Here is a fairly basic primer for Soulbound, as I don't want to fully replicate the book for obvious reasons. I'll help the best I can to assist in character creation, and I am here to answer any questions that I can! I am looking for 3 to 5 players.
Basic Mechanics
Code: Select all
Roll d6 equal to the appropriate attribute plus additional factors (Skills, weapon attribute, etc). 5+ is a success.
Advantage reduces the necessary result for a success to +4. Advantage stacks from various sources to further
reduce the necessary result for a success. Cannot be reduced below 2+.
Disadvantage increases the necessary result for a success. Cannot be increased beyond 6.
Some items and effects grant automatic successes on top of the roll, and some effects force automatic failures which
reduces any successes rolled.
Combat:
- Combat starts when one side initiates. That side goes first, then the other. All actions happen more or less
simultaneously.
- When combat begins, roll Recovery (Endurance + Weapon's Recovery attribute) to determine starting Action Tokens +1.
- You get one Action and one Free Action each turn. Actions may cost 0 - 2 Action Token. Free Actions never cost
Action Tokens.
Actions:
0 AT Actions
Recover: Roll Endurance + Recovery modifier to gain that many Action Tokens +1
Reload: Replenish ammunition or fuel to a weapon or piece of equipment
Power: Use one of your arcane powers. Roll Cunning to determine if any Haunts are created.
1 AT Actions
Move: Move a distance equal to your Agility x 2 in meters
Attack: Attack in some fashion, usually with a weapon. Roll Strength + Attack modifier for melee attacks, and
Perception + Attack Modifier for ranged attacks
Defend (Reaction): Done when attacked. Roll Agility + Defend modifier
2 AT Actions:
Charge: Combines a Move and Attack action. Ranged weapons may be used with a charge, but attack with
disadvantage
Dodge (Reaction): Combines a Move and Defend Action. If all damage is not negated by the Defend roll,
only move 2 meters.
Parry (Reaction): Combines a Defend and Attack Action. If all damage is not negates by the Defend roll,
no attack happens. Attack is undefendable.
Free Actions:
Target: Negates disadvantage for targeting a specific body part.
Use a Trick: Use any arcane trick. Roll Cunning to determine if a Haunt is created.
Use a Guild Item: Some items require a full action, but most are a free action.
Interact: Catch-all for interacting with various things in the environment.
Inventory Item: Use an item you have on your person.
Step: A 2m movement. This can be done in the same turn as any other movement.
Throw: Throwing something without the intention of causing direct harm. Roll Strength and toss the item the
result x 2 in meters.
Code: Select all
1.) Roll 1d100 to determine the weapon.
2.) Roll 1d6 to determine it's type;
1-2: Attuned (Repeat step 3)
3-4: Paired (Repeat step 1 for a second weapon)
5-6: Combined (Repeat step 1 for a merged weapon)
3.) Roll 1d6 for Power's Corruption Type, and 1d6 for the Power.
