You can safely ignore these. They should be set automatically when you choose a dice type.
-
-
Decreased:
-
Normal:
-
Increased:
-
-
-
Target Numbers
-
-
Change these numbers to adjust the difficulty.
-
Lower Margin:
-
Upper Margin:
-
Make sure these fields are not empty. If you're not sure, set them to 7, 9 for 2d6 or 10,15 for 3d10 and 3d20 rolling.
-
-
-
-
-
-
-
-
Rules Summary
-
-
Rolling the Dice
-
When you attempt something risky or opposed, roll 2d6 and
- total the results, adding one of your Attribute scores based on
- the action you’re taking. The GM will tell you some of the
- possible risks before you roll, so you can decide if it’s worth the
- chance or if you want to revise your action.
-
-
-
A total of 6 or less is a Failure; things don’t go well, and the
- GM will describe the consequences.
-
A total of 7 - 9 is a Problem; you do it, but there is some
- cost, compromise, retribution, harm, etc.
-
A total of 10 - 11 is a Success; you do it without any
- complications.
-
A total of 12+ is a Critical; you do it perfectly and receive
- some extra benefit or advantage.
-
-
-
Skills
-
-
If you have an applicable Skill, you can’t Fail. A roll of 6 or less
- counts as a Fumble, which barely succeeds, and with a bigger
- compromise or complication than a Problem.
-
-
Damage
-
-
When you inflict damage, roll the dice listed for your weapon,
- and add any applicable bonuses to the result. If you are unarmed,
- you roll 1d6-2 damage.
-
-
When you suffer damage, reduce it by your armor score, and
- subtract the remainder from your current Health. When your
- Health drops to zero or below, roll+CON:
-
-
-
A Failure means you die immediately.
-
A Problem means you are unconscious and dying; if revived, you will only live long enough for some parting words.
-
If you Succeed, you are unconscious and bleeding, but you are not beyond hope.
-
A Critical merely results in unconsciousness; pray that a foe does not take advantage of your incapacitation.
-
-
-
Recovery
-
-
When you rest and consume a ration/waterskin, roll your Stamina
- dice and keep results equal to your Level to determine your current
- Health. If you are attended by someone trained in the healing arts,
- you roll an extra Stamina die. If you rest for a day where it is safe
- and comfortable, you roll an extra Stamina die.
-
-
The Die of Fate
-
Sometimes the GM will roll the Die of Fate to randomly
- determine the result of events beyond the characters’ control.
- Odd numbers are ill fortune, even numbers are good fortune
- (or, at least, nothing terrible). The Die of Fate might be rolled
- to establish the weather, indicate a random NPCs attitude, or
- to determine if a wandering monster appears. The GM may also
- roll the Die of Fate if the PCs take some action for which sheer
- chance is the only factor in the outcome.
-
-
-
Problems & Failures
-
When your roll results in either a Failure, Fumble, or Problem,
- you suffer the consequences of your actions. The severity
- will depend largely on the fiction – what you were trying to
- accomplish, what was opposing you, and what was happening
- nearby. What follows are some general examples of appropriate
- consequences.
-
-
Problems & Fumbles
-
-
-
Counter their action with another – the enemy attacks them simultaneously, a socialite throws a fit when they try to confront her.
-
Delay their next action – they are stunned from a sharp blow to the head, they have to gather the coins that have fallen to the ground.
-
Distract them – they don’t immediately notice the tripwire up ahead, a dancer draws their attention away from an assassin.
-
Disturb their sensibilities – reveal the horror or insanity of the world around them, expose them to terrible truths.
-
Escalate the situation – a fire spreads to a neighboring building, a crowd starts to run in panic.
-
Exaggerate what they experience – make things seem more terrible than they are or, conversely, safer.
-
Impair their thoughts or actions – give them a general -1 penalty for a short time, knock away a useful tool or weapon.
-
Impede their movements or progress – block their escape route, trip them with vines or loose stones.
-
Impose a compromise on their success – they can only succeed IF they allow something else to happen, too.
-
Provoke them into action – taunt them into attacking, introduce some danger and ask “What do you do?”
-
-
-
Failures
-
-
Capture them – kidnap them, drop them in a pit, have a giant grab one of them.
-
Conceal something important – they find nothing of interest in the room...because it was hidden!
-
Control their actions, directly or indirectly – an ally is mistaken for an enemy, they are blackmailed into inaction.
-
Corrupt their minds or bodies – exposure to Warpstone causes a sudden mutation, a cursed amulet makes them dream of horrible things.
-
Defame their actions or intent – they are mistaken for thugs, their words are misconstrued by the court magistrate.
-
Inflict harm or effects – they are attacked, a spell makes them vomit uncontrollably.
-
Destroy something important to them – a sword is broken in the middle of a fight, a loved one is murdered during the night.
