Core Rulebook

Table of Contents:

Chapter 1: Roleplaying Basics
Chapter 2: Character Creation
Chapter 3: Attributes & Size
Chapter 4: Skills
Chapter 5: Combat Basics
Chapter 6: Attack & Defense
Chapter 7: Magic, Psionics and Miracles
Chapter 8: Items
Chapter 9: Conditions
Chapter 10: Levels & Extended Rests
Chapter 11: Environment
Chapter 12: Enemy Encounters and Loot

Chapter 1: Roleplaying Basics

Remnants of a Slain God (ROSG) is a tabletop sci-fi/fantasy cooperative roleplaying game. The main tools needed for this game are a good storyteller, players with a good imagination, and a set of dice. While the scenarios of an imagination driven game are endless, these rules give form, balance and structure to the gameplay.
Players are tasked to create a character, team up with other players and explore a universe full of monsters, magic, wonders and treasures. This universe is created by the Game Master, or GM. The GM acts as the main storyteller, narrator, and game referee. They control other people in the world and challenges set in the path of the players such as puzzles and monsters.
While ROSG can be used for whatever you want it to be, it is designed with a focus for cooperative play. You and your friends team up and explore the vast universe, with the ability to try to do anything you can imagine. Would you rather disguise as a Grukk than have to fight them? Would you rather try to be allies with the evil dragon instead of slay it? Would you rather try to extort money and commit crimes than abide the law? Want to create a church and convert the masses? Go ahead and try. You could succeed or you could fail spectacularly. Either way, it adds something to your story.
The game ends whenever the players and GM decide. It can be a one session game, or a series that lasts for months, picking up where you left off each time. This is something that should be discussed amongst the group. Every so often, a character in the game might meet an unfortunate end. However, death is not always the end. Powerful characters can sometimes revive the fallen, or you might choose to start a new character to pick up where the old one fell.
As your story progresses, your characters will become more experienced and powerful. Along with treasures, technology and weapons, they achieve new and powerful abilities as you progress.
The Universe
In the remnants of a slain god universe, humanity is definitely not alone in the universe. Countless new and ancient civilizations dot the cosmos. Humanity is among the newer species among the universal powers and is progressing rapidly.
The RSG universe is full of colonized and semi-colonized worlds, but still is vastly unexplored and unknown. Terrifying monsters, unexplored ancient ruins, alien technologies and mysterious magics are becoming commonplace. There is no all-encompassing empire or government. The laws, species and cultures can vary widely from place to place. It is a wild frontier more than a civilized congregation of worlds.
No settlement or dominion is entirely safe, despite the promises of politicians and strong-arm displays of military might. They just grant a feeling of security and a brief respite from the hostile unknown. Some civilizations claim to be in a golden age, but others are dying or long dead monsters, marauders, invaders or the environment itself.
While dangerous, the universe is also full of wonders. Places that seem to bend reality, and places of unrivaled serenity and beauty. From cities in sky, held aloft by magic or environmental phenomena, to cavernous underground worlds carved delicately by hand. The limit is only what you can imagine.
The strange, monstrous and even supernatural are a part of this universe. Some approach as friends, some as foes, and some more complicated than either. Whether by might, magic or technology, one must be always be prepared. At the highest levels, characters and creatures can far surpass what most mere mortals can even dream of achieving.
How to Play
The player’s role in the game is to interact with the world through their character. They can interact in any way you can imagine, limited only by what you can imagine and your character’s skill. The challenges in the game come in two varieties: Combat encounters and noncombat encounters.
Combat encounters take place in the form of a battle. For more on combat, see the Combat section.
Noncombat encounters can be challenges such as negotiating with a non-player character (NPC), dealing with traps, puzzles and obstacles. These challenges can often be overcome with the use of skills, such as magic, diplomacy, logic or perception. Any challenge that requires a roll, but does not have combat is defined as a noncombat encounter.
To use skills in either of these types of encounters, the game equipment required is the dice. This game uses polyhedral dice such as a twenty-sided die or a six-sided die. These can be purchased at a game or book store.
For simplicity, different dice are referred to by the amount of sides on them. For example one six-sided die would be referred to in this book as 1d6. 1 die, 6 sided. Or two eight-sided dice would be referred to as 2d8. 2 dice, 8 sided. When you have to roll dice, the rules will tell you how many in which kind.
While a map is desirable for visual markers of characters, monsters and environment, these are entirely optional. For a makeshift battle map, players on the map can be represented as marked or painted pennies, miniatures, or any other similarly sized object. Then adjust for scale as 1 inch= 1 meter. Use a measuring tape or ruler to measure these distances.

Chapter 2: Character Creation

To create your character, first spend some time thinking about what kind of character you would like to play. From mystical wizards to cybernetic soldiers and dozens of alien species to choose from, the choices are numerous. While there are many choices for those who can’t decide, character creation is simple when you know what you want.

Step One

Pick your species and basic traits
Print a character sheet or fill out a digital copy. Pick a Species and choose details such as skin color, eye color, occupation, etc. Common suggestions for these traits are listed for each species

Step Two

Pick your class, abilities, perks and level
Most players will start at level one, but a GM might decide to start at a higher level. At level one you defaultly have one Class, one class ability, one perk, and are listed as character level one. If starting at a higher level, simply make a level one character and then refer to the Leveling chapter.

Step Three

Determine your attributes, skills and add species’ bonuses
If using the standard method, allocate 25 attribute points and 5 skill points as you wish when creating your character. Remember to add the species traits and skill bonuses! These are listed on your species page.
An alternate to determining attribute scores is the traditional method. This allows you to roll, and adds an element of randomness.

