Worlds of Magic
The central premise of the Relict RPG system is that magic is pervasive – though not everyone has a knack for it.
Imagine magical ability to be like playing music in our world: most people can bang two sticks together, hum, or whistle a tune. Many can play an instrument with practice, and most people know someone who is quite good at one – or several!
A rare handful of people have both the talent, drive, and opportunity to develop their skills to a world-class level. Tastes, genres, techniques, and instruments vary wildly, as do the organizations and schools of thought surrounding them. And though the majority will never perform for a living, they may still play music for other reasons, regardless of their day job.
Magic in the Relict system is the same. Some characters focus exclusively on mastery over a given form of spellcraft, but most do not, and even characters who primarily focus on other skills may dabble and surprise. The system is designed to reflect this, bringing different schools of magic to traditionally martial party roles, and weaving them into combat, exploration, and roleplay.
There are, of course, always edge cases. Some characters possess no magic at all, but often excel in other areas – to carry the metaphor forward, brilliant painters or poets in a world of musicians. Others focus exclusively on spellcraft to the detriment of their other abilities, functioning more like dedicated mages in other games.
And then there are Endmages, who in a sea of songs, can snap their fingers and bring crushing silence on all around.
Imagine magical ability to be like playing music in our world: most people can bang two sticks together, hum, or whistle a tune. Many can play an instrument with practice, and most people know someone who is quite good at one – or several!
A rare handful of people have both the talent, drive, and opportunity to develop their skills to a world-class level. Tastes, genres, techniques, and instruments vary wildly, as do the organizations and schools of thought surrounding them. And though the majority will never perform for a living, they may still play music for other reasons, regardless of their day job.
Magic in the Relict system is the same. Some characters focus exclusively on mastery over a given form of spellcraft, but most do not, and even characters who primarily focus on other skills may dabble and surprise. The system is designed to reflect this, bringing different schools of magic to traditionally martial party roles, and weaving them into combat, exploration, and roleplay.
There are, of course, always edge cases. Some characters possess no magic at all, but often excel in other areas – to carry the metaphor forward, brilliant painters or poets in a world of musicians. Others focus exclusively on spellcraft to the detriment of their other abilities, functioning more like dedicated mages in other games.
And then there are Endmages, who in a sea of songs, can snap their fingers and bring crushing silence on all around.
Relict RPG is a setting-agnostic tabletop roleplaying game system designed and illustrated by C. D. Corrigan (hi, that's me). It is loosely based on my novel, Tattered Pawns, but can be played in any setting you can imagine. Houndsong Games is the umbrella that I make nerdy stuff under, sometimes with co-conspirators.
Relict is free! But if you'd like to support me, Relict, and my other work, you can buy the novel (or read it on Kindle Unlimited for free), snag the audiobook, join the Houndsong Games Patreon, or make one-off donations and PWYW purchases on Ko-Fi. Thank you, and happy adventuring!
Relict is free! But if you'd like to support me, Relict, and my other work, you can buy the novel (or read it on Kindle Unlimited for free), snag the audiobook, join the Houndsong Games Patreon, or make one-off donations and PWYW purchases on Ko-Fi. Thank you, and happy adventuring!
-Chris
Below, we'll get into the general rules and how the game works. If you've played other Tabletop RPGs before, you probably have a good sense for the basics of Relict already. Note that the humble d12 is the primary die for this system, but a full set will still be useful.
Required Materials:
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Recommended Materials
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Game Structure
In Relict, as in many tabletop RPGs, a Game Master (GM) crafts the world, sets the story in motion, and presents challenges and rewards to a party of players.
The GM controls the events, environment, non-player characters (NPCs), monsters, villains, and much more. Players control a character that they create and interact with the world, the GM, and each other to share in a collaborative story. Dice rolls introduce elements of chance and risk, while the players' decisions and their characters' abilities try to sway the outcome in their favor.
Gameplay alternates between periods of roleplaying, where player characters make decisions, explore, interact, and much more, and what we'll call Fast Paced encounters, where players and GM-controlled elements take structured turns.
Fast Paced encounters are usually combat, but may include any situation in which timing and resource management are crucial, like climbing a dangerous mountainside, escaping from a burning building, tailing a bad guy from the shadows, etc.
The GM controls the events, environment, non-player characters (NPCs), monsters, villains, and much more. Players control a character that they create and interact with the world, the GM, and each other to share in a collaborative story. Dice rolls introduce elements of chance and risk, while the players' decisions and their characters' abilities try to sway the outcome in their favor.
Gameplay alternates between periods of roleplaying, where player characters make decisions, explore, interact, and much more, and what we'll call Fast Paced encounters, where players and GM-controlled elements take structured turns.
Fast Paced encounters are usually combat, but may include any situation in which timing and resource management are crucial, like climbing a dangerous mountainside, escaping from a burning building, tailing a bad guy from the shadows, etc.
Player Characters
Each player creates a unique character to adventure with. This page focuses on the mechanical elements of gameplay; to jump to a step-by-step guide for character creation, including starting equipment, go here!
Core Stats
Characters have six core stats that generalize their capabilities in different areas, as well as mechanically determine many of their gameplay attributes.
Might codifies a character's strength, athleticism, and physical power. Mighty characters come in all shapes and sizes, but can often be intimidating when they choose. A long-distance runner, Olympic swimmer, and competitive weightlifter have a wide range of physicality, but would all be considered Mighty.
Mechanically, Might is used by melee weapon attacks and many physical abilities. It also increases Stamina Capacity and Stamina Regeneration. Precision encompasses a character's attention to detail, finesse, and accuracy. A Precise character has a better chance of stealth, tracking, or detecting hidden things, and may make an excellent archer, duelist, hunter, or fine craftsman. Precision is used by ranged weapons and some class abilities, and improves your Armor Class. Cleverness covers all facets of performance & guile, including being charming, deceitful, flirtatious, or persuasive. Clever characters also excel in dealing with traps and complex mechanisms, solving riddles, and seeing patterns others miss. A dogged detective, scene-stealing actor, scandalous flirt, or grifting conman could all be considered Clever characters. Cleverness is used to interact with esoteric devices, see through lies, trick or convince NPCs, and provides a bonus to some spells and abilities. |
Knowledge includes what a character knows, their ability to learn more, and how well they apply that knowledge to new problems. History, science, medicine, engineering, trivia, and the likelihood of unearthing useful information through research and observation all fall into this category. A highly educated inventor, wizened hermit-sage, or village elder may have taken different paths to get there, but would all be Knowledgeable characters in their own right.
Some spells and abilities benefit from a high Knowledge score, and it increases the effectiveness of the First Aid action. Willpower describes mental strength, emotional robustness, determination, conviction, or zeal. Willful characters can resist influences, magical or otherwise, that may sway or even harm less hardy minds. A righteous civil servant determined to root out corruption may be just as Willful as a winner-take-all, ruthless tycoon, or an unshakable zealot convinced of their path, damn the consequences. Willpower protects against some harmful effects, and increases Mana Regeneration. Fortitude describes a character's capacity to endure hardship. Exceptionally Fortitudinous characters can take more damage, shrug off more pain, and push through scenarios where others would falter. They can also weather the physical and mental toll of acting as a conduit for more magic than they otherwise could. Fortitude increases Mana Capacity and Armor Class, and is commonly used to resist physical effects. |
When players attempt various tasks in the world, the GM can call for dice rolls (called Checks), with the appropriate stat added to the result of the roll.
Example: to pick a lock, the GM may ask for a Precision Check, whereas to persuade a guard to let the party pass, the GM may determine if a Might or Cleverness Check is more appropriate based on the character's approach.
We will discuss how Checks work in "Checks, Attacks, & Crits," below.
Example: to pick a lock, the GM may ask for a Precision Check, whereas to persuade a guard to let the party pass, the GM may determine if a Might or Cleverness Check is more appropriate based on the character's approach.
We will discuss how Checks work in "Checks, Attacks, & Crits," below.
Core Stat Scale
Your Core Stats represent what you are skilled or unskilled at. For humanoids and player characters:
A score of...
...0 represents an area where you are untrained or not particularly capable.
...1 to 3 is typical for an average adult without advanced training in that area.
...4-6 is skilled; a person who has trained or studied in the area.
...7-9 is expert; comparable to world-class athletes, scholars, engineers, performers, or warriors.
