Upload
ach1961
View
328
Download
5
Embed Size (px)
Citation preview
8/9/2019 Mistrunner - Core Rulebook
1/292
1 | M i s t r u n n e r
To my dear Llandrath,
Your uncle informs me that you wish to travel beyond the watery confines of your homeland.Knowing myself to be the family's infamous traveler, he pressed me to impart someknowledge on the world at large. I believe he hopes it will frighten you into changing yourmind. I assure you, however ghastly any of my tales may become, that is not my intent. Imerely wish to impress upon you the danger that a damp, young Nekron might find himselfconfronted with.
The first unnatural phenomenon that you will undoubtedly encounter, are the Miststhemselves. Chances are, as you have been imbued with the wanderlust that so few of your
8/9/2019 Mistrunner - Core Rulebook
2/292
2 | M i s t r u n n e r
relatives have been inflicted with, you have probably already taken your first tentativeexpeditions into it. I would not recommend ever doing so without some form of trained guide.
Your mother has fed you stories about the Faye races: babies stolen, family pets eaten,travelers driven to the brink of madness and beyond by the pranks of faerie-kind. All theseaccusations are true, to one extent or another. The Mists are home to the pure Faye. Youhave spoken with the Karanar traders that come through the area. That elf-like race holdsonly a shadow of their eldritch nature, tempered by a strong bit of old humanity. Do notexpect the true Elven Host to be as approachable. They are mysterious, savage, mystical,and civilized in ways that a terrestrial cannot understand in a lifetime of study.
Nearly as dangerous as the Faye are the myriad other creatures that call that eternaltwilight home. Prolonged exposure to the Mists will madden and warp any creatures not
born in it. Creatures that wander into the Mists and are not quickly killed often becomemonstrosities. In addition to the Mist-altered beings are those beasts that were born tothrive within the magical night. Mistdragons that dwarf their colossal terrestrial cousins,sinister Grimnoks made of the very Mists themselves, and a host of other creatures great
and small. . . (Though there is one blue furred species of jackrabbit that makes an excellentroast. )
Having said all this, the only way to travel between the True Realms is through the Mists.This has been accomplished since the first Mistrunners took those brave steps into anunknown world. Certain people are born with an aptitude for the Mists, much like some
people are born with a heightened ability for magical studies. These people are generally
apprenticed to the mother of all Guilds, the Mistrunners' Association. This Guild is theoldest and most powerful organization throughout the True Realms. Without their skilled
8/9/2019 Mistrunner - Core Rulebook
3/292
3 | M i s t r u n n e r
practitioners, trade and travel would cease, and all the True Realms would collapse intochaos.
In addition to a certain attunement to the Mists that allow 'Runners to see farther throughthe everlasting gloom, and an uncanny ability to navigate through the sense-depriving soup,Guildmembers are taught how to pilot Mistbarges. These are the ensorcelled vessels that
glide through the Mists, driven by the whims of the Mistrunner.
A webbing of enchantment surrounds the hull of the Mistbarge, giving it buoyancy in theMists. Mistrunners guide the ship from a magical Helm. When piloting, 'Runnerssink their consciousness into the Helm, their senses extending throughout the magical weavesurrounding the barge, traveling for days at a time without rest or nourishment. The largestof vessels may even utilize several Helms, each piloted by an individual Mistrunner.
Mistbarges are usually built with some means to maneuver on terrestrial realms as well.They range from simple, flat-bottomed river cargo boats, to graceful Karanar cruisers, tothe enormous airships of the Mistrunners Alliance. Some of the largest barges never leavethe Mists, floating in the ether continuously as smaller ships ferry cargo to the port of call.
The Mistrunners guide the barges along shipping routes between the True Realms thatonly they sense. They navigate with ability similar to that of a homing pigeon or a spawningsalmon, instinctually knowing their destination and traveling towards it, deviating onlyaround whatever dangers lie in the path. I have been told there is a weather system of sorts inthe Mists, though it always appears the same featureless twilight every time I travel it.Mighty dragons leave warships in splinters in their wake, and even floating Realms can
wreak havoc on a craft not designed to traverse its terrain. Raiders of terrestrial and Faye varieties are rare, but not unheard of. The best of Runners will avoid all of these problems.
8/9/2019 Mistrunner - Core Rulebook
4/292
4 | M i s t r u n n e r
If you do venture forth into the Mists, be certain to take passage on a craft bearing theGuild markings under a Guild Mistrunner. Rogues may seem cheaper, but the risks faroutweigh any short term benefits. You should be able to find passage here, to Wayfarers
Way. It is the metropolis at the hub of the known True Realms. This is a city of thewonderful and exotic. All of the Guilds and most of the Churches have representativeshere, and all manner of folk walk the streets. It is a stable force in an otherwise chaoticworld. I wile my own days away now at the vast libraries at Farson Academy.
Should your search for adventure take you through Wayfarers Way, please come to theUniversity and spend some time with me. In the middle of this bustle, there are precious
few times to sit and remember the days in the quiet wetlands of home.Sincerely yours,
Civvet
8/9/2019 Mistrunner - Core Rulebook
5/292
5 | M i s t r u n n e r
Phelon Lyther
8/9/2019 Mistrunner - Core Rulebook
6/292
6 | M i s t r u n n e r
What is a Role Playing Game?
A role playing game is part acting and part storytelling. The rules of the game provided a simple
skeleton, a framework, that the Players and Narrator give flesh and life to with the power of their
imaginations. Role playing games are different from your standard board game in that there is nodistinct winner at the end of a session. While your heroic Characters may win the day and collect the
treasure, there is always another battle to fight, another chest to plunder. The purpose of a role playing
game is not to win but to enjoy the immersive experience in a magical world. Even if this is your first
8/9/2019 Mistrunner - Core Rulebook
7/292
7 | M i s t r u n n e r
time playing a pen and paper role playing game,
it isn’t the first time you’ve role played.
Growing up, we all played games that relied
upon our imaginations, we were cowboys,
princesses, soldiers, cops, and robbers.
Growing up is no excuse to stop playing.
In order to play Mistrunner, you will need at
least three people, and preferably no more than
six or seven. One of you will assume the role of
Narrator. The Narrator has a very important
job, as it is up to them to guide the story and
the Players. The Narrator sets each scene and
plays all the other participants in the story.
The Players will each take on the role of a
Character, an in game persona. The Players
decide how their Characters react to the story
presented by the Narrator. At times the Player
may need to roll dice to determine how well
their Character performs in a certain action.
Who Can I Be?
In Mistrunner, unlike many other role playinggames, you have a lot more options which allow
you to cater your Character to your own playing
style. There are no set classes, instead your
Character is defined by the skills and abilities
you chose and the personality you give them.
Want to play a sassy spell slinging rogue, or a
deft handed tinkerer, maybe a quick tongued
swashbuckler, or an inquisitive priest with a
dark past, all these are possible. It is all up to
you, you can wade into battle as a mightybarbarian that survives solely by the strength of
her arm and the edge of her axe, or perhaps
you prefer to let others do the heavy lifting,
using your wits and intelligence to get what you
want.
Your Character and what they are is all up to
you. How your Character interacts with the
game is up to both you as a Player, as well asthe Narrator. Sometimes, a Narrator may set
guidelines for the Character type best suited for
the game. It isn’t wise to play a mild mannered
librarian if the game is going to take on a
decidedly more brutal path, one where the
Characters are constantly pitted against savage
foes that have nothing in mind other than
tearing you apart. Same goes for a game
devoted to political intrigue and diplomatic
affairs, a savage warrior from the northernwastes would be quite out of place. This isn’t
to say you can’t play what you want, but it takes
a good deal of skill to make the most of your
Character when the situation forces them to be
a fish out of water, though embracing these
challenges can be exciting.
What Do I Need to Play?
To play Mistrunner you will need at least one of
each of the following dice, a four sided (d4), six
sided (d6), eight sided (d8), ten sided (d10), and
a twelve sided (d12). It is highly recommended
that you have a pair of each of the above
mentioned dice, as often you will need to roll
two dice at a time, adding the results together.
It is also a good idea to have some kind of
tokens or counters to keep track of your
Character’s spell points, or Essence Pool.
You should also have some scratch paper for
taking notes, writing implements (helps in the
8/9/2019 Mistrunner - Core Rulebook
8/292
8 | M i s t r u n n e r
note taking), and a Character sheet which will
contain all of the information about your
Character and their skills, equipment, and the
like. Some folks may opt to use miniatures and
tabletop maps as well. Things that work for
some groups may only serve to bog down
others. Do what feels right for you.
What Does It All Mean?
Many of these terms will be familiar to those
that have played role playing games before,
though some things may be different from what
you are used to. For those that are new, this
should help you understand some of the terms
that will be used throughout the book.