Step Four

Purchase equipment
Ask your GM how much starting currency each character receives at the beginning of the campaign. If allowed, you may use it to purchase starting equipment from the items tab before the beginning of the game. List these purchases in the equipment and currency sections on your character sheet.

Step Five

Enter combat & secondary information
Enter your combat information. This is listed in the defense and offense sections on your character sheet. Listed below formulas for determining these. If your character has perks or abilities that would fluctuate the skills associated with them, it might be helpful to try to remember the formulas or check the links on the character sheet, which show these formulas, if you’re not sure.
Grapple = melee+agility+strength skills
HP = 3x your toughness skill
Stamina = Your stamina skill
Carry = Strength skill x 20 kg
Swim = Agility x 1/2 meter (round down)
Flying Max Speed (If you can) = Speed x 10 meters
Block= 1/2 toughness + 1/2 melee (round down)
Dodge= 1/2 agility + 1/2 speed
Counter= Melee skill (This Rolls 1d10 instead of 1d20)
Unarmed Strike=1d4+half strength

Chapter 3: Attributes & Size


Fit, Cha, Dex, Int, Kno
Fitness, Charisma, Dexterity, Intelligence and Knowledge

These 5 attributes govern the quality of your character’s mental and physical abilities. Each attribute also governs five more specific skills. Each skill is defaultly scored equal to its appropriate attribute.
These attributes also govern as a makeshift way to determine any skill not listed in the main 25 skills. For example, your character wants to paint a portrait. No skill exists for this activity but is a measure of dexterity. roll 1d20 + your dexterity attribute to determine your effectiveness.

Measures the ability of the body.
Related skills: Health, Speed, Stamina, Strength, Toughness
Measure of ones ability to present a desired aspect of character to influence or entertain others.
Related skills: Bluff, Captivation, Intimidation, Persuasion, Trade
Measure of physical coordination and reflexes.
Related skills: Accuracy, Agility, Driving, Melee, Sneak
Measure of ones logic, reasoning, problem solving and common sense.
Related skills: Intuition, Animal Handling, Perception, Psionics, Willpower
Measure of ones pre-acquired education, memory and ability to process large amounts of information.
Related skills: Culture, Hardware, Software, Science, Spellcraft


All creatures in the game are given a size which correlates to several advantages or disadvantages in and out of combat. Rough sizes and weights of things are represented by the stat SM or Size Modifier. It is obvious that size and weight can play a role in most actions and this stat is there to reflect that.
Refer to the chart below to determine the SM of a creature or object. Zero is the average size and weight of a normal human and is the baseline. If it is bigger than a normal human, it can become +1 or more. If it is smaller, it becomes -1 or smaller.
Listed below are suggested averages for most creatures. Changes may be made for irregular creatures. Weights are represented as what a human may weigh if scaled to that size.
SM Adjective Height/Length
-x - Half of the previous measurements
-7 Very Minute 3-6 centimeters
0.4-2 inches
-6 Minute 7-14 centimeters
3-5.5 inches
-5 Very Tiny 15-30 centimeter
6-11 inches
-4 Tiny 0.5-0.6 meters
1-1.5 feet
-3 Very Small 0.6-0.74 meters
1.6-2.5 feet
-2 Small 0.75-1.19 meters
2.6-3.9 feet
-1 Short 1.2-1.49 meters
3.9-4.9 feet
0 Normal 1.5-2 meters
5-6.5 feet
+1 Large 2.1-2.5 meters
6.6-8 feet
+2 Very Large 2.6-3.5 meters
8.1-12 feet
+3 Big 3.6-4.5 meters
12.1-15 feet
+4 Very Big 4.6-5.5 meters
15-18 feet
+5 Huge 5.6-6.5 meters
18-23 feet
+6 Very Huge 6.6-7.5 meters
23-30 feet
+7 Gargantuan 7.6-8.5 meters
31-35 feet
+x - Per Additional Meter
Per Additional 3 Feet
How your SM affects you
HP When calculating for HP, For every 2 SM points above zero you have, add an extra 1 to the number you multiply your toughness by. For every 2 SM points below, decrease the number by 1.
Hit and Dodge When making hit rolls, use the SM difference between the attacker and target as a bonus or penalty. A bigger attacker targeting a smaller one takes the difference as a penalty. A smaller attaker targeting a larger one takes it as a bonus.
Carry Temporarily add your SM to your strength skill when determining your carry limits. Smaller creatures can carry less, bigger creatures can carry more
Strike Damage Larger creatures gain a +1d4 bonus to all strike damage for each SM they have above a victim. A smaller creature will have their size difference deducted from their inflicted strike damage against a larger target.
Grapple Each SM point above a target you have grants an advantage in grapple contests.
Intimidation Each SM point above a targets size grants you a +1 bonus to intimidation. Smaller individuals take it as a penalty.
Sneak Each SM point below anothers size grants you a +1 bonus to sneak. Larger individuals take it as a penalty.

Chapter 4: Skills

The 25 skills represent training or ability in a specific area of a particular attribute. The skill score is defaulty the same as the governing attribute, but can be increased by adding skill points. At level one, 5 are freely given and more are often given as a bonus to your chosen species.
When attempting to do anything of any difficulty in the game, one refers to the characters skills to see if they are capable of the action. There are two ways a GM may make you take a skill roll, listed below:

Skill Contests
Skill contests are used when directly competing against another. All competitors will roll 1d20 and add their related skill. The highest score wins. When indicating a contest, it is often listed just as “Contest:”
Skill Checks
Skill checks are used when not in competition against another. Defaultly, a GM will have a set number listed or in mind that you must match or roll higher than to succeed. This number is based upon the difficulty of the task. The higher the difficulty, the higher the number.
Critical Rolls
When rolling the d20, a natural roll of 20 or 1 is considered a critical roll. A roll of 20 is considered an automatic success, while a roll of 1 is considered an automatic failure. When performing a non-combat critical success, you pass with flying colors and exceptional skill. Likewise, if you receive a non-combat critical failure, you will often fail with dire consequences decided by your GM. For critical rolls in combat, see the basic combat chapter.

