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  1. Notes

4.2 Charms

Core Rule System

Charms are items that have a magical enchantment upon them. The enchantments give the wielder abilities or enhancements. They come in many forms. In most cases only one item of similar enchantments can be active, for example if a Greater Ring of Fire Resistance and a Lesser Ring of Fire Resistance are both worn then only the Greater Ring will benefit the wearer.

 

Every Charm has been crafted by a Charmwright, this means that every item is unique, whilst they can look similar there are never identical.

 

Some Charms require Power to activate.

 

Miscellaneous Charms

 

Alchemist Bomb, Uncommon

This once ornate and heavily corroded screw top metal canister is activated by breaking the seal and then 2 rounds later it will detonate causing 6D6 fire damage to a 15’ area. If a character takes a Critical Wound or is crushed by a large object a Luck test is required for any Bombs carried not to have been damaged and detonate. This fire and concussion damage ignores armour.

 

Arc Light, Uncommon

Made from Arc Stone (a highly poisonous glowing stone) it is mounted in a brass and silver frame and then treated to prevent it from being poisonous to the users. Arc Stones come in many colours Red, Blue, Green, Orange and the very rare white. Typical Arc Lights are as bright as a lantern however then can be smaller and provide a dim light as bright as a candle. Most homes possess at least one, Arc lights last for about 10 hours before beginning to dull then never extinguish but the light they emanate is minimal. They are recharged by either spending an hour in direct sunlight, 8 hours in daylight or a single charge from a Source Stone. Yellow Arc Lights are poisonous no matter what and slowly cause mutation to nearby living creatures. The cause 1D6 damage per day that cannot be healed until the arc stone is removed.

 

Book of Knowledge, Rare

This manuals and guides help the reader improve their knowledge, the reader must spend 8 full hours of down time and will then gain +1D4% to the skill the manual refers to. The manuals enchantment is then inactive for a year and a day.

 

Camp Stone, Rare

This heavily runed stone can be activated by imbuing it with a Power Point it begins to emit light and heat, bright enough and hot enough equal to a small campfire.

 

Cartographers Maps, Rare

These beautiful hand drawn maps are specific to areas and give the reader a +20% bonus to navigate in the wilderness. They are also pieces of art and often found mounted in frames on walls.

 

Cooks Book, Rare

This hand written journal gives recipes, hints and tips to anyone attempting to cook and +20% bonus to Domestic tests is gained when cooking meals

 

Drunken Gourd, Very Rare

When an Adept drinks from this gourde the bitter spirits within cause him on the next round to be blind drunk; a -60% penalty is applied to all Aptitude and Mind based tests however the drinker gains +20% to Martial Arts and Evade tests. As a bonus action the Adept must swig from this gourde each round if denied the penalties and bonus are lost and the Adept must start drinking from the beginning. A non Adept will find the bitter liquid to be pretty vile and become blind drink if more than one swig is taken.

 

Empirics Mask, Rare

This beak-like mask which is filled with aromatic items. The masks are designed to protect the wearer from putrid air, making the wearer immune to any air born diseases.

 


 

Feather Charm, Rare

This crude charm is made from feathers that have been bound together with electrum wire and enchanted if worn it will imbue the wearer to half the fallen distance he may fall, reducing damaged and may even preventing death.

 

Ghost Lantern, Rare

This ornate six sided lantern most commonly appears to have originated in Rividia. It is not until the lantern is lit does its power become obvious. In a 30’ diameter area it will make any unseen supernatural creature appear and cause them to lose any non-corporeal affects. Making them vulnerable to physical damage. It will not trap them and they can leave the area of effect.

 

Healing Stone, Rare

This palm fitting oval stone once activated will cause a burst of healing energy in a 25’ diameter circle, this will repair all damage to any living flesh if caught in its burst. Once used the stone crumbles to dust.

 

Heroes Banner, Rare

This full sized banner when mounted on a pole and displayed gives all allied combatants +10% to all combat skill tests within 250 yards. It must be brandished by a player character and they cannot undertake any other action than walk.

