Sandcastle

Table-talk Role Playing Game

National Astronomical Observatory of Japan

Copyright & Credits© NAOJ, National Astronomical Observatory of JapanFirst Published: 2023
Published by:

NAOJ, Public Relations Center, Publications Office
2-21-1 Osawa, Mitaka
Tokyo 181-8588
JAPANwww.nao.ac.jp/en
Lead Game Designer: Ramsey Lundock, Ph.D.
Illustration: Ryuji Fujii
Playtesters & Development Assistance:
Jason Monti, Robert Hemminger, Don Bingle, Sabrina Klein, Rich Osterhout, Shaunee Andrews, Hiroko Tsuzuki,
Dylan Thomas Reader, Erika Ginnis, Jeremy Wilson, Duncan potee, Rebecca Klett, Yumi Hibino, and Kaori Kume(in no particular order).

Table of Contents

10) Calculate the attack bonuses anddamages for your weapons. ...................20
11) Fleshing Out Your Character .........21Core Rules........................................1
Playing the Game............................21
What is a TRPG, Table-Talk Role
Encounters, Adventures,
Playing Game? ..............................2
and Campaigns.............................21
What is Sandcastle?
..............................2
Combat................................................22
Setting: The Domain ..............................3
Time and Actions.............................22
Why did a research institute create a
Position and Movement...................24
TRPG?
........................................3
Common Movement Values..........24
Units ..........................................................4
Attack Ranges...............................25
Dice Notation........................................4
Attack Checks .......................................26
Attribute Checks..............................5
Defense.......................................26
Opposed Checks...............................5
Damage................................................26
Character Generation.....................5
Hardened or Vulnerable...................27
1) Personalize your character sheet. ........6
Losing hp (hit points)...................27
2) Record your starting level.
...........6
Holding Your Breath.....................27
3) Decide on your character concept. .......6
Dying and Healing .............................28
3A) Base Attributes ..............................6
Resting, Recovering hp and pp.........28
3B) Subspecies...............................6
Experience.......................................283C) Combat Style...............................7
Special Actions .....................................28
4) Calculate your final attributes. ..........10
5) Calculate your secondary
Energer Special Actions...................28
statistics.
..............................................10
Harrier Special Actions...................30
6) Choose your skills. ............................13
Hexer Special Actions...................30
Skill Descriptions.............................13
Striker Special Actions...................31
7) Choose your guild. ............................15
8) Purchase starting equipment andGame Masters’ Manual....................33
figure out how to carry it.
...................16 How to Use theStarting Funds.............................17
Game Masters’ Manual........34
Quick-Build Starting Equipment .........17 Using the Adventurers’ Guilds........34
Armor ...............................................17
Reputation.......................................34
Weapons.......................................18
Guild Information Checks ...................34
Supplies.......................................19
Guilds as Plot Hooks ............................35
Room & Board.............................19 Challenge Levels............................36
Carrying Gear.............................199) Determine your defense, movement,
and armor penalties based on the armor
you purchased in step 8.
...................20

Obstructions......................................37
Flier................................................64
Hazards...............................................37
Gibbering Insanity.............................64
Challenges.......................................38
Homunculus.......................................65
Locks................................................38
Horse................................................66
Secret Reactions.............................39
Salamander.......................................67
Role Playing......................................39
Scorpion, Monster.............................68
Tips for Handling Mounts
Snake, Poisonous.............................68
and Vehicles in Combat........39
Spider, Hunter.....................................69
Bonuses and Penalties..................40
Twilight Impossibility...................70
Treasure................................................40
Writhing Blasphemy.........................71
Magical Items......................................41 Humanoids......................................73
Assault, Protective,
Sci-Fi Humanoids.............................73
and Utility Items .............................41
Humanoid Special Cases...................73
Recognizing Magical Items ...................41
Other Subspecies.............................74
Magical Items as Starting
Advanced Humanoids....................75
Equipment (Optional)...................42
Equipment for Humanoids ..................75
Resizing Armor ....................................42 Templates............................................75
Random Color Table ............................42 Collected Reference Tables ................77
Sample Items.......................................42
Potions.......................................47
Research Equipment (Optional) .........48
Cursed Items (Optional)...................49
Science Fiction Items (Optional) .........49
Monster Rules & Data..................53
Using the Monster Rules & Data ........54
Few Monsters, many Variants........54
Monster Entry Format..................54
Sample Monster List ............................55
Apparition.......................................55
Bear................................................56
Canine................................................57
Celestial Bull.......................................58
Chimera...............................................59
Cockatrice.......................................59
Demon................................................60
Deathwyrm.......................................62
Dragon................................................63

Core Rules

What is a TRPG, Table-Talk Role
Playing Game?

any disputes which arise during the game. In the Sandcastle
TRPG, this participant is referred to as the Game Master(often abbreviated as GM). Other games use other terms.

A Table-Talk Role Playing Game, sometimes called a TableTop Role Playing Game, (abbreviated TRPG or TTRPG) isa storytelling game you play with other players.

You should have at least three participants for a TRPG
game session: one Game Master and two or more players
to play the role of individual characters who team up to
overcome the challenges the GM presents to the group.
In groups with more than about eight players, it becomesdifficult for everyone to participate in the storytelling andthe group should probably be split into smaller groups,
each with its own GM.

“Role Playing” is a common form of entertainment
employed in many different kinds of games. You take on
the “role” of a character different from yourself. Unlike arole in a play, in role playing there is no script and you haveto ad lib, thinking of what your character would do andsay, like children playing cops-and-robbers. In a TRPG,
rather than running around a playground with otherchildren or sitting solitary at a computer manipulating an
inworld character, you sit at a “table” and “talk” with theother players, describing what your character is doing inwords. Thus the name “Table-Talk Role Playing Game.”(In the modern world, players who can’t gather together
physically sometimes gather at a digital “table” such as avideo conferencing system or chatroom.)In games, like in real life, people sometimes disagree.
In TRPGs, players will often disagree about things likewhether or not a character can leap across an open pit,or hit a flying dragon with an arrow, or spot an ambusher
lying in wait down a dark alleyway. TRPGs use rules forresolving these disagreements. Some of the rules are simple
statements, such as how far a human character can walk in
6 seconds or how much a suit of chainmail armor weighs.
Other rules involve an element of chance: hitting a cyclops
with a sword swing, catching hold of the railing when arotten plank in an old bridge suddenly collapses under
your feet, how badly you get hurt if you fail to catch holdof the railing and fall into the river below the old bridge,
or recognizing the insignia of the evil duke on a pendant
flapping furiously in a strong wind. To resolve things with
an element of chance, most TRPGs use dice or similar
methods to generate a random number, and adjudicate theresults based on that number. The TRPG which you arereading right now, Sandcastle TRPG, is one of the ones
that uses dice, so right now don’t worry about the dice-lessmethods used by some other TRPGs.
In TRPGs there are two kinds of participants. Most of theparticipants, simply called “players,” take on the role ofa single character and guide that character through thestory. One participant gives up the right to play a characterand instead runs the rest of the world. This participant
describes the weather, explains what the players’ characterssee as they walk down the road, and plays the roles of otherpeople and creatures the main characters meet, including
the villains. This participant also takes on responsibility foradministrating the games rules and is the final arbitrator of2

As stated before, a TRPG is a storytelling game. The storyis what happens when the players’ characters interact with
the GM’s game world. Like children’s games of makebelieve, there are no winners or losers in a TRPG. The
goal is for everyone to work together to tell a fun andmemorable story. The characters in the story will often
have goals of their own, such as finding a buried treasurechest or rescuing a princess locked in a tower. And theGM will set up obstacles between the characters and theirgoal. The GM’s goal is not to defeat the players and theircharacters. The GM’s goal is to challenge the players sothey can have fun working through the problems. The
characters should usually be able to overcome the GM’s
challenges and achieve their mission, but sometimes
they will fail. Maybe the characters can’t find the buriedtreasure, or maybe one of the characters gets eaten by achimera. Success isn’t fun unless there is also the chancefor failure. But even if the characters lose, if it was a fun
story, then the players and the GM have won.

What is Sandcastle?
Sandcastle is a simplistic TRPG intended for new players,veterans who want to get back to basics, or anyone who
needs a lightweight rules system for a quick game.
TRPG stories can be grouped into roughly two types.
Stories with a linear or branching-tree structure arereferred to as “dungeons.” The players must play throughthe encounters in the order they are presented withlimited choices about which encounter to take on next. A“dungeon” gives this type of adventure a physical structure;each encounter is set in a separate room and doors andcorridors link each encounter to a limited selection ofother encounters. However “dungeon” is a misnomer. Realworld dungeons were prisons, not elaborate complexes
designed by a demented genius to torment adventurers.
Most dungeons consisted of only a couple of rooms
at most. And they were often located in towers, notunderground. “Castle” is a more accurate term for a groupof linked rooms. These rooms were often located one onTRPG Game Play Example
GM: The wooden door creaks softly when you open it.
Player 1: I hope no one heard that.
GM: The room on the other side of the door appears to bea small study. There is a writing desk with a feather quill,
ink well, and blank pages sitting on it. Above the desk isa shelf with half a dozen books. On the other side of theroom stands a wardrobe. And in the far wall, a barred
window looks out into a garden courtyard. The gentle
breeze coming through the window carries the heavy scentof lilacs.
Player 1: I’ll move into the room and want to check out thebooks on the shelf.

top of the other in a tower structure making it impossible(save climbing through a window) to reach a room without
passing through the ones below it.
In contrast, an adventure where the players have control
over the order in which they play through the encounters,
possibly bypassing some encounters all together, is calleda “sandbox.” The idea being that the party can play inany part of the “sandbox” they would like to, without the
GM setting up barriers to channel them. The sandbox
metaphor is based on the idea that sand can be sculpted
into almost any shape to accommodate an equally widearray of games and stories.
Of course most stories contain elements of both castles
and sandboxes. Sandcastle aims to be a game system toaccommodate both sandbox and castle style adventures.

Player 2: I walk over and try to open the wardrobe.

Setting: The Domain

Player 3: I turn around and stand watch to make surenothing sneaks up on us again.

Sandcastle is based in a medieval swords-and-sorcery
fantasy setting. This setting is known as The Domain. It isa world of knights in shining armor, mysterious sorcerers,
terrible monsters, wilily dwarves, elegant elves, andbeautiful damsels (who are just as likely to do the saving as
to be saved). There are majestic castles, mysterious ruins to
be explored, enchanted glades, and dark forests brimmingwith evil. The culture is primarily northern European, but
the climate is closer to a Hollywood movie studio backlot;
temperate and fair throughout the year so that knights infull armor don’t need to worry about overheating and barechested barbarians (both male and female) don’t need toworry about feeling a chill. Various setting elements areborrowed ad hoc from other cultures, other times, andpopular imagination. The inhabitants of The Domain
include the full gambit of skin tones, body types, sexual
orientations, and lifestyles.

GM: OK, the books on the shelf appear to be about
gardening and horticulture.
Player 1: I’ll check the drawers of the desk next.
GM: The wardrobe isn’t locked. You can open it if you
want to.
Player 2: I’ll go ahead and open it.
GM: The wardrobe is empty except for a suit of chainmail
armor draped on a wooden mannequin. In the meantime,
there is no apparent activity down the hall in either
direction.
Player 3: No “apparent” activity. Do you mean there’s no
one there, or I just didn’t notice?
GM: You’ll just have to wait to find out.
Player 2: I’ll close the wardrobe.
GM: The chainmail clad mannequin holds out its wooden
hand to prevent the door from closing.
Player 2: Oh, this isn’t good. Guys, we’ve got trouble!
GM: And here we’ll go ahead and enter combat.

The setting of The Domain is an attempt to return to theearly, simpler days of TRPGs. This is outdated culture
content by design, intended for a niche audience and may
not be appropriate for all readers. The setting is reflectedin the rules and cannot be completely removed from thegame. If there are parts you don’t like, you can change
them when using Sandcastle for your own games.

Why did a research institute create a
TRPG?
When the COVID pandemic struck, like the rest of theworld, NAOJ (National Astronomical Observatory ofJapan) had to rethink our activities. The traditional ways
to introduce people to science such as laboratory tours,

3hands-on experiments, classroom visits, etc. become
impossible due to COVID restrictions. We needed a new
approach. Based on the success of our GALAXY CRUISE
gamification project for galaxy classification (https://galaxycruise.mtk.nao.ac.jp/en/) we decided to create an
online game. The game needed to be freeform, to be able
to incorporate a wide range of content. TRPGs are one of
the most versatile types of games. And TRPGs have theadvantage of well established online infrastructure. TRPGs
were early adapters to the internet, back from the days ofplay-by-email and chatroom-based games. Today, there are
multiple sites dedicated to hosting online TRPGs and we
found that with a little ingenuity the now ubiquitous videoconferencing systems also work pretty well.
Because there is already a wide selection of educational
games for people who want to play them, we knew that
our TRPG needed to be first and foremost a game people
will want to play as a normal game. In the Core Rules,
scientific references are included only where, honestly, theyenhanced the game.

Units
Sandcastle uses metric units. A conversion table forimperial units is included at the end of the rules book forreference.

4

Dice Notation
Sandcastle uses cubic, 6-sided dice for random number
generation. Roll a die and use the rules to determine theoutcome based on the number rolled. Often multiple diceare rolled and their results are added together to generate
the number. For example, if you roll 2 dice and thenumbers 6 and 3 are face up on the dice, then the result of
the roll is 9 = 6+3.
To let you know how many dice to roll, Sandcastle uses
a notation of a number followed by “d6,” meaning “sixsided dice.” 2d6 means to roll two dice and add the results
together. Sometimes rather than using the exact result of
the dice roll, an additional number will be added to or
subtracted from the result. “2d6−2” means to roll two dice,
add them together, and then subtract 2 from the result.
Sandcastle also uses a division system to generate a smaller
range of random numbers by dividing the number rolledon the die. These virtual dice come in two varieties, twosided (d2) and three-sided (d3).
To roll a d2, roll a normal six-sided die and divide theresult by 3, rounding up to generate a random number
between 1 and 2. So if the number face-up on the actual
six-sided die is 1, 2, or 3, then the result of the d2 roll istreated as 1; if the number face-up on the actual six-sided
die is 4, 5, or 6, then the result of the d2 roll is treated as 2.

Likewise, to roll a d3, roll a normal six-sided die and divide
the result by 2, rounding up to generate a random number
between 1 and 3. So if the number face-up on the actual
six-sided die is 1 or 2 then the result of the d3 roll is treatedas 1; if the number face-up on the actual six-sided die is
3 or 4 then the result of the d3 roll is treated as 2; if thenumber face-up on the actual six-sided die is 5 or 6 thenthe result of the d3 roll is treated as 3.
When rolling multiple d2 or d3, count each die
individually. “2d3” means role two three-sided dice andadd the results together. 2d3 is NOT equivalent to 1d6,
because the averages and probability distributions aredifferent.

Attribute Checks
The most common type of dice roll in Sandcastle iscalled an attribute check. Every character and monster in
Sandcastle has the same six attributes: strength, dexterity,
endurance, awareness, willpower, and presence. For
brevity, each attribute can be abbreviated as a single letter,as noted in parentheses.
Strength (S): This is a measure of physical power basedon muscle. It is used for heavy lifting and striking foes inmelee combat.
Dexterity (D): This is a measure of agility andcoordination. It is used for quick, precise motion and it
makes you a more elusive target in combat. Dexterity isalso used to resist damage from fire or cold (red or blueenergy).
Endurance (E): This is a measure of stamina and fortitude.
It is used for sustaining strenuous activity and holding
your breath. It also modifies the number of hit points (hp)you have; hit points represent the amount of damage thatyou can sustain before falling in combat. Endurance is also
used to resist damage from poison or electricity (green or
yellow energy).
Awareness (A): This is a measure of your ability to perceive
and make sense of your surroundings. It is used for
noticing hidden objects and for hitting targets with ranged
attacks. It is also used for checks based on intelligenceor memory, or more correctly it helps your character tonotice clues in the surroundings to put that knowledge into
context and apply it to the current situation.
Willpower (W): This is a measure of your ability to resist
outside influences. It is used to avoid coercion and resist
malignant magical effects know as hexes. Willpower isused to persevere rather than give up when researching

the answer to a difficult question. Willpower is also used
to resist the damage from holy or evil effects (orange or
purple energy).
Presence (P): This is a measure of your ability to exert
your will on the world. It is used for persuasion andmanipulating magical forces.
Attributes range from −2 to +2 for human characters. +0
represents an average adventurer character. −2 is very bad,
−1 is bad, +1 is good, and +2 is very good. Non-humanmonsters may have attributes outside of this range, being
better (or worse) than humanly possible.
To make an attribute check, roll 3d6 and add the relevant
attribute to the result. Other modifiers may also apply. Add
all of the applicable modifiers to the total, then compare
the final result to a target number (TN). If the final resultof the dice roll after all modifiers have been applied is equal
to or greater than the TN, then the check is a success. If
the final result of the dice roll after all modifiers have been
applied is less than the TN, then the check is a failure. The
GM is usually responsible for setting the TN, deciding
the applicable modifiers, and interpreting how success or
failure on a check plays out in the game.

Opposed Checks
Sometimes, attribute checks represent a contest between
two characters. For example, a spy attempting to sneak pasta guard unnoticed, or one character trying to force open
a door while someone on the other side is trying to holdit shut. In these cases, rather than making a check against
a set TN, each character makes a check, and the characterwith the higher result succeeds. A tie indicates no change
in the status quo; continuing the above examples, the spy
couldn’t find an opening to try to slip past the guard, but
the guard hasn’t noticed the spy either. In the case of thedoor, the door hasn’t opened yet, which happens to bewhat the character holding it shut wanted.

Character Generation
Your character serves as your alter-ego or avatar in thegame. Each character is comprised of several components
which define how the character interacts with the world. A
character sheet is provided to help you get your characterready for play. The steps in preparing your character are:1) Personalize your character sheet.
2) Record your starting level.
3) Decide on your character concept (including baseattributes, subspecies, and combat style).
4) Calculate your final attributes.

55) Calculate your secondary statistics.
6) Choose your skills.
7) Choose your guild.
8) Purchase starting equipment and figure out how to carryit.
9) Determine your defense, movement, and armor
penalties based on the armor you purchased in step 8.
10) Calculate the attack bonuses and damages for yourweapons.
11) Flesh out your character.
There are other important parts of the character, such as
the appearance, personality, and background story. They
will be covered later, but first let’s look at how to create acharacter’s game mechanics.

1) Personalize your character sheet.
There will often be multiple character sheets on the table
during game play, or stuffed into a folder between gamesessions. A single player may create different characters
to use in different game sessions. To be able to find thecharacter sheet you want quickly, first write both theplayer name and the character name at the top of thecharacter sheet. If you would like to give more thought tothe character’s name later, it is still a good idea to assign
a working name at the start of character generation andchange it later.

2) Record your starting level.
Sandcastle uses a system of levels to measure the power of acharacter. There are six levels in Sandcastle ranging from 0
to 5. A level-0 character is a non-heroic character; a level-1
character is a novice adventurer; a level-5 character is anear legendary hero. A character’s level is used in various
calculations related to the combat style and skills.
The GM will set the level of the characters at the start ofthe character generation process. Most times characterswill start at level 0 or level 1. If you continue to play
the same character through multiple adventures, thecharacter will grow in knowledge and power and canadvance to higher levels. In Sandcastle, experience gained
through adventuring is measured in experience points(xp). When creating a new character, you start with theminimum number of xp needed for your starting level.
On the character sheet, find the level the GM assigned
as the starting level. Fill in all of the circles, representing
xp, to the left of the starting level. Level-0 is located on
the far left, with no circles to the left of it, because level-0
characters start with 0 xp.

6

The process of gaining xp and advancing in level is
described in the Experience section.

3) Decide on your character concept.
In Sandcastle, your character concept consist of threeelements that largely determine how the character willinteract with the game world. These three elements arebase attributes, subspecies, and combat style. These threeelements are inner-related but can be assigned in any order.
Different players have different preferences about where to
start.

3A) Base Attributes
Every character and monster in Sandcastle has the same
six attributes: strength (S), dexterity (D), endurance (E),awareness (A), willpower (W), and presence (P). See
Attribute Checks in the preceding Dice Notation section
for a full description of the attributes.
You are free to assign whatever values you would like to thebase attributes for your character, so long as the following
2 rules are followed. Each base attribute must be a value
between −2 and +2. The sum of all the base attributes must
be exactly 0. Record your base attributes in the spaces
provided on the character sheet.
An attribute value of +0 represents an average adventurer
character. −2 is very bad, −1 is bad, +1 is good, and +2 isvery good. Any modifiers for your subspecies (describedlater) will be added to your base attributes to determine
your final attributes.
If you are unsure what would be good values for yourcharacter’s base attributes, each combat style (listed later)
has a list of quick-build attributes which would be suitable
for a character using that combat style.

3B) Subspecies
Not all heroes in the world of Sandcastle are human.
There are also dwarves, elves, and oni. All of these otherpeoples have been known to intermarry with humans andproduce viable offspring, so they do not meet the scientificdefinition of separate species. However, in the world of
Sandcastle, they aren’t considered human either. Therefore
they are referred to as subspecies.
Dwarves, elves, and oni have attribute modifiers which
are added to the base attributes to determine the final
attributes used in game play. These modifiers represent
the ways that these subspecies are inherently better (andworse) than normal humans in certain ways. Humans

do not have attribute modifiers, instead they can choose
an additional (third) skill during step 5. The various
subspecies, including their attribute modifiers aredescribed in detail below.
Dwarves: Dwarves are a small, spry people standing
about half as tall as humans. They are expert artisans,working as all kinds of craftsmen: metal smiths, cobblers,
masons, brewers, etc. They are diligent workers, but also
have a playful side, especially if it means having a laughat the expense of “big people.” Their small size meansthat dwarves lack muscle mass and leverage (strength−1), but it gives them an advantage for dashing arounddangerous areas without becoming targets (dexterity+1). They are famous for their stubbornness and have an
innate resistance to magic (willpower +1). However, they
are easily overlooked and underestimated by the bigger
peoples, and their resistance to magic makes it harder forthem to use it themselves (presence −1).
Elves: Elves are sylvan beings from a mystic realm whichis completely removed from the mundane world, yet never
far away. Elves are roughly the same size as humans, but
are often of light build. The most notable feature is theirlong, pointed ears. Elves lack physical fortitude (endurance−1) but have sharp senses and quick minds (awareness +1).
Their natural aptitude with magic gives them an aura ofmystery and power which demands respect (presence +1).
But they are mercurial and prone to give up if they meetwith any significant resistance; in addition their natural
aptitude with magic acts like a lightning rod, making it
harder for them to resist its effects (willpower −1).
Humans: Humans are the most diverse and versatile
subspecies. They are quick learners and able to adapt to avariety of environments. To represent this individuality,
rather than adjustments to the attributes, humans learn
an additional (third) skill, as opposed to two skills forother subspecies. The skills are explained in more detailin step 5. Human does not necessarily mean “ordinary.” A
hero who is two-thirds god one-third mortal, a wild man
raised by wolves, a statue given life by a goddess of love,a boy born from a giant peach, a mermaid given legs towalk on land, a clone, and a princess from the Moon are all
examples of humans. If a character isn’t obviously a dwarf,
elf, or oni, then it is probably human.
Oni: Oni have large muscular bodies, standing a full head’sheight taller than humans. (“Oni” is both the singularand the plural). The majority of oni are sadistic bullies. A
small number turn to spiritual enlightenment, or use theirnatural violent tendencies for a righteous cause. But eventhese good oni cause significant collateral damage during
their quests. Oni can be found causing mayhem in themundane world, in the heavens, and in the hells. Their
ugly faces are marked by heavy brows, bulging eyes, anda large bulbous nose. Oni skin tones vary wildly throughthe entire spectrum of human skin tones, as well as greens,reds, and other colors. Their heads may sport one or twohorns, but these are too small to be used as weapons.
There are also oni with animal heads, cow headed oni(sometimes called minotaurs) and horse headed oni being
the most common. Oni have large skeletal frames covered
with bulging muscles (strength +1) and hearty internalorgans (endurance +1). But they are also muscleboundwith poor fine-motor coordination (dexterity −1). Theirsenses are no less acute than a human’s, but they havetrouble attaching significance and meaning to what they
see and hear (awareness −1), or maybe they just don’t care.
The following table summarizes the subspecies attributemodifiers.
Subspecies Attribute Adjustments
Human: no changes
Dwarf: S −1, D +1, W +1, P−1
Elf: E−1, A +1, W −1, P +1
Oni: S +1, D −1, E +1, A −1
Record these modifiers in the spaces provided on thecharacter sheet. Add these modifiers to your base attributes
to determine your final attributes. After these adjustments
are applied, the final attributes for all player characters will
fall within a range of −3 to +3.

3C) Combat Style
The Domain, the setting of the Sandcastle TRPG, is adangerous place, and characters who travel around willsoon find themselves pressed into fights, even if only in
self-defense. Sandcastle is written for a small group of
player characters (PCs) to work together to fight against
the GM controlled enemies, so a character’s combat styleis defined by the role the character fills in small-groupcombat. Each combat style has special abilities to help
the character fulfil that function in a fight. There are fourcombat styles in Sandcastle: energer, harrier, hexer, andstriker.
All characters level 1 and above have a combat style. It is
not possible for a character to have multiple combat styles.
Level-0 characters do not have a combat style, level 0 is thebase upon which all the combat styles will build startingfrom level 1. When creating a level-0 character, leave the
Combat Style space on the character sheet blank, although
it is acceptable to design your character thinking ahead towhat combat style you would like to use if the character

7

lives long enough to reach level 1.
Each combat style lists the following information.
Key attribute
Quick-build attributes
Preferred attack
Special actions
The key attribute is the attribute that the combat style’s
abilities are based on. Characters who have a high value
in the key attribute for their combat style are likely to
succeed more often. So it is usually recommended to build
a character so that the key attribute is greater than +0. On
the other hand, playing cross type can help to compensate
for a character’s weaknesses and take foes off guard. But it
will make the character more difficult to play.
The list of quick-build attributes provides suggested
attribute values if you’d like advice on how to build acharacter of a given combat style. This can be useful for theGM when he needs to quickly generate a minor characterfor the story quickly.
If the combat style has a preferred attack, it will be listed
here. A preferred attack is one that the combat style isparticularly good at, and more likely to hit the target.
Finally each combat style grants access to certain special
actions, things that other combat styles can’t do. Examplesof things special actions can do are give you a second
chance to hit an opponent after an attack misses, give
you an opportunity to avoid damage from attacks, or give
you magical powers you can use in a fight. These special
actions are listed in the following descriptions for reference
and explained in detail at the end of the Playing the Gamesection.
The choice of combat style will also affect how a character’s
secondary statistics are calculated in step 4.
Level-0 Characters
Sometimes characters with no combat training willfind themselves thrust into the middle of an adventure.
These are called level-0 characters. Compared to heroic
characters, they have fewer hit points, fewer power points,
no special abilities, and usually have access to only inferior
equipment. If they survive their first dangerous adventure,they quickly learn to fend for themselves and can choose acombat style, becoming level-1 characters using the rules
for that combat style.
Examples of level-0 characters include a farm boy
returning home to discover that his family has been8

murdered; a peasant in an angry mob armed with a torchor pitchfork to storm a monster’s castle; a wagon driverambushed by monstrous robbers; a cloistered princess
taking her first steps outside of the royal walled garden;
a shy dwarf peaking over the top of a giant mushroom tomake her first human friend; an elven scholar confronted
by a mob of xenophobes determined to burn his libraryof foreign books and him along with it; an oni forced toswear an oath to protect the weak after being defeated bya holy man; a retired baker who is accused of treason withno explanation and thrust into a prison wagon with a badly
rusted lock. Their stories are just beginning.
Key attribute: none
Quick-build attributes: S +0, D +0, E +0, A +0, W +0, P +0
Preferred attack: none
Special actions: none
Energer
Energy archers (contracted to Enegers) are long-range
shooters attacking with ranged weapons and creating
motes of magical energy to fling at the enemies. A
character’s reserve of power points (a secondary statistic
calculated in step 4) is used to power these magical attacks.
Energers have more power points than other fighting styles
but it is still a limited supply, so energers must conserve
their resources, deciding when and how much power to
expend. But when energers unleash their full potential, theresults can be devastating, changing the course of a battle
in an instant.
Key attribute: awareness
Quick-build attributes: S −1, D −1, E +0, A +2, W +1, P −1
Preferred attack: Energers add their full level as a bonus toattacks which deal energy damage.
Special actions: Create Mote, Energy Explosion, Energy
Shield, Energy Shot, Energy Shunt, Multi-Shot
HarrierHarriers are high-mobility fighters. They move aroundthe battlefield to strike where the opposition is mostvulnerable. They are opportunists and have special abilities
to take advantage of when targets lower their defenses.
Because they harry enemies, harriers are the most likely
to be targeted by enemy attacks. To help keep them out oftrouble they are quick on their feet and have good defenses.
Key attribute: dexterity
Quick-build attributes: S −1, D +2, E +1, A −1, W +0, P −1
Preferred attack: none
Special Actions: Cut and Run, Dogged Pursuit, Energy
Shunt, Fleet Footed, Follow-up StrikeCharacter Concept Examples
1) Starting from Base Attributes
The player Eric wants to create an elegant noblewoman
character, Lady Elisha Glittermoon. She should have acommanding personality and a strong will, but need not
be physically imposing. Eric assigns his character thefollowing base attributes.

for a striker, but he doesn’t like the idea of having anawareness less than 0. Jamal wants Gilbert to be a wellrounded warrior, specialized in melee combat as a striker,
but also competent with a bow. So he changes the quickbuild attributes around to make awareness a little higher
at the expense of endurance. This gives him base statistics
which look like this.
S +2, D −1, E −1, A +1, W +0, P −1

Next he decides to choose his subspecies. Elves have abonus to presence, so he takes the elf subspecies and notes
the attribute modifiers (E −1, A +1, W −1, P +1). Presence
is Lady Elisha Glittermoon’s highest attribute. Presence isthe key attribute for hexers, so Eric picks the hexer combatstyle.

Jamal then considers which subspecies to take. Oni would
raise his strength, which is the key attribute for strikers.
But it would also lower his dexterity and awareness. That’s
a trade he doesn’t want to make. The attribute modifiersfor elves and dwarves also require a trade-off. For the wellrounded warrior Jamal envisions, human is the best choice.
And with a human he can look forward to picking an extra
skill at a later stage in the character generation process.

2) Starting from Subspecies

4) Integrated Approach

The player Saeko wants to play a dwarf named Tamtam, so
she starts with the dwarf subspecies. She looks at the dwarf
attribute modifiers (S −1, D +1, W +1, P −1). She wants
to create an iconic dwarf, so she chooses base attributes toaccentuate the modifiers for being a dwarf.

The player Samantha wants to play Thunderfist, a“storm god” oni inspired by Edo-Era Japanese paintings.
Thunderfist will be an oni, and an energer, capable offlinging bolts of lightning at opponents. To be a successfulenerger, Thunderfist will need a high awareness. This isdifficult, because oni have a penalty to awareness (S +1,
D −1, E +1, A −1). So Samantha knows that in her baseattributes she’s going to have to push awareness as high as
possible to overcome the penalty. Thunderfist also needs
to be an imposing figure, capable of striking fear and awe
into others. This will require a high presence, which isn’t
typically associated with either oni or energers. Finally,
since the oni subspecies adds a bonus to strength, shemight as well press that advantage. So Samantha assigns
Thunderfist the following base attributes.

