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Name

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Ability. Description.

Speaks Common

Knows

Grab a foe to hold or shove them.

Strike with a melee weapon or fist.

Launch a ranged attack .

Hold a foe, immobilizing them.

Shove a foe, staggering them.

Stand Fast and raise your Guard (-1 Stamina).

Bolster an ally’s Guard.

Deceive a character.

Persuade a nonhostile character.

Evade attacks (-1 Awareness).

Hide from a character (requires Cover).

Outflank a foe to strike their weak point.

Guard

Stamina

Spirit

Awareness

INT

WIL

STR

AGI

LIFE

Armor

OF

IDEALS

CALLING

Maneuver

Brace

Compel

Attack

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ARMS

PROPERTIES

BACK

BELT

LEG

+G

ANY

ANY

—ACTIONS—

—DEFENSES—

ABILITIES & TECHNIQUES

When Sky and Sea Were Not Named | © 2021

LANGUAGE & LORE

BELONGINGS

XP

STOW

2 of 7

 Success:Beats Guard.

⬖ Partial: Beats Agility.

 Fail: Beats neither.

Melee Attack. ✦ Success: Hit! Inflict Life damage equal to [your roll – foe’s Guard], then inflict -1 Guard. ⬖ Partial: Block! Inflict -1 Guard.  Fail: Miss! Foe dodges—or they can consume 1 Guard to make a free counterattack.

Ranged Attack. As above, but roll -1 for each span in play. Misses don’t provoke counterattacks.

Grab. Requires free hand. ✦ Success: Free Hold, Shove, or close-range attack. ⬖ Partial: As above with a -2 penalty.  Fail: Miss! Foe dodges—or they can consume 1 Guard to make a free counterattack.

 Success:Beats Stamina.

⬖ Partial: Beats Strength.

 Fail: Beats neither.

Hold. ✦ Success: Inflict -1 Life and -1 Guard, and foe is held until your next turn . ⬖ Partial: Foe is held until your next turn.  Fail: Foe escapes, and you suffer -1 Guard.

Shove. ✦ Success: Inflict -2 Guard, end hold. ⬖ Partial: Inflict -1 Guard, end hold.  Fail: You suffer -1 Guard.

Stand Fast. Consume 1 Stamina. Gain Guard equal to your roll (lose excess over maximum on your next turn). Free counterattack if a melee attack misses you; free Shove if you block a melee attack.

Special: Survive

 Success:Beats Spirit.

⬖ Partial: Beats Will.

 Fail: Beats neither.

Bolster. Your ally can use this roll in place of their own when they Stand Fast.

Persuade. Nonhostile. ✦ Success: They’re convinced. ⬖ Partial: Intrigued but skeptical. Try again with a different tack.  Fail: They refuse and won’t countenance your suggestion again.

Deceive. ✦ Success: They believe you. ⬖ Partial: They’re skeptical; try again to convince them.  Fail: They know you’re lying.

Special: Return

✦ Success:Beats Awareness.

⬖ Partial: Beats Intellect.

 Fail: Beats neither.

Evade. Consume 1 Awareness. Subtract roll from all attacks against you until next turn, but you can’t counterattack.

Hide. Requires cover. ✦ Success: Fully hidden until you reposition or take action. ⬖ Partial: Foe(s) can’t target you with ranged attacks.  Fail: You’re exposed.

Outflank. ✦ Success: Free melee attack +AGI. ⬖ Partial: Free -2 melee attack.  Fail: Your foe makes a free melee attack.

Special: Strike First

Attacks

Braces

Compels

Maneuvers

Actions

Guard

Stamina

Spirit

Awareness

INT

WIL

STR

AGI

LIFE

Armor

OF

IDEALS

CALLING

Maneuver

Brace

Compel

Attack

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ARMS

PROPERTIES

BACK

BELT

LEG

+G

ANY

ANY

—ACTIONS—

—DEFENSES—

ABILITIES & TECHNIQUES

When Sky and Sea Were Not Named | © 2021

LANGUAGE & LORE

BELONGINGS

XP

STOW

3 of 7

Roll a second die along with your attack die and use the higher result.

Brace advantage: you have leverage over your foe. (Example: attacking with the Champion’s Mighty Blow.)

Compel advantage: your foe is frightened of you or otherwise demoralized. (Example: the Champion’s Battle Cry! ability.)

Maneuver advantage: you hold beneficial terrain or have tricked your foe into a false step. (Example: making a ranged attack from on high.)

Invoking ideals or recalling lore can yield an additional advantage die (size determined by GM).

