Warning: In Progress


To those who stumble across this, you have found an in progress Table Top RPG system. It is currently being beta tested and the various documents that exist are being edited and merged on to this site, maybe even as you read this. Please be aware that nothing here is in final form, from rules to structure, grammar, or styling. Have a look and if you are so inclined you can email us with feed back here:

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For those who came here on purpose here is a link to the character creator. You can save into our database retrieve it via url (make sure to write down your character's your key) or print it (and it should fit on a page). Hover or click the checkmark to see the character creation check list. Enjoy!

Character Creator

Introduction

What is a roleplaying game?

Games ask their players to utilize skills to overcome challenges. Tabletop Role-playing games generally ask players to survive while gaining power and shaping worlds through puzzles, politics, environments, and combat. This can test a large a variety of skills in gameplay but most importantly, and largely unique to these types of games, imagination and creativity.
The role-playing aspect asks players to immerse themselves into fantastic worlds and act out a character they create. Acting out and/or describing the beliefs, characteristics, and behaviors of an imaginary character.

What style of roleplaying game is Prae?

Players are artists who create their own reality within the game.
- Shigeru Miyamoto

Prae, adverb: before or in front


Designed for a more gritty realistic medieval magical fantasy world, player characters (PCs) in this game are expected to be characters put on the forefront of solving problems.
In Prae you take on the role of those who go before. Explorers, scouts, investigators, diplomats, revolutionaries, etc.
The rules of Prae act as boundaries and tools to guide the creativity in players, and to enable a world that is consistent. Like most TTRPGs Prae uses dice to guide the the play, however it is designed to give a significant amount of control and responsibility to the player. Player agency is an important part of Prae's design player's are responsbile for knowing the rules and using them well. The risks and impact of using skills are largely transparent to create consistency and agency.
Prae's dice and skill system is part of this consistency. Characters with a high skill rank are not just more likely to score well they are incredibly likely to consistently perform well on their skills.
The combat system is highly tactical and requires a miniatures, a map, and preferably a hex based one. Players are expected to engage in the game as much as the story and their character.

Responsibilities of GM and players

Players

Your job as a player is to create a character (Player Character or PC) that can assist in overcoming the obstacles that inevitably arise between you and your goals. These will be generally be fighting monsters, influencing npcs, gaining information to solve puzzles or generally engaging with and overcoming aspects of the environment and story. Learn the rules of the game so you are aware of how to take actions and their associated risk.

GM

Your job is hard, but hopefully the rules provided here and in the GM guide make your task a lot less daunting. You have to invent worlds and everything in them. Monsters, people, loot, obactles, and sometimes you will be and feel like the villian. Prae tries to provide a variety of tools to assist you in this task but you are free to modify and expand on them as you see fit. However, one goal of Prae that you should always keep in mind is consistentcy. The rules in this book and all others associated with Prae provide a context, a langauge for the players to make their choices and survive the dangers you put before them. While you often will you make changes to the expectation set forth by the content in these books do your best to communicate that you have done so. If you change the stats of a Howler go out of your way to describe how what they are encountering defies their previous encounters with them or the stories they've heard.

Core Mechanics and Rules

Rolling Dice

Taking action in the world will often require the use of your character's skills. To actively use a skill roll a number of 10-sided dice (d10) equal the rank of the skill.
Take the value of any die rolled (normally the highest) and add all modifiers to get the result. The result succeeds if the result meets or exceeds the Target Number (TN) of the skill check.

10 dice is the maximum you can roll when using any skill or attack.

1 die is the minimum you can roll when using any skill or attack.

Critical Marks

Some rolls also look for Critcal Marks. You get one Critical Mark per duplicate rolled and for each die that shows a number within your Critical Range.
The default Critical Range (CR) is 10. Various effects can increase or decrease a Critical Range. If that range is decreased to above a 10 the roll can only get Critical Marks for duplicates. Critical Marks are tie breakers for contested skill checks and each type of attack has an bonus for each Mark.
Critical Mark Bonuses
Attack
Bonus per Mark
Strike
+1 Damage
Blast
+1 Power
Invoke
+1 Momentum

Critical Effects

Some attacks can trigger Critical Effects (CE) by rolling meeting or exceeding a number of Marks rolled. Each weapon has a potential critical effect when Striking with it.

The sum of Critical Marks on a roll is referred to as Critical Score (CS)

Need to insert examples as this is confusing to various people.

Mana

Mana is the primary resource for characters and it relates to all the other resources in the game. Characters regain their mana once per day, during a long rest. In Traea mana is restored once per day if a character is sleeping between 3 and 4 am.

Round Down

Whenever dividing a number and the result is not a whole number, round down, even if the fraction is one half or greater.

Duplicate Effects

Effects from abilities with the same name do not stack

Specific Beats General

If a specific rule contradicts a general rule, use the specific rule.

Game Flow

Gameplay is an important part of Prae, and will dictate a lot of your time at the table. The decisions the players make and how well they play the game will not only determine their own survival but how they shape the world around them. Roleplaying is an important part of Prae but the game is largely designed to move between overcoming obstacles, gathering information, planning, and executing those plans. Over the course of play you're naturally flow between various types of play, one way to imagine this is Color, Content, and Conflict.
Conflict is where action is, blood start to rise, adrenaline gets pumping, danger fills the air, and hopefully the momentum of your words or movements carry the day against monsters, people, or even courtly intrique. Conflict focuses tightly on player decisions and generally there are challenges for players to overcome and meaningful failure. Something is a stake in a conflict, often lives.
Color is when focused on providing description, engaging roleplay, and character building. Risks are non-existent and the worst consequence of an action is delving into content. The GM will often tell you the actions of your characters and the world around you. Color helps you better understand the characters you're playing and immerse yourself in the world. Travel time will often lead the game flow into color.
Content is just about everything else. When information is gathered, decisions are made, questions are asked, plans are made, and story is progressed. Content lives between conflict and color and will often set the stage for how conflict is engaged. Skill checks are generally controlled or common if used at all.

Goals

The game consists if a series of goals that the players are trying to complete. As a newer player these goals will almost always be given by the GM or by proxy from an NPC. However, as you grow more comfortable in the game its likely that the players will be deciding more and more of their own goals and the GM will primarily be building out the circumstances and obstacles to achieving them.

Living Worlds

Prae is designed to help fantasy worlds feel real. Fantasy is filled with exploration, varieties of people, magic, and monsters. A realistic incorporation of these things will significantly shape worlds. Prae leans toward enabling settings that in a lower fantasy setting with grittiness and some realism rather than heoric or epic ones. Great things can and should be accomplished and individuals can find significant power but the passage of time is greatly influenced by society and culture rather than individuals. Yet difficult to manage resources and deadly monsters make for a world of grey rather than stark black and white.
Internal consitency both narratively and with the forces of existence help a world feel living. Consistency allows players to not only understand the impact their actions will have but also anticpate problems and recognize when something is out of the normal.

Characters

No world feels alive without characters. As a PC your job is to bring a character to life one that is up to the challenges of a world wrought with great forces.

To GM - Traea

Character Overview

Table top role playing games ask their players to solve problems and engage in the world with creativity and imagination. For players this starts with creating their character.

There are many ways to start imagining your character.
  • Archetypes: Wizard, fighter, cleric, etc.
  • Personality: extroverted charming drunkard, quiet and confident clergy, fun seeking explorer, lone wolf animal lover, etc
  • Character goals: Become the most reknown monster hunter in the world, learn the secrets of the gods, attain immorality, etc.
All of those are well and good, however, Prae also asks you to give special attention where your character came from and the skills they would of needed to cultivate to get where they are.

Before you get to far along make sure to speak with your GM to make sure your character concept works within the broad scope of the game and setting.

Character Components

Skills

A character's experience starts long before the game does. The skills your character has learned relate to who they are, where they came from, and how they have overcome the obstacles of life.
When selecting skills consider the life your character that led them to beginning of the game.

See the Skills Overview and Using Skills sections for more detail.

Abilities

Abilities are accessed through learning the Basic Rank of their related skill. All skills have a atleast one Talent and Trick. All Talents give Reactions or Focus and if mental they also learn as spell otherwise they get a passive effect. All Tricks give actions that utilize momentum in combat or a new way to spend mana.

Additional info about abilities can be found in the Ability Overview and each skill's section.

Attributes

Characters have three primary attributes: Body, Mind, and Spirit. Each primary attribute has three secondary attributes.

Attributes
Body
Might, Agility, and Brawn
Mind
Will, Wit, and Resolve
Spirit
Vigor, Empathy, and Faith

See the Attribute Overview and Determine Attributes sections for more details.

Way

Each character's life has led them to a Way. Often, but not always, some sort of formal combat training. Through this training the character learns an Attack and a Talent.

See the Ways Overview and Ways sections for more details.

Gear

Tools and weapons your characters have access to helping them survive and accomplish their goals. How much any campaign or GM chooses to focus on management of gear can vary greatly, see the gear section and work with your GM to pick (or make) the rules appropriate for your group.

See the Gear.

Personality

Many things influence who person will become: biology, culture, community, family and experiences are some of them. In this are we will explore how much your character was influenced by those things, their innate temperament and how all of that relates to their values, common moods, what they consider to be immoral or tabbo and what they do to find joy and relax.

See the Personality Approaches.

Skills Overview

A character's history and capabilities relate closely to their skills. Starting skills relate to the experience of the character prior to the start of the game. Where they grew up, where and how they were raised, and what training they have undergone.
All skills have a Rank, a Modifier and a Passive value.

Skill Rank

Skill Rank represents a characters experience in using the skill. Skill Ranks have a value and a name. The value is the number of dice rolled when using that skill. The name is used to reference the value as well as to provide a narrative understanding of the characters capability. If a character has at least a Basic Rank in a skill can choose to learn the abilities associated with it.

Frequency of Skill Ranks
1: Untrained
roughly everyone has this level of skill
2: Basic
~1 in 4 people have this level of skill
3: Trained
~1 in 10 people have this level of skill
4: Adept
~1 in 1,000 people have this level of skill
5: Expert
~1 in 100,000 people have this level of skill
6: Master
~1 in 10 million people have this level of skill

The frequency of a skill ranks for specific skills can change greatly based on culture, technological level of the world or a vartiey of other variables

Modifier

Modifiers are added to the value of the die to determine the result of the roll. A skill's modifier represents the innate apptitude the character has in performing the skill, rather than their experience in using it. A mighty character gains a bonus to athletics, a witty one at deception, one that can project confidence at leadership, etc.

Skills and Attack List by type and attribute modifier

Physical

  • Body - Strike (attack)
  • Might - Athletics and Force
  • Agility - Acrobatics and Sneaking
  • Brawn - Endurance and Poise

Mental

  • Mind - Blast (attack)
  • Will - Lore and Survival
  • Wit - Deception and Insight
  • Resolve - Awareness and Tinkering

Social

  • Spirit - Invoke (attack)
  • Vigor - Compel and Rouse
  • Empathy - Charm and Handling
  • Faith - Diplomacy and Leadership

See the Using Skills sections for more detail.

Attribute Overview

The primary attributes: Body, Mind, and Spirit relate to the respective physical, mental and social prowess of the character.
Players choose the priority of these attributes, this priority determines their starting value, how many points can be used on secondary attributes, and affects how they increase as the character gains levels. The value of Body, Mind, and Spirit is the maximum value of each of the secondary attributes.
Each of the secondary attributes has some optional narrative components related to aspects of a character.

Body

Body's secondary attributes are Might, Agility, and Brawn each of which have some a relation to a characters physique.

Might

Relates to muscle tone of an individual. A character with a high Might and high Agility is likely to look like a martial artist or gymnast in terms of build. A character with a high Might and high Brawn have builds varying from sumo wrestlers, WWE wrestlers, or line-men on a football team.

Agility

Represents grace, speed, and precision of movement. A character with a high agility always seems to float when they walk, very fluid in their pace and movement. Characters with a high agility are likely to have little body fat.

Brawn

Embodies a characters muscle mass, height, weight, sturdiness, and stoutness. Characters with a high brawn are also less likely to feel and react to pain.

Mind

Mind's secondary attributes are Will, Wit, and Resolve each of which relate to aspects of personality and intelligence.

Will

Represents a character’s ability to exert their desires on their own behavior. High will allows a character to easily maintain focus and force themselves through doing difficult, boring, or tedious tasks. Characters with high Will tend to be disciplined and ordered, but can often struggle to adapt the their environment prefering it to change to suit their desires.

Wit

Relates to speed of mind. Snappy comebacks, quips, and sarcasm are some behaviors common in those with a high Wit. Changing tactics on the fly, comfort in adapting to an environment, quickly taking in lots of information to more accurately make informed decisions in snap situations, language games, rapid math problems, befuddling people in conversation are all common characteristics of someone with a high Wit. They generally thrive in and enjoy chaotic environments.

Resolve

Embodies the resilience of Mind. In many ways the other side of Will, while those strong in Will have great control over themselves, those strong in Resolve are rarely influenced by anything outside of themselves. High resolve often allows one to withstand mind-altering effects like alcohol, drugs, or social influence. The often express emotion with less intensity, even if they feel it just as strongly. They are inherently skeptical of forming new beliefs and do so only when confident with the evidence and logic of them. Without strong of confidence they avoid making definitive statements.

Spirit

Spirit's secondary attributes Vigor, Empathy, and Faith each of which relate expression, utilization, and understanding of emotion.

Vigor

Relates to emotional intensity, sometimes to the point of losing control of themselves to that emotion. Individuals with high Vigor are often gregarious and can have great influence on the emotional state on those around them. When someone with a high Vigor is having a good time most of the people around them are as well. When they are down or annoyed they can bring with them an cloud over the area around them and many will seek to avoid them.

Empathy

Represents ability to understand the emotional state of others, and how experiences affect others emotionally. This often results in a character with a high Empathy feeling the emotions of those around them. Although with the right knowledge this can lend to easily manipulating the attitude and mood of others.

Faith

Faith relates to confidence in owns self or beliefs. This confidence is often bound to have a significant impression on how others perceive them. However, it can often be misplaced and individuals with a high Faith are very resistant changing their minds.
See the Attribute Details section for more details.

Ability Overview

Abilities give your character additional capabilites. All abilities are associated with skills or Ways. Once a character has Basic rank in a skill they can learn its Talents and Tricks.
Talents give a passive effect combat, and an additional way to use mana.
Tricks are in small magical effects that give additional options in combat.

See the Rituals Section for details

Need to rework this section after changes.

Exploring Worlds

Not all who wander are lost
- JRR Tolkien

Only those who risk going too far can possibly find out how far one can go.
- T.S. Eliot

We shall not cease from exploration, and the end of all our exploring will be to arrive where we started and know the place for the first time.
- T.S. Eliot

Prae: before or in front


Exploration has always been a key component of RPGs and can take on many forms - adventuring, scouting, infiltration, homesteading, diplomacy, investigating, and much more. Some games can spend their entire campaign explore a single city, while others might venture into wildlands, focus on a variety of cultures or conflicts. Skills and abilities are the primary tools players have to explore, and a characters health, mana, money, and relationships are the resources at their fingertips.

Travel

Characters travel, sometimes for an hour across a large city othertimes for days or weeks. Travel is tiring both physically and mentally. Physically generally due to aspects of the environment, long hours in route, and wanting to get to where you're going as fast as possible due to the boredom of the road and the very real threats that exist in the wilds. Mentally in part due to the boredom, the discomfort, and needing to constantly be alert enough to notice threats.
At the end of your travel day you gain a number of fatigue (day impaired) per hour you traveled - your passive endurance+poise. Most of the time you'll get can get a good nights sleep and your dreams will wash your fatigue away. Others you will need to carefuly budget your travel time based on additional fatigue you accrued during the day and the likelihood if getting a full nights sleep.
You live in a magical world, anyone with a conjure element ritual can spend a couple mana to create a sufficient amount of food and water for a small party each day. Magic affords various other luxuries on the trail as well. But remember your world is monstrous as well. Use of magic attracts the attention of Faen. How safe you travels are is largely in your hands, preparation to minimize reliance on interactions with Fae make for much safer journey.

Time

Tracking time is important to make world feel alive, no less so when traveling. Find a system that works for your group that helps deal with the paperwork of doing so. A calendar is very useful to track days, and it allows you be aware of upcoming events in the world while also helping the group imagine what is going on in the world around them on any given day.
During some days hours become important. When you want to track the routine of what characters in the world are doing throughout the day, meeting characters at certain times, certain events might happen through out the day, or when traveling between cities or around a large one the passage of time can and should dictate player choices, having a strip on the calendar that can track them helps track what different characters are doing with their time during the day.
To make the world really come alive the GM may want the world to remain in motion around the players. They may have a laid out plan of events that happen on certain days at certain times and you may not be able to interact with all of the events. You can track hours with a strip around the calendar divided into 24 blocks. You can even place character tokens there to represent where they are in their day as other players are acting in the world. Each player can also use dice to track how far along they are in the day.
Dice are also important for tracking time as the action ramps up. You can use dice to keep track of minutes and rounds when the scene calls for those resolutions of time. A Round of combat is 6 seconds, 10 rounds to a minute. Tracking the round number you are in can also be a nice to keep track of the momentum of the combat.

Traea Calendar

Travel and Pace

Characters travel speed is dependent on their pace, or the pace of what they are riding on. Pace represents a speed that is not leisurely but is also slow enough to be maintained for hours. A pace is 1 foot per second. With the base pace of 6 a character travels 6 feet per second or 4 miles per hour (6.5kpm).

Running

Characters can choose to run, how fast they can passively run depends on their athletics, and for every 10 minutes of running they must pass the related an endurance check or gain fatigue.

An expert in athletics and trained in endurance with a might of 2 can run a two hour marathon but gains two levels of fatigue.

Traveling in difficult terrain

Various aspects of terrain can make travel diffcult, swamps, dense forest, changing elevation, crowded streets, etc. Terrain is given a rating relative to how diffcult it is to travel through, an area with Difficult Terrain 2 requires two extra seconds to cover a 1 of distance. A character moving at a Pace of 6 effectively has a Pace of 2 while traveling in an area that is Difficult Terrain 2, reducing their speed of travel to a little less than 1.5mph (2.2kpm).

Travel Speed Table

Stealth

Scouting and noticing threats

Travel notes to GM, will go in gm guide eventually

Environment

Understanding the environment is often important to understanding the choices and impact of actions the players take in the world. Weather, time of year, time of day, speed of a river, height of a hill or wall, or visibility through the trees are just some importnat aspects of the environment for making decisions.

Temperature

Cold, hot, extra fatigue, ice, hot objects or gorund

Hazards

Fire: heat, smoke, spreading Quicksand: Tar pit/mud pit/swamp: Thin ice: Avalanche: Mud slide: Cave-ins: Pointy Plants: Bugs?

Vision and Light

Fog, Dim light, darkness, brightlight, obscured areas

Rain and wind

Visibility, from the rain or from sand and dirt being thrown around by the wind.

Height/Elevantion

Underwater

Movement, suffocating, visibility,

Food and Water

Difficulty in finding it

Poison and disease

Using Skills

As engage with the world you will often need to use their skills to gain information about, interact with, or overcome obstacles in the game world.
After announcing your intent to use a skill the GM give will give you the context of the check and then you'll want to determine the difficulty of its use. Until you roll you can change your mind about taking the action.

Context of checks

Context determines the risk associated with skill use. Prior to a player making a skill roll the GM makes a judgement on the context. Context is influenced by what is at stake, narrative tension, and cost of failure given the context of the trask. There are three options the GM will pick between to decide context: Controlled, Common, or Dangerous.
Controlled checks help inform the narrative, act as a tool to inspire creativity, and are used when there are varying levels of potential success but no meaningful failure. The result will always determine how much success there is, there is no cost to failure when making a controlled check. The minimum you can on a Controlled roll is your passive value.

Examples

Common checks are unsupsrisingly the most frequent context. Most of the time when you are trying to act on the world you'll do so in the common context. Common checks have meaningful but not disastrous or lethal failure. Success means you peform the action you are taking. If you fail the GM will make various judgement calls based on the skill used, circumstances surrounding the roll, and how much the roll failed by to determine the impact of the failure.

Examples of fail types

Examples similar to Controlled checks

Dangerous checks occur when the narrative tension is high or the circumstances or action is dangerous. Success is identical to Common checks. Failure is a Blunder. When you Blunder the result will be the opposite of what you were trying to do, create a significant problem, or both.

Examples similar to the checks above

Basic examples of Blunders per skill

Using skills passively

When making a Common check a player can always choose to use their passive value instead of rolling.

The passive value of a skill is: 2 + dice to be rolled + Mod


Passive value represents how the character can consistently perform without taking any risk or pushing themselves. In combat characters can use their skills with their passive value without needing to use their Focus.

Example

Determining Difficulty

In each skill's section there is a guideline for Determining Difficulty, this is to give you significant control over the risks you choose to take as a player. Prior to rolling check with the GM for any environmental or circumstantial modifiers to the diffculty your character would be aware of. Additionally there are times when information is hidden to you as a player that can affect difficulty, this may often be the case with social skills, don't over reach when you aren't entirely sure of the circumstances.

Here is a general list of what TN represents, in addition to TN a check might require a minimum level of skill rank to attempt.
  • 5: Moderately easy, anyone Trained can passively succeed
  • 9: Moderately difficult, until a character is Adept with the skill or has Attributes that lend themselves to success they will fail most of the time. Only those with very skilled and/or naturally inclined through attributes.
  • 12: Very Difficult, only the top of the top can consistently perform at this level, about equivalent with the world record performers in our world. Passive success requires maximum Skill Rank and natural inclination.
  • 14: Nearly impossible, most people would view it as ridiculously foolish to even attempt
  • 15+: Success at this level is generally explained through magic. It can't be achieved without Critical Marks or some effect that gives a bonus modifier.
Highest Value
Dice
10
9
8
7
6
5
4
3
2
1
10%
20%
30%
40%
50%
60%
70%
80%
90%
2
19%
36%
51%
64%
75%
85%
91%
96%
99%
3
27%
49%
66%
78%
88%
94%
97%
99%
99%
4
34%
59%
76%
87%
94%
97%
99%
99%
99%
5
41%
67%
83%
92%
97%
99%
99%
99%
99%
6
47%
74%
88%
95%
98%
99%
99%
99%
99%
7
52%
79%
92%
95%
98%
99%
99%
99%
99%
8
57%
83%
94%
98%
99%
99%
99%
99%
99%
9
61%
87%
88%
96%
99%
99%
99%
99%
99%
10
65%
89%
97%
99%
99%
99%
99%
99%
99%

Expected Marks

Critical Range
Dice
10
9
8
7
6
5
4
3
2
1
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
2
0.4
0.6
0.8
1
1.2
1.4
1.6
1.8
2
3
0.9
1.2
1.5
1.8
2.1
2.4
2.7
3.0
3.3
4
1.5
1.9
2.3
2.7
3.1
3.5
3.9
4.3
4.7
5
2.2
2.7
3.2
3.7
4.2
4.7
5.2
5.7
6.2
6
3.1
3.7
4.3
4.9
5.5
6.1
6.7
7.3
7.9
7
4
4.7
5.4
6.1
6.8
7.5
8.2
8.9
9.6
8
5
5.8
6.6
7.4
8.2
9
9.8
10.6
11.4
9
6
6.9
7.8
8.7
9.6
10.5
11.4
12.3
13.2
10
7.1
8.1
9.1
10.1
11.1
12.1
13.1
14.1
15.1

Contested checks

Sometimes two or more characters directly oppose one another. They may be achieve the same thing or directly acting on the other. In these situations both characters make their checks and compare results to determine the outcome. The results of a tie depend on the nature of the contest.
In contests where participants are both trying to acheive the same thing, like a foot race, use skill ranks as tie breaker and if they still tie, they tie the contest.
In contests where one participant is acting on another a tie results in the situation being unchanged, generally this means the tie goes to the 'defender'.

Assisting in checks

When a character is making a check one other character can assist them if they have at least a Basic Rank in the skill and they can reasonably describe a way they can help. Assistance grants Boosted for the roll.

Ambuiguity/Versatility in checks

Sometimes it can be unclear which skill to use for the action a character is taking. In these situations talking about the specific outcome you are trying to achieve can add some clarity. If there is still ambiguity it is up to you as a player to decide which skill you are trying to use, but understand that the context or difficulty might change based on which skill you are using to address a situation.

I.e. Either Athletics or Acrobatics can be used for Jumping or Climbing checks.

The skills listed in this book do not represent everything that characters in the world can do. Rather the list of skills is meant to encompass common skills for those that go before. Crafting skills are one example of a type of skill that has omitted as adventuring life does not lends itself toward them, but many NPCs would have various training in skills not listed here.

Health

Life of those who Prae is dangerous and those who choose it frequently experience physical, mental and emotional stress, damage, or trauma.