 

Hiking Boots, Rare

These stiff leather boots enable the wearer to comfortably walk 20 miles a day without the effects of fatigue. The give the wearer a +20% bonus when tests are required to not slip over.

 

Fierce Mask, Very Rare

These ornate masks normally depict demonic or animalistic faces, when a power point is spent the mask can be used to bite for 4D6+ the wearers Damage Bonus or gain an intimidation bonus of +40%.

 

Journeyman’s Gloves, Rare

These fine lambskin gloves are enchanted to protect the wearers hands from harm, they stop the first 5 points of damage caused by any traps that are triggered. They are also immune to acid damage. The gloves give a +5% to the wearers Devices skill test when dismantling devices, they also allow untrained use of devices to the wearers Complex Skill priority score.

 

Mighty Belt, rare to very rare

This ornate belt with a large bronze buckle imbues the wearer with a bonus that increases the wearers body attribute.

Tier

Body Bonus

Availability

Lesser

+5

Rare

Minor

+10

Rare

Major

+15

Very Rare

Greater

+20

Very Rare

Greatest

+25

Legendary

 

Pocket Chronometer, Rare

This ornate Hob clockwork is not only a piece of art but also and accurate time piece, it is waterproof. Easily fitting into the hand it can be stowed in a pocket or simply fixed to a belt with the chain that is attached.

 

Rangers Cloak, Rare

This light brown, dark brown and dark green cloak is often worn by Rangers and Scouts as a mark of their status, the wearer receives the benefit as if wearing a traveller’s cloak but also gain +10% to stealth whilst in the wilderness.

 


 

Rat Star Gems, Very Rare

Worn as earrings or as a necklace this simple looking piece of jewellery is made of fine electrum wire holding a dark grey Melanite stone. Up to a maximum of 3 can give the benefit of +5% to all Mind, Aptitude and Social skills. Rare due to lack of Melanite being available, they are extremely desirable which forces the price up.

 

Repair Scarab, Uncommon

This small clockwork animates when activated and will scurry to the damaged location, consuming any damaged parts and then regurgitate molten matter and then mould the matter to repair the damaged parts. The scarab must consume the correct material in order to repair the item.

 

Strength

Max Health, Power, S.I. Restored

Roll D%

Availability

Lesser

10%, 1, 1

01-60

Uncommon

Minor

25%, 2, 2

61-74

Rare

Major

50%, 3, 1D6

75-90

Rare

Greater

75%, 4, 1D6+1

91-98

Very Rare

Greatest

100%, 5, 1D6+2

99-00

Very Rare

 

Restoration Potions, Uncommon to Very rare

There are two types of restorative potion each one fully restores the imbibers Health or Power. There is the…

Health Potion which restores Health.

Power Potion which restores Power.

The Health Potion is a distinctive green in colour whilst the Power Potion is violet.

 

Strength

Health or Power Restored

Roll D%

Availability

Lesser

25%

01-69

Common

Major

50%

70-89

Uncommon

Greater

100%

90-00

Rare

 

 

Ring of the Fishes Rare

This ring made of silver and aquamarine allows the wearer to breathe under water for extended periods of time. It allows for 30 minutes of use. It is recharged when exposed to the air for 5 continuous minutes.

 

Ring of Resistance, Uncommon to Very Rare

These rings protect the wearer from damage from a particular type of harm, for example a Lesser Ring of Fire Resistance will reduce any Fire Based damage by a percentage of its damage, rounded down. Resistances are against one of the following Fire, Cold, Electricity, Radiant, Magic, Poison, Sonic and Acid.

 

Tier

Damage Reduction

Roll D%

Resistance

Roll D%

Lesser

-10%

01-40

Acid

01-10

Major

-50%

41-60

Cold

11-20

Minor

-25%

61-75

Electricity

21-36

Greater

-75%

76-89

Fire

37-48

Greatest

-100%

90-00

Magic

49-55

 

Mind

55-60

Poison

61-80

Radiant

88-91

Sonic

92-00

 

Sacrificial Dagger, Very Rare

Whilst not intended and designed to be used as a weapon the sacrificial dagger can still be used as per a normal dagger. However if used as intended and plunged into the heart of its victim then it will instantly slay them. Once used to slay a sacrifice the life force (Power) is held within the dagger for a period of 24 hours at any time that energy can be used to power a ritual or if touched against a depleted Source Stone it will recharge it.