Narrator: The Narrator runs the game, telling
the story that the Players will interact with.
Mistrunner challenges the Narrator to take a
very decisive role in the game. Rather than rely
upon pages and pages of charts and graphs, the
Narrator will decide much of what happens in
the game.
Player Character (PC): This is the in game
persona of the Player.
Non-Player Character (NPC): These are all the
people and creatures that the Players do not
control. The Narrator assumes the role of
every NPC.
D4: The use of the letter D before a number
indicates a die type to be used to determine the
results of an action, you will see D4, D6, D8,
D10, and D12, referring to 4, 6, 8, 10, and 12
sided dice. If there is ever a number before the
D, such as 2D10, that indicates a number of the
specific dice to be rolled. 2D10 would require
the Player roll two 10 sided dice.
Attributes: Attributes are a numericalrepresentation of a Characters mental and
physical makeup. Every Character has the
following attributes, Strength (ST), Intelligence
(IN), Constitution (CN), and Essence (ES).
Skills: This represents the natural abilities,
talents, and skills known by the Character.
Each skill is ranked by a die type, such as D8.
There are major skill groups, and within each
major group are a number of specializations.
Mists: The Mists are the physical manifestation
of magic in the world, a world covering fog.
They are strange and mysterious, and often
have unexpected results on those that are
unfamiliar with it.
Armor Value (AV): This number represents the
protection the Character receives against
damage. The AV is subtracted from any
damage dealt, thus lowering how much damagethe Character receives.
Steps: Steps are the measurement of time
during combat. Every action takes a number of
Steps to complete, more complex actions take
more Steps than simple ones.
Adavancement Points (AP): Advancement
Points are earned when your character
completes objectives in an adventure. These
are used at a later time to improve your
characters Skills and Attributes.
8/9/2019 Mistrunner - Core Rulebook
9/292
9 | M i s t r u n n e r
Endo Shieldrake
8/9/2019 Mistrunner - Core Rulebook
10/292
10 | M i s t r u n n e r
Chapter One: How It Came to Pass
The Pulse 2044 AD
We all huddled around the fire, trying desperately to keep warm as winter slowly began to take hold
over the land. It didn’t used to be like this. We used to all be safe, warm, and secure in luxurious
homes. We wanted for nothing. The hum of electric heaters lulled us to sleep every night in comfort.
Then came the Pulse. No one knows what caused it or even where it originated, but everyone knew
what it did. I was just a child when it happened, but the memories of it are forever burned into my
brain, the day everything changed. The Pulse covered the globe, destroying everything electrical in its
path. Nothing was spared, computers, cars, cell phones, they all just ceased to function. At first it wasbelieved to have been some freak EMP, electro magnetic pulse, originating deep in space. But, if that
had been the case, eventually we would have been able to get things working again. Years passed and
still our machines still lay silent. The world fell into chaos and decay. Nations that had been incredible
8/9/2019 Mistrunner - Core Rulebook
11/292
11 | M i s t r u n n e r
powers spanning the entire globe now
struggled simply to hold society together, to
keep some semblance of peace and authority in
a world gone mad. Without technology this
was an impossible task. Mankind had grown
too lazy and much too reliant upon his
wonderful gadgets, he had no means of coping
without them. Society fell. Despite all this,
there arose men and women that began to
bring order to the chaos, light to a darkened
world. Mankind began to recover, to reclaim,
and to rebuild. For the first time in years there
was a glimmer of hope on the horizon.
Unfortunately, it wasn’t the only thing looming
just out of sight. Whatever hope there was, it
was shattered with the appearance of the first
demons.
Dawn of the Demons 2053 AD
I don’t know what happened to my husband.
We had managed to pull ourselves back from
the edge of the abyss, bringing a bit of order
back to the world around us. His compassion
for others drove him to help. Then he changed.
He grew cold, distant, always angry. He wasn’t
the same man I had married, the same man I
loved. Everything we had built, this new
community, all that we had cobbled together,
he destroyed.
No one knew it was him, at first. He was
clever, calculating, knowing just what he could
get away with. Each time he would push it a
little further. He started small, tools would go
missing, then the mill broke down. Soon
animals were found dead and crops began to
fail. Then he was caught, poisoning the well.
It
was too late though, our one source of clean,
fresh water was destroyed. Worse, when we
tried to confront him, he flew into an unearthly
rage. He killed over thirty people that night
with nothing but his bare hands. He seemed to
possess an unnatural strength, and though we
cut and stabbed him dozens of times he would
not relent. It wasn’t until one of the farmers
severed his head that he fell silent.
We tried to pick up the pieces, but the home we
had made for ourselves was gone. We
gathered what we could salvage and moved on,
to seek out others that had managed to rebuild.
Everywhere we went we heard stories similar to
our own. Good, honest folk that had gonehorribly bad, men and women that fought as if
possessed by the devil himself. We didn’t
know how close to the truth that was.
The Demon Wars 2053-2167 AD
Dublin had been under siege for over ten years
now, tomorrow we strike at the Demons and
their army. Even if we succeed in lifting the
siege, what hope remains for us? We’ve been
at war since before I was born. It didn’t seem
to matter how hard we fought, the Demons
always returned. If you cut down a host body,
the demons spirit would simply regain its
strength and eventually seek out a new host.
How can we win against an enemy that won’t
die?
There has been no word from the mainland inyears, even England has gone silent. Are we
alone in the world now, just a handful of
Irishmen against all the hordes of hell? We
8/9/2019 Mistrunner - Core Rulebook
12/292
8/9/2019 Mistrunner - Core Rulebook
13/292
8/9/2019 Mistrunner - Core Rulebook
14/292
14 | M i s t r u n n e r
boundaries of those two dimensions. Two
worlds became one.
I haven’t left this place, the epicenter of my
folly. I fear what I will find outside these
crumbling walls. I watched as my companionswere torn from existence, I can only imagine
that the same happened beyond this tattered
place. All that we had been through as a race,
wars, famine, disease, the Demons, none of it
compared to what I have wrought. There is no
redemption for me, and I fear, no future for
man nor Faye.
The Retribution War 54-63 AR
Can’t say I blame them. After the survivors
crawled from the debris and saw the world they
now faced, it was only a matter of time. The
Faye had never truly known death to this
degree before. Sure, Faye can die, but never
have they lost so many of their kind, and it was
our fault. Man had taken the gift of magic and
used it to destroy on a scale never imagined.
It took time, but eventually the Faye placed the
blame where it belonged, right at our feet.
They didn’t ask for an explanation, they simply
sought out retribution. It was a slaughter.
This new world resembled that of the Faye
much more than our own, and they used that to
their full advantage.
Man went into hiding. We were almost wiped
out. I can’t really say what stopped them,another few years and we would have been
gone, a fate we rightly deserved. But right at
the end, as the last sword stroke fell, they
stopped. Many of us remained in our hiding
spots, even after it became quite clear that the
war was over. Once again Man had been given
another chance. I only hope that we finally get
it right.
The New Race of Man 897 AR
It has been a long road, trying to adapt to this
new world. Man is no longer what he once
was, only the Bragun have truly retained any of
the lost humanity. The other races that have
arisen from the ashes of the old world, they
may be descended from man, but there is
nothing human about them.
Despite their obvious inferiority to the Bragun,
we still remain close allies with the other
children of men. We have no choice. Even
after hundreds of years our place in this world is
still tenuous.
Small pockets of the earth our ancestors knew
still remain, but surrounding us are the
accursed Mists. This constant fog plays trickson the minds of men, and navigating through it
appears to be an impossibility for anyone
lacking true Faye blood. There are a handful
among the new races that can venture a short
ways out, the Karanar, elvish half breeds, for
one.
Still, we are isolated from each other, relying
upon the whims of a charitable Faye to guide us
between these pockets. The Faye do takesome umbrage at our naming of old earth as
the True Realms, but that is what they are to us,
our only true home in this strange world.
8/9/2019 Mistrunner - Core Rulebook
15/292
15 | M i s t r u n n e r
Mistrunners 969 AR
We needed to spread out, we needed room to
expand, ways to travel and trade. Having to
rely upon the Faye for all of our travel between
the Mists could never be a long term solution, it
has already grown to be more of a burden than
a blessing.
It was once believed that only the Faye
possessed the ability to travel through the
Mists, an inborn gift of their magical nature. To
some extent that has proven to be true, but it
isn’t the only way. Much like any school of
magic, travel through the Mists can be learned.
Old man may be gone, but as his descendantswe have maintained his prowess at adapting,
that stubborn attitude to overcome any and all
obstacles.
