📎APPENDIX C — CHARACTERS

Playtesting Characters - Heroes - Kingsmark

These four Level 0 adventurers form a ready-to-play party for players who want to begin immediately. Each has completed the training appropriate to a Character Class but has not yet completed a genuine adventure. They are not helpless beginners. They are capable people standing at the beginning of potentially extraordinary careers. Their first Contract may change that.

The characters may be used exactly as written, divided among players at the beginning of a session, or treated as examples showing what a completed beginning character looks like. A new player does not need to understand every statistic before choosing one. Read the short description, look at the Character Class, weapons, armor, important Skills, and any magic, then begin playing. Most of the remaining information becomes understandable quickly once it matters during an actual Scene.

These characters are especially useful for learning Kingsmark because they remove character creation from the first session. A group can begin with a conversation, a short journey, a practice fight, or one of the introductory Missions and learn the rules through play. Roll ⏳Initiative, spend Action Points, make Tests, defend against attacks, suffer Wounds, use equipment, and discover how the character’s strengths and weaknesses affect decisions. Once the players understand the system, creating original characters becomes considerably easier because the numbers and choices already have context.

The Game Master should not treat the four characters as a mandatory party composition. Kingsmark does not require every group to contain a particular collection of Character Classes or abilities. If only two or three players are present, use only the characters that are needed. If additional players join, they may create characters of their own or use other appropriate pregenerated characters. Likewise, these adventurers do not need to remain together forever simply because they appear together in this Appendix.

Players should also remember that the written personality is a starting point rather than a script. The descriptions establish enough identity to begin portraying each person, but the player decides how that character responds to danger, friendship, failure, temptation, injury, success, and the strange situations encountered during play. A character who survives several Missions should gradually become the product of those experiences rather than remaining frozen as he appeared on his first page.

For the Game Master, these characters also provide useful benchmarks. Their Skills, equipment, defenses, Wound Tracks, and other statistics show what beginning adventurers can reasonably bring into a Mission. They can therefore be used when testing encounters, teaching combat, demonstrating rules, or introducing someone to Kingsmark without requiring a complete campaign.

Most importantly, do not wait until everyone understands the entire Player’s Handbook before beginning. Choose a character, place him in a situation where a decision matters, and play. Kingsmark is learned much faster through adventure than through preparation alone.


🧙 Nosaj Ezra Ben-Sofer Nahash

Level 0 Wizard • Common Human • Male • Age 26 • 0 XP

Nosaj Ezra Ben-Sofer Nahash has spent years studying things that most sensible people are content not to understand. He has read accounts of impossible creatures, memorized fragments of ancient magical theory, argued with teachers about forgotten texts, and discovered that the more he learns about magic, the less convinced he becomes that humanity truly understands it. His education has not been entirely theoretical. Several years ago, while assisting a teacher with an old enchanted object, Nosaj witnessed the working suddenly awaken. Shadows moved against the lamplight, a voice spoke from an empty corner, and for several terrifying moments something plainly not physically present stood beside his teacher. The manifestation vanished when the working was suppressed, leaving no injury and little evidence anything unusual had happened. Nosaj was badly shaken. Unfortunately for his future safety, fear eventually became curiosity, and he has spent years wondering exactly what he saw. Nosaj is intelligent, curious, occasionally absent-minded, and possessed of the dangerous scholarly habit of becoming more interested when everyone else becomes frightened. He is not physically impressive. He has friends for that.

🎭 Playing Nosaj

Nosaj should make the player feel that knowledge itself is an adventuring weapon. He examines inscriptions. He asks what killed the corpse. He wants to know why the room is cold. He recognizes that the thing everyone else calls “a demon” may not actually be a demon. When the party encounters something impossible, everyone eventually looks at him. Sometimes he knows the answer. Sometimes he says: “I have absolutely no idea what that is.” Those should be some of his best moments.

💪 Nosaj’s Attributes

🌬 Spirit +3 [TAB]
Discipline +2 [TAB]
Intelligence +3 [TAB]
Perception 0
Wisdom +2 [TAB]
Charisma 0
Attractiveness 0
Strength 0
Stamina 0
Agility 0
Speed 0 (Action Points: 5) 🔵🔵🔵🔵🔵
Dexterity 0

⏳ Initiative: 1d12 + Reflexes 0 + Speed 0

✨Magical Capacity: (Spirituality PRISM +2 + Spiritual Practices +2) x 3 = 12 Spells

✨Starting Spells: Spirituality PRISM +2 + Spiritual Practices +2 = 4 Spells

🌈 Nosaj’s Attribute PRISMs

🌈 Physical Performance 0
🌈 Reflexes 0
🌈 Influence & Allure +1
🌈 Spirituality +2
🌈 Mental Performance +2

🩸Nosaj’s Pain Modifiers 🌈PPP 0

Box 1 [🩸Minor]
Box 2 [🩸Minor]
Box 3 [🩸Minor] +1 Pain / -1 Initiative
Box 4 [🩸Minor]
Box 5 [🩸Minor] +1 Pain / -1 Initiative
Box 6 [🩸Minor]
Box 7 [🩸Moderate] +1 Pain / -1 Initiative
Box 8 [🩸Moderate] +1 Pain / -1 Initiative
Box 9 [🩸Moderate] +1 Pain / -1 Initiative
Box 10 [🩸Severe] +2 Pain / -2 Initiative
Box 11 [🩸Severe] +2 Pain / -2 Initiative
Box 12 [💀Critical] R.A.D.💀

🧠Nosaj’s Distress Modifiers 🌈MPP +2

Box 1 [🧠Shaken]
Box 2 [🧠Shaken]
Box 3 [🧠Shaken]
Box 4 [🧠Shaken]
Box 5 [🧠Shaken]
Box 6 [🧠Shaken]
Box 7 [🧠Impaired] +1 Distress / -1 Initiative
Box 8 [🧠Impaired]
Box 9 [🧠Impaired]
Box 10 [🧠Unstable] +1 Distress / -1 Initiative
Box 11 [🧠Unstable] +1 Distress / -1 Initiative
Box 12 [💀Broken] R.A.D.💀

🏅 Nosaj’s  Immunity Badges

At the beginning of each character’s ⏸Turn, the Game Master should ask, “Has this character experienced one of the Twelve Horrors since their last Turn?”

🪦 Sorrow of Death [ ] [ ] [ ]

🧸 Death of the Innocent [ ] [ ] [ ]

🐍 Betrayal, Treachery, and Infiltration [ ] [ ] [ ]

👁️ Torture and Mutilation (Witnessed) [ ] [ ] [ ]

⛓️ Torture and Mutilation (Endured) [ ] [ ] [ ]

👻 The Supernatural and Unnatural [X] [ ] [ ] He witnessed an unmistakable supernatural manifestation while examining an enchanted object.

🌀 Madness or Enlightenment [ ] [ ] [ ]

🙏 Loss of Faith [ ] [ ] [ ]

🪞 Guilt and Self-Betrayal [ ] [ ] [ ]

🤢 Contamination and Revulsion [ ] [ ] [ ]

🔒 Isolation & Captivity [ ] [ ] [ ]

🪱 Possession and Mind Invasion [ ] [ ] [ ]

⚒ Nosaj’s Skills

Spiritual Practices +2
Occult Knowledge +2
Scholarship +2
Alchemy +2
Investigation +1
Mechanisms +1
Medicine +1
Social Skills +1

⚔️ Nosaj’s Weapons

🪄 Staff

Damage Type: 🪨Concussive
Base Damage: 🩸Moderate
Critical Threshold: 10
Hands: Two

🔪 Dagger

Damage Type: 🗡️Blades & Spikes
Base Damage: 🩸Moderate
Critical Threshold: 9
Hands: One

🛡 Nosaj’s Armor

None. Nosaj’s preferred defense consists of distance, foresight, magic, intelligent companions, and not standing where the Barbarian is swinging his axe.

🎒 Equipment

Spellbook, Staff, Dagger, Heavy traveling cloak, Backpack, Bedroll, Waterskin, Writing materials, Ink and quills, Several notebooks, Spellcasting and ritual supplies appropriate to his training, Small collection of reference texts, Candles, Flint and steel, Leather document case.

📜 Nosaj’s Magic

These are the character’s starting spells and examples of what the Game Master might offer as the character gains levels. Many more spells are provided in 📜The Spellbook: A Complete Fantasy Magic System. As a Wizard, Nosaj can learn spells from any school of magic except Holy Magic.

⭐ Action Star Level 0 Spells

At ⭐Action Star Level 0, Nosaj can cast these Spells only at Power 0. As the character advances, previously known Spells automatically become available at higher Power without being learned again: ⭐Level 1 permits Powers 0–1, ⭐Level 2 permits Powers 0–2, and ⭐Levels 3–5 permit Powers 0–3. Power 3 remains the highest ordinary magnitude of mortal spellcasting.

Detect 45

0️⃣ Coincidental Detect — Miracle: 174 🔮Divination Magic

You still yourself and sense disturbance in the supernatural fabric around you. You can determine whether active magic or meaningful magical residue is present within your line of sight. You learn only that magic is present and may receive a vague impression such as ordered, uneasy, predatory, cold, peaceful, or violent. You do not learn its School, source, purpose, or caster. To skeptics, your reaction may appear to be caution, superstition, or instinct.

1️⃣ Lesser Detect — 👐 Miracle: 175 🔮Divination Magic
Choose one visible creature, object, or area. For 1d12 minutes, determine whether its magic is active or residual and sense its broad nature: holy, arcane, corrupt, natural, psychic, or mixed. Magical concealment suffers +1 Disadvantage.

2️⃣ Greater Detect — 🗣️👐 Miracle: 176 🔮Divination Magic
Choose one magical effect, ward, residue, or supernatural presence within sight. Learn its general purpose and whether it is anchored to a creature, object, or place; identify any visible anchor. For the 🎬Scene, gain -2 Advantage on tests to recognize, resist, avoid, or bypass it.

3️⃣ Supreme Detect — 🗣️👐🪄 Miracle: 177 🔮Divination Magic
Choose one active magical effect, ward, glamour, curse, or hidden supernatural presence within sight. If another creature controls its concealment, it makes the ordinary supernatural Defense Test with +3 Disadvantage. Failure reveals the concealment through an appropriate sign. Unattended effects are revealed unless protected from magical detection. Supreme Detect reveals the presence and broad nature, not dispels it.

Flight 214

0️⃣ Coincidental Flight — Miracle: 848 ✨Arcane Magic
Briefly lessen gravity on yourself or one willing creature within reach. Until your next ⏸Turn, gain -1 Advantage on the next Agility or Infantry Athletics Test involving jumping, landing, or controlled falling. If already falling, reduce Falling Damage by 1 Damage Level instead.

1️⃣ Lesser Flight — 👐 Miracle: 849 ✨Arcane Magic
For 1d12 ▶️Rounds, you or one willing creature within 10 yards may fly at walking speed, including rising, descending, hovering, crossing pits, and reaching high places.

