Pericle: Gathering Darkness
Pericle: Gathering Darkness Rulebook
Table of Contents
Table of Contents
- Part One: Rulebook
- Part Two: Hero Handbook (Hero Creation)
Part One: Rulebook
Components
Included in the core game box:
- 74 acrylic standees with removable bases, plus 10 cubes for tracking smaller enemies and obstacles on the map
- 27 map pieces (25 double-sided, 2 one-sided; 8 are halves which snap together to make larger maps) for a total of 50 playable maps
- 15 blank hero sheets
- 6 pregenerated heroes
- 5 cheat sheets
- 5 secret envelopes
- A full set of proprietary resin dice
- A softcover copy of the Rulebook and Handbook
All standees are covered in a protective film to keep the design from scratching prior to use. All enemies use 1-hex bases unless otherwise stated by Loremaster. For example, some of the enemies that tend to be large enough for 3 or 4 hex bases are the Cyclops & Guardian (3 hex base), Hydra & Kraken (4 hex base). Loremaster will indicate which size base is required for enemies during the map set-up screen.
Welcome to Pericle
Pericle is an epic fantasy roleplaying game that utilizes software-driven mechanics that allow you and your friends to enjoy a classic RPG-style adventure without requiring anyone to act as game master.
Pericle is a world rich with history, intriguing factions, and charismatic NPCs for players' heroes to interact with via Loremaster, a software program that guides players through the story. Loremaster works much like a traditional human game master by telling colorful stories, relaying art and music, and prompting players for their decisions.
As players navigate their heroes' paths through the world, they choose their allies, decide how and when to mete out justice, where to explore, and who to challenge. In the end, these choices influence the outcome of their adventure.
Getting Started
Pericle is designed to be played with three or four heroes run by one to four players, so some parties may require players to control multiple heroes. Since Pericle campaigns are designed to be epic game sagas, each campaign will contain many playing sessions. In fact, it's not uncommon for some Pericle campaigns to take months or even over a year to conclude! Since your party may not always have the same number of players with each session, Loremaster allows you to vary the number of players and heroes from session to session.
It's suggested that new players begin campaigns with a pre-generated hero. Each of the pre-generated heroes, or pregens, has multiple versions of their hero sheets that increase in complexity as they gain power and skill through experience. Players using pregens start the game playing with Pregen Sheet 1, then rapidly progress through the more advanced versions of their hero as they learn the game. After the first chapter of a pregen hero's story, players have the chance to continue playing with their pregen or to create their own hero.
Note that Loremaster is a web-based application, which means that it runs in an internet browser. Long Dog Games currently supports chromium-based browsers (Chrome, Brave, Edge) and Safari. To access the software, go to pericle.app/start. The software is best played using a computer or mobile device with a large screen, like a tablet, so that all players can easily see the software. Loremaster is not intended for use on smartphones.
Roleplaying Without a Live GM
Roleplaying can be a fun and immersive addition when playing Pericle, though it is not necessary. All players should play Pericle in a way that is comfortable for them and their fellow players, whether that means speaking with your hero's accent and inflections, addressing players by their hero's names, or simply making decisions that their hero would make.
After reading this rulebook, players may either select pregen heroes or create their own hero using the Hero Handbook. Once heroes have been chosen or created, launch Loremaster and start playing!
Key Concepts
Before launching into a deeper discussion of the rules, it's valuable to review several key concepts: reading the Action Die and Defense Die, Opposed Checks, Fortune & Misfortune, Facing, and the Embattled condition.
Reading the Action Die (AD)
The Action Die (AD) is a 10-sided die that is rolled to determine if an action taken by a hero or a foe is successful. The Action Die is used when heroes attack, cast a spell, attempt to climb a wall, negotiate with a merchant, etc. During combat, players will need to learn when to roll the Action Die. Outside of combat, Loremaster will guide players when and how to use the Action Die.
The likelihood of success with actions is influenced by a hero's abilities. Each hero possesses three Attributes, Might (MT), Dexterity (DX), and Knowledge (KN), as well as multiple skills: Athletics, Lore, Navigation, Perception, Persuasion, Scoundrel, and a Grapple score. These abilities determine how competent your hero is at a variety of activities, so they are used to determine the roll needed to achieve success when rolling an Action Die. When performing an action that is influenced by one of these abilities, the action is called a 'Check', prefaced by the ability. For example, Loremaster may ask a hero to perform a MT Check to move a statue, or to make a Scoundrel Check to move stealthily and avoid being seen by enemy scouts. The likelihood of success with these actions is influenced by the hero's Might attribute and Scoundrel skill, respectively.
Success Icons
Five of the faces of the Action Die have a success icon of concentric circles, similar to a bullseye. One of these five faces - embellished with star - is a critical success icon and is discussed below. If one of the faces showing a success icon is rolled, then the action is successful.
Numbers 1 Through 4
In addition to success icons, the Action Die also has faces with numbers 1 through 4. When rolling the Action Die, success is also achieved by rolling a score less than or equal to the ability associated with the check. If the hero Vedr, who has a MT of 2, is making a MT Check to push a statue, he will succeed if he rolls a 1 or a 2 or if he rolls one of the success icons. The higher the hero's MT Attribute, the higher the likelihood of success.
When a hero needs to roll the Action Die, it is abbreviated as AD. Factors may make a check easier or more difficult, so Loremaster will direct players to adjust the AD difficulty. The adjustment appears in parentheses. For example, a check that is more difficult by 2 points would be listed as (AD-2).
Let's say that Emira the everkin archer spots a secret passageway hidden behind a large statue. To move the statue, Emira must make a MT Check. Since her MT is 2, Emira rolls AD2 to see if she is successful.
If Emira is pushing the statue downhill, Loremaster may state that it is an Easy MT Check (AD+1), so Emira gets to add +1 to the value needed for success on her MT AD roll. This results in Emira rolling her MT Check as AD3, since it is normally AD2 based on her MT score, and an Easy MT Check adds an additional AD+1.
Note that the maximum AD value that can be achieved is 4 (AD4). Even if a hero has an ability score higher than 4, the AD check is made at AD4.
In combat, the most common actions are attacking a foe and casting a spell. Both of these actions require a Dexterity-based check. A combatant's Dexterity is modified by several factors, including armor that is worn and Disciplines that the hero has learned, so instead of rolling directly against Dexterity, these checks are made against a modified Dexterity value. Since rolling against this modified Dexterity score is the most common action check in Pericle, it is called the Base AD. There is a special place on the hero sheet that lists the Base AD, since it will be referenced frequently. Likewise, the Base AD score for every foe encountered in Pericle will be prominently listed.
Examples: As a giant is approaching, Vedr attempts to cast the spell Blur on himself for better protection. He rolls against his Base AD, which is 1 (AD1), to see if the spell works. He rolls a success icon, so the spell is successful, granting him protection from the Spell. On the following turn, he decides to jump a small ravine to move further away from the giant, so he makes an Athletics Check. Loremaster states the jump is of Easy difficulty (AD+1), indicating that Vedr gets to add +1 to the AD necessary for success. His Athletics skill is a 2, so his check is made at AD3. He rolls a 2, which is less than 3. Success! He jumps the ravine and moves away from the giant, letting it tangle with his companions instead. The next turn, Vedr shoots his recurve bow at the giant, rolling against his Base AD at AD1. He rolls a 3, which is a miss because it's higher than 1, so the arrow whizzes harmlessly past the giant.
A hero with a score of 0 for an ability may still make an action check, but success can only be achieved by rolling a success icon. If Loremaster asks Vedr for a Lore Check to see if he knows anything about the history of the Jarin Islands, and Vedr has no points in the Lore skill, he may still make a Lore Check at AD0.
Probability of Successful AD Checks:
- AD0 - 50%
- AD1 - 60%
- AD2 - 70%
- AD3 - 80%
- AD4 - 90%
Critical Failure
One of the die faces shows the Success icon with a slash through it. If this icon is rolled the Action automatically fails.
Critical Success
One of the success icons on the Action Die is a Critical Success icon, abbreviated as Crit. When a Crit is rolled, it indicates that the action was extremely successful. This is most relevant when attacking. When attacking and a Crit is rolled, the player will then roll the 6-sided Crit die to determine the impact.
This special die has icons with one star and two stars. The two star icons indicate that the damage from the attack should be doubled; players will calculate the damage then multiply the result by two. The one star icon indicates damage is normal - it is not increased.
The Crit Die also contains a torch symbol, which indicates that a special effect should be added to the damage based on the type of attack. (Dealing damage is discussed in detail later in this guide.) This torch symbol appears on three die faces:
- Torch: results in normal damage plus the crit effect.
- Two stars and torch: the damage will be doubled and the crit effect will be applied.
- One star OR torch: the player will choose either to deal normal damage or to apply the crit effect without damage. If enemies roll this effect they always choose normal damage.
The crit bonus effect varies and is determined by the attack type from the attacker, as follows:
- Swords: Disarm opponent; the foe drops one item in hand as selected by the attacker. Foes with natural weapons, like claws, are not affected.
- Axes: Cause bleed, dealing 1d4 damage every turn on the attacker's action for five turns.
- Hammers: Stun. The foe cannot take its next Action or Movement, but it is not helpless. If the foe has already taken an Action this turn, then it will be stunned on its Action next turn.
- Polearms: Trip. If the foe is 1hex in size it immediately falls prone.
- Bows/Crossbows: Pin. The foe cannot move for one turn. They may rotate, though. Pin condition prevents the Pinned combatant from grappling.
- Arcane Spells: Stun. The foe cannot take its next Action or Movement, but it is not helpless. If the foe has already taken an Action this turn, then it will be stunned on its Action next turn.
- Other unlisted attacks: Stun. The foe cannot take its next Action or Movement, but it is not helpless. If the foe has already taken an Action this turn, then it will be stunned on its Action next turn.
Note that for all spells other than Arcane Spells, if a Crit is rolled on the Action Die the caster does not expend Exhaustion for the spell. In this case, the Crit Die is not rolled. This does not occur for Arcane Spells. See above for the crit effect for Arcane Spells.
If a Crit is rolled when taking an action other than attacking, the crit die is not rolled. If a crit is rolled when rolling Misfortune it does not automatically mean the roll check is successful, because the worst roll is the result that must be used.
Reading the Defense Die
Heroes will frequently encounter circumstances that make it more difficult to achieve an action, which will result in rolling a Defense Die at the same time that the Action Die is rolled. The Defense Die is a six-sided die that has icons on five faces. Three of the faces have shield icons that indicate that the action was blocked. If one of these icons is rolled then the action automatically fails, regardless of what was rolled on the Action Die, even if a Crit was rolled. The Defense Die also has a torch symbol on one face. If rolled, the action is not blocked, but the combatant rolling the Defense Die gains +1 point of armor protection against any damage from the action.
Another die face has an empty torch symbol. If this symbol is rolled, the action's chance of success is reduced by AD-1.
The last die face is blank. If this is rolled there is no benefit from the Defense attempt.
Defense Dice are most commonly rolled in combat, when a combatant may take an action in an attempt to thwart a foe's action. For example, the giant is now attempting to squash Vedr with his great club. Since this is a dangerous attack that could kill Vedr outright, Vedr decides to Defend for his action; instead of attacking or casting a spell, he spends the turn trying to avoid being hit by the giant. Defending allows Vedr to roll a Defense Die against the giant's attack action. The giant rolls a success icon on his AD roll, but luckily Vedr rolls a shield icon on his Defense Die roll, blocking the attack. The attack is unsuccessful and Vedr has dodged the giant's attack.
In a similar example, if an attacker with AD2 is attacking Vedr and Vedr's Defense Die roll is the empty torch, the attacker's chance of success changes from AD2 to AD1 - and now a roll of 2 on the Action Die will result in a miss.
There are multiple circumstances that result in rolling Defense Die, such as hiding behind a tree for Partial Cover against ranged attacks. It is possible for several factors to each grant a Defense Die roll. When this happens, the combatant must roll multiple dice, increasing the chances of blocking the attack. For example, if the giant chose to throw a boulder at Vedr, and Vedr chose to bravely spend his turn Defending, which grants a Defense Die and also hiding behind a tree for Partial Cover, Vedr would get to roll 2 Defense Dice. To avoid the attack, Vedr only needs to roll a blocked icon on one of the two dice rolls.
Opposed Checks
Sometimes the likelihood that an action is successful is determined by two opposing combatants. These checks are called Opposed Checks. Opposed Checks occur when an aggressor takes an action against a defender. The abilities of both the aggressor and the defender are important in determining if the action is successful. In these cases, the AD difficulty of the check is determined by the difference between the aggressor's and defender's ability scores. The combatant that has the higher score gets to roll the Opposed Check to determine if they are successful. In the case of a tie, the aggressor rolls the Opposed Check. If the aggressor is rolling the die and the Opposed Check is successful, then the action is successful. If the defender is rolling the die and the check is successful, then the Defender has successfully thwarted the aggressor's action and it fails.
Callan the Great must make an Opposed MT Check when he attempts to hold a door closed that a small troll is pushing open. Callan has a MT of 5, and the troll has MT of 8, so the troll gets to roll the Opposed Check since its MT is higher. It will roll an AD3 MT Check (MT 8 - MT 5 = 3). If the troll's check is successful, it pushes the door open.
When Sindaro casts a Possession spell on the Bandit Lord, the Bandit Lord must roll an Opposed KN Check to avoid having their mind taken over. The Bandit Lord's KN is 6. Sindaro has a KN of 8, so Sindaro gets to roll the KN Check at AD2 to determine if he has possessed the Bandit Lord.
When a zombie attempts to Grapple Callan the Great, Callan gets to roll the Opposed Grapple Check to avoid the zombie's attempt because he has a higher Grapple Score; Callan's Grapple Score is 4 and the zombie has a Grapple score of 2, so Callan rolls an AD2 check. With success, he avoids the zombie's Grapple attempt.
The most common Opposed Check is a Grapple check. With a successful Grapple action, the attacker moves into the defender's hex and tackles the defender. Both combatants fall Prone. The standees for both combatants are detached from the stand and stacked in the same hex to indicate that they're Prone. All combatants in this Grapple Pile have significant restrictions: it is difficult to escape from the Grapple Pile, attacking while in a Grapple Pile is limited, you can no longer attack or Embattle adjacent foes, and once you escape the Grapple it takes a full turn to stand from Prone. All of these details are discussed in the Grapple section, below.
Fortune & Misfortune
Most of the time, action checks will result in an AD between 0 and 4, but it is possible for circumstances to adjust the AD to be below this range, resulting in a negative number. When this happens, the AD for the roll is 0, but the action is taken with Misfortune. Misfortune requires the check to be rolled additional times, and the worst of the rolls must be used, therefore the roll must be successful on all attempts in order to be successful. The number of additional rolls is determined by the negative number - one extra roll per value below 0. If rolling at AD-1, the figure has Misfortune and must roll one extra die. If rolling at AD-2 the figure has Misfortune (2) and must roll two extra times. Misfortune (3) is the maximum possible; even if the AD is greater than -3, a combatant never rolls more than three extra times (rolling the AD die 4 times total).
For example, Sindaro casts a Clumsiness spell on an Orc with Base AD1, and the spell reduces the Orc's Base AD by 2 points, so the orc's AD is now -1. Since this is below zero, when the orc attacks, it has Misfortune. It rolls the AD check at AD0, but it must roll the check twice and use the worst result.
For heroes, attempting difficult Skill checks are the most common scenarios that will result in Misfortune. If the Skill is challenging, it will have a modifier that reduces the chance of success. As an example, Baerwyn has one rank in Persuasion and is attempting to convince a merchant to give him a cheaper price on a magic item. The merchant is a shrewd negotiator, so a Hard Persuasion check (AD-2) is required, which means that his chance of success is reduced by 2 points. The resulting AD check will be taken at -1, which is negative, so Baerwyn has Misfortune on the roll. See the section on Skill Checks for more information about Skills.
Circumstances may grant heroes the opportunity to roll twice and keep the better roll. This is termed Fortune. Fortune is NOT granted for achieving an AD greater than 4. If circumstances result in an AD check above 4, the roll is still taken at AD4.
Facing
The direction that standees are positioned on the board determines which way they are facing, that is, where their front and rear are situated. Hexes immediately surrounding a hero are categorized as front, side, or rear hexes. Combatants cannot attack foes that are in their side or rear hexes.
Special rules for movement and attack apply to front, side, and rear hexes. These will be explained throughout the guide. (The manual includes diagrams of facing for 1-hex, 3-hex and 4-hex figures, and for ranged weapon attacks.)
Embattled Condition
When moving, you must immediately stop when a foe can strike you with a melee attack and end all movement for the rest of the movement phase for that turn. This occurs when you enter a front hex that is adjacent to a foe. While standing in a foe's front hexes you're said to be Embattled. Combatants that are standing in front hexes of their foes are Embattled. If the foe has Reach, which is a special ability that grants the ability to attack a creature two hexes away in the direction of the front hexes, you become Embattled by your foe when you move to within two hexes of the foe, once the foe can attack you with its Reach.
When a foe prevents you from moving further because you're now Embattled, as long as you are facing the foe, the foe is also Embattled. This means that the foe cannot take full movement during its movement phase, either. This is true even if the foe has Reach and you're 2 hexes away and cannot attack; to keep you at bay the foe must remain Embattled.
Embattlement imposes several restrictions on combatants. Embattlement is an important aspect of Pericle that creates tactical strategies around team movement. It will be covered in more detail in this rulebook.
Note that you're not Embattled in a side hex, so you don't have to stop when you first enter a side or rear hex. Also, foes that are prone or in a Grapple Pile cannot attack you with a melee attack, so you are not Embattled by them; you may freely move past prone enemies.
Combat
Loremaster will guide you through encounters: standee placement, enemy statistics, enemy actions, and battle conditions. Choose the battlemap indicated in Loremaster and place it on your tabletop. The map will show starting positions for all combatants, both friend and foe alike. Clicking on the map will make it full screen for easier viewing. Find appropriate standees for the combatants and place them on your map.
The combat scenario is described in the text to the right of the map, in the upper right corner. This section will detail the rules for map obstacles, describe the victory conditions and list the high-level tactics of your foes. The statistics for foes are listed in the software. Write down these details on paper; you will keep track of enemy hit points using pencil and paper, as you do for your heroes!
Loremaster Battle Instructions
In Pericle, since there is no human game master, the players must take the role of playing the enemies. Players will move the enemies' standees and roll the dice as the enemies attack the heroes. Loremaster will display the actions the enemy foes will take, including their Movement strategy and Actions strategy.
Loremaster will occasionally describe special Actions that only the foes can take that aren't listed in this rulebook because these actions may not be available to heroes. When this happens, follow the instructions in Loremaster.
Loremaster has no knowledge of the gameboard, so the strategic plans suggested for the foes are organized by several common scenarios, for example what a foe will do if it is Embattled v. not Embattled.
In addition to guiding enemy strategy each turn, Loremaster will also list additional conditions that may override the turn-by-turn strategy, for example if a hazard, like fire, is in the way of the foe, or if the foe is Grappled. These circumstances are listed in Loremaster in the section titled Scenario Conditions. Refer to them when a special condition arises. For example, Loremaster indicates a troll will move toward the closest hero, who happens to be Bearwyn. However, Baerwyn has cast Arcane Flux to create fire in the hexes between the troll and the nearest hero. Complying with the strategy to move to the nearest hero would result in the troll moving through fire, so the players would consult the Scenario Conditions, which will state that the troll will not enter a hex with fire. The players will still move the troll toward Baerwyn, but they will move the troll around the fire.
Combat Phases
Each turn of combat has three phases: 1. Initiative, 2. Movement, 3. Actions.
1. Initiative
An Initiative Check is rolled every turn to determine which team moves first during the Movement phase. Unlike many RPGs, initiative is rolled every single turn, and only one Initiative Check is made for the entire party of heroes. One player rolls the Action Die at AD0 for the team. For each hero that has the Tactics Discipline, the hero team may increment the Action Die by one to AD 1, AD, 2, etc. For example, if two heroes have Tactics, the hero team gets to roll AD2 for Initiative every turn.
If the party's Initiative Check is successful, then the heroes have the option to either move first or to allow the enemies to move first. If the Check is unsuccessful, the enemies get the choice to move first or second. If the enemies have the choice, Loremaster will indicate if they move first or second. As you learn more about Pericle, you'll realize that there are times when it is advantageous to allow the enemies to move first, then have the heroes move second in order to react to enemy movement.
Sometimes the story may dictate that one team automatically wins the Initiative check for the opening turn in the combat. In these circumstances, an Initiative Check is not rolled for the first turn.
2. Movement
All combatants for a team complete their Movement, then all combatants from the other team move. Unlike many RPGs, Movement for all combatants is completed before any actions, like attacking, occur. Moving first as a team, then attacking later encourages teamwork, planning and coordination, so although the Movement phase is fairly short, it frequently involves tactical discussions when multiple players are playing.
Players decide the order in which their heroes move, but once a hero moves, they must finish their Movement for the phase before another hero moves.
Each hero has a Movement score, which is the number of hexes a hero may move in a turn. Most heroes start with a Movement Score of 5, but Movement can be impacted by many factors, including armor, Disciplines, Spells, and Magic Items, so Movement Scores for heroes tend to range between 3 hexes and 6 hexes per turn.
You may not move through another standing combatant, friend or foe. However, you may move through a hex with a Prone combatant (or a body). You may also stand in a hex with a Prone combatant (or body). When you move through or stand in a hex with a Prone combatant or body you must make a Simple Athletics Check at (AD+2) (see Jumping, below) or you immediately fall Prone in the same hex on top of the body, and your Movement phase ends.
At the beginning of the Movement phase, each hero should plan their Actions for later in the Actions phase, because some Actions will not be available to you if you move too far. You may wish to stand still or only move one hex during the Movement phase because there are many Actions that you will not be able to take in the Actions phase if you are running. Running is defined as moving two or more hexes in a turn.