Thus the Mistrunners came to be. Mistrunners
are those that can traverse the dangers of the
Mists in relative safety. There was a steep
learning curve, and many met their fate at the
cruel whims of the Mists, but we learned from
our mistakes. There are also those among the
Faye that are just as greedy in their hearts as
men can be. Gold can always buy information
from someone. What we couldn’t teach
ourselves we bought from those that could.
No longer reliant upon the Faye, we could now
travel between any of the True Realms as we
desired. Of course there is still a hierarchy,
those of us that can make travel possible
needed to protect our own interests. The
Mistrunners Alliance is made up of those of us
that truly understand the importance of what
we do. We have trained and honed our art.
You could risk travel with those outside the
guild, but I wouldn’t recommend it, most would
rob and kill you just as easily as look at you.
Pirates, smugglers, brigands, and cutthroats
they be.
A Kingdom is Born 1014 AR
It was only a matter of time. With trade and
travel unrestricted the True Realms were ripe
for the picking. The Bragun jumped at the
chance to expand beyond their own meager
borders. One by one the other True Realms fell
under the banner of Bragun Dor.
The Bragun are not kind masters, and those that
are not of “pure” blood, meaning those that are
not Bragun, are looked down upon and treated
as second class citizens. They have names for
us, half breeds, bastards, scars, and those are
the most polite. It doesn’t help that the
Mistrunners Alliance is run almost entirely by
Bragun. Travel and trade have become
restricted to those without official vouchers,
and those are rarely granted to anyone not of
Bragun blood.
It sadly seems that we have inherited that
overwhelming desire for power and control
from our ancestors. Power is a dangerous
thing, the more you have the more you end up
wanting. It is a thirst that can never be
quenched, once you have it, you will never be
rid of it. The Bragun will never be satisfied as
long as there is more land to conquer, more
people to subjugate. There aren’t many free
True Realms left, which means they only have
one other place to turn for conquest.
8/9/2019 Mistrunner - Core Rulebook
16/292
16 | M i s t r u n n e r
Second Retribution War 1375 AR
We Faye need to learn not to ignore the
activities of man, even in his newer
incarnations. More and more we hid ourselves
away, deep in the Mists. Whether it was
because we believed ourselves to be invincible
in our homelands, or just a sense of desired
isolation, it did not matter. The Bragun armies
marched upon us nonetheless.
In the early days of the war they enjoyed victory
after victory. Their troops fought with fervor,
spurred on by tales and legends of the First
Retribution War. They held nothing back,
slaughtering all in their path. Where theBragun subjugated the other mortal races, they
offered no such luxury for the Faye. Anyone of
pure Faye blood was put to the sword. Not
since the Reckoning have so many of our
numbers been lost to oblivion.
Regardless of how the war began, and no
matter the number of early victories they piled
under their belts, the Bragun had begun a war
they could not win. They severely
underestimated two things. One was the size
of the domains the Faye called home. The
other was that by taking arms against all the
Faye they managed to do what a hundred
centuries could not. They united all the Faye,
Seelie and Unseelie under a single banner.
The war had its toll in their homelands as well.
Taxes could not be sustained at the levels
needed to fund the war. Crops were diverted
to feed troops, able bodied men were taken
from the fields and the factories and sent off to
war. Morale on the home front diminished by
the hour. One cannot fight a prolonged war far
from home and leave enough troops to garrison
all the conquered lands behind them. The
other races of man soon joined with the Faye,
though more indirectly. The True Realms,
loathe as I am to use the phrase, began to rebel.
Without troops to put down the rebellions, the
revolution grew.
Now the Bragun faced a war on multiple fronts.
We Faye had begun to organize and strike back.
Little by little we pushed them back. The
revolution that had been slow to start grew
larger and more organized. One by one True
Realms cast off the rule of the Bragun.
The Purge 1404 AR
The Bragun had suffered defeat after defeat in
the final years of the war. Soon they had been
pushed back to a single True Realm. They
pulled back behind the mighty walls of their
fortresses in Mikon. They licked their wounds
and waited for the inevitable assault. They
trusted to highly in the strength of their castles
and keeps.
I commanded the armies of the free men of the
True Realms. Tens of thousands of men and
women stood under my authority, and we were
but a speck beside the combined might of the
Faye. Sidhe, elves, dwarves, giants, dragons,
and goblins measured beyond counting.
When the siege began the Bragun fell like
wheat before a scythe. The powerful mages ofthe Faye reduced castle walls to dust. None
were spared. Mortal and Faye alike cut down
every Bragun they found, man, woman, and
child. The Bragun had hoped that their
8/9/2019 Mistrunner - Core Rulebook
17/292
17 | M i s t r u n n e r
fortresses would keep them safe long enough
for their enemies to grow weary with the war.
They were sorely mistaken.
The Bragun were utterly crushed. Every Bragun
was cut down, not a stone of their empire wasleft standing. The day had been won, but the
war was still far from over.
The Hunt 1404-1478 AR
We had won. My people were free from the
tyranny of the Bragun. The mortal armies
returned to their homes, confident in leading
new lives, free to do as they wished. In our
eyes, there was nothing left to do.
The Faye saw things differently. Voices called
out for the complete annihilation of the Bragun
that had managed to escape the battle at
Mikon. Thus began the Hunt. The Faye
scoured the True Realms and the Mists alike,
killing the last remnants of the once proud
Bragun race. It was genocide.
Though many of us took up arms alongside the
Faye, they did not view us as allies. They saw
the potential of a new Bragun Dor in all of us.
If we had suffered under the rule of the Bragun,
it was but a warm up for the darker days that
lay ahead.
The Days of Shadow 1480-1790 AR
We were not about to let the descendants of
man cause us harm ever again. There were
those among my kind that called for all of them
to be eliminated, dealt with just as harshly as
we had with the Bragun. While we had joined
the Faye together for the war, it was an alliance
that could never last. I was among those that
argued for clemency, mercy for those that had
suffered under the Bragun, and had even
helped in their removal.
The Unseelie Faye, never one for compassion or
leniency wanted all out war, but they lacked the
power of their cousins, the Seelie. Once again
the two courts went their separate ways.
Without the influence of the Unseelie, myself
and those like me managed to grant a stay of
execution for the mortals. But, we would not
leave ourselves so exposed ever again.
This lead to yet another mistake. It started off
simple enough, we had garrisons of our Alfar
warriors in every True Realm. At first they
were their to simply remind the mortals that
the Faye were not to be trifled with. So long as
they minded their own affairs, we would not
interfere. There were those, even amongst the
Seelie, that sought out ways to take advantage
of the situation. Things began to go intodecline. Once again the mortal races that had
been relegated to second class citizenry were
being crushed under the heel of tyranny. Many
Faye began to migrate into the True Realms.
They saw opportunity. They used their status
as Faye to do whatever they wished. They
cheated, stole, lied, and bullied.
How could we have been so blind? Eventually
someone would push to far and then the
mortals would push back. I only hope we can
find a way around war. There has been too
much bloodshed.
8/9/2019 Mistrunner - Core Rulebook
18/292
18 | M i s t r u n n e r
The Third Retribution War 1790 AR
For over three centuries we toiled under the
rule of the Bragun, finally casting off the yoke of
oppression. Then we were forced to wear a
collar from a new master, the Faye. How long
did they think we would cower before them?
When we began to first began to hint at
rebellion there were those that feared reprisals
from the Faye. Traitors to our cause led to the
arrest and subsequent execution of many of our
supporters, and more than a few innocents.
That was the push many needed. Where we
had once met in shadows and spoke with
whispers, now we became a throng, bellowing
for freedom in the light of day.
Many called it a war, though in my eye it hardly
qualifies. The Faye seemed to understand the
position they had put us into. The first of the
skirmishes between revolutionaries and the
Alfar garrisons were brief, neither side truly
wanting to engage the other. The Faye quickly
sued for peace, a shock to all. They withdrew
their troops and once again retreated to the
seclusion of the Mists. With little blood spilt,
we were free once more. I pray that this time,
it is a freedom that endures. I don’t want to
think that my children may fall under the same
yoke that I did.
Wayfarers Way 1821 AR
Soon after the Faye retired from the True
Realms, a young revolutionary named Baerd
had a dream. He took a garrison of his most
faithful followers and founded Wayfarers Way.
It was situated on a magnificent pillar of rock in
the midst of the sea. Far removed from most
of the other True Realms, and yet still outside
the domains of the Faye, it served its intended
purpose perfectly.
Baerd found Wayfarers Way as a safe haven for
both mortals and Faye to work out their
differences. A place where all were welcome.
Baerd seemed to have friends in high places
amongst the Seelie, and he was viewed as a
hero to the mortals that knew him.