2️⃣ Greater Flight — 👐 Miracle: 850 ✨Arcane Magic
For the 🎬Scene, you or one willing creature within 20 yards flies at normal movement speed. While flying, carry one ordinary Human-sized creature through direct contact; it cannot control the flight and stops sharing it if contact ends. Larger creatures need their own Flight effect. Unwilling passengers must first be Grappled and may escape normally.

3️⃣ Supreme Flight — 🗣️👐 Miracle: 851 ✨Arcane Magic
For the 🎬Scene, you and willing creatures within 30 yards fly independently at normal movement speed. Each may carry one ordinary Human-sized creature through direct contact. Unwilling passengers must first be Grappled; larger creatures need their own Flight effect. A flyer may carry a Grappled opponent upward, hit obstacles with it, or release it; resolve collisions and falls normally. When the Spell ends, affected creatures and passengers still in contact descend safely.


Counterspell 39

Counterspell disrupts another Spell as it is cast; it cannot dispel an effect already manifested. During an Action Scene, it requires Laying in Wait or another rule permitting interruption. Declare Counterspell after the opposing Spell and Power are declared but before that caster rolls.

Resolve both castings together. Apply any Counterspell Disadvantage to the opposing Spell’s Casting Target Number, then both practitioners make their Spellcasting Tests. If the opposing Spell fails its Target Number, it fails normally. If it succeeds, compare Hands. If the Counterspell practitioner’s Hand equals or exceeds the opposing Hand, the Spell is negated before manifestation; otherwise, it resolves normally. Both practitioners resolve 🧠Mental Drain normally.

0️⃣ Coincidental Counterspell — Miracle: 150 🛡Abjuration Magic

You may counter a Power 0 Spell that you perceive being cast. If your Counterspell Hand equals or exceeds the opposing caster’s Hand, the Spell is negated before it manifests. To observers, the failed casting may appear to result from distraction, hesitation, poor timing, or momentary loss of concentration.

1️⃣ Lesser Counterspell — 🗣️ Miracle: 151 🛡Abjuration Magic

You may counter a Power 0 or Power 1 Spell that you perceive being cast. The opposing casting suffers +1 Disadvantage. If your Counterspell Hand equals or exceeds the opposing caster’s Hand, the Spell is negated.

2️⃣ Greater Counterspell — 🗣️👐 Miracle: 152 🛡Abjuration Magic

You may counter a Spell of Power 2 or lower that you perceive being cast. The opposing casting suffers +2 Disadvantage. If your Counterspell Hand equals or exceeds the opposing caster’s Hand, the Spell is negated. If the opposing Spell consequently fails to meet its own Casting Target Number, the disrupted caster also suffers 🧠Impaired Mental Trauma from supernatural backlash.

3️⃣ Supreme Counterspell — 🗣️👐 Miracle: 153 🛡Abjuration Magic

You may counter a Spell of any Power that you perceive being cast. The opposing casting suffers +3 Disadvantage. If your Counterspell Hand equals or exceeds the opposing caster’s Hand, the Spell is completely negated. If the opposing Spell consequently fails to meet its own Casting Target Number, the disrupted caster also suffers 🧠Unstable Mental Trauma from the collapse of the working. Supreme Counterspell prevents that manifestation only. It does not prohibit the caster from attempting the Spell again later.

Force Field 216

0️⃣ Coincidental Force Field — 👐 Miracle: 856 ✨Arcane Magic

Until the beginning of your next ⏸Turn, the next attempt to shove, push, knock down, or forcibly move you or one willing creature within reach suffers +1 Disadvantage as an invisible pressure braces the target in place.

1️⃣ Lesser Force Field — 👐 Miracle: 857 ✨Arcane Magic

You create an invisible stationary plane of force up to 10 yards across for 1d12 ▶️Rounds. Creatures cannot physically move through the plane. Weapons, projectiles, and other physical attacks may pass through it in either direction, but Physical Trauma caused by an attack crossing the Force Field is reduced by 1 Damage Level.

2️⃣ Greater Force Field — 👐 Miracle: 858 ✨Arcane Magic

You create a stationary barrier enclosing or shielding an area up to 20 yards across for 2d12 ▶️Rounds. Creatures cannot physically cross its surface. Weapons, projectiles, and other physical attacks may pass through the barrier in either direction, but Physical Trauma caused by an attack crossing it is reduced by 2 Damage Levels.

3️⃣ Supreme Force Field — 🗣️👐 Miracle: 859 ✨Arcane Magic

For the 🎬Scene, you enclose yourself and willing creatures within 30 yards in a visible geometric shell of concentrated arcane force. Creatures cannot physically cross the shell. Weapons, projectiles, and other physical attacks may cross the shell in either direction, but resulting Physical Trauma is reduced by 3 Damage Levels. In addition, the first 🩸Severe or 💀Critical Physical Wound that would still affect each protected creature after this reduction is completely prevented. Each protected creature receives this complete prevention only once during the casting.

📖 Example Future Spell Learning Opportunities

Nosaj’s Maximum Magical Capacity is 12 Spells, and he begins play already knowing 4. The following seven Spells are examples of magical knowledge he might acquire throughout his career rather than a schedule requiring him to learn all of them by ⭐Level 3. His ordinary benchmark is approximately 5 known Spells during ⭐Level 2, about 7 during ⭐Level 3, about 10 during ⭐Level 4, and eventually the full 12 during ⭐Level 5 end-game development. Which Spells actually become available depends upon the campaign. Nosaj might decipher Comprehend Language from an ancient inscription, develop Investigation while unraveling a supernatural mystery, learn Ward Area from another magician, encounter Break Curse or Banish Entity while confronting hostile supernatural forces, develop Remote View through advanced magical instruction or experimentation, or finally master Spellcraft after prolonged study.

Comprehend Language 44

0️⃣ Coincidental Comprehend Language — Miracle: 170 🔮Divination Magic

You catch the emotional and contextual shape of unfamiliar speech, writing, gesture, or symbols. You do not understand the exact words, but may recognize whether the message is a warning, invitation, threat, prayer, grief, command, record, insult, praise, or something similarly apparent from its purpose. To skeptics, this appears to be intuition, educated guessing, or pattern recognition.

1️⃣ Lesser Comprehend Language — Miracle: 171 🔮Divination Magic

For 1d12 minutes, you understand the basic meaning of one unfamiliar spoken or written language within sight or hearing. You grasp ordinary statements, warnings, names, directions, commands, questions, and emotional intent, but not concealed codes, specialized jargon, legal subtleties, wordplay, or meanings that depend upon knowledge you do not possess. This does not grant fluency in speaking the language.

2️⃣ Greater Comprehend Language — Miracle: 172 🔮Divination Magic

For 2d12 minutes, you understand unfamiliar speech, writing, inscriptions, records, coded field marks, and symbolic communication within sight or hearing. You may translate their ordinary meaning clearly for others. You also gain -2 Advantage when interpreting concealed meanings, technical terminology, puns, legal traps, ritual phrases, or deliberate codes expressed through the language. This reveals what the language communicates, not information that was never encoded within it.

3️⃣ Supreme Comprehend Language — Miracle: 173 🔮Divination Magic

For the 🎬Scene, you perceive intended meaning beneath language itself. Speech, writing, songs, signs, codes, ritual warnings, and the language of unfamiliar thinking creatures become intelligible according to their intended communication rather than your knowledge of vocabulary. You may communicate meaning back to thinking creatures capable of language even when you share no language with them. This Spell does not reveal thoughts, expose lies, explain references you have no knowledge of, simplify deliberately ambiguous statements, or reveal supernatural mysteries that the communication itself does not contain. It grants understanding, not omniscience.


Investigation 49

0️⃣ Coincidental Investigation — 👐 Miracle: 190 🔮Divination Magic

You examine a person, object, corpse, room, threshold, battlefield, or similar site for traces of supernatural activity. You can determine whether meaningful supernatural activity occurred there recently and receive a vague impression of its character. You do not learn exactly what happened. To skeptics, your conclusion may appear to come from unusually careful observation or intuition.

1️⃣ Lesser Investigation — 👐🪄 Miracle: 191 🔮Divination Magic

You study one supernatural residue or clearly defined site for 1d12 minutes. You determine the general School or supernatural character involved, whether the working was primarily harmful, protective, transformative, summoning, investigative, or otherwise purposeful, and whether it was tied to a creature, object, location, or ritual. You do not identify the practitioner by name, but you can recognize the same distinctive magical signature if you encounter it again.

2️⃣ Greater Investigation — 🗣️👐🪄⭕ Miracle: 192 🔮Divination Magic

You reconstruct the outline of a supernatural event that occurred within the last 2d12 days. Ask the GM up to 2 questions directly concerning the magical event, such as:

• What kind of magic was used?
• Where did the working begin?
• What did it target?
• Was more than one practitioner involved?
• What sustained or anchored it?
• What caused it to end?

The answers must provide useful information supported by the supernatural evidence present, although this Spell does not reveal facts that left no magical trace. If the responsible creature or practitioner left a distinctive supernatural signature, you gain -2 Advantage on tests to recognize or follow that signature for the remainder of the 🎬Scene.

3️⃣ Supreme Investigation — 🗣️👐🪄⭕ Miracle: 193 🔮Divination Magic

You compel a magical crime scene, cursed object, haunted room, ritual site, or supernatural aftermath to surrender its testimony. For the 🎬Scene, surviving residue becomes perceptible as impressions of what occurred: invisible paths may brighten, old words may echo, shadows may repeat movements, objects may reveal how they were used, or fragments of supernatural activity may replay around you.

The GM reveals the decisive supernatural fact necessary to understand the working when that fact left evidence the Spell can perceive. If another creature is actively concealing the supernatural evidence, that creature makes the ordinary supernatural Defense Test with +3 Disadvantage. An unattended concealment is overcome by a successful casting unless its own rules explicitly protect it from Divination. You may identify a practitioner only when you already know that individual’s magical signature or when uniquely identifying supernatural evidence remains at the site.


Ward Area 43

🪄 Marker Required: Every manifestation of Ward Area requires you to physically identify or mark the place being protected. At Coincidental Power this may be as simple as touching or marking a doorway, window, gate, threshold, or other boundary. Higher manifestations require appropriate warding accoutrements defining the protected territory.

0️⃣ Coincidental Ward Area — 🗣️👐🪄 Miracle: 166 🛡Abjuration Magic

You mark a threshold, modest room, campsite, or similarly limited place and attune yourself to hostile intrusion. For the 🎬Scene, you immediately sense when a creature knowingly enters the warded space intending violence or deliberate harm. The awareness identifies that hostile intent is present but does not reveal thoughts, motives, identity, or future actions. To skeptics, your awareness may appear to be intuition or exceptional vigilance.

1️⃣ Lesser Ward Area — 🗣️👐🪄⭕ Miracle: 167 🛡Abjuration Magic

You establish a protective ward extending up to 10 yards from its marked center or boundary. For 1d12 minutes, the first hostile action attempted within or directly against the ward suffers +1 Disadvantage.

⭕ Ritual Space: Establish the ward’s boundaries with appropriate markers. Preparation requires about 10 minutes.