...10 or higher represents few-in-a-generation ability, bordering on supernatural.
Some creatures have scores exceeding 10. A gorilla, for example, may have a Might score of 11, whereas a supernaturally wise Sphinx or cunning Archfey may have Knowledge or Cleverness scores approaching 20.
There is no upper limit on what a high level adventurer may achieve in terms of boosting their stats, but the number of opportunities to do so "naturally" (purely through choices in character creation and levelling up) are limited. Boons granted by powerful entities, items, spells, abilities, or other effects may grant temporary, conditional, or permanent bonuses to core stats.
A score of...
...0 represents an area where you are untrained or not particularly capable.
...1 to 3 is typical for an average adult without advanced training in that area.
...4-6 is skilled; a person who has trained or studied in the area.
...7-9 is expert; comparable to world-class athletes, scholars, engineers, performers, or warriors.
...10 or higher represents few-in-a-generation ability, bordering on supernatural.
Some creatures have scores exceeding 10. A gorilla, for example, may have a Might score of 11, whereas a supernaturally wise Sphinx or cunning Archfey may have Knowledge or Cleverness scores approaching 20.
There is no upper limit on what a high level adventurer may achieve in terms of boosting their stats, but the number of opportunities to do so "naturally" (purely through choices in character creation and levelling up) are limited. Boons granted by powerful entities, items, spells, abilities, or other effects may grant temporary, conditional, or permanent bonuses to core stats.
Senses
Creatures (including player characters) have different senses through which they perceive the world. During roleplay, exploration, and combat, these senses may become important in determining what creatures know, think, or do. Some common types of senses you will find throughout Relict are:
- Humanoid. A creature with "humanoid" senses perceives the world in roughly the same capacity as a real-life human. Its senses of touch, smell, hearing, sight, and taste are on-par with an average person. Most player characters have Humanoid senses.
- Darkvision (XXft.) A creature with Darkvision can see in the dark, even in pitch darkness, up to a specified range. Its darkvision is monochromatic, but clear, and it can perceive color once even a small amount of light is introduced. Darkvision does not penetrate magical darkness. Some player characters have Darkvision, in a variety of ranges.
- Blindsight (XXft.) A creature with Blindsight can accurately perceive its surroundings in the specified radius, even if it is blinded or the area is covered in magical darkness.
- Keen (Sense). A creature with a keen sense (such as "Keen Hearing") rolls an additional +1d12 whenever it makes a check related to that sense, including Search Actions.
- Poor (Sense). A creature with a poor sense (such as "Poor Vision") makes checks related to that sense with 1d6 instead of 1d12.
- Specified (Sense XXft.) Some creatures (usually monsters) specify a range for different senses, (such as "darkvision 120ft., hearing 300ft., other perception 120ft.") They have limited to no perception beyond the specified range.
Mana, Stamina, & Regeneration
When you create a character, your the stats and bonuses you choose will determine many things; including Stamina Capacity, Mana Capacity, Stamina Regeneration, and Mana Regeneration. Don't worry--this is all noted on your character sheet!
Stamina is spent to make physical attacks and use Martial abilities. Mana is spent to cast spells. You will determine your maximum Stamina and Mana Capacity on your character sheet--typically, you cannot gain more than this amount at any time.
In fraught situations, you will often spend most of your Mana or Stamina during a turn. Your Regeneration rate determines how much you get back during the Recovery Step of your next turn -we'll cover that more in "Turn Phases," below.
Stamina is spent to make physical attacks and use Martial abilities. Mana is spent to cast spells. You will determine your maximum Stamina and Mana Capacity on your character sheet--typically, you cannot gain more than this amount at any time.
In fraught situations, you will often spend most of your Mana or Stamina during a turn. Your Regeneration rate determines how much you get back during the Recovery Step of your next turn -we'll cover that more in "Turn Phases," below.
Initiative
Fast Paced situations are divided into Rounds. Each Round lasts approximately six seconds of game-world time. During a Round, each player involved gets one turn, as do the GM-controlled creatures or elements.
Players and the GM roll initiative to determine turn order for Fast Paced encounter.
Critical Initiative. If a player/creature rolls a 12 on their Initiative, they may choose to roll again and add it to the result, or collect a Fate Point (players only).
After rolling initiative, but before taking its first turn, a creature can opt to move to a later place in the initiative order. This change lasts for the rest of the encounter, so choose wisely!
Players and the GM roll initiative to determine turn order for Fast Paced encounter.
- Each player and GM creature rolls 1d12. Highest result goes first.
- To resolve ties, the creature with the lower Armor Class goes first.
- If Armor Class is tied, the creature with the higher Speed goes.
- If Speed is tied, roll off.
Critical Initiative. If a player/creature rolls a 12 on their Initiative, they may choose to roll again and add it to the result, or collect a Fate Point (players only).
After rolling initiative, but before taking its first turn, a creature can opt to move to a later place in the initiative order. This change lasts for the rest of the encounter, so choose wisely!
"Soft" Initiative
“Soft” initiative is another tool GMs can employ to streamline non-combat Encounters. During this time, the Encounter moves through Rounds and players take their turns as normal, except they get to decide amongst themselves what order they go in each Round.
This is useful when you want to track the use of resources and spells, but the party is not under direct opposition (like enemies) that would normally limit their ability to coordinate. Example: the party’s sailboat is about to capsize in a storm, but they have three Rounds to try and save it.
This is useful when you want to track the use of resources and spells, but the party is not under direct opposition (like enemies) that would normally limit their ability to coordinate. Example: the party’s sailboat is about to capsize in a storm, but they have three Rounds to try and save it.
Turn Phases
During an encounter, each turn has specific steps. They are:
The Recovery Step is when creatures replenish Mana and Stamina based on its Regeneration stats, up to its Capacity.
Creatures choose what to do for each Action. Typical options include moving up to their speed, spending Stamina points on an attack or ability, spending Mana points on a spell, or interacting with the environment.
Free Actions. Some effects specify a "free action." These are steps that take no particular time or effort, such dropping your focus on a spell. These can be done at any time permitted by the effect's description (even outside your turn) and there is no limit to how many you may do in a Round.
Reactions occur outside of your turn. Player characters and most creatures have a limit of one Reaction per Round. We will discuss specific Reactions below.
- Start of Turn.
- Recovery Step.
- Sustaining Costs (if any).
- Action 1.
- Action 2.
- End of Turn.
The Recovery Step is when creatures replenish Mana and Stamina based on its Regeneration stats, up to its Capacity.
Creatures choose what to do for each Action. Typical options include moving up to their speed, spending Stamina points on an attack or ability, spending Mana points on a spell, or interacting with the environment.
Free Actions. Some effects specify a "free action." These are steps that take no particular time or effort, such dropping your focus on a spell. These can be done at any time permitted by the effect's description (even outside your turn) and there is no limit to how many you may do in a Round.
Reactions occur outside of your turn. Player characters and most creatures have a limit of one Reaction per Round. We will discuss specific Reactions below.
Universal Actions
Below is a list of options that a creature may choose to use as an Action. This list is not exclusive! A great many things can come up during the course of a campaign that make sense in the context of the moment. Ultimately, the GM determines if a proposed idea should be a freebie, take an Action, or some other cost, and what it would take to succeed.
Move (Costs Movement). Move up to your Speed. If available, you may interrupt your movement with your second Action, then resume your movement.
Attack (Costs 1+ Stamina). Choose a weapon you have equipped and a target within its range. Roll 1d12 and add your Might (melee) or Precision (ranged) score. If the result meets or exceeds the target’s Armor Class, the attack succeeds, and deals damage according to the weapon’s properties.
Dash Action (Costs 3 Stamina). When you use this Action, you may Move up to your available Speed, and then immediately take another Action.
Use. Activate an item, drink or administer a potion, or interact with an complex object or device. Simple interactions, like turning an unlocked doorknob or drawing an equipped weapon from its sheath, can usually be done for free without using an Action. The GM determines what meets this threshold. First Aid. Attempt to heal yourself or another creature you can touch. Remove a number of points of damage equal to 1/2 of your Knowledge score. All removed points must be of the same damage type. First Aid cannot reduce the target's Damage in a single type below 5. Hide. Make a Precision check to attempt to conceal yourself. Conscious creatures with a Passive Detection higher than your result automatically detect you. You cannot hide from creatures while in plain sight of them. Search. Make a Precision check to search for deliberately hidden creatures or objects, or signs of their passing. Shove (Costs 1 Stamina). Make a contested Might roll against a creature you can touch. If you win, the target is pushed 5ft. directly away from you. Creatures two or more sizes larger than you automatically win. |
Grapple (Costs 1 Stamina). Make a contested Might roll to Grapple a creature you can touch. If you win, its speed is reduced to 0, and it moves with you. Your speed is halved while grappling it, and neither of you may make ranged attacks or cast Somatic spells. You may release it at any time as a free action, and it takes an Action for the creature to repeat the check. Creatures more than two sizes larger than you cannot be targeted.
