Acid
Exposure to acid or corrosive substances can be a hazard.
- Damage: 1 AVThe numeric value representing how much damage armor absorbs... More or 1d4 for weak acid, 1d6+1 for standard acid, and 1d10+1 for strong acid.
- Armor protects against acid, but a direct hit from acid eats through 1 AVThe numeric value representing how much damage armor absorbs... More per round.
- Acid can be neutralized by a base (Knowledge Alchemy), magic, or dilution. Antacid negates any acid, but takes one standard action to apply.
If a creature is fully submerged (like being thrown into a vat of acid), it suffers 10d6 damage per round.
Aim
Once per round, you may attempt to aimOnce per round, you may attempt to aim an attack that will h... More an attack that will hit a specific part of target. An aimedAim allows you to bypass 1/2 AV with a Successful Spot. Once... More attack is DifficultYour skill is halved when a task is harder than average, whi... More by default. With a successful Heroic Action (Spot, Sense) you can aimOnce per round, you may attempt to aim an attack that will h... More, and your attack is at your standard skill rating.
An aimedAim allows you to bypass 1/2 AV with a Successful Spot. Once... More shot can do one of two things: It may negate 1/2 AVThe numeric value representing how much damage armor absorbs... More of worn armor*. Or it can target a specific part of the body. This can have many effectsEffects are conditional modifiers due to actions against the... More, and it is up to the player and SG to determine the effect.
*Some creatures have natural AVThe numeric value representing how much damage armor absorbs... More, so bypassing it would only happen if they have known weak spots. AVThe numeric value representing how much damage armor absorbs... More is rounded up.
Animal Companions
Animal companions are more than a pet, they are a bonded creature that understands their counterpart. They can share thoughts, vision, and more.
| Talent Point LevelTalent Point Level is equal to the amount of Talent Points a... More | HPA measure of the relative health of your character, represen... More | Natural AVThe numeric value representing how much damage armor absorbs... More | Attack and Dodge Skill | Damage | SpecialA special success if the roll is equal to or less than 1/5 t... More |
| 1-3 | 1/2 of Heroes HPA measure of the relative health of your character, represen... More | 0 | 50% | 1d4+db | Link, 1 Supernatural AbilitySomething a character can do or feel, whether a skill, a pas... More, Skills |
| 4-6 | 1/2+1 of Heroes HPA measure of the relative health of your character, represen... More | 0 | 55% | 1d6+db | Share Vision |
| 7-10 | 1/2+3 of Heroes HPA measure of the relative health of your character, represen... More | +1 | 60% | 2d4+db | Share Hearing |
| 11-13 | 1/2+4 of Heroes HPA measure of the relative health of your character, represen... More | +2 | 65% | 2d6+db | Share Mind |
| 14+ | 1/2+5 of Heroes HPA measure of the relative health of your character, represen... More | +2 | 70% | 2d6+db+(1 per every 3 talentsExtraordinary abilities that define your character. More) |
Link: There is a link between an animal companion and their partner. A hero can suggest an action to their animal companion as a free action, and there is a favorable understanding and bond between the two.
Supernatural Abiliies: An animal companion can have a supernatural abilitySomething a character can do or feel, whether a skill, a pas... More. These are decided upon with the SG, but here are a few examples:
Enlarged: An animal companion can grow in size once per day. This is a growth of 8 SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More points, allowing the creature all benefits to the larger size.
Keen Sense: The animal companion can pick one sense and it gains +10% to skills related to that sense.
Shrink: An animal companion can shrink in size once per day. This is a change of 5 SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More points, allowing the creature all benefits to the smaller size.
Skills: Pick four non-combat skills that the animal would be competent with, and these skills are all 60%.
Share Vision: The hero can see through the eyes of their animal companion at will. There are no distance restrictions.
Share Hearing: The hero can hear through the ears of their animal companion at will. There are no distance restrictions.
Share Mind: The hero and companion share a strong mind link, and both gain a +10% to and skills used against mind influencing spells and effectsEffects are conditional modifiers due to actions against the... More as long as they are with 100’ of each other.
