Your journey from Copper to Mythril begins here.
Author & World Creator: Soulayman "Soull" Bekkali (Solarfuture / Fog boi)
System: Unlock TTRPG
Version: 1.0 (Pre‑release) – For playtesting and review.
© 2025 Soulayman Bekkali. All rights reserved. This work is protected by copyright. Unauthorised reproduction or distribution is prohibited. Final copyright registration pending.
Introduction: Welcome to Fheros
Chapter 1: Character Creation
Chapter 2: Mastery Paths
Chapter 3: Arts
Chapter 4: Spells & Actions
Chapter 5: Combat Guide
Chapter 6: Roleplaying
Chapter 7: Equipment & Economy
Appendix A: Conditions & Damage Types
Appendix B: Glossary
Back Cover
Fheros is a world three times the circumference of Earth, dominated by deep, enigmatic oceans and continents that rise from colossal mountain‑roots. Two moons — Everblue, the blue moon of memories, and Velitios, a red space station — orbit a sun that is literally a hole in space‑time where the sun god sits. The calendar is 400 days long, divided into ten months of forty days each, and the seasons are magical rather than astronomical.
Unlock is a streamlined, fast‑playing TTRPG that uses a simple system of Actions, Bonus Actions, and square‑based movement. Your character is an adventurer, ranked by the Guild from Copper (newly blooded) to Mythril (world‑shaking). Your rank determines your power, your coin, and the threats you are expected to face.
This book contains everything you need to create a character, choose a Mastery path, learn spells and combat techniques, and equip yourself for the dangers ahead. The world is vast and the adventures are endless. Your journey begins now.
Your rank defines your level as an adventurer in your guild. It is chosen by your GM at the beginning of each new Story. All new characters start at Copper (Rank 1). Paper (Rank 0) is non‑playable — commoners, clerks, children.
| Rank | Title | What You Can Handle |
|---|---|---|
| 0 – Paper | Commoner | Non‑playable; paperwork, carrying messages |
| 1 – Copper | City Guard Chief | Material picking, helping artisans |
| 2 – Iron | Guarded Outpost | Fetching, escort quests |
| 3 – Steel | Guarded Mansion | Inner city quests |
| 4 – Silver | Fort | Save a city from a monster |
| 5 – Electrum | Castle | Stop a monster outbreak |
| 6 – Gold | Dungeon | Conquer any dungeon |
| 7 – Platinum | Palace / Capital | Conquer a World‑tree |
| 8 – Mythril | Country | Defeat an Ancient Dragon |
Ranking Up: To rank up, your party can request a Rank Trial from the guild (GM’s discretion). The guild may also contact you when you are due. Exceptional deeds (defeating a powerful creature, conquering a dungeon, major story progress) can also trigger a rank up. At Copper rank you may become proficient in 2 reaction stats. When you rank up, you gain the corresponding HP/MP from your Mastery tree. You also gain 5 points to distribute among your stats (max +2 per stat per rank up). Each rank up also comes with a guild prize of 1d10 coins of the new rank.
There are 8 core stats, divided into Action (used to interact with the world) and Reaction (rolled when the world interacts with you).
| Action Stat | Governs | Reaction Stat | Governs |
|---|---|---|---|
| Strength (STR) | Melee attacks, athletics, endurance | Constitution (CON) | Physical resilience, HP |
| Dexterity (DEX) | Ranged attacks, stealth, finesse | Dodge (DOD) | Evasion, reflexes |
| Knowledge (KNO) | Arcana, history, investigation | Focus (FOC) | Mental fortitude, concentration |
| Creativity (CRE) | Social skills, performance, deception | Improvisation (IMP) | Quick thinking, adaptability |
Beginners: Roll 3d6, subtract 10. Do this 8 times and assign each result to a stat. Then add 6 extra points wherever you want (max +2 per stat from its starting value). Experienced: (3d6 minus 10) times 8, assign, then add 6 points. Modifier = stat ÷ 2 (round down).
Choose one Umbrella (species category), then one Species within it. You select 2 Umbrella traits from your category and 1 Race trait specific to your species. You may also pick one optional Universal / Bonus Trait.
Human, Dragonborn, Dragontouched, Merkind, Merrow
Light Elf, Dark Elf, High Elf, Half-Elf, Faeries, Gnome, Changelings
Rock Dwarf, Mountain Dwarf, Gnome
Eolian, Golem, Homunculus, Reincarnated Monster
Giant (Ancient Dwarf), Goliath, Firbolg, Boshom
Goblin, Hobgoblin, Halfling, Orc, Half-Orc
Water Genasi, Fire Genasi, Air Genasi, Earth Genasi
Half-Demon, Tiefling
Caninefolk, Felinefolk, Loxofolks, Rodentfolk, Cerfolks
Uluk, Nautiloid, Gillfolk
Avians, Gekkofolk, Cameleonfolk, Iguanafolk, Bearded Dragonfolk, Alligator/Croc folk, Tortles (Snapping, Box, Galapagos), Snakefolks (Boa, Anaconda, Cobra, Taipan, Phili), Amphibians (Frog, Salamanders, Axolotls)
Neanderthal, Archfey, Lutin, Ancient Dwarves, Wrath Devils, Half-Demon, Giants, Paleofolk
Ants, Mantis, Spider, Scarabs, Moths, Roaches, Fireflies, Butterfly, Scorpions, Crickets, Ladybugs, Scolopendre, Phasmes, Molluscs, Flies
House Nyctecyl, Clan Aronbrow, Tribe Me'akoa, House Crimsonfang, Coven of Revenge, Pack of the Bloodclaw, Clan Eykumis, House Oria, Tribe Stonewardens
An Attribute is a tag describing a creature's fundamental nature. While mainly used for NPCs and monsters, characters may gain one through Arts, curses, or transformative events.
| Attribute | Description |
|---|---|
| None | No special tag. |
| Undead | Crystallised Source; immune to poison/disease; healing reversed or halved. |
| Abomination | Twisted by magic or corruption; often resistant to psychic damage. |
| Hord | Part of a collective; can share senses or act as a swarm. |
| Otherworlder | Native to another plane; may be unaffected by certain planar rules. |
| Possessed | Shares body with an external entity; can sometimes draw on its power. |
| Ethereal | Exists partially on the Ethereal Plane; can phase through solid matter. |
| Dysanthrope | A hybrid of two or more creature types; combines traits from both. |
| Unique | A singular being with unique abilities; often a boss or legendary creature. |
| Substat | Formula |
|---|---|
| Max HP | (Rank x 20) + (CON mod x 20) + (Mastery HP Bonus) |
| Proficiency Bonus | Rank + highest Action stat modifier |
| Speed | 1 square (10x10m) per turn; species may add fly/swim |
| Defense (DEF) | 10 + max(CON mod, DOD mod) |
| Armour | From equipment/traits; subtract from damage except Mystic and Power |
| Max Arcanium | 20 + (CRE or KNO + Proficiency Bonus) x 10 |
| Max Adrenalium | 20 + (STR or DEX + Proficiency Bonus) x 10 |
| Effect Save DC | 8 + Proficiency Bonus + Rank |
Source Points is the combined term for Arcanium and Adrenalium. Both use the same leyline types — Aether, Mana, or Fell — and are interchangeable for magical effects purposes. Your Source is a shard of interdimensional Leylines, made of Aether, Mana, or Fell — the building blocks of magic and quantum physics in their respective planes (Divine, Material, Abyssal). It is the part of you that participates in the reincarnation circle, like a soul but with no memories; this part experiences the afterlife.