Wait. Delay an action until later in the Round. You must specify the Action you intend to take, and the conditions or trigger you are waiting for (such as seeing an enemy, waiting until an ally has taken their turn, a carriage passes by, etc). You may only Wait once per Round. Channel. Channeling is a special Action that all player characters and spellcasting creatures (except Endmages) can perform. Channeling grants a creature an additional ½ of its Mana regeneration, rounded down (minimum 1) in its next Recovery Step. Example: creature that would normally Recover 4 Mana would Recover 6 (4 + 2), while a creature that would Recover 3 would instead Recover 4 (3 + 1.5, rounded down). Additionally, a creature that is Channeling temporarily increases its Mana Capacity by half of its Character Level. This increase lasts until the end of the next turn after it stops Channeling. Example: a 6th-level character could gain an additional 3 points of Mana more than its maximum. If a creature moves for any reason after it begins Channeling, or takes an Affliction, the Channeling fails and it does not gain the additional Mana during its next Recovery. If a creature that is not Channeling ends its turn with more Mana than it has Capacity for, it takes one point of Ether damage for each extra Mana it has. A creature may only Channel once per round. |
Sidebar: Attacking from Stealth
Attacking From Stealth. When a creatures makes an attack with a weapon or spell against a creature that cannot currently perceive it, they may add an additional +1d6 to the Attack Roll. If it hits, they may roll the damage twice, and apply the higher result. These effects only apply to the first attack made against the target that Turn, hit or miss.
Read more about Hiding, Stealth, and other specific situations on the Running the Game page.
Read more about Hiding, Stealth, and other specific situations on the Running the Game page.
Jumping, Swimming, Climbing, Falling
Niche movement methods galore. Always round down to the nearest 5ft. when doing fractions of Speed, to a minimum of 5ft.
Jump (Action, costs Movement and Stamina). Choose:
Swimming.
Climbing.
Falling from dangerous heights. Creatures fall at a rate of 900ft. per Round (150ft. per second). Falling damage is dealt according to the distance fallen, to account for acceleration:
Falling from a moving object. If a creature jumps from an object at high speed, but not significant height (such as jumping from a horse, train, ship, etc.), then for every 5 miles per hour (8kph) it was travelling at, it rolls/skids/slides 20 feet and takes 1d6 Kinetic Damage, and lands Knocked Down. The creature can attempt a Might or Fortitude check (target = speed in miles per hour) to halve the damage and distance moved, and to land on its feet instead.
If a creature is falling from both a dangerous height and at off a moving object, ignore the moving object rules and calculate only the falling from height effects.
Designer's note: The fall damage above is based off heavily-abstracted-for-game-simplicity real-life math, based on how fast you accelerate as you fall and how long it takes to reach terminal velocity (when you’re going as fast as you’re gonna go). GMs: falling 50ft. has an average chance of hitting your players with an Affliction, and a slim chance of instant death. Jumping off buildings without a plan is usually a bad idea. Advise them accordingly. Impact at terminal velocity is unsurvivable without outside interference (something slows you down), magic, a miracle, or all of the above. Some abilities (see Dynamancers) do trigger from falling damage, though, so it’s useful to know what the number is and see if the players can come up with a way to do something with it.
For what it’s worth, Houndsong Games is of the opinion that anything that gets hit for 2,000 Kinetic Damage is un-resurrect-able, but the final call is yours.
- (Spend 1/2 your speed and 1+ Stamina) Jump forward up to a distance equal to 1/3rd your Speed. For each extra Stamina spent, add 5ft, up to a max distance of half your speed.
- (Spend 2+ Stamina) Jump vertically. Small creatures can reach an object up to 6ft. above the ground, medium creatures up to 10ft, and large creatures up to 13ft. For each additional 4 Stamina spent, increase the reach by 2ft.
Swimming.
- Non-aquatic creatures, or creatures without a set swimming speed, move at half speed.
- You can hold your breath a number of minutes equal to your Fortitude score, minimum 1. After this time you begin to suffocate, and gain the Incapacitated Affliction in 1 minute.
- Incapacitated creatures that cannot breath underwater die in 1 minute.
- Attack rolls are made with d10's instead of d12's. Ranged weapons have their range reduced by half.
Climbing.
- Creatures with a set Climbing Speed may climb as part of normal movement, and are not subject to the below rules.
- Creatures without a set Climbing Speed move at half speed.
- If a creature goes an entire Round climbing or dangling without a break, it must make a Might Check. The target for the check is the number of Rounds it’s been climbing. This number remains until the creature stops climbing, when it begins to reduce at a rate of -1 per minute.
- If the creature fails its Might Check, it must choose to either let go and fall, or gain one instance of the Exhausted Affliction.
Falling from dangerous heights. Creatures fall at a rate of 900ft. per Round (150ft. per second). Falling damage is dealt according to the distance fallen, to account for acceleration:
- Falling less than 30ft: take 1d4 Kinetic Damage for every 10ft. fallen.
- Falling 31ft. to 1800ft. Take 1d20 Kinetic Damage for every 10ft. fallen.
- Falling more than 1800ft.: Terminal velocity. Take 2,000 Kinetic Damage.
Falling from a moving object. If a creature jumps from an object at high speed, but not significant height (such as jumping from a horse, train, ship, etc.), then for every 5 miles per hour (8kph) it was travelling at, it rolls/skids/slides 20 feet and takes 1d6 Kinetic Damage, and lands Knocked Down. The creature can attempt a Might or Fortitude check (target = speed in miles per hour) to halve the damage and distance moved, and to land on its feet instead.
If a creature is falling from both a dangerous height and at off a moving object, ignore the moving object rules and calculate only the falling from height effects.
Designer's note: The fall damage above is based off heavily-abstracted-for-game-simplicity real-life math, based on how fast you accelerate as you fall and how long it takes to reach terminal velocity (when you’re going as fast as you’re gonna go). GMs: falling 50ft. has an average chance of hitting your players with an Affliction, and a slim chance of instant death. Jumping off buildings without a plan is usually a bad idea. Advise them accordingly. Impact at terminal velocity is unsurvivable without outside interference (something slows you down), magic, a miracle, or all of the above. Some abilities (see Dynamancers) do trigger from falling damage, though, so it’s useful to know what the number is and see if the players can come up with a way to do something with it.
For what it’s worth, Houndsong Games is of the opinion that anything that gets hit for 2,000 Kinetic Damage is un-resurrect-able, but the final call is yours.
Reactions & Counterspells
Reactions are special Actions that can be taken outside of your turn. Most characters can only use one Reaction per Round. Some Class abilities, spells, or items provide additional Reaction options.
Opportunity Attack (Costs 1 Stamina). When a hostile creature voluntarily moves away from your melee range, you may use your Reaction to make a melee weapon attack against it.
Retreat. After taking the damage, you may use your Reaction to Retreat, moving up to half your Speed directly away from the damage-dealing source without incurring an Opportunity Attack from that source. You lose one action on your next turn.
Counterspell. (Characters have a Mana Capacity in order to Counterspell). When another creature you can see casts a spell, you can attempt to counter it by spending any amount of your current Mana to oppose it. You decide how much Mana to spend before the GM reveals the power level of the spell. If the amount of countering Mana exceeds the casting Mana spent on the spell, the spell fails. If the Counter is less, the spell succeeds without issue. In the event of a tie, the caster and the counter-caster do a Contested Willpower Challenge to see which wins the contest. In any event, both the Mana spent to cast the spell and to Counter it are consumed. By default, only one creature may attempt to Counter a given spell at a time. Multiple creatures cannot pool Mana for a more powerful Counter.
Retreat. After taking the damage, you may use your Reaction to Retreat, moving up to half your Speed directly away from the damage-dealing source without incurring an Opportunity Attack from that source. You lose one action on your next turn.