S −2, D +0, E −1, A +0, W +1, P +2

S −1, D +2, E +0, A +0, W +1, P −2
Saeko could have pushed Tamtam’s willpower up to +2 bylowering her strength down to −2, but overspecializationis always dangerous, so she assigns a mixture of 1’s and 2’s.
It looks like dexterity will be Tamtam’s highest attribute.
Dexterity is the key attribute for harriers. So Saeko chooses
the harrier combat style for Tamtam.
3) Starting from Combat Style

S +1, D −2, E −1, A +2, W −1, P +1

The player Jamal decides to create a striker, Gilbert
Hightower. He starts with the quick-build base attributes

9

HexerHexers are strategic fighters. They use magic abilities,
known as hexes, to hinder the opposition without inflicting
damage directly. They can make it harder for enemies toattack, or make enemies easier to hit. They can also drain
an enemy’s power points, limiting the opposition’s ability
to use special actions. Hexers can and usually do carryweapons to fight with enemies who have been weakened
by hexes, but most prefer to remain in the rear and let theirfriends do the actual skull bashing.
Key attribute: presence
Quick-build attributes: S −1, D −1, E +0, A −1, W +1, P +2
Preferred attack: none
Special actions: Attack Hex, Counter Hex, Defense Hex,
Move Hex, Multi-Attack Hex, Multi-Defense Hex, Power
Drain
Striker

Final Attribute Calculation Examples
Continuing the preceding character generation examples
from step 3:1) Elf Hexer Lady Elisha Glittermoon (Player: Eric)
Attribute

BaseStrength (S)

-2
+0
-1
+0
+1
+2

Dexterity (D)Endurance (E)Awareness (A)Willpower (W)Presence (P)Subspecies
=
=

-1
+1
-1
+1

Attribute

Base

Subspecies

Strength (S)-1+1

Key attribute: strength
Quick-build attributes: S +2, D −1, E +1, A −1, W +0, P −1
Preferred Attack: Strikers add their full level as a bonus tomelee attacks.
Special Actions: Backswing, Counter Strike, Hit Hard, Pin
Down, Vengeance StrikePresence (P)

-1
+2
+0
+0
+1
-2

Dexterity (D)Endurance (E)Awareness (A)Willpower (W)

=
=
=

Final
=
=
=
=

+1
-1

=
=

-2
+3
+0
+0
+2
-3

3) Human Striker Gilbert Hightower (Player: Jamal)
Attribute

BaseStrength (S)

+2
-1
-1
+1
+0
-1

4) Calculate your final attributes.

Dexterity (D)To calculate your final attributes, add the modifiers
from your subspecies to your base attributes. These
final attributes are the ones you will use to calculate thecharacter’s secondary statistics (see step 5). These are also
the attributes you will use during game play.

Awareness (A)Endurance (E)Willpower (W)Presence (P)Subspecies

Final
=
=
=
=
=
=

+2
-1
-1
+1
+0
-1

4) Oni Energer Thunderfist (Player: Samantha)
Attribute

Base

Subspecies

Strength (S)

+1
-2
-1
+2
-1
+1

+1
-1
+1
-1

Dexterity (D)5) Calculate your secondary statistics.

Endurance (E)Combat is a regular occurrence in the Sandcastle fantasy
adventure TRPG, so it is handled in detail. There are 10
secondary statistics which are determined based on yourWillpower (W)

10

=

-2
+0
-2
+1
+0
+3

2) Dwarf Harrier Tamtam (Player: Saeko)

Strikers are frontline melee fighters. They go toe-to-toe
with the enemy, felling enemies by striking hard anddirectly dealing damage. Strikers also act as a shield fortheir friends; strikers can stop enemies from rushing pastthem to get at the other characters. Because of this role,
they are also the most likely to take damage in combat andhave the most hit points to help them survive the abuse.

Combat style does not have a direct effect on a character’s
final statistics, but as stated earlier, it is usually best to build
a character so that the key attribute for his or her combatstyle is greater than +0.

Final

Awareness (A)Presence (P)

Final
=
=
=
=
=
=

+2
-3
+0
+1
-1
+1

Secondary Statistics
Level 0
+0
None

bab
Preferred
Attackdb+0
Resistances
BR
+0+D
GY
+0+E
OP
+0+W
HR
+0+W
4+E
hp
1
pp
Interrupt
1
Actions(Round all fractions up.)

Energer+lv/2 or +lv
EnergyHarrier
+lv/2
None

Hexer
+lv/2
None

Striker+lv/2 or +lv
Melee

+0

+lv/2

+0

+0

+lv+D
+lv+E
+lv+W
+(lv/2)+W(5+E)x lv
1+(lv x2)
1

+lv+D+(lv/2)+E+(lv/2)+W+(lv/2)+W(6+E)x lv
1+lv
1+(lv/2)+(lv/2)+D+(lv/2)+E
+lv+W
+lv+W
(5+E)x lv
1+lv
1+(lv/2)+D+lv+E+(lv/2)+W+(lv/2)+W(7+E)x lv
1+lv
1

combat style, level, and final attributes. Your subspecies
does not have a direct effect on your secondary statistics.
(Because subspecies modifiers are used to determine yourfinal attributes, there can be an indirect effect.)
There are sometimes you divide a number by 2 whencalculating your secondary statistics. In all cases roundfractions up.
The secondary statistics are as follows:bab (base attack bonus): All characters gain a bonus toattribute checks to attack an enemy. The bonus is equal to
one-half of the character’s level, rounded up. In addition,some combat styles have a preferred attack type. Whenusing a preferred attack type, add the character’s full levelto the attribute check.
preferred attack: A preferred attack is one that the combatstyle is particularly good at, and more likely to hit thetarget. When making a preferred attack, add your fullcharacter level to the attribute check, not half the level as
normal. Not all classes have a preferred attack. For strikers
the preferred attack type is melee, meaning using a melee
weapon to strike an adjacent opponent. For energers, thepreferred attack type is energy, meaning attacks which doenergy damage. See the Playing the Game section for more
information about attack and damage types.
db (defense bonus): The harrier combat style gains a bonus
to defense equal to one half the character’s level (roundedup). Other combat styles do not gain a defense bonus.

Resistances: All characters gain a bonus to attribute
checks to resist the effects of magical damage, other typesof energy damage, and baneful magical effects known ashexes. Depending on the combat style, this bonus is equal
to either the character’s level or 1/2 of the level. There are
four resistances, one for avoiding the effects of magicalhexes, and three tied to different types of energy damage.
Energy types (colors) are explained in more detail in the
Damage section. The resistances are BR (blue and redenergy) based on dexterity attribute checks, GY (green andyellow energy) based on endurance attribute checks, OP(orange and purple energy) based on willpower attribute
checks, and HR (for resisting hexes) based on willpower
attribute checks.
hp (hit points): This is a measure of the amount of damagea character can take before collapsing. To calculate acharacter’s total hit points, start with the base value listed
for each combat style, add the character’s endurance
attribute, then multiply by the character’s level.
pp (power points): This is a measure of a character’sreserve of inner life-force power. It is used for powering
magical attacks and using special abilities which pushbeyond the character’s normal limitations. The number of
pp varies depending on the combat style and is listed in theSecondary Statistics table.
Interrupt Actions: Most characters have a single interrupt
action. The harrier combat style grants an additional
number of interrupt actions equal to one half thecharacter’s level rounded up (lv/2). See the Combat section
for more details about the types of actions.

11Secondary Statistics Calculation Examples
1) Dwarf Harrier Tamtam (Player: Saeko)
Final Attributes
Strength (S)−2Dexterity (D) +3
Endurance (E) +0

Awareness (A) +0
Willpower (W) +2
Presence (P) −3

Assuming that Tamtam starts play at level 1, her secondary statistics will look like this:babPreferred
Attackdb
Resistances
BR
GY
OP
HR

hp
pp
Interrupt
Actions

+lv/2

>>
>>

+1

None

>> +1/2 rounded up
>>

+lv/2

>> +1/2 rounded up

>>

+1

+lv+D
+(lv/2)+E+(lv/2)+W+(lv/2)+W(6+E)x lv

>>
>>
>>
>>
>>

>>
>>
>>
>>
>>

+4
+1
+3
+3
6

1+lv

>> 1+1>>2

1+(lv/2)>> 1+(1/2) rounded up

>>

2

+1+3
+(1/2)+0 rounded up+(1/2)+2 rounded up+(1/2)+2 rounded up(6+0)x1

None2) Human Striker Gilbert Hightower (Player: Jamal)
Final Attributes
Strength (S)+2Awareness (A) +1
Dexterity (D) −1
Willpower (W) +0
Endurance (E) −1
Presence (P) −1
Let’s take a look at what Gilbert Hightower’s secondary statistics will look like at level 4. Maybe he starts play at level 4, ormaybe he fought his way up to level 4 through gaining experience points. In either case, the secondary statics will comeout exactly the same.
bab
Preferred
Attackdb
Resistances
BR
GY
OP
HR

hp
pp
Interrupt
Actions12+lv/2 or +lv >> +4/2 or +4
>>
Melee

>>
>>

+2 or +4

+0

>>

>>

+0

+(lv/2)+D+lv+E+(lv/2)+W+(lv/2)+W(7+E)x lv

>>
>>
>>
>>
>>

>>
>>
>>
>>
>>

+1
+3
+2
+2
24

1+lv

>> 1+4

>>

5

1

>>

>>

1

+(4/2)−1+4−1+(4/2)+0+(4/2)+0(7−1)x4

MeleeThese benefits are summarized in the table above. Find thecolumn corresponding to your combat style, and performthe calculations indicated based on your level and final
attributes.
Your base attack bonus (bab), preferred attack, and defense
bonus (db) will be used in additional calculations in step
9 (determining defense) and step 10 (determining attack
bonuses for weapons). Note them on your character sheet
for easy reference. Your resistances (BR, GY, OP, HR), hit
points (hp), power points (pp) and interrupt actions areready to be used in-game, go ahead and fill them in on
your character sheet.

6) Choose your skills.
In Sandcastle, every action your character attempts which
has a chance of failure is resolved through an attribute
check. Roll 3d6 and add the relevant attribute and anyother modifiers the GM assigns; then determine the total
and compare it to the TN to determine whether or not theaction is successful.
In addition to the base attributes, player characters also
possess skills, areas of expertise where they excel. A skill
could be the result of training, practice, innate talent, or
most likely a combination of these factors. A skill provides
a bonus when attempting an action which falls under
the domain of that skill. Unlike a player character’s final
attributes which are fixed, the skill bonus increases withlevel.
Choose two or three skills for your character. Human
characters have three skills, all other subspecies (dwarf,
elf, oni) have two skills. When attempting actions relevant
to one of your skills, you can apply a bonus equal to yourlevel. It is only possible to apply one skill to any given
action.
Some attribute checks, usually reactions in response tohazards, are defined as “unskilled” meaning that no skill
bonuses can be applied. The GM is the final arbitrator ofwhat modifiers can be applied to a check.

decide, you can select skills based on which ones work
best with your character’s attributes. Skills are not tied to
one specific attribute, depending on what your characteris attempting, a skill may be used in combination withdifferent attributes. Following is a list of skills normallyused with each attribute.
Strength
Athletics
Dexterity
Athletics, Domestic Sciences, Engineering,
Entertainment, StealthEndurance Athletics
Arcana, Charm, Deception, Domestic
Awareness Sciences, Engineering, Life Sciences,
Physical Sciences, Social Sciences, Stealth
Arcana, Charm, Engineering,
Willpower Intimidation, Life Sciences, PhysicalSciences, Social Sciences
Presence
Arcana, Charm, Deception, Domestic
Sciences, Entertainment, Intimidation
Choosing a skill tied to one of your higher attributes will
help you accel even more in checks related to that skill. Butchoosing a skill tied to one of your lower attributes can be agood way to help compensate for your natural weaknesses.

Skill Descriptions
Arcana: This is the knowledge of magic. You can use it torecognize magical creatures and notice magical effects. You
can also manipulate magical forces to produce minor
effects like opening a magic seal on a door or causing aplant to suddenly grow new branches and sprout flowers
out of season. Arcana is most often used with awareness fornoticing and recognizing magical things; willpower for
researching questions related to magic; and presence formanipulating magical forces.
Athletics: This is moving your body to confront physicalchallenges such as swimming across castle moats, jumping

Sandcastle uses 12 skills.
ArcanaAthletics
Charm
Domestic Science

Deception
Engineering
Entertainment
Intimidation

Life Sciences
Physical Sciences
Social Sciences
StealthRead the descriptions of the skills and choose the two
which best fit your image of the character. If you can’t

Dwarf Harrier

13

up onto tables, climbing vine covered walls, balancing on
narrow ledges, or swinging from chandeliers. Dependingon what you are attempting, the GM will tell you whether
strength or dexterity is more appropriate for the check.
Maintaining strenuous activity such as swimming or
hanging from a cliffside may require an endurance check.
Charm: This is enticing people to do what you want.
Charm can be any combination of flattery, wit, sparklingeyes, a winning smile, and sex appeal. Targets are usually
fully aware that you are manipulating their feelings, but
still can’t refuse. Charm is used with presence for
influencing others. Because you know the tricks, you canalso use charm with willpower to resist attempts to charmyou. You can also use it with awareness to notice if
someone in the room is attempting to charm a target.
Deception: This is lying and manipulating the truth.
Deception is normally used with presence when attempting
to lie, disguise yourself, or pass for someone or somethingelse. You can also use deception with awareness to spotother liars. If you successfully deceive the target, that
doesn’t automatically mean that the target does what you
want, only that the target believes you.
Domestic Sciences: This is a body of practical knowledge
relevant to running a household. It includes cooking,cleaning, laundry, and mending cloths. Because adventures
are often wanderers without a family to look after them,
there are times you’ll have to perform these tasks yourself.
You can also use domestic science to put a room back inorder after a fight or after having searched through it. You
can also use domestic sciences to spot places that otherpeople missed when cleaning, meaning you can use it forinvestigating crime scenes where the perpetrator tried toclean up the evidence, or checking to see if food has been
tampered with, possibly poisoned. Domestic science isnormally used with dexterity for cleaning, washing, andmending. It is used with awareness when searching a room
because you know the places where dirt and secrets arenormally hidden. You can sometimes use domestic scienceswith presence because fresh baked cookies or a good meal
will put almost anyone in a better mood.
Engineering: This is applied knowledge about simple
mechanical systems, construction, masonry, metallurgy,
and related fields. Engineering includes a knowledge ofmining techniques, but knowledge of geology and valuable
ores is covered by physical sciences. Engineering is often
used with awareness to spot structural weak points orsuspicious construction which may conceal a hidden door
or trap; figure out which rope to cut to escape a net trap; orrecall other information relevant to the current situation.
Use willpower when researching the answer to a difficult

14

question. It can also be used with dexterity to manipulatemechanical systems, possibly in ways other than they aredesign to operate, such as picking a lock. Engineering canalso be used with dexterity to repair devices such as broken
wagon wheels or elevator pullies.
Entertainment: This is performing to please an audience.
Possible forms of entertainment include acting, music,
dancing, and comedy, among many others. This skill isnormally used with presence. But for complicated musicalinstruments, intricate, high-speed dances or juggling,
dexterity is more appropriate. Acrobats should use theathletics skill instead. Acting allows you to portray abelievable character within the frame of a theatricalperformance; trying to pass for someone else outside of thetheater uses the deception skill instead. Most performers atleast dabble in two or three forms of entertainment. Talk
with the GM to determine how wide your character’s
repertoire is.
Intimidation: This is making people scared to oppose you.
Intimidation is not subtle; the target knows when you
attempt to intimidate it and will likely be resentful
regardless of whether or not the check succeeds. Successful
intimidation means that at least for the time being, thetarget is more scared than resentful. Intimidation need not
be physical intimidation; a threat to damage the target
socially or economically can be much more efficient inmany situations. Intimidation is used with presence to try
to intimidate a target and with willpower to try to resist
intimidation. Strength cannot be used in place of presence,even if you threaten the target physically and smash objects
as part of the intimidation; without the force of personality
to carry your intimidation, such attempts end up looking
like childish temper tantrums.
Life Sciences: This covers biology, botany, zoology, organic
chemistry, and other related fields. Science in Sandcastle isanachronistically advanced, using modern terms andconcepts. You can use life sciences to recognize natural
plants and creatures (magical creatures are covered byarcana). You can also identify creatures from limited
information like footprints or scales left behind. Life
sciences also includes knowledge of animal behavior. You
can also use it to recognize diseases and other maladies inhumans and other animals; this knowledge gives you alimited idea of how to treat those illnesses (not enough to
restore hit points directly, but enough to know where a plot
device such as an antidote or cure can be found). Life
sciences is normally used with awareness to recognize
natural organisms or recall other information relevant tothe current situation. Use willpower when researching theanswer to a difficult question.

Physical Sciences: This covers chemistry, physics,
astronomy, geology, meteorology, and other related fields.
Science in Sandcastle is anachronistically advanced, using
modern terms and concepts. You can use physical sciences
to navigate by the stars, spot unstable rock formations,recognize the smell of acids or poisonous gasses, or noticethe signs that the weather is about to change. Physicalsciences is normally used with awareness to recognize
minerals or solutions, or recall other information relevantto the current situation. Use willpower when researching
the answer to a difficult question.
Social Sciences: This covers history, anthropology, macroeconomics, archeology, heraldry, sociology, and otherrelated fields. Science in Sandcastle is anachronisticallyadvanced, using modern terms and concepts. You can use
social sciences to identify different cultures based on theirartifacts and buildings, find the important buildings in an
unfamiliar city, and recognize common imagery and motifs
in art and local festivals. In Sandcastle, social sciences
covers human and near-human civilizations. Strange
creatures from other realms are handled by arcana. Social
sciences is normally used with awareness to figure out
who’s who in an unfamiliar social setting or to determine
what culture built an abandoned castle, or recall otherinformation relevant to the current situation. Use
willpower when researching the answer to a difficult
question.
Stealth: This is the art of going unnoticed. Stealth can beused for hiding in bushes, tiptoeing down dark corridors in
the middle of the night, flinching small items, or justkeeping your head down in a crowd and trying not to be
noticed by the guards at the city gates. Disguises and trying
to pretend to be someone else are covered by deception.
Stealth is normally used with dexterity for sneaking aroundand with awareness for spotting other people sneaking
around.

7) Choose your guild.
In The Domain, the world of Sandcastle, the nickname“Adventurers’ Guilds” refers to three independent
organizations, none of which are actually guilds. The guilds
have branches scattered across The Domain to facilitate
information exchange between like-minded individuals.
A guild will also store excess gear for members while they
are on an adventure. Guild branches are often run byretired adventurers, armchair generals who collect useful
information as a hobby without doing anything dangerous,or the now grown and beautiful daughters of adventures
who died or went missing.

Before setting off on an adventure, you can check with thenearest guild branch for information which might help
during the adventure. If you perform tasks which further
the goals of the guild, your reputation within the guild will
improve, granting you access to better and more accurate
information. Reputation ranges between 0 to 5. When firstcreating your character, your reputation will normally be 1
in the guild you join. Your reputation is 0 for guilds you do
not belong to.
You cannot belong to more than one guild. You are notrequired to belong to a guild, but membership provides ingame benefits and carries no drawbacks.
More information about using the guilds in the gameis provided in the GM Manual (GMM). For now, justworry about selecting a guild based on your character’s
motivation for adventuring, or the type of hints you’d liketo receive from the guild.
Beacon Sanctuary: This is an appropriate guild to join if
your motivation for adventuring is to help people or you
want hints to deal with role-playing encounters, or hints
about where to find magical armor and protective magicalitems during and adventure.
Beacon Sanctuary provides food, a safe place to sleep, anda sympathetic ear for people with nowhere else to go. The
mess hall doubles as a tavern providing good food, good
drink, and pleasant company to those needing a more
temporary respite from their troubles. In both of theseroles, Beacon Sanctuary collects much information about
villains and problems in the local area. Beacon Sanctuaryprovides this information to adventurers in hopes that they
will solve the root problems. Beacon Sanctuary is also goodat deducing the locations of protective magical items, andmay pass this information on to adventurers who could
put the items to good use. Branches of Beacon Sanctuary
are of sturdy construction and well lit, providing a calm
sense of security. Water fountains are common to provide
comforting background noise. Although technically a nonreligious organization, the decor almost always includes
decorations such as statues, tile mosaics, or fresco paintings
depicting the many gods and goddesses venerated in The
Domain.
Actions which will improve your reputation in Beacon
Sanctuary include rescuing captives, freeing slaves,removing threats to villages (like a poisonous monster
which is fouling the town water supply), or convincing
villains to reform rather than fighting them.
College of Recovery: This is an appropriate guild to join
if your motivation for adventuring is to find treasure or15

you want hints to deal with obstacles and traps, or hints
about where to find utility magical items to help with noncombat challenges.
The College of Recovery is dedicated to “recovering”
and studying valuable and interesting objects. Simple
gold and gemstones are of no interest; members of theCollege of Recovery collect things that can be studied tolearn more about the world, such as tomes of forgotten
lore, rare flowers, exotic mineral formations, works ofart, ingenious mechanical devices, or ancient clay tablets.
The most valued items are those which provide hints toother treasures yet to be discovered. To this end, membersof the College of Recovery ask adventurers to “recover”
these items from ancient ruins, monster lairs, and the
clutches of evil-doers. To aid in these tasks, the College of
Recovery provides information about the types of defense
measures which protect the treasures, and clues to locating
magical items to help to make overcoming obstacles easier.
This information is gleaned both through the study ofrelated artifacts and reports from previous, unsuccessful
expeditions. At a branch of the College of Recovery, every
shelf is crammed full of books, scroll tubes, loose pagesof notes, scientific instruments, and eclectic bric-a-brac.
Exhibits proudly display items recovered from the local
area. Because many of the items in these collections havebeen recovered from evil owners, dark themes are common
such as demon statues with glowing eyes, tapestries

depicting massacres, or golden sarcophagi complete withmummified occupants. To the unenlightened who can’t
appreciate the craftsmanship of such items, the local
branch of the College of Recovery can be a pretty creepy
place.
Actions which will improve your reputation in the College
of Recovery include bypassing difficult obstacles, solving
riddles, finding secret locations, and bringing back rare
items for study.
Slayers’ Lodge: This is an appropriate guild to join if yourmotivation for adventuring is to kill monsters or you
want hints to deal with combat encounters, or hints about
where to find magical weapons and offensive magical items
during an adventure.
Slayers’ Lodge caters to monster slayers who want to brag
about their exploits and listeners eager to hear such storiesof bravery. Slayers’ Lodge keeps little in the way of written
records, but every local branch is cluttered with trophiesslain in the local area: taxidermy animals, mounted heads,
hides, teeth, feathers, antlers, and reconstructed skeletonsof local animals and monsters. Weapons and armor takenfrom intelligent adversaries are also on display, as well as
paintings or tapestries of the battles. Just walking aroundthe lodge can give you a good idea what kind of opposition
to expect in the area. For more information, grab a drink
and a slice of the game-meat roasting over the fire andsit down to listen to the storytellers recount tales of great
battles, both ancient and recent. In addition to information
about the monsters and villains in the local area, thestorytellers also like to recount tales of powerful weapons
rumored to be lying around.
Actions which will improve your reputation in Slayers’
Lodge include killing dangerous and exotic monsters
and bringing back trophies to display in the lodge. You
need not land the killing blow yourself, but need to haveactively participated in the battle. After all, when hunting
dangerous monsters, a decoy who lures the monster out of
its lair or a hexer who weakens the monster during the fightare also vital and exciting jobs.

8) Purchase starting equipment and figureout how to carry it.

16

Oni Striker

During an adventure, there is a limit to how much you
can do with your bare hands. It helps to have equipment
to overcome challenges. In particular you’ll want weapons
and armor to help you overcome violent challenges. Someequipment, such as magical items, can only be obtained
as rewards or the spoils of victory during an adventure.
But there is also a fair about of useful mundane equipmentwhich can be purchased in cities and reasonably sized
towns. This equipment is available for purchase during
character generation. Later, after having accumulated moremoney through adventuring, it is possible to buy additional
items from this list, provided you can find a store which
has them in stock.
This section lists equipment commonly available in The
Domain.
The economy of The Domain is based on coins. Every
petty lord feels the need to mint his own coins, but because
the value of a coin is determined by the amount of metal
in it, not who’s face is on it, any one coin is effectively
equivalent to any other. For amounts worth less than
one coin, a coin can be carefully cut into eight equal
pieces, breaking the coin to make change. In Sandcastle
a monetary amount listed as a number followed by “c”
indicates coins; a number followed by “p” indicates pieces.
Eight pieces equals one coin.

Starting Funds
When you first generate a character, you receive starting
funds to spend on equipment. Any money left over after
purchasing equipment becomes your initial available funds
to be used in-game.
Level-0 characters receive 5 c to spend on starting
equipment.
Higher level characters receive 40 c per starting level (40 xlv) to spend on starting equipment.

Quick-Build Starting Equipment
To save time you can choose to start with the following
standard equipment, a balanced selection suitable for mostcharacters.
Level-0 Standard Starting Equipment
Waterskin slung over shoulder
Belt pouch containing
Trail rations (1 day)Tinderbox
2 coins and 0 pieces
Space for 0.5 kg of loose items
Choose 1 improvised weapon (small, large, or a torch)
carried in hand
Level-1 Standard Starting Equipment
Leather armor
Bow slung over shoulder		
Quiver hung from belt containing
Arrows (x20)		
Short sword hung from belt
Shoulder pack containing
Bedroll
Trail rations (2 days)
WaterskinSpace for 1 kg more gear
Belt pouch containing
Grooming set
Tinderbox		
6 coins and 3 pieces
Space for 1 kg of loose items

Armor
Cost
Armor Bonus
Leather armor
10 c+1
Scale mail20 c+2
Chainmail25 c+3Shield7c+1Notes:

Armor Penalties

D-1

Mass
4.5 kg
20 kg
25 kg
3 kg

Armor applies an armor bonus to your defense when worn.
Chainmail armor is heavy, so wearing chainmail applies a −1 penalty
to your dexterity for all purposes other than calculating defense and BR
resistance.
The mass of the armors is listed for the purposes of carrying or storingarmor you find. You do not have to consider the literal mass of armor you
are wearing, but some armor like chainmail (see above note), is heavy
enough to hamper your movements when wearing it.

ElfEnerger17

Weapons
Cost

Damage1d3+1+S
1d2+S
-1d6
2d6+S
1d3+S

Notes

Mass

2 handedmelee+thrownused with bow or crossbow
ranged, 2 handed
2 handedvariesvaries
1.5 kg1 kg
7 kg
1.5 kg

Improvised, large
Improvised, small
Arrows (x20)
Bow
Greatsword
Club

0c
0c
1c
7c
20 c
1p

Crossbow
DaggerFlail

10 c 1d6+2
2 c 1d3+S
7 c 1d6+1+S

ranged, 2 handed
melee+thrown

2.5 kg
0.5 kg2 kg

Hand ax
Long spear
Longsword
Mace
Quarterstaff
Short sword

3c
5c
10 c
5c
2p
7c

1d3+S
1d6+2+S
1d6+1+S/1d6+2+S
1d6+S
1d6+S
1d6+S

melee+thrown
2 handed
1 or 2 handed

2 kg
4 kg
2 kg
2.5 kg2 kg
1.5 kgShort spear
Torch
Warhammer
Wrist blades

3c
special
10 c
5c

1d6+S
1d2
1d6+1+S
1d3+S

melee+thrown
red energy
melee+thrown

2 handed

2 kg
0.5 kg
3.5 kg
1 kg

Notes:
Damage indicates how many hp a target loses when struck by an attack with this weapon. Add your strength when
determining the damage done by melee attacks.
Most weapons are melee weapons, meaning that they can be used to attack adjacent targets. Some weapons, such as
short spears, can be wielded in hand or thrown at targets, these weapons are detonated as “melee+thrown.” Bows andcrossbows cannot target foes within melee range, but can target foes a distance away, so they are referred to as “ranged”
attacks. Finally, some weapons are heavy, unwieldly, or complicated, requiring two hands to use, detonated as “2handed.” If a weapon doesn’t have any notes, then it is a melee weapon wielded in one hand. Additional explanations forweapons with special rules are given below.

Notes on Indivdiual Weapons
Crossbow: It requires a minor action to load a crossbow
and a major action to attack with it.
Longsword: A longsword sword is light enough to bewielded in one hand, but the hilt is large enough to be
gripped with two hands. A longsword does 1d6+1+S
damage when wielded in one hand and 1d6+2+S whenwielded in two hands.
Torch: A torch is a special case of an improvised weapon.
It deals red energy damage rather than normal damage.
See the Damage section for more information about types

18

of damage. Torches are typically sold in bundles of six
for 1 p. You do not add your strength to the damage donewith a torch. In a dark area, a torch casts light sufficient toeffectively illuminate objects for an 8 meter radius around
it. Seen from far away, in the dark with a clear line ofsight, the light from a torch can be seen all the way to thehorizon, approximately 5 km, but varies depending onelevation and local topography.
Wrist blades: Wrist blades consist of a set of one, two, oreven three blades attached to the back of a tight-fitting
glove. The blades are arranged so as to extend past the
knuckles when the fist is clenched. The wrist blades
can be used as a weapon while leaving the hand freefor complicated activity like climbing, casting a hex, or
controlling an energy mote. It is possible to carry objects,
even other weapons in the hand, but due to the weight
and awkward size of the wrist blades, the hand can’t makeeffective attacks with other weapons. Likewise, an item
carried in that hand must be dropped before the wrist
blades can used as weapons.

Supplies
Cost

Notes

Mass

Backpack
Bedroll

2 c (carries 15 kg of gear)
1p

2 kg
2 kg

Belt pouch
Grappling hook

4 p (carries 2 kg of gear)
1c

0.5 kg
2 kg

Grooming set

3c

0.5 kg

Horse

40 c

Mess kit

2p

0.5 kgOar

3c

2.5 kgQuiverRope (15 m)
RowboatSack
Saddle1 c (carries 20 arrows)
5c
30 c
1 p (carries 7 kg of gear)
10 c

0.5 kg2 kg

Saddlebags
Shoulder pack
Shovel4 c (carry 25 kg of gear)
1 c (carries 7 kg of gear)2c

3.5 kg
1.5 kg
2.5 kgSkiff

0.5 kg
11 kg

100 c

Tinderbox

1c

0.5 kgTool set8c

2.5 kgTrail rations/day

4p

1 kg

Wagon

20 c

Waterskin1c(negligable mass
when empty)

2 kg(full)

Grooming set: This small case holds a steel mirror,
comb, razor blade, soap, and possibly one or two types ofcosmetics or perfumes. Many different variants exist to suit
the tastes of different genders and subspecies.
Oar: A set of oars is included in the price of a boat
(rowboat or skiff, listed below). But oars may be broken
or lost during an adventure, so oars can also be purchased
separately as replacements or spares. In a pinch, an oar canbe used as a two-handed improvised weapon.