-
Overwhelm them with great force, while leaving an opportunity – a strike hits them for great damage but leaves the attacker vulnerable, a mob rushes at them but makes it easier to slip away in the fray.
-
Prevent them from doing something – a spell keeps a door locked and sturdy, an orc destroys the bridge they want to cross.
-
Reinforce the enemy – the enemy goblins are joined by orc
- raiders, a Sigmarite is infused with godly power.
-
Separate the characters – a cave-in splits them into two
- smaller groups, constables put them into different rooms for
- questioning.
-
Surprise them and force them to react – a volley of arrows is
- fired from afar, a mirror disgorges shadow beasts when they
- aren’t looking.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Magic
-
Magic is a dangerous element, one not to be trifled with by the
- uninitiated.
-
-
Alchemy
-
-
Alchemy works similarly to spells, except that the magic is
- contained within a physical form, typically a potion or an object.
- Creating an alchemical object can be quite risky because of the
- various chemicals and explosive fumes involved, but using one is
- not inherently dangerous, and usually does not require a roll.
-
-
It costs 100C in caustic chemicals, herbs, and purified minerals,
- and requires a day to prepare. If you have an Alchemists Kit,
- then it only costs 25C and takes four hours.
-
Alchemists start with three magical formulas, and may learn
- more through research or experimentation. These formulas are
- built much like spells, picking one option from each of the
- following.
-
The Preparation is... (pick one)
-
-
A potion, that can be consumed only once
-
A salve or balm, that can be applied up to three times
-
An object, that grants its effects only once to each user
-
An object, that needs 2 Health of human blood to be used
-
An object, that needs to be doused with holy water to be used
-
An object, that requires quicksilver to be consumed before use
-
-
-
-
The user will... (pick one)
-
-
+1 armor for one minute
-
+1 to a single Attribute for one minute
-
Add +d6 damage to either melee or ranged attacks for one minute
-
Benefit from an Ability for one hour
-
Benefit from a Skill for one hour
-
Inflict 2d6 magical damage against a nearby target (3d6 if vulnerable)
-
Instantly heal, +1 Recovery die
-
Know the answer to one question
-
Not feel pain
-
Perform a superhuman feat (flying, breathe underwater) for ten minutes
-
-
-
-
Examples
-
-
Balm of the Sea
-
The user can apply this balm three times, and will be able to
- breathe underwater for ten minutes.
-
-
Dragon’s Breath
-
The user drinks this foul potion once, and will able to breathe
- fire at an enemy, doing 2d6 damage.
-
-
Bracers of the Giant
-
Once the user drinks a vial of quicksilver, these bracers provide
- +1d6 damage to his melee attacks for one minute.
-
-
-
Sorcery
-
-
Spells are the most reliable way to harness the powers of Chaos
- – specific rituals and formulas that bind and form magical
- energies into very specific, distinct effects. Sorcery essentially
- allows you to perform actions that would otherwise be mundane
- if you had the correct training, tools or sufficient time, but
- instead you do it through arcane means.
-
Sorcerers start with three spells, and may learn more through
- their studies or adventures. Casting a spell is not always
- risky, but it depends on the situation and how long it takes
- for the effect to manifest. Each should have an appropriately
- arcane-sounding name, and choose one option from each of the
- following:
-
-
Casting (pick one)
-
-
Quick: Manifests immediately after casting, and its effect is instant or momentary
-
Slow: Manifests the turn after casting, and it lasts as long as you concentrate
-
Incantation: Takes a minute to cast, and it lasts for no more than an hour
-
Ritual: Takes five minutes to cast, and lasts one hour per 2 Health sacrificed
-
-
-
-
Target (pick one)
-
-
-
Yourself, subtly
-
Someone you touch, intently
-
Someone close by, loudly
-
Everyone in the immediate area, conspicuously
-
-
-
-
Effect (pick one)
-
-
+1 armor
-
+1 or -1 to an Attribute
-
Benefit from a Skill
-
Benefit from an Ability
-
Inflict 1d6 magical damage (+2 if vulnerable)
-
Magically perform a mundane task instantly
-
Magically perform a mundane task at range
-
The function of a mundane item worth no more than 10C
-
Increase or decrease a particular environmental effect
-
-
-
-
-
By drinking a dose of quicksilver, the Sorcerer can extend the
- duration of his spells by one rank (instant duration becomes
- concentration, concentration becomes an hour, etc.), or quickens
- the time it takes to cast by one rank.
-
-
Examples
-
Ghostly Candle
-
Slowly cast, the caster holds out his hand as if he had a lamp,
- illuminating the area.
-
-
Sigmar’s Hunt
-
After a ritual, the caster gains the use of the Scout ability for one hour per 2 Health he has sacrificed.