2️⃣ Greater Ward Area — 🗣️👐🪄⭕ Miracle: 168 🛡Abjuration Magic

You establish a ward extending up to 20 yards from its marked center or boundary for 2d12 minutes. Each aggressor’s first hostile action within or directly against the ward suffers +2 Disadvantage. Hostile magic cast into, through, or within the ward also suffers +2 Disadvantage.

⭕ Ritual Space: Mark and close the protected territory’s boundaries against hostile intrusion and magic. Preparation requires about 20 minutes.

3️⃣ Supreme Ward Area — 🗣️👐🪄⭕ Miracle: 169 🛡Abjuration Magic

You establish a powerful ward extending up to 30 yards from its marked center or boundary for the 🎬Scene. Each aggressor’s first hostile action within or directly against the ward suffers +3 Disadvantage. Hostile magic cast into, through, or within the ward also suffers +3 Disadvantage. A creature deliberately attempting to enter with the immediate intention of committing violence must resist the Ward normally with +3 Disadvantage; failure prevents it from willingly crossing until its next ⏸Turn. The creature hesitates at the boundary but remains free to take other actions.

⭕ Ritual Space: Prepare and mark the territory’s boundaries through which the Miracle resists hostile intrusion. Preparation requires about 30 minutes.

Break Curse 38

Break Curse discovers and destroys curses themselves. Unlike Remove Curse / Unbind, which may free a victim while leaving the source intact, Break Curse attacks a curse’s trigger, anchor, transmission, renewal, and supernatural structure. A creature actively sustaining, controlling, or spiritually defending the curse receives the ordinary supernatural Defense Test against the magician’s Hand, applying any Disadvantage specified by the manifestation. Abandoned, autonomous, ancient, or otherwise uncontrolled curses receive no separate Defense Test unless their descriptions specifically provide one.

0️⃣ Coincidental Break Curse — 👐 Miracle: 146 🛡Abjuration Magic

Examine one cursed creature, object, place, bloodline, or other subject to perceive one useful structural fact: its trigger, anchor, source, transmission, release condition, renewal, ability to transfer between victims, or comparable feature. The Miracle neither suppresses nor removes the curse. Skeptics attribute the discovery to investigation, folklore, deduction, or coincidence.

1️⃣ Lesser Break Curse — 🗣️👐 Miracle: 147 🛡Abjuration Magic

You temporarily lock one curse affecting a creature, object, or place you can touch. For 1d12 minutes, its harmful manifestations are suppressed, and it cannot spread, transfer between victims or objects, renew expired symptoms, or activate new stages. The curse remains and resumes afterward unless permanently broken.

2️⃣ Greater Break Curse — 🗣️👐🪄 Miracle: 148 🛡Abjuration Magic

You permanently destroy the supernatural structure of one curse. The cursed subject, its anchor, or a genuine physical or supernatural connection must be within 2 yards. If a separate anchor is essential to the curse’s existence, include it in the working or reach it through a connection capable of carrying the breaking effect. A creature actively sustaining, controlling, or spiritually defending the curse makes the ordinary supernatural Defense Test with +2 Disadvantage. On failed resistance, or automatically when no defender exists and the Spell is successfully cast, the curse itself is destroyed, freeing all subjects linked through it. The curse cannot transfer, return, or select another victim, but permanent consequences already caused are not automatically reversed.

3️⃣ Supreme Break Curse — 🗣️👐🪄⭕ Miracle: 149 🛡Abjuration Magic

You dismantle one exceptionally powerful curse whose structure may be layered, hereditary, self-renewing, distributed across multiple anchors, transferable between victims, tied to a location or bloodline, or sustained by a supernatural creator. A creature actively sustaining, controlling, or spiritually defending the curse makes the ordinary supernatural Defense Test with +3 Disadvantage. On failed resistance, or automatically when no defender exists and the Spell is successfully cast, the curse’s entire connected structure is destroyed. Its anchors cease functioning, current victims are released, and all mechanisms for spreading, returning, or reactivating dormant portions collapse. If the curse remains actively linked to its hostile creator or practitioner when destroyed, that being suffers 🧠Unstable Mental Trauma from the violent supernatural severance. Supreme Break Curse cannot overturn conditions explicitly beyond ordinary magical removal.

⭕ Ritual Space: Include the cursed subject and every known anchor, relic, inscription, genealogical connection, object, location-marker, or other component representing the curse’s structure. Preparation normally requires about 30 minutes, potentially much longer for sprawling or ancient curses.

Banish Entity 36

Banish Entity expels independently manifested supernatural beings, including summoned, extraplanar, incorporeal, and astral entities. A being possessing a living host must first be separated through Exorcism or another appropriate effect before it can be banished.

0️⃣ Coincidental Banish Entity — Miracle: 138 🛡Abjuration Magic

You impose a brief supernatural rejection upon one independently manifested entity within 10 yards. On failed resistance, it is driven up to 2 yards directly away from you if a valid route exists. If unable to move, its next hostile Action against you before the end of its next ⏸Turn suffers +1 Disadvantage. Mundane witnesses may perceive only a recoil, hesitation, flicker, or momentary loss of nerve.

1️⃣ Lesser Banish Entity — 🗣️👐 Miracle: 139 🛡Abjuration Magic

You repel one independently manifested supernatural entity within 10 yards. On failed resistance, it is driven up to 10 yards directly away from you if a valid route exists and suffers +1 Disadvantage on actions directed against you for 1d12 ▶️Rounds. Attempts to maintain any active summoning, manifestation, portal, or magical connection sustaining the entity also suffer +1 Disadvantage during this period.

2️⃣ Greater Banish Entity — 🗣️👐 Miracle: 140 🛡Abjuration Magic

You attack the supernatural connection sustaining one independently manifested entity within 20 yards. On failed resistance, a summoned entity is expelled through its summoning, an extraplanar entity is forced toward its point of entry or appropriate supernatural boundary, and an incorporeal or astral entity is driven completely from the immediate area. The entity cannot voluntarily return within 30 yards of its expulsion point for 1d12 ▶️Rounds unless another supernatural effect returns it. Greater Banish Entity cannot affect an entity possessing a living host.

3️⃣ Supreme Banish Entity — 🗣️👐🪄 Miracle: 141 🛡Abjuration Magic

You pronounce a binding refusal against one independently manifested supernatural entity within 30 yards. On failed resistance, it is expelled entirely from the physical location and returned to its native realm, point of origin, summoning source, Astral state, or other appropriate supernatural condition. An entity sustained by a summoning, contract, portal, binding, or ritual suffers +3 Disadvantage when resisting. A successfully banished entity cannot voluntarily return to its expulsion location for 3d12 days unless a stronger supernatural effect specifically overcomes the Banishment. An entity possessing a living host must first be expelled from that host.

Remote View 50

0️⃣ Coincidental Remote View — Miracle: 194 🔮Divination Magic

Choose one location within 30 yards that you cannot presently see. For a moment, you perceive it from a fixed viewpoint as though looking through an unseen opening. You can recognize movement, light, silhouettes, large objects, open passages, and obvious hazards, but not fine writing, subtle facial details, quiet conversation, or deliberately concealed objects.

1️⃣ Lesser Remote View — 👐 Miracle: 195 🔮Divination Magic

Choose one location within 1 mile that you have personally seen and can clearly picture. For 1d12 minutes, you can see and hear from one fixed vantage point there as though standing at that position. The viewpoint cannot move after the Spell begins.

While concentrating upon the distant location, your next 🌈Reflexes PRISM Defense or reaction Test suffers +1 Disadvantage because your attention is divided.

2️⃣ Greater Remote View — 🗣️👐🪄⭕ Miracle: 196 🔮Divination Magic

Through a sympathetic anchor, you extend your awareness to a distant person, creature, object, or place upon the same world. For 2d12 minutes, your viewpoint may move through the immediate surroundings, follow a moving subject, pass through open passages, and move around ordinary physical barriers. A supernatural boundary specifically capable of blocking Divination prevents the viewpoint from crossing it according to that boundary’s own rules.

🪄 Sympathetic Anchor Required: You need a physical object meaningfully connected to the person, creature, object, or place being sought.

⭕ Ritual Space: Establishing the connection requires approximately 20 minutes of uninterrupted preparation centered upon the sympathetic anchor.

3️⃣ Supreme Remote View — 🗣️👐🪄⭕ Miracle: 197 🔮Divination Magic

You perceive a distant location upon the same world without previously visiting it and without possessing a sympathetic anchor.

Declare one specific and meaningful purpose for looking. The GM provides a brief but decisive vision centered upon that purpose, containing enough recognizable information—such as landmarks, people, sounds, symbols, activities, or terrain—to give you something upon which you can act.

A supernatural boundary specifically capable of blocking Divination may resist or prevent the vision according to its own rules.

⭕ Ritual Space: Establish a dedicated viewing space and clearly define the purpose guiding the vision. Preparing the working and reaching the vision requires approximately 30 minutes.

Spellcraft 218

When Spellcraft would harm, weaken, redirect, transfer, or otherwise impose an unwanted alteration upon magic actively controlled by another creature, that creature receives the ordinary supernatural Defense Test against your Hand. An unattended or uncontrolled magical effect receives no separate Defense Test unless its own rules specifically provide one.

0️⃣ Coincidental Spellcraft — Miracle: 864 ✨Arcane Magic

You examine one visible magical effect, enchantment, ward, summoned creature, curse, magical item, or magical structure and recognize an obvious weakness, strength, instability, corruption, or sign of deterioration. You learn its present condition in broad terms, such as stable, damaged, fading, overloaded, corrupted, improperly anchored, or unusually resilient. This does not reveal its complete function or hidden history.

1️⃣ Lesser Spellcraft — 👐 Miracle: 865 ✨Arcane Magic

You make a minor adjustment to one existing magical effect within sight.

For the 🎬Scene, increase or decrease one numerical property of that effect by 1 where such a property already exists. Examples include Damage reduction, Advantage or Disadvantage, range, target limit, or another clearly quantified characteristic. A hostile or unwilling controller may resist normally. Lesser Spellcraft cannot reduce a target limit below 1, reduce a duration below 1 ▶️Round, reduce Damage below a meaningful effect when the Spell is inherently damaging, raise or lower the effect’s Power, completely suppress the effect, create a property it does not already possess, or change its fundamental purpose.

2️⃣ Greater Spellcraft — 👐🪄 Miracle: 866 ✨Arcane Magic

You repair, stabilize, or reconfigure one existing magical effect, enchantment, curse, ward, summoned creature, magical item, or magical structure.

Choose one appropriate alteration:

• Repair a damaged magical function.
• Suppress one unwanted magical side effect.
• Transfer the effect to another suitable target within 2 yards.
• Alter one significant characteristic while preserving the effect’s original purpose.

A hostile or unwilling controller may resist normally.

Greater Spellcraft cannot transform one Spell into an unrelated Spell, increase its Power, reproduce an effect the original working was never capable of producing, or simply erase the effect as though it had been dispelled.

3️⃣ Supreme Spellcraft — 🗣️👐🪄 Miracle: 867 ✨Arcane Magic

You temporarily rewrite one fundamental operating principle of an existing magical effect, enchantment, curse, ward, summoned creature, magical item, or magical phenomenon.