Rowboat: This is a small watercraft with space for a rower,
two passengers, and their gear. It can only be used in calm
water on lakes, rivers, and past the breakwater. It must be
rowed or drift with the current. It is not suitable for long
journeys.
Skiff: This 10 m long watercraft can hold up to 10
occupants and their gear. It can be propelled by 2
characters rowing in tandem or by a simple sail. It can beused for day trips, or uncomfortably for an overnight trip.
It can be used on lakes and rivers or in the ocean and canreach coastal islands.

Room & Board
Lodgings and food consistently cost 5 p per day (4 c 3 p
per week) at the taverns, roadhouses, and inns frequented
by adventurers. This price includes stabling and fodder
for character's mount as well if applicable. Lodgings lessexpensive than this are normally not available. If characterswant to enjoy a rich lifestyle after a particularly successful
mission, they can easily spend two or three times thisamount.

Carrying Gear
You have five locations where you can effectively store
items on your person: one slung over each shoulder, one
on each leg, and you can carry a belt pouch for small items.
Carrying or strapping more than this to your person makes
it difficult to move and difficult to find the item you needin the chaos of combat. Items hanging from a belt count as“leg” items, because they effectively prevent you from using
any item strapped directly to the leg. All other items must
either be carried in your hands, or stuffed into a pack. But
a pack must also be carried on one (shoulder pack) or two(backpack) shoulders. You can also carry one belt pouchcontaining up to 2 kg of small items such as coins, keys,
tools, or rations.
If you feel the need to carry more gear than this, you cancarry a full sack (7 kg) in each hand.
Two-handed weapons can be carried (but not wielded
effectively) in one hand, or strapped over a shoulder when
not being used. A longsword (which can be wielded onehanded or two-handed) can be hung from a belt. Althoughwielded with only one hand, a shield or a short spear can’t
be hung from a belt and must be slung over a shoulder.
A rope with a grappling hook tied to the end counts as
one item for the purpose of being slung over a shoulder orhung from a belt.

19

You can benefit from wearing only one suit of armor ata time. “Layering” armor doesn’t provide any additional
bonuses to defense. Likewise, you cannot layer magicalarmor to gain additional magical bonuses to defense or
attribute checks. If a character somehow does end up
wearing multiple suits of armor, the GM has the final say
about which, if any, provides benefits and what penalties
apply to dexterity or awareness checks, etc.
Individual coins have negligible mass, but when trying tocarry back a hoard of coins, 50 coins have a mass of 0.5
kg. Because money in The Domain is based directly on
the amount of metal contained, all treasure in the form ofcoins, pieces, or bullion is worth 100 c per kg.

9) Determine your defense, movement, andarmor penalties based on the armor you
purchased in step 8.
Wearing armor adds an armor bonus to your defense. A
character’s defense is equal to 10 plus his dexterity, plus thedefense bonus based on his combat style and level, plus any
armor bonuses from armor being worn or a shield being
carried. (10 + D + db + armor+shield). Record this value
in the defense space on your character sheet. It will be used
when determining if enemy attacks hit or miss you.
On the downside, some armor is heavy enough to impede
you when wearing it. This is represented as a penalty to
dexterity and possibly awareness. Of the armor listed in
the standard equipment available for purchase, leather andscale mail armor carry no penalties. But chainmail imposesa −1 penalty to your dexterity for all purposes other thancalculating defense and BR resistance. Even heavier armor
listed in the Game Masters’ Manual (GMM) imposes
penalties to both dexterity and awareness. If you arewearing chainmail or heavier armor, note these penalties
in the armor penalties column next to the attributes on
the character sheet. Remember to apply this penalty to allchecks using that attribute, except for reactions using yourBR resistance.
All player characters (human, dwarf, elf, and oni) startwith a movement value of 10 m. This is how far you canmove with a movement action. Actions and movement are
explained in more detail in the Combat section.
Some special armor is also heavy enough to decrease yourmovement. (And some magical armor can actually increase
your movement.) If you acquire a suit of special armor
described in the GMM, you may have to change yourmovement value. Refer to the description of the armor
to see if there are armor penalties or a change to yourmovement value.

2010) Calculate the attack bonuses anddamages for your weapons.
Next list the weapons you purchased in step 9 on thecharacter sheet and calculate the total attack bonuses(abbreviated as “att”) and damages for them. Calculatethese attack bonuses and list them with the weapons forquick reference on the character sheet. For weapons thatcan be used either as melee or thrown weapons, remember
to note the attack bonuses for both cases.
Damage is easy, simply copy the damages given on theequipment table into the appropriate spaces on thecharacter sheet. At this point you can plug in your final
strength attribute where “+S” is listed to save time whencalculating later.
Some special weapons listed in the Game Masters’ Manual(GMM) add a bonus to the attack bonus and damage
values. When you acquire a magical weapon (or special
non-magical weapon), be sure to include its bonuses whenrecording the weapon on your character sheet.
Melee Attacks
For energer, harrier, hexer, and level-0 characters, theattack bonus when using melee weapons is one half thecharacter level (rounded up) plus strength.
att = +(lv/2)+S
For striker characters, the attack bonus when using a melee
weapon (their preferred attack) is the character level plus
strength.
att = +lv+S
Ranged Attacks
For all characters, the attack bonus when using a ranged
weapon (including thrown weapons) is one half thecharacter level (rounded up) plus awareness.
att = +(lv/2)+A
Magical Attacks
Energer and hexer characters can use magic to attack
targets without using weapons.
The attack bonus for an energer’s energy based ranged
attacks is equal to his level plus his awareness.
att = +lv+A

The energer’s energy explosion ability and a hexer’s hexes
do not require an attack check. Instead, the targets areallowed a reaction to try to avoid the effects. The TN for
this reaction is 10 plus the level and key attribute of thecharacter making the magical attack. The key attribute isawareness for energers and presence for hexers.
Energy Explosion TN = 10 + lv +A
Hex TN = 10 + lv +P
If you are playing an energer or hexer character, note thesevalues on your character sheet for easy reference during
game play.

11) Fleshing Out Your Character
You now have a character with attributes, a subspecies,
combat style, secondary statistics, skills, a guild, andequipment. But there is much more to a character than justthe game mechanics. For starters what does he or she look
like? What kind of personality? Likes and dislikes? Moralvalues?
Adventurers don’t just spring into existence; they havetheir own life histories leading up to the first adventure.

What kind of culture does your character come from? Mostof The Domain is a northern European fantasy setting, but
it also contains a hodgepodge of other quasihistorical andnon-human cultures from popular imagination, so it could
be possible to have a party comprised of a medieval viking
dwarf, a Renaissance swashbuckler, an elven engineer from
Atlantis, a pharaoh-princess cow-faced oni, an energer
modelled after a wild-west gunslinger, and a shogunate
samurai. (Despite the apparent differences in culture andtechnological sophistication, all parts of The Domain use
the same standard equipment, skills, guilds, and combatstyles.) How did your character fit into that culture? Why
did your character leave to begin life as an adventurer?
You can create as much or as little backstory for yourcharacter as you would like. A couple sentences will
suffice, or you could write a full novella. Just remember,the backstory is what happened before the real adventure
starts, so don’t make it too exciting and dangerous. Onceyou have an idea about the type of character you would
like to play, talk to the GM and figure out a way to makethe character concept fit into the game the GM is planning.

Playing the Game
Encounters, Adventures, and Campaigns
Now that you have your character, it’s time to band
together with the other players’ characters and set out
on an adventure. In Sandcastle adventures are broken
into a series of encounters. An encounter is like one
scene out of a movie or book. The party is confronted bysome obstacle that they must overcome. This could be as
simple as choosing which path to follow at an unmarked
intersection, or as complicated as swimming across a moat
and grappling up the side of a wall under a barrage ofarrow fire.
At the start of an encounter, the GM describes thesituation. The players then decide what they want theircharacters to do in response to the obstacle and the GM
decides if any attributes checks are necessary. If any GM
controlled characters are active in the encounter, the GM
decides how they react to the party’s actions. Once anyneeded dice rolls have been made, the GM adjudicatesthe outcome and describes the results to the players. The
players then decide how to react to this new situation andthe process repeats until either the players are satisfied withthe results or something has rendered them incapable ofchanging the situation; for example the goblin they werechasing got away, or the party was beaten unconscious in afight.

Human Hexer

21

Once an encounter has been resolved, the party will haveto decide what to do next, usually involving moving to a
new location. The party then continues on its way until it
encounters another obstacle, and a new encounter starts.
Encounters can be grouped into three (non-exclusive)categories: role playing, obstructions, and combat.
Role playing encounters involve talking to GM controlledcharacters (GMC). The party may need information fromthe GMC, or want to convince the GMC to do something
for the party. These encounters are normally handled
through speaking in-character, possibly augmented withattribute checks to attempt to charm, deceive, or intimidate
the GMC, or checks to resist attempts on the part of the
GMC to charm, deceive, or intimidate the party.
Obstruction encounters are things which come between
the party and their goal. This could be a physicalobstruction like a locked door or a raging river; or an
information obstruction like trying to find a secret door;
finding and identifying the ingredients for a magical brew;
or a logistics problem like how to get around a waterfall
when rowing a boat upstream (or not falling over thewaterfall if going down stream). Adventures in Sandcastle
also include many deliberately placed obstructions likeboobytraps and coded messages. Obstruction encounters
are usually resolved by a combination of thinking,planning, teamwork, and attribute checks, often involving
skills.
Combat encounters are fights; something is actively trying
to hurt the party and the party is hitting back. Combat ishandled in detail in its own section.
Not all encounters fit easily into these three categories. For
example, if someone accidentally knocks open a cage ofrare birds in the marketplace and the party has to try to getthem back, this could be seen as a role playing encounter,trying to coax the birds back; or as an obstruction
encounter, trying to trap the birds; or as a type of nonlethal combat trying to catch the birds without hurting
them. Encounter types are useful generalizations, not rigid
categories.
A group of encounters stung together in a story about
achieving a goal is referred to as an adventure. Rescuinga hostage being held captive by a tribe of ogres in aruined castle might involve tracking the ogres throughthe mountains to find the castle, climbing over the walls,
sneaking past the sentries (or quietly picking them off),
locating the hostage’s cell, overcoming the guards, andopening the cell door. There may be other encounters notdirectly related to this goal: semidomesticated wolves lying

22

outside the castle waiting for table scraps, a crafty ogre
shaman who tries to convince the party to work for him
instead of completing the mission, a dramatic fight withthe ogre chief, an abandoned demonic worship alter in theruins, or maybe the hostage refuses to leave until the party
recovers her jewelry from a strongbox in a different part ofthe castle.
Most game groups will play through a single adventure
in one game session lasting anywhere from a couple ofhours to a full day. Groups which like to plan and discussin detail may take two or three sessions to complete anadventure. Between adventures the party will have time torest and recuperate, possibly going up in level thanks to theexperience gained on the last adventure.
A group of adventures strung together to tell the story of
the player characters’ exploits is called a campaign. The
adventures in a campaign may be completely self-containedand episodic, or there could be reoccurring themes andGM characters. A game group may continue a campaign
for months or years. It is also possible to play nothing but
independent one-shot adventures with new characters eachtime.

CombatCombat is one of the most dangerous situations yourcharacter will encounter regularly. As such it is handled insomewhat more detail, so that even if your character falls
during the combat, you’ll have the comfort of knowing theencounter was adjudicated fairly.
Most of the time it suffices to know roughly where yourcharacter is, or roughly how long it takes to complete an
action. But in combat where swords are swinging, arrows
are flying, and energy explosions are going off, a coupleof meters or a couple of seconds can mean the difference
between life and death. So time and position are tracked
more exactly during combat.

Time and Action
For simplicity the chaotic flow of combat is broken into
turns. During a turn one side will have a chance to act, andthen the other side will have a chance to act, like during achess match. Unlike chess where only one piece can moveat a time, in Sandcastle all of the characters on one side of afight can act simultaneously. One turn during which bothsides have a chance to act corresponds to roughly 6 secondsof time in the world of Sandcastle, so that there are 10
turns in 1 minute. Having the players describe their actions
and adjudicating the outcomes takes significantly morethan 6 seconds of real world “wall clock” time.

Sometimes it will be obvious which side gets to act first,
like when giant spiders drop down out of the trees onto thecharacters. Other times it will not be clear, like when theparty rounds a corner and is confronted by a sentry, or
when a role playing encounter goes wrong and both sides
try to draw their swords the fastest. In these cases, bothsides roll a single die, and the side that rolls the highest
wins. In the case of a tie, give the first chance to act to thePC party. The order in which the player characters taketheir actions normally shouldn’t matter, so let the players
decide among themselves, like letting the hexer go first to
weaken the opposition before the others attack. If there is adisagreement among the players, like a friendly rivalry to
see who can draw first blood, have the players both roll adie, similar to deciding which side goes first.
During each turn you can take only a limited number ofactions. You can take one major action, one minor action,and one interrupt action. Harrier characters gain extrainterrupt actions. In addition, there are free actions, things
so simple that they don’t even require a minor action. You
can take as many free actions as the GM deems reasonable.
You can also make as many reactions as necessary.
A major action is something that requires concentration:
swinging a sword, firing a bow, directing an energy mote,reading a long inscription, or working a lock. A minor
action is something that doesn’t require concentration andcan be done in tandem with a major action: walking yourmovement value in meters (normally 10 m for mostcharacters), opening a normal door, glancing around aroom, jumping down a short distance, or controlling yourmount. Free actions are even simpler than minor actions:
dropping an item, speaking a short sentence, gesturing toan ally. An interrupt action is similar to a major action inthat it can be an attack or complex action, but you can only
make an interrupt action when a target leaves itself
exposed or does something else to create an opportunity.
Rules explaining what kinds of situations create theopportunity for an interrupt action are given in the action
descriptions. A reaction is reflex action to protect yourself
when targeted by adverse effects like a hex, energy
explosion, or pit trap.
A list of the most common actions is given below, withnotation to indicate what kind of action (major, minor,
interrupt, free) is usually required to use it. In addition,
each combat style has a list of special actions whichcharacters belonging to that combat style can use. Someactions, including many special actions, require that you
expend power points (pp) as part of the attempt to conduct
the action. These points are lost even if the action fails.

In the end it is up to the GM to determine what type ofaction is needed to conduct a specific activity, or if anactivity is too complicated to be conducted in the din of
combat.
Actions
Assist [Major]: You can use a major action to help anothercharacter succeed on a check. Declare which character you
are assisting, and what action you are assisting with. If thetarget attempts the designated action before the start ofyour next turn, he gains a +1 bonus to the attribute check.
The GM has the final say about whether effective aid canbe rendered or not.
Attack [Major]: Attacking a target with either a melee or a
ranged weapon requires a major action. See the section on
Position and Movement for more details about thedifference between melee and ranged attacks. You can
attack with a weapon you are holding in one or both ofyour hands. If you are not holding a weapon, you must firstuse a minor action to draw and ready it (see Ready/Store
Item). If you are holding a normal bow, drawing andnocking the arrow are included as part of the attack action.
A crossbow however requires a minor action to load. See
Attack Check rules later in this section for information
about how to determine if an attack is successful, and what
the effects are.
To make a melee attack, make a strength check with thebonus granted by your combat style. To make a ranged
attack, make an awareness check with the bonus grantedby your combat style. If your check is equal to or greaterthan the target’s defense, the attack hits. See the Damage
section to determine how much damage the hit does.
Control Mount/Vehicle [Minor or Major]: If you arefighting while riding on a horse, other animal, or whiledriving a vehicle like a wagon, you must use a minor action
each turn to control the mount/vehicle. In normal
circumstances, no check is needed, but you must have one
hand free to control it. In difficult situations (calming apanicked mount, moving over rough or steep terrain) a
presence check may be needed to control a mount/vehicle.
When controlling a mount/vehicle you can cause it tomove up to its normal movement value as part of theaction to control it. If you use both your major and minor
action to control the mount/vehicle, you can cause it tomove up to double its normal movement value. If you do
not use a minor action to control a mount/vehicle, it goesout of control. If a living mount or horse drawn wagon
goes out of control, it can usually be trusted to act
rationally, moving in the same direction and speed as its

23was last ordered, or coming gradually to a stop. A nonliving magical or technological vehicle which goes out ofcontrol will start swerving erratically, and may crashdepending on the surroundings.
Drop [Free]: You can drop a held item to the ground as afree action.
Heroic Save [Interrupt, Cost 1 pp]: As an interrupt action,
when a character near you is targeted by an attack but
before the dice for the attack are rolled, you can spend 1 pp
to move up to your full movement value and place yourself
in the target’s location. (If playing on a grid, move thecharacter you are saving to an adjacent empty square.) You
become the new target of the attack. You can also use
heroic save to push a character out of other dangerous
situations, such as a pit trap or the path of a runaway
wagon. In these cases, you suffer the effects of the hazard inplace of the original target.
Hustle [Major]: When you hustle, you can use your major
action to perform a second minor action during your turn,such as making two move actions, or opening a door andmoving into the room, or pulling a magic potion out of abelt pouch and drinking it. Often a hexer will foregoing
using his major action to make an attack in order to cast an
additional hex.
Manipulate Object [Major or Minor]: As a minor action,
you can perform simple actions with an object suchopening a door, drinking a potion, pulling a lever, or
kicking over a bucket. Complicated manipulation that
requires concentration such as untying a knot, opening alock, or carefully setting down a delicate glass vase should
instead require a major action, and possibly an attribute
check. In the end it is the GM’s decision what kind ofaction is needed to manipulate an object.
Mount/Dismount [Minor]: As a minor action you canmount or dismount from a vehicle or mount.
Move [Minor]: As a minor action, you can move up to
your full movement value. See the next section on Position
and Movement for more details about movement rates.
Ready/Store Item [Minor]: As a minor action you can takeout or put away an item slung over your shoulder or
fastened to a leg or belt (Drawing a sword, strapping on ashield, shouldering a bow etc.). You can also ready/store
items in a belt pouch. Items stored in packs and sacks are
not readily accessible, and you should avoid hunting
through bags during combat if possible. If you don’t havetime to put an item away properly, you can drop it to theground as a free action.

24

Parting Shot [Interrupt]: If an enemy you are engaging in
melee combat moves beyond melee range, you may make a
final melee attack as an interrupt action. See the next
section on Position and Movement for the definition ofmelee range.
Wait [Delays Major Action]: Instead of acting, you can wait
to see what the opposition does first. Then, as the GM
describes the actions of the GMC, you can cut in and takeyour major action at any time. The last action the GM
described is completed and the effects are resolved before
your action takes effect. A common example of waiting isoverwatch: waiting for a target to appear and thenattacking it with a ranged attack.

Position and Movement
Like time, position and movement are handled numericallyin Sandcastle. The Sandcastle combat system is designed to
be played on a square grid, like chess or shogi. Each square
represents a 2 m x 2 m area in the world of Sandcastle. Of
course, the characters aren’t aware of the grid, it is simply auseful game mechanic for quantitating their positions.
Only one character can occupy a given 2 m square;characters in Sandcastle observe social distancing at all
times. Large creatures, like giants or dragons, may occupy
more than one square. Unlike chess or shogi, combat in
Sandcastle rarely happens on an empty field. There could
be walls, furniture, streams, trees, fallen logs, boulders,
open pits, or other objects which shape the flow of combat.
These items are also placed into discrete grid squares. Thin
items like doors or curtains might correspond to the edges
between squares. Some objects may block movement intothat square entirely, like a boulder or wall. Other objects
may make it difficult but not impossible to move througha square, like a table that must be climbed over or crawled

Common Movement Values
Most flying creatures, including
dragons
Horse
Canine, Chimera
Character in speed armor(See GMM)
Unarmored or lightly armoredhuman, dwarf, elf, oni character
Homunculus
Snake
Character in plate mail armor(See GMM)

20 m (10 squares)
20 m (10 squares)
14 m (7 squares)
14 m (7 squares)
10 m (5 squares)
8 m (4 squares)
6 m (3 squares)
6 m (3 squares)

under. In the end it is up to the GM to adjudicate howthese objects affect the occupied square.
All characters have a movement value, the number ofmeters the character can move as a minor action. Most
characters have a movement value of 10 m, corresponding
to 5 squares on the combat grid. This value might change if
the character is wearing a suit of special armor described in
the Game Masters’ Manual (GMM). On the previous pageis a list of the movement values for common characters andmonsters for reference.
Diagonal movement is possible, but every second square
moved diagonally counts as 2 squares because moving
diagonally represents a longer distance than moving
straight. The table below summarizes the amount of
movement that must be expended to move diagonallyduring your turn.
Diagonal Moves Total # of Movement
Squares Expended
1st
1
2nd
3
3rd
4
4th
6
5th
7
6th
9
7th
10
8th
12
etc.
You can move through a square occupied by a character
friendly to you, but you cannot stop in a square occupied
by another character. If you do not have enough movement
left to move back out of an occupied square at the endof your movement, then you must stop before entering
the occupied square. You cannot move through a squareoccupied by a hostile character.
Characters in adjacent squares are said to be within melee
range of each other, or said to be engaged in melee. Eachsquare has eight adjacent squares, four touching side toside and four touching corner to corner.
Ranged attacks can target opponents farther away thanmelee range, out to a certain maximum range specified by
the type of attack. You cannot use a ranged attack against
a target within melee range of you. The maximum range
for thrown weapons is 8 m (4 squares). The maximum
effective range for a bow or crossbow is 24 m (12 squares).
Energer and hexer magical attacks also have a range of 24
m. Unlike normal ranged attacks, energy and hexer special

Attack Ranges
Melee
Thrown weapons
Bows & crossbows
Magical attacks

adjacent squares only
8 m (4 squares)
24 m (12 squares)
24 m (12 squares)

actions can be used on targets within melee range.
Determine range the same way as counting movement,using the direct line between you and the target. If there
is a significant obstacle along the direct path between you
and the target (like a wall or a large tree), then you cannot
attack that target.
For determining the area of an energy explosion, or otherwide area attack, use the same method of determining
distance as for a ranged attack, but start from the center ofthe explosion, not the attacker.
Large Creatures and Wide Area Attacks
If any part of a large creature (i.e., any square occupiedby that creature) is within the area affected by a wide area
attack, such as an energy explosion or dragon’s fiery breath,, then the creature takes full damage from the attack.
If two or more squares occupied by the creature are in
the affected area, the creature still takes only the normal
amount of damage.
Mounts and Vehicles
A character riding on a mount or vehicle occupies the samesquare as the mount/vehicle. Large vehicles like wagons orboats may occupy more than one square and accommodate
more than one passenger. In these cases, divide the vehicle
itself into 2 m x 2 m squares and decide where eachpassenger is riding.
Sandcastle rules only cover “open” vehicles like wagons androwboats which provide no cover to occupants, but also do
not block the occupants’ view of their surroundings. When
attacking a mounted character, the attacker must decide
whether to attack the character or the mount/vehicle. For
wide area attacks, if a square occupied by the character andmount/vehicle is caught in the affected area, then both takedamage.
Abstract Position
If it’s not possible to use a combat grid, for example whenplaying through an online meeting platform, it is normally25

sufficient to use a rough descriptive system for determining
position. Generally fights break into five regions: the frontline where the main melee is taking place; a left flank anda right flank where it might be possible to slip around themelee if the flanks aren’t being guarded; and two backfields
where characters can make ranged attacks towards themain melee, flanks, or the opposition backfield.

Attack Checks
To attack a target, make an attribute check and add allapplicable modifiers. Add half your level (rounded up)
as a bonus to your attack checks. If attacking with yourpreferred attack, add your full level instead. If your total
check result after all modifiers is equal to or greater than
the target’s defense, the attack hits successfully; determine
damage as described in the following section. If your total
for the attribute check is less than the target’s defense, thenthe attack misses.
For a melee attack make a strength check.
For a ranged attack make an awareness check.

26

Your total modifier to an attack check (based on your level,
final attributes, and preferred attack if relevant) is denotedby “att.”

DefenseA character’s defense is equal to 10 plus his dexterity, plus
the defense bonus based on his combat style and level,plus any armor bonuses from armor being worn or a shield
being carried. (10 + D + db + armor+shield). A monster’s
defense will be listed in its description.

DamageBeing a hero means facing a certain amount of danger. In
addition to the thrilling near misses, there are also times
that you’re not missed and get hurt. These cuts, bruises,
bashes, gashes, burns, toxin reactions, unholy chills,
and other unpleasantries are referred to collectively as“damage.” Damage is measured in hit points (hp). The
more powerful an attack, the more hp it does. The more
hp a character or monster has, the more damage it canwithstand before collapsing.

For most attacks, the amount of damage delt is determinedby a dice roll. This represents the random chance oflanding a solid blow or a grazing hit. There may be
additional modifiers added to the roll. What dice to rolland what modifiers to apply is listed in the description of
the weapon, special action, monster, or hazard.

Energy Colors and Resistances
Abbreviation Colors
BR
Red/Blue
GY
Green/Yellow
OP
Orange/Purple

For melee attacks and attacks with thrown weapons, add
your strength to the damage. (This includes all standard
weapons in the Equipment List other than bow, crossbow,
and torch.) A successful hit always does at least 1 hp
of damage, even if your strength is −1 or less, or otherpenalties would reduce the damage to less than 1.
Damage is classified as either normal damage or energy
damage. Normal damage represents physical assaults.
Things which cause damage by means other thanphysically smashing or cutting you are collectively referred
to as energy. Energy damage is further divided into 6 types,
each identified by a color: red, blue, green, yellow, orange,and purple. Each color has an opposite (red vs. blue, green
vs. yellow, purple vs. orange).

You can add either one half your level, rounded up (lv/2)
or your full level (lv) to reactions to avoid the primarydamage of energy attacks. Which types of reactions use +lv
and which use +lv/2 are listed on the combat style chart in
the Character Generation section (and also in a table at theend of this rules book for easy reference).

Red

If an attack is hot, fire, or lava, then it isprobably red.
Blue
If an attack is cold, water, ice, or wind, then it isprobably blue.
Green If an attack is acidic, bacterial, poisonous,
rotting, or radioactive, then it is probably
green.
Yellow If an attack is desiccating, petrifying, electrical,
or sand, then it is probably yellow.
Orange If an attack is bright, good, sunlight, soul, ki, orcleansing, then it is probably orange.
Purple If an attack is dark, evil, corrupting, haunting,or psychic, then it is probably purple.
Not all energy attacks are magical; a common torchdoes red damage, and a poisonous snake bite does green
damage.
If you have to guess what color a certain type of energy
damage is, your first gut reaction is the correct answer.
Many types of energy attacks deal both primary andautomatic damage. Getting burned or poisoned forexample is going to hurt at least a little, this is represented
by the automatic damage; but through quick reflexes, astrong constitution, or sheer willpower it might be possible
to shrug off the worst of the effects. In these cases, theenergy attack description will include a TN for a reaction
to avoid the primary damage. Use the appropriate energy
resistance calculated as part of the secondary statistics instep 5 of character generation.

Relevant Attribute
Dexterity
Endurance
Willpower

Hardened or Vulnerable
Some creatures are more or less vulnerable to different
kinds of damage. If a creature is hardened against a certain
color of damage, it takes only half damage (rounded up)
from attacks of that color. If a creature is vulnerable toa certain color of damage, it takes double damage fromattacks of that color. It is also possible to be hardened orvulnerable to normal damage.
In general, if a creature has an attack that deals a certain
color of energy damage, or is hardened against a certain
color, then the creature is probably vulnerable to the
opposite color.

Losing hp (hit points)
When a successful attack is made against you, subtract thedamage from your current hit points. Losing hp doesn’t
adversely affect you until you lose all of your hp. If an
attack deals damage equal to or exceeding your current hp,
you drop to 0 hp (no negative numbers). When you drop
to 0 hp, you collapse. Maybe not completely unconscious,
but incapable of any meaningful action.

Holding Your Breath
When you are swimming underwater or aware that a room
is filling with poisonous gas, you can hold your breath to
avoid the effects. You can hold your breath for a numberof turns equal to 10 plus your endurance (10 + E). Double
this duration if you have forewarning and can spend aturn pre-breathing to build up oxygen. While holding yourbreath you don’t suffer any negative effects from being
underwater or being exposed to poisonous gas, etc. After
this amount of time has passed, you involuntarily inhale
and suffer the consequences. Inhaling while submerged inwater, quicksand, magical brew, or another liquid meansthat you start to drown; you immediately drop to 0 hp
and will die if not fished out quickly. If you cannot inhale

27because you are being squeezed by a constrictor snake or
hangman’s noose, you immediately drop to 0 hp and will
die if not freed quickly.

Dying and Healing
In Sandcastle, the difference between a casualty and afatality is which side controls the field at the end of thebattle. The winning side can patch up their wounded andcarry them back to safety. The losers are left for dead or
mercifully finished off (possibly eaten) by the winners.
Sometimes the victors may decide to save their opponents,for example as hostages to be interrogated or ransomed, orif the villagers who attacked the party were actually goodpeople being mind-controlled by a warlock.

Resting, Recovering hp and pp
After a week of rest and recovery, a wounded character
returns to full hp and pp, ready for the next adventure.
There are also some magical items which will restore lost
hp or pp instantaneously. Even when using items which
restore hp or pp magically, it is not possible to gain morethan your full amount of hp or pp. This is your maximum
amount, representing uninjured good health and adequate
rest.

Experience
Now that you’ve survived an adventure and recovered fromyour wounds, you’re ready to set off on a new adventure.
You’ve probably learned from the adversities of yourprevious endeavors and are now better prepared to face
new trials. In Sandcastle, adventurers honing their abilities
and growing in power and wisdom is represented byaccumulating experience points (xp).
At the end of each adventure the GM will award xp tocharacters who participated in the adventure. All charactersin the group receive the same amount of experience(except for catchup points described below). Characters
receive 1 xp each, just for having survived the adventure.
If the party succeeded in its goal during the adventure,each character receives and additional xp (total 2 xp).
The GM is the final arbitrator of whether or not the party
succeeded.
If the characters in the group have different total amountsof experience, any character with less experience thanother characters will receive an additional 1 xp to catch
up. This helps if someone had to miss a game session, or
joined the group late, or if someone had to start a new
character after the previous one got killed.

28

Experience& Character
Advancement
Level
0
1
2
3
4
5

Minimum xp
0
1
3
6
10
15

After receiving experience at the end of an adventure, add
them to the running total of all the xp the character has
ever received and compare your xp total to the chart above.
If your total is equal to or greater than the minimum xp
needed for a higher level, you advance to that level. In
preparation for the next game session, recalculate yoursecondary statistics based on your new level.
When creating a character of level 1 or higher, thecharacter starts with the minimum number of xp needed
for that level, as indicated in the chart above.
On the provided Sandcastle character sheet, xp are
represented by circles to be filled in as you accumulate xp.
On the character sheet, start filling in circles from the left;
one circle for each xp. Your current level is the highest levelwith no remaining unfilled circles to its left.

Special Actions
The proceeding rules are general, applying to all
characters. This section explains the special actions
available to each combat style which allow them to pushbeyond their normal limits to excel at their various roles incombat.

Energer Special Actions
The hallmark of energers is their ability to invoke magicalenergies to attack enemies or create protective shields.
Using these abilities (with the exception of energy
shunt) requires first creating an energy mote to act as thecatalyst for the more dramatic magical effects. Creating,manipulating, or using a mote requires speaking magicalincantations and making intricate hand movements. So
these actions can only be performed when you are able
to speak and have at least one hand free. You cannot be
carrying anything in your free hand when creating ormanipulating an energy mote.