Below is the list of all 25 skills:


Health The measure of your bodies resistance against disease, sickness, poison, radiation and other similar hazards.
Speed Determines how fast you can move, strike and order of turn in combat.
Stamina The ability to sustain a prolonged physical effort. This determines your stamina points for use in and out of battle.
Strength This measures your ability to exert physical force. This determines how well you can hit or grapple and how much you can carry, push or pull.
Toughness The ability to withstand physical damage. The ability that determines your natural resistance to damage, staggering, unconciousness, death and the environment.


Accuracy The ability to precisely direct an action or attack at a target at range.
Agility The ability that governs general body reflexes, flexibility, balance and finesse. This governs activities such as dodging, catching, climbing, acrobatics and swimming.
Driving The skill to perform The ability to manually pilot or drive cars, mech suits, ships, or other vehicles.
Melee Your attack and defense skills with close combat weapons and shields.
Sneak The ability to move unnoticed. This includes pickpocketing, sleight of hand and stealthy approaches.


Animal Handling The ability to ride, control, influence, communicate with or otherwise interact with animals.
Intuition An instinct of something not easily evident or deducible. This can include determining someone’s emotions or intent, detecting lies, predicting enemy feint attacks, and detecting supernatural activity.
Perception the ability to see, hear, or become aware of something through your senses.
Psionics The ability to effectively use psychic abilities and channel energy. This also includes chi and any other form of non-divine and non-magical supernatural energies. This skill cannot be used without taking the psionic adaptation perk.
Willpower The strength of will. This includes bravery, morale, concentration, devotion and determination.


Bluff Making an outright lie or an inflated truth believable.
Captivation The ability to capture someones interest by charm, beauty or talent. This is often done by song, dance, seduction, jokes, instrumentals, stories, etc.
Intimidation Ability to strike fear into someone or something. This can be used to deter combat, or boost persuasion or trade. However, if you fail to succeed, it may hinder instead of help you.
Persuasion The ability to cause someone to do something through argument or reasoning. This can include diplomacy, instigation, favors, etc.
Trade Ability to initiate a purchase, barter, and haggle prices.


Culture Knowledge of and ability to know about a culture’s or location’s characteristics, geography, religion, laws and government.
Hardware The ability to use tools or machinery to assemble, disassemble, break, alter or repair a non-computerized, non-magic objects. This includes weapons, traps, locks, armor, engines, etc.
Science The systematic study of the physical world. This includes sciences such as medicine, chemistry, biology, astronomy, geology, etc.
Software The ability to operate, alter, repair, program, or hack a digital program.
Spellcraft Ability to identify, cast, manipulate or modify spells. You must have the magery perk in order to use this skill.

Chapter Five: Combat Basics

ROSG is designed to be a combat heavy game. While most of the game is revolved around immersion, story and interesting characters, the rest is built around combat. While the reasons for fighting may always be different, the rules for combat remain the same.
Players and NPCs, controlled by the GM, all take turns fighting. Once all the combatants have taken a turn, it is considered a round and begins again until a group of combatants are either all unable or unwilling to continue.
The best way of rendering the enemy unable to fight is by knocking them unconscious or killing them. This is done by reducing their HP or Hit Points. When a character’s HP is at or below zero and they are in danger of death. (See the conditions chapter).

The steps below turn even the most chaotic combat into an orderly ordeal:

Step One

Determine turn order
Determine the order of all participants and list it on a scrap sheet of paper. Order the combatants by highest speed to lowest speed. Remember to add in any perks or abilities that might alter this turn order. Below are the rules of change for if stealth plays a factor into entering combat.
Stealth and Surprise
When one side of combat takes unaware opponents by surprise, they initiate a surprise round. During the surprise round, only the surprise attackers and those who pass a perception check to notice this oncoming attack can participate. Any surprised defender who fails this perception check has disadvantage to defend during a surprise round. If all defenders fail their perception checks, the first attack struck during the surprise round is a guaranteed hit unless critically failed or is in an extremely difficult scenario (GMs discretion).

Step Two

Combat Turns
You may perform one of each these actions during your combat turn in any order you choose.

Free Action This is an action that does not take much concentration or otherwise hinder you from performing any other actions. This can include actions such as taking cover, dropping something, looking around, etc.
Command Action This is an action that allows you to things such as control an animal mount, or issue a command or statement to others.
Move Action This is an action that gets you from one place to another. Examples include running, sprinting, swimming, jumping, crawling, or flying if you are capable.
Primary Action This is an action that takes more time and concentration, and thus takes most of the turn to perform. This can include making an attack, using a class or species ability, reloading, or performing a special action that requires time than a secondary action.
Secondary Action Aside from your primary action, you may also perform one additional action that would not take much attention and effort. This includes such actions as pushing a button, drinking a potion, flipping a switch, moving or grabbing a small item, or using a secondary action ability, continuing to drive, etc.
Defensive Action This is the action you take to defend yourself against an incoming attack. To do this, simply add your defensive method, a dodge or block with a 1d20 or a counter with a 1d10. You may make unlimited defensive actions in a round. However, each attacker you defend against beyond the first results in a disadvantage to your defensive rolls until the beginning of the next round. For example, if you were being attacked by three enemies: you would defend normally against the first attacker, but you would have a disadvantage defending against the second attackers, and a double disadvantage against the third’s.