Armor Damage
Armor protects the user from damage, but as it protects, it becomes damaged. When a person wearing armor is hit with a specialA special success if the roll is equal to or less than 1/5 t... More or criticalThis is the result of a skill check roll that is 1/20 (or 5%... More attack, that armor loses 1 AVThe numeric value representing how much damage armor absorbs... More, whether it does damage to the wearer or not. When the AVThe numeric value representing how much damage armor absorbs... More reaches 0, the armor is essentially just a burden.
Armor can be repaired with a repair roll, as long as the crafter has a means to repair it (kit or crafting room). A single kit can repair 1 AVThe numeric value representing how much damage armor absorbs... More worth of damage, and the repair takes 10 minutes and a successful Repair skill check. Armor can be repaired back to its full AVThe numeric value representing how much damage armor absorbs... More value, but not above. SpecialA special success if the roll is equal to or less than 1/5 t... More materials must be repaired with a kit made for that specialA special success if the roll is equal to or less than 1/5 t... More material.
Shields do not take damage in this way, but helmets do. Shields only take damage as listed for SpecialA special success if the roll is equal to or less than 1/5 t... More damage or during Parry attempts. This only applies to armor worn on the body, not natural armor like tough skin or scales. Some spells that replicate armor may also take damage, as noted in the spell descriptions.
Armor can be damaged, but only by CriticalThis is the result of a skill check roll that is 1/20 (or 5%... More Hits or specialA special success if the roll is equal to or less than 1/5 t... More attacks like acid or fire. A criticalThis is the result of a skill check roll that is 1/20 (or 5%... More hit does normal damage to the target but also does 1 damage to the armor. When armor reaches 0 AVThe numeric value representing how much damage armor absorbs... More, it no longer gives any protection, but still weights and encumbers the same as when it was functional.
Acid, fire, or other corrosive or highly caustic attacks can damage or even destroy armor. It is possible also that a piece of armor can be destroyed by criticalThis is the result of a skill check roll that is 1/20 (or 5%... More hits or even fumbles, though this is at the gamemaster’s discretion. If armor is damaged or loses pieces, reduce its armor valueThe numeric value representing how much damage armor absorbs... More by 1/2, rounding down.
For example, armor worth 5 points of protection is downgraded to only having 2 points of armor valueThe numeric value representing how much damage armor absorbs... More. If random armor valueThe numeric value representing how much damage armor absorbs... More is used, armor worth 1D8+1 may be reduced to 1D4 protection, which is 1/2 of 1D8, with the +1 rounded down.
Repairing armor costs half-again the armor’s normal cost. This may be adjusted based on circumstances, such as your character’s relationship with the craftsman, the availability of materials needed for repairs, and the nature of the damage.
Armor, Equipping
Medium armors take 1 round to equip, and heavy armors take 2 rounds.
Battlefield Spaces and Squares
SagabornSagaBorn is the name of the TTRPG system created by Michael ... More d100A d100 is a 100-sided die. In SagaBorn it is used to determi... More assumes the use of 5’ spaces or squares to measure tactical battles. If you are using theater of the mind, you can describe battles as three sections: close, near, or far.
Broken Weapons
Equipment is often damaged or broken during combat. A weapon or shield breaks if it is used to parry an attack that reduces the weapon’s hit pointsA measure of the relative health of your character, represen... More to 0, or through other means. A broken weapon does half its normal rolled damage (round up). Any attacks or parries with the weapon are DifficultYour skill is halved when a task is harder than average, whi... More, though the skill may be unmodified if it resembles a similar weapon with which your character is familiar.
For example, a broadsword with a blade broken in half is still useable as a shortsword. However, half of a longbow is unusable except as a light club.
Cover
If a target is partially covered by a wall, doorway, window ledge, fencepost, etc., any attacks on that target are DifficultYour skill is halved when a task is harder than average, whi... More. If the attack roll is over the adjusted amount to hit (but less than the normal skill rating), the attack has hit the obstacle or cover rather than the target of the attack.
For example, your character shoots at a foe half concealed behind a wall. Their normal skill rating is 72%, reduced by half to 36% because the task is DifficultYour skill is halved when a task is harder than average, whi... More. The attack strikes the target if the outcome of the roll is 36 or under. If roll falls between 37 and 72, the attack strikes the covering wall.