Monster vs Person: In Unlock, a Monster is a creature born outside a civilisation core's influence; it has no Source even if sentient. A monster born in the influence of a dungeon core isn't real — it is a projection the dungeon makes with the same abilities and traits as an existing monster outside the dungeon. Projected monsters also have no Source. Their loot is always neatly disposed on the floor, while outside monsters need to be butchered.
You have 8 + Knowledge modifier proficiency points to spend (minimum 0).
| Level | Cost | Bonus | Limit |
|---|---|---|---|
| Proficient (P) | 1 point | +Proficiency Bonus | — |
| Trained (T) | 2 points | +2x Proficiency Bonus | 2 per Rank |
| Expertise (E) | 3 points | +2x Proficiency Bonus +5 | 1 before Mythril |
| Legendary (L) | — | As Expertise; rolls under 10 become 10 | Mythril only |
STR: Acrobatics, Climb, Handle Animal, Ride, Threaten, Work
DEX: Disable Device, Pilot, Sleight of Hand, Stealth, Sabotage, Repair Damage, Crafting
KNO: Appraise, Arcana, Dungeoneering, Engineering, Geography, History, Nature, Society, Planar Knowledge, Religion, Linguistics, Medicine, Spellcraft, Magic Item Use, Investigate, Survival, Gathering
CRE: Animal Handling, Deception, Disguise, Persuasion, Negotiation, Empathise, Perform, Charm, Forging, Intimidate, Craft
Choose one; you can change it every Long Rest. Each gives a unique class action and a multiplier.
| Class | Class Action | Multiplier |
|---|---|---|
| Explorer | Analyse: Learn vulnerability/rank/stat/HP or effects from a creature, trap, or magical item you can see. | x2 Speed |
| Tank | Taunt: Every creature within 10m can only attack you for 1 round. | x2 HP or Armour / +5 Defense |
| Melee Attacker | Duel: Choose a creature within 10m; it cannot leave your range until your next turn. | x2 Melee damage |
| Ranged Attacker | Lock In: If your attack succeeds, your next attacks against this creature auto‑hit until your next turn. | x2 Ranged damage |
| Support | Inspire: Give 1d10 to any roll made by any creature that can hear or see you until your next turn. | x2 Healing |
At creation, choose one Mastery path: Arcanium (magic) or Adrenalium (martial). Each has four trees; in Unlock Lite, two trees per path are fully implemented, the rest are WIP for Prime. Choose one tree and one subclass within it. You can later gain additional branches depending on your Rank and Arts.
Companion: A direct connection to your patron; the patron shares all senses of this pet (any Paper‑level creature). Contract: Writing on both sides — one for tasks, the other for rewards. Anchor: Any non‑magical object through which you must cast your spells; it becomes magical. Once you reach equal or higher Rank than your patron, you become independent but keep your powers.
Grimoire: A collection of runes representing your spells (book, deck of cards, tattoo, scroll, embroidery, etc.). Arcanic Conduit: A magical item to channel your circles (staff, rod, cloak, orb, book, crystal, tattoo, etc.). Research Tool: A magical item aiding arcane research (varies by school). Examples: Planar keychain (3 keys for 3 planes), Cadaver Compass (points to nearest dead body), Elemental Jar (trickles one element infinitely), Gloves of Shielding (anti‑magic gloves), Polymorph Candy (partial self‑transformation). The Grimoire and Conduit can be the same item.
You gain a Catalyst made of four pieces from your home environment: Animal piece (turn into that animal once/day). Plant piece (grow 1 kg of it in any soil twice/day). Mycelial piece (immune to its effects 3 times/day). Mineral piece (locate it within 1 km 4 times/day, or locate its source environment).
Sacred Relic: Object of worship, blessed by your god; allows them to know your state and location. Holy Scripture: Text/visual of your tenets; following them may earn divine help. Blessed Weapon: A staff, weapon, or object made into a powerful focus by your god; all attacks from it add +2 to hit.
Subclasses: Nature's Embrace (Mellia), Artifice of Creation (Mekhis), Whispers of the Dead (Zaheer), Radiance of the Sun (Kody), Tides of Fortune (Brahash), Secrets of the Moon (Everblue), Warlord's Might (Piotr), Wisdom of the Stars (Cognis), Trickster's Gambit (Bagit Sol).
Subclasses: Conjuration, Necromancy, Elementalism, Abjuration, Alchemy, Divination, Enchantment, Illusion, Astronomancy.
Subclasses: Fey Whisper, Shadowed Depths, Celestial Bonds, Elemental Dance, Abyssal Echoes, Ethereal Veil, Ancient Grove, Storm's Heart, Cosmic Watchers.
Subclasses: Path of the Wilds, Path of Seasons, Path of the Moonlit Glade, Path of the World Trees, Path of Tides, Path of Stone and Earth, Path of the Mycelium, Path of the Windward Path, Path of the Spirits.
You gain either a magical weapon and a magical set of armour, or two magical weapons and a shield.
You gain two Mementos of important places, persons, or memories. They are indestructible by non‑magical means. When equipped, they allow you to enter Berserk and Calm states.
You gain three devices: one for disappearing from sight regardless of hiding spots (cloaking device, smoke bombs, ghillie suit, etc.); one for recording images or sounds; and one for keeping precise track of time to the second.
Clothes and accessories traditional to your fighting style, indestructible by non‑magical means while worn. The clothes always make you feel at ease and add one level of proficiency to attack damage. The accessories allow your attacks to bypass non‑magical immunities.
Subclasses: Emotion, Shaman, Fanatic, Contrarian, Sinner, Harmacist, Unconscious, Locked‑in, Possessed.
Subclasses: Shielded Combatant, Dual Wielder, Duelist, Colossal Weapon, Gunslinger, Sniper, Body Control, Tactical Combatant, Miracle Champion.
Subclasses: Grappling Master, Redirection Master, Disabling Master, Wild Master, Elemental Master, Striking Master, Copy Master, Spiritual Master, Intoxication Master.
Subclasses: Assassin, Infiltrator, Impostor, Thief, Prestidigitation, Conspirator, Fugitif, Investigator, Orchestrator.
Arts are blessings given to your Source by the gods. Choose a Main Art (levels every Rank) and a Secondary Art (levels every two Ranks). You choose both from the same lists; there are Generalized Arts (useful to any character) and Specialized Arts (in development). This choice is permanent.
| Art | Copper | Iron | Steel | Silver | Electrum | Gold | Platinum | Mythril |
|---|---|---|---|---|---|---|---|---|
| Shadow | Meld +10 Stealth | Shadow Step 10m | Shadow Passenger | Teleport non‑magical | 10m cube darkness | Invisible at night | Bonus double dmg from shadow | Enthrall creatures 10m |
| Old Source | Add prof to action stat | Expertise every rank | Extra mastery branch | Double Mastery Pool | Advantage on recollect | Perform any gold art 1/day | Double Mastery Damage | Double Pool again |
| Swift | Double speed | Jump = 2x speed | Exit structure 2x fast | Immune opp attacks/traps | Move to +1d12 force | Immune fall dmg | Run any surface, ignore diff terrain | Avoid dmg (prof/day) and 4x speed |
| Light | Fly = walk speed (10m) | Immune fall dmg | Carry equal weight | Fly 1km, carry 5x weight | Ethereal 1 turn | Bring 5 people | Float objects 1min | Fly anywhere, 5x speed |
| Heavy | Armour = rank x 10 | +2 Def, half speed | Grant +1 Def | Double armour, no move | Anvil: 2x fall dmg, half taken | Reaction half dmg (prof/day) | Immune non‑mag dmg | No action to no dmg |
| Cerebral | Perfect memory 1yr | Half psychic dmg | Conscious rest | Telepathy sight range | Parallel mind 1d4/day | Access rank above | Telepathic link 5 creatures 30h | Ask GM 1 question/day |
| Feral | Immune weather | Immune non‑mag dmg | Plentiful rest anywhere | 3 reactions/turn | Adv reaction rolls | Frighten lower rank (DC20 equal) | Free attack on miss (+5 stack) | Buff vs stronger |
| Elemental | +1d6 element | Double element dmg | Elemental bolt 3d10 | Access aether/fell, immune both | Second element +1d8 | Triple element dmg | Bolt AoE 3d12 DC20 | Target vulnerable forever |
| Epic | Extra reaction and action | Epic action (ally turn) | Give 1d6 inspiration | Epic actions advantage | Inspiration applies to all who see | — | ||
Abyssal, Fey, Undead, Reborn, and Split Arts are currently in development (WIP).
