Exterminis: Reign of Destruction
There are no classes or professions in Exterminis: Reign of Destruction. Instead, beginning characters get 10 “karma points” to use for skills, modified by the character’s intelligence modifier. A character with an intelligence score of 100 (+4) has a total of 14 karma points to use for building a profession.
Prime skills are the most powerful professional skills. Each prime skill costs 4 karma points. Characters may not have more than two prime skills.
Secondary skills are not as powerful, and cost 2 karma points each. Some secondary skills require a certain prime skill to purchase. For example, a character cannot purchase the secondary skill “Access Elemental Sphere of Darkness” unless they have the prime skill “Conjuring.” Human characters get one secondary skill for free, but they must follow the rules about having the necessary primary skill.
Secondary skills can be improved by adding “ranks” to the skill. All skills begin at rank 1. Each additional rank increases either the power of the skill or the number of times it can be used each day. Skills can have up to five ranks. Beginning characters can only purchase the first rank of any skill, but as the game progresses, additional ranks can be purchased using karma points. Rank 2 of a skill costs 5 karma, Rank 3 costs 10 karma, rank 4 costs 20 karma, and rank 5 costs 50 karma points.
Characters can purchase new secondary skills after the game starts for 10 karma points. After these skills have been purchased, they can be improved as detailed above. Yes, after play begins, it’s more expensive to buy the first rank of a new skill than it is to buy the second rank of that skill.
There are four primary skills. Characters may not have more than two primary skills.
Death Dealer: The character adds an additional +5 to all damage rolls. In addition, the character gets extra attacks each round, for a total of four attacks with small and ranged weapons, three attacks with medium weapons, and two attacks with large weapons. The extra attacks granted by this ability do not stack with those granted by Dual Wielding or Unarmed Strikes, described below.
Vanish: The character can disappear into the thin air, so long as they are in places of shadow, darkness, or poor lighting conditions. While vanished, characters can move freely while remaining completely undetected until they interact with another person or object. If they come out of this vanished state by attacking another person, the attack (if it hits) is an automatic critical strike.
Spellcasting: The character can generate magical energy, called Akasha, to cast spells and enchant magical items.
Conjuring: Allows the character to summon, control, and banish elementals, undead, and nature spirits. Also allows the character to cast spells from the spheres of elemental Light, Dark, or Shadow.
Access Sphere of Elemental Fire
Allows the character to cast spells that cause damage. The available damage types are Slashing, Piercing, Force, Heat, Cold, Shock, Acid, Poison, Disease, and Psychic. Requires the prime skill Spellcasting.
Access Sphere of Elemental Water
Allows Mages to cast spells that heal damage or cure diseases and poisons. Requires the prime skill Spellcasting.
Access Sphere of Elemental Spirit
Allows the character to cast spells that control the mind or enhance the senses of themselves or other characters. Requires the prime skill Spellcasting.
Access Sphere of Elemental Earth
Allows the character to cast spells that physically change the environment, themselves, or other characters. Requires the prime skill Spellcasting.
Access Sphere of Elemental Air
Allows the character to cast spells that create audiovisual illusions. Requires the prime skill Spellcasting.
Access Sphere of Elemental Darkness
Allows the character to summon and control demons. Also allows the character to create armor, weapons, and simple items out of Elemental Darkness.
Access Sphere of Elemental Shadow
Allows the character to summon and control elementals. Also allows the character to create weapons, armor, and other items out of Elemental Shadow.
Access Sphere of Elemental Light
Allows the character to summon and control Nature Spirits. Also allows the character to create weapons, armor, and other items out of Elemental Light.
Critical Strike damage increased to 3x.
Allows the character to wear medium and heavy armor without penalty to spell attack.
The character gives themselves a +2 per rank bonus to all Weapon Attacks, and an extra rankd6 bonus to damage for 10 rounds (or one combat, whichever is shorter). While raging, the character suffers a -5 penalty to all defense rolls (weapon, magical, perception, and social defense).
The character can fight opponents they can’t see. Negates the -10 penalty normally assigned to this condition. This skill doesn’t have ranks.
Allows the character to understand written texts and secret codes they cannot oridnarily read. Requires an intelligence check. Each additional rank gives a +5 bonus to the intelligence check.
Using makeup, hair pieces, and other physical means, the character can disguise themselves or any other person. The subject can be made to look older, younger, much heavier, or much lighter than they normally appear. In addition, they can be made to appear as a different gender or different race. Each rank of this skill gives a +2 bonus to all stealth rolls to avoid detection.
Allows the character to drain the magical power from other mages. Requires a mystic attack roll. The difference between the attack and defense roll is the number of Akasha transferred from the target to the character. Requires the Prime skill Spellcasting. This skill can be used a number of times equal to its rank each day.
The character can add his shield bonus to spell defense in addition to weapon defense. Requires the Use Shield skill.