If appropriate, damage should be rolled to see if it bypasses the cover and goes through to the intended target of the attack (see Damage to Inanimate Objects). Roll damage only when it makes sense, such as when the attack’s normal range of damage is higher than the obstacle’s armor valueThe numeric value representing how much damage armor absorbs... More and/or hit pointsA measure of the relative health of your character, represen... More.
If hit locations are used, you should announce what portions of your character’s body are behind cover before the gamemaster rolls for an attack, with the gamemaster deciding how much cover the obstacle allows. The attack is rolled normally, with no skill adjustments, but any protected hit locations strike the cover instead. As above, the damage rolled may pass through the covering object or structure and strike the intended target, if appropriate.
Darkness
If your character is fighting in darkness, whether semi-darkness or pitch black, see Situational Modifiers for modifiers. To detect an opponent in complete darkness, you must make successful DifficultYour skill is halved when a task is harder than average, whi... More Sense or Listen roll. If successful, reduce the darkness modifier by half.
Your character can offset the penalties of darkness by wielding a light source in one hand (see Light Sources). Powers such as Keen Sense, Aura Detection, or Super Sense may offset any darkness-related penalties.
Dark Vision
No characters can see in truly pitch black environments, but some can see when there is even the faintest light source. Those with Dark VisionNo characters can see in truly pitch black environments, but... More can see as they normally with even the slightest of light sources. This Dark VisionNo characters can see in truly pitch black environments, but... More is limited to the light source, though, but allows them to see 3x as far as the standard light.
Example:
If a torch gives 30’ of light, a dworv with Dark VisionNo characters can see in truly pitch black environments, but... More can see 90’.
Disease and Illness
When exposed to a disease, a character must roll a CON saveRolling a characteristic to resist an effect or spell. More. This saveRolling a characteristic to resist an effect or spell. More can be easyYour skill is doubled when a task is easier than normal. Eas... More, average, difficultYour skill is halved when a task is harder than average, whi... More, or very difficultYour skill is halved when a task is harder than average, whi... More, but should probably not be impossible unless it is a magical-oriented disease. If it is a success, they avoid the disease. If they fail, the disease incubates, and its effectsEffects are conditional modifiers due to actions against the... More appear after the incubation period. After the disease manifests, the character may attempt one CON saveRolling a characteristic to resist an effect or spell. More per day to cure the disease. Some diseases need more than one saveRolling a characteristic to resist an effect or spell. More to start recovery. Most mild to moderate illnesses will run their course in a certain amount of time. More severe diseases may only be cured with saves.
Another character may help a sick character by using Medicine or First Aid. Using those successfully makes the saveRolling a characteristic to resist an effect or spell. More for the disease one step easier (Average becomes EasyYour skill is doubled when a task is easier than normal. Eas... More, Hard becomes Average).
Illness Severity Chart
| Severity | CON SaveRolling a characteristic to resist an effect or spell. More | EffectsEffects are conditional modifiers due to actions against the... More | # Saves to Cure |
| Mild | EasyYour skill is doubled when a task is easier than normal. Eas... More | -1 CharacteristicA hero's base physical and mental abilities. More, skills become difficultYour skill is halved when a task is harder than average, whi... More | 1 |
| Moderate | Average | -2 CharacteristicA hero's base physical and mental abilities. More, skills become difficultYour skill is halved when a task is harder than average, whi... More | 2 |
| Acute | Hard | -3 CharacteristicA hero's base physical and mental abilities. More, skills become difficultYour skill is halved when a task is harder than average, whi... More | 2 |
| Severe | Very Hard | -4+ CharacteristicA hero's base physical and mental abilities. More, skills become very difficultYour skill is halved when a task is harder than average, whi... More | 3+ |
Common Diseases
| Disease Name | CON SaveRolling a characteristic to resist an effect or spell. More | Onset | Duration | Severity | Effect | Cure |
| Common Cold | EasyYour skill is doubled when a task is easier than normal. Eas... More | 1 day | 1d6+2 days | Mild | -1 CON loss; all skills difficultYour skill is halved when a task is harder than average, whi... More | 1 saveRolling a characteristic to resist an effect or spell. More |
| Flu | Average | 1 day | 1d6+2 | Moderate | -2 CON loss; all skills difficultYour skill is halved when a task is harder than average, whi... More | 2 saves |
| Ghast Fever | Hard | 1 day | 2 weeks | Acute | -3 CON loss, all skills difficultYour skill is halved when a task is harder than average, whi... More | 2 saves |
| MummyA mummy is an undead creature who went through a lengthy emb... More Rot | Very Hard | 1 day | ∞ | Severe | -2 CON per week, -2 SOC at onset, skills and saves become difficultYour skill is halved when a task is harder than average, whi... More | 5 saves |
The following are generic disease types, each tied to a single characteristicA hero's base physical and mental abilities. More. You can build your own diseases and illnesses from the severity chart and these symtpoms. All characteristicA hero's base physical and mental abilities. More loss affects associated attributes (hit pointsA measure of the relative health of your character, represen... More, skill category modifiers, etc.). Reaching 0 in a characteristicA hero's base physical and mental abilities. More usually means death or permanent debilitation (see Characteristics).
