Gate is killed, it 
  becomes a Gaping hole in reality that anyone can pass through. 
  This includes armies bent on destruction. This is very dangerous 
  for the world, however. When a Gate is destroyed, the world’s 
  hold on reality begins to falter. Other planes of existence begin 
  to slip through, causing massive destruction and strange events. 
  When all of a worlds Gates are destroyed, then it will simply fall 
  apart into the astral, leaving behind a nothin.
  Gates
  
  200
  Worlds
  A world is less of a location, as it is an idea. When reality shattered, the thoughts and dreams that made up the gods and the 
  mortals shattered with it. These shards of reality we call worlds are built upon the ideas that came with them. The worlds of fire burn 
  with an everlasting heat while the worlds of battle contain neverending wars. Though, like everything, Worlds grow and change. 
  Through the Gates, new ideas are introduced. These ideas can reshape the world as a whole and change it forever.
  A world is the setting that your game will take place in. Thinking of a world as a planet is not a productive way to think of them. 
  Rather, you should view worlds as genres or themes. These themes can be more complex than, say, a cowboy world or pirate world. 
  For example, one worlds theme might be fantasy golem-controlled apocalypse while others would be a horror world ruled by 
  shadow monsters.
  A Player can gain access to a feat that is only usable in a certain 
  world. Some examples of these would be gaining favor with a 
  particular faction, gaining a magical boon that only works in a 
  certain forest, or becoming cursed while on that world. These 
  feats should be recorded by the Game Master on a world sheet if 
  you are using them.
  World Feats
  The World Trait is a property of that world that changes how 
  reality works for that world. For example, in a world based on 
  action movies ammunition never runs out and cars explode 
  when shot. In a superhero world, the zones may be larger to 
  account for superhero-sized battles.
   
  World traits are also a guide for how to run the world. 
  For example, in a western everyone carries a gun. Not a specific 
  rule, more of a guideline.
  World Traits
  Some worlds have their own rulesets that they use. These 
  rules can alter the core fundamentals of Gates. For example, in 
  a horror world, characters are more susceptible to damage than 
  normally.
  World Rules
  World statistics do not change any aspect of the world, rather 
  they act as a guide. Follow the statistics to determine the kind 
  of conflicts and encounters the Players will run into. Each 
  statistic is on a scale of one to four. The lower the statistic the 
  less prevalent that aspect of the world will be. The statistics of a 
  world is Savagery, Magic, Advancement, Conflict, and Divinity.
  World Statistics
  Savagery: A worlds savagery represents how wild the world 
  is and what sorts of animals and monsters will be encountered. 
  1. At this level, the most savage things the Players would run 
  into would be a hungry dog or a bear den.
  2. This level of savagery will cause large wolves, beastmen, and 
  deadly bears to be a valid concern for traveling through a 
  wood.
  3. A world with savagery 3 constantly has to deal with monsters. 
  Giants live in the mountains, werewolves stalk the night, and 
  monster hunting is a valid profession.
  4. The highest level of savagery is a world with titanic monsters 
  wandering the plains, dragons fighting over control of 
  kingdoms, dinosaurs that hunt humans, and leviathans fill 
  the oceans.
  Magic: Every world has magic. However, some worlds 
  are more magical than others. These worlds have a higher 
  concentration of mythical beasts, powerful wizards, and magical 
  artifacts. Lowe magic worlds often do not believe magic is real 
  and hand wave magic as coincidence.
  1 .The lowest level of magic causes the world to have very little to 
  no magical properties. No animals with magical abilities, no 
  artifacts, and the most powerful mage is probably someone 
  who accidentally cast a spell and did not realize it.
  2. At this level of magic people know about it, but it is rare and 
  mysterious. There might be a handful of legendary magical 
  monsters, legendary swords with minor magical properties, 
  and the most powerful mage is a wizard who is sought out by 
  the kings. This is the standard low-magic setting.
  3. When a world is at level three magic the world is noticeably 
  magical. Every town and village has a mage, magical trinkets 
  are sold in stores, and magic monsters are commonplace.
  4. The highest level of magic creates worlds where everyone 
  knows a ritual or two, animals are known to talk, powerful 
  magic items are sold in every store, and the most powerful 
  mage is incredibly powerful.
  
  201
  Advancement:  A worlds advancement is how advanced 
  the people of the world are. What sciences they have discovered 
  and how civilized the world is in general.
  1. At this level the world is uncivilized. People live in tribes and 
  hunt for survival. The largest center of the population might 
  be a village.
  2. Level two advancement is equivalent to our worlds medieval 
  technology. Farming is taken hold and people generally live in 
  villages. The largest center of the population would be a city. 
  This is the most common level of advancement.
  3. This level is equivalent to our modern day technology. 
  Computers are relatively new, and most people live in towns 
  or cities. The largest center of the population would be a large 
  metropolis.
  4. This level is a world with science beyond ours. Food 
  production is no longer an issue and people live in comfort 
  and luxury. Robotics and other advanced technology are 
  extremely common. This level of advancement is capable of 
  traveling worlds without a Gate.
  Conflict: The conflict of a world represents how prevalent 
  war and battle is in the world. Nearly every world has war if 
  there are people, but how important to the themes of the world 
  the wars are is up for question.
  1. At level one, the conflict of the world is non-existent. There 
  are no major wars and the most that would happen would be 
  a scuffle between individuals.
  2. Level two conflict means there are a handful of small wars 
  happening and a few organizations at war. 
  3. The worlds with level three conflict have constant wars 
  between dozens of nations.
  4. The final level of conflict represents a world where every 
  person contributes to a massive world war. Cities are always 
  being raised and destroyed. 
  Divinity: This statistic represents how prevalent divine 
  presence is in the world. High divinity has a true divine presence 
  while a low divinity might not worship at all.
  1. At this level, the world has likely never seen a miracle before. 
  Nature or ideals are worshiped instead of gods.
  2. Level two is the standard divinity level for most worlds. They 
  know of gods, but no one has ever seen one and only stories 
  of   Angels or  Demons are told. 
  3. Level three is when miracles are common enough to be hoped 
  for.   Angels and  Demons often visit these worlds. A god can 
  have made their presence known once or twice in its history.
  4. At the final divinity level, deities take a more direct approach 
  to watching over the world. They can rule over it as a god-
  emperor and  Angels and Demons join battles.
  Instability: This statistic represents how together the 
  world is. The higher the instability, the more gates have been 
  destroyed and the more prevalent objects and ideas from 
  other worlds are.
  1. The world likely only has one or two Gates, still intact.
  2. A handful of Gates, sometimes animals migrate through.
  3. Several Gates, or a broken Gate or two. Some explorers may 
  discover the portals.
  4. Several broken Gates, world is close to falling apart. The 
  worlds it connects to intermingle with it.
  These statistics represent what kind of world it is but the 
  statistics are not separate from each other. The stats blend 
  together. For example, a world with three savagery and one 
  magic would have dinosaurs and other natural monsters, but a 
  world with three savagery and three magic might have dragons, 
  medusas, and other magical monsters that wander the wilds. 
  These statistics are a guide for the sorts of adventures that can 
  happen in a world, as well as the sort of creatures within.
  Using World Statistics
  There is a technique for mapping the worlds that is commonly 
  used by Gate Striders. These Maps are simple to make and use. 
  Simply begin on the world you are on, and draw a circle on a 
  paper. When you travel to a new world, draw a new circle and 
  draw a line between them. Continue doing this, and eventually, 
  you will have a detailed network of worlds. Each line represents 
  a Gate, information about where the Gate is often written on the 
  line. Information on the worlds is written in the circles.
  World Traveler Maps
  Every world has one Dragon. Unlike the Dragons of our 
  stories, they are not large fire-breathing lizards. Rather, a 
  Dragon is a physical manifestation of the world itself. They 
  are a perfect representation of those worlds ideas and themes. 
  A world about the hunt would have a dragon that is the apex 
  predator, the perfect hunter. Another world about corporations 
  oppressing the weak would have a Dragon that takes the form of 
  a mysterious, all-powerful CEO. These Dragons are the greatest 
  challenge of the worlds. Because of this, Gate Striders tend to 
  become Dragon Slayers. 
  Slaying a Dragon marks the slayer permanently. They gain an 
  aspect of that Dragon, and in return, the Dragon gains an aspect 
  of the Slayer. Then, the Dragon is reborn. With its rebirth, the 
  world changes to reflect the new Dragon. The only way to truly 
  remove a Dragon is to destroy the world itself.
  Dragons
  
  202
  Example Worlds
  Western
  The western is a world where the law is controlled by the person with the quickest trigger finger. Not always 18th century USA, 
  but the themes from media about that era are relevant. Cowboys, six-shooters, tumbleweed, saloons, and bar brawls are some of the 
  imagery these worlds would have.
  Savagery: 2 The wilds are uncivilized, but not so dangerous 
  to warrant higher savagery than two.
  Magic: 1 Grit and guns are the tools of this world. Not magic.
  Advancement: 2 While the advancement is two, this 
  world does contain some more advanced pieces of technology 
  such as guns, trains, and dynamite.
  Conflict: 2 Folk are always fighting amongst themselves, 
  but the conflicts are not nationwide. Settler versus native, 
  lawman versus outlaw, and hero versus villain. 
  Divinity: 1  Faith is strong, but it is just faith. A miracle or 
  two is known, but true channelers are almost never known.
  Statistics
  Law is taken into the player’s hands if 
  they are present.
  Honor is more important than law and 
  only the vilest of villains are honorless.
  No one can move while a tumbleweed 
  passes while in combat.
  Traits
  Showdown: At some point, the players are bound to get 
  into a high-noon duel with a villain. To run this, it plays out as a 
  normal encounter. Except, initiative is different. The characters 
  all begin shooting each other, initiative is not rolled. Instead, 
  everyone present rolls an attack and defense simultaneously. 
  Then, resolve damage in order of highest initiative bonus to 
  lowest. If a character would be rendered unconscious before they 
  shoot, then they make no attack. Then, roll initiative normally, 
  but anyone shot gains a penalty die.
  Rules
  The ultimate lone wanderer. He is a mysterious stranger with 
  no past. The only way to defeat this dragon is in a duel at high 
  noon.
  Lone Wanderer
  Tactics: 4
  HP: 80
  Attack/Defence: 10/10
  Defend: 13
  Resistance: 10 
  STR: 10 
  DEX: 18  
  CON: 10 
  FOC: 10 
  INT: 10  
  SPI: 6
  Attacks
  Six-Shooter: +19  
  (Aim +22)  
  25 damage
   Short range, infinite ammo.
  Traits
  Duel: The Lone Wanderer can only be damaged during a 
  showdown.
  Fan the Hammer: The Lone Wanderer can strike up to 
  six opponents in the first round of a showdown.
  Deadly Duel: In a showdown the Lone Wanderer is in, all 
  damage from attacks made at the beginning of the showdown 
  is multiplied by 5 after resistance.
  Dragon
  With very little modification, this world fits the stereotypical 
  samurai ridden feudal Japan. Instead of guns, think katanas. 
  And instead of tumbleweed, a deer scarer may be appropriate.
  Samurai
  
  203
  Wonderland
  A wonderland is a world that is strange and dreamlike. Physics has no hold on reality and everyone has no choice but to be mad. 
  Savagery: 3 Monsters stalk every corner, though these beasts 
  tend to talk. They may even seem pleasant.
  Magic: 4 Magic is everywhere and everything is magical in 
  some way. A cake which shrinks characters, waterfalls which 
  sail upwards and talking teacups are just a few examples.
  Advancement: 1 Society cannot gain a strong foot in the 
  wonderland, even if individual characters manage to build 
  themselves homes.
  Conflict: 1 The wonderland is fairly peaceful, mostly 
  because of the sheer chaos of the land. 
  Divinity: 2  The Wonderland has its gods. The red queen, 
  the hatter, and other characters from Alice and Wonderland 
  would make for excellent religions.
  Statistics
  Everyone is a bit mad, and everyone speaks 
  in riddles.
  Most objects can talk if asked.
  The world does not follow geographical 
  laws.
  It may or may not be a dream.
  Traits
  Strange: Sometimes, odd things just tend to happen. 
  Whenever two dice roll the same value, something strange 
  occurs. Roll on the following table or create a random effect.
  1. Something in the environment gets up, and walks away. 
  2. The floor gives away to nothing. Those who fall down end up 
  somewhere new. They are unharmed.
  3. A random character begins hiccuping bubbles.
  4. Day and night switch.
  5. Music begins to play from nowhere.
  6. Sudden weather change. 
  7. All characters clothes begin to complain.
  8. A giant of improbable size steps into the environment on their 
  way somewhere.
  9 The world begins to shrink.
  10. The world begins to grow.
  Rules
  The jabberwocky who galumphs through the wonderland. A 
  large monster of uffish design. Its jaws are wide and cheshire 
  with claws that snatch up its prey. It appears how it feels and can 
  never be counted on.
  Jabberwocky
  Tactics: 4
  HP: 80
  Attack/Defence: 10/10
  Defend: 13
  Resistance: 10 
  STR: 18 
  DEX: 10  
  CON: 10 
  FOC: 6  
  INT: 6 
   