-
-
Righteous Fury
-
With a quick touch of his hand, the caster inflicts 1d6 damage upon an
- enemy, as if he carried a sword.
-
-
Speak the Mind
-
Slowly cast, the caster can speak to people from afar with only the power
- of his mind.
-
-
Summoning
-
-
Calling forth and binding a demon is often a quick route for
- Arcanists to gain great power. The act of summoning can be
- dangerous, depending on the circumstance, and requires that you
- know the name of the demon you wish to conjure, and one of
- the following:
-
-
One hour of uninterrupted ritual
-
A dose of quicksilver
-
A magic
- item containing the bound demon
-
A sacrifice worth 5 Health
-
A
- magic circle drawn with emerald powder
-
-
-
-
Once summoned, you can converse with it and ask it questions,
- for demons possess many secrets unknown to mortals. You can
- also attempt to bind it. Binding is always risky, as the demon
- will try to take every advantage of unwary mortals, It requires a
- circle to be drawn in gold powder during an hour-long ritual, as
- well as one of the following:
-
-
-
A Warpstone
-
A portion of the spirit or demon’s flesh
-
Signing a
- contract with the demon
-
A sacrifice worth 20 Health
-
-
-
-
When the demon is Bound, it can be summoned once a day to
- perform a single deed, typically answering questions or using
- baleful magic (as controlled by the GM) without any risk to the
- Summoner. Anything beyond that will require some very tricky
- negotiations, as the demon will do anything to twist your requests
- to its own evil desires. Summoners start with two bound demons.
-
-
-
-
Wizardry
-
-
Being able to directly harness the energies of magic makes a
- Wizard particularly powerful...but it comes with great risks.
- unlike Sorcery, channelling pure magic is limited only by the
- Wizard’s own ability to endure the power being gathered into
- his body.
-
-
Wizards have a Power score equal to their base Stamina +WIS.
- For example, a 1st Level Wizard with +2 WIS would start with
- 3 Power. When you direct magical energies into a coherent
- effect, you will spend Power to create the effect.
-
-
- As a default, your magic will be slow (manifests the turn after it
- is cast), affects a single target within line of sight, and lasts for
- one minute. By adjusting these limitations, you can increase or
- decrease your available Power.
-
-
-
+1 Power
-
-
Affects only yourself or a touched target
-
Effects are instantaneous or only last a few moments
-
Sacrifice 5 Health of blood or ingest two vials of quicksilver
-
Inhale a pinch of warpstone powder
-
Requires an hour-long ritual
-
Requires a fetish made from the target's hair
-
-
-
-
-1 Power
-
-
Affects everyone adjacent to the target or everyone within the area
-
Target can be anywhere, as long as you have a sample of their blood
-
Lasts for one hour
-
Lasts as long as you concentrate
-
Lasts as long as you sacrifice 5 Health of blood every hour
-
Manifests immediately
-
-
-
-
-
-
Each point of Power you end up spending can create one of the
- following effects:
-
-
-
Control mindless undead equal to your INT
-
Control the actions of the target
-
Create an environmental condition
-
Dispel an environmental condition
-
Grant +1 bonus to any action
-
Grant +2 bonus to one Attribute
-
Grant a supernatural ability
-
Inflict -1 penalty to any action
-
Inflict -2 penalty to one Attribute
-
Inflict 2d6 magical damage (3d6 if vulnerable)
-
Instantly heal, +2 Recovery dice
-
Know the answers to three questions
-
Raise mindless undead equal to your Stamina
-
-
-
-
You don’t want to spend all of your Power on effects, however,
- since it also determines how many dice you get to roll+INT
- when casting! If you are fortunate enough to roll more than 2d6,
- keep only the two highest results.
-
- The success of wizardly magic is also different from normal,
- because of the terrible energies the caster is toying with:
-
-
-
-
- A Failure means the magic will still work, but under the
- complete control of the GM, who will describe the disaster
- that follows. You will also have been exposed to the Warp.
-
- A Problem means the magic will work as desired, but with
- some unforeseen consequence or side-effect, as well as
- exposure to the Warp.
-
- If you Succeed, your magic will work as desired.
-
- A Critical means your magic will work as desired, but
- because of the excess of energy, it will have unforeseen effects
- as determined by the GM. This could be bad or good,
- depending on the whims of the Die of Fate.
-
-
-
-
-
-
-
-
-
Exposure to the Warp
-
-
The Warp is the manifestation of pure, unbridled Chaos. The
- more one plays with forces beyond their imagining, the more
- vulnerable they become to being corrupted by the demonic
- energies flowing through their bodies.
-
- The most common ways of being exposed to the Warp are:
-
-
-
- Ingesting or inhaling Warpstone
-
- Having Warpstone in your possession for at least a week
-
- Being cut with Warpstone or Warpstone-laced weapons
-
- Being exposed to uncontrolled or demonic magics
-
- Continued use of Wizardry
-
-
-
-
-
When you have been exposed to the Warp, roll+CON:
-
- A Failure means your body contorts in the energies of Chaos, and suffers a Warp Mutation.