All spells and martial techniques are drawn from your Mastery tree. They are divided into Tricks (free, bonus action), Fixed Spells/Actions (cost Source Points), and Base Effects (scaling with Rank). You also have the option to Upcast effects.
Tricks cost no Source Points and use one Bonus Action. They cannot deal more than one die of damage, affect more than one target, or exceed 1 square range. You start with 5 Tricks (10 if Arcanium Mastery).
| Trick | Description |
|---|---|
| Light | Touch an object/creature; bright light 1‑square radius, dim light 2 squares. 1 hour. |
| Arcane Blast | Auto‑hit, 3 squares, 1d4 force. Upcast: 50 Arcanium per extra missile (max rank missiles). |
| Thaumaturgy | Up to 3 minor supernatural effects within 3 squares. |
| Produce Element | Create small fire/water/earth/air in palm. |
| Shape Element | Manipulate small existing element within 1 square. |
| Levitate | Mage Hand: spectral hand within 3 squares, lift 5 lbs, move 6 squares/round, 1 minute. |
| Produce Sound | Any simple sound within 3 squares. |
| Tiny Illusion | Silent image, 1‑square cube, 1 minute. |
| Mental Message | 25‑word message to a creature you see/detect within 30 squares. |
| Project Element | Ranged attack (Knowledge/Creativity), 6 squares, 1d6 fire/cold/lightning/acid. |
| Freeze/Thaw/Boil | Freeze 1 pint water, thaw ice, boil liquid (10 seconds). |
| Cleanse | Remove dirt, stains, smells from object/surface. |
| Mold | Shape fist‑sized soft material. |
| Leave Mark | Hidden rune visible only to chosen creatures, 1 hour. |
| Leave Trace | Faint trail only you see, 10 minutes. |
| Spider Walk | Climb walls/ceilings 1 round (movement only). |
| Mending | Repair single break on small object. |
| Resistance | Touch; add 1d4 to next Reaction stat roll within 1 minute. |
| Vex | Creature within 6 squares makes Improvisation save or stunned until your next turn, or disadvantage on next attack. |
| Magical Coating | Touch weapon/ammo; bypass non‑magical resistance, can hold an enchantment. |
| Trick | Description |
|---|---|
| Wall Jump | Extra height when jumping against a wall. |
| Grapple | Grab a creature, Strength vs Strength/Dodge. |
| Shove | Push a creature 1 square away from you, Strength vs Dodge. |
| Wall Run | Move 2 squares horizontally across a vertical surface. |
| Throw | Hurl object ≤10 lbs, 3 squares, 1d6 bludgeoning. |
| Toss | Add +1d4 to next ranged attack. |
| Roll | Tumble 2 squares without provoking. |
| Slide | Drop prone and slide 2 squares. |
| Strike (bludgeoning) | Unarmed 1d6 bludgeon as bonus action. |
| Chop (slash) | Unarmed 1d6 slash as bonus action. |
| Spear Limb (pierce) | Unarmed 1d6 pierce, ignore 1 point of armour. |
| Headbutt | 1d6 bludgeon, both you and target dazed on failed Constitution save. |
| Push | You and an adjacent creature move together 1 square. |
| Choke | While grappling, target cannot speak and must hold breath. |
| Lunge | Reach +1 square for one melee attack. |
| Lift | Hoist willing creature/object ≤200 lbs. |
| Backstep | Reaction when enemy enters reach; step 1 square away. |
| Aim | Bonus action, next ranged attack +2 to hit. |
| Prestidigitation | Distracting physical trick; +1d4 to next Deception/Stealth. |
| Shout | All enemies within 3 squares make Improvisation save or cannot take reactions until your next turn. |
Fixed effects cost 50 × Rank Source Points. Each tree has two effects per rank.
| Rank | Spell | Cost | Description |
|---|---|---|---|
| Copper | Arcane Veil | 50 | Reaction; you or an ally within 3 squares gains +2 AC for 1 minute. |
| Copper | Quick Step | 50 | Teleport up to 2 squares as a bonus action. |
| Iron | Dispel Magic | 100 | End one magical effect on a creature/object within 6 squares. |
| Iron | Force Wave | 100 | 3‑square cone; creatures take 4d6 force and are pushed 1 square (Dodge half). |
| Steel | Fireball | 150 | 2‑square radius burst within 12 squares; 8d6 fire (Dodge half). |
| Steel | Arcane Eye | 150 | Invisible sensor moves 6 squares/round, lasts 10 minutes. |
| Silver | Telekinesis | 200 | Move a creature 2 squares or object up to 1000 lbs (Knowledge vs Strength). |
| Silver | Wall of Force | 200 | Invisible wall 4‑square long, blocks line of sight and movement, 1 minute. |
| Electrum | Chain Arc | 250 | Primary target 10d6 lightning, jumps to 3 additional targets. |
| Electrum | Contingency | 250 | Set a spell to trigger on a predetermined condition. |
| Gold | Meteor Swarm | 300 | Four 3‑square radius blasts, 6d6 fire + 6d6 bludgeoning each. |
| Gold | Time Stop | 300 | Time stops for 1d4+1 rounds; you can act freely. |
| Platinum | Worldbind | 350 | Immobilise all enemies in 10‑square radius, 1 minute (Dodge negates). |
| Platinum | Arcane Singularity | 350 | Create a black hole pulling creatures 4 squares towards centre, 10d12 force. |
| Mythril | Spell Absorption | 400 | Absorb one spell targeted at you and regain Arcanium equal to its cost. |
| Mythril | Reality Fracture | 400 | Tear a rift that deals 20d10 random energy to all in 5‑square radius. |
| Rank | Spell | Cost | Description |
|---|---|---|---|
| Copper | Oathbinder's Promise | 50 | Touch; ally heals 2d8+prof and gains advantage on next Reaction save. |
| Copper | Twist Fate | 50 | Reaction when a creature you see makes a roll, force reroll before outcome. |
| Iron | Shadowbind | 100 | Chains of darkness grapple a creature within 6 squares, 2d6 necrotic/round. |
| Iron | Feywild Step | 100 | Teleport 3 squares and leave an illusory double that vanishes after 1 round. |
| Steel | Draconic Breath | 150 | 3‑square cone of chosen element (fire/cold/lightning/acid), 6d8 damage. |
| Steel | Vengeful Swarm | 150 | Summon a swarm of insects that blind and poison enemies in a 2‑sq radius. |
| Silver | Gift of the Grove | 200 | Heal all allies in 3‑sq radius 4d8+prof and create difficult terrain for enemies. |
| Silver | Tempest's Call | 200 | Call lightning from the sky; 10d8 lightning to a single target, can bounce. |
| Electrum | Celestial Bonds | 250 | Ally gains flight (4 squares) and +2 AC for 1 minute. |
| Electrum | Abyssal Gate | 250 | Open a portal that summons 1d4 fiends (rank‑appropriate) for 1 minute. |
| Gold | Pact's Reward | 300 | All allies in sight gain +2d to all d20 rolls for 1 minute. |
| Gold | Wrath of the Ancients | 300 | Earthquake: creatures in 5‑sq radius fall prone and take 12d6 bludgeoning. |
| Platinum | Starfall | 350 | Call down a comet dealing 20d8 force in 3‑sq radius. |
| Platinum | World Pact | 350 | Anchor a massive area (10 squares) where allies cannot die, enemies are weakened. |
| Mythril | Patron's Intervention | 400 | Request direct assistance from your patron (GM discretion). |