Soon many flocked to Wayfarers Way. What
had started as a tiny settlement was growing
into a town, and then a city. It turned out that
Baerd had chosen the location of his outpost
with more than just negotiations in mind. It
provided the perfect hub for trade between the
Faye and the mortals. It was secure, high
above the waves of the sea, safely away from
the greedy hands of raiders and pirates. It
flourished.
While the mortals vastly outnumber the Faye,
there is still peace. A goblin can walk down the
streets without incident. Alfar warriors drink
side by side with mortals in one of the many
pubs. The world seems to have finally entered
a new age of peace and prosperity.
Nothing beautiful can last though. As the city
grew and prospered, it attracted less scrupulous
folk. Many grew rich off the vast opportunities
the city had to offer, but it came at the expense
of others. Hundreds and thousands flocked to
Wayfarers Way, looking for a better life, but
many were relegated to the slums, barely
scraping by. The city grew crowded and dark.
8/9/2019 Mistrunner - Core Rulebook
19/292
19 | M i s t r u n n e r
For nearly a hundred years Baerd oversaw the
well being of Wayfarers Way. As it grew it
became more evident that he could not do the
job alone. A council was created to govern the
city, freely elected by the people. Laws were
made, and enforced by both the city militia as
well as by the Arbitrators, a freely formed
militia intent on keeping the peace.
The city continued to grow, and while many
strive to make the city as good as it can be,
there are still those that exploit every loophole.
Age of Steam 2311 AR
For over two millennia, the mortals have
existed without the technologies of their
ancestors, magic having replaced much of what
technology once accomplished. There are
those that harbor different beliefs though, and
they have worked hard to bring all mortals into
a more advanced world.
While steam power is not new to the world, the
dwarves have used it since before theReckoning, it has not been seen or used by
mortals since the days of old man. Once again
man has sought out the comforting embrace of
mechanical arms. Great steam generators have
begun provided power for the factories in
Wayfarers Way. Even some of the Mistbarges
now use steam engines to propel themselves
through the Mists.
Many are wary of this return to a technological
age, partially inspired by stories of how it wastechnology itself that caused the end of the old
world. Getting past these superstitious
prejudices is slow, but the movement towards
steam power is gaining momentum.
What Lies Ahead 2316 AR
The world is still far from a perfect place, but
there is hope. While the mortals and the Faye
still have their disputes, it really never amounts
to anything other than the rattling of sabers and
strong words.
The mortals have grown in numbers and have
established themselves in every True Realm.
Old mankind is a thing of legend, few of his
descendants resemble him at all, but the spirit
lives on.
There are limitless possibilities and
opportunities for those that have the will to
pursue their dreams and desires. A new age is
dawning, and it will be shaped by those that
seize the moment.
8/9/2019 Mistrunner - Core Rulebook
20/292
20 | M i s t r u n n e r
Jasper Dodge
8/9/2019 Mistrunner - Core Rulebook
21/292
21 | M i s t r u n n e r
Chapter Two: People of the True Realms
The Mortal Races
There are a myriad abundance of denizens that inhabit the True Realms, many more than will be listed
here. Those that follow are the most dominant races, both in sheer numbers as well as influence.
Every race is different and each have their own strengths and weaknesses. Aslonians may be
recognized for their incredible strength, but they are not generally known to be great conversationalists.
Likewise, Chareks are quick and nimble minded, but they aren’t going to be winning any arm wrestling
competitions. Find the race that best suits the type of Character you hope to play. However, some
may view it as more of a challenge to play a race that seems out of the ordinary, a scholarly Fereg or a
brutish and savage Karanar. Don’t let the basic guidelines of a race fence you in. In the end, your
Character is what you make it. Each race will be described in the following pages. You will get a glimpseof how the different races tend to behave, what they look like, and any special abilities they may
possess. Each race will also have starting racial scores for attributes, as well as any starting skill
bonuses.
8/9/2019 Mistrunner - Core Rulebook
22/292
22 | M i s t r u n n e r
nduran
8/9/2019 Mistrunner - Core Rulebook
23/292
23 | M i s t r u n n e r
Andurans are an avian race quite closely resembling humans of the Old World. What truly sets them
apart are the large wings that every Anduran sports. While the wings do not bestow the ability of
sustained flight, it does allow an Anduran to glide down from lofty heights as well as jump higher and
further than other races. As it is with many other winged beings and creatures, Andurans have light
weight bones, and even though most average nearly 6 foot in height they rarely weigh more than 120-
140 pounds.
Andurans are also always female. There has never been a male Anduran in all of recorded history.
Andurans seem to have the ability to mate with nearly any other humanoid race, and the result of said
pairings is always an Anduran. Andurans always seem to be rather pale in complexion, though the
coloring of both hair and wings ranges from lighter shades of blonde and red to pure black.
Andurans prefer to live in forested and mountainous areas, building their homes above ground level.
They tend to despise enclosed locations, and many suffer from claustrophobia when confined. The vast
majority of Andurans call Andurania home, the gigantic Yggdrasil trees of the forest realm provide them
with a perfect habitat. Andurans live in small groups called flocks. Flocks are almost always made up
of close family, though occasionally there will be some non-Andurans living amongst them, most often
mating partners. Of all the mortal races, Andurans prefer the company of Karanar and Nekrons the
most, and few can tolerate the Feregs and the Druga.
Andurans are very leery of males in general, even those they take as a mate. Many Andurans will mate
with multiple partners over their lifetimes, and few ever truly commit to a non-Anduran for life. They
strongly believe in the superiority of not only Andurans as a race, but also of females in general. Some
Andurans will have nothing to do with males at all, even foregoing breeding because of their utter
contempt for the other gender.
Andurans have incredible eyesight, both during the day as well as at night, able to make out even themost minute of details from great distances. Andurans start with a D6 in Perception and a D4 in Spot.
Their wings also grant them the Gliding skill at D4.
Staring Racial Attributes
ST 2
CN 3
IN 2
ES 3
8/9/2019 Mistrunner - Core Rulebook
24/292
24 | M i s t r u n n e r
nuir
8/9/2019 Mistrunner - Core Rulebook
25/292
8/9/2019 Mistrunner - Core Rulebook
26/292
26 | M i s t r u n n e r
slonian
8/9/2019 Mistrunner - Core Rulebook
27/292
27 | M i s t r u n n e r
Aslonians are simply huge compared to nearly every other mortal race. These bear folk can stand over
10 feet tall and weigh up to 1000 pounds. Their bodies are covered with a thick hide and dense fur,
ranging in color from pure white to brown and black. Many go without clothing, though those living in
cities may wear bits just to appear more civilized. Aslonians also possess sharp teeth and long
retractable claws.
Most Aslonians are loners. It is rare to find them gathered in groups, and even then it is a rarity to
encounter more than four or five at a time. In many ways they are much like the bears they resemble,
each Aslonian roaming a specific range, challenging any that enter their domain. It isn’t too uncommon
for a male to have several female mates, though even the females will roam alone more often than not.
Those Aslonians that have left their frigid homelands in Alfheim and the Blood Glacier are much
different than their wilder brethren. Aslonians are inquisitive by nature, and those that dwell amongst
other races are more so. Though their curiosity may reach nuisance level quite easily for some, they
generally mean no harm. Despite their rather fearsome appearance, Aslonians are generally peaceful
and easy tempered. While they are slow to anger, when riled they are a devastating force of
destruction. Because of both their physical stature as well as their calm demeanor, many find work in
law enforcement, such as among the Arbitrators and Inquisitors.
Aslonians have a very acute sense of smell, starting with a D4 in Smell. Their thick hide and fur also
provide comfort in hostile conditions and harsh weather, conferring a D6 in Survival. Their hide also
gives them some degree of protection from physical assault (AV2). Their sharp claws mean that an
Aslonian is never truly unarmed, bestowing an additional D6 damage in unarmed combat.
Staring Racial Attributes
ST 5
CN 3
IN 1
ES 1
8/9/2019 Mistrunner - Core Rulebook
28/292
8/9/2019 Mistrunner - Core Rulebook
29/292
29 | M i s t r u n n e r
Charek are a feline race. Most commonly they are lithe and graceful, though more than a few have a
gluttonous streak. They normally stand about 4 feet tall and weigh about 70 pounds. Their entire body
is covered with a fine, short coat of hair, though some males have been known to sport long manes
about their neck and shoulders. Coloration varies greatly, blacks, browns, whites, yellows, golds, reds,
and more. Charek also possess sharp, retractable claws in both their hands and feet. It is very
common for Chareks to polish and decorate their claws as a symbol of status.
Though they originally roamed the wilds, Chareks have migrated almost exclusively to city life. This isn’t
to say that they build cities. They don’t. Chareks are known to disdain physical labor, preferring to let
others do the heavy lifting. In general, Chareks come across as lazy and carefree, and truthfully, many
of them are exactly that. But, it is also well known that when a Charek puts their mind to something
they can become rather obsessive about it, putting aside nearly everything else to accomplish their goal.