4.) Spread 7, 6, 5, 5, 4, 3 among stats;
Strength: Used for melee combat and physical skills
Endurance: Used for Action Points and number of injuries
Agility: Used for movement and defensive rolls
Perception: Used for ranged combat and observation skills
Knowledge: Used for various skills
Cunning: Use for magic casting and social skills
5.) Spend 3 skill points;
Acrobatics (Agi) Anatomy (Kno) Athletics (Str)
Barter (Cun) Bluff (Cun) Calm (Cun)
Disguise (Cun) Finesse (Agi) Force (Str)
Heal (Kno) Infilitrate (Agi) Intimidate (Str)
Listen (Per) Lore (Kno) Navigation (Kno)
Persuade (Cun) Repair (Kno) Sneak (Agi)
Spot (Per) Survival (Kno) Tracking (Per)
6.) Select 1 Arcane Trick;
Adjust Climate - Create a bubble of comfort to endure harsh conditions
Blink - Teleport a short distance in an instant
Channel Senses - See, hear, and smell through the weapon
Charm - Make someone more cooperative with the touch of a hand
Create Scent - Produce an odor around the weapon, pleasant or foul
Detect Corruption - Sense arcane Corruption with the touch of a hand
Dimensional Storage - Dissolve the weapon into nothing to conceal it
Disembodied Strike - Attack without lifting a finger
Disguise - Contort the features of one's own body
Duplicate Weapon - Create a functioning replica of the weapon
Elemental Strike - Extend the weapon's range with a slash of energy
Familiar - Summon a Haunt which acts as a friend rather than a foe
Form Object - Create a simple object in the palm of one's hand
Fortify - Temporarily heal one's own wounds
Grow Moss - Harvest Clotmoss from the weapon itself
Guide - Points the Wielder towards a subject of their memory
Ignite - Set a flammable object ablaze with the snap of one's fingers
Illuminate - Produce light from the Bond to act as a lantern or torch
Increase Gravity - Weigh the weapon down, pinning targets in place
Leap - Jump through the air at a great distance
Levitate - Hover just above the ground temporarily
Liquid Shape - Transform the weapon into a liquid state
Multistrike - Strike at two enemies simultaneously
Negate Gravity - Imbue a ranged projectile to travel indefinitely
Recall - Draw the weapon towards its Wielder, or reform it in hand
Relocate - Teleport to the weapon's location in an instant
Repel - Push away adjacent enemies with a wave of energy
Repair - Channel energy to mend a simple object
Reveal Tracks - Highlight tracks left in the area
Seek Target - Cause Attacks to hone in on their target at a range
Sense Life - Detect life in the area, even through walls
Shatter - Crush something in the palm of one's hand
Silence - Create a bubble of silence around the Wielder
Swift Reload - Reload using a form of telekinesis
Telekinesis - Move objects remotely using energy from the weapon
Voice - Speak from the weapon as if it contained one's own voice
7.) Create a background for the weilder and how they come to possess their bonded weapon. Remember;
Manifested bonds spontaneously appear from seemingly nowhere to aid the weilder
in a time of crisis and remains thereafter.
Awakened bonds were a mundane item with some significance to the weilder that
becomes magical when fate deems the weilder worthy.
Dynastic bonds are ones that persist through generations, being passed down
through bloodlines when the next in line is ready.
8.) Purchase equipment! Starting silver is obtained through ones background, and can
be spent on extra weapons, ammunition, armor, travel goods, etc. There's too much to
list here, just ask for what you would like.
9.) Choose a hunting house and guild! Hunting houses provide equipment unique to each house while guilds provide work.
Both provide training of one sort or another.
House of Battle: Focuses on defending humanity by fighting threats
House of Scouting: Focuses on exploring and seeking lost relics
House of Occult: Focuses on discovering and studying lost lore
Guilds differ from land to land, and each typically grants a free rank in a particular skill, though some offer a different
kind of perk.
Code: Select all
(1) RUIN (2) DECAY
1 - Breaching 1 - Corrosive
2 - Devastating 2 - Deathly
3 - Explosive 3 - Fertile
4 - Flame Imbued 4 - Festering
5 - Superheated 5 - Poisoned
6 - Volcanic 6 - Restorative
(3) SORCERY (4) SLAUGHTER
1 - Bridging 1 - Animated
2 - Frost Imbued 2 - Sadistic
3 - Lunar 3 - Form Shifting
4 - Soul Capturing 4 - Furious
5 - Totemic 5 - Vampiric
6 - Damning 6 - Symbiotic
(5) VANITY (6) MADNESS
1 - Alchemic 1 - Insane
2 - Blinding 2 - Lightning Imbued
3 - Divine 3 - Prophetic
4 - Petrifying 4 - Possessive
5 - Shielding 5 - Talking
6 - Wind Imbued 6 - Thought Stealing
Code: Select all
DARKNESS
Spell
----------
GLYPHS: S D L M
HEART: Shadows, stillness
Darkness (2) - Creates an area of darkness at the wielder's feet in a two tile radius. Enemies are unable to see through this area and are blinded while within the area. The Wielder and their allies are unaffected and the area lasts for one minute (10 combat rounds).