-
- A Problem means you are permanently scarred with the Taint
- of the Warp. Hopefully none of your allies will notice...
-
- If you Succeed, you are merely Touched by the Warp. The
- effects should abate eventually...
-
- A Critical means you resist the Warp, and remain free from
- the clenches of Chaos for the time being...
-
-
-
-
Warp Mutations (roll 2d6)
-
- 2: Your body is wracked with boils and disease, -1 CON
- 3: Your bones and muscles ache with every move, -1 STR
- 4: You become bloated and heavy, tripling your weight, -1 DEX
- 5: Your legs become those of a beast
- 6: Massive horns sprout from your forehead
- 7: Your teeth become razor sharp, and tusks burst from your jaw
- 8: Your arms grow long and rubbery, dotted with hideous warts
- 9: A long, reptilian tail sprouts from your hindquarters
- 10: Your voice cracks glass and spoils milk, -1 CHA
- 11: Your eyes grow cloudy, and your mind enfeebled, -1 WIS
- 12: Your mind snaps, and you suffer delusions, -1 INT
-
-
-
Taint of the Warp (roll 2d6)
-
- 2: Your tongue becomes forked like a serpent
- 3: Your eyes glow bright and red
- 4: Eyeballs sprout upon one of your limbs
- 5: All of your hair falls out permanently
- 6: Your fingers twist and elongate, like terrible claws, 1D6 damage
- 7: All flowering plants and herbs wilt in your presence
- 8: Lower animals will never approach you, willing or not
- 9: Your body exudes the smell of rotting fish
- 10: Your body shrinks or grows significantly
- 11: The color of your skin becomes dark, like the deep ocean
- 12: Clothes you wear start to smoulder and burn after a few hours
-
-
Touched by the Warp (roll 2d6)
-
- 2: All food and drink in the area spoils
- 3: Your nose bleeds profusely, lose 1 Health
- 4: Your breath becomes cold and foul
- 5: Your hair becomes singed and smells of smoke
- 6: Your eyes turn white, and your voice sounds like the wind
- 7: All lower animals in the area become panicked
- 8: The skin on your body exfoliates, leaving you feeling raw and sore
- 9: You cannot use magic for several minutes
- 10: You forget your name and where you are for a few moments
- 11: You involuntary urinate
- 12: Your nails and hair suddenly grow to twice their original length
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- {{#name}}
-
{{name}}
- {{/name}}
-
-
- {{#rollDescription}}
-
{{character_name}} {{rollDescription}} to:
- {{/rollDescription}}
-
- {{#notes}}
-
"{{notes}}"
- {{/notes}}
-
-
- {{#lowerLimit}}
-
Lower Margin: {{lowerLimit}}
- {{/lowerLimit}}
- {{#upperLimit}}
-
Upper Margin: {{upperLimit}}
- {{/upperLimit}}
-
-
-
-
- {{#result}}
- Result:
-
- {{#rollLess() result lowerLimit}}
- {{result}} Bad
- {{/rollLess() result lowerLimit}}
-
- {{#rollBetween() result lowerLimit upperLimit}}
- {{result}} Mixed Result
- {{/rollBetween() result lowerLimit upperLimit}}
-
- {{#rollGreater() result upperLimit}}
- {{result}} Good
- {{/rollGreater() result upperLimit}}
-
- {{/result}}
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Streets of Marienburg
+
+
+
+
+ Name
+ Careers
+ Race
+
+
+
+
+
+
+
+
+
Attributes
+
+
+
+
+
+
+
+
Action is:
Hard
Normal
Easy
+
+
+
Strength:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Dexterity:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Constitution:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Intelligence:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Wisdom:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Charisma:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Offense
+
+
+
+
+
Defense
+
+
+ Armor:
+ Max Speed:
+
+
+
+
+ Stamina:
+ Health:
+
+
+
+
+
+
+
+
+
+
+
Abilities
+
+
+
+
+
+
Skills
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Gear
+
+
+
+
+
+
+
+
Bonds, Contacts, Circles
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Spells, Rituals, Summons
+
+
+
+
+
+
+
+
Personality
+
+
+
+
+
+
+
+
+
+
Progression
+
+
+ Coin
+ Level
+ XP
+
+
+ Power
+ Warp Exposure
+ Hero Points
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
NPCs and Hirelings
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Dice Type
+
+ Set your Roll type: 2d6, 3d20 or 2d10
+
+
+
+
+
Specific Roll Macros
+
You can safely ignore these. They should be set automatically when you choose a dice type.
+
+
Decreased:
+
Normal:
+
Increased:
+
+
+
Target Numbers
+
+
Change these numbers to adjust the difficulty.