HP and Damage

Hit points (HP) represent this combination of a characters physical durability, mental fortitude, and will to live. Whenever something takes damage subtract that damage from their HP.
Narratively it is common to represent damage to PCs above 0 health with shallow bruises and cuts, fear or doubt, or physical and mental exhaustion. Once a character reachs 0 HP they've taken sufficient damage to get take a serious injury.

Health Categories and Healing

Hit Points above 0 are divided into 3 categories: Unscathed, Marred, and Desperate. Each one representing a third of a characters health and starts with 10 HP. As a character increases in level each category increases by 2, for a total increase of 6 Maximium Hit Points per level.
Narratively health categories are an abstract representation of how well a thing is holding up but they also have a mechanical effect.
Some effects will restore hit points, healing the harm the character has received. Imagine healing as gaining renewed confidence, mentally shrugging off emotional impairments, a quick bandage, or even magically closing a wound, depending on the source of the healing. A character can not be healed above the maximum of their current health category.

Reinforcement

Reinforcing is similar to healing but has some notable differences. Instead of restoring hit points it acts a new health category called Reinforce that has its HP value and duration determined by the effect. This category can not be healed and healing goes to the players current health category. Any damage is taken from this category before a character's current one.

Wounds, Death, and Dying

Upon reaching 0 HP a character enters the Dying health category and gains an injury. While in this category they are Impaired, Bleeding, and can't be healed. While in combat, at the end of each of their turns, a dying character takes 1 Pure damage, this damage can be prevented by stabilizing the character with a Dangerous Survival Check with a TN 5 + amount negative/3. Blunder causes 1 damage.
A character is dead if reduced below the range of this Health category. The range ends at -10, decreasing by 2 for each character level above 1.

Types of Injuries

Injuries persist after a battle, and have lasting effect on the character. They do not have to be physical, they can be mental or emotional. Injuries can have stat based implications or be limited to the narrative. GMs are free to use either or both depending on the style of game they are running or the nature and circumstances of the wound.

Narrative Injuries

Injuries should be significant and lasting, especially if they are mostly narrative in nature. A missing hand, eye, ear, massive facial scar or a variety of other things can have great impact on the story and character while having conceivably little impact on game mechanics. The character player or GM can come up with ways the character could overcome or minimize their handicap.
The character could develop a hatred or fear of the type of creature that wounded them, or creatures associated with them (has a reaction to people of the same ethnicity for example). It could tie into the environment in which the injury happened (Ex. they become cautious or fearful of icy terrain). Nightmares, insomnia, a thirst for vengeance, overly cautious, overly aggressive or a variety of other personality quirks could manifest from the Wound. The Player and GM should work together to find one appropriate for the situation of the Wound and the reaction of the character.

GM NOTE, for DMG: It is fine to give a injury in the middle of combat that is later changed, you could have a monster rip an ear off a character, but have a character stitch it back together after the combat and the lasting wound be something more emotional.

Injuries with Mechanical Impact

If using this type of injury you will generally want to keep the severity a little limited. Broken bones and other temporary injuries are likely to serve the player and the story better than permanent impairments like removing body parts. To recover from an injury a player must spend a number of Recovery equal to the amount negative their HP was during a long rest. These don't all have to be during the same long rest.

I.e. If the player got to -7 HP the injury would take 7 Recovery to be overcome. These injuries can be physical, psychosomatic, or emotional in nature.
Examples of Wounds
  • Broken hand (-1 skill rank on all Physical skills)
  • Concussion (-1 skill rank on all Mental skills)
  • Bruised trachea (-1 skill rank on Social skills)
  • Broken Foot or sprained ankle (-Pace)
  • Vocal cord hemorrhage (Gagged)
  • Hyphema or a black Eye (Blinded)
  • Cervicogenic dizziness (Dizzy)
  • Various injuries (Impeded, Dull, Distracted, etc.)

Rest and Recovery

Resting is the primary means in which characters recover from damage and fatigue. Healing is limited to the max of a character's current health category, resting is how characters regain health categories. To rest a character can not be in combat, any other situation of immediate threat or one that requires vigilance.

Types of rest

There are three types of rest, the distinction is mostly related to the amount of time they take and how relaxed they are during the rest type.

A breather is a very brief rest, generally 1 minute but sometimes less, allowing characters to catch their breath and clear their head. During a breather characters heal to the top of their current health category and all Combat duration effects end.

A short rest takes at least 30 minutes and often accompanied with a meal. Ends all Rest duration effects. During a short rest a player recover a Health Category by gaining 2 fatigue. A short rest that includes a Hearty Meal removes 1 fatigue.

A long rest can be taken up to twice per day and requires that the character sleep for that duration. The first must be at least 6 hours and the second at least 9. Each long rest removes all fatigue and recovers a Health Category. If a character is asleep between the hours of 3am and 4am they also regain Mana up to their capacity.

* If a long rest is interrupted it is up to GM discretion to determine how much recovery took place and if it counts as one of the characters long rests for the day

Fatigue

Characters get fatigue through various things during the course of play. Once a character has 3+(Brawn+Resolve+Faith)/3 Fatigue they gain 1 Exhaustion. Each Exhaustion Impairs
  • 1 Fatigue to use Cleanse as a Focus
  • 2 Fatigue during a short or long rest to restore a Health Category
  • While injured Fatigue is gained after a long rest and the severity of the injury is reduced.

Exhaustion

For each fatigue a character has beyond their limit they instead become exhausted. If a character gets 3 levels of exhaustion they die. One instance of exhaustion can be removed by taking two long rests during a day, a total of 17 hours of rest.

Relaxing - optional rule

This is mostly to add depth to character personaity. Players will need to pick 3 things that their character finds relaxing. Bath, fine dining, conversation, drinking, reading, a specific hobby (sewing, training, crafting), a specific type of entertainment (sport, theater, music). If a character spends 2 hours during a day doing one of these activities they gain 1 Recovery.
Todo: Stuff I need to say about Maneuvers, talk about attack and non-attack maneuvers. Talk about using a maneuver in non-combat situations. Talk about the versatility of maneuvers, if I still expect them to be versatile.
Reputation can be a resource as well as an obstacle.
Increasing the trust and attitude will allow gain you favors while losing it will cause characters to go out of their way to harm you.
Eventually your character or the group of PCs may even develop a reputation for themselves. Reputation will shape the initial attitude and trust of NPCs that have heard of you.

Social System

Words can be mightier than the sword
- said by many people, in lots of different ways

Pray: to make a request in a humble manner


In our world society is complex and systems that make the interacting with people feel real also requires some complexity. Clout and prominence and are social aspects that allow you to influence other people. With sufficient clout people listen to you, act on what you say, and care about your well-being. There are a variety of factors that relate to building, maintaining, and leveraging clout. In Prae clout is distilled into attitude, trust, and reputation. Prominence relates to status in society, individuals are expected to treat those of higher and lower prominence differently than those equal to their own.
Many campaigns - exploring the wilds, seeking out Faen or ruins - will utilize only a small part of the social system. While others - city based, heroic quests - will rely heavily on building relationships and reputation. Either way characters are often meeting new people and solving or causing problems for those people. Those interactions and actions will shape the social world.

Social System

The social world is complex and made up of many factors. Influence is the heart of social power. Influence natrually comes from people caring about you and trusting you, and it spreads through reputation. In addition to natural factors people over time have divided themselves into social classes. Political power is a tricky thing and once groups of people become sufficiently big people start to specialize in various needs the society has. The people filling those positions quickly become abstracted to titles and roles, and those that step into them might not be as adept at those that earned their position there. Nevertheless society ends up stratifying into classes with fairly hard lines on expectation and treatement between, even if their is variance on how and where societies make those divisions.

Influence

Influence amounts to the control that you have over the behavior of others. Influence is dependent on a variety of things. How much the target of your influence likes and trusts you, how their values align with the behavior you are trying to create, their mood, their debt to you, and your status relative to theirs.
These qualities are often, initially at least, obfuscated to the players. Although the qualities of NPCs can be learned through play. While mood can often be easily discerned, learning what a character cares about, who they like, or what they value can sometimes be quite an investment in time. Through circumstances, investigation, or observation these qualities can often be learned making it easier to influence specific characters or groups in the world.

Influence

Each of the social skills, and some others, relate to influencing characters.
  • Rouse stirs emotions moving mood away from calm
  • Handling quiets emotions moving their mood toward calm
  • Charm manipulates attitude, often used when asking for favors that have a cost
  • Diplomacy manipulates trust, often used when asking for others to take on risk
  • Compel leverages attitude to create behavior
  • Leadership leverages trust to create behavior
The easy of influencing is related to how much you know about a person, and how much time you spend with them. Time, however, is a luxury that isn't often available. As such they often need to Press the situation to meet their needs, something that can be quite dangerous.
When using a social skill a character can choose to Press or Invest (sometimes the context forces one or the other).

Favors and Debt

Society for people of equal status is relate to a continuing sequence of trading favors. Trust, community, and reliance are built this way. And you can earn favors that don't incur debt when people like you. There are different levels of favors and all favors value is relative to the person. The more powerful or productive the people who owe you favors the greater value those favors are. Favor amounts
  • Simple debt - 3 hours
  • Small debt - 1 day or less
  • Moderate debt - 1 week or less
  • Large debt - 1 month or less
  • Massive debt - 1 year or less
  • Life debt - Your status is increased relative to that person. They can't repay that debt but tribute may be common

Difference between trust and attitude

Mechanical

Attitude gives free favors. Using this too often can hurt attitude. The result of the favor can also do it, because what you ask people for.

Narrative

Status

Status iseither lower, equal or higher. Favors to a higher status are tribute Favors to a lower status are charity Favors to the same status are debt

Gifting

How cultures treat gifting to people of different status is largely dependent on those cultures, but generally gifting to people of equal status isn't a gift at all but a way to force debt on other people. You can't just give gifts outright you generally need a context. Invitations to things count as gifts.

Investing

Investing takes a number of successful checks equal to the current rank of attitude or trust you are trying to raise to. An attitude of 3 or higher is a like, an attitude of 6 through 9 is love. Represent the successful check investment in that social aspect as a decimal. Once it reaches the whole number it rolls over increasing the whole number by 1. Investing is working toward a lasting shift in a characters mood, attitude, trust or behavior. Only sometimes will this have an immediate effect. Investing is normally a controlled or common skill check, but can sometimes be dangerous. The number of successful checks it takes to have lasting change relates to the current intensity of the quality being influenced.

Example of dangerous Investing: You’re at a party surrounded by various political rivals and you are using diplomacy to invest in the trust of the host, without hurting the trust of anyone else.


Pressing is an attempt at creating an immediate change within someone and is generally much more difficult than investing. The effects of success or failure are only sometimes long lasting, although what is achieved due to the success can often have long lasting effect. Pressing is normally a dangerous check, but can sometimes be a controlled or common.

Example of controlled Pressing: Trying to influence the mood of a crowd from calm to angry after nobles executed a folk hero

Mood


Characters are always in a mood. Their mood represents the summary of their current emotional state and is the most apparent psychological aspect of another individual.
Most characters have a few moods they commonly find themselves in, kind of a baseline of their personality and worldview. These common moods act as kind of a guideline with how they interact with the world and how the world interacts with them.
Moods are fairly fundgible, moods can change week to week, day to day, hour to hour or in extreme cases minute to minute. Some moods more likely to be fleeting, such as pity or disgust, and others to linger and are hard to shake, such as hopeful or sad. A characters common moods are generally those that linger, but each character has likely experienced nearly all of moods over the coure of thier life.
Narratively mood is important as it helps to breath life into the personality of the characters in the world.
Mechanically mood is important as it affects TN when trying to influence someones attitue, trust, or behavior.

Mood is influenced through Rouse and Handling.

Mood Intensity

Each mood is emotional state which has a type and intensity. There are 4 levels of intensity for each type and generally the relate to another mood on a spectrum, with Calm being the 0 in the middle.

The effect of the mood on a roll is related to its intensity and if that mood will help or hurt the influence you are trying to have over them.

Trying to convince a brave town guard to help you fight back a giant would be easy, while trying to convince a scared shopowner would be hard.
Extremely Brave, +4
Very Brave, +3
Fairly Brave, +2
Slightly Brave, +1
Calm, 0
Slightly Scared, -1
Fairly Scared -2
Very Scared -3
Extremely Scared -4

Example Moods

  • Eustress | Distress
  • Elated | Dejected
  • Happy | Sad
  • Brave | Scared
  • Manic | Depressed
  • Proud | Ashamed
  • Schadenfreude | Pity
  • Happy about the success of others | Envy
  • Desire to protect | Anger
  • Enticed | Disgusted
  • Confident | Doubtful
  • Hopeful | Despair
  • Focused | Distracted/Flighty

Attitude

Attitude refers to a set of opinions, perceptions, emotions, and beliefs toward particular character, thing, idea, or event. They have a powerful influence over behavior and while generally persistant, can change. In short, it is how you care about and how you treat a subject.
During your upbringing you were told stories about the experiences of others and had your own, this likely shaped your initial attitudes toward things in the world. You might hate the rival tribe, or love a the knights of a far away kingdom based on tales you've heard.
Attitude does not prohibit moods, it is entirely possible for a character to love another but still get angry at them from their actions. If done frequently enough their attitude might decrease.
Attitude can also be temporarily altered by circumstance. A drunk villager who likes the the PC might act as if they hate them in their belligerence, however this doesn’t reflect a change in persistant attitude, just a brief change in behavior to reflect the circumstance.
Likewise a very charming PC might temporarily Press a NPC to change from a Dislike to a Like attitude. The PC might use this change to request a favor from the NPC, and depending on the favor might end up hating the NPC instead of just Disliking them after the pc's charming influence wears off.

Attitude Intensity

There are 5 ranks of attitude intensity: Love - Like - Apathy - Dislike - Hate.

Vague simple definition of these terms:
  • Love: caring about things well-being more than your own
  • Like: caring about things well-being
  • Apathetic: don’t care about a things well-being
  • Dislike: value harming things well-being
  • Hate: value harming thingswell-being even at the some cost to your own
Within each rank there are 3 degrees. Narratively these speak to the strength of the attitude. A character that has Love 3 for a cause is willing to die for it. Love 2 they are willing to risk death for it. Love 1 they might be willing to risk punishment or imprisonment fighting for it.
Mechanically they relate to TN for influencing attitude, and each degree must be acheived before rank can be improved.
  • Love: +1,2,3
  • Like: +1,2,3
  • Apathy: +1, 0, -1
  • Dislike: -1,2,3
  • Hate: -1,2,3

Influencing Attitude

Various things can change attitude. Direct interaction is the most straight forward way but it is also common for various deeds a player takes to influence how others feel about and perceive them.
Direct interaction is through spending time and utilizing the charm skill. The base amout of time to make a Charm roll to invest is 3 hours (see Charm skill for more details). The number of successes needed to change a degree of attitude by one relates to the rank of their current attitude toward you.
Apathy:3
Like or Dislike: 6
Love or Hate: 9

Example of influencing attitude.
Scenario: Poor, charming, sneaky street rat trying to seduce a princess.

Pirncess: Value's boldness. Likes flowers, jewerly. Dislikes poor people and Rodge a prince that is courting her.

The street rat sees the princess in the market one day and falls in love with her. Her initial attitude is one of dislike. However, our street rat is charming and persistant. Over the course several nights he breaks into the castle garden to speak with her. Impressed by his boldness (boosted to the charm roll) he gets her to like him and she opens up a little. He learns of her taste in flowers and jewerly and her dislike of Rodge. He continues his nightly escpades and manages to bring her tulips, a diamon necklace he 'found' (continuing his booted on charm rolls). Slowly she has come to like him. Finally, a chance opporutnity occurs in the market and the street rat humilates Rodge causing him to leave town in shame as his courtship wasn't effective anyway. Earning the love of the princess by saving her fathers pick in suitor, a man she dislikes.

All told if our street rat succeeded at every roll he would of spent about 100 hours charming her to get her to attitude to Like +3 and finally his deed of saving her from the prince would move him into Love +1.

Trust

Trust is ones perception on how reliable and effective another person or idea is. Through trust people come to rely upon each other, ideas, or institutions and in so doing allow those things to influence their beliefs and behaviors.

Trust vs Attitude

In many instances the relationships and behaviors are similar between someones attitude and trust, and most of the time if you have a very positive attitude of them you'll also have high trust in them, but not always.

Attitude relates to connection. Trust relates to how skeptical you are that a thing will do as you expect it to or that it says it will.

A character an hate another while trusting their word. Often this is the reality if forming treaties between two warning nations.

Like wise a character can love another while having no faith that they'll do what they say they will or be able to accomplish what they think they can. A parent with a rebellious child for instance.

Trust Intensity

Like attitude there are 5 ranks of trust, with 3 degrees each: trust - confident - wary - suspicious - distrust.

Vague simple definition of each
  • Trust: You almost always believe what they tell you and follow orders
  • Confident: Most of the time you believe what they tell you and will follow orders
  • Wary: Healthy skepticism toward their words and actions
  • Supicious: More likely to think they are unreliable and deceptive than not
  • Distrust: Near certain they will deceive or fail you
As players in Prae are often independent and adventuring, exploring, or investigating it is common they'll have few or no things they trust.

Influencing Trust

As trust and attitude can often mirror each other narratively mechanically they are also often mirroring each other.

Influencing trust is similar to influencing attitude except that it utilizes the Diplomacy skill isntead of the Charm skill.

The base amount of time to roll the check is 3 hours. The number of success needed to change the degree trust relates to their current trust level toward you.

Wary 3: Confident or Supicious: 6 Trust or Distrust: 9

Reputation

Over the course of play you're likely to develop a reputation. This reputation can spread through world of mouth or you might be given papers items to represent it.

Reptuation modifies a persons initial attitude and trust of you, assuming they care about your reptuation.

These modifcations are not always positive. If you save a caravan from raiders you might gain a better reputation with the nobles and mechants while getting a worse one with the peasants and resistance fighters that don't like how they are being ruled.

Based on your childhood and training work with the GM create an initial reputation for your character. What individuals or factions might value your despise you?

While your reptuation with those people or factions may not often or ever going to come up in the games story it helps you further think about the past of your character and from their past how they would deal with the challenges in the present.

Magical Worlds

Have faith in those who lead you into light. Bless them with your prayers, the obstacles on the path of righteousness can not be overcome without your aid.
- Sacra Devon

Pray: a request or thanks to one you are devoted to.


Magic flows through the worlds of Prae shaping its people, places, and problems. Magic comes from interactions with Fae, a type of energy that can be manipulated to create, influence, empower, or connect. Fae is measured in mana, a mana is a sufficient amount of Fae to reliably be manipulated by people, however people can only utilize the Fae that is within them, and there should be a way to replenish it. Through Pray, a common spell, mana can be transferred between things capable of containing it. In addition to characters some objects can contain mana and some of those objects can have it released from them for specific magical effects. Mana needs to come from somewhere and using it should have a cost beyond just the mana used to cast it.
Considering that mana is transferable, replenishing, and has costs to use is should become integrated into your world's economy and social structure. Imagining how society deals with this valuable resource is an important part of making worlds feel alive.

Magic in Traea

Cost: On Traea using mana draws the attention of and relates to the creation of Faen, monsters that feed on people.
Capacity and Replenishment: Humans have a capacity of 3 mana. On Traea, each day people asleep between 3 and 4 a.m. (referred to by various names: the witching hour, devil's hour, hour of the Fae, etc.) regain their mana.
Transfer: Mana is an active part of the economy in most cultures and various laws exist to regulate its use and storage.
Mana Storage: On Traea special gemstomes generally called Tears can store mana. See the Magic Item Overview section below.

Magic in your own worlds of Prae

When imagining your own worlds make sure that your magic has a cost, way to replish itself, decide if you want to change how socities want to deal with its use and transfer, and what things can store it and how much. Here are some ideas in hopes to inspire you. Cost: Each time you use mana over X value it decreases a characters total capacity. Replinshement: Drinking blood, eating people, relaxing, mana pools, gods, meditation, Storage: Crafted items like voodoo dolls, potions, staffs, wands, Paten Disks, ritual knifes/athame (gain more capacity as they kill more things),

Interactions with Fae - How to use Magic

Magic comes from interactions with Fae and different types of interactions create different types of magic:
First Order Magic
  • Conjuration: Turns Fae into matter, cast through movements
  • Incantation: Vibrates strings causing changes in the makeup of things, cast through sounds
  • Ligation: Connects things, cast by arrangement of things directly or symbolically
  • Potence: Letting Fae flow through the body enhancing one's self, cast through inner focus
Second Order Magic: A combination of two types of magic in the First Order
  • Transmutation: Changes the makeup of inanimate objects
  • Binding: Storing until certain triggers are met
  • Augmentation: Adding to one's self without significant changing what is already there
  • Imbuing: Storing emotions, thoughts, or memories in objects that can be pulled out at a later time
  • Trance: Changing the strength of aspects of one's own mind
  • Bonding: Shares skills between characters
Third Order Magic: A combination of three types of magic in the First Order
  • Transportation/Folding: Bridging space
  • Transformaton/Shifting: Shapeshifting
  • Healing: ?
  • Enchantment: Controlling the behavior of others
Fourth Order Magic: Combination of the four types of magic, the priority of magic matters here
  • Divination: Enhanced awareness and sensitivity to systemic effect for changes in strings
  • Awakening: Forming some sort of mind for inanmiate objects

Using Mana

Each Player Character has a capacity of 3 Mana that generally restores daily. It can be used in various ways:
  • Gain Boosted with one skill for the remainder of the scene
  • Cast Spells
  • Physical and Social Tricks have aspects that activate with Mana
  • During a rest remove 1 Fatigue
  • Heal 3 Severe damage
  • While in combat it can be coverted to Momentum equal to a characters Mana Conversion attribute

Momentum

Momentum is an additional way that characters can utilize the Fae. Momentum is similar to adrenaline, it is additional energy the body is capable of manifesting when people are in dangerous situations, but it can't be consciously tapped into to enable magic otherwise.

Ambient Fae and Critical Marks

Generally Fae is interacted with by character actively manipulating it, but sometimes ambient Fae can affect actions characters take in the world. Sometimes when characters make utilize their skills the results can be extreme (they roll a lot of Critical Marks) and this is mostly explained by ambient Fae responding to the characters intent. While skills can unreliably tap into the Fae the abilities a character has are direct interactions they've learned to do so. Talents all enable an additional use of mana for a discrete effect. Tricks are also often a discrete magical effect, but not always. Arcana taps into Fae a higher degree utilizing it for bursts of speed, Conjurations that last for a couple minutes, and can even manipulate the behavior or emotions of others through Invocations. Rituals an create magical effects that last for hours and some can be sustained for days or even made permanent.

FIND BETTER PLACE

Conjuration rituals are a series of precise and specific movements (similar to a Kata, Tai Chi, Qigong, Bagua, etc). Divination rituals are a deep meditation where the caster attunes to specific strings of Fae allowing them to more easily read and sense changes in them. Invocation augments to rituals create a sort of vibration in the Fae that can influence those that interact with the rituals.

Spells

Spells are longer form magic that often take minutes or potentially hours to complete.

Powering Spells

At the start of the spell the caster determines all sources of Mana it will pull from. The caster can use their own mana or mana from contributors.

*Some Objects can store a large about of Mana but can only release it at smaller frequencies. In this case the caster can pull only as much as it can release during the duration of the spell.

Initial Cost to Cast

Half of the total cost to cast a spell, rounded up, is paid upon initiating the spell, the remainder is paid upon the completion. If for whatever reason there is no longer sufficient mana to complete the spell it fails.

Narratively the energy spent to cast a spell is spread out over its cast time, this rule exists to try and make a fair representation of cost if a spell gets interrupted. GM has discretion to change this for specific situations to fit narrative needs. This rule can also be explained narratively by a mental commitment of mana to make the attempt and interruption can be enervating.

Contributors

Contributors can be either willing creatures or objects that can hold mana, like a Tear. To pull mana from a contributor they must be touching the caster or touching another contributor that chains to the caster. The maximum number of contributors a caster can pull from is limited by their related skill rank:
  • Basic: 5
  • Trained: 15
  • Adept: 50
  • Expert: 100
  • Master: 1,000
Unlike the caster a contributor does not need to actively be part of casting the Ritual. However, they must stay within 900 feet (~150 spaces, ~300 meters/yards) of the caster throughout its cast time to contribute the cost at the end of the spell.
Cultures have developed various ways to keep participants in the area for the cast time large scale rituals. Communal meditation, song, meals, stories, etc. However, contributors are free to talk, move around, or even fight.