| Mythril | Oath Unbound | 400 | Release ultimate borrowed power: all stats +5, every attack crits for 1 minute, then exhaustion. |
| Rank | Action | Cost | Description |
|---|---|---|---|
| Copper | War Cry | 50 | 3‑square cone; enemies must make Improvisation save or be frightened 1 minute. |
| Copper | Savage Charge | 50 | Move up to double speed and attack once with +4d6 damage. |
| Iron | Unyielding Rage | 100 | Gain 40 temp HP and resistance to all damage for 1 minute. |
| Iron | Crushing Blow | 100 | Single melee attack ignores armour, knocks prone, +6d10 damage. |
| Steel | Rampage | 150 | For 1 min, every melee kill grants an extra attack. |
| Steel | Earthquake Stomp | 150 | 3‑sq cone, creatures fall prone and take 8d8 bludgeoning. |
| Silver | Berserker's Stand | 200 | You cannot fall below 1 HP; each attack reduces that buffer by 1d4. |
| Silver | Frenzied Throw | 200 | Throw a creature you are grappling up to 6 squares, they take 10d6 on impact. |
| Electrum | Rage of the Mountain | 250 | Become colossal, gain +4 squares reach, +20 melee damage, 1 min. |
| Electrum | Bloodlust | 250 | Every attack that hits heals you for half damage dealt. |
| Gold | World Breaker | 300 | AoE 5‑sq radius, 15d12 force, structures destroyed. |
| Gold | Immortal Fury | 300 | Resurrect with 1 HP when killed, +50% stats, lasts 3 rounds. |
| Platinum | Titan's Roar | 350 | Debuff all enemies, buff all allies for 1 min. |
| Platinum | Doomsday Rush | 350 | Dash through enemies dealing 12d10+prof to each. |
| Mythril | Ragnarok | 400 | Deal 30d12 to a single target, but you lose all defences. |
| Mythril | Berserker's Limit Break | 400 | Unlock all nodes for 1 min, no cost. |
| Rank | Action | Cost | Description |
|---|---|---|---|
| Copper | Shield Wall | 50 | Create a 3‑sq wide, 1‑sq thick barrier of force; AC 18, 40 HP, 1 minute. |
| Copper | Commanding Strike | 50 | Ally within 6 squares makes one melee attack with +2d8 damage. |
| Iron | Tactical Swap | 100 | Swap positions with a willing ally within 6 squares; no opportunity. |
| Iron | Suppressing Volley | 100 | 3‑sq cone; creatures must keep heads down (disadvantage on attacks). |
| Steel | Adamantine Barrage | 150 | Make a ranged attack against every enemy in a 6‑sq cone, 4d10 piercing each. |
| Steel | Perfect Parry | 150 | Reaction; negate one attack and counterattack with advantage. |
| Silver | Phalanx Formation | 200 | All allies in 2‑sq radius gain +4 AC and cannot be moved. |
| Silver | Siegebreaker | 200 | Destroy a structure or massive object in one action. |
| Electrum | Miracle Strike | 250 | Melee attack +8d8 radiant, heal half. |
| Electrum | Battlefield Mastery | 250 | Gain an extra action, bonus action, and movement this turn. |
| Gold | Unstoppable Advance | 300 | Move to any point you can see, ignoring obstacles, dealing 10d12 to anything in path. |
| Gold | Final Stand | 300 | You and one ally become indestructible for 1 minute, but cannot move. |
| Platinum | Legendary Tactics | 350 | Grant all allies an extra action and 50 temp HP. |
| Platinum | Death from Above | 350 | Leap 10 squares high and crash down, 20d10 to all below. |
| Mythril | Divine Arsenal | 400 | Summon a temporary legendary weapon, +5 to hit, +10d12 damage. |
| Mythril | Army of One | 400 | Duplicate yourself into 4 copies for 1 min. |
All base effects cost 30 Source Points and scale permanently with your Rank. At Copper (Rank 1) they start as described below. At higher ranks, add one base die per rank (1d8→2d8→…→8d8 for Arcanium; 2d6→3d6→…→9d6 for Adrenalium), add proficiency once, and gain automatic buffs: Iron: range becomes 2 squares (if touch/self). Steel: can target a 1‑square burst or cone. Silver: duration doubles. Electrum: add an extra target. Gold: target has disadvantage on save. Platinum: damage ignores resistance. Mythril: all numerical effects doubled.
| Subclass | Effect 1 | Effect 2 |
|---|---|---|
| Conjuration | Conjure Weapon — 1d8+prof force weapon, 1 min | Summon Minor Elemental — CR 1/4 elemental spirit, 1 min |
| Necromancy | Bone Shard — 1d8+prof piercing | Raise Lesser Corpse — Animate Medium skeleton, 1 hour |
| Elementalism | Elemental Touch — 1d8+prof fire/cold/lightning/acid | Elemental Shroud — Attackers take 1d8, you resist element, 1 min |
| Abjuration | Ward — +2 AC and resist one damage type, 1 min | Force Repulsion — Push 1sq, prone on failed Dodge |
| Alchemy | Transmute Substance — Change material of small object, 10 min | Enhance Physique — Advantage +1d8 on next STR/DEX roll |
| Divination | Mind Spike — 1d8+prof psychic, learn one resistance/vulnerability | Foresight — Advantage on next d20 roll within 1 min |
| Enchantment | Imbue Weapon — Weapon magical +1d6 damage, 1 min | Arcane Mark — Rune detonates for 2d8 force when triggered |
| Illusion | Phantasmal Torment — 1d8+prof psychic, frightened on IMP fail | Mirror Image — 3 illusory duplicates (1 HP each), 1 min |
| Astronomancy | Gravity Pulse — 1d8+prof force, movement reduced to 0 for 1 round | Time Slip — Reroll one d20 per round, 1 min |
| Subclass | Effect 1 | Effect 2 |
|---|---|---|
| Fey Whisper | Glamour Touch — 1d8+prof psychic, target glows | Fey Promise — Ally +2 AC and charm aura |
| Shadowed Depths | Shadow Tendrils — Pull 1sq, 1d8+prof necrotic | Cloak of Night — Invisible in dim light, 1 min |
| Celestial Bonds | Radiant Touch — 1d8+prof radiant, undead/fiends disadv next attack | Blessing of Light — Heal 1d8+prof, remove minor condition |
| Elemental Dance | Primordial Strike — 1d8+prof element, shift 1sq | Elemental Shelter — Resist element, 1 min |
| Abyssal Echoes | Abyssal Mark — 1d8+prof necrotic, target poisoned 1 round | Fiendish Vigor — Temp HP = rank x 10, 1 min |
| Ethereal Veil | Spectral Jaunt — Move 1sq through objects, 1 round | Ghostly Blade — Ignore armour, 1d8+prof force |
| Ancient Grove | Barkflesh — +1 AC, heal 1d8+prof | Thorn Whip — 1d8+prof piercing, pull 1sq |
| Storm's Heart | Static Touch — 1d8+prof lightning, stun 1 round on failed Dodge | Gust of Wind — Push target 1sq, extinguish flames |
| Cosmic Watchers | Cosmic Ray — 1d8+prof radiant, cannot be healed 1 round | Void Shield — Teleport 1sq as reaction when hit |
| Subclass | Berserk (+2d6 base) | Calm |
|---|---|---|
| Emotion | Furious Rage — +2d6 slash, enemies advantage vs you | Soothing Calm — Heal 2d6+prof, +2 AC 1 min |
| Shaman | Spirit Rage — +2d6 cold, summon spirit companion | Ancestral Calm — Heal all allies 2d6+prof |
| Fanatic | Zealous Rage — +2d6 radiant, immune charmed/frightened | Penitent Calm — Remove one condition, +5 next roll |
| Contrarian | Contrary Rage — +2d6 force, teleport when missed | Logical Calm — Advantage KNO/CRE 10 min |