Counterspell. (Characters have a Mana Capacity in order to Counterspell). When another creature you can see casts a spell, you can attempt to counter it by spending any amount of your current Mana to oppose it. You decide how much Mana to spend before the GM reveals the power level of the spell. If the amount of countering Mana exceeds the casting Mana spent on the spell, the spell fails. If the Counter is less, the spell succeeds without issue. In the event of a tie, the caster and the counter-caster do a Contested Willpower Challenge to see which wins the contest. In any event, both the Mana spent to cast the spell and to Counter it are consumed. By default, only one creature may attempt to Counter a given spell at a time. Multiple creatures cannot pool Mana for a more powerful Counter.
Activation Costs & Sustaining Costs.
Most spells and abilities have a flat Activation Cost - the amount of Mana or Stamina spent to use it. But some can be powered up!
Upcasting. If a spell or ability lists a cost with a +, the creature using it has the option to spend additional Mana or Stamina for extra effects or a more powerful result. The ability's description details what the result of spending extra resources would be. Example: Activation Cost: 2+ Mana
Sustaining Costs. Some spells and abilities, like enchanting a sword with burning fire damage during a battle, or maintaining an aura of defensive buffs, have a persistent effect. These abilities can last for many turns or even indefinitely, but additional Mana or Stamina are spent each turn to keep the ability activated. This is called Sustaining Cost.
Sustaining Costs are subtracted at the end of a player's Recovery Step, before any actions may be taken. If a player does not Recover enough Mana or Stamina for their Sustaining Costs in a turn, they choose which abilities deactivate in what order, until they have enough to cover the remaining costs.
Sustaining. Holding onto a Sustained effect means a couple things:
Upcasting. If a spell or ability lists a cost with a +, the creature using it has the option to spend additional Mana or Stamina for extra effects or a more powerful result. The ability's description details what the result of spending extra resources would be. Example: Activation Cost: 2+ Mana
Sustaining Costs. Some spells and abilities, like enchanting a sword with burning fire damage during a battle, or maintaining an aura of defensive buffs, have a persistent effect. These abilities can last for many turns or even indefinitely, but additional Mana or Stamina are spent each turn to keep the ability activated. This is called Sustaining Cost.
Sustaining Costs are subtracted at the end of a player's Recovery Step, before any actions may be taken. If a player does not Recover enough Mana or Stamina for their Sustaining Costs in a turn, they choose which abilities deactivate in what order, until they have enough to cover the remaining costs.
Sustaining. Holding onto a Sustained effect means a couple things:
- If a creature is Sustaining an effect, they may choose to end it as a free action at any time.
- A creature that suffers an Affliction while Sustaining an effect must succeed at a Fortitude Check, the difficulty being 8+the total number of Afflictions they now have. If they fail, the Sustaining effect is involuntarily ended. If the creature is Sustaining multiple effects, the ability with the highest sustaining cost is ended (if tied, the player chooses).
Spellcasting
Spell-slinging plays a big part in the Relict system, both from the players and the GM. Usually this is as simple as choosing a spell, paying its Mana cost, and enacting the effects described there. Below are a few additional things to keep in mind.
Casting Methods. Each spellcasting player class, and spellcasting monster, will list a Casting Method. This is the means by which magic is harnessed for that discipline. It also represents a weakness - if a creature cannot utilize its Casting Method, it cannot cast spells from that class. They are:
Spell Attack Rolls. Some spells require an Attack Roll. This functions just like weapon attacks: the creature rolls 1d12, and adds the appropriate stat bonus. The stat used is the Primary Stat listed for that casting class (monster/NPC stats are simplified for the GM and will just list the appropriate bonus).
Spell Checks. Some spells require the target(s) to attempt a Check to avoid some or all of the spell's effects. This target is set by adding your Primary and Secondary Stats in that class, plus half of your Character Level (rounded down).
Attack rolls and saves are included on your character sheet (or in an enemy's stats) so you do not have to calculate them each time.
Casting Methods. Each spellcasting player class, and spellcasting monster, will list a Casting Method. This is the means by which magic is harnessed for that discipline. It also represents a weakness - if a creature cannot utilize its Casting Method, it cannot cast spells from that class. They are:
- Verbal. Magic words! The creature speaks, sings, growls, or whispers fundamental notes of the universe, and magic answers. If the creature is silenced, gagged, or otherwise unable to speak, it cannot cast spells with this method.
- Somatic. The hands-on approach. The creature charges its limbs (usually hands) with will and power, reaching between the folds of reality to harness magic. If it cannot move, or is thoroughly bound, it cannot cast spells with this method.
- Focus. Wands, staves, and charms, oh my! The creature uses external items that have been painstakingly attuned to their body, mind, and power in order to cast. So long as they can touch their focus object, they can cast spells--but if it is taken from them or destroyed, they're cut off. It takes one week per Character Level to attune a new focus. This includes crafting time if the character must make it from scratch.
Spell Attack Rolls. Some spells require an Attack Roll. This functions just like weapon attacks: the creature rolls 1d12, and adds the appropriate stat bonus. The stat used is the Primary Stat listed for that casting class (monster/NPC stats are simplified for the GM and will just list the appropriate bonus).
Spell Checks. Some spells require the target(s) to attempt a Check to avoid some or all of the spell's effects. This target is set by adding your Primary and Secondary Stats in that class, plus half of your Character Level (rounded down).
Attack rolls and saves are included on your character sheet (or in an enemy's stats) so you do not have to calculate them each time.
Ether
The Ether is a metaphysical plane of energy, from which the power to cast spells and create magical effects is drawn. Creatures interact with it in different ways.
Each playable Lineage lists an Ether Method: Flow or Reservoir.
This describes how their body interacts with the Ether. Reservoir creatures constantly hold a small amount of energy within themselves, and are able to draw from it even when the Ether is blocked. Flow creatures regenerate Mana slightly faster, but hold no backup supply.
Usually, both options play more-or-less the same. This distinction becomes important if characters are under the influence of an Endmage's anti-magic aura, or other similar effect.
Flow.
Reservoir.
Designer's note: I've assigned these to different Lineages purely to give some variety to character creation, and to match some of the lore I've already written for the Endmage novels. However, there is no reason your world has to match exactly--around the tabletop, Ether Flow is an interesting challenge for individual players to overcome in rare situations, not a major pillar that makes or breaks everything. Both options have pros and cons - you could allow each player to choose which they want for their character, or even leave it up to chance at character creation. It will not meaningfully alter gameplay balance, just slightly change how they have to deal with Endmages and rare anti-magic effects.
Each playable Lineage lists an Ether Method: Flow or Reservoir.
This describes how their body interacts with the Ether. Reservoir creatures constantly hold a small amount of energy within themselves, and are able to draw from it even when the Ether is blocked. Flow creatures regenerate Mana slightly faster, but hold no backup supply.
Usually, both options play more-or-less the same. This distinction becomes important if characters are under the influence of an Endmage's anti-magic aura, or other similar effect.
Flow.
- Benefit: Add +1 to your Mana Regeneration.
- Risk: When you enter an Endmage's aura or other similar anti-magic effect, your Mana immediately falls to zero, and your Mana Regeneration becomes zero. When you are no longer subjected to the anti-magic effect, you gain the Sapped condition for 1 Round.
Reservoir.
- Benefit: Add +1 to your Mana Capacity. When you enter an Endmage's aura or similar anti-magic effect, your Mana Regeneration becomes zero, but you retain your current Mana pool. You may still cast spells within the area of effect, but the Activation and Sustaining Costs for those spells increases by +2 Mana.
- Risk: If you have 0 Mana while under an anti-magic effect, you immediately suffer the Mana Shock Affliction, and gain the Sapped condition for 1d4 Rounds once you leave the area of effect.
Designer's note: I've assigned these to different Lineages purely to give some variety to character creation, and to match some of the lore I've already written for the Endmage novels. However, there is no reason your world has to match exactly--around the tabletop, Ether Flow is an interesting challenge for individual players to overcome in rare situations, not a major pillar that makes or breaks everything. Both options have pros and cons - you could allow each player to choose which they want for their character, or even leave it up to chance at character creation. It will not meaningfully alter gameplay balance, just slightly change how they have to deal with Endmages and rare anti-magic effects.