Chareks are incredibly social, preferring to be around others, and they get along with just about
everybody. Hospitality is very important to Chareks and they love to throw parties.
Chareks are also rather greedy, indulgent, and scheming. Wealth, status, and power are very important
to Chareks. This leads many of them to seek out places in government and higher ranking positions in
the various guilds. Many others turn to acts of theft, their nimble bodies making them excellent
burglars.
Chareks have superior night vision, able to see almost as clearly as they can during the day. They are
very agile and quick, their natural dexterity affords them a D6 in Athletics and a D4 in Acrobatics. Their
sharp claws make formidable weapons when threatened, granting an additional D4 damage in unarmed
combat.
Starting Racial Attributes
ST 1
CN 3
IN 3
ES 3
8/9/2019 Mistrunner - Core Rulebook
30/292
30 | M i s t r u n n e r
Dracon
8/9/2019 Mistrunner - Core Rulebook
31/292
31 | M i s t r u n n e r
Dracons, commonly called dragonkin, are a reptilian race. They are much smaller than their mighty
namesake, standing a mere 3-4 feet in height. Despite their small size they can easily weigh up to 100
pounds. Much of this is due to their bodies being covered by a series of overlapping scales. They have
little variety in coloration, almost always tending towards brown and green. They have a mouthful of
sinister teeth and razor like claws, which are always dark black in color. Roughly half of all Dracons have
small leathery wings, giving them the ability to glide much as Andurans do, though with much less grace
and requiring a great deal more practice.
Dracons tend to be shunned by many of the other mortal races, except for Feregs which they share an
outcast stigma with. They prefer to live either underground in dark caverns or in the fetid depths of a
swamp. In places like Wayfarers Way they tend to gather in the sewers and basements. Dracons are
nocturnal by nature, preferring the dark of night to the exposing rays of the sun. The sun tends to dry
out their skin, which is why they prefer dark, damper places.
Dracons are one of the most numerous of the mortal races, often gathering in tribes numbering in the
hundreds. Despite their great numbers, they are rather rare in more civilized areas. They are
distrustful and paranoid, no doubt from years of persecution from others. Many tribes make their living
as raiders and bandits, and it isn’t entirely unheard of for Dracons to eat other mortals.
Dracons can see in the infra-red spectrum, well suited for moving about in the dark. What they lack in
size and strength they make up for with their robust health and ability to survive on little to no food for
long periods of time. Their scaled bodies offer very good protection (AV3). Many Dracons rely heavily
upon their claws and teeth as weapons, granting an additional D4 damage in unarmed combat.
Centuries of persecution and distrust has given them an edge and Dracons begin with a D6 in Deception
and a D4 in one either Move Silently or Hide.
Starting Racial Attributes
ST 1
CN 4
IN 1
ES 4
8/9/2019 Mistrunner - Core Rulebook
32/292
8/9/2019 Mistrunner - Core Rulebook
33/292
33 | M i s t r u n n e r
The Druga are one of the oldest mortal races to have descended from ancient man. These half breed
dwarves are a robust and rugged race. They stand about 3 feet tall but can easily weigh up to 150
pounds or more. Most males have dense facial hair, which they often weave into intricate patterns.
Their skin tends to be weathered and leathery, shading leaning towards paler colors as most Druga
prefer to live underground. Many of their features are oversized for their short bodies, especially facial
features.
Druga thrive underground just as their Dwarvish cousins. They love to build exquisite subterranean
homes. Despite this, they also have adapted very well to city life. Druga are master craftsmen, and
their goods are highly sought all over the True Realms, and even amongst some of the Faye. Work and
skill are very important aspects of the Druga lifestyle, an individual takes great honor in hard work.
They especially excel in working with metals of all kinds.
Druga are a very proud race, sometimes to the point of seeming absurdity. Loyalty and honor to ones
clan stands above all else. The Druga hold many other races in disdain, and they really only seem to
respect the Anuir who also hold themselves to strict honor codes. The find Karanar to be aloof, Chareks
lazy, and everyone else must obviously be up to no good.
Druga can see in the infra-red spectrum, allowing them the freedom to move about with relative ease
even in the darkest of caverns. Due to their incredibly sturdy constitutions they worry little about
illness and disease, and even drugs have a limited effect on them. Their endurance is legendary, and
they are known for pushing their bodies beyond normal limits for long stretches of time. Druga only
need to sleep a few hours every four or five days, and it is not uncommon for them to go a week or
longer with no rest. Work is essential to a Druga, and they start with a D6 in Craft and a D4 in any one
Craft specialization.
Starting Racial Attributes
ST 2
CN 5
IN 2
ES 1
8/9/2019 Mistrunner - Core Rulebook
34/292
8/9/2019 Mistrunner - Core Rulebook
35/292
8/9/2019 Mistrunner - Core Rulebook
36/292
36 | M i s t r u n n e r
Karanar
8/9/2019 Mistrunner - Core Rulebook
37/292
37 | M i s t r u n n e r
Karanar are the oldest mortal race, the spawn of old man and true elves. They have long, slender
frames and very fine, almost sculpted features. Standing roughly 6 feet tall they weigh a mere 130
pounds, which many perceive as a frailty. They are very graceful and elegant, and their beauty is both a
source of fascination as well as resentment amongst other races. Their skin is almost always pale, often
almost white, in color. They are completely devoid of body hair except for on their heads, which they
grow to great lengths.
For centuries the Karanar lived among their Elvish brothers and sisters. Then the Reckoning happened
and most Karanar found themselves cast out because of their human “taint”. Many Karanar wandered
the Mists, many are naturally adept at navigating the otherworldly ether. Eventually the Karanar found
new homes in the True Realms, and though there is a constant longing for their home with the Faye,
most have adapted well to their new lives.
Karanar pride themselves on being civilized and educated. Knowledge, the arts, philosophy, these are
the things that the Karanar hold dear. Many other races view them as arrogant, and they are often
quite right. This does not prevent Karanar art from being highly sought after, even among the Faye. In
truth, the Karanar have the strongest ties to the Seelie Court of any of the mortal races, and it is their
diplomatic prowess that has helped keep hostilities to a minimum between the mortals and the Faye.
Karanar also generally prefer to keep to their own kind, though of they must mix it is most often with
Andurans. They tend to look down upon most of the other races, especially the Feregs and Dracons.
They view Druga with a sense of confused fascination, though the half dwarves have some stronger
feelings.
Karanar can see perfectly in the Mists. Karanar never need sleep, but they do often enter a meditative
state when necessary to heal the body. Art in any form is crucial to a Karanar and they begin with a D6
in Performance. Their natural affinity to the Mists grants them a +1 bonus to any Skill Rolls forMistrunning.
Starting Racial Attributes
ST 1
CN 1
IN 4
ES 4
8/9/2019 Mistrunner - Core Rulebook
38/292
38 | M i s t r u n n e r
Kral’Kuru
8/9/2019 Mistrunner - Core Rulebook
39/292
39 | M i s t r u n n e r
The Kral’Kuru are one of the created races of trolls. Often called rock trolls, Kral”Kuru are made entirely
of living stone. They are immense in size, standing roughly 7 feet tall and weighing an incredible 1500
pounds. Their features are rough and chiseled, and they often sport large protrusions of calcium and
other mineral deposits. Coloration is that of just about any rock formation one can imagine, and some
even have veins of precious metals streaked throughout their bodies.
Kral”Kuru tend to be solitary in nature. Once they numbered in tens of thousands, but unable to
procreate on their own, and with the magical knowledge of their creation lost, their numbers dwindle
every year. Kral’Kuru prefer remote areas, away from other mortal races, but there are some rare
individuals that live in more populated areas.
Slow and ponderous thinkers, Kral’Kuru posses a seemingly unlimited patience. Many are sought out
for their bits of wisdom and insight. Some Kral’Kuru have been known to sit and ponder for years on
end, as they need neither food nor water to survive. Most of those that seek out their wisdom seldom
have the patience required for a Kral’Kuru to deliver an answer. Kral’Kuru believe anything worth
saying is worth taking your time saying it.
Kral’Kuru are not ones for normal social interactions, and they can often seem rude and brusque. It is
because of their bluntness that they are often sought after for their advice. Never openly violent,
Kral’Kuru will react if threatened though, with often deadly results.
Kral’Kuru, like all trolls, can see in any spectrum of light. Only the Mists seem to hinder their vision at
all. Being made of stone, they are very resistant to damage (AV6). Weather extremes have no effect
on them, and they never need to eat, drink, or sleep. Kral’Kuru also gain a +1 bonus to any skills
pertaining to Earth magic. Kral’Kuru are incredibly slow though, and any actions involving physical
movement costs an additional Step when in combat. Kral’Kuru also gain an additional 1d4 damage
when fighting unarmed.