Darkness II (3) - The area covered increases to a 3 tile radius instead.
Darkness III (5) - The area of darkness rejects all sense of warmth, causing 3 Injuries that ignore Armor for any enemy that enters the area or starts their turn within the area.
APATHY
Charm (Touch)
----------
GLYPHS: All
HEART: Peace, slumber, nihilism
Apathy (2) - A touch-based Charm that drains the target of emotions and drive. When affected, the target must pass a Tier 3 Cunning save or succumb to apathy. A unit in this condition has their movement halved (round up) and must make all tests at disadvantage. The unit must retake the save at the start of each of their turns until they are no longer afflicted with apathy.
Apathy II (3) - The target must now pass a Tier 4 Cunning save to overcome apathy. Each turn the target also loses 1 AT when they fail the Cunning save.
Apathy III (5) - The target must now pass a Tier 5 Cunning save or immediately fall into an eternal slumber they cannot be woken from.
SIPHON
Charm (Touch)
----------
GLYPHS: S D M A
HEART: Drain, transferance
Siphon (2) - This power steals the magic that powers active spells and appropriates it for the caster. If a target hit with this charm has any enchantments or un-used charms or sigils active of no more than rank 1, the caster may deactivate one such power and create 1 mote. A mote is a small mass of magic that can be used to negate the create of a haunt. A wielder may have any number of motes and multiple motes can prevent multiple haunts, even abominations. However, like all magic, motes do not remain indefinitely and will fade away after combat, or after a few minutes if created outside of combat.
Siphon II (4) - This power may now turn off Rank 2 enchantments, un-used charms or sigils. Rank 2 effects that are turned off generate 2 motes.
Siphon III (6) - This power may now turn off Rank 3 enchantments, un-used charms or sigils. Rank 3 effects that are turned off generate 3 motes.
FATIGUING
Enchantment
----------
GLYPHS: All
HEART: Rest, burden, exhurtion
Fatiguing (3) - This power wreathes the caster's weapon in a haze that draws out the vital energy of living things on contact, causing them to become fatigued. If the user deals any Injuries, the affected unit loses 1 AT.
Fatiguing II (4) - Now removes 2 AT by dealing any Injuries.
Fatiguing III (5) - Now removes 3 AT by dealing any Injuries.
ANTIMAGIC
Spell
----------
GLYPHS: S L M
HEART: Rejection, containment, suppression
Antimagic (4) - This power creates either a wall 3 tiles long that extends high into the sky, or a single tile radius bubble from a point selected at Range S. These barriers resist magic passing through. Haunts and powers are unable to pass at all. Corrupted, Bonds and Abominations can pass through by spending an additional AT. Akuma are unable to cast powers through, but may pass through unimpeded. If either barrier attempts to intersect something that cannot pass through, the obstruction is shunted away from the barrier to the nearest space it can occupy. Physical, non-magical obstructions do not impede the barrier
Antimagic II (6) - The wall may be 4 tiles long, the bubble may be 2 tile radius and either may be cast at Range M. Corrupted and Abominations are now unable to penetrate the barrier and Akuma may only do so by spending an AT.
Antimagic III (8) - The wall may be 5 tiles long, the bubble may be 3 tile radius and either may be cast at Range L. The barriers are completely impenetrible to beings, objects and powers of magical nature.
SUPPRESS
Spell
----------
GLYPHS: L M
HEART: Courage, fortitude, leadership
Suppress (3) - A magical aura envelopes the caster, bolstering allies near them to be fearless and bold. The caster and any allies within 1 tile are granted 1 die on all tests and automatically pass the Cunning save required by Demon Fright I. Inspire may only be cast during combat as it draws on the adrenaline of a mortal danger to be overcome.
Suppress II (4) - Now grants 2 dice on all tests and automatically pass the Cunning save required by Demon Fright II.
Suppress III (6) - The aura now extends to allies within 2 tiles of the caster, grants 1 automatic success on all tests and automatically pass the Cunning save required by Demon Fright III.