| Sinner | Sinful Rage — +2d6 necrotic, heal 10 HP on kill | Atonement Calm — Cure poisons/diseases |
| Harmacist | Chemical Rage — +2d6 acid, self‑poison but crit 19‑20 | Antidote Calm — Cure all conditions, heal 3d8+prof |
| Unconscious | Automatic Rage — +2d6 bludgeon, crit 19‑20, no skills | Wakeful Calm — Extra action immediately |
| Locked‑in | Steel Cage Rage — +2d6 piercing, pin target restrained | Release Calm — Allies attack as reaction |
| Possessed | Otherworldly Rage — +2d6 psychic, must attack nearest | Exorcism Calm — Spirit lashes, 3d8 psychic |
| Subclass | Effect 1 | Effect 2 |
|---|---|---|
| Shielded Combatant | Shield Bash — 2d6+prof bludgeon, daze | Cover Ally — Absorb damage for adjacent ally |
| Dual Wielder | Whirlwind Slice — Two attacks, off‑hand 1d6+prof | Cross Guard — Reaction +3 AC, riposte if miss |
| Duelist | Lunge and Riposte — 2d6+prof pierce, riposte if attacked | Disarming Feint — Disarm weapon |
| Colossal Weapon | Cleave — 2d6+prof slash, cleave second target | Overhead Smash — Knock prone, difficult terrain |
| Gunslinger | Fan the Hammer — 2d6+prof pierce, second shot -5 | Ricochet Shot — Ignore cover, +1d8 |
| Sniper | Marked Shot — 2d6+prof pierce, +1d10 precision | Eyes in the Sky — Advantage, ignores long range |
| Body Control | Nerve Strike — 2d6+prof bludgeon, paralysed 1 round | Adrenaline Surge — Extra reaction, +2sq move |
| Tactical Combatant | Reposition Ally — Both move 2sq without provoking | Coordinated Strike — Both attack with advantage, +2d10 if both hit |
| Miracle Champion | Smite — 2d6+prof radiant, blind evil | Lay on Hands — Heal 2d6+prof, remove disease/poison |
Add nodes to a base effect. Maximum nodes per spell = rank×2, per action = rank×3. Total cost = base 30 + sum of upcasting costs.
| Rank | Option | Cost | Option | Cost | Option | Cost |
|---|---|---|---|---|---|---|
| Copper | Dice +1 | 10 | Range +2sq | 10 | — | — |
| Iron | Dice +2 | 20 | Burst 1sq | 15 | Duration +1 min | 10 |
| Steel | Dice +3 | 30 | Cone 3sq | 25 | Extra target | 20 |
| Silver | Dice +4 | 40 | Disadv. on save | 25 | Linger | 20 |
| Electrum | Dice +5 | 50 | Resist bypass | 30 | Action to Bonus | 25 |
| Gold | Dice +6 | 60 | Double area | 40 | Bonus to Reaction | 35 |
| Platinum | Dice +8 | 80 | Double duration | 30 | Negate crit | 50 |
| Mythril | Dice +12 | 120 | Double all dice | 100 | Reaction to Free | 80 |
Your turn comprises: 3 Actions - 1 Bonus Action - 1 square of movement (10 by 10m) - 1 skill check (optional). +1 to each if you have the Combatant Mastery tree.
Only two ways: You roll against the target's DEFENSE (d20 + Action stat mod + proficiency vs target's Defense), or the target rolls a REACTION CHECK against your ACTION STAT (their Reaction stat vs your Action stat modifier).
You must tell your GM what happens during your turn. Describing it in roleplay is optional, but you tell your GM what you do and what they have to roll.
| Action | Description |
|---|---|
| Attack | Use a mastery effect or weapon attack. |
| Cast Spell | Use a mastery effect or magical ability. |
| Aid | Add your highest stat modifier to a creature's roll in your movement range for their next turn. Costs 2 Actions, or 1 Action + 1 Bonus Action + movement. |
| Evade | Leave the square without taking an opportunity attack. |
| Bonus Action | Description |
|---|---|
| Attack | If specified in the effect description. |
| Cast Spell | If specified in the effect description. |
| Use Consumable | Unless specified otherwise in the item description. |
| Communicate Information | A 10‑word maximum sentence to a creature in close range. Can be used instead of movement for 30 words. |
Every rest, the first time your HP reaches 0 or below, it instead goes to 1. If you fall to 0 HP again before resting, you begin making Death Saves.
Short Rest (3 hours): Recover 50% of max HP and 50% of max Source Points. Plentiful Rest (10 hours): Recover 100% of both. If fewer than half the party sleeps, recovery is limited to 75%.
1d4 added to any d20 roll, unless specified otherwise from any origin. Awarded by the GM for clever or heroic play.
1. What were you doing for the past two years?
Were you training under a master? Running from a crime you didn't commit? Tending a family farm that was burned by monsters? Studying in the Hydra Academy? The past two years shaped your skills, your connections, and your reasons for being at your current Rank.
2. Why are you at the Rank you are now in your path?
Did you earn it through a Guild trial? Were you field‑promoted during a crisis? Did a mentor pass their title to you? Your Rank is a story, not just a number.
Fheros is alive. The innkeeper has a name. The guard has a family. When you speak to an NPC, ask their name. When you enter a town, ask what they produce and who's in charge. When you meet a creature you don't recognise, decide whether your character would draw a weapon or offer a hand. The world reacts to your choices — that's the game.
All coins are minted with lightweight, self‑authenticating enchantments making them 1.8× more valuable than their raw metal. Every denomination except Mythril can be physically divided into halves, quarters, eighths, and tenths. This allows fractional payments and solves the small‑change problem without a cumbersome array of coins. The immense 1:1000 jumps mirror the scales at which dragons and gods reckon — mortals simply adopted the system.
| Coin | Value in Previous | What 1 Buys |
|---|---|---|
| 1 Paper | — | A child's candy, a street‑performer's tip, a copied poem. |
| 1 Copper | 1,000 Paper | A week at a comfortable inn (for a travelling non‑citizen). |
| 1 Iron | 1,000 Copper | A crafting licence and an enchanted workshop. |
| 1 Steel | 1,000 Iron | A townhouse with dimensional storage. |
| 1 Silver | 1,000 Steel | A manor with warded grounds and an ancestral shrine. |
| 1 Electrum | 1,000 Silver | A small castle, often built on a minor node of magical power. |
| 1 Gold | 1,000 Electrum | A lord's duchy – a region with villages, forests, and resources. |
| 1 Platinum | 10,000 Gold | A peerage, extensive lands, a capital‑worthy castle, and the right to mint. |
| 1 Mythril | 100 Platinum | Demiplanes, thousand‑year treaties, a dragon's ransom. Mythril coins exist and circulate among world leaders, ancient dragons, and black‑market archmages. |
Practical notes: Citizens enjoy magical abundance in most countries, but a visiting dwarf pays for her bread. The iron‑cost workshop is a subsidised communal asset; its output flows back into the community. The world is three times wider than Earth with 16,000+ years of history, so vast wealth in ancient relics and hoards is normal.