Allows the character to create potions, scrolls, and other magical items. Requires the prime skill, Spellcasting. Requires one hour of uninterrupted time per akasha spent. Each rank of this skill reduces the time by 10 minutes, with a minimum of 1 hour.
Characters who fall take 1d6 points of damage for every 10 feet they fall. Characters with this skill reduce that damage by 1d6 points per rank of this skill. For example, characters who fall 50’ take 5d6 damage. Characters with rank one in this skill reduce that to 4d6 damage, while a character with rank 5 would reduce it to zero. A character with rank 5 in this skill who fell 70 feet would take 2d6 damage.
The character can pick one sentient species, undead spirit, elemental type, or demon type as their favored enemy. Against this enemy, the character gets a +2 bonus to all conflict codes and damage rolls. Each additional rank gives the character an additional +2 bonus.
This skill can be taken multiple times, for a different enemy each time.
Once per day per rank, the character can force an opponent to make a successful opposed Willpower test against the character’s Charisma test in order to attack them. This fear lasts for (rank) rounds.
Negates the free attack that is normally incurred while trying to retreat from battle. This skill does not have ranks.
Gives the character a +5 foot per rank bonus to movement speed.
The character does not leave a trail whenever they walk, and therefore they cannot be tracked. Each additional rank allows the character to conceal the trail of two additional people.
Identify Magical Items
The character can use an intelligence check to identify magical items. This skill doesn’t have ranks.
The character can see heat radiation in the absecnce of visible light, enabling them to see in the dark.
Lay on Hands
Once per day per rank, the character can heal or harm 1d6 points of damage per rank. Requires touch (Weapon Attack to harm).
The character can see normally in shadows and low-light conditions, but not in total darkness.
A Critical Strike can be used to cause paralysis which lasts 1d4 rounds instead of double damage (player’s choice). This skill doesn’t have ranks.
Gives the character a +2 bonus per rank to all Social Influence rolls made to persuade others.
The character can make and apply poisons to weapons. These poisons do an additional 1d6 damage per rank to successful weapon attacks.
Superior Dual Wielding
This negates the -5 penalty to weapon attack rolls that is normally incured from using a weapon in the off hand. However, it also gives the character a single extra attack with small and medium weapons (but not large or ranged weapons).
Each rank in this skill gives the character an additional 10 points to add to their Mental Health Points. These points are subtracted first when the character takes mental damage.
Grants the character 25 armor points when they are not wearing any armor at all.
The character gets a +5 per rank bonus to all unopposed Willpower tests and a +2 per rank bonus to social influence checks to overcome fear.
Use Light Armor
The character is proficient with light armor such as leather, padded cloth, magecloaks, and nightsuits. Light armor gives the character 35 armor points. Characters without this skill who try to wear light armor suffer a -2 penalty to all conflict codes, and a -10% penalty to all unopposed characteristic checks.
Use Medium Armor
The character is proficient with medium armor such as studded leather. Medium armor grants the character 50 armor points. Characters who do not also have the Armored Casting skill suffer a -5 penalty to all spell attacks while wearing this armor. Characters without this skill who try to wear medium armor suffer a -5 penalty to all conflict codes, and a -25% penalty to all unopposed characteristic checks.
Use Heavy Armor
The character is proficient with heavy armor such as chainmail and plate. Heavy armor grants the character 100 armor points. Characters who do not also have the Armored Casting skill suffer a -10 penalty to all spell attacks while wearing this armor. Characters cannot use stealth while wearing this armor. Characters without this skill who try to wear heavy armor suffer a -10 penalty to all conflict codes, and a -50% penalty to all unopposed characteristic checks.
The character is proficient with shields, and can add their shield bonus to their Weapon Defense rolls. Characters without this skill who try to use shields gain no benefit from them.
The character shouts before entering battle, granting one of the following effects to themselves and all of their allies for the duration of the battle: +2 per rank bonus to all attack rolls, or an additional rankd6 damage. This effect lasts for 10 minutes or one combat, whichever is shorter.
The character can sense the presence of the Warp, the otherwise undetectable magical clouds of chaos that twist and torture everything they touch. This skill doesn’t have ranks.
Characters begin play knowing one rank of the fighting style of their choice. For three karma points, characters can get another rank. With each additional rank, they may pick another fighting style, or increase their proficiency with a style they already know. The first rank of a fighting style negates the -5 penalty to all weapon attack and damage rolls using that style. Each additional rank of a fighting style gives an additional +2 bonus to all attack and damage rolls using that style.
The character can use bows and crossbows to attack enemies from a distance of up to 50 feet (crossbows) 100 feet (shortbows) and 250 feet (longbows). These weapons do (1d6 + Agility modifier) damage.
Requires an agility score of 70 or above. The character can wield a small weapon in each hand. This gives the character three additional attacks each round (four total). All small weapons do (1d4 + Agility modifier) points of damage. The extra attacks granted by this ability do not stack with those granted by Death Dealer, described above.