Vile Crowns of Void
--------------------
MANTLE OF MALAISE
------------------
A dark, malicious shadow seems to flit among these horns from time to time and causes the shadow of the wielder to sometimes act eerily off.
Somniferous Haze (6) - Upon activation, a misty haze rises from the ground enveloping all enemies within a 3 tile radius of the user. Enemies that fail to pass a Tier 4 Endurance save fall into a deep slumber. Each round, targets may attempt a Tier 4 Endurance save at the start of each of their turns to wake up. After failing 3 times, the target remains asleep for one hour but then wakes up automatically. The sleep induced by this ability is restless and tormented.
Waking Nightmare (5) - The accursed may draw from the nightmares of the slumbering to conjur malicious spirits under their control. These phantom nightmares act in accordance with the Wielder's commands. Choose one target that is Unconscious or Slumbering and conjur a nightmare from them. These nightmares remain so long as the target remains asleep and will vanish if the target awakens or dies or if it is destroyed. Nightmares use the stats of an Assassin (page 388), and ignore difficult terrain by floating above the ground.
GLUTTONOUS CREST
------------------
These unnerving, misshapen horns seem to consume any manner of trace matter like dirt or blood that happens to get on them while their bearer seems to be unable to fully shake a sensation of hunger.
Ravenous Maw (1) - The accursed goes through a partial transformation that horribly unhinges their jaw, which enlarges to an unsettling, monstrous degree as their teeth become razor-sharp fangs. The Wielder gains a special bite attack (9 Attack, Piercing) and the ability to eat anything without ill effect as indeed anything they consume is obliterated before ever reaching their stomach. If the accursed deals any Injuries to a flesh-bodied target with this bite, it may restore 1 Injury. Due to the nature of this transformation, the Wielder may not benefit from any consumed item any more than they may be impacted negatively. The transformation lasts to the end of the day or until dispelled.
OBLIVION CROWN
------------------
These horns seems at the same time dark as pitch, yet somehow like mirrors as they constantly absorb and distort light around them like water into a faucet.
Erase (5) - With a touch, the accursed can utterly erase all traces of that which they touched. A target must make a Tier 5 Endurance save or be erased. Deceivers and Akuma are resistant to this power, only being partially erased, dealing 8 Injuries that ignore Armor to such targets as part of their bodies are erased. For non-living targets, objects up to the size of a cart can be instantly erased. You may opt to target a living being's equipment, rather than the being itself. (IE: Weapon, armor, etc)
Vaccuum (7) - The accursed creates an area of void atmosphere, removing all air. The area fills a 5 tile radius around a point within Range M. Targets in this area when it is created, who enter it, or being their turn there must make a Tier 4 Endurance save or lose 1 AT. While inside the area, no-one may take the Recover action. If a target must lose an AT but has none, they immediately fall unconscious and take 1 Injury, and continue to take 1 Injury each round they remain in the area. The area remains for one hour or until dispelled. When dispelled, any targets within the area are pummeled by the air filling the space and take 10 dice of Impact damage.
