Simple - Combat System
Simple - Combat System
All of the numbers being added to dice rolls are considered bonuses and do not have the ability
to count as a ten on attack rolls (if you rolled a 9 and had a +1 bonus it does not count as rolling
a ten for a combat roll!).
Attacks
When you attack you must have an accuracy score that is higher than the target limb’s evasion.
you make an attack when you use a skill or the attack action to deal damage or apply a negative
effect. you and the target roll a d10 and add your d10 dice roll to your accuracy, then subtract
your accuracy by the dice roll and evasion for this attack. If you're left with a number larger than
0 than you hit, then deal damage equal to your damage stat to the target limb, if the target limb
hp is half then the limb is automatically crippled, if you rolled a 10 then 25% of the damage of
your attack is added as a 3 second bleed effect and you automatically hit. If you miss an attack
that fires a projectile the projectile keeps going until it reaches the end of its range. Every unit
has an attack known as the basic attack, it deals the amount of damage you have and takes 0.3
seconds, its damage gets replaced by whatever weapon you have in whatever limb you are
using, you may use your leg, arm, or head to attack, if you attack with your head you will bite
and deal 4 times the damage but also half your head’s evasion for 1 second after you make the
attack (you may optionally make all of your attacks that occur back to back happen in one attack
if it won’t affect how much damage you would deal), if you have 2 weapons in each hand (a
sword and shield would be fine) then get the dual wielding penalty on your attack, lose 25% of
your accuracy and increase your attack time cost by 20%.
Guard and movement (and how much space you take up)
You may take the guard action on your turn, it takes 0.6 seconds, uses your torso and during
that time and during the time cost and for 0.4 seconds seconds after it is used you take 50%
less damage and allows you to redirect hits to a different limb (excluding AOE and rolled 10’s),
guard does not stack with itself. You may take the move action, it takes 1.2 seconds and you
move a number of feet equal to your speed or less in 1 direction to an unoccupied area and you
must have at least 1 leg, if you have only 1 leg your speed is halved. all races excluding giants
take up a 2 feet wide circle and an area above that which is equal to your height (or optionally 6
feet, 12 for giants.). If you have no legs you may use an arm to move an amount of feet equal to
your strength.
AOE and explosions.
When you are damaged by an explosion you will have your limbs take all of the damage of the
explosion along with your overall hp (an example would be all limbs losing 2 hp and you losing 2
overall hp), the explosion will not have to deal with your evasion, the projectile that caused the
explosion will.
Time and actions
When you are in combat you go second by second, every turn someone maps out what they will
do next, you get to take your turn again after your action is finished (if A took a 1 second long
action then B could pack in a few more actions that add up to a second or more before A could
go again.), all of the actions happen at the same time (if an attack took 0.2 seconds and a
second attack also took 0.2 seconds and they were started the first second of combat the
attacks would happen at the same time) whatever action takes less time happens first and when
combat first starts you choose one action to do, actions happen after the time cost is paid. You
may make a check to stop a skill being used, if the skill is of a part of THE HEXEN™ that is
based off of a SEIPAC stat (such as the strength section) then you make a check with a CR of
the enemies stat in that SEIPAC stat and you make a roll that uses your points in that SEIPAC
stat, if you succeed then the skill is stopped and its time cost is removed, if used with the rest of
THE HEXEN then use the enemies and your intelligence. If an action costs something then the
cost must be paid before the time cost ticks down, and no refunds if the skill was stopped.
Armor
If you land an attack you must contend with armor, ARP for physical armor or ARM for magical
armor, ARPM for both, this is called armor class, armor is shown as x/x, the x on the left is how
much damage from an attack the armor takes before you take it (armor absorption), the x on the
right is how much damage the armor can take before it gets destroyed and can no longer take
damage for you (armor hp). Armor that applies a shared “pool of armor” to all limbs is shown by
the overall hp. ARP and ARM only absorb 50% of the other damage class unless the other
armor class is present.
Riding units
Some units might ride other units, they can still be attacked while riding but their evasion is
increased by the unit they are riding’s evasion. When a unit with a unit on top of it dies then the
rider must dismount for 2 seconds.
Hunger effects
You have 100 hunger, you lose 5 hunger every day, (hunger may also account for thirst if your
game master wants it to). Hunger effects work like mind effects but they are the same no matter
who you are.
80 hunger: -1 max rev.
60 hunger: -25% damage, +25% damage taken.
40 hunger: -50% speed and accuracy.
20 hunger: your legs are now nonfunctional, they are still there but they act like they are
severed along with -25% damage and +25% damage taken.
10 hunger: you have gone blind from hunger and have -90% accuracy along with -90% on any
checks you made involving perception.
0 hunger: die instantly.
Rev points
Rev points are points you get every 6 seconds in combat, a point of rev increases all damage
you deal by 10%, speed by 1 and accuracy by 20% (minimum of 1). Most species have a max
of 3 rev points and rev points damage will be added after all other percentage increases and
without buffs, the percent will be separate from other percents and only stacks with itself.
Cripple effects and limb loss
When a limb is at 50% of its max hp it will become crippled until healed to 100% of its max hp, a
limb is severed when it is at 0 or less hp and will make you bleed heavily, the bleed is equal to
the torso bleed effect, a list of limb cripple effects and severed effects is below.
Head: makes all your dice rolls and bonuses be reduced by 50%, instantly kills you if severed.
Torso: makes you gain a bleed effect equal to 10% of the attacker’s damage with infinite
duration, the bleed effect ticks every minute when not in combat.
Arm: gives you the dual wielding penalty on that arm, lose the ability to hold items or otherwise
use the arm when severed.
Leg: halves your speed rounded up, +10% perception on enemy attacks against you, +100%
time cost to move when severed.
Wing: halves your flight speed rounded up, double the time cost to move while flying when
severed.
Damage types
Damage types fall into damage classes, blunt, piercing and slashing damage are damage types
that unless otherwise specified deal physical damage.
When you roll a 10 and are dealing blunt, piercing or slashing Damage then you apply an effect
below
Blunt: add a stun effect that lasts for one second and has the effect of your damage.
Piercing: apply a cripple effect to the limb.
Slashing: double the effect of the bleed that is always added on a 10.
Likewise magical damage types exist and are from the magical damage class unless otherwise
specified.
Necrotic: deal 50% more Damage to holy.
Holy: deal 50% more damage to necrotic.
Arcane: deal and take 50% less damage to holy and necrotic.
Aether: take 100% more damage from all magical damage types but deal 100% more damage
to all magical damage types.
Fire: deal 100% more damage to aqua.
Earth: take 50% less damage from fire, aqua and air.
Aqua: deal 100% more damage to fire.
Air: take 50% less damage from fire, earth and aqua.
Magical damage types are be applied to entities if they are using a weapon of that damage type
and armors or skills can have their own types.
Status effects
Status effects are shown like this X/X the first x is the effect severity or just the effect for short,
the second x is the duration in seconds, every time a second pass in combat since the effect
was applied the effect will tick, causing the effect to happen and lose 1 second of duration, if the
duration reaches a number below 1 the effect stops happening. The list of effects are below,
sometimes effects are shown as lv/x, lv is short for level and means that the effect severity is
equal to your character’s level, these effects are the most widespread and are also named.
If a status effect is applied and you have it out of combat it should tick once every minute
instead of second.
Bleeding/bleed: this effect causes every tick to deal damage equal to the effect to the overall hp
and limb this effect gets applied to, this damage ignores all armor.
Burning/ burn: this effect causes every tick to deal damage equal to the effect to the limb it is
applied to and the target’s overall hp as fire damage, but this fire damage counts as physical
damage.
Brambles: when the limb performs an action take physical earth damage equal to the effect and
remove a tick.
Poison: this effect causes every tick to deal necrotic damage equal to the effect to the overall hp
to the person it is applied to, ignoring ARM and ARP.
Rage: increases speed and damage (damage increase is 0.5 per 1 effect) to the person it is
applied to by the effect.
Hexed: increases all damage taken by the effect, ticks only go down when hit and decrease by
1 per hit.
Stun: increases time cost of any action taken by the affected limb by the effect times 0.1, ticks
only go down when an action is made with the afflicted limb.
Void: when ticks deal damage equal to the effect times the amount of ticks left on the longest
lasting status effect on the target.
Healing over time: heal a limb and overall hp by the effect, ticks every second.
Hunger drain: drain the hunger of the target by the effect, ticks once every second.
Important information about percents and other things
all percentages are additive for seipac stats, anything else does not add with seipac stats but
they do add with each other, example would be having 2 points in endurance and having the
perk (check character creation for list of perks) overalldurance, the 30% would not be added to
the 40% overall hp given from the points put into endurance, you would have to calculate your
overall hp plus 40% and then calculate that number increased by 30%, any numbers that are
not percents and are buffs are added last so percents do not increase the number more. Along
with this when hp of something is increased it uses the max hp, the max hp is shown in the race
stats, healing increases the current hp but cannot go past the max hp.
Combat tips!!!!
ambush/special area event
If you run a combat in an area (take Dustin/Melgan campaigns for example) that has unique
characteristics you should consider making an ambush or event, lets say on the last wave of
enemies in an enemy gauntlet for a woods with goblin inhabitants a bunch of goblins are
launched from barrels and are stuck in it for a few seconds or until the barrel takes enough
damage. For something like a grave yard, ghosts and zombies can rise from the ground.
CHARACTER CREATION
CHARACTER CREATION
You have now decided to make a character, first your character must have a level, You gain 3
points to put into your SEIPAC stats per level your character has and your game master
chooses what level your characters are at. It is recommended to write a short backstory and
some personality traits or description of your character for roleplaying.
Races
During character creation, you must first choose a race. (overall hp is equal to the chest’s max
hp)
Human
Appearance: look in the mirror.
Stats: head: 5 hp 7 evasion, chest: 12 hp 4 evasion, arms: L&R 6 hp 6 evasion, legs: L&R 7 hp
5 evasion, 0.1 damage (p) 3 feet speed 3 feet unarmed range.
Special: you may spend 1 rev point to gain half of your level on your next roll.
Howler
Appearance: humanoid with pink, red or maroon skin like scales, they have really small dot-like
eyes that are hidden beneath thin scales. They have a large mouth like a t-rex and they lack
ears as they have small holes where the ears go. Noticeably bald.
Stats: head: 6 hp 6 evasion, chest: 14 hp 3 evasion, arms: L&R 8 hp 5 evasion, legs: L&R 10 hp
4 evasion, 0.1 damage (p) 3 feet speed 3 feet unarmed range.
Special: when at full rev spend all of your rev points to howl, the howl takes 2.5 seconds and
makes everyone in a 20 feet radius lose 1 perception per level the howler has for 5 seconds.
Howlers have perception, and attack rolls reduced by 50%, get 50% damage taken at max rev.
Furfolk
Appearance: humanoid with grey fur all over, they have ears on the top of their head that are
like those of a husky, they have sharper K-9 teeth than a person (hehe), short snouts and they
have paw-like clawed hands, they still grow hair like humans but it tends to be the same as their
fur color.
Stats: head: 5 hp 7 evasion, chest: 12 hp 4 evasion, arms: L&R 6 hp 6 evasion, legs: L&R 7 hp
5 evasion, 0.1 damage (p) 3 feet speed 3 feet unarmed range.
Special: they lose 50% more mind when an ally is not in unarmed range of them, they lose 50%
less mind when an ally is in unarmed range of them. they have 100% more unarmed damage,
mind effects are doubled when an ally is not within your unarmed range. You may spend 1 rev
point to gain mind equal to all of the allies in your unarmed range.
Ork
Appearance: orks are about 2-5 inches taller and are a bit wider than humans, they are also
light to dark green, they have pointy ears that stick out as if a dog’s ear was sideways. They
have an overbite with two tusk like teeth. They are more muscular than the average person.
Stats: head: 7 hp 7 evasion, chest: 16 hp 4 evasion, arms: L&R 9 hp 6 evasion, legs: L&R 11 hp
5 evasion, 0.2 damage (p) 3 feet speed 3 feet unarmed range.
Special: strength gives 10% more damage per point. Lose 20% more mind, lose 1 point of rev
every time you lose 10 mind or more all at once.
Feather folk
Appearance: feather folk have blue, red or purple feathers covering their body and many more
on their head instead of hair, they have wings and hands at the end of their wings, their feet are
talons that can function like arms to carry things when they are flying. They have beaks that are
jagged on the inside so they can chew food.
Stats: head: 5 hp 7 evasion, chest: 12 hp 4 evasion, arms: L&R 6 hp 6 evasion, legs: L&R 7 hp
5 evasion, 0.1 damage (p) 3 feet speed 3 feet unarmed range.
Special: bite is replaced with peck: it no longer lowers head evasion and causes double damage
when you roll a ten for your attack roll. feather folk can fly using their wings, their fly speed is
half of their movement speed and they fly by using the move action, they need two wings to fly.
Their legs can hold and use items like arms only when flying. Their limbs get crippled at 75%
hp.
Giant
Appearance: giants are 9-12 feet tall on average, they are a sickly somewhat greenish pale
color, they have two maroon antennas on the top of their head that curl up a bit at the ends.
Stats: head: 10 hp 4 evasion, chest: 24 hp 1 evasion, arms: L&R 12 hp 3 evasion, legs: L&R 14
hp 2 evasion, 0.5 damage (p) 3 feet speed 5 feet unarmed range.
Special: giants have a double sized hit box than humans. they can dual wield without the
penalty. They use double the amount of hunger every day and for every skill.
Goblin
Appearance: goblins are usually 3 to 11 inches shorter than the average person and have
pointy dog-like ears sticking out from the sides of their heads, they come in various light greens.
Stats: 3 hp 8 evasion, chest: 10 hp 5 evasion, arms: L&R 4 hp 7 evasion, legs: L&R 5 hp 6
evasion, 0.1 damage (p) 4 feet speed 2 feet unarmed range.
Special: goblins gain double the speed from every point of agility, goblins also gain 1 evasion
per rev point.
Elf
Appearance: elves have pale skin and pale freckles all over their chest and legs, they are 3 to 8
inches taller than the average human and are blond or have streaks of blond in their hair.
Stats: 4 hp 7 evasion, chest: 10 hp 4 evasion, arms: L&R 5 hp 6 evasion, legs: L&R 6 hp 5
evasion, 0.1 damage (p) 3 feet speed 3 feet unarmed range.
Special: elves have 1 more max mind per point of rev they have.
Demon
Appearance: a red humanoid with horns on the side of their heads around where their temples
are that are purely decorative, they have orange blood that reacts violently outside the body.
Stats: head: 5 hp 7 evasion, chest: 12 hp 4 evasion, arms: L&R 6 hp 6 evasion, legs: L&R 7 hp
5 evasion, 0.1 damage (p) 3 feet speed 3 feet unarmed range.
Special: when a limb is crippled, severed, given the bleed effect or the demon dies they lose all
of their rev points and make an explosion with damage equal to your level, has a 5 foot radius,
does not affect you and deals fire damage. Demons take 50% more damage from aqua and
holy damage.
Arachnoid
Appearance: they have dark grey bodies and red eyes like a spider, they also have 6 fake eyes
on their face that are small, they release a small amount of a black dye like substance from their
head, they have 4 legs that make the arachnoid look like they are a centaur with high up legs,
they have an abdomen that shoots sticky silk and it protrudes from the lower back. They do not
have hair but can use their silk and dye as a wig.
Stats: 5 hp 7 evasion, chest: 10 hp 4 evasion, arms: L&R 6 hp 6 evasion, front legs: L&R 7 hp 5
evasion, back legs: L&R 8 hp 4 evasion, abdomen: 10 hp 3 evasion, 0.1 damage (p) 6 feet
speed 3 feet unarmed range.
Special: you may use 2 hunger to make 1 foot of sticky silk, you may use 5 hunger and all of
your rev points to shoot out a ball of silk that has an AOE of 3 feet and makes it so that anyone
caught in it will have to make a strength check with a challenge rating of the arachnoid’s level
times 3, the ball has a range of 15 feet. Arachnoids take 50% more damage from bludgeoning,
fire and aqua damage types and all limb cripple effects are doubled, arachnoids abdomens
have the same cripple effect as the chest and cause the arachnoid to no longer be able to
produce silk.
bunnyites
Appearance: bunnyites are covered in fur, this fur is usually blond to a very white yellow, they
have somewhat larger legs and large bunny ears on the top of their head.
Stats: head: 4 hp 7 evasion, chest: 12 hp 4 evasion, arms: L&R 5 hp 6 evasion, legs: L&R 9 hp
6 evasion, 0.1 damage (p) 5 feet speed 3 feet unarmed range.
Special: evasion is doubled when you have max rev points.
Ensliner
Appearance: ensliners have yellow slug-like bodies with round heads and no legs making them
rather short, they have dark blue shells on their backs and instead of arms 2 tentacle-like dark
blue appendages that act like arms and legs.
Stats: head: 5 hp 7 evasion, chest: 12 hp 4 evasion, arms: L&R 6 hp 6 evasion, 0.1 damage (p)
3 feet speed 3 feet unarmed range.
Special: the shell on their back has your endurance score times 5 hp and is treated like a
bodypart with no evasion or cripple effect and it takes all damage from behind the ensliner, lose
50% of their speed rounded down if they have more than 1 arm holding an object.
Dragon-born
Appearance: Dragon-born have many thick scales, they come in every color of the rainbow,
their heads resemble those of a dragon and they have small thin tails that serve no use and
have little feeling.
Stats: head: 8 hp 7 evasion, chest: 18 hp 4 evasion, arms: L&R 10 hp 6 evasion, legs: L&R 12
hp 5 evasion, 0.1 damage (p) 3 feet speed 3 feet unarmed range.
Special: all limbs have an individual lv times 0.5/lv times 5 ARP, this armor can be healed
instead of health if you wish. you may spend a point of rev to cast fireball, waterball, earthball, or
windball without learning them with an additional 5 hunger cost, healing is 50% less effective on
them, rev points no longer grants a damage bonus.
Axolotilites
Appearance: they resemble axolotls but if they were tailless and had skin that could be every
color of the rainbow, they have similar proportions to a person and hair, they have small
decorative gills on the side of their head.
Stats: head: 5 hp 7 evasion, chest: 12 hp 4 evasion, arms: L&R 6 hp 6 evasion, legs: L&R 7 hp
5 evasion, 0.1 damage (p) 3 feet speed 3 feet unarmed range.
Special: when at full rev an axolotilite can regrow a lost limb with hp equal to their constitution, it
takes 1 minute and costs 20 mind and 20 hunger, for 1 minute afterwards you cannot gain rev.
Steel-hearts
Appearance: various humanoid shaped automatons, they can look more akin to other races,
they tend to have gray, blue, or black steel plates on their chest, legs, arms and have a 3d
hexagonally shaped head. Their joints are made out of a black rubber and are usually not
covered with metal, they still have mouths but they may be on their chest or head.
Stats: head: 7 hp 7 evasion, chest: 16 hp 4 evasion, arms: L&R 9 hp 6 evasion, legs: L&R 11 hp
5 evasion, 0.5 damage (p) 3 feet speed 3 feet unarmed range.
