Rules

Objects

Objects are any physical thing in the world, be they buildings, Weapons, tools, plants, or Creatures.

Object Size

SizeExamplesSpaceMax HeightReachPhysical DefenseBulkBase HP
FineSmall pouch or trinket, Mouse-0.5-18-1
DiminutiveLight Weapons, Large rat-1-16-2
TinyLight Armor, Medium Weapons, Shields, Cat-2-1414
SmallHeavy Weapons, Medium Armor, Dog-451228
MediumHeavy Armor, Human58510416
LargeStatue, Bear1016108832
HugeSmall Hut, Lookout Tower, Hill Giant20321061664
GargantuanHouse, Giant406415432128
ColossalSmall Keep, Divine Avatar8012820264256
TitanicTower, Elemental Titan160256300128512

Space - An Object occupies a cube this long in every direction.

Max Height - Objects that have one dimension much longer than the others can extend out of their space slightly, but not have any dimension greater than their max height. (A Human may be taller than 5ft, but no taller than 8ft)

Reach - Creatures this Size will be able to Reach out of their space to make Attacks or Cast Spells on nearby Enemies.

Physical Defense - The Physical Defense of an Object is used to determine how easy it is to hit. For inanimate Objects there are no other modifiers, but Creatures Physical Defense also include their Level, Dexterity, and Armor. (Feats that change Size already account for this in their adjustment to your Physical Defense)

Bulk - Bulk is how hard an Object is to carry based on its Size. Particularly heavy Objects may have a higher Bulk based on their weight. Containers can carry Objects up to their Bulk.

Base HP - the Base HP of an Object represents the HP an inanimate Object has based on its Size alone.

Object HP

An Object's HP is equal to its Base HP x Durability. Objects have a Resistance to all Damage equal to their Durability. Certain materials may also be Vulnerable or resistant to specific types of Damage. (A GM may rule that a wooden bridge is Vulnerable to Fire Damage, but resistant to Cold Damage)

Durability - The Durability of an Object represents the Strength of the Material used.

DurabilityExample
1Delicate Cloth, Glass
2Thick Cloth, Summoned Objects
3Wood, Leather
4Intricate Metalwork
5Stone
6Metal Plating
7Thick Metal
8Treated Steel
9Titanium
10Diamonds

Falling Objects

Falling Objects deal Damage to both themselves and what they land on based on their Size and the distance they fell. Particularly Light or soft Objects may deal less Damage. If an Object falls into an Occupied Square make an Attack roll using an Attack Bonus based on its Size to see if it hits. An Object can fall up to 200 ft per Round. An Object must fall at least 10ft to take any fall Damage. Falling Creatures or Creatures Damaged by Falling Objects their Size or larger are knocked Prone.

SizeFalling Attack BonusFall Damage (per 10 ft up to 100 ft)
Fine11
Diminutive2d8
Tiny3d8
Small42d8
Medium52d8
Large63d8
Huge73d8
Gargantuan84d8
Colossal94d8
Titanic105d8

Basic Items

Basic Items include most Gear and mundane Objects. If a Creature is not Medium it's Gear is sized relative to it (Heavy Armor for a Huge Creature is Huge instead of Medium, Light Weapons for Small Creatures are Fine instead of Diminutive). If a Size category does not exist for an Object use the closest listed Size. Most Basic Items have a Durability of 5 by default, but can be made out of stronger or weaker materials. Increasing an Object's Durability increases the price by 20% for each point of Durability and decreasing the Object's Durability decreases the price by 20% for each point of Durability. An Object cannot have 0 Durability. (the hard Tag also increases an Object's Durability)

Item LevelMaximum SizeTinker DCExampleCost per point of Durability
1Fine21small pouch or trinket, Lock0.025
2Diminutive22Light Weapon, manacles0.05
3Tiny23Medium Weapon, Shield, Light Armor, Days Rations0.1
4Small24Heavy Weapon, Medium Armor0.2
5Medium25Heavy Armor0.4
6Large26Statue0.8
7Huge27Small Hut, Lookout Tower1.6
8Gargantuan28House3.2
9Colossal29Small Keep6.4
10Titanic30Tower12.8

Weapons - Weapons, including both Natural Weapons and manufactured Weapons are used to deal Damage in combat. Weapons usually have one Tag, but Expert Training can grant two additional Tags. If you are Untrained in a Weapon you make Attack rolls with it with Disadvantage.