You can only hold foes your size or smaller. While you’re holding a foe:

  • They can’t counterattack, reposition, or maneuver.
  • Attacks against the held foe gain a bonus equal to your Strength.

If you’re physically holding a foe, they can Hold, Shove, or attack you, but their attacks must be close.

If you’re holding a foe from a distance with Dark Magic, they can only Shove you to break free (unless they also know Dark Magic).

Your hold ends if you’re Shoved, Held, or suffer lethal damage.

While you’re hidden from a character, they are unaware of you and subject to the following conditions:

  • The character doesn’t know where you are and can’t target you with actions.
  • Your maneuvers against them automatically succeed.
  • You have maneuver advantage on attacks against the foe.
  • If you’re not already in combat, you can take one action against them before anyone rolls to Strike First.

Once you reposition or take action, you’re no longer hidden. Characters can also be alerted to your presence by other characters you’ve failed to hide from.

Terrain features are relative, not absolute. A span can have multiple terrain features.

Cover: You can take the Hide action.

Threshold: You occupy a choke point and can prevent foes from attacking allies behind you. You can’t Evade or Outflank—nor can you be Outflanked by foes.

On high: Your ranged attacks have maneuver advantage. You can jump attack a foe directly beneath you, inflicting all (on a success) or half (on a block, rounded up) of falling damage on them.

Advantage

Holding

Hiding

Terrain

Conditions

Guard

Stamina

Spirit

Awareness

INT

WIL

STR

AGI

LIFE

Armor

OF

IDEALS

CALLING

Maneuver

Brace

Compel

Attack

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ARMS

PROPERTIES

BACK

BELT

LEG

+G

ANY

ANY

—ACTIONS—

—DEFENSES—

ABILITIES & TECHNIQUES

When Sky and Sea Were Not Named | © 2021

LANGUAGE & LORE

BELONGINGS

XP

STOW

4 of 7

7

4

2

1

Chom (sample character)

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7

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2

Mighty Blow: -1 Stamina, leverage advantage, attack deals 2x damage to Guard and Life.

Quick Thrust: Reroll a missed attack with a spear or, with a -1 penalty, a shortsword.

Stalwart Shield: Blocked ranged attacks inflict 1 less Guard damage.

Languages: Common

Lore: Soldiery, Song & Dance

Letter from his mother about what a nice man he is (which he can’t read).

Heavy Cuirass

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Kanan

Blunted (-2L max)

Heavy Shield

Standard attack

Spear

Close

Shortsword

3

2

1

Fellowship, Honor

Champion

Grab a foe to hold or shove them.

Strike with a melee weapon or fist.

Launch a ranged attack .

Hold a foe, immobilizing them.

Shove a foe, staggering them.

Stand Fast and raise your Guard (-1 Stamina).

Bolster an ally’s Guard.

Deceive a character.

Persuade a nonhostile character.

Evade attacks (-1 Awareness).

Hide from a character (requires Cover).

Outflank a foe to strike their weak point.

Guard

Stamina

Spirit

Awareness

INT

WIL

STR

AGI

LIFE

Armor

OF

IDEALS

CALLING

Maneuver

Brace

Compel

Attack

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12

20

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ARMS

PROPERTIES

BACK

BELT

LEG

+G

ANY

ANY

—ACTIONS—

—DEFENSES—

ABILITIES & TECHNIQUES

When Sky and Sea Were Not Named | © 2021

LANGUAGE & LORE

BELONGINGS

XP

STOW

5 of 7

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1

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5

Wandu (sample character)

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Protective Coloration: When you Hide, roll your Compel die along with your Maneuver die and use the higher result.

Leaf on the Wind: Can Evade as a free action.

Whirling Smash: Ancient Cylinder. -1 to attack; on a hit, attack again (also -1).

Stab: Dagger. Close attacks ignore 1 point of Armor.

Speaks: Common, Zordin, Antediluvian

Knows: Monsters, Navigation

A speaking seashell that whispers random words from the time before the Shattered Planet shattered

Tunic

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The Zordin

Psychic (-1A, -2G)

Sentient Pool Noodle

Close

Dagger

Sling Pouch

Ranged

Sling

1

Freedom, Truth

Wanderer

Grab a foe to hold or shove them.

Strike with a melee weapon or fist.

Launch a ranged attack .

Hold a foe, immobilizing them.

Shove a foe, staggering them.

Stand Fast and raise your Guard (-1 Stamina).

Bolster an ally’s Guard.

Deceive a character.