Special: become immune to bleed or poison, take 20% less piercing, slashing, earth, necrotic,
and air damage, take 20% more aqua and holy damage, you may gain rev points but they no
longer provide any stat increases.
Zombified
A special “race” that can be applied to other races.
Appearance: zombies look like a rotting, green or very dark green version of the race the person
used to be.
Special: zombies have 25% less max limb hp and max overall hp rounded up to the nearest 1.
And have 200% more unarmed damage (added after SEIPAC). When at full rev bite will cause
the target to come back as a zombie when dead with all of the same skills and SEIPAC stats as
before as if necromancy was used.
skeletal
A special “race” that can be applied to other races.
Appearance: skeletons are the skeleton of the person that has become a skeleton, the bones
are a slight shade of purple due to the magic reanimating them.
Special: skeletons have 50% less max limb hp and max overall hp rounded up to the nearest 1.
They are immune to bleeding, stun, poison and any form of disease. They become a bone pile
upon death with 1 hp per level, and they climb back up with 1 overall hp when they gain 1 rev as
a bone pile, this does not work if the head or torso have been severed, the skeleton just dies
instead.
Ghostly
A special “race” that can be applied to other races.
Appearance: ghosts have the appearance the who the previously were but bluer and slightly
clear, their legs become ghostly tails when they fly.
Special: ghosts have 50% less max limb hp and max overall hp rounded up to the nearest 1.
Ghosts take 90% less physical damage and 25% more necrotic, holy, arcane and aetherial
damage, ghosts can fly at a speed equal to their speed as long as they have 2 legs.
Mind effects
You must choose a mind effect during character creation, there are 4 to pick and when you are
at or below an amount of mind you will experience more effects, some effects are stated to be
similar to “a loss of motivation” or “crippling fear” these are for roleplaying out of combat! (I
recommend giving bosses mind effects, you can play with this off but it may mess with
balancing greatly.)
Phobia: First choose a phobia (from the list: necrophobia, rhabdophobia, zoophobia,
teratophobia and nosophobia). If you can use your senses to detect your phobia you will lose 1
mind every second in combat and 1 mind every minute out of combat, along with all dice rolls
and evasion being reduced by 50%.
80 mind: gaining rev now takes 7 seconds instead of 6. You have a feeling of slight paranoia.
60 mind: all mind loss is increased by 10% along with -1 max rev when you have the phobia
effect, everything you are scared of is starting to get scarier.
40 mind: you lose 25% of your speed and accuracy while afflicted with phobia. You feel like
flight or fight isn’t going to work anymore.
20 mind: you gain panaphobia, (the fear of everything) which makes your phobia effect is
always active. You're always scared, even of your own party members.
0 mind: you gain panaphobia permanently and it replaces your chosen phobia. Uh oh.
Uncontrollable rage: you have the avenger perk but it makes you do one of the following (you
choose during character creation) : lose 2 mind or lose 3 hunger.
80 mind: avenger now activates when an ally takes damage. This fighting is angering you.
60 mind: if avenger activates you must make one attack in as close to 1 second as possible,
you may target yourself if no other targets are around and also cancel your skills to attack. You
just have to hit something before you burst out in rage even more.
40 mind: avenger now activates when you take damage. Pain is infuriating and inflaming.
20 mind: when avenger is activated you lose 50% more mind from all sources for 1 second and
you must now do 2 attacks when avenger is activated and you now have double accuracy
against you. You just have to hurt, you have to inflict pain
0 mind: you must make 1 attack every 3 seconds in combat and once per hour out of combat
permanently. You have a permanent anger and urge to hurt and kill.
Bottled emotions: during character creation choose from the following, -4 max mind, make all of
your mind effects occur 2 mind earlier or gain 50% less mind.
80 mind: half your max rev rounded up. Along with loss of motivation.
60 mind: halve all of your dice rolls and bonuses rounded up. Along with slight tiredness.
40 mind: if you fail a roll you get a 0.5/1 stun effect, this includes attack rolls that miss, lose 1
mind on failed skill checks. Why try after failing anymore.
20 mind: you gain 25% less mind, increase the challenge rating of all checks by 50%.
Everything is harder and just not as enjoyable as it used to be.
0 mind: gain no mind from external sources. permanently increase the challenge rating of all
checks by 50%. Nothing seems to make you happy or even feel anything
Never there: during character creation choose from the following: -75% mind gained or -75%
bonuses on attack rolls.
80 mind: half all perception rolls and bonuses. You hear whispers and see shadows move.
60 mind: lose 50% more mind, skills take 0.3 seconds longer. You start feeling like something is
watching and taking control of your limbs.
40 mind: any failed perception checks cause you to hallucinate, these hallucinations can take
any form, preferably one that is relevant to the character,these hallucinations cause you to fail
any perception checks while under 40 mind.
20 mind: half your intelligence and charisma rolls and bonuses. Everything starts looking and
sounding different, scarier and distorted.
0 mind: permanently hallucinate when failing a perception check when under 80 mind. You can't
tell what is real or fake.
Perks
The next step of character creation is choosing SEIPAC stats (see core rules), after that you
may spend the XP you get from your stat points to get perks that influence your character, perks
are listed below with the cost shown above the listed perks, you may not take the same perk
twice unless you have taken all of the perks of the same SEIPAC stat. (optional rule: you may
take a -(negative) version of a perk to gain its cost in XP but the perk’s effect is reversed, so -
adrenaline rush would make you lose 2 rev when under 50% hp but you have 2 strength xp.).
Strength perks
1 strength xp
Jaw strength: increase your bite damage by 100%.
Hard knuckles: unarmed damage is increased by 50%.
Dual wielder: face 50% less dual wielding penalties.
Great wielder: you can hold 2 handed weapons with one hand but the dual wielding penalty’s
attack time cost penalty is doubled.
Avenger: when you or an ally gets a limb crippled, severed or dies you gain 50% more damage
and 20% more accuracy on your next attack.
Amped up: every point of rev gives you 1 evasion to all limbs that are not affected by any
evasion buffs.
2 strength xp
Bruiser: double the effects of cripple effects you apply.
Limb breaker: when you roll a 10 on your hit roll you instantly cripple the limb.
Heavy blow: when you roll above a 6 on your hit roll you may choose to knock back the target
by 2 feet per point in strength and every rev point you have.
Fast rev: increase max rev by 1 and get your rev points 1 second faster.
Angry rev: rev increases damage by an additional 10%.
Adrenaline rush: you gain 2 rev that can go past your max rev and double your strength rolls
when under 50% overall hp then revert it to normal after your overall hp is more than 50%.
Cutter: bleed effects you give last twice as long.
3 strength xp
Leg day: increase all of your damage done by your leg(s) by 50% and increase leg evasion by
50%.
Arm day: increase all of your damage done by your arm(s) by 50% when you have at least 1 rev
and increase range of your projectiles by 50%.
Pitcher: projectile range is increased by 50% and damage with projectiles is increased by 25%.
Overkill: you have no dual wielding penalty even when limbs are crippled.
Terrifying presence: make enemies have the phobia effect they would have as if they had the
phobia mind effect only if they are within 4 feet of you.
Warrior: increase your damage by 20% and increase overall hp by 10%.
Endurance perks
1 endurance xp
Strong bones: take 10% less damage to crippled limbs, cripple effects duration is halved.
Armdurance: your arms gain 25% max hp.
Legdurance: your legs gain 25% max hp.
Headurance: your head gains 25% max hp.
Thick skull: your head can only be crippled at 25% hp or lower
Guardian: your guard is 10% more effective at blocking damage.
Flesh wound: you no longer bleed on limb loss.
2 endurance xp
rev healer: heal 0.5 overall hp times your endurance when you gain a point of rev.
Overalldurance: increase your overall hp by 30%.
Rehealing: increase all healing you get by 20%.
Lead veins: you become immune to bleed and take 50% less damage on rolled 10’s.
Long guard: your guard lasts 50% longer.
Poison proof: take 50% less necrotic damage and poison lasts 50% shorter rounded up.
3 endurance xp
Iron will: if your overall hp drops to below 1 hp then leave you overall hp at 0 and gain 1 overall
hp and 1 overall hp equal to your endurance score and lose 50 mind, this only works if your
mind is above 50.
Stone skin: take 20% less damage from all sources, and an additional 30% less damage from
AOE attacks.
Endless endurance: become immune to cripple effects that are not from low limb hp and
severed limbs can be reattached, the limb cannot be reattached if it has been more than 15
minutes with it severed.
Hardline: decrease damage taken by 10% per point of rev you have and gain 1 max rev.
Limbdurance: increase hp of all non chest limbs by 50% but lose 10% chest and max hp.
Effective immunity: become immune to poison, bleed and burn.
Spiked skin: deal 20% of your damage back to attackers 1 time per second.
Intelligence perks
1 intelligence xp
Improved technique: you may use your intelligence score instead of your perception score when
you attack.
Control of mind: increase max mind by 10.
Medic: increase any healing you give by 10%.
Meditation: lose 50% less mind while guard is active.
2 intelligence xp
Resilient brain: gain 15 max mind and gain another 10 when at full rev.
Insanely scientific: double your intelligence score if your mind is below 50.
Clear mind: when your mind is above 90 you gain your intelligence score on all of your rolls.
Facts and logic: add your intelligence score to any charisma checks.
Reading comprehension: all skills that you have from an item cost 25% less mind.
Thinker: all skills are 100% more effective and have 50% more time cost.
3 intelligence xp
Mastermind: you may add your intelligence score to any rolls you make.
Unfazeable: gain 10 max mind and all mind effects happen when you are at ten less mind
(excluding effects at 0 mind).
Great memory: when you use a skill 2 times in a row, lower the time cost by 50% the next time it
is used (does not stack with itself).
Lock in: gain rev equal to your intelligence score when you start combat.
Explosive visualization: skills with an AOE effect deal 50% more damage.
Perception perks
1 perception xp
Hearing: lose 50% less accuracy, perception and range when you are given a debuff to those
stats.
Precision: increase your accuracy by 25% rounded up if it is less than your previous hit’s
accuracy or decrease it by 10% if it is greater than it rounded down.
Accurate: treat all rolls as if they rolled a number that is one greater than the one rolled (except
10’s).
Fully accurate: when your rev is maxed out you cannot miss attacks.
Paranoid alertness: for every 10 mind you are missing increase accuracy by 1
2 perception xp
Paranoid alertness: increase accuracy by 1 for every 10 mind you have lost, this lowers by 1
when a total of 10 mind is gained, +1 on all perception rolls when mind is below 80.
Scavenger: you can swap, use (non weapon items) and steal items 50% faster.
Eagle eyed: increase all perception rolls by 25% and decrease any perception and range
debuffs effect by 50%.
Sightless sense: if you have a perception, accuracy or range debuff your damage, speed, and
accuracy increase by 50%.
Visual learner: add half of your perception score to any intelligence rolls and add half of your
intelligence score to your perception rolls.
Predictive sense: guard makes any skills 50% less accurate against you.
3 perception xp
Piercing sight: if your accuracy is higher than your target’s evasion your attack will roll a 10.
Overperseptive: double all bonuses to your accuracy rolls or perception checks.
All seeing: you now have immunity to any perception and range debuffs.
Sniper: attacks made with projectile weapons have double the accuracy bonuses and apply
double the bleed on a rolled 10.
Hunter’s instinct: any enemy you have damaged will have 50% less evasion, effect expires 1
second after enemy is hit before being able to be applied again, does not stack.
Agility perks
1 agility xp
runner: increase movement speed by 20% (rounded up).
Dexterous: increase agility rolls by 25%.
Balanced: take 50% less knockback from all sources.
Armvasion: increase evasion of arms by 1.
Legvasion: increase evasion of legs by 1.
Headvasion: increase evasion of your head by 1.
Chestvasion: increase evasion of your chest by 1.
2 agility xp
Unmovable: take 25% less knockback and take 50% less damage from all attacks that have a
knockback effect.
Marathon: 50% less time cost for moving, 50% less speed when you move and 50% less speed
lost from status effects.
Speedy: moving has 20% less time cost.
Rushing bull: when you move you may move into someone and knock them back by your
speed.
3 agility xp
Dodge run: increase your evasion by 50% during the time cost when you take the move action
move.
Scout: add perception score to your speed (as feet) and add agility score to any perception
checks.
Speed casting: reduce time cost of all skills by 0.1 seconds and by an additional 0.1 seconds if
the time cost is over 2 seconds.
Slight of hand: reduce skills time cost and basic attack time cost when at max rev by 0.2 and 0.1
respectively.
Restless: spend one point of rev to instantly move half of your speed, rev increases speed by 1.
Charisma perks
1 charisma xp
Meanie: debuffs gain 25% of your charisma score rounded up as effect.
Boastful: when you succeed a skill check increase your charisma bonuses by 50% for your next
roll.
Mesmerizing: when you succeed a charisma check slow all enemies that could see or hear
you’s next attack or skill by 0.2 seconds.
Sign language: “speak” sign language, making any skills that need you to talk no longer require
it.
Allied: Any summoned allied units gain a temporary 0.5 second long effect that makes them
immune to damage, duration is doubled and happens after the three seconds of guard if war
pigs is active.
catchphrase: you get an annoying catchphrase that lets you instantly make someone angry with
50% lower cr than normal for charisma checks that involve taunts (taunt skill acts as if this perk
gave you a +1 charisma bonus).
2 charisma xp
Bully: if you succeed in a roll in which you use a charisma bonus then you may make the
target’s next roll and bonuses are reduced by 50%.
Encouraging: any buffs that you give have 50% more effect.
Eloquence: you may reroll any charisma check, you cannot reroll the same check more than
once.
Calm aura: any allies that are within unarmed range have no mind effects take place until they
leave (excluding any permanent effects).
Sticky words: all effects applied by you have 1 more tick.
Bandwagon fallacy: for every unit allied to you or other players, (other players do not count as
allied) lower the CR of any charisma checks by 1.5 rounded down.
3 charisma xp
Just empathy: gain 1 charisma on any charisma rolls per effect and 10 mind below 100 mind
made towards someone with previously mentioned afflictions..
Courage: mind effects are reduced by 50%.
Manipulation: if you roll more than 150% of the difficulty check for any charisma check you get
to instantly succeed your next charisma check against that person.
Pack tactics: everyone in your unarmed range gets dice rolls increased by 50%.
Insane charm: increase your charisma bonuses for every 10 mind from you have lost.
War pig: all summoned creatures gain 1 rev and have guard active for 3 seconds when
spawned/summoned in.
Premade player characters
The following are premade player characters that you get to choose perks for, these work best
in most settings and premade campaigns. Slight modifications should be made for backstories.
Zane Thunderfury
Level 5, human stats.
S.4 E.4 I.3 P.0 A.1 C.3 perks: you pick!
Overall hp: 21.6 damage: 2.7 (p,s/p) range: 6 feet speed: 4 feet
Head: 9 hp, 3/30 ARP chest: 21.6 hp, 3/30 ARP arms: L&R 10.8 hp, 1/10 ARP legs: L&R 12.6
hp, 1/10 ARP.
Starting items: copper longsword, copper helmet, copper chestplate, leather gauntlets, leather
leggings, copper shield.
Starting skills: healing light, smite, group rally, aura of retribution, guard+.
Appearance: equipped with painted white armor, Zane’s true body is hidden by it, they are a
green tentacle creature with many eyes, only two eyes actually work, the underside of their
tentacles are yellow.
Zane is a new paladin who was transformed into a tentacle creature with many eyes, they feel
trapped in their new body so they decided to never be seen under their armor, they are now on
a holy quest to get turned back to normal.
Kanny Argus
Level 5, fur folk stats.
S.0 E.1 I.4 P.4 A.4 C.2 perks: you pick!
Overall hp: 14.4 damage: 3.6 (m, arcane) range: 23 feet speed: 7 feet
Head: 6 hp chest: 14.4 hp arms: L&R 7.2 hp legs: L&R 8.4
Starting items: prinkest wand, mana vessel, scroll of needleworm, empty spell scroll.
Starting skills: needleworm (from item), teleport, hex, arcanic beam, magic missile, arcane
dance.
Appearance: she is covered by a blue robe and pointed hat lined with gold.
Kanny is a recent graduate from a magic college, she wants to find new people and have
adventures rather than be stuck making mass produced potions and spell scrolls.
Barcel Breakbrick
Level 5, howler stats.
S.5 E.5 I.1 P.1 A.3 C.0 perks: you pick!
Overall hp: 28 hp damage: 3 (p,s) range: 9 feet speed: 6 feet
Head: 10 hp, 1/5 ARM chest: 28 hp arms: L&R 12 hp 1/5 ARP legs: L&R 14 hp
Starting items: stone battle axe, blessed howler crown, bone gauntlets.
Starting skills: rage, great slash, taunt, blood golem, dash.
Appearance: he wears a tan toga and a howler crown made of woodwark and dried grass.
Barcel is a howler from the cliffs, he has trained for a great adventure his whole life to bring
honor to themself, their family, and their clan.
Clemintine sulfuric
Level 5, demon stats.
S.0 E.5 I.3 P.3 A.0 C.4 perks: you pick!
Overall hp: 36 hp damage: 0.4 (p) range: 3 feet speed: 3 feet
Head: 15 hp chest: 36 hp arms: L&R 18 hp, 3/30 ARP legs: L&R 21 hp
Starting items: copper gauntlets, still beating heart.
Starting skills: fireball, flaming touch, meteor storm, healing hugs, cure.
Appearance: she dawns a long white dress, with gold horn rings and a tall but gentle stature.
Clemintine started her life in the cruelty in the sulfur pits, she saw the take over from a horrible
large scale kidnapping and mining operation, she took a deal from a mysterious man named
Zorgoloth, now she must put a stop to the mines and anyone who enables them.
ITEMS
ITEMS
The following are pre-made items to give to players and enemies, it is recommended to give
new characters at least 1 weapon. Holding a weapon means one of your hands are full, some
weapons specify if they use 2 hands instead of 1. Weapons replace your damage and time
cost for your attack with their own and add their range to your own, projectile weapons replace
range.
Weapons
Wooden longsword
Weapon, deals slashing or piercing damage, strength weapon. 3 feet range.
0.5 damage, 0.4 attack time cost, 50% extra damage to unarmored limbs, -50% damage to
armored limbs.
stone longsword
Weapon, deals slashing or piercing damage, strength weapon. 3 feet range.
1 damage, 0.4 attack time cost, 50% extra damage to unarmored opponents, -50% damage to
armored limbs, increases evasion by 1.
copper longsword
Weapon, deals slashing or piercing damage, strength weapon. 3 feet range.
1.5 damage, 0.4 attack time cost, 50% extra damage to unarmored limbs, -50% damage to
armored limbs, increases evasion by 2.
Bronze longsword
Weapon, deals slashing or piercing damage, strength weapon. 3 feet range.
2 damage, 0.4 attack time cost, 50% extra damage to unarmored limbs, -50% damage to
armored limbs, increases evasion by 2.