The following Actions will only be available during the Actions phase if you limit your movement to zero or one hex:
- Attack with a ranged weapon, such as a bow, crossbow or sling
- Cast a spell
- Withdraw from a foe (see below)
- Change weapons and/or a shield
- Pick up a dropped weapon
- Fetch an item, such as a potion or torch, from a backpack or a belt pouch
- Drink a potion or light a torch
- Stand up from a Prone position
- Open a door or a chest
Movement & Embattlement
You must stop when a foe can strike you with a melee attack and end your Movement phase; you become Embattled. If you can also strike your foe with a melee attack, then both you and your foe become Embattled.
If you are Embattled when you start your movement, then you can only move 1 hex during your Movement Phase. This is called a Pivot. You must remain adjacent to all foes you are Embattled with and adjacent to when you Pivot. If you are Embattled and adjacent to two foes then you will not be able to Pivot because you must remain adjacent to both of them. Using two or more heroes to Embattle a foe is a common tactic to prevent the foe from moving.
If you are Embattled and adjacent to a foe, you cannot move your hero so that it is no longer adjacent to your foe during the Movement phase. There is a maneuver that allows you to step away from an Embattled, adjacent foe called Withdraw, but it can only be done in the Actions phase; you may not Withdraw during the Movement phase. Withdrawing is an Action (see Actions Phase, below).
Note that if you are Embattled and you Pivot from a foe's front hex so that on the next turn you are on their side hex, then you will no longer be Embattled.
Prone combatants cannot Embattle foes; you may move freely past a Prone combatant.
Combatants may freely move adjacent to a foe if they are in a rear or side hex without becoming Embattled by their foe, meaning that they do not need to stop movement. It is possible to Embattle an enemy but not to be Embattled by the enemy. This may occur if your enemy is in one of your adjacent front hexes but you are behind the enemy in a side or rear hex. In this case, you Embattle your enemy so they cannot freely move away from you and you can attack them, yet they do not Embattle you, so they can't attack you and you may freely move.
Combatants with Reach that Embattle a foe two hexes away are also Embattled, even if they cannot be attacked, because keeping a foe at bay with Reach requires an intense combat concentration and focus. (Reach is an ability that allows a combatant to attack two hexes away. Polearms, like spears, are weapons that have Reach.) For example, if you're holding a spear with Reach and an enemy moves to within two hexes of your front hex, then it must stop because it has become Embattled. You are also Embattled, so you will only be able to Pivot during your Movement phase.
If you are Embattled at the start of your Movement Phase by a foe's Reach attack, so that you're not adjacent to your foe, you still can only make a 1-hex Pivot, but since you're not adjacent you may move in any direction. You may move to be adjacent to your foe or you may Pivot out of Reach.
Note that combatants will have an opportunity to rotate at the end of Movement, thereby changing who they face - and thus Embattle. (See Repositioning, below.)
Movement & Being Grappled
If you are Grappled, you cannot move during your Movement phase. Attempts to escape a Grapple are Actions taken during the Action Phase.
Repositioning
At the end of the Movement phase, after the last combatant has moved, all heroes and enemies may rotate their standees to an optimum position to place their front hexes facing enemies and rear hexes away from enemies. Heroes may reposition their standees first. They may choose to reposition their standees in any order.
The enemies reposition their standees after heroes have repositioned. Unless otherwise stated by Loremaster, enemies will reposition with the following rules, in this order:
- They will face the greatest number of heroes
- They will face the hero that has done the most damage to them in the combat
- They will face the hero that hit them most recently
Combatants may be repositioned again in response to enemy facing. For example, if a hero originally decided to face a goblin, then an ogre rotated to face the hero, the hero may decide to reposition again and this time face the ogre.
Note that repositioning may change which adjacent combatants are Embattled and not Embattled, because by rotating, a combatant may reposition front hexes to Embattle a different foe. Once all players have agreed that rotations are done, then proceed to the Actions phase.
Jumping
Jumping is a Movement activity. A Simple Athletics check at +2 AD is required to move over a body, a prone figure, or similarly sized object that is on the ground occupying a hex. Failure causes the hero to fall prone in the hex with the object.
A hero or combatant may attempt to jump over one hex and land in the hex beyond it without touching the hex that they're jumping over by making a Moderate Athletics check AD+0. Failure causes the jumper to land in the hex they were attempting to hurdle. If that hex had an object in it, such as a body, then the jumper falls prone in that hex. If the hex is a pit, the jumper may immediately make another Moderate Athletics check at AD+0 to grab onto the edge of the pit on the far side. With failure, the jumper falls. With success, the jumper is treated as prone in the pit hex. On a subsequent turn's Action phase, the jumper clinging to the edge may attempt to climb up with another Moderate Athletics check.
A hero or combatant may attempt to jump over two hexes and land in the hex beyond. To do so, the jumper must state their intention to hurdle two hexes prior to making the attempt. The jumper must also have adequate Movement remaining to attempt the jump, which is at least three points of Movement before jumping. When jumping over two hexes, the jumper first rolls to clear the first hex by making a Moderate Athletics check at AD+0. With failure, the jumper falls into the first hex. With success, the jumper must then roll a Hard Athletics check at AD-2 to clear the second hex. Failure results in falling into the second hex. Failures are resolved as per the rules for jumping one hex, above.
If a hex is occupied by an object of waist height or taller, the hex cannot be jumped with these rules. Loremaster may state the action needed to get over the object.
Flying
Flying is a Movement activity. Flying creatures will have two speeds listed. The first is their ground movement, the second is their flying movement. For example, "5 / 8" would be 5 Movement on the ground, 8 Movement while flying. Unless otherwise stated by Loremaster, foes that can fly will start an encounter on the ground. Flying creatures may start flying from standstill. If they are on the ground, they may fly and move in the air with their very first hex of movement. However, they cannot take off if they are Embattled unless they Withdraw.
Move flying creatures on the map in the same manner as any other combatant, except flying creatures do not become Embattled by combatants on the ground; they may fly next to and over other combatants freely. This means that they may occupy the same hex on the map as a combatant on the ground. Likewise, flying creatures do not Embattle combatants on the ground, nor do they Embattle other flying creatures. Flying creatures may fly over foes and land adjacent - usually behind - a foe, then attack with a melee attack.
Combatants on the ground may not attack flying creatures with a melee attack, including Reach weapons, and vice versa. However, flying creatures may attack other adjacent flying creatures with melee attacks. Flying creatures have AD-1 to cast any Spell and AD-2 to attack with melee or ranged attacks. Combatants on the ground that attack a flying creature with a ranged attack or spell have AD-3. Range increments count hex distance as if the flying creature were on the ground.
3. Actions
Combatants take Actions during the Action phase. The most common Actions are weapon attacks or spellcasting, but many other Actions are also available. Each combatant may take ONE Action per turn.
Actions that can be taken after moving more than 1 hex:
- Attack with melee or thrown weapon
- Defend
- Grapple a foe
- Draw one item (drop an item to get an empty hand)
- Withdraw
- Move
Actions that can be taken after moving 1 hex or less:
- Attack with ranged weapon, like a bow or crossbow
- Cast a spell
- Change weapons or shields - sheath items & draw new ones
- Pick up a dropped weapon
- Fetch an item from a bag
- Drink a potion
- Light a torch
- Stand up from Prone
The list is divided into Actions that can be performed after full movement and Actions that can only be performed by combatants who moved only 1 hex or less. Moving more than 1 hex during the Movement phase is considered running. The list of Actions that cannot be performed if the combatant moved more than one hex during the Movement phase is logical: you cannot run and shoot a bow, you cannot run and drink a potion, you cannot run and fetch a scroll from a backpack. However, it isn't difficult to charge forward and throw a spear, or move quickly yet try to avoid being shot by enemy archers (Defending). A hero that wants to exchange a crossbow for a sword can choose to sling the crossbow over the back, then draw the sword, which would be difficult to do while running, or the hero could drop the crossbow on the ground, run forward and draw the sword. If a hero wants to retain an item in hand when drawing another item, movement is restricted.
One of the Actions available even after full Movement is to move again; for its Action, a combatant can choose to take a second Move. In this case, the combatant follows all the rules per the Movement phase. Remember that Embattled combatants have constrained Movement.
A specific Action called Withdraw allows an Embattled combatant to move 1 hex in any direction. This differs from the rules during the Movement phase. In the Movement phase, an Embattled combatant can only Pivot 1 hex as a Movement and must remain adjacent to all foes, whereas as their entire Action, a combatant can Withdraw 1 hex and move away from enemies in any desired direction, so they are no longer Embattled.
Each available Action is described in detail below.
Unlike during the Movement Phase, when all heroes move as a team and all enemies move as a team, the combatants take their Action in order of Base AD, from highest to lowest. The creature with the highest Base AD goes first, next highest goes second, etc. This is called the Action Order. Loremaster will display the Action Order of all combatants. Note that if a special circumstance, such as a Spell, changes the Action Order, you may need to deviate from Loremaster's listed order since the app is not aware of all game circumstances.
Player heroes may choose to delay their Action until later in the turn, if desired. They may then choose to Act in any order later in the turn. On subsequent turns, they still act in order of their Base AD. Delays are most common when a hero chooses to await the result of a teammate's Action.
If there is a Base AD tie between player heroes and enemies, combatants from the team that won the team initiative roll act first. If only player heroes are tied and there is not an enemy tied with the same Base AD, then the players may choose the order in which their heroes act.
Callan the Great and Varya are battling the Bandit Lord and his horde of zombies. Callan and Varya have Base ADs of AD1 and AD3 respectively, whereas the Bandit Lord has Base AD1 and the zombies have Base AD0 and act last. During the action phase, the Action Order will be:
- Varya (AD3)
- Callan & Bandit Lord (tied with AD1) - if the allies won initiative, Callan will go before the Bandit Lord.
- Zombies (AD0)
Attacking
The most common Action taken by combatants is Attacking, which can be a melee attack, such as a sword strike against an adjacent foe, a ranged attack, such as shooting an arrow or throwing a javelin, or an attack while Grappling with an unarmed strike or dagger. Attackers can only attack from the front sides of their standee. If making a melee attack (as opposed to a ranged or spell attack), a combatant may only attack an enemy in their front hexes; they cannot attack foes who are located in their side or rear hexes. Ranged attacks with either ranged weapons like a bow, crossbow or thrown weapon, or Spells, can only strike a foe who is within Line of Sight from the attacker's front sides. (See below for determining Line of Sight).
When attacking, the attacker rolls an Action Die roll against their Base AD to determine if the attack hits. For heroes, attacks with some weapons may have an improved AD roll because of Disciplines the hero has learned. For example, Emira is battling a giant. She shoots her recurve bow at the giant, rolling against her Base AD which is AD0. She rolls a 2, which is a miss. However, if Emira had learned the Discipline Archery, attacks with her bow would be at +2 AD. so rolling against AD2 would result in a hit if she rolled a 2.
Whenever an attacker hits with an attack, a 2nd roll is immediately taken to determine damage from the attack. Damage from weapons use a combination of d6s and d4s, as listed in the Weapons section in the Hero Handbook (HHB) or in Loremaster for enemies. For example, Emira's recurve bow deals 1d6 points of damage with a successful hit.
The foe's armor protection value is then subtracted from the damage. For example, if you strike an orc that is wearing chainmail, which provides 3 points of armor protection, and also has a small shield, which provides 1 point of armor protection, then you'll subtract 4 from your damage. This armor reduction is subtracted from every blow.
Armor values are noted in parentheses, as in these examples: Orc, chainmail (3), round shield (1) Drake, scales (3)
If you are located in a foe's side or rear hex, you gain +2 (side) or +4 (rear) on your AD to hit the foe with a melee attack. This does not change the order in which you attack, only the likelihood that you will hit your enemy. For example, if your Base AD is 2 and you're attacking in a foe's side hex, you will attack in the turn order on AD2, but you will be able to attack your foe rolling AD4. (See Diagram: Facing, Embattled, Cover below for examples.)
Loremaster may describe combat circumstances that adjust attacking Action Die. Details of a scenario may state that if your hero is standing on a table attacking enemies on the ground that are adjacent to the table, you gain +1 AD from a height advantage. Under this circumstance, attackers from the table will still attack in their normal attack order based on their Base AD, but their attack roll may be made at +1 AD.
Melee Attacks. You must be adjacent to a foe to strike with a melee weapon such as a sword, axe, hammer, or staff except for polearms with Reach; they can attack from either an adjacent hex or 2 hexes away. You have +4 AD when you are attacking a Prone foe with a melee attack.
Ranged Attacks. Ranged attacks include attacks with all weapons on the Ranged weapon list, including sling, bow, crossbow, as well as thrown weapons from the Melee weapon list. Ranged attacks also include spells from the Thrown category. (See below.) Bows, crossbows and weapons on the Ranged Weapon Chart in the Hero Handbook (HHB) can be fired at a target up to 9 hexes away without a penalty for range. See the Ranged and Thrown Weapon charts in the Hero Handbook for penalties. You cannot attack with a ranged weapon such as a bow, crossbow, or sling if you are Embattled by a foe. However, you may throw a weapon or cast a Thrown or Ranged spell while Embattled. Combatants that are prone are difficult to hit with any ranged attack, so they always get a Defense Die against your attack as if they have Partial Cover against ranged attacks. Exception: thrown spells cast from a hex adjacent to a prone target do NOT get Partial Cover; it's easy to hit a foe lying on the ground if they're right next to you.
Multiple Attacks. Disciplines and magic items may grant a hero multiple attacks in a turn. When a hero utilizes several Disciplines or items to gain more than 2 attacks in a turn, each subsequent attack beyond the 2nd attack in a turn gains additional penalties as follows: AD-1 for the 3rd attack, AD-2 for the 4th attack, AD-3 for the 5th attack, etc. These penalties are in addition to the penalties described by the Disciplines that granted multiple attacks. For example, Tarkan has both Dual Weapons, which allows a 2nd attack at AD-3 and Deft Strikes, which allows him to attack twice in a turn with a dagger, but each attack is at AD-1. When combined, Tarkan may attack twice at AD-1 and twice at AD-4, except the 3rd attack taken has an additional AD-1 penalty, and the 4th attack has an additional AD-2 penalty. Tarkan may choose the order of the attacks, that is if he takes his extra attack from Dual Weapons first or if he takes the extra attack from Deft Strikes first.
Cover & Line of Sight
Attempting a ranged attack, spell or a reach weapon with a blocked line of sight results in a failed attack, unless otherwise noted. To determine if you can attack a foe with a ranged attack, draw 2 parallel lines from your standee to your target. Draw each line from the outside edge of your standee to outside edges of the hex you're targeting. If both of the lines can be drawn without touching hexes that contain obstructions like walls, other combatants (friend or foe), furniture, et cetera, then you may attack the target without penalty. If both of the lines touch hexes with complete obstructions, such as walls, then the target has Complete Cover and you may not attack the target.
If you can draw one of the lines without passing through any hexes occupied by obstructions, but the other line is obstructed, the target has Partial Cover, but you may still make the attack. Attacking a foe with Partial Cover grants the foe 1 Defense Die against your attack.
Loremaster may indicate that some objects are only partially obstructing, such as tables and other furniture. In this case, you may shoot over these objects even if the line of sight goes through the obstructed hex, but your target automatically gets a Defense Die against your attack.
Note that other combatants also provide Cover and Partial Cover if you are trying to shoot an enemy that is behind the obstructing combatant. If the combatant who is providing Partial Cover is your ally, such as in a case where you're shooting through your ally's hex in an attempt to hit an enemy, and you miss your shot, then you must make a second attack roll to avoid hitting your ally. Success indicates that you also miss your ally, whereas failure results in normal damage to your friend. You cannot deal damage to a foe that is providing cover in this way - the shot simply misses both; if an enemy is providing Partial Cover for another enemy who is your target, and you miss your attack roll, you do not roll to avoid the enemy that is providing cover.
Baerwyn is attempting to shoot a foe with a ranged attack, but Callan stands in the way, providing Partial Cover. The enemy therefore gets to roll a Defense Die against the attack. If Baerwyn's attack hits, he rolls his damage. However, if either his attack misses or if the Defense Die indicates the attack was blocked, Baerwyn must now roll a second time to miss Callan. With this second AD roll a Defense Die is not included. Since Baerwyn is trying not to hit Callan, success with the second roll indicates that he misses Callan. With failure, though, Callan takes normal damage from Baerwyn's attack.
Although it's uncommon, melee attacks may sometimes be obstructed, especially with a reach weapon, resulting in partial cover. This is most common when attacking through a doorway. Please note that if both lines are obstructed, but the center of the shot is clear, the target still only gains Partial Cover.
Diagram examples in the manual:
- Complete Cover: Emira cannot attack the enemy because the pillar provides cover.
- No Cover: There is no obstruction. Emira may attack the enemy without penalty.
- Partial Cover: The enemy gains a Defense Die against Emira's attack.
- Partial Cover: Another combatant provides partial cover for an attack against the maceman.
- Partial Cover: Although both lines pass through the wagon, Loremaster indicates that it only provides Partial Cover, so Emira can still shoot at the maceman. The maceman gains a Defense Die to thwart the attack, though.
Defending
As an Action, combatants may choose to Defend, focusing their Action phase on avoiding getting hit by any attack or spell. Defending combatants may not attack in the Action phase. They do not take any other action; their sole Action is avoiding injury. Combatants must declare that they are Defending at the beginning of the Action phase, before any other combatants have taken any attack actions. This decision is made before the Defender's turn to act in the Action phase arises. For this reason, players should start the Action phase by asking each other "Does anyone want to Defend?"
Whenever an enemy attempts to attack or cast a spell on a Defending target, the Defender gets to roll a Defense Die. The Defender gets to roll a Defense Die for each attack directed at them for the entire turn.
Grappling
Grappling is a specific attack Action where a combatant attempts to tackle an enemy. Unlike melee and ranged attacks, Grappling is an Opposed Check. The AD difficulty of the Grapple Check is determined by the difference between the attacker's Grapple score and the defender's Grapple score. As with all Opposed Checks, the combatant with the higher Grapple score gets to roll the check. (If tied, the Hero team gets to roll the check.) With a successful Grapple action, the attacker moves into the defender's hex and tackles the defender, and both combatants fall Prone in a Grapple Pile. The standees (without bases) for both combatants will be stacked in the same hex to indicate that they're Prone. If the Grapple was successful, the attacker may also immediately make a melee attack against the Grappled defender with an appropriate Grapple attack that you have in hand. Note, though, that you cannot attack with weapons while in a Grapple, except a dagger, knife, katar or cestus. See attack options while Grappled, below.
Some enemies, especially some monsters, will Grapple as a routine combat tactic. This tactic will be delineated in Loremaster.
If an enemy has a natural attack, for example claws or a bite, unless otherwise stated it may use its natural attacks when Grappled. Some monsters actually do more damage with their natural attacks when Grappling. When this is true, Loremaster will clearly delineate it. Some foes, usually monsters, have Grappling Expertise. This grants them a second chance to grapple if the first attempt fails.
All combatants in a Grapple Pile have significant restrictions; it is difficult to escape from the Grapple Pile, attacking while in a Grapple Pile has restrictions, you can no longer attack adjacent foes while Grappled, nor can you Embattle them, and once you escape the Grapple it takes a full turn to stand from Prone.
Actions While Grappled. If Grappled, you can only take the following Actions, and, as normal, you may only take one of these Actions in a turn:
- Draw a weapon (likely a knife or dagger).
- Attack with your hands, a dagger, knife, katar or a cestus. This will require a normal AD check. Note that daggers and knives deal +2 extra damage when used while Grappling.
- Defend, which grants you a Defense Die against all attacks for the remainder of the turn. Note that Defending must normally be declared at the beginning of the Action phase, but becoming Grappled grants an exception; if you have not yet taken your Action during a turn and an enemy successfully Grapples you, then on your turn to act you may choose to Defend.
- Attempt to cast a spell. All enemies in the Grapple Pile gain a Defense Die to attempt to prevent you from casting a spell.
- Attempt to escape the Grapple. This requires an opposed Grapple check to escape the Grapple. If there is more than 1 enemy in the Grapple pile then your roll is against the foe with the highest Grapple score, and each additional foe gains a Defense Die roll to try to block your escape. If you're successful, you crawl to an adjacent empty hex. You are still Prone. You cannot escape from a Grapple pile if there are no adjacent empty hexes.
Attacking Enemies in a Grapple Pile. If you are standing adjacent to a Grapple pile and you wish to attack a Grappled foe in the pile, the foe has Partial Cover from other combatants in the Grapple so gains a Defense Die. However, because your foe is Prone, you get +4 AD on your attack roll. If you miss, you must then roll an AD check to miss allies in the pile. (Success means you miss your allies.) You must roll once for each ally, but if you fail, you only hit one of your allies. You do NOT get +4 AD to avoid missing your allies, but neither do they roll a Defense Die. If you strike an ally, you deal your routine damage.
If you attack a Grappled foe with a ranged weapon, the same rules apply as with a melee weapon, except instead of getting +4 AD on your attack, they get a Defense Die for being Prone plus a Defense Die for partial cover for your ally for a total of 2 Defense Die. If you miss, you must then make AD checks to avoid hitting each ally. It is dangerous to shoot into a Grapple pile! (Note that if the caster of a Thrown Spell is in an adjacent hex, the target only gets 1 Defense Die instead of 2.)
If you cast a Thrown spell on an ally in a Grapple Pile, you do not roll a Defense Die from partial cover from the other combatants because your ally wishes to be "hit." However, if your spell misses you must also roll to miss each enemy in the pile. With failure, you cast the buff spell on an enemy!
During the Action phase, instead of attacking a foe in an adjacent Grapple pile, a hero could also join the Grapple pile by moving their combatant onto the pile of standees. The hero becomes Prone and, if that hero is in the Action phase, may then immediately make an attack roll as a Grappler, using a natural weapon like a fist, or with a dagger, knife, katar, or cestus.