+
Lower Margin:
+
Upper Margin:
+
Make sure these fields are not empty. If you're not sure, set them to 7, 9 for 2d6 or 10,15 for 3d10 and 3d20 rolling.
+
+
+
+
+
+
+
+
Rules Summary
+
+
Rolling the Dice
+
When you attempt something risky or opposed, roll 2d6 and
+ total the results, adding one of your Attribute scores based on
+ the action you’re taking. The GM will tell you some of the
+ possible risks before you roll, so you can decide if it’s worth the
+ chance or if you want to revise your action.
+
+
+
A total of 6 or less is a Failure; things don’t go well, and the
+ GM will describe the consequences.
+
A total of 7 - 9 is a Problem; you do it, but there is some
+ cost, compromise, retribution, harm, etc.
+
A total of 10 - 11 is a Success; you do it without any
+ complications.
+
A total of 12+ is a Critical; you do it perfectly and receive
+ some extra benefit or advantage.
+
+
+
Skills
+
+
If you have an applicable Skill, you can’t Fail. A roll of 6 or less
+ counts as a Fumble, which barely succeeds, and with a bigger
+ compromise or complication than a Problem.
+
+
Damage
+
+
When you inflict damage, roll the dice listed for your weapon,
+ and add any applicable bonuses to the result. If you are unarmed,
+ you roll 1d6-2 damage.
+
+
When you suffer damage, reduce it by your armor score, and
+ subtract the remainder from your current Health. When your
+ Health drops to zero or below, roll+CON:
+
+
+
A Failure means you die immediately.
+
A Problem means you are unconscious and dying; if revived, you will only live long enough for some parting words.
+
If you Succeed, you are unconscious and bleeding, but you are not beyond hope.
+
A Critical merely results in unconsciousness; pray that a foe does not take advantage of your incapacitation.
+
+
+
Recovery
+
+
When you rest and consume a ration/waterskin, roll your Stamina
+ dice and keep results equal to your Level to determine your current
+ Health. If you are attended by someone trained in the healing arts,
+ you roll an extra Stamina die. If you rest for a day where it is safe
+ and comfortable, you roll an extra Stamina die.
+
+
The Die of Fate
+
Sometimes the GM will roll the Die of Fate to randomly
+ determine the result of events beyond the characters’ control.
+ Odd numbers are ill fortune, even numbers are good fortune
+ (or, at least, nothing terrible). The Die of Fate might be rolled
+ to establish the weather, indicate a random NPCs attitude, or
+ to determine if a wandering monster appears. The GM may also
+ roll the Die of Fate if the PCs take some action for which sheer
+ chance is the only factor in the outcome.
+
+
+
Problems & Failures
+
When your roll results in either a Failure, Fumble, or Problem,
+ you suffer the consequences of your actions. The severity
+ will depend largely on the fiction – what you were trying to
+ accomplish, what was opposing you, and what was happening
+ nearby. What follows are some general examples of appropriate
+ consequences.
+
+
Problems & Fumbles
+
+
+
Counter their action with another – the enemy attacks them simultaneously, a socialite throws a fit when they try to confront her.
+
Delay their next action – they are stunned from a sharp blow to the head, they have to gather the coins that have fallen to the ground.
+
Distract them – they don’t immediately notice the tripwire up ahead, a dancer draws their attention away from an assassin.
+
Disturb their sensibilities – reveal the horror or insanity of the world around them, expose them to terrible truths.
+
Escalate the situation – a fire spreads to a neighboring building, a crowd starts to run in panic.
+
Exaggerate what they experience – make things seem more terrible than they are or, conversely, safer.
+
Impair their thoughts or actions – give them a general -1 penalty for a short time, knock away a useful tool or weapon.
+
Impede their movements or progress – block their escape route, trip them with vines or loose stones.
+
Impose a compromise on their success – they can only succeed IF they allow something else to happen, too.
+
Provoke them into action – taunt them into attacking, introduce some danger and ask “What do you do?”
+
+
+
Failures
+
+
Capture them – kidnap them, drop them in a pit, have a giant grab one of them.
+
Conceal something important – they find nothing of interest in the room...because it was hidden!
+
Control their actions, directly or indirectly – an ally is mistaken for an enemy, they are blackmailed into inaction.
+
Corrupt their minds or bodies – exposure to Warpstone causes a sudden mutation, a cursed amulet makes them dream of horrible things.
+
Defame their actions or intent – they are mistaken for thugs, their words are misconstrued by the court magistrate.
+
Inflict harm or effects – they are attacked, a spell makes them vomit uncontrollably.
+
Destroy something important to them – a sword is broken in the middle of a fight, a loved one is murdered during the night.