Iron longsword
Weapon, deals slashing or piercing damage, strength weapon. 3 feet range.
2.5 damage, 0.4 attack time cost, 50% extra damage to unarmored limbs, -50% damage to
armored limbs, increases evasion by 3.
Steel longsword
Weapon, deals slashing or piercing damage, strength weapon. 3 feet range.
3 damage, 0.4 attack time cost, 50% extra damage to unarmored limbs, -50% damage to
armored limbs, increases evasion by 3.
Wooden mace
Weapon, deals blunt damage, strength weapon. 3 feet range.
0.5 damage, 0.4 attack time cost, ignore 50% of armor absorption, hits apply
50% less bleed effect.
Stone mace
Weapon, deals blunt damage, strength weapon. 3 feet range.
1 damage, 0.4 attack time cost, ignore 50% of armor absorption, hits apply
50% less bleed effect, increases evasion by 1.
Copper mace
Weapon, deals blunt damage, strength weapon. 3 feet range.
1.5 damage, 0.4 attack time cost, ignore 50% of armor absorption, hits apply
50% less bleed effect, increases evasion by 2.
Bronze mace
Weapon, deals blunt damage, strength weapon. 3 feet range.
2 damage, 0.4 attack time cost, ignore 50% of armor absorption, hits apply
50% less bleed effect, increases evasion by 2.
Iron mace
Weapon, deals blunt damage, strength weapon. 3 feet range.
2.5 damage, 0.4 attack time cost, ignore 50% of armor absorption, hits apply
50% less bleed effect, increases evasion by 3.
Steel mace
Weapon, deals blunt damage, strength weapon. 3 feet range.
3 damage, 0.4 attack time cost, ignore 50% of armor absorption, hits apply
50% less bleed effect, increases evasion by 3.
Wooden quarterstaff
Weapon, deals blunt damage, strength weapon. 6 feet range. uses 2 hands.
1.25 damage, 0.7 attack time cost, duration of guard is increased by 20% hits apply
50% effect from status effects.
stone quarterstaff
Weapon, deals blunt damage, strength weapon. 6 feet range. uses 2 hands.
2.5 damage, 0.7 attack time cost, duration of guard is increased by 30% hits apply
50% effect from status effects.
Copper quarterstaff
Weapon, deals blunt damage, strength weapon. 6 feet range. uses 2 hands.
3.75 damage, 0.7 attack time cost, duration of guard is increased by 40% hits apply
50% effect from status effects.
Bronze quarterstaff
Weapon, deals blunt damage, strength weapon. 6 feet range. uses 2 hands.
5 damage, 0.7 attack time cost, duration of guard is increased by 40% hits apply
50% effect from status effects.
Iron quarterstaff
Weapon, deals blunt damage, strength weapon. 6 feet range. uses 2 hands.
6.25 damage, 0.7 attack time cost, duration of guard is increased by 50% hits apply
50% effect from status effects.
Steel quarterstaff
Weapon, deals blunt damage, strength weapon. 6 feet range. uses 2 hands.
7 damage, 0.7 attack time cost, duration of guard is increased by 50% hits apply
50% effect from status effects.
Simple crossbow
Weapon, deals piercing damage, perception weapon. Needs arrows to attack, 15 feet range.
0.7 attack time cost, deals 50% more damage when someone is within 10 feet of you. Takes
0.6 seconds to load another shot
Medium crossbow.
Weapon, deals piercing damage, perception weapon. Needs arrows to attack, 25 feet range.
0.8 attack time cost, deals 75% more damage when someone is within 15 feet of you. Takes
0.7 seconds to load another shot.
Heavy crossbow
Weapon, deals piercing damage, perception weapon. Needs arrows to attack, 30 feet range.
Uses 2 hands. 0.8 attack time cost, deals 100% more damage when someone is within 20
feet of you. Takes 0.9 seconds to load another shot.
Short bow
Weapon, deals piercing damage, perception weapon. Needs arrows to attack, 20 feet range.
1 attack time cost.
long bow
Weapon, deals piercing damage, perception weapon. Needs arrows to attack, 30 feet range.
1.1 attack time cost, arrows deal 50% more damage.
great bow
Weapon, deals piercing damage, perception weapon. Needs arrows to attack, 40 feet range.
Uses 2 hands. 1.2 attack time cost, arrows deal 100% more damage.
Wooden arrows
0.5 damage, ignores armor and evasion when a 10 is rolled on your attack, does not deal
damage when a 1 is rolled on your attack, fired from a bow.
Stone arrows
1 damage, ignores armor and counts as rolling a ten when a 10-9 is rolled on your attack,
does not deal damage when a 1 is rolled on your attack, fired from a bow.
Copper arrows
1.5 damage, ignores armor and counts as rolling a ten when a 10-8 is rolled on your attack,
does not deal damage when a 1 is rolled on your attack, fired from a bow.
Bronze arrows
2 damage, ignores armor and counts as rolling a ten when a 10-8 is rolled on your attack,
does not deal damage when a 1 is rolled on your attack, fired from a bow.
Iron arrows
2.5 damage, ignores armor and counts as rolling a ten when a 10-7 is rolled on your attack,
does not deal damage when a 1 is rolled on your attack, fired from a bow.
Steel arrows
3 damage, ignores armor and counts as rolling a ten when a 10-7 is rolled on your attack,
does not deal damage when a 1 is rolled on your attack, fired from a bow.
Wooden boomerang
Weapon, deals blunt damage, perception weapon. 30 feet range.
0.25 damage, 0.5 attack time cost, keeps traveling even if it has hit something until it reaches
the end of its range, then it reverses direction and deals damage again until it reaches you,
this costs 0.5 more seconds.
Stone boomerang
Weapon, deals blunt damage, perception weapon. 32 feet range.
0.5 damage, 0.5 attack time cost, keeps traveling even if it has hit something until it reaches
the end of its range, then it reverses direction and deals damage again until it reaches you,
this costs 0.5 more seconds.
copper boomerang
Weapon, deals blunt damage, perception weapon. 34 feet range.
0.75 damage, 0.5 attack time cost, keeps traveling even if it has hit something until it reaches
the end of its range, then it reverses direction and deals damage again until it reaches you,
this costs 0.5 more seconds.
Bronze boomerang
Weapon, deals blunt damage, perception weapon. 34 feet range.
1 damage, 0.5 attack time cost, keeps traveling even if it has hit something until it reaches the
end of its range, then it reverses direction and deals damage again until it reaches you, this
costs 0.5 more seconds.
Iron boomerang
Weapon, deals blunt damage, perception weapon. 36 feet range.
1.25 damage, 0.5 attack time cost, keeps traveling even if it has hit something until it reaches
the end of its range, then it reverses direction and deals damage again until it reaches you,
this costs 0.5 more seconds.
Steel boomerang
Weapon, deals blunt damage, perception weapon. 36 feet range.
1.5 damage, 0.5 attack time cost, keeps traveling even if it has hit something until it reaches
the end of its range, then it reverses direction and deals damage again until it reaches you,
this costs 0.5 more seconds.
Wooden scimitar
Weapon, deals slashing damage, strength weapon. 3 feet range.
0.5 damage, 0.3 attack time cost, deals 20% more damage per point in agility, deal 75% less
damage to armor.
Stone scimitar
Weapon, deals slashing damage, strength weapon. 3 feet range.
1 damage, 0.3 attack time cost, deals 20% more damage per point in agility, deal 75% less
damage to armor, increases evasion by 1.
Copper scimitar
Weapon, deals slashing damage, strength weapon. 3 feet range.
1.5 damage, 0.3 attack time cost, deals 20% more damage per point in agility, deal 75% less
damage to armor, increases evasion by 2.
Bronze scimitar
Weapon, deals slashing damage, strength weapon. 3 feet range.
2 damage, 0.3 attack time cost, deals 20% more damage per point in agility, deal 75% less
damage to armor, increases evasion by 2.
Iron scimitar
Weapon, deals slashing damage, strength weapon. 3 feet range.
2.5 damage, 0.3 attack time cost, deals 20% more damage per point in agility, deal 75% less
damage to armor, increases evasion by 3.
Steel scimitar
Weapon, deals slashing damage, strength weapon. 3 feet range.
3 damage, 0.3 attack time cost, deals 20% more damage per point in agility, deal 75% less
damage to armor, increases evasion by 3.
Wooden spear
Weapon, deals piercing damage, strength weapon. 6 feet range.
0.75 damage, 0.6 attack time cost, can be thrown with 50% less accuracy, double the damage
and triple the range as a projectile.
armor.
Stone spear
Weapon, deals piercing damage, strength weapon. 6 feet range.
1.5 damage, 0.6 attack time cost, can be thrown with 50% less accuracy, double the damage
and triple the range as a projectile, increases evasion by 1.
Copper spear
Weapon, deals piercing damage, strength weapon. 6 feet range.
2.25 damage, 0.6 attack time cost, can be thrown with 50% less accuracy, double the damage
and triple the range as a projectile, increases evasion by 2.
Bronze spear
Weapon, deals piercing damage, strength weapon. 6 feet range.
3 damage, 0.6 attack time cost, can be thrown with 50% less accuracy, double the damage
and triple the range as a projectile, increases evasion by 2.
Iron spear
Weapon, deals piercing damage, strength weapon. 6 feet range.
3.75 damage, 0.6 attack time cost, can be thrown with 50% less accuracy, double the damage
and triple the range as a projectile, increases evasion by 3.
Steel spear
Weapon, deals piercing damage, strength weapon. 6 feet range.
4.5 damage, 0.6 attack time cost, can be thrown with 50% less accuracy, double the damage
and triple the range as a projectile, increases evasion by 3.
Wooden axe
Weapon, deals slashing damage, strength weapon. 2 feet range.
1 damage, 0.9 attack time cost, inflict effect the bleed duration when your attack rolls a 10,
make shields be ignored for attacks on a hit for 0.2 seconds, -25% damage to shields and
armor.
Stone axe
Weapon, deals slashing damage, strength weapon. 2 feet range.
2 damage, 0.9 attack time cost, inflict double the bleed effect when your attack rolls a 10,
make shields be ignored for attacks on a hit for 0.3 seconds, -25% damage to shields and
armor.
copper axe
Weapon, deals slashing damage, strength weapon. 2 feet range.
3 damage, 0.9 attack time cost, inflict triple the bleed effect when your attack rolls a 10, make
shields be ignored for attacks on a hit for 0.4 seconds, -25% damage to shields and armor.
Bronze axe
Weapon, deals slashing damage, strength weapon. 2 feet range.
4 damage, 0.9 attack time cost, inflict triple the bleed duration when your attack rolls a 10,
make shields be ignored for attacks on a hit for 0.4 seconds, -25% damage to shields and
armor.
Iron axe
Weapon, deals slashing damage, strength weapon. 2 feet range.
5 damage, 0.9 attack time cost, inflict quadruple the bleed duration when your attack rolls a
10, make shields be ignored for attacks on a hit for 0.5 seconds, -25% damage to shields and
armor.
Steel axe
Weapon, deals slashing damage, strength weapon. 2 feet range.
6 damage, 0.9 attack time cost, inflict quadruple the bleed duration when your attack rolls a
10, make shields be ignored for attacks on a hit for 0.5 seconds, -25% damage to shields and
armor.
Wooden battle axe
Weapon, deals slashing damage, strength weapon. 4 feet range. Uses 2 hands.
2 damage, 1.3 attack time cost, inflict double the bleed duration when your attack rolls a 10,
make shields be ignored for attacks on a hit for 0.3 seconds, -25% damage to shields and
armor.
Stone battle axe
Weapon, deals slashing damage, strength weapon. 4 feet range. Uses 2 hands.
4 damage, 1.3 attack time cost, inflict double the bleed duration when your attack rolls a 10,
make shields be ignored for attacks on a hit for 0.5 seconds, -25% damage to shields and
armor.
Copper battle axe
Weapon, deals slashing damage, strength weapon. 4 feet range. Uses 2 hands.
6 damage, 1.3 attack time cost, inflict double the bleed duration when your attack rolls a 10,
make shields be ignored for attacks on a hit for 0.7 seconds, -25% damage to shields and
armor.
Bronze battle axe
Weapon, deals slashing damage, strength weapon. 4 feet range. Uses 2 hands.
8 damage, 1.3 attack time cost, inflict double the bleed duration when your attack rolls a 10,
make shields be ignored for attacks on a hit for 0.7 seconds, -25% damage to shields and
armor.
Iron battle axe
Weapon, deals slashing damage, strength weapon. 4 feet range. Uses 2 hands.
10 damage, 1.3 attack time cost, inflict double the bleed duration when your attack rolls a 10,
make shields be ignored for attacks on a hit for 0.9 seconds, -50% damage to shields and
armor.
Steel battle axe
Weapon, deals slashing damage, strength weapon. 4 feet range. Uses 2 hands.
12 damage, 1.3 attack time cost, inflict double the bleed duration when your attack rolls a 10,
make shields be ignored for attacks on a hit for 0.9 seconds, -50% damage to shields and
armor.
Heavy wooden hammer
Weapon, deals blunt damage, strength weapon. 7 feet range. Uses 2 hands.
2.5 damage, 1.8 attack time cost, 1 foot diameter circle AOE, deal 50% more damage to
armor and shields, -50% evasion.
Heavy stone hammer
Weapon, deals blunt damage, strength weapon. 7 feet range. Uses 2 hands.
5 damage, 1.8 attack time cost, 2 foot diameter circle AOE, deal 50% more damage to armor
and shields, -50% evasion.
Heavy copper hammer
Weapon, deals blunt damage, strength weapon. 7 feet range. Uses 2 hands.
7.5 damage, 1.8 attack time cost, 3 foot diameter circle AOE, deal 50% more damage to
armor and shields, -50% evasion.
Heavy bronze hammer
Weapon, deals blunt damage, strength weapon. 7 feet range. Uses 2 hands.
10 damage, 1.8 attack time cost, 3 foot diameter circle AOE, deal 50% more damage to armor
and shields, -50% evasion.
Heavy iron hammer
Weapon, deals blunt damage, strength weapon. 7 feet range. Uses 2 hands.
12.5 damage 1.8 attack time cost, 4 foot diameter circle AOE, deal 50% more damage to
armor and shields, -50% evasion.
Heavy steel hammer
Weapon, deals blunt damage, strength weapon. 7 feet range. Uses 2 hands.
15 damage, 1.8 attack time cost, 4 foot diameter circle AOE, deal 50% more damage to armor
and shields, -50% evasion.
String whip
Weapon, deals slashing damage, perception weapon. 8 feet range.
0.25 damage, 1 attack time cost, apply a damage/1 bleed effect on hit, deal 50% less damage
to armor and shields.
Rope whip
Weapon, deals slashing damage, perception weapon. 8 feet range.
0.5 damage, 1 attack time cost, apply a damage/2 bleed effect on hit, deal 50% less damage
to armor and shields.
Copper whip
Weapon, deals slashing damage, perception weapon. 8 feet range.
0.75 damage, 1 attack time cost, apply a damage/3 bleed effect on hit, deal 50% less damage
to armor and shields.
Bronze whip
Weapon, deals slashing damage, perception weapon. 8 feet range.
1 damage, 1 attack time cost, apply a damage/3 bleed effect on hit, deal 50% less damage to
armor and shields.
Iron whip
Weapon, deals slashing damage, perception weapon. 8 feet range.
1.25 damage, 1 attack time cost, apply a damage/4 bleed effect on hit, deal 50% less damage
to armor and shields.
Steel whip
Weapon, deals slashing damage, perception weapon. 8 feet range.
1.5 damage, 1 attack time cost, apply a damage/4 bleed effect on hit, deal 50% less damage
to armor and shields.
Grenish wand
Weapon, deals earth damage, intelligence weapon. 15 feet range.
0.5 damage, 0.5 attack time cost, can apply a lv divided by 4/2 healing over time effect for 2 4
mind.
Woodwark wand
Weapon, deals earth damage, intelligence weapon. 18 feet range.
1 damage, 0.5 attack time cost, can apply a lv divided by 2/2 healing over time effect for 2 6
mind.
Azula wand
Weapon, deals aqua damage, intelligence weapon. 20 feet range.
1.5 damage, 0.5 attack time cost, can apply a lv/3 frost effect for 6 mind.
Prinkest wand
Weapon, deals arcane damage, intelligence weapon. 23 feet range.
2 damage, 0.5 attack time cost, can apply a lv divided by 2/3 hexed effect for 7 mind.
Prumple wand
Weapon, deals arcane damage, intelligence weapon. 23 feet range.
2.5 damage, 0.5 attack time cost, can apply a lv divided by 3/4 hexed effect for 8 mind.
Irngage wand
Weapon, deals Aether damage, intelligence weapon. 26 feet range.
3 damage, can apply a lv divided by 2/3 void effect for 8 mind.
Grenish tomb
Weapon, deals earth damage, intelligence weapon. 15 feet range.
0.75 damage, 0.7 attack time cost, earth skills cost 25% less mind.
Woodwark tome
Weapon, deals earth damage, intelligence weapon. 18 feet range.
1.5 damage, 0.7 attack time cost, earth skills cost 50% less mind.
Azula tome
Weapon, 0.7 attack time cost, deals aqua damage, intelligence weapon. 20 feet range.
2.25 damage, aqua skills have 0.2 second less time cost.
Prinkest tome
Weapon, deals arcane damage, intelligence weapon. 21 feet range.
3 damage, 0.7 attack time cost, increase damage of arcane skills by 50%
Prumple tome
Weapon, deals arcane damage, intelligence weapon. 21 feet range.
3.75 damage, 0.7 attack time cost, increase the damage of arcane skills by 100% and
increase the time cost by 0.3 seconds.
Irngage tome
Weapon, deals Aether damage, intelligence weapon. 24 feet range.
4.5 damage, 0.7 attack time cost, all aether skills and the void effect deal 50% more damage,
aether skills have 0.1 shorter time cost.
Grenish stave
Weapon, deals earth damage, intelligence weapon. 20 feet range. Uses 2 hands.
0.25 damage, 0.4 attack time cost, fires 2 projectiles every attack, -1 mind every attack.
Woodwark stave
Weapon, deals earth damage, intelligence weapon. 25 feet range. Uses 2 hands
0.5 damage, 0.4 attack time cost, fires 3 projectiles every attack, -1 mind every attack.
Azula stave
Weapon, deals aqua damage, intelligence weapon. 30 feet range. Uses 2 hands
0.75 damage, 0.4 attack time cost, fires 4 projectiles every attack, -1 mind every attack.
Prinkist stave
Weapon, deals arcane damage, intelligence weapon. 30 feet range. Uses 2 hands
1 damage, 0.4 attack time cost, fires 4 projectiles every attack, -1 mind every attack.
Prumple stave
Weapon, deals arcane damage, intelligence weapon. 35 feet range. Uses 2 hands
1.25 damage, 0.4 attack time cost, fires 5 projectiles every attack, -1 mind every attack.
Irngage stave
Weapon, deals aether damage, intelligence weapon. 35 feet range. Uses 2 hands
1.5 damage, 0.4 attack time cost, fires 5 projectiles every attack, -1 mind every attack.
