Attributes

Agility
`
Dexterity
`
Health
`
Toughness
`
Intelligence
`
Savvy
`
Will
`

Species

Types

Abyssal
AnimalBranch: «Amphibian», «Archosaurian», «Chelonian», «Fungal», «Insectoid», «Mammalian», «Piscine», «Squamatan»
Animated<Undead>
Beyonder
Dream<Terminal>
Elemental«Air», <Cold> «Earth», <Fire>, «Water», «Shadow»
FaeBranch: «Seelie», «Unseelie», «Goblin», «Wild»
Machine
OozeBranch: «Fluid», «Rigid»
Plant
<Aquatic>, <Chaotic>, <Lucent>, <Lurid>, <Orderly>, «Biped», <Centauroid>, <Quadruped>

Aviskerran

Appearance
`
Habits
Adult aviskerrans are mostly herbivorous, eating a variety of fruits and nuts and insects. They hatch carnivorous, however, and quite aggressive; the aggression fades over their first six months or so, by which time their digestion has developed enough to handle fruit. Around two years old this transition has progressed until plants are necessary for them and meat is not, but supplementing their diet with red meat remains nutritious until about seventeen years old.
Young
Almost always a single egg. Multiples must be separated before hatching because of infant aggression. Hatching weight is 7.2% of mother's weight. Typically, gestation is 196 days and incubation is 112 days. Adulthood is at 21 years, and death by old age averages 155 years.
A4..8
D5..10
H4..8
T4..8
I5..10
S4..8
W4..8

Dragonet

Appearance
`
Habits
`
Young
Typically 3-6 eggs. Hatching weight is 2.4% of mother's weight. Typically, gestation is 585 days and incubation is 334 days. Adulthood is at 36 years. Dragonets stop aging physically at adulthood.
A3..6
D4..8
H4..8
T8..16
I6..12
S4..8
W4..8

Earthwalker

Minor divinities from the Inner Planes, earthwalkers may serve greater powers or may be free agents on their own, but either way they represent the divine on the material planes.

Appearance
`
Habits
`
Young
Earthwalkers are crafted from the stuff of the Inner Planes by greater divinities, although an earthwalker can attain that power level. Earthwalkers are created as adults, and do not age physically.
A4..8
D5..10
H4..8
T6..12
I4..8
S6..12
W6..12
Reliever
Enforcer
Hammerbreaker

Elf

Appearance
`
Habits
`
Young
Usually single. Twins are uncommon and higher multiples are rarer. Birth weight is 5.5% of mother's weight. Typically, gestation is 140 days and suckling is ineffective after 3 years. Adulthood is at 30 years, and death by old age averages 154 years.
A5..10
D5..10
H3..6
T2..4
I4..8
S6..12
W4..8

Gargoyle

Appearance
A gargoyle stands 5½ to 7 feet tall, without counting their two big, curved horns, or their individual arrangement of crests and smaller horns. They have a tail and wings like a western dragon, with a wingspan roughly twice their height. Their hands have three claws, as do their big digitigrade feet, while their wings have a single claw each. Their skin is dark, usually deep red, blue, or grey, and sometimes resembles a specific type of stone(like hematite, lazulite, slate, or fresh basalt). Some gargoyles are hairless, while others have thick hair, usually lighter or more vibrant than their skin.
Habits
` Gargoyles are omnivorous, and prefer a varied diet, but can live on fresh meats alone.
Young
Always a single egg. Hatching weight is 5.4% of mother's weight. Typical gestation is 302 days. With a sufficient supply of mana, typical incubation is 240 days, but without mana it can be up to 10 years. Adulthood is at 36 years, and death by old age averages 182 years.
A4..8
D5..10
H3..6
T5..10
I4..8
S4..8
W5..10

Human

Appearance
`
Habits
`
Young
Usually single. Twins are uncommon and higher multiples are rarer. Birth weight is 5.5% of mother's weight. Typically, gestation is 266 days and suckling is ineffective after 12 years. Adulthood is at 18 years, and death by old age averages 91 years.
A4..8
D5..10
H4..8
T4..8
I5..10
S4..8
W4..8

Culture

Barbarian

This is not a single culture, but a generalization of various low-tech cultures. To generate the name of a specific barbarian culture, roll 1D48 once or twice on the table below; if you roll a prefix- or -suffix, roll again and use the new word in place of the -.