+
Overwhelm them with great force, while leaving an opportunity – a strike hits them for great damage but leaves the attacker vulnerable, a mob rushes at them but makes it easier to slip away in the fray.
+
Prevent them from doing something – a spell keeps a door locked and sturdy, an orc destroys the bridge they want to cross.
+
Reinforce the enemy – the enemy goblins are joined by orc
+ raiders, a Sigmarite is infused with godly power.
+
Separate the characters – a cave-in splits them into two
+ smaller groups, constables put them into different rooms for
+ questioning.
+
Surprise them and force them to react – a volley of arrows is
+ fired from afar, a mirror disgorges shadow beasts when they
+ aren’t looking.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Magic
+
Magic is a dangerous element, one not to be trifled with by the
+ uninitiated.
+
+
Alchemy
+
+
Alchemy works similarly to spells, except that the magic is
+ contained within a physical form, typically a potion or an object.
+ Creating an alchemical object can be quite risky because of the
+ various chemicals and explosive fumes involved, but using one is
+ not inherently dangerous, and usually does not require a roll.
+
+
It costs 100C in caustic chemicals, herbs, and purified minerals,
+ and requires a day to prepare. If you have an Alchemists Kit,
+ then it only costs 25C and takes four hours.
+
Alchemists start with three magical formulas, and may learn
+ more through research or experimentation. These formulas are
+ built much like spells, picking one option from each of the
+ following.
+
The Preparation is... (pick one)
+
+
A potion, that can be consumed only once
+
A salve or balm, that can be applied up to three times
+
An object, that grants its effects only once to each user
+
An object, that needs 2 Health of human blood to be used
+
An object, that needs to be doused with holy water to be used
+
An object, that requires quicksilver to be consumed before use
+
+
+
+
The user will... (pick one)
+
+
+1 armor for one minute
+
+1 to a single Attribute for one minute
+
Add +d6 damage to either melee or ranged attacks for one minute
+
Benefit from an Ability for one hour
+
Benefit from a Skill for one hour
+
Inflict 2d6 magical damage against a nearby target (3d6 if vulnerable)
+
Instantly heal, +1 Recovery die
+
Know the answer to one question
+
Not feel pain
+
Perform a superhuman feat (flying, breathe underwater) for ten minutes
+
+
+
+
Examples
+
+
Balm of the Sea
+
The user can apply this balm three times, and will be able to
+ breathe underwater for ten minutes.
+
+
Dragon’s Breath
+
The user drinks this foul potion once, and will able to breathe
+ fire at an enemy, doing 2d6 damage.
+
+
Bracers of the Giant
+
Once the user drinks a vial of quicksilver, these bracers provide
+ +1d6 damage to his melee attacks for one minute.
+
+
+
Sorcery
+
+
Spells are the most reliable way to harness the powers of Chaos
+ – specific rituals and formulas that bind and form magical
+ energies into very specific, distinct effects. Sorcery essentially
+ allows you to perform actions that would otherwise be mundane
+ if you had the correct training, tools or sufficient time, but
+ instead you do it through arcane means.
+
Sorcerers start with three spells, and may learn more through
+ their studies or adventures. Casting a spell is not always
+ risky, but it depends on the situation and how long it takes
+ for the effect to manifest. Each should have an appropriately
+ arcane-sounding name, and choose one option from each of the
+ following:
+
+
Casting (pick one)
+
+
Quick: Manifests immediately after casting, and its effect is instant or momentary
+
Slow: Manifests the turn after casting, and it lasts as long as you concentrate
+
Incantation: Takes a minute to cast, and it lasts for no more than an hour
+
Ritual: Takes five minutes to cast, and lasts one hour per 2 Health sacrificed
+
+
+
+
Target (pick one)
+
+
+
Yourself, subtly
+
Someone you touch, intently
+
Someone close by, loudly
+
Everyone in the immediate area, conspicuously
+
+
+
+
Effect (pick one)
+
+
+1 armor
+
+1 or -1 to an Attribute
+
Benefit from a Skill
+
Benefit from an Ability
+
Inflict 1d6 magical damage (+2 if vulnerable)
+
Magically perform a mundane task instantly
+
Magically perform a mundane task at range
+
The function of a mundane item worth no more than 10C
+
Increase or decrease a particular environmental effect
+
+
+
+
+
By drinking a dose of quicksilver, the Sorcerer can extend the
+ duration of his spells by one rank (instant duration becomes
+ concentration, concentration becomes an hour, etc.), or quickens
+ the time it takes to cast by one rank.
+
+
Examples
+
Ghostly Candle
+
Slowly cast, the caster holds out his hand as if he had a lamp,
+ illuminating the area.
+
+
Sigmar’s Hunt
+
After a ritual, the caster gains the use of the Scout ability for one hour per 2 Health he has sacrificed.