Baseball bat
Weapon, deals blunt damage, strength weapon. 2 feet range.
0.5 damage, 0.5 attack time cost, deflect any projectiles that are fired at you back to the
attacker while guard is active.
Nail bat
Weapon, deals piercing damage, strength weapon. 2 feet range.
1.5 damage, 0.6 attack time cost, deflect any projectiles that are fired at you back to the
attacker while guard is active.
The cleaver
Weapon, deals slashing damage, strength weapon. 2 feet range.
3 damage, 0.9 attack time cost, immediately removes the target limb when a 10 is rolled on an
attack roll.
Sergal spear
Weapon, deals piercing damage, strength weapon. 6 feet range, uses 2 hands.
4 damage, 1 attack time cost, gives 3 rev when you enter combat.
Scroll of skill
This item can hold a specified skill, when a character has read this item they gain that skill
(name of item maybe be something like scroll of needle worm if it holds needle worm.).
Empty skill scroll
This item can be written on to gain a specified skill as if you learned it normally.
Penance sword
Weapon, has no damage type, strength weapon. 3 feet range.
3 damage, 1 attack time cost.
Shadow blade
Weapon, deals magic slashing damage, intelligence weapon. 4 feet range.
5 damage, 0.3 attack time cost, lose one mind every time you make an attack.
Hook hand
Weapon, deals piercing damage, perception weapon. 0 feet range.
1 damage, 0.3 attack time cost. Can only be equipped on a severed arm, acts like a crippled
arm with 5 hp.
metal arm
Weapon, deals piercing damage, perception weapon. 0 feet range.
2 damage, 0.3 attack time cost. Can only be equipped on a severed arm, acts like an arm with
20 hp.
Peg leg
Weapon, deals blunt damage, perception weapon. 0 feet range.
1 damage, 0.3 attack time cost. Can only be equipped on a severed leg, acts like a crippled
leg with 5 hp.
Metal leg
Weapon, deals blunt damage, perception weapon. 0 feet range.
2 damage, 0.3 attack time cost. Can only be equipped on a severed leg, acts like a leg with 20
hp.
Headtaker scythe
Weapon, deals magic Slashing damage, intelligence weapon. 6 feet range.
10 damage, 1.3 attack time cost, hits all in a 90 degree cone, deals 50% less damage to non
head limbs.
Large nail
Weapon, deals Slashing damage, strength weapon. 4 feet range.
1 damage, 1 attack time cost, hits all in a 90 degree cone, you can bounce off of enemies if
you attack from above, making you move up 3 feet for 1.2 seconds. This weapon looks like a
triangle placed on a handle, has low similarity to an actual nail.
Copper sickle
Weapon, deals Slashing damage, strength weapon. 2 feet range.
0.75 damage, 0.4 attack time cost, hits all in a 90 degree cone.
Bronze sickle
Weapon, deals Slashing damage, strength weapon. 2 feet range.
1 damage, 0.4 attack time cost, hits all in a 135 degree cone.
Iron sickle
Weapon, deals Slashing damage, strength weapon. 2 feet range.
1.25 damage, 0.4 attack time cost, hits all in a 180 degree cone.
Artificer wrench
Weapon, deals magical blunt damage, intelligence weapon. 2 feet range.
1.25 damage, 0.5 attack time cost, hitting allies or summons heals all of the allie’s armor or
shields by 5, every point in strength gives 20% damage..
Flaming arrows
0.75 damage, applies a 3/2 burn effect on a hit, ignores armor and evasion when a 10 is rolled
on your attack, does not deal damage when a 1 is rolled on your attack, fired from a bow.
Blunt arrows
2.5 damage, applies a 4/4 stun effect when a 10 through 7 is rolled on your attack, replaces
the damage type to blunt, does not deal damage when a 1 is rolled on your attack, fired from a
bow.
Hardpoint arrows
10 damage, does not deal damage when a 1 through 5 is rolled on your attack, fired from a
bow.
Small firecrackers
1 damage, 1 foot wide AOE, fired from a bow.
Firecrackers
2 damage, 2 foot wide AOE, fired from a bow.
Large firecrackers
3 damage, 3 foot wide AOE, fired from a bow.
Small rocket
4 damage, 4 foot wide AOE, fired from a bow.
Medium rocket
5 damage, 5 foot wide AOE, fired from a bow.
Large rocket
6 damage, 6 foot wide AOE, fired from a bow.
Arrow sling
Weapon, deals piercing damage, perception weapon. Needs arrows to attack, 30 feet range.
1.6 attack time cost. Can have 2 targets at once.
Bolt caster
Weapon, deals piercing damage, perception weapon. Needs arrows to attack, 15 feet range.
1.1 attack time cost. Fires a burst of 3 arrows with 50% accuracy.
Bolt flurrymaker
Weapon, deals piercing damage, perception weapon. Needs arrows to attack, 35 feet range.
1.3 attack time cost. Fires a burst of 4 arrows with 50% accuracy.
Wooden javelin
Weapon, deals piercing damage, strength weapon. 12 feet range.
1 damage, 0.8 attack time cost. A thrown projectile.
Stone javelin
Weapon, deals piercing damage, strength weapon. 18 feet range.
2 damage, 0.8 attack time cost. A thrown projectile.
copper javelin
Weapon, deals piercing damage, strength weapon. 24 feet range.
3 damage, 0.8 attack time cost. A thrown projectile.
bronze javelin
Weapon, deals piercing damage, strength weapon. 24 feet range.
4 damage, 0.8 attack time cost. A thrown projectile.
Iron javelin
Weapon, deals piercing damage, strength weapon. 30 feet range.
5 damage, 0.8 attack time cost. A thrown projectile.
Steel javelin
Weapon, deals piercing damage, strength weapon. 30 feet range.
6 damage, 0.8 attack time cost. A thrown projectile.
Armor
Wooden shield
Takes damage and blocks from all hits to your front but not from behind, has 5 hp.
Stone shield
Takes damage and blocks from all hits to your front but not from behind, has 10 hp.
Copper shield
Takes damage and blocks from all hits to your front but not from behind, has 15 hp.
Bronze shield
Takes damage and blocks from all hits to your front but not from behind, has 20 hp.
Iron shield
Takes damage and blocks from all hits to your front but not from behind, has 25 hp.
Steel shield
Takes damage and blocks from all hits to your front but not from behind, has 30 hp.
Riot shield
Takes damage and blocks from all hits to your front but not from behind, has 20 hp and takes
90% less damage from non projectile attacks.
Towering shield
Takes damage and blocks from all hits to your front but not from behind, has 50 hp and takes
20% less damage from non projectile attacks, lowers speed by 2.
Spiked shield
Takes damage and blocks from all hits to your front but not from behind, has 25 hp and
increases unarmed damage by 2.
deflector shield
Takes damage and blocks from all hits to your front but not from behind, has 10 hp and sends
projectiles back to the sender as if it were an attack they made on themself.
Rage shield
Takes damage and blocks from all hits to your front but not from behind, has 15 hp and gives
a 4/3 rage effect to the holder when destroyed
Thick bandana
Gives 0.25/2 ARP, takes up the place of a helmet, can be worn with 1 other helmet, adding its
armor hp to the other helmet and being destroyed.
Nomad armor
Gives 0.75/8 ARP to any body part, gives 1 speed, does not stack with other nomad armor
(head if helmet, chest if chestplate, 2 arms/wings if gauntlets or 2 legs if leggings).
Strap armor
Gives a shared 0.75/15 ARP to the chest and arms, has -66% armor against slashing damage
and AOE attacks, can be worn over chestplates and gauntlets.
Strong strap armor
Gives a shared 1.5/25 ARP to the chest and arms, has -33% armor against slashing damage
and AOE attacks, can be worn over gauntlets, takes up the chest.
Cursed amulet
Gives a shared 7/35 ARM to all limbs, all damage taken to your hp is increased by 50%.
Amulet of thorns
Gives 4/45 ARM to a limb, half of the damage taken to that limb is sent back to the attacker
and given as earth damage.
Defender crystal
Gives 20/1 ARM to a limb, does not break when it runs out of armor hp and can be healed to
be used again.
Leather armor
Gives 1/10 ARP to any body part, takes 50% more damage from piercing and 50% less from
blunt. (head if helmet, chest if chestplate, 2 arms/wings if gauntlets or 2 legs if leggings)
gauntlets and leggings give +0.1 unarmed damage (p) per 1 armor absorption, does not stack.
Studded leather armor
Gives 2/20 ARP to any body part, takes 75% more damage from piercing and 75% less from
blunt. (head if helmet, chest if chestplate, 2 arms/wings if gauntlets or 2 legs if leggings)
gauntlets and leggings give +0.1 unarmed damage (p) per 1 armor absorption, does not stack.
copper armor
Gives 3/30 ARP to any body part, takes 25% more damage from blunt and 25% less from
piercing and slashing. (head if helmet, chest if chestplate, 2 arms/wings if gauntlets or 2 legs if
leggings) gauntlets and leggings give +0.1 unarmed damage (p) per 1 armor absorption, does
not stack.
Bronze armor
Gives 4/40 ARP to any body part, takes 50% more damage from blunt and 50% less from
piercing and slashing. (head if helmet, chest if chestplate, 2 arms/wings if gauntlets or 2 legs if
leggings) gauntlets and leggings give +0.1 unarmed damage (p) per 1 armor absorption, does
not stack.
Iron armor
Gives 5/50 ARP to any body part, takes 75% more damage from blunt and 75% less from
piercing and slashing. (head if helmet, chest if chestplate, 2 arms/wings if gauntlets or 2 legs if
leggings) gauntlets and leggings give +0.1 unarmed damage (p) per 1 armor absorption, does
not stack.
Steel armor
Gives 6/60 ARP to any body part, takes 100% more damage from blunt and 100% less from
piercing and slashing. (head if helmet, chest if chestplate, 2 arms/wings if gauntlets or 2 legs if
leggings) gauntlets and leggings give +0.1 unarmed damage (p) per 1 armor absorption, does
not stack.
Grenish armor
Gives 1/10 ARP to any body part, earth type. (head if helmet, chest if chestplate, 2
arms/wings if gauntlets or 2 legs if leggings) gauntlets and leggings give +0.1 unarmed
damage (p) per 1 armor absorption, does not stack.
Woodwark armor
Gives 2/20 ARP to any body part, earth type. (head if helmet, chest if chestplate, 2
arms/wings if gauntlets or 2 legs if leggings) gauntlets and leggings give +0.1 unarmed
damage (p) per 1 armor absorption, does not stack.
Azula armor
Gives 3/30 ARP to any body part, aqua type. (head if helmet, chest if chestplate, 2 arms/wings
if gauntlets or 2 legs if leggings) gauntlets and leggings give +0.1 unarmed damage (p) per 1
armor absorption, does not stack.
Prinkest armor
Gives 4/40 ARP to any body part, arcane type. (head if helmet, chest if chestplate, 2
arms/wings if gauntlets or 2 legs if leggings) gauntlets and leggings give +0.1 unarmed
damage (p) per 1 armor absorption, does not stack.
Prumple armor
Gives 5/50 ARP to any body part, arcane type. (head if helmet, chest if chestplate, 2
arms/wings if gauntlets or 2 legs if leggings) gauntlets and leggings give +0.1 unarmed
damage (p) per 1 armor absorption, does not stack.
Irngage armor
Gives 6/60 ARP to any body part, aether type. (head if helmet, chest if chestplate, 2
arms/wings if gauntlets or 2 legs if leggings) gauntlets and leggings give +0.1 unarmed
damage (p) per 1 armor absorption, does not stack.
Azula amulet
Takes up the place of a chestplate, gives 1/30 ARM to all limbs, the ARM is shared, aqua
type.
Irngage amulet
Takes up the place of a chestplate, gives 3/60 ARM to all limbs, the ARM is shared, aether
type.
Titan armor
A large piece of armor that has a customizable outside, gives 8/80 armor that takes physical
and magical damage to all limbs and takes up all armor for limbs, this is shared between all
limbs, -50% speed.
Penance armor
A slim, almost skin tight suit of armor that covers the body whole, with a slim bottom face
mould and a big spiked vizor, its bright grey steel with ruffle steel shoulders, stomach, and
legs, gives 12/120 armor that takes physical and magical damage to all limbs and takes up all
armor for limbs, this is shared between all limbs, due to little spikes inside this armor cannot
be taken off, any bleeding effects on you no longer end, ever, become immune to cripple
effects and when you lose a limb it stays on you with 0 hp but cannot be used until healed.
Ballistics helmet
A green dome with a brim that goes all around it that takes up the head and gives 3/30 ARP to
the head, when this takes damage from a projectile reduce it by 80%.
Plate carrier
A green vest that allows plates to go into a pocket in the front, this takes up the chest and
gives 1/10 ARP, you can put metal inside of the carrier, gaining a 10 hp shield, this armor’s
shield only protects from damage taken from the front and to the chest, has a max of 30 hp.
Leg guards
A pair of iron leg guards coated with crystal dust that reduce damage to the legs by 50% and
makes legs not be severed when at 0 hp, instead they act severed but legs can be healed to
be used again as if they were not severed, takes up the legs.
Arm guards
A pair of iron arm guards coated with crystal dust that reduce damage to the arms by 50% and
makes arms not be severed when at 0 hp, instead they act severed but arms can be healed to
be used again as if they were not severed, takes up the arms.
Firefighter uniform
An indigo shirt/pants that takes up the chest or legs, it gives 0.5/10 ARP and takes 90% less
fire type damage.
Magic deflector suit
A magical chestplate, it takes up the chest and lets you use the last skill you were hit with as if
you learned it.
Minecart
A mincart worn upside down, not technically armor but do what you have to do, gives a shared
3.5/50 ARP to all limbs and -2 speed, when you take knockback flip over, exposing your
unarmored side and moving the knockback you took every second in the direction you took for
3 seconds before you flip back over, takes 100% more damage from blunt damage type.
Accessories
Accessorizer
Accessory, a small bottle, gives 1 accessory slot, an accessory slot lets you apply an
accessory and get the effect listed, the effect only lasts while the accessory is equipped.
Crit necklace
Accessory, 1 accessory slot. A necklace that treats numbers that are 2 lower or less than
another number that counts as a rolled 10 count as rolled 10’s (so a 7 counts if you have
something like an iron arrow).
Still blood ring
Accessory, 1 accessory slot. A red rusted ring despite being gold, it stops bleeding and poison
when they are applied.
Mind talisman
Accessory, 1 accessory slot. A rectangle of yellow cloth with a black brain with a smiley face
painted on that emanates an aura that stops the mind effects of the wearer from taking place
when above 50 mind.
Pin of pride
Accessory, 1 accessory slot. A pin with a rainbow on it, become immune to any charisma
checks made against you for 3 mind.
Wand shaped crystal
Accessory, 1 accessory slot. A green crystal that looks like a wand that attaches to a weapon
that deals magic damage to double its range.
Arrowhead
Accessory, 1 accessory slot. All perception weapons can attack up to two unique targets
(including shields) in a straight line of attack in range.
Enchanting rock
Accessory, 1 accessory slot. A glowing rock. Swaps the damage class of skills and weapons
you use.
Rev “salt”
Accessory, 1 accessory slot. A small baggie of powder with an addictive smell. +1 max rev.
Bone charm
Accessory, 2 accessory slots. A bone on a necklace. Become immune to cripple effects.
Fury of the fallen
Accessory, 2 accessory slots. A stone imbued with red rage. Gain 1 typeless damage for
every limb you have lost or lose while equipped.
Feather arrowhead
Accessory, 2 accessory slots. A feather shaped like an arrow head. Triple your range and
accuracy bonuses but half your damage.
Shield handle
Accessory, 2 accessory slots. Lower damage taken to shields by 10% and shields can take
damage from all around you instead of in front of you.
Still beating heart
Accessory, 3 accessory slots. A small heart, it's still warm. Double your health gained from
endurance stat.
Twitching arm
Accessory, 3 accessory slots. An arm made of blood. Gain an extra arm as if you had an arm
replaced by the blood golem skill and lower your max mind by 10.
Dead locust
Accessory, 3 accessory slots. Lose 1 hunger every attack and make the enemy lose 10
hunger and mind on a rolled 10.
Flaming arrow shaft
Accessory, 3 accessory slots. A burning stick with a feather at one end. All projectiles apply a
lv/1 burn effect and deal fire damage.
Pinecone pig
Accessory, 3 accessory slots. A pinecone with 4 twigs shoved into one side as if it had legs.
Gain a blue vial, armor tape, joint, torch or raw potato when you enter combat.
Absorbing stone
Accessory, 3 accessory slots. A sponge like rock. Your armor takes all damage classes and
types.
King’s soul
Accessory, 4 accessory slots. A white smooth and round charm that has 2 hollow eyes,
something resembling a head wrapping on the top and a crest on the wrapping. Make your
next skill 1 mind when you hit someone, it does stack until a skill is used, when you kill
someone gain 3 mind.
Snail shell
Accessory, 4 accessory slots. Any attacks targeting you deal 60% less damage unless you
have moved within the last 2 seconds.
Used syringe
Accessory, 4 accessory slots. On a hit roll a d10, if it is 1-2 apply burning, 3-4 apply bleed, 5-6
apply poison, 7-8 apply void, 9-10 apply brambles, the effect of these status effects are lv/2
and are applied to the target limb.
Hardened heart
Accessory, 4 accessory slots. A small heart, its cold and haunting to the touch. When met with
lethal damage destroy this accessory and lose 40 mind and hunger, remove any status effects
on you of your choice, regrow and fully heal all limbs and overall hp.
Consumables
Carrot
Gives 1 hunger when eaten.
Raw potato
Gives 2 hunger and -1 mind when eaten raw, gives 3 hunger when cooked and eaten.
Cabbage
Gives 2 hunger when eaten and -1 mind because eating a whole cabbage sucks.
Raw beef
Gives 3 hunger and 1/1 poison effect and food poisoning :( when eaten. gives 5 hunger when
cooked and eaten.
Raw chicken
Gives 4 hunger and 3/2 poison effect and food poisoning :( when eaten. gives 6 hunger when
cooked and eaten.
Raw pork
Gives 4 hunger and tapworms that cause you to lose 1 extra hunger every time you lose an
amount of hunger, can be taken away like a status effect, when eaten. gives 6 hunger when
cooked and eaten.
Protein bar
Gives 2 hunger and 1 rev when eaten.
Very hot stew
Removes any chill effects and reduces damage taken by aqua type by 50% for a minute when
eaten.
Blue vial smoothie
Heals your overall hp by 10% of its max and gives 3 hunger when eaten.
Blue vial
Gives 20% of your max overall hp as hp to all of your limbs when drunk.
Red vial
Applies a -5 perception and range debuff for 5 seconds when thrown or drunk.
Purple vial
Applies a 5% of overall hp/6 poison effect when thrown or drunk to the chest.
Demonblood vial
Makes a 2 feet radius explosion that deals 12 damage when the liquid within is exposed to air.
