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Appendix B: Storyteller Reference
This section may be printed or copied to create a separate quick reference for Storytellers.

Skill Ranges and Dice 

Skill Level 1-4 5-10 11-15 16-18 19-20 21+
Skill Tier Novice Journeyman Expert Master Grandmaster Legendary
Skill Dice 2d6 2d8 2d10 2d12 3d10 Storyteller

 

Skill Difficulty Table

Novice 2d6 Easy Normal Difficult
Pass 6 8 10
Detail 8 10 12
More Detail 10 12 14
(Skill bonuses will range from +1 to +4)

 

Journeyman 2d8 Easy Normal Difficult
Pass 13 15 19
Detail 15 17 21
More Detail 17 19 23
(Skill bonuses will range from +5 to +10)

 

Expert 2d10 Easy Normal Difficult
Pass 19 23 25
Detail 21 25 29
More Detail 25 29 31
(Skill bonuses will range from +11 to +15)

 

Master 2d12 Easy Normal Difficult
Pass 22 26 30
Detail 24 30 34
More Detail 30 34 36
(Skill bonuses will range from +16 to +18)

 

Grandmaster 3d10 Easy Normal Difficult
Pass 25 31 34
Detail 28 34 40
More Detail 34 40 43
(Skill bonuses will range from +16 to +18)

 

Critical Hit!

If the attack succeeds by double (12 to attack versus 6 to defend), the attacker may roll the damage dice associated with the next whole skill tier of their weapon skill (Novice becomes Journeyman, etc.) to determine the damage dealt.

 

Critical Failure

A critical failure is declared when the player rolls dice and is presented with the lowest number on both (or all) dice. What a critical failure means is often situational and determined by the Storyteller, however can include dropping a weapon, breaking the string of a bow, dropping a potion and breaking it or even changing the result of a skill such as Blacksmith being used to create something.

 

 

 

Saves 

Skill Name Counter Skill CA Skill Name Counter Skill CA
Stealth Perception Int Grapple Brawn Str
Obfuscation Intuition Vir Rope Brawn Str
Diplomacy Prudence Int Oppression Steadfast Vir
Intimidation Fortitude Vig Constructor Steadfast Vir

 

Check or Save Skill Name CA Check or Save Skill Name CA
Strength Brawn Str Intelligence Prudence Int
Reflex Reflex Agi Dexterity Reflex Agi
Fortitude Fortitude Vig Poison Fortitude Vig
Will Steadfast Vir Disease Fortitude Vig

 

Armor

Skill Level Armor, Light Armor, Medium Armor, Heavy
1-4 1d4 1d6 1d8
5-10 2d4 2d6 2d8
11-15 3d4 3d6 3d8
16-18 4d4 4d6 4d8

 

Skill Level Armor, Light Armor, Medium Armor, Heavy
1-4 Stamina -5 Stamina -7 Stamina -10
5-10 Stamina -3 Stamina -5 Stamina -7
11-15 None Stamina -3 Stamina -5
16-18 None None None

 

Shields

Skill Level Shield, Light Shield, Heavy Shield, Tower
1-4 1d4 1d6 1d8
5-10 2d4 2d6 2d8
11-15 3d4 3d6 3d8
16-18 4d4 4d6 4d8

 

Skill Level Shield, Light Shield, Heavy Shield, Tower
1-4 Stamina -5 Stamina -10 Stamina -20
5-10 Stamina -3 Stamina -7 Stamina -15
11-15 None Stamina -5 Stamina -10
16-18 None None Stamina -5

 

Shield Defense

Those who bear the weight of a shield in combat have little choice but to learn how to use it skillfully and may therefore elect to add some or all of the skill points they have spent in their shield skill as a bonus to the associated dice roll. Every point spent removes an equal amount from the character’s stamina pool.

 

The decision to sacrifice some stamina for a greater defense may be made after the initial defense and shield rolls have been added together, but not after the damage roll by the opposition. This ability is unique to characters who carry a shield and may only be applied when that shield is equipped and in good working order.

 

Advancing Skills

Skill Level 1-4 5-10 11-15 16-18 19-20 21+
Skill Tier Novice Journeyman Expert Master Grandmaster Legendary
Skill Dice 2d6 2d8 2d10 2d12 3d10 Storyteller
Cost Per Level 1 each 2 each 3 each 4 each 5 each Storyteller

 

Skill Level Cost Per Total Cost Skill Tier   Skill Level Cost Per Total Cost Skill Tier
1 1 1 Novice 13 3 25 Expert
2 1 2 Novice 14 3 28 Expert
3 1 3 Novice 15 3 31 Expert
4 1 4 Novice 16 4 35 Master
5 2 6 Journeyman 17 4 39 Master
6 2 8 Journeyman 18 4 43 Master
7 2 10 Journeyman 19 5 48 Grandmaster
8 2 12 Journeyman 20 5 53 Grandmaster
9 2 14 Journeyman 21 6 59 Legendary
10 2 16 Journeyman 22 6 65 Legendary
11 3 19 Expert 23 6 71 Legendary
12 3 22 Expert 24 6 77 Legendary

 