 

Skeleton Keys, Uncommon to Very Rare

This bone keys can be used to unlock most locks, they require no skill to use and will or won’t work. Only one attempt per lock can be made.

 

Tier

Unlock chance

Availability

D%

Lesser

20%

Rare

01-59

Minor

40%

Rare

60-79

Major

60%

Very Rare

80-89

Greater

80%

Very Rare

90-95

Greatest

100%

Legendary

96-00

 

Source Stone, Very Rare

The ultimate creation of the CharmWright this device is used to store magical energy. Source Stones are used to power and recharge other Charms. They are also used in the process of creating Charms.

Once a stone is depleted it requires a CharmWright to channel all of his Mana into the Source Stone thus recharging it. The CharmWright will then be drained of all Mana for the rest of the day and must restore their Mana as normal.

The ultimate misuse of a Source Stone is to set it overload (it must be fully charged to do this), this will cause the device to explode destroying the Source Stone and sending out a wave of devastating force that ignores all armour.

 

Tier

Charges

Radius in feet

Damage

Lesser

5

15’

4D6

Minor

10

30’

6D6

Major

15

60’

8D6

Greater

20

120’

10D6

Greatest

25

240’

12D6

 

Spell Shield, Very Rare

This ornate broach of a Tiger Eye in a golden mount and pin must be worn visibly. If a spell that would cause a negative outcome to the wearer is cast then spell will be negated. The Tiger Eyes become black until 24 hours has passed. This item is extremely rare and is highly coveted. The downside is it cannot be controlled. The very first spell cast in the wearers vicinity is the one affected.

 

Spirit Trap, Rare

This small bag contains all the items needed to draw a 10’ diameter circle that can be used to trap spirits and demons. Chalks, candles and fetishes are found within. The bag is good for 3 uses.

 

Tiger Claws, Rare

This knuckle guards are bound to the hands by leather straps and give the wearer 2” long razor claws causing 5D6 damage, they can be used to Parry. A Brawl or Martial Arts test is required to use them.

 

Therical Opals, Rare

Two wafer thin translucent disk shaped opals are mounted in a frame of silver wire. Placed on the face in front of the eyes they allow for the wearer to use Second Sight as per the spell once a day.

 

Travellers Cloak, Uncommon

This thick hooded woollen cloak is imbued to repel the rain, wind and cold. It will only repel up to torrential rain, strong winds and around freezing point.

 


 

Weapons

 

Roll D%

Style

Descriptor

Availability

01-30

Ancient

Archaic and Runed

Uncommon

31-50

Duer

Angular and Asymmetrical

Common

51-60

Human*

Stylish and Ornate

Common

61-70

Ael

Curved and Elegant

Common

71-75

Glass

Smokey and Sharp

Very Rare

76-85

Hobish

Riveted and Cogs

Uncommon

86-90

Dao

Jade and Gold

Very Rare

91-00

Orcish

Crude and Brutal

Rare

* select origin

Ornate wirework, runes and gems adorn the weapon. The look of the final weapon is often the trademark of the individual CharmWright.

 

Materials

 

Roll D%

Material

Availability

01-09

Bone

Rare

10-39

Bronze

Uncommon

40-49

Iron

Common

60-89

Steel

Common

90-95

Silvered

Uncommon

96-99

Glass

Rare

00

Bright Steel

Very Rare

 

Tiers and effects

 

Tier

Damage Bonus

Melee Bonus

Power Effect

Bane

Proc

Lesser

+1

+5%

10%

15%

5%

Minor

+2

+10%

15%

15%

10%

Major

+3

+15%

20%

20%

15%

Greater

+4

+20%

25%

20%

20%

Greatest

+5

+25%

30%

25%

25%

 

Power Effect

The weapons damage type becomes that of the Power Effect with regards to resistances.

