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The Story:

Chapter 1plugin-autotooltip__default plugin-autotooltip_big Chapter 1: Juanda's Cave

We’ve lived all our lives in this bloody canyon, and me can’t takes no more. Me hates the canyon. And me hates me companions.

Anyway, the five of us were huddled in Juanda’s ice cave. Someone tapped on the curtain entrance and Juanda opened it. Outside were two officers of the law. One of them was Glennard. I told the coppers to state their business or taste a lick of me blade.

Chapter 2plugin-autotooltip__default plugin-autotooltip_big Chapter 2: Chicken Soup

After having agreed to split all of their spoils evenly, Blacksong, Juanda, Bernherd, and Glennard decide to get together to share tales of their past. Bernherd tells the tale of his first companion, a man so much like Blacksong that they are nearly indistinguishable.

Chapter 3plugin-autotooltip__default plugin-autotooltip_big Chapter 3: Laying Traps

Suspecting that the Traders Guild was going to find Black Song's secret path to the surface eventually, the party decided to lay some traps. Glennard cast a spell that would notify him if anyone tried to enter the cave. Black Song dug a pit. Behnerd made a magically malodorous malady. Juanda used her magic to block off the passage with a natural-seeming wall of stone, which could be climbed over if one knew where to look.

Chapter 4plugin-autotooltip__default plugin-autotooltip_big Chapter 4: Time to Make a Deal

Cliffhanger... we picked up weapons and money in our heist and were mid discussion on being criminals.

Black Song wonders aloud if he should leave his crew or go off alone.

Someone has triggered Glenard's trap. We turn to notice a man and woman standing outside of the cave.

GM Guide

Roll Difficulty



If it's something someone of your background would almost definitely have, the roll will be easy (roll a 4 or lower). If there's a good chance you'd have it, the roll will be of medium difficulty (5-9). If it's unlikely, the roll will be difficult (10 or higher).

GM ideas

Players roll to attack and defend. Enemy stats are (attributes, health, attack DC, defense DC).

Miscellaneous Rules


If you decide that a character is becoming exhausted, they can reduce an ability score of their choice by 1, to a minimum of -3. If all scores are -3, the character is either unconscious, or dies. Ability scores return at a rate of one point per day of normal activity, or three points per day of bed rest.

You can create magical effects which reduce ability scores in the same way.

For a more complicated role-playing guide

  • Mage: A mage could be a wizard learning ancient spells from heavy tomes, a sorcerer who draws from the magic of the world, a bard who creates magic out of music, or a shamanistic master of rituals and healing.
  • Fighter: This could be a soldier, town guard, bouncer, knight, holy paladin, ranger, or just a regular person who's good with a sword.
  • Rogue: A cat burglar, spy, assassin, Robin Hood-type, or just someone who likes to avoid the public eye.


Pricing Spells

The GM decides how many spell points an effect costs. Here are some guidelines for coming up with costs, though as GM, you can use your own common sense to adjust these costs.

Here are some things a 1-point spell can do:

  • Heal 4 HP.
  • Deal 1d6 damage.
  • Cause a harmful effect that lasts 1-2 turns.
Example Spells
  • Cost: 1 spell point
    • Change: Heal 4 HP, or create woulds on someone's body, dealing 1d6 damage.
    • Mind: Read surface thoughts.
    • Earth: Trap someone's legs in dirt.
    • Imagination:
    • Mystic: Find the source of a magical effect.
    • Mystic: Find the general location of an invisible creature.
  • Change + Calling: Turn a creature into another creature.
  • Change + Imagination: Long-lasting illusions that you can change over time.
  • Change + Mind: Telekinesis
  • Change + Earth: Incorporate the elements into your changes.
  • Mind + Change: Make someone forget something permanently.
  • Mind + Earth: Damage the mind.
  • Mind + Calling: Bring a thought to life.
  • Earth + Change: Shape materials.
  • Earth + Mind: Damage the mind, or freeze it.
  • Earth + Imagination: Give terrifying visual form to a thrown rock.
  • Earth + Calling: Summon or create creatures out of the elements.
  • Imagination + Change: Images of creatures, project an image of yourself etc.
  • Imagination + Mind: Insert illusion into someone's mind, so only they can see it, but it's more believable.
  • Imagination + Earth: Create illusions that deal damage, or illusions that are partially real.
  • Imagination + Calling: Create life-like illusions of creatures or people.
  • Mystic + Mind: Take control of someone else's magic, protect against mind control.
  • Mystic + Calling: Summon creatures who have magical abilities, ward against summoned creatures.
  • Mystic + Change: Magical portals, talk to spirits.
  • Mystic + Earth: Protect against magic.

Alternate build system

Not sure I like this. It makes it harder to create a character, and lends itself to min-maxing.

You start at level 1, with 6 Hit Points, no Spell Points and no skills. You also have 16 Build Points. Every once in a while, typically at the end of an adventure, the GM will tell you that you've gained a level. When you gain a level, you gain 10 more build points. The highest level is 10.

Special Abilities

These may be selected any number of times, starting at level 1:

  • 1 point: Gain a hit point. You can have up to 10 + your level.
  • 2 points: Learn a new skill, with a +1 bonus.
  • 1 point: Raise the bonus of a skill you already have to +2.
  • 1 point: Gain a spell point, if you have the Magical ability. You can have up to 5 + your level.
  • 5 points: Raise one of your attributes by 1. The maximum is +3.
  • 3 points: Lucky: An additional luck point per session. You can have this even if your luck is negative.
  • 5 points: New Magic: Access to a new type of magic. You must already know at least one type of magic.
  • 3 points: Magical Adept: Gain two spell points, and raise the maximum number of spell points you can acquire by 2.
  • 3 points: Tough as Nails Gain two hit points, and raise the maximum by 2.

These may only be selected once, starting at level 1:

  • 1 point: Magical: You have the ability to use magic, if you also have spell points.
  • 2 points: You can cast zero-cost spells.
  • 3 points: Always Prepared: This is a special skill, which gives you a bonus on rolls to have equipment.
  • 3 points: Talented Mage: This is a special skill. You are good at casting spells, identifying magical properties, and understanding how magic works.
  • 3 points: Soldier: This is a special skill. You are an expert at close-range combat.
  • 3 points: Archer: This is a special skill. You are an expert at long-range combat.

These may only be selected once, starting at level 2:

  • 5 points: Extra Attack: Attack twice per round of combat, instead of once.
  • 5 points: Sneak Attack: Double your damage if your target is unaware of you or distracted. You can only attack once when you use this, even if you have Extra Attack.
  • 5 points: Spell Recovery: If you are out of spell points for at least 15 minutes, you gain one point back.

Advanced abilities (requires level 5 or higher)

  • Third Attack: Extra Attack now gives you three attacks per round of combat, instead of two.
  • Advanced Spell Recovery: You can bring yourself up to 2 spell points using Spell Recovery.
  • Very Sneaky: Sneak Attack now triples your damage.
  • Tougher than Nails: Requires Tough as Nails. You have +2 to strength checks to avoid going down to zero HP.

Supreme abilities (requires level 10)

  • Fourth Attack: Third Attack now gives you four attacks!
  • Endless Magic: Requires Advanced Spell Recovery. You always have at least one spell point!
  • Jack of All Trades: You're good at everything! Any time you make an ability roll and don't have a skill to add, you add +1 to the roll. Requires 6 skills.
  • Assassin: If you bring an opponent to zero HP with a Sneak Attack, and that opponent doesn't go down, you can make a second attack.

Calculating the odds