- Atrophy: This affects the muscular system, causing a loss of STR.
- Chills: Chills and fever, ruining health and lowering CON.
- Delirium: A feverish state marked by muddled thought and clouded cognition, affecting INT.
- Malaise: Either a supernatural or psychic disease, attacking the POW on the spirit plane, or a simple ennui, causing a lack of will and energy.
- Shakes: A nerve ailment, causing tremors and unsteadiness, affecting DEX.
- Pox: Any disease affecting SOC, usually by deteriorating skin condition, or other visible symptoms. It could also represent general illness, causing regular coughing and/or a sickly appearance.
Elemental Damage
In almost all cases, elemental damageThis damage is caused by both mundane and magic elements, su... More from the environment, alchemical items, or spells, bypasses Armor ValueThe numeric value representing how much damage armor absorbs... More.
Fall Damage
A character takes their Damage ModifierA modifier to rolled damage due to above-average Strength an... More in damage for every 10’ they fall, with a minimum of 1 damage per 10’.
Fatigue
If a character is fatigued, either by lack of rest, armor, overuse, or due to spellcraft, they suffer 1 bane (1d6) added to all skill or characteristicA hero's base physical and mental abilities. More rolls per level of fatigue. This is negated when they are no longer fatigued. Eight hours of rest will remove one fatigue level.
Fire
A character or flammable object on fire takes 1d6 damage per round until it is put out. Armor ValueThe numeric value representing how much damage armor absorbs... More does not negate fire damage.
Light Sources
Candles, torches, lanterns, flashlights, and other equipment provide portable sources of light, and give enough light by which to read and to use Search or Spot skills. Torches and lanterns provide visibility (and are visible) from 100 meters away in darkness. At 100 meters, your character must succeed with a Spot roll to see a candle or equivalent light source. Other light sources can range from much higher than these extremes, or fall somewhere between (see Darkness).
A candle flickers, is easyYour skill is doubled when a task is easier than normal. Eas... More to drop, and is easyYour skill is doubled when a task is easier than normal. Eas... More to blow out, less so if in a lantern. A long wax candle burns for approximately six hours; a short, pouch-sized candle burns for two hours. A torch gives a large, bright flame, and is difficultYour skill is halved when a task is harder than average, whi... More to blow out. A torch burns for approximately one hour. Oil lamps or lanterns usually contain enough light for several hours. If dropped, any flaming light source keeps burning with a successful Luck roll and might present a danger in combat (see Fire and Heat). If a light source must be used with care (an oil lamp, etc.), applicable skills are DifficultYour skill is halved when a task is harder than average, whi... More.
Passions
A passion is a guiding belief in a hero’s life. Passions are intense and define how a hero may act in a situation. These are distinct emotional connections to various entities, groups, places, or even oneself. Love, Hate, Fear, Devotion, and Loyalty are often placed in terrible conflict with one another, as well as challenging personal codes of honor. You start with one Passion. You may gain more Passions through your adventures or by discussing it with your SG.
Following a passion may allow the character to become inspired, while going against a passion may cause despair.
Basic Passions
The most common passions are described here, though this list is not exhaustive. Like a skill specialty, a parenthesis after a passion indicates that a suitable focus must be chosen.