Weapon SizeDamage DiceMelee Damage BonusRanged Damage BonusDescription
Lightd61/3 (STR+Level)-Light weapons are held in one hand with little effort
Mediumd82/3 (STR+Level)1/3 (STR+Level)Medium weapons are held in one hand
Heavyd10(STR+Level)2/3 (STR+Level)Heavy Weapons require 2 hands to wield properly

Melee - The Weapon is used to make Melee Attacks against targets within your Reach. They deal Damage for a melee Weapon of their Size. (they can also be thrown with a Range Increment of 5ft using a Ranged Attack roll)

Ranged - The Weapon is used to make Ranged Attacks with a ranged increment of 50ft. They deal Damage for a melee Weapon of their Size. (ammunition is drawn and loaded as part of firing unless they have the loading quality)

Weapon Tags

TagDescription
AgileYou may use your DEX for melee attack rolls (but not damage rolls) instead of your STR.
AimingYou gain a +1 bonus on your first attack roll of the turn if it is with this weapon
BackstabbingYou do an additional 2 damage when you hit an enemy you are flanking
Bigincrease die size of the weapon by one step
BracedYou deal an additional 5 damage on attacks made as a readied action
CorrosiveThe weapons damage dice deals Acid damage instead of physical damage (the bonus damage from STR is still physical)
Disarmingyou gain a +1 bonus on attacks to disarm
Disguisedthe weapon is made to look like something else. You have advantage when attempting to Conceal this weapon. You have advantage on attacks made with this weapon against creatures that don't know it's true nature.
DoubleThis weapon can be used as a Heavy Weapon or two Light weapons. (This weapon must be sized and priced as a large weapon. If you have expert training with this weapon the two additional tags can be different when acting as a heavy weapon than when acting as two light weapons)
Entanglingcritical hits entangle enemies your size or smaller for one round
FlamingThe weapons damage dice deals Fire damage instead of physical damage (the bonus damage from STR is still physical)
FrozenThe weapons damage dice deals Cold damage instead of physical damage (the bonus damage from STR is still physical)
GraspingYou can act as if you had a free hand
Hand and a HalfThis weapon can be used as a Heavy Weapon or a Medium Weapon. (This weapon must be sized and priced as a large weapon. If you have expert training with this weapon the two additional tags can be different when acting as a heavy weapon than when acting as a medium weapon)
LongYour reach increases by 5ft
Long RangedYour range increment is doubled
LoadingThe weapon must be reloaded every X attacks as an action, but deals an additional 10/X damage. (rounded down)
NonlethalWhen you make an attack with this weapon that would bring a creatures HP below 0 you may have it fall Unconscious instead of dealing damage to it.
Paireddeal 2 additional damage if you hit with another paired weapon this turn.
PiercingYou reduce the amount you need to exceed the enemies Physical Defense on an attack to score a critical hit by 1
ReturningThe weapon immediately comes back when thrown.
ShockingThe weapons damage dice deals Electric damage instead of physical damage (the bonus damage from STR is still physical)
SilentThis weapon makes no noise when used
SlashingYou gain a +1 bonus on an attack if you already hit a different adjacent enemy this turn
SwingingYou deal an additional 2 damage with this weapon if you missed an attack with it on the previous action
ThrowingThe weapon can be thrown with a 20ft range increment. This uses a ranged attack roll, but does damage as a melee attack. (Objects without this property can only be thrown with a 5ft range increment)
Trippingyou gain a +1 bonus on attacks to trip

Armor - Armors have one Tag, Expert Training grants a two additional Tags. If the Shield is used as a Weapon it does not grant this Bonus to Physical Defense until the beginning of your next Turn. You can only wear one set of Armor at a time.

Armor SizePhysical Defense BonusMax DexStr ReqDescription
Shield193Shields are wielded in one hand and used to block and deflect blows.
Light183Light armor is designed to maximize mobility and can be donned in 1 round.
Medium265Medium armor provides a blend of mobility and defense and takes 2 rounds to don.
Heavy347Heavy armor is slower than it's lighter counterparts, but has the highest defense. Heavy armor takes 3 rounds to put on.

Armor Tags

TagDescription
Acid ResistantGain 10 points of resistance to acid damage (Resist Acid 10)
CleatedYou gain a +1 bonus on opposed melee attack rolls to push
Cold ResistantGain 10 points of resistance to cold damage (Resist Cold 10)
Electricity ResistantGain 10 points of resistance to electricity damage (Resist Electricity 10)
Fire ResistantGain 10 points of resistance to fire damage (Resist Fire 10)
HardThe armors Durability increases by 1 making it harder to break and increasing its HP
MobileThe Max Dex of the Armor is treated is 1 higher than normal
SilentGain a +1 bonus to stealth checks
SlipperyYou gain a +1 bonus on opposed melee attack rolls to prevent someone from grappling you or escape a grapple.
SpikedThis can be used as a light weapon and instead gains an appropriate weapon tag.
ThickYou gain one point of resistance to all damage (Resist All 1).