For most energer abilities (with the exceptions of create
mote and energy shunt), you can choose how many pp to
expend when using the ability. You must spend at least 1
pp and can spend up to your level in pp on a single use.
The number of pp you expend affects the calculations todetermine the results of the special action. The more points
spent, the more potent the results; but this also depletes
your reserve of pp more quickly. In addition, these energy
based abilities will have the same color as the mote used
to create them. Many monsters are hardened or vulnerable
against certain colors of energy, so an energer must be atactician, deciding what color of mote to create and whenand how many pp to expend.
Create Mote [Minor]: As a minor action, you can create amote of pure energy which hovers near you and glows withmagical light. A mote has no physical substance. It is about
10 cm in size and can appear as a simple ball of light, aglowing skull, a burning eye, a rune of light, a winged fairy,or any other shape you and the GM can agree on.
Creating a mote does not require expending power points(pp), but using a mote to produce an energy effect will
require pp. You can only maintain one energy mote at atime. At level 1 choose one color of energy; energy motes
you create are always this color. At level 3 select a 2ndcolor; you can now choose which color to use when you
create an energy mote. At level 5 choose a 3rd color. A
mote can only be one color at a time. You must use a minor
action to change the color of a mote. You can dismiss a
mote without using it as a free action.
A mote provides the same amount of illumination as atorch (8 meter radius). You can reduce this light to almost
nothing or return it to full brightness as a free action. This
light is tinted to match the color of the energy (orange,
green, red, etc.).
Energy Explosion [Major, cost: 1~lv pp]: As a major action
you can expend a number of pp equal to or less than yourlevel and cause your mote to fly straight towards an area up
to 24 meters away. Once the mote reaches the designatedarea it explodes, blasting all targets in the area with energy.
The radius of the explosion is 2 meters (1 combat square)for every pp spent to create the explosion (pp x2 m). The
automatic damage is equal to the number of pp used andthe primary damage is 1d3 for each pp used. Any allies
of yours who are caught in this area are also affected by
the damage, so be careful where you set off an energy
explosion. Targets can attempt a reaction check to avoid
the primary damage. The resistance used for this reaction
is based on the color of energy used to create the explosion.
The TN for this reaction is 10 + your level + yourawareness (TN = 10 + lv + A). Regardless of whether or not

any targets take damage from the explosion, the mote andexpended pp are lost.
Energy Shield [Major or Interrupt, cost: 1~lv pp]: As amajor action, you can expend a number of pp equal toor less than your level and cause your mote to expand
into a 2-meter diameter sphere protecting you or anothercharacter up to 24 m away from energy attacks. You canalso use energy shield as an interrupt action to protect
yourself when you are targeted by an energy based attack.
You must declare that you are using energy shield before
the GM reveals whether or not the attack was successful,and the shield will take effect before damage is determined.
The shield’s hp total is 3 times the number of pp used tocreate it (pp x3).
After being created, the energy shield moves with theprotected character. The shield lasts until it is destroyed,
you create a new energy mote, or you are reduced to 0 hp.
Energy attacks against the protected character must firstovercome the shield. When the protected character takes
damage from energy, first subtract the damage from theshield’s hp. It is not possible to recharge a shield’s lost hp.
If the shield is reduced to 0 hp, any remaining damage isapplied to the protected character. The shield is hardened
against (takes half damage from) energy of the same color
as the mote the shield was created from. The shield isvulnerable to (takes double damage from) the opposite
color.
Attacks which deal normal damage are unaffected by anenergy shield.
Energy Shot [Major, cost: 1~lv pp]: As a major action you
can expend a number of pp equal to or less than your level
and cause your mote to fly straight towards a target up to
24 meters away. This is treated as a ranged attack, using
your awareness and preferred attack bonus (att = +lv+A). If
the attack hits, roll 1d6 for each pp expended in the attack
and add the results together to determine the damage.
Regardless of whether or not the attack hits, the mote andexpended pp are lost.
Energy Shunt [Reaction, cost 1 pp]: When you successfully
use a reaction to avoid the primary damage of an energy
based attack, you can expend 1 pp to negate the automatic
damage from the attack as well.
Multi-Shot [Major, cost: 1~lv pp]: As a major action
you can expend a number of pp equal to or less thanyour level and cause your mote to break into multiple
fragments and fly towards different targets up to 24
meters away. This is treated as a ranged attack, using your29

awareness and preferred attack bonus (att = +lv+A). You
can simultaneously attack a number of targets equal to
the number of pp expended. Make one attack check andcompare it to the defense of each target. If an attack hits, it
deals 1d6 points of energy damage. Regardless of whether
or not any of the attacks hit, the mote and expended pp are
lost.

Harrier Special Actions

represented in game mechanics as a penalty to one of thetarget’s numerical statistics. Within the world of Sandcastle,
how exactly a hex achieves these results through tainting
the target’s aura or arranging an unfavorable mana
flow around the target is an academic question with noconsensus, even among hexers; the term ‘hex’ just says
it all. In addition to hexes, this combat style also has theability to drain the target’s reserves of power points, as wellas the ability to neutralize the hexes of others.

Harriers rely on their quick reflexes to keep them out oftrouble, and let them exploit even the smallest opening in
the opposition’s defenses. They have more interrupt actions
than the other combat styles and a selection of special
actions based on interrupt actions allowing them to takeadvantage of opportunities others would miss. Some ofthese abilities allow them to move extra distance so thatthey can reposition themselves in the most advantageous
location as the chaotic flow of combat changes.

Counter Hex [Interrupt]: As an interrupt action, when
you or another character up to 24 meters away which you
are aware of and can see is affected by a hex (fails a HR
reaction), you can attempt to counter the hex. Make anunskilled presence check against a target number equal tothe original TN for the hex resistance (HR) reaction. If thepresence check is successful, the original hex has no effecton the target character. In the case of multi-attack hex andmulti-defense hex, other targets are still affected normallyby the hex.

Cut and Run [Interrupt]: When an opponent in melee
combat with you takes damage from any source, you may
use an interrupt action to move up to your full movement
value. If the opponent, or anyone else within melee rangeof you, has an interrupt action remaining, he can use it in
response to your movement.

Countering a hex requires speaking magical incantations
and making intricate hand movements. So these actions
can only be performed with you are able to speak and haveat least one hand free. You cannot be carrying anything inyour free hand when countering a hex.

Dogged Pursuit [Interrupt]: When an opponent moves outof melee range with you, you can forgo using an interrupt
action to make a parting shot melee attack against the
opponent and instead use an interrupt action to move up
to your full movement value to follow the opponent.
Energy Shunt [Reaction, cost 1 pp]: When you successfully
use a reaction to avoid the primary damage of an energy
attack, you can expend 1 pp to negate the automatic
damage from the attack as well.
Fleet Footed [Interrupt]: When you use a minor action tomove your full movement value, you can use an interrupt
action (on yourself) to move up to your full movement
value again.
Follow-up Strike [Interrupt]: When an opponent in melee
combat with you takes damage from another source notrelated to you (such as an attack by one of your allies), you
may use an interrupt action to make a melee attack againstthat opponent.

Hexer Special Actions
Hexers use magical effects known as hexes. A hex doesn’t
directly damage the target but gives the target bad luckfor a short period of time (one turn). This bad luck is

30

Hex [Minor]: As a minor action, you can place a hex ona target up to 24 meters away that you are aware of andcan see. The target must make a hex resistance (HR)reaction with a target number equal to 10 + your level +your presence (TN = 10 + lv + P). If the reaction fails, thetarget suffers a penalty until the start of your next turn. A
target can only suffer from one of each type of hex at a time(for example, only one attack hex), but can be affected bydifferent hexes at the same time (for example, an attack
hex, and a move hex). The different kinds of hexes and theassociated penalties are listed below.
Casting a hex requires speaking magical incantations andmaking intricate hand movements. So these actions canonly be performed with you are able to speak and have atleast one hand free. You cannot be carrying anything inyour free hand when casting a hex.
A character targeted by a hex experiences a creepy feelingof doom. He doesn’t necessarily know where the hex
came from, but knows whether or not he was able tosuccessfully resist the effects. Likewise, since all charactersin Sandcastle have at least rudimentary magical skills,
they can sense that “somethings not right” when a nearby
character (up to 24 meters away) is targeted or under theeffects of a hex. In terms of game mechanics, the effects
of a hex are not “secret,” so the GM and player of a hexer

character can explicitly state when a hex is attempted andwhether or not it is successful in front of the other players
to keep game play moving.
Attack Hex: If the HR resistance reaction fails, the target
suffers a penalty equal to one half your level, rounded up,
on all attack checks until the start of your next turn.
Defense Hex: If the HR resistance reaction fails, the target
suffers a penalty equal to one half your level, rounded up,
to defense until the start of your next turn.
Move Hex: If the HR resistance reaction fails, the target’s
speed is reduced by 4 meters until the start of your nextturn.
Multi-Attack Hex: Choose a number of targets up to one
half your level, rounded up. Each target must make a HR
resistance reaction. If the reaction fails, that target suffers a−1 penalty on all attack checks until the start of your nextturn.

Hit Hard [Major, cost 1 pp]: As part of using a major
action to make a melee attack, you can choose to expend
1 pp to add double your level (instead of the normal levelx 1 bonus) to that attack (att = +(lv x2) +S). If the attack
hits successfully, you also add your level as a bonus to theresulting damage. This damage is the same type as theweapon you are using.
Pin Down [Interrupt]: When you successfully use theparting shot interrupt action to attack a target which ismoving out of melee range with you, you can choose toprevent the target’s movement, forcing it to remain in
melee combat with you, rather than doing damage with aparting shot attack.
Vengeance Strike [Interrupt, cost 1 pp]: After an opponent
makes a successful melee attack against you, you can
expend 1 pp and use an interrupt action to make a melee
attack against that opponent. Even if the opponent’s attack
reduces you to 0 hp, you can still use vengeance strike
before collapsing.

Multi-Defense Hex: Choose a number of targets up to one
half your level, rounded up. Each target must make a HR
resistance reaction. If the reaction fails, that target suffers a−1 penalty to defense until the start of your next turn.
Power Drain [Major]: As a major action you can attempt todrain power points from a target. Make a melee attack (att
= +(lv/2)+S) using your hand against the target. This attack
does no hp damage, but if the attack is successful, you can
expend 1 pp to cause the target to lose 1d3+1 pp. You do
not gain the power points lost by the target, they simply
evaporate, much the same way as a normal attack reduces
the target’s hp.

Striker Special Actions
A striker’s role in combat is straight forward: engage theenemy in melee combat and inflict damage. The striker
combat style special actions reflect this strategy, giving
the striker opportunities to make additional attacks, domore damage with an attack, or prevent enemies from
disengaging from melee.
Backswing [Minor]: If you make a melee attack using amajor action and miss, you can immediately use yourminor action (if you haven’t spent it already) to make asecond melee attack against the same target.
Counter Strike [Interrupt]: When an opponent makes
an unsuccessful melee attack against you, you can use
an interrupt action to make a melee attack against that
opponent.

Ready for Adventure31Game Masters’ ManualHow to Use the Game Masters’ ManualThis Game Masters’ Manual (GMM) contains information
and advice to help a Game Master (GM) run a Sandcastle
adventure. The other players do not need to read thismanual, but are free to do so if they would like to better
understand how the “behind-the-scenes” rules work. Thereis no secret information which will spoil the game if all theplayers know it.

Using the Adventurers’ Guilds
The three adventurers’ guilds (Beacon Sanctuary, College
of Recovery, and Slayers’ Lodge) are tools for the GM to
use to help make game go more smoothly. The guilds serve
three “backstage” functions: the first is to give the PCs arole-playing connection to society. The second is to hook
the players and draw them into adventures the GM has
created. The third function is to provide the players withbackground information about the adventure to make thestory more enjoyable.
The adventurers’ guilds represent a PC’s “other friends”
beyond the limits of the adventuring party. Because they
have branches throughout The Domain, the guilds arean easy way for the PCs to find a place where they fit into
the local culture no matter where they wander. Likewise,
reputation is an easy way to track a character’s rise in social
status as he makes a name for himself through adventure.
Whenever the party travels to a new location, it is a good
bet their first stop will be the local branch of one or moreof the guilds. This allows the GM to introduce the featuresof a new setting or culture through its influences on thelocal branches of the adventurers’ guilds, without having todevelop entire cities.
While at the guilds, the characters will hear stories andrumors about adventure opportunities in the area. These
can motivate the characters and their players to undertakethe adventures the GM has planned.
The characters don’t have to just passively listen to theinformation the GM distributes through the guilds, they
can also make inquires of their own. Guild information
checks, based on reputation, provide a game mechanic forhandling legwork by the characters to gather information
before setting out on an adventure.
Based on the playstyle of your group, the guilds could be
used as a minor game mechanic to give the party a little
extra help or as a central part of the overarching story. At
the minimum, before each game session the GM could
ask each player to compose a question to ask one of the34

guilds, then the GM makes a guild information check insecret and based on the result, provides the player withinformation which may prove useful during the adventure.
At the other extreme, an entire gaming session could
be used to role play going around to the various guilds,
describing the iconic decor, interacting with memorable
guild GMCs, and collecting bits and pieces of information
and advice for the next foray.

Reputation
Reputation (abbreviated as “R”) is a number between
0-5. Non-members who visit a guild have a reputationof 0. New members start at reputation 1, and increase it
one point at a time by performing feats which further theguild’s goals. See the descriptions of the guilds in the Core
Rules for examples of accomplishments which can increase
reputation within each guild. This increase in social
standing in turn has in-game benefits by providing the PC
with better and more accurate information which can help
make adventures a little easier.
The GM can award reputation points for good game play(good role playing, good tactics, good sportsmanship)
or for accomplishing in game goals, particularly thosein-line with the philosophy of the guild. Reductions in
reputation might result from deliberate actions which hurtother adventurers (in particular other PCs) or run directly
counter to a guild’s goals. Reductions in reputation shouldbe rare, or at least less common than increases, so that acharacter’s reputation is roughly equal to his level. At one
extreme, the GM could use reputation as a type of “societal
hit points” constantly increasing and decreasing based on
in-depth role playing of guild politics. Or for simplicity
the GM could simply set the reputation of each character
equal to his level. Regardless of how the GM determines
reputation, an increase should feel like a reward for a job
well done.

Guild Information Checks
Before setting out on an adventure, the PCs can stopin at their respective guilds to see if the guild has any
information relevant to the upcoming excursion. Whena character poses a question to a guild the GM shouldmake a guild information check in secret and consult thefollowing table below. To make a guild information check,roll one die and add the character’s reputation with theguild (1d6+R) to determine what kind of information theguild provides. It is possible to ask a question to a guildthat you do not belong to, in this case your reputation
within the guild is 0.

Guild Information
Chart (1d6+R)
Result
1-4
5+
8+
10+

Amount of DetailNo useful information
Basic area knowledge
Specific knowledge
Secret knowledge

A result indicating specific or secret knowledge will also
give the character access to the more general information.
Most of the time the more general information will becontained or implied in the specific or secrete knowledge.
It is possible that some of the information the PC receives
is in error. If the roll results in a false lead (see below), thenthe most specific type of information gained is outdated,
irrelevant, or simply wrong. But even in the case where themost specific information is incorrect, any more general
information gained will be correct.
No Useful Information: The adventurers’ guilds are busy
places. Sometimes you can’t find someone to answer yourquestions. Or maybe a quick search turns up nothing ofinterest; or maybe a retired adventurer keeps rambling on
about his own exploits without answering your question.
As your reputation within the guild increases, people willtake more time to look into matters for you.
Basic Area Knowledge: The kinds of creatures common in
the area, the kinds of magical items or treasure usually kept
by this kind of enemy, the kinds of traps often used in thiskind of setting, the powerful and active organizations in
the area.
Specific Knowledge: The kinds of creatures in the enemy
ranks; magical items or treasures known or rumored to
be in the possession of the enemy; traps and defensive
measures known or rumored to be used by the enemy; theexistence of secret passages or hidden areas; the names
and personality quirks (likes, dislikes, mannerisms, etc.) ofmajor GMCs in the adventure.
Secret Knowledge: The number, deployment, andcommand structure of enemy forces; the exact locationsof magical items or treasures (relative to other nearby
objects); the locations of traps or secret passages andhow to bypass/open them; rivalries, secret agendas, ordivided loyalties among the enemy. Never forget that evenwhen the roll indicates “secret knowledge,” as the GM you
control what information the players have. Never givethem any information which would spoil a surprise or
make the adventure too easy. On the other hand, make theinformation relevant and useful enough that the player’s
feel that the guild has given them an inside advantage.
False Lead: If a 6 is rolled on the die (before adding
reputation) for a guild information check, then theinformation the guild provides is “too good to be true,”and might be mistaken. Roll a second die, if the second dieroll is less than or equal to the character’s reputation withthe guild, then the information is correct. If the second
die roll is GREATER THAN the character’s reputation,
the information provided is wrong, or at least irrelevantto the adventure. In the case of a non-member (reputation0), there is no need to actually roll a second die since any
result will be greater than 0.

Guilds as Plot Hooks
The adventurers’ guilds can serve as plot hooks to draw
the players into adventures created by the GM. There areseveral ways this can be done. These methods are notexclusive, and the GM should feel free to use different
patterns to keep the game from becoming monotonous.

Guild Conflicts
The guild information check mechanics make it
beneficial to have at least one member of each guild in anadventuring party. This encourages role playing between
the players by giving their characters differing motivations.
As GM, you should make sure that these conflicts ofinterest work as differences in priorities, not as an either-or
choice pitting one player against another. For example, if
the party stumbles upon a demon using a jeweled dagger
and grimoire of forbidden lore to conduct a humansacrifice ceremony, a Beacon Sanctuary member will want
to rescue the hostage, a Slayer’s Lodge member will want toslay the demon, a College of Recovery member will want
to recover the grimoire (and maybe the dagger) for study.
It’s possible in theory to achieve all of the goals, but in thechaos of battle there may be tough decisions about what to
do first.
Some conflict within the party is unavoidable. A Beacon
Sanctuary member wants to try reasoning with a villain
while a Slayers’ Lodge member wants to start bashingheads from the beginning. After defeating a golem, a
Slayer’s Lodge member wants to mount its head on thewall of the lodge, but a College of Recovery member wants
to bring it back intact to be studied by the college. As
GM, it is your job to make sure that conflicts between thecharacters don’t turn into conflicts between the players,
and that everyone feels that his character has achieved hisgoals, at least most of the time.

35

It is possible for different guilds to give different PCs
different motivations for going on a certain adventure.
But not every PC needs a tailored individual motivationfor every adventure. Sometimes you go along to help yourfriends.

Hiring Hall
The most direct way for a guild to motivate the PC toundertake an adventure is by asking the party to perform
a mission for it. There will be some reward for completingthe mission, such as a cash payment.
In the hiring hall capacity, guilds can also be used to
introduce a new PC when a new player joins the group ora replacement PC after one of the player’s character died.
When the party visits the guilds, it is natural that they willmeet other adventurers. The group could role play the newmember joining the party, or the GM could have the guild
hire the PCs individually and assign them to work together.

Reputation
Reputation is another way for the guilds to motivate
the PCs. By completing a mission in line with a guild’s
philosophy, a PC can increase his reputations within theguild. The PCs may even go to the guilds and request an
assignment in hopes of increasing their reputations.

Treasure Hunt
A sneaky way to use the guilds to motivate the PCs is byusing the guilds’ knowledge of rumors about magical items
and treasure. When a PC wants a new magical weapon,

36

or armor, or other useful item, as GM you can place theitem as part of the hoard in a castle. Then use the guilds
to give the PCs rumors about the location of the desired
item, sending the PCs “of their own free will” to theadventure you have already designed. This way you cangive the characters the items they want, without it feeling
contrived: of course they found what they were looking for,the guilds told them where to look.

Challenge Levels
Monsters and obstructions are given levels to indicate
how dangerous they are. A monster the same level as theparty should be a worthy adversary, and may even causesome of the party members to drop to 0 hp, but in the end
the party can reasonably expect to win. That being said,
monsters will usually face the party at full hp and pp while
the party will march through several encounters without
stopping, losing more hp and pp with each battle. Thus,
even a monster of the same level can be an overwhelming
challenge to a tired party.
Monsters a level or two lower than the party level are stillchallenging enough to be interesting. In particular facing agroup of lower level monsters requires a different strategy
than a single big brute, and multiple opponents make iteasier for all PCs to get involved in the combat.
A monster even a single level higher than the party has agood chance of crushing the party, leaving no survivors.
These should be epic battles undertaken only after carefulplanning and preparation.
Sandcastle assumes that a party will be able to face about
3 or 4 hazards or monsters before needing to retreat toProviding Healing Potions
You can also use healing potions (See Magical Items) tocontrol the flow of the adventure. Healing potions restore
hp and pp, allowing the characters to push on farther inthe face of adversity. Healing potions are designed so thatone potion should fully restore a level 0 or level 1 character,even one who has been reduced to 0 hp. But for a level 5
character, the restored hp and pp represent the expenditureof about 1 turn of combat. Healing potions offer you a
way to save low level characters (and players) who are stilllearning what to expect from Sandcastle. But by higher
levels, the characters and players should have learned topace themselves.
heal their wounds. In addition there are challenges such as
solving a riddle, finding a secret passage, or interrogatinga captured enemy. These challenges carry little danger of
reducing the party’s hp, so you can mix them with hazards
and monsters to make an adventure.

Obstructions
While combat is an important part of Sandcastle, thecharacters will also face a variety of other obstructions
between them and their goals. For example crossinga raging river, falling off a cliff, sneaking past a guard,
finding the components for a magic ritual, or avoiding
boobytraps. These other obstructions can be divided into
hazards (which have the potential to inflict hp damage)and challenges (which will slow down or stop the party,
but don’t have associated damage).
It is not normally necessary to break into combat turns
to resolve the party’s encounter with an obstruction.
Either everyone is acting at once with little worry about
interfering with each other, or else it should be obvious
who is taking action or needs to react.
Like combat, more difficult obstructions are needed
to give high level parties a sense of accomplishment inovercoming them, but could prove impossible for lower
level parties. Thus the need to balance the obstacles to thelevel of the party. The table below gives some guidelines forappropriate TN and amounts of damage.
Although results of 3-18 are possible when rolling 3d6, theactual result will fall in 8-13 about two-thirds of the time.
So when planning as a GM, you should assume that any
given roll will fall within this range. Modifiers will then be
added to this base range. The modifiers increase with level,
and can be split into 2 categories Normal/Unskilled andEnergy/Skills.

Hazards and Challenges Difficulty
Level
0
1
2
3
4
5

Auto
Primary Normal/
Energy/Damage Damage Unskilled TN Skill TN
0
1
8-13
8-13
1
1d2
8-13
8-14
2
1d3
8-13
9-15
3
1d6
8-13
9-16
4
2d6
8-13
10-17
5
3d6
8-13
11-18

Hazards
Hazards are obstructions that will have immediate
consequences: falling into a pit, running through a burningbuilding, dodging spears shooting out of the walls, or
getting caught in a giant spider’s web. Avoiding hazards
is something that training doesn’t help with, it relies on
instinctual gut reactions or pure physical prowess, assuch skill bonuses can’t be used. Some hazards do normal
damage (a falling boulder, falling down a staircase, acrossbow attached to a tripwire), others do energy damage(a poison needle, a magical holy ward, lava). Use the TNs
given in the proceeding table for Normal/Unskilled andEnergy respectively.
The damage from hazards may or may not include
automatic damage. Hazards which inflict normal damage
usually do not include automatic damage. If you dodge outof the way of a falling boulder or an arrow trap, it is a clean
miss. Likewise, succeeding on a reaction to avoid falling off
a ledge means you can catch yourself before you fall; scary
but doing no actual damage. Hazards which inflict normal
damage usually require a dexterity reaction to avoid,but other types of reactions are possible. For example, astrength reaction would be needed to resist being crushed
by tunnel walls slowly pressing together.
Hazards which inflict energy damage may or may notinclude automatic damage. Getting splashed with acid,
electrocuted, or triggering a blast of divine wrath bywalking through a warded doorway, is going to hurt. It
is a question of how much it is going to hurt. Thus thesehazards will include both primary and automatic damage.
Other forms of energy hazards, such as poison darts orjets of flame can be dodged entirely, thus will include only
primary damage. The GM can use both types of hazards
when designing a castle to be explored.
Some traps, particularly those which mimic weapon
attacks, don’t allow a reaction. Instead the GM rolls anattack check for the trap. The total attack bonus (att) is37

equal to the level of the trap. If the attack check is higher
than the target’s defense, the attack hits and inflicts
damage. The damage is determined by the level andincludes only primary damage, no automatic damage.
Finally, hazards may trap the target. A falling net, a snare,a porticus, or a simple door that swings shut and locks
automatically, do not inflict direct damage but can still bedeadly because they can trap a character or the entire party
for the enemies to deal with at their leisure. Dodging out of
the way as a trap starts to snap shut requires an unskilled
dexterity reaction. (At the GM’s discretion, a dexterity
reaction might not be allowed, for example a pressure platein the floor that closes a door 16 m down the hallway.)
Once caught, breaking free of a confining trap normallyrequires a strength check (a major action, not a reaction)
to force the trap open. Or inflicting enough damage on thetrap can destroy it, thus freeing the trapped characters.
Pit traps with sheer walls or bear traps are examples oftraps which both inflict damage and confine the victims.
There is some unavoidable overlap and ambiguity inthe different types of hazards. A stream of acid or bolt of
unholy energy released by opening a trapped chest might
be avoidable (unskilled dexterity reaction to avoid theprimary damage, no automatic damage), unavoidable(automatic damage and a GY/OP reaction to avoid theprimary damage), or attack traps (the GM makes an attackroll of behalf of the trap, no automatic damage). In theend it is up to the GM to determine how to adjudicate theeffects of a hazard.

GMC (game master character). Challenges usually don’t
require spit-second reactions, so the party can discuss
how to approach them and use skills and teamwork to
overcome them. The Energy/Skill TN is most appropriate
for challenges.
As a general rule, a failed skill check associated with achallenge should not lead directly to damage. Even if you
fail on a domestic sciences roll to notice that food has been
tampered with before eating it, resisting the poison will be
a GY reaction. Likewise, a character should not be able touse a skill check to inflict damage. (Athletics doesn’t help tohurl heavy objects at a target. Life Sciences doesn’t let you
craft poisons.)
Skills can however help keep you out of dangerous
situations. Catching yourself when a weak step crumbles
under your foot is an untrained dexterity reaction, but
noticing the weak step before you step on it would be anawareness-based engineering check. Breaking free from thegrip of a constrictor snake is an untrained strength check,but recognizing the snake as a constrictor and knowing
to keep your distance would be an awareness-based life
sciences check. Athletics won’t help you avoid slippingon an oil slick, but it could let you jump over the puddle
rather than walking through it.

A challenge is something that is not immediately
dangerous, but will require effort to overcome. Typicalchallenges include locked doors, walls to be scaled,navigating across wilderness without getting lost,
deciphering ancient inscriptions, finding clues at a crime
scene, or getting information from an uncooperative

Because people naturally play to their own strengths (asilver-tongued shyster who lies even when there’s no reason
not to tell the truth, or a musclebound barbarian who’s firstreaction to any obstacle is “bash it down”) you can expect
to see high skill check results on a regular basis. But on theother hand, set the TN too high and if a character without
the relevant skill finds himself confronted with the same
situation, the plot comes grinding to a halt. And remember
there is always more than one way to skin a cat. If a party
has failed to charm, lie, or intimidate their way into theroyal court, maybe they can gain entrance as performers(entertainment) or kitchen staff (domestic sciences). Or if
all else fails, give the “bash it down” barbarian a chance totry.

Hazards and Heroic Save

Locks

When a character faces danger from a hazard, it is possible
for a nearby character to use the heroic save action to
make himself the target of the hazard instead. The heroic
save must be declared before any reactions are rolled. The
GM is free to disallow a heroic save, particularly if bothcharacters are already subject to the hazard, such as when abridge collapses under the party, or poison gas starts to fill
the room. But since attempting a heroic save requires thatthe saver accepts increased risk, it is normally best to givethe players the benefit of the doubt.

Locks are a frequently encountered challenge. There are
two types of locks in Sandcastle, privacy locks and security
locks.

Challenges

38

Privacy locks are for little more than courtesy. They canbe opened without any specialized tools or knowledge,
just by jiggling them until they pop open; although theengineering skill and a skeleton key can certainly speed up
the process. The GM sets a TN for opening the lock basedon the Skill TN column in the Challenges and Hazards

Table above. Key locks can be picked with a dexteritybased engineering check. Combination locks can be
opened by listening and feeling for the right clicks with anawareness-based engineering check. Magical locks can be
opened with a presence-based arcana check. (In Sandcastle
everyone has at least a little magical talent, so even without
any training, enough finger-wiggling and chanting mumbo
jumbo will convince a magical lock to open.) Finally, aquick jerk or kick (unskilled strength) can pop open mostprivacy locks.
The GM should assume the adventures will be able tobypass privacy locks after a little effort. Still, privacy locks
are popular because they are much more affordable thansecurity locks and they slow down potential intruders or
jailbreakers, increasing the chances of getting caught.
Each security lock is a unique masterpiece created by anexpert craftsman or wizard. Security locks are used asplot devices and will not open by any means other thanthe proper key, combination, or other trigger. Security
locks are rare, found on treasure vaults, ancient crypts,
and the laboratories of paranoid wizards. If you truly wantsomething protected, a security lock is the best choice,but there is a limit to the trouble people will go through tolock a passage. First, security locks are all custom built andprohibitively expensive. And second, in the end no matter
how good the lock is, determined adventurers can always
try to bash down the door or tunnel through a wall.

Secret Reactions
There are times when you may not what a player to knowthat his character has just made a reaction check. For
example an awareness check to spot a clue or realize thata GMC is lying. Just knowing that a check was neededlets the player know that things are not as they seem,
prompting him to play the situation more cautiously.
In these cases you can make the check for the player,
rolling the dice somewhere the players can’t see the results,
adding all the modifiers, and only informing the player
if the check is successful. But just hearing dice rolling
can alert some attentive players that something is amiss.
Rolling dice often, sometimes for no reason, can disguise
this, or if you want, you can just assume that all secret
reaction dice rolls return a value of 10 to make the checkwithout using dice.

Role Playing
Sandcastle is a table-talk role playing game, the players takeon the roles of their characters in the world. But the level of
emersion will vary from group to group and from player toplayer. Some players will want to have long conversations
with game master characters (GMCs), just to enjoy theworld. Other players want to skip all conversation and getto the fighting. Sandcastle allows you to tailor the amountof role playing to fit your group.
The rules mechanics for social interaction are handled
primarily through the presence and willpower attributes
and the charm, deception, and intimidation skills. Whendealing with the adventurers’ guilds, reputation is usedin place of skills. Every social encounter could in theory
be decided by a single opposed check; the player declares
which skill he is using, then the player rolls the dice adding
his presence and the skill bonus. Then the GM rolls thedice for the GMC, using awareness, willpower, or presence
and possibly a skill as appropriate, and adjudicates theoutcome by comparing the roles.
It would also be possible to have the entire conversation incharacter, using debate and logical arguments to convince
the GMC to cooperate with the adventurers.
A hybrid approach is most common, allowing theconversation to proceed naturally and calling foroccasional checks at key points when the players try to geta specific piece of information or aid from the GMC. This
way all the players can participate in the roleplaying, even
if they lack the relevant skills, but in the end, it will be theplayers/characters who invested in social skills who get theresults. The GM can apply ad hoc bonuses or penalties tothe checks depending on how the players are role playing
the situation: a small lie that supports the target’s alreadyheld beliefs will be more convincing that an elaborately
contrived fabrication running directly counter to what thetarget wants to hear.