  1. Henti-
  2. Per-
  3. Perut-
  4. Uper-
  5. Gheslo-, Gheslos
  6. Hoino-, Hoinos
  7. -aed
  8. -aeg
  9. -gegon
  10. -gwen
  11. -wes
  12. Adont
  13. Aegros
  14. Aesti
  15. Aeus
  16. Aeustero
  17. Aner
  18. Artkos
  19. Aweanto
  20. Ayuan
  21. Daihuer
  22. Dheghom
  23. Dhwer
  24. Doreu
  25. Ega
  26. Ekwos
  27. Eshar
  28. Genask
  29. Gheim
  30. Gwem
  31. Gwiawo
  32. Kwekulo
  33. Kwon
  34. Medhyo
  35. Melit
  36. Melnes
  37. Nepot
  38. Nogu
  39. Sal
  40. Seawol
  41. Seku
  42. Snusos
  43. Stea
  44. Suanu
  45. Suekru
  46. Swesor
  47. Webh
  48. Weid

Cobble Citadel

The only known settlement in the Umbra, the Cobble Citadel is home to a wide variety of peoples who've assimilated into its hybrid culture. The people of the Cobble Citadel are known as "cobblies", or singular "cobbly".

Many first-generation cobblies don't actually have this as their culture. Instead, they have the culture they were born in, Multilingual: Semdan as a feat, and ranks in some(or all) of the cultural skills.

Fomorian Court

Seelie Court

Unseelie Court

Skill

A character starts with [I × 108] skill points. Learning a skill at a particular rank costs [Rank² × Skill Cost] skill points. A skill's rank and base attribute provide dice for its skill rolls, and other modifiers can apply.

Combat and spellcasting skills come in groups. A skill group can be taken as a skill — with its higher cost — and its ranks apply to all skills in the group, but skills in the group can also be taken individually. If a character is to have ranks in both the group and in one or more skills in the group, then learning each skill at that rank costs [(Skill Rank² - Group Rank²) × Skill Cost] skill points. When the character then increases their group ranks, the skill points in the individual skills are conserved, but in general extra points should be put in so that the skill advances as well.

For example, Mireth already has 4 ranks in Spellcasting(for 96 skill points) and 6 ranks in Shadow Spellcasting(for 40 more skill points). She can get the 5th rank in Spellcasting for 54 more skill points, and at the same time get the 7th rank in Shadow Spellcasting. Her new Shadow Spellcasting skill will cost 48 skill points, so she spends 8 more skill points on it. She now has 150 skill points spent in Spellcasting and 48 points spent in Shadow Spellcasting, the same as if she'd just taken those ranks in the skill and group from scratch.

Finesse (D)

Cost: ×2

`

Disable Device (D)

Cost: ×1

`

Open Lock (D)

Cost: ×1

`

Sleight Of Hand (D)

Cost: ×1

`

Rope Tricks (D)

Cost: ×1

`

From: Use Rope

Influence (S)

Cost: ×2

`

Bluff (S)

Cost: ×1

`

`Gather Information`

Diplomacy (S)

Cost: ×1

`

`Gather Information`

Handle Animal (S)

Cost: ×1

`

`Gather Information` `kinda-sorta`

Intimidate (S)

Cost: ×1

`

`Gather Information`

Melee Combat (A)

Cost: ×5

`

Flail/Whip Combat (A)

Cost: ×2

`

Impact Weapon Combat (A)

Cost: ×2

`

Polearm Combat (A)

Cost: ×2

`

Sword/Knife Combat (A)

Cost: ×2

`

Unarmed Combat (A)

Cost: ×2

`

Spellblade Combat (A)

Cost: ×2

`

Ranged Combat (D)

Cost: ×6

`

Blowpipe Combat (D)

Cost: ×2

`

Bow Combat (D)

Cost: ×2

`

Crossbow Combat (D)

Cost: ×2

`

Sling Combat (D)

Cost: ×2

`

Throwing Combat (D)

Cost: ×2

`

Spear-Thrower Combat (D)

Cost: ×2

`

Shuriken Combat (D)

Cost: ×2

`

Ray Combat (D)

Cost: ×2

`

Spellbolt Combat (D)

Cost: ×2

`

Spellcasting (I)

Cost: ×6

The actual casting of spells; these are practical "operation" skills, despite their basis on Intelligence. Normally, only one hit is needed, so defaulting is sufficient in cases where there isn't much on the line.