Beer bottle
Gives 3 mind and if 3 are drunk within 5 minutes apply a -2 intelligence, perception and agility
debuff until you sleep or a day has passed when drunk.
Torch
Can be lit and unlit, lasts for 10 minutes burning and provides a 20 feet radius with enough
light to see good enough.
Orange vial
Makes your next action happen 50% faster when drunk.
Joint
Gives 5 mind and increases time cost of all actions by 20% for 1 minute when smoked.
White vial
Removes up to 2 status effects of your choice when drunk.
Frost orb
Apply a 5/5 chill effect when thrown at someone.
Armor tape
Heals armor hp by 5.
Rev shot
A shot of adrenaline mixed with white powders and liquids that instantly give three rev.
THE HEXEN
THE HEXEN
THE HEXEN™ is a helpful tool for regulating the amount of different things that a character can
do. THE HEXEN™ is, in lore, a stone table, although the surface of the table can be accessed
by other means such as gods. THE HEXEN™ lets you pick skills and allocate points to SEIPAC
and gain or refund perks when you level up. It is the gamemaster's responsibility to allow use of
it.
Skills
The following are skills that units have, players choose one skill per level their character has, it
is recommended to try to assort spells into different categories as a sort of class feature for new
players to be able to not get overwhelmed by the amount of skills using THE HEXEN™, the
skills below are organized in the way the will appear in THE HEXEN™, you may only use 2
limbs at the same time and any limbs you use cannot be used again until the time cost is over
( for example you can't use leg sweep and healing hugs at the same time, also round the time
cost of any actions to the nearest tenths place!).
Necrotic
Needle worm
Prerequisites: 1 head, uses 1 head.
Cost: 6 mind, 1 rev. Time cost: 1 second.
When used: make 3 attacks that deal 1 necrotic damage, damage is increased by 0.5 per debuff
on the target or point in intelligence you have (this damage bonus is increased by 0.5 if you
have necrotic mastery), then heal all damage that is dealt back as overall hp.
Necrotic mastery
Prerequisites: must have at least one skill from the necrotic section of THE HEXEN™.
Passive: increases all necrotic damage you, any bleed effects you applied and your skills deal
by 20%.
Blood sword
Prerequisites: 1 head, uses 1 head.
Cost: take 10% of your max overall hp as damage, 7 mind. Time cost: 1 second.
When used: summon a 1 handed blood weapon of your choice (stats of copper weapon
excluding damage and no 2 handed weapons), it deals 0.5 damage per point in endurance and
0.25 per lv, SEIPAC stats will not affect the damage of this weapon and lasts for 1 hour.
Hurting
Prerequisites: 1 arm and 1 leg, uses 1 arm and a leg.
Cost: 9 mind. Time cost: 3 seconds.
When used: deal necrotic damage equal to your level times 1.5 and cripple the target limb for 1
second, this damage is halved and the cripple effect does not take place if the target limb is a
head or torso.
Blood golem
Prerequisites: 1 non torso or head limb, uses 1 limb, must have blood sword learned.
Cost: take 10% of max overall hp as damage, 10 mind. Time cost: 2 seconds.
When used: summon a blood golem within 5 feet of you, the blood golem spawns with no items,
perks, and no skills and has overall hp equal to your endurance times 10, and damage equal to
your strength, the rest of its stats are equal to your race’s stats and equal to your S.E.I.P.A.C.
scores. You lose 5 max mind for every blood golem alive and gain 5 max mind when your blood
golem dies. You may remove one of the blood golem’s limbs to attach it to you where you are
missing a limb, attaching a limb is an intelligence check with a challenge rating of 25, if
successful the limb will reform as if you never lost it in 1 day.
Poison flux
prerequisites: 2 arms, uses 2 arms.
Cost: 6 mind. Time cost: 2 seconds.
When used: give the target a lv/5 poison effect.
Pestalize
prerequisites: 2 arms, uses 2 arms.
Cost: 12 mind. Time cost: 1.3 seconds.
When used: make a 7 foot wide circle give a lv/1 poison effect.
Bloodletting
prerequisites: 1 arm and 1 leg, uses 1 arm and 1 leg.
Cost: 16 mind. Time cost: 2 seconds.
When used: give 3 targets a lv/6 bleed effect.
Necromancy
prerequisites: 1 head, 1 arm, 1 leg. Uses 1 head, 1 arm and 1 leg. (this spell ignores the 2 limbs
at a time rule but no other actions can be taken at the same time as this skill) must have learned
necrotic mastery and 2 other skills form the necrotic section of THE HEXEN™
Cost: 10 or 99 mind. Time cost: 6 or 60 seconds.
When used: bring back a dead creature, you may bring it back as a zombified, skeletal or
ghostly version of itself with corresponding stat changes and pay the lower time and mind costs,
or you may pay the high cost to revive them at full hp with their limbs healed and regrown.
Holy
Healing hugs
prerequisites: 2 arms, uses 2 arms.
Cost: 6 hunger. Time cost: 2-5 seconds.
When used: hug someone in unarmed attack range, the hugged person heals 0.5 overall hp and
mind per point you have in charisma every second they are hugged, you may keep the hug
going for 5 seconds before you have to pay the cost again.
Smite
Prerequisites: 1 arm, uses 1 arm.
Cost: 6 mind. Time cost: 3 seconds.
When used: make an attack that deals your damage plus your intelligence score as holy
damage in a four foot area.
Aura of retribution
Prerequisites: 1 head, uses 1 head.
Cost: 4 mind. Time cost: 2 seconds.
When used: you and all allies in a 5 feet radius from you get a shared hp pool that has max hp
equal to your level, when anyone takes damage this hp pool takes damage and deals 50% of
the damage from the attack back to the attacker as holy damage.
Loving whispers
Prerequisites: 1 head, uses 1 head, must have healing hugs learned, must be able to speak.
Cost: 9 mind. Time cost: 1.5 seconds.
When used: heal all allies in a 4 feet radius by your charisma score, this healing works like an
AOE attack.
Cure
Prerequisites: 1 head, uses 1 head.
Cost: 6 mind. Time cost: 1.7 seconds.
When used: causes 3 targets in range to lose 1 status effect.
Strike down
Prerequisites: 1 head, 1 arm, uses 1 head and 1 arm.
Cost: 12 mind, 2 rev. Time cost: 2.6 seconds.
When used: cast down a beam of holy light to deal 5 holy damage per lv, then increase the time
cost of your next action by 50%.
Arcane
Magic missile
Prerequisites: 1 arm, uses 1 arm.
Cost: 7 mind. Time cost: 1.4 seconds
When used: fires a projectile that deals 1 arcane damage per point in intelligence you have,
then after the projectile hits a target it summons 2 more projectiles that deal half of its damage
and attack the nearest 2 targets.
Teleport
Prerequisites: 1 leg, uses 1 leg.
Cost: 7 mind. Time cost: 1 second
When used: teleport through objects and living things a number of feet equal to your lv times 3.
Hex
Prerequisites: 1 head, uses 1 head
Cost: 7 mind. Time cost: 1.6 seconds.
When used: apply a lv divided by 2/4 hexed effect to 2 enemies in range.
Arcanic beam
Prerequisites: 1 head and 2 arms, uses 2 arms.
Cost: 10 mind, 1 rev. Time cost: 3 seconds
When used: fire a ray that deals arcane damage equal to your level times 2.5.
Arcane dance
Prerequisites: 2 legs, uses 2 legs.
Costs: 7 hunger. Time cost: 1.2 seconds
When used: increases the damage of any of your magic damage dealing attacks by 50% for 3
seconds, when used while the effect is active increase the duration of the effect by 3 seconds
and the damage bonus by 50%.
Aether
Aethereal curse
Prerequisites: 1 head, uses 1 head.
Costs: 1 rev. Time cost: 2.7 seconds.
When used: give the target a void effect with an effect and duration equal to one of the effects
the target has of your choice then remove that effect you selected.
Void mind
Passive: gain 1 max rev. Every time you reach a mind effect milestone (such as reaching 20 or
0 mind and your mind effect gains a new debuff) you gain 1 rev.
Color from beyond
Prerequisites: 1 head, uses 1 head.
Costs: 19 mind. Time cost: 1.9 seconds.
When used: lower the mind of the target by 99, after 5 seconds give the target 90 mind.
Void orb
Prerequisites: 1 head, uses 1 head.
Cost: 2 rev, 6 mind. Time cost: 3 seconds.
When used: makes an orb that is 3 feet tall and wide, the orb lasts for 6 seconds and can move
your speed, it applies a lv/2 void effect to anyone it comes into contact with, it can pass through
people and armor.
Drain
Prerequisites: 2 arms, uses 1 arm, must have learned void ball.
Cost: 10 mind, 10 hunger. Time cost: 2.2 seconds.
When used: make an attack that does 0 damage, if it hits then lower the mind of the target by 20
and apply a 2/10 hunger drain effect.
Final destination
Prerequisites: must have permission from the game master, this spell is not intended for non-
narratively important encounters.
Cost: 50 mind, do not pay the cost upfront.
When used: you and one other being are transported to the caster’s location of choice, said
location will have a 5 feet by 5 feet ethereal platform for you and the other one to stand on
opposite sides of, you chose where to stand. You may pay 49 more mind to temporarily fully
heal HP, limbs, mind and hunger while removing all negative effects including permanent mind
effects that may be gotten again. All mind is paid after the battle, anyone killed in the battle
cannot ever be revived by any spell or scientific technology.
Fire
Fireborne mark
Passive: you now have the demonic explosion available to the race demons.
Flaming touch
Prerequisites: 1 arm, uses one arm.
Cost: 7 hunger. Time cost: 0.5 seconds
When used: apply a lvx0.5/5 burning effect to your next attack.
Fireball
Prerequisites: 1 head, uses 1 head.
Cost: 6 hunger, 5 mind. Time cost: 3 seconds.
When used: fire a ball that deals 2 fire damage per level in a 5 foot explosion radius and applies
a lv/1 fire effect to all it hits.
Meteor swarm
Prerequisites: 1 head, uses 1 head, must have learned fire ball.
Cost: 15 mind, 5 hunger. Time cost: 4 seconds.
When used: calls down 3 meteors that deal 3 fire damage per level in a 6 foot radius of where
they hit, then the ground that has been within the radio's deals 1 fire damage per level every
second for 5 seconds.
Flame mastery
Prerequisites: must have at least 1 skill from the fire section of THE HEXEN™.
Passive: increase the damage you, any burn effect you apply and your skills that deal fire
damage deal by 20%
Earth
Pocket sand
Prerequisites: requires 1 arm, uses 1 arm.
Cost: one item, 1 hunger. Time cost: 1.2 seconds.
When used: two enemies in a 15 foot range will lose 1 perception and 1 foot of range times your
level for 4 seconds.
Roots that reap
Prerequisites: 1 leg, uses 1 leg, must have brambles.
Cost: 6 mind. Time cost: 2.1 seconds.
When used: give 4 targets a lv/2 bramble effect on their legs.
Brambles
Prerequisites: 1 arm, uses 1 arm.
Cost: 5 mind. Time cost: 1 second.
When used: your next attack will apply a lv times 3/4 bramble effect to the target.
Locust swarm
Prerequisites: 1 head, uses 1 head.
Cost: 11 hunger. Time cost: 3 seconds.
When used: make all in an 8 foot radius around you lose 22 hunger (cannot go below 10
hunger) and give them a lv/1 stun effect.
Earth ball
Prerequisites: 2 arms, uses 2 arms.
Cost: 7 mind, 2 rev. Time cost: 2.2 seconds
When used: fire an earth ball that deals 3 earth damage times lv and applies a lv times 4/2 stun
effect.
Pea cannon
Prerequisites: 1 head, uses 1 head.
Cost: 10 mind. Time cost: 2 seconds.
When used: summon a pea cannon with 6 overall and torso hp times your intelligence and 0.5
physical earth damage times your precision, it has no perks, items or skills or SEIPAC stats, it
does not have limbs, only a head and it can live without a torso, it has 25 range and its attack
action fires a projectile, the pea canon is the same sizes as a human, it cannot move.
Ivy bush
prerequisites: 1 arm, uses 1 arm.
Cost: 13 mind. Time cost: 2.2 seconds.
When used: apply a lv/3 brambles and a lv/3 poison effect to the target.
Aqua
Water ball
Prerequisites: 2 arms, uses 2 arms.
Cost: 5 mind. Time cost: 2 seconds.
When used: fire a projectile that deals 1 aqua damage per level in a 6 foot radius. Apply a lv/2
chill effect to all in the radius.
Wave
Prerequisites: 2 arms, uses 2 arms.
Cost: 3 mind. Time cost: 1 second.
When used: fire a projectile that travels along the ground to the end of your range, the projectile
is 8 feet wide and deals 0.5 aqua damage times lv and damages all limbs touching the ground.
Water like body
Passive: you may move through 1 foot gaps and may move through fire unharmed and take
50% less damage from fire and aqua type attacks.
Ice cast
Prerequisites: 1 head, uses 1 head.
Cost: 4 mind. Time cost: 1.8 seconds.
When used: apply a lv/3 chill effect to a limb, that limb heals 1 hp per lv and also heals 1 overall
hp per lv.
Icicles
Prerequisites: 1 head, uses 1 head, must have ice cast learned.
Cost: 9 mind, 1 rev. Time cost: 1.6 seconds.
When used: deal 2.5 times lv damage in a 1 foot area and give a lv/2 chill effect.
Air
Wind ball
Prerequisites: 1 head, uses 1 head.
Cost: 5 mind. Time cost: 2 seconds.
When used: fire a projectile that deals 0.5 air damage time lv and 6 feet knock back in a 7 foot
radius.
air wall
Prerequisites: 1 head, uses 1 head.
Cost: 5 mind. Time cost: 2 seconds.
When used: create a 1x6x6 feet wall of wind that sends all projectiles fired into it back to the
attacker as if they made an attack on themself.
Wind flight
Prerequisites: 1 leg, uses 1 leg.
Cost: 9 mind, 15 hunger. Time cost: 3 seconds.
When used: your speed is now your flying speed, lasts for 1 hour.
Lighting rod
Prerequisites: 1 head, uses 1 head.
Cost: 10 mind. Time cost: 2 seconds.
When used: summons an immovable 1 foot radius and 3 foot tall tesla coil made of electricity, it
has 1 hp per your level and 1 air damage per point in intelligence, the rod has a 10 foot range
and 2 evasion per point in agility you have, the rod has 1 limb and is treated like an object with
hp, it has no skills, items or SEIPAC stats.
Thunder strike
Prerequisites: 1 head, uses 1 head.
Costs: 19 mind. Time cost: 4 seconds.
When used: call down 3 lightning bolts that deal 4 air damage times lv and cannot hit the same
unit more than once per use.
Thunder flash
Prerequisites: 1 head, uses 1 head.
Costs: 3 mind. Time cost: 0.7 seconds.
When used: fire a projectile that flash bangs all in a 3 feet diameter circle, this flash bang halves
the accuracy and range of anyone in the diameter for 2.5 seconds, does not stack, does create
a small dim ball of light equal to a candle.
Wind shedding
Prerequisites: 1 head, uses 1 head.
Costs: 4 mind. Time cost: 2.7 seconds.
When used: make all in a 5 feet radius circle lose 2 ticks of up to 2 status effects of your choice.
Big damage
These enemies are very damage focused, they tend to have low hp or armor and are able to
deal with large crowds.
Giant wasp
Level 1, animal stats
S.0 E.-3 I.-6 P.0 A.0 C.0, perks: none.
Other: attacks apply a 0.75/4 poison effect.
Overall hp: 6 damage 0.5 (m,s) range:1 foot speed: 9 feet
Head: 2 hp, 7 evasion chest: 6 hp, 5 evasion wings: L&R 4 hp 4 evasion.
No items or skills.
Big carnivorous wasp that will fight to the death in the name of the hunt.
Desert archer
Level 3, human stats.
S.0 E.0 I.0 P.3 A.3 C.3, perks: courage, dodge run, piercing sight.
Overall hp: 12 damage 1.6 (p,p) range: 20 feet speed: 7 feet
Head: 5 hp chest: 12 hp arms: L&R 7 hp legs: L&R 6 hp 0.75/8 ARP
Items: short bow, stone arrows, nomad leggings.
Skills: pocket sand, long shot, dodge.
These archers mostly wander around the desert, sometimes they join fights on any side to
loot what they need for survival.
Firecracker
Level 3, human stats.
S.0 E.0 I.0 P.6 A.3 C.0, perks: courage, dodge run, piercing sight, all seeing.
Overall hp: 12, 1/30 damage: 2.2 (p) range: 20 feet speed: 7 feet
Head: 5 hp chest: 12 hp arms: L&R 6 hp legs: L&R 7 hp 0.75/8 ARP
Items: short bow, small firecrackers, nomad leggings, azula amulet.
Skills: , long shot, dodge.
Mercenaries that bring in the boom! They are cheap artillery.
Dune immortal
Level 6, human stats.
S.4 E.4 I.3 P.4 A.0 C.3, perks: dual wielder, avenger, heavy blow, thick skull, iron will, all in
your head, fully accurate, all seeing, courage.
Other: becomes a full hp level 1 mummy wanderer after death.
Overall hp: 21.6 damage: 1.8 (p,s) range: 6 feet speed: 3 feet
Head: 9 hp, 1/25 ARP chest: 21.6, 4/25 ARM arms: L&R 10.8 hp legs: L&R 12.6
Items: immortal mask, immortal wraps, stone longsword x2.
Skills: needle worm, bloodletting, great slash, quick attack, martial mastery, action surge.
These men are close to immortality, the wraps and masks fused to them will cause them to
resurrect.
Mummy wanderer
Level 1, zombified human stats.
S.0 E.1 I.0 P.3 A.0 C.0 perks: none
Overall hp: 9 damage: 1 (p,s/p) range: 6 feet speed: 3 feet
Head: 3.75 hp, chest: 9, arms: L&R 4.5 hp, legs: L&R 5.25 hp.
Items: stone longsword x2.
Skills: none.
A dune immortal at their lowest, they have died and come back at the cost of their health and
flesh.
Volunteer
Level 3, human stats.
S.2 E.1 I.2 P.2 A.1 C.1 perks: adrenaline rush, guardian, meditation, control of mind
scavenger, runner, meanie.
Overall hp: 14.4 damage: 2.1 (p,p)/1.4 (p,p) range: 9/20 feet speed: 5 feet
Head: 6 hp, 1/10 ARP, chest: 14.4, arms: L&R 7.2 hp, legs: 8.4 hp.
Items: stone spear, leather helmet, short bow, stone arrows.
Skills: long shot, rage, healing hugs.
These are common people that have taken up arms and are an unofficial part of the Dustin
army; they often take up arms when their city is under attack.
Volunteer captain
Level 3, human stats.
S.2 E.1 I.2 P.2 A.1 C.1 perks: adrenaline rush, guardian, meditation, control of mind,
scavenger, runner, meanie.
Overall hp: 14.4 damage: 2.1 (p,p)/2.1 (p,p) range: 9/30 feet speed: 5 feet
Head: 6 hp, 2/20 ARP, chest: 14.4, arms: L&R 7.2 hp, legs: 8.4 hp.