Cast a Spell
Heroes may cast a spell during the Action phase. To do so, they must succeed on a Base AD check. If successful, they immediately pay the Exhaustion (E) cost for the spell. Exhaustion is a temporary loss of HP that is the same as HP loss from wounds, except HP loss from Exhaustion is recovered quickly by resting, so keep track of HP loss from wounds separately from HP loss from Exhaustion. Many spells can have an effect for more than 1 turn if the hero pays an ongoing Exhaustion cost. This Exhaustion cost must be paid at the start of the hero's Action, beginning with the turn after the spell was first cast. Note that a hero can maintain an existing spell by paying Exhaustion and cast a new spell. It's therefore possible for a hero to have multiple spells in effect at a time.
If the spellcaster rolls a Crit when casting a spell, there is no initial Exhaustion cost for the spell! There will still be an ongoing Exhaustion cost on subsequent turns if the spellcaster continues the spell. If a spellcaster fails their AD check to cast the spell they do not pay any Exhaustion.
There are several different categories of spells:
Thrown [T] - Thrown spells use the same rules for determining Cover and Range Increments as attacks with a thrown weapon (see above). The hero only pays the Exhaustion cost in HP if the spell was successful. Some thrown spells negatively affect foes, such as Trip and Clumsiness. Others are cast on friendly heroes to give them protection, such as Elemental Protection and Blur.
Creation [C] - Creation spells result in the appearance of an object, effect or creature up to 3 hexes from the hero. Summoned creatures and Images are common creation spells. Summoned creatures and Images must be created in an empty hex. They cannot act the turn that they are created. Other creations, like Flux, can be created in a hex with a combatant. The specific Spell descriptions in the HHB provide further details.
Creation spells that summon combatants allow the spellcaster to control the summoned creature freely, deciding where it moves and what actions it takes. Summoned creation spells can be one of two different types of spells:
- Summoning - with this spell, the hero summons a creature to fight for them. This spell requires the hero to expend Exhaustion every turn to persist the summoned creature. The summoned creature can fight and be killed like a normal creature.
- Image - images are only mirages - they have no substance, so they cannot fight. In fact, if they are struck by an attack or impacted by a spell they automatically "pop" and are gone. During Movement, images may move the distance expected by their form. On their turn to attack, they act like they're attacking but they automatically miss. Visually, since they appear to be real, they Embattle foes. Likewise, images become Embattled by foes. Foes will target images as they would other ally combatants. Images therefore work well as blockers on the board. And they absorb attack damage from one attack before popping. If a foe attempts to Grapple an image, instead of rolling an Opposed Grapple score, have the foe roll a Base AD check. If successful, the image is canceled and the Grappler does not fall Prone. If unsuccessful, the Grappler falls Prone.
Self [S] - The spells are applied directly to the hero that cast the spell. Unlike Thrown spells, they cannot be cast on others. Examples include the shapeshifting spells like Guise of the Beast.
Cancel a Spell. A hero that has a Spell with a duration in effect may cancel it at any time, during any Phase, even if it is not their turn to take an action. This includes summoned creatures, and enchantment and furtherance Spells. (See below.)
Resolve the Result of a Spell. The Exhaustion for the spell accrues after applying the effects of the Spell. It is possible to become unconscious because of the Exhaustion cost of casting a spell. For example, a hero could cast a Fire spell under a foe, burning his enemy, and then the hero might fall unconscious if the Exhaustion impact brought him to 0 hit points. The fire would continue burning. All spells that require ongoing exhaustion cost each turn will automatically be canceled, though, at the beginning of the unconscious spellcaster's next turn.
Renew Spells & Items. You must choose to pay the Exhaustion cost for ongoing spells and magic items at the beginning of your Action or cancel the spell or item's effect. If a hero is unconscious, then their spells that require exhaustion renewal are canceled at the start of the unconscious combatant's Action phase. This includes Summoned creatures and images. (See below under Death and Unconsciousness.)
Spell Scrolls. Once a scroll is used to cast a spell, it is consumed by the magic and cannot be used again. Scrolls only disappear after the spell is successfully cast, and not on a failed cast. Scrolls are categorized by their Knowledge (KN) level, and can only be used to cast spells within the same KN level. While the KN of a hero determines their ability to learn and master a spell by other means, heroes may attempt to utilize scrolls of any level. Additionally, spells cast by scrolls do not cost XP, since the spell is not permanently learned, but rather the spell lives in the scroll and is consumed by magic after casting. To use a scroll, a hero must first have one in hand. The would-be caster then makes a Base AD Check to cast the spell during their Action phase. The difficulty of this Check is +/- 1AD per point of difference between the scroll's KN and the hero's KN. For example, a hero with Base AD1 and KN2 attempts to cast from a KN3 scroll. This makes the difficulty of the AD greater by 1 since the hero's KN is only 2. Thus, the hero rolls against their Base AD minus 1 (-1AD), which in this example would be AD0. Alternatively, if a hero with Base AD2 and KN3 attempts to cast from a KN2 scroll, the AD is easier by 1, so the hero rolls against AD3 (+ 1AD). If successful, the spell is cast as if the hero knows the spell, regardless of their KN level. Exhaustion is paid as normal, per each spell's individual requirements.
Withdraw
Instead of attacking, you may move your standee to any adjacent hex. You may remain Embattled if you wish, but most likely you will move a hex so you are no longer Embattled by either backing away 1 hex so that you are no longer adjacent or by Pivoting to a foe's side hex so your foe cannot attack you.
Note that if you have a higher Base AD than your foe you may take your Action first, so you may Withdraw before your foe can strike you.
Prone Actions
Stand Up from a Prone position. When you choose this Action, you may stand up in your hex or in an adjacent, empty hex. You may Withdraw by choosing this option.
If Prone, you may attack with a crossbow or cast a spell. You cannot attack with a bow or sling. You cannot attack with a melee attack unless you are in a Grapple with another foe, in which case you can attack with an unarmed strike, a dagger, a knife or a cestus.
Change or Draw Weapons or Shield
If you moved 1 hex or less, you may put away weapons and a shield in your hands and draw weapons or a shield as your action. If you moved more than 1 hex during the Movement phase then you may drop item(s) in your hand (if any) in any of the hexes you traveled. You may draw one item during your Action phase. Since this is your Action, you may not attack on the turn you draw items.
Other Actions With Items
- Pick up a Weapon that is adjacent to your hex or within your hex.
- Fetch an Item, such as a potion or a torch from a backpack or a belt pouch.
- Drink a Potion that is in your hand. Note that it requires one full turn to fetch a potion, then one turn to drink it for a total of two full turns! This is the same for fetching and lighting a torch.
- Open a Door or a Chest. This Action can only be chosen if you have moved up to 1 hex and if you're adjacent to the door or chest. If locked, the Action will fail. (See locked items under Disciplines.)
Befriended Animals
All events that Loremaster states affect the heroes in the party also affect befriended animals. For example, if Loremaster states "each hero must make an Athletics Check to avoid the boulder or take 2d6 damage", this effect applies to befriended animals, too. If the befriended animal does not have an Athletics score, it uses its Base AD. When all heroes are granted a Perception check to notice a hazard, befriended animals get a check, too. If they do not have a Perception score, their KN is used. If Loremaster's combat cards state the enemy attacks a foe or an ally, then it includes all combatants on the hero team, including images, summoned creatures and befriended animals. If the enemy's card states that it attacks a hero, then it does NOT include an animal companion. Unconscious and death rules for heroes also apply to animal companions. Befriended animals can use magic items that do not require a hand to use as long as they don't require activation. For example, they can wear a Ring of Heroic Bond. Unless directed to leave, a befriended animal will accompany the party without a special action. If the hero that befriended an animal dies, the animal will leave.
Befriended Animal actions:
- Move
- Attack a specific foe
- Fetch an item on the map
- Make Athletics checks to jump, swim, climb
- Will NOT enter a hex with a hazard, such as Flux
Additional Combat Rules
- At the end of your Movement, you may choose to enter an existing Grapple pile - a group of 2 or more combatants that are Prone and Grappled - in which case you also become Prone and Grappled. Entering a Grapple pile does not require a Grapple check - you simply move your combatant onto the hex with the Grapple pile, and your hero becomes Prone. If you're already prone, you may crawl into a Grapple pile from an adjacent hex.
- Jumping - You may attempt to jump over obstacles during the Movement phase. Unless otherwise stated, this requires an Athletics check at +2 AD. Failure results in falling Prone. Standees are flipped over when Prone. See Movement section on Jumping.
- Crawling - Prone combatants may crawl with a Movement of 2.
- Flying creatures will have two speeds listed. The first is their ground movement, the second is their flying movement. For example, "5 / 8" would be 5 Movement on the ground, 8 Movement while flying. Unless otherwise stated by Loremaster, foes that can fly will start an encounter on the ground.
Death & Unconsciousness
If a hero's hit points reach 0 or lower, they become unconscious and fall Prone.
Players can choose to play Pericle in one of two modes:
Adventure Mode. In this mode, heroes die. If a hero's hit points reach -5 or lower, they die. The player whose hero died will create a new hero to replace the dead hero. This hero may join the other heroes in the party when they reach Recovery and have a chance to sleep, shop, or train. Healing potions, salves and berries may be given to unconscious heroes. During combat, they require a Moderate KN Check (AD+0) to administer, and they cannot be administered if the administering hero is Embattled. With failure, the hero's turn is still used. With success, the unconscious hero wakes up, but remains prone and cannot act until the next turn. If a party is unable to revive an unconscious hero after combat, that hero dies.
Saga Mode. In this mode, heroes do not die. If they become unconscious, they can be revived by their teammates immediately after a combat scenario. Revived heroes have 1 HP. If all heroes in the party are unconscious in a battle, the players replay the encounter to get a better result. Some players may also choose to give their heroes 1 free karma daily. They're heroes, after all - the deities are surely aiding them to achieve heroic deeds!
Players may choose to handle the death of their heroes differently. For example, one player may wish to play Saga Mode, whereas another player in the party may choose Adventure Mode and to create new heroes when their hero dies.
Enemies die when they reach 0 hit points; they do not become unconscious unless stated in a scenario.
When a hero becomes unconscious, all Spells that the hero has cast that require Exhaustion cost each turn persist until the next action phase of the hero's turn, and then they are canceled. This includes Summoned creatures and images. Creation spells that do not require Exhaustion renewal, like flux, persist for the duration of the spell. When a hero dies, all spells in effect that were cast by the hero are canceled, including creation spells like Fire.
When a combatant that is using a magic item that has Exhaustion cost becomes unconscious, the magic item is turned off at the beginning of the action phase of that combatant's next turn.
When a combatant is unconscious or dead, detach the standee from the stand and place it flat; don't remove it from the board. The standee now represents a body obstacle on the map; it requires an Athletics Check to stand in the same hex as the body. See Jumping.
Creating New Heroes After Hero Death
When a hero dies or when a player wishes to make a new hero, reference the statistics for New Hero options in the Party Screen of Loremaster. You'll also use this option if your party increases from 3 to 4 heroes and needs to make a new hero.
Because players often want to try building different heroes, a player may choose to scrap their hero and start with a new one at any time between combats. When creating a new hero to replace another hero - either because it died or because you want to try a new "build" - the new hero may either:
- Start with new gear, in which case the rules for starting wealth are used - see below. When players buy new gear for their hero, the wealth of the retired hero is not available to any party member, even if the retired hero died; all possessions from deceased hero are willed to relatives or next-of-kin and all possessions from retired heroes are taken with them into retirement. These possessions are not available to any party members. Or:
- The new hero may start with all of the gear from the deceased or retired hero. In this case, the new hero does not have any additional starting wealth; ignore the rules for wealth for a starting hero.
New heroes that join a campaign after it is underway start with more attribute points, XP and gold coins than beginning heroes. This ensures that the new heroes are adequately powered for the party to have a chance of success. For comparison, a beginning hero gets 5 points to distribute amongst MT, DX and KN, and 20 XP + 5XP per KN point. Whereas a hero that joins a party after it is well underway will be directed to start with more than 5 points to distribute amongst MT, DX and KN. They will still start with 20XP + 5XP per KN point. Loremaster will guide the players on the amount of starting points and gold coins new heroes have. Follow the rules for hero creation in the Hero Handbook (HHB), except replace the starting points and XP listed in the HHB with the amount directed by Loremaster.
Surprise
The campaign may state that one of the teams in combat surprises the other group, granting Surprise. Surprise grants the combatants one full free turn of action, including Movement and Action phases. After the turn of Surprise, combat will then continue normally, starting with Initiative.
Also note, though, that surprised combatants commonly do not have weapons drawn, so the first turn of action for unarmed combatants might be to draw a weapon and shield. This might mean that a surprised combatant may lose several turns before being able to make a meaningful action.
Choosing Enemy Actions
As stated above, players will move enemies on the map during the Movement phase, execute Actions for them during the Actions phase and roll dice on their behalf. To aid you in making decisions for the enemies, Loremaster will provide instructions for making enemy decisions in 3 ways:
- The combat setup instructions provide basic instructions for foes. For example, Loremaster may state that a troll will prefer to attack the nearest hero, doing 2d6 damage. This is designed to be an overall guide, but specific instructions generated each turn by the Combat Button will often supersede these instructions.
- For each phase of combat on each turn, Loremaster will provide specific guidance for enemies. The instructions are separated into Movement and Action phases and further separated into 2 conditions: Embattled or Not Embattled. Players will select a checkbox for each enemy to determine if it is Embattled or Not Embattled in order to get appropriate guidance. When enemies attack, Loremaster will list the preferred targets for that turn in a prioritized list, like this: Attacks with axe (1d6). Prioritizes attacking a hero with: 1. Fewest HP 2. Least armor.
In this example, the enemy will attack an adjacent hero who is in its front hexes and it is able to attack. If there is more than one hero it can attack, then it will attack the one with the fewest HP. If there are two or more heroes tied with the fewest HP, it will next choose to attack the one with the least armor. If enemy targets are still tied after proceeding through the priority list, randomly determine which hero the enemy will attack by rolling a die.
Sometimes Loremaster will indicate an enemy's Action that wasn't known to the players. For example, a troll's statistics may state that it normally attacks an adjacent hero for 2d6 damage. However, Loremaster may state that the troll can make a sweeping attack, striking all adjacent foes in its front hexes in one attack, doing 2d4 damage to each of them. When a special action like this occurs, follow the special action if it's applicable.
- Sometimes an enemy may experience an unusual condition that indicates it may change tactics, ignoring the specific instructions from 1 or 2. For example, an enemy that is no longer wielding its sword may choose to ignore instructions that state it will attack the hero with the fewest HP. Instead, it may draw another weapon or pick up its sword, as described in the monster's special conditions sections. Commonly occurring conditions that redirect enemies are listed in the conditions section. Some examples include being empty-handed, standing in fire, becoming Grappled, facing a foe who is Defending and therefore difficult to hit, along with many other conditions that are specific to individual encounters.
Sometimes an instruction from the Scenario Conditions will indicate a d6 should be rolled and the outcome will decide the enemy's Action. For example, if a troll is adjacent to 2 heroes, and the troll's instructions are to attack an adjacent hero with the fewest HP, but that hero is Defending, consult the Scenario Condition for when the troll's target is Defending. If this instruction says: d6: 1-4 (target another hero), 5-6 (Attack target), then roll a die. On a result of 1-4 the troll changes its mind and instead of attacking the hero with the fewest HP, it attacks the other adjacent hero.
When moving enemies, if there is a hazard on the board between the enemy and the target indicated by Loremaster, such as fire or flux, the enemy may avoid the hazard as follows:
- Undead with KN0, such as skeletons and zombies, will walk into the hazard as if oblivious to it
- Animals will always avoid flux hexes
- Other intelligent enemies will usually avoid flux hexes. However, in some circumstances it is clearly advantageous for the enemy to move through or into a hex with a hazard; feel free to move the enemy accordingly when it is most logical.
Rotating Enemy Standees
Remember that all combatants may rotate their standees on the map at the end of the Movement phase, even if they've finished their movement, but Loremaster will not normally list the direction a foe will face. Players should rotate enemies so that they maximize the number of foes they face with their front hexes and they minimize the number of foes in their rear hex. For example, if after the Movement phase a monster is roughly surrounded by three heroes, but it is facing only one of them and the other two are positioned in rear and side hexes, rotate the monster so that it is facing two of three heroes. If it's a "tie" regarding which heroes the monster should face, use the foe's most recent instructions as a guide; it will continue to face a hero that it most recently targeted.
These instructions are meant as guidance, only. Feel free to deviate from the guidance and play the monsters in the most appropriate manner. As players become more experienced, many choose to ignore the Loremaster guidance altogether, and choose to make logical decisions on behalf of the enemies. Making decisions for enemies can be another fun tactical part of Pericle!
Monster Disciplines & Abilities
Grappling Expertise
Some enemies have Grappling Expertise. This grants them a second chance to grapple if the first attempt fails. Since Grappling is an Opposed Check, the combatant with the higher Grapple score will roll the die. Regardless of which combatant is rolling the check, two rolls are taken and the better outcome for the combatant with Grappling Expertise is used.
Overrun
Some very large creatures have an ability called Overrun. When creatures with Overrun move from a position where they are not Embattled to become Embattled, they can move one more hex during the Movement phase. This extra hex of Movement is an Overrun movement. If a creature with Overrun is already Embattled at the start of its Movement phase, it may Pivot one hex and also Overrun one hex. The one hex of Overrun movement can be to any adjacent empty hex or to any adjacent hex(es) occupied by enemy heroes. Unless stated in Loremaster, the creature will prefer to overrun a hex occupied by a foe.
If the Overrun hex is occupied by a foe that is able to move, the foe automatically vacates the hex, moving backward one hex to an empty adjacent hex. Combatants that are unable to move because they are prone, unconscious, paralyzed, etcetera are also pushed back one hex, but the Overrunning creature automatically deals damage to these combatants as per their listed Overrun damage. This damage occurs during the Movement phase, and then the creature still gets an Action phase. If the Overrunning creature is a multi-hex creature, it may overrun multiple hexes and foes.
If there is no adjacent empty hex for combatants that are Overrun to retreat to, then ALL combatants that are adjacent are also Overrun, and get pushed backward to make room for others to be pushed backward.
All retreating combatants must make a Moderate Athletics check at AD+0. With failure, the retreating foe falls prone. Paralyzed or otherwise immobile foes automatically fail this check and fall prone. If there is no adjacent empty hex nor adjacent combatants to move, such as in a case where the combatant is surrounded by walls, then the Overrunning creature cannot Overrun the combatant. Instead, all combatants that would be overrun take Overrun damage and they all fall prone.
Venom & Poison
Venom and poisons that are delivered via a wound (by way of a bite, stinger, or poison on a weapon) have no effect unless the primary attack does enough damage to penetrate the target's armor and cause damage. If the poison is ingested or inhaled, it need not exceed armor. For simplicity, both venom and poison are referred to as poison in Loremaster.
Once poisoned, the target will be affected by the poison on every turn until a successful save is made. Once poisoned, future poisonings do not stack. For example, if a target is poisoned and takes 1d6 damage from poison each turn, but then is struck by the same poison attack again, the damage does not increase 2d6. On the other hand, a target can be re-poisoned if the save against a poison effect is made, but then the target is struck by the poison attack again afterwards.
Poison: [Delivery] | [Effect] | [MT AD save]
Examples:
- Gray Spider, Bite 1d4+poison. Poison: Bite | 2d6 damage | Easy MT (AD+1)
- Red Spider, Bite 1d4+poison. Poison: Bite | -1 AD, cumulative effect with each failed save, resolves with save | Difficult MT (AD-1)
Karma and Ardence
Each hero has a purpose - their raison d'etre - for their heroic existence. Ardence is a point system that represents that purpose. Points of Ardence are awarded by Loremaster for heroic deeds. Keep track of them next to your Karma on your hero sheet. Three points of Ardence may be exchanged for 1 Karma at any time.
A hero may immediately expend 1 Karma to force a re-roll of any set of dice. When a Karma is used, all the rolled dice must be re-rolled. A hero may use a Karma re-roll at any time, either in or out of combat and for any combatant's roll; you may expend a Karma to re-roll your own dice, to allow a friend to re-roll their dice, or to force a foe to re-roll dice. You may even expend Karma if you're unconscious. The re-roll may apply to any die roll, including - but not limited to - an attack roll, a damage roll, a skill check roll or a crit die roll. When you re-roll dice with Karma, you must keep the new result! You can only use the Karma to re-roll the most recent set of dice, not a roll from several rolls ago.
Example: an orc attacks your hero with a bastard sword and rolls a Crit. Your hero only has 5 HP remaining, so you're very concerned that a crit result will kill you. You need a Karma re-roll, but you don't have any remaining. Luckily, your friend agrees to expend a Karma point! The orc re-rolls its attack and misses your hero. Phew! Note that you cannot wait until after the damage is rolled to use a Karma to force a re-roll of the attack. If you allow the orc to roll the damage and it rolls big numbers, you can't force it to re-roll the attack. You can only use a Karma to re-roll the damage in that instance.
You gain Karma by spending 5 XP for 1 Karma. Karma can be purchased by spending XP at any time. Sometimes Karma may be awarded by the story for valiant & heroic deeds.
At the End of Combat
Experience Points (XP)
Each hero gets 1XP at the end of a combat once all enemies from an encounter are defeated or the Victory conditions have been achieved. The story may also grant additional XP for special encounters, such as a fight against a boss enemy. Loremaster will indicate when and how much XP you gain. XP may immediately be used to increase a hero's abilities, gain Disciplines, learn Spells, increase Skills or buy Karma. See the Hero Handbook (HHB) for details on spending XP to improve your hero.