Pausing and Interrupting

Spells require focus and engagement from their caster. If a combat starts while a character is involved in a spell they may choose to use their turn to continue the ritual.
Alternatively, they can use their Focus and either their Move or Action pause the casting of the spell. A Ritual can not be paused for more minutes than the casters related skill rank in the ritual.
If the caster can not or does not their Focus and Move or Action to maintaining the spell or they leave the cast area the spell starts to become interrupted. If a spell has been interrupted for more rounds than casters related skill rank the cast ends unsuccessfuly and the mana already spent toward it is lost without effect.

Sustaining

Some spells will have the Sustainable keyword. This keyword allows the caster to sustain the effects of the spell for its duration, essentially instantly recasting it, if they spend the the same amount of mana as the cost to cast the spell.
Sustaining a spells requires minimal thought or concentration and can be sustained as long as the player is conscious at the end of the duration (they can sleep, but most be awake at the end of the Duration to choose to sustain it). The caster does not need to be near the cast or affect area of the spell to sustain it.
If the caster had contributors in the spell they may be given mana from them if they are touching them or through other contributors chained through physical contact to them within 9 minutes of the end of the spells duration.

Diminishing Costs to Sustain

Some spells have a diminishing sustain cost, this is communicated by adding a (D) at the end of the sustainable keyword. If a spell has a diminishing sustain cost reduce the cost needed to sustain it in half, rounded up, per 9 days (1 week on Traea) of sustaining it.

Acceptances

Some spells can reach Acceptance after being sustained for 27 days. At which point they are no longer subject to Evanesence and reality has come to accept their existence removing the cost to sustain.

Enhancements

Most spells can be enhanced in various ways - how each spell can be enhanced is listed in their description. At the beginning of a spell the caster can choose to apply these enchancements increasing various aspects of its effect, but they generally require additional mana and a longer cast time.

Augments

Augments are very similar to Enhancements, except that they modify the effect rather than make it more potent. Augments require additional skills to apply. A contributor can work with the caster to apply an augment if they have a required skill but the caster does not, to do so they have to cast the entire spell as well rather than just be a passive participant.

Resisting

Some spells can target specific beings for their effects. Creatures can resist these effects when the spell completes Spells that can be resisted will include the cost required to resist its effects (this is generally a flat mana cost). Targets of these spells have a brief period of time, near the end of the casting, where they can feel Fae around them reaching out to them.

Criteria

Some spells can have criteria on what they affect. These criteria cannot contain a proper noun or be adjective that describe the physical structure and size of a thing.
Without careful consideration of criteria there is opportunity for mishap. If you're unsure of a critera is acceptable ask your GM.

Examples of Criteria:
Noun “Heart”
Noun “Hair”
Adjective of Hair “Brown”
Noun “Claws”
Adjective of Claws “18 inches”

Common Spells

Harmony and Pray spells known by characters. Their maximum skill rank is considered their rank for these spells when considering how man contributors they can have.

Tears or Magic Items Overview

Tears are special gemstones of various shapes and sizes capable of storing mana and tied to the elements. Tears are measured in four apsects. Clarity is one factor in determing a Tears mana capacity,tThe other is Carats or size. Tears particularly large can also radiate magical effects while containing Mana. Cut and Color determine innate ways the Tear can utilize the mana held within for various effects. Color represents the elements inherent to the Tear and how its mana might manifest. While Cut can shape how it does so.
Tears are fairly rare and most are about 1.5 inch spheres, muddy white in color and opaque. Such Tears are capable of storing 2 mana and have no innate way to manifest it. The rarest of Tears are as large as a house, almost transparent, with a deep color of a mixture of elements. Such Tears are almost never cut into in risk of damaging them. Some Tears have the right mix of properties the cutting them can add great value to them.
Large Tears of incredible value to society as they allow for storing of a significant amount of mana allowing for a great reducing in any waste of mana on a day to day basis. Many cities are founded around large Tears that allow inhabitants to store mana and use it to create various resources: food, shelter and other things to make life easier.

Conjuration

The most common type of Tears besides those just capable of holding mana can use that mana to conjure something. What they conjure is dependent on the cut and color of the Tear. A Tear that can conjure wood may be cut into the shape of a ladder, pole, chair, or other useful objects to easily create objects of value. Other Tears conjure fire, water, stone, plant fiber, bread, and salt or other spices. Such Tears can be incredibly valuable to society changing the economy or capability of especially in where larges groups of people can contribute their mana to these conjurations and are thus highly sought after.

Fusing and Enchantment

Rare Tears of a color close to that of the elements can be fused into objects and when activated they imbue those objects with the power of one of the elements. This has a wide variety of practical applications for those lucky enough to own them, but it also creates special value for Prae. These Tears can be fused to weapons and armor to enchant them.

Examples of simple fusions

Syphoning

Some Tears can be activate to leak power. This power can syphoned to increase the potency of Blasts. How the power manifests depends on the type of Tear and can add specific types of Strings to a Blast with the power they leak.

Examples of simple fusions

Shards

Some Tears never fully form and others get damaged, the Tear shards act similarily to Tears except that mana can not be put into them, once the mana that is inside of them runs out the magic inherent to them becomes inert.

Conjugations

Needs details added

Conjurations

Conjuration is the process of weaving strings of fae together to form matter. Weaving fae is a series of precise and specific movements (similar to a Kata, Tai Chi, Qigong, Bagua, etc). These movements along with the casters will force fae into form. The more complex the conjuration the longer the more time and movement required.
Blasts are a quick movement over just a few seconds, while rituals are generally very slow and precise that take minutes or hours to complete.

Various movements and shapes are common within all weaving and tied to the four basic elements.
  • Earth or Gi, cube and square
  • Air or Ara, octahedron and diamond
  • Water or Inx, icosahedron and hex
  • Fire or Aros, tetrahedron and trianglish quadrilateral
Base elements are conjured in a crude and unpolished state. Creating a stone slab is a common use of conjuration but the shape and smoothness of the slab is very rough. As Weavers get more skilled in conjurations they can refine the shape and texture of the conjuration. Many Weavers even focus specifically on those things such that they can craft fine art, tools, or even weapons and armor from the fae.

When world building consider how conjuration would affect different cultures. While this book focuses largely on applications for adventure and combat their are numerous other refinements and applications for conjuration.

Evanesence

Recently conjured mana is subject to a force called Evanesence. This effect reverts conjured matter back into energy. Although it is possible to maintain a conjuration for a long period of time it is requires consistent effort. If enough effort and energy is put into sustaining conjured matter for 27 days it becomes Accepted and is no longer subject to Evaesence.

See the Rituals section for more details on sustaining

Dispelling

Prior to Acceptance, a conjurations can be dispelled by meeting the power of a conjuration with its opposite.

This is mostly relevant for out of combat uses of conjurations. If a character wants to us the Minor Conjure Element Arcana to create a stone wall blocking a doorway, its duration can be slightly decreased by Blasting it or greatly decreased by casting another Minor Conjure Element in the same location. This is a largely fluid rule as the Combat durations are variable and feed on Momentum

Restrictions

Fae is present in all creatures and is constantly being weaved between energy and matter. This makes it all but impossible to weave inside of a creature. It would be like trying to control the flow of a cubic foot of water in a ocean with just your hands.
Similarly it is impossible to conjure inside matter that is already substantive and dense. Conjuration does not allow alteration of already existing matter.

Illusions

Illusions are a particularly special conjuration. All conjurations are creation, the trick with illusions is in creating part or only most of something. This sort of shortcut allows much greater flexibility in what is being created, at the cost in completeness. Illusions rely on perception rather than substance to have an effect (see Illusory contours in out real world as a much less powerful example).
With illusions specific aspects of the thing you are creating are left out, allowing the Weaver to conjure something that seems greater than it is. However, when creatures recognize them for what them for what they are their effects are determined by the observer and not the conjuror. Interacting with illusion when you know it is one is similar to looking at an Ambiguous Picture (see Spinning Dancer illusion) when you know both images are there. You can see the world without the illusion, you can see it with it or even both at once. This allows the creature interacting with the illusion decide if and when they want the illusion to be able to affect them.
Illusions can cause damage, injuries, comas or even death (see Voodoo Death). Although all of them are psychosomatic and can be overcome, except death, by an understanding of the illusory nature of the effect.

Illusions always deal psychnic damage and thus never affect non-living things.

Resisting Illusions

The power of illusion does not come so much from the belief that it is real or not, but rather the lack of suspicion that it lacks completeness. Once that suspicion exists, consciously or not, creatures start to resist the illusion. Resisting an illusion is initially subconscious and comes from observations that it is not interacting with the rest of reality correctly.
Movements, sound, touch, smell, taste or fae sense tip off slight inconsistencies with real and what is illusory. The image itself might be slightly out of place, the caster might miss certain details of how the aristocracy wears clothing or the terrain surrounding the area of the effect might not make sense ecologically. Small variances create suspicion which generally results in individuals taking more direct interaction with illusions or more closely observing them and eventually being able to resist them.
NEEDS REWORK: Each time a creature interacts with an illusion or observes interaction with one this TN is decreased by 1-5 based on how suspicious the result of the interaction was, as determined by the GM. The default TN to resist an illusion is 6+|deceptionSkillRank|, creatures use Insight, Awareness or Lore to resist an illusion. Decrease this TN by 3 for creatures that have a primary sense other than sight. Once the TN is lower than a creatures passive Insight, Awareness or Fae they recognize the illusion for what it is. This allows them to see both the reality and the illusion and not confuse the two preventing any harm it might cause. Characters can choose to allow an illusion to continue to affect them if they can hold focus on it and actively work to decieve themselves. Deception TN relates to the initial TN of the illusion and how significant the illusion is.

I.e. As a character climbed an illusory rope into the the clouds it would become progressively more difficult to maintain the self-deception of the illusory rope.

Divinations

All creatures have a sense for Mana, they are made of it and use in daily to perform various tasks or exert extra effort.

Divination is a magic relating to that sense, enhancing it to see minute changes mana in the world around them or a fairly precise makeup of objects they are focused on.

All divinations are Rituals and while conjurations are about movement divinations are about stillness and focus allowing an opening the casters senses to a heightened perception of mana.

Invocation

Men of such obvious and exemplary charm must be lyers
- Said on the Rim


Invocations can be a subtle magic drawing a fine line magic and simple social influence, so thin that there might not be one. While other invocations leave no room to doubt their magical nature.
Invoking is a magic of influence, control and persuasion. Over the years invokers have been called many things by many cultures singers, preachers, enchanters, storytellers, clerics, bards, marketers, minstrels, witches, poets, but Lyers is the most universal.
Invoking affects the emotional state of its listeners by strumming or resonating the fae within them; changing mood, behavior or even beliefs of those it affected by the spell. It can even influence a creatures will to live or die.
Speech is the most potent means of Invocation. Although various means of creating sound such as instruments or even crude methods like humming, whistling, stomping, clapping or banging things together can invoke emotion and behavior. Invocations mostly relate to sound, but not entirely, skilled Lyers can invoke with body language alone.

Invoke

Invocations are Incantations with the intent to change a creatures immediate emotional and mental state. They can be focused on a single individual or spread to many enemies in range.

Arcana

Arcana take more direct control of the behavior or emotions of those they affect. They are capable of emboldening your allies or demoralizing your enemies. Most Invocation are Arcana are overt in their magical nature but for some the targets will be unaware of their effect until they end.

Augments to Rituals

While there are no Invocation rituals various social skills allow augments to Conjurations.

Monstrous Worlds

As terrible as men are, there are also real monsters out there.
- Yagfae Jaklin

Prey: one that is hunted


Monsters roam the worlds of Prae. For as far back as anyone remembers they have preyed upon humanity. Fables passed down through the generations guess at their nature. Prae provides rules on how the the behavior and power various monsters called Faen.

Combat Overview

Combat is likely to be common over the course of play. While the goals of a combat can vary defending on the narrative all combat will be structured in the same way. Combat in Prae asks its players to pay attention to various aspects of strategy and tactics. Movement, foresight, planning, cooperation, and careful use of resources are all required to succeed and excel in combat.

Combat Structure

A typical combat has two sides, the PCs against NPCs controlled by the GM. Combat is then broken into rounds and turns. Each round is 6 seconds long and is made up of a turn for each character in the combat, once ever character has taken a turn start a new round.
While combat is turn based remember that it is simulating a real time combat and many of the mechanics should be imagined from that point of view. A character that is Blinded for a Round is only unable to see for a brief window of time, they still have a mental image of the battle field and other senses to rely on.

Intiative order

At the start of combat each character rolls initiative to determine the sequence of turns. The character with the highest result gets the first turn, then each other gets a turn sequentially.

The initiative roll is 1d10 + Initiative (the sum of agility, wit, and empathy).

If a tie occurs the the character with the higher initiative modifier goes first, if there is still a tie each character rolls a die to determine the order, highest die goes first.

A Turn

On each of their turns a character can perform, in any order, an Action, a Move and a Focus. Once per round they can also use one Reaction, and regain the ability to do so at the beginning of their turn.

In a broad narrative sense these actions normally describe and dominate what the player is doing with aspects of themselves during a round. Actions relate largely to what the upper half of the body is doing, Move to the lower half, and Focus to something the player is giving specific attention to.
Of course each of them will use some attention, lower body movement, upper body movement this just speaks to some specific things those aspects of their body will be doing during the round.

Communication in combat

You can communicate over the course of the round, but keep in mind that a round is only 6 seconds long. If you're trying to have a long conversation with an enemy it should occur over multiple rounds and may often require a variety of skill checks (using your focus) if you're trying to change the mood, attitude, trust, or behavior of an enemy.
However, when players are communicating between each other you can be more verbose. Your characters have probably been traveling, training, and talking for a while. Except that they have and developed some short hand for spoken language while also communicate through body language, and can anticipate the actions of their allies in a way you a players cannot. So you should feel more free to speak to your allies about tactics, on your own turn and theirs. Ideally no players turn takes much longer than a minute. Try and be prepared to act quickly or know what questions you want to ask others about their turns or for advice on yours.
As you get more experienced with the game and your group may choose to set a more strict and lower time limit on a turn. This will further challenge your master of the gaem, keep the flow of the game going, add to the intensity, and optimize your time at the table.

Combat Map

Combat is intended to be played on hex grid, but a square one will work just fine. A space on the grid represents about 6 feet, 2 yards, or 2 meters. Characters should be represented on the map by some sort of token like a miniature.
This grid helps players keep track character position which is important for determing not only the range of attacks, but various circumstantial benefits and penalities based on the relative position of creatures and environmental aspects of the combat map.

Actions

At any point during an Action you can pull out or stow one item that is easily accessible and on your person.

There are five options for Actions:
  • Make an Attack (Strike, Blast or Invoke)
  • Use an Trick and make an Attack
  • Defend: Gain Round Covered
  • Use Sneak to Hide (see Sneak)
  • Cleanse, condition removal
    Cleanse
    Action or Focus: 1 Recovery
    Effect: Remove a Short, Round, or Combat condition and all stacks of that condition from yourself

Moves

The standard Pace is 6. You can not take an Action or Focus during a Move. To move further you can Run or Sprint.

There are five common options in movement:
  • Pace: move up to your Pace 6 (30ft, 12 yards/meters)
  • Step: Slide 1
  • Run: move up to your Run, see Athletics, can Focus to roll
  • Sprint: move up to your Sprint, see Athletics, can Focus to roll
  • Prone: Stand up from or fall Prone
There are also a variety special kinds of movement like Jumping, Climbing, Swimming, Crawling, etc. See Athletics.

Focus

There are five common options of Focus, and more can be learned through Talents:
  • Make a Skill roll (except using Sneak to Hide)[1]
  • Swap something in your hands with something stored on your body
  • Use equipment readily accessible to do something besides attack[2]
  • Interact with something in your space or an adjacent one[2]
  • Cleanse if used with a Recovery Point, see above

[1]Unless a character uses a Focus action they must use their passive for all skills checks.

[2]GM discretion can require additional or alternative actions depending on what the character is doing

Reactions

There are two common Reactions, and more can be learned through Talents:
  • Punish
  • Skilled Reaction
Punish
Physical, Threat
Reaction: A creature moves out of a space you threaten without sliding, pushing, or pulling
Effect: Deal |body| Pure damage to them
Note: A creature can be Punished by more than one enemy that threatens them, but not the same enemy more than once in a turn
Skilled Reaction
Physical, Mental, or Social depending on skill
Reaction: Anything that results in you wanting to roll a skill check
Effect: Gain Round Impaired then roll a skill check, this check is dangerous

Delaying your Turn

At the beginning of your turn prior to anything else you can choose to delay your turn until a latter time in the initiative order. Change your initiative to a value of your choosing for the remainder of the combat.

Momentum

Various abilities require your character to use their Momentum to activate in combat. At the beginning of a characters first turn they gain their Initial Momentum and at the end of each of their turns they gain an additional Momentum. All Momentum is lost at the end of a combat.

Mana Conversion

At any point during a round a character can covert Mana to Momentum gaining Momentum equal to their Conversion.

Conversion is equal to 3 + (might + will + faith)/3.

See Attribute Details for more information on Mana.

Attacking

During most of your turns in combat you will use your Action to attack. To make an attack must first select a target within range, then roll a number of dice equal to your Rank in the attack, to make a Blast or Invoke attack you must have at least a Basic Rank. Your modifier for that attack is related to the attack type: Body for Strike, Mind for Blast, and Spirit for Invoke. If the result of the roll meets or exceeds the TN of the attack The result of the roll determines whether you hit or miss with an attack. When Striking or Invoking if you roll a 10 you hit regardless of the targets Guard.

TN of Attacks

If your attack is a Strike or Invoke the Target Number of your attack is the targets Guard. If your attack is a Blast the TN is determined by the pattern of Blast you are trying to Conjure, see the Blast section.

Striking while wielding two weapons gives +1 to hit, if you hit you can choose which weapon you hit with

Damage of Attacks

  • Strike damage is your |body| + your weapon's damage if wielding one.
  • Blast damage is 1 + 1 for each Hard String in your Blast pattern.
  • Invoke damage depends on the number of dice you hit with, a target takes Psychic 3 damage for each die that hits it.

Damage types

All attacks deal a type of damage, most of these types are just keywords for other mechanics to reference.
All weapons have at least one damage type they can deal, if a weapon has more than one type the attacker can choose which type they deal. Weapon damage types are: Bludgeoning, Piercing, or Slashing.

Invoke deals Psychic damage.

Blast damage type depends on the element conjured:
  • Earth deals bludgeoning or piercing damage
  • Air deals bludgeoning or slashing damage
  • Ice/Water/Inx deals piercing damage
  • Fire/Aros deals fire damage

Special damage types

  • Severe damage reduces maximum HP
  • Psychic damage ignores armor, but can not damage things without a mind
  • Pure damage ignores armor

Threat, Melee Strikes, and Reach

Creatures threaten all spaces adjacent to them, those spaces are their threat area. Normally when striking with a melee weapon or unarmed creatures can only reach adjancet spaces. Some weapons or creatures have an increased reach, in such chases this does not increase their threat area. While threat and reach are similar they are two distinct areas.

Some conditions and circumstances remove a character’s ability to threaten:
  • Prone
  • Restrained

Combat sense

While in combat it is hard to keep track of everything going on around you. As attention shifts to immediate threats or targets characters can lose track of what is going on around them.
Combat sense is made up of various sensory inputs but also memory, expectation, and communication with allies. Normally characters are fully aware of all others on the battlefield, but a variety of circumstances can change this.
Normally all creatures in line of sight are in combat sense. While threatened a creatures combat sense is reduced to 3 spaces. All things in combat are either in your combat sense, out of your combat sense, or Hidden from you. Characters can not normally hide from others in their combat sense, and it is more difficult to shoot at enemies if you are in their combat sense and at distant range. Things that are out of your combat sense are not Hidden from you, but it allows them to attempt to hide from you.

Ranged Attacks

Ranged attacks include anything from shooting an Arrow, throwing a knife to a Blast or Invoke. When considering what you can target with a ranged attack always consider the line of sight and line of effect requirements of the attack, and the specificed range relating to the weapon or type of attack you are making.

Projectiles

All projectiles need line of effect and in most cases line of sight. In some cases a player may choose to target a location rather than a creature bypassing line of sight, in such cases defer to your GMs discretion on chance to hit of anything in that line of effect.
Projectile attacks are Impaired by interposing creatures and objects.

All projectiles have 3 ranges close, distant, and arc:
  • Close targets you attack normally
  • Distant targets are Covered for each of your allies adjacent to them
  • Distant targets are Covered for every 2 spaces greater than close range if you are inside their combat sense
  • Arc targets can not be hit unless you are Hidden, they are stationary and will be for the air time of the attack with a minimum of a full round
  • If the Arc target is a crowd, defer to GM discretion for firing into crowds

Creatures with Slow do not count as stationary.


Bow and Sling maximum ranges
  • Close: 6 spaces
  • Distant: 12 spaces
  • Arc: 90 spaces
Small thrown weapon maximum ranges
  • Close: 4
  • Distant: 8 spaces
  • Arc: 30 spaces

Characters can throw weapons larger than small. Decrease the maximum ranges by 1,2,10 spaces respectively for each additional size

Blasts

Require line of sight to their target. Blasts target a space not an object or creature. The base range of a Blast pattern is 6 spaces but it can be improved by adding Long strings. Blasts are conjured at the target location and thus do not need line of effect. All Blasts are an Area of Effect even if they only affect one space.

Invocations

Have a range of three and require line of sight to every target. Targets that can't hear you have +1 Guard.

Movement

During their move a character can normally move up to their Pace, however movement can be bit complex and there are a variety of obstacles, circumstances, and threats that will affect how you can or might choose to do so. All of movement must be done at the same time. Moving out of a space an enemy threatens triggers Punish.

Pace base distance is 6.

Difficult Ground

Ground can become difficult through a large variety of things. It can be spaces that are actually difficult to move over such as: slopped, slippery, rocky ground, etc. However, mechanically it also refers to anything that slows down movement such as: climbing, swimming, crawling, etc.
Moving onto a space with Difficult Ground requires an additional movement for each stack of difficult ground. A space that is considered Difficult Ground 3 requires three additional movement, 4 total, to enter that space. Generally effects that create difficult ground stack with each other.

Occupied Spaces

Creatures occupy spaces related to their size. Creatures can move through spaces their allies occupy but it counts as difficult ground. Sliding allows you to move through an allies space normally or an enemies space as if it were difficult grund. However, can not end your movement in an occupied space.

Running, Sprinting, and other Special Movement

Your skill in Athletics determines how well you can run, sprint, or use other special movement. Your passive value can be used to give a baseline capability, but you may choose to use your Focus to make a common Athletics check to push yourself to greater distance. You must declare how far you are trying to go when making special moves, this will largely determine the TN of the check.

Passive distance with unskilled athletics and 0 might:
  • Running 8 spaces. If you run gain Round Impaired and Breached
  • Sprinting 12 spaces. If you sprint gain 2 Round Impaired and Breached
  • Swimming 1 space. If you swim gain 3 Round Impaired and Breached
  • Climbing 1 space. If you climb gain 2 Round Impaired and Breached
  • Crawling 1 space. You remain Prone

See the Athletics section for more detail on determining difficulty, and potential impairment.

Characters can not take more than one type of special movement per turn.

Jumping

Characters can jump once during each move in addition to any other special movement. Either Athletics or Acrobatics can be used for jump. Passive value is used unless a character has used a Focus to make a related skill roll this round.

Passive distance with unskilled athletics and 0 might is 1 space in length and 2 feet in height.

Forced Movement

Forcing an enemy movement generally represents capitalizing a mistake in enemy timing, balance, or emotional control. The distance they move relates to how long it takes to recover footing and resist the effect that is moving them. Normally it does not represent a force that they couldn’t resist if they were in full control and braced to resist.
Imagine forcing an allies movement as creating openings in enemies threat area, guiding allies to preferred locations (in real time this would not look like extra movement but rather coordinated movement), and sometimes giving them extra movement through encouragement or magical effects.
Some creatures have a Brace attribute, and creatures can use Poise to gain it. Characters with Brace can choose to reduce forced movement by up to their Brace value. Creatures of larger size and height gain two Brace for each size or height greater than 1.

Forced Movement does not trigger Punish. Forced Movement cannot move creatures onto or through impassable terrain, lift them or move them through solid objects.

Forced movement's distance is not affected by Difficult Ground. Forcing someone over difficult ground will require them to make a Poise or Acrobatics check at TN 5 + number of spaced forced over difficult ground

Types of forced movement


Push creatures or objects must move further away from the source for each space pushed.
Pulled creatures or objects must end up closer to the source for each space pulled or if they are already adjacent to the source they can be pulled to another adjacent space adjacent to the source.
Slide can move the creature or object in any direction.

Forced movement does not ignore difficult ground, to force a creature into a space that is difficult ground it requires sufficient amount of movement to do so. Forcing into a space with Difficult Ground 3 requires 4 distance of forced movement.