For the 🎬Scene, you may alter one fundamental characteristic while preserving the effect’s basic magical identity. Examples include changing what activates it, which otherwise valid targets it recognizes, what direction it operates, what Damage Type it manifests, or another comparable rule governing how it functions.

A hostile or unwilling controller may resist normally.

Supreme Spellcraft cannot change the effect’s Power, convert it into an unrelated Spell, grant capabilities wholly absent from the original working, simply abolish the effect as though through Counterspell or Suppress Magic, or override an explicit absolute established by the rules.

The GM determines whether a proposed alteration preserves the original magical identity before the casting roll is made.

🏹 Ari Greenleaf

Level 0 Ranger • Perfected Human (Elf) • Male • Age 24 • 0 XP

Ari Greenleaf is a young Elyon soldier who distinguished himself during military training as an archer, scout, and wilderness fighter. During the final wilderness crucible required of prospective Elven warriors, Ari completed a prolonged exercise in hostile country: surviving with limited supplies, evading pursuit, gathering intelligence, and returning without assistance. His instructors recognized both his talent for scouting and the first signs of genuine magical ability. He was consequently selected for specialized Ranger training, where the military taught him to develop that magic alongside archery, survival, reconnaissance, infiltration, and wilderness warfare.

As is traditional among the warrior class of the Elyonim, Ari has now been encouraged to undertake the Journey of Ten-Thousand Miles, a coming-of-age expedition through foreign lands in which a young warrior serves beside unfamiliar peoples, confronts dangers beyond the protection of his own society, and returns with experience that military instruction alone cannot provide. The name is symbolic rather than literal; the traveler is expected to go far from home and remain abroad long enough to be changed by what he encounters. Ari is therefore a trained Ranger, but not yet an experienced one. He is comfortable sleeping beneath trees, reading tracks, watching distant movement, and waiting silently for something to reveal itself. He prefers to decide where a fight happens before the enemy realizes one has begun—and considers the Humans’ habit of asking him endless questions one of the stranger hazards of his Journey.

🎭 Playing Ari

Ari is not merely “the Elf.” He is the person who notices things. Tracks stop unexpectedly. Birds have gone silent. Someone passed through the undergrowth three hours ago. The bridge is probably being watched. That tree has been marked. Something large moved through here last night. He gives the party information before Kashar has to solve the problem with an axe. His immortality also shapes his attitude toward danger. Ari does not want to die, but death means something different to someone absolutely convinced that existence does not end there. He may therefore appear strangely calm about things that terrify shorter-lived Humans.

💪 Ari’s Attributes

🌬 Spirit +2
Discipline +1
Intelligence +1
Perception +3 [TAB]
Wisdom +2 [TAB]
Charisma -1
Attractiveness +1
Strength -1
Stamina +1 [TAB]
Agility +2 [TAB]
Speed +2 (AP: 7) 🔵🔵🔵🔵🔵🔵🔵
Dexterity +2
⏳ Initiative: 1d12 + Reflexes +2 + Speed +2

✨Magical Capacity: (Spirituality PRISM +1 + Spiritual Practices +0) x 3 = 3 Spells

✨Starting Spells: Spirituality PRISM +1 + Spiritual Practices 0 = 1 Spell

🌈 Ari’s Attribute PRISMs

🌈 Physical Performance +1
🌈 Reflexes +2
🌈 Influence & Allure 0
🌈 Spirituality +1
🌈 Mental Performance +1

🩸 Ari’s Pain Modifiers 🌈PPP +1

Box 1 [🩸Minor]

Box 2 [🩸Minor]

Box 3 [🩸Minor]

Box 4 [🩸Minor] +1 Pain / -1 Initiative

Box 5 [🩸Minor]

Box 6 [🩸Minor] +1 Pain / -1 Initiative

Box 7 [🩸Moderate]

Box 8 [🩸Moderate] +1 Pain / -1 Initiative

Box 9 [🩸Moderate] +1 Pain / -1 Initiative

Box 10 [🩸Severe] +1 Pain / -1 Initiative

Box 11 [🩸Severe] +2 Pain / -2 Initiative

Box 12 [💀Critical] R.A.D.💀

🧠 Ari’s Distress Modifiers 🌈MPP +1

Box 1 [🧠Shaken]
Box 2 [🧠Shaken]
Box 3 [🧠Shaken]
Box 4 [🧠Shaken]
Box 5 [🧠Shaken]
Box 6 [🧠Shaken] +1 Distress / -1 Initiative
Box 7 [🧠Impaired]
Box 8 [🧠Impaired]
Box 9 [🧠Impaired] +1 Distress / -1 Initiative
Box 10 [🧠Unstable] +1 Distress / -1 Initiative
Box 11 [🧠Unstable] +1 Distress / -1 Initiative
Box 12 [💀Broken] R.A.D.💀

🏅 Ari’s Immunity Badges

At the beginning of each character’s ⏸Turn, the Game Master should ask, “Has this character experienced one of the Twelve Horrors since their last Turn?”

🪦 Sorrow of Death [X] [X] [X] — 🏅 Bearer of the Last Breath …because Elves are immune to Sorrow of Death trauma.

🧸 Death of the Innocent [ ] [ ] [ ]

🐍 Betrayal, Treachery, and Infiltration [ ] [ ] [ ]

👁️ Torture and Mutilation (Witnessed) [ ] [ ] [ ]

⛓️ Torture and Mutilation (Endured) [ ] [ ] [ ]

👻 The Supernatural and Unnatural [ ] [ ] [ ]

🌀 Madness or Enlightenment [ ] [ ] [ ]

🙏 Loss of Faith [ ] [ ] [ ]

🪞 Guilt and Self-Betrayal [ ] [ ] [ ]

🤢 Contamination and Revulsion [ ] [ ] [ ]

🔒 Isolation & Captivity [ ] [ ] [ ]

🪱 Possession and Mind Invasion [ ] [ ] [ ]

⚒ Ari’s Skills

Survival +2
Archery +2
Armed Combat +2
Infantry Athletics +2
Cloak & Dagger +2
Medicine +1
Mechanisms +1

⚔️ Ari’s Weapons

🏹 Hunting Bow

Damage Type: 🏹Projectiles
Base Damage: 🩸Moderate
Critical Threshold: 10
Hands: Two
Effective Range: approximately 100 yards
Ammunition: Arrows
Quiver: 20 arrows

⚔️ Longsword

Damage Type: 🗡️Blades & Spikes
Base Damage: 🩸Moderate
Critical Threshold: 8
Hands: One or Two

🔪 Hunting Knife

Damage Type: 🗡️Blades & Spikes
Base Damage: 🩸Moderate
Critical Threshold: 10
Hands: One

🛡️ Ari’s Armor

🧥 Leather Warcoat

Layer: Main Armor
Hit Locations: 👕[10]Upper Torso, 👕[9]Lower Torso, Buttocks & Groin
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: 0, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0

🎒 Ari’s Equipment

Hunting bow, Quiver with 20 arrows, Longsword, Hunting knife, Leather armor, Heavy cloak, Backpack, Bedroll, Waterskin, 50 feet of rope, Hunting and trapping supplies, Flint and steel, Small whetstone


📜 Ari’s Magic

These are the character’s starting spells and examples of what the Game Master might offer as the character gains levels. Many more spells are provided in 📜The Spellbook: A Complete Fantasy Magic System. Ari may learn spells from the schools of 🌿Nature Magic, ❤‍🩹Healing Magic, 🔮Divination Magic, 🛡Abjuration Magic, 🎶Minstrel’s Magic, 🚪Summoning Magic, 🥋Martial Adept Magic.

⭐ Action Star Level 0 Spells

At ⭐Action Star Level 0, Ari can cast these Spells only at Power 0. As the character advances, previously known Spells automatically become available at higher Power without being learned again: ⭐Level 1 permits Powers 0–1, ⭐Level 2 permits Powers 0–2, and ⭐Levels 3–5 permit Powers 0–3. Power 3 remains the highest ordinary magnitude of mortal spellcasting.

Faerie Favor 55

0️⃣ Coincidental Faerie Favor — Miracle: 214 🌿Nature Magic

A tiny stroke of woodland luck alters the moment in your favor. A lost object catches the eye, a hidden path becomes noticeable, a branch bends helpfully, an animal reacts unexpectedly, or some similar natural coincidence creates one useful opportunity. To skeptics, nothing occurs that could not plausibly have happened by chance.

1️⃣ Lesser Faerie Favor — 🗣️ Miracle: 215 🌿Nature Magic

Woodland fortune settles upon one creature within 10 yards for 1d12 minutes. The target gains -1 Advantage on navigation, wilderness stealth, tracking, avoiding natural hazards, discovering trails or resources, and similar tests in natural surroundings. Drifting petals, tiny footprints, distant laughter, unusual lights, or helpful wildlife may accompany the Favor.

2️⃣ Greater Faerie Favor — 🗣️👐 Miracle: 216 🌿Nature Magic

You invite woodland fortune to accompany you and allies within 20 yards for 2d12 minutes. Affected allies gain -2 Advantage on navigation, tracking, wilderness stealth, avoiding ambushes, escaping pursuit, and overcoming natural obstacles. Minor inconveniences also tend to resolve favorably when plausible: tangled gear loosens, trails become noticeable, footing proves secure, and branches or undergrowth give way at useful moments.

3️⃣ Supreme Faerie Favor — 🗣️👐🪄 Miracle: 217 🌿Nature Magic

For the 🎬Scene, overwhelming woodland fortune accompanies you and willing allies within 30 yards. Affected creatures gain -3 Advantage on navigation, wilderness stealth, tracking, evading pursuit, avoiding ambushes, and surviving natural hazards. The wilderness actively helps without becoming controlled: animals may warn of danger, hidden paths reveal themselves, vegetation obscures tracks, rainfall favors escape, and pursuers may follow misleading signs or difficult ground. Faerie Favor cannot create impossible terrain, command animals, produce supplies from nothing, or directly injure enemies.

📖 Example Future Spell Learning Opportunities

Ari’s Maximum Magical Capacity is 3 Spells, and he begins knowing Faerie Favor. Because such a small repertoire cannot be divided neatly into fifths, Nature Provides and Gentle Beasts are examples of future 📖Spell Learning Opportunities rather than abilities gained automatically at particular Levels. A reasonable progression might leave Ari with 1 Spell through early Levels, about 2 in mid-career, and all 3 later, depending upon campaign events. Nature Provides might emerge while surviving far from civilization or learning from an experienced wilderness practitioner, while Gentle Beasts might develop through prolonged interaction with Animals or instruction from someone deeply familiar with the natural world. If Ari’s Spirituality PRISM or Spiritual Practices improves, his Maximum Magical Capacity may increase, allowing additional Spells through later 📖Spell Learning Opportunities.