Rest
At the end of combat, unless otherwise stated by Loremaster, each hero may conduct a Rest, which allows them to recover 1 Exhaustion (E). Exhaustion is most often acquired by spellcasting, but other heroes may develop exhaustion from using magic items and a few Disciplines. Additional exhaustion must be recovered by longer rests which require a comfortable and safe environment. See below, under Recovery.
During a Rest, you may use Disciplines, for example Healer I or II, to tend to wounds to heal damage that was acquired during the recent combat encounter, or Meditate I or II to recover extra Exhaustion. (See Healer I, Healer II, Meditate I, and Meditate II in the HHB for details.) HP damage may also be healed during Rest by magic or magical items, such as healing potions. Additionally, items may be exchanged between players, runestones and other magic items may be embedded or extracted in weapons and armor (see Runestones), and some magic items may be used during Rest.
Recovery
Wounded heroes may heal 1HP per day if they rest in a safe and comfortable setting. One night's sleep in a comfortable setting will remove all Exhaustion from a hero. Exhaustion and loss to HP are both drawing from a hero's HP, thus, when replenishing both or either, the total of sum of the hero's Exhaustion and HP cannot exceed the "Max HP" noted on the hero sheet. Loremaster will guide players when they have an adequate environment for Recovery. During Recovery, all magic items and spells that may only be used X times per day will reset to their full capacity for the next day.
Extended Recovery
Loremaster may state that a significant amount of time passes, enabling heroes to have an Extended Recovery. When this happens, all heroes heal to full health and recover all Exhaustion.
Skills
The story may periodically ask players to determine if their heroes accomplished a task, for example if they successfully climbed a wall or negotiated with a merchant. These efforts require a Skill Check, which is an AD roll to determine success or failure.
The difficulty for Skill AD Checks is calculated by adding the modifier for a specific check, as stated by Loremaster, to a hero's ranks in the Skill. For example, Loremaster prompts the heroes to see if they've managed to see a dragon flying overhead.
The dragon is easy to see, so heroes gain +1 on the difficulty of the check. Loremaster will list this as Easy Perception Check, (AD+1). Varya has one rank in Perception, so she needs to roll (1+1 = ) AD2 to succeed at the Perception check. If a character has no ranks in a skill, a Check may still be made unless stated otherwise by Loremaster. The AD for Skill Checks without any ranks is AD0.
The story will often state that a skill check is easier or more difficult than normal, which requires the character to add a modifier to the dice roll. The skill check in the story will be described as follows "Each hero may try a Difficult Perception Check, (AD -3)."
Skill Check AD Difficulties:
- Simple +2
- Easy +1
- Moderate 0
- Trying -1
- Hard -2
- Difficult -3
- Very Difficult -4
- Arduous -5
- Colossal -6
If Loremaster or the rules do not list a modifier, then the Skill check is not modified and made against a hero's ranks in the Skill. For example, if Loremaster prompts Varya to make a Perception Check, she rolls it at AD1 since she has one rank in Perception.
Loremaster will dictate the result of a successful or a failed Skill Check. Most often, Skill Checks can only be attempted once, but sometimes Loremaster will indicate that a Skill Check may be repeated until successful, although there is usually a consequence for each failed attempt. For example, if attempting to climb a small cliff, a Hero may need to make an Athletics Check. Failure may result in damage - but Loremaster may dictate that the Hero may continue to attempt Athletics Climb Checks until successful, taking damage with each failure.
Sometimes Skill Checks may be used in Combat. Loremaster will explain relevant Skill Checks during combat setup. When these Skill Checks are undertaken in combat, they take an Action during the Actions phase.
Heroes may spend 2XP to increase the rank of a Skill by 1 point, up to a maximum of 5 points. Available skills are listed here.
- Athletics: climbing, swimming, running, leaping, tumbling, and other physical abilities.
- Lore: specific knowledge, such as deciphering ancient runes, identifying wildlife, and recalling historical events.
- Navigation: travel-related skills, such as studying land to find the simplest path, interpreting maps, tracking, and even sailing ships and other modes of transportation. In addition, Navigation may also be used to ride and steer creatures.
- Perception: searching, sensing one's surroundings, and noticing intricate details.
- Persuasion: crafting compelling arguments, talking your way out of difficult situations, and using interpersonal guile to further your situation.
- Scoundrel: sneaky skills such as hiding, moving silently, and picking locks.
It is important to note that there are three other types of Checks that are similar to Skill Checks, called Ability Check. Ability Checks use a hero's base MT, DX, and KN scores. Ability Checks are less common than Skill Checks, though heroes will be required to use them intermittently as they journey throughout Pericle.
- MT: brute strength and power, such as lifting or breaking objects, and resistance to poison.
- DX: hand-eye coordination, and reflexes to avoid danger.
- KN: general intellect, such as discerning truth from lies, and one's willpower to resist spells.
Hero Item Capacities
Carrying Capacity (CC)
As heroes gather weapons and armor throughout their adventures, they will need to take care to avoid overburdening themselves. Heroes seldom carry enough items to reach their maximum carrying capacity, so most players need not worry about calculating the weight of their gear. However, Pericle does have a Carrying Capacity (CC) calculation when needed. Each hero has a Carrying Capacity equal to their MT+2. CC represents how many items a hero can carry at once before they begin to take penalties for overburdening themselves. Heroes can have a maximum of two slung two-handed weapons, regardless of their CC. If a hero is carrying a quantity of items that exceeds their CC, they lose one Movement point for every point over their CC limit.
However, not all items have the same weight. To determine exactly how much a hero may carry, refer to the following Carrying Capacity Chart.
Carrying Capacity Chart:
- 0 pts: Weapons with a MT requirement of 0, and daggers (MT1). All items and gear that are not weapons or armor, unless otherwise stated by Loremaster.
- 1 pt: 1-handed weapons with a MT requirement of 1 or higher. Round, Heater, and Kite shields. All armor.
- 2 pt: 2-handed weapons*. Pavise shields.
*Heroes can have a maximum of two slung two-handed weapons, regardless of their CC.
For example, Varya has MT3, which means her CC is 5. She also has a short sword, a dagger, leather armor, three healing potions, and a buckler in her equipment. Each of her weapons and her armor count as 1 point each towards her CC amount, while her buckler and the potions do not. Therefore, Varya has a total of 3 points towards her maximum of 5 CC, so she takes no penalties.
Magic Item Capacity (MC)
The lands of Pericle are scattered with wondrous items of varying magical powers, from fabled weapons to enchanted items. A byproduct of all magical items' power is that they exude arcane energy that affects those carrying and wielding them. Exposure to too much of this raw magical energy can easily overwhelm a hero who is not equipped with the mental faculties to handle them. Because of this, heroes may only carry a number of magical items on their person, either worn, stowed in their equipment, or being actively used, equal to their KN +1. If a hero has more than this amount of magical items on their person, their minds are inundated with too much magical energy and they are not able to use any magical item.
However, not every magical item exudes the same strength of magic energy. Some lesser magical items are not powerful enough to count towards a hero's Magical Item Capacity (MC). These lesser magical items include scrolls, potions, berries, and any other magical item that has a one-time use.
For example, Sindaro has KN2, which means that his MC is 3; he can have up to three magical items on his person before he reaches the point where he is unable to use any magical items. On his person, Sindaro carries one healing potion, a recurve bow imbued with a diamond runestone, a Charm of Esteus figurine, and a wand. The healing potion does not count towards his MC because it is a lesser magical item, and the wand does not count because it is a mundane mage weapon and is not magical. Sindaro's magical bow and the magical figurine, however, do count against his MC, bringing that number to 2. Since Sindaro can carry a maximum of three magical items, he suffers no penalties and can even carry one more magical item if he wishes.
Runestones
Gem runestones are efficient conduits for storing and releasing magic, and as such, they have long been used to empower items with magical abilities. However, magic stored within gem runestones cannot be readily accessed while it remains in this rough, natural state - only through the magical workings of runesmiths are their magical powers awakened. The process of inscribing a gemstone with a rune creates runestones and enables them to be embedded into items.
There are many different types of runestones and each gives its own properties to weapons and worn armor. Except for special shield runestones, most runestones cannot be placed in shields.
Any hero may embed a runestone into an applicable item during Rest or Recovery. Heroes must spend 1E to embed a runestone. After that, the runestone may be activated as directed by the hero wielding the item that contains the runestone.
Similarly to embedding runestones, heroes may also extract them from items; this may be done any time heroes are not in combat, draining 1E from the hero who is extracting the runestone.
Heroes may only benefit from the magical properties of one runestone in an item. If an item contains two or more runestones, the wielder of the item must choose which of the runestones to utilize at the beginning of each turn in combat. Below is a list of some of the most common runestones, though others exist.
Amethyst (210gc). Also known as the Runestone of Speed, these runestones give weapons a second attack at AD+0 that deals 1d4 damage. If imbued into armor, the wielder may move one additional hex in combat.
Diamond (210gc). When diamond runestones are imbued into a weapon, that weapon gains AD+1 when rolling to attack. This does not alter the attack order. When imbued into armor, diamond runestones reduce one point of AD penalty that the armor may have given their wearer.
Emerald (260gc). Emerald runestones imbued into weapons grant their wielder the ability to regain 1d4 HP whenever they land a natural critical hit with the weapon in which the emerald runestone is imbued. A natural critical hit is only a crit made by rolling the Crit Face, not one achieved with a Discipline. When put into armor, these runestones force critical hit damage done against their wielder to be rolled with Misfortune.
Ruby (210gc). Weapons imbued with these runestones deal an additional +1 damage. Armor imbued with them reduces all damage dealt to their wearers through means other than spells by one point.
Sapphire (210gc). When imbued into weapons, the wielder gains AD+1 to rolls made to cast spells. Armor with sapphire runestones reduces damage from spells by four points.
Equipping Items
Loot, magical or otherwise, is abundant for those who seek a life of adventure. Whether gained from trading with merchants, pilfering supplies, or taken from fallen enemies, heroes will likely, at some point or another, find themselves with several items that cannot be used simultaneously due to the nature of the items themselves. For example, if a hero found a magical helmet and an ancient tiara, they would not be able to wear both on their head at the same time.
The following lists state the different areas on a hero that have a limit on the number of items that can be equipped.
- Head - one item: helms, tiaras, and hats
- Neck - one item: amulets, necklaces, and pendants
- Person - three items stored in packs and pouches: charms, figurines, and relics
- Torso - one suit of armor
- Back - one item: capes, cloaks, robes, and standards
- Waist - one belt
- Hands - one set of gloves
- Arms - one set of bracers
- Fingers - two rings
- Feet - one set of footwear: boots, shoes
Optional Rules
Pericle assumes heroes are always prepared, so keeping track of rations, ammunition, clothing, camping equipment, tools, and other items is not part of the base game. However, below is a list of optional rules that players may choose to use for additional detail, complexity, and difficulty.
Lockpicking
A thief's kit makes it easier to pick a lock, but it is not needed for lockpicking according to Pericle base rules, which assume that heroes always have a tool that allows them a lockpicking attempt.
The optional lockpicking rules state that a lockpick is required to make a lockpicking attempt. Additionally, critical failures while lockpicking will break a lockpick, rendering it useless for further lockpicking attempts. When playing with the optional lockpicking rules, lockpicks are available at any merchant or vendor throughout the game and cost 1 gold coin each.
Darkness
Loremaster indicates when a light source is needed to see. Using the Pericle base rules, heroes simply need a torch or lantern, a Spell (like Candlelight), or a magic item (like a Light Pendant, which is available for purchase in markets in Pericle and detailed in Loremaster as well as the Magic Item Compendium) in order to prevent the -1 AD penalty from darkness.
The optional darkness rules may be used to make caverns and shadowed ruins more dangerous and difficult to explore. Using these additional rules, heroes without darkvision or a light source have Misfortune on all rolls when in darkness, including when outside the reach of a torch, the Candlelight Spell, or a Light Pendant's range.
When using the optional darkness rules, torches, the Candlelight Spell, and Light Pendants have a light reach of 6 hexes, meaning that heroes 7 or more hexes away from a light source are treated as if in darkness. A torch requires one hand to use, but Candlelight and Light Pendants do not. If a torch is dropped, it is extinguished. In addition, Candlelight costs 1E to cast under with these optional rules. Enemies encountered in darkness do not take penalties for being in darkness unless stated by Loremaster.
Ammunition
Pericle base rules assume that heroes find and keep track of weapon ammunition as they adventure and visit merchants. However, players may choose to keep track of arrows and crossbow bolts themselves if they wish.
Using these optional ammunition rules, any bow or crossbow ammunition that was shot during a combat encounter may be reclaimed after combat as long as Loremaster does not indicate that the heroes do not get a Rest period. When reclaiming bow and crossbow ammunition, players should roll the Action Die for each individual piece of ammunition they fired. If a success or critical success icon is rolled, the ammunition is intact and is able to be retrieved and reused. If anything else is rolled, the piece of ammunition is broken and is not able to be retrieved.
Ammunition may be purchased from any merchant or vendor throughout the game for a price of 1gc for a quiver of twenty arrows or bolts. Heroes may carry one quiver of arrows or bolts without any encumbrance penalty, however each additional quiver counts as one point towards a hero's carrying capacity.
Magic Item Purchases
If playing with optional magic item add-on books, such as the Kickstarter-exclusive Magic Item Compendium, players may choose to purchase items from it when shopping is available in Loremaster. If using this optional rule, Common items in the magic item add-on books are available in the Arena and any market outside of Porta City and Volos. Common and Uncommon items may be purchased when shopping in Porta City and Volos. Rare and Unique items may not be purchased from the magic item add-on books unless Loremaster states otherwise.
Part Two: Hero Handbook (Hero Creation)
Before creating a hero, go to pericle.app/start.
Pericle uses a hero creation system free of the archetypal character classes found in many other tabletop games. This system allows players to create heroes with the Spells and abilities that they want instead of following more rigid class systems, however it also places more emphasis on hero creation. If you prefer, you may also use one of our pregenerated iconic heroes instead of creating your own hero. Pregenerated heroes can be found in the Pregen Folder that came in your game box. Follow the steps listed in this handbook to create your hero.
Step 1: Determine Your Attributes
Each hero possesses three attributes: Might (MT), Dexterity (DX), and Knowledge (KN). New heroes start with a total of 5 points to distribute as they wish among their attributes. An attribute may have a score of 0. For example, a starting hero may begin with Might 4, Dexterity 1, Knowledge 0.
- MT (Might) determines which weapons a hero may wield. Mightier heroes can wield heavier weapons and therefore deal more damage. Might also determines your hero's hit points (HP). (See below.)
- DX (Dexterity) determines the order of attack and how likely an attack will hit a foe. The higher the DX, the sooner a hero will act during the Action phase and the more likely it is that the attack will be successful. DX also determines the likelihood a Spell will be successfully cast.
- KN (Knowledge) determines how many Disciplines and Spells a hero may learn, as well as how many experience points heroes begin with.
Step 2: Select Your Ancestry
The lands of Pericle are varied and the people are many. Depending on where they hail from and what they've studied or practiced, different adventurers may have different strengths and abilities. You may choose one of the following ancestries for your hero.
Everkin
The smallest of Pericle's ancestries, everkin make up for in curiosity and guile what they lack in stature. No taller than a human child, everkin possess some of the keenest senses and quickest wit to be found and, when pressed into melee combat, use their small size to their advantage and take amusement in slipping through an enemy's grasp. While they have an innate talent for success, not all everkin rely solely on their intellect; many of the best pickpockets, wizards, and warriors have been everkin who have chosen to take up adventuring and pair blade and magic with their impressive mental abilities.
Origin: Everkin come from the rolling hills and gentle forests of Talisin, though many have made a living as nomads in the deserts of Khotha or have found success in the densely-populated human kingdom of Aezor.
Hero Abilities:
- Everkin Wit: All skill checks are +1 AD easier for everkin; add (AD+1) for the difficulty level of skill checks.
- Grappling Evasion: Everkin gain +3 to their Grapple score when trying to avoid being grappled.
- Darkvision: Everkin have darkvision that allows them to see in any darkness as if it were brightly lit.
Forest Elf
Forest elves are lithe forest dwellers with pointy-tipped ears and sharp features. Adapted to a life of leaping from branch to branch and scaling mossy trees with ease, forest elves have the surest feet and quickest reactions of any beings in Pericle. In addition to being fleet of foot, forest elves, known as T'aliri in their native tongue, fall within the realm of elvenkind and are therefore deeply in touch with the magic that flows through all things, granting them an insight into the magical arts that few can match.
Origin: Forest elves live in the densely-wooded regions of Caenalin, as well as the forests of Ridia and Sarindi.
Hero Abilities:
- Fleet of Foot: Forest elves may travel one additional hex while moving.
- Magical Affinity: The knowledge requirement for learning spells is reduced by 1 point for forest elves.
- Elvish Arcanum: Forest elves have Fortune on all opposed checks to resist Spells cast on them. When forest elves cast Spells on foes that require an opposed save, treat the casting elf's KN as if it is 1 point higher.
Human
Humans are the most adaptable of all ancestries, forming and reforming themselves to fit into whatever situation they find themselves in. In addition to adaptability, many humans also carry the determination and passion needed to not only master any talent or feat they put their minds to, but to become truly exceptional in their crafts. With their innate fire and thirst for adventure, humans have solidified themselves as one of the most wide-spread ancestries of Pericle. That being said, they are typically some of the most petty beings one can find, and they are as varied and nuanced as their tribes, clans, cities, and kingdoms spread throughout the world.
Origin: Though history has forgotten from which realm they originally hailed, they have established kingdoms in nearly every continent in Pericle.
Hero Abilities:
- Boundless Spirit: Humans begin with 10 additional experience points (XP) during Hero Creation.
Odrim
Tall, noble, and stoic, with eyes that flicker with inherent magic, odrim are mystical and intriguing. They possess quick minds molded to the study of magic; of all Pericle's ancestries, odrim are typically the most cerebral, though that doesn't mean that they're afraid to wield weapons of war and wade into combat. Indeed, odrim warriors are renowned throughout Pericle for slinging both spells and blade with honed, masterful attacks.
Origin: Originally from the lands of Embralon, odrim have become widespread throughout Pericle. Many odrim who have left their homeland have done so out of a want to explore different cultures and to deepen their knowledge of the arcane arts, but some are exiles, or even refugees, fleeing their own rigid mageocratic government.
Hero Abilities:
- Arcane Insight: The XP cost for odrim to learn spells is 1XP less than for other ancestries.
Stone Dwarves
Stone dwarves are shorter than most but powerfully built. Many stone dwarves wear their hair in long, intricate braids, and those of whom can grow beards display them in all manner of styles. They pride themselves in their hardiness and fortitude. Their endless feuds with goblins, strix, and other cave-dwelling creatures have instilled a martial quality in many stone dwarves' demeanor. From a young age, all stone dwarflings are trained to resist the sting of pain and the draining effects of using magic so that they may better face enemies and carry on their strong traditions of resilience.
Origin: Stone dwarves hail from the mountain-halls of Tol Dyr, though they can be found throughout Pericle. Many direct their perfectionism towards crafting and become skilled craftspeople. Others keep ledgers, maintain schedules, and enter into shrewd trade deals as merchants.
Hero Abilities:
- Strength of the Mountain: Stone dwarves gain +1AD when making Might checks.
- Dwarvish Endurance: Stone dwarves begin creation with an additional 3HP and heal 2HP during Recovery instead of 1.
- Darkvision: Stone dwarves have darkvision that allows them to see in any darkness as if it were brightly lit.
Step 3: Determine Your Starting XP
As they progress through the storyline, defeat enemies, and explore the world of Pericle, heroes will earn experience points (XP) that can, in turn, be spent to advance their capabilities. At the start of the game, each hero begins with an amount of XP that represents their life's experience up to this point in time and their abilities gained through their intellect. Calculate your hero's starting XP as follows:
20 XP + (KN x 5)
Your hero's ancestry may also affect the amount of XP they start with or the XP cost required to learn Spells and Disciplines. Be sure to add any ancestral bonuses listed in the Ancestry section below to the total as you build your hero. Heroes are not required to spend any or all of their initial XP at the outset. Record unspent XP on your hero sheet in the XP section.
Disciplines are areas of expertise across a wide range of abilities, such as studying swordplay, becoming a master archer, apprenticing in the trades of a healer, and learning how to become a master at lock picking. Disciplines have variable XP costs that range from 1 to 15. See the section on Disciplines for more information.
Spells and magic are an inherent part of life in Pericle, so Spells are available to all heroes. Spells are learned by spending the required XP, and once learned, they can be cast. Like Disciplines, Spells have a variable XP price. Most Spells cost approximately 5XP to learn. See the section on Spells for more information.
Skills are general abilities that players will use throughout the adventure, such as Perception, Navigation, and Athletics. A player's level of Skill is measured in ranks. Increasing a Skill by 1 point costs 2XP. Skill checks are often times vital to successfully performing actions in combat as well as out of combat, and are typically one of the most used hero abilities over the course of a game session. (Skill checks are an important part of the story, especially out of combat, so consider adding at least 1 point to a Skill when creating your hero.)
Attributes are MT, DX, and KN.
- Raising your MT or DX by 1 point costs 8 XP.
- Raising your KN by 1 point costs 3XP.
- Increasing your KN by spending XP does NOT grant you additional XP.
You cannot spend any of your starting pool of XP to raise attributes! Attributes may only be increased by XP gained from adventuring.
When you spend XP to raise an Attribute or to learn a Discipline, Spell, or Skill, subtract and erase the XP from your hero sheet.
Step 4: Select Your Weapons
Heroes start with a dagger or knife during Hero Creation in addition to either three other melee, mage, or ranged weapons of their choice. Instead of three weapons, a hero can choose to wield two weapons and a shield. Heroes may also start with one suit of non-tailored armor, if desired.