Forcing into hazards

If a creature is forced into a Solid Object they take 1 damage per remaining space they would of been forced. If this solid object is a creature force them with the same type half the remaining distance.
If a creature is forced into a space with a significant elevation drop they will make extra effort to maintain their footing, if their position prior to this movement was not adjancet to the drop in elevation they regain their footing. Otherwise this is a case where Skilled Reaction to make a Posie skill check to Brace is wise for the character to try and prevent falling.

Increasing elevation with forced movement

Normally effects can not force creatures into the air, however in some cases the GM might decide otherwise. For instance a character trying to get over a wall might try to make a powerful Blast of Air to help push themselves over. In such cases a good rule of thump is twice a characters size or height (which ever is greater) * elevation they are being pushed to for each space.

Flying

Some effects allow a creature to fly. If those effects are limited to a number of spaces it is best to imagine these as giant leaps through the air bounding off of objects in the path. This type of movement ignores difficult ground but can not end their movement in the air.
Need rules for creatures that can actually fly**

Obstacles, Size, and Height

Various obactles are likely to show up in and out of combat. The rules here are meant to be general and in play you're likely to find specific cases where they do not quite work. Use your best judgement as to how to handle those situations but make them consistent and predictable is a very important part of how the games plays and making sure all players at the table have agency over their actions.

Solid Objects

Objects are solid or not relative to an acting creature. An adult is generally a solid object to a child, but wouldn't be to an elephant. Size, height, material, and how set in an object is all play a part in determing how solid and object is to those acting on it.
The solidness of an object can become relevant with forced movement as well as how a character can choose to overcome various obstacles in the world.

Spaces, Size and Height

A Space is a 3 dimensional area of about 6 ft^3 area or 2 yards^3 or 2 meters^3. The exact dimensions of each space can vary slightly for the sake of story and simplicity.

Sizes

Size defines the combined footprint of an object. Each increase in size increases its diameter by 2. To figure out the total number of spaces in a creatures footprint at Size-1*6 spaces to the previous size. The shape of the creature does not have to be spherical this number just allows you to see how many space it does take up, adjust its footprint based on
  • Size 1/2: 1/2 space, 1 Yard or 1 Meter footprint
  • Size 1: 1 space, 2 Yards or 2 Meters, 1 space diameter.
  • Size 2: 7 spaces, 3 space diameter.
  • Size 3: 19 spaces, 5 space diameter
  • Size 4: 37 spaces, 7 space diameter
  • Size 5: 61 spaces, 9 space diameter
  • etc...

Height

Height is simply the height of an object. This can go to any resolution the GM wishes but most aspects of combat will refer to whole numbers only. Player characters have a height of 1 meaning they are about 6 ft tall. Narratively this could vary down to 4 and up to 8 while still having a value of 1 for height for combat consideration. For many situations defer to GM discretion for the impact of height on various actions and circumstance.

Sight and Height

Creatures can see over things of less height but not equal or higher height. Creatures can see over things of equal height is standing within reach of them. A character with a height of 1 next to a 6 ft fence (height 1) can see over it. To represent this in the world players can stand on their toes, hop or otherwise gain temporary height to see over things slightly taller than them but in the same category.

Obstacles and Cover

Cover is gained from obstacles if they are a solid object of at least half your size or height between you and the attacker or an solid object of your size and height partially between you and the attacker.

Total Cover

A target has total cover if an obstacle more than twice their size and height is between the attacker and the target. A target with total cover can’t be targeted directly by a strike or Invoke.

Concealment

Concealment is something that obscures the senses. Some obstacles will grant concealment and cover, like a stone wall. Others will only grant cover, like a glass wall. While yet others will only grant concealment, like fog.
Concealed is gained to a creature when all of their primary senses are obscured in relation to you. Most creatures primary sense is sight, so often when imagining concealment think of things that obscure vision. Sand storms, fog, darkness, bright lights, etc.
Concealment removes you a a creatures combat sense but you are not hidden to them, creatures know your general area and thus the space you are in. While concealed you can be attacked, Strikes are blind when doing so and you have +1 Guard vs Invocations.
While concealed you are not Hidden, Hidden requires you to be obscured to all of there senses, not just their primary ones.

Positional and Circumstantial Effects

Positioning is an important part of Prae's tactical combat. Pay special attention to how you can get positional bonuses and penalties as well as the terrain or other circumstances that you can use to overcome your foes.

Threat area

Creatures threaten all spaces adjacent to them. Threat by itself does not have an effect but other mechanics will reference threat or threatened spaces/areas (Such as Flanked, Punish, and Attitudes in combat: Dislikes). Properly positioning yourself to use your threat area can greatly change how effective you are in combat.

Flanked

If you are threatened by two enemies that are not adjacent to each other you are Flanked. While Flanked you are Breached.

Protected

While you are adjacent to an ally you give them Cover. Some other effect can give Protected but you can only gain 1 stack of Cover through Protected. Characters do not Protect allies while Prone.

Difficult Ground

Precarious terrain be it sloped, rockey, slippery, etc. This type of terrain that prevents sure footing making it hard to defend oneself or Blast. For more information on Difficult Ground see the Movement section.
  • -1 Guard
  • Impairs Blasts
  • Moving onto a space with Difficult Ground requires an additional movement for each stack of difficult ground

Interposing

Interposing creatures and objects are those between you and a target.
  • Attacks with a Line of Effect that are not AoE are Impaired for each interposing creature or solid object.

This will most commonly apply to ranged strikes

Prone

Various effects or player choices can cause your character to gain the Prone position. While Prone you do not threaten or protect, move at half speed and cannot climb. It takes a move action to stand from Prone.
  • Boosts Melee Strikes targeting you
  • Impairs Ranged Strikes targeting you
  • Impairs your Melee Strikes
  • Twice Impairs your Ranged Strikes, Invoke and Blasts

Hidden

The Sneak skill is the primary way to gain Hidden although some abilities or circumstances can give it as well. Whenever you attack you lose Hidden. While hidden enemies can not target you with attacks.
  • When Hidden you gain Boosts twice when making a melee Strike
  • When Hidden you gain Boosts when making a ranged Strike

Conditions

Conditions are effects that modify characters or the environment. All conditions have a duration. The conditions listed here are just the ones common enough to have their own name. There are many more that are specifically detailed by the abilities that create them.

Buffs
  • Covered: Strikes targeting you have -1 die, +1 Guard against Invoke, and +1 Armor against AoE
  • Boosted: +1 die to rolls
  • Haste: +1 Action
  • Quick: +1 Move
  • Focused: +1 Focus
Debuffs
  • Breached: Strikes targeting you have +1 die, -1 Guard against Invoke, and Vulnerable to AoE
  • Impaired: -1 die on rolls
  • Blind: Impairs Strikes and can not use Tricks with Strikes
  • Dizzy: Impairs Blasts and can not use Tricks with Strikes
  • Gagged: Impairs Invokes and can not use Tricks with Strikes
  • Stunned: Can not Act, Move, or Focus
  • Restrained: -1 Action
  • Slow: -1 Move
  • Dazed: -1 Focus and can not React
  • Burning: Take 1 Pure damage at the beginning of your turn
  • Bleeding: Take 1 Pure damage for each Action, Move, or Focus they take
  • Vulnerable: Increase each instance of damage you take by 1
  • Meek: Decrease damage you deal with attacks by 1
  • Poisoned: While poisoned all damage you take is Persistant

Stacking Conditions

Multiple instances of the same Conditions stack increase the potency of their effect.

If you have 4 stacks of Combat Burning you will take 4 Pure damage at the beginning of each of your turns.

If you give yourself Short Boosted and two Round Boosted you'll get 3 extra dice on the first roll you make and 2 on the second before the end of the your next turn.

Durations

Each condition has a duration, the durations listed here are the most common and have their own name.
  • Short: Until the first time the condition has an effect or end of creators next turn, whichever is first. ~3 seconds out of combat.
  • Round: Until the end of creators next turn. ~6 seconds out of combat
  • Combat: Until you can take a breather or between 30-120 seconds out of combat
  • Rest:: Until you can take a short rest
  • Day: The next time the character has a long rest
  • Chronic: No duration end

Attitude and Combat

Understanding the tactics and attitudes of creatures is an important for survival. A creatures attitude relates to who they prefer to attack and their tactics relate to how they move to get there. The more intelligent the creature the most sophsicated their combat tactics and attitudes. More details are provided in the accompanying Fables of Faen book.

Combat Strategy

A creatures strategy dictates how they move, who they attack, and when they use abilities. Their strategy is a combination of their tactics and attitudes.

Common Tactics, see Fables of Faen for more details
  • Aggressive: Moves to Flank, when approaching a creature will assume allies want to Flank and will move to the a space that allows them to do so. Won't run or sprint unless they can't reach anyone with their Pace. If they have an attack preference they dislike but can't reach and they can be punished they will step toward them unless that breaks a Flank of an enemy. Tie breaker Dislikes:l Lowest HP, Lowest Guard, Lowest Armor.
  • Defensive: Movest to Protect allies, when approaching a target they will move head on so allies can move adjacent and get Protected. Won't run or sprint unless they can't reach anyone with their Pace. They won't pursue fleeing enemies. Tie breaker Dislikes: did the most damage, highest Brawn
  • Flighty (X): Aggressive until X, often Desperate, then Defensive and will try and flee
  • Dumb: Move directly toward target with no consideration for flank or protection
  • Tactical: GM decides movement to be as effective as possible

Attitude

Attitude determines the attack preferences of creatures. Attitude is affected by the characteristics or other creatures and circumstances. These attitudes can cause a monster to ignore, hate, or dislike various targets.
  • Ignore: Only attack if no other enemies can be reached this round without being punished
  • Hate: Attack even if they will be punished to while moving to reach them
  • Dislike: Attack they can be punished for moving to do so, (enemies have to both be threatening the path of movement and have a reaction to punish)
Start at the top of a characters attitude list and read down until there is a enemy creature meets one of the criteria, that is who they will attack this round. All creatures lowest priority attitude is 'Dislike: Closest enemy'.

If two targets are valid use the next lower criteria to determine who they will attack. If you go through all attitude criteria and there are still more than one valid target roll a die to determine which one is the preferred target for the combat or leave it up to GM discretion.

Examples

Character Creation: Skills and Abililties

Check List

  • 4 Childhood skill points (1 Physical, 1 Mental, 1 Social, 1 any)
  • 3 Training skill points (No more than 2 can be in the same category)
  • 3 more Training skill points used to increase any Basic to Trained Rank
  • Select Way
  • 6 Abilities from skills with at least Basic training (1 Ritual, 1 Talent, 1 Trick, 2 Arcana, 1 any)
  • Select Primary, Secondary and Tertiary Attributes (Body/Mind/Spirit)
  • Primary and Secondary get a value of 2, Tertiary gets a value of 1
  • Distribute points into Sub-Attributes (3 for Primary, 2 for Secondary, 1 for Tertiary)
  • Select starting gear

Starting Skills

Each character starts out with 2 sets of skills:
  • Childhood
  • Training

Childhood

The group of skills represents things that your character enjoyed doing or was forced to do in great frequency before the age of ~12.
Try to think about what significantly influenced your character when they were a child. These should relate to games your character played, required study, work, what they needed to do to survive, significant hobbies they had, or things their parent/caretaker/mentor/friends taught them.
If your father was a soldier it is likely you grew up learning Strike, if your Mother was a scholar you might of grown up in a house full History books, or if you grew up on the street and you needed to hide and steal to survive maybe you learned Sneak or Deception.
In all likeliness there are few things that your player enjoys as much (or in some cases hates) as performing tasks related to these skills.

Increase each of the following to Basic skill rank:
  • 1 physical skill
  • 1 mental skill
  • 1 social skill
  • 1 skill of Player’s choice

Training

This group of skills represents how they grew from their childhood to where they are at the start of their adventure. Adventurers often have intense, extreme and even traumatic backgrounds. What circumstances led your character to the dangerous, risky, and often lonely life of an adventurer. What stretched them to become who they are today.
Your character could of received training any number of ways: A school, soldiers academy, been forced to fight as a young gladiator, born into a thieves guild, or simply trained themselves.
In most cases this will relate directly to their Way. Think of where your character would of been and what they would of been doing between the ages of ~12 and ~20. What was their path that led to where they are today, then pick a skills that relate to that experience.

Increase each of the following to Basic skill rank:
  • 1 physical, mental, or social skill
  • 1 skill of a different category than above
  • 1 skill of Player’s choice
Then increase any three skills of Basic to Trained Rank.

Way

Characters will increase one of their attack skills to Trained based on their Way.

Starting Abilities

The abilities a character can choose are determined by their starting skills.
A character must have at least a Basic Rank in a skill to choose its abilities.
Character start with any one Talent, one Trick, two Arcana, one Ritual, and one additional ability of the player's choosing. Additionally a characters Way will teach them one Talent and a Trick.

Career

As characters progress past their Training the number of skills and abilities they know will increase, as will the maximum Rank of their skills.

See the Gaining Levels section.

Character Creation: progression

Throughout the course of play your character will overcome various obstacles improving their skills and abilities as well as learning new ones. This is represented by your character gaining levels.

Gaining Experience

Gaining Levels

At each level characters gain an additional attribute point to be spent on a specific priority of sub-attribites, a skill point, and 2 hit points per health categroy, as well as an increase to an attribute or a new ability. At levels 3, 7, and 10 the maximum Skill Rank also increases.
Level Progression
Level
Attributes
Att Points
Abilities
Skill Points
Max Rank
Hit Points
TNL
1
2/2/1
3/2/1
2/2
7
Trained
30/20/10
11
2
3/2/1
4/2/1 (+1P)
-
8
Trained
36/24/12
12
3
3/2/1
4/3/1 (+1S)
+1
9
Trained
42/28/14
13
4
3/2/2
4/3/2 (+1T)
-
10
Adept
48/32/16
14
5
3/2/2
5/3/2 (+1P)
+1
11
Adept
54/36/18
15
6
3/3/2
5/4/2 (+1S)
-
12
Adept
60/40/20
16
7
3/3/2
5/4/3 (+1T)
+1
13
Expert
66/44/22
17
8
4/3/2
6/4/3 (+1P)
-
14
Expert
72/48/24
18
9
4/3/2
6/5/3 (+1S)
+1
15
Expert
78/52/26
19
10
4/3/3
6/5/4 (+1T)
-
16
Master
84/56/28
20
11
4/3/3
7/5/4 (+1P)
+1
17
Master
90/60/30
21

Other Progression

Strike

All physical attacks are a Strike regardless of if the character is using a melee weapon, ranged weapon, or their body to attack. The relative position of you, your target, and your allies has significant impact on how effective a Strike can be.

The base damage and modifier to Strike attacks is |body|.

Positions and Strikes

  • Flanked targets are Breached giving +1 die on Strikes
  • Protected targets are Covered giving -1 die on Strikes
  • Prone targets are Breached to Melee Strikes and Covered to Ranged
  • Ranged targets are Covered for each Interposing object or creature

Critical Marks and Strikes

  • Critical Marks increase the damage of your attack by 1.
  • Can trigger Critical Effects

Strike Fighting Styles

Each Rank of Strike, starting at Basic, allows a character to specialize in a style of fighting that when utilized increases the critical range of their Strikes.
  • Assassin: +2 CR if hidden, +1 if ranged
  • Dancer: +1 CR if you have Slid this round
  • Mover: +2 CR with melee if your space is at least 3 from where you started your turn
  • Opportunist: +1 CR if target is Breached
  • Isolator: +1 CR if target is not Protected
  • Steady: +1 CR if you have not moved this round
  • Vanguard: +1 CR if more enemies are adjacent to you than allies

Blast

Blasts

Blasts are a relatively simple but unique conjurations. All conjurations weave strings of Fae together to for matter, Blasts do so with velocity and up to some distance from the weaver and they are quick to evanesce lasting no more than a few seconds. When Blasting the character must choose at least one element they are proficient which describes the type of Blast and adds an effect.
To use a Blast attack the character must have at least Basic Rank in the attack. Blasts are not subject to Line of Effect but the caster does need Line of Sight to the target space.

See Magic and Conjuration sections for more details.

Blast Area

Blasts, unlike Strike and Invoke, are a struggle against nature not an enemies Guard. They target an area and deal damage to all things in the area affected. By default the Blast Area has a diameter of 6 feet (2 meters/yards) or 1 space.

All Blasts have the AoE (Area of Effect) Keyword. Cover gives +1 Armor against AoE attacks, including Blasts

Constructing a Pattern

Prior to Weaving a Blast a character must construct the Blast's Pattern.
Base Blast pattern:
  • Damage: 1
  • Range: 6 spaces (~36 feet, 12 yards, or 12 meters)
  • Blast Area: 1 space
  • TN to cast: 5
Weavers can choose to increase their Patterns potency and TN by adding Strings to their Blast. There is no limit to the variety of Strings that can be added nor the amount of each type.

String-Name (TN Increase): Bonus from adding this String
  • Hard (1): +1 Damage
  • Soft (1): Store 1 power
  • Wide (2): +2 Blast Area diameter
  • Long (1): +1 Range
After constructing their Pattern the caster makes a Blast roll and must meet or exceed the cast TN to complete and cast it.

If you only add Soft strings you may choose to to just store the power without needing to target a space and deal damage.

Critical Marks and Blasts

Marks do not add damage to Blasts, instead the caster stores power equal to their Critical Marks. Stored power can be spent prior to rolling a Blast to get +1 to hit for each Power spent.
If a character starts a turn with more than 9 stored power all of their power, except that gained from Critical Marks on Blasts this turn, is lost.

Elemental Proficiencies

Each Rank of this attack, starting at Basic, allows a character to become proficient in one basic elemental effect or an advanced element if they are already proficient in one of its basic elements. When Blastng choose one effect you are proficient in to apply to the Blast.

Basic Elements

  • Barrier (Earth): You or ally within range gains Short +2 Armor
  • Gust (Air): Push or Pull a creature in Blast Area up to 2, +1 per long string
  • Chill (Water): Round Vulnerable to all creatures in the blast area
  • Ignite (Fire): A creature in Blast area gains Combat Burning

Advanced Elements

Blast specializations are a combination of elements, a character must be proficient in one of the combined elements to learn a specialization.
  • Sandstorm (Earth & Air): Round creatures in Blast Area are Blinded
  • Mud (Earth & Water): Round Blast Area becomes Difficult Ground 1
  • Cinder (Earth & Fire): Combat a space in Blast Area deals 3 pure damage to any creature that enters or ends their there
  • Fog (Air & Water): Combat spaces in the blast area block vision through them but not into or out of them
  • Lightning (Air & Fire): Blast affects all spaces between you and the target space, width 1
  • Steam (Water & Fire): Round spaces in blast area block vision through them but not into or out of them and deal 1 pure damage to creatures that enter them or ends their turn there

Impaired by

  • Difficult ground
  • Each enemy that threatens you
  • Light Armor
  • Shield
  • Heavy Armor, impairs twice

Invoke

Invoking draws forth vairous emotions that impact the mind, create mental fatigue draining cognitive abilities, or even drive insane.
Sound and fine control of it such as with speech is vital to effectively using Invocations. While targets don't need to share the same language, they do need to be able to be close enough to resonate the strings and display intent to create a emotional and psychic influence. While it is more difficult to do Invoking can be done through non-speech sounds and body language.
To use a Invoke attack the character must have at least Basic Rank in the attack, Invokes modifier is |spirit|.

Targets and Hitting with Invoke

Unlike other attacks each die of a Invoke hits or misses independently. Each die can choose a target within 3 spaces, any number of dice can be allocated to the same target.
Each die hits and misses independently and can target a allies or enemies. Add |spirit| to each die to determine if they hit or miss. The TN to hit allies is 10 and for enemies it is their Guard. Allies heal 3 and enemies take 3 Psychic damage for each die that hits them.

All damage done to each creature is considered a single instance of damage

Dev Note *I might remove the healing option or restrict it to a small portion of the attack pool of to prevent any pressure or expectation of being a pure healer.

Conditions and Invoke

  • +1 to hit Flanked enemies
  • -1 to hit Protected enemies
  • -1 to hit Flanked allies
  • +1 to hit Protected allies

Critical Marks and Invoke

  • Gain 1 momentum for each Critical Mark

Emotional Specializations

Each Rank of Invoke, starting at Basic, allows a character to specialize in an Emotion. Invoke draws forth lots of emotions these specializations allowing for strengthening of specific ones. Each specialization applies to each die but emotions only affect allies or enemies.
  • Ire: Dice that miss enemies deal 1 damage
  • Tranquility: Dice that miss allies heal 1
  • Valor: Each hit ally gains Short Boosted
  • Fear: Each hit enemy gains Short Impaired
  • Hope: +1/2 to hit Marred/Desperate allies
  • Despair: +1/2 to hit Marred/Desperate enemies
  • Misery: +1 to hit for each enemy targeted
  • Elation: +1 to hit for each ally targeted

Athletics

Athletics covers actions related to strength and speed of movement. Such as Climbing, Crawling, Jumping, Running, Sprinting, and Swimming.
Sustaining any athletic action for while can cause fatigue or eventually exhaustion see the endurance section for details. Active athletics checks are used for a round by round basis for sustained speed, such as travel speed while running always use the passive value.

Climbing

When determining difficulty for climbing the TN depends on what you are trying to climb and how quickly you are trying to move. Acrobatics can also be used for climbing.

Determining Difficulty

  • TN for climbing Rope or VO bouldering scale: 3
  • Base Movement: 1 space per move
  • +1 TN per additional space you want to move

Speed TN Chart

Impaired by

  • Heavy armor

On rounds you climb you are Impaired 2 when making attacks or using skills other than athletics and endurance and Breached 2

Crawling

Moving while Prone is much slower than when on your feet, the TN depends on how quickly you are trying to move. Crawling may often give circumstantial bonuses, such as a boost to stealth. Acrobatics can also be used for climbing.

Determining Difficulty

  • Base TN: 3
  • Base Movement: 1 space per move
  • +1 TN per additional 2 feet you want to move (+3 per space)

Speed TN Chart

Jumping

The difficulty of a jump is determined by the distance and height of the job. A jump can be performed in during a move but does not allow a character to move further than they normally can. Acrobatics can also be used for jumping.

The TNs provided assume the character is moving and not stationary before jumping, most of the time this will be the case but momentum is not easily communicated in a turn based game. Reduce these distance by half if you are making a jump from a stationary position

Determining Difficulty

  • Base TN: 3
  • Base distance: 1 space (6 feet)
  • Base height: 2 feet
  • +1 TN per additional 3 feet of distance you want to add (2 per space)
  • +1 TN per additional foot of height you want to add

Distance TN Chart

Height TN Chart

Impaired by

  • Jump or landing space is Difficult Ground
  • Heavy armor
  • Each level of encumbrance Impairs twice instead of once

Running

Running is a faster speed than normal pace but one that is meant to be sustainable and that can more easily deal with obstacles and terrain than sprinting.

Determining Difficulty

  • Base TN: 3
  • Base Movement: 8 spaces per move
  • +1 TN per 2 additional spaces you wan to run

Speed TN Chart

Impaired by

  • Heavy armor
  • At least one space is difficult ground

On rounds you run you are Impaired when making attacks or using skills other than athletics and endurance and Breached

Sprinting

Trying to run as fast as possible.

Determining Difficulty

  • Base TN: 3
  • Base Movement: 12 spaces per move
  • +1 TN per 3 additional spaces you wan to sprint

Speed TN Chart

Impaired by

  • Each space that is Difficult Ground
  • Light armor
  • Heavy armor Impairs twice
  • Each level of encumbrance Impairs twice instead of once

On rounds you run you are Impaired 2 when making attacks or using skills other than athletics and endurance and Breached 2

Swimming

The TNs listed here assume there is not a strong current or large waves.

Determining Difficulty

  • Base TN: 3
  • Base Movement: 1 space
  • +2 TN per additional space you want to swim

Speed TN Chart

Impaired by

  • Light armor
  • Heavy armor Impairs twice
  • Each level of encumbrance Impairs twice instead of once
  • Speed of the waters current

On rounds you run you are Impaired 3 when making attacks or using skills other than athletics and endurance and Breached 3



Athletics Abilities



Fit (Athletics)
Talent: You have honed your reflexes so very little gets past you
Passive: You can take two reactions each round.
Reaction: Adjacent enemy Slides away from you or attacks an ally
Effect: Slide 1
Swift (Athletics)
Trick, Potence: You can focus your mana and momentum into your body to greatly but briefly increase your celerity.
Action: 2/5 Momentum
Effect (2): Gain Short Quick or Focused
Effect (5): Gain Short Haste. You can't use this effect more than once per round.
1 Mana: Move twice as far for one Athletics check or act when you normally would not be fast enough (surprise rounds, right when setting off a trap, etc).