Starting Racial Abilities
ST 3
CN 2
IN 3
ES 2
8/9/2019 Mistrunner - Core Rulebook
40/292
40 | M i s t r u n n e r
Nekron
8/9/2019 Mistrunner - Core Rulebook
41/292
41 | M i s t r u n n e r
Nekrons are a lizard-like race, covered in a smooth, scaled hide. They stand anywhere from 4-6 feet in
height and can weigh anywhere from 100 to 300 pounds. They possess an extra pair of arms, which
most can use with great efficiency. They also have a strong, powerful tail. Their skin often has a blue
or greenish hue. They need to keep their skin moist as it dries out rather quickly.
Nekrons thrive in both forests and swamps, and they are never found far from a source of water. Theyare excellent swimmers, and though they breathe like other mortal races, they also have gills to breathe
underwater. Despite their proclivity to the damper places of the world, many have come to enjoy city
life. There are those that have seized upon this by opening numerous bath houses to accommodate the
daily need of Nekrons to soak in the soothing waters their skin so desperately needs.
Nekrons are quite social and seek out interactions with other races frequently. They constantly seek
out new information and are extremely knowledgeable. They will spend much of their time deep in
research, pouring over old tomes or engaged in scientific and philosophical debates. Many Nekrons
find work as scholars, teachers, and sages.
Many Nekrons have an affinity for the sea as well. There are more Nekron sailors than any other mortal
race, having an edge due to both their ambidexterity and their ease of survival in the water. Most feel
that having at least one Nekron on the crew is good luck.
Nekrons are almost always ambidextrous, and some can even use all four arms with relative ease. They
are excellent swimmers, gaining a automatic D4 in Swimming. Also, there constant yearning for
knowledge grants them a D6 in Education. Because of their additional arms when a Nekron utilizes an
extra weapon in combat they may make an additional attack one Step quicker than the weapon would
normally allow.
Starting Racial Abilities
ST 2
CN 2
IN 3
ES 3
8/9/2019 Mistrunner - Core Rulebook
42/292
8/9/2019 Mistrunner - Core Rulebook
43/292
43 | M i s t r u n n e r
The Rygar, or moss trolls, are another of the magically created species that call the True Realms home.
They stand about 7 feet in height and weigh about 400 pounds. Their bodies are made entirely of living
organic plant matter, and many have sprouts and other growths about their bodies.
Rygar prefer to live amongst living things, home in the forests and jungles of the world. Few enjoy life
in the cold, confines of a city. They are an exceptionally stubborn race, and are slow to adapt to newthings. They get along quite well with the other trollkin, especially the Kral’Kuru. Other races are often
viewed with both distrust and disdain. Rygar tend to dislike anyone that lacks respect for nature.
Rygar have a natural affinity for plants as well as animals. They view species that must eat other
organic life as inferior. They view all life as precious and something worth protecting. It is not
uncommon for natural places to have a Rygar protector, and woe to the unwitting fool that fells a tree in
the wrong forest.
The Rygar do get on well enough with some of the other mortals, particularly the Karanar and the
Nekrons. They view Dracons, Feregs, and Anuir as savages and brutes, while the Druga and their need
to dig and create more and bigger mechanical contraptions, abhorrent.
There are some among the Rygar that have forsaken all other races and have taken to rooting
themselves deep in the wilds, becoming at one with nature.
Rygar are able to regenerate almost any injury they sustain if given access to sunlight, able to even
regain lost limbs. They can commune with all plant life, and even some animals, nature holds no secrets
from a Rygar. Rygar have extensive knowledge of all living things, gaining a D4 in Life Sciences. Their
natural affinity for animals also grants them a D4 in Animal Handling. The dense vegetation that makes
up their bodies also confers a meager AV1 bonus as well.
Starting Racial Attributes
ST 3
CN 3
IN 1
ES 3
8/9/2019 Mistrunner - Core Rulebook
44/292
8/9/2019 Mistrunner - Core Rulebook
45/292
8/9/2019 Mistrunner - Core Rulebook
46/292
46 | M i s t r u n n e r
Essence (ES): This is the total sum of the
Characters will. Essence is the basis for a
Character’s magical abilities. Essence is used to
not only channel magical energies when casting
spells, but also as a defensive ability against
magical and mental assaults.
Derived Attributes
Some attributes are derived from your Core
Attributes values. Where you put points in
your Core Attributes will determine the score
for your Derived Attributes.
Damage Thresholds
Every Character reacts to damage differently.
There are two different Damage Thresholds,
Minor and Critical. Whenever your Character
takes damage, the amount of damage is
compared to the Damage Thresholds to
determine what effect the damage has on the
Character. Your Minor Threshold is equal tohalf your CN score, rounded up. Your Critical
Threshold is equal to 5+ your ST.
Stamina
Stamina is your Character’s endurance and
ability to take minor damage, bruises, scrapes,
bumps, and the like. Stamina is twice your CN
Attribute.
Wounds
Wounds determine how much major damage
the body can absorb. Unlike Stamina, Wounds
occur when the body is seriously injured,
broken bones, deep cuts, and other such
potentially lethal injuries. Wounds are equal to
twice your ST Attribute.
Speed
There will arise occasions where it will be
important to know how quickly your character
can move. Your Speed determines how many
feet your character can move in a single Combat
Step. Your Speed Attribute is determined by
averaging your ST and CN Attributes, rounding
up.
Damage Bonus
The higher the ST of your character, the moredamage they can dish out in combat. Below
are the Damage Bonus levels.
ST 4-5 +1
ST 6-7 +2
ST 8-9 +3
ST 10-11 +4
The bonuses continue increasing at +1 for every
2 points of ST.
Improving Attributes
It is possible to improve your four core
Attributes as your Character progresses in the
game. This costs Advancement Points (AP),
and it can rather expensive. To increase an
Attribute it costs twice as many AP as the next
level. Example, to go from a 7 ST to an 8 ST
would cost 16 AP.
8/9/2019 Mistrunner - Core Rulebook
47/292
47 | M i s t r u n n e r
Gwendolyn Jarred
8/9/2019 Mistrunner - Core Rulebook
48/292
48 | M i s t r u n n e r
Chapter Four: Skills and Abilities
Where your Attributes are the rough framework of your Character, your Skills and Abilities are what
truly begin to flesh out your Character. Some of these will be innate traits that come with your chosen
race, while others are learned. Regardless of how you got them they can all be improved over time
through experience and training. It is these Skills and Abilities that will truly begin to define what your
Character can do. Can they fell a tree with a single swing of their axe? Can they shoot the eye out of a
fly’s head at a hundred feet? Can they track a fish in the ocean? You can mix and match these skills
however you like, but remember, balance is important. While it may be great to be the finest
swordsman around, that won’t do you any good when trying to haggle with a local merchant or if you
need to climb a sheer cliff. There will most likely be Skills that you want to take but can’t afford rightnow, but don’t fret, you will be able to learn new Skills later on.
8/9/2019 Mistrunner - Core Rulebook
49/292
49 | M i s t r u n n e r
All Skills and Abilities are represented by a die
type (d4, d6, d8, d10, d12). The higher the die
type, the higher the expertise.
D4 Poor
D6 Average
D8 Good
D10 Great
D12 Exceptional
D12+2 Unnatural
There are 12 General Abilities which represent a
broad field of skills. Every General Ability also
has a number of associated Skill Specializations.
These Specializations take the General Ability a
step further, showcasing where the Character
has developed beyond the General Ability itself.
To be a true master, one must excel in both the
General Ability as well as a field of
specialization.
The 12 General Abilities are; Melee, Marksman,
Perception, Influence, Athletics, Deception,
Education, Technology, Style, Craft,
Performance, and Survival. All Characters start
with a D4 skill level in each of the 12 General
Abilities. Each of these General Abilities also
contain a number of Skill Specializations,
thereby taking the basic General Ability further.
A Specialization can advance to a maximum of
one die type higher than the correspondingGeneral Ability. For example, a Character with
a General Ability score in Melee of d8 can only
have a Specialization in Shield of up to a D10.
Below are the 12 General Abilities and their
corresponding Skill Specializations. These
should by no means limit your campaign. If
there are Specializations that you wish to add to
game, by all means, do so. The 12 General
Abilities and their corresponding Skill
Specializations are listed below.
Melee
This is your ability to engage in hand to hand
combat, both with and without weapons. A
high ability means both having good agility as
well as skill and coordination. There is much
more to swinging a sword than just having a
strong arm.
A) One Handed: Smaller weapons that are
primarily used with one hand, such as daggers,
clubs, and short swords.