Checks, Attacks, & Crits
To determine success or failure of their choices, creatures roll a d12 and add any applicable bonuses or penalties to the result. This is called a Check. Many events, spells, and abilities can also cause a Check, such as trying to keep your footing against a shockwave that could knock you down.
For most out-of-combat challenges, the GM determines the applicable stat score and the required result to succeed. Consult the table below for guidelines:
For most out-of-combat challenges, the GM determines the applicable stat score and the required result to succeed. Consult the table below for guidelines:
2-5: Trivial
6-9: Easy 10-13: Possible |
14-17: Difficult
18-20: Impossible 21+: Legendary |
Attacks work the same way, except that the required difficulty is the target’s Armor Class, and the weapon or ability used to make the attack determines what stat is used for the bonus. If the total meets or exceeds the target’s Armor Class, the attack succeeds, and the damage or other effects are applied.
For the purposes of abilities or items that apply a bonus specifically to Checks (e.g. "when this spell is active, you gain +1 to Might Checks"), making Weapon and Spell Attacks are not considered the same as Checks, and are not modified by such bonuses. Some effects do give bonuses to Attacks or Spell Attacks, but they call them out specifically in the effect description!
Contested Checks are rolls where, instead of the GM or an ability’s rules setting the difficulty, two creatures do the same Check, apply their bonuses, and the higher result wins.
- Melee weapons make attack rolls with 1d12+Might, unless otherwise noted.
- Ranged weapons make Attack rolls to hit their target with 1d12+Precision.
- Ranged attacks made when hostile creatures are within 5ft. of you are made with 1d8+Precision instead.
- Longshots. Creatures may make ranged (including Thrown) attacks at greater distances with a penalty. To do so, double the weapon's listed range, but drop the Attack die two sizes (so instead of a d12, use a d8). You can do this repeatedly, reducing the attack die two sizes each time the range is doubled, stopping when the die is reduced to a flat 1. (1d12>1d8>1d4>1)
- Spells that require an attack roll do so with 1d12+(Primary Stat of the spell's class), unless otherwise noted.
For the purposes of abilities or items that apply a bonus specifically to Checks (e.g. "when this spell is active, you gain +1 to Might Checks"), making Weapon and Spell Attacks are not considered the same as Checks, and are not modified by such bonuses. Some effects do give bonuses to Attacks or Spell Attacks, but they call them out specifically in the effect description!
Contested Checks are rolls where, instead of the GM or an ability’s rules setting the difficulty, two creatures do the same Check, apply their bonuses, and the higher result wins.
Crits
Critical Success:
If a player rolls a 12 on the die, they have several options:
When the GM rolls a 12 for a monster, NPC, or other effect, they can:
GMs do not typically collect or spend Fate Points, as they are frequently making many rolls for many different creatures. However, GMs may choose to treat specific NPCs as "players" for the sake of crits, if it makes sense to do so. This is usually not recommended, but may be desirable for specific situations (such as "puppeteering" an absent player's character).
Some circumstances will require Check rolls made with die smaller than a d12 (such as Longshots or Dual Wielding some weapons). Note that it is not possible to roll a Crit while using a smaller die!
Critical Failures: Relict does not have a "natural 1"/critical failure core mechanic, as the percentage chance of getting a 1 on any particular d12 roll would make this frustratingly common. However, certain effects do have particular results tied to "nat 1's" or other rolls. These are listed in the effect's description, if applicable.
If a player rolls a 12 on the die, they have several options:
- Roll an additional d12 and add it to the roll, potentially succeeding on even a very difficult task.
- Activate the Critical Effect listed in the description of the spell, ability, or item you made the roll with, if it has one. Note: if the player could have multiple Critical Effects trigger from the same roll, they choose only one.
- Collect a Fate Point.
When the GM rolls a 12 for a monster, NPC, or other effect, they can:
- Roll an additional d12 and add it to the roll.
- If dealing damage with an attack, spell, or effect: roll an additional damage die. If you would roll multiple sizes of damage die, use the largest.
- Activate a Critical Effect listed in the description of the monster, spell, ability, effect, or item they made the roll with, if it has one.
GMs do not typically collect or spend Fate Points, as they are frequently making many rolls for many different creatures. However, GMs may choose to treat specific NPCs as "players" for the sake of crits, if it makes sense to do so. This is usually not recommended, but may be desirable for specific situations (such as "puppeteering" an absent player's character).
Some circumstances will require Check rolls made with die smaller than a d12 (such as Longshots or Dual Wielding some weapons). Note that it is not possible to roll a Crit while using a smaller die!
Critical Failures: Relict does not have a "natural 1"/critical failure core mechanic, as the percentage chance of getting a 1 on any particular d12 roll would make this frustratingly common. However, certain effects do have particular results tied to "nat 1's" or other rolls. These are listed in the effect's description, if applicable.
Dual Wielding
Wielding a weapon in each hand carries benefits and drawbacks, depending on the size of the weapons chosen.
When a dual-wielding creature uses the Attack Action, they make two attack rolls, one for each weapon, and determine hits and damage accordingly. The creature's controller should decide what order to use the weapons in before rolling.
Two-handed weapons cannot be dual wielded.
When a dual-wielding creature uses the Attack Action, they make two attack rolls, one for each weapon, and determine hits and damage accordingly. The creature's controller should decide what order to use the weapons in before rolling.
- Small weapons can be wielded in a character's off-hand without penalty.
- When a creature wields a Medium weapon in its off-hand, both weapons roll with 1d10 to hit, instead of 1d12.
- Large and Giant weapons cannot be wielded in a character's off-hand, unless a specific effect says otherwise.
Two-handed weapons cannot be dual wielded.
Throwing
Some melee weapons list a Throw range beside their melee range. Throwing a weapon works like a ranged attack, using 1d12+Precision to hit a target within range. Damage remains unchanged, and the weapon falls to the ground where it lands. You cannot Throw a weapon at a target within your melee reach.
Cover
Creatures can use obstructions and the environment to partially shield them in battle.
The GM determines what attackers you have cover from, and how much.
- Partial Cover is when a creature has some object blocking part of them from an attacker, such as crouching behind a rock or flipping over a table. Partial Cover grants +1 to Armor from any attackers the cover is obscuring you from.
- Significant Cover is more substantial, such as firing through arrow slits, ducking into prepared trenches, or being difficult to spot through yards of dense forest. Significant Cover grants +2 Armor against affected attackers.
- Total Cover is complete protection. Typically this means moving entirely out of sight, or being un-attackable. Some spells and abilities may interact with creatures in total cover, so it is defined here.
The GM determines what attackers you have cover from, and how much.
Fate Points
Fate Points allow players to bank moments of luck for later in an adventure. Players can spend Fate Points on the table below, gaining the benefits listed. Spending Fate Points does not take an Action, multiple effectrs can be purchased at once, or the same effect purchased multiple times. Fate points may even be purchased outside of a character's turn.
GMs can also give Fate Points as a reward for players for roleplay, problem solving, or whenever else they see fit.
Fate points are useful, but usually less beneficial than the immediate effects of a crit - a tradeoff for saving luck for a more opportune time.
Finally, unused Fate Points disappear after a Full Rest.
GMs can also give Fate Points as a reward for players for roleplay, problem solving, or whenever else they see fit.
Fate points are useful, but usually less beneficial than the immediate effects of a crit - a tradeoff for saving luck for a more opportune time.
Finally, unused Fate Points disappear after a Full Rest.
Damage, Conditions, & Afflictions
Damage is suffered when a creature is struck by a weapon, spell, trap, or other harmful effect. All damage has a type, such as “Slashing, Burning, Piercing,” etc.
When a player or some monsters suffer damage, the corresponding amount of damage is applied to their damage chart, gaining points in the path dictated by the attacking weapon or spell, and suffering the consequences described there.
Conditions are temporary negative effects that can be caused by taking too much of a certain type of damage, or by spells, abilities, or events.
For example, Slashing damage can cause the Bleeding condition, and Burning damage can cause a target to Ignite. Conditions can usually be resolved through Actions or by letting them expire, if you can suffer through them long enough. Some conditions list a specific Treatment option below their description that can be used to mitigate them in combat.
Afflictions are dangerous, persistent penalties that creatures accumulate from taking too much damage, and do not go away without direct treatment, healing magic, or prolonged periods of rest and recovery. Afflictions are randomized, but universally bad. Every time a creature takes Damage, the risk increases that it suffers an Affliction. Suffering too many Afflictions can lead to incapacitation, or even death!