Character Creation: Modifiers and Traits

Race Modifiers and Traits
Dwarves Medium, Base 8, Movement 30, Vigor +1, Darkvision, +1 Appraise
Elves – Del’Lali Medium, Base 8, Movement 30, Strength +2, Vigor +2
Elves – Til’Anis Medium, Base 8, Movement 30, Agility +2, Virtue +2, Darkvision
Elves – La’Norrtal Medium, Base 8, Movement 30, Intelligence +1, Virtue +3
Elves – Nildark Medium, Base 8, Movement 30, Agility +2, +2 Animal Companion
Elves – Esari Medium, Base 8, Movement 30, Agility +2, Vigor +2
Gnomes Medium, Base 8, Movement 30, Intelligence +2, Bonus Skill Points: 2
Half-Elves Medium, Base 8, Movement 30, +2 to any one attribute, Bonus Skill Points: 2
Half-Orc Medium, Base 8, Movement 30, Darkvision, Racial Ability: Fury
Halflings Medium, Base 8, Movement 30, Agility +2, +1 Appraise, +1 Intuition
Humans Medium, Base 8, Movement 30, +1 to any two attributes, Bonus Skill Points: 2
Kitsune Medium, Base 8, Movement 30, Intelligence +2, Darkvision
Orcs Medium, Base 8, Movement 30, Strength +4, Intelligence -2, Darkvision
Alarians Medium, Base 8, Movement 30, Virtue +1, Racial Abilities: Reinvigorate, Charming
Alatari – Dia Medium, Base 8, Movement 30, Intelligence +2, Virtue +2
Alatari – Nox Medium, Base 8, Movement 30, Agility +2, +1 Stealth, +1 Perception
Fen Medium, Base 8, Movement 30, +1 to any two attributes, Bonus Skill Points: 2
Kultharr – Tukor Medium, Base 8, Movement 30, Vigor +2, Infravision
Kultharr – Ekalion Medium, Base 8, Movement 30, Virtue +2, Infravision
Nephilar – Sheoling Medium, Base 8, Movement 30, Vigor +2, Darkvision
Nephilar – Maloki Medium, Base 8, Movement 30, Virtue +2, Intelligence +2
Volarthi – Cans Medium, Base 8, Movement 30, Vigor +2, Darkvision
Volarthi – Cer Medium, Base 8, Movement 30, Agility +2, +1 Perception, Bonus Skill Points: 1
Volarthi – Fel Medium, Base 8, Movement 30, Agility +2, Strength -2, Darkvision, Bonus Skill Points: 2
Volarthi – Lago Medium, Base 8, Movement 40, Intelligence +2, Virtue +2
Volarthi – Ro Medium, Base 8, Movement 30, Agility +2, Strength -2, Darkvision, +2 Stealth
Volarthi – Ursa Medium, Base 8, Movement 30, Strength +4, Agility -2, +2 Combat Defense
Volarthi – Vul Medium, Base 8, Movement 30, Int +2, Virtue -2, Darkvision, +1 Obfuscation, +1 Intuition
Volarthi – Bo Medium, Base 8, Movement 30, Vigor +2, +1 Climbing, +1 Intimidation

 

Conditions

Blinded

–4 penalty to Combat Defense rolls and all checks and activities that rely on vision automatically fail.

Cowering:

A cowering character takes a -2 penalty to their Combat Defense bonus.

Dazed:

A dazed creature can take no actions, but has no penalty to Defense. Dazed typically lasts one round.

Dazzled:

–1 penalty on attack rolls, Combat Defense rolls, and Perception checks.

Deafened:

–4 penalty to Perception rolls and all checks and activities that rely on hearing automatically fail.

Entangled:

An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Agility.

Exhausted:

No longer able participate in combat and is unable to move save for a withdraw action. An exhausted character takes a -4 penalty to defense rolls until such time as they leave combat.

Frightened:

A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature may use special abilities to flee. It takes a -2 penalty to attack rolls, Combat Defense rolls, skill checks, and saves until calmed.

Grappling and Grappled:

A character engaged in grappling maneuvers may undertake only a limited number of actions. They do not threaten any squares, and may not add their Shield or Parry skill level to defense against opponents they are not grappling.

Helpless:

A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having an Agility score of zero and any linked skills are treated as untrained. Helpless characters automatically fail their Combat Defense roll, however may retain mitigation from equipped armor (if any). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a ranged weapon, provided he is adjacent to the target.

Invisible:

Gains a +2 bonus on attack rolls against opponents and ignores target Combat Defense bonus.

Oppressed:

A character who gains the Oppressed condition will keep their previously assessed negative modifier for all skills related to Virtue, and will recuperate Faith at half rate until such time as the character fully regains their Faith pool.

Panicked:

A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It cannot take any other actions. In addition, the creature takes a –2 penalty on all Combat Defense rolls, saving throws and skill checks. If cornered, a panicked creature cowers and does not attack. They may use special abilities to flee.

Prone:

An attacker who is prone has a –4 penalty on melee attack rolls and cannot use ranged weapons other than a crossbow or throwing dagger. A defender who is prone gains a +4 bonus to Combat Defense against ranged attacks, but takes a –4 penalty to Combat Defense against melee attacks.

Shaken:

Shaken characters take a –2 penalty on attack rolls, Combat Defense rolls, saving throws, and skill checks.

Sickened:

Sickened characters take a –2 penalty on all attack rolls, Combat Defense rolls, weapon damage rolls, saving throws, and skill checks.

Stunned:

A stunned creature drops everything held, cannot take actions, takes a –2 penalty to Combat Defense, and loses their skill level bonus to Combat Defense (if any).

Suppressed:

Suppressed characters fall prone (unless behind cover) and cannot take actions for one round.