  SPI: 18
  Attacks
  Jaws That Bite: +19 (Aim +22)  25 damage
  Claws That Catch: +19 (Aim +22)  
  20 damage
   Enemies hit with claws are grabbed
  Traits
  Vorpal Weakness: The Jabberwocky takes double 
  damage from things that do not exist.
  Burbles: The jabberwocky has 1d10/2 actions on their turn 
  and one stunt.
  Whiffling Wings: The jabberwocky has the flight 
  movement type.
  Weird: When rolling contested dice, the jabberwocky must 
  swap one die rolled for a die rolled by the opponent.
  Dragon
  
  204
  
  205
  Horror
  A world of terror. Ghosts, ghouls, vampires, and werewolves hide in the shadows and insane murderers lurk in the home. It is 
  where the fear of the dark begins. A place of despair, danger, and The Dark.
  Savagery: 3 Monsters prowl the night, ready to feast on the 
  innocent.
  Magic: 2 Foul sorcery curses the swamps and raises the dead.
  Advancement: 2 A world afraid, but still trying hard to 
  advance.
  Conflict: 1 There is no time to fight amongst each other 
  when the people are nothing but livestock to the ghouls and 
  goblins. 
  Divinity: 1  Faith exists, but this is a godless world.
  Statistics
  A corpse does not stay dead for long.
  Everyone knows of the monsters, but no-
  one is willing to talk about them.
  Days seem short, everything seems to 
  happen at night.
  Everyone has their secrets and no-one is 
  truly innocent.
  Traits
  Helpless: Players convert ½ their threshold into Health 
  Points while in this world. This world is deadly and even the 
  strongest of striders fear the things in the dark. Characters 
  also receive a penalty die to resist fear effects as well.
  Things in the dark: Dark vision is slightly less effective. 
  You can see in the dark, but all details are lost and only 
  colorless silhouettes can be seen.
  Rules
  It is not some monster, ghoul, or vampire that claims the title 
  of dragon. It is a beast, or rather THE beast. The thing that every 
  fiend uses to its advantage. It follows people everywhere they 
  go and sometimes it uses trickery to make it seem safe. It is a 
  personification of the evil dark.  An invisible force that can only 
  be bested by embracing and facing it.
  The dark is never faced alone. Always there is something 
  hiding in it. The prime location to fight the dark is in haunted 
  mansion filled with monsters or similar caliber to itself.
  The Dark
  Tactics: 4
  HP: 1
  Attack/Defence: 10/10
  Defend: 13
  STR: -  
  DEX: - 
   
  CON: - 
  FOC: 15 
  INT: 15  
  SPI: 15
  Attacks
  Unfortunate Accident: +19 (Aim +22) 15 damage
   Long range, environment finds a way to damage. Targets are 
  slowed if hit.
  Traits
  Fear itself: All players are frightened while in its presence. 
  Characters who are immune to fear must instead roll a spirit 
  check difficulty 15 or be frightened anyway.
  Incorporeal: The dark cannot harm nor can it be harmed. 
  But it can cause accidents. Tripping while a monster is behind 
  or causing a tree to fall in the path. If the Dark is alone, it can 
  be harmed by radiant damage.
  The thing that goes bump: The Dark can, as a 
  reaction, move to a zone that contains a villain, ghoul, undead, 
  or other horror movie monster when a similar creature dies, 
  is knocked out, or otherwise removed from the skirmish. 
  Monsters in the same zone as The Dark gain a bonus die to 
  all rolls.
  Dragon
  
  206
  Science Fiction
  A world that has advanced beyond possibility through science. Nothing is beyond their reach, but their solutions have created 
  their own problems. Rogue AI, mad scientist, and bioscience with questionable morals are quite dangerous.
  Savagery: 1 Society has removed the danger of the wilderness.
  Magic: 1 Magic is nothing but a children’s game and a rumor 
  on the deepest of internet chat sites.
  Advancement: 4 The world has advanced to its highest 
  point.
  Conflict: 2 Wars are not so much a concern, but 
  corporations fight tooth and nail through assassins and 
  mercenaries to gain as much power as possible. 
  Divinity: 2  Gods watch the progress of the world, but 
  religion often becomes a meta-mental idea of existence rather 
  than the worship of divine beings.
  Statistics
  NPCs have 1 more intelligent than 
  normal.
  AI and humans are indistinguishable.
  Everything is explainable, even the Gate 
  Striders magic.
  Traits
  Jargon: Gate Striders with at least 6 intelligence can give 
  meaningless, technobabble solutions to technology problems. 
  An example would be “We need to redirect the photon lasers 
  to bounce off the gama waves!” Doing so grants a bonus die 
  to solving the problem.
  Rules
  An embodiment of all things science and complicated. An 
  artificial intelligence which designed and built itself housed 
  inside the most advanced robotics possible for the world. It is 
  absolute law and thinks a billion times faster than the smartest 
  human. The Artificial Dragon Intelligence on its 1323rd 
  iteration.
  ADI-1323
  Tactics: 5
  HP: 100
  Attack/Defence: 10/10
  Defend: 13
  Resistance:10
  STR: 10 
  DEX: 10  
  CON: 10 
  FOC: 10 
  INT: 30  
  SPI: -
  Attacks
  Lazer: +15 (Aim +20) 20 damage
   Long range
  Traits
  Invent: ADI-1323 can create any non-magical object with a 
  bonus action. Material is synthesized.
  Reset: ADI-1323 resets to base stats after one hour. This 
  includes HP.
  Null: ADI-1323 is immune to magic.
  Dragon
  
  207
  Super Hero
  A world of magic, science, mystery, and heroism expanded into everyday knowledge.
  Savagery: 3 While standard animals are not dangerous, 
  giant monsters attack cities on a near weekly basis.
  Magic: 3 Ancient magick is wielded by both hero and villain.
  Advancement: 3 
  Mad science and super genius 
  technology has seeped into the world.
  Conflict: 3 The world is constantly at war. Heros versus 
  villains.
  Divinity: 3  Angels and demons come to this world to wage 
  their endless war and heros of the gods rise up to stop them.
  Statistics
  Zones are much larger, about the size of 
  a football field each.
  Despite the collateral damage, civilians 
  will be saved by heros. The only way for 
  a civilian to die is through the plots of 
  villains.
  Fall damage is ignored.
  Traits
  Monologue: When initiative is rolled, all characters may 
  exchange in lengthy dialogue. Combat only begins when all 
  characters have finished their monologue.
  Just in Time: A character can spend a hero die to arrive at a 
  skirmish that another character is in. No matter the distance, 
  an excuse will be created latter.
  Rules
  The paragon of justice. A man with bullet proof skin, laser 
  vision, super strength, and a heart of gold. He is Dragonman, the 
  greatest superhero possible.
  Dragonman
  Tactics: 4
  HP: 95
  Attack/Defence: 10/10
  Defend: 13
  Resistance: 20
  STR: 15 
  DEX: 15  
  CON: 15 
  FOC: 15 
  INT: 15  
  SPI: 15
  Attacks
  Lazer vison: +17 (Aim +20) 20 damage
   Long range
  Punch: +17 (Aim +20) 25 damage
  Traits
  Weakness: Dragonman has two weaknesses. His sense of 
  justice and a rare rock defended by the worlds heros. When 
  close to this rock, Dragonmans abilities are reduced by 10 and 
  resistance becomes 0.
  STOP!: Dragonman will always appear when the world is in 
  danger to save it just in time.
  Super movement: Dragon man has every movement type 
  and cannot be slowed.
  Dragon
  
  208
  Gates has an implied deific presence throughout its worlds. 
  Though, what a god or divine actually is varies from world to 
  world. Perhaps they are truly beings from before the reality 
  shattering event. Maybe they are immensely powerful mages. 
  What is for certain, is that they have enough power to pierce 
  through the Gates and grant power to their followers.
  Divinity
  Magic is present on all worlds. Some worlds try to classify it 
  into different groups. Some call it psionics, alchemy, divination, 
  conjuration, evocation, calling, runecasting, and hundreds upon 
  hundreds of other names. But, magic is magic. Magic is the act 
  of making change in reality by projecting your intentions. Some 
  interpret this as a requirement that the formula for what must 
  happen must be written in the mind, which does work. Others 
  use their raw imagination and belief to tell reality what to do. 
  Even the gods use the same magic, and bequeath it to their 
  followers. However magic is called into being, the important 
  part is that it is personal. Every spell and every incantation is 
  a piece of art which spells out what the change is and has the 
  artists personal flair. Thus, most mages are, by nature, artists. 
  The personal nature of magic often leads to a vast variation 
  in the visuals in magic. Every spell and ritual has a piece of the 
  caster etched into it. A spell that hurls a ball of fire might look 
  like a flaming rose for once caster, but a green laughing skull for 
  another.
  Magic and Technology
  Remembering a ritual is considered difficult for many. But 
  writing a ritual down is nearly impossible for them. To accurately 
  represent every formula, thought, emotion, movement, and 
  incantation required on a piece of parchment can take weeks 
  or even months to accomplish. These are called scrolls. They 
  can take the form of parchment, tablets, carvings, or even data 
  on a computer. A spellbook is simply a book of many rituals. 
  Spellbooks are incredibly rare and expensive. After all, It takes a 
  lifetime for a spellbook to be fully written. Even mages require 
  years to write a full spellbook. This is because poetry, inventions, 
  biographies, and other forms of information are often written as 
  well. Collectors spend many years trying to track down even a 
  copy of a spell book, which is difficult to find. 
  Crafting scrolls is done with the downtime rules. Crafting a 
  spellbook is essentially the same as crafting dozens of scrolls, 
  they are simply bound together. Scrolls found in the game 
  generally reflect the world they are found in. A world similar 
  to ancient greek can use clay tablets for their rituals, while a 
  different world might scribe scrolls on hide.
  Scrolls and Spellbooks
  The level of technology in every world varies so widely it 
  would be a fool’s errand to list the types. The possibilities range 
  from clockwork technology, biotech, to no technology aside 
  from sharpening stone and lighting fire. Most worlds have a 
  level of technology equivalent to our worlds medieval. High tech 
  societies, such as our 1900’s and beyond, are very rare. However, 
  they do exist. As a result, most Gatestriders end up with 
  some form of advanced technology in their travels. Firearms, 
  translation devices, small computers, and even recreational 
  devices such as a cd Player are some devices a common Gate 
  Strider would carry. Because most worlds technology is not 
  compatible, Gate Striders often pick up an understanding of 
  how technology works and how it could be hacked to fit. A bit 
  of tin foil and nearly any battery can be made to fit any device, 
  for example.
  When technology and magic combine, miraculous things 
  happen. Ships that can travel through the astral, god-like 
  computers, weapons of mass destruction, and even magical 
  DNA manipulation. 
  Technology
  Every world has its own languages or variations of languages. 
  However, there are three broad types. There is the Gate-
  languages. This is the language of the Gates and its variations. 
  Many worlds have learned language from Gates or Gate Striders, 
  so these languages are always a little similar. Most Gate Striders 
  learn this language, and can get a broad understanding of what 
  people who speak similar languages are saying.
  There are common languages. These are languages which 
  spawn over time and they are all different. However, they are 
  all easily translated by universal translators or magical potions 
  of tongues. 
  Finally, there is the elder languages. These language types are 
  used by  Demons,   Angels, Gods, and truly ancient and strange 
  creatures. These languages cannot be translated, even by magic. 
  The reason is because these languages predate mortal ideas, thus 
  they are unable to be understood by mortals.
  Almost every Gate Strider finds some way to communicate. 
  Common techniques include enchanting oneself to understand 
  all languages, installing translation augments into their mind, 
  using translation device, or simply learning every language they 
  come across.
  Language
  