When a player takes enough damage to trigger an Affliction roll, they roll 1d8 + the current number of Afflictions they already have, and consult the Affliction Table for the result. Higher results are only possible if they player already has several Afflictions, but the consequences become more severe--including becoming instantly Incapacitated or killed.
How often a character must make an Affliction roll is determined by their Toughness. See the Character Creation Guide for more information on Toughness.
Players' damage charts are included in the Player Packet, along with their character sheets, inventory, and some quick reference material.
When a player or some monsters suffer damage, the corresponding amount of damage is applied to their damage chart, gaining points in the path dictated by the attacking weapon or spell, and suffering the consequences described there.
Conditions are temporary negative effects that can be caused by taking too much of a certain type of damage, or by spells, abilities, or events.
For example, Slashing damage can cause the Bleeding condition, and Burning damage can cause a target to Ignite. Conditions can usually be resolved through Actions or by letting them expire, if you can suffer through them long enough. Some conditions list a specific Treatment option below their description that can be used to mitigate them in combat.
Afflictions are dangerous, persistent penalties that creatures accumulate from taking too much damage, and do not go away without direct treatment, healing magic, or prolonged periods of rest and recovery. Afflictions are randomized, but universally bad. Every time a creature takes Damage, the risk increases that it suffers an Affliction. Suffering too many Afflictions can lead to incapacitation, or even death!
When a player takes enough damage to trigger an Affliction roll, they roll 1d8 + the current number of Afflictions they already have, and consult the Affliction Table for the result. Higher results are only possible if they player already has several Afflictions, but the consequences become more severe--including becoming instantly Incapacitated or killed.
How often a character must make an Affliction roll is determined by their Toughness. See the Character Creation Guide for more information on Toughness.
Players' damage charts are included in the Player Packet, along with their character sheets, inventory, and some quick reference material.
Armor Absorption
Most armor has a Absorb (X) property. This allows its wearer to reduce damage by spending armor class.
Repairing Armor
After using an Absorption effect, the item's Armor is permanently reduced until repaired. It takes 1 day to repair 1 point of Armor, and each point of repair costs gold equal to half the armor's value divided by the number of total Armor points. This cost covers both workmanship (if hired) and materials. Repairs are usually conducted over a Full Rest, but some items or abilities make field repairs more practical.
Repairs on inexpensive armor may be trivial, but repairs for magical or heavily modified sets can be extremely costly, so beware!
Types of Absorption. (Sample values selected to illustrate).
- The wearer can use its Reaction to invoke the Absorb effect of its armor, if it has one. This should be done when the wearer is about to take damage, but before it is rolled.
- Absorb only affects Common and Elemental Damage. It has no effect on Forceful or Esoteric damage types.
- The Armor value of that set of armor is reduced by the Absorb amount. This reduction lasts until repaired.
- i.e. "Absorb (1)" reduces Armor by -1.
- The GM rolls the damage normally, but removes one die result for each point of Armor lost, starting with the highest result.
- i.e. if the target would have taken 1d6+1d10 damage, and the GM rolled a 3 and a 6, the 6 would be removed first regardless of which die it was.
- If a set of armor would be reduced to 0 by a Absorb effect, the armor is destroyed, and the damage is not reduced.
Repairing Armor
After using an Absorption effect, the item's Armor is permanently reduced until repaired. It takes 1 day to repair 1 point of Armor, and each point of repair costs gold equal to half the armor's value divided by the number of total Armor points. This cost covers both workmanship (if hired) and materials. Repairs are usually conducted over a Full Rest, but some items or abilities make field repairs more practical.
- i.e. if a set of Armor had +5 Armor and cost 10GP, each point of repair would cost 1GP (1/2 x 10GP=5GP, 5GP divided by 5 Armor = 1 GP per Armor).
Repairs on inexpensive armor may be trivial, but repairs for magical or heavily modified sets can be extremely costly, so beware!
Types of Absorption. (Sample values selected to illustrate).
- Absorb (2). Using Absorption with this armor always costs -2 Armor, and removes the two highest damage die. If there isn't enough remaining Armor, the ability cannot be used.
- Absorb (1d4). When Absorption is used, the wearer rolls 1d4. The Armor is reduced by that amount, and that's how many damage die are cancelled. If the result is higher than the remaining Armor, then the Armor is destroyed, and the Absorb attempt fails.
- Absorb (1, 3, 5). The wearer chooses which of these options to use. They cannot pick an option that would remove more Armor than the set has remaining.
- Absorb (1-5). The wearer chooses any number between 1 and 5. The cannot pick a number higher than the Armor that the set has remaining.
The Damage Chart
Each player has a page in their Character Packet for tracking the damage they take. It looks like this:
When a player takes damage, they mark off the boxes under that Damage Type, in order.
This sheet is designed to be visual in nature; no one needs to memorize all of the effects! Simply mark where the damage takes you on the chart, and follow the instructions there.
As players take damage on their chart, they can trigger special effects.
These effects trigger when a player hits that space on their chart, regardless of how much damage they've taken otherwise.
Notice that the Damage Types are grouped into the categories Common, Forceful, Elemental, and Esoteric. In Relict, you will encounter rules and effects that speak to specific Damage Types (like "Slashing"), or entire damage categories (like "Common Damage.")
The rarer Damage Types result in death or incapacitation after less total damage than the more common ones. This is based on extensive internal testing at Houndsong Games, where we agreed that being punched was generally more tolerable than being set on fire for extended periods of time.
This page also includes a quick reference panel for Armor and Toughness, as well as a space to track total damage taken (of any type). We discuss Toughness more below in Example 3, and in the Character Creation rules.
The next page in the Character Packet is the Conditions & Afflictions page. This describes the kinds of temporary (Conditions) or long-term (Afflictions) damage that characters can sustain as a result of damage. It looks like this:
This sheet is designed to be visual in nature; no one needs to memorize all of the effects! Simply mark where the damage takes you on the chart, and follow the instructions there.
As players take damage on their chart, they can trigger special effects.
- A space with a Shaded Box triggers the Condition for that Damage Type. The Condition is listed below each chart, and their details are on the next page (which we'll discuss in a moment).
- A space with a Dark Cross means the character must roll on the Affliction Table.
- A space with a Sleeping Face means the character is Incapacitated (a Special Affliction).
- A space with a Skull means the character is Dead.
These effects trigger when a player hits that space on their chart, regardless of how much damage they've taken otherwise.
Notice that the Damage Types are grouped into the categories Common, Forceful, Elemental, and Esoteric. In Relict, you will encounter rules and effects that speak to specific Damage Types (like "Slashing"), or entire damage categories (like "Common Damage.")
The rarer Damage Types result in death or incapacitation after less total damage than the more common ones. This is based on extensive internal testing at Houndsong Games, where we agreed that being punched was generally more tolerable than being set on fire for extended periods of time.
This page also includes a quick reference panel for Armor and Toughness, as well as a space to track total damage taken (of any type). We discuss Toughness more below in Example 3, and in the Character Creation rules.
The next page in the Character Packet is the Conditions & Afflictions page. This describes the kinds of temporary (Conditions) or long-term (Afflictions) damage that characters can sustain as a result of damage. It looks like this:
Conditions are sorted in the same categories as Damage Types. Each Condition corresponds to one Damage Type.
Afflcitons are sorted into two columns: the Affliction Table, and Special Afflictions.
Let's look at some examples of this system in action:
Afflcitons are sorted into two columns: the Affliction Table, and Special Afflictions.
- Players must roll on the Affliction Table as a result of hitting an Affliction Space on a chart, or from taking a cumulative amount of damage determined by their Toughness.
- The severity of possible Affliction Table results increases according to how many Afflictions a character already has.
- Special Afflictions are only gained when a specific effect or circumstance incurs them.
Let's look at some examples of this system in action:
Example 1:
In Example 1, a player character, Sig, has sustained 4 Slashing Damage and 4 Piercing Damage. Meanwhile her ally, Kara, takes 5 Slashing Damage.
Sig has sustained more overall harm, but has not yet triggered any Conditions, since the damage was spread out over multiple types. However, having more total damage can be worse in the long run, as Sig is likely closer to making rolls on the Affliction Table. We'll cover that more in a moment.