Body Spellcasting (I)

Cost: ×2

`

Conjuration Spellcasting (I)

Cost: ×2

`

Dimension Spellcasting (I)

Cost: ×2

`

Fire Spellcasting (I)

Cost: ×2

`

Ether Spellcasting (I)

Cost: ×2

`

Knowledge Spellcasting (I)

Cost: ×2

`

Shadow Spellcasting (I)

Cost: ×2

`

Transmutation Spellcasting (I)

Cost: ×2

`

World Spellcasting (I)

Cost: ×2

`

Other Agility Skills

Acrobatics (A)

Cost: ×2

`

From: Balance, Escape Artist, Tumble

Athletics (A)

Cost: ×2

`

From: Climb, Fly, Jump, Ride, Swim

Stealth (A)

Cost: ×2

`

From: Hide, Move Silently

Other Intelligence Skills

Bardic Knowledge (I)

Cost: ×2

`

From: Bardic Knowledge class feature, needs a feat to enable

Craft (I)

Cost: ×2

`

From: Appraise, Craft: *

Identify (I)

Cost: ×2

`

From: Listen†, Search, Spot†

Magic Theory (I)

Cost: ×2

`

From: Spellcraft, Knowledge: Arcana

Naturalist (I)

Cost: ×2

`

From: Knowledge: Dungeoneering/Geography/Nature

Philosophy (I)

Cost: ×2

`

From: Knowledge: Religion/The Planes

Society (I)

Cost: ×2

`

From: Decipher Script, Knowledge: History/Local/Nobility

Other Savvy Skills

Administration (S)

Cost: ×2

`

From: Profession: *†(aspects about running a business, also applies to nobles)

Crack Magic (S)

Cost: ×2

`

From: Use Magic Device

Disguise (S)

Cost: ×2

`

From: Disguise, Forgery

Notice (S)

Cost: ×2

`

From: Listen†, Sense Motive, Spot†

Perform (S)

Cost: ×2

`

From: Perform: *

Service (S)

Cost: ×2

`

From: Profession: *†

Survival (S)

Cost: ×2

`

From: Heal, Survival

Wild Empathy (S)

Cost: ×2

`

From: Wild Empathy class feature, needs a feat to enable

Facet

A character can have a maximum of 6 facets. They can have less, and aren't required to have any.

Spellcaster <Levelled> «Mystic»

Benefit
The character can know and regularly cast spells, albeit only those within a maximum MP cost multiplier. This maximum is ×1 at first feat level, and doubles each feat level thereafter. Their max spell level is 6.
Benefit
Each facet level, the character learns a spell they can cast, which becomes an «Insight» spell for them.
Benefit
When casting a spell, the character can replace some focus cost with additional MP cost. Each ×2 to the MP cost multiplier replaces +1 of the focus cost. For example, a spell with an MP cost of [Spell Level × 2] and a +2 focus cost could be cast for [Spell Level × 4] MP and a +1 focus, or for [Spell Level × 8] MP and no focus cost. However, note that the spellcaster's MP cost multiplier is still limited, which limits the amount of focus cost they can replace this way.
Normal
Without this facet, a character must rely on Spell Knack or the like to get spells, and their max spell level is 3.

Shadowcaster «Mystic»

Prereq
Spellcaster facet
Benefit
The character can try to cast spells they don't know, albeit with +1 focus cost and only a 35% chance of success. This chance is rolled after a successful Spellcasting roll. The other limits of their Spellcaster facet still apply. This chance of success can be improved, but not beyond 99%.

Feat

Attack Combat Mastery <Levelled> «Combat»

Benefit
+[Level] on all weapon and unarmed attack skill checks.