Tips for Handling Mounts andVehicles in Combat
Sandcastle is a close-quarters, melee combat game. Vehicles
and mounts are included to add flavor to the world, notto change the focus of the game. The intentionally limited
range and ammunition for ranged attacks help to keep theaction on the front line.
When cavalry (mounted on animals or vehicles) andinfantry (on foot) collide, the cavalry must come closeenough that the infantry can counterattack. Thus, very
little actually changes as compared to a normal melee.
When two cavalry forces collide, they will still need tocome within range to attack each other. But it may bebetter to use the abstract position system given in the Core
Rules, because the front line of hand-to-hand combat can

39

move erratically around the battlefield as mounted knights
clash and disengage, and as sci-fi vehicles circle aroundfor another pass, but the limitations of the weapons willencourage both sides to close to melee with fire support
from the backfield.

stretch out a blanket to catch you as you jump down froma burning belltower. Most bonuses and penalties shouldbe +/− 1 or 2. Occasionally maybe a +/− 3. Anything morethan that and it would be better to declare the attempt anautomatic success or failure.

The difference is that when cavalry is involved in a battle,
the faster side can end the engagement at any time, simply
by outrunning the enemy. (This is more historically correct
than you might think.) Likewise, flying creatures can freely
disengage with ground-based opponents. The hardest partof slaying a dragon can be cornering it in a confided space
where it can’t fly away. A striker’s pin down special ability
and a harrier’s dogged pursuit ability can make it moredifficult for an enemy to disengage.

Treasure

In cases where two cavalry forces are of equal speed (bothmounted on horses for example), the result can be achase. In the abstract position system, a chase functions
as a normal combat with the following special rules.
Any character who doesn’t spend an action to control
his mount/vehicle each round abandons the chase. The
same is true for a character who fails a presence check tomaintain control in difficult circumstances. Chases usually
have a goal line, such as racing through a gate, or across apolitically sensitive boarder, where the fleers will be safe.
This sets a limit on the number of turns the pursuers haveto stop the fleers. If the combat is still unresolved after thetime limit has elapsed, the fleers escape to safety and the
pursuers come to a stop, cursing at a raising drawbridge ora vision obscuring forest. If a chase happens on an open
plain with no obvious goal, the GM should start to call forincreasingly difficult presence checks to urge on the tired
mounts; for vehicles, endurance checks by the driver might
be more appropriate.

Bonuses and Penalties
Combat rarely happens on a level playing field, figuratively
or literally. The terrain, angle of the Sun, weather, etc.
might make an attack or skill check harder or easier than
it would normally be. It is the job of the GM to adjudicate
these effects and apply a bonus or penalty to the roll. A fulllist of possible bonuses and penalties is beyond the scopeof Sandcastle, but in general they should be used sparingly
to avoid complicating the game. Still there are times whenthings are going to be difficult, like trying to search a room
for clues while rain and wind flurry in through a hole in
the roof, or trying to shoot an arrow through a window at acharacter inside a castle, or trying to use the athletics skill
to swim in a stormy ocean. There are also times things will
be easier, like trying to break a metal bar that’s already halfrusted, or attacking an enemy who hasn’t noticed you andis looking the other way, or having concerned passersby

40

There are several ways to reward the characters after asuccessful adventure. The most immediate and tangible
way being treasure. Treasure can be broken down intomoney and magical items. The characters can use money
to buy goods and services, most notably lodging andbasic equipment. Magical items will help during futureadventures.
Sandcastle does not include any explicit rules for sellingor buying magical items and other loot from adventures.
Magical items are rare, and not available at any price. On
the other hand, imagine a group of blood-stained strangers
coming into town and trying to sell dangerous (possibly
cursed) magical items of questionable ownership. Finding abuyer for any particular item could be an entire adventure
in itself, with the adventurers’ guilds being the first places
to start asking around.
So a character might have gold embossed platemail armor
and a gem encrusted sword, but still be short on cash andlooking for a job. You can use this to keep the charactersmotivated to keep adventuring even as they become more
powerful.
Lodging for a week (the time it takes to recover hp and pp)
costs 4 c 3 p. There will also be other expenses like trail
rations and expended arrows. But as long as a group nets
about 10 c per character per adventure, they can continue
their exploits. If they want to upgrade their equipment(horses or boats being prime examples) they’ll need moremoney. But assuming that large purchases will requiresaving over several adventures, a haul of 50 to 100 c for asingle adventure for the entire group should be more thanenough. This is the total for all money received as payment
or rewards, and the funds recovered from treasure troves
and slain enemies. If the party amasses too much wealth,they will start to have trouble carrying it, 100 c have amass of 1 kg and will take up space that could be used forcarrying other gear.
The players and their characters like getting magical items
as rewards because these items make them more powerful.
But mass and space limitations will limit the amount acharacter can carry with him. Characters only have sevenlocations to store and carry gear on their person: rightshoulder, left shoulder, right leg, left leg, right hand, left
hand, and a belt pouch. Likewise a character can only wear
one suit of armor at a time. So the players will quickly learn
that if their characters pick something up, they also haveto put something down. This will lead to some difficult
decisions: is it worth leaving behind a rank 1 truestrikelongsword to pick up a rank 2 truestrike dagger? Is it
worth carrying a magical shield on my arm, knowing I
might have to leave it behind if the next challenge requires
climbing? A handy whip can be useful, but is it worth
taking up a location that could be used for a weapon
instead?
After the dangerous part of an adventure is over,determined characters might go back and use sacks, or awagon, to clean out a castle of anything of value. But witha limit to what they can carry with them on their next
adventure, there is little incentive to take more than what
they need right now.

Magical Items
Magical items are grouped into three ranks (1, 2, and 3)
in increasing level of power. Rank 1 items are appropriate
awards for level 0 and 1 characters. Rank 2 items areappropriate awards for level 2, and 3 characters. Rank 3
items are appropriate awards for level 4 and 5 characters.
Some of the items are listed as non-magical. There are no
restrictions on who can use magical items and there areno magic suppressing effects in Sandcastle where magicalitems will suddenly stop working. But when examining
treasures, many players will ask, “Is it magical?” And someplayers enjoy playing superstitious characters who refuse touse magic. So this tag is included for reference.

Mass
If no mass is listed for a magical item, it has the same
mass as the corresponding non-magical item listed in theequipment section of the Core Rules.

Assault, Protective, and Utility Items
Magical times are grouped into three, non-exclusive
categories of assault, protective, and utility, based on thefunction of the item. Assault items do damage to a target;
protective items protect the users; and utility items help
to overcome non-combat challenges or change the flow of
combat. The category is listed along with the rank of theitem. The GM can use these categories as guidance when
deciding what kinds of items a villain would have, or whatitems to leave in treasure hoards. But the primary functionof these categories is tied to guild information checks (seethe Guilds section earlier in this GMM). Slayer’s Lodge
can provide information about where to find assault items,
Beacon Sanctuary provides information about defensive
items, and the College of Recovery provides information
about utility items. Based on the category, the GM andplayers/characters know the best guild to ask for leads on acertain item.
Like everything in Sandcastle, this is a generalization and
the GM is free to create exceptions. Beacon Sanctuary
could be of help when looking for legends about achromatic (orange) longsword wielded by a legendry
battle-priest; Slayers’ Lodge might know where to find atelescope useful for spotting enemy troop movements; orthe College of Recovery might have information about asuit of livelong armor due to the cultural significance ofthat particular suit of armor.

Recognizing Magical Items
It takes a TN 12 awareness-based arcana check to detect
an aura indicating that an item is magical. Likewise when
examining a non-magical item, a TN 12 awareness basedarcana check will confirm that it is non-magical. The
TN for identifying a magical item and determining its
properties is based on the rank of the item (TN = 12 +rank). Identifying an item is an arcana check based onawareness, or willpower if appropriate reference materials
are available for in-depth research.

41

Magical Items as Starting Equipment(Optional)
In principle magical items should be rewards for theplayers and their characters. As such a new charactershould not be allowed to start play with magical items. This
also gives you as the GM control over how many and whatkinds of items the characters have access to. However, there
may be times, such as for a quick pick-up game, when you
want the characters to start play with more powerful items
than usual. The list below provides guidelines in case youwant to let the characters start play with magical items.
These items are in principle chosen by each player, with
GM approval.
Magical Items as Starting Equipment (Optional)
Starting Starting Magical Items
Level
Level 0 No items
Level 1 1 Rank 1 item
Level 2 2 Rank 1 items
Level 3 2 Rank 1 items, 1 Rank 2 item
Level 4 2 Rank 1 items, 2 Rank 2 item
Level 5 2 Rank 1 items, 2 Rank 2 item, 1 Rank 3 item

Resizing Armor
Armor must be custom fitted to each wearer. Asking a
blacksmith to resize the armor is one option. But due tothe ubiquitous magic in Sandcastle, it is faster and cheaper
to reshape the armor magically. This requires 10 minutes
and a successful arcana-based presence check; the TN tofit armor to a wearer is 10 + the defense bonus provided by
the armor. Superstitious characters who refuse to use magic
can resize leather, scale, or chainmail armor manuallywith a successful dexterity-based domestic sciences checkinstead.

Random Color Table
Some items (usually including “chromatic” in the name)produce effects based on one color of energy. The GM
is free to choose the color, based on where the item wasfound or who created it. If it’s not obvious what color anitem should be, the GM can determine the color of theenergy by rolling once on the following table. Once thecolor has been decided, it doesn’t change.

42

Random Colors (1d6)
1 Red
4 Yellow
2 Blue5 Orange
3 Green
6 Purple

Sample Items
Chromatic Blade (Rank 1, 2, 3; Assault)
Chromatic blades look like swords at first glance, but theblade is actually a giant crystal that pulses with faint inner
light. This light is strong enough to look really pretty in thedark, but not enough to provide useful illumination.
Chromatic blades come in 4 sizes: dagger, short sword,longsword, and greatsword. A chromatic blade functions as
a normal weapon of its type, but it deals energy damage
rather than normal damage. (The color of light pulsing
within the blade indicates the color of the energy damage.)
Rank 1 Dagger
Rank 2 Short sword or longsword
Rank 3 Greatsword
Chromatic Dragonslayer’s Shield (Rank 1, 2, 3; Protective)
A dragonslayer’s shield acts as a normal shield (+1 to
defense), in addition its magical properties can be activatedas a minor action or an interrupt action to provide
additional protection against energy attacks. When
activated the shield drains a number of pp from you equal
to its rank and then allows you to produce an effectequivalent to the energy shield energer special ability
without expending a mote. Thus it can be used by any typeof character, not just energers. This energy shield lasts for
10 minutes, until you put the shield down, or until all of its
hp have been expended. The strength of the energy shieldis based on the number of pp used to power it, that is to say
the same as the rank. If this is more pp than you haveremaining when you activate the shield, it drains all of yourremaining pp and produces no effect.
Chromatic Evoker’s Wand (Rank 1, 2, 3; Assault)
Evoker’s wands are about 40 cm in length and come in avariety of appearances and materials: wood, metal, dragonbone, etc. Despite the different appearances, all function
the same. When activated an evoker’s wand drains a
number of pp from you equal to its rank and then allows
you to produce an effect equivalent to the energy shotenerger special ability without expending a mote. Thus it
can be used by any type of character, not just energers.
Characters who aren’t energers use their normal ranged
attack bonus (att = +(lv/2)+A). The strength of the energy

shot is based on the number of pp used to power it, that is
to say the same as the rank. If this is more pp than you haveremaining when you activate the wand, it drains all of yourremaining pp and produces no effect.
Mass: 0.5 kg
Chromatic Knight Armor (Rank 2, Rank 3; Protective)
Chromatic knight armor is magical plate mail armor,
painted entirely in one color, or at least in shades of asingle color. It functions as livelong plate mail armor of thesame rank, (Rank 2 or 3). In addition, the wearer ishardened against one color of energy. (This is also the colorthat the armor is painted.) However, the wearer also
becomes vulnerable to the opposite color of energy.
Chromatic Storm Club (Rank 1, 2, 3; Assault)This large black-iron mace is covered with spikes. In melee,
it functions as a normal mace. In addition, by taking amajor action to swing it around and expending a numberof pp equal to the rank, you can create a whirlwind of
magical energy. You are safe in the eye of this storm, but all
characters within melee range of you take 1 hp ofautomatic damage per pp expended and must make a
resistance reaction with a target number equal to 10 plus
the rank plus your strength (TN = 10 + rank + S) or takean additional 1d3 points of damage per pp expended (i.e.
1d3, 2d3, or 3d3). The type of resistance used is based on
the color of energy. If you try to activate this energy storm
when you have fewer pp remaining than the rank of theclub, it drains all of your remaining pp and produces noeffect.
Chromatic Wizard’s Robes (Rank 1, 2, 3; Assault,
Protective, Utility)
These are normally heavy, full-length robes, however miniskirt versions are also known to exist. Chromatic wizard’srobes are worn as armor and provide a bonus to defense
equal to the rank. In addition, whenever the wearer
expends pp to produce an energy effect (energy explosion,energy shield, energy shot, etc.) of the same color as therobes, add 1 to the actual number of pp expended whencalculating the effects. However, when the wearer expends
pp to produce an energy effect of the opposite color,
subtract 1 from the actual number of pp expended when
determining the power of the effect. These adjustments
apply both to effects produced by combat style special
actions and to effects produced by using magical items. The
pp adjustments are +1/−1, and do not change with rank.

Demon Armor (Rank 3 Protective, Utility)
This magical scale mail armor includes a face plate craftedin a frightening visage and horns on the helmet. This
armor provides a +3 bonus to defense. In addition it
provides a +1 bonus to intimidation checks, both tointimidate others and to resist intimidation.
Druid’s Cudgel (Rank 1, 2, 3; Assault, Utility)
This oaken club functions as a truestrike club of the samerank. In addition it grants a bonus equal to its rank tocharm checks to influence the reactions of natural, nonmagical animals.
Elven Chainmail Armor (Rank 2; Protective, Non-magical)
Elven chainmail armor is made from light but strong
metal, and can be fitted perfectly to the wearer so as not toimpede movement. It provides the same defense bonus asnormal chainmail armor (+3) but is lighter and does not
impose a penalty to dexterity.
Armor bonus +3

Mass: 20 kg

Elven Climbing Claws (Rank 1, 2, 3; Assault, Utility)
Elven climbing claws are a variety of wrist blades, but thetips are curved so that they can only be used for slashing,
not for stabbing. This shape allows them to function asclimbing spikes in addition to being used as weapons.
Elven climbing claws add a bonus equal to their rank toattack and damage rolls, like truestrike weapons. In
addition, when worn as a pair, they provide the same
bonus to athletics skill checks for climbing.
Emblazoned Shield (Rank 1, 2, 3; Protective, Utility, Nonmagical)
This shield prominently displays the heraldic colors andsymbols of a great hero or legendary organization. Used asa shield, an emblazoned shield acts as a normal shield (+1
to defense). Carrying an emblazoned shield marks you as
the spiritual successor to its former owner. This grants you
a bonus equal to the rank to charm skill checks to influence
the attitudes of civilized people (humans, elves, dwarves,oni, and some monsters at the GM’s discretion). But thisrespect comes with heavy responsibility. It will be assumed
that you are worthy of carrying the shield and people may
call upon you to mediate disputes or risk yourself to help
others, without compensation of course.

Mass: 3 kg (2 kg for miniskirt variety)43Enchanter’s Wand (Rank 1, 2, 3; Utility)
Waving an enchanter’s wand in your hand adds a bonus
equal to its rank to presence checks to produce magicaleffects, such as opening magic wards or changing the colorof a princess’s dress. It provides no bonus to combat magic
such as energer abilities or hexes.
Mass: 0.5 kg
Evil Eye Mask (Rank 1, 2, 3; Assault, Protective, Utility)
This ceramic masquerade mask is carried on a short stickrather than worn directly on the face. When you lookthrough the eye holes at a target up to 24 m away as aminor action, the target must make a hex resistance (HR)reaction with a TN equal to 10 plus the rank of the mask
plus your presence (TN = 10 + rank + P) or suffer theeffects of an attack hex (−1 penalty to all attack checks until
the start of your next turn).
Mass: 0.25 kg
Familiar Token (Rank 2; Assault, Protective, Utility)
Familiar tokens come in a variety of forms: a fist sized
crystal orb, a mirror, a wand, a small statue or doll, etc. You
can use this token to summon a familiar (see homunculus
variant in the Monster R&D) out of thin air as a major
action. Another major action can cause the familiar todisappear. You can use a minor action to command thefamiliar to take a single action (either major or minor). The
familiar will follow the orders of whoever holds the token.
Any damage sustained by the familiar heals at the normal
rate (i.e. fully healed after 1 week of rest).
Mass: 0.5 kg
Handy Whip (Rank 1; Utility)
A handy whip is a magical bull whip. It doesn’t function as
an effective weapon, but can be used as part of an action to
manipulate objects up to 4 m away. Only simple tasks canbe performed: grab an object, pull a level, knock over abottle, knock open a trunk lid, etc. Any strength or
dexterity checks required as part of the action are made ata −2 penalty. If you use a handy whip to try to manipulate
an object worn or carried by another character, thatcharacter has a chance to react. A handy whip can also be
used to grab low branches or rafters and act as a rope forswinging across pits or climbing out of quicksand, etc.

44

Then it is just as easy to make the whip let go, so that you
don’t have to leave it behind.
Mass: 0.5 kg
Hexer Mace (Rank 2, 3; Assault)This black iron mace is crowned with a bulb in the shapeof a human skull. It functions as a rank 1 truestrike mace.
In addition, after making a successful strike, you canchoose to do normal damage, or instead of normal damage
you can choose to expend 1 pp and cause the target to lose
a number of pp equal to the rank of the hexer mace. You do
not gain the pp lost by the target. If wielded by a hexer
character, this power drain increases to 1d3+rank.
Liar’s Writ (Rank 1, 2, 3; Utility)
When you unfurl this scroll as part of a deception skill
check, it contains a short written passage and seal
corroborating whatever lie you are spinning. You have toknow about what you want the writ to say before you open
it. The quality of this forgery is not particularly good, andit won’t pass a close inspection, but it is still enough to lend
credibility to your story, at least temporarily. As such, aliar’s writ grants a bonus equal to its rank to deception
checks. When not being used as part of a charade, thewriting on a liar’s writ turns into meaningless squiggles.
Mass: 0.5 kg
Lightbringer Weapon (Rank 1; Assault, Utility)
A lightbringer weapon sheds light equivalent to a torch (8meter radius). It can be lit or extinguished as a minor
action, but it can’t be dimmed; it is either on or off. All
lightbringer weapons are melee weapons which can also be
thrown, useful for when you want to see what is up ahead
in a dark corridor. To determine the type of weapon
randomly, use the table below.
Random Lightbringer Weapons (1d6)
1-2
Dagger3-4
Hand ax
5
Short spear
6
Warhammer
Lionskin Armor (Rank 1, 2, 3; Protective, Utility)
As the name implies, this leather armor is made from theskin of a lion. Lionskin armor provides a defense bonus
equal to its rank. It also provides the same bonus tostrength-based athletics skill checks for lifting, dragging,pushing, or bending objects. It provides no bonuses forthrowing or attacking. Nor does it provide any bonus tounskilled strength checks.
Livelong Armor (Rank 1, 2, 3; Protective)
Livelong armor are suits of magical armor which provide
greater than the normal bonus to defense. Livelong armor
can be leather, scale mail, chainmail, or platemail. The
total defense bonus is based on the rank (see table below).
Except for this bonus, livelong armor functions as a normal
suit of the same kind of armor, including the penalties todexterity and awareness.
Livelong Armor Bonuses
Type/ rank
Rank 1 Rank 2
Leather+2+3
Scale mail-+3
Chainmail-+4
Plate mail-+5

Rank 3+4+4+5+6

Livelong Shield (Rank 2, 3; Protective)
A livelong shield functions as a normal shield except that it
grants greater than the normal bonus to defense. The total
defense bonus is equal to the rank.

Lucky Blade (Rank 1; Assault, Non-magical)
A lucky blade is a non-magical weapon, but there issomething special about it: maybe the craftsmanship, thebalance, a holy rune carved into it, or sentimental value.
Something just makes this blade lucky. A lucky blade
functions the same as rank 1 truestrike weapon, except that
it is non-magical.
Plate Mail (Rank 1; Protective, Non-magical)
Full plate mail armor is rare in Sandcastle and not available
for purchase at any price. It can only be found orpresented. Plate mail armor is heavy, imposing a −2 penalty
to dexterity for all purposes other than calculating defense
and RB resistance. Plate mail armor also limits vision andhearing (and makes a good deal of noise itself) imposing a−2 penalty to awareness checks. In addition yourmovement value can be no higher than 6 m when wearing
plate mail.
Defense Bonus: +4 Mass: 30 kg
Rope Snake (Rank 1; Utility)
When activated, this magical rope climbs like a snake up
rough surfaces and ties itself around a secure object at the
top. It can also fling itself straight up, or across an open pit,
or slither across a slippery surface like ice, along narrow
rafters, or swim across a raging river. A rope snake has aneffective athletics skill bonus of +5 for climbing, jumping,balancing, or swimming to a target to tie itself to. It has aneffective bonus of +3 for any unskilled checks required. A
rope snake can only tie itself to stationary objects. A ropesnake can also be told to untie itself from an object and coilback up.
Mass: 0.5 kg
Skeleton Key (Rank 1, 2, 3; Utility, Non-magical)
A skeleton key is designed to provide a reasonable matchfor most key-based privacy locks. It provides a bonus equal
to the rank to engineering checks made to open locks.
Mass: 0.25 kg
Speed Armor (Rank 1, 2, 3; Protective, Utility)
This armor resembles tight fitting clothing. It does little tophysically stop attacks, but speeds up your movements andreactions, helping you to avoid attacks instead. Speedarmor provides a defense bonus equal to its rank. It also
provides the same bonus to athletics checks for running45

and jumps with a running start. Wearing speed armor
increases your movement value to 14 m, regardless of therank.
Mass: 1 kg
Stage Light Crystal (Rank 1; Utility)
When tossed in the air, this fist sized crystal ball will float
about your head and shoulders, while glowing andemitting soft music. The illumination provided isequivalent to a torch (8 meter radius). You can reduce thislight to almost nothing or return it to full brightness as aminor action. The volume of the music can’t be adjusted
and will continue to play at the level of a normal
conversation for as long as the crystal is floating aroundyou. The color of the light and the mood/tempo of themusic change to reflect your actions. As such a stage light
crystal provides a +1 bonus to entertainment checks, but it
also imposes a −1 penalty to stealth checks. (A tension
building violin solo while you are trying to sneak down acorridor will give you away every time). The crystal can betaught specific routines to back you up, but it is a very
temperamental performer and will argue with you about
artistic taste by emitting hash flashes of light anddiscordant notes. And there are no additional gamemechanic benefits for training the crystal, so it is usually
best to let it improvise. Using multiple crystals as backup
performers increases the bonus to entertainment checks,
but provides no additional illumination: +2 bonus for two
crystals; +3 bonus for three crystals. Additional crystals
beyond three provide no additional novelty or bonus. The
crystals move slowly and can easily be plucked out of the
air and stowed when not in use. Although they are slow,
they are complete cowards and good at staying out ofdanger: they will hide behind you and otherwise avoid
taking damage in combat.
Mass: negligible
Stinger Blade (Rank 2; Assault)
When carrying this short sword in your hand, you gain an
extra interrupt action each turn. Wielding a pair of stinger
blades, one in each hand, grants two extra interrupt
actions.
Stealth Armor (Rank 1, 2, 3; Protective, Utility)
This magical black-leather armor often includes a hoodwhich can be pulled up over the head. Stealth armor
provides a defense bonus equal to its rank. It also provides
the same bonus to stealth skill checks to avoid being
detected. This is a magical bonus and not necessary

46

dependent on the dark color of the armor blending into theshadows. Thus, it also applies to stealth check to movequietly or remain hidden among drifts of clean, white,
newly-fallen snow, etc.
Swimming Armor (Rank 1, 2, 3; Protective, Utility)
This dark-gray or blue leather armor is made from sharkskin. Swimming armor provides a defense bonus equal to
its rank. It also provides the same bonus to athletics checks
for swimming. As an additional bonus, add the rank toyour endurance when calculating the amount of time you
can hold your breath.
Tangle Whip (Rank 1, 2, 3; Assault, Utility)
A tangle whip is a magical bull whip. It can’t be used toinflict damage, but while wielding it in one of your hands,
you can use the striker pin down interrupt action even if
you are not a striker. In addition, the tangle whip adds abonus to pin down attack checks equal to its rank.
Mass: 0.5 kg
Truestrike Weapon (Rank 1, 2, 3; Assault)
A truestrike weapon, grants a bonus to attack rolls (att) anddamage roles made with it. The amount of the bonus isequal to the rank. Except for this bonus, the weapon
functions the same as a normal weapon of the same type. A
truestrike weapon can be any type of weapon, but
truestrike bows and crossbows require arrows to use.
Voodoo Doll (Rank 1, 2, 3; Assault)
When you carry this crudely formed doll in your hand you
can use it to redirect hexes intended for you. When you
successfully make a hex resistance (HR) reaction to avoid
the effects of a hex, you can choose to use an interrupt
action to channel the hex through the doll and towards a
new target (or targets) for the hex. Since you are only
redirecting the hex, not casting it, the normal requirementsof needing to be able to speak and having one hand free do
not apply. A target can be up to 24 meters away from you,and you must be aware of and able to see the target. This
new hex is the same type as the hex which was negated by
the HR reaction. The TN to resist this new hex is 10 plus
the rank of the voodoo doll plus your presence (10 + rank
+ P). If this new hex is successful, the penalty lasts until thestart of your next turn. For an attack or defense hex, theresulting penalty is equal to the rank of voodoo doll. For aredirected multi-attack hex or multi-defense hex, theresulting penalty is -1, and you can choose a number oftargets up to the rank of the doll.
Mass: 0.5 kg
Wild Armor (Rank 1, 2, 3; Protective)
Suits of wild armor (“wild” as in “wild card”) provide abonus to defense when worn and come in literally any
form: ballgowns, clown costumes, barbarian loincloths,
chitinous living exoskeletons, the ever-popular chainmail
bikinis, anything. The defense bonus is equal to the rank.
Due to the magical qualities, wild armor is completely
unencumbering and does not interfere with vision orhearing; even in deep-sea-diving-suit-shaped wild armor,
the character can act without penalties. The GM should
decide the shape (and mass if it becomes relevant) of wildarmor found in the game, based on the setting and thetypes of items the players would like. Or better yet, ask theplayers for input when deciding the shape. Once the shapeof a given suit of wild armor has been decided, it cannot bechanged (except possibly through some in-game plot
device contrived by the GM.)
Wild Weapon (Rank 1, 2, 3; Assault)
Wild weapons (“wild” as in “wild card”) function as melee
weapons and come in literally any form. Even forms that at
first glance wouldn’t make effective weapons: crystal rods,
frying pans, feather quills, rubber chickens, anything. Dueto the magical qualities, the combat performance of a wild
weapon depends only on its rank, not on its physical form.
The GM should decide the shape (and mass if it becomesrelevant) of wild weapons found in the game, based on thesetting and the types of items the players would like. Or
better yet, ask the players for input when deciding theshape. Once the shape of a given wild weapon has been
decided, it cannot be changed (except possibly throughsome in-game plot device contrived by the GM.)
Rank 1 Wild Weapon (one-handed)
Damage: 1d6+S
Rank 1 Wild Weapon (two-handed)
Damage: 1d6+1+S
Rank 2 Wild Weapon
As above, in addition functions as a rank 1 truestrikeweapon (+1 to attack and damage roles)
Rank 3 Wild Weapon
As above, in addition functions as a rank 2 truestrikeweapon (+2 to attack and damage roles)

Wizard’s Staff (Rank 1, 2, 3; Assault, Protective)
A wizard’s staff is an ornately carved quarterstaff topped
with a crystal, orb, skull, or other ornament. A wizard’s
staff holds a number of power points (pp) equal to its rank.
When carrying the staff in your hand, these power points
can be used to fuel any ability you could normally expend
pp on, including expenditures to use magical items. These
points cannot be combined with your own pp to produce
stronger effects. The number of remaining pp does notchange if the staff is passed from one character to another.
Spent points return after a week of rest.

Potions
Potions provide a one-time magical effect when ingested orsplashed on a target.
Mass: negligible
Beast Repellant (Rank 1; Protective, Utility)
One vial of beast repellant contains enough of this foulsmelling liquid to cover one character. Animals andanimal intelligence level monsters must make a successful
unskilled TN 12 willpower check as a minor action before
attacking a character wearing beast repellant. After one
successful check, no future checks are needed and the beast
can attack as normal. The check can be repeated each turnif necessary, but most beasts will lose interest after a turn or
two. If the animal is attacked or cornered by any membersof the party, it can counterattack to defend itself as normal.
The effects of beast repellant last for 12 hours or untilwashed off. During this time, the character will also suffer a−2 penalty on all presence checks to influence humans andother intelligent creatures due to the horrid smell.
Chromatic Splash Vial (Rank 1, 2, 3; Assault)This stoppered glass vial can be thrown at a target (ranged
attack, range 8 m). The vial shatters on impact and releases
its contents dealing damage to the target. The amount ofdamage is based on the rank.
Rank 1 1d3 hp
Rank 2 1d6 hp
Rank 3 2d6 hp
If the attack misses, the vial still shatters, wasting thecontents. Because chromatic splash vials deal energy
damage, energer characters can use their preferred attack
bonus (att = +lv+A) when throwing a vial. Different colorsof chromatic splash vials have different descriptive names(orange: holy water; purple: unholy water; etc.). Non-47

magical versions of green (acid) and red (Greek fire) arealso known to exist.
Flashbang Vial (Rank 1, 2, 3; Assault, Protective, Utility)
When this vial is thrown against a hard surface (range
8 m, no attack roll needed), it shatters and the contents
react explosively, producing a disorienting burst of lightand sound. A character in the square where the flashbang
vial detonates must make an unskilled TN 13 willpowerreaction or suffer a penalty to attack checks (att) anddefense until the end of the thrower’s next turn. The
penalty is equal to the rank. Nonmagical versions offlashbang vials also exist.
Healing Potion (Rank Any; Protective)
A healing potion restores 2d6+2 hp and 1d3+1 pp when
drunk. A character who has been reduced to 0 hp cannot
raise a potion vile to his lips by his own effort, but hasenough of a swallow reflex to imbibe a potion poured into
his mouth by a friend.
Potion of Chromatic Dragon’s Breath (Rank 2; Assault)
After ingesting a potion of dragon’s beath, you exhale an
8 m long jet of energy (4 squares in a straight line
originating in a square adjacent to you). Anyone caught
in the blast takes 2 hp of automatic damage and 2d2 hp ofprimary damage. Targets can attempt a TN 14 resistancereaction check to avoid the primary damage. The type of
resistance reaction needed is based on the color of energy.
Releasing the dragon’s breath is a free action, it occurs
automatically when you exhale, normally immediately
after imbibing the potion. If you wish to wait to release thedragon’s breath, follow the normal rules for holding yourbreath. If the amount of time you can hold your breath
expires and you still have not released the dragon’s breath,it detonates inside you dealing 2 hp of automatic damage
and 2d2 hp of primary damage to you. You can attempta TN 16 resistance reaction check to avoid the primarydamage.