A weapon can have a Power Effect applied with the following:

Burning +1D6 Fire Damage – Flames flicker and writhe across the blades edge.

Frosted +1D6 Cold Damage – Hoar frost encrusts the blade.

Poisoned +1D6 Poison damage – a fine film of dark ichor coats the blade.

Crackling +1D6 Energy Damage – energy crackles along the blades edge.

Acidic +1D6 Acid Damage – the surface of the blade fizzes.

Humming +1D6 Sonic Damage – the air around the blade blurs and a soft hum can be heard.

Radiant +1D6 Radiant Damage – A corona of white light surrounds the blade, this only affects Undead and Black Rot.

Glowing – a coloured glow emanates 20’ from the blade, typically red, blue, green, yellow, purple or orange.

 


 

Process Effects (Proc)

There is a % chance of any magical weapon found to possess a Process Effect. If a critical hit is scored then a Process Effect occurs, this is typically accompanied by a flash of light and a distinctive noise as it is triggered.

 

Tier

Damage Bonus

Lesser

+1D6

Minor

+1D6+2

Major

+2D6

Greater

+2D6+2

Greatest

+3D6

Bane Weapons

There is a % chance of any magical weapon found to possess the Bane Weapon feature; they do an extra +1D6 damage to their intended target.

 

Roll D%

Opponent

01-08

Aberration

09-20

Beast

21-25

Construct

26-28

Dragon

29-32

Fey

33-45

Humanoid

46-55

Insect

56-65

Monstrous Humanoid

66-69

Ooze

70-75

Outsider

76-80

Plant

81-90

Undead

91-00

Vermin

 

Example Weapons

 

Assassins Pistol Crossbow – Major Poisoned Pistol Crossbow with a Major Proc

+15% to hit 4D6+3+1D6, Proc +2D6

 

Blade of the Executioner – Greatest Great Axe

+25% to hit and 7D6+5 Damage

 

Heartwood Bow – Major Ancient Lightning Long Bow with a Major Proc

+15% to hit and damage, 7D6+3+1D6 Lightning damage, Proc for 2D6

 

Hobs Knife – Minor Hobish Poisoned Dagger

+10% to hit and +2 damage, 3D6+2+1D6

 

Hunters Axe – Lesser Contemporary Battle Axe

+5% to hit and damage, 5D6+1

 

Lovers Blade – Lesser Glass Glowing Dagger

+5% to hit and damage, 3D6+1

 

Lesser Wardens Blade – Lesser Ancient Glowing Long Sword

+5%to hit and damage, 5D6+1

 

Spear of Urgard (Legendary Item) – Greatest Ancient Lightning Great Spear with a Greatest Proc

+25% to hit and damage, 6D6+5+1D6 Lightning damage, Proc for 3D6

 

 

Swordmasters Blade – Greater Contemporary Glowing Long Sword, with a Minor Proc

+20% to hit and damage, 5D6+4, Proc for 1D4+1

 

Sword of Stromn (Legendary Item) – Greater Ancient Flaming Long Sword with a Greater Proc

+20% to hit, 5D6+4+1D6 Fire damage, Proc for 2D6+2

 

Templars Blade - Minor Contemporary Radiant Long Sword with a Lesser Proc

+10% to hit, 5D6+2+1D6 Radiant damage, Proc for +1D6

 

Ammunition, Rare to Very Rare

These one-use items are often found in small quantities of like ammunition, from arrows, bolts, stones or bullets there are normally 1D12 pieces found.

 

Tier

Damage Bonus

Melee Bonus

Power Effect

Bane

Proc

Lesser

+1

+5%

10%

15%

5%

Minor

+2

+10%

15%

15%

10%

Major

+3

+15%

20%

20%

15%

Greater

+4

+20%

25%

20%

20%

Greatest

+5

+25%

30%

25%

25%

 

Example Ammunition

Fire Arrows, Uncommon - Lesser Burning Arrows with a Fire Proc

These blackened arrows smell charred and once in flight ignite.