Force

Force relates to utilizing strength safely. Proper technique to maximize force for lifting, pushing or pulling heavy things. TN for this skill is largely dependent upon circumstance. Here are some very rough numbers.

Dead Lift

Lifting an object of the ground to your hips.

Determining Difficulty

  • Base TN: 3
  • Base Weight lifted: 100lbs
  • +1 TN per additional 100 lbs
  • +1 TN per space the character wants to move with the weight during a turn

Weight TN Chart

Overhead lift from ground

Lifting an object of the ground to above your head with arms fully extended.

Determining Difficulty

  • Base TN: 3
  • Base Weight lifted: 100 lbs
  • +1 TN per additional 75 lbs
  • +1 TN space the character wants to move with the weight during a turn

Weight TN Chart

Feats of strength

The amount of weight people can pull or push is difficult to quantify as it is very circumstantial, rope pulleys harnesses, friction, etc.

Use your best judgement at the table to decided difficulty. Here are some references of 'strong man feats.'

Harness fire engine pull
Carry and Drag
Keg Toss
Car walk

Failing a Force Check

Failure likely results in a character injuring themselves, sometimes severely. At the least the character likely pulls and muscle maybe resulting in Impeded for physical skills until it heals. This could also often do health categories of damage, sometimes multiple.


Force Abilities



Forceful (Force)
Talent: Your adept at leveraging force.
Passive: You may increase your Pushes by 1
Reaction: You push an adjacent enemy
Effect: Instead of pushing them deal damage equal to how much you would of pushed them.
Shatter (Force)
Trick, Potence: Fae into strength you can destroy objects or push creatures.
Action: 2/5 Momentum
Effect (2): Push a hit enemy up to 3 and Short Breached them
Effect (5): Push a hit enemy up to 6 and knock them Prone.
1 Mana: Shatter a object that is not made of stone or metal and is of your size and height or smaller.

Acrobatics

Athletics relates to body control and precision of movement. Balancing on objects such as stilts, ladders, ropes and thing ledges, overcoming obstacle without loosing a beat, and safely jumping from great heights are common uses of acrobatics. It can also used for climbing, crawling, jumping as well as the things below.

Balance

This includes everything from tight rope walking, keeping non-sturdy objects balanced, to bounding between creatures trying to support you.

Determining Difficulty

  • Base TN: 5
  • Base width of thing you're balancing on: 1 foot
  • Base movement while balancing: 3 spaces
  • +1 TN per halving of the width of the object being balanced on
  • +/-1 TN per to increase/decrease movement by 1 space

Balance TN Chart

Impaired by

  • Heavy armor Impairs twice
  • Each level of encumbrance Impairs twice instead of once
  • Environmental (wind) or active attempts (yanking a rope) to ruin your balance Impair related to the force they create

Fall reduction TN

Through knowing how to properly impact the ground, and use momentum you acrobatics can let you jump from great heights safely. Acrobatics allows character to reduce the number of effective spaces fallen for calculating damage taken. Normal damage taken for falling onto a hard flat surface, like a stone pathway, is |number of spaces fallen|^2.

Determining Difficulty

  • Base TN: 3
  • Base effective height reduction: 1 space
  • +1 TN per additional 3 feet
  • TN greatly influenced by surface you are landing on

Fall Reduction TN Chart

Other Acrobatics TN

Various other actions for performance or other function or overcoming physical obstacles can relate to acrobatics. Use the general guideline and GM discretion for these.


Acrobatics Abilities



Elusive (Acrobatics)
Talent:
Passive: Reduce Punish by 2
Reaction: 2 Momentum, you take damage
Effect: Reduce damage by 3
Flourish (Acrobatics)
Trick, Potence: Tumbling about your can move almost as if you were flying.
Action: 2/5 Momentum
Effect (2): Fly and slide up to 3 then Attack. Gain Short Covered and +1 Guard.
Effect (5): Slide up to 6, 3 of which can count as flying. For this Combat gain 4 Flourish. During your turn you can spend 1 Flourish to gain Short Boosted or Round Covered. No more than 2 points can be spent in a single round.
1 Mana: Fly for 30 feet

Sneak

Make a sneak roll to perform a action they do not want others to be aware of or to hide. Much of the difficulty is going to be based on the targets Awareness which is likely to be hidden from you as a player. As such you are going to have to make a variety of decisions based on your own roll without knowing the exact TN.
A master of sneaking is not only quick and silent but they develop a keen understanding of where others are directing their attention and how to avoid attracting it.

Hiding

Using concealment and the fog of combat you can gaps in a creatures awareness to appear in places your opponent does not expect. Hiding is a short term effect, momentarily getting lost in a crowd, maneuvering around an enemy in combat so they lose track of you, ducking around a corner, etc. Hiding gives you a brief window of opportunity to surprise a target, dart between hiding places at the right moment, or try and sneak away through stealth.
Before you can attempt to hide declare which creatures you are trying to hide from. You must have moved this turn to a place outside of the combat awareness of all stated declared creatures.
Creatures you are Hidden from know you are around somewhere just not exactly where. They can attempt to find you with their awareness (a focus or skilled reaction to roll) if you enter their combat sense on their turn or during a round.
Hiding is risky you often need to lower your defenses, slow down, or as be patient to find a time and place to hide. As such using sneak to hide is always dangerous and a blunder leaves you round breached. On success gain Round Hidden to all declared creatures.

Unlike other skills using Sneak to Hide requires an Action not a Focus.

Determining Difficulty

As the TN is hidden determining difficulty will affect your result instead of the TN.
  • Base TN: 10 + highest awareness of all declared creatures
  • -1 modifier per additional declared creature
  • -2 modifier per space you ran
  • -3 modifier per space you sprinted
  • +1 modifier per space you have left that is outside if all targets combat awareness
  • +1 modifier per space you have left that has something interposing all declared creatures during your move
  • +1 modifier per space you have left that gave you concealment to all declared creatures
  • +2 modifier if rolling from a space that gives you concealment to all declared creatures

Impaired by

  • Heavy armor Impairs twice
  • Each level of encumbrance Impairs twice instead of once

Stealth

While in stealth creatures are unaware of your presence. The difficulty of maintaining stealth has a lot of factors. The awareness and alertness of creatures looking for you, your concealment, and how quickly you have to move to avoid detection. If you enter line of sight of an target they become aware of you.

Determining Difficulty

As the TN is hidden determining difficulty will affect your result instead of the TN.
  • Base TN: highest Awareness of creatures you are trying to stealth from
  • TN affected by their Alertness, see Awareness section
  • Base movement while stealthed: 3 spaces (~20ft)
  • -1 modifier per additional space you want to move
  • -1 modifier per creature you are within 6 spaces of
  • -1 modifier per space you enter that does not offer concealment
  • -2 modifier if you run
  • -3 modifier if you sprint

Impaired by

  • Heavy armor Impairs twice
  • Each level of encumbrance Impairs twice instead of once

Covering Tracks?

Subtle Communication

Sometimes you want to signal or otherwise communicate in full view of someone you do not want to notice the message. Doing so requires a sneak check

Determining Difficulty

  • Base TN: 5 + highest passive Awareness of creatures trying to hide communication from

Pick Pocketing

Taking an attended object without drawing attention. An ideal lift is not just successfully snatching an item it is doing so without being noticed for some time afterward, so the mark has no clue who could of lifted something from them. Passing someone in a crowd and snatching their wallet is a harder sneak check than lifting of someone that is comfortable being close to you for an extended period of time. You need a least one hand free to attempt.

Determining Difficulty

  • Base TN: 5 + highest passive Awareness of all creatures you are trying to hide your pick pocket from
  • -1 TN per 10 seconds you can be close to them without rising suspicion, up to 6
  • TN affected by their Alertness, see Awareness section
  • Increase TN 2 per quarter load of the item you are trying to lift
  • TN affected by position on the body for the item you are trying to lift
  • TN affected by how locked down an item is

Sleight of Hand

Moving unattended objects without observers noticing.

References

invisible gorilla, probably better to go in deception references
3 card monte
Stage pickpocket
Pick pocket
Pick pocket 2

Design Note

Pickpocket might need to be a advanced skill combination between deception and sneak? Or maybe across over like athletics and acrobatics have?


Sneak Abilities



Shifty (Sneak)
Talent:
Passive: While Striking from Hidden increase your Damage by CS
Reaction: An enemy ends their turn adjacent to you
Effect: Slide 1
Cloak of Shadow (Sneak)
Trick, Enchantment: Your presence is but a shadow in the minds of of others
Action: 2/5 Momentum
On Hit (2): Round enemies do not threaten you, can not punish you, and they treat you as their lowest priority for dislikes
On Hit (5): Gain Hidden to enemies you are out of combat sense from and did not damage this turn
1 Mana: After an interaction with someone you can spend 1 Mana and they forget who you are.

Endurance

Endurance relates to your skill in sustaining difficult actions and resist some ill effects on the body. The TNs are equal to the TN of the check you are trying to sustain. The frequency of the check is determined here by how exhausting the task is. Failure threatens to give fatigue, if the character takes action that requires an Endurance check before a long rest they become Fatigued (Day Impaired) and the TN of the Endurance check rests to its base.

Climbing, Crawling, Running, and Swimming

Determining Difficulty

  • Base TN: 1
  • Frequency: Every 10 minutes (100 rounds)
  • +1 TN per endurance check since a short rest

Jumping

Determining Difficulty

  • Base TN: 3
  • Frequency: Each jump you make in a row after the first
  • +1 TN per jump you have taken since a breather

Sprinting

Determining Difficulty

  • Base TN: 7
  • Frequency: Every round (6 seconds)
  • +2 TN per round of sprinting since a short rest

Resisting Effects

Various actions or effects may require you to take an endurance check, in those cases the effect will tell you the base TN, frequency of required checks, how the TN increases, and effect of failure.
Example with alcohol.

Determining Difficulty

  • Base TN: 3
  • Frequency: Every 1.5 ounces consumed
  • +1 TN 1.5 ounces consumed since your last long rest


Endurance Abilities



Tough (Endurance)
Talent, Potence:
Passive: Increase each Health Category by |enduranceSkillRank| HP.
Reaction: 1 Fatigue, When you get a Short, Round, or Combat condition
Effect: Cleanse that condition
Surge (Endurance)
Trick, Potence: Draw energy inward to invigorate yourself heal small injuries.
Action: 2/5 Momentum
Effect (2): Heal self 2 + CS
Effect (5): Heal self 6 + CS*3
1 Mana: Remove 2 Fatigue?

Poise

Poise relates to your ability to maintain your footing. It is in a lot of ways the flip side of the Force skill. Various effects could create a force on you and poise is well you can resist that force. If boulder is rolling down a hill at you, your skill in Poise is how well well can dig your feet in and shift its trajectory or stop its momentum.

Brace

A frequent use of poise will to be resist effects that move you. This can be done passively or actively.

Determining Difficulty

  • Base TN: 5
  • Effect: Round may reduce any forced movement by 1
  • +2 TN per additional 1 space of reduce movement


Poise Abilities



Sure Footed (Poise)
Talent: The mountain does not move
Passive: You treat Difficult Ground as if it had one less stack
Reaction: 1 momentum, when an enemy forces you or an adjacent ally to move.
Effect: Roll Poise to Brace. Heal yourself or ally 1 for each movement prevented.
Hold (Poise)
Trick, Potence: Pin
Action: 2/5 Momentum
On Hit (2): A damaged enemy gains Short Impaired 2
On Hit (5): A damaged enemy gains Round Restrained
1 Mana: Hold an object in place up to size and height of 3 for 18 seconds. (Portcullis, Draw Bridge, Large Door, etc).

Lore

Lore checks represent how much you have studied and how well you recall history, human symbols, understand and sense magic. Lore can not be used on the same thing more than once per character.

Fae Sense

Fae sense is a secondary sense for humans, feeling with it is similar to vision and sound, it sharpens based on distance and as the world is filled with magic the sense can get muddled and without giving specific attention to a location or thing details can get lost. Through study and effort it can be sharpened, represented by your rank in Lore.
Unlike the other senses Fae sense uses your Lore instead of Awareness. It is passively like all other senses (using the passive value of Lore). It is used to identify various magical effects, understand ongoing magical effects and magic items, and even feel the amount and type of magic recently used in an area.

Detect Sigils, Wards, and Conjured Senses

The TN to detect these rituals is almost always going be hidden information to players. The guide listed here is to help GMs understand what the players can sense but also help players be sure of what isn't around them based on their result.

Determining Difficulty

  • TN to detect: 7
  • Base distance from magic: 1 space
  • Increase TN by 1 for each space from magic
  • Increase TN by 1 for each Mask applied to the effect
  • Decrease TN by 2 if sustained over a month
  • Decrease TN by 2 if it was sustained for a year
  • Decrease TN by 1 for each year it has been sustained beyond the first
  • Decrease TN by 1 for each mana that spent on enhancements and augments during the ritual

Identifying effect of Magic

This allows character to identify what magic items can do, the effect of known Sigils and Wards. The senses on a Conjured Sense and trace it to its creator. It also allows for identification of Illusions.

Determining Difficulty

  • TN to detect: 12
  • Base distance from magic: 1 space
  • Increase TN by 1 for each space from target
  • Decrease TN by 1 for each minute you study the target

Detecting recent mana use

All mana used within 100 yards can be felt together, making it easier to detect, but each individual use of mana can be further investigated to get specific information about it.

Determining Difficulty

  • TN to detect: 12
  • Base distance from magic: 1 space
  • +1 TN per space from location
  • +1 TN per hour since the mana was used
  • -1 TN per mana used

History

Used to gain information about recorded historical events, historical people, and to infer information about current circumstances from the patterns of history.
These checks let you ask questions to the GM about a subject or circumstance that they must answer honestly. These questions can be a series of sentences describing specific information you want to learn. These questions must me about that thing or relationships to that thing.

Determining Difficulty

  • Base TN: 12
  • Base number of questions you can ask: 1
  • Increase TN by 2 to ask an additional question
  • Decrease the TN by 1 for every 20 years in the history the question is about

Symbols & Customs

Lets you discern symbols: Holy symbols, warning symbols, heraldry, customs, etc


Lore Abilities



Anticipate (Lore)
Talent, Divination: Anticipating the future you know when it is best to act.
Focus or Move
Effect (Focus): Gain Short Focused
Effect (Move): Gain Short Quick
Spell: Retrospect
Minor Conjure Element (Lore)
Trick, Conjuration: Create and shape one of the base elements.
Action: 4/7 Momentum
Effect (4): If Blast - gain a hit bonus of 2 + dice rolled
If Strike - Add any one basic elemental effect to your attack and for the rest of the Combat when you get 3 CS or more add that effect again.
If Invoke - To each hit target you may apply a basic elemental effect.
Effect (7): If Blast - increase hit bonus to 4 + 2x dice rolled
If Strike - Attack is AoE and hits all adjacent creatures.
If Invoke - As 4 and +1 to hit for each target.
Spell: Conjure Element

Survival

Identification of Flora and Fauna

Base TN: 5

Identification of Faen

First Aid

Tracking

Hiding Tracks

Hunting



Survival Abilities



Mend (Survival)
Talent, Healing:
Focus: 1 Fatigue
Effect: Ally within six Heals twice your Survival Skill Rank or remove one Short, Round, or Combat condition from them
Spell: Restoration
Stoneskin (Survival)
Trick, Binding:
Action: 4/7 Momentum
On Hit (4): Ally or self gains Combat Reinforce 8
On Hit (7): Yourself and all allies within 6 gain Combat Reinforce 5
Spell: Transformation

Deception

Deception is the art of making people believe what isn't true, it requires a cleverness to pull off reliably but there are limits to what you can get someone to believe. The most trust that have in you the easier it is to get them to believe outlandish things. This is used for lying, disguises, distraction.

Lying

Base TN their insight +3: Decrease TN by 1 for each level of trust they have in you. Increase TN by 2 if the lie is silly increase TN by 4 outlandish Increase TN by 6 if it is absurd Decrease TN by 4 if you construct a lie that makes then way to believe you

disguises

Base TN their insight +3: Decrease TN by 1 for each level of trust they have in you. Increase TN by 2 if the lie is silly increase TN by 4 outlandish Increase TN by 6 if it is absurd, a halfing trying to disguise themselves as a orc.


Deception Abilities



Misdirect (Deception)
Talent
Focus and 1 Momentum or Move and 1 Momentum
Focus: Adjacent enemy gains Short Dazed
Move: Slide adjacent enemy 1
Spell: Illusion
Confuse (Deception)
Trick, Enchantment: Your incantation reaches the mind of your enemy disorienting them
Action: 4/7
On Hit (4): A damaged enemy gains Combat Burning and you can slide them 3
On Hit (7): Round a damaged enemy can not distinguish between friend and foe and at highest priority they Hate the closest creature.
Spell: Enchantment

Insight

Ability to see through deception, assess moods, and stuff

Moods

Base TN 7: Increase by 1 for each intensity of their mood beyond calm. Increase by 1 for each familiarity you have with them.

Detecting deception

A lot of the difficulty of detecting lies is going to be hidden to the players. Base TN their deception +2. Decrease TN by 1 for each familiarity you have with them.

Detect intent

various aspects of communication can relate to intent, determining difficulty here is largely circumstantial.

Detect Values

Through deduction of behavior in conflict, someones jobs, and reactions in conversation you can try and discern someones values. The more information you have on them the easier it is to ascertain their values. However, you as a player will often need to deduce this yourself or go on specific information gathering missions or downtime to learn this information.


Insight Abilities



Omen (Insight)
Trick, Divination: You sense that failure looms ahead and you try to adjust your course, good luck.
Reaction: 1+ Momentum, you miss an attack
Effect: Reroll 1 die for each Momentum spent
Spell: Portent
Weak Spot (Insight)
Trick, Divination: Setting your mind toward targets defenses you locate where they are vulnerable.
Action: 4/7 Momentum
Effect (4): Give damaged enemies Round Vulnerable and each time they are hit increase this vulnerability by 1
On Hit (7): Give damaged enemies Combat Vulnerable
Spell: Locate

Tinkering

Picking Locks

TN of Lock with adjustment for time.

Contraption

Jerry rigging a thing together. Needs a specific purpose, spend resources. Roll Tinkering the first time you use it.

Repair?

Lets you repair somethings. Light but broad engineering. Picking locks, fixing things, jerry rigging things.


Tinkering Abilities



Cache (Tinkering)
Trick, Imbue:
Reaction: your turn starts and you are Short or Round Boosted
Effect: Remove all Short or Round Boosted and apply them to yourself at the end of your turn with the same duration
Spell: Imbue
Minor Sigil (Tinkering)
Trick, Binding You conjure a short lasting sigil in a place near you.
Action: 4/7 Momentum
Effect (4): Target an unoccupied adjacent space, which becomes a threat. Minor Sigil triggers when a creature enters its space or you can trigger it with your Focus. When it triggers it Round Dazes and deals damage equal to twice the number of dice rolled on this attack to creatures in it space and those adjacent to it.
Effect (7): As 4 Effect, except it Round Restrains instead of Daze.
Spell: Sigil

Awareness

The passive value of Awareness is commonly referenced as it refers to your general ability to notice details. Checks for Awareness are similar to Endurance checks they are required to and in resist mental fatigue from remaining alert or actively investigating things. Failure threatens to give fatigue, if the character takes action that requires an Awareness check before a long rest they become Fatigued (Day Impaired).

Alertness

Your level of alertness determines a bonus modifier you get on passive awareness and affects how wide your line of sight is. Most of the time you will simply be at the 'Aware' start of alertness, however you can choose to enter a higher state, and some things might reduce your state.
  • Asleep - No line of sight, -4 passive Awareness. Alertness level during a long rest
  • Relaxed or Distracted - Line of sight only directly forward or toward the thing that is distracting you, -2 Passive Awareness. Alertness during a short rest
  • Aware - Line of sight is the space in front of you an the two adjacent to it forming a cone of vision. Alertness during a breather
  • Alert - Noticed something but not sure if it means anything, the classic "did you hear something>", +2 passive Awareness. Dim light does not conceal. 360 degree line of sight, looking around
  • Fully Alert - Aware of a threat and are actively trying to identify it, +4 Passive Awareness. Dim light does not conceal. 360 degree line of sight, looking around.
The more a character raises their Alertness between long rests the harder the checks become. Alert lasts for 10 minutes, Fully Alerts for a minute. At the end of these duration's a character must make their Awareness check.

Determining Difficulty

  • Base TN: 3
  • Frequency, Alert / Full Alert: 10 minutes / 1 minute
  • +1 TN per Awareness check since a long rest
  • Failure: If you take an action that requires an Awareness check before a long rest gain Fatigue (Day Impaired)

Investigating

Investigating is not simply looking something over. It is inspecting with caution, thought, and careful precision. The details are what is important when investigating and when you have any sort of pressure to do it quickly it causes mental strain. Investigation is used to find traps or secret doors, to listen through a door, look for hidden details, or similar tasks. This strain can cause fatigue and the more pressure you are under the more strain it will cause. The pressure on you is what determines the difficulty of the check. Pressure is a combination of time, clutter, and the area you are investigating. When you investigate something always learn what there is to learn, Awareness check determines if it was fatiguing. If the TN is below your passive Awareness you do not need to make a check.
Generally investigation applies to a single space or thing, although in some cases the GM may decide it makes more sense to investigate an area, such as a crime scene.
Sometimes in the middle of an investigation you'll get information and you will want to push to learn more. Example: If you listen to a door for voices and hear some you might want to push to try and make out what they are saying. If it is possible to make out what they are saying (up to GM discretion) the mental strain is increased as you try and listen more intently. You might then want to push again to see if you can identify one of the voices (again up to GM discretion). You only increase the TN for a push during an investigation if it was possible to push for more information.

Determining Difficulty

  • Base TN: 5
  • Base time spent to investigate: 1 minute
  • +2 TN per 15 second reduction in investigation time
  • +1 TN per Awareness check since a long rest
  • +1-10 TN depending on clutter in the area, ask GM about clutter this should be known bf
  • -2 TN per additional 5 minutes you spend investigating
  • -2 TN if you are looking for a specific thing (hidden creatures, trip wire, keys, etc.)
  • Failure: If you take an action that requires an Awareness check before a long rest gain Fatigue (Day Impaired)

References

Clutter


Awareness Abilities



Vigilant (Awareness)
Talent, Augmentation:
Focus: 1 Momentum
Effect: Gain Short Covered
Spell: Conjure Senses
Overwatch (Awareness)
Trick, Binding:
Action: 4/7 Momentum
Effect, Threat (4): Round allies in your combat sense are Covered
Effect (7): As 4 effect and when one of your allies is hit you can react to deal damage to their attacker equal to you your Punish+CS of this attack
Spell: Ward

Compel

Compel is generally used to create a behavior in another. It leverages attitude to persuade someone to do something.

Pressing with Compel

TN Adjusters based on target Attitude: The more they like you the easier it is
Character: The more in aligns with their goals, values or character the easier it is
Mood: The more their mood lends itself to the action the easier it is
Immediate Consequence: The smaller the easier it is
Attitude adjustment:
They love you -4
They like you -2
The are ambivalent 0
They dislike you +2
They hate you +4
In character adjustment, aligns with their values, goals or otherwise aligned to character:
Very aligned -2
Slightly aligned 0
Not aligned +2
Slightly in contrast +4
Greatly in contrast +6
Mood, the GM will use their discretion on how mood relates to the roll:
Greatly aligned with -4
Slightly Aligned with -2
Not Aligned 0
Slightly in contrast with +2
Greatly in contrast with +4
Immediate consequence:
None: 0
Minor: +1
Medium: +2
Major: +4


Compel Abilities



Bully (Compel)
Talent:
Passive: Increase your Punish by 2.
Reaction: Enemy misses you
Effect: Slide them 1
Roar (Compel)
Incantation: You unleash a loud battle cry urging allies forward and pushing back your enemies.
Action: 3/6 Momentum
Effect (3): Before or after your attack push all creatures within three up to 2. Yourself and pushed allies gain Round Boosted
Effect (6): Before or after your attack push all creatures within three spaces up to 3. Hit enemies that are hit and damaged gain Round Slow
1 Mana: As suggestion 5e spell if someone is afraid of you?

Rouse

Rouse is the skill relating to elevating moods and getting people to a place they are less likely to take, think about solutions to problems, and more likely to take extreme actions.