Defense Combat Mastery <Levelled> «Combat»

Benefit
+[Level] on all saves.

Defense Focus <Levelled> <Split> «Combat»

Split
Choose a save type.
Benefit
+[3 × Level] on saves of the chosen type.

Multilingual <Split> «Expert»

Split
Choose a language. Some abilities will allow unusual choices as if they were languages, like a barbarian can choose Literacy.
Benefit
`

Quasirealer <Levelled> «Mystic»

Max Level
8
Prereq
Shadowcaster facet (Spellcaster facet)
Benefit
The first level of this feat improves the character's Shadowcaster success chance by +15%, to a total of 50%. The second level is a further +13%(to 63%), the third +11%(to 74%), the fourth +9%(to 83%), and so on until the final eighth level gives only +1%(to 99%). Of course, only the least-sane take it that far.

Spell Knack <Split> «Mystic»

Split
Choose a spell. A character can choose the same spell multiple times. Their first Spell Knack only allows a spell with an MP cost multiplier of ×1, but each additional Spell Knack doubles this limit.
Benefit
The character can cast the chosen spell, with a recast of 12hr instead of paying its MP cost. However, other costs still apply, and if they increase the spell's MP cost(for example via the Spellcaster facet), they must pay the difference. They also can't increase the cost beyond that allowed by their highest Spell Knack. Finally, the spellcasting roll is made with Health instead of Spellcasting skill.
Note
Without the Spellcaster facet, the character's max spell level is 3.

This logically should be «Mystic», but it doesn't make sense for caster classes to be pointed toward it… But what does «Mystic» even mean in a facet/feat system?

Spell Knowledge <Split> «Mystic»

Prereq
Spellcaster facet
Split
Choose a spell per two points or fraction of Intelligence, subject to the MP cost restrictions of the Spellcaster facet. If the character's Intelligence changes, they can gain or lose spells accordingly.
Benefit
The character knows and can regularly cast the chosen spells.

Magic

Casting

Colleges

Body
Body magic stays close to its subject, ` health and suffering, healing and harming, curing and inflicting afflictions like disease and poison, gratifying the desires of the flesh, animating undead, and restoring the dead to life all fall under the Body college.
Conjuration
Conjuration magic works with spirits, calling, commanding, and even creating them. There are eight well-understood spirit types: spirits of the Blood, spirits of the Calx, spirits of the Flame, spirits of the Land, spirits of the Phloem, spirits of the Sky, spirits of the Waters, spirits of the Void.
Dimension
Dimension magic controls space, small amounts of time, motion, and sound. Telekinesis, attacks dealing sonic damage, mystic barriers, ` and voices spoken by nought but magic all fall under the Dimension college.
Fire
An old college, Fire magic began as a few odds and ends related to tools, and really came into its own with the control of fire. Much gadgetry has since been discovered in it, and roughly the bailiwick of Fire is things that transport or transform energy, from simple machines to the most modern steamers. Nevertheless, the simple entropy of destructive flame remains oft-used to trample on one's enemies.
Ether
Ether magic relates to the source of spells, known as the ethereal plane or the astral plane. Astral perception, astral projection, using magic to manipulate spells themselves, attacks dealing force damage, and knowing the cold whims of the stars all fall under the Ether college.
Knowledge
Knowledge magic gathers and spreads knowledge itself, and can thus manipulate the representations of a wide variety of things. However, the Knowledge college is too open and honest to lie convincingly — to obscure knowledge, use the Shadow college.
Shadow
Shadow magic relates to the plane of shadow, both the umbra and the penumbra. Opening shadow vortices or segues, clouding people's minds, creating quasireal objects and even creatures out of shadow matter, ` all fall under the Shadow college.
Transmutation
World
World magic is itself divided into the land, the waters, the sky, and the various esoteric domains of strange worlds. It wields a wide variety of damaging magics, none especially powerful; acid, ice, and lightning all fall within the World college.