Persuade a nonhostile character.

Evade attacks (-1 Awareness).

Hide from a character (requires Cover).

Outflank a foe to strike their weak point.

Guard

Stamina

Spirit

Awareness

INT

WIL

STR

AGI

LIFE

Armor

OF

IDEALS

CALLING

Maneuver

Brace

Compel

Attack

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12

20

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10

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12

20

ARMS

PROPERTIES

BACK

BELT

LEG

+G

ANY

ANY

—ACTIONS—

—DEFENSES—

ABILITIES & TECHNIQUES

When Sky and Sea Were Not Named | © 2021

LANGUAGE & LORE

BELONGINGS

XP

STOW

6 of 7

6

2

3

5

Matreyu (sample character)

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Keen Senses. +1 max Awareness.

One Step Ahead. -1 Awareness; when a foe attacks you or one of your allies, force the foe to roll their maneuver die and use the lower result. If the result fails to beat your Intellect, the foe automatically misses and suffers -1 Guard.

Blade Hook. Sicklesword. In lieu of inflicting Guard damage on a blocked attack, make a free Brace roll. ✦ Success: Pull defending armament out of foe’s grasp. ⬖ Partial: Inflict -1 Guard.  Fail: You suffer -1 Guard.

Speaks: Common, Mazrian

Knows: Politics, Glyphs, The Sword (d8), The Scrolls of the Kotharian

An imperial medal of commendation from the Mazrian Academy; Finding Faeience, Kotharian Spear

Light Cuirass

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Mazr

8

Light Shield

Sicklesword

3

1

Power, Glory

Mastermind

Grapple a foe to hold or shove them.

Strike with a melee weapon or fist.

Launch a ranged attack .

Seize a grappled foe, holding them.

Shove a grappled foe, staggering them.

Stand Fast and raise your Guard (-1 Stamina).

Bolster an ally’s Guard.

Deceive a character.

Persuade a nonhostile character.

Evade attacks (-1 Awareness).

Hide from a character (requires Cover).

Outflank a foe to strike their weak point.

Guard

Stamina

Spirit

Awareness

INT

WIL

STR

AGI

LIFE

Armor

OF

IDEALS

CALLING

Maneuver

Brace

Compel

Attack

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ARMS

PROPERTIES

BACK

BELT

LEG

+G

ANY

ANY

—ACTIONS—

—DEFENSES—

ABILITIES & TECHNIQUES

When Sky and Sea Were Not Named | © 2021

LANGUAGE & LORE

BELONGINGS

XP

STOW

7 of 7

3

4

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2

Ashur (sample character)

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Vessel. Transfer points between Stamina and Spirit at the start of your turn. +2 Armor.

Gaze. Compel, -1 Spirit. ✦ Success: Learn target’s ideals and mental stats and see their intentions plain. Until target leaves your sight, add your Will to actions against them, and subtract your Will from their actions against you. ⬖ Partial: Learn the target’s ideals.  Fail: You miss.

Scepter of Osmosis. Compel, -1 Stamina. Target can’t share your ideals. ✦ Success: Target suffers -1 Spirit and -1 Awareness, and you gain 1 Spirit. ⬖ Partial: Target suffers -1 Awareness.  Fail: You suffer -1 Spirit. Inflicts -2 Life is Spirit is 0.

Speaks Common, Shinarian.

Knows Forms, Code of the Clay King, History

Shriveled flowers someone left at their feet before they awakened

Light Cuirass

3

4

4

2

Shinar

Grapple a foe to hold or shove them

Strike with a melee weapon or fist

Launch a ranged attack

Hold a grappled foe, immobolizing them.

Shove a grappled foe, staggering them.

Stand Fast and raise your Guard (-1 Stamina)

Bolster an ally’s Guard

Deceive an NPC

Persuade a nonhostile NPC

Evade attacks (-1 Awareness)

Hide from a foe (requires Cover)

Outflank a foe to strike their weak point

Massive (-2 Guard)

Mace (Scepter)

1

Justice, Order

Arbiter

Guard

Stamina

Spirit

Awareness

INT

WIL

STR

AGI

LIFE

Armor

OF

IDEALS

CALLING

Maneuver

Brace

Compel

Attack

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12

20

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10

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10

12

20

ARMS

PROPERTIES

BACK

BELT

LEG

+G

ANY

ANY

—ACTIONS—

—DEFENSES—

ABILITIES & TECHNIQUES

When Sky and Sea Were Not Named | © 2021

LANGUAGE & LORE

BELONGINGS

XP

STOW