Like all social skills it can be used to Press or Invest, although, like Handling, as it deals with Mood is easier to Press than attitude, trust, or behavior. Circumstances often require pressing mood as few people in extreme moods have interest in chatting for an extended length of time to allow for an invest roll.
Base TN: 3
For each hour you want to reduce this by increase the TN by 1. (+3 TN to Press)
-2 TN if they trust you
-4 if they love you
+2 tn if they dislike you
+4 if they hate you
+1 per intensity of the mood you're trying to create
+2 if they are currently hostile
+X or -X circumstances, like it is a mood they are unlikely to experience or a good reason they shouldn't elevate.
+1 TN per additional tier for the number of people you're trying to affect


Rouse Abilities



Inspiring (Rouse)
Talent, Aura:
Passive: Adjacent allies have +1 Critical Range
Reaction: An ally misses
Effect: Give them Short Boosted
Incite (Rouse)
Incantation: Words of encouragement rouse an ally to action.
Action: 3/6 Momentum
Effect (3): One ally within three gains Round Boosted and either Quick or Focused
Effect (6): One ally within three spaces gains Round Haste and Boosted
1 Mana: One ally within 3 can act when they normally cannot (surprise rounds, right when setting off a trap, etc).

Charm

Charm relates to ones ability to delight others and utilizing that delight to manipulate the attitude. This influence can be brief just enough to get some information or given time can create and significant changes in someones reputation of you. While charm is primarily used to increase attitude it can also be used to decrease it.

Where reciprocity, jovial flattery, a ear to lend to woes, friendly contact, and empathy for feelings are some techniques to increase attitude, criticism (especially when inaccurate), unsolicited advice, disregard for feelings, expectation of favors and friendship or gifts can be used to decrease it.

Influencing attitude

Changing attitude generally takes time and requires more socializing than most other social skills. The obstacles are mood, reputation and time.

The higher someones mood the easier it is to increase attitude and harder it is to decrease it. The lower the easier to decrease it and harder to increase it.

Reputation will determine a characters initial attitude toward you and the more you want to influence it from that the harder it becomes. Various personality traits and previous experience will influence reputation and this is largely a matter of GM discretion.

The quicker you want to influence attitude to harder it is to do so. A suitor might court a lady for weeks, months or years to secure their adoration of a specific person. While another may push their luck in just a few minutes and risk decreasing attitude and trust.

Generally a hours of conversation in a exciting and comfortable environment will allow a charm roll for influence. If a character has the the opportunity to extend that by by a day or two it becomes easier, then easier again with a week or two, easier again with a month or two.

To attempt to charm in a less than a few hours will increase the difficulty, and again less than an hour and again for each quarter hour less.

Leveraging Attitude

Charm can be used to get greater favors than normal or decrease the chance attitude decreases from asking for favors. The TN of the check is largely up to GM discretion, refer to the general guideline for skill difficulty.

Failing a Charm check

Failing charm often simply means you don't create the influence in. However, depending on what you were trying to utilize the new attitude for you can decrease their impression or trust toward you. Lesser success allows you to play of the charm off in such a way that it will not influence attitude or trust.

Consequences/Changing an Impression

Based on how a character uses their influence on attitude it can create a lasting impression on attitude or trust.

Examples

A charming merchant can sweep through, delight an village and gain small favors, capture hearts, entice desires and loosen tongues or britches.

However, after the merchant moved on and the fire fades and villagers start to realize the were swindled giving much more than they got, the reputation of the merchant could decrease.


Charm Abilities



Alluring (Charm)
Talent:
Passive: +1 damage against unprotected enemies
Focus: 1 Momentum
Effect: Pull an unprotected enemy within three 1
Lure (Charm)
Trick, Enchantment: Your magnetic personality pulls others toward you
Action: 3/6 Momentum
Effect (3): Pull one ally or damaged enemy within three up to 3 spaces. A creature you pulled with this effect gains Short Breached.
Effect (6): Pull any number of allies or damaged enemies within three up to a total of 6. All enemies pulled gain Round Dazed and Breached
1 Mana: A creature that does not hate you will do you 1 small favor.

Handling

Handling is the skill relating to calming moods and getting people to a place they are more likely to talk with you, think about solutions to problems and less likely to take extreme actions.

Like all social skills it can be used to Press or Invest, although, like Rouse, as it deals with Mood is easier to Press than attitude, trust, or behavior. Circumstances often require pressing mood as few people in extreme moods have interest in chatting for an extended length of time to allow for an invest roll.

Base TN: 3
For each hour you want to reduce this by increase the TN by 1. (+3 TN to Press)
-2 TN if they like you
-4 if they love you
+2 tn if they dislike you
+4 if they hate you
+1 per intensity of the mood
+2 if they are currently hostile
+X or -X circumstances, like the presence of a thing that is creating the mood or a good reason they should calm down.
+1 TN per additional tier for the number of people you're trying to affect


Handling Abilities



Allay (Handling)
Talent
Passive: Enemies you have not damaged ignore you
Reaction:1 Momentum, an ally within three is damaged.
Effect: Reduce the damage by up to your Handling Skill Rank, you take that much Pure damage.
Lash (Handling)
Trick, Enchantment: With words sharp like a whip you bind or drive others into action.
Action: 3/6 Momentum
Effect (3): An ally within three gains Short Boosted 2 and +1 Critical Range
On Hit (6): A damaged enemy gains Round Breached 2
1 Mana:

Diplomacy

Prevent worsening of attitude toward or a thing you are associated with. Can decrease attitude of a third party.


Diplomacy Abilities



Bureaucrat (Diplomacy)
Talent: Adept at tying others up in red tape or turning their actions against them
Passive: Flanked enemies adjacent to you deal -1 damage.
Reaction:1 momentum, You gain a condition
Effect: Give the same condition to another creature within 3 with a Round duration
Hush (Diplomacy)
Trick, Enchantment:
Action: 3/6 Momentum
Effect (3): +1 to hit or +1 Critical Range. Give a hit enemy Round Impaired
Effect (6): Either +2 to hit or +2 Critical Range. Damaged enemies gain Short Impaired and are Impaired an additional time for every 2 Critical Marks on this attack.
1 Mana: People within 30 feet of you get quiet for about two minutes.

Leadership

Confidence, getting people not to question you, second think your commands, doubt you.

Can be used to incite or discourage behaviors, similar to encourage and intimidate, although not through influencing emotion but more through creating an perception of authority. It is also limited to behavior it can't influence moods. More than any other social skill body language and projected confidence are the tools of leadership. While speech is still often utilized and important a lot can be done without it.

Where the consequences of encourage and intimidate mostly relate to changes in attitude. The consequences of utilizing leadership relate to changes in trust.


Leadership Abilities



Bless (Leadership)
Talent
Passive: Allies you Boost have +1 Damage
Focus: 1 Momentum
Effect: Target a space within three. Round allies attacking from this space gain Boosted and reduce the cost of an attack maneuver by 1 momentum
Direct (Leadership)
Trick, Bonding: With a sharp command your allies slide into position.
Action: 3/6 Momentum
Effect (3): Slide any number of allies within three up to 3 total spaces. Give one ally 1 Momentum.
Effect (6): Slide any number of allies up to 8 total spaces. Give one ally 3 momentum.
1 Mana: Boost the skill of an ally for the remainder of a scene

Pray (Common)

Pray (Common)
Ritual, Conjugation
Cost: 1 Mana
Cast time: 6 seconds
Duration: Instant
Effect: The Weaver can transfer mana freely between one willing participant and themselves.
Enhancements
Reach (6 second cast time): Increase number of participants you can transfer between by 1.
Augments: TBD
Resist: N/A

Harmony (Common)

Harmony (Common)
Ritual, Conjugation
Cost: 1 Mana
Cast time: 1 minute
Duration: 1 hour
Effect: The caster and the participants are in Harmony for a skill roll. This roll can be either a group action (climbing over a wall, sneaking past a guard) or a individuals action that other people can assist with (charming a drunk guard into giving up a password to enter a palace).
When taking a group action all ritual participants roll and share the highest result. Any impairment a character has is shared with everyone else (if the group is trying to sneak and one character has heavy armor all characters are impaired twice for this roll).
When making an individual roll each participant that can assist rolls their skill as well. The instigator of the roll can use the result of any roll.
Enhancements:
  • Extend (1 Mana, 10 minute cast time): The result can be used a second time within the duration. Increase duration by 2 hours.
  • Encompass (3 minute cast time): Can include an additional participant above your normal maximum.
Augments: TBD
Resist: N/A

Gameplay Notes

Any participant can use the individual harmonious roll, but the Weaver must allow them to use it when they try.

Narrative Notes

In the case of assisting those assisting should explain how they are doing so.

Conjure Element (Lore)

Conjure Element (Lore)
Ritual, Conjuration, Sustainable (D)
Cost: 1 Mana
Cast time: 10 minutes
Duration: 8 hours
Effect: Select an element and target an unoccupied space on the ground. Conjure the element in that space, choose its orientation.
  • Earth: Create a 6ft, 6ft by 2in stone slab in the space (something similar to sandstone).
  • Air: Create a 60mph wind and choose its flow through the space(s). Stops small projectiles from going through, counts as difficult ground.
  • Water: Create a 6ft, 6ft by 2in ice slab, and decrease the temperature in the space by 30°F(15°C). Does not block line of sight.
  • Fire: Fill the space with fire increasing the temperature of it to 130°F (55°C). Blocks line of sight and deals 3 Pure Fire damage to things that move into the space or starts their turn there.
Enhancements
  • Area (1 mana, 5 minutes): Increase the area of the effect by 1 space
  • Stack (1 mana, 5 minutes): Create the same effect in an already selected space
  • Shape (1 mana, 30 minutes): Shape the effect in one space as you choose
  • Speed (1 mana): Reduce the cast time by 5 minutes, minimum 1 minute
  • Potency (1 mana, 5 minutes): Increase the potency of an effect in an already selected space
    - Air: Increase the speed of the wind by 60 mph.
    - Water: Decrease the temperature in the space by 30°F (15°C). Creatures in space - gain Vulnerable.
    - Fire: Increase the temperature in the space by 30°F (15°C) and increase damage dealt by 3.
Augments
  • Conjure Food or Water
  • Requires: Basic Survival
  • Additional Cost 5 minute cast time
  • Effect: You conjure 6 cubic feet of bread or water

  • Advanced Conjuration
  • Requires: 1 Recipe is known per skill rank in lore?
  • Additional Cost: 5 minutes per complexity of the recipe
  • Effect: The elements can be combined with each other and the tangible aspect of them to create various types of matter. See Advanced Conjuration and work with your GM to create things more complex than the base elements.
Resist/Counter: Conjuration of the opposite element can counter the effect prior to it's acceptance. The potency of the countered element needs 1 more than the number of days it has been sustained. There is sometimes a magical reaction to this counter, GM discretion.

Gameplay Notes

Element Notes:
• Earth: 12 HP per 2 cubic inches. Armor 4 and an additional 1 armor per stack.

• Air: Stacking allows for it to push creatures. 2 Stacks will push 1 a Size 1, height 1 creature. An additional stack is needed per increase in size or height.
Sustaining Conjurations:
Earth and Water conjurations can become Accepted.
Fire and Air conjurations cannot become Accepted but their cost to sustain will diminish down its third weeks cost. That mana is what sustains the fuel of the fire or force of the wind.

Retrospect (Lore)

The caster circles the target counter-clockwise for part of casting duration, stopping at various points to meditate. The speed and amount of circles completed relates the number of questions asked during the Ritual as are various times when the caster stops to meditate.
Retrospect (Lore)
Ritual, Divination, Resistible
Cost: 1 Mana
Cast time: 5 minutes
Duration: N/A
Effect: Retrospect centers around and targets a person or object. Upon completion of this ritual the caster can ask a yes or no questions about the history of the target for the GM to answer. They cannot relate to any other specific people or things unless they are also included in the Ritual [1].

The target of the ritual must stay in the area of the ritual for the entire cast time. The ritual focus can be part of a person or object but the questions are restricted [2].
Enhancements
  • Question (1 mana, 10 minutes) You can ask two additional questions
Augments: N/A
Resist/Counter: 1 mana to resist on Retrospect when you are the focus

Gameplay Notes

  • [1]: "Have you killed anyone?" is question that can result in an answer. "Did you kill George?" will not.

    "Has a person with black hair passed by this door?" is a question that will result in an answer. "Has George passed through this door." Will not.
  • [2]: If I have the hair of a person I can ask questions about that person, however only as long as that hair was on a part of them. If the hair is 3 months old they caster can only get answers in relation to up to 3 months ago.

Narrative Notes

  • Imagine this as reading the trace evidence of Strings on the ritual target

Locate (Survival)

Locate (Survival)
Ritual, Divination, Resistible*
Cost: 1 Mana
Cast time: 10 minutes
Duration: 30 minutes
Effect: You focus on your Fae sense allowing you to see traces and influences of objects in the area.
Upon completion of the Ritual you can list 3 criteria. You connection to the Fae tells you the direction and general distance of the closest object that meets those criteria, up to 2 miles, for the duration.

*Alternatively, if you have a piece of the thing you are looking for (page of a book, hair of a person) you can search for that thing specifically, doing so gives a slight tingle to the target and allows them to spend 1 mana to resist the rituals effects.
Enhancements
  • Refine (1 mana) Increase criteria by 6
  • Range (1 mana, 5 minutes) Increase search radius by 1 mile
  • Length (1 mana, 5 minutes) Increase duration by 30 minutes
Augments
  • Animal Messenger
    Requires: Basic Survival and Leadership
    Additional Cost: 1 mana 10 Cast Time, adds Invocation keyword
    Effect: Animal Messenger: This augment requires a beast friendly to the caster to be a target of the ritual. Upon completion the animal moves toward the target of the Ritual for the duration. Upon arriving it will stay with the target for 5 minutes before the ritual on the animal ends and they start behaving normally. Often casters of this augment will attach a message to the animal for the target of the ritual. The animal will try for 1 minute to overcome any obstacles in its path and if it can not make progress in that minute the Ritual will end. If it can not reach

  • Whispering Wind
    Requires: Conjure Element Ritual or Air Blast Proficiency
    Additional Cost: 1 mana, 10m Cast Time, adds Conjuration keyword
    Effect: The wind carries 20 words whispered in the air or an object up to one ounce to the target of the ritual at 10 miles per hour (each instance of Whispering Wind allow an additional ounce or 20 words and increases the speed by 5 miles per hour). The wind avoid obstacles that it can, however if there is no way for the object to be carried to the target (if the object and the air can pass under a door, around trees, over cliffs, etc it will) it will slow down then stop once encounters a barrier it can not get around (such as if grabbed).

  • Obfuscate Effect
    Requires: Adept Sneak or Deception
    Additional Cost: 1 mana, 10m Cast time
    Effect: When targeting a specific creature they immediately forget the effect happened if they resist it or not
Resist/Counter: 1 Mana to Resist if you are specifically being located.

Gameplay Notes

  • Survival checks can help you, with the assistance of the GM, in learning aspects of creatures to help refine this search.

Narrative Notes

  • While Retrospect looks at the trace evidence on the target, Locate looks for the trace evidence left by it

Restoration (Survival)

Restoration (Survival)
Ritual, Conjuration, Restore
Cost: 1 Mana
Cast time: 5 minutes
Duration: N/A
Effect: Target a creature, they can remove one condition with a rest duration, |survivalSkillRank| persistent damage, or restore 1 Recovery
Enhancements
  • Restore Health (2 Mana, 10 minutes) Restore a health category
  • Remove Pain(1 Mana, 10 minutes) Remove a condition with a Day duration
Augments
  • Remove Curse
    Requires: Expert Handling & Insight
    Additional Cost: 18 mana, 8 hours
    Effect Remove a simple curse or suspend a more complex curse for 24 hours. While suspended another restore ritual with this augment can be cast to further simplify a curse. If the complexity of a curse is reduced below simple in this way it is removed.

  • Bestow Curse
    Requires: Expert Compel & Deception
    Additional Cost: 18 mana, 6 hours
    Effect: Apply a simple curse or increase the complexity of a curse you are creating in this ritual

Narrative Notes

  • Curse removal should be made easier or even made possible by doing specific things related to what caused the curse.
  • Bestowing Curses. This is a fairly open ended ability, I think it is rarely going to be used by adventures and the rules provided here are light to allow for a lot of creativity in how to use it. It can simply be a mechanical curse but feel free to make them quite interesting. See TV Tropes Curse page for ideas and examples. Just remember that this magic system is about creation, and curses that remove things or cause alterations (without creating something to do those things) are kind of outside of this magic system but if you as a GM are always free to do as you like (just be wary of breaking immersion and systemic cohesion for your players).
  • World Building: In theory this is about building up the structure of matter from the ground up. Which could in theory build a brain and body and reanimate or even clone an individual. In Gaia only those with a Godly skill level in Fae have refined enough ability to see and understand the complex pattern that makes up a brain, then only those with a Godly skill level in First-Aid have sufficient skill to restore elements of such a complex pattern. Although someone with both can, and in some cases have, created new life, there is still much science to be done to fully understand the impact of changes. While less knowlegable and skilled individuals have tried to restore people from the dead many attempts so far have has significant unintended effects, mostly with reconstructing the brain in the wrong way resulting in all sorts of changes accidental and often unrepeatable changes in personaility, creature ability and instincts. Think of Godly level Fae as the ability to do a genome sequence and a very detailed brain scan, then First-Aid is the ability to restore damaged aspects of a creature back to that. Tweaks can be made to DNA and brain structure in that process but only 2 godly level characters in the world have any experience with the implications of doing so and even they only just beyond playing with matches.

Phantasm (Deception)

The caster walks shapes relating to all of Strings but never completing those shapes.
Phantasm (Deception)
Ritual, Conjuration, Illusion, Sustainable (D)
Cost: 1 Mana
Cast time: 5 minutes
Duration: 6 hours
Effect: Target an area or thing encompassing 1 size and height or small. You create an visual illusion encompassing the target.

If targeting a thing: The illusion moves with the thing relative to their movements or effects that force them to move. However, it must maintain the same basic shape of the thing. No significant changes in size, height or shape.

Targeting an area: Create an image of an object, a creature or a change in the terrain
Enhancements
  • Expand (10 minutes): Increase size or height of the illusion by 1
  • Illusory Touch and Temperature (1 mana and 5 minutes per 3 spaces affected): When interacting or being interacted with through touch it now has some substance and is capable of causing harm to people who do not resist it after an interaction with it. Increase the TN to resist by 1 and physical interaction with the illusion will result in much smaller reductions in the TN and often none at all. Ignore reduction primary sense to TN for creatures that have a primary sense that relates to touch.

    Hitting an illusory creature that has added illusory substance will feel like hitting a real creature. Any damage done will be replicated as the character that conjured it imagines it would including wounds.


  • Illusory Sound (1 mana and 2 minutes per per 3 spaces affected): The image now produces sound as the casters imagines it would including when it interacts with other things. This can include various sounds the image might make, including reactions to being hit, up to 90 words of speech played at specific times as determined by caster (but not in relation to an event). If targeting an area it can also produces any sounds the caster would like, but it can only be heard within the affected area. This sound can be loud enough to be quite unpleasant and intimidating, blocking out other sounds in the area but can not to cause harm. The source of the sound can be any part of the image created and once that source is located it can have significant decreases in TN if the source makes little sense relative to the image at the source. Increase the TN to resist by 1 and observing sound the image makes will result in much smaller reductions in the TN and often none at all. Ignore primary sense reduction to TN for creatures that have a primary sense that relates to sound (echo location).

  • Illusory Smell (1 mana and 1 minute per 3 spaces affected): By default each part of the image smells as the caster believes it smells, however the caster can modify it to smell anyway the imagine it too. This smell can be pungent enough to be unpleasant and intimidating, blocking out other smells in the area but can not cause harm. The source of the smell can be any part of the image created and once that source is located it can have significant decreases in TN if the source makes little sense relative to the image. Increase the TN by resist by 1 and observing the smell the image makes will result in much smaller reductions in TN and often none at all. Ignore primary sense reduction to the TN for creatures that have a primary sense that relates to smell.

  • Illusory Tate (1 mana and 1 minute per 3 spaces affected): By default it tastes as the caster would taste the image, however the caster can modify it to taste anyway they can imagine it too. The taste can vary enough to be unpleasant but not cause harm. This taste can be stronger than the thing normally tastes like, but the strong taste the thing would normally have the more likely there is to be suspicion. Each part of the image can and if it includes multiple objects or things likely does taste differently relative to what it is an image of. Increase the TN by 1 and observing the taste of the image will result in much smaller reductions in TN and often none at all. Ignore reduction to TN for creatures that have a primary sense of taste.

  • Enhanced Deception (1 mana, per 3 spaces affected) Increase TN by 2

Augments
  • Programmed Illusion, Adept Leadership (1 mana and 10 minutes per 3 spaces affected, Time Cost): The caster can have the illusion react to various stimulus.

  • Tinkering: Triggered Illusion (1 mana per 3 criteria added, 30 minutes): The conjuration of the illusion is delayed until a something that fits the criteria enters the affected area
Resist/Counter: See rules pertaining to illusions in the Conjuration section.

Illusions can be countered by casting a Ward ritual of equal or greater total Mana cost targeting the Illusion

Gameplay Notes

Unlike standard illusions Phantasms are given substance by the major and the mind of the perceiver. Until a phantasm is understood to be an illusion it has substance. Once a character knows it is an illusion they can try and deceive themselves having their mind give it substance while they interact with it.

Narrative Notes

  • World Building: How accustom people in your world are to illusions will impact how effective they are. The more common it is to have illusion to easier time the average person will have in detecting them

Portent (Insight)

Portent (Insight)
Ritual, Divination
Cost: 1 Mana
Cast time: 20 minutes
Duration: 24 hours
Effect: Focuses the caster on small slight changes in energy, allowing them to feel the effect of actions around them right as they are about to happen. This results in the character witnessing something like a deja vu and allowing them to glimpse into the outcome of an events.

Gain 3 Portent to be spent into these 'glimpses into the future'. Lose all Portent points if you take a long rest. Each rank of insight allows for greater glimpses into the future:
  • Basic, 1 Portent: Re-roll any out of combat roll
  • Trained, 2 Portent: Undo an out of combat event no longer than 6 seconds for one character
  • Adept, 8 Portent:undo an series of events no longer than 2 minutes (or 1 combat)
You can only affect events or dice created by you or ritual participants. When changing events or dice for someone that assisted with the Ritual they must reasonably be able to receive a split second warning from you.
Enhancements
  • (1 mana, 10 minutes) Increase Portent points by 3
  • (1 mana) Reduce cast time by 15 minutes
Augments: N/A
Resistible: N/A

Gameplay Notes

  • Declare the use of Portent points after a roll or action resolves but prior to the next action or end of a characters turn. This can also be used to re-roll out of combat rolls and 'undo' actions after seeing the immediate consequence.

Narrative Notes

  • You as a player are choosing when to use your Portent, but the character is not, rather they are reacting to what insight presents itself.

Sigil (Tinkering)

Sigil (Tinkering)
Ritual, Conjuration, Sustainable (D)
Cost: 1 Mana
Cast time: 20 minutes
Duration: 12 hours
Effect: Target a surface no smaller than 6" by 6" (like a page of a book) and no larger than 6' by 6'. When triggered it explodes dealing 6 persistent damage with a diameter of 3 spaces (~18 feet).

Trigger Criteria: A living creature touches the Sigil, which can be restricted by one criteria the caster chooses.

Once triggered the sigil disappears.

Base TN to 'feel' a sigils presence, Lore: 8 (+1 per space away from it).
Base TN to find a sigil, Awareness or Lore: 7
Base TN to identify the effect of the sigil, Lore: 5
Enhancements
  • Explosive (1 mana, 1 minute): Increase damage dealt by 6
  • Charge (2 mana, 10 minutes): Allows the sigil to trigger an additional time before disappearing. The same creature can't trigger it again within 1 minute.
  • Wide (1 mana, 1 minute): Increase diameter of explosion by 1
  • Restrict (1 mana, 5 minutes): Add up to an additional 3 trigger criteria
  • Inspirit (1 mana, 1 minute): - 1 Point, Inspirit: Increase the TN to resist effects from Augments by 1 up to [|tinkeringSkillRank|+10]
Augments
  • Mask
    Requires: Basic Deception
    Additional Cost: 1 mana 5 minutes
    Effect: Increases TN to detect by 3 and can decrease the size of the Sigil down to 1 inch (2.5cm) by 1 inch

    • Visual Trigger
      Requires: Basic Awareness
      Additional Cost: 1 mana
      Effect: The Sigil can see things in front of it up to a distance of 2 spaces per 1 mana spent on this augment and trigger based on seeing things that fit its criteria.

    • Auditory Trigger
      Requires: Trained Awareness
      Additional Cost: 1 point, 20 minutes
      Effect: The Sigil can hear things around it of it up to a distance of 2 spaces per 1 mana spent on this augment. Trigger criteria can be restricted by sound or forced to trigger with them, pick words or sounds as your criteria

    • Overwhelming Fear
      Requires: Adept Compel
      Additional Cost: 2 mana, adds Invocation keyword
      Effect: Damage type becomes Psychic. Creatures in the area must sprint away from the Sigil for 1 round and are inflicted with Rest Breached. They must make a Tinkering skill check with a TN equal to [3+|compelSkillRank| + |tinkeringSkillRank|]. For each number they fail the check by they sprint away from the Sigil for an additional round.