Special Actions:

There are some actions that are very important to learn as they change what you can do on a turn. They are listed below:

Secondary action
You help an ally that is making an attack or making a skill roll. When using this action in combat, you coordinate with an ally/allies against a single target and attack simultaneously. Beyond the original attacker, add +3 to hit and damage for each additional attacker. For example, three attackers would all gain a +6 to hit and damage. When using this for skill rolls, all teamed up characters make the roll. The highest roll made then gains a +3 for each helper.
Short Rest
Primary action
Regain 1d6 stamina points. You may only short rest an amount of times equal to half your stamina skill before taking an extended rest. An extended rest renews this amount.
Delay action
Free action
You can hold off any of your actions for as long as you want during a single round. This can be advantageous when you’re not sure what kind of action you need to take. Actions can only be delayed until the end of the round. Delayed actions can be used during anyone else’s turn.
Secondary Action
On your next attack, gain a temporary hit roll bonus equal to accuracy score of your weapon.
All-out Defense
Primary action
Temporarily increase your defense scores by 50% until the beginning of your next turn. You cannot use this action if you have made an attack action during this turn.
All-out Attack
Passive action
Gain an additional primary action attack this turn. Automatically lose any defense rolls until the beginning of your next turn.
Attack of Opportunity
Free Action
This is an attack that is taken at a convenient opportunity, such as a when an enemy is passing right next to you and not focusing on you. Each character defaultly has one attack of opportunity per turn. You may use an attack of opportunity during an opponents or allys turn too. For rules on how and when you can perform one, see this page: Attack of Opportunity
First Aid
Primary action
You may revive an unconscious ally, use a medkit on them, or attempt to diagnose any conditions or sickness they may have.
Dual Weapon Attack
Secondary action
When attacking with an extra weapon in your offhand, you may perform the same attack you used with your primary weapon with this weapon as well, but with disadvantage to hit with your offhanded weapon.
Movement Action; Cost: 1 stamina
Your movement on the ground equal to twice your usual amount. Attacks made against you have disadvantage to hit.

Step Three

Saving Throws & Recurring damage:
After every participant has had their combat turn once, apply any effects of conditions, such as bleedout, resisting death or unconsciousness and have any players make their saving throws to recover from conditions.

Step Four

End & Reset Round
When these steps have followed, this constitutes as a round and begins again at step 2 as long as there are capable and willing participants to fight.


To defeat your enemies, you must deal damage to them to reduce their HP. When making an attack you must know the delivery method and damage type. Below is a list of examples:

Delivery Methods:

A shot is a solid projectile that is fired from range. This is often delivered by rifles, pistols, cannons.
A strike is a melee hit by ones body or a weapon.
A spray is a widespread jet of small particulates, fluidic or gaseous materials. It is often delivered by a breath attack, flamethrower or chemgun. Spray damage cannot be countered and targets are at an automatic disadvantage to block or dodge.
A beam is a directed stream of energy. It is often delivered by laser weapons.
An affliction is an attack or effect that takes hold of the target immediately, often from within. These can be spells, psionics or sicknesses, etc. Afflictions do not require a hit roll to take effect and is immune to any external protection such as armor.
This implies the attack is a sudden, exploding blast that generally cannot be countered. Victims have an automatic disadvantage to dodge explosions.

Damage Types:


Crushing damage is blunt trauma, which can come in many forms. Anything from clubs, maces, hammers, car crashes, explosions or fists can deal crushing damage.
Piercing damage is a puncture by a sharp or rapid moving object. It os often delivered by weapons such as bullets, spears or thrusting knives and swords.
Slashing damage is often a severance, cleave or cut. It is often delivered by blades or other cutting weapons.
This is implies the damage is caused by sound, pressure waves or a similar force. Sonic damage cannot be countered and ignores all DR that does not specify that it is sonic resistant.


As its name suggests, it is damage dealt by spells.
As its name suggests, it is damage dealt by psionics.
This a miraculous power or ability that is often delivered by a god or demigod. Divine damage and abilities ignore all non-divine resistances except complete immunity.


Heat damage often causes the on fire or burned conditions. It nullifies cold damage equal to its damage on contact and vice-versa.
Cold damage often causes the frostbitten and frozen status conditions. It nullifies heat damage equal to its damage and vice-versa.
Electric damage often causes the staggered and stunned status conditions. It can also potentially power or overload electronics.
Acid damage is defaultly recurring affliction with a set amount of turns it is active. It can be washed away by water.
Poison damage is a defaultly recurring affliction with a set amount of turns it is active. If external, it can washed away by water, but generally it is imbibed, injected or transmitted below the skin.
Radiation damages the victim and also causes the irradiated condition.
When dealing damage, it is often paired with another type of damage. Even if not inflicting damage, water type abilities can completely nullify sigilscript, the on fire condition, contact poisons, and acid by washing them away.

Chapter Six: Attack & Defense

While chapter five explains the basics of how combat is ordered, this chapter covers more of offense and defense. Let’s start with Defense:


While obliterating your enemy may be the goal, it’s just as important to not get destroyed yourself. There are two ways that you, your allies and your enemies will reduce damage from attacks. They are covered below:

Defensive Actions

These are your basics methods of defense for attempting to bypass damage altogether. You can either block, dodge or counter incoming attacks. Each has their own odds of success and their own strengths and weakness. To defend, simply choose one of the three methods below and add a 1d20 roll. The attacker will then choose his method and roll against you.