+
+
Righteous Fury
+
With a quick touch of his hand, the caster inflicts 1d6 damage upon an
+ enemy, as if he carried a sword.
+
+
Speak the Mind
+
Slowly cast, the caster can speak to people from afar with only the power
+ of his mind.
+
+
Summoning
+
+
Calling forth and binding a demon is often a quick route for
+ Arcanists to gain great power. The act of summoning can be
+ dangerous, depending on the circumstance, and requires that you
+ know the name of the demon you wish to conjure, and one of
+ the following:
+
+
One hour of uninterrupted ritual
+
A dose of quicksilver
+
A magic
+ item containing the bound demon
+
A sacrifice worth 5 Health
+
A
+ magic circle drawn with emerald powder
+
+
+
+
Once summoned, you can converse with it and ask it questions,
+ for demons possess many secrets unknown to mortals. You can
+ also attempt to bind it. Binding is always risky, as the demon
+ will try to take every advantage of unwary mortals, It requires a
+ circle to be drawn in gold powder during an hour-long ritual, as
+ well as one of the following:
+
+
+
A Warpstone
+
A portion of the spirit or demon’s flesh
+
Signing a
+ contract with the demon
+
A sacrifice worth 20 Health
+
+
+
+
When the demon is Bound, it can be summoned once a day to
+ perform a single deed, typically answering questions or using
+ baleful magic (as controlled by the GM) without any risk to the
+ Summoner. Anything beyond that will require some very tricky
+ negotiations, as the demon will do anything to twist your requests
+ to its own evil desires. Summoners start with two bound demons.
+
+
+
+
Wizardry
+
+
Being able to directly harness the energies of magic makes a
+ Wizard particularly powerful...but it comes with great risks.
+ unlike Sorcery, channelling pure magic is limited only by the
+ Wizard’s own ability to endure the power being gathered into
+ his body.
+
+
Wizards have a Power score equal to their base Stamina +WIS.
+ For example, a 1st Level Wizard with +2 WIS would start with
+ 3 Power. When you direct magical energies into a coherent
+ effect, you will spend Power to create the effect.
+
+
+ As a default, your magic will be slow (manifests the turn after it
+ is cast), affects a single target within line of sight, and lasts for
+ one minute. By adjusting these limitations, you can increase or
+ decrease your available Power.
+
+
+
+1 Power
+
+
Affects only yourself or a touched target
+
Effects are instantaneous or only last a few moments
+
Sacrifice 5 Health of blood or ingest two vials of quicksilver
+
Inhale a pinch of warpstone powder
+
Requires an hour-long ritual
+
Requires a fetish made from the target's hair
+
+
+
+
-1 Power
+
+
Affects everyone adjacent to the target or everyone within the area
+
Target can be anywhere, as long as you have a sample of their blood
+
Lasts for one hour
+
Lasts as long as you concentrate
+
Lasts as long as you sacrifice 5 Health of blood every hour
+
Manifests immediately
+
+
+
+
+
+
Each point of Power you end up spending can create one of the
+ following effects:
+
+
+
Control mindless undead equal to your INT
+
Control the actions of the target
+
Create an environmental condition
+
Dispel an environmental condition
+
Grant +1 bonus to any action
+
Grant +2 bonus to one Attribute
+
Grant a supernatural ability
+
Inflict -1 penalty to any action
+
Inflict -2 penalty to one Attribute
+
Inflict 2d6 magical damage (3d6 if vulnerable)
+
Instantly heal, +2 Recovery dice
+
Know the answers to three questions
+
Raise mindless undead equal to your Stamina
+
+
+
+
You don’t want to spend all of your Power on effects, however,
+ since it also determines how many dice you get to roll+INT
+ when casting! If you are fortunate enough to roll more than 2d6,
+ keep only the two highest results.
+
+ The success of wizardly magic is also different from normal,
+ because of the terrible energies the caster is toying with:
+
+
+
+
+ A Failure means the magic will still work, but under the
+ complete control of the GM, who will describe the disaster
+ that follows. You will also have been exposed to the Warp.
+
+ A Problem means the magic will work as desired, but with
+ some unforeseen consequence or side-effect, as well as
+ exposure to the Warp.
+
+ If you Succeed, your magic will work as desired.
+
+ A Critical means your magic will work as desired, but
+ because of the excess of energy, it will have unforeseen effects
+ as determined by the GM. This could be bad or good,
+ depending on the whims of the Die of Fate.
+
+
+
+
+
+
+
+
+
Exposure to the Warp
+
+
The Warp is the manifestation of pure, unbridled Chaos. The
+ more one plays with forces beyond their imagining, the more
+ vulnerable they become to being corrupted by the demonic
+ energies flowing through their bodies.