    • Euphoria
      Requires: Adept Charm
      Additional Cost: 2 mana, adds Invocation keyword
      Effect: Damage type becomes Psychic. Creatures in the area are inflicted with Round Stun and Rest Impaired. They must make a Tinkering check with a TN equal to [3+|tinkeringSkillRank| + |charmSkillRank|]. For each number they fail the check by they are stunned for an additional round or until they take damage.

    • Healing
      Requires: Basic Survival
      Additional Cost: 5 minutes
      Effect: Instead of dealing damage the Sigil heals that amount to the creature that triggers it

    • Restorative
      Requires: Trained Survival
      Additional Cost: 6 mana, 1 hour
      Effect: Instead of dealing damage it restores a health category to the creature that triggers it

    • Conflagrate
      Requires: Blast Proficiency Fire or Conjure Element Ritual
      Additional Cost: 1 mana per minute of effect + 1 per Wide enhancement
      Effect: Fire ignites in affected spaces. It deals |tinkeringSkillRank| Pure damage to creatures and objects in that space or that move into it.

    • Rising Spire
      Requires: Blast Proficiency Earth or Conjure Element Ritual
      Additional Cost: 1 mana per minute of effect + 1 per wide enhancement
      Effect: Stone rises to fill the area pushing creatures out of it, to a location of the creatures choice

    Resistible: For augments that require a skill check to resist the effect 1 mana can be spent to automatically succeed on this check.

    Gameplay Notes

    • Allies can help each other overcome social effects with leadership and counsel. Roll either of these skills contested by the TN, on success the ally gains Boosted on the skill check.
    • Base TN to detect with Awareness is [|tinkeringSkillRank|*2]. Increase this by 2 for Fae
    • The more powerful the sigil the easier it is to detect, additionally the world around the sigil changes slightly due to its power and duration. TN to detect is -1 for a sigil that lasts over 12 hours, -2 for over a week, -3 for a season and -4 for 2 or more years. For longer sustained or accepted sigils dust might settle less on the sigil, tree roots might grow tracing its pattern, etc.

    Ward (Tinkering)

    Ward (Tinkering)
    Ritual, Conjuration, Sustainable (D)
    Cost: 1 mana
    Cast time: 20 minutes
    Duration: 24 hours
    Effect: You conjure a magical web of sorts in a 3 diameter area (~18 feet). Whenever a non-gas enters the warded area the Ward warns you of the breach. It can be triggered 3 times before your connection to it fades and the effects of the ritual ends. Upon completing the ritual you can designate 6 criteria for things that will not trigger the Ward.
    Enhancements
    • Strand (1 mana): Increase uses by 6
    • Restrict (1 mana): Increase non-triggering criteria by 12
    • Area (1 mana and 10 cast time): Increase diameter by 1
    Augments
    • Mask
      Requires: Basic Deception
      Additional Cost: 1 mana
      Effect: Increases TN to detect by 3

    • Stone Perimeter
      Requires: Blast Proficiency Earth or Conjure Element Ritual
      Additional Cost: 1 mana + 1 per Area enhancement Effect: The outside inch of the area, besides the bottom, becomes Sandstone with an Armor of 4 and HP of 12 per 8 inch area. The caster can choose not to apply this affect to any number of spaces

    • Fog Flurry Perimeter
      Requires: Blast Proficiency Air or Conjure Element Ritual
      Additional Cost: The outside 3 inches of the area becomes a flurry blowing a thick fog around it at 60 mph. This blocks vision, small projectiles, sound and spaces touching the perimeter become difficult ground

    • Darkness
      Requires: Blast Proficiency Water or Conjure Element Ritual
      Additional Cost: 1 mana + 1 per Area enhancement
      Effect: The area is filled with magical Darkness. Only magical light of comparable strength can pierce the Darkness

    • Light
      Requires: Blast Proficiency Fire or Conjure Element Ritual
      Additional Cost 1 mana + 1 per Area enhancement
      Effect: The area is filled with magical light. It will not illuminate outside of the area but everything in the area can be seen. Only magical darkness of comparable strength can shade the light
    Resistible: Augments that allow a skill check can be by spending 1 mana.

    Gameplay Notes

    • The very small strings of magic that make up the Ward can be detected with Fae or Awareness. Base TN for a the Ward that has a non-obvious augment effect is [|tinkeringSkillRank|*2+4] to creatures near it. This TN is reduced in half once they have passed through it.

    Conjure Senses (Awareness)

    Conjure Senses (Awareness)
    Ritual, Conjuration, Divination, Sustainable
    Cost: 1 Mana
    Cast time: 20 minutes
    Duration: 1 hour
    Effect: While constructing the ritual the caster carefully imbues a conjured object with one of their senses (taste, touch, smell, sight, hearing and/or fae). The performer can spend up to 3 points while constructing the conjured ense. Each sense imbued to the object no longer works on the character's body until the ritual's duration is over, even if the object is destroyed. The object imbued must be inanimate and between the size of a coin and 8 inch diameter sphere. On completion of the Ritual decide a quarter inch by quarter inch area on the object each sense is attached to that determines facing of the sense.

    The Awareness skill rank of the Conjuration is 1: Untrained.

    1 Point: Add Sight
    1 Point: Add Smell
    1 Point: Add Hearing
    1 Point: Add Taste
    1 Point: Add Touch
    1 Point: Increase TN to detect the Conjuration by 1
    1 Point: Increase Awareness skill Rank of conjured senses. This can not exceed casters skill Rank.
    2 Points: Maintain one conjured sense on the character
    Enhancements
    • Greater Sense (1 mana): Add 3 points to the ritual.
    Augments
    • Creature Sense, Adept Handling (1 mana, 30 minutes) Imbue a living creature instead of a conjured object. The creature must be a focus of the ritual and stay in the cast area for the entire cast time.
    Resistible: N/A

    Gameplay Notes

    • The size of it is somewhere between a inch wide coin and human head. It can not move itself, it has no muscle or other means of locomotion.
    • The handling augment often puts senses in the same place the creature has them (as clothes, fur, etc will otherwise hinder a sense), although it is not required. This could be used to see from the back of an allies head to potentially warn them of danger.
    • Requires an Awareness check to detect. TN 13, reduced by 1 for each point spent in the ritual. The more powerful the magic the easier it is to detect with Fae sense.

    Narrative Notes

    • World Building: In theory this could be used to construct new senses, or expand them greater than they would be normally (infrared vision, hawk vision, dog sense of smell, etc). Conjuration is a magic of creation and if science advanced far enough to learn how different creatures had different sense a similar thing could be created. It would take some significant training of those Ritual performer to use them properly as their brain would be unused to getting that type of feedback.

    Reason: Awaken

    Reason: Awaken
    Mental, Conjuration, Sustainable (D)
    Mana cost: ?
    Cast time: ?
    Duration: ?
    Effect: This ritual allows for programming of objects to take specific actions. This is often related to simple basic movement and as such the object must be able to move. This a common use for this ritual would be to empower a Golem (that was conjured with the Conjure Elements ritual, or sculpted) to function. Objects have some basic understanding of how they look and are expected to behave, this is largely limited to movement. If a golem is told to walk 30 feet forward every 10 seconds it will now how to walk and you wont have to program what walk means. This will be used to trigger other spells, make inanimate objects animate, speak or other things.
    • N/A
    • N/A
    Resistible: N/A

    Gameplay Notes

    • N/A

    Narrative Notes

    • N/A

    Attribute Details

    This section covers the specific rules regarding attributes and character creation.

    Attribute Priortiy

    The first step is prioritizing your attributes.
    • Select Body, Mind, or Spirit to be your primary
      • Primary attributes start with a value of 2, and has 3 attribute points to distribute to its sub-attributes
      • Increase the value of your primary attribute to 3 at level two
      • Increase the value of your primary attribute to 4 at level eight
      • Gain an additional attribute point to distribute to a sub-attribute at levels 2, 5, 8 and 11
    • Select one of the remaining two to be your secondary
      • Secondary attributes start with a value of 2, and has 3 attribute points to distribute to its sub-attributes
      • Increase the value of your secondary attribute to 3 at level six
      • Increase the value of one of your primary's sub-attributes at levels 3, 6, and 9
    • The last one is your tertiary attribute
      • Tertiary attributes start with a value of 1, and has 1 attribute point to distribute to its sub-attributes
      • Increase the value of your secondary attribute to 2 at level four
      • Increase the value of your secondary attribute to 3 at level ten
      • Increase the value of one of your primary's sub-attributes at levels 4, 7, and 10

    The maximum value of sub-attributes is equal to the attribute they belong to.

    Attributes


    Body: Your general physical prowess. Modifier, and base damage for Strike Attack.
    Might: Relates to physical strength and control
    • Modifier for Athletics and Force
    • Relates to Mana Conversion
    Agility: Relates to physical speed and flexibility
    • Modifier for Acrobatics and Sneak
    • Relates Initiative and Initial Momentum
    Brawn: Relates to physical resilience and stability
    • Modifier for Endurance and Poise
    • Relates to Recovery
    Mind: Your general mental prowess. Modifier and base damage for Blast Attack.
    Will: Relates to mental strength and focus
    • Modifier for Lore and Survival
    • Relates Mana Conversion
    Wit: Relates to mental speed and flexibility
    • Modifier for Deception and Insight
    • Relates to Initiative and Initial Momentum
    Resolve: Relates to mental resilience and stability
    • Modifier for Awareness and Tinkering
    • Relates to Recovery
    Spirit: Your general social prowess. Modifier for Invoke Attack.
    Vigor: Relates to emotional strength and influence
    • Modifier for Compel and Rouse
    • Relates to Mana Conversion
    Empathy: Relates to emotional understanding
    • Modifier for Charm and Handling
    • Relates to Initiative and Initial Momentum
    Faith: Relates to emotional resilience
    • Modifier for Diplomacy and Leadership
    • Relates to Recovery
    Hit Points are divided into categories.
    • Max HP: 30+6 per level
    • Unscathed: Top health category, range from Max HP to Marred
    • Marred: Second health category, range from 20+4 per level to Desperate
    • Desperate: Third health category, range from 10+2 per level to 1
    • Dying: Final health category, its range is 0 to -10-2 per level.
    Recovery: Represents how well quickly your character can overcome injuries, conditions, and damage. Equal to 1 + (Brawn + Resolve + Faith)/3. See Rest and Recovery section.

    Armor: Reduce all non-Pure damage by this value. This is primarily gained through equipped armor

    Guard: Target Number needed to hit you, equal to 7 plus the greatest of Body, Mind, or Spirit

    Pace: The base movement value of the character.

    Initiative: Equal to Agility + Wit + Empathy. Physical speed, speed of thought, and the ability to anticipate the actions of others all make up how quickly someone act in the face of danger.

    Initial Momentum: Equal to 3 + (Agility + Wit + Empathy)/3

    Conversion: Equal to 3 + (Might + Will + Vigor)/3

    Character Creation: Ways

    Your Way

    A character's Way refers to experiences or training the character encountered, often in their early adolescence, that taught them how to fight, explore, survive, and overcome obstacles.
    Within a setting Ways are often tightely related to culture, institutions, or even personal experience. Mechanically they relate to a establishing a playstyle in combat. Narratively they are are often tied to a character's beliefs and traditions.
    Upon choosing a Way you character gets training in attack Skills and two abilities - a Talent and a Trick.
    Below are some common Ways to choose from or use as reference for working with a GM to design our own.

    Way List

    Striking Ways

    • Adjunct: Cooperative skirmisher that creates openings in enemy defenses for their allies
    • Battlerager: Risk taking warriors that often dive into mobs of enemies alone
    • Berserker: Sacrifices defense for offense
    • Blade Dancer: Use mobility to find openings in enemy defenses or defend themselves
    • Bravo: Striker that also uses their wit words to control the battle field and attack the pride of their enemies.
    • Iaidoka: Train in knowing when to strike and doing so with speed
    • Sentinel: Enhances Protection they give and durable against many opponents.
    • Shadow Strider: Dagger specialists that conjure shadows to protect them and conceal their movements.
    • Unfettered<: Unarmed specialist that hits pain points and utilizes Qi for blinding speed.

    Blasting Ways

    • Bladeweaver: Empower their strikes with elements creating a rythme between striking and blasting
    • Bulwark: Specializes in Earth, conjures a small stone obstacles for protection
    • Channeler: Empowers areas that they can draw energy from in the near future.
    • Firefly: Specializes in Fire, those who play with fire often get burned.
    • Mage Cadre: Empowers and is empowered by allies, best in a small unit mages
    • Sculptor: Specializes in Water, draws power from their own essence.
    • Stormcaller: Specializes in Air, conjures a small whirlwind that threatens areas on the battilefield.

    Invoking Ways

    • Breaker: Utilizes fear to catch enemies of balance and weaken their defenses.
    • Overseer: Avoids threatening situations and guides the position of allies.
    • Warden: Extends and enhances the Cover they give.

    Way of the Adjunct

    On the battlefield, a strong arm and skillful use of a weapon can save your life and batter your foes, but a sharp mind is capable of leading your allies to do so as well. Adjuncts are fighters that have trained with this as a guiding principle and when applied correctly, leads to fluid, cooperative assaults that break through even the most stalwart of defenses.
    Adjuncts is most often found on the front lines, moving into opportune positions to assail foes while breaking enemies defenses.

    Examples of Training

    Soliders, Gladiators, Atheletes, Bandits, Caravan Guards.

    Traea specifics

    Druids, Savannah Tribes and Ring Tribes commonly train Adjuncts. They generally pair them with a Blade Dancers to optimize Flanking tactics in hunts and skirmishes.

    Suggested skills

    Acrobatics, Insight, Leadership

    Attack: Strike

    Expose
    Potence: In coordination with your allies you can more easily break through enemy defenses.
    Passive:Flanked enemies adjacent to you are Vulnerable
    Focus
    Effect: Target adjacent enemy gains Short Breached. Your attacks can not utilize this debuff.

    Way of the Berserk

    While other paths are honed through rigorous training, the Way of the Berserker is more often harnessed through primal instincts echoing within.

    A Berserker scoffs at caution and focuses on frontline aggression. As blunt and direct as their fighting style may be, it often succeeds in putting more tactical foes off-balance or just dispatching them with sudden fury. These enraged warriors are at their strongest when surrounded by foes.

    Example training

    Solo Gladiators, Raiders, Barbarians, City Guards. Individuals with little regard for organized combat.

    Traea specifics

    They are common Free people in the Taiga, South Desert peoples, Forest Anarchists. Although they can be found all over the world, many places have individuals who have little trust of others, no formal or organized combat training or have many people relying on them that don't have combat experience and need to go it alone.

    Suggested skills

    Athletics, Lifting, Endurance, Survival, Intimidate.

    Attack: Strike

    Reckless Rage
    Trance: The more dire the situation the wider the Berserks grin
    Passive: With large weapons increase your Critical Range by 1 for each enemy that threatens you. While Enraged you can not be protected and do not protect and you gain one Rage for each Critical Mark you get with Strikes. While wearing no armor when you take damage reduce that damage by your Rage and reduce your Rage by 1.
    Focus
    Effect: Gain 3 Rage and Combat Enraged and Dazed

    Way of the Blade Dancer

    Stories tell of the original Blade Dancers twirling through ranks of enemies with grace and deadly purpose, felling scores without so much as a scratch upon themselves. While more modern Blade Dancing holds onto the moniker, there is little requirement to make use of the bladed weapons those of eld made use of; Bludgeoning and Piercing attacks are easily adapted to their style of fighting.

    The mobility of these tactics is truly what defines it, allowing practitioners to expertly slide into favorable positions. A Blade Dancer is most effective when attacking in tandem with other aggressive allies as to split the defenses of their target.

    Example training

    Soliders, Gladiators, Atheletes, Bandits, Caravan Guards. Similar to Adjuncts individuals who have cooperative combat training.

    Traea specifics

    Blade Dancers are common in most places in the world. Populations aren't large enough in most areas to raise armies so combat happens on smaller scales where tactical training often results in gaining minute positional advantages.

    Suggested skills

    Athletics, Acrobatics, Dancing, Deception, Leadership.

    Attack: Strike

    Blade
    Potence: You've trained to exploit any weakness in your opponents defenses.
    Passive:+1 Mark with Strikes if your target is Breached, including if they gain it from being Flanked.
    Focus
    Effect: Either Slide 1 or gain Round +1 Guard

    Way of the Sentinel

    Sentinels hold the line. They are the staunch pillars of the battlefield that give structure to what would otherwise be chaos.
    The Way of the Sentinel instructs those trained in it to maintain composure, shed blows and stymie the combined efforts of unified foes. They are the hardened vanguards trained to ensure survival in blood battles.

    Example training

    Bodyguards, Formation Soldiers, Elite Guards.

    Traea specifics

    Desert Tribe, 9 Holds,

    Suggested skills

    Endurance, Poise, Survival, Compel

    Attack: Strike

    Stern
    Potence: Some one has to take a beating, and you've learned to be better at that than most.
    Passive: Gain +1 Armor. Gain an additional +1 Armor each time you are damaged, remove this bonus at the beginning of each of your turns.
    Focus
    Effect: Target an adjacent ally, until your next turn and as long as you are adjacent to them they gain +1 Armor and Covered

    Way of the Shadow Strider

    Elusive and unpredictable, Shadow Striders undo their opponents with grim efficiency. Those trained in this way excel at shedding the perception of their opponents and execute that advantage with precise, unexpected strikes.

    Patience is critical as the Shadow Dancer gracefully glides through the Awareness of their opponents, waiting for optimal opportunities to strike. These stealthy attackers are most effective when allies are able to draw attention away from them.

    Example trainingTraea specifics

    Shadow Dancers are fairly common within the Druid cells on Traea and they are found throughout all of them.

    Suggested skills

    Sneak, Acrobatics, Deception, Awareness

    Description of Shadow Step effect

    Until the end of their turn, the character becomes wreathed in shadowy tendrils that reach for the darkness they created. These tendrils make it difficult to see just where the character is allowing them to safely move toward the darkness they created.

    Attack: Strike

    Shadows Grace
    Conjuration/Potence: You move as one with the shadows, gracefully striding between them to obfuscate your exact location
    Passive: While in dim light or darkness you are Protected and a +1 shield bonus to Guard. While dual wielding daggers increase their Critical Range by 1.
    Focus
    Effect: Round fill one space within 2 with shadows. The space counts a dim light and blocks line of sight through the space but not into or out of it. As a move action you can have the shadows pull you to their space, doing so dispels them.

    Way of the Bulwark

    Conjurers who follow the Way of the Bulwark have developed a sensitivity and understanding of the structure and form of the elements. Naturally, this gives them a specific attunement towards the element of Earth, and in society, they are often responsible for conjured advancements in transportation, construction, and fortifications.

    In confrontations, a Bulwark provides opportunities for defense and can create obstacles in combat. Like other conjurers, they prefer maintaining distance from aggressive front liners and are most effective when other allies draw fire which they can help defend against.

    Example training

    Builders, Artist, Soldiers. Those that find the way of the Bulwark often have a history of long hard labor.

    Traea specifics

    Especially common with Ring Tribes.

    Suggested skills

    Endurance, Diplomacy, Lore, Survival

    Attack: Blast, must learn Earth

    One with the Earth
    Conjuration: With each blast you earthen fae sticks to you giving extra protection from attacks.
    Passive: After you Blast gain Combat Reinforce 1
    Focus
    Effect: Target an unoccupied space within 6. Round Conjure an Earth Ring in that space. Earth Rings provide Protected and +1 Armor to creatures it Protects. Moving into or out of a space with an Earth Ring costs 1 additional pace. You can not Protect or become Protected while you have an Earth Ring conjured.

    Way of the Channeler

    Channelers are raw expressions of the energy that infuses everything. Gifted with the ability to channel magical power, they are capable of sudden, explosive bursts of conjuration. A Channeler is the most aggressive of conjurers, but due to the fickle nature of their techniques, they require exceptional foresight to take full advantage of it.

    Conjurers that can make use of this Way are often innately gifted with it, or spend long hours in study. They are most effective when blasting from a distance and with canny allies that can coordinate around their loci of channeled power.

    Example training

    Aristocracy, Elders, Academics, War Mages

    Traea specifics

    Ruling class in some of the Holds. The outer Ring tribes. Iren. Other places where conjuring is common and studied.

    Suggested skills

    Lore, Poise, Tinkering.

    Attack: Blast

    Channel Power
    Conjuration: You've learned to channel the power you've prepared making your Blasts significantly easier to execute.
    Passive: +3 to hit with Blasts when targeting a space you've Powered
    Focus
    Effect: Target a space within line of sight. At the end of your turn apply Short Powered to that space.

    Way of the Stormcaller

    Storm Calling is an aged tradition of Conjuring passed down through the generations. Mastery over weather initially developed as a means of survival in lands afflicted with harsh conditions but has evolved with man's ingenuity. Guiding hunting parties, calming turbulent seas on ship voyages, spurring tempests in the sieges of war; Storm Callers have found use in all of these roles.

    More so than other Conjurers, training in this Way is a result of rigorous study making it attractive to learned, scholarly conjurers. In battle, Storm Callers make best use of their techniques from a distance where they can harass and control groups of enemies without any threat of retaliation.

    Example training

    Navigators, Sea Farers, Scholars, Wanderers.

    Traea specifics

    Iren, Ring Tribes, Destert Tribes.

    Suggested skills

    Lifting, Intimidate

    Attack: Blast, must learn Air

    One with the Wind
    Conjuration: The fae speaks to you and the storm inside you listens to its guidance
    Passive: After you Blast you can Slide 1
    Focus
    Effect: Target an unoccupied space within 8, conjure a Whirlwind in that space that lasts for a Round. This whirlwind threatens its own and all adjacent spaces, its space is difficult ground but doesn't count as occupied. A creature that moves into a space takes |mind| pure damage. You can not threaten or punish while you have a conjured whirlwind.

    Way of the Breaker

    The Way of the Breaker epitomizes the oppressive and terrifying forces of Invocation. Breakers are imposing opponents that utilize fear to overcome enemy defenses.

    As their name suggests, they are specialists at breaking through enemy ranks forcing them to scatter and disorganize. Their presence inspires caution and distress within their foes, but this is a double edged sword for it makes them likely targets of focused attacks. Tactically, their techniques are best used at mid range just behind the front lines, creating vulnerabilities in enemy defenses.

    Example training

    The nature of the Breaker lends them to be found in nearly all backgrounds. Although they are particularly common amoung Thugs, City Guards or used tactically in more organized militaries.

    Traea specifics

    They are common in most places in the world and almost non-existent in the Ring Tribes and the 7th Ring.

    Suggested skills

    Endurance, Compel,

    Attack: Invoke

    Break
    Incantation:
    Passive: You can use Marks to apply damage to hit enemies instead of gain Momentum.
    Focus
    Effect: Target an enemy within 3. If Protected, push target 1, this push is unaffected by Brace. If not Protected, target gains Round Vulnerable.

    Way of the Overseer

    DEV NOTE: like many of the striking roles Overseers are likely to have a background in some skirmish fighting. They focus on tactical positioning, teamwork and assisting allies while staying out of danger. This could have a more broad background relating to encouraging people. Cheerleaders?

    Attack: Invoke

    Oversight
    Incantation: Trust is important on the battlefield and allies will quickly learn to keep you safe and heed your word of dangers and opportunities.
    Passive: While you are not Threatened allies within three have +1 Critical Range. When you gain Momentum from Critical Marks with Invoke you can choose to slide an ally 1 for each Mark instead of gaining momentum.
    Focus
    Effect: Target an ally within 3 spaces, Slide them 1

    Way of the Herald

    Safety is often as much a feeling as a reality. Through influence and presence some individuals can help those around them feel secure allowing them to venture forward into controlled situations they may otherwise be scared of.

    This presense is the specialty of the Warden. The can extend this presence to Cover allies even when they are not adjacent allowing them greater protection over the battlefield spreading their influence wider than most others.

    Examples of Training

    Traea Specifics

    Suggested Skills



    Attack: Invoke

    Tidings
    Talent
    Passive: When you gain Momentum from Critical Marks with Invoke you can give that Momentum to an ally within 3 instead
    Focus
    Effect: Heal 1 for each enemy that threatens you

    Way of the Bladeweaver

    Example training

    Traea specifics

    Suggested skills

    Lifting, Endurance, Compel

    Attack: Strike & Blast

    Empowering Strikes
    Potence, Conjuration:
    Passive: Ignore light armor penalties, while you had one hand free.

    When you hit with a melee Strike, gain 1 Power and instead of Critical Marks adding damage you can choose to store Power with any number of them instead
    Focus: 0/1 Power
    Effect: If used before a Strike, spend 1 Power, use your Mind instead of Body for your Strike attribute and if you trigger a Critical Effect you can instead use a Elemental effect that you know.