You move out of the way of an incoming attack. Speed and agility are required to master dodging. While a successful dodge does completely negate incoming damage, some weapons or attacks are harder to dodge than others, such as explosives or spray weapons.
You deflect an attack, often with a shield or other item. Strength and toughness are required successfully block attacks. With a good shield, a block can become more reliable than a dodge. However, even the best shields can wear down or break.
You swiftly stop an incoming attack and return with an attack of your own. This is often only done in melee situations, and thus is focused on the melee skill. While highly effective when done correctly, it is far more difficult. A 1d10 is used in place of 1d20 when attempting to counter.


No matter how skilled your character, defensive actions will sometimes fail. When taking a hit, you’ll be happy with a good set of armor to take the edge of the damage. The amount of protection provided by armor is called damage resistance.
While damage resistance is often fairly effective against most types of damages, some have weakness and strengths. For example, some light and flexible armors have little to no protection against crushing damage. However, heavier and more protective armors may slow you down and limit your dexterity. Keep this in mind when choosing a set of armor.
Ideally, some species have natural armor, which does not hinder them and cannot be removed.


Melee Attacks

A melee attack is a close ranged attack. You usually must be within one meter of your opponent to attempt this kind of attack. Melee attacks often rely on the melee skill to hit and the strength skill for damage. The advantage of melee attacks is versatility. Unlike ranged attacks, melee attacks have different methods beyond the standard attack that players can use to more reliably hit or add extra damage to a target. They are listed below:

Power attack
You muster extra strength to your strike to deal more damage.
Deliver bonus damage with a melee attack equal to your strength skill on a hit. Expend 1 stamina.
Precision attack
You target a victims vital area for a specific effect.
You may choose to hit as normal or attempt a vital strike. (See vital strikes) Expend 1 stamina.
Quick Attack
You use your quickness to attempt a strike before your enemy can properly defend.
Force a speed contest between you and your target. If you succeed, you have advantage to hit. Expend 1 stamina.
Feint Attack
You fake out your opponent to circumvent their defenses
Before rolling to hit, force a bluff vs intuition contest. Upon a victory, you gain advantage to hit.
You get into a clinch with a target. You each wrestle to gain advantage and gain the upper hand.
You attempt to grab a victim in a clinch. Upon a hit, the victim is forced into a grapple with you. In a grapple, you may only perform one type of action: the Grapple action. Grapple actions are listed below. As attacks in grapples are often tiresome and fast, you may perform up to two grapple actions per turn for 1 stamina. Each additional grapple action you wish to take that turn costs an additional stamina point. You may attempt a maximum number of grapple actions equal to your speed skill.

Grapple Actions

Force a melee vs agility contest: Upon a victory, the opponent is knocked prone.
Force a grapple contest: Upon a victory, the target is restrained. While restrained, a target is considered helpless and may be attacked with a coup de grace action by another attacker. You may also use the targets body as a shield, allowing you to take a block action against other attackers, until they escape the restraint hold.
Force a grapple contest: Upon a victory, you gain an equipped item from the target or force them to drop it.
Force a grapple contest: Upon a victory, the target is being choked. The start of each turn in a choke, and every action attempted temporarily takes 1d4 health points. If the targets health reaches zero, the target becomes unconscious. You may release the target as a free action and can always choose to make a choke nonfatal if they choose to do this. If a choked unconscious victims health reaches below zero, they die.
Force a grapple contest: Upon a victory, knock the target prone and deal crushing damage equal to your strength skill.
Force a strength contest: Upon a victory, you may move up to half speed skill in meters, taking the target with you.
Basic Attack
You may freely strike an opponent you are grappling or being grappled by with unarmed attacks. You may not attack with any weapons that are not treated as unarmed (such as gauntlets) or that do not have the clinch weapon trait.

Ranged Attacks

Most well armed combatants will have some sort of ranged weapon available. These weapons can deal massive damage and keep enemies at bay if on target. The accuracy skill is the most important skill when attacking with ranged weapons, as most have a fixed damage, like firearms.
However, even the best marksman knows that there is no true perfect weapon. While some are more rounded that others, each one is suited for a particular range or situation. Some offer range, while others may offer better damage, simplicity, durability, etc. These weapon traits can be examined further in the next chapter (see Items chapter). Use these steps when making a ranged attack.

1. Is the target within effective range? Check the effective range of your weapon and refer the range section below.
2. Where specifically do you want to aim? If you want to aim for a specific part of the body, check the vital strikes section below.
3. Did I hit the target? To determine if you hit a ranged attack, roll your accuracy+1d20 vs the targets Defensive roll. If the target is unaware of your presence, they simply roll a 1d20. If you score equal to or higher than the target, you hit.
4. How many shots actually hit? If you hit a target using a ranged weapon with multiple shots, make a recoil roll. The amount of shots that actually hit is equal to your RoF score minus what you get on your recoil roll.
5. How much damage did I do? If you have only one shot, simply roll your damage. If you hit with multiple shots, roll damage as normal, but multiply the inflicted damage after armor, resistances, etc by the amount of shots hit.

For more information, check the sections below.


The most important question one should ask when using a ranged weapon is: “Can I hit the target?” Each ranged weapon has a listed range of effectiveness. If you attempt to use a weapon beyond its effective range, you are at a disadvantage to hit, recoil and damage rolls. Below is a list of the 5 standard ranges:

Very Short 5m or less
Short 6m-30m
Mid 30m-100m
Long 100-500m
Sniping Over 500m

With this chart, which is conveniently placed on your character sheet for reference, you can tell when it is best to take the shot. The second question you should ask, is “Where I should aim on the target?” This is covered below.