Devotion (deity)
Devotion to a god or divine force represents a personal devotion of one’s life to a deity or some divine force or entity. This indicates a sincere emotional dedication and strong faith. When used for inspiration, that faith manifests within the character, imbuing them with some small measure of courage.
Fear (type or individual)
Fear is perhaps one of the strongest passions, driving all manner of behavior, for better or worse. Fear can cause an individual to flee from the subject or act irrationally to escape its presence, or it can even cause an adverse reactionYou can use a Free Action to react to an event. Some abiliti... More.
Common Fears can be focused on a particular group or an individual, such as a former enemy or treacherous relative. Fear cannot be defined towards general concepts or forces, such as ‘old age’ or ‘earthquakes’, and is generally not useful when the subject is something any reasonable being would fear, like death.
To inspire the character, the subject of the Fear must either be present, or their presence imminent. One cannot be motivated by Fear when the subject is hundreds of kilometers away and shows no sign of arrival. The threat of confronting the subject must be real and immediate.
The resulting behavior from being inspired by Fear can be to aid some form of avoidance, flight, or defense from the subject, or even to spur violent opposition when cornered. At times, though, the gamemaster may ask the player to roll for their Fear passion if the character is embarking on a course of action that would put them into contactA contact is a player created NPC in the world who they know... More with the source of fear.
Hate (group or individual)
Hatred unfortunately motivates many people, whether through racism, bigotry, or based on a particular hatred for a past wrong, real or imagined.
When used for inspiration, Hatred can only be used against a specific subject or type of subjects and does not apply to those allied with the subject of the hatred. Hates can also be aimedAim allows you to bypass 1/2 AV with a Successful Spot. Once... More at specific people, usually for specific personal reasons.
Honor
Honor is a martial virtue, a personal code of dignity, integrity, and pride. Personal honor is not a slippery issue, subject to interpretation. The difference between honorable action and dishonorable action is clear to everyone, no matter how they behave.
Examples of general dishonorable deeds:
| Attacking an unarmed foe | Plundering a holy place of your religion |
| Cowardice | Treason against your allies |
| Desertion from battle | Breaking an oath |
| Refusing to offer mercy when it is deserved | Killing family members |
| Attacking or stealing from the weak | Killing someone weaker than oneself |
Performing these deeds diminishes honor.
Love (group or individual)
Love is an emotional bond or attraction felt by one individual for another individual or group. A character may have many loves.
- Love (family) is a natural emotion common to humankind in any age or culture. One’s close family is often the first and most important community one belongs to. Family members are expected to support, protect, and avenge each other.
- Love (individual) indicates a deep feeling and attraction for another person. It usually implies physical and carnal commitment, although it may also include unrequited love.
Loyalty (group or place)
Loyalty is the cornerstone of all of society beyond the family. It is the social bond which members of a community feel for each other. With it, one can call upon that community for support.
A character with conflicting loyalties may use their respective Loyalty ratings to determine an appropriate course of action. The player can choose based on the higher Loyalty rating or test them as an opposed rollWhen a skill check is in opposition of another PC or NPC ski... More. Thus, a player can use an opposed rollWhen a skill check is in opposition of another PC or NPC ski... More to determine if their character will obey their hometown loyalty or to an individual if those loyalties are in conflict.
- Loyalty (community) is the measure of the bond a character has with their culture. It typically includes an obligation to avenge slights or injuries against that community or its members. Loyalty (community) is used to gain the support of the community in question.
- Loyalty (location) is the measure of one’s willingness to live, fight, and die for a location they feel immense attachment to. This can be a hometown, a city, or even a country.
- Loyalty (individual) is the measure of a character’s bond to a specific individual, such as a ruler, boss, or another patron. A warrior owes personal loyalty to their leader; in return, the leader rewards their followers with compensation, support, or other privileges. Loyalty (individual) is also used to gain the personal support of that individual.
Other passions may exist, such as Distrust (individual or group), Respect (individual or group), or Greed, which works like Honor and can spur avaricious behavior. You can work with your players to devise other passions, as desired, but if personality traits are being used, be careful not to overlap too much with those.
Using Passions
Passions define a character’s life intentions and serve to inspire them. There are a couple of ways to incorporate passions into gameplay.