  209
  Hazards
  Chapter Seven: Dangers
  While out of combat, a character is still in danger from traps 
  and other dangers. These traps are designed to deter or alert, 
  but a few are designed to kill. When the Players approach a trap, 
  compare the Players highest passive perception to the traps 
  difficulty. If the Players search for traps, then decrease the traps 
  difficulty by 3 and allow them to roll focus. If the Players do 
  not notice the trap, then they trigger it. Triggering a trap is very 
  dangerous, because when a trap deals damage, it is always to hp. 
  Some traps are dodgeable. In this case, when the trap is triggered 
  the Players can roll dexterity against the original difficulty to 
  dodge the trap.
  There is a limitless amount of traps available. Though, when 
  designing them it’s good to keep in mind that traps are either 
  harmless, captures a target, or is deadly. A trap that just wounds 
  an enemy is not useful to whomever set up the trap. Below are a 
  handful of traps as examples.
  Poisoned Arrow Trap: 15 
  Crossbow-like mechanisms are hidden behind a wall, eager 
  to strike anyone who activates the trap. When this trap is 
  activated, every character is the area immediately receives 
  5 damage and must roll constitution against a difficulty 15. 
  Failure results in TH being lowered by 5 for the next 24 hours.
  Hidden alarm: 20 
  Either a thin wire or a motion sensor is connected to an alarm. 
  This trap is harmless, but can alert those who seek harm. 
  When this trap is activated, an alarm is sounded.
  Poisonous plant: 12
  Failing to notice these draping plants will cause a powerful rash 
  that makes it difficult to focus. For the next 24 hours the 
  character’s effective focus is reduced by 1.
  Spike trap: 15 
  Holes in the ground, walls, or ceiling hide deadly spears 
  which impale trespassers. When this trap is activated, every 
  character is the area immediately receives 10 damage.
  Disarming a trap is purely based on what the trap is. The 
  Game Master determines what actions need to be taken to 
  disarm a trap, such as hacking a camera or simply cutting a wire. 
  More often than not, it is simpler to avoid a trap rather than try 
  to disarm it.
  Traps
  Poison is a dangerous weapon that can be used on a weapon, 
  drink, or unsuspecting door knob. Most poisons applied to a 
  weapon simply increase damage, but some of the more subtle 
  poisons have different effects. When a poison is ingested or 
  touched, the character rolls constitution against the poisons 
  difficulty. Failure means the character suffers from the full 
  effects of the poison. Success means the character only suffers 
  from the minor effect. Diseases have no minor effect and the 
  dangers of the disease are not apparent immediately. Instead, 
  the effects are apparent hours or days latter. The following is a 
  handful of example poisons and diseases.
  Sleepers Unrest: 16
  This thick black poison is generally used against sleeping 
  targets due to its obvious look. When a character fails the 
  constitution roll, they gain two levels of fatigue and do not 
  receive the effects of rest. The minor effect simply does not 
  grant a rest that night.
  Sleep Powder: 10
  This is a white powder that is blown into an enemies face. Failing 
  the constitution roll causes the victim to fall unconscious. The 
  minor effect of this poison imposes a penalty die on focus 
  rolls for the next five rounds.
  Flesh Rot: 15
  This disease is contracted from touching someone diseased by 
  this deadly bacteria. Failing the constitution roll will cause the 
  character to receive one constitution damage per day. Every 
  day the character can roll constitution again against the same 
  disease. This persists until two of the constitution rolls are 
  made in a row, or the character dies.
  Poison and disease
  
  210
  Enemies
  There are dangers on every world. Monsters, bandits, robots, villains, assassins, beasts, and cultists just to name a few. To detail out 
  every monster for every world would be a foolhardy task, so instead this book will give advice for creating your own creations. There 
  are four basics types of enemy with their own special rules. Standard enemies are singular creatures or people who work similar to 
  Players. Hordes are large groups of creatures, such as a swarm of rats or an army of goblins. Colossus are massive-building sized 
  creatures that are difficult to kill. Minions are similar to standard enemies, but they will go down with one hit.
  Each creature also has a tier and a difficulty associated with it. The tiers are the same as the Players, mundane through mythic. 
  There are three difficulties for a creature. Common, basic, and tough. Heroic and onward tier enemies have the superiority benefit 
  that players gain. Making them extra dangerous against weaker players.
  The tactics statistic is a guide for Game Masters on roleplaying 
  the enemies in combat. The tactics stat ranges from 0 to 5. They 
  represent how well the enemy works with others and how 
  tactically minded they are. Below is a description of each tactics 
  level.
  0: At zero tactics the creature has no ability to think about the 
  world around them. They will simply move towards an enemy 
  and attack. They cannot use stunts, defend or aim actions, will 
  walk through dangerous terrain and traps, and cannot work 
  together. An example of this tactic would be a slime, mindless 
  zombie, or an elemental. This level can still use the recover 
  stunt.
  1: At one tactice the creature still cannot use any tactical actions 
  such as stunts or defend or aim actions. However, they will 
  avoid dangerous terrain. An example of a one tactic would be 
  an insect or a robot.
  2: Two tactics is where creatures can start thinking more 
  tactically. They will use the defend and aim actions as well 
  as stunts. Teamwork is still not done. Goblins and untrained 
  peasants act at this tactic level.
  3: At three tactics characters will start to work together. They can 
  perform simple teamwork, such as hiding behind larger allies 
  or using ranged weapons alongside melee allies. Wolves and 
  new recruits will act at this tactic level.
  4: Four tactics allows the enemies to work together, use any 
  tactical abilities, and use their environment to their advantage. 
  Trained soldiers act at this tactic level. 
  5: The final level of tactics allows the character to use any 
  tactical techniques available, but these characters also intuit 
  the Players actions and techniques. Usually this is reserved for 
  generals or genius monsters. Assume these characters know 
  what the Players can do, unless they hide their abilities. Feel 
  free to use your knowledge of the Players tactics against them 
  with this enemy tactics level.
  Tactics
  Squads are a collection of different enemy types that would 
  be common to find together. Each squad will detail the enemies 
  found within, as well as the tactics used by the squad. Each 
  squad has world statistics, these work as a guide for the sorts of 
  worlds they can be found in.
  Squads
  Standard enemies do not have any special rules than what has 
  been presented so far. But keep in mind that standard enemies 
  do not have to follow the guidelines of Players. They can have 
  abilities Players do not gain access to, do not have threshold, and 
  they can have abilities past the normal limit.
  Standard
  Enemy Types
  Minions follow all of the rules of a standard enemy, except 
  they have no HP. Instead, if they take any damage they are 
  knocked out immediately.
  Minion
  Villains are not a specific type of enemy, but rather a title for 
  them. A villain is any NPC that may use hero dice as a Player 
  as well as having threshold. Villains should be given names, 
  personalities, and have a tie to the characters. They may be an 
  antagonist the Players are trying to stop, a general of an evil 
  overlord, or any other unique character.
  Villains
  
  211
  Hordes are a special type of enemy. They are not a single 
  creature. Rather, they are a large group. Some examples of hordes 
  would be a swarm of rats, a mob of angry peasants, a small army 
  or imps, or a living forest. Hordes follow a few new rules.
  Size: Every Horde has a size of one or more. The size is how 
  many zones the Horde takes up. The horde is considered to be in 
  every zone that it encompases. These zones the horde is within 
  must be connected, but the horde can resituate itself with a stunt 
  or an action. Though, the horde must be in at least one zone 
  that it was before it moved. If the Horde has a size of one, it may 
  move one zone. 
  Attacking: When a horde makes an attack, it targets 
  every enemy in the same zone. It may use a stunt, but the stunt 
  only targets one character rather than all. The same applies for 
  defensive stunts.
  Health: If a Horde has more than one size, then the 
  Hordes HP will be written as x/x/x/… The Health points will be 
  split into a number of sections equal to its size. For example, a 
  size 3 Horder may have 18/12/6 while a size 4 horde might have 
  20/15/10/5. The first number is the maximum health points. 
  When the health point maximum reaches the next number, the 
  horde loses one size.
  Targeting a Horde: A horde cannot be targeted 
  by an effect that affects a single character, but it is affected by 
  any effect that targets a zone. When a character attacks a zone, 
  the weapon and critical damage is ignored. Though, if a horde 
  is attacked by an ability that targets a whole zone it takes full 
  damage.
  Hordes
  A colosi is a huge enemy anywhere from 20 to hundreds of 
  feet tall. A few examples of Colosi would be ancient dragons, 
  large robots, eldritch monsters from the sea, giants, and huge 
  animated statues. Colossi are detailed on page 162.
  Colosi
  
  212
  Creating Enemies
  The first step to creating an enemy is to come up with the idea. 
  Virtually anything can have enemy stats, though only things that 
  players will likely fight should be stated up. Each enemy stat is 
  unique. An orc warrior and an orc shaman have different stats 
  for example. 
  Step 1: Concept
  At this point the power and difficulty of the enemy should be 
  chosen. The tier is chosen based on the tier of players expected 
  to fight it. The guide on page xxx can assist this decision.
  Next, determine if the enemy is common, basic, or tough. As 
  a rule of thumb, players should be able to handle double their 
  number of simple enemies of their tier, equal number of basic of 
  their tier, or half their number of tough of their tier.
  Step 2: Tier and Difficulty
  The next step is to determine the enemies statistics. Follow 
  the guide on page xxx to determine the attack, defence, health 
  point, and abilities. An enemy should have one good ability, 2 
  medium abilities, and three low abilities. 
  Step 3: Statistics
  This is where the enemy becomes more unique. Choose a 
  weapon for the enemy, or create an attack. It is a good idea to 
  base attacks off of weapons, but do give them special properties 
  and interesting mechanics.
   
  Special traits make the enemy more interesting to 
  battle, and the enemy can have virtually any ability thought of. 
  An example would be summoning other enemies when at low 
  HP or causing players to be feared. Use good judgement when 
  creating special properties, and keep in mind what or who the 
  enemy is when choosing trait.
  Use the example enemies as a base for the sorts of traits and 
  attacks an enemie could use.
  Step 4: Attacks and traits
  Now, take the enemy and tweak the numbers a bit to make 
  them more concise. Add or reduce health points, abilities, and 
  other statistics until the game master believes it to be complete.
  Step 5: Tweak Numbers
  Tier
  Attack/Defense total
  High Stat
  Med Stat
  Low Stat
  HP + con x 2
  Mundane, Simple
  0
  6
  3
  2
  16
  Mundane, Basic
  2
  7
  3
  2
  20
  Mundane, Tough
  4
  8
  4
  3
  24
  Adventurous, Simple
  2
  9
  4
  3
  20
  Adventurous, Basic
  4
  10
  5
  3
  24
  Adventurous, Tough
  6
  10
  5
  3
  28
  Heroic, Simple
  6
  11
  6
  4
  30
  Heroic, Basic
  8
  12
  7
  4
  36
  Heroic, Tough
  12
  13
  8
  4
  42
  Legendary, Simple
  14
  14
  8
  4
  40
  Legendary, Basic
  16
  15
  9
  5
  48
  Legendary, Tough
  20
  16
  9
  5
  56
  Mythic, Simple
  18
  17
  10
  5
  50
  Mythic, Basic
  20
  18
  10
  6
  60
  Mythic Tough
  24
  18
  10
  6
  70
  
  213
  Example Enemies: Mundane
  Tier/Type:  
  Mundane/Minion
  Tactics:  2
  Hit Points:  -
  Attack:  0
  Defense:  0 (defend 3)
  Resistance:  0
  Commoner
  Strength: 2
  Dexterity: 2
  Constitution: 2
  Intelligence: 2
  Focus: 2
  Spirit: 2
  World:
   Any
  Attacks  
   Farming Tools +1 (4) 
  Melee Attack
   Damage: 4
   
   Stones +1 (4) 
   
  Short Ranged Attack
   Damage: 4
  Traits  
  Untrained: The commoner only has one action.
  Spice of Life: Select one abilty by rolling a d6. One results in 
  strength, two is dexterity, and so on. This ability becomes 3.
  Farmers, cashiers, students, laborers, and anyone who is not 
  particularly special. These are the bulk of people. Commoners 
  are found on any world with people, though some worlds have 
  races that are simply too powerful to be placed in the commoner 
  placement.
  Child: Child commoners decrease strength by one.
  Fool: A fool is a commoner who is, well, foolish. Tactics is one.
  Militia: Militant commoner. Trained to defend their homes 
  from simple threats. Their attack is one.
  Elderly: The elderly are mostly feeble. As a result, constitution 
  reduces by one.
  Drunkard: A common drunkard has a penalty die on every 
  roll.
  Thug: No more than a child who thinks they are tougher than 
  they really are. These commoners cary proper weapons. Their 
  weapons damage increases by 1.
  Variations
  Unique Commoners
  These tables can be used to give individual commoners a 
  more unique personality. These tables can also be used on any 
  NPC as well. To roll on these tables, either use a d100 or other 
  way to generate a number between 1 and 100.
  Personality Quirk
  1-5  
  Angry
  6-10 
  Skittish
  11-15 
  Cheerful
  16-20 
  Sorrowful
  21-25 
  Nervous
  26-30 
  Quiet
  31-35 
  Blunt
  36-40 
  Funny
  41-45 
  Cold
  46-50 
  Mean
  51-55 
  Haughty
  56-60 
  Humble
  61-65 
  Logical
  66-70 
  Kind
  71-75 
  Motherly
  76-80 
  Careful
  81-85 
  Crazy
  86-90 
  Rushed
  91-95 
  Cruel
  96-100 
  Generous
  Goal
  1-5  
  Hungry
  6-10 
  Bored
  11-15 
  Need to relax
  16-20 
  Making Money
  21-25 
  Meeting a friend
  26-30 
  Finding love
  31-35 
  Has nowhere to go
  36-40 
  Needs to be alone
  41-45 
  Helping someone
  46-50 
  Betraying someone
  51-55 
  Committing a crime
  56-60 
  Running Away 
  61-65 
  Spend money
  66-70 
  Confront enemies
  71-75 
  Lost
  76-80 
  Con someone
  81-85 
  Going Home
  86-90 
  Learning something
  91-95 
  Procrastinating
  96-100 
  Wants to have fun
  Something Unique
  1-5 
  Speaks with an accent
  6-10 
  Ethnicity not common
  11-15 
  Carries a weapon
  16-20 
  Wearing clothes beneath their station
  21-25 
  Is obviously wealthy
  26-30 
  Has a unique hairstyle
  31-35 
  Is obese
  36-40 
  Unhealthily skinny
  41-45 
  Is wounded
  46-50 
  Wears a mask
  51-55 
  Uncommon hair color
  56-60 
  Bad breath
  61-65 
  Exotic scent
  66-70 
  Exotic clothing
  71-75 
  Unique jewelry
  76-80 
  Noticeable Scar
  81-85 
  Strange tattoos or piercings
  86-90 
  Carrying a strange object
  91-95 
  Is mildly deformed
  96-100 
  They make you feel uncomfortable for no apparent reason.
  