Vital Strikes

When making a precision melee or ranged attack, sometimes it is best to aim for a specific area of the body. While more difficult to hit, this can deal extra damage, disable an enemy, target a weak point, or trigger an effect. These sort of attacks are called vital strikes. While the GM is responsible for providing a difficulty penalty for any target location suggestion, here is a list of common target zones and their difficulty penalties:

Center of Mass Default; No penalty Normal damage
Head/Neck Double disadvantage 50% bonus damage & must make a stagger saving contest against your inflicted damage (after DR).
Eye Triple disadvantage Some species dont have traditional eyes and this is something the GM needs to keep in mind. If they do, however, the eye that is hit is destroyed if over 10 damage is inflicted to an eye. Beyond that damage to the eye, consider it a headshot and apply damage as normal.
Limb/Hand/Foot/Wing disadvantage Must make a toughness contest vs your inflicted damage (after DR to avoid a broken bone. If holding an item, they are forced to make the same toughness contest to hold onto it.

Chaper Seven: Magic, Psionics and Miracles

Divine, magical and psionic powers are the three main types of supernatural abilities in the game. By mastering them, you gain abilities that allow you to bend the laws of reality to your will. While weapons, tools, vehicles and armor are vital and powerful, spells, miracles and psionics are often feared just as much or more.
If you want a character that can tap into these abilities, it does require some knowledge of the workings and differences of each.


Pros Psionics are often favored as being the most reliable and straight-forward method for controlling minds, bodies, technology and the physical world. Psionic abilities to not require passing a casting roll or loyalty to gods as other methods do.
Cons Due to the intuitive nature of psionic abilities, they are gained slower than magical study, and often lack the power of the divine.

Psionics are the branch of supernatural powers that can often only be trained by firsthand experience, intelligent and careful experimentation and intensive training. Such powers can include telepathy, chi, levitation, mind-control, etc. and often stem from an enhanced mind. While complex manmade augmentations can be made to tap into psionics, many psionic users gain these powers by species inheritance or a mysterious adaptation. To gain psionic abilities, one must first take the psionic adaptation perk or have the natural psion species trait. Then abilities may be purchased through perks or class abilities.


Pros Magic can be learned as twice the rate of divine or psionic abilities and is the most versatile of all supernatural abilities.
Cons Magic is harder to successfully use than psionics or miracles, and requires a greater sacrifice of energy to supply the mana.

Magery is the study of the manipulation of the ancient arcane reality laws implemented by The Architect. Though magic is a powerful force , it requires intense precision in their rituals to cast them. Spells can only be used if one has the magery or the mage culture perk.
To cast a spell one must first pass a casting roll, by rolling their spellcraft+1d20 against the difficulty of the spell. If they pass, the spell is activated. If not, the spell fizzles out and the energy put into casting is wasted.


Pros Miracles often require much less energy to use than magic, as you are channeling a gods power instead of your own. Miracles can also bypass all resistances short of an immunity. This can make them enormously powerful to the devout.
Cons Due to the specialization needed to appease a particular god, miracles are often not as versatile as magic or psionic abilities. If you have offended the gods, you could also be stripped of your miracles altogether.

Miracles are the direct influence of gods and demigods on reality. You perform the rituals or expend the energy needed to briefly channel some of their power to you. Most divine classes simply expend their energy to create a divine connection, but others, such as the priest, use ritual to gain favor and pray for miracles. While this creates a larger dependency on their culture skill to cast these miracles, it eliminates the need to expend their stamina. To perform a miracle in this manner, roll your culture + 1d20 vs the difficulty of a miracle you know that you wish to perform. On a success, you perform the miracle. On a failure, the gods do not grant your request.

Chapter Eight: Items

All items have a number of stats that measure certain aspects. Descriptions and explanations of these stats are listed below.
This tells you the type of weapon it is, how many hands it takes to use it, its level of technology, etc.
This tells you how much damage and what type is inflicted with the item if used as a weapon.
This tells you the weight of the item in metric.
This gives you a score for the difficulty to repair, modify, or build an item. This score is determined by the complexity of the item and the Materials and Substances that it is made out of.
The items breaking point. This measures your items ability to resist being broken. If it takes damage equal to its break score (after DR is applied), it is considered broken and non-functioning until repaired.
This score measures how easily an item can be hidden.
When using a ranged weapon, this score tells you the bonus you receive when taking an aim action.
This sets the standard value for the item without modification.
This marks how many rounds of use your weapon can go before having to reload or refuel. This does not mark individual rounds for weapons, just how many rounds until the magazine is empty.
This tells you the effective range of the item. Unless listed otherwise, weapons can go one segment closer or further than this range, but does so at a disadvantage to hit.
Rate of Fire (RoF)
This tells you how many shots your weapon fires in an action.
This is the measure of how difficult the weapon is to control when rapidly firing. After a successful hit, roll the listed die amount to determine how many shots miss due to recoil.
Item Traits
This tells you any special rules that is specific to the item.

Repairing Items
To repair an item, roll a skill check against the “repair” score listed in the item’s complexity. If you pass the roll, the item’s HP is fully restored, taking an amount of minutes equal 3x the item’s “repair” score minus your margin of victory of the skill check (Minimum: 5 minutes).
Crafting and Modifying Items
To craft or modify an item, your roll amount must reach or surpass the “build” score listed in the item’s or upgrade’s complexity section. This begins with an initial hardware + 1d20 roll as your base, representing 1 hour of work. On a critical success of this base roll, add a bonus +1d20 to the roll, and on a critical failure, you ruin the material, wasting 1/4 of the item’s cost or 1d4 hours worth of work to salvage the material into something worth its initial value. Each hour of time devoted to crafting the armor adds a +1d6 bonus to your base roll. You can leave partially crafted hardware and continue working on it later until it is finished. You can only craft an item with a build difficulty equal to 5x your hardware skill or less. Anything beyond that is considered to be beyond your skill level.