If a hero wields a weapon that has a MT requirement greater than the hero's MT, the hero gains 1 Misfortune for each point of MT deficit below the weapon's MT requirement. For example, if a hero with MT2 uses a weapon requiring MT4, they have Misfortune x2, and therefore must roll three times when attacking and take the worst of the three rolls. Some weapons can only be used by heroes who have a specialized Discipline.
It is assumed heroes begin their journey already possessing their starting weapons and armor and therefore all starting equipment is free of charge. However, heroes have no gold coins (gc) at the beginning of the story. As they obtain wealth, heroes may purchase additional equipment. See the Trade & Commerce Appendix at the back of this book for weapon and equipment pricing.
Weapon Class Abilities
Each melee weapon falls into one or more weapon types, each which have a unique property to them. These weapon class abilities apply for any wielder, both heroes and foes alike. In addition, when the torch symbol is rolled on the Crit die, the crit effect differs based on weapon class.
- Axe: +1 damage. Crit effect: Bleed, dealing 1d4 damage every turn on the attacker's action for five turns.
- Hammer: 2 points of armor penetration (For example, if a foe has 3 points of armor protection, it is treated as if only 1 point of armor protection). Crit effect: Stun. The foe cannot take its next Action or Movement, but it is not helpless. If the foe has already taken an Action this turn, then it will be stunned on its Action next turn.
- Sword: Gain +1 AD on attack rolls to hit. This does not improve the order of attack. For example, a hero with AD1 attacking with a sword attacks in order of AD1, but hits on AD2. Crit effect: Disarm. The foe drops one item in hand as selected by the attacker. If the foe has natural weapons, like claws, the special has no effect. The bastard sword is the only sword that can be wielded with either one or two hands. See the chart.
- Polearm: Some polearms have Reach (See "Reach" in the Pericle Rulebook). Crit effect: Trip. If the foe is one hex in size it immediately falls prone.
- Ranged: Can attack from a distance. Cannot be used when Embattled with a foe. Crit effect: Pin. The foe cannot move for one turn. They may rotate, though. A Pinned combatant cannot grapple. Crossbows can be fired every other turn. After being fired, they take another action to be loaded, then can be fired again the following round. For this reason they're often loaded during Rest, fired, then dropped.
- Special Weapons: Some weapons fall into two weapon classes. These weapons are special and require a specific Discipline to use.
(Note: attacking at AD0 will result in a hit 50% of the time.)
Melee Weapons
Columns by class: Swords, Hammers, Axes, Polearms, Special. A MT value marked "(2H)" means the weapons on that row require two-handed use.
| MT | Damage | Swords | Hammers | Axes | Polearms | Special |
|---|---|---|---|---|---|---|
| 0 | 1d4 | Knife (thrown; Grapple) | Sap | |||
| 1 | 1d6 | Dagger (thrown; Grapple) | Club, Hammer | Throwing Axe (thrown) | Javelin (thrown) | Cestus (Grapple) |
| 2 | 2d4 | Rapier | Quarterstaff (2H) | Hatchet (thrown) | Short Spear (thrown) | Katar (Grapple) |
| 3 | 1d6+1d4 |
Key (as printed in the manual): weapons may be used in a Grapple (+2 damage in a Grapple) where marked; weapons may also be thrown where marked; 2-hex reach; 3-hex reach; two-handed use required. A specific Discipline is required to use each of the weapons in the "Special" column.
Ranged Weapons
| MT | Damage | Simple | Bows | Crossbows |
|---|---|---|---|---|
| 0 | 1d4 | Dart (may also be used in melee; may also be thrown) | ||
| 1 | 1d4 | Sling | Short Bow (2H) | |
| 2 | 1d6 | Recurve Bow (2H) | Hand Crossbow (attacks every other turn; 2H) | |
| 3 | 2d4 | War Bow (2H) | Light Crossbow (every other turn; 2H) | |
| 4 | 1d6+1d4 | Longbow (2H) | Guard's Crossbow (every other turn; 2H) |
Key: "May also be used in melee"; "May also be thrown"; "Attacks every other turn"; "Two-handed use required".
Ranged Weapon Distance Increments
All weapons on the Ranged Weapon Chart can be fired at a target up to 9 hexes away without a penalty for range. When firing at targets 10 to 14 hexes away, ranged weapons incur a -1 AD to their roll, 15 to 19 hexes at -2 AD, and so forth. This pattern continues for the entirety of the map.
Ranged Weapon & Spell Distance Increments:
- 2 - 9 hexes: none
- 10 - 14: AD-1
- 15 - 19: AD-2
- 20 - 24: AD-3
- 25 - 29: AD-4
Thrown Weapon Range Increments
Melee weapons with the ability to be thrown, such as daggers or spears, can be hurled up to three hexes away without penalty. If used on a target that is 4 to 6 hexes away, the attack is made at AD-1, and if the attack is 7 to 9 hexes away, the attack is at -2AD. This pattern of an additional AD penalty per 3 hexes continues for the span of the map.
Thrown Weapon & Thrown Spell Range Increments:
- 1 - 3 hexes: none
- 4 - 6: AD-1
- 7 - 9: AD-2
- 10 - 12: AD-3
- 13 - 15: AD-4
- 16 - 18: AD-5
- 19+: AD-6
Mage Weapons
Staves and wands allow heroes to gain the benefits of the Staff & Wand Disciplines that enhance Spellcasting of specific schools of magic. They do not have a crit effect. See the Disciplines section for details.
| MT | Damage | Weapon |
|---|---|---|
| 0 | N/A | Wand |
| 1 | 1d6 | Staff (two-handed) |
| 4 | 2d6 | Great Staff (two-handed) |
Unarmed Attacks
Heroes that do not have a knife, dagger, katar, or cestus available may make an unarmed strike in combat, even in a Grapple. To make an unarmed strike, a hero must have an empty hand, which may necessitate dropping an item. Unarmed strikes deal damage based on a hero's Might, as seen in the chart:
| MT | Damage |
|---|---|
| 0 | 1d4-3 |
| 1-2 | 1d4-2 |
| 3-4 | 1d4-1 |
| 5-6 | 1d4 |
| 7-8 | 1d4+1 |
| 9-10 | 1d4+2 |
Ammunition
There is no need to purchase and keep track of sling bullets, arrows, crossbow bolts, or any kind of ammunition for ranged weapons. In Pericle, it is assumed that heroes either regularly purchase the low-cost ammunition or find it lying about the world they explore. There is an optional rule in which heroes are required to keep track of their ammunition. You can read more about this in the Optional Rules section of the Pericle Rulebook (Ammunition).
Write your weapons and weapon damage into the space on your hero sheet. Under the Grapple section, write both Unarmed Attack and an attack with a Grapple weapon, if you have one. Knife, dagger, katar, and cestus are the only weapons that can be used while Grappling. Each of these weapons deals +2 damage in the close-quarters fighting of a Grapple.
You will write your weapon Action Die (AD) values after you calculate your Base AD below. (Hero sheet example: Ready Weapon: Short Sword, damage 1d6 + 1d4; Second Attack: Shield Bash, damage 1d4 or push.)
Step 5: Equip Your Armor
Select a shield and armor for your hero. As noted above, a hero may start with one suit of normal armor, but they are not permitted to start with tailored armor. If you select a shield, you will begin with one fewer weapon. Write your hero's armor and shield in the corresponding spaces and indicate the Base Action Die (AD) penalty and armor bonus in the corresponding area of your hero sheet. All shields require an empty hand to use; you cannot wield a weapon in a shield hand. Armor bonuses are traditionally noted in parentheses, like this: Leather Armor (1), AD-1.
It is common for heroes to start with no armor because of the AD penalties.
| Armor | Armor Bonus | AD Penalty | AD Penalty (Tailored) | Move Penalty |
|---|---|---|---|---|
| Leather | 1 | -1 | 0 | 0 |
| Gambeson (Padded Cloth) | 2 | -2 | -1 | -1 Hex |
| Chainmail | 3 | -3 | -2 | -2 Hex |
| Breastplate | 3 | -3 | -2 | -1 Hex |
| Scale Mail | 4 | -4 | -3 | -2 Hex |
| Shield | Armor Bonus | AD Penalty |
|---|---|---|
| Buckler | 1 | 0 |
| Round | 2 | -1 |
| Heater | 3 | -2 |
| Kite | 4 | -3 |
| Pavise* | 3 | -4 |
*Pavise may be set up as cover. Doing so takes one full turn (Movement and Action Phase) and, once placed, the pavise occupies one hex and provides partial cover against ranged attacks. It provides no protection against melee attacks when set up as cover.
Shields
Shields only provide their protection bonus against foes that attack from the shield bearer's front hexes; shields provide no protection against attacks from the sides and rear, nor do they provide any protection in a Grapple. Shields do not protect against elemental damage within a hex, like a burning fire or the Arcane Flux Spell. However, shields do provide protection against ranged attacks that deal elemental damage like a dragon's breath weapon or Arcane Barrage.
If you acquire enough armor that your Base AD becomes negative, you will have great difficulty succeeding on attacks.
Tailored Armor
Tailored armor is specially created by a master armorsmith to a hero's exact dimensions. It therefore takes time to be crafted and needs to be ordered as directed by Loremaster. Once ordered, tailored armor is available for use the next time the hero has a Recovery period in the same location. Once a piece of armor is tailored, the AD penalty is reduced by 1. The listed price for tailored armor includes both the labor and the cost of the armor. If a hero already has the armor, it may be left with the armorsmith and the price of the armor may be subtracted from the total cost. For example, the price for tailored chainmail is 210gc. Chainmail is 10gc. If the chainmail is supplied by a hero, the cost will be reduced to 200gc.
Step 6: Choose Your Disciplines
Disciplines are areas of expertise across a wide range of abilities. Heroes may find themselves studying swordplay, becoming a master archer, apprenticing in the trades of a healer, or learning how to better pick locks. Your hero may learn any Discipline as long as they have a high enough KN (Knowledge) score and meet the other prerequisites of the Discipline. For example, a hero with at least 2 points of Knowledge (KN2) is eligible to learn all Disciplines from the KN0, KN1, and KN2 categories.
The numbers listed in parentheses after the name of Disciplines are the amount of XP your hero must spend to learn the Discipline - this applies to both beginning and experienced heroes. For example, Armor Proficiency I (6XP) costs 6XP to learn. Once XP has been spent to learn a Discipline, subtract it from the XP total on your hero sheet.
Some Disciplines are only eligible under certain circumstances, often requiring heroes to first learn a prerequisite Discipline. Prerequisite Disciplines are listed in italics. For example, the Discipline Armor Proficiency II requires that the hero first obtain Armor Proficiency I. The Discipline Armor Proficiency II is written as Armor Proficiency II (6XP): Prerequisite: Armor Proficiency I.
Write your Disciplines in the corresponding section on your hero sheet. The list of Disciplines is at the end of this guide, in the Appendix.
Step 7: Learn Spells
As with Disciplines, there is a prerequisite minimum KN necessary to learn a Spell. Your hero is eligible to learn all Spells up to and including the listed KN, provided that your hero has enough XP to spend on learning the Spell. For example, a hero with KN2 is eligible to learn all Spells from the KN0, KN1, and KN2 categories. Note that certain ancestries provide bonuses which may override this general statement. Once XP has been spent on learning a Spell, subtract it from the total XP on your hero sheet.
The list of Spells and Schools of Magic is at the end of this guide, in the Spells Appendix.
Step 8: Hit Points, Base AD, Movement, & Initiative
Determine Your Hit Points (HP)
Hit Points, or HP, represents how much damage your hero can sustain before succumbing to injury and dying. Each hero has maximum HP equal to their MT+10. Note that certain ancestries provide bonuses which may add on to or override this general statement, so be sure to look at the "Hero Abilities" section of the ancestry you choose. Calculate your HP and record it on your hero sheet. When heroes are wounded, they temporarily lose HP until healed again. When healed, heroes cannot heal past their maximum HP. See the Pericle Rulebook for detailed information about Hero Death. If a hero's HP falls to 0 or below, the hero becomes unconscious. If the HP total reaches -5, the hero dies.
Calculate Your Movement
Unencumbered heroes have a Movement score of 5, meaning they can move up to 5 hexes during the Movement Phase of a turn. Specific Disciplines, ancestries, and armor will adjust a hero's Movement. Calculate your Movement and record it on your hero sheet.
Determine Your Base Action Die (Base AD)
Your Base Action Die (Base AD) is a dexterity-based AD that will be used for most actions you take in combat, including attacking and casting Spells. Specific actions may be further adjusted based on the Disciplines that your hero has learned. Your Base AD is equal to your DX, adjusted by armor penalty and modifiers provided by Disciplines. For example, leather armor has an AD penalty of 1, so a hero with a DX of 3 that is wearing leather armor will have a Base AD of 2.
After you figure out your Base AD, determine and write down the AD for each weapon. Some Disciplines may adjust the AD of a weapon. For example, the Thrown Weapons Discipline grants a hero AD+2 when throwing a weapon such as a throwing axe (Throwing Axe: AD3).
In another example, a hero with DX1 sometimes wields a bastard sword with two hands, but sometimes he pulls out his round shield and wields the sword with just one hand. The shield reduces the hero's AD by one, so the player records both scenarios: Bastard sword, 2-handed: AD1; Bastard sword, 1-handed w/ shield: AD0.
Calculate Your Grapple Score
To measure how effective your hero is at grappling, use the following equation.
1/2MT + Base AD - 2
Your hero's Grapple Score is used to determine your AD when making an Opposed Grapple Check against a foe. It is calculated by adding half of your MT (rounded down) to your Base AD and then subtracting two. For example, a hero with MT3 and AD2 will have a Grapple score of 1, while a hero with MT1, AD1 will have a score of -1. Use the equation to calculate your hero's Grapple Score and then record it in the "Grapple" box on your hero sheet.
Initiative (Init) Bonus
This is the AD bonus added to the party's Initiative die roll at the beginning of each turn. Normally the Initiative bonus is 0, but some heroes may have a Discipline that allows them to add AD+1 to the party's roll. Note that initiative bonuses from different heroes can stack. For example, if two heroes in a party both have the Discipline Tactics, which gives them each an AD+1 bonus, the party's initiative roll is AD+2. Initiative is rolled for each team every turn.
Step 9: Standees & Hero Backstory
Standees
Select a standee that best represents your hero. Standees vary in appearance and represent heroes of different ancestry and weaponage. Please note that all standees are covered in a protective film to keep the design from scratching prior to use. Please see Loremaster for a helpful instructional video on how to easily remove film from standees. All enemies use 1-hex bases unless otherwise stated by Loremaster. For example, some of the enemies that tend to be large enough for 3 or 4 hex bases are the Cyclops & Guardian (3 hex base), Hydra & Kraken (4 hex base). Loremaster will indicate which size base is required for enemies during the map set-up screen.
Hero Backstory
The Gathering Darkness Campaign assumes that players' heroes have been sailing the seas of Pericle prior to the start of the story; perhaps they were visiting a neighboring kingdom in order to carry out a task, or traveling to explore a remote island in search of riches or scholarly insight. Regardless of their reason, players who would like a hero backstory that ties directly into the beginning of the campaign may want to create a reason to explain why their hero was sailing the seas of Pericle. A hero backstory is not a required component of the campaign, but players who wish to enrich their gameplay experience may enjoy creating their own.
Appendix: Disciplines
Disciplines are one of the main ways in which heroes differentiate themselves from each other and grow in power. Some Disciplines give heroes entirely new abilities, such as Animal Handler, while others enhance existing abilities like Shot on the Run or Spell Throwing. To help you sort through the wide array of Disciplines, they've been divided into twelve categories: Combat Maneuvers, Defense, Mage, Magic, Martial Arts, and Utility make up the non-weapon Disciplines. Axe, Bow, Crossbow, Hammer, Polearm, and Sword make up the weapon-specific Disciplines.
Combat Maneuvers. These Disciplines cover all manner of in-combat actions, from flying into a berserk rage to tactically assessing your combat situations to help you and your allies gain the upper hand against your foes.
Defense. Defense Disciplines enable heroes to make the most out of protective gear as well as skills and abilities that ward off damage and dodge incoming attacks.
Mage. Master the use of staves and wands with Mage Disciplines and use them to greatly enhance your spellcasting.
Magic. These Disciplines heighten heroes' magical prowess by enabling them to add Spell attacks onto their melee strike and to use less Exhaustion when casting spells amongst many other things.
Martial Arts. Grappling, learning maneuvers to improve your defenses without the need for armor, and honing your body itself into a weapon are all abilities associated with Martial Arts Disciplines.
Utility. Utility Disciplines allow heroes to learn the arts of herbalism, alchemy, and bardic traditions. In addition, they also contain Disciplines that teach heroes how to handle and befriend animals and even become healers.
Weapon-Specific Disciplines. These Disciplines enhance specific weapon types; learn how to let multiple arrows fly in one combat round, trip enemies with polearms, or parry blows when wielding swords amongst other weapon-based abilities.
Discipline Entry Information
In the entries below, the name of each Discipline is listed in bold. The amount of experience required to learn the Discipline is listed in (parentheses). If there is a prerequisite, it is listed in italics. You are not capable of learning a Discipline unless you meet the requirements in the prerequisite. The Discipline's description follows. If there is no prerequisite specified in the description, then no prerequisite is required.
Disciplines by Category
Defense: Armor Proficiency I (KN0); Dodge Projectiles (KN0); Shield Bash I (KN0); Armor Proficiency II (KN1); Grit I (KN1); Shield Bash II (KN1); Taunt I (KN1); Defensive Fighting (KN2); Dodge (KN2); Shield Bash III (KN2); Taunt II (KN2); Grit II (KN3); Grit III (KN4).
Mage: Staff & Wand Affinity: Enchantment I (KN1); Conjuration (KN1); Curse I (KN1); Summon (KN1); Furtherance I (KN1); Arcane I (KN2); Enchantment II (KN2); Furtherance II (KN2); Curse II (KN3); Arcane II (KN4); Enchantment III (KN4); Shapeshifter I (KN4); Curse III (KN5); Shapeshifter II (KN6).
Magic: Spell Strike (KN0); Spell Throwing (KN0); Cast on the Run (KN1); Elemental Bending (KN1); Meditate I (KN1); Meditate II (KN2); Elemental Bending II (KN2); Runestone Mastery (KN3); Spell Tenacity (KN3).
Bow: Sharpshooter I (KN0); Archery (KN1); Marksmanship I (KN2); Sharpshooter II (KN2); Shot on the Run (KN2); Double Shot I (KN3); Marksmanship II (KN3); Double Shot II (KN4); Double Shot III (KN5).
Crossbow: Arbalist I (KN0); Sharpshooter I (KN0); Trigger Finger (KN0); Arbalist II (KN1); Marksmanship I (KN2); Sharpshooter II (KN2); Shot on the Run (KN2); Marksmanship II (KN3).
Special: Special Weapon Proficiency: Bardiche, Cestus, Katar, Khopesh, Pike, Poleaxe, Polehammer (all KN0).
Axe: Weapons Mastery (KN0); Sunder (KN2); Dual Weapons (KN3); Whirlwind Attack (KN3).
Hammer: Weapons Mastery (KN0); Sunder (KN2); Dual Weapons (KN3); Whirlwind Attack (KN3).
Polearm: Weapons Mastery (KN0); Quick Jab (KN0); Polearm Trip (KN2); Polearm Charge (KN2).
Sword: Weapons Mastery (KN0); Parry (KN1); Swordsmanship (KN2); Dual Weapons (KN3); Whirlwind Attack (KN3).
Martial Artist: Grappler I (KN0); Special Weapon Proficiency: Cestus (KN0); Special Weapon Proficiency: Katar (KN0); Deft Strikes (KN1); Grappler II (KN1); Martial Arts I (KN1); Unarmed Defense I (KN1); Grappler III (KN2); Martial Arts II (KN2); Unarmed Defense II (KN2); Martial Arts III (KN3); Grappling Expertise (KN4).
Combat Maneuvers: Acrobatics I (KN0) and II (KN2); Running (KN0); Tactics (KN0); Thrown Weapon Expertise (KN0); Flanking Combat I (KN1); Haste (KN1); Quick Draw I (KN1) and II (KN3); Stealth Attack I (KN1) and II (KN3); Tumble I (KN1) and II (KN2); Berserk (KN2); Flanking Combat II (KN3); Stalker (KN3); Quick Draw III (KN4); Quick Draw IV (KN5).
Utility: Quick Study (KN0); Animal Handler I (KN1); Detect Secrets, Traps, & Pick Locks I (KN1); Healer I (KN1); Alchemy (KN2); Herbalism (KN2); Animal Handler II (KN3); Bardic Arts (KN3); Detect Secrets, Traps, & Pick Locks II (KN3); Healer II (KN3); Animal Handler III (KN4).
KN0 Disciplines
Acrobatics I (4XP): Gain AD+1 when making Athletics Skill Checks (Roll all Athletics Checks as if 1 rank higher). In addition, you may get up from prone using your entire Movement phase instead of a full turn. You may add your base ranks in Athletics to your Grapple score when attempting to avoid being Grappled or when you attempt to escape from a Grapple.
Arbalist I (5XP): Gain AD+1 when attacking with a crossbow.
Armor Proficiency I (6XP): Allows you to wear armor with a decreased Movement penalty. When wearing plate armor or chainmail, your Movement is 4 instead of 3. When wearing Gambeson (cloth) armor, your Movement is 5 instead of 4.
Dodge Projectiles (4XP): Your foes have AD-1 on attacks to hit you with a ranged attack or Spell.
Grappler I (4XP): Gain an additional AD+1 on your Grappling rolls.
Quick Jab (10XP): When you choose to attack with a javelin or spear during your Action Phase, you may make an additional attack at AD-3. The additional attack may be used in conjunction with other Disciplines that add attacks, like Shield Bash.
Quick Study (5XP): Increasing your MT, DX, or KN requires one less XP than normal.
Running (4XP): You may move one hex further in combat; gain +1 to your Movement score.