Bombs

Basic Bombs - Basic Bombs are Diminutive items and treated as Light Weapons with the throwing Tag, except instead of dealing the normal Damage they deal elemental (Acid, Cold, Electric, or Fire) Damage based on the Bombs Level to all the targets within their Area (This still requires a separate Ranged Attack roll against each target's Physical Defense. Bombs are treated like Area Spells for determining Advantage and targets). Bombs do not benefit from Feats or Tags that increase their Damage (They still benefit from abilities that increase other aspects such as Range or Attack Bonus). Bombs can be made to deal less Damage or have smaller blast diameter's if their crafter chooses to upon creation. Bombs can also be made with a fuse so they explode a number of Rounds (up to 10) after they are used. The length of the fuse must be Determined on creation and has no Effect on the Bombs Level.

LevelDamageBlast DiameterCost
11d1015ft0.2
22d1015ft0.4
33d1025ft0.8
44d1025ft1.6
55d1035ft3.2
66d1035ft6.4
77d1045ft12.8
88d1045ft25.6
99d1055ft51.2
1010d1055ft102.4

Entangling Bombs - Entangling Bombs function as basic Bombs but instead of dealing Damage entangle all Creatures in their diameter that they hit. Entangled Creatures must make a Tinker Check or Melee Attack roll against the Bombs Tinker DC to escape.

LevelTinker DCBlast DiameterCost
12115ft0.2
22215ft0.4
32325ft0.8
42425ft1.6
52535ft3.2
62635ft6.4
72745ft12.8
82845ft25.6
92955ft51.2
103055ft102.4

Flashbang Bombs - Flashbang Bombs function as basic Bombs but also blind all Creatures in their diameter that they hit for 1 Round if their HP is less than the Bombs threshold. (This is Determined after the Bomb Damage is applied)

LevelDamageBlast DiameterHP ThresholdCost
1-15ft100.2
2-15ft200.4
3-25ft300.8
41d1025ft401.6
52d1035ft503.2
63d1035ft606.4
74d1045ft7012.8
85d1045ft8025.6
96d1055ft9051.2
107d1055ft100102.4

Smoke Bombs - Smoke Bombs function as basic Bombs but also create a smoke screen (Fog) in their blast diameter that lasts for 1 minute.

LevelDamageBlast DiameterCost
1-15ft0.2
21d1015ft0.4
32d1025ft0.8
43d1025ft1.6
54d1035ft3.2
65d1035ft6.4
76d1045ft12.8
87d1045ft25.6
98d1055ft51.2
109d1055ft102.4

Explosive Ammunition - Explosive ammunition function as basic Bombs except that instead of being thrown as a Light Weapon they are used as ammunition for a ranged Weapon. Explosive ammunition benefits from Feats or Tags that affect the Weapon that launches it as normal, but do not benefit from Feats or Tags that increase their Damage. (this gives them much longer Range and means that you don't need to spend an Action to draw them)

LevelDamageBlast DiameterCost
11d105ft0.2
22d1015ft0.4
33d1015ft0.8
44d1025ft1.6
55d1025ft3.2
66d1035ft6.4
77d1035ft12.8
88d1045ft25.6
99d1045ft51.2
1010d1055ft102.4

Poisons

Basic Poisons - Basic Poisons are applied to Weapons as an Action. The next time the Weapon hits a target, the target is Poisoned, taking the listed Damage at the start of every Turn for 1 minute.

LevelDamageCost
11d60.2
22d60.4
33d60.8
44d61.6
55d63.2
66d66.4
77d612.8
88d625.6
99d651.2
1010d6102.4

Delayed Poisons - Delayed Poisons must be ingested by a Creature to affect them. 1 hour after they are ingested the Creature is Poisoned, and takes the listed Damage at the start of every Turn for 1 minute.

LevelDamageCost
12d60.2
23d60.4
34d60.8
45d61.6
56d63.2
67d66.4
78d612.8
89d625.6
910d651.2
1011d6102.4

Knockout Poisons - Knockout Poisons are applied to Weapons as an Action. The next time the Weapon hits a target, the target is Poisoned, taking the listed Damage at the start of every Turn for 1 minute. If Damage from this Effect would bring a Creatures HP below 0 they are reduced to 1 HP and fall Unconscious instead.