Chapter Nine: Conditions

During any adventure, there are hazardous and beneficially conditions that are encountered. This section tells when you might acquire any of these conditions and how they affect you:
This is likely the most frequent condition that you will see. When it is often preceded by the type of roll when listed. Advantage allows you to make this roll twice and take the better result. An advantage and a disadvantage cancel each other out.
Disadvantage works like advantage but in reverse. You are forced to roll the listed roll twice and take the worst result. An advantage and a disadvantage cancel each other out.
Gain an additional primary, secondary or move action during your turn. Gain advantage to speed contests against non-hastened targets. If a target becomes hastened and slowed, they cancel each other out.
When slowed, temporarily lose your secondary action, halve your movement speed, and gain disadvantage to all defense and speed rolls. If a target becomes hastened and slowed, they cancel each other out.
Resisted by Toughness
You have taken enough damage that you need medical attention or your condition will worsen or you will die. You acquire this condition when you are at zero HP or below. When you gain the Dying condition and take damage while in the dying condition, you are forced to make a Death Saving Roll, listed below.
Death Saving Roll: amount of HP below zero HP vs your Toughness+1d20
If you fail this check, your character dies. If you take damage equal to your total HP below zero, you automatically die. You cannot critical fail a death saving roll.
Resisted by Health
When you drink an alcoholic drink, roll a health contest against the check provided by the GM or listed amount. On a failure, you become drunk. When drunk you have disadvantage to all Dex, Cha, Int and Kno rolls. This lasts generally for 1d6 hours.
Resisted by Health
Radiation damage is accumulated until cured and causes a number of other conditions. All beings have radiation resistance equal to their health skill. Any damage taken beyond this is considered “accumulated radiation”. Even if the HP is healed, the body cannot be cured of accumulated radiation except by specific or supernatural medical treatment. Refer to the chart below to find the effects of accumulated radiation. You sustain all the effects at and below your current radiation level.
None No Effect
Above zero-Below your Health skill Gain nausea until cured.
1x-2x Health skill Take a temporary penalty equal to 1/2 your total accumulated radiation to all skills until the radiation is removed.
Above 2x You are unconscious until cured.
3x or more Death check: 1/2 your total accumulated radiation damage vs your permanent health skill each hour (or each turn in combat).
Resisted by Health
When exposed to cold damage at your torso, roll a health check vs the amount of damage taken (after DR) or against a check decided by the GM (when exposed to long term cold). On a failure, you gain hypothermia. Hypothermia is the loss of body temperature due to cold. While hypothermic, you cannot recover expended stamina and have disadvantage on Dex, Kno, Int and Cha skills. This is ended by being exposed to warmth for at least 1 hour or by passing a health check of 30 (Chance to roll this once per 4 hours).
Resisted by Health
When dealt cold spray damage or cold damage to a limb, roll a health contest vs the amount of damage taken (after DR). On a failure, you have frostbite on the damaged area. Frostbite is the freezing of limbs and digits, causing potential long-term damage. If inflicted with frostbite, you cannot feel or use those affected area until cured or you pass a health contest of 25.
Resisted by Toughness
When dealt damage (after DR) higher than your toughness skill, roll a toughness contest against this damage. On a failure, you are staggered. If staggered, you may still perform any free actions or command actions, but may only perform one other action during your turn and are at a disadvantage to all defense actions. If you have two or more stagger conditions at once you must make a xd10 toughness contest, where x is equal to the number of staggered conditions you have accumulated. Upon a failure, you are stunned and knocked prone until the end of your next turn.
Resisted by Health
When dealt fire damage, roll a health contest against the amount of damage taken (after DR). A failure will result in a burn. If burned, you are at a disadvantage to willpower, toughness and strength based rolls. If your hands are burned, you cannot carry any item without passing a toughness or willpower check of 25.
Resisted by Health
When subjected to an active poison, roll a health contest against the poisons listed potency or damage at the beginning of each combat turn or once every 5 minutes out of combat. Take poison affliction damage equal to any margin of loss. Poisons effects may be ended if you resist damage from the poison for at least 3 turns.
Resisted by Toughness
Below zero HP is the normal range in risk for being beaten unconscious. However, usually only head blows, bleedout damage, and certain spells and techniques can induce this condition above zero HP. Every time you take damage after reaching this point, you must roll a saving throw to avoid unconsciousness. If you fail, you fall prone where you stand and cannot make any actions until you regain consciousness. You stay unconscious for 1d4 hours or until someone wakes you.
Resisted by Willpower
Fear contests must be taken when someone attempts intimidation or is killed in a violent fashion. Bonuses can be given by the GM for particularly violent deaths or terrifying events. If a fear contest is failed, remember the margin of failure and match the result to the fear chart below:
1-5 Intimidated. React with a -2 penalty to all rolls next turn.
6-10 Panicked You are staggered until the end of your next turn.
11-15 Horrified Flee in opposite direction from what terrified you, full speed. You may stop or turn around by passing a reroll that you may make once per turn. When fleeing, you are subject to attack of opportunity rolls from other enemies within range and suffer a disadvantage to avoid them.
16-20 Frozen by Fear You are stunned until the end of your next turn and have double disadvantage to defend yourself.
21-25 Faint In combat, you fall unconscious for 1d4 turns. Out of combat, you are unconscious for 1d4 minutes.
26+: Heart Attack You suffer a heart attack for 1d4 turns. You are stunned for the duration of the heart attack. Roll 1d20+your health skill vs half your margin of error from the failed intimidation contest. If you fail the roll, you die instantly. If you succeed, take affliction damage equal to the full margin of error from the failed intimidation contest each turn. This can be ended by a science check of 30 or an item or ability that would end it.
Resisted by Health
Nausea is often inflicted by sicknesses or a noxious ability, such as the Grukk’s Musk ability, roll a health contest vs their roll. On a failure, you are afflicted with nausea and must roll a 1d4 and suffer the listed effect.
1 Vomit You lose your next primary action and gain double disadvantage to your defense rolls until the beginning of your next turn. Lose 1d4 morale and the effects of any active potions or ingested substances.
2 Feel Faint Gain disadvantage to all Fit, Dex and Defense related rolls until the beginning of your next turn.
3 Stomach Churning You take no negative effects this turn, but have disadvantage on your next nausea roll.
4 Keep It Together You take no negative effects this turn.
Resisted by Toughness
This is often caused by special items or abilities (like tasers, etc.) To resist, roll your toughness vs the specific item or abilities roll against you. On a failure, You are shortly rendered unable to react effectively. This can be achieved through being greatly staggered, electrocuted, etc. You may defend yourself but cannot move or perform any primary or secondary actions. This only lasts for one round unless under special conditions.
Broken Bone
Resisted by Toughness and ignored by Willpower
When you take damage to a limb, roll a toughness contest vs damage taken (after DR). On a failure, you receive a broken bone and cannot use that limb unless you pass a pain check of your willpower vs 30.
Resisted by Willpower
Rage renders you unable to think clearly. You automatically fail any Knowledge and Intelligence related rolls. You will automatically attack a living chosen target. If you have not chosen a target, one will be chosen for you.
Resisted by Health, ignored by Perception
Often blindness is temporary and often caused by things such as flash grenades. When victim to an item or ability that can cause blindness, roll your health vs the listed check or enemy contest to resist it. On a failure, you are blinded for the stated time (or GMs decision). While blinded, For every action that requires a target, you must pass a perception contest (with 2x disadvantage) vs an enemies sneak skill or a GMs decided check. Even if you do succeed, you may not attempt a precision attack.
Ended by Science or Healing Ability
Some weapons deal bleedout damage. Only armor can stop the initial bleedout damage. However at the end of each of your turns, you or an ally may attempt to stop the bleeding with a science contest vs half the amount of damage inflicted (after DR) from the weapon that caused the bleedout. Abilities such as regeneration or medkits can also stop bleeding.
You are existing consciously, but separately from a body. You are insubstantial until cured from this condition. This would be in cases such as an AI mind separated from a machine body or a spirit removed from a physical body. You can end this condition by simply moving into place with your physical body and willing it to happen as a secondary action unless something prevents you from doing so.
Resisted by Willpower
Enemies can attempt to draw aggro from you by abilities that force their skill roll vs your willpower. On a failure, they have aggro from you. In this case, roll a 1d4. On a 4, you may ignore aggro temporarily, but on a 1-3 must attack that target that you have aggro towards. At the end of each turn, you may attempt to end this aggro by rerolling your willpower vs their initial roll score.
Your body is incorporeal or non-physical, like a spirit. You are immune to all non-supernatural damage or effects. When taking damage from a supernatural ability, take damage as normal. When insubstantial, you cannot interact with any corporeal target except through supernatural methods. When insunstantial and interacting with another insubstantial target, you may interact with them normally.
Resisted by Grapple, Ended by Grapple, Strength or Agility
When restained, you cannot take any actions (except free actions, passive actions, spellcasting (with no items involved) or psionics) until you escape. You are helpless and all attacks dealt to you will be automatic hits. Escapes can be attempted as a movement action as a grapple contest if being grappled or attempting to use a strength or agility roll vs a restraint items listed check score.