Damage = [Base Die] × Rank + Proficiency Bonus. The table below shows the base dice and properties.
| Weapon | Category | Base Damage | Properties |
|---|---|---|---|
| Club | Simple Melee | 1d4 | Swift |
| Dagger | Simple Melee, Throwing | 1d4 | Flourish, Swift, Thrown (2/6 sq) |
| Handaxe | Simple Melee, Throwing | 1d6 | Swift, Thrown (2/6 sq) |
| Javelin | Simple Melee, Throwing | 1d6 | Thrown (3/12 sq) |
| Light Hammer | Simple Melee, Throwing | 1d4 | Swift, Thrown (2/6 sq) |
| Mace | Simple Melee | 1d6 | — |
| Quarterstaff | Simple Melee | 1d6 | Versatile (1d8) |
| Sickle | Simple Melee | 1d4 | Swift, Flourish |
| Spear | Simple Melee, Throwing | 1d6 | Thrown (2/6 sq), Versatile (1d8) |
| Shortsword | Simple Melee | 1d6 | Swift |
| War Scythe | Simple Melee | 1d6 | Reach |
| Battleaxe | Martial Melee | 1d8 | Versatile (1d10) |
| Flail | Martial Melee | 1d8 | — |
| Glaive | Martial Melee | 1d10 | Reach, Two‑handed |
| Greataxe | Martial Melee | 1d12 | Two‑handed |
| Greatsword | Martial Melee | 2d6 | Two‑handed |
| Halberd | Martial Melee | 1d10 | Reach, Two‑handed |
| Lance | Martial Melee, Mounted | 1d12 | Reach, Mounted |
| Longsword | Martial Melee | 1d8 | Versatile (1d10) |
| Maul | Martial Melee | 2d6 | Two‑handed |
| Morningstar | Martial Melee | 1d8 | — |
| Nunchucks | Martial Melee | 1d6 | Swift, Flourish |
| Pike | Martial Melee | 1d10 | Reach, Two‑handed |
| Rapier | Martial Melee | 1d8 | Flourish |
| Scimitar | Martial Melee | 1d6 | Swift, Flourish |
| Trident | Martial Melee, Throwing | 1d6 | Thrown (2/6 sq), Versatile (1d8) |
| War Pick | Martial Melee | 1d8 | — |
| Warhammer | Martial Melee | 1d8 | Versatile (1d10) |
| Whip | Martial Melee | 1d4 | Reach, Flourish |
| Rock | Simple Ranged, Throwing | 1d4 | Thrown (2/6 sq) |
| Sling | Simple Ranged | 1d4 | Ammunition (3/12 sq) |
| Shortbow | Simple Ranged | 1d6 | Ammunition (8/32 sq), Two‑handed |
| Hand Crossbow | Simple Ranged | 1d6 | Ammunition (3/12 sq), Swift, one‑handed |
| Light Crossbow | Simple Ranged | 1d8 | Ammunition (8/32 sq), Two‑handed, loading |
| Blow‑dart | Simple Ranged | 1 | Ammunition (2/6 sq), silent |
| Longbow | Martial Ranged | 1d8 | Ammunition (15/60 sq), Two‑handed |
| Heavy Crossbow | Martial Ranged | 1d10 | Ammunition (10/40 sq), Two‑handed, loading |
| Blunderbuss | Martial Ranged | 1d10 | Ammunition (cone 3 sq), loading |
| Pistol | Firearms - Light | 1d8 | 1 shot, bonus action reload |
| Rifle | Firearms - Rifle | 1d12 | 6 shots, bonus action reload |
| Cannon | Firearms - Cannon | 3d10 | 1 shot, full action reload, cannot move |
| Shield | Defence Bonus | Shield Bash | Properties |
|---|---|---|---|
| Hand Shield | +1 | 1d4 | — |
| Light Shield | +2 | 1d6 | — |
| Great Shield | +3 | 1d8 | One‑handed, prevents two‑handed weapon use |
| Wall Shield | +4 | 1d10 | Two‑handed, full cover (1.5x wielder) |
Shield Defence bonus increases by +1 per Rank above Paper. Shield Bash damage scales with Rank (multiply base dice by Rank).
Armour blocks all damage except Mystic (Eclipse, Psychic, Lies) and Power (Radiant, Force, Necrotic). Defence and Armour values scale with Rank. At Rank 2 and above, add +1 Armour per rank (Heavy adds +6).
| Slot | Tier | Defence Modifier | Armour Value |
|---|---|---|---|
| Chestplate | Garments | +0 | 0 |
| Chestplate | Light | +0 | 1 |
| Chestplate | Medium | +0 | 2 |
| Chestplate | Heavy | -1 | 4 |
| Bracers | Garments | +0 | 0 |
| Bracers | Light | +0 | 1 |
| Bracers | Medium | +0 | 2 |
| Bracers | Heavy | -1 | 4 |
| Grieves | Garments | +0 | 0 |
| Grieves | Light | +0 | 1 |
| Grieves | Medium | +0 | 2 |
| Grieves | Heavy | -1 | 4 |
| Boots | Garments | +0 | 0 |
| Boots | Light | +0 | 1 |
| Boots | Medium | +0 | 2 |
| Boots | Heavy | -1 | 4 |
| Headgear | Garments | +0 | 0 |
| Headgear | Light | +0 | 1 |
| Headgear | Medium | +0 | 2 |
| Headgear | Heavy | -1 | 4 |
Each pack is designed for a specific adventuring style.
Backpack (leather), Bedroll, Mess Kit, Tinderbox, Torches (10), Rations (10 days), Waterskin, Hempen Rope (50 ft). Weight: 59 lbs. Cost: 10 gp. Ideal for general adventuring.
Backpack (reinforced), Crowbar, Hammer, Pitons (10), Torches (10), Tinderbox, Rations (10 days), Waterskin, Hempen Rope (50 ft). Weight: 61.5 lbs. Cost: 12 gp. Essential for delving.
Backpack (lightweight), Ball Bearings (1,000), String (10 ft), Bell, Candles (5), Crowbar, Hammer, Pitons (10), Hooded Lantern, Oil Flask (2), Rations (5 days), Tinderbox, Waterskin, Hempen Rope (50 ft). Weight: 49.5 lbs. Cost: 16 gp. For stealthy operators.
Chest (lockable), Case for Maps/Scrolls (2), Fine Clothes, Ink (1 oz), Ink Pen, Lamp, Oil Flask (2), Paper (5 sheets), Perfume (Vial), Sealing Wax, Soap, Rations (2 days). Weight: 36 lbs. Cost: 39 gp. For courtiers and negotiators.
Backpack (colourful), Bedroll, Candles (5), Costume Clothes (2 sets), Rations (5 days), Waterskin, Disguise Kit, Musical Instrument. Weight: 24 lbs. Cost: 40 gp. For bards and performers.
Backpack, Blanket, Candles (10), Tinderbox, Alms Box, Incense (10 blocks), Censer, Vestments, Rations (2 days), Waterskin. Weight: 19 lbs. Cost: 19 gp. For clerics and paladins.