Items: stone spear, studded leather helmet, stillblood ring, long bow, stone arrows.
Skills: long shot, rage, healing hugs.
These are common people that have taken up arms and are an unofficial part of the Dustin
army; they command other volunteers and organize defenses of towns.
Citizen-at-arms
Level 4, human stats.
S.3 E.2 I.2 P.2 A.2 C.1 perks: adrenaline rush, amped up, thick skull, guardian, meditation,
control of mind, scavenger, runner, meanie.
Overall hp: 16.8 damage: 3.6 (p,p)/3.15 (p,p) range: 9/30 feet speed: 6 feet
Head: 7 hp, 2/20 ARP, chest: 16.8, 0.75/15 ARP, arms: L&R 8.4 hp, 0.75/15 ARP, legs: 9.8
hp.
Items: copper spear, studded leather helmet, stillblood ring, long bow, copper arrows, strap
armor
Skills: long shot, rage, healing hugs, deep wound.
These are common people that have taken up arms and are now an official part of the Dustin
army; they are commonly volunteer captains that have been promoted and are now usually
used as reserve soldiers and reinforcements.
Guard-at-arms
Level 5, human stats.
S.4 E.3 I.2 P.3 A.2 C.1 perks: adrenaline rush, angry rev, thick skull, guardian, flesh wound,
meditation, control of mind, scavenger, accurate, runner, balanced, meanie.
Overall hp: 19.2 damage: 5.4 (p,p)/4.8 (p,p) range: 9/30 feet speed: 6 feet
Head: 8 hp, 3/30 ARP, chest: 19.2, 1.5/25 ARP, arms: L&R 9.6 hp, 1.5/25 ARP, legs: 11.2 hp,
3/30 ARP.
Items: bronze spear, copper helmet, stillblood ring, long bow, bronze arrows, strong strap
armor, copper leggings.
Skills: long shot, rage, healing hugs, deep wound, great slash.
These are promoted citizens-at-arms that now escort supplies into enemy territory or as
reinforcements.
Pusher
Level 3, human stats
S.3 E.1 I.1 P.0 A.1 C.3 perks: leg day, legdurance, control of mind, runner, courage.
Overall hp: 14.4 damage: .16 (p) range: 3 feet speed: 5 feet
Head: 6 hp, chest: 14.4 hp, arms: L&R 7.2 hp, legs: L&R 10.5 hp.
Items: none
Skills: taunt, doge, group rally.
Enslaved people that have been kidnapped and now push carts or mine ores, they make
Boiling Mines LLC function.
Pirate goon
Level 3, fur folk stats
S.2 E.0 I.1 P.2 A.0 C.4 perks: limb breaker, meditation, scavenger, eloquence, sign language.
Overall hp: 12 damage: 2.1 (p,s)/1.4 (p,p) range: 3 feet speed: 3 feet
Head: 5 hp, 2/20 ARM, chest: 12 hp, 1/10 ARP, arms: L 5 hp, R 6 hp, legs: L 5 hp, R 7 hp.
Items: hook hand, peg leg, copper scimitar, leather chestplate, woodwark helmet.
Skills: taunt, doge, waterball.
Disabled people that took a bit too much damage and now raid sea or river side towns.
Pirate caster
Level 3, fur folk stats
S.0 E.0 I.3 P.2 A.0 C.4 perks: mastermind, eagle eyed, eloquence, sign language.
Overall hp: 12 damage: 2.4 (m,aqua)/1.4 (p,p) range: 20 feet speed: 3 feet
Head: 5 hp, 2/20 ARP, chest: 12 hp, 1/10 ARM, arms: L 5 hp, R 6 hp, legs: L 5 hp, R 7 hp.
Items: hook hand, peg leg, azula wand, grenish chestplate, studded leather helmet.
Skills: ice cast, doge, waterball.
Disabled people that took a bit too much damage and now raid sea or river side towns.
Marauder
Level 6, human stats
S.5 E.5 I.0 P.4 A.1 C.3 perks: stone skin, rev healer, fully accurate, piercing sight, runner,
courage.
Overall hp: 12 damage: 7.5 (p,p)/ 0.75 (m,earth) range: 9/30 feet speed: 5 feet
Head: 10 hp, 6/60 ARP, chest: 24 hp, 2/20 ARP, arms: L&R 12 hp, 3/30 ARM, legs: L&R 14
hp, 3/30 ARM.
Items: iron spear, azula stave, studded leather chestplate, steel helmet, azula gauntlets, azula
leggings.
Skills: spin kick, hurting, brambles, legsweep, steal, bloodletting.
Bigger and badder brigands, their presence is a sign your city will be looted for weeks.
Goblin shaman
Level 3, goblin stats
S.0 E.0 I.4 P.2 A.0 C.3 perks: thinker, meditation, eagle eyed, manipulation.
Overall hp: 10 damage: 1.8 (m,earth) range: 18 feet speed: 4 feet
Head: 3 hp, 2/20 ARM chest: 10 hp, arms: L&R 4 hp, legs: L&R 6 hp.
Items: woodwark helmet, woodwark wand, joint.
Skills: loving whispers, cure, smite.
Goblins that are from the greenskin federation. They represent many old religious beliefs with
their skull masks.
Abomination
Level 1, animal stats
S.5 E.5 I.-2 P.1 A.0 C.-4 perks: none.
Other: deals 10 necrotic damage in a 5 feet wide diameter circle on death, +200% basic attack
time cost, necrotic type.
Overall hp: 50 damage: 5 (p, necrotic) range: 4 feet speed: 2 feet
Head: 30 hp, chest: 50 hp, arms: L&R 40 hp, legs: L&R 40 hp.
No items or skills.
A green wide guy made of rotting flesh, one eye is popping out slightly and one arm is a metal
sheet that can bleed somehow, these abominations were created in the holy lands.
Bearclaw sickle wrath
Level 3, axolotolite stats.
S.5 E.0 I.0 P.1 A.1 C.0, perks: heavy blow, warrior, accurate, dexterous.
Overall hp: 14.4 damage: 1.65 (p,s) range: 5 feet speed: 4 feet
Head: 5 hp, 0.25/2 ARP chest: 12 hp arms: L&R 6 hp legs: L&R 7 hp
Items: copper sickle, thick bandana.
Skills: long shot, brambles, legsweep.
Part of the bearclaw tribe, these are simple farmers turned into ambush warriors with feathers
on their bandana to denote rank. The tribe resides somewhere in Esterose and Merji.
Swordwrath
Level 3, human stats
S.5 E.4 I.0 P.0 A.0 C.0 perks: angry rev, arm day, armdurance, endless endurance.
Overall hp: 21.6 damage: 5 (p) range: 6 feet speed: 3 feet
Head: 9 hp, chest: 21.6 hp, arms: L&R 13.5 hp, legs: L&R 12.6 hp.
Items: iron sword
Skills: jump strike, rage, guard+.
Esteroseites that see the sword as superior to all other weapons, they use hit and run tactics
along with ambushes to easily win fights.
Archidon
Level 3, human stats
S.0 E.3 I.0 P.5 A.1 C.0 perks: endless endurance.
Overall hp: 21.6 damage: 5 (p) range: 30 feet speed: 5 feet
Head: 8 hp, chest: 21.6 hp, arms: L&R 13.5 hp, legs: L&R 12.6 hp.
Items: iron arrows, long bow.
Skills: jump strike, rage, guard+.
Esteroseites that see the sword as superior to all other weapons, they use hit and run tactics
along with ambushes to easily win fights.
Tanks
These units can take big damage and are often slow and have single target attacks.
Ork rover
Level 3, ork stats
S.2 E.0 I.0 P.2 A.2 C.3 perks: limb breaker, eagle eyed, rushing bull, manipulation.
Overall hp: 16 damage: 1.4 (p,b) range: 6 feet speed: 5 feet
Head: 7 hp, chest: 16 hp, 0.75/15 ARP, arms: L&R 9 hp, 0.75/15 ARP, legs: L&R 11 hp.
Items: stone longsword, strap armor.
Skills: rage, guard+, great slash.
Orks that are from the greenskin federation, mostly used by Zenya as mercenaries.
Bear
Level 1, animal stats.
S.2 E.3 I.-5 P.0 A.1 C.0 perks: cutter, angry rev.
Other: 4 feet long.
Overall hp: 20 damage: 1.75 (p,p) range: 2 feet speed: 4 feet
Head: 13 hp, 6 evasion, chest: 20 hp, 3 evasion, front legs: L&R 16 hp, 5 evasion, back legs:
L&R 16 hp, 5 evasion.
No items or skills.
A brown bear, very large and surprisingly cute.
Furiken
Level 1, animal stats.
S.5 E.5 I.-4 P.0 A.0 C.0 perks: cutter, angry rev.
Other: 4 feet long, flying, can drop boulders that deal 1 damage per 2 feet of height they are
dropped from with a 1 foot AOE.
Overall hp: 22 damage: 1.75 (p,p) range: 4 feet speed: 3 feet
Head: 15 hp, 7 evasion, chest: 20 hp, 4 evasion, wings: L&R 18 hp, 7 evasion, legs: L&R 13
hp, 5 evasion.
No items or skills.
A brown bear, very large and surprisingly cute.
Defensive nut
Level 1, animal stats.
S.0 E.5 I.0 P.0 A.0 C.0 perks: guardian, hardline.
Other: only needs a head to live.
Overall hp: 30 damage: 1.75 (p,p) range: 4 feet speed: 4 feet
Head: 30 hp, 3/30, 5 evasion.
No items or skills.
A large walnut with a little face made from leaves, common in the woods of valgor.
Shielded archer
Level 4, human stats.
S.0 E.5 I.0 P.4 A.3 C.0, perks: armdurance, lead veins, rev healer, dodge run, piercing sight,
accurate.
Overall hp: 24 damage 2.7 (p,p) range: 20 feet speed: 7 feet
Head: 10 hp, 1/10 ARP chest: 24 hp, 0.75/8 ARP arms: L&R 15 hp legs: L&R 7 hp 0.75/8 ARP
Items: short bow, copper arrows, stone shield, leather helmet, nomad leggings, nomad
chestplate, blue vial, armor tape.
Skills: flaming touch, ice cast, long shot, dodge.
Mercenaries that can hold their ground extremely well for being so unskilled.
Whip controller
Level 3, demon stats
S.0 E.5 I.0 P.1 A.3 C.0 perks: stone skin, rev healer, fully accurate, scout.
Overall hp: 24 damage: 0.6 (p,s) range: 8 feet speed: 7 feet
Head: 10 hp, chest: 24 hp, arms: L&R 12 hp, legs: L&R 14 hp.
Items: rope whip.
Skills: fireball, doge, guard+.
Employees of Boiling Mines LLC, they control the unpaid and unwilling pushers with whips.
Mine walker
Level 3, animal stats
S.0 E.0 I.0 P.0 A.0 C.0 perks: none.
Other: immune to bleed and poison, heals 50% less hp.
Overall hp: 60 damage: 0.6 (p,s) range: 8 feet speed: 7 feet
Chest: 60 hp, arm: 20 hp, legs: L&R 30 hp.
No items or skills
Bronze spheres with a claw arm and 2 legs that walk around the mines, piloted by a whip
controller, they do heavy lifting and rebellion busting.
Cart crawler
Level 1, animal stats.
S.5 E.2 I.-4 P.2 A.1 C.0 perks: (negative)unmovable.
Other: 4 feet long, commonly ridden by whip controllers that get knocked off by any
knockback.
Overall hp: 18, 3.5/50 ARP, damage: 2 (p,b) range: 5 feet speed: 2 feet
Head: 10 hp, 10 evasion, chest: 18 hp, 3 evasion, front legs: L&R 10 hp, 4 evasion, back legs:
L&R 10 hp, 4 evasion.
Items: minecart.
Skills: dash.
Large purple beetles with long legs and a blunt horn that they use to flip and enter minecarts.
Brigand
Level 5, human stats
S.5 E.5 I.0 P.4 A.1 C.0 perks: endless endurance, rev healer, fully accurate, piercing sight,
runner.
Overall hp: 24 damage: 4 (p,p/s)/ 0.5 (m,earth) range: 6/25 feet speed: 5 feet
Head: 10 hp, 5/50 ARP, chest: 24 hp, 1/10 ARP, arms: L&R 12 hp, 3/30 ARM, legs: L&R 14
hp, 3/30 ARM.
Items: bronze longsword, woodwark stave, leather chestplate, iron helmet, azula gauntlets,
azula leggings.
Skills: spin kick, hurting, brambles, legsweep, steal.
Highwaymen that make checkpoints or guard the camps of their thieving compatriots.
Feral giant
Level 3, animal stats
S.5 E.10 I.-4 P.10 A.10 C.10 perks: none.
Other: 15 feet tall and 4 feet wide, non listed stats are equal to a giant’s with no SEIPAC stats.
Overall hp: 100 damage: 30 (p,b) range: 8 feet speed: 2 feet
Head: 30 hp, chest: 100 hp, arms: L&R 50 hp, legs: L&R 60 hp.
Items: heavy steel hammer.
Skills: none.
Giants that have made it to the realms edge, they have gone feral, growing in strength and
size but losing their minds.
Feral enslaved giant
Level 3, animal stats
S.10 E.10 I.-4 P.10 A.10 C.10 perks: none.
Other: 15 feet tall and 4 feet wide, casts earthball at level 6, non listed stats are equal to a
giant’s with no SEIPAC stats.
Overall hp: 80 damage: 2 (p) range: 6 feet speed: 4 feet
Head: 25 hp, chest: 80 hp, arms: L&R 40 hp, legs: L&R 50 hp.
Items: none.
Skills: earth ball.
Giants that have made it to the realms edge, they have been chained up and enslaved, now
they lift heavy stones.
Hard goop thing
Level 1, animal stats
S.0 E.10 I.-5 P.1 A.-2 C.0 perks: none.
Other: take 90% less piercing damage.
Overall hp: 50 damage: 3 (m) range: 2 feet speed: 1 feet
Head: 25 hp, 5 evasion. chest: 50 hp, 3 evasion.
Items: none.
Skills: guard+.
Strange hard to stab dark green blob creatures made from weird magical chemicals.
Scouts
Units that are faster and very mobile that have high perception and accuracy.
Goblin rover
Level 3, goblin stats
S.0 E.0 I.2 P.2 A.2 C.3 perks: thinker, eagle eyed, rushing bull, manipulation.
Overall hp: 10 damage: 1 (p,b) range: 5 feet speed: 8 feet
Head: 3 hp, chest: 10 hp, arms: L&R 4 hp, legs: L&R 6 hp.
Items: stone mace, 5 feet of rope.
Skills: jump strike, dodge, dash.
Goblins that are from the greenskin federation, mostly used by Zenya as mercenaries.
Wolf
Level 1, animal stats.
S.1 E.1 I.-5 P.4 A.2 C.1 perks: none
Overall hp: 15 damage: 1 (p,p) range: 2 feet speed: 5 feet
Head: 7 hp, 8 evasion, chest: 15 hp, 4 evasion, front legs: L&R 10 hp, 5 evasion, back legs:
L&R 10 hp, 5 evasion.
No items or skills.
A grey wolf, very cute and fluffy and murderous.
Dune terror.
Level 1, animal stats.
S.0 E.1 I.-6 P.-2 A.1 C.0 perks: none
Other: can move underground like normal movement, armor can be healed like hp instead of
healing hp.
Overall hp: 17 damage: 1 (p,p) range: 3 feet speed: 4 feet
Head: 6 hp, 2/15 ARP, 6 evasion chest: 17, 2/15 ARP, 4 evasion.
No items or skills.
A scaly maroon dangernoodle that has similar looks to layered banana peels with a big mouth
that ambushes people and cattle.
Desert spirit
Level 2, animal stats.
S.0 E.0 I.0 P.0 A.0 C.0 perks: none.
Other: uses the ghost stats for non listed stats, attacks reduce enemy range by 50% for 1.2
seconds, does not stack with itself, earth type, basic attacks take 1.2 seconds.
Overall hp: 8 damage: 2.75 (m,earth) range: 12 feet speed: 6 feet
Head: 7 hp, chest: 8 hp, arms: L&R 7 hp, legs: L&R 3 hp.
No items or skills.
Ancient desert spirits that are not from the souls who died but rather from a more magical
source.
Fire sprite
Level 2, animal stats.
S.0 E.0 I.0 P.0 A.0 C.0 perks: none.
Other: immune to bleed, fire type, attacks apply a 2/2 burn effect that doesn't stack with itself,
deals 0.5 more damage to targets with a burn effect, and has an attack time cost of 1 second.
Overall hp: 6 damage: 0.5 (m,fire) range: 15 feet speed: 8 feet
Chest: 6 hp, arms: L&R 2 hp, legs: L&R 4 hp.
Items: none.
Skills: fireborn mark.
Flames that are tamed by the controllers. They are vase shaped, they have little limbs and no
head, they just have coal eyes around the “neck” they use their flame body and shape to hide.
Serpanticus guard
Level 4, fur folk stats
S.0 E.0 I.3 P.3 A.3 C.3 perks: mastermind, fully accurate, scout, war pig.
Overall hp: 12 damage: 3.6 (m,aqua) range: 20 feet speed: 9 feet
Head: 5 hp, 2/20 ARM, chest: 12 hp, 1/10 ARM, arms: L&R 6 hp, 4/40 ARM, legs: L&R 7 hp,
1/10 ARM.
Items: azula tome, grenish chestplate, woodwark helmet, prinkest gauntlets, grenish leggings.
Skills: blood golem, magic missile, taunt, encourage.
Despite the serpanticus cult being about expression of the self these guards have decided to
dress the same.
Bandit
Level 3, human stats
S.0 E.0 I.0 P.3 A.3 C.3 perks: piercing sight, scout, manipulation.
Overall hp: 12 damage: 0.8 (p,s) range: 3 feet speed: 9 feet
Head: 5 hp, 0.25/2 ARP, chest: 12 hp, 1/10 ARM, arms: L&R 6 hp, legs: L&R 7 hp.
Items: thick bandana, grenish chestplate, wooden scimitar.
Skills: teleport, dodge, dash.
Thieves that are always running, they can rob a store before you can say anything.
Mircici valkyrie
Level 3, human stats
S.0 E.0 I.0 P.3 A.3 C.3 perks: piercing sight, scout, manipulation.
Overall hp: 12 damage: 0.8 (p,s) range: 3 feet speed: 9 feet
Head: 5 hp, 0.25/2 ARP, chest: 12 hp, 1/10 ARM, arms: L&R 6 hp, legs: L&R 7 hp.
Items: thick bandana, grenish chestplate, wooden scimitar.
Skills: teleport, dodge, dash.
Thieves that are always running, they can rob a store before you can say anything
Supports
These units usually summon other units, buff allies or debuff enemies.
Volunteer medic
Level 3, human stats
S.0 E.0 I.3 P.3 A.0 C.3 perks: great memory, overperseptive, pack tactics.