Spells

		Body
	Agony
	Control Actions
	Cure Disease
	Cure Poison
	Ecstasy
	Gift Of Agility
	Gift Of Dexterity
	Gift Of Health
	Gift Of Toughness
	Harm
	Heal
	Hibernate
	Sleep
	Stimulation

		Conjuration
	Call Spirit Of The [Domain]
	Command Spirit Of The [Domain]
	Create Spirit Of The [Domain]
	Summon Spirit Of The [Domain]

		Dimension
	Force Barrier
	Gate
	Levitate Item
	Levitate Person
	Magic Fingers
	Poltergeist
	Thunder Crash

		Ether
	Astral Perception
	Astral Projection
	Detect Magic (K)
	Dispel Magic
	Forcebolt
	Light

		Fire
	Burning Maelstrom Of Grease
	Firebolt
	Flame Bomb
	Flamethrower
	Fuel
	Gremlins
	Ignite
	Inferno

		Knowledge
	Analyze Device
	Detect Lies
	Detect Life
	Detect Magic (E)

		Shadow
	Chaos
	Cloud Memory
	Control Emotions
	Darkness
	Invisibility
	Lust
	Mask
	Obscurity
	Segue To Shadow
	Suggestion

		Transmutation
	Armor
	Reversion Of Form

		World
	Calm The Winds
	Command The Waves
	Cone Of Cold
	Ice Sheet
	Inexorable Breeze
	Lightning Bolt
	Mist
	Rockfall
	Shake The Earth
	Spark

Burning Maelstrom Of Grease

College
Fire «Fire»
Components
V, S, F
MP Cost
[Level × 8] MP
Focus Cost
+1
Cast Time
2 actions
Range
[Level × 2] meters <AOE> <Spread>
Duration
[Level] rounds
Contest
Cunning attack vs Dodge defense or half
Manifestation
`
Effect
Searing hot grease fills the area. Every creature or object in the area save the caster(unless they choose to include themself) takes [Level]D6 «Fire» damage immediately, and is coated, taking 1D6 «Fire» damage per round for the duration. If the caster doesn't win the contest against a target, that target takes half the total damage immediately, and the duration on them is halved(round down).

Cone Of Cold

College
World «Ice»
Components
V, S, F
MP Cost
[Level × 8] MP
Cast Time
2 actions
Range
[Level × 6] meters <AOE> <Cone> <Burst>
Duration
Instant
Manifestation
`
Effect
`

Segue To Shadow

College
Shadow
Components
V, S, F
MP Cost
[Level × 8] MP
Cast Time
2 actions
Range
[Level × 2] meters <AOE> <Spread>
Duration
[Level] minutes
Manifestation
`
Effect
`

Resurrection

College
Body
Components
V, F
MP Cost
[Level × 8] MP
Focus Cost
+7, Optional
Cast Time
2 actions
Range
Touch
Target
creature dead for up to [Level] days
Duration
Instant
Manifestation
`
Effect
You restore life to the target, ending any magical diseases infecting them in the process. Typically, this is the last spell cast when resurrecting a creature, as it doesn't do any other healing or repair. Attribute damage, poison, nonmagical disease, and HP damage can all start killing the target anew right away.

Gear

Magical Supplies

Spell Fetish

A shaman's medicine bag, a wizard's wand or staff, a cleric's holy symbol — each magical tradition has its own iconic fetish, which is required by many spells. A spell fetish satisfies F spell components. A magician without a tradition can't use a fetish, but can still learn and cast spells that don't require one.

Fetish Focus

A fetish can also serve as a reusable focus, but this is very expensive, and only moderately useful. Once per /month/, it serves as a +1 expendable focus without being expended.

(Spell) Focus

Powerful spells have a focus requirement, which means each casting consumes a focus. (A non-expendable focus is possible, but difficult, and must also be a fetish.)

Ether Potion

`

Stats

ItemCostWt
Magical Supplies
Spell Fetish5gp2pd
Fetish Focus52 505gp2pd
+1 Focus525gp<neg>
+2 Focus1 200gp<neg>
+3 Focus2 025gp<neg>
+4 Focus3 000gp<neg>
+5 Focus4 125gp<neg>
+6 Focus5 400gp<neg>
+7 Focus6 825gp<neg>
+8 Focus8 400gp<neg>
+9 Focus10 125gp<neg>
+X Focus[75×X² + 450×X]gp<neg>
Ether Potion(per MP)10gp<neg>