Sharpshooter I (10XP): When attacking with a ranged attack, if you target a foe that is partially obstructed by another combatant or by a structure, the foe does not gain a defense bonus for partial cover. If an ally provides partial cover and you miss your shot, you need not roll to miss your ally. You still cannot target a foe that has complete cover.
Shield Bash I (3XP): You can make an additional attack during your turn with your shield at AD-2 against an adjacent foe. It does 1d4 damage. This attack occurs at the same time as your first attack despite the lower chance to hit. Your main attack is not affected and suffers no penalty to hit. You may also make a Shield Bash attack against an adjacent foe that attacks you if you're Defending and you roll any die face other than a blank.
Special Weapon Proficiency: Bardiche (7XP): You may wield a bardiche if you meet the MT requirement. A bardiche is a polearm with a large steel axe blade, giving it the Reach properties of a polearm and the +1 damage property of an axe. With a Crit, the hero chooses either the crit effect of a polearm OR an axe. Bardiches do not benefit from Axe or Polearm Mastery Disciplines.
Special Weapon Proficiency: Cestus (5XP): You may wield a cestus if you meet the MT requirement. A cestus is a battle glove fitted with iron plates and spikes designed for punching and close-quarters fighting. Cesti may be used with the Martial Arts Disciplines. Like unarmed attacks, cesti do not have a crit special effect.
Special Weapon Proficiency: Katar (5XP): You may wield a katar if you meet the MT requirement. A katar is a short punching sword that requires special training to use. It gains the AD+1 property of the sword class. Like a dagger, a katar can also be used in a Grapple, but it does not gain a bonus to damage in a Grapple. Katars use the sword class crit effect.
Special Weapon Proficiency: Khopesh (5XP): You may wield a khopesh if you meet the MT requirement. A khopesh is a sickle-shaped sword with a hooked edge that requires special training to use. It has the AD+1 property of the sword class. Instead of a standard attack, the wielder may choose to trap a foe's weapon or shield with the inside curve of the blade. To do so, you must declare that you plan to attack your foe's weapon or shield before attacking at AD -1. If successful, you deal no damage but your foe cannot use their weapon or shield for one full turn until your action phase next turn. Khopesh use the sword class crit effect.
Special Weapon Proficiency: Pike (5XP): You may use a pike if you meet the MT requirement. A pike is a very long spear that requires special training to use. It can target foes two to three hexes away. Unlike other polearms, the length of the pike prevents you from attacking adjacent foes; you may only attack foes that are at least two hexes away. Like other polearms, pikes Embattle opponents when they come within reach, so foes must stop when three hexes away. Subsequent Movement actions are limited to a one-hex Pivot, so a foe that is Embattled three hexes away may only Pivot to become two hexes away during the Movement phase. Pikes gain the polearm class crit effect.
Special Weapon Proficiency: Poleaxe (5XP): You may use a poleaxe if you meet the MT requirement. A poleaxe has Reach property of a polearm and the +1 damage of an axe. With a critical hit, the hero chooses either the crit effect of a polearm or the crit effect of an axe.
Special Weapon Proficiency: Polehammer (5XP): You may use a polehammer if you meet the MT requirement. A polehammer has both the Reach property of polearms and the armor penetration property of hammers (-2 to your foe's armor). With a critical hit, the hero chooses either the crit effect of a polearm or the crit effect of a hammer.
Spell Strike (15XP): You may cast a thrown Spell when making a melee attack. You must declare that you are using Spell Strike and which Spell you will be using before you attack. If you successfully strike with your melee weapon, you may then roll an AD check to cast your Spell against the target you just hit with your weapon. If your weapon attack misses, the Spell is also automatically unsuccessful. However, if the attack hits but the Spell casting is unsuccessful, you still roll your attack damage for the weapon but the Spell fails.
Spell Throwing (7XP): Gain AD+2 on your rolls when casting a thrown Spell.
Tactics (6XP): Add AD+1 to your party's Initiative roll, regardless of who rolls the Initiative dice. If multiple heroes have the Tactics Discipline, they may all add their bonuses to their party's Initiative roll.
Thrown Weapon Expertise (10XP): Gain AD+2 when throwing a weapon. Heroes with this Discipline may throw and then ready another thrown weapon during their Action Phase.
Trigger Finger (5XP): When wielding a crossbow, you may attack at the beginning of the attack order as described in the Haste Discipline. However, your attack AD remains unchanged.
Weapon Mastery (5XP): Select one type of weapon to specialize in: axes, hammers, polearms, or swords. When attacking with your chosen weapon type, you may either gain a bonus in the form of adding on AD+1 or +1 damage. The bonus to AD does not change your attack order and you must decide which bonus you will use prior to making your attack roll. This Discipline may be obtained more than once for either different weapon types or the same weapon type. If a hero has acquired this Discipline multiple times for a single weapon type, the bonuses can be distributed in any manner the hero wishes. For example, a hero with three Weapon Masteries in swords may apply them as AD+2 and +1 damage, or as AD+0 and +3 damage when wielding a sword.
KN1 Disciplines
Animal Handler I (5XP): As an Action, you may attempt to befriend an animal with a KN check as long as the animal is within six hexes of you, has KN0, and the animal is no larger than one hex. You may retry on subsequent turns if you fail. Once befriended, the animal remains befriended and will not attack you or your allies. The befriended animal will accompany your party indefinitely, if desired, as a companion. This does not give you the ability to control the animal (see Animal Handler II). However, when the party is entitled to make Perception checks to notice an enemy or a danger, you may roll a Perception check for the animal, and if it's successful it will alert you.
Arbalist II (5XP): Prerequisite: Arbalist I. Gain an additional AD+1 (for a total of AD+2 with both Arbalist Disciplines) when attacking with a crossbow.
Archery (15XP): Gain AD+2 when attacking with a bow. This bonus affects both your attack order and your chance to hit your foe.
Armor Proficiency II (6XP): Prerequisite: Armor Proficiency I. The AD penalty for wearing armor is one point less. For example, gambeson armor is only AD-1 instead of AD-2.
Cast on the Run (5XP): You may move your full Movement during the Movement phase and still cast a Spell during the Action phase.
Deft Strikes (10XP): When attacking with a dagger, cestus, katar, knife, or an unarmed strike, you may make two attacks instead of one. Each of these attacks takes AD-1 when determining both the order of your attack and when making the attack roll. Deft Strikes may be used while Grappling.
Detect Secrets, Traps, & Pick Locks I (3XP): Gain AD+3 on Perception Checks to detect secret doors and traps, and on Scoundrel Checks to remove traps and to pick locks.
Elemental Bending (4XP): You have learned how to channel the natural elements of the world and bend them to your will. All Arcane spells you cast may be imbued with an element and gain the corresponding effect:
- Air: You may attack first in the attack order with your Arcane spell, as described in the Discipline Haste. Your AD does not change for the attack roll.
- Fire: Add +1 damage to any successful Arcane Spell Attack.
- Ice: For one turn, if you damage your target with an Arcane spell, the target suffers AD-1 and moves one less hex for one turn.
Flanking Combat I (5XP): If there is an ally on the opposite side of a foe, your first attack deals an extra 1d6 damage to that foe with a successful hit.
Grappler II (4XP): Prerequisite: Grappler I. Gain an additional +1 on your Grapple score for a total of +2 from your Grappler Disciplines.
Grit I (8XP): Prerequisite: MT3. Your training has made you tough. Gain a permanent +1 armor bonus, regardless of whether or not you are wearing any armor.
Haste (10XP): You may take your Action first during the Action Phase, before all other combatants. Your probability of hitting is not affected, so you still roll your normal AD to determine if you hit. If a foe has an ability that indicates it also acts first, that foe and any heroes with Haste must roll individual Initiative Checks to determine who acts first.
Healer I (7XP): After combat, as part of a Rest, you may heal yourself and each of your allies 1HP of damage that was inflicted during the combat. This does not stack with your own or another hero's use of Healer, nor does it heal Exhaustion. You may not use this to heal damage from an old combat.
Martial Arts I (5XP): Add +1 to damage when attacking with an unarmed strike or with a cestus. Add +1 to damage dealt with an unarmed attack or cestus while Grappling.
Meditate I (5XP): After combat, as part of a Rest, you may recover one additional point of Exhaustion for a total of 2E. (Resting without this Discipline recovers 1E).
Quick Draw I (6XP): If you have a free hand, you may draw a weapon instead of moving. If you do not have a free hand, you must first drop a held item. You may attack with the weapon during the Action phase.
Parry (5XP): When wielding a sword-type weapon, gain a +1 armor bonus against melee attacks. If wielding two swords, the bonus does not increase and you still only gain a +1 armor bonus.
Shield Bash II (5XP): Prerequisite: Shield Bash I. Instead of taking a second attack with your shield, you may instead choose to make a MT check against a foe Embattled with you. Subtract your foe's MT from your MT to determine the MT check AD. If your MT check succeeds, you push your foe backwards one hex to one of the three hexes immediately behind it, which is decided by the hero who shield bashed them. If the retreating hex is not empty or results in falling off a ledge or into a hazard, the retreating combatant may make a Base AD check (or Athletics check for heroes). If successful and one of the three rear hexes is adjacent, the retreating combatant may instead retreat to an empty hex. If successful but there is no available empty hex, then the retreating combatant instead falls prone in the current hex. If the shield bashed target fails, they are pushed into the hazard. Those who fall off of a ledge onto another layer of the battlemap take 1d6 damage and are prone. Those who fall into a chasm or void are considered dead. After you successfully push a foe backwards one hex, you must immediately decide to either:
- Step forward into the hex that was just vacated by the retreating combatant, OR
- Remain where you are - thereby Withdrawing from the retreating combatant
You may also make a shield bash push against an adjacent foe that attacks you if you're Defending and you roll any die face other than a blank.
Staff & Wand Affinity: Conjuration (10XP): If you successfully cast a Conjuration spell, you can immediately make an attack with a weapon.
Staff & Wand Affinity: Curse I (8XP): If you successfully cast a Curse Spell, you may take your Action first before all other combatants during the Action Phase. Your probability of success is not affected, so you still roll your normal AD to determine if your Spell is successful. If a foe has an ability that indicates it also acts first, then roll an individual Initiative Check to determine which of you acts first.
Staff & Wand Affinity: Enchantment I (10XP): Prerequisite: Two learned Enchantment Spells. Instead of moving during the Movement phase, you may cast an Enchantment spell. If you do so, you cannot cast a Spell during the Action phase, regardless of whether or not the cast was successful. However, you may take any other Action.
Staff & Wand Affinity: Furtherance I (10XP): Pay the ongoing Exhaustion cost for Furtherance Spells on every odd turn, starting with turn three. Casting cost is the same. For example, if casting Ricochet Attack, you would pay the casting cost turn one, as normal. On turn two, the maintenance cost would be free. On turn three and every odd turn thereafter, you would pay the maintenance cost of 1E as per normal.
Staff & Wand Affinity: Summon (10XP): Creatures that you summon may attack (but not move) at the end of the Action phase during the turn they're summoned.
Stealth Attack I (8XP): When attacking with a one-handed weapon against a target's side hex, rear hex, or if the target is prone, add 2d4 to your damage.
Taunt I (4XP): Instead of moving during the Movement phase, you may Taunt an enemy that is Embattled with you. To do so, make an opposed KN check by subtracting your foe's KN from your KN to determine the AD for the check. If you are successful, the foe must attack you during the attack phase if it is able. The foe cannot attack others, Defend, Withdraw, or take any other Action. This Discipline may override Loremaster directions.
Tumble I (5XP): During the Movement phase, if you have additional Movement remaining, you may attempt to move one extra hex once you are Embattled with a foe by making an Athletics check (AD+0). Instead of ceasing movement when you become Embattled, you can attempt to Tumble. If your check is successful, you can Pivot one additional hex. You must remain adjacent to your foe. If you are Embattled by more than one foe, you must succeed at an Athletics check for all of them. For example, if Embattled by two foes, you must make two checks. If you fail any Athletics check, your Embattled foes get one free melee attack against you or you fall prone, your choice. With failure, you do not move the additional hex.
Unarmed Defense I (4XP): When wielding a cestus or using unarmed strikes, gain one point of armor against melee attacks provided that you only attack once in a turn. This also applies when Grappling. The extra armor point does not protect against ranged attacks.
KN2 Disciplines
Acrobatics II (1XP): Prerequisite: Acrobatics I. Gain another +1 for a total of AD+2 on Athletics checks. Add your base Athletics ranks, +1 more, to your Grapple score when attempting to escape a Grapple. During the Movement Phase, you may stand up from prone by spending one hex of Movement.
Alchemy (5XP): During Recovery, you may create a potion. The potion grants a temporary bonus of +2 to one skill or +1 to one Attribute on a successful Moderate KN check (AD+0). The potion grants this temporary bonus for a full day. You may attempt to create a potion regardless of and in addition to your Recovery activity.
Berserk (10XP): Prerequisite: Grit I. Instead of moving during your Movement phase, you may initiate Berserk. Doing so costs 2E, then an additional 2E for every turn thereafter that Berserk is sustained. While in Berserk, you gain +1 Movement, Fortune on all attack rolls with a melee or thrown weapon, and your attacks deal bonus damage equal to half your MT score rounded down. You must spend a Movement phase to exit Berserk. If you become unconscious, Berserk automatically ends.
Defensive Fighting (5XP): Your foes get AD-1 to hit when attacking you with a melee attack and AD-2 if you defend. This does not affect the attack order of your foes.
Dodge (5XP): You may roll one Defense Die whenever an opponent attacks you with a ranged attack or a ranged Spell. If you are Defending, roll two Defense Dice.
Elemental Bending II (10XP): Prerequisite: Elemental Bending I. Damage caused by elemental energy that you cast is increased by one additional point. If you evoke fire, the bonus will total +2 damage.
Grappler III (4XP): Prerequisite: Grappler II. Add an additional +1 to your Grapple score for a total of +3 from Grappler Disciplines.
Herbalism (5XP): During Recovery, create a standard healing potion with a successful Moderate KN check (AD+0). Potions heal 1d6 damage and healing is rolled with Fortune; the consumer rolls 2d6 and uses the better roll. You may attempt to create a potion regardless of and in addition to your Recovery activity.
Marksmanship I (8XP): When attacking with a bow or crossbow, you may choose to aim a shot that avoids your opponent's armor. You must declare before you attack whether you are using Marksmanship. If so, you can only attack once in the turn, even if you have Double Shot, and you automatically attack last in the attack order after all other combatants have taken their actions. When you attack, roll your normal attack AD. If the AD check to hit is a Hit Symbol, then the target's armor does not provide any protection against the attack. If the AD check to hit is successful but a number is rolled instead of a Hit Symbol, the attack hits but it does not bypass armor protection. Marksmanship is effective against natural armor, for example dragon scales, in addition to manmade armor.
Martial Arts II (5XP): Prerequisite basic DX2 (not adjusted) & Martial Arts I. Gain an additional +1 for a total of +2 damage when attacking with cestus or unarmed strikes. Instead of attacking, you may attempt to move an adjacent foe by making a MT check as described in the Shield Bash II Discipline.
Meditate II (5XP): Prerequisite: Meditate I. Recover one additional point of Exhaustion during a Rest, to equal a total of three points (one for the Rest, and one for Meditate I, and one for Meditate II).
Polearm Trip (10XP): When you attack with a polearm and hit with the attack roll, before damage is rolled you may request to subtract two points from your damage in order to get a free trip attempt. Tripped foes must make an opposed AD check at AD+2 to avoid being tripped. Creatures with four legs also get to roll one Defense Die to prevent being tripped. If the Trip attempt is successful, your foe immediately falls prone. Your attack damage applies regardless of whether or not you were successful with your Trip attempt. This Discipline cannot be used in conjunction with Polearm Charge or Quick Jab.
Polearm Charge (15XP): When attacking with a polearm, on the turn that you move to a hex adjacent to a foe - or if you choose not to stop a foe 2 hexes away with Reach and instead allow the foe to move adjacent to you - your polearm attack against the foe deals double damage. If you hit, roll your damage and multiply it by two. You cannot use Quick Jab or Polearm Trip on the same turn that you use Polearm Charge. You cannot use Polearm Charge as a Pivot; your attack does not benefit from Polearm Charge if you start your Movement phase Embattled.
Sharpshooter II (5XP): Prerequisite: Sharpshooter I. In addition to the benefits from Sharpshooter 1, when attacking with a ranged attack, you may shoot through an ally's hex at a target even if your ally provides complete cover. If your target has complete cover from a source other than your allies, your target gains one Defense Die against your attack. If you miss, you must make a successful attack roll to miss your ally. If you fail on your roll to miss your ally, you instead damage your ally.
Shield Bash III (1XP): Prerequisite: Shield Bash II. Instead of either attacking with your shield or pushing with your shield, you may do both. This means that you may make an opposed MT push in addition to an attack. The foe's AD to resist being pushed back is calculated by subtracting their MT from your MT, as per Shield Bash II.
Shot on the Run (5XP): You may take up to your full Movement during the Movement phase and still attack with a ranged weapon during the Action phase.
Staff & Wand Affinity: Arcane I (10XP): Arcane Spells cost one less Exhaustion to cast. For example, an Arcane Spell that normally costs 1E to cast may be cast for 0E. The Exhaustion cost cannot be negative. This only applies to the initial casting cost, and does not apply to the maintenance cost for ongoing spells.
Staff & Wand Affinity: Enchantment II (5XP): Prerequisite: Staff & Wand Affinity: Enchantment I and Cast on the Run. In addition to moving, you may also cast an Enchantment Spell during the Movement phase. If you do so, you cannot cast a Spell during the Action phase, but you may take any other Action.
Staff & Wand Affinity: Furtherance II (10XP): Prerequisite: Furtherance I. When you cast a Furtherance Spell on an ally, you gain a copy of the Spell on yourself at no initial cost. However, on subsequent turns when you incur the maintenance cost, you incur the E for both Spells. You may choose to drop one of the Spells without dropping the other.
Sunder (5XP): When attacking with a hammer or an axe, if your attack roll is a Hit Symbol your foe's armor is permanently reduced by two points. Your foe also takes damage from your attack, determined after their armor is reduced. Hammers always bypass two points of armor in addition to this effect. If your attack roll hits but is not a Hit Symbol, you damage your foe normally without permanently reducing their armor protection.
Swordsmanship (15XP): Prerequisite: Attacking with a sword with a Base AD of 3 or higher. All hit markers on the Action Die are treated as critical hit icons. With this Discipline, there are five critical hit icons on an Action Die when attacking with a sword. Swordsmanship cannot be used while Grappling.
Taunt II (5XP): Prerequisite: Taunt I. As per Taunt I, except that you may taunt as many foes that Embattle you as you desire. You may also Taunt foes that are not Embattled; if they haven't moved, then they must move up to their full movement to attack you. In the case of a melee attacker, they must, if possible, move up to you until they are Embattled. In the case of a ranged attacker, they must move toward you but they will limit their movement so that they can still make a ranged attack (they will not become Embattled, and they will not move so far that they cannot shoot). If your foe has a choice of both melee and ranged attacks, they must, if possible, move close enough to make a melee attack.
Tumble II (5XP): Prerequisite: Tumble I. As Tumble I, except that, if you successfully Tumble, you may repeatedly Tumble 1 hex indefinitely as long as you have remaining Movement by making a Tumble check for each hex until you fail a check, and as long as your Movements are Pivots and you remain adjacent to your foes.
Unarmed Defense II (5XP): Prerequisite: Unarmed Defense I. As Unarmed Defense I, but the total armor benefit is two points.
KN3 Disciplines
Animal Handler II (5XP): Prerequisite: Animal Handler I. You may spend an entire turn (Movement and Action phases) to convince a befriended animal to take an action. During your Action phase, make a KN check. If successful, the animal will follow a simple instruction such as "attack a foe," in which case it will move and attack, as able and necessary, to carry out the action. The animal will immediately carry out the action it was convinced to do, as long as it hasn't already taken an action on this turn. It will continue the same action on subsequent turns until redirected. If your check is unsuccessful, the befriended animal remains inert. Note that it still takes an earlier turn to befriend an animal. Heroes may only have 1 befriended animal at a time. (See the Pericle Rulebook for animal actions.)
Bardic Arts (8XP): During Recovery, you may gain an Inspiration point with a successful Moderate Knowledge check (AD+0). Inspiration points are exactly like Karma, except that you can never have more than one Inspiration point. You may attempt to gain an Inspiration point regardless of and in addition to your Recovery activity. (See the Rulebook for information about Karma and Recovery.)
Detect Secrets, Traps, & Pick Locks II (3XP): Prerequisite: Detect Secrets, Traps, & Pick Locks I. Gain Fortune on Perception Checks to detect secret doors and traps and on Scoundrel Checks to remove traps and pick locks.
Double Shot I (10XP): You may shoot a recurve bow twice per turn.
Dual Weapons (15XP): Prerequisite: base AD3+. You can wield a one-handed weapon in each hand. During your Actions phase, you may either:
- Attack with both weapons. The first attack is normal and the second attack is at AD-3 to hit but is taken at the same time as the first attack.
- Attack with the first weapon and parry with the second weapon. Doing this grants +2 armor against melee attacks.
Flanking Combat II (4XP): Prerequisite: Flanking Combat I. As per Flanking Combat I, except you may apply the bonus damage to all of your attacks in a turn.
Grit II (10XP): Prerequisite: MT4 and Grit I. Gain an additional +1 armor bonus for a total of +2 from your Grit Disciplines.
Healer II (7XP): Prerequisite: Healer I. As Healer I, except you may heal a total of 2HP of wounds for each ally after a battle.
Marksmanship II (5XP): Prerequisite: Marksmanship I. When you take an aimed shot as per Marksman I, your aimed Marksman attacks occur in normal attack order instead of at the end of the actions phase. Furthermore, you may add +2 damage to your attack roll if you take only one attack. This damage applies if your shot hits but the aimed shot does not bypass armor.