Nature Provides 57

0️⃣ Coincidental Nature Provides — 👐 Miracle: 222 🌿Nature Magic

You notice one small but immediately useful natural resource that was plausibly present nearby: edible plants, collected rainwater, useful herbs, dry tinder, natural shelter, fresh tracks leading toward water, or something similarly modest. The Spell does not create matter. It reveals or makes timely use of what the environment can reasonably provide.

1️⃣ Lesser Nature Provides — 👐 Miracle: 223 🌿Nature Magic

For 1d12 minutes, useful natural resources within 10 yards become unusually easy for you to recognize and use. You gain -1 Advantage on Survival, wilderness Medicine, foraging, finding drinkable water, identifying useful plants, and tests to resist or treat ordinary environmental exhaustion, poison, or exposure when natural resources can reasonably help.

2️⃣ Greater Nature Provides — 🗣️👐 Miracle: 224 🌿Nature Magic

For 2d12 minutes, the natural environment within 20 yards becomes extraordinarily generous to you and your allies. Useful plants become easier to find, hidden water reveals itself, natural shelter becomes apparent, medicinal herbs flourish or prove unexpectedly potent, and edible resources become unusually abundant where the environment could plausibly support them. Affected allies gain -2 Advantage on recovery, wilderness Medicine, Survival, and tests involving poison, disease, hunger, thirst, exhaustion, or environmental exposure.

3️⃣ Supreme Nature Provides — 🗣️👐🪄 Miracle: 225 🌿Nature Magic

For the 🎬Scene, the natural environment within 30 yards becomes supernaturally abundant and protective of life. Fresh water emerges where water could naturally exist, useful plants rapidly flower or reveal themselves, edible growth becomes abundant, natural shelter improves, and medicinal resources appear precisely where they are needed. Even depleted ground may briefly produce enough natural abundance to sustain those within the area. Affected allies gain -3 Advantage on recovery, wilderness Medicine, Survival, healing-related tests, and tests to resist poison, disease, hunger, thirst, exhaustion, or environmental exposure. Nature Provides cannot recreate missing body parts, cure supernatural afflictions merely by producing herbs, or permanently transform barren terrain. Its abundance exists to sustain and restore living creatures during the manifestation.

Gentle Beasts 56

🐺 Animals Required: Gentle Beasts influences actual animals present in the environment. It does not conjure animals into an empty location.

0️⃣ Coincidental Gentle Beasts — 👐 Miracle: 218 🌿Nature Magic

One nearby mundane 🐺Animal becomes unusually calm and receptive toward you. A frightened animal may stop fleeing, a suspicious animal may allow cautious approach, or an ordinarily indifferent animal may pay attention. The Spell does not compel obedience, suppress an animal defending itself or its young, or make a naturally dangerous situation harmless.

1️⃣ Lesser Gentle Beasts — 🗣️👐 Miracle: 219 🌿Nature Magic

One mundane 🐺Animal within 10 yards becomes calm and non-hostile toward you for 1d12 minutes unless attacked, seriously threatened, or compelled by an overriding supernatural influence. During this time, you gain -1 Advantage on tests to approach, handle, guide, reassure, or communicate simple intent to that animal.

2️⃣ Greater Gentle Beasts — 🗣️👐 Miracle: 220 🌿Nature Magic

For 2d12 minutes, mundane 🐺Animals within 20 yards become peaceful toward you and your willing allies unless attacked, seriously threatened, or protecting something they cannot abandon. Animals already friendly to the group may voluntarily follow, warn of nearby danger, guide travelers through familiar terrain, remain beside frightened characters, or perform simple behavior consistent with their natural abilities. Affected allies gain -2 Advantage on tests involving the handling, calming, understanding, or cooperation of animals.

3️⃣ Supreme Gentle Beasts — 🗣️👐🪄 Miracle: 221 🌿Nature Magic

For the 🎬Scene, mundane 🐺Animals within 30 yards recognize you and your willing allies as creatures with whom they are in profound harmony. Animals will not willingly attack protected creatures unless magically controlled, driven beyond reason, or defending themselves, their young, or something equally fundamental. Friendly animals may voluntarily guard, guide, warn, carry, track, comfort, or otherwise assist according to their natural capabilities. Tests involving animal cooperation gain -3 Advantage. Gentle Beasts does not grant animals Human intelligence, compel suicidal behavior, or transform wild animals into permanent followers. When the Spell ends, they retain whatever ordinary disposition their experiences during the Scene reasonably produced.

Spirit Strike 109

👐 Strike Required: Spirit Strike must be delivered through an actual unarmed attack, melee weapon, arrow, thrown weapon, or comparable physical strike.

0️⃣ Coincidental Spirit Strike — 👐 Miracle: 430 🥋Martial Adept Magic

Until the end of your next ⏸Turn, your next otherwise normal physical strike may count as ✨Arcane/Psychic Damage solely for determining whether it can affect an incorporeal, astral, undead, demonic, cursed, or 🪱Gloom-touched creature resistant or immune to mundane matter. Once the strike is attempted, the effect ends.

1️⃣ Lesser Spirit Strike — 👐 Miracle: 431 🥋Martial Adept Magic

For 1d12 ▶️Rounds, the first successful physical attack you make during each Round against an appropriate supernatural creature may have its Damage Type changed to ✨Arcane/Psychic.

If immunity or resistance to mundane attacks would otherwise prevent the successful attack from inflicting any recorded Trauma, it instead inflicts at least 🩸Minor Physical Trauma from ✨Arcane/Psychic Damage before applicable supernatural Armor is considered.

2️⃣ Greater Spirit Strike — 🗣️👐 Miracle: 432 🥋Martial Adept Magic

For the 🎬Scene, your unarmed, melee, thrown, and bow attacks may affect supernatural entities normally. The first successful strike you make during each Round may have its Damage Type changed to ✨Arcane/Psychic. If supernatural immunity to mundane weapons would otherwise prevent recorded Trauma entirely, a successful strike instead begins at 🩸Moderate Physical Trauma from ✨Arcane/Psychic Damage before applicable supernatural Armor is considered.

3️⃣ Supreme Spirit Strike — 🗣️👐 Miracle: 433 🥋Martial Adept Magic

For the 🎬Scene, your deliberately charged physical attacks strike directly at supernatural essence. The first successful strike you make during each Round may have its Damage Type changed to ✨Arcane/Psychic. If supernatural immunity to mundane weapons would otherwise prevent recorded Trauma entirely, a successful strike instead begins at 🩸Severe Physical Trauma from ✨Arcane/Psychic Damage before applicable supernatural Armor is considered.

Summon Animal 202

Summon Animal calls ordinary 🐺Animals. It does not create monsters, supernatural beasts, or obedient biological machines. The Spell may call Animals for temporary assistance or establish the beginning of a lasting companionship. A permanent companion gained through Summon Animal remains a real living Animal after the Spell ends. It must eat, sleep, travel, recover from injury, and survive like any other member of its species. It retains instinct, personality, fear, preference, and free agency. Magic establishes extraordinary trust; it does not turn a living creature into a puppet. Unless the Game Master determines otherwise because of unusual story circumstances, a character may maintain one lasting Animal companion established through Summon Animal at a time.

0️⃣ Coincidental Summon Animal — 🗣️ Miracle: 800 🚪Summoning Magic

You attract one small nearby 🐺Animal appropriate to the environment. For 1d12 minutes, it regards you with unusual curiosity and trust. During that time, it may willingly perform one simple harmless behavior within its natural capabilities: approach you, carry or retrieve a tiny object, make noise at a location you indicate, allow itself to be handled, lead you toward nearby food, water, shelter, or its own normal route, or perform another similarly modest task. The Animal will not attack, knowingly enter serious danger, or perform behavior beyond its ordinary intelligence and anatomy.

1️⃣ Lesser Summon Animal — 🗣️👐 Miracle: 801 🚪Summoning Magic

You call one ordinary mundane 🐺Animal appropriate to the surrounding region. It arrives within 1d12 ▶️Rounds. Choose one purpose when casting:

Temporary Assistance: For 1d12 × 5 minutes, the Animal treats you as a familiar and trustworthy handler. It follows simple commands it can understand but will not knowingly perform obviously suicidal actions.

Lasting Companion: Instead of temporary service, you call one small or ordinary Animal capable of becoming a practical long-term companion. The magical working establishes an immediate foundation of trust sufficient for the Animal to willingly remain with you after the Spell ends. From that point forward the relationship persists naturally rather than through continuous magical control.

If combat occurs, use the Animal’s normal statistics and natural attacks.

Lesser Summon Animal does not allow a character to acquire an unusually dangerous, enormous, fantastically rare, or otherwise exceptional Animal as a permanent companion merely because one could theoretically exist somewhere in the world.

2️⃣ Greater Summon Animal — 🗣️👐 Miracle: 802 🚪Summoning Magic

Choose one purpose when casting:

Temporary Assistance: You summon one powerful mundane 🐺Animal or a small group of compatible Animals for 1d12 × 5 minutes. They recognize you as the center of the temporary group and may coordinate simple hunting, guarding, pursuit, rescue, or combat behavior. Animals may accept meaningful danger but retain ordinary survival instinct.

Lasting Companion: You call one powerful mundane Animal appropriate to the setting and establish the foundation of a lasting bond. The Animal may be a dangerous predator, substantial mount, unusually capable hunting Animal, or another creature beyond the ordinary companions available through Lesser Summon Animal. It remains after the Spell ends because the bond has become genuine, not because the Animal remains under permanent magical compulsion.

Use the Animal’s normal statistics rather than assigning damage from the Spell itself.

3️⃣ Supreme Summon Animal — 🗣️👐 Miracle: 803 🚪Summoning Magic

Choose one purpose when casting:

Gathering: For the 🎬Scene, you call a substantial gathering of appropriate 🐺Animals, such as a hunting pack, flock, herd, swarm, or group of large predators. They act according to a clear collective purpose you establish when summoned and may dramatically alter movement, visibility, pursuit, rescue, or battlefield control through their numbers. Each Animal still uses the statistics and capabilities appropriate to its species.

Exceptional Companion: Instead of calling a gathering, you may call one exceptionally formidable but still mundane Animal capable of becoming a lasting companion. The creature must belong to a species that genuinely exists within the world and remains limited by the ordinary biological capabilities of that species. Its relationship with you persists after the Spell ends as a genuine bond rather than supernatural enslavement.

Summon Animal cannot produce an Animal that could not plausibly exist in the world, transform a mundane Animal into a monster, or grant supernatural powers merely because the caster desires an extraordinary companion.

Look Cool 90

👐 Visible Performance Required: Look Cool requires deliberate style, posture, timing, composure, appearance, or presentation. Props such as sunglasses, a cane, sword, cards, instrument, coat, hat, chair, or drink may complete the performance but are not normally required.

0️⃣ Coincidental Look Cool — 👐 Miracle: 354 🎶Minstrel’s Magic

Cast this manifestation to perform 🔴🔴🔴🔴 Intentional Coolness as part of the same 🟠🟠 2-Action-Point Spell instead of spending 4 Action Points upon the ordinary action.

If the Spellcasting Test succeeds, immediately resolve Intentional Coolness normally using its usual 🌈Influence & Allure PRISM + Social Skills Test and ordinary effects.