+5% to hit, base+1+1D6 Burning damage, Proc for 1D6 damage.

 

Magic Arrows – Lesser Arrows

These are simple but well-crafted arrows.

+5% to hit, base+1 damage.

 

Storm Bolts, Legendary – Greater Crackling Bolts with a Greatest Lightning Proc

This silver bolts transform into pure lightning energy once fired.

+25% to hit, base+5+1D6 Crackling damage, Proc for 3D6 lightning damage.

 

Staves

All staves do 5D6 base damage plus the tier bonus as well as any damage bonus the character has. All Staves have 10 Power when fully charged, they recover 1 charge per hour when not in use.

Tier

Damage Bonus

Melee Bonus

Bane

Proc

Lesser

+1

+5%

15%

5%

Minor

+2

+10%

15%

10%

Major

+3

+15%

20%

15%

Greater

+4

+20%

20%

20%

Greatest

+5

+25%

25%

25%

 

Frost Staff, with a distinctive hoop at the top of the staff.

Ice Bolt – a chunk of ice is blasted at an opponent striking for 3D6 up to 50’ away, 1 Power.

Hail Storm – a blast of hail fires out in a 30’ cone, anyone caught in the cone takes 3D6 damage, 3 Power.

Ice Chains – the target must make an opposed endurance tests or they are frozen to the spot for the next 2 rounds, 2 Power.

Ice Blast – a huge concussive explosion of ice and snow fill a 30’ diameter around the staff anyone caught in it will take 6D6 damage (no armour) and must make an endurance test to not be knocked down, 5 Power.

 

Flame Staff, has a distinctive flat metal plate at the top.

Fire Bolt – a burning mote of fire strikes a target causing 3D6 damage up to 50’ away, 1 Power.

Dragon Breath – a 30’ cone of fire blasts out from the tip of the staff causing 3D6 damage to anyone caught in it, 3 Power.

Fire Ball – a huge concussive blast of fire with a 30’ diameter can be fired up to 90’ away anyone caught in the blast will take 6D6 damage, 4 Power. 

 

Lightning Staff, has a crystal at the top of the staff.

Shock Bolt – a non-lethal blast causing 5D6 damage to a target up to 50’ away. 1 Power.

Lightning Blast – lightning arcs from the staff to its target up to 60’ away anyone else caught in the line will also be struck for 6D6 damage, 3 Power.

 

Healing Staff, with an ornate metal or carved wooden serpent coiled round its top.

Healing Staff are automatically Bane vs Undead.

Light – a glowing light will emanate from the staff on the wielders command it is a bright light that casts deep shadows within 20’, no power cost.

Healing Touch – the recipient receives 4D6 Health, 2 power.

Recovery – a level of fatigue is reduced, 1 power.

Cure – a single disease or poison type can be removed from the target, 3 power

 

 

 


 

Armour

Armor and Shields - Type

Roll D%

Armour Type

Roll D%

Cloth

Roll D%

Helm

01-20

Cloth

01-80

Cloth Gambeson

01-20

Cap

21-45

Leather

81-85

Fur

21-40

Hood

46-70

Mail

86-00

Studded Doublet

41-80

Coif

71-80

Plate

 

Leather

81-00

Helm

81-95

Shield

01-50

Leather Cuirass

 

 

96-00

Helm

51-60

Hide

Roll D%

Shield

 

71-90

Leather Brigandine

01-19

Buckler

91-00

Leather Coat

20-38

Small wooden

 

Mail

39-57

Small metal

01-20

Ringmail Hauberk

58-76

Heater

21-50

Scalemail Hauberk

77-95

Kite (1-3) Coffin (4-6)

51-80

Chainmail Hauberk

96-00

Scutum

81-00

Chainmail

 

 

Plate

01-10

Gladiator

11-50

Plate Cuirass

51-75

Metal Brigandine

76-95

Plated Mail

96-00

Field Armour/Yoroi

 