Chapter Ten: Levels & Extended Rests

Levels are a way of tracking how many enhancements have been made to a character.
Level Tokens
At the end of every session or so, it is recommended that the GM award players who have participated and survived, with “Level Tokens”. The quantity or time required to earn them can be adjusted to reflect the power and pace of the campaign. For example, a short campaign may give out one every session, and a longer one might only give them after significant. Each level token spent, raises the level of a character by 1. A level token may be saved for later use during any extended rest, or spent on one of the following level rewards during an extended rest, unless it is listed as costing more than one:
1 perk
1 attribute point
4 skill points
1 class ability
2 Mastery Points
Cash bonus (Optional and determined by GM)
Extended Rests
Rest & Recovery
Getting enough rest is crucial. Whether its sleeping, recharging your battery, etc., every hero needs to get at least 8 hours of rest unless they have an ability that states otherwise. This completely restores stamina points. Missed rest causes fatigue which causes a -1 penalty to every skill for every 2 hours of rest missed until you get the full amount of rest. If resting in metal or any other heavy rigid armor, rest takes 2 hours longer.
Training & Masteries
During your extended rests, you may allocate your mastery points and dedicate time to training. A free single point of mastery should be given once every 2-3 levels to every character. These mastery points improve perks or abilities they already possess. You can also spend time training to gain further mastery points of skill points. The GM may decide to change this depending on his campaign, but a general suggestion is 48 hours of training to gain 1 skill point or 1 mastery point. You cannot multitask with any other task while training unless the GM approves.
Work & Morale

Core Rulebook

Remnants of a Slain God harbadger