A perfectly timed breeze, glint of light, dramatic silence, movement of clothing, sudden stillness, or another cinematic coincidence conspires to make the character’s composure impossible for nearby observers to casually overlook. Skeptics blame confidence, charisma, style, or extraordinary timing.

1️⃣ Lesser Look Cool — 👐 Miracle: 355 🎶Minstrel’s Magic

For the 🎬Scene, 🔴🔴🔴🔴 Intentional Coolness gains -1 Advantage. A creature suffering 🧠Shaken Mental Trauma from the action also suffers +1 Disadvantage on its next intimidation, taunt, command, or morale-related test against you. While visibly calm and composed, you gain 🕶️Badass Armor -1.

2️⃣ Greater Look Cool — 👐🪄 Miracle: 356 🎶Minstrel’s Magic

For the 🎬Scene, 🔴🔴🔴🔴 Intentional Coolness gains -2 Advantage. Creatures suffering Mental Trauma from the action also suffer +2 Disadvantage on their next intimidation, taunt, command, or morale-related test against you. While visibly calm, relaxed, and unafraid, you gain 🕶️Badass Armor -2.

3️⃣ Supreme Look Cool — 👐🪄 Miracle: 357 🎶Minstrel’s Magic

For the 🎬Scene, 🔴🔴🔴🔴 Intentional Coolness gains -3 Advantage and any Mental Trauma it inflicts increases by 1 Damage Level. While visibly calm, stylish, fearless, and emotionally unshaken, you gain 🕶️Badass Armor -3. Your composure may become the kind of moment witnesses repeat as a story long afterward.

🛡 Lady Juliet Annbernathy

Level 0 Holy Knight • Common Human• Female • Age 23 • 0 XP

A beautiful warrior with long curly red hair, Juliet Annbernathy was trained for a life in which courage means standing still when every sensible instinct suggests moving backward. She belongs to one of Sylva’s monotheistic religious traditions and has taken vows placing the defense of innocent life above personal comfort, wealth, and reputation. Her faith does not make her humorless, unquestioning, or convinced of her own righteousness. In fact, Juliet worries considerably about people who are absolutely certain that God agrees with them. She is courteous without being timid, compassionate without being naïve, and formidable without needing to announce it. Juliet joined an adventuring party because evil rarely confines itself to places where authorities are prepared to confront it.

🎭 Playing Lady Juliet

Juliet provides a very different heroic fantasy from Kashar. Kashar asks, “Can I defeat it?” Juliet asks, “Who gets hurt if I don’t stop it?” She should be played as a person rather than a sermon. She can laugh, become angry, make mistakes, question authority, enjoy good food, become frightened, fall in love, misunderstand people, and occasionally make spectacularly poor decisions. Her faith gives her obligations. It does not remove her humanity.

💪 Lady Juliet’s Attributes

🌬 Spirit +2 [TAB]
Discipline +2 [TAB]
Intelligence 0
Perception +1
Wisdom 0
Charisma +1
Attractiveness +2
Strength +1 [TAB]
Stamina +1 [TAB]
Agility 0
Speed 0 (Action Points: 5) 🔵🔵🔵🔵🔵
Dexterity 0

⏳ Initiative: 1d12 + Reflexes 0 + Speed 0

✨Magical Capacity: (Spirituality PRISM +1 + Spiritual Practices +2) x 3 = 9 Spells

✨Starting Spells: Spirituality PRISM +1 + Spiritual Practices +2 = 3 Spells

🌈 Attribute PRISMs

🌈 Physical Performance 0
🌈 Reflexes 0
🌈 Influence & Allure 0
🌈 Spirituality +1
🌈 Mental Performance +1

🩸Lady Juliet’s Pain Modifiers 🌈PPP 0

Box 1 [🩸Minor]
Box 2 [🩸Minor]
Box 3 [🩸Minor] +1 Pain / -1 Initiative
Box 4 [🩸Minor]
Box 5 [🩸Minor] +1 Pain / -1 Initiative
Box 6 [🩸Minor]
Box 7 [🩸Moderate] +1 Pain / -1 Initiative
Box 8 [🩸Moderate] +1 Pain / -1 Initiative
Box 9 [🩸Moderate] +1 Pain / -1 Initiative
Box 10 [🩸Severe] +2 Pain / -2 Initiative
Box 11 [🩸Severe] +2 Pain / -2 Initiative
Box 12 [💀Critical] R.A.D.💀

🧠Juliet’s Distress Modifiers 🌈MPP +1

Box 1 [🧠Shaken]
Box 2 [🧠Shaken]
Box 3 [🧠Shaken]
Box 4 [🧠Shaken]
Box 5 [🧠Shaken]
Box 6 [🧠Shaken] +1 Distress / -1 Initiative
Box 7 [🧠Impaired]
Box 8 [🧠Impaired]
Box 9 [🧠Impaired] +1 Distress / -1 Initiative
Box 10 [🧠Unstable] +1 Distress / -1 Initiative
Box 11 [🧠Unstable] +1 Distress / -1 Initiative
Box 12 [💀Broken] R.A.D.💀

🏅 Lady Juliet’s Immunity Badges

At the beginning of each character’s ⏸Turn, the Game Master should ask, “Has this character experienced one of the Twelve Horrors since their last Turn?”

🪦 Sorrow of Death [ ] [ ] [ ]

🧸 Death of the Innocent [ ] [ ] [ ]

🐍 Betrayal, Treachery, and Infiltration [ ] [ ] [ ]

👁️ Torture and Mutilation (Witnessed) [ ] [ ] [ ]

⛓️ Torture and Mutilation (Endured) [ ] [ ] [ ]

👻 The Supernatural and Unnatural [ ] [ ] [ ]

🌀 Madness or Enlightenment [ ] [ ] [ ]

🙏 Loss of Faith [ ] [ ] [ ]

🪞 Guilt and Self-Betrayal [ ] [ ] [ ]

🤢 Contamination and Revulsion [ ] [ ] [ ]

🔒 Isolation & Captivity [ ] [ ] [ ]

🪱 Possession and Mind Invasion [ ] [ ] [ ]

⚒ Lady Juliet’s Skills

Armed Combat +2
Shield Combat +2
Spiritual Practices +2
Infantry Athletics +2
Occult Knowledge +1
Medicine +1
Social Skills +2

💋Hotness: -2 Advantage (due to sexy armor)

⚔️ Lady Juliet’s Weapons

⚔️ Longsword

Damage Type: 🗡️Blades & Spikes
Base Damage: 🩸Moderate
Critical Threshold: 8
Hands: One or Two

🗡️ Dagger

Damage Type: 🗡️Blades & Spikes
Base Damage: 🩸Moderate
Critical Threshold: 9
Hands: One

🛡️ Lady Juliet’s Armor

👙 Plate Armored Bra

Layer: Main Armor
Hit Locations: 👕[10]Upper Torso (Front Only)
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -3, 🗡️Blades & Spikes: -3, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0
💋Hotness: -1 Advantage

👗 Skimpy Plate Armored Short Skirt

Layer: Additional Protection
Hit Locations: 👕[9]Lower Torso, Buttocks & Groin

Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -3, 🗡️Blades & Spikes: -3, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0
💋Hotness: -1 Advantage

💪 Plate Arm Harness — Pair

Layer: Additional Protection
Hit Locations: 💪[8]Right Shoulder & Arm, 💪[7]Left Shoulder & Arm
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -3, 🗡️Blades & Spikes: -3, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0

✋ Plate Gauntlet — Pair

Layer: Additional Protection
Hit Locations: ✋[6]Right Hand, 🤚[5]Left Hand
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -2, 🗡️Blades & Spikes: -3, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0

🪖 Open Helmet

Layer: Additional Protection
Hit Locations: 👨[12]Head
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -2, 🗡️Blades & Spikes: -2, 🔥Fire: 0, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: 0, ✨Arcane/Psychic: 0

🥾 Leather Boots

Layer: Additional Protection
Hit Locations: 🦶[2]Right Foot, 🦶[1]Left Foot
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: 0, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0

🛡️ Medium Shield

Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -2, 🗡️Blades & Spikes: -2, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
Equipped: Left Hand
Hands: One
Hit Locations: 👨[12]Head, 📿[11]Neck, 👕[10]Upper Torso, 👕[9]Lower Torso, Buttocks & Groin, 💪[8]Right Shoulder & Arm, 💪[7]Left Shoulder & Arm, ✋[6]Right Hand, 🤚[5]Left Hand, 🦵[4]Right Leg, 🦵[3]Left Leg

🎒 Equipment

Longsword, Dagger, Medium Shield, Plate Armored Bra, Skimpy Plate Armored Short Skirt, Pair of Plate Arm Harnesses, Pair of Plate Gauntlets, Open Helmet, Leather Boots, Sacred symbol, Heavy cloak, Backpack, Bedroll, Waterskin, Flint and steel, Whetstone, Basic medical supplies

📜 Lady Juliet’s Magic

These are the character’s starting spells and examples of what the Game Master might offer as the character gains levels. Many more spells are provided in 📜The Spellbook: A Complete Fantasy Magic System. As an adherent of one of Sylva’s fictional monotheistic religions, Lady Juliet may learn 🕯Holy Magic, and spells from the schools of 🦁Leadership Magic, 🥋Martial Adept Magic, ❤‍🩹Healing Magic, and ❤Love Magic.


⭐ Action Star Level 0 Spells

At ⭐Action Star Level 0, Juliet can cast these Spells only at Power 0. As the character advances, previously known Spells automatically become available at higher Power without being learned again: ⭐Level 1 permits Powers 0–1, ⭐Level 2 permits Powers 0–2, and ⭐Levels 3–5 permit Powers 0–3. Power 3 remains the highest ordinary magnitude of mortal spellcasting.

Discipline 77

0️⃣ Coincidental Discipline — 🗣️👐 Miracle: 302 🦁Leadership Magic

You steady one ally who can hear you with a brief word, gesture, command, or reassurance. The ally gains -1 Advantage on the next Discipline Test or Discipline Defense Test made before the beginning of your next ⏸Turn. To observers, the effect appears to be ordinary encouragement, training, or restored composure.

1️⃣ Lesser Discipline — 🗣️👐 Miracle: 303 🦁Leadership Magic

Your presence reinforces self-control. One ally within hearing gains -1 Advantage on Discipline-based Tests for 1d12 minutes. During this time, attempts to intimidate, confuse, or panic the target suffer +1 Disadvantage on their first roll.

2️⃣ Greater Discipline — 🗣️👐 Miracle: 304 🦁Leadership Magic

You impose firm structure amid chaos. For 2d12 minutes, allies who can see or hear you gain -2 Advantage on Discipline-based Tests. Once during the duration, each affected ally may ignore the Distress Modifier caused by 🧠Impaired Mental Trauma on one roll.

3️⃣ Supreme Discipline — 🗣️👐 Miracle: 305 🦁Leadership Magic

For the 🎬Scene, allies within 30 yards who can see or hear you gain -3 Advantage on Discipline Tests and Discipline Defense Tests against fear, intimidation, coercion, panic, or forced surrender. When one of those effects would also inflict 🧠Mental Trauma, the subsequent Mental Trauma Test gains -3 Advantage.