+
+ The most common ways of being exposed to the Warp are:
+
+
+
+ Ingesting or inhaling Warpstone
+
+ Having Warpstone in your possession for at least a week
+
+ Being cut with Warpstone or Warpstone-laced weapons
+
+ Being exposed to uncontrolled or demonic magics
+
+ Continued use of Wizardry
+
+
+
+
+
When you have been exposed to the Warp, roll+CON:
+
+ A Failure means your body contorts in the energies of Chaos, and suffers a Warp Mutation.
+
+ A Problem means you are permanently scarred with the Taint
+ of the Warp. Hopefully none of your allies will notice...
+
+ If you Succeed, you are merely Touched by the Warp. The
+ effects should abate eventually...
+
+ A Critical means you resist the Warp, and remain free from
+ the clenches of Chaos for the time being...
+
+
+
+
Warp Mutations (roll 2d6)
+
+ 2: Your body is wracked with boils and disease, -1 CON
+ 3: Your bones and muscles ache with every move, -1 STR
+ 4: You become bloated and heavy, tripling your weight, -1 DEX
+ 5: Your legs become those of a beast
+ 6: Massive horns sprout from your forehead
+ 7: Your teeth become razor sharp, and tusks burst from your jaw
+ 8: Your arms grow long and rubbery, dotted with hideous warts
+ 9: A long, reptilian tail sprouts from your hindquarters
+ 10: Your voice cracks glass and spoils milk, -1 CHA
+ 11: Your eyes grow cloudy, and your mind enfeebled, -1 WIS
+ 12: Your mind snaps, and you suffer delusions, -1 INT
+
+
+
Taint of the Warp (roll 2d6)
+
+ 2: Your tongue becomes forked like a serpent
+ 3: Your eyes glow bright and red
+ 4: Eyeballs sprout upon one of your limbs
+ 5: All of your hair falls out permanently
+ 6: Your fingers twist and elongate, like terrible claws, 1D6 damage
+ 7: All flowering plants and herbs wilt in your presence
+ 8: Lower animals will never approach you, willing or not
+ 9: Your body exudes the smell of rotting fish
+ 10: Your body shrinks or grows significantly
+ 11: The color of your skin becomes dark, like the deep ocean
+ 12: Clothes you wear start to smoulder and burn after a few hours
+
+
Touched by the Warp (roll 2d6)
+
+ 2: All food and drink in the area spoils
+ 3: Your nose bleeds profusely, lose 1 Health
+ 4: Your breath becomes cold and foul
+ 5: Your hair becomes singed and smells of smoke
+ 6: Your eyes turn white, and your voice sounds like the wind
+ 7: All lower animals in the area become panicked
+ 8: The skin on your body exfoliates, leaving you feeling raw and sore
+ 9: You cannot use magic for several minutes
+ 10: You forget your name and where you are for a few moments
+ 11: You involuntary urinate
+ 12: Your nails and hair suddenly grow to twice their original length
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ {{#name}}
+
{{name}}
+ {{/name}}
+
+
+ {{#rollDescription}}
+
{{character_name}} {{rollDescription}} to:
+ {{/rollDescription}}
+
+ {{#notes}}
+
"{{notes}}"
+ {{/notes}}
+
+
+ {{#lowerLimit}}
+
Lower Margin: {{lowerLimit}}
+ {{/lowerLimit}}
+ {{#upperLimit}}
+
Upper Margin: {{upperLimit}}
+ {{/upperLimit}}
+
+
+
+
+ {{#result}}
+ Result:
+
+ {{#rollLess() result lowerLimit}}
+ {{result}} Bad
+ {{/rollLess() result lowerLimit}}
+
+ {{#rollBetween() result lowerLimit upperLimit}}
+ {{result}} Mixed Result
+ {{/rollBetween() result lowerLimit upperLimit}}
+
+ {{#rollGreater() result upperLimit}}
+ {{result}} Good
+ {{/rollGreater() result upperLimit}}
+
+ {{/result}}
+
+
\ No newline at end of file
diff --git a/Streets_of_Marienburg/sheet.json b/Streets_of_Marienburg/sheet.json
index 21d8da5367..bdd0996d91 100644
--- a/Streets_of_Marienburg/sheet.json
+++ b/Streets_of_Marienburg/sheet.json
@@ -1,8 +1,8 @@
-{
-"html": "StreetsOfMarienburg.html",
-"css": "StreetsOfMarienburg.css",
-"authors": "plexsoup",
-"roll20userid": "258125",
-"preview": "StreetsOfMarienburgPreview.jpg",
-"instructions": "Basic sheet for Streets of Marienburg."
-}
+{
+"html": "StreetsOfMarienburg.html",
+"css": "StreetsOfMarienburg.css",
+"authors": "plexsoup",
+"roll20userid": "258125",
+"preview": "StreetsOfMarienburgPreview.jpg",
+"instructions": "Basic sheet for Streets of Marienburg."
+}