Kara has taken less damage, but the 5th point of Slashing Damage incurs the Bleeding Condition for one round, which will inflict more damage automatically on her next turn if Kara or her allies are not able to remove the condition before then.
Sig has sustained more overall harm, but has not yet triggered any Conditions, since the damage was spread out over multiple types. However, having more total damage can be worse in the long run, as Sig is likely closer to making rolls on the Affliction Table. We'll cover that more in a moment.
Kara has taken less damage, but the 5th point of Slashing Damage incurs the Bleeding Condition for one round, which will inflict more damage automatically on her next turn if Kara or her allies are not able to remove the condition before then.
Sig or Kara may opt to use one of their Actions on their turn on Treatment for Kara's Bleeding, as described below the condition. This removes the Bleeding, but not the damage. This will help Kara now, but may be much harder to keep up with if Kara takes more Slashing damage and accumulates more Bleeding.
Example 2:
In Example 2, we see what happens when the character Whistler takes more and more Piercing Damage.
Once Whistler has sustained 8 Piercing Damage, he's gained 1 Impaled Counter.
Impale Counters make movement difficult. Whistler will have to decide whether or not to suffer extra damage to move, or take time to treat the Condition.
Unlike Bleeding, which counts down every Round regardless of whether or not is treated, Impaled is a Counter Condition. Counters stick around until they are treated, and Whistler risks continuing to accumulate more.
Unlike Bleeding, which counts down every Round regardless of whether or not is treated, Impaled is a Counter Condition. Counters stick around until they are treated, and Whistler risks continuing to accumulate more.
But this is just the start of his troubles. Whistler continues to move and fight, taking 5 more Piercing Damage, bringing him to 13.
Now with two Impaled Counters, he will take additional damage from moving while Impaled.
Now with two Impaled Counters, he will take additional damage from moving while Impaled.
Whistler risks staying in the fight, gaining more and more Piercing Damage. He hits a cross on the Piercing Damage chart, which means Whistler must roll on the Affliction Table, regardless of what his Toughness is.
If Whistler does nothing about the Impaled Counters before moving, he will take continual Piercing Damage as he moves around. This will lead to more Impaled Counters, more Affliction spaces, and will force him to roll for even more Afflictions from sustaining damage, based on his Toughness score.
Which brings us to:
If Whistler does nothing about the Impaled Counters before moving, he will take continual Piercing Damage as he moves around. This will lead to more Impaled Counters, more Affliction spaces, and will force him to roll for even more Afflictions from sustaining damage, based on his Toughness score.
Which brings us to:
Example 3:
The character sheet contains the area above: Toughness.
The important things to know is that Toughness:
Toughness means that characters are still in danger of "death by many stings," even if they avoid hitting specific Affliction spaces. Let's see it in action:
For this player character, Jasper, we see that he is Level 5, and his class Toughness ratings add up to 9.
Jasper's player has gone ahead and filled in the blanks so he doesn't need to do any cross-checking in the heat of combat.
The important things to know is that Toughness:
- Is calculated by class selections,
- Increases with character level (and some Perk choices),
- Determines how often a character must roll for an Affliction based on total damage taken (even if they don't hit an Affliction space), and
- Determines how many Afflictions a character can sustain without becoming incapacitated.
Toughness means that characters are still in danger of "death by many stings," even if they avoid hitting specific Affliction spaces. Let's see it in action:
For this player character, Jasper, we see that he is Level 5, and his class Toughness ratings add up to 9.
Jasper's player has gone ahead and filled in the blanks so he doesn't need to do any cross-checking in the heat of combat.
With these numbers, we see that Jasper needs to make a roll on the Affliction Table every 14 points of damage he takes, and he will automatically become Incapacitated if he is suffering from 9 Afflictions. These numbers will be different depending on your character's build, classes, equipment, and special abilities.
For more information on calculating Toughness, see the Character Creation Guide.
Let's see Jasper in action!
For more information on calculating Toughness, see the Character Creation Guide.
Let's see Jasper in action!
Jasper gets into the thick of it!
First, Jasper takes 5 Psychic Damage. A strong attack, but not devastating.
(According to the Psychic chart, Jasper must make a Willpower Check at 3 Psychic Damage, which we'll assume he succeeds on).
But then, Jasper takes an additional hit, for 7 Freezing Damage and another 2 Psychic Damage. Uh oh!
First, Jasper takes 5 Psychic Damage. A strong attack, but not devastating.
(According to the Psychic chart, Jasper must make a Willpower Check at 3 Psychic Damage, which we'll assume he succeeds on).
But then, Jasper takes an additional hit, for 7 Freezing Damage and another 2 Psychic Damage. Uh oh!
Since Jasper's total damage is now 14, he has to make an Affliction roll, even though he hasn't hit an Affliction space on either chart yet.
Rolls on the Affliction Table are 1d8 + (how many Afflictions you already have).
Jasper has no Afflictions to start, so he rolls 1d8+0. He gets a 2, gaining the Lower Body Injury, Minor Affliction. His speed is slightly reduced, but this isn't too bad. However, the next time he suffers an Affliction, he'll have to roll 1d8+1.
Rolls on the Affliction Table are 1d8 + (how many Afflictions you already have).
Jasper has no Afflictions to start, so he rolls 1d8+0. He gets a 2, gaining the Lower Body Injury, Minor Affliction. His speed is slightly reduced, but this isn't too bad. However, the next time he suffers an Affliction, he'll have to roll 1d8+1.
Jasper emerges victorious from his fight with the psychic snowman, if battered.
Jasper is healed of all Damage after the fight (once Initiative ends), however, he still has the Lower Body Injury, Minor Affliction.
Afflictions are very hard to get rid of! A few items or abilities have a chance to remove them, but generally you cannot heal any significant number of Afflictions across your party without a period of downtime. (See Resting, below.)
For now, Jasper and his allies are confident, and press onward on their mission. They will want to communicate as to how many Afflictions each have suffered, whether anything can be done about them, and decide as a group how much further risk they are willing to tolerate in order to press on.
Jasper is healed of all Damage after the fight (once Initiative ends), however, he still has the Lower Body Injury, Minor Affliction.
Afflictions are very hard to get rid of! A few items or abilities have a chance to remove them, but generally you cannot heal any significant number of Afflictions across your party without a period of downtime. (See Resting, below.)
For now, Jasper and his allies are confident, and press onward on their mission. They will want to communicate as to how many Afflictions each have suffered, whether anything can be done about them, and decide as a group how much further risk they are willing to tolerate in order to press on.
Example 4:
Edge Case, "Jump Roping" Afflictions & Conditions
In Jasper's example above, you may have spotted a potential problem.
When Jasper has 13 Damage, he has to make an Affliction Roll if he gets 1 more, at 14. Simple enough. But what happens after that, if he goes above 14, gets healed, and then hits 14 again? What if he keeps getting healed and hit, and goes 13>15>13>15>13>15>13>15? (We call this "jump roping").
Short answer: nothing. Jasper has already taken the Affliction for his 14th point of Damage in that encounter. He does not have to make another Affliction roll due to damage until he hits his 28th point for the first time in an encounter.
This also applies to Conditions. Hitting the same dark ring more than once in the same encounter does not incur additional instances of the condition.
Once the encounter ends and Jasper is healed of damage points, these milestones also reset.
When Jasper has 13 Damage, he has to make an Affliction Roll if he gets 1 more, at 14. Simple enough. But what happens after that, if he goes above 14, gets healed, and then hits 14 again? What if he keeps getting healed and hit, and goes 13>15>13>15>13>15>13>15? (We call this "jump roping").
Short answer: nothing. Jasper has already taken the Affliction for his 14th point of Damage in that encounter. He does not have to make another Affliction roll due to damage until he hits his 28th point for the first time in an encounter.
This also applies to Conditions. Hitting the same dark ring more than once in the same encounter does not incur additional instances of the condition.
Once the encounter ends and Jasper is healed of damage points, these milestones also reset.
Simple vs. Advanced Monsters
Relict divides monsters, enemies, and non-player characters into two groups for the purposes of running encounters, called "Simple Monsters" and "Advanced Monsters."
Both groups contain foes that run the gamut from trivially easy to extremely dangerous (developing a reliable "threat level" system for encounter balancing is ongoing, stay tuned). The distinction made here is in the complexity of their game mechanics.