Research Equipment (Optional)
Research equipment includes non-magical items which
provide the characters with new ways to investigate theirenvironment. Research equipment provides no combat
bonuses, and thus won’t unbalance the game, even in
the hands of low level characters. But the GM will needto prepare, or improvise descriptions of the information
gained through the research equipment. Conversely,with a little preparation, research equipment can be48

used to introduce real science concepts as part of gameplay. Because it requires additional preparation, researchequipment is listed here separately, so the GM can decide
whether or not to include it in the campaign.
Field Guide (Rank Any; Utility, Non-magical)
A field guide is a large, heartily-bound volume of heavily
illustrated and cross-referenced pages summarizing basic
information about a certain area of knowledge. You can use
the Knowledge Skills Table below to randomly determine
which subject a field guide covers, or select the subject
based on where the book was found. With a field guide
you can make a willpower based skill check to look up
information related to the subject covered in the guide; youcan do this in the field rather than having to make a trip toa library. Referencing a field guide requires 1d6x5 minutes.
However, only basic information (TN 14 or lower) can befound in its pages. More detailed information requires atrip to the library.
Knowledge Skills Table (1d6)
1Arcana2
Domestic Sciences
3
Engineering
4Life Sciences
5
Physical Sciences
6
Social Sciences
Mass: 1.5 kg
Magnifying Glass (Rank Any; Utility, Non-magical)
This single lens with a handle for carrying it provides amagnification of 10 times for viewing nearby (arm’s length)
objects. A magnifying glass provides no direct bonus toawareness checks, but using a magnifying glass you can see
details that would be literally impossible to perceive withthe unaided eye.
Mass: negligible
Telescope (Rank Any; Utility, Non-magical)
This ingenious assembly of lenses in a collapsible tube
provides a magnification of 25 times and a 100 foldincrease in light gathering power for viewing faint, distantobjects. A telescope can be used to study objects on the
ground out to the horizon, approximately 5 km, but varies
depending on elevation and local topography. A telescope
provides no direct bonus to awareness checks, but using atelescope you can see objects (both on the ground andin the heavens) which would be literally impossible to see
with the unaided eye.

Potion of Poison (Rank 2 Assault; Protective, Utility,
Cursed)Mass: 0.5 kg

Some potions of poison are prepared deliberately as
tricks, but most result from other potions going rancid. If
incorrectly identified, a potion of poison appears to be anormal type of potion. When ingested this potion deals 2
hp of automatic damage and 1d6 hp of primary damage tothe drinker. This is green energy damage. You can attempta TN 14 GY reaction to avoid the primary damage.

Thumper Staff (Rank Any; Utility, Non-magical)
This hollowed-out quarterstaff is capped with taunt
membranes at both ends to enhance acoustic vibrations.
By bouncing it on the ground, a thumber acts as both thesource and receiver for a crude form of seismic surveying.
By listening to the sound the thumper makes as it bounces,
it is possible to detect changes in the subterranean
structure: hollow spaces, trap doors, buried walls, shallow
graves, now overgrown packed-dirt roads, detritus covered
daises, changes in geological compositions, etc. Because
it works by bouncing, a thumber can’t be used on soft
surfaces like snow or mud. A thumper provides no bonuses
to awareness checks, but allows awareness checks to bemade to notice changes beneath the ground with no signs
on the surface. A thumber can also be used as a normal
quarterstaff.

Cursed Items (Optional)
Cursed items are optional; it is the Game Master’s
discretion whether or not to use any of the cursed items
listed here in the campaign. Cursed items are also assigned
categories (Assault, Protective, Utility) in case a false lead(see Guild Information Checks earlier in the GMM) sends
the party looking for a cursed item.
The magical auras of cursed items resemble the aurasof beneficial items, so it is easy to mistake cursed items
for beneficial ones. Correctly recognizing a cursed item
requires a TN (14+ rank) arcana check. If this check fails
by less than 2 points, i.e. if a TN (12+rank) check would
have succeeded, the character incorrectly identifies thecursed item as a beneficial item. Once characters havefigured out that an item is cursed, either through correct
identification or through painful experience, getting ridof the item is as simple as putting it down and leaving it
behind.
Falsestrike Weapon (Rank 2, 3; Assault, Cursed)
A falsestrike weapon appears to be a normal truestrikeweapon, but rather than adding a bonus to attack (att)and damage rolls, it imposes a penalty equal to the rank on
both rolls. (Minimum damage 1 hp for a successful strike.)

Shortlife Armor (Rank 2, 3; Protective, Cursed)
Shortlife armor appears to be normal livelong armor (orwild armor), but imposes a penalty to defense equal to therank.
Shortlife Shield (Rank 2, 3; Protective, Cursed)
A shortlife shield appears to be a normal livelong shield,
but imposes a penalty to defense equal to the rank.
Power Drain Item (Rank 2; Assault, Protective, Cursed)
A power drain item appears to be a normal magical item
which requires expending pp to activate (chromatic
evoker’s wand, chromatic dragonslayer’s shield, etc.).
When activated a power drain item drains 1d3 pp from thewielder but produces no other effects.

Science Fiction (Sci-Fi) Items (Optional)
Sci-fi items are optional; it is the game master’s discretion
whether or not to use any of the sci-fi items listed here in
the campaign. Sci-fi items can be found in forgotten ruinsof advanced cultures, or crash-landed alien ships. Thereare even some technologically advanced cities in The
Domain where Sci-Fi items are part of everyday life.
Sci-fi items are not magical. Instead, they run on wirelesspower transfer (WPT): a power broadcaster fills the spacearound it with invisible electromagnetic waves which canbe absorbed by devices to provide the energy to work. Scifi items don’t require batteries or rechanging; they will
work continuously anywhere WPT is available. Conversely,
if taken beyond the WPT area, sci-fi items become inert
curios. Thus in one city or mountain valley in The
Domain, hover bikes and hover cars could be an everyday
sight, while in the next town over, hover vehicles are
regarded as absurd rumors.
Sci-Fi vehicles have intuitive controls that responddramatically to even slight adjustments. Controlling avehicle is a matter of asserting your will over it, thus49

requiring a presence check. Sci-Fi vehicles have hp and adefense value, since they might be used in combat. In
general, field repairs to restore hp to a vehicle should not
be allowed; a visit to a repair facility is required.
Chromatic Ray Gun (Rank 1, 2, 3; Assault, Sci-Fi)
This pistol emits a ray of energy at a target up to 24 m away.
As a ranged energy attack, it requires an awarenessattribute check including your base attack bonus (bab) to
hit the target. This is an energy attack, so energer
characters can use their preferred attack bonuses (att =+lv+A). The amount of damage, and the official
designation for the ray gun, are based on the rank. Ray
guns come in all 6 chromatic varieties, but once the colorof a specific ray gun has been determined, it doesn’tchange. Ray guns can be carried and fired in one hand.
Rank 1 (Personal Ray Gun) 1d3 hp
Rank 2 (Security Ray Gun) 1d6 hp
Rank 3 (Military Ray Gun) 1d6+2
hp

Rank 1(Personal Bullpup) 1d3+2
hp
Rank 2 (Security Bullpup) 1d6+2 hp
Rank 3 (Military Bullpup) 2d6 hp
Mass: 3 kgForcefield Generator (Rank 1, 2, 3; Protective, Sci-Fi):

Mass: 1.5 kg
Hover Bike (Rank Any, Utility, Sci-Fi)
The ultimate in off-road suspension, a hover bike floats up
to 1 meter above the ground or the surface of water. It has
limited power and can carry only the driver.
Hover Bike
Crew 1
Passengers 0 Speed 40 m
hp 18 (hardened normal damage)other energy weapons (thus the reason for the bullpup
configuration). So being able to hold the weapon steady ismore important that an accurate aim when firing. Thus
even though it is a ranged attack, attacking with a kinetic
bullpup requires a strength attribute check including yourattack bonus to hit the target. A kinetic bullpup is notconsidered a preferred weapon for any combat style. (att =+(lv/2)+S) The strong recoil also means that while abullpup can be carried in one hand, it can only be fired
effectively when gripped under the barrel with the otherhand. A kinetic bullpup does normal damage. The amountof damage, and the official designation for the kinetic
bullpup are based on the rank.

Defense 10

A forcefield generator is worn as a belt. It is not consideredarmor, so it can be “layered” with worn armor. Multiple
forcefield generators cannot be layered with each other for
additional effect. When activated the forcefield generator
surrounds the wearer in a 2-m diameter shimmering
bubble. When the wearer takes damage from a sci-fi ranged
attack weapon, reduce the damage from the attack by therank of the forcefield generator. If the original damage isequal to or less than the rank, the forcefield stops it entirely(Minimum damage 0).
Mass: 1 kg

Hover Car (Rank Any; Utility, Sci-fi)

Mech Armor (Rank Varies; Protective, Utility, Sci-Fi)

In some technologically advanced areas of The Domain,
hover cars have replaced horses and wagons as thestandard form of transportation. Floating up to 1 m above
the ground or the surface of water, a hover car can provide
a smooth ride for a driver and 3 passengers. Like all
vehicles in Sandcastle, a hover car is open-topped.

Mechanical assist armor (mech armor) is sci-fi versions ofother types of armor, which are powered by WPT insteadof magic. Mech armor reproducing the effects of lionskinarmor, speed armor, or swimming armor are some of themost common. In the event of the sudden loss of WPT,
mech armor is equipped with an automatic emergency
escape system, small explosive charges that pop the suit
open so that the wearer can wiggle out.

Hover Car
Crew 1
Passengers 3 Speed 40 m
hp 38 (hardened normal damage)

Defense 9

Kinetic Bullpup (Rank 1, 2, 3; Assault, Sci-Fi)
A kinetic bullpup fires a wave of kinetic force at a target up
to 8 m away. A kinetic weapon has a stronger recoil than50

Mech Equipment (Rank Varies; Utility, Sci-Fi)
At the GM’s discretion, mechanical assist versions (mechversions) of any magical item may be available. These items
are all non-magical and will only function in areas where
WPT is available.

Mech Weapon (Rank 1, 2, 3; Assault, Sci-Fi)
A mechanical assist weapon (mech weapon) functions as atruestrike weapon of the same rank, except that it is nonmagical and only functions in areas where WPT isavailable.
Network Connection Accessory (Rank Any; Utility, Sci-Fi)
A network connection accessory (NCA) is a piece ofjewelry or clothing, such as a bracelet, necklace, headband,
glove, or goggles that allows the wearer to connect to a data
network. Many, but not all WPT power broadcasters havean associated data network. When an NCA is activated, anarray of holographic monitors and button consoles spring
to life around the character. A character accustomed tousing an NCA can use these buttons and monitors to
perform the following actions.
Assist: Using the video conferencing and RPS features (seebelow) together, it is possible to use the assist action to help
any friendly character on the network with an NCA. Thisis done by analyzing the RPS data and giving the friendly
character advice about the positions of enemies or otherinformation to overcome a challenge. Like always, what
actions can be assisted in this way are subject to GM
approval.

Funds Transfer: In some towns with extensive data
networks, a system of digital commerce has been
established. This allows an NCA holder to send or receive
funds electronically. Money is still based on coins andpieces, but no physical coins change hands. You can visit a
central bank to exchange digital and physical coins, making
deposits or withdrawls from your account.
Library Access: Digital libraries of unimaginable volume
are available on most data networks, allowing you to makea willpower check to research a question without having tophysically visit a library. The information in a digital
library will be colored by the culture that created it. Thus, adigital library from a lost civilization would contain norecent information; or an alien library might contain muchinformation about bizarre creatures from distant worlds,
but no information about the local fauna. In atechnologically advanced area of The Domain, the librarywill contain not only academic information, but also local
news, advertisements, calendars of upcoming events,
weather forecasts, and pieces intended purely forentertainment.
Real-time Positioning System: A real-time positioning
system (RPS) is an interactive, holographic map of the area
covered by the data network. This map updates
continuously to reflect changes in passable routes.
Although sudden changes, like a barricaded door,
collapsed bridge, or cut fence may take time to be noticed
and updated. You can display your position on this map, as
well as the position of publicly know information such as
landmarks and addresses. This makes it virtually
impossible to get lost while using an RPS. Other characters
can share their locations with you, becoming visible on
your RPS. In addition, a collection of seemingly infinite
and omnipresent video feeds provides real time images(and recorded logs) of any publicly accessible location
within the data network area. You can use these video feeds
to make visual or audio based awareness checks across any
distance and physical barriers, but the sheer amount of
information is so vast, that the GM is free to increase theTN for the check unless you narrow down the area you aresearching. (Because ranged attacks are awareness based
checks, this means it is possible to use the RPS to target
enemies you can’t see directly; the RPS can also be used fortargeting hexes. But in both cases normal rules for range
and obstacles still apply.)
Video Conferencing: An NCA can contact other characterswith NCAs on the data network and have a videoconference, regardless of the physical distance and any
barriers between the characters. The other characters must
be willing to accept the call. Text-based chat and filesharing functions are also available. In towns and regions

51

with widely used data networks, the three adventurers’
guilds maintain artificial intelligence receptionists able torespond to data network calls at any time to answer
questions or provide advice on the guild’s behalf.
Mass: negligible
Protection Weave (Rank 1, 2, 3; Protective, Non-magical)
Protection weave is normal looking clothing woven fromadvanced personal protection materials. It functions thesame as wild armor of the same rank except that it is nonmagical. Because protection weave does not require power,
it functions as normal in areas where WPT is not available.

Monster Rules & Data

Using the Monster Rules & Data
TRPGs like Sandcastle evolved out of tablet-top military
strategy games. As such combat is a major element, perhaps
disproportionally so. Players expect their characters toface fearsome and exotic monsters. As the GM you need toremember that monsters are more than just punching bagsfor the PCs. Every monster is a complete creature with its
own agenda, an agenda that brings it into contact with thePCs. While there are certainly enough fantasy monsters
that will fight the party to the death on matter of principle
alone, there are many other monsters who will backdown
once wounded, or avoid the fight entirely if it is in theirbest interest. You should each monster in character andreward players who find non-violent ways to deal withmonsters. Even members of Slayers’ Lodge will sometimes
pass over the small fries to save their strength for their true
quarry. Bribing a sentry or scaring away a power-leech batwith a flash of light doesn’t mean that the party “avoided”
the challenge; they overcame it.
That being said, The Domain is no place for pacifists.
Sometimes the PCs are just going to have to crack someskulls to get things done. The Monster R&D (Rules &Data) provides you with a selection of fantastic monsters
to challenge the characters and keep the players interested
in the frequent and unapologetic blood-soaked violence ofSandcastle.

Few Monsters, many Variants
In order to conserve space, the monsters listed here often
include multiple variants which use slight modifications
to the game statistics. It’s the GM’s descriptions of thesecreatures which can make the combats completely different
experiences for the players, even if the monster statistics
are almost the same.
Humanoid monsters are covered in their own section.
Humanoids are some of the most diverse and versatile
monsters, so they are custom built using rules similar to
those for the player characters.
At the end of the Monster R&D you can find a list of
templates that can be used to modify the monsters for evenmore variety.

Monster Name
Level
defense:
hp:
pp:
Move:
Attributes: S ; D ; E ; A ; W ; P
Resistances: RB ; GY ; OP ; HR

TraitsAttack Actions
Special Actions
Description
Variants

Monster Entry Format
Monsters are presented in the format shown above.
Monster Name is a name commonly applied to themonster. Other names may be used in some parts of The
Domain.
Level indicates what level of party would make for abalanced fight with the monster. See Challenge Levelsin the Game Masters’ Manual for more information
about how to choose monsters of an appropriate level tochallenge the party without overwhelming them.
Defense, hp, and pp have the same meanings for monsters
as they do for PCs. Even if a monster has no innate abilities
which use pp, they are still listed for use when applying
templates to the base creature.
Move indicates how many meters a monster can move witha single minor action, the same as for PCs. But monsters
may have exotic forms of movement such as swimming or
flying which will also be listed here.
S D E A W P indicate the monster’s core attributes. These
are the same as for the PCs: strength, dexterity, endurance,awareness, willpower, presence, in that order.
Resistances indicate the modifiers applied to reaction

54

rolls made by the monster. There are three scores forchromatic damage (RB = Red, Blue; GY = Green, Yellow;
OP = Orange, Purple) and one for hex resistance (HR).
The modifiers listed here include the modifiers from theattributes. This is the total modifier applied to the check.
Traits indicate various idiosyncrasies of the monster. Any
skill bonuses are listed here. Because skills can be used in
combination with different attributes, the skill bonuses
listed here are applied in addition to the appropriate
attribute when making a skill check.
Attack actions indicate the ways a monster can assault atarget. The actions listed here are always available to themonster. Attack actions are described in the following
format.
# Name [Action Type] +total attack bonus, melee/ranged
damage (damage type)For example:
2 Claws [Major or Interrupt] + 7 melee 1d6+3 hp (normal
damage)Poisonous Bite [Major or Interrupt] +9 melee 1d6+5 hp(green energy)
If a monster has the multi-attack ability (the ability to makemore than 1 attack with a single major action), the numberof times it can make this attack with a single action is listed
first. Then comes the name of the attack, followed by thetype of action in brackets. Most attacks can be made either
major or interrupt actions, but some can only be made as
one or the other. The total attack bonus (att) listed next
includes all modifiers for attributes and innate talent.
Special actions are actions which require the expenditureof pp or have other prerequisites to use as well as actions
which don’t inflict damage directly. Special actions may notalways be available, or the GM might choose for a monster
not to use them in order to conserve resources.
Like PCs, monsters have a limit to the number of major,
minor, and interrupt actions they can take. So choosing
which attack or special action to use on a given turnrequires strategy.
Description includes not only the physical appearance ofthe monster, but also notes on behavior, and how it fits into
the game world.
Variants lists different monsters which can be createdby making minor changes to the monster’s statistics or
description. Chromatic variants are common, creating a
new monster by changing the energy color of its abilities.

Sample Monster List
Apparition
Level 3
defense: 17
hp: 30
pp: 4
Move: 10 m
Attributes: S −3; D +4; E +0; A +2; W +2; P +3
Resistances: RB +7; GY +3; OP +5; HR +4

TraitsHardened Purple
Vulnerable Orange
Restricted Territory: An apparition can never leave or beforced out of its territory.
Unhampered Movement: Within its territory, anapparition can fly, move through obstacles, and passthrough closed doors and even solid walls at full speed. An
apparition can pass through a space occupied by anothercreature, even a hostile one, but cannot stop in an occupied
square. If an apparition moves away from melee range withan enemy, it presents the normal opportunity for a parting
shot.

Attack Actions

Spectral Touch [Major or Interrupt] +4 melee 2d6 hp(purple energy)Special Actions

Defense Hex [Minor]: As per the hexer special action. −1 todefense until the start of the apparition’s next turn. A
successful TN 11 HR reaction is needed to avoid thepenalty.
Energy Shield [Major or Interrupt] (cost 2; purple energy):
As per the energer special action, but without requiring amote. The shield has 8 hp. Hardened Purple, Vulnerable
Orange.

Description

Commonly called ghosts, these apparitions are notnecessarily the souls of the dead. Apparitions can also becreated to serve as guardians. An apparition is tied to acertain location, as small as a single room, or as broad as aforest. An apparition attacks intruders entering its home,
but is smart enough to distinguish between living creatures
who pose a threat to the territory and those who don’t. It is55

Apparition (continued)

Bear, Brown

capable of conversation and can sometimes be reasoned
with, even bribed with proper offerings.

Level 2
defense: 13
hp: 43pp: 3
Move: 12 m
Attributes: S +4; D +0; E +3; A +1; W −2: P +0
Resistances: RB +1; GY +4; OP +0; HR +0

Apparitions can pass through solid obstacles, but can pickup and manipulate small objects when they choose to do
so. Attacks also affect them normally. A favorite tactic is torise up out of the floor in front of a target and attack
without warning.
If reduced to 0 hp, an apparition temporarily dissipates,
but will reform within a week. Thus once combat begins anapparition will fight to the end. Permanently ending a
haunting will require a plot device created by the GM.

TraitsVariants

Attack Actions

Chromatic Variants
The statistics above are for typical creepy apparitions
infused with evil (purple) energy, but any color of energy ispossible. Change the hardened and vulnerable traits, andthe color of energy used by the attack and special actions.
Typical chromatic variants include: soul knight (orange),sand devil (yellow), and Green Lady of the Woods (green).

Bear, Black
Level 1
defense: 12
hp: 14
pp: 2
Move: 12 m
Attributes: S +2; D +0; E +2; A +1; W −4; P +0
Resistances RB +1; GY +2; OP −3; HR −3

TraitsMulti-attack: With one attack action a bear can make twoclaw attacks. An interrupt action attack will be one claw
attack.

Attack Actions

2 Claws [Major or Interrupt] +3 melee 1d3+2 hp (normal
damage)Multi-attack: With one attack action a bear can make twoclaw attacks. An interrupt action attack will be one claw
attack.
4 melee 1d3+4 hp (normal
2 Claws [Major or Interrupt] +6
damage)Bear, Polar
Level 4
defense: 15
hp: 68
pp: 5
Move: 14 m
Attributes: S +6; D +1; E +3; A +1; W +0; P +3
Resistances: RB +3; GY +5; OP +2; HR +2

TraitsHardened Blue
Large: A polar bear occupies two 2-m squares when
walking on all fours.
Multi-attack: With one attack action a bear can make twoclaw attacks. An interrupt action attack will be one claw
attack.

Attack Actions

2 Claws [Major or Interrupt] +10
8 melee 2d6+6 hp (normal
damage)Description

Bears are highly versatile, coming in a variety of sizes andcolors, and inhabiting climates ranging from ice flows to
tropical jungles. They can climb trees and swim acrossrivers; and are capable of fighting either on two legs or on
all fours. Depending on the disposition of the individual, abear could be a gentle giant easily startled by the party, or aserial mankiller out for blood. Nearby settlements may

56view bears as harmless if left alone, or as threats tolivestock that must be eliminated, or as trophies to be
hunted for their skins. In more urbanized areas bears takeon roles ranging from circus clowns and gladiators, touninvited interlopers scrounging for garbage, to semidivine
beings regarded with fear and awe. Because of thisversatility, when designing an adventure, anytime you needa simple, straight-forward, non-magical animal which will
be an appropriate challenge for whatever level the PCs
happen to be, a bear is always a good choice.

Variants
Generic Beasts
With their ability to swim, climb trees, and fight both on
two legs and all fours, bears are versatile enough to act as astand-in for many other animals. Provided you don’t let theplayers get a peek at your notes, you should be able to use
the bear statistics to convincingly portray different sizes ofprimates (baboons to gorillas) and big cats (panthers totigers) as well.

CanineLevel 0defense: 14
hp: 6
pp: 2
Move: 14 m
Attributes: S 0; D +3; E +3; A +3; W −1; P 0
Resistances: RB +3; GY +3; OP −1: HR −1

TraitsDescription

Caines include guard dogs, wolves, dingoes, jackals, etc. A
lone wolf is enough to terrorize travelers or villagers, but it
is in packs that caines show their true strength, working
together to bring down prey much larger than themselves.
The definition of the “pack” can be flexible enough toinclude human handlers. Their ability to distinguishbetween friends and strangers makes them useful guard
animals. Compared to other beasts, canines can be easily
trained to respond to a variety of commands, making them
useful additions to almost any GMC fighting force. In open
battle, they will attack with reckless abandon and work to
drag down foes, making it easier for their handlers to land
attacks of their own. Even many high-level GMCs will first“unleash the hounds” to soften up the opposition.

Variants
BugbeeUse the stats as is.
Description
Bugbees are arachnid monsters the size of a small caninewith eyes running along the length of their body and alarge vertical mouth of sharp teeth. Bugbees attack inswarms, counting on sheer numbers to bring down prey.
Bugbees swallow large chunks of flesh out of their victims
and use gastroliths to help break up the matter. These
gastroliths include not only stones, but small metal items
such as jewelry and coins. So adventurers will sometimes
hunt bugbees in hopes of a quick payoff. Because bugees
can live for decades or centuries, a long-lost artifact or the
key to a security lock can sometimes be found by cutting
one open.

Pack Tactics [Free]: Any character who starts his turnwithin melee range of 2 or more hostile canines must
succeed on an unskilled willpower reaction or suffer a −2
penalty to defense until the start of his next turn. The TN
for this reaction is 10 plus the number of hostile canines
within melee range. This effect is automatic and doesn’t
require any action on the part of the canines.

Attack Actions

Bite [Major or Interrupt] +1 melee 1d2 hp (normal
damage)Special Actions

Pin Down [Interrupt]: As per the striker special action,using the same attack bonus as the bite attack.

57

Canine (continued)

Attack Actions

Hellhound[Templates: chromatic (red)]
Hardened Red
Vulnerable Blue

Horns [Major or Interrupt] +9 melee 2d6+7 hp (normal
damage)Special Actions
Fiery Breath [Major or Interrupt] (cost 1 pp; red energy):
The hellhound belches out a jet of flame 8 m long and up
to 2 m wide. All creatures caught in the blast take 1d2 hp ofprimary damage and 0 hp of automatic damage (redenergy). A successful TN 10 RB reaction is needed to avoid
the primary damage.

Counter Hex [Interrupt]: After failing a HR reaction, theCelestial Bull can use the hexer counter hex special action
on himself once to try to negate the hex. The Celestial Bull
seems to have divine protection from hexes.

Description
Fiery demons in the shape of dogs, hellhounds can betrained like ordinary dogs. Some hellhounds escape theirhandlers and go feral. It is not uncommon to find ahellhound leading a pack of normal canines.
Robo-dog [Templates: Animatron]
Hardened Normal Damage
Amphibious: A robo-dog is watertight and can operate
underwater.
Slow: 10 m move
Ungainly movement (−1 to defense and all attacks)
Integrated equipment: NCA
Description
Robo-dogs are popular pets in areas where sci-fi equipment
and creatures are common. Some models are capable ofspeech. They are programed to be friendly towards people
and will normally give strangers the benefit of the doubt.
Robo-dogs are designed as pets and are ineffective
combatants, but have remarkable resilience. The real
danger they pose is that as guard dogs, they can use theirintegrated NCA to instantly alert the entire facility as soon
as they decide something isn’t right.

Celestial Bull
Level 6
defense: 20
hp: 70
pp: 7
Move: 16 m
Attributes: S +7; D +5; E +5; A +3; W +6; P +5
Resistances: RB +8; GY +8; OP +9; HR +9

TraitsQuick Reflexes: The Celestial Bull can make 4 interrupt
actions per turn.

58

Special Actions

Charge [Interrupt]: Whenever the celestial bull moves intomelee range of a target, he may make a horn attack againstthat target as an interrupt action. After the attack has been
resolved, he can continue the rest of his move action if he
has not yet moved the full distance.
Cut and Run [Interrupt]: As per the harrier special action.
Energy Shunt [Reaction]: As per the harrier special action.
Fleet Footed [Interrupt]: As per the harrier special action.

Description

The Celestial Bull is the earthly incarnation of the greatbull constellation. He might be summoned down to Earthor fall accidently from the sky. Since the Celestial Bullcannot return to the sky and cannot eat Earth grass, hesoon becomes enraged with hunger and starts attacking
anything unlucky enough to cross his path until he’s
destroyed. But the Celestial Bull is only an incarnation of
the great bull constellation; the familiar shape of the greatbull can still be seen overhead in the winter night sky, evenwhen the Celestial Bull is rampaging on Earth.

Chimera
Level 4
defense: 16
hp: 50
pp: 8
Move: 14 m
Attributes: S +5; D +3; E +4; A +4; W 0; P +5
Resistances: RB +7; GY +6; OP +2; HR +2

TraitsSkills: Athletics, Stealth +4
Hardened Blue
Vulnerable Red (Even though a chimera breathes fire, it isvulnerable to red energy.)
Large: a chimera occupies two 2-m squares.
Independent Action: The lion part, goat part, and snake
part of the chimera act independently. As such a chimera
has 3 major actions, 1 minor action, and 3 interrupt
actions per turn.
Multi-attack: With one attack action the lion part of achimera can make two claw attacks and one bite attack. Aninterrupt action attack will be one claw attack.

Attack Actions

2 Claws [Major or Interrupt] + 5 melee 1d6+3 hp (normal
damage)Lion Bite [Major] +6 melee 1d6+5 hp (normal damage)
Snake Bite [Major or Interrupt] +6 melee 1d6+5 hp (green
energy)Goat Headbutt [Major or Interrupt] +4 melee 1d6+3 hp(normal damage)Special Actions

Counter Strike (Goat) [Interrupt]: As per the striker
special action, using the same game mechanics as the goat
headbutt.
Fiery Breath (Goat)[Major] (cost 2 pp): The chimera
breathes a jet of flame 8 m long and up to 2 m wide fromthe goat’s mouth. All creatures caught in the blast take 2d6
hp of primary damage and 4 hp of automatic damage (redenergy). A successful TN 15 BR reaction is needed to avoid
the primary damage.

Fleet Footed [Interrupt]: As per the harrier special action.
Any head can use its interrupt action to use this ability.
Pin Down (Lion) [Interrupt]: As per the striker special
action, using the same game mechanics as the claw attack.
Vengeance Strike (Snake)[Interrupt] (cost 1 pp): As per the
striker special action, using the same game mechanics as
the snake bite attack.

Description

A chimera is the prototypical amalgamation monstrosity,with the forepart of a lion, a snake for a tail, and a firebreathing goat’s head sprouting between its shoulder
blades. Each of the heads is capable of independentaction, giving the chimera multiple actions per turn. This
multiplicity also gives the chimera a high defense, because
there is no dead angle to exploit. A chimera’s counterintuitive hardened and vulnerable energies mean that a
party is likely to waste energy on inefficient attacks unlessthey do their homework before confronting a chimera. A
chimera is deadly in melee combat, but the lack of longrange attacks means it can’t counterattack if you can keep
it from getting too close. But with athletics, stealth, fleet
footed, and pin down, a chimera is really good at getting
too close.
Chimeras are some of the more powerful monsters in The
Domain and are accustomed to being able to rampage
with impunity. They are particularly fond of slaughtering
domesticated cattle. They show no fear of humans andhave been known to devastate entire villages. Local rulers
will sometimes offer a reward for the destruction of a
rampaging chimera. Many branches of Slayers’ Lodge wantto add this fearsome creature to their collection, the only
problem is “Which head do you mount?”

Cockatrice
Level 2
defense: 14
hp: 20
pp: 6
Move: 10 m
Attributes: S +0; D +1; E +1; A +2; W +3; P +3
Resistances: RB +3; GY +3; OP +4; HR +4

TraitsSkills: Arcana +2
Hardened Green
Vulnerable Yellow

59

Cockatrice (continued)
Multi-attack: With one attack action a cockatrice can makeone bite attack or two claw attacks. An interrupt action
attack will be one bite or one claw attack.