Overall hp: 12 damage: 0.8 (m,earth) range: 15 feet speed: 3 feet
Head: 5 hp, 0.25/2 ARP, chest: 12 hp, 1/10 ARM, arms: L&R 6 hp, legs: L&R 7 hp.
Items: thick bandana, grenish wand, blue vial.
Skills: healing hugs, loving whispers, cure.
The first people on any scene of a medical emergency, usually seen near volunteers.
Sand witch
Level 4, human stats.
S.0 E.1 I.4 P.3 A.1 C.3, perks: thick skull, medic, resilient brain, piercing sight, dexterous,
courage.
Overall hp: 14.4 damage: 0.9 (m,earth) range: 15 feet speed: 4 feet
Head: 6 hp chest: 14.4 hp arms: L&R 7.2, 1/10 ARM legs: L&R 8.4, 1/10 ARM
Items: grenish wand, grenish gauntlets, grenish leggings.
Skills: fireball, needle worm, healing hug, pocket sand.
Rather neutral or even kind witches, they use their powers to help anyone who can pay or
even to help out their community for free even if they are criminals.
Serpanticus medic
Level 4, fur folk stats
S.0 E.0 I.3 P.3 A.3 C.3 perks: mastermind, fully accurate, scout, war pig.
Overall hp: 12 damage: 3.6 (m,aqua) range: 20 feet speed: 9 feet
Head: 5 hp, 2/20 ARM, chest: 12 hp, 2/10 ARM, arms: L&R 6 hp, 4/40 ARM, legs: L&R 7 hp,
2/10 ARM.
Items: woodwark wand, woodwark chestplate, woodwark helmet, prinkest gauntlets,
woodwark leggings.
Skills: blood golem, poison flux, healing hugs, encourage.
In order to serve the snake of self expression medics are required to wear uniforms, they
sacrifice themselves for others.
Follower of the blood
Level 4, fur folk stats
S.0 E.0 I.3 P.3 A.3 C.3 perks: mastermind, fully accurate, scout, war pig.
Overall hp: 12 damage: 3.6 (m,aqua) range: 20 feet speed: 9 feet
Head: 5 hp, 2/20 ARM, chest: 12 hp, 2/10 ARM, arms: L&R 6 hp, 4/40 ARM, legs: L&R 7 hp,
2/10 ARM.
Items: woodwark wand, woodwark chestplate, woodwark helmet, prinkest gauntlets,
woodwark leggings.
Skills: blood golem, bloodletting, healing hugs, loving whispers.
Despite the scary name these cultists want you alive, they view blood as the power source of
their god, and blood that isn't in a living thing isn't very good power.
Locust bot
Level 1, animal stats.
S.0 E.0 I.0 P.0 A.0 C.0, perks: none.
Other: flying, unlisted stats equal to those of a steel-heart excluding its special.
Overall hp: 25 damage 2.5 (M,aether) range: 2 feet speed: 8 feet
Head: 15 hp, 1/10 ARP chest: 25 hp, 1/10 ARP arms: L&R 15 hp legs: L&R 15 hp 1/10 ARP
Items: copper shield.
Skills: drain, locust swarm.
An advanced bit of machinery, it resembles a locust but with arms for front feet and the ability
to starve you out, armed with a shield.
(postponed) DUSTINITE CAMPAIGN
DUSTINITE CAMPAIGN
This is a pre-made adventure for Scs, it is for characters between level 3 and level 7 and 3-6 players,
it is intended to be difficult, like a kind of hard mode by having tough early game foes. It is
recommended to play this campaign first if you have previous experience, it is also suggested to
switch game masters every session or less.
Dustin is the oldest nation in the world of Scs, existing in some form under the name Dustin since the
late stone age within the northern desert. The current nation of Dustin is a democracy with an elected
king and elected parliament with one member per city. There is a massive sandstone wall surrounding
the magically and technologically industrialized parts of the nation, and includes a large river called the
Gonzales river that has many farms and pastures around it. The area outside of the wall is filled with
smaller towns and farms, these towns have watchtowers and small garrisons.
The adventure starts with a battle at the southern gate, the battle map is below, the numbers are the
dimensions of the object in feet. Some have letters. Here is the key:
A: 20 feet tall sandstone walls. B: the top part of the southern gate, there is nothing under it.
C: 8 feet tall defensive tower that can be retracted via complex mechanics, they have a door facing
towards the gate, it is suggested to put volunteers on top of them. The un-lettered numbers are the
ground and paths respectively, tips: make enemies follow the paths, make the lose condition having
too many enemies pass through the gate, add volunteers to make it easier.
5x10 A
2.5x5
2.5x5
5x10 A
Enemies: wave 1, 2 desert thugs, wave 2, 3 desert thugs 1 dune raider, wave 3, 1 desert thug, 1 dune
raider, 2 sand witches. (add 1-2 desert thugs or sand witches if it’s too easy.)
(postponed) MELGANITE CAMPAIGN
MELGANITE CAMPAIGN
This is a second pre-made adventure for Scs, if you do not like the Dustinite campaign for its
difficulty it is recommended to try this campaign.
(postponed) THE DUNGEON
ONESHOT
THE DUNGEON ONESHOT
This oneshot is heavily based on the video game fear and hunger, this will be nowhere near as
graphic as fear and hunger however because that game’s content should not be seen by
unsuspecting ttrpg players, also this one shot is going to be very long and can even be turned
into a campaign so make sure you have a few hours at most to spare! It is also recommended
to draw the battle maps and cut them out and place them every time a new room is entered as if
you were playing a rogue-like game.
There is a dungeon, near the holy grounds; an old region that many people were killed at and
other atrocities were committed for the gods, on the outskirts of the holy grounds, where the
grass is still green yet the fog that hides spirits still lingers, stands the dungeon, however don’t
delve too deep, as there is a force that is affecting all within; the hunger of the starved spirits
drains energy and the mind of anyone within the dungeon and has caused the garrison to flee,
only a few were even able to make it out, leaving all of the prisoners There is a man in there,
definitely the most important and possibly the last sane man in that accursed place. Your
mission, should you choose to accept it, is to find him, his name is g’arden, or Griffith arden.
In this campaign your characters will lose 1 hunger every minute out of combat, it is also
recommended that you read the dustinite campaign, already have experience with ttrpg
dungeons, set traps within the battle maps below and for the mind effects of the characters to
be the phobia mind effect, the recommended starting level is 3 and should end at around level
10, make sure you bring up a backup character just in case!
Here are some pre-made characters that might work well in other settings, I recommend making
up backstories for them if you want to role play.
AE-1
Level 3, steel-heart.
S.1 E.3 I.1 P.1 A.0 C.3 perks: jaw strength, stone skin, meditation, fully accurate, courage.
Overall hp: 25.6 damage: 0.6 (p) range: 3 feet speed: 3 feet
Head: 11.2 hp, chest: 25.6 hp, arms: L&R 14.4 hp, legs: L&R 17.6 hp.
Starting items: empty skill scroll.
Starting skills: quick jabs, guard+, guard a+.
Appearance: AE-1 is covered in blue steel panels, they have one large yellow camera eye and a
stomach hatch, they have floating blue and yellow bunny ears.
AE-1 enters the dungeon seeking to free G’arden and get a purpose, they want anything to
make them feel like they are doing something good, their mind torturing them for idleness until
they learned of G’arden.
Rosette granger
Level 3, bunnyite.
S.3 E.2 I.1 P.2 A.2 C.0 perks: warrior, rev healer, control of mind, scavenger, speedy.
Overall hp: 20.16 damage: 0.88 (p,b) range: 5 feet speed: 7 feet
Head: 6.72 hp, 0.25/2 ARP chest: 16.8 hp, arms: L&R 8.2 hp, 1/10 ARP legs: L&R 15.2 hp,
10/10 ARP.
Starting items: baseball bat, thick bandana, leather gauntlets, leather leggings.
Starting skills: action surge, great slash, dodge.
Appearance: Rosette is tall and lanky, dressed in a loose and baggy outfit of a shirt and
leggings, she wears a red bandana over their face and on their head.
Rossette enters the dungeon seeking wealth, they have been promised a large sum of money
to get G’arden out of the dungeons, enough money to quit being in a gang and be free.
Heligahn shegil
Level 3, elf.
S.0 E.0 I.3 P.3 A.1 C.2 perks: control of mind, scavenger, runner.
Overall hp: 10 damage: 0.4 (m,earth) range: 20 feet speed: 4 feet
Head: 4 hp, 2/20 ARM, chest: 10 hp, arms: L&R 5 hp legs: L&R 6 hp.
Starting items: grenish stave, woodwark helmet, wooden shield.
Starting skills: earth ball, brambles, loving whispers.
Appearance: Heligahn is lanky and thin, dressed in a white and flowy shirt and flowy pants
outfit, he wears a sternly calm expression at all times and a crown made of woodwark sticks.
Heligahn enters the dungeon seeking to fulfill a promise, he swore an oath to get G’arden out of
any situation long ago and now he must fulfill it.
Pennance knight
Level 3, human.
S.5 E.0 I.1 P.0 A.2 C.1 perks: avenger, bruiser, limb breaker, control of mind, rushing bull,
mesmerizing.
Overall hp: 12, 12/120 ARPM damage: 6 (no type) range: 6 feet speed: 5 feet
Head: 5 hp, chest: 12 hp, arms: L&R 6 hp legs: L&R 7 hp.
Starting items: penance armor, penance sword.
Starting skills: hurting, smite, loving whispers.
Appearance: they wear the penance armor, no part of their form can be seen. The cold metal
makes the bottom of the face look soft, the rest of the armor looks like a ruffled shirt and pants.
Pennance enters the dungeon seeking to redeem their soul. They are stuck in the armor and
sent to the dungeons to get G’arden out as a holy punishment, similar to the penance knights of
the old holy lands.
This is the entrance to the dungeon, there are 3 barrels and one crate, the loot table is below.
Barrel
1-2: carrot x2. 3-4: blue vial. 5: beer bottle. 6: red vial. 7: demonblood vial. 8-9: raw beef. 10:
any piece of leather armor (game master’s choice).
Crate: 1-3: beer bottle. 4-6: torch. 7-8: purple vial. 9-10: joint.
carriage
The total area is 30x17.5 feet. If the party spends around 1-2 minutes here then 2 wolves will
attack them from the south, you should make mention of used up frost orbs in crates with food
in them, if a party member freezes one the party can now use the frost orb. If anyone tries going
back out then the fog will seemingly get denser
plant
40 feet
pillar
24 feet
This is the main entrance, there are 2 crates, one weaponstand and one plant, the plant has 3
carrots. There are 2 torches that light up the entire area. Weaponstand loot table
1-2: copper sword. 3-4: copper axe. 5-6 copper spear. 7: the cleaver. 8: wooden shield. 9: stone
quarterstaff. 10: nothing! (feel free to swap these weapons for ones that fit your party!)
pillar
pillar
pillar
46 feet
This is the secondary basement, this will always be the room after the players enter the second
entrance. The red dots are enemies, specifically 2 mutated guards total Past this point (and the
main entrance) most rooms are to be nonlinear, the next rooms will not be guaranteed unless
otherwise stated, similarly to a rogue-like game or fear and hunger.
Mutated guard
Level 5, howler stats.
S.5 E.5 I.0 P.3 A.2 C.0 perks: adrenaline rush, jaw strength, warrior, guardian, armdurance, iron
will, , runner.
Overall hp: 35 damage: 4.4 (p,s) range: 5 feet speed: 5 feet
Head: 12 hp, chest: 35, arms: L&R 19.2 hp, legs: 20 hp.
Items: the cleaver, leather chestplate.
Skills: great slash, rage, hurting, quick jabs, spin kick.
Former guards of the holy lands dungeon, trained to break bones and prisoners. The rest of
their armor has been torn off due to their gruesome transformation that made them grow tumors
under their skin.
24
pillar feet
This room is a square and is pitch black, the black lines are the route the enemy should follow,
orange arrows mean the enemy should turn around when they reach that point.
pillar pillar
40
feet
pillar pillar
The orange circles are wolves, they
use the wolf stat block. Only the area around the guard next to the torch is visible, the barrels
and other enemies are hidden.
pillar 24
feet
’
This room is entirely dark.
pillar pillar
pillar
24
feet
pillar 40
feet
pillar pillar
This room is completely dark, no guards can see your players but they also can’t see any
guards.
16
pillar fee
t
16
fee
t
This next area is a very dark library, after exploring 3 rooms you should end up here, the 2
yellow circles are aether wizards.
Mutated guard
Level 5, howler stats.
S.5 E.5 I.0 P.3 A.2 C.0 perks: adrenaline rush, jaw strength, warrior, guardian, armdurance, iron
will, , runner.
Overall hp: 35 damage: 4.4 (p,s) range: 5 feet speed: 5 feet
Head: 12 hp, chest: 35, arms: L&R 19.2 hp, legs: 20 hp.
Items: the cleaver, leather chestplate.
Skills: great slash, rage, hurting, quick jabs, spin kick.
Former guards of the holy lands dungeon, trained to break bones and prisoners. The rest of
their armor has been torn off due to their gruesome transformation that made them grow tumors
under their skin.
book shelf
1: nothing! 2: Scroll of needleworm. 3: scroll of blood golem. 4: scroll of healing light. 5: azula
tomb 6: scroll of guard+. 7: book of enlightenment. 8: scroll of lightning rod. 9: scroll of hurting.
10: nothing. (feel free to swap these items for other ones to fit your party!)
Advanced crate
1-2: raw beef x2. 3: frost orb. 4: orange vial. 5: joint x2. 6: 15 feet of rope. 7: bone saw. 8:
pinecone pig. 9: white vial. 10: purple vial.
pillar
16
feet
47 feet
In this next zone, the area behind the pillar is not bright enough to see.
(postponed) STARLIGHT ACADEMY
CAMPAIGN
STARLIGHT ACADEMY CAMPAIGN
Welcome back to school,
Jayden Greyskull
Level 2, fur folk stats.
Never there mind effect.
S.0 E.0 I.1 P.2 A.0 C.3 perks: meditation, paranoid alertness, just empathy.
Overall hp: 12 damage: 0.2 (p) range: 3 feet speed: 4 feet
Head: 5 hp, chest: 12 hp, arms: L&R 6 hp, legs: L&R 7.
Starting items: blunt x3 (blunts are of low potency and act as paranoia management).
Starting skills: hurting, healing hugs.
Appearance: they are 5’9 and look rather androgynous, they either wear a hoodie and pajama
like pants (pro club) or a white longsleeved shirt with puffy sleeves along with a little black string
bowtie and a pink skirt that goes down to their ankles, they always wear a yellow hat and look a
bit joyous or tired.
Jayden is a new student in Starlight academy, they wanna make friends and have deep (and
possibly polyamorous) relationships to make things like games or art with!
INTO THE RIFT
INTO THE RIFT
Within the mountains of Merji that reside near the ashen edge lies a rift, within the rift lies a
multiverse of worlds with a small hub area leading to ours and the rest of the rift. Due to the end
of the world war with zenya the world can focus on the rift and what it is, and soldiers with an
adventurous spirit are in high supply.
But who will go into this rift, surely not just soldiers? Those are the following people below!
These premade characters are here as a shortcut, recommended level for this campaign is 3-4
at the start and some characters may have custom items, these may not be able to do anything
unless the DM decides it can, an example is the dragon totem being a trinket but the DM can
add a door that has loot and needs the totem as a key.
Lesha Borne
Level 3, dragon-born
S.0 E.0 I.3 P.2 A.1 C.3, perks: Locked in, eagle eyed, armvasion, boastful, eloquence.
Overall hp: 18 1.5/15 ARP damage: 0.8 (m, earth) range: 15 feet speed: 4 feet
Head: 8 hp, chest: 18 hp arms: L&R 10 hp legs: L&R 12 hp
Items: grenish wand, dragon totem (custom item).
Skills: stalwarts stance, enlightenment, type switch.
Appearance: a yellow dragonborn, about 6 feet tall, commonly wears toga like violet robes and
small gold drop shaped hornrings on the back of her very horned head.
A wealthy dragonborn that has felt unknown, alone, and uncared for as they lived in a
somewhat fancied cave, unfortunately their wealth comes in crystals and old artifacts and not
money so their departure has left them leaving with little gear, only with a wand and totem of
their grandfather.
Sang Slik
Level 3, arachnoid
S.3 E.1 I.0 P.0 A.2 C.0, perks:
Overall hp: 12 damage: 0.8 (m, earth) range: 15 feet speed: 4 feet
Head: 6 hp, chest: 12 hp arms: L&R 7.2 hp front legs: L&R 8.4hp back legs: L&R 8.4hp.
Items: large nail, spider muffin(custom item).
Skills: stalwarts stance, enlightenment, type switch.
Appearance: a yellow dragonborn, about 6 feet tall, commonly wears toga like violet robes and
small gold drop shaped hornrings on the back of her very horned head.
A wealthy dragonborn that has felt unknown, alone, and uncared for as they lived in a
somewhat fancied cave, unfortunately their wealth comes in crystals and old artifacts and not
money so their departure has left them leaving with little gear, only with a wand and totem of
their grandfather.
Stats: 5 hp 7 evasion, chest: 10 hp 4 evasion, arms: L&R 6 hp 6 evasion, front legs: L&R 7 hp 5
evasion, back legs: L&R 8 hp 4 evasion, abdomen: 10 hp 3 evasion
The game starts with an empty field, filled with white ash and small dunes like realms edge,
some trees, the trees are from our world and of various species spaced out from each other
along with a few crops and grasses, litter the area as far as you can see, there is a perpetual
wind that blows north somewhat weakly with very minor variation, some people, with dried blood
coating their limbs and large, visceral scars wear the gear of soldiers, highwaymen and few
dawn common clothing walk along with the wind, all a good distance away from you, some in
small groups. This area is known as the ashen fields, here is the lore: people and animals and
sometimes plants spawn here upon death, they are given the message through their mind, “you
must follow the wind to be saved”, if they do as told then they will reach the city of makavere
(pronounced ma-kaver-ay), the image below is a battle map (40 by 40 feet with alternating
colored 1 foot tiles) of the entrance, orange is carrot crops, light brown are potatoes, dark brown
is wood (the bottom right has, blue is water and the greys are stone, light grey is road and dark
is metal gate. The battle map is the entrance to makavere, the city of the gods.
The grey path leads into the city proper, within the city there are 2 standing npc’s marked with a
greyish purple color, the one on the left is a nurse and stands by a rest area for injured people,
the one on the right is Alexander, a human that will not get a stat block, they wait around the
entrance to the city and will guide new people if needed, this npc does not have to exist, they
are for guiding new players only, the DM can use Alexander as they wish.
Scs lore/world building document
Scs lore/world building document
This is a lore document, you can call this world FScs (fantastical scs).