  214
  Tier/Type:  
  Mundane/Standard
  Tactics:  2
  Hit Points:  19
  Attack:  0
  Defense:  0 (defend 3)
  Resistance:  0
  Common Animal
  Strength: 4
  Dexterity: 3
  Constitution: 4
  Intelligence: 2
  Focus: 3
  Spirit: 3
  World:
   Any
  Attacks  
   Bite/kick +2 (5)  
  Melee Attack
   Damage: 6
  Traits  
  Untrained: The commoner only has one action.
  Dog: Dogs are clever if trained, and have an instictual pack 
  mentality. As a result, dogs have a tactics of 3.
  Cattle: Cattle are not very smart, but they are tough. 
  Constitution increases to 6, and Hit points increase to 30.
  Boar/Ram: Both of these animals are similar in their tactics. 
  They double any damage from momentum.
  Monkey: Monkeys increase dexterity to 4 and decrease strength 
  to 3. They also have the climb movement type.
  Snake, Venemous: These snakes are small, but deadly. Strength 
  is reduced by 2, but bite deals 2 additional poison damage.
  Snake, Constricting: These snakes are significantly larger 
  than their smaller cousins. Constrictors can wrap around a 
  grappled or imobile enemy with one action. They may then 
  use an action to cause 5 damage through squeezing.
  Bird, fowl: These birds are mostly land based. Rarely fly. 
  Chickens, turkey, pheasent. Their damage with their pecks 
  are 3 and strength is 2.
  Bird, Hunter: Eagles, hawks, vultures. These creatures have the 
  flight movement type.
  Cat: Cats are sneaky, but weak. Their strength is two, but 
  dexterity is 5. Damage is unchanged, but uses dexterity.
  Lizard: Iguanas, monitors, and other large lizards. Their tactics 
  are 0.
  Cephalopod: Squids, octopus, and other tentacle wielding 
  water dwellers. These creatures have the swim movement 
  type, as well as the ability to grab an enemy with a stunt if 
  they hit with an attack.
  Equine: Horses, elk, and other similar animals have 5 strength, 
  and their kick deals 8 damage.
  Large fish: Large fish have the swim movement type.
  Large Rodent: Dexterity for these creatures is 4 and they have 
  a bonus die when sneaking.
  Raptor: Small dinosaurs. They are quick. This allows them to 
  move one zone for free on their turn.
  Beast Cub: The youngest of  larger animals. Bears, wolves, lions, 
  tigers, and the like. These animals lose the untrained trait.
  Tortise: Tortise and similar creatures are slow, they must use 
  their action to move. But, their resistance is 3.
  Large Crustacian: Large crustacians, such as giant crab, have 
  a resistance of 2.
  Large Bug: Giant insects have the flight movement type and 
  their reistance is 1. 
  Large Spider: A giant spider has the climb movement type, and 
  its bite deals 2 additional poison damage.
  Animal Types
  Anyone would be familiar with these animals, at least, if they 
  live in the same world as them. They are the beasts of burden 
  and pets. Dogs, cattle, horses, pigs, and other animals are just a 
  few examples. Because many animals share the same statistics, 
  each beast gains one trait depending on what the animal is.
  Quirks and Treasure
  Even the same type of animals are unique and often their 
  homes have small bits and bobs of items dragged in. Use the 
  following tables to add some life to wild animals. Reroll if any 
  results do not work for that particular animal.
  Stray Quirk
  1-5  
  Bitten Ear
  6-10 
  Strange skin/fur
  11-15 
  Albino
  16-20 
  Missing teeth
  21-25 
  Large Scars
  26-30 
  Arrow healed over
  31-35 
  Diseased
  36-40 
  Filthy
  41-45 
  Well groomed
  46-50 
  Wearing colar
  51-55 
  Miscolored eyes
  56-60 
  Missing tail 
  61-65 
  Mishapen head
  66-70 
  Wearing cloth
  71-75 
  Blind in one eye
  76-80 
  Burned skin
  81-85 
  Slightly larger
  86-90 
  Slightly smaller
  91-95 
  Fat
  96-100 
  Skinny
  Den/nest Treasure
  1-5  
  Bits of bone
  6-10 
  Human Corpse
  11-15 
  1 wealth 
  16-20 
  Old weapon, chewed
  21-25 
  Pile of cloth
  26-30 
  Raw ore or resource
  31-35 
  Running, fresh water
  36-40 
  1d6 babie animals
  41-45 
  Near dead animal
  46-50 
  Wounded commoner
  51-55 
  1d6 arrows
  56-60 
  Broken animal trap 
  61-65 
  Dead rare creature
  66-70 
  Primitive carvings
  71-75 
  Fruit tree or bush
  76-80 
  Intact animal fur
  81-85 
  Pack of supplies
  86-90 
  Rare plant
  91-95 
  Entrance to a cave
  96-100 
  Eerily empty
  Small animals
  Any small animal, at least smaller than the average dog, 
  including baby animals are minions.
  Dire Animals
  Dire animals are large version of the animal. Their strength is 
  increased by 2, hit points increase by 10, and attack and defense 
  increase by 1. Dire animals are adventurous tier.
  Awakened Animals
  Sometimes, an animal will become wise. Either through 
  magic, experience, or strange science. These animals can speak 
  and have an intelegence and tacctics of 3.
  
  215
  Tier/Type:  
  Mundane/ Standard
  Tactics:  3
  Hit Points:  28
  Attack:  1
  Defense:  1 (defend 4)
  Resistance:  1
  Bandit
  Strength: 7
  Dexterity: 3
  Constitution: 4
  Intelligence: 2
  Focus: 2
  Spirit: 3
  World:
   Conflict: 2
  Attacks  
   Sword +4 (7) 
   
  Melee Attack
   Damage: 10
   Short Bow +2 (5) 
  Short Ranged Attack
   Damage: 5
  Traits  
  Dirty Fighting: The commoner deals 2 extra damage against 
  any enemies that have been attacked in the current round.
  Bandits live at the edge of society. Their origins are varried. 
  Outcast criminals, soldiers from battles lost, or secluded tribes 
  of savages to name a few. Any world with conflict will eventually 
  spawn bandits in one form or another. Simple challenges by 
  themselves, but bandits have an advantage in numbers and loose 
  morals.
  Loot and Trinkets
  Bandits are, by their nature, theives. Trinkets are objects a 
  bandit would carry on their person. But, back at their camp they 
  keep their loot. Piles of treasure ready to be “recovered“.
  Loot
  1-5  
  Cart, 2d6 wealth
  6-10 
  1d6 commoners
  11-15 
  10 wealth, silver
  16-20 
  5 wealth, Raw ore 
  21-25 
  Good lumber
  26-30 
  2d6 basic weapons
  31-35 
  3 wealth of ale
  36-40 
  Ritual page
  41-45 
  An artifact
  46-50 
  Exotic mounts
  51-55 
  Exotic animals
  56-60 
  15 wealth, gold
  61-65 
  15 wealth, gems
  66-70 
  Quality clothing
  71-75 
  5 wealth, furs
  76-80 
  10 wealth, tech
  81-85 
  5 advanced weapons
  86-90 
  Quarried Stone
  91-95 
  1d6 months of food
  96-100 
  Roll twice
  Trinket
  1-5  
  Carved bone
  6-10 
  1 wealth, jewlery
  11-15 
  1 wealth, coins 
  16-20 
  Personal Journel
  21-25 
  Health potion
  26-30 
  Grenade
  31-35 
  Extra rations
  36-40 
  A basic weapon
  41-45 
  A trap
  46-50 
  Picture of loved one
  51-55 
  Lock of hair
  56-60 
  Trophy from hunt 
  61-65 
  Small pet
  66-70 
  Pipe and weed
  71-75 
  Deck of cards
  76-80 
  Dice
  81-85 
  2 wealth, gem
  86-90 
  2 wealth, art object
  91-95 
  Sack of marbles
  96-100 
  A map of the area
  Pirate: Seafaring bandits. They gain the swing movement type 
  while on a ship.
  Outlaws: Criminals in the wild west. They carry with them 
  firearms. Their attacks are replaced by a gun attack. This is a 
  short ranged attack that deals 8 damage.
  Orcs: Orcs are a race of creatures with bandit like tendancies. 
  They are usualy tribal, strong, and ruthless. Their strength 
  and constitution increases by 1, but their intelegence and 
  tactics decrease by 1.
  Cannibals: Evil men who feast on human (or similar) flesh. 
  These cannibals do not care about treasure, only sustenence. 
  Thus, they have perfected the kill. Damage is increased by 2 
  for both weapons.
  Chief: Some bandits have a chief who is stronger than the rest. 
  This chiefs attack and defense increases by 2, and they have 40 
  hitpoints. Furthermore, a chief may use an action to allow a 
  bandit to attack.
  Deserters: Deserters from a battle. Luckily, they have managed 
  to keep their armor. Their resistance is 3.
  Henchmen: Henchmen are used by many super villains and 
  other criminals. They are considered minions.
  Variations
  Camp
  It is a well known fact that bandits reside in camps. Though, 
  this camp takes many forms. Ships, ruins, caves, fortresses, and 
  secret lairs are just a few. But, every camp is slightly different. 
  They have their defenses and their quirks. perks that the bandits 
  utilise to defend themeselves from wandering heros and aspects 
  of the bandit camp that makes it more interesting. An average 
  camp hase 4d6 bandits and one chief.
  Defenses
  1-5  
  An adventurous tier 
  monster.
  6-10 
  1d6 dogs
  11-15 
  Reinforced walls
  16-20 
  Sniper towers
  21-25 
  Trapped exterior
  26-30 
  Hidden entrance
  31-35 
  trapped treasure
  36-40 
  Locked doors
  41-45 
  Alarms
  46-50 
  A mage ally
  51-55 
  1d6 beast cubs
  56-60 
  Reinforcement camps
  61-65 
  Comunication device
  66-70 
  2d6 extra bandits
  71-75 
  An artifact
  76-80 
  A ritual
  81-85 
  Secret tunnels
  86-90 
  Spy
  91-95 
  Poison Gas
  96-100 
  4d6 henchmen
  Quirk
  1-5  
  Built inside a giant 
  skull
  6-10 
  Contains a fountain
  11-15 
  Profesionaly con-
  structed.
  16-20 
  Painted brightly
  21-25 
  Built on a cliff
  26-30 
  Stacked onto itself
  31-35 
  Built on water
  36-40 
  Easily moved
  41-45 
  Natural cave
  46-50 
  Ancient ruins
  51-55 
  Small
  56-60 
  Large 
  61-65 
  Raised off the 
  ground
  66-70 
  Decorated, totems
  71-75 
  Decorated, corpses
  76-80 
  Decorated, banners
  81-85 
  Unniformed bandits
  86-90 
  Overgrown
  91-95 
  Filled with junk
  96-100 
  Filthy
  