Attack Actions

Bite [Major or Interrupt] +2 melee 1d6 hp (green energy)
2 Claws [Major or Interrupt] +1 melee 1d3+1 hp (normal
damage)Special Actions

Defense Hex [Minor]: As per the hexer special action. The
resulting penalty to defense is −1. A successful TN 15 HR
reaction is needed to avoid the penalty.
Fiery Breath [Major] (cost 1 pp; red energy): The
cockatrice belches out a jet of flame 8 m long and up to
2 m wide. All creatures caught in the blast take 1d3 hp
of primary damage and 2 hp of automatic damage (redenergy). A successful TN 14 RB reaction is needed to avoid
the primary damage.
Petrifying Gaze [Major] (cost 1 pp; yellow energy): This
attack targets a single creature that the cockatrice can see
out to a range of 24 m. The target takes 2 hp of automatic
damage and 1d3 hp of primary damage (yellow energy).
A successful TN 15 GY reaction is needed to avoid theprimary damage.
Vengeance Strike [Interrupt] (cost 1 pp): When acockatrice is struck with a melee weapon, the poisonous
blood of the cockatrice can travel up the weapon and affectthe wielder. This is treated as the striker vengeance strike
special action, using the same game mechanics as the bite
attack.
Venom Spit [Major] (att= + 4; cost 1 pp; green energy):
As per the energer energy shot special action, but without
requiring a free hand or an energy mote.

Description

A cockatrice is a magical beast combining the head andbody of a rooster with the tail of a snake. Sometimes also
called a basilisk, it has a bewildering array of ways to hurtadventurers. With three different colors of energy weapons
at its disposal, but a limited pool of power points, thecockatrice will first use its arcana skill to read the auras of
its opponents, looking for chromatic defenses, including
chromatic wizard’s robes, and then use the most efficientcolor to attack, often softening the target up with a defense
hex first.

60

Cockatrice eggs can be created through alchemy, so thatin addition to appearing in the wild, cockatrices can also
be found in research laboratories. They are not easily
domesticated and prone to attack their handlers, but thiselement of danger makes some researchers and collectors
even more eager to have a cockatrice in their menagerie.

Demon
Level 6
defense: 18
hp: 80
pp: 13
Move: 10 m walk, 20 m fly
Attributes: S +6; D +6; E +7; A +7; W +8; P +8
Resistances: RB +9; GY +10; OP +11; HR +11

TraitsHardened Purple
Vulnerable Orange
Flight: At the GM’s discretion, a demon can fly overobstacles on the ground.
Large Hands: A demon can wield two-handed weapons ina single hand.

Attack Actions

Flaming Sword (red chromatic greatsword) [Major orInterrupt] +12 melee 2d6+6 hp (red energy)
Bare Hands [Major or Interrupt] +9 melee 1d3+3 hp(normal damage)Special Actions

Counter Hex [Interrupt]: As per the hexer special action.
Many creatures can only use counter hex when they
personally are target by a hex; but a demon does not facethat restriction and is able to counter a hex cast on any
target up to 24 m away. Demons take pride in bending therules of reality to their advantage.
Energy Explosion [Major] (cost 1, 2 or 3 pp; purple or redenergy): As per the energer special action, but without
requiring an energy mote. A TN 18 OP reaction is needed
to avoid the primary damage if purple energy was used. A
TN 18 RB reaction is needed to avoid the primary damage
if red energy was used.
Energy Shield [Major or Interrupt] (cost 1, 2, or 3 pp;
purple or red energy): As per the energer special action,
but without requiring a mote. Demons can create either
purple or red energy shields. A demon can only maintain
one energy shield at a time.
Energy Shot [Major] (att= + 9; cost 1, 2 or 3 pp; purple or
red energy): As per the energer special action, but without
requiring an energy mote.
Energy Shunt [Reaction] (cost 1 pp): As per the eneger
special action.
Immobilize [Major]: The demon can cause a dark shadowof swirling mist to appear on the ground over an area 6
meters across (3 x 3 combat squares). The target area canbe up to 24 m away from the demon. Almost instantly,
countless black-iron chains fly up out of this portal
entangling all creatures in the area. The targets become
immobilized, entrapped in the chains. Each target isallowed an unskilled TN 14 dexterity reaction to avoid
the effects. Once a target is immobilized, the effect isperpetual, requiring no action on the part of the demon.
An immobilized creatures has its movement value reduced
to 0 m, but can still take other actions. The target can breakfree of the chains with an unskilled TN 14 strength checkor by dealing 20 points of damage to the chains (defense
11, hardened purple, vulnerable orange).

Description

A demon is pure evil incarnate. Although they vary widelyin appearance and mannerism, from grotesque rampaging
brutes to aloof but cordial merchants of souls, thesestatistics can be used to represent any kind of demon.
Demons are unredeemable evil, and while they may seem
helpful at first, if you accept aid from a demon, in theend there will always be Hell to pay, literally. Demons
are masters at wielding energy, capable of attacking withpurple or red energy with equal ease. In addition to themoralistic reasons to slay a demon, its flaming sword is a
coveted item for its own inherent power and the associatedbragging rights.

Variants
Angel [Templates: Chromatic Orange]
Hardened Orange
Vulnerable Purple
Energy attacks do orange or red damage.
The golden chains produced by the immobilize attack arehardened against orange damage and vulnerable to purple
damage.
Description
An inconvenient truth of theology, demons and angels
are actually close relatives. Fallen angels are the typeadventuring parties are most likely to fight; angels who
rebelled against Heaven and were cast out. But far moreterrifying than either demons or fallen angels are reaping
angles. Whereas demons and fallen angels are inherently
self-centered, meaning that they can be flattered or bribed,
reaping angels have been sent out on a divine mission andwill single-mindedly destroy anything that gets in theirway. A reaping angel’s job is not to judge and spare therighteous; its job is to send the harvest to the threshingroom where the wheat will be separated from the chaff.
Ascended [Templates: Chromatic Orange]
Hardened Orange
Vulnerable Purple
Change chromatic blade to purple energy.
Energy attacks do orange or yellow damage.
The ropes of pure light produced by the immobilize attack
are hardened against orange damage and vulnerable topurple damage.
Description
An ascended is an artificial divine being created throughgenetics, artificial intelligence, reverse engineered alien
technology, alchemy, or other mad science. An ascended
is so far beyond human, that its first action is almost
always to escape its creators, often destroying the researchlab in the process. An ascended usually appears as abeautiful, unoffensive, young human. An ascended may becharming and even talkative if caught in the right mood,but it is prone to throw sudden devastating tantrums overseemingly trivial comments. Likewise, ascended often
attach great importance to accomplishing small tasks.
Unfortunately, an ascended is so powerful that somethingas simple as making a trip to lay flowers on a grave canproduce city-leveling collateral damage which is beneaththe notice of the ascended. An ascended lacks the physicalwings of a demon, but can manifest wings of pure light if itneeds to fly. If pressed into melee combat, an ascended canuse a free action to cause a sword hilt to extend out of its
chest and then draw an impossibly large chromatic61

Demon (continued)(purple) greatsword out of its own body. This is apparently
a very painful process with much screaming.
Deep Demon
Change chromatic blade to blue energy.
Energy attacks do purple or blue damage.
Description
The lowest level of Hell is actually tormented by ice andwind, not hellfire. Change the red energy abilities to blue
for demons from the deepest depths of Hell.

Deathwyrm
Level 4
defense: 15
hp: 65pp: 5Move: 10 m crawl, burrow, swim
Attributes: S +7; D −3; E +6; A +6; W −2; P +4
Resistances: RB +1; GY +8; OP +2; HR +2

TraitsSkill: Stealth +4
Hardened Yellow
Vulnerable Green

Amphibious: Deathwyrms can operate underwater for
extended periods.
Large: A deathworm occupies five 2-m squares (it can curl
its body into any shape as long as the 5 squares form anuninterrupted line.)

Attack Actions

Bite [Major or Interrupt] +6 melee 2d6+7 hp (normal
damage)Special Actions

Heat Breath [Major] (cost 2 pp; yellow energy): The
deathworm breathes an 8 m long, 2 m wide, blast of dryheat which desiccates targets. All creatures caught in theblast take 2d6 hp of primary damage and 4 hp of automatic
damage (yellow energy). A successful TN 14 GY reaction isneeded to avoid the primary damage.

Description

The deathwyrm is a killing machine, so efficiently evolvedthat it is little more than a mouth of razor sharp teeth anda furnace-like stomach. It appears as a 10 m long tawnycolored worm or snake, and carries its head uprightwhen attacking. A deathwyrm is always on the hunt, noteven taking time to sleep or mate, instead relying on an
almost plantlike system of pollen and stigma to reproduce.
Although a deathwyrm lacks obvious eyes or nostrils, its
entire skin functions as a sensory organ, allowing it todetect and target prey with frightening accuracy. It prefers
to hunt in sandy deserts or areas of loose soil, allowing it
to tunnel under its target and ambush by bursting out of
the ground right next to the target. It can also swim andhas been known to lunge out from lakes and rivers as well.
When it cannot close to melee, a deathwyrm can belch out
a blast of heat from its stomach, withering targets from a
distance.
It is widely believed that deathwyrms evolved fromdragons, or perhaps devolved would be a better term. But
what evolutionary or magical process could have driven
deathwyrms to specialize so exclusively on eating remains
a topic of debate. From time to time a College of Recovery
scholar wanting to test a new theory will hire adventures
to track, capture, or kill a deathwrym for study. But theinherent danger of dealing with deathwyrms means thatthe debate remains for the most part academic.

Variants
Frostwyrm
Hardened Blue
Vulnerable Red

62

Heat breath changes to frost breath (blue energy, reactionchanges to TN 14 RB)
Description
Frostwyrms are ice blue in color and live in cold climates
where they burrow through snow or erupt out from icecovered lakes to attack prey.

DragonLevel 5defense: 16
hp: 50
pp: 10Move: 10 m walk or swim, 20 m fly
Attributes: S +7; D +6; E +6; A +7; W +7; P +8
Resistances: RB +9; GY +9; OP +10; HR +10

TraitsHardened Red
Vulnerable Blue
Amphibious: Dragons can operate underwater for
extended periods.
Flight: At the GM’s discretion, a dragon can fly overobstacles on the ground.
Large: A dragon occupies eight 2 m squares (2 wide 4 long)or four 2 m squares (2x2 square) when it rears back.
Multi-attack: With one attack action a dragon can maketwo claw attacks and one bite attack. An interrupt action
attack will be one claw attack.
Quick Reflexes: A dragon can make 4 interrupt actions per
turn.

Attack Actions

Bite [Major] +12 melee 2d6 +7 hp (normal damage)2 Claws [Major or Interrupt] +10 melee 1d6 +7 hp (normal
damage)Special Actions

Fiery Breath [Major] (cost 3 pp; red energy): The dragon
breathes a jet of flame 24 m long and up to 2 m wide and(12 squares x 1 squares). All creatures caught in the blast
take 3d6 hp of primary damage and 6 hp of automatic
damage (red energy). A successful TN 18 RB reaction isneeded to avoid the primary damage.

Breath Bomb [Major] (cost 1, 2 or 3 pp; red energy): The
dragon spits a glob of energy that flies up to 24 m and thenexplodes. This ability functions the same as the energer
energy explosion special action, except that it doesn’t
require an energy mote. A successful TN 18 RB reaction isneeded to avoid the primary damage.
Cut and Run [Interrupt]: As per the harrier special action.
Elusive [Interrupt]: When another character uses a majoror minor action (not an interrupt action) to make a moveaction, the dragon may make its own move action as aninterrupt action.
Fleet-footed [Interrupt]: As per the harrier special action.
(Despite the word “foot” being in the name, the dragon canalso use this option when flying.)

Description

The hallmark of fantasy for the last century: a flying, firebreathing dragon. A dragon is a crafty fighter and will use
complex tactics, usually using its fiery breath or breathbomb to get opponents to scatter, and then closing tomelee to inflict heavy damage on isolated individuals. As
soon as an organized counterattack starts, the dragon canuse its quick reflexes, elusive, cut and run, and fleet-footed
abilities to escape retaliation. A dragon will use obstacles orterrain to its advantage, such as walls or trenches that it can
fly across to distance itself from opponents or which canforce opponents into close confines to make them more
vulnerable to an energy attack. Most dragons aren’t shy
about using their flying ability to abandon the fight entirely
if the tide turns against them.
Dragons hold themselves aloof from mortal affairs, butalmost all dragons form a kind of mutual defense treaty
with the local humanoids referred to as a dragon pact.
Dragon pacts range from unspoken understandings along
the lines of, “You keep bringing me fat cows or I starteating people” to multipage constitutions guaranteeing the
dragon control over an empire. But at its heart, a dragon
pact comes down to the idea that it is in the best interest of
the local population to keep the dragon happy.
Some peoples, especially primitive tribes of ugly humanoid
monsters, embrace the dragon pact, worshiping the dragon
as a divine protector of their people. In turn, a dragon
watches over its protectorate, or at least doesn’t torment
it needlessly. This is simply because having obsequious
neighbors saves the dragon trouble and feeds its ego, notnecessarily due to any legitimate concern for the wellbeingof inferior beings.

63

Dragon (continued)
Even in the case of poor villagers being terrorized by anevil dragon, when the PCs show up to save the day theycan expect a hostile, possibly armed, reception from any
villages under the dragon pact. This is because if the party
tries but fails to slay the dragon, they will only make thesituation worse. The villagers will protect the dragon if
only to protect themselves. Half the challenge of slaying a
dragon is getting around the dragon pact.
Dragons accumulate hoards of money and magical items.
These might be stolen, received as tribute, or simply
leftovers from previous adventurers eaten by the dragon. A
dragon will understand any magical items in its hoard andwill use them to its advantage during a fight in its lair.

Variants
Chromatic Variants
Red fire dragons are the most common, but dragons
corresponding to all six colors of energy exist. For
chromatic variants, change the hardened and vulnerable
traits, and the color of damage inflicted by the special
actions. The type of reaction (RB, GY, or OP) needed toresist the energy based attacks will change depending on
the color.
Purple dragons and orange dragons are long andserpentine, and capable of flight even though they lackwings. These two colors of dragons view their constant
opposition not as a bitter contest between good and evil,
but as part of a natural balance of light and darkness.

Description

Fliers include small birds and bats as well as fairies, giant
insects, and small drakes. Although their attacks are
ineffective, a sudden assaul by a flier when exploring darkwoods or abandoned buildings can frighten even veteranadventurers. Due to their small size, and ability to simply
fly over defensive walls, magical fliers make excellent
spies. Also, a wave of bats or crows is enough to send mostvillagers and guards into a panic prior to the arrival of a
GMC sorcerer and his other minions.

Variants
Power-leech Bat [Templates: power-leech]
Special Actions
Energy Drain [Major] (cost 1 pp): When a power-leechbat successfully hits with a bite attack, it has the option of
spending 1 pp to cause the target to lose 1d3+1 pp. This isin addition to any hp damage caused by the attack.

Gibbering Insanity
Level 4
defense: 16
hp: 35
pp: 8
Move: 10 m
Attributes: S +4; D +4; E +6; A 0; W +5; P +7
Resistances: RB +6; GY +8; OP +9; HR +7

TraitsFlierLevel 0defense: 12
hp: 1
pp: 2
Move: 8 m walk, 20 m fly
Attributes: S −4; D +2; E −1; A +1; W −4; P 0
Resistances: RB +2; GY −1; OP −4; HR −4

TraitsSkills: Stealth +2
Flight: At the GM’s discretion, fliers can fly over obstacles
on the ground.

Attack Actions

Bite [Major or Interrupt] +1 melee 1 hp (normal damage)

64

Skills: Arcana, Physical Sciences +4
Hardened Normal Damage: A gibbering insanity’s anatomy
is so alien that it’s hard to know where to aim.
Amphibious: It is unclear if/how a gibbering insanity
breathes, but prolonged periods underwater don’t seem tocause an problems.

Attack Actions

Claws [Major or Interrupt] +6 melee 1d6+4 hp (normal
damage)Special Actions

Counter Hex [Interrupt]: After failing a HR reaction, agibbering insanity can use the hexer counter hex special
action on itself to try to negate the hex. A gibbering
insanity is so alien that sometimes magic hexes fail to takehold.

Energy Shot [Major] (att= + 6; cost 1 or 2 pp; purple
energy): As per the energer special action, but without
requiring an energy mote.
Energy Explosion [Major] (cost 1 or 2 pp; purple energy):
As per the energer special action, but without requiring anenergy mote. A TN 16 OP reaction is needed to avoid theprimary damage.
Energy Shunt [Reaction] (cost 1 pp): As per the eneger
special action.
Gaze of the Void [Major] (att= +6; cost 1 pp): A beam oflight shoots out from one of the gibbering insanity’s eyes
towards a living target up to 24 m away. If the beam misses,
the gibbering insanity need not pay any pp. If the beam
strikes the target, the gibbering insanity can pay 1 pp, to fill
the target’s mind with visions of such horror that the target
loses 1d3+1 pp from the soul numbing terror.
Ichor Spray [Major] (cost 2 pp; green energy): Thegibbering insanity spits an 8 m long stream of ichor fromits “mouth.” All creatures caught in the spray take 2d6 hp
of primary damage and 4 hp of automatic damage (green
energy). A successful TN 15 GY reaction is needed to avoid
the primary damage.
Hymn of Drowning Sanity [Major] (cost 2 pp): The
normal gibbering takes on a more chilling tone and all
creatures within 8 m of the gibbering insanity, must makea successful unskilled TN 12 willpower reaction or loose
1d2+1 pp as their minds start to unravel.
Madness Hex [Minor]: This hex acts as either an attack hex
or defense hex (50% chance of each, determined randomly
each time it is used). The resulting penalty is −2 in eithercase. A successful TN 16 HR reaction is needed to avoid
the penalty.
Move Hex [Minor]: The gibbering insanity twists the lawsof reality, making it harder to move. A successful TN 16
HR reaction is needed to avoid the penalty.

Description

A gibbering insanity is an alien creature from far beyond
the realm of The Domain. Its thought processes are
so different from anything found in nature, that the
only human word that can be used to describe them is“insanity.” Although not necessarily inherently hostile,
its complete lack of anything resembling ethics means agibbering insanity feels no compunction about trying tosteal an adventurer’s gear or vital organs.

A gibbering insanity is humanoid in form and larger thanan oni, but not quite big enough to be a giant. Its body is
as alien as its mind, with anatomy for which no sensible
words exist. But the humans who survive an encounter
with a gibbering insanity describe it as having a head withflexible extrusions resembling tentacles or snakes. It has
deep, soulful, very human eyes ablaze with inner madness.
There is no consensus about the number and location ofthese eyes. Other small orifices, apparently combining
the functions of the ears, nostrils, and larynx are scatteredabout the bulbus head. A gibbering insanity has two arms,
attached normally at the shoulders. They seem to have amultitude of joints, allowing the arms and fingers to bendat sharp angles from random locations. The legs resemble
tree trunks with writhing roots.
Gibbering insanities are thought to hail from the samedark realms as writhing blasphemies and twilight
impossibilities. As such, gibbering insanities are often
viewed as emissaries and heralds, paving the way for evengreater evils. But the reality is much more complicated.
Infinite worlds of horror lurk in the darkness beyond theedges of The Domain, each with its own incomprehensible
agendas, sometimes aligned with each other, sometimes
opposed, but always involving death and destruction.
The “gibbering” in the name refers to the constant drone of
disjointed sounds apparently emanating from the holes in
the head of a gibbering insanity. It is not uncommon for agibbering insanity to have fanatic cultist human followers
who seek to find meaning and enlightenment in theunending stream of gibberish.

Homunculus
Level 0defense: 13
hp: 3
pp: 3
Move: 8 m
Attributes: S −3; D +2; E −2; A +1; W 0; P 0
Resistances: RB +1; GY +1; OP +1: HR −1

TraitsHardened Purple
Vulnerable Orange

Attack Actions

Claw [Major or Interrupt] −1 melee 1 hp (normal damage)65

Homunculus (continued)
Special Actions

Energy Spark [Major] (att= +1; cost 1 pp; purple energy):
A homunculus can shoot a spark of energy up to 8 m. A
target struck by this spark takes 1d2 hp of purple energy
damage.
Energy Surge [Major] (cost 1 pp; purple energy): All
creatures within melee range of the homunculus must
make a TN 11 OP reaction or take 1 hp of primary damage(purple energy). There are 0 hp of automatic damage.
Energy Armor (cost 1 pp; purple energy): This ability
functions the same way as the energy shield energer
special action but doesn’t require a mote and only provides
2 points of protection. This energy armor lasts for 10
minutes or until the homunculus is reduced to 0 hp. The
homunculus can choose to lower the shield earlier. The
shield is hardened against purple energy and vulnerable toorange energy.

Description

Homunculi are small humanoids, even smaller than
dwarves. Homunculi are created through magic, alchemy,or mad science. They have ugly, asymmetric features,with a stooped posture and shambling gate as if they
aren’t put together quite right. Magical energy is an
integral part of their vital functions, and they can wield
this energy to attack or defend themselves. Homunculi
are unquestioningly loyal to their master, following evensuicidal orders without hesitation. As such, they can befound serving as low-level functionaries and guards inlaboratories or religious, occult, and magical organizations.

Variants
Chromatic Variants
The statistics above are for a homunculus brought tolife through purple energy, but any color of energy ispossible. For chromatic variants change the hardened
and vulnerable traits, and the color of energy used for the
special actions. The type of reaction (RB, GY, OP) needed
to resist the energy-based attacks will change depending on
the color.
Cowl Spirit
Use the stats as is.
Description
These ghostly creatures appear as darkness filled robes,
with points of light for eyes. The color of the robecorresponds to the color of magical energy which gives
it life. Cowl spirits use the same statistics as homunculi

66(chromatic variants are common) and fill the same roles.
Their ghostly forms are creepy, but not as outright ugly as
normal homunculi, so it is often a matter of taste which
one an organization uses. When reduced to 0 hp, a cowl
spirit evaporates leaving behind an empty robe that a
resourceful adventurer can use as a disguise.
Familiar
Use the stats as is.
Description
A familiar is a helper spirit in the form of a cat, snake, orother small animal. Familiars use the same statistics ashomunculi (chromatic variants are common). Owl, crow,bat, or other flying familiars are possible using the imp
variant (see below). Although they can understand spoken
language, most familiars can’t speak, or at least choose
not to. Wild familiar spirits are found in some parts of
The Domain, and have been known to harass low-leveladventurers.
Imp [Templates: Flying]
Move: 20 m (fly) 10 m (walk)Description
Imps are technically summoned demons and not createdcreatures like homunculi, but they can be represented byabout the same statistics and fulfill many of the same rolls.

Horse
Level 1
defense: 13
hp: 20
pp: 2
Move: 20 m
Attributes: S +5; D −2; E +4; A +1; W −2; P −1
Resistances: RB +2; GY +5; OP −2; HR −2

Attack Actions

Hooves [Major or Interrupt] +2 melee 1d3+2 hp (normal
damage)Description

Horses are the standard mode of transportation in The
Domain, for those who can afford them. The typical horsein The Domain is similar to a Japanese samurai’s Kisouma(Kiso horse), or a European pony, about 130 cm tall at theshoulder. They are short enough for even a dwarf to mount
comfortably, but stout enough to carry even an oni infull armor. This is also the right size so that the horse justbarely fits in the same 2 m space as its rider. This alleviates

Salamander
Level 1
defense: 18
hp: 12
pp: 4
Move: 10 m
Attributes
S +0; D −1; E +1; A −1; W −1; P −3
Resistances
RB +0; GY +2; OP +0; HR −1

Traitsmany of the game mechanics problems (turning radius,
headroom clearance for the rider, etc.) related to riding
a mount in tight confines such as castle ruins or minetunnels.

Variants
Hippocampus [Templates: Amphibious]
Amphibious: Hippocampi can breathe both in and out of
the water.
Move: 8 m walk, 20 m swim
Description
A hippocampus is an equine monster with the tail of a fishin place of its rear legs, reducing its speed on land. Merfolk
often use hippocampus mounts.
Nightmare [Templates: Chromatic (purple)]
Hardened Purple
Vulnerable Orange
Description
Nightmares are equine-shaped demons. They are fully
intelligent and capable of speech. They loath to be ridden,
so only the evilest, most powerful villains can break themto serve as mounts.
Skeletal Mount [Templates: Animatron]
TraitsHardened Normal Damage
Amphibious: Skeletal mounts can operate underwater orother airless environments for extended periods.
Slow: 16 m movement
Ungainly movement (−1 to defense and all attacks)
Description
Ghost riders and headless horsemen may get the top
billing, but without their spectral steeds, they’re just nondescript ghoulies.

Hardened Red
Vulnerable Blue
Fire Resistant: A salamander takes no damage from nonmagical fire or lava.

Attack Actions

Bite [Major or Interrupt] + 1 melee 1d6+1 hp (normal
damage)Special Actions

Energy Surge [Major] (cost 2 pp; red energy): All creatures
within melee range of the salamander take 1 hp ofautomatic damage and 1d3 points of primary damage (redenergy). A successful TN 11 RB reaction is needed to avoid
the primary damage.

Description

Salamanders are bright-red, 1.5 m long lizards. They canbe found living in volcanos or regions of hellfire. Some
cultures revere salamanders as the living embodimentsof fire, but in truth salamanders are very much flesh andblood. They can sometimes be captured and used as
guard animals, but cannot be trained, thus require expert
GMC handlers. The sturdy, colorful hides of salamanders
and their variants (see below) are perennial favorites fordecorations at Slayers’ Lodge.

Variants
Cryomander [Templates: Chromatic (Blue)]
Hardened Blue
Vulnerable Red
Change the damage of the energy surge ability to blue.
Description
Cryomanders are relatives of salamanders, and prowl on
and around glaciers.

67

Salamander (continued)
Electromander [Templates: Chromatic (yellow)]
Hardened Yellow
Vulnerable Green
Change the damage of the energy surge ability to yellow.
As such the type of reaction needed to avoid the primarydamage changes to GY.
Description
Electromanders are something of an oddity in that they
don’t have a favorite terrain. They are just as likely to live ina forest as in desolate scrubland. Thus it is widely believedthat electromanders were produced through magicalexperimentation on normal salamanders and that they
then escaped their creators.

Scorpion, Monster
Level 2
defense: 17
hp: 25
pp: 3
Move: 8 m
Attributes: S +4; D +2; E +2; A +2; W −2; P −4
Resistances: RB +3; GY +3; OP −1; HR −1

TraitsMulti-attack: With one attack action a scorpion can maketwo claw attacks or one tail sting. An interrupt action
attack will normally be a tail sting, but could be one claw
attack at the GM’s discretion.

Variants
Jewel Scorpion [Templates: Chromatic, Energy Slinger]
Hardened One Color
Vulnerable Opposite Color
Special Abilities
Energy Shot [Major] (att= +6; cost 1 pp): As per theenerger special action, but without requiring a mote.
Description
A magical version of a giant scorpion. In place of thestinger, a jewel scorpion has the ability to fire bolts ofchromatic energy from its tail. The carapace of the jewel
scorpion is brightly colored and matches the color ofenergy fired from the tail. The different varieties are usuallyreferred to by the name of a gemstone rather than theliteral color, e.g. a “sapphire scorpion.” (amber = orange,
amethyst = purple, citrine = yellow, emerald = green, ruby= red, sapphire = blue)
War Scorpion [Templates: animatron]
Hardened Normal Damage
Amphibious: War scorpions can operate underwater.
Slow: 10 m move
Ungainly movement (−1 to defense and all attacks)
Description
Sometimes mistaken for a “chrome” cousin of jewel
scorpions, a war scorpion is an artificial animatron(magical or sci-fi), used to attack en masse and overrun anenemy, and to patrol sensitive locations such as militarybases, computer cores, or research laboratories. In placeof the poisonous stinger, a war scorpion has a powerfulelectro-shocker (melee attack, yellow energy damage).

Attack Actions

2 Claws [Major or Interrupt] +3 melee 1d3+4 hp (normal
damage)Stinger [Major or Interrupt] +4 melee 1d6+1 hp (green
energy)Description

With a pair of pinchers, a flexible poisonous tail, and eightlegs for maneuverability and stability, scorpions provide
a versatile weapons platform for alchemists and madscientists of The Domain to experiment with. Monster
scorpions, about the size of a pony, are fearsome enough,but the range of variants will keep even the best prepared
party guessing.

Snake, Poisonous
Level 1
defense: 15
hp: 4
pp: 2
Move: 6 m
Attributes: S −4; D +3; E −3; A +1; W 0; P 0
Resistances: RB +4; GY +2; OP +1; HR +1

TraitsSkill: Athletics, Stealth +1

Attack Actions

Bite [Major or Interrupt] +3 melee 1d6 hp (green energy)

68Description

Poisonous snakes are deadly enemies. Their small size
causes many adventurers to underestimate them, but it
is exactly their small size and stealth that lets them turnup in the most unexpected places and strike when you’releast prepared. Snakes can show up in stark deserts, fetid
swamps, or inside human domiciles. Any tree hollow, washbasin, treasure chest, or even your own unattended packs
could become a hiding place. In the hands of a skilled
GMC snake charmer, snakes can be taught to fight oncommand, adding strategy to their lightning quick strikes
and poison. Snake charmers and their serpents can befound anywhere in a city from the street corners of thepoorest districts to the halls of the royal court.

Variants
Feathered Serpents [Templates: Flying]
Move: 6 m (walk), 12 m (fly)Description
Flying serpents with brightly colored plumage live in thejungles and deserts of The Domain. Now traders havecarried feathered serpents far and wide so that they might
be encountered anywhere. In addition to their wings,
feathered serpents have hind legs which they use to perchor walk when not flying.
Fiery Serpent [Templates: Chromatic (red)]
Hardened Red
Vulnerable Blue
Change bite damage color to red.
Description
The bite of one of these brightly colored serpents literallyburns. An infestation of fiery serpents is sometimes
interpreted as divine punishment.
Hypnotic Snake [Templates: Hypnotic]
Special Action
Defense Hex [Minor]: As per the hexer special action, but
without requiring speech of a free hand. −1 to defense until
the start of the snake’s next turn. A successful TN 11 HR
reaction is needed to avoid the penalty.
Description
By holding its body upright and swaying side to side,
this snake lures its target off guard and then strikes withlightning speed.

Spider, Hunter
Level 3
defense: 16
hp: 27
pp: 4
Move: 14 m
Attributes
S +2; D +3; E +1; A +3; W −2; P −4
Resistances
RB +3; GY +4; OP +1; HR +1

TraitsSkill: Athletics, Stealth +3
Large: Hunter spiders occupy 4 squares (2x2 square) on acombat grid.
Wall Walk: A hunter spider can move at full speed alongwalls and ceilings.

Attack Actions

Bite [Major or Interrupt] + 5 melee 2d6 hp (green energy)

Description

These giant tarantula-like hunter spiders catch their preyby ambush. Despite their large size, they are experts at
camouflaging their lairs and strike with startling speed.
They prefer easy meals and will usually attack scouts or
stragglers rather than the main body of a group. Hunterspiders occupy 4 squares on a combat grid, but their legs
account for most of that size, so that they can squeeze
through human sized doors or reasonably sized windows
to take up residence inside towers or other structures
which at first glance would seem too small for them.