    If used after a Blast, Short for every 2 TN increased on the Blast gain +1 Critical Range on Strikes

    Way of the Battlerager

    Example training

    Traea specifics

    Suggested skills

    Lifting, Endurance, Compel

    Attack Skill: Strike

    Spikey/Hardened
    Potence, Stance: Some people just like to run into the mob, amazingly some make it out alive.
    Spikey: Being adjacent to an ally a Battlerager neither gives or receives Protected. +1 CR for each enemy that threatens you. You deal Punish damage -1 to enemies that attack you.

    Hardened: Gain Protected and reduce all forced movement by 2
    Focus
    Effect: If you have the Spikey Talent, on your next attack deal Punish damage to all creatures adjacent to you, Gain the Hardened Talent lose the Spikey Talent. If you have the Hardened Talent, Gain Round Boosted and Breached. Gain the Spikey Talent lose the Hardened Talent.

    Way of the Bravo

    Example training

    Traea specifics

    Suggested skills

    Athletics, Lifting, Compel

    Attack Skill: Strike and Invoke

    Flaunt
    Potence: Really now, what is more important than style?
    Passive: While you have one hand free and you are not wearing heavy armor you have a +1 Guard. Gain Short +2 Critical Range with Strikes against enemies you hit with an Invoke.
    Focus
    Effect: Make an Impaired 2 Invoke attack that can only target enemies. Hit enemies Short hate you at their highest priority.

    Way of the Iaidoka

    Beware of lone swordsman, they are usually alone for a reason.



    Attack: Strike

    Quick Draw
    Potence: Bursts of speed allow you to catch your enemy unaware.
    Passive: While you are not wearing heavy armor, and you are wielding a large weapon or dual wielding: When you roll initiative gain 1 Alacrity plus 1 Alacrity if you initiative exceeds 10. Gain +1 CR for each instance of Boosted you have on a Strike.
    Focus or Reaction: You are Missed
    Effect (Reaction): Gain 1 Alacrity
    Effect(Focus):Gain Short Impaired on Strikes and 1 Alacrity or spend up to 2 Alacrity. Each Alacrity can be spent to gain Short Boosted or Round Covered.

    Way of the Unfettered



    Attack: Strike

    Unburdened Power
    Potence: There is something to be said for those who focus on inner strenth
    Passive: While unarmed and unarmored gain +2 Guard and 1 Qi for each Critical Mark you get with a Strike.

    Your unarmed strikes deal pure damage, and have the following critical effects:

    Nerve Strike CE 2: A hit enemy gains Round Impaired

    Impact CE 3: Push a hit enemy up to 2

    Pressure Point CE 4: A hit enemy gains Combat Vulnerable
    Focus:
    Effect: Increase your critical range by 2 on your next strike this turn.

    Or spend at least one Qi to make an unarmed strike with a number of dice equal to the Qi spent and heal CS. This strike does not generate Qi.

    Way of the Firefly

    Fire is a tricky element to control and those who try can quickly get burned. However, some weavers have found a way to tap into the flames to heal themselves and draw power from it. They can have a powerful impact on the battlefield if they don't burn to bright. As the secrets of the phoenix are still locked away.

    Attack: Blast, must learn Fire

    Burn Bright
    Potence: Everyone thinks you are crazy.
    Passive: Increase your CR with Blasts by 1 each stack of Burning you have
    Focus
    Effect:Gain Combat Burning and Short Boosted on Blasts. If you hit on your next Blast heal 1 for each TN above 10 on that Blast.

    Way of the Sculptor

    Water flows into shapes more easily than other elements. Those that focus on it can learn to more precisely sculpt the area of their blast.
    But that's not all they learn, by tapping into the power contained within their own bodies they can channel their blood into power.

    Attack: Blast, must learn Water

    Shape
    Conjuration: You learned to make the Fae flow.
    Passive With each Wide string choose a space in the blast area or adjacent to it. Spaces in the blast area are removed from it, spaces you choose adjacent to the Blast area added to it.
    Focus
    Effect: Take 1 damage, gain 2 power.

    Way of the Cadre

    Feel like this needs to exist in the world, not sure how often a player would take it without making a full mage party.

    Attack: Blast

    Conduit
    Conjuration
    Passive: Adjacent allies can use your Power when Blasting. When an adjacent ally gains Power from a Critical Mark gain 1 Power.
    Focus: 1 Power
    Effect: Give an adjacent ally 1 Power and Short Boosted on their next Blast

    Personality

    Your character is Prae, those that go before. It's likely they are familiar with taking risks, challenging preconcieved notions or the status quo, but that is not all that they are.

    Often your character's personality, beliefs, moods, and values will grow and change over the adventure, or even become apparent through their actions to you and the other players when it wasn't previously. This section is just to give a baseline, its mean to guide how you think about the character not prevent you from changing or adapting them as the game moves forward.

    See social skills and system to get a better idea of values and moods. Refer to the campaign setting for influneces of race and ethnicity.

    Values

    What does your character value, what do they care about and what do they trust. Often for characters in Prae this will relate to ideas and experiences more than people. As they've chosen, or in some cases been forced to, live a life on the fringe where few people or few people worth caring about are.

    Influences

    When thinking about your values consider the part of the your character came from. It's general culture and their place within it. Which of that cultures values do the share and when the differ why?

    Moods

    The most common mood for all characters is generally calm. Besides that what are common moods your character experiences, how do the feel most days when they wake up or go to bed, are they easy to anger, often feel sorry for others, etc?

    In tolkienesque worlds these are often tied to the races. Dwarves are often jovial or grumpy. Elves proud and depressed. Orcs angry and enegetic. Gnomes curious and silly.

    Relaxing

    Where does your character feel at peace? Is it out in the wilderness hunting game? At a tavern drinking with friends or strangers telling stories? A private dinner debating the finer points of politics? Alleviating rarely used items from those who have to many?

    While many games don't have a lot of opportunity for down time on or off screen. Knowing how they would spend it can help greatly with bringing them to life and can even help drive the story forward by giving hooks to your GM to drop information, know where you might be when crisis arises etc.

    As mentioned in the childhood section its likely this relates to some of the skills you picked there.

    Gear

    Proper preparation is an important part for any job, and more so for people expected to be at the forefront of solving problems. They value of arms and armor is apparent in a dangerous world, but simple items like rope can be just as important when trying to scale castle walls, dropping into a gorge or string and bells for creating a perimeter around your camp to warn intruders.

    Load

    Load is a concept that merges the bulk, weight, and in part the fragility of an item. A durable and dense item weighs about 10 pounds. The less dense or durable an item the more load it requires relative to its weight.

    Meaningful Load

    Some objects are insignificant enough that tracking their load is not worth the effort. Rings and Whistles are two common ones found on the Adventuring Gear List. That's not to say these objects have no weight or bulk and are not fragile but rather that individually those qualities are not meaningfuly prohibitive to carrying other things. Use your best judgement for determining load when carrying a lot of objects that do not normally have meaningful load.

    The first two sets of clothes with one load or less take zero load.

    Inventory Slots

    Inventory slots represent the places you can safely store items on your person while keeping your hands free. They also further represent the fragility of items. Items that take a fraction of a load still need to be stored in a way to prevent them from being hurt or harming other items they are stored with. While paper is not particularly heavy or bulky it still takes up a load slot as if it isn’t given sufficient space and care it can easily be ripped, crumpled or stained.
    Items with meaningful load require a minimum of 1 slot in your inventory, and take up to their load in slots. Items that take up less than 1 load and more than 0 can share that load with the same item (a torch takes up 1/4 of a load, you can have up to 4 torches that share 1 load, but if you carry least one Torch it will require 1 slot).

    Kits

    Kits are specially built containers that allow different items to combine their load into fewer slots. In the kit section below is a list of kits characters can purchase to more efficiently manage their inventory slots. There are also some kits listed in the adventuring gear section for items that are commonly found as kits. Some crafters might be able to make additional kits but quality work doesn't come cheap.

    Encumbrance

    Your character is encumbered if holding more than 9 slots of load, and an additional encumbrance for every two load above that to a maximum of 18. While encumbered their Focus is required to safely carry their gear, and for each encumbrance they are Impaired and have -1 Pace.
    Additional restrictions can be placed by the GM based on how your load is distributed (I.e. if you need your hands to carry something it is unlikely you can climb a wall).

    Money

    Before you can purchase gear lets talk about money! As Mana is transferrable it will relate directly to currency. It is even likely to be one of the oldest currencies in your world. Money is also measured in terms of hours, with a Tok being the base curreny and equivalent to about an hour of basic labor.

    These numbers are adjusted to base 10 to for simplicity of the player, but numbers on Traea are in base 12 and slightly different for actual characters on Traea.


    10 Tok (t) = 1 mana. A Tok is roughly the number of working hours during the day and slightly more than a third of a Night (8 hours)
    1 Night (g) = 3 mana. A Night is the amount of mana a person produces each night
    1 Lunar (l) = 100 mana. A Lunar is roughly the amount of mana a person produces each month or lunar cycle (actually ~81 on Traea)
    1 Solar (s) = 1000 mana. A Solar is roughly the amount of mana person produces each year or trip around the sun (actually 984 on Traea)

    Cultures generally have coins or other representations for each type of money. Imagine these coins are about the size of a quarter and they take 1/400th of a load and 100 of them weigh 1 lb. All coins can share the same load and a coin pouch takes up 1 inventory slot. Various other small, durable, and low bulk items can fit in this slot and load as well (some jewelry, small Tears, etc).

    You start with 90+6d10 Nights (g).

    Gear Management

    Fill in inventory slots with gear that your character is almost always carrying like weapons, armor, coin pouch, and kits. The remaining slot and are considered to be filled with gear of some sort. There are various times in the game where your character is likely to know more about the world and how to achieve their goals than you will as a player. One of those is preparation and gear, to represent that knowledge inventory slots are flexible.
    At any time yo can replace a flexible slot with an item on the adventuring gear list that makes some sense that their character would anticipated a need for. Slots can regain their flexibility by finding a location that sells the item they added, discarding any remains of it, and payings its cost.
    Picking up and storing gear for any significant amount of time will require you to drop the gear your flexible slot represents or become encumbered. While flexible slots are abstract they still represent gear and can be dropped, picked up, and found on your person. Some places you may require you leave your gear behind will require you to drop the abstract representation of gear that is a flexible slot.

    Wield and Wear

    Gear must we worn or wielded appropriately to have its intended effect. Some items can not be worn together (i.e. multiple cloaks, suits of armor or pairs of boots). Use your better judgement for what what can be worn, held and wielded together.

    Alternative Gear Management

    Different styles of campaign or different parts of the same one can call for very different resolutions of gear management.
    In some games, or at parts during them, there can be value, challenge, and fun in making high resolution gear management an important part of the play, at which point the Surival alternative might be a good fit. Your group might out in the wilds with little opportunity to trade, shop, or earn money. They might be poor and oppressed and scraping by to get your next meal is part of the play.
    While others might be could be around a large city filled with opportunities and resources and close attention to resources so the Simple alternative might make the most sense for your time at the tame.
    Simple Gear
    Tracked Load
    Survival

    Consumable gear

    Generally when using the survival rules, and some times when using the others, it will important to track the usage of items that can be used up or are damaged when used. Chalk, Candles, Paper, Soap, Oil, etc. In these cases look at their description for how quickly they are used. If that is not listed in their description each time they are used beyond the first without returning to a town roll 1d10, on a 1 they are consumed.

    Adventuring Gear List

    Adventuring Gear List
    Item
    Cost
    Load
    Location
    Bedroll
    9g
    1/2
    Torso
    Bell
    3g
    1/8
    Torso/Waist
    Blanket
    6g
    1/2
    Torso
    Book
    10g
    1/4
    Torso/Waist
    Caltrop (50)
    5g
    1
    Torso/Waist
    Candle
    1s
    1/5
    Torso/Waist
    Chain (10ft)
    10g
    1
    Torso
    Chalk
    1s
    1/5
    Torso/Waist/Neck
    Cord
    5g
    1/5
    Torso/Waist
    Crowbar
    3g
    1/2
    Torso
    Fishing Kit
    9g
    1
    Torso/Waist
    Grappling Hook
    2g
    1/3
    Torso
    Hunting Trap
    8g
    3
    Torso
    Ink Pen
    2g
    1/10
    Torso/Waist
    Lantern
    6g
    1/2
    Torso/Waist/Hands
    Lock
    5g*
    1/10
    Torso/Waist
    Lockpicks
    10g
    1/10
    Torso/Waist
    Makeup Kit
    9g
    1/2
    Torso/Waist
    Mess kit
    18g
    1
    Torso/Waist
    Mirror
    5g
    1/10
    Torso/Waist
    Paper
    1s
    1/10
    Torso
    Piton
    1s
    1/10
    Torso/Waist
    Portable Ram
    20g
    4
    Torso/Waist
    Rations (1 day)
    1s
    1/5
    Torso/Waist
    Rope (30ft)
    10g
    1/2
    Torso/Waist
    Sand timer
    3g
    1/4
    Torso/Waist
    Shovel
    5g
    1/2
    Torso
    Signal Whistle
    10g
    -
    Neck
    Signet Ring
    10g
    -
    Hand
    Soap
    1g
    1/10
    Torso/Waist
    Tent
    20g
    1
    Torso
    Torch
    1c
    1/4
    Torso

    Adventuring Gear Descriptions

    Blurb about descriptions goes here
    Bedroll: Reduce the number of hours you need to take a long rest by 1
    Bell: ~70 decibels and can be purchased in various tones to allow for signaling and other communication. Larger bells can be purchased to increase the volume of the sound.
    Blanket: Bonus in dealing with cold temperature or exposure, will add when those rules are added
    Book: Empty, 6" by 8", 200 pages
    Caltrop: 50 of them can be used to fill a space. The space is difficult ground and moving into the space deals 3 damage
    Candle: A 1 inch radius by 12 inches tall candle. It burns for 8 hours giving off a soft light to their space and adjancet spaces. It can be scented to allow for signaling, pleasure, etc. Some scents might be impossible or increase the cost. Can also be colored and used for sealing wax.
    Chain: 10 ft long, 1 inch thick. Force TN 15 to break.
    Chalk: 1 in radius by 12 inches tall. Can be purhcased in various colors.
    Cord: 20ft of 2mm silk cord, can be used for fishing line, trip wire, etc. Crowbar: Used to pry apart things, an important tool for taking various actions in the world
    Fishing Kit: 20 ft of 2mm silk cord, fishing hooks, and a small fishing net.
    Grappling Hook: Assist setting rope up in places you couldn't normally reach.
    Hunting Trap: Diffcult ground for those who know the trap is there. Otherwise snaps and slows the first creature to enter the trap until it is removed and deals 1 HC of damage. Boosted when making survival rolls for hunting food.
    Ink Pen & Pen Knife: Sturdy reed pen and includes a small pen knife to sharpen it
    Lantern: Each side of the lantern has shutters allowing you to easily direct and control the brightness of the light. Lock: TN 7 lock, double in price for each increase in TN
    Lockpicks: They open common locks
    Makeup Kit: Small container that holds various shades of makeup and a mirror. If you have sufficient time to apply makeup gain boosted when make deception rolls for disguise.
    Mess Kit: Small container that can be heated to cook food and contains a small plate, small cup, cutlery, and spices. Once per day an extra 30 minutes during a short rest and a ration can be spent to allow you eat a hearty meal.
    Mirror: can be used to signal with light.
    Paper: 18" by 18" piece of paper
    Piton Pulley: Generally hammered into a wall to with rope to run through to assit in climbing safety. These also have a small pulley at the end.
    Portable Ram: Boosted to Force checks when trying to knock down walls or doors
    Rations (1 day): Standard ration, not a healthy meal
    Rope (30ft): 1/2 inch thick
    Sand timer: 2-10 minute sand timer, can be used to synchronize or keep track of timing. Larger onces can be purchased, the load increase accordingly.
    Shovel: Used for digging
    Signal Whistle: Used for auditory signaling, can be constructed to sound like a whole variety of things.
    Signet Ring: Used to indentify yourself as an individual or part of a group, can be pressed into wax to show who the message is from.
    Soap: Can be used to gain boosted to resist or overcome diseases?
    Tent: Bonus when dealing with cold temperature and reduce the hours you need to sleep during a long rest by 1.
    Torch: Emits light for an hour in a 40 ft area.
    Liquids and their Containers
    Item
    Cost
    Load
    Location
    Liquid Containers
    Flask
    1g
    1/8* (full)
    Torso/Waist
    Vial
    1g
    1/4*
    Torso/Waist
    Waterskin
    1g
    1/2 (full)
    Torso/Waist
    Liquids
    Ale
    1c
    1/10 (16oz)
    Torso/Waist
    Ink
    1g
    1/10 (16oz)
    Torso/Waist
    Oil
    1g
    1/10 (16oz)
    Torso/Waist
    Perfume
    1g
    1/10 (16oz)
    Torso/Waist
    Water
    1g
    1/10 (16oz)
    Torso/Waist
    Wine
    1g
    1/10 (16oz)
    Torso/Waist
    Kit
    Kit
    Cost
    Load
    Location
    Camp Kit
    55g
    3
    Torso
    Bedroll
    Blanket
    2x Flask of Oil
    Lantern
    Tent
    Cartographers Kit
    25g
    1
    Torso
    Book of Maps, with room for more
    Ink Pen
    Paper (10)
    Sand timer (5 minute)
    Small flasks of different colored ink (5)
    Entertainers Kit
    30g
    3
    Torso
    Book of songs, poems, and fables
    Clothes, Common
    Clothes, Fine
    Clothes, Official
    Clothes, Travelers
    Flask of Perfume
    Makeup Kit
    Explorers Kit
    50g
    3
    Torso
    Bedroll
    Blanket
    Flask of Oil
    Lantern
    Piton (10)
    Rope (30ft)
    Signal Whistle
    Torch (4)
    Liquids Kit
    5g
    1
    Torso
    Flask of Ale
    Flask of Wine
    Vial of Oil
    Waterskin
    Magistrate Kit
    99g
    3
    Torso
    Book of Laws
    Book of Names
    Candle x3 (often used as sealing wax)
    Chain (10ft)
    Clothes, Fine
    Flask of Ink
    Ink Pen
    Lock
    Mess Kit
    Signet Ring
    Soap
    Tent
    Rangers Kit
    60g
    6
    Torso
    Bedroll
    Blanket
    Caltrop
    Fishing Kit
    Hunting Trap
    Signet Whistle
    Waterskin
    Scholar Kit
    35g
    2
    Torso
    Book x3 (various lore, with room for more)
    Candles (5)
    Flask of Ink (2)
    Ink Pen
    Paper (10)
    Signet Ring (personal)
    Scout Kit
    90g
    3
    Torso
    Bell
    Book
    Candle (wax often used to take imprints)
    Caltrop
    Chalk
    Cord
    Crowbar
    Grappling Hook
    Ink Pen
    Lockpicks
    Mirror
    Rope (30ft)
    Sand timer (5 minutes)
    Signet Whistle (bird or screaming sounds)
    Signet Ring x3 (of decently large groups, like city guards or a church)
    Traveler Kit
    25g
    3
    Torso
    Bedroll
    Blanket
    Clothes, Travelers
    Flask of Oil
    Lantern
    Rations (5)


    Clothes
    Item
    Cost
    Load
    Location
    Clothes
    Common
    1g
    1/4
    Torso/Waist
    Cold Weather
    1g
    1/2
    Torso/Waist
    Fine
    1g
    1/2
    Torso/Waist
    Hot Weather
    1g
    1/8
    Torso/Waist
    Official
    1g
    1/2
    Torso/Waist
    Travelers
    1g
    1/2
    Torso/Waist

    Weapon Rules

    Weapons have three mechanical characteristics.
    Load which determines damage.
    Class which determines a damage keyword.
    Type which determines Critical Effect.

    Load like all gear determines how much space it takes up on your person. Additionaly it relates to how much damage weapons deal.

    If the load is less than 1/2, it is a small weapon and deals 3 damage.
    If the load is 1/2 or greater but less than 1, it is a medium weapon and deals 4 damage.
    If the load is 1 it is a large weapon, requires two hands to wield, and deals 5 damage.

    [1]Load 1 is the largest weapon a size 1 creature can weird effectively, but various monsters will use larger weapons.

    [2]Small weapons, with a load less than 1/2, are often less effective in combat their benefit relates to being easier to throw and hide.


    Class relates to a damage type keyword, by itself this has no mechanical effect. However, some things are more resistant or vulnerable to different damage types. Class types: Bludgenoing (B), Slashing (S), Piercing (P)

    Type relates to the weapons Critical Effect although within each type there is still a large variety of shapes and styles of weapon. Various cultures or groups will have specific looks or apsects to how they forge weapons.

    Ranged Weapons require two hands to use. Ranged weapon load can be combined with the load of their ammo and containers that hold ammo.

    Critical Effects
    Type
    Critical Effect
    Axe
    Rend (2): Short Breached
    Club
    Smack (2): Short Impaired
    Dagger
    Slit (3): +2 damage, +6 if Hidden
    Hammer
    Knock (3): Push up to 3
    Spear
    Spring (2): Slide self up to 2
    Sword
    Flow (3): Self Short Boosted
    Bow
    Flow (4): Self Short Boosted
    Sling
    Knock (4): Push up to 3
    Bolas
    Entangle (4): Short Slow
    Shield
    Breathe (2): Combat Reinforce 2 self

    Weapon List

    This list here is just to give an general idea of weapons and their properties its not an exhaustive list. However, you should be able to find a weapon mechanically similar even if stlyishly differing.
    Weapon List
    Weapon
    Cost
    Load
    Class
    Type
    Ammo
    Arrow (10)
    1g
    1/4
    Bolt (10)
    1g
    1/2
    Small Weapons
    Dagger
    1s
    1/5
    P
    Dagger
    Gladius
    1g
    1/3
    S/P
    Straight Sword
    Hatchet
    1g
    1/3
    S
    Axe
    Hammer
    1g
    1/3
    B
    Hammer
    Cutlass
    1g
    1/3
    P
    Backsword
    Stiletto
    1g
    1/5
    P
    Thrust Sword
    Nunchaku
    1g
    1/3
    B
    Chain
    Tonfa
    1g
    1/3
    B
    Club
    Ranged
    Bolas
    1g
    1/4
    B
    Bolas
    Shortbow
    1g
    1/4
    P
    Bow
    Short Sling
    1g
    -
    B
    Sling
    Medium Weapons
    Battleaxe
    1g
    2/3
    S
    Axe
    Flail
    1g
    2/3
    B
    Chain
    Long Sword
    1s
    1/2
    S/P
    Straight Sword
    Mace
    1g
    2/3
    B
    Club
    Rapier
    1g
    1/2
    P
    Thrust Sword
    Sabre
    1g
    1/2
    S
    Backsword
    Short Spear
    1g
    2/3
    P
    Spear
    Warhammer
    1g
    2/3
    B
    Hammer
    Ranged
    Long Bow
    1g
    1/2
    P
    Bow
    Long Sling
    1g
    -
    B
    Sling
    Large Weapons
    Estoc
    1g
    1
    P
    Thrust Sword
    Falchion
    1g
    1
    S
    Backsword
    Greataxe
    1g
    1
    S
    Axe
    Greatsword
    1s
    1
    S/P
    Straight Sword
    Kanabo
    1g
    1
    B
    Club
    Maul
    1g
    1
    B
    Hammer
    Meteor Hammer
    1g
    1
    B
    Chain
    Spear
    1g
    1
    P
    Spear

    Armor and Shields

    There are two types of armor: Light and Heavy.

    Armor List
    Item
    Cost
    Load
    Location
    Armor
    Light
    12g
    1
    Torso
    Heavy
    24g
    2
    Torso
    Shield
    1g
    1
    Torso

    Light Armor is designed to provide some defense and impair as little movement as possible.
    Bonus
    • +1 Armor
    Impairs
    • Blast
    • Sprinting and Swimming
    Examples of Light armor:
    Lamellar, Brigandine, Breast plate, chain shirt

    Heavy Armor focuses more on defense than mobility, and generally covers head to toe.
    Bonus
    • +2 Armor
    Impairs
    • Ranged Strikes
    • Jumping, climbing, and jogging
    Impairs Twice
    • Blast
    • Sprinting and swimming
    • Prevents use of Acrobatics and Sneak Tricks and Arcana
    Examples of Heavy Armor:
    Scale, Ring, Splint, Laminar, Plate, o-yoroi

    Shields
    Bonus
    • +1 Shield bonus to Guard
    Impair
    • Impairs Blast
    Large shields
    Bonus
    • +1 Shield bonus to Guard to you and peple you Cover
    Impair
    • Impairs all Attacks