  216
  Tier/Type:  
  Mundane/ Standard
  Tactics:  1
  Hit Points:  34
  Attack:  1
  Defense:  3 (defend 6)
  Resistance:  2
  Construct
  Strength: 5
  Dexterity: 5
  Constitution: 5
  Intelligence: 3
  Focus: 4
  Spirit: 1
  World:
   Magic: 3
  Or 
   Advancement: 4
  Attacks  
   Slam +3 (6) 
  Melee Attack
   Damage: 6
  Traits  
  Inorganic: A construct is immune to any mind effecting 
  ability, poison damage, and any poison, venom, or disease.
  Instructions: Constructs always follow one order given by 
  their owner. They will never stop doing their task, and will 
  never be convinced to stop.
  Constructs are robots of a sort. They are creatures made not 
  born. Robots, droids, undead, golems, and animated statues are 
  just a few examples of these creatures. They are built for labor or 
  war, too dumb to be given any form of leadership.
  Droid: Robotic creatures built by advanced civilisations. Droids 
  gain a lazer attack. It is a long ranged attack that deals 8 
  radient damage. Droids are vulneralbe to lighting damage.
  Golem: Creations of clay and stone. Their resistance is 5 and HP 
  is 40. Dexterity beccomes 2.
  Promethian: A creation of flesh, given life by lightning. The 
  construct is resistant to lightning damage and has a strength 
  of 8. Resistance is 0.
  Animated Armor: Armor given life through magic. Its 
  resistance is 5 and it gains a sword attack. It is a melee attack 
  that deals 9 damage.
  Puppet: A wooden puppet given life. It gais a swing movement 
  type.
  Factory Machine: A large, thick construct used for heavy 
  construction. Its HP becomes 50.
  Variations
  Most constructs are made of metal or wood, but some have 
  unique contructions materials. But, materials are not the only 
  ways that constructs become unique. Each construct is powered 
  by a different method. These traits of a construct are generaly 
  based on the worlds technology, but the following tables are 
  availiable for random constructs.
  Material
  1-5  
  Bone
  6-10 
  Titanium
  11-15 
  Solid oak
  16-20 
  marble 
  21-25 
  Obsidian glass
  26-30 
  Carbon fiber
  31-35 
  Fossil
  36-40 
  Plastic
  41-45 
  Steel
  46-50 
  Copper
  51-55 
  Cold iron
  56-60 
  Enchanted ice
  61-65 
  Quartz
  66-70 
  Junk
  71-75 
  Monster flesh
  76-80 
  Hardened leather
  81-85 
  Brick
  86-90 
  Backed mud
  91-95 
  Fools gold
  96-100 
  Concrete
  Upgrade
  1-5  
  Extra limbs.
  6-10 
  Engine, the construct can move two zones when 
  moving with an action.
  11-15 
  Reinforced armor. Resistance increases by 1.
  16-20 
  Totem. Spirit increases by 1.
  21-25 
  Mental capacity. Intelligence increases by 1.
  26-30 
  Upgraded sensors. Focus increases by 1. 
  31-35 
  Flexible materials. Dexterity increases by 1.
  36-40 
  Hydralic limbs. Strength increases by 1.
  41-45 
  Reinforced structure. Constitution increases by 1.
  46-50 
  Aiming software. Attack increases by 1.
  51-55 
  Tracking software. The construct gains a bonus die 
  to track creatures.
  56-60 
  Camoflauge. The construct gains a bonus die when 
  hiding. 
  61-65 
  Jets. The construct gains the flight movement type.
  66-70 
  Weaponised. The construct is built in with an ad-
  vanced weapon.
  71-75 
  Self destruct. When killed, the construct explodes 
  dealing 10 damage to everyone in the same zone.
  76-80 
  Overclock. The construct can take 3 actions once in 
  the skirmish.
  81-85 
  Advanced tactics. Tactics increases by 1.
  86-90 
  Repair cervos. The construct heals 1 hp per round.
  91-95 
  Wireless communication. The construct can commu-
  nicate with others of its kind over any distance.
  96-100 
  Roll twice.
  Power
  1-5  
  Steam
  6-10 
  Gasoline
  11-15 
  Electricity
  16-20 
  Solar 
  21-25 
  Clockwork
  26-30 
  Human soul
  31-35 
  Tiny creatures
  36-40 
  Hydralics
  41-45 
  Bound demon
  46-50 
  Summoned elemental
  51-55 
  Psychic energy
  56-60 
  Nucleur power
  61-65 
  Divine will
  66-70 
  Puppeted by ghost
  71-75 
  Wind
  76-80 
  Carbon conversion
  81-85 
  Blood magic
  86-90 
  Lava
  91-95 
  Gravity 
  96-100 
  Universe radiation
  Material and Power Source
  
  217
  Tier/Type:  
  Mundane/ Horde
  Tactics:  0
  Hit Points:  20
  Attack:  1
  Defense:  1 (defend 4)
  Resistance:  -
  Size:  1
  Rodent Swarm
  Strength: 3
  Dexterity: 5
  Constitution: 4
  Intelligence: 2
  Focus: 3
  Spirit: 3
  World:
   Savagery: 2
  Attacks  
   Swarm +3 (6) 
  Swarm Attack
   Damage: 3
  Traits  
  Gluttonous: Any edible objects in the same zone as a rodent 
  swarm will be eaten.
  Rodent swarms, which might also be insects, arachnids, or 
  any other small creature, wander through tunnels, basements, 
  and dark damp places seeking food. They devour anything in 
  their path, including eachother if they are hungry enough. The 
  only thing that these swarms do faster than eat is breed. Left 
  alone, a rodent swarm will grow until no food remains.
  Locust: The swarm gains the flight movement type.
  Scorpian: A swarm of scorpians deals 4 extra poison damage.
  Spider: Spider swarms deal one extra poison damage and have 
  the climb movement type. 
  Bat: A bat swarm gains the flight movement type and can 
  navigate in the dark.
  Piranah: Piranah swarms have the swim movement type.
  Corpse pile: Animated corpses that have collapsed into a heap. 
  Enemies must make a difficulty 8 constitution check while in 
  the same zone. Failing this check causes the character to be 
  slowed from the stink.
  Nanodroids: Small robots. These swarms are vulnerable to 
  lightning damage.
  Variations
  
  218
  Tier/Type:  
  Mundane/ Colossus
  Tactics:  2
  Hit Points:  40
  Attack:  2
  Defense:  2 (defend 4)
  Resistance:  3
  Size:  1
  War Elephant
  Strength: 8
  Dexterity: 3
  Constitution: 8
  Intelligence: 2
  Focus: 3
  Spirit: 3
  Climb: 10
  World:
   Conflict: 3
  Attacks  
   Stomp +6 (9) 
   
  Melee Heavy Attack
   Damage: 12
   Sweep Tusk +8 (11) 
  Melee Attack
   Damage: 10
  Traits  
  Trample: Any creature in the same zone a war elephant 
  moves into must make a difficulty 5 dexterity check. If they 
  fail, they recieve  8 damage.
  Palanquin: Up to 6 creatures can ride the war elephant 
  comfortably.
  Weak Points 
  Eyes: The eyes of the war elephant will unbalance it if struck. 
  However, the elephants defence doubles against ranged 
  attacks targeting the eyes.
  Feet: The feet of a war elephant are particularly sensitive. 
  Attacking the soles of the feet or tricking the elephant into 
  walking into spiked will unbalance it.
  War elephants are trained specificaly to fight in war. They are 
  trained to carry a palanquin, often have metal blades attached 
  to their trunk and tusks, are given simple directions in combat. 
  They are a terror on the battlefield. One sweep of its tusks and 
  entire squads can be wiped out. 
  Triceratops: A trained triceratops is very similar to an elephant. 
  However, it looses the sweep tusk attack. The trample abilitys 
  dexterity check becomes 10.
  Hellephant: A monster born of fire and pain. Its an elephant 
  tortured to a rage and made immune to pain. It looses its 
  feet weakness and hit points are increased to 50. However, a 
  hellephant will turn on its owners if given the opportunity.
  Armored Elephant: The elephant is given thick armor. Its 
  resistance is 10, but the elephant looses the trample trait.
  Dire War Elephant: The monsters size becomes 3. The front 
  half, back half, and top of the elephant are the zones the 
  elephant contains.
  Aged Elephant: This elephant has survived many battles. Its 
  attack and defence increase by 1, and its intelegence and focus 
  both increase by 2. Its strength is reduced by 2, however.
  Mecha Elephant: A robotic war beast. Its weaknesses are 
  removed. But dealing lightning damage to it will unbalance it.
  Undead Elephant: War elephant raised from the grave. Its 
  weaknesses are removed. But dealing pious damage to it will 
  unbalance it.
  Variations
  To make the elephant more unique or to uncover additional 
  description, roll on the following tables.
  Quirk
  1-5  
  Dragon skull helm
  6-10 
  War paint
  11-15 
  Spiked tusks
  16-20 
  Bladed trunk 
  21-25 
  Broken tusk
  26-30 
  Heavily scarred
  31-35 
  Leather barding
  36-40 
  Missing eye
  41-45 
  Burned hide
  46-50 
  Missing ears
  51-55 
  Flags attached to 
  ears
  56-60 
  Tusks replaced by 
  iron
  61-65 
  Four tusks
  66-70 
  Two trunks
  71-75 
  Young
  76-80 
  Weighted tusks
  81-85 
  Unhealthily thin
  86-90 
  Unusualy fat
  91-95 
  Covered in mud
  96-100 
  Trumpet is ragged
  Palanquin
  1-5  
  Wood and hide
  6-10 
  Metal bolted to the 
  elephant
  11-15 
  Crafted with ele-
  phant bone
  16-20 
  Chained to the 
  elephant
  21-25 
  Stone enchanted to 
  be lighter
  26-30 
  Wicker
  31-35 
  Built into barding
  36-40 
  Bloodstained
  41-45 
  Reinforced with thin 
  metal
  46-50 
  Easily released
  51-55 
  Holds a large fire
  56-60 
  Crafted from 
  growths on the elephant
  61-65 
  Living tree wraped 
  around the elephant
  66-70 
  Painted to match the 
  elephant
  71-75 
  Decorated with 
  cloth
  76-80 
  Decortated with 
  totems
  81-85 
  Wrapped in wire
  86-90 
  Holds beds
  91-95 
  Stabilised
  96-100 
  No roof
  Quirk and palanquin
  
  219
  Example Enemies: Adventurous
  Tier/Type:  
  Adventurous/Minion
  Tactics:  0
  Hit Points:  -
  Attack:  1
  Defense:  1 (defend 4)
  Resistance:  0
  Zombie
  Strength: 5
  Dexterity: 2
  Constitution: 8
  Intelligence: 1
  Focus: 3
  Spirit: 4
  World:
   Divinity: 2
  Or
   Magic: 2
  Attacks  
   Bite +3 (6) 
  Melee Attack
   Damage: 7
   
   Grasp +3 (6) 
  Melee Attack
   Damage: 2 
  Special: If the grasp hits, then the zombie 
  gains a bonus die to a bite attack that round.
  Traits  
  Lumberer: A zombie cannot move and attack at the same 
  time.
  Undead: The zombie is immune to any poison damage or 
  effect. It is also immune to any disease, but can contract 
  and pass on diseases.
  Sturdy: A zombie must be struck twice to be destroyed 
  unless a character spends a stunt to aim for the head, deals 
  at least 15 damage, or attacks with pious damage.
  Plague: A creature killed by a zombie will come back as a 
  zombie in 1d6 hours.
  The shambling dead. Gouhls from beyond the grave. These 
  beings are usually created through necromantic power or 
  misplaced genius. Rarely, a spirit will try to reclaim a body and 
  mistakenly raise a corpse. These zombies are assumed to be 
  human, but their traits can be placed on any monster to create a 
  zombie version of that monster.
  Ghoul: Ghouls are zombies with a small measure of intelegence. 
  Their tactics and intelligence increase by 1. Ghouls usualy 
  seek the flesh of the recently dead in order to conceal their 
  pressence.
  Skeleton: Ancient zombies. Their resistance is 2, but they lose 
  the sturdy or plague trait.
  Mummy: A zombie that was specialy prepared for preservation. 
  These undead have a resistance of 3 and do not have the 
  plague trait.
  Parasitic: These zombies are animated from a parasitic 
  organism. Such as a plant or slug. These zombies cause the 
  plague to spread immediatly.
  Fast Zombie: Limber, fresh zombies. Their exterity and strength 
  is swapped, and they lose the lumberer trait.
  Variations
  Every zombie has died somehow, so if the game master wishes 
  to introduce further detail to the zombie, the wound table can 
  be rolled on. Furthermore, in a zombie plague situation, people 
  generaly still had objects in their pockets. If a player decided to 
  loot a zombie, then the pockets table can be used. The pockets 
  table expects a modern style zombie, but the items can be 
  reinterpreted to other settings.
  Wounds
  1-5  
  Guts spilled out
  6-10 
  Jaw angled
  11-15 
  Leg snapped in half
  16-20 
  Missing arm
  21-25 
  throat ripped out
  26-30 
  Spine snapped
  31-35 
  Leg turned around
  36-40 
  Collapsed chest
  41-45 
  Exposed ribcage
  46-50 
  Flayed face
  51-55 
  Neck snapped
  56-60 
  Skull cracked
  61-65 
  Face eaten off
  66-70 
  Missing foot
  71-75 
  Eye hanging 
  76-80 
  Bloated stomach
  81-85 
  Crushed hip
  86-90 
  Extreme rot
  91-95 
  Freshly dead
  96-100 
  Drooling black 
  blood
  Pockets
  1-5  
  A wallet with an ID
  6-10 
  Picture of family
  11-15 
  Multitool
  16-20 
  Cash, 1 wealth worth
  21-25 
  Flashlight
  26-30 
  Medicine
  31-35 
  Bandages
  36-40 
  Cell phone
  41-45 
  Batteries
  46-50 
  Notebook
  51-55 
  A note to a loved 
  one
  56-60 
  Can of food
  61-65 
  Pack of cigarettes
  66-70 
  Lighter
  71-75 
  Toothbrush
  76-80 
  Needle and thread
  81-85 
  Knife
  86-90 
  Earphones
  91-95 
  Water bottle
  96-100 
  Roll twice
  Wounds and Pockets
  