Martial Arts III (10XP): Prerequisite: Martial Arts II. As Martial Arts II, except you deal +3 damage instead of +2. If your attack roll is successful, you may then also attempt a Trip action as per the Polearm Trip Discipline in addition to dealing damage.
Quick Draw II (2XP): Prerequisite: Quick Draw I. You may draw a weapon or shield and move on the same turn during the Movement phase with a successful Moderate Athletics check (AD+0). Move your standee, then make your Athletics check. If you fail your check, your movement does not change but you do not draw your weapon. If you successfully draw a weapon and you do not have a free hand, then you must drop one item from your hand in the hex where your hero is when the Athletics check is made. Alternatively, instead of drawing a weapon, you may sheath a weapon or shield while moving with a successful Athletics check. Sheathing a weapon during Movement will allow you to draw a different weapon as an Action during the Actions phase.
Runestone Mastery (5XP): You may gain the bonuses of two runestones that are embedded in an item instead of only one runestone. Without mastering this Discipline, heroes can only gain the benefit of one runestone in each item.
Spell Tenacity (5XP): A hero with Spell Tenacity can require the target to subtract two points from their opposed AD score for Spells that require an opposed check.
Staff & Wand Affinity: Curse II (5XP): Prerequisite: Staff & Wand Affinity: Curse I and learned two Curse Spells. If there is a Curse Spell in effect that you casted and if you only move a maximum of one hex, then you can make a Moderate KN check (AD+0) during the Movement phase to either extend the duration of the Spell by one turn or to transfer the Curse Spell to another foe. However, if this foe is more than three hexes away from you, apply the range increments to your AD check as per Thrown Spell ranges (-1 for 4-6 hexes, -2 for 7-9 hexes, etc.).
Stalker (10XP): At the beginning of combat, if the party wins Initiative then the hero with Stalker may attempt a successful KN check. If successful, the hero with Stalker gains a full Surprise turn (Movement and Action) before the combat starts, before any other hero or foe acts. After this Surprise turn, the Movement phase of combat will begin. The Stalking hero still gets their regular Movement and Action phases during the first full turn of combat.
Stealth Attack II (5XP): Prerequisite: Stealth Attack I. As per Stealth Attack I, but increase damage to +3d4 instead of 2d4 when attacking from a side or rear hex or attacking prone targets. You cannot use this Discipline if Grappled.
Whirlwind Attack (5XP): You may make a single melee weapon attack against any number of foes that are adjacent to your front hexes, each at AD-1. Roll each attack and damage separately for each foe.
KN4 Disciplines
Animal Handler III+ (5XP): Prerequisite: Animal Handler II. As per Animal Handler II, except instead of taking a full turn to control a befriended animal, you may instead spend your Movement phase to attempt the control. Control still requires a KN check. If successful, the animal can move based on your direction in the same turn if it hasn't moved yet.
Double Shot II (5XP): Prerequisite: Double Shot I. You may shoot a War Bow twice per turn.
Grappling Expertise (7XP): Prerequisite: Grappler II (Grappler III not required). You are allowed a second chance on unsuccessful opposed Grapple checks. If you are rolling the Grapple roll, you have Fortune, and if your foe is rolling the Grapple roll, it has Misfortune.
Grit III (10XP): Prerequisite: MT5 and Grit II. Gain an additional +1 armor bonus.
Quick Draw III (1XP): Prerequisite: Quick Draw II. Once per turn, as per Quick Draw II, you may draw a weapon in combination with a Movement, but now without making an Athletics check.
Staff & Wand Affinity: Arcane II (15XP): Prerequisite: Arcane I. One additional Exhaustion may be spent on Arcane spells to double the number of damage dice rolled. This does not double the Elemental effects. For example, a hero may cast Arcane Fire Barrage which would normally deal 1d6+1 damage at 0E cost because of Staff & Wand Affinity: Arcane, but the hero may choose to spend an additional E, in this case 1E total, and deal 2d6+1 damage.
Staff & Wand Affinity: Enchantment III (10XP): Prerequisite: Staff & Wand Affinity: Enchantment II. In addition to moving, you may also cast an Enchantment Spell during the Movement phase. You may then take any Action during the Action phase, including casting any other Spell.
Staff & Wand Affinity: Shapeshifter I (5XP): When you cast a Shapeshifting spell, non-weapon and non-armor magic items are still available for use. Without this Discipline, none of your items are available to you when you shapeshift.
KN5 Disciplines
Double Shot III (5XP): Prerequisite: Double Shot II. You may shoot a Longbow twice per turn.
Quick Draw IV (1XP): Prerequisite: Quick Draw III. Once per turn, you may draw a weapon and sheath a weapon in combination with a Movement without making an Athletics check. You may also sheath and draw a weapon as an Action.
Staff & Wand Affinity: Curse III (15XP): Prerequisite: Staff & Wand Affinity: Curse II and learned three Curse Spells. If you successfully casted a Curse Spell last turn, then during the Action phase you can make a Base AD check to re-cast the same Spell at the same or a different target, paying the Exhaustion cost. You may then also take an Action.
KN6 Disciplines
Staff & Wand Affinity: Shapeshifter II (5XP): When you cast a Shapeshifting Spell and are in your morphed form, you may cast Spells that have a KN requirement up to your KN level minus three. Without this Discipline, you cannot cast spells while morphed.
Appendix: Spells
Magic in Pericle is as varied and dynamic as its inhabitants. One way that magic manifests is in the form of Spells, which can be cast by heroes and foes alike. Spells are categorized by schools of magic, and each school represents a different style of spellcasting. Heroes may choose to specialize in one school, or diversify their magic and choose from different schools. The Spells below are listed in order of the KN level required to learn and cast them. If there is no prerequisite specified in the Spell description, then no prerequisite is required to learn the Spell. Spells cannot be cast outside of combat unless their description explicitly states otherwise. As an exception, sometimes Loremaster will specifically state that you may use a spell. In these cases, if you choose to cast the Spell suggested, follow the prompts from Loremaster.
Some spells, namely Fly and Teleport, may be used to specifically bypass an obstacle that requires a skill check when the Spell is relevant, for example when climbing a cliff. In these cases, if you cast the Spell your skill check is deemed to be successful. You cannot rest to regain lost Exhaustion in these circumstances, however, unless indicated by Loremaster.
Schools of Magic
Arcane Spells. Arcane spells unleash torrents of energy to overwhelm foes and the elemental powers of fire, frost, and air to burn and freeze enemies and to quicken the casting of spells. With few exceptions, arcane spells are the only damaging spells, and casters can use them to destroy single enemies or to control the battlefield with storms and motes of raw energy. Because arcane spells are most closely tied to the dormant magical energies that suffuse all beings throughout Pericle, some arcane spells are even tied to the power and endurance of the Spellcaster.
Conjuration Spells. Conjuration spells focus on the ability to create objects out of thin air. While tied with the school of enchantment as the school of magic that includes the most spells, conjuration spells also offer a wide variety of both defensive and offensive abilities. Heroes who use conjuration spells may be able to trap enemies in a slick pit of grease, create magical traps, step through reality-warping gateways, and even create unlife within the corpses of the undead.
Enchantment Spells. Enchantment spells shield and enhance their caster through the use of spells like magic armor, true vision, and teleport. While functionally similar to thaumaturgy spells, enchantment magic is different in that its effects are instantaneous and E costs are paid only on the turn that the Spell is cast. Heroes who wish to enhance their abilities, summon protective barriers, and even bend fate to their fancy will find they will likely have a large list of enchantment spells in their arsenal.
Curse Spells. Like arcane spells, curse spells are almost exclusively offensive in nature. Those who wield the power of curse spells have the ability to confuse, terrorize, and even paralyze their enemies, as well as control animals and move objects with their minds. If you seek to immobilize and debuff your enemies, or even to reanimate the fallen to serve your bidding, look no further than curse spells.
Shapeshifting Spells. Originally discovered by the vargr tribes of the north and then honed so finely that they became fused into their bloodlines, shapeshifting spells are both straightforward and powerful. They enable casters to empower themselves through changing their forms to those of beasts, granting enhanced speed, power, damage, and more. Shapeshifting spells excel at granting heroes the ability to rampage around the battlefield as a hulking beast or to finely tune shifting choices in order to adapt to the situation.
Summoning Spells. While conjuration spells focus on creating objects from nothing, the school of summoning focuses on drawing beings, spirits, and creatures from other realms to carry out their will. As summoners progress in skill, they are able to summon a horde of subjects to halt enemies in their path and take them down through strength of numbers and sheer force. Whether casters choose to summon subjects made of flesh, blood, and fur, or choose to flavor their summoning with the spirits or presences of their summoned companions, this is a powerful school of magic that has offensive, defensive, and battlefield control applications.
Furtherance Spells. Spells of the school of furtherance are similar to enchantments, however furtherance spells are long-lasting and can persist over many turns, if not entire combat encounters. With the exception of granting the power of flight, this school specializes in defense through spells like Spell Shield, Blur, and Immunity. Those who specialize in furtherance may not bend elements or lay powerful curses upon their enemies, but they are typically unmatched in their ability to defend themselves and their companions from danger.
Spells with No School (Enigmatic). Enigmatic spells do not fall into a single school of magic. Rather, they are unclassed spells that do not fall in line with the others. However, assuming that these spells are inferior or insignificant because they do not belong to a school of magic would be a beginner's mistake; spells like Inversus, Delve Secrets, Dispel, and Word of Death are among the most powerful spells known. While these unclassed spells do not offer some options that the other schools of magic can, enigmatic spells cover a wide breadth of abilities from providing divine insight, dismissing enemy Spell effects, and even transferring wounds between allies.
(Source note: the Handbook includes a chart listing every spell by school and KN level; its multi-column layout could not be reliably extracted, so that chart is omitted. Each spell's KN level appears in its own entry below.)
Spell Entry Information
Each spell is listed as follows: Name of the Spell in Bold, (XP required to learn the Spell) [Category of Spell], Spell school: E cost. Spells fall into the categories of C = Creation, T = Thrown Spell, S = Self, only. See the Rulebook for more information on Spell types. The E cost is the amount of Exhaustion to initially cast the Spell + amount of Exhaustion incurred in order to maintain the Spell for each subsequent turn. Exhaustion is abbreviated as E. For example, if a Spell lists an Exhaustion cost of 1E+1E/turn, this means that the spellcaster will take one point of Exhaustion when the Spell is first cast, and then one additional point of Exhaustion for each subsequent turn that the Spell is maintained.
The description of the Spell follows. Note that some Spells have their own rules for the treatment of Exhaustion. A Spell whose duration is X turns lasts until the caster acts on the Xth turn after the current turn. The "target" of a Spell is the individual on whom the Spell is cast.
See the Rulebook for rules on Spellcasting.
KN0 Spells
Blur (4XP) [T] Furtherance: 1E+1E/turn. Blur makes the target more difficult to see, and therefore forces an attacker to roll AD0 and have Misfortune, which means they must roll the attack twice and succeed both times when attacking a Blurred target. Blur does not change the order of attack. The attacker still attacks in their normal attack order based on their routine AD. For example, an attacker with AD2 still attacks before other combatants with AD1 and AD0, but must roll the attack at AD0 twice to succeed on a hit against a Blurred target.
Drop Item (4XP) [T] Curse: 1E. Increase to 2E if the target has MT10+. Causes the target to drop one item in its hands, most often a weapon. The caster decides which item the target drops. This Spell has no effect when cast on a foe with intrinsic/natural weapons. The caster chooses which hand is affected if both are holding items.
Grease, Minor (3XP) [T] Conjuration: 1E. Select one hex to become greased until the end of combat. The grease is not visible, but heroes know where it is. When a creature moves into the greased hex, it must roll a Base AD check or fall. Each time the creature moves into a greased hex, a new check must be rolled. Standing from a greased hex also requires a check, so a creature that stands up from a greased hex into an adjacent greased hex would have to make 2 checks. Creatures may crawl without rolling a check. If grease is cast on a hex already occupied by a creature, that creature must immediately roll an AD check or fall. Multi-hex creatures still have to make an AD check or fall if even one of their hexes is on a greased hex. The Spell affects images, which roll at Base AD0. Heroes may opt to roll an Athletics check in lieu of Base AD check.
Image (3XP) [C] Conjuration: 1E. Create a 1-hex image of a giant rat, wolf, or spectral warrior. The creation must appear in an empty hex within three hexes of the caster. See Magic in the rulebook for more information on images.
Luck of Esteus (5XP) [T] Enchantment: 1E. The target gains Fortune on the next AD roll. If the target doesn't make an AD roll within one turn, then the Fortune bonus is lost.
Magic Shield I (5XP) [T] Enchantment: 0E. Creates a magical force of energy that blocks attacks in the target's front hexes, granting one point of protection. The affected hero does not need to wield it; it floats in front of the caster. The Spell lasts for 10 turns but is destroyed if the hero is hit with an attack that does double or triple damage. However, in this case it negates the critical hit, resulting in a normal hit instead. This armor protection will not stack with other shields, including re-casting of the Magic Shield Spell. If Magic Shield is re-cast, there will still only be 1 active Spell, but it will reset the duration to 10 turns.
Slow/Speed Movement (2XP) [T] Enchantment: 0E, lasts 4 turns. Halves or doubles Movement as selected by the caster.
Summon Beast I (5XP) [C] Summoning: 1E+1E/turn. Summon a non-flying small animal of your choosing that is completely under your control, such as a raccoon, badger, or giant rat. The summoned creature cannot act on the turn it is summoned. Stats: HP 6, MT0, DX2/AD2, KN0, Grapple 0, Movement 4, bite/claws 1d4.
Terror (4XP) [T] Curse: 2E. Target must Defend for its next Action. If the target has not taken an Action this turn, then it will Defend this turn. If the target has already taken an Action this turn, then its Action for next turn will be to Defend. This Spell does not work on creatures whose HP at full health is greater than 20. Creatures with KN3 or higher make an opposed KN check, and if the target succeeds on the opposed KN check, it is not affected.
KN1 Spells
Arcane Barrage (5XP) [T] Arcane: 1E. Draw upon your inner might to shoot a bolt of energy great distances. The bolt uses range increments as per Ranged weapon attacks as opposed to Thrown spells. Arcane barrage deals damage corresponding to your MT as shown in the table below. As with all Arcane spells, if the caster has the Discipline Elemental Bending, Arcane Barrage may be imbued with a specific element to cast Air Barrage, Fire Barrage, or Ice/Frost Barrage.
| MT | Damage |
|---|---|
| 0 | 1d4 |
| 1 | 1d4 |
| 2 | 1d6 |
| 3 | 2d4 |
| 4 | 1d6+1d4 |
| 5 | 2d6 |
| 6 | 3d4 |
Arcane Flux (4XP) [C] Arcane: 1E. Draws energy from the elemental planes to create a pool of energy in one hex lasting until the end of combat. If a creature is in the hex, it causes 1HP damage. If a creature enters a hex with energy flux, it also takes 1HP damage. If a creature starts its turn in a hex with flux and does not leave, it takes 3HP damage during the Action phase on the casting hero's turn. Attacking while standing on a hex with flux is distracting, resulting in AD-2 on the attack roll. Armor (but not a shield) protects against damage until cumulative damage exceeds the armor bonus. For example, a hero with chainmail (3) will take no damage the turn it enters flux, but the chainmail effectiveness is reduced by one from three to two points by the flux. Thus on the second turn, when exposed to 3HP flux damage the chainmail only protects 2HP, resulting in 1HP damage. Animals and magical beasts with KN0 will not enter a flux hex, but undead will walk into it. As with all Arcane Spells, a Spellcaster may use Elemental Bending to imbue the hex with an element of fire (which will then do 2/4 HP damage), air (damages at the beginning of the attack order) or ice (reduces AD by an additional 1, so AD-3). Flux stays in the hexes it was cast in. It does not hurt the caster but will hurt all other combatants, including allies.
Armor Penetration (3XP) [T] Curse: 1E, lasts three turns. Penetrates three points of the target's armor & shields, thus reducing the target's armor by three. This includes all forms of armor, including magic items, natural armor, and armor from Spells. This applies to all attacks against the target made by any creature.
Boon (3XP) [T] Enchantment: xE, lasts five turns. The caster decides if the target gains temporary points in MT, DX, KN, or a Skill. If MT is granted, the target also gains temporary HP. Raising KN does not grant temporary XP. The caster incurs the amount of E equal to the temporary points granted to the target.
Candlelight (2XP) [T] Enigmatic: 0E. Creates a focus of light that emanates from an item carried by the target, illuminating the battle map and eliminating penalties for darkness. Candlelight lasts until the caster decides to extinguish it, or until the caster re-casts Candlelight on a new target. This Spell can be used outside of combat.
Clumsiness (4XP) [T] Curse: xE, lasts three turns (or one turn if the target has MT20+). Target gets -2 AD per 1E spent on its to-hit rolls, but this does not adjust the attack order. The target still attacks in order as if its DX were not reduced. If the target's AD is reduced below 0, then the target has AD0 with Misfortune. The target can only gain one rank of Misfortune, even if the AD is reduced multiple points below 0.
Elemental Protection (2XP) [T] Enchantment: 1E, lasts five turns. The target becomes immune to the elemental effects of spells, elemental damage (for example, fire), and Arcane spells for the duration of the spell.
Gateway (4XP) [C] Conjuration: 2E. Lasts 10 turns. Create a gateway between two target locations. Creatures can pass through the gates and act as if the hexes are adjacent. The first gateway must be within Creation range (3 hexes), but the second gateway can be anywhere within line of sight of the caster.* Both hexes must be empty of creatures and major obstacles. Creatures can move into the gate with normal movement. It takes 1 movement to enter a gate hex from an adjacent hex. From a gate, a figure may then spend 1 more movement to move to the second gate. A figure that moves into a gate hex is not required to travel to the second gate - it is their choice whether they want to pass through the gate or move to a different adjacent hex. Any 1 hex combatant may move through a gate if it is unobstructed, heroes and foes alike. Creatures with animal intelligence or no intelligence, like undead, will not move through the gate. While standing in a gate, the hexes immediately surrounding the gate are adjacent. The corresponding gate hex is also adjacent. A figure standing in a gate may attack adjacent hexes as per normal rules, and may make a melee attack against a figure in the other gate. However, all attacks against the other gate are as -4 AD. A ranged attack - either from a bow/crossbow, a thrown weapon or a Spell - that passes through a hex with a gate does not travel through the gate; it continues its line of flight as if the gate did not exist. *When determining which hexes are eligible to host the second gate, use rules for a ranged attack; if a hex is within the rules of no cover or partial cover then it is a candidate, but hexes that have complete cover are not eligible.
Heightened Senses (2XP) [T] Enchantment: 0E. Lasts five turns. For the duration of the spell, the target's senses are heightened. Therefore, all surrounding hexes are treated as front hexes.
Readied Strike (5XP) [T] Enchantment: 2E. Lasts 10 turns. The Target, which can be the caster themself, gains Readied Strike as long as it does not move. As soon as the Target moves, Readied Strike is lost. Readied Strike applies on the first attack against foes that become Embattled by the Target. The Target makes this attack at the start of the Attack Order (although at their normal AD) and, if successful, deals critical damage, enabling the Crit Die to be rolled. This attack must be made on the same turn that the foe becomes Embattled. If Readied Strike is cast on a Target that is already Embattled, the Target cannot make Readied Strikes against any foes it is already Embattled with.
KN2 Spells
Arcane Storm (4XP) [T] Arcane: 1E+1E/turn. Does 1d4 damage to all creatures and allies, except for the casting hero (so the Spell may be cast on self) in the target hex and the surrounding adjacent hexes (7 hexes in total). Continues to deal damage each turn that the caster maintains the Spell. The damage bypasses armor and shields, so armor provides no benefit, including magical armor and natural armor like fur and scales. Roll the damage once and apply it to all creatures. As with all Arcane spells, if the caster has the Discipline Elemental Bending, Arcane Storm may be imbued with a specific element to cast Air Storm, Fire Storm, or Ice Storm. Elemental Bending can be applied to Arcane Storm each turn. Hexes with Arcane Storm do not grant cover. The Storm will stay in the hexes where it was cast until dismissed by the caster. Multiple castings of Storm can be stacked in the same hexes.
Grappling Agility (4XP) [T] Furtherance: 1E+1E/turn. Target automatically wins opposed checks to Grapple or to avoid a Grapple against 1-hex foes. Foes are not aware that the target is under the Spell, so they may repeatedly try to Grapple. If cast on a target that is already Grappled, the target will automatically succeed on attempts to escape, and then may crawl to an adjacent hex.
Grease (4XP) [T] Conjuration: 1E. As per Grease, Minor (KN0) except select seven contiguous hexes to become greased until the end of combat.
Inversus Minor (5XP) [T] Enigmatic: 2E. Throw your Spell against a one-hex target. If successful, you immediately change positions with the target. For the remainder of the turn, both the caster and the target face the directions they were facing when the Spell was cast.
Magic Armor I (3XP) [T] Enchantment: 1E, lasts three turns. Provides three points of armor. Stacks with other armor, but does not stack with other Spells that provide armor, such as subsequent castings of Magic Armor.
Summon Beast II (5XP) [C] Summoning: 1E+1E/turn. Summon a non-flying, medium-sized animal of your choosing that is completely under your control, such as a puma or wolf. The animal has the following statistics: HP10, MT2, DX4/AD4, KN0, Grapple 3, Movement 6, Bite/Claws 2d4 damage.
Trip (5XP) [T] Curse: 2E if the target has less than MT20, or 4E if target has MT20+. The target is tripped and knocked prone.