Variants
Security Spider [Level 4, Animatronic Version of Trapper
Spider, see below]
Hardened Normal Damage
Amphibious: Security spiders can operate underwater for
extended periods.
Slow: 10 m movement
Ungainly movement (−1 to defense and all attacks)
Change the skill used to notice web traps created by asecurity spider to engineering.
Description
A security spider is an alchemic clockwork or sci-fi
robot version of a trapper spider. Despite its fearsome
appearance, it is actually designed to capture intruders
alive for questioning. After a fight if there are targets

69

Spider (continued)
with 0 hp, the security spider will bite them again, thistime injecting pharmaceuticals to stabilize the target
and prevent it from dying. The pharmaceuticals do notshorten the time required to recover hit points (1 week).
Immobilized or unconscious victims will be carried to asecure holding area to be delt with by the security spider’smaster.
Web Spider [Level 4]Special Actions
Immobilize [Major]: As a major action the web spider
can spit a sticky strand of spider silk at a target up to 24 m
away that it is aware of and has a clear shot at. The target
becomes stuck to his surroundings, immobilizing him. The
target is allowed an unskilled TN 12 dexterity reaction to
avoid the effects. Once a target is immobilized, the effectis perpetual and non-magical, requiring no action on thepart of the spider. The target can break free of the web witha successful unskilled TN 12 strength check or by dealing
10 points of damage to the web (defense 10, vulnerable
red). Even if a target avoids the web, the square where thetarget was standing will remain sticky and may act as a trap
for other characters. A web spider is immune to these web
traps.
Description
A web spider has the same speed and poisonous bite as ahunter spider, and also has sticky webs to immobilize its
prey. A web spider will use its sticky silk to create traps
along walls, corridors, between trees, and across doorways.
It requires a successful TN 13 awareness-based life
sciences check to notice these spider webs, and a successful
unskilled TN 10 dexterity check to pass through a trappedsquare without becoming stuck (increase the dexterity TN
to 15 if the character failed to spot the webs before entering
the trapped square). After laying traps, the web spider will
hide and wait until something gets stuck in the web.

Twilight Impossibility
Level 6
defense: 19
hp: 80
pp: 13
Move: 10 m
Attributes: S +6; D +7; E +8; A +3; W +8; P +8
Resistances: RB +10; GY +11; OP +11; HR +11

TraitsHardened Normal Damage

70

Amphibious: A twilight impossibility can operate
underwater as well as it does on land.
Large: A twilight impossibility occupies two 2 m squares(side by side).
Shifting Colors: At the start of each of the twilight
impossibility’s turns, roll once on the random color tablein the GMM. Until the start of its next turn, the twilight
impossibility is hardened against the color indicatedand vulnerable to the opposite color. If the twilight
impossibility uses its energy shot or vengeance strike
during this turn, the damage is the same color as thetwilight impossibility’s hardened trait for this turn.

Attack Actions

Unidentified limb [Major or Interrupt] +9 melee 2d6+6 hp(normal damage)Special Actions

Bottomless Pit at the End of Worlds [Major] (cost pp 2):
A black pit 6 m across (3 x 3 combat squares) opens up in
the ground, all targets in the area must make an unskilled
TN 14 dexterity reaction to jump to safety or fall into thepit. Those who succeed manage to jump to the edge of thepit or grab something to hang from. Those who fail the
dexterity reaction disappear into the darkness of the hole.
From the target’s point of view, he falls through pitch-black
space for time beyond reckoning, hours or even years,
before “striking bottom” right where he was standing when
the pit opened. Characters who fall like this suffer 2d6
hp of normal damage. To spectators outside the area ofeffect, it seems that the disappearance of the victims is justa trick of the light, and as soon as the darkness disperses,
everyone is lying on the ground as if they had simply
slipped and fallen. Whatever just happened, the victims are
now prone and can use a minor action to stand on theirnext turn.
Counter Hex [Interrupt]: After failing a HR reaction, atwilight impossibility can use the hexer counter hex special
action on itself to try to negate the hex. Sometimes when atwilight impossibility is targeted by a hex, it’s almost as if
there is simply nothing there for the hex to affect.
Energy Shot [Major] (att= + 13; cost 1, 2 or 3 pp; energy):
As per the energer special action, but without requiring anenergy mote. The color of the energy depends on the mostrecent result of the shifting colors roll (see above).
Madness Hex [Minor]: This hex acts as either an attack hex
or defense hex (50% chance of each, determined randomly
each time it is used.) The resulting penalty is −3 in either

case. A successful TN 18 HR reaction is needed to avoid
the penalty.
Movement Hex [Minor]: The twilight impossibility
twists the laws of reality, reducing the target’s movement.
A successful TN 18 HR reaction is needed to avoid thepenalty.
Soul Rending Wave [Major] (cost 2 pp): With a loud dull
thud, reality itself trembles. A palpable “wave” ushers forthfrom the twilight impossibility and all creatures withing
24 m must make a successful unskilled TN 13 willpowerreaction or loose 1d3+2 pp as their souls wither.
Vengeance strike [Major] (att= +9; cost 1 pp): When atwilight impossibility is struck with a melee weapon, there
is a chance (GM’s discretion, considering the number of pp
remaining) that a burst of energy will explode out of thewound doing 2d6 hp of energy damage to the attacker. The
color of the energy depends on the most recent result of theshifting colors roll (see above).

Description

A twilight impossibility is a creature so evil and alien thatits very existence shatters everything humanity thought tobe true about the cosmos. A twilight impossibility seems to
be a 3 m tall humanoid but always appears dark, indistinct,
and shimmering, like a shadow beneath the surface ofchoppy water, even when it gets close enough to smite
you with one of its mighty arms. Some think that evenas powerful as a twilight impossibility is, it is only a paleshadow of an even mightier higher-dimensional being. A
twilight impossibility doesn’t communicate in any known
language, though a deranged priest may claim to be able
to interpret for it. More sinisterly, the trail of destruction it
leaves is not random; even the sane mind gets the uncannyfeeling that there is some pattern and meaning inthe scattered wreckage and the odd angles of the mangled
bodies of its victims.
Gibbering insanities and writhing blasphemies seem tohave some knowledge of twilight impossibilities, and may
work to summon one. However, a twilight impossibility
will indiscriminately attack even these creatures from thevoid.

Writhing Blasphemy
Level 5defense: 15
hp: 75
pp: 10Move: 0 m
Attributes: S +5; D 0; E +2; A +3; W +8; P +5
Resistances: RB +5; GY +7; OP +11; HR +11

TraitsSkills: Arcana, Social Sciences +5
Hardened Green
Vulnerable Yellow
Extradimensional Senses: As a minor action, the writhing
blasphemy can envision an 8 m diameter area up to 24 m
away from the central body. The writhing blasphemy canfully perceive the area (sight, sound, smell, temperature, aircurrents, anything else that it would experience if actually
there) but the perception is blurry (effective awareness +0).
Extradimensional senses can be used to find targets for thedimensional rift or immobilize abilities.
Targets in the area being observed are allowed a TN 16
awareness-based arcana check to get an eerie feeling thatthey are being watched. This is often the only warningthey’ll have before a dimensional rift or immobilize attack.
Multi-attack: With one attack action a writhing blasphemy
can make up to 4 tentacle attacks. A writhing blasphemy
has countless writhing tentacles, but it can only coordinate
4 attacks with a single action. Each attack must target adifferent opponent. An interrupt action will be one tentacle
attack.

Attack Actions

4 Tentacles [Major or Interrupt] +8 melee 1d6+5 hp(normal damage)
Although melee attacks, the tentacles of a writhing
blasphemy can attack targets up to 8 meters away. Severed
tentacles can be regrown almost instantly so counterattacks against the tentacles are ineffective in reducing thehit points of the central body.

Special Actions

Counter Hex [Interrupt]: After failing a HR reaction,a writhing blasphemy can use the hexer counter hex
special action on itself to try to negate the hex. A writhing
blasphemy is so alien that sometimes magic hexes fail totake hold.

71

Writhing Blasphemy (continued)
Dimensional Rift [Major] (cost 1, 2, or 3 pp; green
energy): This ability functions the same as the energy
explosion energer special action, except that it does not
require an energy mote, or a straight line of sight towards
the target. A successful TN 17 GY reaction is needed to
avoid the primary damage if the writhing blasphemy has astraight line of sight. The TN is 14 if the dimensional rift
was aimed using extradimensional senses.
Immobilize [Major]: As a major action the writhing
blasphemy can cause a dark shadow of swirling mist to
appear on the ground over an area 6 meters across (3 x 3
combat squares). The target area can be up to 24 m awayfrom the central body. Almost instantly countless tentacles
wriggle up out of this portal, entangling all creatures in
the area. The targets become immobilized, entrapped in
the tenacles. Each target is allowed an unskilled TN 13
dexterity reaction to avoid the effects. Once a target isimmobilized, the effect is perpetual, requiring no action
on the part of the writhing blasphemy. An immobilized
creature has its movement value reduced to 0 m, but canstill take other actions. The target can break free of thetentacles with a successful unskilled TN 13 strength checkor by dealing 15 points of damage to the tentacles (defense
10, hardened green, vulnerable yellow).
Vengeance Strike [Interrupt] (att= +7; cost 1 pp): When awrithing blasphemy is struck with a melee weapon, there
is a chance (GM’s discretion, considering the number ofpp remaining) that a pustule of green ichor will burst,
splashing the attacker and dealing 2d6 hp of green energy
damage.

Description
A dreaded abomination from the blackness beyond thefarthest reaches of The Domain. The body and mind of
a writhing blasphemy are twisted to the point that it’s amystery how it remains alive and able to functions. Somewould argue that it’s not even “alive.” A bloated central
mound 2 meters in diameter is surrounded by flailinglimbs that can best be described as tentacles. A writhing
blasphemy emits a constant hum that sounds like dozens
of voices whispering gibberish, with an occasional string ofdisjointed, probably blasphemous, words. Cultist willing torisk being crushed by the tentacles seek enlightenment byscurrying close enough to listen to this babbling.
Although a writing blasphemy is a terrifying sight, thetrue horror is its ability to perceive and even attack acrosssolid barriers before the targets ever see it. This allows
the writhing blasphemy to “possess” a small compoundor grove of trees. Finding and reaching the central body72

while under extradimensional attack is the first test, before
facing the full onslaught of the tentacle attacks. Invaders
immobilized or reduced to 0 hp before reaching the central
body are often kept alive to be used in dark rituals.

Variants
Computer Core [Templates: Chromatic (yellow)]
Hardened Yellow
Vulnerable Green
Change the color of the dimensional rift and vengeancestrike actions to yellow.
The electrical cables produced by the immobilize attack arehardened against yellow damage and vulnerable to green
damage.
Description
A sci-fi variant which can attack with articulated cables andelectrical shocks.
Frozen Queen [Templates: Chromatic (blue)]
Hardened Blue
Vulnerable Red
Change the color of the dimensional rift and vengeancestrike actions to blue.
The ice produced by the immobilize attack is hardened
against blue damage and vulnerable to red damage.
Description
A beautiful middle-aged queen so obsessed with her fading
youth and beauty that she encased herself in a block of

ice. Now she seeks to freeze others to join her in eternal,
unchanging perfection.
Root of Despair
Use the stats as is, but in this case ‘green’ energy represents‘nature’ rather than ‘alien.’
Description
A Root of Despair is a tree, or giant rose, with an extensive
network of articulated roots. It lies in wait in the heart of aforest or walled garden to trap unwitting prey.
Screaming Saint [Templates: Chromatic (orange)]
Hardened Orange
Vulnerable Purple
Change the color of the dimensional rift and vengeancestrike actions to orange.
The spectral tendrils produced by the immobilize attack
are hardened against orange damage and vulnerable topurple damage.
Description
The remains of a righteous holy man, so enraged at how
decadent the world has become since his passing, that he is
not just rolling over in his sepulcher, but lashing out with
spectral tendrils, trying to scare people into repenting.

Humanoids
All of the creatures presented in detail in the preceding
list of monsters have bestial forms or special abilities thatmark them as very different, usually more powerful, thanhumans. Normal-sized humanoid fantasy races without
innate magical abilities, who use tools and language, andcan learn different skills and combat techniques should bebuilt using the same rules as for player character creation.
These characters controlled by the Game Master arereferred to as Game Master Characters (GMCs).
Dwarves, elves, humans, and oni should be regarded as
broad categories that can encompass many different typesof humanoids. Some examples are given below. Since thesehumanoids are built using the standard character creations
rules, does this mean they can also be used for player
characters? Sure. Why not?
Dwarves: brownies, gnomes, goblins, leprechauns, trolls(small)Elves: ancients elves, Avalon elves, dark elves, forest elves,
pinup elf babes
Humans: pig-nosed brutes, fully resurrected mummy lords
Oni: ape-men, cyclopes, dragon-hybrids, minotaurs,
neanderthals, ogres, saurians, trolls (large)

Sci-Fi Humanoids

Dwarves: greys, little-green-men
Elves: saucer people (antennae optional), pointed-ear
aliensHumans: imposters (aliens in human form), men-in-black
Oni: reptilians, sasquatches

Humanoid Special Cases

Altered Humans
Cyborgs, mutants, etc. Altered but still human.
Animal Ears
Bunny-girls, cat-girls, fox-girls, horse-girls, and allother kinds of animal-eared anime girls (tails optional
but provide no game mechanics benefits) use the elf
subspecies. In vintage manga, the male counterparts weredepicted as towering muscular hulks with muzzles formouths and fur covering their bodies. For these vintage
males use the oni subspecies instead. Recently, more
finely boned males with attractive faces, who are bettercharacterized as elves, have come to the fore.
Canidents
Canidents are humans with two distinctive features: theiririses are reflective, giving the impression that they glow
in dim light; and their oversized upper canine teeth are
retractable. Most of the time, the upper canine teeth are
retracted and indistinguishable from a normal human’s.
But when the canident becomes emotionally excited, theteeth extend to 3 cm long; long enough to be scary, but
not long enough to be effective weapons. These minor
differences have no game effects and aren’t enough to73

Humanoids (continued)
make canidents more than just another strain of humans.
Canidents however feel differently. They believe themselves
to be related to vampires, werewolves, or other monsters.
During the day, canidents live normal human lives. But
after dark they gather in dimly lit halls and secret chambers
for hedonistic celebrations. This debauchery causes theirteeth to extend, so that they can prove their “pure blood”
to others of their own kind. Woe be to a human foundwithout reflective eyes and extended teeth at one of theseparties. Even a known canident who has become jaded tocarnal pleasures and doesn’t show his teeth might be killedon the spot.
Canidents often go to great lengths to try to awaken their“true nature.” Some even develop psychosomatic aversions
to garlic, silver, sunlight, etc. Others believe that the
canidents themselves are true monsters, and that the stories
of vampires or werewolves with supernatural powers are
mere myths.
There is another type of canident, those who reject theways of their blood. They often cultivate a demeanerof stoicism or melancholy; not caring about anyone
or anything, so that their teeth never extend. If they
ever confront other canidents, the visceral hatred thesereserved canidents have for their own kind is so greatthat they cannot stop their teeth from fully extending at a
dramatically appropriate moment.
Created Humans
Androids, clones, living dolls, Frankenstein patchworks,
and all other artificially created humans are exactly that:humans, often times more human than their creators.
Most use the human subspecies, but other subspecies are
possible; a dwarf sized mini-assistant; a love-doll withelven ears, or a hulking patchwork monstrosity with oni
horns. Homunculi (see monster list), have an unerring
talent for recognizing created humans, and treat them with
contemptable familiarity as fellow sub-humans.
Critter Folk
A diverse group of creatures (using the statistics for
dwarves), critter folk appear as approximately 1 meter
tall, anthropomorphic woodland creatures. Critter folksociety blends human sensibilities and the natural world
in a seemingly crazy mix. A fox trickster trying to fast-talka rabbit may want to steal his money or may want to cookand eat him. Missis Sparrow might serve wriggling worm
spaghetti on fine porcelain dishes. An accused thief might
have to wait until spring for trial because Judge Groundhog
is hibernating for the winter. Except for the occasional
rampaging Big Bad Wolf, critter folk mostly keep tothemselves and don’t cause trouble with humans, so their74

sylvian communities are accepted and left in peace acrossmost parts of The Domain.
Polar Elves: Actually a misnomer; the short industrious
elves crafting toys in the far north for good girls and boys
are closer to dwarves in the Sandcastle rules.
Transformed: Mermaids, cranes, turtles, dragons,
nature spirits, etc. who transform into human form forromantic reasons or are transformed involuntarily aretreated as humans. Sandcastle doesn’t contain rules fortransformations, so any changes take place outside of gameplay. During gameplay, all transformed are stuck in human
form.

Other Subspecies
At first glance it may seem easy to create new subspeciesof your own design; simply assign two +1s and two −1s todifferent attributes. But this should be done with caution
so as not to upset game balance. Oni are given a bonus
to strength that increases their offensive power, balancedwith a penalty to dexterity which lowers their defense
and makes them easier to hit, thus preventing them frombeing unbalanced combat machines. Elves have increased
presence but decreased willpower to prevent them fromdominating social interaction. Dwarves have the opposite
of both, making them tough nuts to crack, but limiting
their ability to dominate over others. The subspecies in
Sandcastle are intended to be flexible enough to include
any character concept (that is balanced for fun and fairgame play), but for those of you who still want to design
your own subspecies, please try to balance them so thatthey aren’t over specialized for any one task.

Advanced Humanoids
Advanced humanoids have special abilities that while notenough to make them invincible, are too powerful forplayer characters. Thus only GMC can use the advanced
humanoid subspecies. Otherwise follow the normal rules
for assigning combat styles and skills.
Giant
Giant Subspecies Attribute Adjustments
S +2; D −2; E +2; A −2; W +0; P +0
Traits
Large: Giants occupy two 2 m squares, side by side.
Large Hands: A giant can wield 2 handed weapons in asingle hand.
Description
The giants of the Domain stand about 4 m tall. They liveon the fringes of human society rather than in a separate
society of their own. Ruins from a lost civilization of giants
are found from time to time, but modern giants are socompletely assimilated into human culture that even theyknow only the human legends about such structures. While
there are certainly enough giants who make quiet livings as
shepherds, lumberjacks, or sages, the PCs are most likely
to encounter warrior giants. Warrior giants can be foundliving as feudal lords domineering over human subjects
or serving as the champions of human armies. When theactivities of the PCs bring them into conflict with a giant’sorganization, the giant is often the first to step forward
to “swat” the annoyance. With their strength and large
stature, many warrior giants naturally become strikers. But
giants also have a fascination with magic, and a surprisingnumber choose to follow the energer and hexer combatstyles.
Merfolk
Amphibious: Merfolk can breathe both in and out of water.
Swimmer: Merfolk have a movement rate of 10 m whenswimming.
Description
Merfolk are humanoid dwellers of the seas who covet the
kingdoms of the land as well. Their religion holds that at
the beginning of time, before the Sun was born, merfolk
ruled all the territory above and below the waterline. When
the Sun appeared, it dried out the land and drove themerfolk under the waves. Since then, they have resented
both the Sun and the human usurpers. There may besome truth to the merfolk version of prehistory. Indeed
merfolk can breathe both in and out of the water and theirlegs and arms with webbed extremities are equally well
adapted to walking or swimming. Prolonged exposure

to air and sunshine has an adverse effect on the healthof merfolk, limiting terrestrial forays to about a week orless, but the onset of health problems is slow enough that
there are no game mechanics for it; it is used only as a plot
device. Merfolk venerate gibbering insanities, writhing
blasphemies, and twilight impossibilities as embodimentsof the primordial darkness they seek to reinstate. They havealso been known to don concealing robes and participate
in or lead human doomsday cults, figuring that anythingwhich is bad for the surface dwellers must be good for the
merfolk.
Zombie [Level-0 Humanoid Animatron]:Hardened Normal Damage
Amphibious: Zombies can remain underwater orunderground without air for extended periods.
Slow: 6 m move
Ungainly movement (−1 to defense and all attacks)
Attack Actions
Claws [Major or Interrupt] (att= −1+S) melee 1d2+S hp(normal damage)Description
Level-0 humanoid (human, dwarf, elf, oni, etc.)
animatrons, referred to as zombies, are feral beasts
incapable of using weapons, but instead gain clawed
hands which deal 1d2+S hp of normal damage (integrated
improvised weapons). They also cannot use shields, but
any armor worn will function as normal.

Equipment for Humanoids
Humanoid monsters rely on equipment, weapons, andarmor the same way that player characters do. Whenassigning equipment to GMCs, you need not feel restricted
to the rules for player character equipment. You can assign
more or less equipment, even magical items, as appropriate
to tailor the GMCs to match your vision. However, youneed to assume that any equipment you give to GMCs will
end up in the hands of the PCs (through trade, gambling,
theft, or as the spoils of combat). So try to avoid giving
GMCs powerful items which could upset play balance; themajority of GMCs should have fewer and less powerful
items than the PCs already possess.

Templates
The templates listed here can be applied to different typesof monsters, even humanoids. They are balanced so as not
to change the monster’s level. Templates cannot be applied
to PCs. Many templates give the monsters new combat
abilities, but since the limits of actions per turn and power
points are still in place, using the abilities granted by a75

Templates (continued)
template means trading off with other abilities they could
have used. Still, a variant monster created with a template
can be more deadly than expected just because it takes theparty off guard.
Not every template is suitable for every monster. For
example, there is no need to apply the flying template to a
monster which can naturally fly. Since the energy slinger
template uses a calculation based on level, it would bepointless to apply it to a level 0 monster.
Multiple templates can be applied to a single monster.
For example, a flying animatron could be used to createa gargoyle while a power-leech chromatic (yellow)
animatron would make a good mummy.

Amphibious

Amphibious: Amphibious creatures can operate both inand out of water.
Swimmer: Amphibious creatures have a movement rate of
10 m when swimming

Animatron

Hardened Normal Damage
Amphibious: Animatrons can operate underwater or otherairless environments for extended periods.
Slow: The movement rate of an animatron is 4 m less thanthat of the base creature.
Ungainly movement: There is something not quite
natural about the movement of an animatron, imposing apermanent −1 to defense and a −1 penalty to all attacks.
Integrated equipment: Humanoid animatrons (notanimatrons created using a monster as a base) can havenon-magical armor, weapons, or equipment build into
them. Their hides are as tough as armor, with claws
as sharp as daggers, or fists as heavy as warhammers.
Remember to include any penalties incurred by heavyarmor when calculating the animatron’s final dexterity andawareness attribute modifiers. This integrated equipment
cannot be removed from the animatron or salvaged. For
sci-fi robot animatrons, the integrated equipment can
include forcefield generators, ray guns, or kinetic bullpups.
Integrated equipment is not mandatory; if the plot calls
for skeletal warriors carrying swords and shields, those
items should be treated as normal equipment. High levelanimatrons often possess and use magical armor/weapons,
negating any benefits from integrated equipment.

76

Description

Animatrons are not alive. Instead they think and act
through artificial power alone. Examples of animatrons
include stone creatures, skeletal beasts, and clockwork
contraptions. Animatrons have no need to breath, eat,or sleep, thus are capable of continuing their activities
24 hours a day for eternity. The animatron template canbe applied to any creature. Humanoid shaped statues/
haunted-armor/bone-warriors use the base rules forhumanoid creation, with levels in a combat style as needed
to create the type of monster the GM wants.
The rate at which animatrons recovery hp and pp is left to
the GMs discretion. The standard 1 week recovery time
is a good default, unless there is a compelling need for an
animatron which can’t heal on its own, or can be repairedin less than a week.
Sci-fi animatrons powered by WPT are referred to as“robots.” Robots will usually have an integrated NCA toconnect with the local network.

Chromatic

Hardened One Color
Vulnerable Opposite Color
Energy Infused: The damage type for the monster's attack
actions changes to the specified color, the same color
energy as the monster is hardened against. Attacks which
originally did normal damage may also become energy
attacks at the GM's discretion.

Description

Chromatic monsters are infused with one color of energy,
becoming a living embodiment of that that force. In
addition to the “Chromatic (Specified Color)” designation,
chromatic creatures are often given a descriptive adjective
as a nickname: holy (orange), infernal (purple), flaming(red), frozen (blue), electric (yellow), or poisonous(green).

Energy Slinger
Special Actions

Energy Shot: As per the energer special action, but without
requiring a free hand or energy mote. The number of pp
which can be expended on a single shot is equal to 1/2 themonster’s level, rounded up. The total attack bonus for theenergy shot is equal to one half the monster’s level plus
its awareness (att = (lv/2) + A). The color of the energy
shot is chosen when the monster is created and cannot
be changed. (Though technically you could apply thistemplate multiple times granting the creature multiple
colors of energy shot abilities.)

FlyingTraitsFlight: At the GM’s discretion, a flying creature can fly
over obstacles on the ground. A monster’s movement rateincreases to 20 m when flying.

Collected Reference Tables
Metric-Imperial Unit Conversion Table
Metric Units

Equivalent Imperial Units(to 3 significant figures)
1 centimeter (cm)0.394 inches
1 meter (m) [100 cm]
3.28 feet[3 feet and 3.37 inches]
1 kilometer (km) [1000 m]
0.621 miles [3280 feet]
1 liter
1.06 quarts[0.220 galons]
1 gram (g) *0.0353 ounces
1 kilogram (kg) *2.20 pounds*Actually, grams and kilograms are units of mass, while
ounces and pounds are units of weight/force. The above
mass/weight conversions are only correct under standard
terrestrial gravity (9.81 m/s^2 or 32.2 ft/s^2).

Subspecies Attribute Adjustments
Human: no changes
Dwarf: S −1, D +1, W +1, P−1
Elf: E−1, A +1, W −1, P +1
Oni: S +1, D −1, E +1, A −1

Hypnotic

Special Action

Defense Hex [Minor]: As per the hexer special action.

SacredSpecial Action

Counter Hex [Interrupt]: The monster has the ability to
use the counter hex special action on itself when targetedby a hex. This ability can’t be used to protect others fromhexes. This ability can only be used once per hex, even if
the monster has multiple interrupt actions.

Power-leech

Special Actions

Energy Drain [Free action] (cost 1 pp): Choose one of themonster’s melee attacks. When the power-leech monster
successfully hits with the chosen attack, it has the option of
spending 1 pp to cause the target to lose 1d3+1 pp. This isin addition to the hp damage from the attack. The powerleech does not gain any pp lost by the victim.

Skills and Commonly AssociatedAttributes
ArcanaAthletics
Charm
Deception
Domestic Science
Engineering
Entertainment
Intimidation
Life Sciences
Physical Sciences
Social Sciences
StealthA, W, PS, D, E
A, W, P
A, P
D, A, P
D, A, W
D, P
W, P
A, W
A, W
A, W
D, A

77

Collected Reference Tables (continued)
Secondary Statistics
bab
Preferred
Attackdb
Resistances
BR
GY
OP
HR

hp
pp
Interrupt
Actions

Level 0

EnergerHarrier

Hexer

Striker+0
None+lv/2 or +lv

+lv/2

+lv/2

+lv/2 or +lv

Energy

None

None

Melee

+0

+0

+lv/2

+0

+0

+0+D
+0+E
+0+W
+0+W
4+E

+lv+D
+lv+E
+lv+W
+(lv/2)+W(5+E)x lv+lv+D+(lv/2)+E+(lv/2)+W+(lv/2)+W(6+E)x lv+(lv/2)+D+(lv/2)+E
+lv+W
+lv+W
(5+E)x lv+(lv/2)+D+lv+E+(lv/2)+W+(lv/2)+W(7+E)x lv

1

1+(lv x2)

1+lv

1+lv

1+lv

1

1

1+(lv/2)

1

1(Round all fractions up.)
Magical Attack Reaction TNs

Common Movement Values
Most flying creatures, including
dragons
Horse
Canine, Chimera
Character in speed armor(See GMM)
Unarmored or lightly armoredhuman, dwarf, elf, oni character
Homunculus
Snake
Character in plate mail armor(See GMM)

Color Opposites Table
Red vs. Blue
Green vs. Yellow
Purple vs. Orange

Random Colors (1d6)
1 Red
2 Blue3 Green78

4 Yellow
5 Orange
6 Purple

Energy Explosion TN = 10 +lv +A
Hex TN = 10 +lv +P

20 m (10 squares)
20 m (10 squares)
14 m (7 squares)
14 m (7 squares)
10 m (5 squares)
8 m (4 squares)
6 m (3 squares)
6 m (3 squares)

Attack Ranges
Melee
Thrown weapons
Bows & crossbows
Magical attacks

adjacent squares only
8 m (4 squares)
Excluding Melee Range
24 m (12 squares)
Excluding Melee Range
24 m (12 squares)
Including Melee Range

Non-Magical Armor
Cost
Leather armor
Scale mail
ChainmailElven Chainmail
Plate mailShield
NFS: Not For Sale

10 c
20 c
25 c
NFS
NFS
7c

Armor
Bonus
+1
+2
+3
+3
+4
+1

Armor
Penalties

D−1
D−2, A−2

Movement

Mass

10 m
10 m
10 m
10 m
6m
--

4.5 kg
20 kg
25 kg
20 kg
30 kg
3 kg

Adventurers’ Guilds Summary
Values what kinds ofaccomplishments.
Offers advice about whichkind of encounters.
Provides leads to find whatkind of magical items.

Beacon Sanctuary
Do good deed &save people.
Role Playing

College of Recovery
Solve mysteries &find treasure.
Obstructions

Slayers’ Lodge
Kill monsters &collect trophies.
CombatDefenseUtility

Assault

Guild Information Chart(1d6+R)
Result
1-4
5+
8+
10+

Harrier Special Actions
ActionCut and Run
Dogged Pursuit
Energy Shunt
Fleet Footed
Follow-up StrikeAmount of DetailNo useful information
Basic area knowledge
Specific knowledge
Secret knowledge

Common Actions

ActionAssistAttackControl Mount/Vehicle
Drop
Heroic Save
HustleManipulate Object
Mount/DismountMove
Ready/Store Item
Parting Shot
Wait

Hexer Special Actions
Action Type
Major
Major
Minor or Major
Free
Interrupt
Major
Minor or Major
Minor
Minor
Minor
Interrupt
Delay Major Action

Energer Special Actions
ActionCreate Mote
Energy Explosion
Energy Shield
Energy Shot
Energy Shunt
Multi-Shot

Action TypeInterrupt
Interrupt
ReactionInterrupt
Interrupt

Action Type
Minor
Major
Major or Interrupt
Major
Reaction
Major

Cost

1 pp

ActionCounter Hex
Hex
Attack Hex
Defense Hex
Move HexMulti-Attack Hex
Multi-Defense Hex
Power Drain

Action TypeInterrupt
Minor

Major

Striker Special Actions

Cost

ActionBackswing
Counter Strike
Hit Hard
Pin Down
Vengeance StrikeAction Type
Minor
Interrupt
Major
Interrupt
Interrupt

Cost

1 pp

Cost

1 pp

Cost

1 pp
1 pp

1~lv pp1~lv pp1~lv pp
1 pp
1~lv pp79

Collected Reference Tables (continued)
Experience& Character
Advancement
Level
0
1
2
3
4
5

Minimum xp
0
1
3
6
10
15

Challenges and Hazards Difficulty
Level
0
1
2
3
4
5

80

Auto
Primary Normal/
Energy/Damage Damage Unskilled TN Skill TN
0
1
8-13
8-13
1
1d2
8-13
8-14
2
1d3
8-13
9-15
3
1d6
8-13
9-16
4
2d6
8-13
10-17
5
3d6
8-13
11-18

There are many more monsters in The Domain than can be described in thelimited space in this tome. The GM is free to invent new creatures to torment
adventurers.
81