Backpack, Book of Lore, Ink (1 oz), Ink Pen, Parchment (10 sheets), Little Bag of Sand, Small Knife. Weight: 6 lbs. Cost: 40 gp. For wizards and sages.
Sturdy Tool Bag, Portable Anvil, Smith's Hammer, Tongs, Chisel Set (3), Coal (small bag), Iron Ingots (5), Leather Apron, Goggles, Rations (5 days), Waterskin, Whetstone, Furnace Igniter, Blueprints (3). Weight: 55 lbs. Cost: 35 gp.
Rugged Backpack, Battle Axe, Bone Knife, War Paint (5 pots), Animal Pelts (2), Rations (5 days), Waterskin, Hunting Trap, Herb Pouch, Drum, Flint and Steel, Rope (50 ft), Trophy Bag, Bone Sewing Kit. Weight: 45 lbs. Cost: 20 gp.
Woven Backpack, Herb Shears, Mortar and Pestle, Herb Pouches (5), Glass Vials (10), Herbal Compendium, Watering Flask, Rations (5 days), Waterskin, Bandages (5 rolls), Portable Stove, Tinderbox, Elven Cloak, Healing Salves (3). Weight: 28 lbs. Cost: 50 gp.
Heavy Duty Backpack, Pickaxe, Shovel, Miner's Helmet, Lantern, Oil Flask (3), Rations (5 days), Waterskin, Mining Goggles, Pitons (10), Rope (50 ft), Hammer, Chalk (5 pieces), Map Case. Weight: 60 lbs. Cost: 30 gp.
Leather Backpack, Merchant Scales, Coin Pouch, Ledger, Quill and Ink (1 oz), Paper (10 sheets), Sample Goods (5 types), Rations (5 days), Waterskin, Lockbox, Trade Permits (5), Torch (2), Blanket, Map of Trade Routes. Weight: 30 lbs. Cost: 40 gp.
Sturdy Duffel Bag, Training Clothes (2 sets), Meditation Mat, Herbal Balm, Practice Weapons (2), Rations (5 days), Waterskin, Hand Wraps (2 pairs), Incense (5 sticks), Tinderbox, Portable Cookpot, Philosophical Scroll, Chalk (2 pieces), Herbal Tea (5 packets). Weight: 25 lbs. Cost: 20 gp.
Reinforced Backpack, Rock Hammer, Chisel Set (3), Magnifying Glass, Sample Bags (10), Geologist's Journal, Parchment (5 sheets), Ink (1 oz), Compass, Lantern, Oil Flask (2), Rations (5 days), Waterskin, Sample Labels (20). Weight: 32 lbs. Cost: 25 gp.
Large Rucksack, Climbing Gear, Rope (100 ft), Hand Axe, Lantern, Oil Flask (2), Rations (5 days), Waterskin, Herb Pouch, Tinderbox, Tree Identification Book, Canopy Net, Camouflage Blanket, Sketchbook. Weight: 35 lbs. Cost: 30 gp.
Waterproof Bag, Sailor's Clothes (2 sets), Rope (50 ft), Fishing Tackle, Grappling Hook, Compass, Lantern, Oil Flask (2), Rations (5 days), Waterskin, Spyglass, Sewing Kit, Logbook, Flask of Rum. Weight: 30 lbs. Cost: 25 gp.
Skyproof Bag, Skyship Clothes (2 sets), Rope (50 ft), Climbing Harness, Skyship Tools, Compass, Goggles, Rations (5 days), Waterskin, Sky Lantern, Oil Flask (2), Map of Sky Routes, Logbook, Altitude Mask. Weight: 28 lbs. Cost: 35 gp.
Waterproof Backpack, Diving Suit, Swim Fins, Breathing Tube, Weighted Belt, Waterskin, Underwater Lantern, Oil Flask (2), Diving Knife, Fishing Net, Sealant (2 jars), Underwater Compass, Sample Jars (5), Rations (5 days). Weight: 30 lbs. Cost: 40 gp.
Jungle Backpack, Machete, Insect Repellent, Herb Pouch, Rope (50 ft), Waterskin, Tinderbox, Jungle Map, Compass, Lantern, Oil Flask (2), Rations (5 days), Water Purification Tablets, Netting. Weight: 35 lbs. Cost: 30 gp.
Heavy-Duty Backpack, Climbing Gear, Rope (100 ft), Hand Axe, Lantern, Oil Flask (2), Rations (5 days), Waterskin, Compass, Chalk (5 pieces), Climbing Hammer, Pitons (10), Thermal Blanket, Map of Mountain Range. Weight: 40 lbs. Cost: 35 gp.
Desert Backpack, Water Containers (3), Head Scarf, Sunscreen (2 jars), Shade Cloth, Rations (5 days), Compass, Desert Map, Lantern, Oil Flask (2), Tinderbox, Herb Pouch, Sand Goggles, Shovel. Weight: 25 lbs. Cost: 25 gp.
| Potion | Effect |
|---|---|
| Health Potion | Heals rank d8 + proficiency HP |
| Arcanium Potion | Restores rank x10+20 Arcanium |
| Adrenalium Potion | Restores rank x10+20 Adrenalium |
| Potion of Swiftness | +rank square movement for 1 hour |
| Potion of Might | +rank Strength for 1 hour |
| Potion of Dark Sight | Darkvision 12 squares for 1 hour |
| Potion of Iron Skin | +rank Armour for 1 hour |
| Scroll | Rank | Description |
|---|---|---|
| Scroll of Paper | 1 | Produces one Paper‑Rank effect. |
| Scroll of Copper | 2 | Produces one Copper‑Rank effect. |
| Scroll of Iron | 3 | Produces one Iron‑Rank effect. |
| Scroll of Steel | 4 | Produces one Steel‑Rank effect. |
| Scroll of Silver | 5 | Produces one Silver‑Rank effect. |
| Scroll of Electrum | 6 | Produces one Electrum‑Rank effect. |
| Scroll of Gold | 7 | Produces one Gold‑Rank effect. |
| Scroll of Platinum | 8 | Produces one Platinum‑Rank effect. |
| Scroll of Mythril | 9 | Produces one Mythril‑Rank effect. |
| Metal | Fixed Item Effect | Tattoo Effect (scales with rank) |
|---|---|---|
| Copper | Weapon: +1 Attack per rank | Awareness of nearby electrical/heat sources |
| Iron | Armour/Shield: +1 Armour per rank | Cannot be forcibly moved more than 1sq/turn |
| Steel | Weapon: +1 prof bonus (max +5) | Free Reaction once/Short Rest per rank |
| Silver | Weapon: +1d4 Moon damage to undead/shapechangers per rank | Darkvision +3sq; +2 HP per rank; advantage Stealth in moonlight |
| Electrum | Focus: -5 Arcanium/Adrenalium cost (+5/rank) | +5 max Arcanium/Adrenalium per rank |
| Gold | Weapon/Armour: +1d4 fire damage per rank | Immune to gold curses; treasure sense (10sq/rank) |
| Platinum | Armour: resistance to any damage once/Long Rest | Advantage on all Creativity checks |
| Tungsten | Weapon: ignores 2 Armour per rank | Immunity to Paralyzed/Stunned once/Short Rest |
| Asmodium | Weapon: heal 2 HP/rank on kill. Armour: enemies within 2sq disadv vs necrotic | Resistance to necrotic; vulnerability to radiant |
| Heliodoros | Weapon: +1d8 radiant vs demons. Armour: resist necrotic | Glows near demons (20sq/rank); advantage vs abyssal magic |
| Gem | Fixed Item Effect | Tattoo Effect (scales with rank) |
|---|---|---|
| Diamond | Armour/Shield: +10 HP per rank | +10 max HP per rank |
| Ruby | Weapon: +1d6 precision damage/rank on crit | Adv vs fear/charm; +1 precision to ranged attacks/rank |
| Sapphire | Helmet/Goggles: Darkvision 6sq | See invisible (2sq/rank) once/Short Rest |
| Emerald | Jewellery: Regen 1 HP/min/rank in sunlight/world‑tree | Halve exhaustion recovery time |
| Lapis Lazuli | Item: Waterbreathing, swim speed | Telepathy with aquatic creatures within 10sq |
| Onyx | Weapon: +1d4 necrotic/rank | Invisibility in dim light/darkness once/Short Rest/rank (1 min) |
| Opal | Focus: once/Long Rest, grant advantage on d20; next roll disadv | +1 Improvisation per rank |
| Jade | Armour/Shield: +1 Defence/2 ranks when not moving | Reroll failed Focus check once/Short Rest/rank |
| Terminalium | Focus: +2d8 damage/rank; natural 1 backfires | +2 Effect Save DC/rank; each use 1d4 psychic feedback |
Pricing: Prices scale with rank. Copper‑rank gold is affordable (a few silver per gram), while Mythril‑rank gold is extremely valuable (many platinum per gram). Tattoo costs follow the same scaling.