  220
  Tier/Type:  
  Adventurous/ Standard
  Tactics:  2
  Hit Points:  30
  Attack:  1
  Defense:  1 (defend 4)
  Resistance:  2
  Beast
  Attacks  
   Bite/Claw +5 (8) 
  Melee Attack
   Damage: 12
  Strength: 9
  Dexterity: 4
  Constitution: 5
  Intelligence: 2
  Focus: 4
  Spirit: 4
  World:
   Savagery: 2
  The reason some people fear the woods at night is because of 
  the beasts. Animals that are very dangerous and powerful. Bears, 
  lions, wolves, gorillas, and crocodiles to name a few. Similar to 
  animals, these beasts share the same statistics except for a trait 
  based on the beasts type.
  Wolf: Wolves have a tacticts of 3. Wolves also gain a bonus die 
  to attacking when attacking a target that another wolf has 
  attacked that turn.
  Bear: Bears have a resistance of 4.
  Ape: The great apes are natural climbers. They gain the climbe 
  movement speed.
  Aligator: Aligators, or crocodiles, can spin if they hit with a 
  bite. This is a bit attack that automaticaly hits.
  Bovine: A bull, elk, buffalo, or similar animal doubles damage 
  from momentum.
  Big Cat: Big cats have a strength of 7 and a dexterity of 8. 
  Furthermore, they can move one zone as part of an attack 
  once per round. This attack is a pounce.
  Medium Dinosaur: Not quite large enough to be colossi, but 
  large enough to eat a man whole. These creatures bite damage 
  is 15. 
  Rhinoceros: Rhinos have a powerful charge attack that deals 15 
  damage, but can only be used after moving.
  Shark: Sharks have a swim movement speed.
  Beast Types
  Dire Beasts
  Dire beasts are large version of the Beast. Their strength is 
  increased by 2, hit points increase by 20, and attack and defense 
  increase by 3. Dire beasts are heroic tier.
  Beast Treasure
  Use the tables from animal to discover if the beasts lair has 
  any treasures as well as any further descriptions of the beast.
  Tier/Type:  
  Adventurous/ Horde
  Tactics:  4
  Hit Points:  32/16
  Attack:  2
  Defense:  2 (defend 5)
  Resistance:  4
  Size:  2
  Soldiers
  Strength: 6
  Dexterity: 5
  Constitution: 6
  Intelligence: 5
  Focus: 6
  Spirit: 5
  World:
   Conflict: 2
  Attacks  
   Hack and Slash +5 (8) 
  Swarm Attack
   Damage: 9
   Volley +4 (7) 
  Long Ranged Swarm Attack
   Damage: 8
  The generic group of trained soldiers. Generally 30 or so. 
  By themeselves a group of soldier can raze a village, However, 
  troops are rarely alone. Most of the time, they have a leader, 
  other troops, and maybe even some monsters under their 
  control. 
  Calvery: Soldiers trained to ride mounts into combat. Once a 
  round, the calvery moves one zone for free.
  Horde: A large horde of smaller creatures such as goblins or rat 
  folk. Their size becomes three, and their HP become 32/21/10. 
  Strength is reduced by 2.
  Riflers: Modern soldiers with powerful firearms. Their attacks 
  are replaced by a firearm attack. A long ranged swarm attack 
  that deals 11 damage.
  Variations
  
  221
  Tier/Type:  
  Adventurous/ Standard
  Tactics:  4
  Hit Points:  30
  Attack:  3
  Defense:  1 (defend 4)
  Resistance:  2
  Ninja
  Attacks
   Katana* +5 (9)  
  Melee Attack
   Damage: 13 
   
  Stunt: Longblade
   Bo Staff* +13 (16) 
  Melee Attack
   Damage: 12 
   
  Stunt: Staff
   Wakizashi* +13 (17) 
  Melee Attack
   Damage: 12 
   
  Stunt: Shortblade
   
   kusarigama* +13 (17) 
  Melee Attack
   Damage: 12 
   
  Stunt: Rope Weapon
   Shuriken* +13 (17) 
  Short Ranged Attack
   Damage: 11 
   
  Stunt: Throwing Weapon
   Nunchuk* +13 (17) 
  Melee Attack
   Damage: 12 
   
  Stunt: Sectioned Weapon
   Martial Arts +13 (17) 
  Melee Attack
   Damage: 13
  Traits  
  Ninja Tools: A ninja has only two of the attacks marked with 
  *.
  One with the shadow: Ninjas may sneak as a stunt and 
  gains a bonus die to sneak rolls. Furthermore, the ninja can 
  also see in the dark.
  Night Crawler: Ninjas have the climb movement type and 
  are not slowed by difficult terrain.
  ninjutsu: Once a skirmish, the ninja can use three actions.
  Strength: 5
  Dexterity: 10
  Constitution: 3
  Intelligence: 5
  Focus: 5
  Spirit: 5
  World:
   Conflict: 3
  Peasant warriors with skill far surpassing their humble origin. 
  Ninjas are warriors of the night. Stealthy, cunning, and efficient. 
  Most ninjas are simply spies, but those are little more than 
  commoners. These ninjas, the true ninjas, train for their entire 
  lives to perfect themselves and their techniques. Ninjas make 
  excellent assassins, spies, and warriors.
  Mystic: Mystic ninjas not only train their bodies to perfection, 
  but also their spirit. They gain a mystic bolt attack. This is a 
  long ranged attack that deals 12 points of damage.
  Special Ops: The modern ninja. Instead of ancient techniques 
  and tradition, these use military grade hardware and training. 
  Instead of ninja tools, the special ops gains a silenced pistol. 
  Use the statistics and stunts of a small firearm that is silent.
  Demon Warrior: Ninjas infused with demonic power. Their 
  strength and dexterity are swapped.
  Cyberninja: Half cyborg, half ninja. Resistance is increased by 
  2. Dexterity is reduced by 1, however.
  Variations
  Ninjas are not just proficient with weaponry. They will use 
  any tool to their advantage. To determine what extra item the 
  ninja uses, roll on the tools table. These tools are found in the 
  equipment section.
  The path of a ninja is steeped in tradition. The path table can 
  describe a few keywords for a ninjas school of training.
  Path
  1-5  
  Prancing Shadow
  6-10 
  Leering Crane
  11-15 
  Dancing Dragon
  16-20 
  Hidden Tiger 
  21-25 
  Jumping Monkey
  26-30 
  Open Palm
  31-35 
  Patient Serpant
  36-40 
  Standing Tree
  41-45 
  Waxing Moon
  46-50 
  Coming Wave
  51-55 
  Flickering Flame
  56-60 
  Light Breeze
  61-65 
  Wise Tortoise
  66-70 
  Praying Mantis
  71-75 
  Soaring Eagle
  76-80 
  Ancient Way
  81-85 
  Rising Pheonix
  86-90 
  Fat Panda
  91-95 
  Charging Boar
  96-100 
  Crawling Spider
  Tool
  1-5  
  Poison
  6-10 
  Smoke bomb
  11-15 
  Trap
  16-20 
  Discrete bomb
  21-25 
  Potion of invisibility
  26-30 
  Firework
  31-35 
  Grappling hook
  36-40 
  Hacking tool
  41-45 
  Spyglass
  46-50 
  Universal Com 
  Device
  51-55 
  Kit: Swimming 
  56-60 
  Kit: Tracking
  61-65 
  Kit: Stealth
  66-70 
  Kit: Disable Device
  71-75 
  Kit: Aid
  76-80 
  Kit: Endurance
  81-85 
  Enshadowed armor
  86-90 
  Imbued weapon
  91-95 
  Hidden weapon
  96-100 
  Demonic armor
  Tools and Path
  When attacking as a group, ninjas are considered minions. 
  However, once there is a number of ninja equal to the number of 
  players, they are treated normaly.
  Ninja Swarm
  
  222
  Tier/Type:  
  Adventurous/ Standard
  Tactics:  2
  Hit Points:  40
  Attack:  4
  Defense:  2 (defend 5)
  Resistance:  3
  Ogre
  Attacks  
   Huge Club +9 (12) 
  Melee Heavy Attack
   Damage: 15
   Grab and Toss +9 (12) 
  Special Attack
   Special: This attack requires two actions. The ogre must 
  make an attack roll against one enemy that is not large. If 
  succesful, then the ogre picks up the target and hurls it at 
  a target within short range. The ogre makes another attack 
  against this new target. If succesful, then both targets take 
  15 damage. 
  Strength:  
  10
  Dexterity:  
  3
  Constitution:  
  6
  Intelligence:  
  1
  Focus:  
   
  3
  Spirit:  
   
  4
  World:
   Savagery: 3
  Traits  
  Stench: Upon meeting an ogre, players must pass a difficulty 
  5 constitution check. On a failure, they are slowed on the 
  first turn.
  Fool: Ogres are easy to trick. They are unable to discern truth 
  from lying unless they succeed a difficulty 5 intelligence 
  check first.
  Ogre Rage: An ogre can spend an action to double their 
  damage on one attack.
  Ogre is a catch-all term for a big ugly monster. They are giants 
  nearly 12 feet tall and just as wide. Ogres are humanoid, but they 
  often have mutated traits that make each one unique. Luckily, 
  they are dumb as bricks. Famously easy to fool, no matter the 
  world. 
  Troll: Trolls heal 5 HP every turn unless fire damage is applied. 
  Furthermore, they turn to stone in direct sunlight.
  Ettin: Two headed ogres. Always arguing. They have a bonus 
  die to any perception based check, but they are easy to trick 
  into arguing with itself.
  Glutton: Gluttons are immensely fat ogres. Their HP becomes 
  50 and they gain the lumbering trait from zombies.
  Variations
  Ogres are prone to strange growths and mutations. To give the 
  ogre a bit of a unique twist, roll on the following table.
  The treasure table can be used to determine the ogres most 
  prized possesion. Though, these items are rarely useful for 
  anyone.
  Mutations
  1-5  
  Third eye
  6-10 
  Extra, useless head
  11-15 
  Small limbs under the 
  armpits
  16-20 
  Short tail
  21-25 
  Extra large jaw
  26-30 
  1d6 extra fingers
  31-35 
  Spines
  36-40 
  Fleshy growths
  41-45 
  Loose skin
  46-50 
  Scaly skin
  51-55 
  Thick, oozing sweat
  56-60 
  Green blood
  61-65 
  Extra long tongue
  66-70 
  Horns
  71-75 
  Large ears
  76-80 
  Long limbs
  81-85 
  Small eyes
  86-90 
  Long nose
  91-95 
  Hunchback
  96-100 
  Short legs
  Mutations and Treasure
  Treasure
  1-5  
  Ball of polished mud
  6-10 
  Pet mouse
  11-15 
  Crude wooden carv-
  ing
  16-20 
  Prestine skull
  21-25 
  Barrel of pickles
  26-30 
  Shiny glass shard
  31-35 
  A dress
  36-40 
  Well preserved hide
  41-45 
  Lock of human hair
  46-50 
  Dried lizard
  51-55 
  Bag of nuts
  56-60 
  Bag of marbles
  61-65 
  Long piece of chain
  66-70 
  A helmet
  71-75 
  A tool
  76-80 
  Chest of cloth
  81-85 
  Polished stone
  86-90 
  A basket
  91-95 
  A tree
  96-100 
  A family members 
  corpse
  Ogres are not very tiddy. They often leave their garbage and 
  cast offs just lying around. But, when a monsters diet includes 
  adventurers, some of their leftovers can be quite useful to gate 
  striders. Roll on the following table to see what goodies are left 
  in the ogres lair.
  Leftovers
  1-5  
  Full suit of heavy armor
  6-10 
  1d6 wealth worth of coins scattered about
  11-15 
  A weapon imbued with an element
  16-20 
  Large gem worth 2d6 wealth
  21-25 
  Potion of healing
  26-30 
  Vial of poison
  31-35 
  Piece of a ritual
  36-40 
  pack with 1d6 days of food
  41-45 
  A high quality shield
  46-50 
  jewelery worth 1d6 wealth
  51-55 
  Box of high quality teas worth 1d6 wealth
  56-60 
  Map to treasure
  61-65 
  A prisoner with a 2d6 wealth reward
  66-70 
  A reinforced longbow 
  71-75 
  A tracking kit
  76-80 
  An adventuring pack
  81-85 
  A starving, but living sturdy mount.
  86-90 
  A thunder stone
  91-95 
  1d6 traps
  96-100 
  A baby beast that could potentialy become a pet
  Leftovers
  
  223
  Tier/Type:  
  Adventurous/ Colossus
  Tactics:  2
  Hit Points:  38
  Attack:  2
  Defense:  4 (defend 7)
  Resistance:  3
  Size:  3
  Giant
  Strength: 10
  Dexterity: 5
  Constitution: 7
  Intelligence: 3
  Focus: 4
  Spirit: 4
  Climb: 14
  World:
   Savagery: 4
  Attacks  
   Stomp +9 (12) 
   
  Melee Heavy Attack
   Damage: 15 
  Special: Only targets the zone near its 
  legs.
   Swat +9 (11) 
   