Great Weapon Fighting
The character can use large, deadly two-handed weapons. Two-handed weapons do (1d12 + Strength modifier) points of damage.
Staves and Polearms
The character can use weapons with a long reach, allowing them to make melee attacks up to 10’ away. These weapons do (1d8 + Strength modifier) points of damage.
The character can throw knives, daggers, and other projectiles to attack enemies from a distance of up to 50 feet. These weapons do (1d4 + Agility modifier) points of damage.
Requires an agility score of 70 or above. The character is proficient in martial arts, giving them four attacks per round, as long as they are not using weapons of any type. Martial arts strikes do (1d4 + Strength modifier) points of damage. The extra attacks granted by this ability do not stack with the extra attacks granted by Death Dealer, described above.
Weapon and Shield
The character can use a small or medium weapon in one hand and a shield in the other hand. Small weapons do (1d4 + Agility modifier) points of damage, while medium weapons do (1d8 + Strength modifier) points of damage.
The character can use a medium weapon in one hand for both attack and defense. While using this style, the character gets a +2 bonus to weapon defense. Medium weapons do (1d8 + Strength modifier) points of damage.
Armor makes characters more durable by giving them extra health points known as armor points. Whenever a character wearing armor takes damage, they can deduct the damage from their health points or armor points. The armor can take all of the damage, some of the damage, or none of the damage as the player chooses. When the armor reaches zero armor points, it is broken, and must be repaired before being used again.
Shields make characters harder to hit with weapon attacks. There are three types of shields, each offering a different level of protection. Bucklers offer a +1 to weapon defense, kite shields offer a +2 bonus to weapon defense, and tower shields grant a +3 bonus to weapon defense. Characters other than Ferals cannot use a shield with a large weapon.
There are four types of weapons: Small, medium, large, and ranged. Small weapons do 1d4 +(agility modifier) damage, medium weapons do 1d8 + (strength modifier), large weapons do 1d12 + (strength modifier), and ranged weapons do 1d6 + (agility modifier) damage on a successful weapon attack roll.
Players may choose one or more restrictions for their characters if they so desire. Restrictions are optional limitations that affect characters in adverse ways, either by limiting their behavior, hampering their abilities, or by negatively influencing the opinions of other people in the game world.
Once taken, restrictions can only be removed by paying 100 Karma Points.
Characters receive 1 extra Karma point as a reward at the end of every gaming session when the restriction comes into play.
Avoidant to Bloodshed
The character will not spill the blood of sentient species. They will only use weapons and attack methods that do damage to Mental Health Points instead of Physical Health Points.
The character must pass an unopposed Willpower check at the start of every conflict, or else spend the first 1d4 rounds cowering in fear before being able to take any other action.
The character is really bad at using one of the eight characteristics (Strength, Intelligence, etc.) Whenever the character needs to make an unopposed test using the chosen characteristic, the characteristic is treated as if it is only half of it’s current score, rounded down. A strength of 80 is treated as a 40, for example. The player must roll under the reduced score to be successful.
Distrust of Magic Items
The character will not use any magical items, including weapons, armor, and shields.
The charactertakes double damage from a single damage type: Heat, Cold, Electricity, Poison, Disease,Force, or Psychic. Can be taken multiple times with a different damage type each time.
The character takes an extra 1d6 points of damage every time they take damage.
The character will go to great lengths to avoid conflict, including refusing to strike first in any encounter. They may only attack adversaries who have attacked them first.
The character takes 1d6 damage from direct exposure to sunlight, silver, iron, steel, or fresh water. Weapons made out of this material do this extra damage with each successful hit.
The Mark of Exterminis
The character carries the Mark of Exterminis, In addition to a physical blemish or unusual physical feature, the immediate area around the character is affected in some small, subtle way. The exact nature of the physical and environmental effects are up to the player and gamemaster to determine together, but they should be spooky and inconvenient. Here are a few suggestions:
- Flame: All normal fires extinguish themselves within 10’ of the character
- Frost: The skin of the character is unnaturally cold, causing discomfort but no actual damage
- Invitation: The character cannot enter a house or sanctuary without being invited.
- Holy Ground: The character cannot enter Holy Ground of any Ethos not his own. For example, Good characters cannot enter neutral or evil holy ground.
- Mirrors: The character’s reflection cracks mirrors.
- Rot: Food spoils when touched by the character.
- Voice: The voice of the character is incongruent with his appearance. For example, a large fighter may speak like a woman or young child.
- Water: Crossing running water of any kind causes 1d6 points of damage per round.
- Gender Switching: The character is male by day and female by night, or vice versa.
- Beauty: The character is beautiful by day and hideous by night, or vice versa
- Shadow: The character’s shadow moves independently of the character.
- Reflection: The character has no reflection in mirrors, water, etc.
Characters who are found to carry the Mark of Exterminis are often hunted and killed.