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Tag - d5 Cogs

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Automata & Golems
Golems Stone and Wood Golems The first golems were crafted from stone and wood with gemstone eyes and had runes carefully carved into them to imbue them with motion and purpose. These golems could handle basic tasks tirelessly, but if poorly commanded, might continue them indefinitely or indiscriminately. A poorly worded command could have wildly…Read More
Damage & Conditions
Health and Will are measurements of your general wellbeing. The tolls of taking damage, pushing yourself to your limits, or commanding unnatural powers are represented by these traits. Further complications are defined by Conditions.
Equipment
Currency Standard Exchange Rates Base Coin Silver Penny Brass Slug Lead Sterling / Gold Dollar Auric Guinea Adamant Star Silver Penny (p) 1 1/50 1/100 1/10,000 1/1,000,000 Brass Slug (🜃) 50 1 1/50 1/5000 1/500,000 Lead Sterling (♄)/ Gold Dollar (D) 100 50 1 1/100 1/10,000 Auric Guinea (☼) 10,000 5000 100 1 1/100 Adamant…Read More
Magus
Magi are practitioners of the arcane arts. They are talented and focused spellcasters. As a magus, you gain the following features. Primary Attribute: See Specialty Health and Will Health Die d6 Health Points at 1st Level 6 + Resilience Health Points at Higher Levels 4 + Resilience Will Die d8 Will Points 8+Resilience Proficiencies Weapons…Read More
Scoundrel
Whether disappearing into a crowd or exaggerating the value of a rare treasure, a scoundrel’s gifts lie in controlling what other people see and believe. As a scoundrel, you gain the following features. Primary Attribute: Presence Health and Will Health Dice 1d8 per scoundrel level Health Points at 1st Level 8 + Resilience Health Points…Read More
Combat
Combat and other time-sensitive situations take place in six-second rounds where every creature involved gets to act on their turn.
Aurochs
An aurochs is a large long-lived bovine native to Tera Mundus. They are used as farm labor and steeds.
System Basics
Roll 2d6 and add any modifiers. If your roll meets or exceeds the difficulty set by your game master, the roll is a success.
Gnome
Gnomish society is built around a loose caste system defined by guild families devoted to their trades. Ancestry. Homid Creature Type. Sapient Being Legacy: Fae. You are resistant to psychic damage and have the Fae Luck trait. Fae Luck. When you roll a wyld die and dislike the result, you can reroll the die, but…Read More
Human
The most common humans are biglings and halflings. In urban environments, the two peoples often find each other and form strong diverse human communities. The same cannot always be said of more rural communities. Ancestry. Homid Creature Type. Sapient Being Legacy: Celestial. You are resistance to radiant damage and have the Divine Right trait. Divine…Read More
Elf
Elves are descendants from homidians and fae creatures. They can be identified by their hominid form and pointed ears. As an elf, you have the following traits. Ancestry. Homid Creature Type. Sapient Being Legacy: Fae. You are resistant to psychic damage and have the Fae Luck trait. Fae Luck. When you roll a wyld die…Read More
Dwarf
History and Culture Dwarves are the only native sapients on Telluria descendant from elementals, specifically xorn. Despite not being descendant from homidians, they are often mistaken for homids as a result of their smooth skin and plentiful head and facial hair. Tails are rare among dwarves, but are disproportionately represented in cave dwarves.
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