KN3 Spells
Control Animal (5XP) [T] Curse: 1E+1E/turn. Gain control of one animal or magic beast that has KN0 and MT less than 20. The animal immediately gets an opposed KN check to prevent being controlled (roll AD equal to the animal's KN minus the caster's KN, which will be a negative AD.). If the target makes the save, the caster still expends 1E but the Spell fails. If the animal fails the save, the caster may immediately control the animal, deciding all movements and actions on the animal's turn for as long as the Spell is maintained. If cast on an image, the image is dispelled and disappears. Animals include all mammals, reptiles, amphibians, dinosaurs, insects, and magical beasts, like sea monsters, as long as their KN is 0. All undead, including undead (zombie) animals, are not affected. If cast on an animal that is controlled by a foe, either via the Control Animal Spell or because the animal is summoned, then instead of the animal making an opposed check, the opposed check is made against the opposing Spellcaster. If control of a foe's animal is successful, the foe will immediately drop the Spell, causing the animal to disappear.
Create Undead (5XP) [T] Conjuration: 0E, 1HP. Creates a zombie from a corpse. The zombie has the same MT as prior to death, but the Spell may only be cast on a corpse of MT5 or less. Imbuing a corpse with life requires the caster to donate some life essence, so this Spell causes 1HP of damage from the caster instead of Exhaustion. The Spell takes three turns to cast, so it is usually used after combat. The zombie has the same HP as max HP (when at full health) prior to death. DX and Movement are the same as prior to death, but DX is reduced by 1, KN is 0, Movement is reduced by 2. It may use weapons/armor if it was able to use weapons prior to death. The zombie cannot heal. The hero can control only 1 zombie at a time. It takes the hero's Movement phase to direct a zombie to move and attack a foe, and another Movement phase to redirect the zombie to attack a different foe. Once directed, the zombie will continue to attack the foe until the foe is dead, but will then stand inert until redirected. This Spell can be used outside of combat.
Delve Secrets I (6XP) [S] Enigmatic: 2E + E cost of the Spell delved. You may cast a Creation [C] or Thrown [T] Spell that you do not know, but it costs 2E more than the normal cost for the Spell on initial casting. For spells that have a maintenance cost, the maintenance cost is the same. You cannot cast [S] Spells that you do not know. The Spell you cast must be a lower KN than the Delve Secrets used to cast it. For Delve Secrets I, the unknown Spell that is cast must be KN 0-2.
Guise of the Beast I (5XP) [S] Shapeshifting: 1E. The caster transforms into a wolf or similar beast, and gains the following statistics: +5 HP, +5 MT, DX 4, AD 4, Grapple 3, Movement 6, 1d6+1 damage. The caster can only cast this Spell on themself and can't cast Spells nor use weapons or items while in beast form. The caster may return to normal by spending the Movement phase or an Action morphing back. Armor does not carry over to beast form. The bonus HP obtained while in beast form absorbs wounds and/or Exhaustion first. Example: with +5 HP, if a hero takes 6 HP damage, when returning to normal form they will only accrue 1 HP of damage.
Magic Shield II (5XP) [T] Enchantment: 1E. As per Magic Shield I, above, but provides 2 points of armor.
Reverse Ranged Attacks (5XP) [T] Furtherance: 1E+1E/turn. An invisible protective barrier forms around the target. When the target is hit by ranged weapons, thrown weapons, or thrown Spells, the attacks are reversed and instead hit the original attacker. A second attack roll is not necessary; if the attacker hits a target who is protected by the Reverse Ranged Attack Spell, then the attacker automatically hits itself instead. Note that the attacker must still roll to hit the protected target.
Sleep (5XP) [T] Curse: 3E. Target falls prone and sleeps until awakened or hit by an attack or another Spell. Only works on creatures with MT less than 10.
Summon Spectral Warrior (6XP) [C] Summoning: 1E+1E/turn. Summons a spectral warrior who acts as an ally and has the following statistics. Spectral Warrior: HP14, MT4, DX2, AD2, KN0, Grapple 2, Movement 5, Spectral weapon: 2d6 damage.
Trap (5XP) [T] Conjuration: 1E. The caster chooses seven contiguous hexes that become trapped. The trap is invisible. Creatures must stop for the turn when they enter a trapped hex. In subsequent turns, trapped creatures must succeed on a Moderate MT check (AD+0) to move, then can only move one hex. If MT is 20 or greater they may move two hexes. Affects images.
KN4 Spells
Arcane Nova (5XP) [T] Arcane: 1E+1E/turn. Does 1d6 damage to all creatures, except for the casting hero, in the target hex and the surrounding adjacent hexes (seven hexes in total). The Spell may be cast on self. Continues to inflict damage each turn that the caster maintains the Spell. The damage bypasses armor and shields, so armor provides no benefit. This includes magical armor and natural armor such as fur and scales. Roll the damage once and apply it to all creatures. As with all Arcane spells, if the caster has the Discipline Elemental Bending, Arcane Nova may be imbued with a specific element to cast Air Nova, Fire Nova, or Ice Nova.
Arcane Flux, Greater (5XP) [C] Arcane: 2E. As per Arcane Flux, but on 3 contiguous spaces. May be imbued with Air, Fire or Ice with the Discipline Elemental Bending. Hexes with Arcane Flux do not grant partial cover.
Augury (5XP) [C] Enigmatic: 3E. Provides the caster with a short glimpse into the future. Allows the players to intentionally make a choice in a non-combat situation, understand the ramifications of the decision by viewing the outcome in Loremaster, and then hit the back arrow to view or make a different selection (if desired). Unless stated by Loremaster, a rest period does not follow Augury. This Spell can be used outside of combat.
Fly (5XP) [T] Furtherance: 1E+1 every two turns. Gain Movement 6 while flying. While flying, you have -1 AD to cast any Spell and -2 AD to attack with melee, -3 AD to attack with a ranged attack. Other creatures that attack you have -3 AD to hit you. If flight is canceled while flying, you fall to the ground taking 2d6 damage.
Inversus Major (5XP) [T] Enigmatic: 2E. Make an attack against a one-hex target. This Spell is easier to throw than most spells, so use the range increments for a ranged weapon, such as a bow. If successful, you immediately change the target's position on the map with that of another one-hex figure who is within three hexes of you. You may choose to be the target yourself. If there is no other figure within three hexes of you, then you must be the figure that exchanges locations with the target. For the remainder of the turn, both the caster and the target remain facing in the same direction they were facing when the Spell was cast.
Paralysis (5XP) [T] Curse: 4E. Immobilizes the target for three turns. The target remains standing, but cannot move or attack. Paralyzed creatures cannot Embattle foes. The paralyzed target can still cast Spells at two or more points below their KN. Attacking a paralyzed creature with a melee attack grants the attacker +4 AD to hit. Paralysis does not affect creatures with MT10+.
Summon Beast III (5XP) [C] Summoning: 2E+1E/turn. Summon a beast that acts as an ally under your control, such as a bear, lion, tiger, crocodile, or similar. Stats: HP20, MT10, DX0, AD0, Grapple5, KN0, Movement 5, 2d6+1d4 damage.
KN4 Spells (continued)
Sunder Item (5XP) [T] Curse: 2E. Shatters a weapon, shield, or other visible item, rendering it useless. Magic items can be repaired.
True Vision (3XP) [T] Enchantment: 0E, lasts five turns. Gives the target the ability to see through Blur, invisibility, darkness, and other similar conditions.
KN5 Spells
Delve Secrets II (6XP) [S] Enigmatic: 2E + E cost of the Spell delved. You may cast a Creation [C] or Thrown [T] Spell that you do not know, but it costs 2E more than the normal cost for the Spell on initial casting. Spells that have a maintenance cost are not changed; the maintenance cost is the same. You cannot cast [S] Spells that you do not know. The Spell you cast must be a lower KN than the Delve Secrets used. For Delve Secrets II the unknown Spell cast must be KN 0-4. Delve Secrets I is not a mandatory prerequisite.
Grease, Greater (4XP) [T] Conjuration: 1E. As per Grease except creatures have Misfortune on their checks to avoid falling.
Guise of the Beast II (5XP) [S] Shapeshifting: 2E. As per Guise of the Beast I, except the caster transforms into a bear or similar beast and gains the following statistics: +8 HP, +8 MT, DX 1, AD 1, Grapple 4, Movement 5, 2d6 damage, 1pt armor. The caster can only cast this Spell on themself.
Magic Armor II (3XP) [T] Enchantment: 1E. Lasts three turns. Provides 4 points of armor. Stacks with other armor, but not with Magic Armor I and/or III.
Paralysis, Greater (5XP) [T] Curse: 4E. Immobilizes the target for four turns. As per Paralysis, but works against creatures of any size and MT.
Summon Spectral Hero (6XP) [C] Summoning: 2E+1E/turn. Summon a spectral hero who acts as an ally and has the following statistics. Spectral Hero: HP16, MT6, DX4 AD2, KN0, Grapple 3, Movement 4, Spectral Weapon (2d6+1d4), Gambeson armor (2 armor points).
Telekinesis (5XP) [T] Curse: XE, minimum of 0E. You may move a target creature. The target must be one hex in size or smaller; this Spell has no effect on creatures larger than one hex. With success, the caster moves the target one hex for each point of Exhaustion spent, plus one additional hex. If the target collides with an obstruction (defined as an object that provides cover), then the target stops in the hex before and must make an Acrobatics check or fall prone. (Creatures that do not have an Acrobatics stat use their AD.) The difficulty check is modified by the amount of hexes the target was moved. For example, if the target is moved three hexes, then the check is at (AD-3). If the target collides with a one-hex creature, both must make an Acrobatics check or fall prone. If the target collides with a creature larger than two hexes, that creature is not affected but Target still must make an Acrobatics check. The Spell may be cast on allies as well as foes. This Spell may also be used to move Embattled combatants so that they are no longer Embattled.
KN6 Spells
Control Humanoid (5XP) [T] Curse: 3E+1E/turn. Gain control of one humanoid. The target immediately makes a KN opposed check (subtract the caster's KN from the target's KN to determine the AD for the opposed check). If the target makes the save, the caster still expends 3E, but the Spell fails. If the target fails the save, the casting wizard may immediately control the target, deciding all movements and actions on the target's turn for as long as the Spell is maintained. This Spell automatically dispels images. Humanoids are defined as all creatures with two legs and two arms, excluding undead, djinn, and devils. If cast on a person who is controlled by another wizard, there is no opposed check. Instead, both wizards make opposed KN checks against one another to determine which wizard gains control of the target.
Create Undead, Greater (5XP) [T] Conjuration: 0E, 2HP. As per Create Undead, except there is no limit to zombie corpse size and there is no DX penalty if the corpse's MT is 5 or less. It causes 2 HP of damage to the caster to create the undead. This Spell can be used outside of combat.
Dispel (4XP) [T] Enigmatic: 1E. Dispels all Spells and Spell effects in one chosen hex, including creations and summoned creatures. If cast on self, it affects every Spell within 10 hexes, including "friendly" Spells.
Regeneration (6XP) [T] Enchantment: 1E. Lasts three turns. Target heals 1d6 damage per turn. Regeneration can only be cast once per day on a target hero. Therefore, the caster can cast Regeneration once on every hero in the party daily, including themself. Even if more than one caster in the party knows the Regeneration Spell, it can still only be cast once total per day on each hero. This Spell can be used outside of combat.
Ricochet Attack (5XP) [T] Furtherance: 1E+1E/turn. Magically protects the target from melee attacks. When the target is hit by a melee attack, the blow is reflected back at the attacker. Both the attacker and the target take half of the damage rounded up. For example, if a foe hits a target for 7 HP damage, both the attacker and the individual protected by this Spell take 4 damage. This only impacts melee attacks, including attacks in a Grapple. It does not impact ranged attacks or Spell attacks. The armor value of each combatant is subtracted after dividing the damage.
Spell Shield (4XP) [T] Furtherance: 1E+1E/turn. Creates a magical barrier around the target and prevents all other Spells from affecting the target, including ranged Spells.
Summon Flying Beast (5XP) [C] Summoning: 2E+1E/turn. Summons a hippogriff or similar flying beast who acts as an ally and has the following statistics. Hippogriff: HP20, MT10 DX1, AD1, KN0, Grapple 5, Movement 5 on the ground, 8 flying, 2d6 damage, Scales (2 armor protection).
Summon Colossus (5XP) [C] Summoning: 2E+1E/turn. Summons a colossus, such as a giant or cyclops, who acts as an ally and has the following statistics. Colossus: HP40, MT30, DX0, AD0, KN0, Grapple 3 except 8 to avoid being Grappled, Movement 4, 4d6 damage. Has Reach and Overrun.
Teleport (4XP) [S] Enchantment: 1E. Teleport anywhere on the battlemap. Move your standee to any hex and face the desired direction.
Tentacles of Gaia, Lesser (5XP) [C] Conjuration: 2E+1E/turn. Tentacles appear out of the ground in 7 contiguous hexes defined by the casting hero. The first hex must be within three hexes of the caster. Once cast, the tentacles will not change locations on subsequent turns. The tentacles Grapple all creatures, friend or foe, in the affected hexes but not in adjacent hexes. The tentacles act on the turn of the casting hero and have Grapple 3 for opposed Grapple checks. They have Grappling Expertise (may make a 2nd Grapple Check if the first one fails). Roll separately against each creature. Tentacles have AD2 for attacks and deal 1d6+1d4 damage.
KN7 Spells
Divine Might (5XP) [T] Furtherance: xE+xE/turn. Target's melee attacks deal an additional 1d6 damage per E spent, up to a maximum of 3E. For example, if the casting hero spends 3E, the target's melee attack will deal an extra 3d6 damage each turn the Spell is maintained.
Guise of the Beast III (5XP) [S] Shapeshifting: 2E. As per Guise of the Beast I, except the caster transforms into a hippogriff or similar beast and gains the following statistics: +6 HP, +5 MT, DX1, AD1, Grapple 6, Movement 6 on the ground, 8 flying, Talons 2d6 damage. 2 armor protection. The caster can only cast this Spell on themself. See flying rules.
Magic Armor III (3XP) [T] Enchantment: 1E. Lasts three turns. Provides 6 points of armor. Stacks with other armor but not with Magic Armor I or II.
Revival (5XP) [T] Enigmatic: xE. Brings the target back to life if the target died in the past (1) hour of playing time. It costs 1E to increase the target's HP by 1. To be effective, the target's HP must be raised to at least -4, in which case the target is still unconscious. Raising HP to 1 will revive the target to consciousness. For example, if a dead hero has -8HP, the caster must spend at least 4E to bring the target to -4HP, and 9E would revive the dead hero to 1HP. The caster could become unconscious or even die by casting this Spell. This Spell can be used outside of combat.
Summon Hydra (5XP) [C] Summoning: 2E+1E/turn. Summons a hydra or similar four-hex beast who acts as an ally and has the following statistics. Hydra: HP40, MT30, DX3, AD3, KN0, Grapple 6, Movement 5. It has five heads which each attack separately and do 1d6+1d4 damage. Has Overrun.
Transfer Wounds (5XP) [T-T] Enigmatic: xE. Transfers damage. The caster loses E equal to the HP transferred. The caster must first roll to throw a Spell at target1 to be healed (for example, a team member). Then, if successful, the caster next rolls to throw the Spell at target2, who will receive the damage. Target1 heals all HP damage suffered in this combat. Target2 loses HP equal to the amount of damage healed on target1. Armor provides no protection. If the caster chooses Self as the target to heal, then only one roll is required, which is the attack roll to throw the Spell at the foe to be wounded. If desired, the caster may choose to transfer less than the full amount of HP. This Spell does not heal Exhaustion.
KN8 Spells
Arcane Flux, Superior (5XP) [C] Arcane: 1E. As per Arcane Flux Spell, but 7 contiguous spaces or less. May be imbued with Air, Fire or Ice with Elemental Bending Discipline.
Delve Secrets III (6XP) [S] Enigmatic: 2E + E cost of the Spell delved. You may cast a Creation [C] or Thrown [T] Spell that you do not know, but it costs 2E more than the normal cost for the Spell on initial casting. Spells that have a maintenance cost are not changed; the maintenance cost is the same. You cannot cast [S] Spells that you do not know. The Spell you cast must be a lower KN than the Delve Secrets used. Therefore, with Delve Secrets III the unknown Spell cast must be KN 0-7. Delve Secrets I and II are not mandatory prerequisites.
Guise of the Beast IV (5XP) [S] Shapeshifting: 2E. As per Guise of the Beast I, except the caster transforms into a hydra or similar beast, becomes four hexes in size, and gains the following statistics: MT+15, HP+15 DX3, AD3, Movement 5, five separate attacks each 1d6+1d4.
Immunity (5XP) [T] Furtherance: 3E+2E/turn. Target is immune to all damage & Spells for as long as the Spell is maintained. Dispel removes Immunity.
Paralysis, Mass (5XP) [T] Curse: 9E. As per Paralysis (KN4), except all creatures in seven contiguous hexes are immobilized. It only affects creatures with less than MT10, unless you intentionally target only one creature in which case it can freeze one creature up to MT30.
Summon Djinn (5XP) [C] Summoning: 4E. Lasts 10 turns. Summons a djinn or similar entity with the following statistics. Djinn: HP50, MT40, AD3 but Haste in attack order, KN6, can teleport without E cost as Movement. Actions: Claw 2d6 + Spellstrike, Terror Spell at no E cost, crits on all hit faces as per Swordsmanship. The casting hero must use their Movement phase each turn to force the djinn to act according to the hero's will by rolling an opposed KN check. With failure, the djinn taunts the caster and does not act.
Tentacles of Gaia, Greater (5XP) [T] Conjuration: 3E+1E/turn. As per Lesser Tentacles, but the Spell is thrown at a hex. With success, it affects the target hex and all hexes within a five-hex radius. The tentacles have MT16, Grapple 9, AD4, Grappling Expertise and deal 2d6+1 damage.
Word of Death (5XP) [T] Enigmatic: xE. Compare the current HP of the target and the caster. Whichever has less HP dies instantly, as if at -5 HP. If the caster survives, they then suffer an Exhaustion cost equal to the amount of HP that the target had prior to the Spell. For example, if the target had 7HP and the casting hero had 9HP prior to the Spell being cast, then the target dies and the casting hero suffers 7 points of exhaustion.
Appendix: Trade & Commerce
Unless otherwise stated, the following equipment is available to be purchased for the prices listed below anytime the heroes have Recovery, which will be indicated by the story via Loremaster. Equipment can be sold to merchants for one fifth (1/5) the listed cost, but only during Recovery, or as directed by Loremaster. The currency of the realm is gold coins (gc).
Weapon Purchase Pricing
In addition to the starter weapons that a hero chooses during creation, all weapons are also available for purchase from merchants at the following prices. Darts, knives, saps, and wands are considered common items that heroes will find freely throughout the course of their travels, and therefore these items are free.
Weapon Pricing (gc), as printed:
| Weapon | Price | Weapon | Price |
|---|---|---|---|
| Arming Sword | 20 | Light Crossbow | 15 |
| Bardiche | 30 | Longbow | 25 |
| Bastard Sword | 16 | Longsword | 17 |
| Bearded Axe | 20 | Mace | 15 |
| Broadsword | 30 | Maul | 35 |
| Cestus | 5 | Morning Star | 20 |
| Club | 5 |
Non-magical Items with Bonuses
Some non-magical items help with skill & ability checks. These items do not change a player's Base AD unless specifically stated. For example, gloves provide a +1 on all DX checks, but do not impact Base AD, which is calculated using DX. Players can only use one item per roll, but they may own any number of items. The non-magical items on this list do not count toward your carrying capacity; heroes may carry any number of these items without encumbrance. Only weapons and armor are subject to Carrying Capacity (CC) rules.
| Item | Ability | Price (gc) |
|---|---|---|
| Artifact | +1 on Lore checks. Must be held in one hand to use. | 15 |
| Books | +1 on KN checks, except opposed KN checks to resist a Spell or magic effect. Must be able to reference it, meaning it must be in hand, for the bonus to take effect. | 3 |
| Climbing Kit | +1 on Athletics checks for climbing. Contains rope, grappling hook, pitons. | 5 |
| Cloak | +1 on Scoundrel checks for sneaking. | 8 |
| Crowbar | +1 to lift or move objects or open doors. Requires two hands to use. | 3 |
| Fine Attire & Makeup | +1 on Persuasion checks. | 12 |
| Fine Boots | +1 on Athletics for jumping and tumbling. | 10 |
Shield & Armor Pricing (gc)
| Item | Price |
|---|---|
| Breastplate Armor | 40 |
| Breastplate Armor, Tailored | 240 |
| Brigandine Armor | 50 |
| Brigandine Armor, Tailored | 250 |
| Buckler Shield | 5 |
| Chainmail Armor | 10 |
| Chainmail Armor, Tailored | 210 |
| Gambeson (Padded Cloth) Armor | 8 |
| Gambeson (Padded Cloth) Armor, Tailored | 210 |
| Heater Shield | 5 |
| Kite Shield | 5 |
| Leather Armor |
Magic Items
You'll come across many magical items in your adventures, and Loremaster will guide you as you interact with, purchase, and study these mysterious relics. The following chart details the prices and abilities for healing potions. For the full information on Runestones, their abilities, and how to imbue magic, see "Runestones" in the Pericle Rulebook.
| Potion | Ability | Price (gc) |
|---|---|---|
| Boon Elixir | Temporarily increases an ability of the drinker's choosing (MT, DX, KN) by 1 point. Lasts until end of day. | 40 |
| Healing Berry | Consuming one berry heals 1 point of damage. | 14 |
| Healing Salve | Applying salve heals 3 points of damage. | 26 |
| Potion of Healing | Heals 1d6 with Fortune. Roll 2d6 and use the highest 1d6 to determine how many points of damage are restored. | 32 |
| Runestone | Price (gc) |
|---|---|
| Amethyst | 210 |
| Diamond | 210 |
| Emerald | 260 |
| Ruby | 210 |
| Sapphire | 210 |