Map (VERY SIMPLE AND BAD)
Zenya, Nazi Germany with a twinge of Rome and expansionism but with less genocide and
more slaves, the people there are allowed to gamble and do all the drugs and prostitutes, its like
vegas but worse, furfolk, howlers and more of the "beastly" races are enslaved, the ground is
grey but unlike the holy lands it is stone and not ash, zenya makes many metals, they deck out
their army with full armor excluding the conscripts that work in the forts, they have fearsome
zenya slayers clad in titan armor, the picture is what they look like, the wars zenya fights go into
tax breaks and bread and circuses for the masses so they don't try and revolt. the country's
dictator is blon, he is a human and a racist and a bad guy, most of the world is at war with him.
the surface of esterose is like the howling cliffs in hollow knight, there is a region to the
northwest called the howling heights, the land is of many rocks, large and small and the sky is
just kinda always a very dark grey and windy it is home to many clans of howlers (and other
races) that are in a confederation, the culture there cares about life and death a lot, specifically
meddling with it, they do use medicine but if you were to kill someone you might get murdered
legally by a high priest of one of the various world religions, sexual assault gets you branded
with a red R or killed and if you are a repeat offender then you get crucified, it has no religious
significance its just painful, the people here do tend to do a lot of fighting and war but war in this
world is less about killing and more about capturing, this is extra true for the people in the cliffs,
killing is dishonorable, gladiator arenas also exist but are a lot more PG than the dustinite ones,
the rest of esterose is similar, (with a large spread of races) however a significant portion is
underground, houses exist on the surface and roads underground, many things are
underground and there is a very large mountain, its the crystal peak, it holds pink prinkest and
purple prumple (these names are very subtle) and it near the top there is Irniage, orange aether
crystals, even closer to the top you can see tears into reality that lead into a starry void next to
high concentrations of irniage, nobody has dared to enter.
Kitkun is inspired by Asia and Japan, it has northern forests and southern mountains. Kitkun is
organized in a democracy mixed with constitutional monarchy, the emperor is elected and can
do things with permission from Congress, basically England pre 1900's but with impeachment
that isn't assassinating a monarch. a vast majority of citizens have a "friendcule" its not actually
named in kitkun its just named that to simplify the explanation, they are a polycule from 3-8 total
people that aren't actually a polycule, you will see cuddling and stuff but much more rarely,
kissing, kitkun is kinda work hard play hard except if play hard was rest hard, many public areas
have comfortable mats and chairs do exist but are unpopular compared to sitting on soft
blankets, the people there tend to chill when not on the clock and the underground hot springs
help a lot, there is a family section which is basically a cute underground poll that's warm, many
people, regardless of gender or biological sex wear cute bikinis and other swimwear that's
usually gender specific .(now is a good time to mention that showing the upper chest exposed is
seen as sexual, less than showing your other parts but still sexual, men can be seen wearing
bras across the world because this cultural standard is quite global!) there is an adult only
section however, typically covered with a big wall or conveniently covered by the pre existing
cave, it is just like a nudist beach but underground, this sort of weird and lustful energy is
especially present in the debaucherous capital, many large "no pants parties" happen after 5
o'clock, minors are given a curfew because of this, not many people with kids live in the capitol
and usually stay near the edge so that kids don't have to see all that, this lustful behavior is not
seen any wear else other than the Zenya red light district. the economy is surprisingly
industrialized with many workers making magical vials (such a s healing blue vials or blinding
red vials) or scrolls or magic books, near the south is Starlight Academy, it is floating over one
of three large craters, the other two are in mircici and esteros, the academy teleports between
these two collect its students and supplies, it is the most renowned magic school in the known
world! (I HATED WRITING THIS OH GOD I HATED THIS KITKUN SO BAD!!!)
Valgore, created by the god of the same name, valgor was very lonely so they created the elves
via fucking with monkeys in the azure desert near the large river, this was essentially selective
breeding, and elves arrived in time with all the other homo genus races (basically every race -
giants and -ensliners) valgore is a theocracy but overtime valgore the god has found that they
are becoming more and more like a normal person. These elves are tree huggers, valgor is
basically within a massive forest with a mountain range near zenya, the valgorians have gotten
good at smelting intricate patterns to put on treehouses and adding magic to metal. valgorians
eat a lot of fruits as they already have a lot of trees, you might go out to buy some stuff but town
foraging and orchards are common as the valgorians live closer with nature, they even have pet
deer and don't usually eat meat, they still have to for protein but they have a sort of ritual of
hanging the unused animal skins on walls or tress and discarding bones into compost to give
the body back to nature, there are also priest pairs that conduct rituals and mass (in a way
somewhat similar to Christianity) in the large cathedrals, they cannot have kids without losing
their position and gay priest pairs are seen more favorable as they are physically unable to have
kids (for now) they have many holy days and valgor makes public appearances on them near
the capitol and its beautiful hanging gardens.
The ancients are the oldest intelligent species, they have the lowest population count of all
races but it does not mean there are few of them, many of them live in the ancient cast in
western esterose, they dwell deep into the ground with archeologists to find the many ruins,
artifacts and writings within these large hollowed out caverns. The deep caves are filled with
void fluid that is pitch dark and ink like, it dissolves life quickly seemingly being the concept of
liquified aether, it flows like water through the caverns, it is this fluid that has presumably turned
the former buglike ancients into these void creatures, ancients were bugs like seen in hollow
knight. Below is what an ancient might look like, they take various forms but always seem like a
living shadow.
The artifacts down under show extreme skill in metallurgy with metals and high quality bronze
being common, this also includes a bronze like alloy with bits of diamond being used for some
armors and tools, this is a blue brown mix of color and is stronger than steel but modern
attempts to make it have found it was very difficult to produce due to diamonds hardness, there
is also a seemingly natural metal, ideonite, it is theorised to come from meteors during that
crashed during the formation of the planet, it is even stronger than the previously mentioned
alloy but attempts to use it have been stopped due to its extreme temperature resistance, it is
theorised extreme cold then heat will cause it to melt and be able to be used. The civilization of
the previous accents used to go to war with itself a lot and eventually all took a plunge into a
specialized river of void fluid that turned them into shadows and their future descendants into
shadows.
The valley of kings is the most well known area of realm’s edge, it has the realm knight hq and
slightly more southern than the map can show is where the far fortress lies, it is a fort, and it is
quite old, valgor, zenya, melgan and dustin troops populate it along with farmers, minors and
artisans, the people there study the realms edge.
Unclaimed lands are filled with tribes, homesteaders, ensliners and giants, nobody attacks the
land because if they did they would encounter the issue of taking down one person that has
family or friends that care about them enough to purse their murderer’s, basically if you kill an
insurgent you get more insurgents (quote usa army that one time i think) and also nobody wants
to take their lands.
General culture:
The residents just call it earth as it is earth for them (it is also very similar with the moon and
sun), we only have a small snapshot of the whole world, there are patches and creators of non
ashen and non neogreen root filled places past the realm's edge. metal is EXPENSIVE and I
know you didn't ask but due to the war and large metal exporters using slavery metal products
are expensive, a farmer might use copper tools but usually will use much more repairable stone
tools that are made or bought, rev is a mechanic I borrowed from fear and hunger 2: termina, in
terminal I believe it is basically adrenaline. Magic is given from the gods, however it seems like
the gods gave everyone magic including the non believers so it seems like even the most
strange gods exist, they basically made magic as a physic system and put their power into stuff
and people use it like gasoline sometimes and I will not give a panthin as it is a work in
progress. all magic is fair game and anyone can learn magic, it works by visualizing the magic in
your head, it is kinda weird and ungrounds you from reality so many wizards do drugs so they
keep sane and some become addicts, no comment on a specific afterlife but the necromancy
spell revives people who are not mangled, its like a defibulator but it can bring people back as
ghosts, zombies or skeletons or with a lot of mental power bring them back whole, resurrection
is expensive on the body as it uses a lot of calories and mental stability, the war with blon has
been going on for less than a year but nothing concrete due to it entering war with different
countries at different times. there are a few cults, two of which being the cult of serpanticus: they
worship the serpent and they tend to be all about self expression, followers create art and wear
minimal clothing (usually darkish green for the serpent), their bodies are filled with tattoos and at
least one of the serpent for identification purposes, they are seen in Dustin and the capital of
kitkun, in kitkun they are paired to do +18 acts in kitkun but they are just normal people in
dustin. There is a second cult, the followers of the blood, typically nurses and medical
professionals. They believe that blood within a living body makes the blood god more powerful,
they use necrotic magic like blood golem and necromancy or healing spells like loving whispers.
there is something sudo religious, the saints of the blood blade are steel-hearts that have almost
made a religion of the blade, they reside in the valley of kings, very few do wander the northern
lands, there is a great marble hall with an almost glowing white fog, the saints themselves paint
themselves white or grey. around the world gender and sexuality is not persecuted along with
religion except in valgore due to the god being right there, they will only chastise you greatly and
maybe throw a tomato at you because they don't want to kill people as that's how you start wars
and valgore themself does not support it.
Boiling Mines LLC, a group of demon supremacist that reside deep in the world where the stone
is red and the heat melts copper and tin and makes natural bronze, these demons enslave
people, most commonly ensliners and use various shell companies to sell their metals, they
often kidnap people as slaves or traffic them from zenya, the sulfur pits was an underground
region where many peaceful demons resided, then the Boiling Mines LLC came in and brought
its cruelty causing an exodus.
Realm’s edge, it is like the area of a similar name featured in hollow knight, the sky specifically
transitions from blue sky, to greenish white fog to cavern roofs, white ash falls from above and
neon green roots grow like trees without leaves.
(battle maps postponed)ROB THE
PREZ-O-DENT
ROB THE PREZ-O-DENT
This oneshot is about robbing the president, as of the creation of this oneshot it is Donald j.
Trump as of the year of our desperately needed lord and hopefully savior 2025. This oneshot is
basically real life but if the races as listed in the character creation document tab were real.
Firstly, let's talk about items, there are many exclusive items such as firearms, grenades and
armors. In order items are guns, rounds/mags, nonguns and armors.
Guns
Nondescript pistol
Weapon, deals piercing damage. Needs 9mm rounds to attack, 30 feet range. 0.5 attack time
cost, deals 50% more damage when someone is within 10 feet of you. Takes 4 seconds to
reload another magazine. -7 accuracy on attack rolls unless a ten is rolled.
Big iron
Weapon, deals piercing damage. Needs 9mm rounds to attack, 35 feet range. 0.7 attack time
cost. Takes 0.8 seconds to reload another round, holds a max of 6 rounds. -5 accuracy on
attack rolls unless a ten is rolled.
Nondescript shotgun
Weapon, deals piercing damage. Needs shells to attack, 40 feet range. 0.9 attack time cost,
deals 100% more damage when someone is within 5 feet of you, deals 50% more damage
when a target is 6-10 feet away from you, deals 50% less damage on targets 11-20 feet away
and deals 90% less damage to targets further than 21 feet from you. Takes 6 seconds to reload
another shell, holds 6 shells at once. -8 accuracy on attack rolls unless a ten is rolled.
AK-47.1
Weapon, deals piercing damage. Needs high caliber rounds to attack, 40 feet range. Uses 2
hands. 0.4 attack time cost. Takes 4 seconds to reload another magazine. -6 accuracy on attack
rolls unless a ten is rolled, reduces accuracy by 1 for every consecutive shot fired, resets when
you stop firing shots, +2 accuracy of the target is within 20 feet of you.
M4.1
Weapon, deals piercing damage. Needs high caliber rounds to attack, 55 feet range. Uses 2
hands. 0.3 attack time cost. Takes 4 seconds to reload another magazine. -5 accuracy on attack
rolls unless a ten is rolled, reduces accuracy by 0.5 for every consecutive shot fired, resets
when you stop firing shots.
Mini-gun
Weapon, deals piercing damage. Needs 9mm rounds to attack, 55 feet range. Uses 2 hands.
0.2 attack time cost. Takes 5 seconds to reload another drum. -8 accuracy on attack rolls unless
a ten is rolled, reduces accuracy by 0.5 for every consecutive shot fired, resets when you stop
firing shots, first shot takes one second longer, resets when you stop firing shots.
Hunting rifle
Weapon, deals piercing damage. Needs high caliber rounds to attack, 60 feet range. Uses 2
hands. 1.2 attack time cost. Takes 4 seconds to reload another magazine. -4 accuracy on attack
rolls unless a ten is rolled, rolled 9’s count as rolled 10’s, reduces accuracy by 1 for every
consecutive shot fired, resets when you stop firing shots.
Jury-rigged flair gun
Weapon, deals piercing damage. Needs shells to attack, 15 feet range. 0.3 attack time cost.
Takes 2.7 seconds to reload another shell, holds 1 shell. -5 accuracy on attack rolls unless a ten
is rolled.
Ammunition
9mm round
4.5 damage, loaded into mags.
9mm hollow point round
8 damage, loaded into mags, deals 75% less damage to armored targets.
High caliber round
6 damage, loaded into mags, ignores 50% of armor absorption when a 8-10 is rolled.
High caliber anti-armor round
4 damage, loaded into mags, ignores 100% of armor absorption and deals 6 damage to armor
when a 8-10 is rolled.
High caliber hollow point round
8 damage, loaded into mags, deals 50% less damage to targets with armor.
High caliber tracer round
4 damage, loaded into mags, when a target is hit by this they have -3 evasion for 2 seconds,
does not stack.
Shell round
4 damage, loaded into guns, fires with a 45 degree arc that damages anything within it as if
many projectiles that only target one unit and could not damage one unit twice per volley were
fired at once.
Hell shell round
1 damage, loaded into guns, applies a 2/4 burn effect, fires with a 45 degree arc that damages
anything within it as if many projectiles that only target one unit and could not damage one unit
twice per volley were fired at once.
Universal 6 round mag
Loaded into guns, lets the gun fire 6 shots before needing to reload.
Universal 12 round mag
Loaded into guns, lets the gun fire 12 shots before needing to reload. Increase reload time by 1
second.
Universal drum mag
Loaded into guns, lets the gun fire 20 shots before needing to reload. Doubles the reload time.
Universal 4 round mag
Loaded into guns, lets the gun fire 4 shots before needing to reload, halves reload time.
Universal 1 round mag
Loaded into guns, lets the gun fire 1 shot before needing to reload, increases attack time cost
by 0.2 and removes the need to reload.
Non guns
Quick burn adrenaline shot
Halves time cost for all actions for 1 second after use.
Quick blood transfusion
Heals 3 hp in 2 seconds and stops bleeding.
Heavy explosive grenade
Takes 2 seconds to explode after being thrown, explodes in a 5 foot diameter circle dealing 9
physical damage.
Frag grenade
Takes 3 seconds to explode after being thrown, explodes in a 10 foot diameter circle dealing 5
physical damage.
Gas grenade
Takes 4 seconds to explode after being thrown, all in a 7 foot diameter circle take 3 magical
damage for every second that passes before it explodes.
Thermite grenade
Takes 3 seconds to explode after being thrown, all in a 6 foot diameter circle get a 1/4 burn
effect when it explodes.
Armor
Metal riot shield
Takes damage and blocks from all hits to your front but not from behind, has 70 hp and halves
your speed while equipped.
Kevlar vest
Gives 5/20 ARP, takes up the chest, absorbs 50% less damage from melee attacks.
Heavy kevlar vest
Gives 7/30 ARP, takes up the chest, absorbs 50% less damage from melee attacks
Kevlar limb guard.
Gives 5/25 ARP, takes up the arms or legs depending on what limb it gives armor to, absorbs
75% less damage from melee attacks.
Kevlar hat
Gives 5/20 ARP, takes up the head, absorbs 75% less damage from melee attacks.
Military helmet
Gives 6/70 ARP, takes up the head.
Juggernaut helmet
Gives 10/100 ARP, takes up the head, -2 accuracy.
Juggernaut limb guard
Gives 10/100 ARP, takes up the arms or legs depending on what limb it gives armor to, -1
speed, max of half of your speed rounded down being reduced.
Juggernaut chestplate
Gives 10/100 ARP, takes up the chest, -2 speed, max of half of your speed rounded down being
reduced.
Ned kelly armor
Gives a shared 13/40 ARP to all limbs, takes up the all armor slots, -3 speed, minimum of 1
speed leftover.
Now that items are taken care of it is time for pre-made characters.
Rosette Granger JR.
Level 3, bunnyite.
S.3 E.2 I.1 P.2 A.2 C.0 perks: warrior, rev healer, control of mind, scavenger, speedy.
Overall hp: 20.16 damage: 0.88 (p,b) range: 5 feet speed: 7 feet
Head: 6.72 hp, 0.25/2 ARP chest: 16.8 hp, arms: L&R 8.2 hp, 1/10 ARP legs: L&R 15.2 hp,
10/10 ARP.
Starting items: baseball bat, thick bandana, leather gauntlets, leather leggings.
Starting skills: action surge, great slash, dodge.
Appearance: Rosette is tall and lanky, dressed in a loose and baggy outfit of a shirt and
leggings, she wears a blue bandana over their face and on their head.
Rosette has a long line of females before her trying to get out of poverty, named after one of her
great great great… you get the point, grandmas who entered a dungeon with a feral garrison for
wealth, now Rosette seeks to rob the president and retire in the presidential golf course.
Enemies
Security guard
Level 3, human stats.
S.1 E.1 I.1 P.3 A.1 C.2, perks: hard knuckles, armdurance, control of mind, sniper, dexterous,
sticky words.
Overall hp: 14.4 damage: 4.5 (p,p) range: 30 feet speed: 4 feet
Head: 6 hp, chest: 14.4 hp arms: L&R 9 hp legs: L&R 8.4 hp
Items: nondescript pistol, 9mm rounds, universal 6 round mag.
Skills: longshot, needleworm, mind+.
Simple security guards that lack armor to blend in with most people in case it is needed to
subdue any dangerous individuals.
Light weapons guard
Level 3, human stats.
S.1 E.1 I.1 P.3 A.3 C.0, perks: hard knuckles, armdurance, control of mind, piercing sight,
dexterous, runner, headvasion, sticky words.
Overall hp: 14.4 damage: 8 (p,p) range: 30 feet speed: 5 feet
Head: 6 hp, 5/20 ARP, chest: 14.4 hp, 5/20 ARP, arms: L&R 9 hp legs: L&R 8.4 hp.
Items: nondescript pistol, hollow point 9mm rounds, universal 12 round mag, kevlar vest, kevlar
hat.
Skills: longshot, needleworm, mind+.
A security guard but with more armor and hollow points, slightly closer to the president.
Medium weapons guard
Level 3, human stats.
S.1 E.2 I.1 P.2 A.1 C.2, perks: hard knuckles, armdurance, legdurance, control of mind, eagle
eyed, dexterous, sticky words.
Overall hp: 16.8 damage: 6 (p,p) range: 30 feet speed: 4 feet
Head: 7 hp, 6/70 ARP, chest: 16.8 hp, 5/20 ARP, arms: L&R 10.5 hp, 5/20 ARP, legs: L&R
12.25 hp, 5/20 ARP.
Items: ak-47.1, high caliber rounds, universal 6 round mag, military helmet, kevlar vest, kevlar
limb guards x2.
Skills: hurting, needleworm, mind+.
Even more armored security, they are even more armed than the light weapons guard, used
during times of turmoil with high assasination risks.