When a hero does something that supports their passion, they become inspired and gain a Boon to a skill roll relating to it. When they do something that is against their beliefs, they may despair and suffer a Bane to a skill roll relating to that. If a player makes a hard choice that supports their hero’s passion but may not be the optimal gaming choice, they should be rewarded with a Saga PointSaga Points can be used to adjust any dice roll that affects... More.
Poisons
All poisons have a potency value (POT) matched against the CON of a poisoned character. If the poison overcomes the CON, then the creature is poisoned. Most poisons do damage (which is POT – Targets CON), but some have other effectsEffects are conditional modifiers due to actions against the... More. If the poison does not overcome the character’s CON, it has a lessened effect—usually only doing half the poison’s POT in damage (round up). See Chapter 05: Equipment for sample poisons.
Poison damage can be damage to hit pointsA measure of the relative health of your character, represen... More or to a characteristicA hero's base physical and mental abilities. More, or it can have an effect such as unconsciousness. Poison damage does not usually occur on the same combat roundA 10-second amount of time imposed during combat or dramatic... More in which the character is poisoned. The delay before poison damage takes effect depends upon the poison. Unless otherwise specified by the StoryGuideThe director, or guide for the game, who helps you create ch... More, the delay is one combat roundA 10-second amount of time imposed during combat or dramatic... More for fast-acting poisons, or three full turns for slower poisons. Your SG may wish to devise more complex rules involving poison administered to specific locations or onset times for a more granular approach. Successful Stamina checks can sometimes negate a poison.
Average POT by Poison Strength
| Poison Type | Approx. POT |
| Weak natural poison (e.g., mild plant toxin) | POT 5–10 |
| Moderate poison (e.g., venom from snake, spider) | POT 10–15 |
| Strong poison (e.g., synthetic toxin, scorpion venom) | POT 16–20+ |
| Deadly or magical poison | POT 25–30+ |
Poison Characteristics
Type
The poison’s method of delivery (contactA contact is a player created NPC in the world who they know... More, ingested, inhaled, or via an injury). See below for more information.
Potency (POT)
This is how potent the poison is. For a character to resist the poison, you compare the poison’s POT to the affected creature’s CON.
Onset
How quickly the poison works.
Effect
The effect a creature suffers from the poison. CharacteristicA hero's base physical and mental abilities. More damage is temporary unless marked with an asterisk (*), in which case the loss is a permanent drain. If a character is reduced to below 1 CON, they die (see Chapter 8: Combat for more on Dying).
Cure
What it takes to recover from being poisoned, often a Stamina SaveRolling a characteristic to resist an effect or spell. More. This does not negate the original damage caused by the poison, but it does mitigate the secondary effect. A character can try another saveRolling a characteristic to resist an effect or spell. More each time the secondary effect takes place (some poisons’ secondary effect happens multiple times). Poisons that reduce a CharacteristicA hero's base physical and mental abilities. More or damage a Stat like HPA measure of the relative health of your character, represen... More are regained after a successful saveRolling a characteristic to resist an effect or spell. More, but that saveRolling a characteristic to resist an effect or spell. More can only be attempted once per day.
Examples: Giant centipede venom causes a character to become dazed. This effectsEffects are conditional modifiers due to actions against the... More them each round, so they get a saveRolling a characteristic to resist an effect or spell. More each round until it is cured.
Grelm saliva does POT damage and – 10 Max HPA measure of the relative health of your character, represen... More. If the affected character misses their first saveRolling a characteristic to resist an effect or spell. More, they suffer -10 max HPA measure of the relative health of your character, represen... More. They may attempt each morning after to make the saveRolling a characteristic to resist an effect or spell. More and gain back the lost HPA measure of the relative health of your character, represen... More.
Price
The cost of one dose of the poison. It is not possible to use or apply poison in any quantity smaller than one dose.
Poison Immunities
Creatures with natural poison attacks are immune to their own poison. Nonliving creatures (constructs and undead) and creatures without metabolisms (such as elementals) are always immune to poison. Oozes, plants, and certain kinds of outsiders are also immune to poison, although conceivably specialA special success if the roll is equal to or less than 1/5 t... More poisons could be concocted specifically to harm them.