  Melee Attack
   Damage: 12
  Giants are ancient creatures that stand anywhere from 40 to 
  80 feet tall. It takes as much effort for them to destroy a castle as 
  it takes us to kick an anthill. Giants mostly keep to their selves, 
  but their tempers are short. 
  Cyclops: One eyed giants. They have a weakness, their eye.
  Mountain Giant: Creatures made of the bones of the 
  mountains. Solid stone, but slow. Dexterity is reduced to 1, 
  but their resistance is 10.
  Primal Giant: An ancient being from the creation of a world. 
  An elemental giant hybrid. The giant is immune to one 
  damage type, and deals 5 of that damage type to any who 
  touch it. But, it is vulnerable to another type. For example, a 
  fire giant is immune to fire, but vulnerable to cold.
  Titan: Titans are giants even larger than others. Their size is 
  four, but their size and slow movment makes them easier to 
  climb. Their climb is 12.
  Fomorian: Ugly, secretive giants. Little more than giants beasts. 
  Roll on the ogre mutation table and decrease their inteligence 
  to 2.
  Variations
  Most intelegent creatures use packs, bags, or pockets. But, 
  what makes giants unique is their bags can easily hold and entire 
  family or villages food supply. The bag table is there to randomly 
  determine what the giant holds in its pockets. 
  The home table serves to inspire the game master of where the 
  giant goes when not rampaging the countryside.
  Bag
  1-5  
  A living cow
  6-10 
  Boulder carving 
  work-in-progress
  11-15 
  Half-eaten bear
  16-20 
  Large cauldron used 
  for a bowl
  21-25 
  Bulders marked like 
  dice
  26-30 
  Mast of a ship
  31-35 
  Full tree in a large 
  pot
  36-40 
  Oversized notebook
  41-45 
  Pile of filthy mamoth 
  hide
  46-50 
  Tree trunk used as 
  toothpick
  51-55 
  A crude knife made 
  of stone the size of a man
  56-60 
  A statue worth 3d6 
  wealth
  61-65 
  A large piece of metal 
  grinded to an edge
  66-70 
  A large keg of fer-
  minting cider
  71-75 
  A cage with a crea-
  ture within
  76-80 
  Wheel of cheese
  81-85 
  Wagon wheel
  86-90 
  Dozens of ropes tied 
  together
  91-95 
  Comb made of rib 
  bones
  96-100 
  A door turned into 
  a sandle
  Bags and home
  Home
  1-5  
  Cloud Castle
  6-10 
  Hidden Giant City
  11-15 
  Underwater bubble of 
  air
  16-20 
  Massive cavern
  21-25 
  Mountain top castle
  26-30 
  Ancient ruin
  31-35 
  A valley deep in the 
  mountains
  36-40 
  Within a never end-
  ing sandstorm
  41-45 
  Within a deep lake
  46-50 
  Inside a volcano
  51-55 
  Deep in a jungle
  56-60 
  Inside a pyramid 
  burried by sand
  61-65 
  At the center of a 
  redwood forest
  66-70 
  A hollowed out 
  mansion
  71-75 
  On a secluded isalnd
  76-80 
  In the skull of an 
  even bigger creature
  81-85 
  Deep in an arctic 
  tundra
  86-90 
  Bottom of deep hole
  91-95 
  At the base of a 
  world tree
  96-100 
  An enchanted ex-
  tradimensional space.
  
  224
  Tier/Type:  
  Heroic/ Minion
  Tactics:  4
  Hit Points:  -
  Attack:  4
  Defense:  2 (defend 5)
  Resistance:  -
  Alien Invader
  Attacks
   Lazer Rifle +7 (10) 
  Long Ranged Attack
   Damage: 11 radiant damage
   Psychic Jab +13 (16) 
  Short Range Attack
   Damage: 15 psychic damage
  Traits  
  Perfect Spy: Invaders can perfectly take on the apearance of 
  any humanoid creature if they spen an hour to alter their 
  apearance.
  Strength: 6
  Dexterity: 7
  Constitution: 4
  Intelligence: 10
  Focus: 6
  Spirit: 6
  World:
   Any
  Example Enemies: Heroic
  While most Gate Striders could be described in one way or 
  another as an alien invader, these creatures are a specific type of 
  creature. Beings from another world who seek to take over the 
  world. They are short creatures with gray skin, large eyes, and 
  large heads. Alien minds are also far advanced, to the point they 
  have powerful psychic abilties. Most alien invaders are not gate 
  striders. They use machines to travel from world to world. They 
  are denizens of the astral plane.
  Chameleon: The alien invader loses perfect spy, but they gain 2 
  bonus dice to stealth rolls.
  Telekenetic: The alien can move any object within one zone 
  with their mind. They use their intellegence as strength. 
  They may also attack with small objects. This is the same as a 
  psychic jab but does not deal psychic damage.
  Assault Alien: Alien invader outfitted with a jetpack. The alien 
  gains the flight movement type.
  Coordinator: The alien coordinator has a psychic ability to 
  connect mentaly to up to 10 other aliens. All of these aliens 
  can communicate and know what each one senses. The 
  coordinator must use one action per turn to use this ability.
  Variations
  Alien invaders, by their nature, must be invading somewhere. 
  Otherwise, they are no longer invaders. The reasoning for this 
  invasion can vary. The following table can be used to brainstorm 
  reasons for the initial invasion.
  Reason
  1-5  
  Collecting slaves to build an intergalactic wonder
  6-10 
  Collect a rare radioactive element
  11-15 
  Seeking species for a univeral zoo
  16-20 
  Researching the anatomy of the people
  21-25 
  Seeking intelegent species to feed off of their psychic 
  energy
  26-30 
  Seeking intelegent pets for their rich
  31-35 
  Wipe out humanity so the world can be sold
  36-40 
  Collecting the worlds water or air
  41-45 
  Wish to expand their empire
  46-50 
  Looking for technology to implement into their 
  own
  51-55 
  Seeking warriors for a space gladiator arena
  56-60 
  Seeks to drain the world of its magic
  61-65 
  Looking for one of their own trapped on the world
  66-70 
  The world used to be owned by the aliens and they 
  want it back.
  71-75 
  They are trying to take over the world to better 
  defend it
  76-80 
  They are following a misguided prophecy
  81-85 
  They beleive their god is trapped on the world
  86-90 
  Their home was destroyed and they needed a new one
  91-95 
  Must collect brain fluids to eat
  96-100 
  Someone tricked them into invading
  Invasion Reason
  
  225
  Tier/Type:  
  Heroic/ Standard
  Tactics:  0
  Hit Points:  42
  Attack:  3
  Defense:  3 (defend 6)
  Resistance:  -
  Elemental
  Attacks
   Slam +6 (9) 
   
  Melee Attack
   Damage: 15 element*
   
   Toss element +6 (9) 
  Shor Ranged Attack
   Damage: 14 element*
  Traits  
  Formless: Elementals are immune to critical damage.
  Element: The elemental gains one damage type. It is immune 
  to this damage type and deals damage based on that type. 
  Furthermore, the elemental gains further changes based on 
  its element.
  Mindless: The element is controlled by pure energy and 
  instinct. But, they have no true minds. They are immune to 
  psychic damage and any mental effects.
  Strength: 6
  Dexterity: 6
  Constitution: 6
  Intelligence: 4
  Focus: 6
  Spirit: 10
  World:
   Magic: 3
  An elemental is a raw form of magic. A sentient, singular 
  thing. Elementals take many forms. Their origins vary almost 
  more than the different elements. Spirits, ancient manifestations 
  of magic, experiments gone wrong, beings of pure energy, or any 
  other creature that is made of a single primal element.
  Animal Spirit: The elemental takes a more animal like 
  apearance. Such as an eagle made of pure lightning or a tortise 
  made of ice. These creatures have the movment types based 
  on the animal they represent.
  Chaos: A chaos elemental changes its element at the begining of 
  each of its turns. Choose randomly from the element types.
  Storm: Elemental storms are hordes with a size of one. They do 
  not have ranged attacks, but their slam can target everyone 
  in a zone.
  Primordial: Old elementals from the creations of the worlds. 
  These promordials are intelegent, can speak, and generaly 
  have their own motives. They lose the mindless trait and their 
  tactics are 3.
  Variations
  Air: A creature of living air, always moving and twisting with 
  debris. They gain two bonus dice when hiding, have the flight 
  movement type, and their element damage type is standard 
  damage.
  Fire: A bon fire the size of a man and the malice of a killer. Fire 
  elementals deal 2 fire damage to anyone who strikes them 
  with a melle attack. The element damage is fire.
  Water: A wave that never falls and hunts even on land. Water 
  elementals have the swim movement tpye and their element 
  type is standard.
  Earth: Earthen warriors of solid stone or gem. These elementals 
  reduce dexterity to 3, but have 5 resistance. Their element 
  damage is standard.
  Sound: Cousins of air, these are near invisible creatures of pure 
  vibration. They cannot sneak, but have a bonus die to defense 
  rolls. Its element damage is thunder.
  Ice: Blocks of chisseled ice that move slowly. These creatures 
  can only move with an action, but their resistance is 5. Their 
  element damage is cold.
  Lightning: A being of pure energy held together. Lightning 
  elementals have a teleport move type and its element damage 
  is lightning.
  Decay: Festering piles of filth and decay. These elementals have 
  a necrotic damage type.
  Venom: Pool of snake venom, scorpion poison, and other 
  deadly substances given life. Venom elementals elemental 
  damage is poison.
  Acid: A living pool of acid that burns through anything it can. 
  The element damage is acid.
  Mind: These elementals take the form of a crude mockery of 
  whatever the viewer is thinking about. It can read the minds 
  of its foes, and as a result has a tactics of 2. Its element damage 
  is psychic.
  Light: A floating ball of pure light. These elementals have a 
  bonus die to defense rolls from blinding their targets. Element 
  damage is radiant.
  Life: A pile of living plants, shambling towards light and water. 
  These elementals and standard element damage.
  Elements
  
  226
  Tier/Type:  
  Heroic/ Standard
  Tactics:  2
  Hit Points:  42
  Attack:  4
  Defense:  4 (defend 7)
  Resistance:  3
  Chimera
  Attacks*
   Horn +8 (11) 
   
  Melee Attack
   Damage: 13
   
   Bite +8 (11) 
   
  Melee Attack
   Damage: 14 
   Sting +8 (11) 
   
  Melee Attack
   Damage: 10 
  Special: Constitution check agains 14 or 5 
  extra poison damage.
   Breath +7 (10)  
  Short Ranged Attack
   Damage: 12 
   
  Special: Targets up to two 
  enemies
  Traits  
  *Combined Beasts: The chimera can use attacks only availiable 
  to the animals that make it up. These pieces of the chimera 
  also give different benefits or penalties.
  Multi-headed: The chimera has a bonus die for any 
  perception checks.
  Threefold focus: The chimera can make an attack as a bonus 
  action. Each heads attack can only be used once, however.
  Strength: 9
  Dexterity: 8
  Constitution: 9
  Intelligence: 4
  Focus: 7
  Spirit: 7
  World:
   Magic: 2, Savagery: 3
  Dragon: The head and wings of a lizard-like monster. The 
  chimera has the breath attack and flight movement type. This 
  breath attack deals fire damage.
  Goat: Head and back legs of a goat. The chimera gains the horn 
  attack and doubles momentum damage when using it.
  Lion: A proud head and mane of a lion. The chimera gains the 
  bite attack and strength is increased by 1.
  Snake: A snake for a tail. The chimera gains the sting attack, and 
  can make a bite attack with a penalty die as a reaction when 
  someone attacks the chimera.
  Crocodile: Mighty crocodile jaws. The chimera gains a bute 
  attack with 16 damage.
  Hippo: Back legs of a hippo. The chimeras hitpoints increase by 
  10.
  Eagle: Beak and wings of an eagle. The chimera gains the bite 
  attack and the flight movement type.
  Horse: Powerful body of a horse. The chimera can move one 
  zone at the start of its turn.
  Wolf: Head of a wolf. The chimera gains a bite attack and tactics 
  increases by 1.
  Ape: Powerful arms of an ape. Strength increases by 3.
  Elephant: Head of a small elephant. The chimera gains a horn 
  attack and constitution increases by 1.
  Fish: Scales and gills of a fish. The chimera gains the swim 
  movement type and can breath under water.
  Beast Parts
  The traditional Chimera is a combination of a lion, a snake, 
  and a goat. However, there are many animal hybrids that can 
  occur either naturaly or through experimentation. Each chimera 
  has 2-4 of the following beast parts. Some chimeras can have 
  multiples of the same part, but the benefits do not stack.
  A chimera is a combination of several animals. The source of 
  this combination could range from natural evolution, magical 
  effects, or science experiments. This monster is designed to 
  serve many purposes. Not only can it replicate the traditional 
  chimera, but other classic mythological creatures too. Such as a 
  griffon, hippogryph, Cerberus, sphinx, or a wyvern. 
  