LevelDamageCost
1-0.2
21d60.4
32d60.8
43d61.6
54d63.2
65d66.4
76d612.8
87d625.6
98d651.2
109d6102.4

Lethargy Poison - Knockout Poisons are applied to Weapons as an Action. The next time the Weapon hits a target, the target is Poisoned, taking the listed Damage at the start of every Turn for 1 minute. In addition the Creature is Slowed as long as it has the Poisoned condition if it has less HP than the Poisons threshold.

LevelDamageHP ThresholdCost
1-100.2
2-200.4
31d6300.8
42d6401.6
53d6503.2
64d6606.4
75d67012.8
86d68025.6
97d69051.2
108d6100102.4

Fear Poison - Fear Poisons are applied to Weapons as an Action. The next time the Weapon hits a target, the target is Poisoned, taking the listed Damage at the start of every Turn for 1 minute. In addition the Creature is Shaken as long as it has the Poisoned condition if it has less HP than the Poisons threshold.

LevelDamageHP ThresholdCost
1-100.2
2-200.4
31d6300.8
42d6401.6
53d6503.2
64d6606.4
75d67012.8
86d68025.6
97d69051.2
108d6100102.4

Traps

Basic Traps - Basic Traps are placed in an adjacent square as an Action. Traps are loaded with a Bomb or Poison when they are placed (this is included in the cost of the Trap). The next time a Creature enters the square the Trap was placed in the Trap makes an Attack roll against the Creature. The Trap can be disabled with a Tinker Skill Check before it is triggered. (Traps can be Hidden using the Conceal Skill. Creatures unaware of the Trap are Flat Footed against it.)

LevelPoison or Bomb levelTrap Attack BonusCost
11110.2
22120.4
33130.8
44141.6
55153.2
66166.4
771712.8
881825.6
991951.2
101020102.4

Spell Traps - Spell Traps are placed in an adjacent square as an Action. The next time a Creature enters the square the Trap was placed in the Trap casts the Spell with its Effect centered on the square it is placed and targeting the Creature that activated it. The Trap can be disabled with a Tinker Skill Check before it is triggered or dispelled as normal once the Spell is Cast.

LevelSpell LevelTrap Attack BonusCost
11110.2
22120.4
33130.8
44141.6
55153.2
66166.4
771712.8
881825.6
991951.2
101020102.4

Potions

Potions are Fine sized Objects that contain the Effects of a Spell. Potions higher than 8th Level are impossible to make.

Spell Levelcost
10.2
20.4
30.8
41.6
53.2
66.4
712.8
825.6

Enchantments

Enchanted Items allow the user to Cast a specific Spell they may not be able to normally. Casting a Spell this way still requires the caster to spend an Action to Cast or Control the Spell as well as the Energy required. When using an enchanted item the Spell may benefit from any Feats you have that would normally be able to Effect it. Enchanted Items have a Level equal to that of the Spell they replicate. Enchanted Items can also be made to benefit from a Feat the wielder does not have. This increases the Level of the enchanted item by 1, and allows a specific Feat to Effect the Spell being Cast. For example a "Ring of Invisibility" could benefit from "Consistent Illusions" by increasing the Enchantment Level from 2 to 3. This only grants the benefit of the Feat to the Spell Cast with the enchanted item and cannot grant the benefit of Feats outside of that. This means that to get the benefits of Feats like "Animal Soul" both items you are using to Cast the Spells on yourself would need to be enchanted with the Animal Soul Feat.

Item LevelEnchantment Cost
11
22
34
48
516
632
764
8128
9256
10512

Spells

A Spells price is dependant on the Level of the Spell. This is most commonly used to price summoned Objects or hire casters to.

Spell Levelcost
10.05
20.1
30.2
40.4
50.8
61.6
73.2
86.4
912.8
1025.6

Animals

Trained Animals (Beasts) can be purchased for the listed prices. Trained Animals can be commanded as an Action.

Creature LevelCost
01
12
24
38
416
532
664
7128
8256
9512
101024

Vehicles

Vehicles are priced based on their Level. Higher Level Vehicles have more build points to spend on the Size, Material, Propulsion, and owner of the Vehicle. This cost only includes the Vehicle itself, not any other Weapons or equipment.

Vehicle LevelCost
18
216
332
464
5128
6256
7512
81024
92048
104096