| Trinket | Effect |
|---|---|
| Thirsty Sponge | Absorbs 1 litre of water; stays dry on the outside. |
| Frost‑Kissed Pebble | Always cold to the touch; freezes a thimble of water. |
| Ring of Perfect Hair | Your hair always looks exactly as you wish. |
| Coin of Misfortune | Always lands on tails. |
| Ever‑Clean Spoon | Food eaten with it tastes slightly better. |
| Whispering Chalk | Writes in any colour. |
| Boots of Dry Socks | Socks never get wet. |
| Self‑Tying Rope | Ties/untie on command. |
| Mood Candle | Changes colour with holder's mood. |
| Never‑Empty Flask | Always full, but wine is terrible. |
| Self‑Writing Quill | Writes dictated words with sarcastic margin notes. |
| Pipe of Toad Smoke | Blows smoke rings that croak. |
| Everburning Candle Stub | Burns for exactly 59 seconds, then relights. |
| Item | Cost | Weight | Description |
|---|---|---|---|
| Ball Bearings (1,000) | 2 copper | 2 lbs | Cover 1 sq; Dexterity check or fall prone. |
| Bedroll | 2 copper | 7 lbs | Padded sleeping mat. |
| Caltrops (20) | 2 copper | 2 lbs | Cover 1 sq; halves speed, 1d4 piercing on fail Dodge. |
| Chain (10 ft) | 8 copper | 10 lbs | Iron chain, break DC 20. |
| Compass | 15 copper | 0.5 lb | Always points north. |
| Crowbar | 3 copper | 5 lbs | Advantage on Strength checks to pry open. |
| Fishing Tackle | 2 copper | 1 lb | Hook, line, sinker. |
| Grappling Hook | 3 copper | 4 lbs | Attaches to rope; throw to secure. |
| Hammer | 2 copper | 3 lbs | Useful for pitons or nails. |
| Lantern (hooded) | 6 copper | 2 lbs | Bright light 3 sq, dim 6 sq. Can be dimmed. |
| Manacles | 18 copper | 6 lbs | Restrain a creature; DC 20 to break. |
| Oil Flask | 2 copper | 1 lb | Fuels lantern 6 hours or creates 1 sq fire hazard. |
| Pickaxe | 4 copper | 10 lbs | Heavy pick for stone. |
| Rope (50 ft) | 2 copper | 10 lbs | Hempen rope, supports 500 lbs. |
| Spyglass | 20 copper | 1 lb | Magnify distant objects 10x. |
| Tent (2‑person) | 3 copper | 20 lbs | Simple cloth tent, waterproof. |
| Tinderbox | 2 copper | 1 lb | Flint, steel, tinder. |
| Torch (10) | 2 copper | 1 lb | Burns 1 hour, bright light 2 sq, dim 4 sq. |
| Waterskin | 2 copper | 4 lbs (full) | Holds 4 pints. |
A character can attune to a maximum of 5 magic items (7 if Arcanium mastery).
| Short | Long | Short | Long |
|---|---|---|---|
| Blinded | Cecity | Grappled | Restrained |
| Intoxicated | Poisoned | Prone | Unconscious |
| Deafened | Deaf | Stunned | Petrified |
| Bleeding | Bloodied | Hidden | Invisible |
| Stifled | Snuffed |
| Charmed | Enthralled | Frightened | Terrified |
| Outcast | Forsaken | Panic | Anxiety |
| Confident | Cocky |
| Element | Aether | Mana | Fell |
|---|---|---|---|
| Power | Radiant | Force | Necrotic |
| Water | Winter | Cold | Dry Ice |
| Fire | Summer | Heat | Black Flame |
| Earth | Autumn | Electric | Radiation |
| Air | Spring | Acid | Toxic Mist |
| Mystic | Eclipse | Psychic | Lies |
Physical: Impact, Slashing, Bludgeoning, Piercing, Lingering, Internal. Mystic & Power ignore Armour.
| Term | Definition |
|---|---|
| Action | One of the 3 main things you can do on your turn (Attack, Cast, Aid, Evade). |
| Adrenalium | Martial energy pool. Max = 20 + (STR or DEX + Proficiency Bonus) × 10. |
| Arcanium | Magic energy pool. Max = 20 + (CRE or KNO + Proficiency Bonus) × 10. |
| Armour | Flat damage reduction, bypassed by Mystic and Power damage. |
| Bonus Action | A quicker action used for Tricks, certain attacks, consumables, or communication. |
| Close Range | 1 square (10m). |
| Defense (DEF) | The number an attacker must meet or beat to hit you. |
| Effect Save DC | 8 + Proficiency Bonus + Rank. The DC for your spells/abilities. |
| Expertise (E) | 3 skill points; double Proficiency Bonus +5. |
| HP | Health pool. Max = (Rank × 20) + (CON mod × 20) + Mastery HP bonus. |
| Inspiration | 1d4 added to any d20 roll; awarded by the GM for clever or heroic play. |
| Legendary (L) | As Expertise; d20 rolls under 10 become 10. Mythril rank only. |
| Long Range | 9+ squares (90+m). |
| Mid Range | 3 squares (30m). |
| Monster | A creature born outside a civilisation core's influence; has no Source. |
| MP | Mastery Pool — collective term for Arcanium and Adrenalium. |
| Plentiful Rest | 10 hours; 100% HP and Source Point recovery. |
| Proficient (P) | 1 skill point; add Proficiency Bonus. |
| Reaction Check | A d20 roll using a Reaction stat (CON, DOD, FOC, or IMP) to resist an effect. |
| Short Rest | 3 hours; 50% HP and Source Point recovery. |
| Source | The spiritual organ that grants sentience and magical potential; a shard of interdimensional Leylines. |
| Source Points | Collective term for Arcanium and Adrenalium pools. |
| Square | 10m by 10m; if flying or swimming, a 10m by 10m by 10m cube. |
| Trained (T) | 2 skill points; double Proficiency Bonus. |
"From Copper to Mythril, the path of the adventurer is paved with danger, glory, and the stories you will tell for a lifetime. Fheros is waiting. What will you become?"
Solarfuture / Fog boi