Defense Boost 103

👐 Defensive Technique Required: Defense Boost requires an appropriate physical defense: angling the body, bracing, shifting weight, parrying, rolling with impact, maintaining footing, or otherwise physically receiving or avoiding the attack correctly.

0️⃣ Coincidental Defense Boost — 👐 Miracle: 406 🥋Martial Adept Magic

Until the beginning of your next ⏸Turn, your next deliberate Defense Roll gains -1 Advantage. You must remain physically capable of making the defense. To observers, the result appears to be excellent timing, footwork, positioning, or trained reflex.

1️⃣ Lesser Defense Boost — 👐 Miracle: 407 🥋Martial Adept Magic

Until the beginning of your next ⏸Turn, the first time you are successfully hit by an attack causing 🪨Concussive, 🏹Projectile, or 🗡️Blades & Spikes Damage after making an appropriate deliberate defense against that attack, reduce its Damage Level by 1 before armor is applied. Any Damage reduction already earned through a ranged Defense Roll applies normally in addition to this protection.

2️⃣ Greater Defense Boost — 👐 Miracle: 408 🥋Martial Adept Magic

For 2 ▶️Rounds, attacks from opponents you can perceive and physically face suffer +2 Disadvantage while your footing remains intact. This protection does not apply against attacks from behind and ends if you are knocked off balance.

3️⃣ Supreme Defense Boost — 👐 Miracle: 409 🥋Martial Adept Magic

Once during the 🎬Scene, when an attack would inflict a 💀Critical Wound upon you, reduce it to 🩸Severe. The Severe Wound and its normal consequences remain. Separate consequences such as knockdown, forced movement, grappling, or lost equipment remain unaffected.


Blessing 2

0️⃣ Coincidental Blessing — 🗣️ Miracle: 002 🕯️Holy Magic

You speak a quiet word that steadies another’s spirit. One ally who can hear you is immediately healed of 🧠Shaken Mental Trauma. To observers, this appears to be reassurance, encouragement, or renewed confidence.

1️⃣ Lesser Blessing — 🗣️👐 Miracle: 003 🕯️Holy Magic

Divine favor strengthens one aspect of one ally, granting +1 to one chosen 🌈PRISM for 1d12 minutes.

2️⃣ Greater Blessing — 🗣️👐 Miracle: 004 🕯️Holy Magic

For 2d12 minutes, allies who can see or hear you gain -2 Advantage on tests to resist fear, intimidation, despair, or supernatural effects intended to break their resolve. When the Blessing manifests, 🧠Shaken and 🧠Impaired Mental Trauma caused by fear, intimidation, or despair is healed.

3️⃣ Supreme Blessing — 🗣️👐🪄 Miracle: 005 🕯️Holy Magic

Unmistakable divine favor settles upon you and willing allies who can see or hear you. For the 🎬Scene, once per ▶️Round, one blessed target may reroll one failed Defense Roll, resistance test, or test of moral resolve; the second result stands. The Blessing may appear as light, warmth, overwhelming presence, or another supernatural sign, while disaster repeatedly seems to miss the blessed by impossible margins.

📖 Example Future Spell Learning Opportunities

Juliet’s Maximum Magical Capacity is 9 Spells, and she begins play already knowing 3. The following six Spells are examples of magical knowledge she might acquire throughout the remainder of her career; they are not a schedule requiring all of them to be learned before ⭐Level 3. Because her 3 Starting Spells already place her above the ordinary early-career benchmark, the Game Master need not immediately add several more. An approximate progression would place her near 4 known Spells during ⭐Level 2, about 5 during ⭐Level 3, about 7 during ⭐Level 4, and eventually the full 9 during ⭐Level 5 end-game development. The actual Spells and timing depend upon the 📖Spell Learning Opportunities created by the campaign. Weapon Empower might emerge through an exceptional moment in battle, Stabilize through a desperate attempt to save a dying companion, Condemn Undead through sacred instruction, Follow Me through leadership under pressure, Warrior Mind through disciplined martial training, and Protection through prayer, revelation, or religious instruction.

Weapon Empower 113

🪄 Weapon Required: Weapon Empower requires an actual weapon. The weapon is the subject and physical medium of the Spell.

👐 Weapon Handling Required: You must physically grip, draw, ready, align, wield, or otherwise handle the weapon being empowered.

0️⃣ Coincidental Weapon Empower — 👐🪄 Miracle: 446 🥋Martial Adept Magic

As part of casting Weapon Empower, you may draw or ready one readily accessible weapon without performing a separate Draw or Ready Carried Equipment Action. Your next attack with that weapon before the end of your next ⏸Turn gains -1 Advantage. To skeptics, this appears to be exceptional speed, timing, and weapon discipline.

1️⃣ Lesser Weapon Empower — 👐🪄 Miracle: 447 🥋Martial Adept Magic

For 1d12 ▶️Rounds, your first attack with the empowered weapon during each Round gains -1 Advantage.

2️⃣ Greater Weapon Empower — 👐🪄 Miracle: 448 🥋Martial Adept Magic

For 2d12 ▶️Rounds, your first successful strike with the empowered weapon during each Round ignores up to 2 Damage Levels of reduction provided by ordinary physical armor. This cannot increase the Wound beyond the Damage Level the attack possessed before armor was applied.

3️⃣ Supreme Weapon Empower — 👐🪄 Miracle: 449 🥋Martial Adept Magic

For the 🎬Scene, your first successful strike with the empowered weapon during each Round ignores up to 3 Damage Levels of reduction provided by ordinary physical armor. After a successful strike, you may instead have its Damage manifest as ✨Arcane/Psychic rather than the weapon’s ordinary Damage Type. Choose whichever manifestation you prefer for that strike. Changing the Damage Type does not itself change the Damage Level.


Condemn Undead 4

0️⃣ Coincidental Condemn Undead — 🗣️ Miracle: 010 🕯️Holy Magic

You quietly rebuke one undead creature within line of sight. It suffers 🧠Shaken Mental Trauma and momentarily hesitates as candles gutter, shadows recoil, or the air stills. This manifestation cannot physically wound or destroy the undead.

1️⃣ Lesser Condemn Undead — 🗣️👐 Miracle: 011 🕯️Holy Magic

One undead creature suffers 🩸Minor Physical Trauma from 🔆Holy Light and 🧠Shaken Mental Trauma. If it can safely retreat from you, it must do so on its next action; otherwise, it loses that action.

2️⃣ Greater Condemn Undead — 🗣️👐 Miracle: 012 🕯️Holy Magic

Undead within a 2-yard radius of a visible point suffer 🩸Moderate Physical Trauma from 🔆Holy Light and 🧠Impaired Mental Trauma. Those destroyed may collapse, burn, dissolve, or disintegrate according to their nature.

3️⃣ Supreme Condemn Undead — 🗣️👐🪄 Miracle: 013 🕯️Holy Magic

Undead within a 3-yard radius of a visible point suffer 🩸Severe Physical Trauma from 🔆Holy Light and 🧠Unstable Mental Trauma. Those destroyed may become ash, scattered bones, extinguished spirits, or another form appropriate to their nature; survivors suffer the normal consequences of their Trauma.

Stabilize 22

0️⃣ Coincidental Stabilize — 👐 Miracle: 082 ❤️‍🩹Healing Magic

You arrest the immediate deterioration of one wounded creature. Ordinary 🩸Bleeding pauses until the beginning of your next ⏸Turn. If the target is suffering 🩸Fatal Bleeding, the next countdown mark that would be removed before then is not removed. Coincidental Stabilize can prevent only one Fatal Bleeding countdown mark per casting. The Spell does not erase the Wound, remove Pain, or repair the underlying injury.

1️⃣ Lesser Stabilize — 👐 Miracle: 083 ❤️‍🩹Healing Magic

For 1d12 ▶️Rounds, one wounded creature suffers no further deterioration from ordinary Bleeding, shock, or blood loss. Ordinary Bleeding is paused throughout the duration. A 🩸Fatal Bleeding countdown is likewise paused, but resumes with the same number of marks remaining when the Spell ends unless the underlying injury has been repaired.

2️⃣ Greater Stabilize — 🗣️👐 Miracle: 084 ❤️‍🩹Healing Magic

For 2d12 minutes, one wounded creature remains stable despite 🩸Minor, 🩸Moderate, or 🩸Severe Wounds and ignores the Pain Modifiers caused by those Wounds. Ordinary Bleeding stops for the duration, and a 🩸Fatal Bleeding countdown is paused. Recorded Wounds remain unchanged. New injuries affect the target normally.

3️⃣ Supreme Stabilize — 🗣️👐 Miracle: 085 ❤️‍🩹Healing Magic

For the remainder of the 🎬Scene, one living creature that is unconscious, dying, suffering a 💀Critical Physical Wound, or experiencing 🩸Fatal Bleeding becomes supernaturally stable. Bleeding and Fatal Bleeding countdowns are paused, and continuing deterioration from the existing injury cannot kill the target while the Spell remains active. The Spell does not erase the Critical Wound, regrow destroyed anatomy, restore consciousness by itself, or return a creature that has already died. If the underlying injury remains mortal when the Spell ends, its ordinary consequences resume.

Follow Me 78

👐 Leading Movement Required: At Lesser through Supreme Power, you must personally lead the movement being inspired. Beneficiaries must willingly follow you toward danger; you cannot remain safely behind while magically ordering others forward.

0️⃣ Coincidental Follow Me — 🗣️👐 Miracle: 306 🦁Leadership Magic

With a confident advance, motion, or command, you draw another through hesitation. One ally or 🐺Animal who can see or hear you may follow your movement toward a danger, objective, or hostile presence while ignoring fear-based hesitation during that movement. To observers, this appears to be ordinary trust in your leadership.

1️⃣ Lesser Follow Me — 🗣️👐 Miracle: 307 🦁Leadership Magic

Your willingness to advance becomes contagious. For 1d12 minutes, allies and 🐺Animals willingly following you toward danger gain -1 Advantage on tests involving fear, hesitation, pursuit, climbing, charging, breaching, or advancing under pressure. The first hostile creature they engage after advancing suffers +1 Disadvantage on its first opposing roll.

2️⃣ Greater Follow Me — 🗣️👐 Miracle: 308 🦁Leadership Magic

You become the emotional point of the advance. For 2d12 minutes, allies and 🐺Animals who can see you and deliberately follow your movement toward danger gain -2 Advantage on tests involving fear, pursuit, charges, forced marches, breaking enemy lines, or advancing through danger.

Once during the duration, you may lead the affected group in an advance, dangerous retreat, rescue attempt, or desperate push without hesitation effects or morale-based 🧠Mental Trauma interfering with that movement. Under intense stress, witnesses may briefly perceive your 🌬️Ruach as a symbolic spirit-form moving with you.