B) Two Handed: Fighting with larger, heavier
weapons requiring two hands, such as long
swords and axes.
C) Unarmed: Fighting with nothing but your
hands and feet.
D) Polearms/Spears: Halbards, pikes pole-axes,
spears, staves and the like.
E) Shield: The use of a shield for blocking
incoming attacks.
F) Chains/Whips: Linked or coiled weapons
such as whips, ropes, and flails.
8/9/2019 Mistrunner - Core Rulebook
50/292
50 | M i s t r u n n e r
Marksmanship
This represents the ability to hit a target with a
ranged weapon or thrown object, signifying
hand eye coordination and the ability to judge
distances.
A) Bow: The use of normal short and long
bows.
B) Crossbow: Mechanical bows and bolt
throwers.
C) Thrown: Any weapon that is thrown.
javelins, throwing knives and axes, and even
stones.
D) Powders: Weapons that rely upon
gunpowder, such as rifles, flintlocks, and
sluggers.
Influence
This governs your ability to interact with others
and affect their attitude and even affect their
actions.
A) Seduction: Using one’s sexuality to influence
another.
B) Barter: Governs the ability to trade and
haggle for goods and services.
C) Intimidation: The act of being threatening to
get what one wants.
D) Interrogation: Governs the extraction ofinformation from unwilling subjects.
E) Persuasion: Use one’s charm and wit to
influence the opinions of others.
Perception
This governs your ability to notice things around
you and how well you will react to them.
A) Listen: The ability to focus your hearing andfilter out the background noise.
B) Smell: The ability to identify scents.
C) Search: Knowing how and where to look for
information or objects.
D) Spot: A keen eye is important when trying to
notice details.
Athletics
This governs one’s level of physical fitness,
flexibility, and dexterity.
A) Acrobatics: Tumbling, falling, jumping, and
balance.
B) Climbing: The ability to move up and down
vertical objects.
C) Gliding: Available only to Andurans and
Dracons, governs the ability of limited flight.
D) Swim: Governs the ability to not only stay
afloat, but to move about freely in water.
E) Running: Governs the ability to pace oneself
and run long distance.
F) Feats of Strength: Governs the ability to give
that little extra push when needed.
G) Riding: The ability to use mounts.
8/9/2019 Mistrunner - Core Rulebook
51/292
51 | M i s t r u n n e r
Deception
This governs the ability to commit acts of
subterfuge.
A) Disguise: Hiding one’s personal identity toappear as someone else.
B) Forgery: Altering documents and official
papers.
C) Hide: Keep oneself out of sight as well as
keeping items safe from roving hands.
D) Move Silently: Governs the ability to move
undetected.
E) Sleight of Hand: The ability to manipulate
objects without being noticed.
Education
This governs the sum of learned things and
book knowledge.
A) History: Knowledge of the mortal races.
B) Law: Understanding legal codes.
C) Life Sciences: The study of biological forms.
D) Engineering: The study of physical laws and
mathematics used for design and construction.
E) Tactics: The study of military techniques.
F) Alchemy: The manufacture of potions,
elixirs, and other chemical experimentation.
G) Arcane Lore: The study of the magical arts.
H) Faye Lore: The study of the Faye and their
history, as well as the Mists.
Style
This governs the ability to manipulate others
through your conversational skills, wardrobe,
and appearance.
A) Carousing: Knowing how to have fun and
still maintain control.
B) Etiquette: Knowing how to act in a variety of
different situations.
C) Fashion/Grooming: Knowing how to attire
oneself in the latest trends.
D) Wit: Having a sharp tongue can be more
valuable than a sword.
Craft
This governs the skills used to manufacture and
create goods.
A) Blacksmith: The construction and care of
metal forged goods.
B) Leather: The construction and care of
leather goods.
C) Carpenter: The construction and care of
wood goods.
D) Masonry: The construction and care of
stonework.
E) Cooking: The ability to prepare food and
drink.
F) Sewing: The construction and care of fabric
goods.
8/9/2019 Mistrunner - Core Rulebook
52/292
8/9/2019 Mistrunner - Core Rulebook
53/292
53 | M i s t r u n n e r
For example, a Veteran has a Skill Point
Modifier of 7 x IN. If they have an IN score of 6,
they would then have 42 Skill Points to
purchase skills, 7 x6 =42.
The Heroism level modifiers are:
Novice: 5 x IN
Veteran: 7 x IN
Epic: 9 x IN
It costs two Skill Points to purchase a new
Specialization Skill at a level of D4. It then costs
one point for every die type you wish to
increase the skill. There are maximum startingSkill Level limits based upon your Heroism level,
Novice caps at D8, Veteran at D10, and Epic at
D12.
Example: A Novice wishes to have a Skill Level
of D8 in Faye Lore. It costs a total of 4 Skill
Points, 2 for purchasing the skill at D4, and then
1 point to go from D4 to D6 and 1 point to go
from D6 to D8.
Improving any of the 12 General Abilities costs 2
Skill Points per die type because of the broader
range they cover.
Example: To raise your Craft from its starting
point of a D4 to a D8 would cost 4 Skill Points, 2
to raise it to a D6 and then 2 more to go from
D6 to D8.
Also remember that your starting Heroism level
limits your maximum starting Skill Level.Unless the Narrator states otherwise, it is not
possible to go above these maximums.
The Heroism level maximums are:
Novice: D8
Veteran: D10
Epic: D12
Using Skills
A Skill Roll is required whenever your Character
wishes to do something where the outcome is
not obvious or trivial. To make a Skill Roll, the
Player will roll one or two dice, depending on
the relevant skills. One die represents the
General Ability, a second if the Character has a
Specialization Skill. The dice are added
together and the result is compared to a Target
Number based upon the difficulty of the task at
hand. Below is a list of difficulties and their
respective Target Numbers.
Difficulty Target Number
Easy 4
Moderate 8
Hard 12
Challenging 16
Nearly Impossible 20
Miraculous 24
These are not the only possible Target Numbers
that can be assigned to the difficulty of a Skill
Roll. It is the Narrator’s job to decide how
difficult a Skill Roll is and assign what they feel is
an appropriate target Number.
8/9/2019 Mistrunner - Core Rulebook
54/292
54 | M i s t r u n n e r
Rule of One
If the results of all the dice rolled are ones, then
it is an automatic failure. The Player must then
roll the dice a second time. If the result of the
second roll also results in all ones then there is
a critical failure. The results of a critical failure
are left up to the whims of the Narrator. It
could something as simple as dropping your
weapon or losing your footing, or more drastic
like accidentally wounding a comrade or casting
the wrong spell. As can be seen, attempting a
Skill Roll when one does not have the
appropriate Skill Specialization has a greater
chance of a critical failure as only one die is
being rolled each time.
Exploding Dice
Whenever a die is rolled and the result is the
maximum for that die type (ie a result of a 6 on
a d6), this is called an exploding die. The die is
rolled again with a -1 modifier and that is added
to the first die roll. A die can only ever explode
once. This allows Characters to achieve greater
results than normal. Lower level skills are more
likely to explode, but even still the results will
often be less than those of a higher skill level.
Example: Philo has an Education of D10 and
History of D8. He rolls both dice, getting
results of 4 on the D10 and an 8 on the D8. He
rolls the D8 once more and gets a 7. His total
for the roll is 4+8+6 (the second roll of 7-1)=20.
Exploding dice only apply to Skill Rolls. Any
other die rolls, such as rolls for determining
damage do not explode.
Opposed Skill Rolls
There will be times when your Character will
attempt to do something that will force an
Opposed Skill Roll. An Opposed Skill Roll occurs
when the skill being used can be resisted or
countered in some way. In these cases there is
no specific Target Number, you will simply try to
roll better than your opponent.
Example: Rikard is attempting to Barter for a
better price on a suit of armor. He rolls his
Influence of D8 plus his Barter of D6, getting a 6
and a 3 for a total of 9. The merchant then
rolls his Influence of D8 plus his Barter of D10,
getting a 4 and a 7, a total of 11. Rikard’sattempt fails because he rolled less than the
merchant.
Improving Skills and Abilities
As your character moves through their life they
will be able to improve upon their existing
Abilities and Skills and even add new ones. It
costs Advancement Points (AP) to improve Skills
and Abilities.
Raising Skill Levels and adding new Skills costs
much more at this stage than it does during
character creation. The higher the current Skill
or Ability is, the more it costs.