Generally, Simple Monsters have straightforward abilities, a simple Health value, and less to keep track of; whereas Advanced Monsters actively manage Mana and Stamina for some abilities, and have a Health and Wounds system for defeating them.
Simple Monsters
Advanced Monsters
There is no rules-as-written limitation to how many Advanced Monsters a GM may employ at once, but know that they have been designed with the assumption that it would be unusual to have more than 1~3 in a single encounter. If a GM is comfortable running more, or wishes to use them sparingly/not at all, that's entirely up to them.
Some monsters have both a Simple and an Advanced variant to give GMs options for encounter building.
You can read more about Simple & Advanced monsters on this page, including an example of each and a statblock template to further explain their features/help design your own.
Both groups contain foes that run the gamut from trivially easy to extremely dangerous (developing a reliable "threat level" system for encounter balancing is ongoing, stay tuned). The distinction made here is in the complexity of their game mechanics.
Generally, Simple Monsters have straightforward abilities, a simple Health value, and less to keep track of; whereas Advanced Monsters actively manage Mana and Stamina for some abilities, and have a Health and Wounds system for defeating them.
Simple Monsters
- Expected to make up the bulk of most campaign's encounters/monsters (75-90%).
- Designed to be manageable in small or large groups, with or without Advanced Monsters in the same encounter.
Advanced Monsters
- Built around more nuanced core mechanics
- Designed to reward players for adapting to the twists they present on the battlefield.
- Make for good "boss/mini-boss" fights, or a way to present parties with new and interesting challenges.
There is no rules-as-written limitation to how many Advanced Monsters a GM may employ at once, but know that they have been designed with the assumption that it would be unusual to have more than 1~3 in a single encounter. If a GM is comfortable running more, or wishes to use them sparingly/not at all, that's entirely up to them.
Some monsters have both a Simple and an Advanced variant to give GMs options for encounter building.
You can read more about Simple & Advanced monsters on this page, including an example of each and a statblock template to further explain their features/help design your own.
Creature Sizes
Explorers of the many worlds will encounter creatures of all shapes and sizes. Mechanically, this determines how much space they take up on a map grid, and how some abilities (like shoving or telekenesis) work.
Below are creature sizes in ascending order, with some general dimensions and grid sizes that would typically be true for that category, though there are always exceptions to prove a rule. Also note that not all creatures need to take up an exactly square footprint on a map.
Below are creature sizes in ascending order, with some general dimensions and grid sizes that would typically be true for that category, though there are always exceptions to prove a rule. Also note that not all creatures need to take up an exactly square footprint on a map.
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Squeezing
Creatures can pass through a space that would normally only accommodate creatures one size smaller than themselves. While doing so, they move at half speed.
Currency & Items
The core ruleset abstracts regional and local currencies into a simple system for ease of play:
General guideline for how accessible things should be and when they'd be encountered by players, based on their cost. Note this is written with an eye toward equipment, not consumables.
- 0-100GP | Mundane. Commonly available items, suitable for all levels.
- 100-500GP | Unusual. Niche, accessible with some searching or contacts. Character levels 3-5.
- 500-2,500GP | Rare. Treasured objects inaccessible to most. Rare items often have a storied history. Character levels 6-9.
- 2,500-50,000 | Very Rare. The coveted prizes of organizations and kingdoms, arms and armor of celebrated heroes, fabled artifacts lost to time. Very Rare items, or at the least their makers or wielders, are likely known to scholars and storytellers both. Character levels 10+
- 50,000-500,000GP | Legendary. Literal objects of legend, only a handful of which exist in a given culture's stories. Apex masterpieces of history's greatest artificers or enchanters. Whether they are real or not may be debated. Recovering one would be a quest for many, and succeeding would attract the attention of more. Character levels 13+
- 500,000-10,000,000GP | Mythic. Forged as boons and workings of primordial powers, or confluxes of universal events. Armor forged by smith-gods, blades woven from screams by arch-devels, a humble arrowhead that pierced the heart of a dragon queen and now burns eternally with lightless fire--each Mythic item is unique and (nearly) priceless.
Resting
Characters can Rest to recover their resources and prepare for the next leg of their journey.
Day’s Rest/Night’s Rest.
A Rest takes eight hours. After a Rest, abilities that specify a quantity of uses between Rests are reset according to their instructions, and characters remove one instance of the Exhausted Affliction if they have any.
Player characters may talk, cook, use items like potions, instruments, games, or tools, and perform a small amount of minor activity during a Rest. They cannot travel by foot, horseback, or other strenuous method, and must spend the majority of it sleeping in order to gain these benefits.
Failing to Rest at least once in a 48 hour period results in one instance of the Exhausted Special Affliction.
Full Rest.
A Full Rest is a longer period between quests, missions, or other major milestones in a campaign. During a Full Rest, characters shop, craft, socialize, go about their daily lives, and recover from their more grievous wounds.
For each week spent on a Full Rest, each player may remove 1d4 Afflictions without consuming any healing items or requiring special assistance (thought such effects would still increase the number removed). During this time, the character may perform Downtime and non-strenuous activities, but must generally be focused on recovery. Travel can be accomplished at either a reduced pace, or in comfortable accommodations (such as in a carriage or as a passenger on a ship).
Downtime.
Players may wish to attempt certain in-world errands or activities during Full Rests or other time-skips, and some classes have abilities that give them specific options for Downtime activities.
Downtime activities may include crafting, inventing, enchanting, training, shopping, research, networking, or more. Players may state what they wish to attempt, and the GM determines whether that is practical given their character’s circumstances, if any Checks or costs are needed, or if the attempt should spur a roleplaying scene. Having certain (or a certain amount) of Afflictions may reduce what Downtime activities are available—blacksmithing with broken ribs may be tricky, for example. But as a general rule, Downtime activities can coincide with a Full Rest without conflict. Some classes also have special abilities that can be used during Downtime.
Day’s Rest/Night’s Rest.
A Rest takes eight hours. After a Rest, abilities that specify a quantity of uses between Rests are reset according to their instructions, and characters remove one instance of the Exhausted Affliction if they have any.
Player characters may talk, cook, use items like potions, instruments, games, or tools, and perform a small amount of minor activity during a Rest. They cannot travel by foot, horseback, or other strenuous method, and must spend the majority of it sleeping in order to gain these benefits.
Failing to Rest at least once in a 48 hour period results in one instance of the Exhausted Special Affliction.
Full Rest.
A Full Rest is a longer period between quests, missions, or other major milestones in a campaign. During a Full Rest, characters shop, craft, socialize, go about their daily lives, and recover from their more grievous wounds.
For each week spent on a Full Rest, each player may remove 1d4 Afflictions without consuming any healing items or requiring special assistance (thought such effects would still increase the number removed). During this time, the character may perform Downtime and non-strenuous activities, but must generally be focused on recovery. Travel can be accomplished at either a reduced pace, or in comfortable accommodations (such as in a carriage or as a passenger on a ship).
Downtime.
Players may wish to attempt certain in-world errands or activities during Full Rests or other time-skips, and some classes have abilities that give them specific options for Downtime activities.
Downtime activities may include crafting, inventing, enchanting, training, shopping, research, networking, or more. Players may state what they wish to attempt, and the GM determines whether that is practical given their character’s circumstances, if any Checks or costs are needed, or if the attempt should spur a roleplaying scene. Having certain (or a certain amount) of Afflictions may reduce what Downtime activities are available—blacksmithing with broken ribs may be tricky, for example. But as a general rule, Downtime activities can coincide with a Full Rest without conflict. Some classes also have special abilities that can be used during Downtime.
Alternate Game Structure: Rotating Bench
A typical TTRPG campaign often focuses on a small party of heroes on a long-running campaign. This can be done in Relict as well!
However, if you want to lean into the longer recovery times to remove Afflictions without large in-game time skips, or just let players explore more mechanical character variety during a persistent campaign, consider a premise that lets wounded characters "tag out" while they Full Rest.
The party could play as an organization that dispatches different groups of heroes, or members of a slightly larger party/network, where wounded heroes may return to base to convalesce while fresh ones venture forth to continue the mission(s). Or you could use a less defined framework where your core band of heroes can simply call upon "allies" to help them when one of the original team is sidelined.
Guilds, governments, universities, mercenary bands, treasure hunting expeditions, crime syndicates, secret societies, arcane or holy orders, crew of a ship or the staff of a long-haul caravan, or similar framing devices all work well.