  227
  Tier/Type:  
  Heroic/ Standard
  Tactics:  2
  Hit Points:  58
  Attack:  7
  Defense:  5 (defend 8)
  Resistance:  -
  Vampire
  Attacks
   Bite +11 (15) 
   
  Melee Attack
   Damage: 10 
  Special: If the creature bit has blood, the 
  vampire heals half damage dealt.
   Blade +11 (13)  
  Melee Attack
   Damage: 11
  Traits  
  Thrall: If a vampire kills a creature with its bite attack, it 
  raises as a thrall. Thralls have the same statistics as it did in 
  life, but are loyal to the vampire fully. When the vampire is 
  killed, the thrall becomes free, but changes into a vampire 
  after one year.
  Undead: The vampire reduces all damage by half. Pious or 
  radiant damage is not reduced.
  Shape Changer: The vampire can take the form of a wolf or 
  bat. As a wolf, statistics do not change. But a vampire as a 
  bat has the flight movement type and cannot attack. The 
  vampire must spend an action to change to and back from 
  a beast.
  Creature of the Night: The vampire can see fully in the 
  dark.
  Sun Weakness: The vampire loses all traits when in direct 
  sunlight. The vampire also cannot heal in the sun.
  Strength: 8
  Dexterity: 8
  Constitution: 8
  Intelligence: 8
  Focus: 8
  Spirit: 9
  World:
   Magic: 2, Savagery: 3
  Vampires are undead creatures that sustain off of blood. 
  They are lords of the night and creatures of pure evil. Given 
  time, a vampire can take over a world. But, when the vampire 
  is slain chaos reigns. One slain vampire can cause hundreds or 
  thousands of thralls to become just as dangerous. 
  Draugr: Corpses of a fallen warrior who is not satisfied with 
  their bloodshed. They lose the thrall and shapechanger traits, 
  but their strength is increased by 13.
  Demonic: Vampires whose outer apearance matches their inner 
  self. They are demonic creatures that do not look human in 
  the slightest.
  Lord: A vampire lord is a villain with 30 TH.
  Psychic: Unlike their counterparts, psychic vampires do not 
  sustain off of blood. Instead, they draw on psychis energy. 
  They lose the bite attack, but gain a psychic drain attack. It 
  is a short ranged attack that deals 10 psychic damage. Half 
  damage dealt from this attack is healed.
  Shadow: Shadow vampires are litteral embodiments of night. 
  They gains 2 bonus dice to sneaking when not in direct 
  sunlight.
  Variations
  Vampires need a lair to avoid the sun and to hide from hunters. 
  Use the lair table to get ideas for where this vampire hides.
  They are also old. So old that mundane hobbies bore them. 
  Use the eccentricities table to determine what strange hobbies 
  the vampire has.
  Lair
  1-5  
  A large castle
  6-10 
  Secluded tower
  11-15 
  Deep cave system
  16-20 
  A crypt
  21-25 
  An abandoned 
  church
  26-30 
  Unasuming home
  31-35 
  A factory
  36-40 
  Within a laboratory
  41-45 
  In the vampires home 
  in life
  46-50 
  Far into the arctic
  51-55 
  Within a pyramid
  56-60 
  Under a university
  61-65 
  In the basement of a 
  meseum
  66-70 
  In a place of healing
  71-75 
  A sewer system
  76-80 
  A wolves den
  81-85 
  In a barn
  86-90 
  Amongst the living
  91-95 
  Ancient Ruins
  96-100 
  A ghost town
  Lair and Eccentricities
  Eccentricities
  1-5  
  Collects beautiful 
  people as thralls
  6-10 
  Creates statues of self
  11-15 
  Tinkers with science
  16-20 
  Studies magic
  21-25 
  Hosts deadly orgies
  26-30 
  Collects thralls 
  with deformities
  31-35 
  Collects monsters
  36-40 
  Allows people to 
  escape, only to hunt them
  41-45 
  Collects mirrors
  46-50 
  performes strange 
  plays to wolves
  51-55 
  Plays an instrument
  56-60 
  Plays decades long 
  strategy games
  61-65 
  Is a politician
  66-70 
  Sends rumors of 
  themeselves to entive hunters
  71-75 
  Paints with blood
  76-80 
  Raises spiders
  81-85 
  Dances under the 
  moonlight
  86-90 
  Hosts lavish dinners
  91-95 
  Breaks couples up
  96-100 
  Raises human chil-
  dren
  
  228
  Tier/Type:  
  Heroic/ Horde
  Tactics:  0
  Hit Points:  44/33/22/11
  Attack:  4
  Defense:  2 (defend 5)
  Resistance:  -
  Size:  4
  Insectoid Swarm
  Strength: 7
  Dexterity: 7
  Constitution: 7
  Intelligence: 4
  Focus: 7
  Spirit: 7
  World:
   Savagery: 3
  Attacks  
   Swarm +7 (10) Swarm Attack
   Damage: 10 
  Special: Uses a stunt, not an action.
  Insectoids are a scourge. No morals, no thought, only hunger. 
  They are creatures that travel in packs devouring literally 
  everything edible in their path. Including their own fallen. As 
  they eat, they breed, die, and evolve. So quickly, that a swarm 
  of these creatures. Most insectoids are pretty simple. Insect 
  like jaws attached to legs and a stomach. But, as they evolve 
  and change their form warps as well. After just a few days of 
  breeding, the insectoids can appear to be a new creature entirely.
  Traits  
  Rapid Breeding: The insectoid swarm heals one hit point 
  ever minute. If at full health, they produce a second swarm 
  after a full day of breeding.
  Evolution: Whenever the insectoids heal at least 10 hit 
  points, they gain a random mutating from the mutation 
  table. Furthermore, one random ability is reduced by one, 
  and another random ability is increased by one.
  Crawler: An insectoid swarm has the climbe movement type 
  and is not effected by difficult terrain.
  1-5 Wings: The swarm grows wings that gran them the flight 
  movement type.
  6-10 Venom: The swarms bites are venomous. Swarm attack 
  victims must make a constitution check of 13. If failed, they 
  take an additional 10 poison damage.
  11-15 Camoflauge: The insectoid swarm learns to be subtle. 
  They gain two bonus dice to stealth.
  16-20 Spitters: The swarm can hurl lobs of acitic goo at their 
  enemies. This is a short ranged swarm attack.
  21-25 Burrowing: The swarm gains strong digging claws. They 
  gain the burrow movement type.
  26-30 Aquatic: The swarm is now immune to any effects of 
  being submerged. They gain the swim movement type and 
  can breath under water.
  31-35 Simple Biology: The insectoids bodies are perfectly simple. 
  They are immune to critical and poison damage.
  36-40 Armor plating: Thick chitonous plating covers each 
  insectoid. Their resistance is 5.
  41-45 Sonic Cry: The swarm can make an attack with an action 
  called a sonic cry. It is a swarm attack that targets the zones 
  they are in, and all adjacent zones. The damage of this attack 
  is 5 thunder.
  46-50 Damage adaption: When hit by a special damage type, 
  that swarm becomes immune to that damage type for one day.
  51-55 Soft shell: The swarms bodies are soft and morphic. They 
  can fith through small holes and enter anywhere that is not 
  water tight.
  56-60 Hive mind: The swarm has a mental connection with 
  itself. Its tactics become 3.
  61-65 Alpha: One of the insectoids becomes large enough to be 
  considered its own seperate creature. This creature has    thhhe 
  same statistics of the swarm, except it is a standard creature, 
  not a swarm. Its attacks target a single creature, not a zone.
  66-70 Quick: The swamr is very fast. They move one zone for 
  free at the start of their turn.
  71-75 Mimicry: At the start of their turn, the swarm gains a 
  random trait or innate perk of a random creature that shares 
  the same zone as them.
  76-80 Stormic: The insectoids generate an electric field that 
  turns into a lightning storm wherever they go. The swarm is 
  immune to lightning damage. Also, every other creature takes 
  5 lightning damage at the start of their turn while in the same 
  zone as the swarm.
  81-85 Web: Everwhere the insectoids go, they leave behind sticky 
  threads. For one hour, any zone the swarm passes through 
  gains the difficult terrain zone effect.
  86-90 Blindsense: The swarm senses through a combination of 
  vibration sense and sent. They do not rely on sight to see, 
  which means they are not effected by the dark or invisibility. 
  91-95 Hypnotic Rythem: As an action, the swarm can hum in a 
  certain way to confuse their enemies. Ever character in their 
  zone must roll a focus difficulty 12 or be slowed until the end 
  of their next turn.
  96-100 Spawn swarm: The swarm spawns a smaller swarm of 
  tiny insects that follows them. Any creature in the swarms 
  zones takes 5 damage at the start of their turn if they are in 
  the swarms zone.
  Evolutions
  
  229
  Tier/Type:  
  Heroic/ Colossus
  Tactics:  2
  Hit Points:  62
  Attack:  6
  Defense:  6 (defend 9)
  Resistance:  8
  Size:  4
  Dragon
  Strength: 10
  Dexterity: 6
  Constitution: 10
  Intelligence: 6
  Focus: 6
  Spirit: 6
  Climb: 16
  World:
   Savagery: 4, Magic: 2
  Attacks  
   Bite +11 (14) 
   
  Melee Heavy Attack
   Damage: 20 
   
   Tail Swipe +11 (15) 
  Melee Attack
   Damage: 15 
  Special: Can be used as a stunt once.
   Fire Breath +11 (13) 
  Short Ranged Attack
   Damage: 15 
  Special: Targets a full zone
  Zones
  Body, Head: Any character gripped onto the head of a dragon 
  is save from the firebreath and bite attack of the dragon. 
  However, no dragon will tolerate a mortal grasping their 
  skull. Because of the shaking and twisting and swinging of 
  the head, climbe is 20 for the head.
   
  Body, Tail: Like the head, there are advanatages to holding 
  onto the tail, or at least sitting on the rump of the beast. Tail 
  attacks are not agile enough to strike the characters in this 
  zone. However, if a tail attack is made, then the characters 
  holding on must make a climb check.
   
  Left and Right Wing: Two zones, but very similar. While in 
  flight, these zones are difficult to hold onto. Their climb is 
  18 while in flight, and a dragon cannot begin to fly if their 
  wings are occupied.
  Traits  
  Winged Beast: The dragon has a flight movement type.
  Soul of Fire: The dragon is immune to fire damage. 
  Furthermore, the dragon can use a reaction to heat their 
  scales. This causes 5 fire damage to anyone striking the 
  dragon with melee attacks.
  Ancient Hunter: A dragon is an immortal predator who has 
  perfected their hunt over centuries. Dragons can see in the 
  dark, gain two bonus dice to searching or tracking, and can 
  see clearly for up to 3 miles away if they choose.
  Dragons are large reptilian beasts that have no rivals. Their 
  only opposition are heroes who seek to challenge their ferocity 
  or to remove a threat. The territory of a dragon can extend to 
  the size of small continents for the larger beasts, but often only 
  covers a mountain range or two. When two of these beasts clash, 
  the land feels it. If humans anger one, their kingdom will be 
  destroyed. Dragons are born to destroy and collect. When they 
  are not hunting to add to their hoard, they are sleeping.
  Sea Serpent: Great serpants of the sea. They have no wings, 
  instead a middle body zone. Sea serpents also have no flight 
  movement type, but they do have the swim movement type. 
  The fire breath is steam, but otherwise unchanged.
  Hydra: A multiheaded dragon. These beasts have anywhere 
  from 3 to 9 heads. Each extra head increases bite damage by 
  1, as the bite attack is a combined effort of all the heads. Bites 
  can also be used as a stunt. Hydras have no fire breath.
  Wyrm: Like sea serpants, but of the earth and sand. They replace 
  their wings and flight with a burrowing movement type.
  Wyvern: Smaller dragons, with a size of 3. However, their tails 
  are poisonous. A hit from a tail attack requires a constitution 
  check of a difficulty 16. failure causes 10 additional damage. 
  However, the tail cannot be used as a stunt.
  Variations
  A dragons hoard is not always gold and treasure. The hoard is 
  a collection of things the dragon holds dear. Roll on the hoard 
  table to determine what this dragon collects. 
  The scales of a dragon can be very useful for describing the 
  dragon. Roll on the Scale table to discover its scales.
  Hoard
  1-5  
  Gold and treasure
  6-10 
  Royalty
  11-15 
  Weapons
  16-20 
  Books and scrolls
  21-25 
  Maps of worlds
  26-30 
  Magic items
  31-35 
  Full sailing ships
  36-40 
  Rare animals
  41-45 
  Skulls of other mon-
  sters
  46-50 
  Technology
  51-55 
  Art
  56-60 
  Statues
  61-65 
  Unique people
  66-70 
  Historical items
  71-75 
  Buildings
  76-80 
  Religious icons
  81-85 
  Rare plants
  86-90 
  Corpses of famous 
  figures
  91-95 
  Ales and foods
  96-100 
  Rare minerals
  Hoard and Scales
  Scaels
  1-5  
  Metalic
  6-10 
  Glass-like
  11-15 
  Bone
  16-20 
  Razor sharp
  21-25 
  Multicolored 
  26-30 
  Camoflauged
  31-35 
  Shell
  36-40 
  Leathery
  41-45 
  Smooth
  46-50 
  Rough
  51-55 
  Stone-like
  56-60 
  Transparent
  61-65 
  Mirror-like
  66-70 
  Spiked
  71-75 
  Shifting
  76-80 
  Feathered
  81-85 
  Glowing
  86-90 
  Ceramic
  91-95 
  Fury
  96-100 
  Extra thick
  
  230
  Example Enemies: Legendary and 
  Mythic (Coming Soon)
  
SOURCE: textdata/thevault/Stormforge/GatesPubBetaV1_1.pdf