Armour and Shields - Style

Roll D%

Style

Description

Availability

01-30

Ancient

Archaic and Runed

Uncommon

31-40

Duer

Angular and Asymmetrical

Common

41-60

Human*

Pick origin

Common

61-70

Ael

Organic and Elegant

Common

71-75

Glass

Smokey and Sharp

Very Rare

76-85

Hobish

Riveted and Cogs

Uncommon

86-90

Dao

Bright and Colourful

Very Rare

91-00

Orcish

Crude and Brutal

Rare

 

Roll D%

Material

Availability

01-09

Bone

Rare

10-39

Bronze

Uncommon

40-49

Iron

Common

60-89

Steel

Common

90-95

Silvered

Uncommon

96-99

Glass

Rare

00

Bright Steel

Very Rare

 

Armour and Shields - Armour Rating

Roll D%

Tier

AR Bonus

Chance of Resistance

Bonus to Attribute

01-60

Lesser

+1

5%

0%

61-74

Minor

+2

10%

5%

75-90

Major

+3

15%

10%

91-98

Greater

+4

20%

15%

99-00

Greatest

+5

25%

20%

 


 

Armour and Shields - Resistances

Roll D%

Tier

Damage Reduction

Roll D%

Resistance

 

01-50

Lesser

-10%

01-10

Acid

 

51-75

Major

-50%

11-20

Cold

 

76-87

Minor

-25%

21-36

Electricity

 

88-97

Greater

-75%

37-50

Fire

 

98-00

Greatest

-100%

51-56

Magic

 

 

57-62

Mind

 

63-80

Poison

 

81-90

Radiant

 

91-00

Sonic

 

 


Roll D%

Tier

Attribute Bonus

Roll D%

Attribute

01-60

Lesser

+1

01-17

Aptitude

61-86

Minor

+2

17-34

Body

87-94

Major

+3

33-51

Mind

95-98

Greater

+4

49-68

Prowess

99-00

Greatest

+5

65-85

Social

 

86-00

Spirit

 

Example Armour

 

Elite Guardians Carapace – Greater Field Plate Bone Armour

This ornate beautiful armour is segmented like that of an insect, its smooth surface looks like polished leather but is rock hard. The helmet when deployed is fully covering allowing the wearer to hear and see without hinderance, when stowed it folds back into the neck guard. The wearer can also tolerate temperatures up to 50 degrees C without penalty.

AR 6D6+5(+8 with helm), +5 to Body, -20% skill penalty, -10’ to move, -50% to Stealth.

 

Lancers Cuirass – Minor Plate Cuirass

This highly ornate armour is highly sought after by nobles.

AR 4D6+3(+6 with helm), -10% skill penalty, -5’ to move, -30% to Stealth. +20% Wardrobe and Style.

 

Optio

Named after the rank in the Legionari this armour is gifted to an Optio as his symbol of status, highly ornate and ceremonial this gold coloured armour and red plumed helm is also practical affording good protection.

AR 4D6+4(+7 with helm), -10% skill penalty, -5’ to move, -30% to Stealth. Heal once per day the armour can be called upon to heal the wearer for up to 5D6 Health.

 

Hunters Coat – Lesser Leather Coat

This tan leather coat is supple and warm. Treated with wax it is highly water resistant. It affords good protection. AR 2D6+2, Lesser protection from Cold, -5% skill penalty, -5% to stealth.

 

Man at Arms – Lesser Metal Brigandine

A composite armour made from a quilted Gambeson, mail covering the body as well as a chest plate, greaves and vambraces. Extremely popular with light cavalry.

AR 5D6+1(+2 with coif, or helm), -10% skill penalty, -5’ to move, -30% to Stealth.

 

Warriors Hauberk

A simple scale hauberk held in place by thick leather straps and buckles. Scales can vary design from simple disks, leaves, fish scales, or hexagonal scales. Mostly worn without head protection.

AR 4D6+1, -20% skill penalty, -5’ to move, -40% to Stealth

 

Musketeers Gambeson – Neustrian Minor Cloth Gambeson, Lesser Social

This stylish yet surprisingly sturdy jacket is awarded to Veteran musketeers as a mark of status and rank.

AR 1D6+2, +1 SOC

Runes