The cost for adding a new Skill Specialization at
a level of D4 is 4 AP. In order to improve an
existing Skill Specialization it costs AP equal to
the half next die type. For example, to go from
a Forgery of D6 to a D8 would cost 4AP. Once
again, no Skill Specializations can be taken until
the corresponding General Ability is at least a
8/9/2019 Mistrunner - Core Rulebook
55/292
55 | M i s t r u n n e r
D6 or higher. To improve a General Ability is a
bit more costly than increasing a Skill
Specialization. It costs AP equal to the next die
type. For example, to advance your
Influence from a D8 to a D10 would cost 10 AP.
There is a bonus for Character’s that have a
higher IN Attribute. AP costs for improving
skills is reduced by 1 for Characters with a IN
score of 6 or higher. Those with an IN score of
8 or higher can reduce the cost by 2 AP.
8/9/2019 Mistrunner - Core Rulebook
56/292
56 | M i s t r u n n e r
Jude MacSubine
8/9/2019 Mistrunner - Core Rulebook
57/292
57 | M i s t r u n n e r
Chapter Five: The Arcane
Magic is an integral part of everyday life in the world of Mistrunner. The Mists that surround the True
Realms are comprised entirely of magic energy, and it is that energy that fuels most spells. Everyone is
capable of at least a little magic, but those that wish to truly sling spells like a master must study and
practice for many, many years, and even then there is no mortal that can truly master magic as the Faye
have.
8/9/2019 Mistrunner - Core Rulebook
58/292
58 | M i s t r u n n e r
Magic is broken down into seven schools, each
representing a specific type of focus. Each
school is treated as its own Magic Skill.
Earth: Earth magic deals with powers
pertaining to elemental earth. Shaping Stone,Pass Wall, and Stone Skin are examples of Earth
magic.
Air: Air magic pertains to the powers of
elemental air. Levitation, Invisibility, and
Lightning Bolt are some examples of Air magic.
Fire: Fire magic pertains to the powers of
elemental fire. Fireball, Heat Metal, and
Burning Blade are examples of Fire Magic.
Water: Water magic pertains to the powers of
elemental water. Purify water, Ice Arrow, and
Water Walk are examples of Water magic.
Life: Life magic pertains to the power of living
things, plant and animal. Neutralize Poison,
Heal Wounds, and Polymorph are examples of
Life magic.
Mental: Mental magic pertains to the powers
of anything relating to the mind. Telepathy,
Charm, and Paralyze are examples of Mental
Magic.
Mists: Mist magic pertains to anything related
to the magical properties of the Mists and the
skills used by Mistrunners. Mists and Mist
Magic is covered in the next chapter.
Aside from the school of magic, there are two
skill specializations for controlling ones magicalpowers. Every Mage must devote at least a D4
to each of these two skills.
Conjuration: This covers the initial casting of
magical spells.
Control: This covers controlling a spell that has
already been cast.
Purchasing Magic SkillsMuch like normal skills, Magic skills need to be
chosen during Character creation. It is possible
to study more than one school of magic, though
most chose to focus in one area of study. The
number of Skill Points available when choosing
Magic skills is based upon the Character’s IN
and ES scores. A Character has Magic Skill
Points equal to their IN and ES combined.
Veterans get an additional +2, and Epic Heroes
get an additional +4 Magic Skill Points.
It costs a little more to buy new Magic Skills and
upgrade compared with normal skills. For the
chosen school of magic it costs 3 points to
purchase a skill at D4 for , and then 2 Magic Skill
Points for every die type above a D4. The same
Skill Level limits apply depending upon the
Heroism level as well. Unlike with General
Abilities, no Character starts with D4 in any
Magic School or Specialization Skill. All Magic
Skills are bought from a starting point of zero.
The two magic Specializations cost the same as
normal Skill Specializations, 2 to purchase a D4
and then 1 point for each step up in die type.
Because of the complexities of Magic skills, if
one decides to purchase skill in an additional
school of magic, the initial cost is 4 points for a
skill level of D4 as opposed to the normal 3
points. If a third skill is chosen, the cost is 5points for a skill level of D4.
8/9/2019 Mistrunner - Core Rulebook
59/292
59 | M i s t r u n n e r
Essence Pool
Every Character has an Essence Pool with which
to cast spells. Your Essence Pool is determined
by your Essence Attribute. You receive points
equal to each level of your Essence Attribute.
An Essence of 1 gives you a pool of 1, an
Essence of 2 gives you a pool of 3 (1 for level 1 +
2 for level 2). So, a Character’s Essence pool
would normally range from 1 to 55 (for an
Essence Attribute of 10).
Essence Score Total Essence Pool
1 1
2 33 6
4 10
5 15
6 21
7 28
8 36
9 45
10 55
Focus Objects
For many magical spells, success can depend
upon having a Focus Object. A Focus Object is
something to use as a base source for the
magical energy, for example, having a lit torch
as a Focus Object for Fire Magic. Whenever
there is a Focus Object present when a spell is
being cast, it bestows a +1 bonus to the skill die
roll.
When an object is used in this way it is partially
or completely consumed by the magical forces
it helps create. Obviously if a lake is used as a
Focus object to cast an Ice Bolt spell it would
not consume the entire lake, but a campfire
would be consumed completely for a Fireball.
A Focus Object must be something that thecaster can actually touch and have physical
contact with.
Fetishes
Fetishes are items that have been either
temporarily or permanently enchanted with
raw magic. These fetishes can be one of many
different things, a staff, ring, or broach are quite
common examples. The making of a fetish is
not easy, especially when trying to construct a
permanent fetish.
A temporary fetish can be made with much less
preparation than a permanent one, though the
effects are short lived. Temporary fetishes will
fade quickly, losing their magical properties
after only one or two uses. Permanent fetishes
take weeks to prepare and only those withgreat magical skill can accomplish such a thing.
In addition to being temporary or permanent
fetishes, each fetish has one of two powers,
either enhancing magical prowess, and or those
that contain specific spells.
Fetishes that enhance one’s own magical skills
will grant a +1 or higher bonus to magical Skill
Rolls. The total bonus depends upon the
fetishes own construction.
Fetishes can also be used as a conduit for
specific spells, for example a wand that can
purify water on command. When a caster is
8/9/2019 Mistrunner - Core Rulebook
60/292
60 | M i s t r u n n e r
attempting the specific spell that the fetish was
made for it bestows a +4 bonus to the magical
Skill Roll.
To create a fetish it takes time and energy. A
temporary Fetish that enhances magicalprowess can be made within an hour generally.
It costs 20 Essence to create a Fetish of +1. For
every 10 extra Essence spent the bonus can be
improved by +1. It takes a full hour to
replenish each point of Essence spent in this
fashion. A temporary Fetish will also lose
power as time goes by. Every day after its
construction the magic will fade, losing a +1
bonus per day until the Fetish is drained.
A temporary Fetish that enhances a specific
spell takes about 4 hours to create. The cost in
Essence is 20 plus the casting cost of the initial
spell. Regardless of the amount of Essence
spent the bonus will always be +4. The magic
fades the same as any other temporary Fetish,
draining away +1 every day.
A permanent Fetish is much more difficult to
create, the process taking up to a full day or
longer to complete. It costs 50 Essence to
create a permanent Fetish that enhances
magical prowess, and an additional 20 for every
point of bonus above +1. It takes much longer
to recover from the creation of a permanent
Fetish as well, taking 2 hours to regain a single
point of Essence. Because of the high Essence
cost in creating a permanent Fetish, it is often
done as a joint project with several casters
contributing to the work. Despite their name, a
permanent Fetish will start to lose its power
over time. Every year that passes will drain +1
from the Fetish.
A permanent Fetish that enhances a single spell
takes several days to complete. The cost is 60
Essence points plus the cost of the initial spell.
It will fade much the same as any other
permanent Fetish. The bonus for this type of
fetish is always +4, until time begins to wear
away the bonus.
Fetishes can be dangerous though too, as these
items were never truly meant to house magical
energies. If the caster ever suffers a critical
failure while casting a spell with a fetish, there
is 10% chance that the fetish will destruct,
dealing 1D6 damage for every +1 the fetish
stored. This is direct magical damage that is
unhindered by armor of all kinds, even thosebestowed by the character’s race. The
explosion will also completely drain a casters
Essence Pool and they will not regain lost
Essence for a full day.
Casting a Spell
The world of Mistrunner uses a very open magic
system. While you can choose from a list of
specific spells to cast, you are not limited to just
those in your spellbook. You can attempt to
cast any kind of spell that fits within your school
of magic.
There is an advantage to casting a spell from a
scroll or spellbook though. Whenever a
Character casts a spell directly from a written
source, they enjoy a +1 bonus to their dice rolls,
though it takes twice as long to cast. Free form
casting does not enjoy this bonus, but it gives
the Character many more options with their
magic.
8/9/2019 Mistrunner - Core Rulebook
61/292
61 | M i s t r u n n e r
Casting spells is handled a lot like any other skill
check. When casting a