Acid
Exposure to acid or corrosive substances can be a hazard.
- Acid inflicts 1D6 points of damage to creatures or 1 damage to AVThe numeric value representing how much damage armor absorbs... More per round. Acid lasts 2d4 rounds unless neutralized.
Armor does not neutralize acid but does momentarily slow its effects. If a target is armored, the acid burns through the armor at the rate of 1 AVThe numeric value representing how much damage armor absorbs... More per round. After that, the acid inflicts normal damage.
Acid can be neutralized by a base (Knowledge Alchemy), magic, or dilution.
Aim
Once per round, you may attempt to aimAim allows you to bypass 1/2 AV with a Successful Spot. Once... 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 aimAim allows you to bypass 1/2 AV with a Successful Spot. Once... 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 effects, 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.
Heroes Talent Points | 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 effects 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 an attack that deals damage to the adventurer, that armor also suffers 1 damage. Armor ValueThe numeric value representing how much damage armor absorbs... More is lowered by every damage point it has suffered. When the AVThe numeric value representing how much damage armor absorbs... More reaches 0, the armor is essentially just a burden. To damage armor, the attack damage must hurt the target, meaning if the attack does 1 damage to a target with 2 AVThe numeric value representing how much damage armor absorbs... More, the armor just absorbs it. Neither the target nor the armor takes damage. If the attack does 3 damage to a target with AVThe numeric value representing how much damage armor absorbs... More 2, the target takes 1 damage (2 damage was negated by the AVThe numeric value representing how much damage armor absorbs... More), but the Armor also takes 1 damage lowering it to AVThe numeric value representing how much damage armor absorbs... More 1.
Armor can be repaired with a relevant Repair Kit. 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.
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 Vision can see as they normally with even the slightest of light sources. This Dark Vision 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 Vision can see 90’.
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.
Fatigue
If a character is fatigued, either by lack of rest or due to spellcraft, they suffer 1 bane (1d6) added to any skill or characteristicA hero's base physical and mental abilities. More check per level of fatigue.
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 reaction.
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 contact 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 effects. 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 $$: 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 (contact, 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 begin to die
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 effects 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
Contact
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.
Repairing Items
Items can be repaired with the Repair skill or with the appropriate Craft skill.