Poison Delivery Types
ContactA contact is a player created NPC in the world who they know... More
Simply touching this poison causes a creature to become poisoned. It can be applied to weapons or delivered via a touch attack. It still affects targets even if their damage reduction negates the attack. It can also be used on objects (like chests) as part of a trap.
Ingested
Ingested poisons are typically slipped into food or drink, often for assassination. They’re best used outside of combat or on unconscious targets.
Inhaled
Carried in fragile containers (like vials or eggshells), these poisons are thrown. On impact, they release poison in a 5-foot cube. All within are affected. Holding your breath doesn’t help—these poisons affect mucous membranes and tear ducts.
Injury
This poison requires delivery through a wound. If no damage is dealt (due to AVThe numeric value representing how much damage armor absorbs... More), the poison has no effect. Often used in damaging traps (e.g., blades, needles).
Poison Antidotes
Almost all poisons have antidotes. All antidotes have a POT rating, just like poisons. If your character takes a poison’s antidote no more than six full turns before being poisoned, the antidote’s POT is subtracted from the poison’s POT before damage is figured. An antidote for one type of poison may give a lessened benefit even when used with a different poison type, at the gamemaster’s discretion.
RenownRenown is a measure of a character’s reputation in the world... More
RenownRenown is a measure of a character’s reputation in the world... More is a measure of a character’s reputation in the world. Great acts or deeds add to a character’s RenownRenown is a measure of a character’s reputation in the world... More, becoming part of the character’s Saga. Depending on the deed, the renownRenown is a measure of a character’s reputation in the world... More gained could be viewed as fame or infamy, and the exact repercussions or bonuses may depend on those the hero is interacting with. Regardless of type, characters with high renownRenown is a measure of a character’s reputation in the world... More are respected by those they encounter. They may be able to command higher prices for their services or be granted specialA special success if the roll is equal to or less than 1/5 t... More privileges. In addition, certain skill checks may be more successful than those of lesser-known characters.
| RenownRenown is a measure of a character’s reputation in the world... More | Standing within the World |
| 1 | People you have met remember you. |
| 2-3 | In your social circles, people discuss your deeds. |
| 4-5 | Locals have heard stories about you. |
| 6-7 | People familiar with you tell stories about you. |
| 8-9 | Your stories have started to filter throughout the lands surrounding your adventures. |
| 10-11 | Bard and minstrels carry news of you throughout the lands. |
| 11-12 | Songs are written about you. |
| 13-15 | You carry sway over the masses. |
| 16-19 | Kings and Queens fear your power. |
| 20+ | You are legend. |
Using Renown
When dealing with non-player characters, a character may use their RenownRenown is a measure of a character’s reputation in the world... More to add to Persuasion skills. You may add 1/2 your RenownRenown is a measure of a character’s reputation in the world... More (rounded up) to any Persuasion skill check. The SG will decide if the RenownRenown is a measure of a character’s reputation in the world... More gives a bonus or a negative to the roll based on what the character’s past deeds were.
Example
Deed
Pherilyn fought the Tinyfoot goblins, evicting them from their cavernous lair. +1 RenownRenown is a measure of a character’s reputation in the world... More
RenownRenown is a measure of a character’s reputation in the world... More as Fame
When shopping in the nearby town, his deeds have made the roads safer, so he uses his RenownRenown is a measure of a character’s reputation in the world... More as a bonus in Persuasion checks and may even receive a discount on goods.
RenownRenown is a measure of a character’s reputation in the world... More as Infamy
Years later, Pherilyn encounters the goblins again, and their chief Ma One-Toe remembers Pherilyn. His RenownRenown is a measure of a character’s reputation in the world... More would count as a disadvantage with any interactions with the goblin tribe.
Recognizing Renown
To find out if the character’s renownRenown is a measure of a character’s reputation in the world... More proceeds them, roll 2d10. If the result is their RenownRenown is a measure of a character’s reputation in the world... More or lower, they and their deeds are known to those who made the check.
The character may wish to hide their identity or deeds. Or they may try to exaggerate tales about themselves to seem more important. How RenownRenown is a measure of a character’s reputation in the world... More is used can vary widely, but it should come down to a decision between the player and the SG, and should make the game more fun for the players.
Repairing Items
Items can be repaired with the Repair skill or with the appropriate Craft skill.