3️⃣ Supreme Follow Me — 🗣️👐 Miracle: 309 🦁Leadership Magic

Your presence becomes primal and impossible to ignore. For the 🎬Scene, allies and 🐺Animals willingly following your direct movement toward danger gain -3 Advantage on tests involving fear, pursuit, charges, coordinated assault, hazardous terrain, or forcing passage through resistance. Hostile creatures attempting to stop, scatter, intimidate, or break the advancing group suffer +3 Disadvantage on their first opposing roll. A creature that fails by 3 or more may hesitate, withdraw, or lose formation at the GM’s discretion. During the advance, your 🌬️Ruach may become partially visible as an enormous animal, guardian, raptor, antlered spirit, half-Human war-form, or another manifestation reflecting the nature of your Nephesh.


Warrior Mind 112

0️⃣ Coincidental Warrior Mind — 👐 Miracle: 442 🥋Martial Adept Magic

Until the beginning of your next ⏸Turn, ignore up to 1 point of Pain or Distress upon your next attack, Defense Roll, Discipline Test, or Discipline Defense Test. To observers, this appears to be exceptional battlefield concentration.

1️⃣ Lesser Warrior Mind — 👐 Miracle: 443 🥋Martial Adept Magic

Until the start of your next ⏸Turn, attempts to intimidate, panic, or psychologically unsettle you suffer +1 Disadvantage. You may function normally despite 🧠Shaken Mental Trauma during this time. Choose one enemy who can perceive you. If that enemy fails its normal resistance against this Spell, it suffers 🧠Shaken Mental Trauma.

2️⃣ Greater Warrior Mind — 👐 Miracle: 444 🥋Martial Adept Magic

For the 🎬Scene, the first attack or Defense Roll you make each ▶️Round, whichever occurs first, gains -2 Advantage. The first hostile creature you attack or directly oppose each Round suffers +2 Disadvantage on its next roll against you.

3️⃣ Supreme Warrior Mind — 👐 Miracle: 445 🥋Martial Adept Magic

For the 🎬Scene, being Surprised does not by itself prevent you from making a Defense Roll or taking an Intercepting Action, provided you can perceive the triggering action and remain physically capable of responding. Once per ▶️Round, when an enemy who can perceive you attacks you or deliberately enters your immediate reach to engage you, it must resist this Spell. On failed resistance, it suffers 🧠Unstable Mental Trauma.


Protection 10

0️⃣ Coincidental Protection — 🗣️ Miracle: 034 🕯Holy Magic

For 1d12 ▶️Rounds, the next 🩸Minor Physical Wound that would affect you or one nearby willing ally is prevented. If the next Wound would instead be 🩸Moderate, reduce it to 🩸Minor. The protection then ends. 🩸Severe and 💀Critical Wounds are too great for the Coincidental manifestation to reduce. To observers, the protection appears as an extraordinary near miss, glancing impact, or fortunate accident.

1️⃣ Lesser Protection — 🗣️👐 Miracle: 035 🕯Holy Magic

Divine protection settles upon one creature within reach. For 1d12 minutes, incoming 🧠Mental Trauma caused by fear, intimidation, supernatural coercion, or hostile spiritual influence is reduced by 1 Damage Level.

2️⃣ Greater Protection — 🗣️👐 Miracle: 036 🕯Holy Magic

You establish a visible barrier of sanctified force around yourself and willing allies within 2 yards. For 2d12 minutes, the first Physical Wound each protected creature suffers is reduced by 2 Damage Levels. Separate consequences such as knockdown, forced movement, restraint, or loss of equipment remain unaffected.

3️⃣ Supreme Protection — 🗣️👐🪄 Miracle: 037 🕯Holy Magic

You call down a radiant bulwark around yourself and willing allies gathered near you. For the 🎬Scene, undead and hostile spirits cannot willingly cross into the protected area after failing resistance against the Spell. An undead or hostile spirit already inside when the Protection manifests, or one attempting to cross the boundary, must resist. On failed resistance, it suffers 🩸Severe Physical Trauma from ☀️Holy Light. Weapons, missiles, ordinary creatures, and attacks originating beyond the boundary are not physically stopped by this protection unless some other rule prevents them.

😡 Kashar Remy

Level 0 Barbarian • Common Human • Male • Age 21 • 0 XP

Kashar Remy comes from a remote northern people of hunters, sailors, raiders, and warriors. He grew up where surviving winter was considered ordinary competence and knowing how to fight was considerably more useful than knowing how to behave at court. Kashar is enormous by ordinary standards, physically confident, and much more observant than strangers initially assume. His homeland was not peaceful simply because Kashar had never become an adventurer. During his youth, a feud between neighboring settlements erupted into a brief but violent clash in which Kashar saw a man he had known since childhood killed only a few yards away. Kashar helped carry the body home afterward. The experience disturbed him more deeply than he admitted, although time, hunting, hard living, and the northern habit of speaking plainly about death eventually taught him to live with the memory. Kashar enjoys danger more than is probably sensible. He laughs loudly, eats enthusiastically, dislikes unnecessary ceremony, and has difficulty understanding why civilized people spend so much time discussing things that could simply be done. He has come south because stories about monsters, ancient ruins, forgotten treasure, and paid Contracts sounded considerably more interesting than remaining home. Kashar is not looking for destiny. He is looking for something worth remembering.

🎭 Playing Kashar Remy

Kashar is the easiest member of the party to understand immediately. When danger appears, he tends to move toward it. That does not mean he is stupid. Kashar understands hunting, ambushes, terrain, retreat, weather, tracks, animals, and the enormous difference between bravery and volunteering to die. His apparent simplicity comes from decisiveness rather than ignorance. 

💪 Kashar’s Attributes

🌬 Spirit 0
Discipline +1
Intelligence 0
Perception +1
Wisdom 0
Charisma 0
Attractiveness 0
Strength +3 [TAB]
Stamina +2 [TAB]
Agility +1 [TAB]
Speed +1 (Action Points: 6) 🔵🔵🔵🔵🔵🔵
Dexterity +1
⏳ Initiative: 1d12 + Reflexes 0 + Speed +1

🌈 Kashar’s Attribute PRISMs

🌈 Physical Performance +1
🌈 Reflexes 0
🌈 Influence & Allure 0
🌈 Spirituality 0
🌈 Mental Performance 0

🩸Kashar’s Pain Modifiers 🌈PPP +1

Box 1 [🩸Minor]
Box 2 [🩸Minor]
Box 3 [🩸Minor]
Box 4 [🩸Minor] +1 Pain / -1 Initiative
Box 5 [🩸Minor]
Box 6 [🩸Minor] +1 Pain / -1 Initiative
Box 7 [🩸Moderate]
Box 8 [🩸Moderate] +1 Pain / -1 Initiative
Box 9 [🩸Moderate] +1 Pain / -1 Initiative
Box 10 [🩸Severe] +1 Pain / -1 Initiative
Box 11 [🩸Severe] +2 Pain / -2 Initiative
Box 12 [💀Critical] R.A.D.💀

🧠Kashar’s Distress Modifiers 🌈MPP 0

Box 1 [🧠Shaken]
Box 2 [🧠Shaken]
Box 3 [🧠Shaken]
Box 4 [🧠Shaken]
Box 5 [🧠Shaken] +1 Distress / -1 Initiative
Box 6 [🧠Shaken]
Box 7 [🧠Impaired]
Box 8 [🧠Impaired] +1 Distress / -1 Initiative
Box 9 [🧠Impaired] +1 Distress / -1 Initiative
Box 10 [🧠Unstable] +1 Distress / -1 Initiative
Box 11 [🧠Unstable] +2 Distress / -2 Initiative
Box 12 [💀Broken] R.A.D.💀

🏅 Kashar’s  Immunity Badges

At the beginning of each character’s ⏸Turn, the Game Master should ask, “Has this character experienced one of the Twelve Horrors since their last Turn?”

🪦 Sorrow of Death [X] [ ] [ ] He witnessed a childhood acquaintance die violently during a feud.

🧸 Death of the Innocent [ ] [ ] [ ]

🐍 Betrayal, Treachery, and Infiltration [ ] [ ] [ ]

👁️ Torture and Mutilation (Witnessed) [ ] [ ] [ ]

⛓️ Torture and Mutilation (Endured) [ ] [ ] [ ]

👻 The Supernatural and Unnatural [ ] [ ] [ ]

🌀 Madness or Enlightenment [ ] [ ] [ ]

🙏 Loss of Faith [ ] [ ] [ ]

🪞 Guilt and Self-Betrayal [ ] [ ] [ ]

🤢 Contamination and Revulsion [ ] [ ] [ ]

🔒 Isolation & Captivity [ ] [ ] [ ]

🪱 Possession and Mind Invasion [ ] [ ] [ ]

⚒ Kashar’s Skills

Armed Combat +2
Unarmed Combat +2
Infantry Athletics +2
Survival +2
Archery +1
Medicine +1
Man Skills +1
Cloak & Dagger +1

⚔️ Kashar’s Weapons

🪓 Battle Axe
Damage Type: 🗡️Blades & Spikes
Base Damage: 🩸Moderate
Critical Threshold: 8
Hands: One

🏹 Hunting Bow

Damage Type: 🏹Projectiles
Base Damage: 🩸Moderate
Critical Threshold: 10
Hands: Two
Ammunition: Arrows

🔪 Hunting Knife

Damage Type: 🗡️Blades & Spikes
Base Damage: 🩸Moderate
Critical Threshold: 10
Hands: One

🛡️ Kashar’s Armor

🩲 Barbarian’s Armored Loincloth

Layer: Main Armor
Hit Locations: 👕[9]Lower Torso, Buttocks & Groin
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: 0, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0

🦾 Metal Bracers — Pair

Layer: Additional Protection
Hit Locations: 💪[8]Right Shoulder & Arm (Forearm Only), 💪[7]Left Shoulder & Arm (Forearm Only)
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -2, 🗡️Blades & Spikes: -2, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0

🥾 Leather Boots

Layer: Additional Protection
Hit Locations: 🦶[2]Right Foot, 🦶[1]Left Foot
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: 0, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0

🎒 Kashar’s Equipment

Battle Axe, Hunting Bow, Quiver with 20 arrows, Hunting Knife, Barbarian’s Armored Loincloth, Pair of Metal Bracers, Leather Boots, Heavy cloak, Backpack, Bedroll, Waterskin, Flint and steel, 50 feet of rope, Hunting and wilderness supplies, Whetstone


📖 Table of Contents

Acknowledgements

🕯Introduction

🍺Adventurers’ Tavern

1 💪Attributes

2 🌈Attribute PRISMs

3 ⚒Skills

4 ⭐Experience Points

5 ⭐Action Star Level

6 🕊Favor Points

7 💰Earnings

8 🫀Human Type

9 🎭Character Class

10 🗨️Dialog Scenes

11 ▶️Action Scenes

12 🎬Example Actions

13 💥Damage & Defense

14 ❤️Healing Scenes

15 📜Magic System

16 🪱The Gloom

17 ✍Character Creation

      📎 Appendix A — Actions

      📎 Appendix B — Bestiary

      📎 Appendix C — Characters

      📎 Appendix D — Dungeon

      📎 Appendix E — Equipment

💌 About the Author

🖼 Family Photo: The Four J’s