Code: Select all
BASIC SUPPLIES
Rope (30 ft) - 2 sp
Torch - 1 sp
Oil Lantern - 4 sp
Oil (8 oz) - 3 sp
Bed Roll - 9 sp
Tent, Single - 18 sp
Tent, Group - 36 sp
Leather Knapsack - 5 sp
Canteen (32 oz) - 3 sp
Box of Matches - 1 sp
City Newspaper - 1 sp
Compass - 9 sp
Tobacco Pipe - 3 sp
Cooking Set - 20 sp
Lock Picks - 30 sp
FOOD
Bread Loaf - 1 sp
Fish - 2 sp
Roasted Chicken - 3 sp
Steak - 4 sp
Crab - 5 sp
Oyster - 1 sp
Corn - 1 sp
Cabbage - 1 sp
Potatoes - 1 sp
Apples - 1 sp
Bag of Rice - 2 sp
Canned Beans - 2 sp
Canned Fruits - 3 sp
ALCOHOL
Mug of Mead - 1 sp
Mug of Beer - 1 sp
Glass of Whisky - 2 sp
Glass of Wine - 3 sp
CLOTHING
Common Outfit - 5 sp
Nice Outfit - 30 sp
Exquisite Outfit - 90 sp
Cloth Peacoat - 28 sp
Cloth Long Coat - 37 sp
Cloth Cape - 21 sp
Winter Coat - 42 sp
Scarf - 3 sp
ARSENAL
Compressed Gas - 20 sp
Liquid Fuel - 25 sp
Battery Pack - 30 sp
Explosive Charge - 35 sp
10 Iron Arrows - 10 sp
10 Iron Bolts - 15 sp
10 Pistol Rounds - 100 sp
10 Shotgun Shells - 125 sp
10 Rifle Rounds - 150 sp
10 Silver Arrows - 20 sp
10 Silver Bolts - 30 sp
10 S. Pistol Rounds - 200 sp
10 S. Shotgun Shells - 250 sp
10 S. Rifle Rounds - 300 sp
CURATIVES
Bandages - 5 sp (5+ when
healing overnight, single use)
Clotmoss - 10 sp (4+ when
healing overnight, single use)
Lifefern - 15 sp (3+ when
healing overnight, single use)
Medical Kit - 30 sp (Restores
Injuries equal to the amount
Successes rolled on a Heal
check, three uses)
Surgical Kit - 50 sp (Restores
Injuries by rolling a Heal check
with Advantage, three uses)
Elixir - 10 sp (Heal 1 Injury
instantly)
Strong Elixir - 40 sp (Heal 3
Injuries instantly)
Life Elixir - 100 sp (Heal 6
Injuries instantly)
LODGING
Commoner's Room - 5 sp
Traveler's Room - 15 sp
Merchant's Room - 30 sp
Noble's Suite - 60 sp
TRAVEL
Average Horse - 350 sp
Purebred Horse - 500 sp
Donkey or Mule - 120 sp
Open Cart - 75 sp
Covered Wagon - 150 sp
Powered Wagon - 3000 sp
Train Ticket - 30 sp /day
Boat Ticket - 5 sp /day
Powered Boat Ticket - 15 sp /day
New Actions
Code: Select all
Focus (Free Action): Roll 1d6. On Success gain 1 AT.
Brace (Action, 0AT): Recover but at disadvantage (1 + Successes of 6+). On the next enemy phase, roll all defense rolls at
advantage.
Recovery Run (Action, 0AT): Recover but at disadvantage (Successes of 6+ only), and Move up to your Agility-1 in hexes.
Code: Select all
When using iterative Recovery actions, add 1 to the free AT you get. For example, the first time you Recover it is
1+Successes, the next time is 2+Successes and so on. (For Recovery Run, start at 0, but the second time you use
Recovery run in a row, it becomes 1+Successes)
Code: Select all
Corruption Crystals: Small shards of magic found at sites of great corruption. These can be found in all corruption
types and in three sizes corrosponding to the rank of the power contained within. Each crystal contains a single
power that may be used once, consuming the crystal in the process, leaving nothing but a chalky residue.
Casting a power from a corruption crystal is the same as casting it normally, making a Cunning check based
on the power's CR, conjuring haunts or abominations accordingly as normal.
If used without the crystal resonator industrial upgrade, failing to roll a single success on the Cunning check will
result in the crystal backfiring, causing elemental injuries equal to the rank of the power contained in the crystal.
Crystal Resonator (Good, 300 sp): This apparatus is actually a product developed by the House of the Occult and
designed to house a corruption crystal so that a wielder may safely cast the power within. Using a corruption
crystal with this industrial upgrade removes the backfire chance from the caster check.
CAST
Lloyd Millhaus - Flynnarrel
Sashura Vlasova - Prof Weird
Ericka Akcire - Doctor Malsyn
Grigor "Dog" Geddings - Arkrite
Moira Genevieve Sterling - Vivid
Battle Map Link