Exterminis: Reign of Destruction
To play Exterminis: Reign of Destruction, you’re going to need a character sheet. You can either use a blank sheet of paper, or you can download one here. Click on a character sheet to view it full size.
The first step in character creation is deciding the kind of character you want to play. There are four archetypes to choose from, but each archetype has the potential to develop into any kind of character. You can be a warrior who casts spells, a thief who uses two-handed weapons, a mage in full plate mail, or a priest who steals. The only limits are in your imagination.
Get a clear, concise picture of your character in your mind. It’s not enough to say “fighter” or “thief”. Does your Warrior call themselves a Knight, Gladiator, Swordsman, Barbarian…or something else entirely? Your Rogue could be a Thief, Assassin, or Pirate; and your Mage might be a Magician, Illusionist, Healer, or Sorcerer. Your Priest might be a Preacher, Cleric, Clergyman, Necromancer, or Charlatan.
Will your character have any restrictions such as a taboo that will make their life more difficult? Maybe they follow a strict code of honor, or they refuse to fight an unarmed opponent. Will they use any weapon available to them, or just their favorite? Will they spill blood?
While you’re at it, think about what species you want your character to be. Ten intelligent species inhabit the world of Exterminis, and six of them are available to players (the other four might be available too, with Gamemaster approval). Humans, elves, and dwarves share the world with peri, kucheri, and ferals. Which one appeals to you? Any species can be effective in any profession, so pick the one you want to play based on which one you like the most.
Six playable species inhabit the world of Exterminis. These are Humans, Elves, Dwarves, Kucheri, Peri, and Ferals. Each of these have special skills and abilities that help them survive. Gamemasters (and players, with GM approval) may create other species for their worlds using the guidelines presented in the Gamemaster Section.
All species receive two floating +2 bonuses that they can add to any two characteristics (one bonus per characteristic) of their choosing.
The humans of Erdael are identical to the humans of Earth, and appear in all the same sizes, skin tones, genders, hair and eye colorations, and other physical and mental characteristics that we do.
Humans live in all inhabited regions of the world, and can be found in nearly all cultures.
Human characters receive an extra 2d6 that they can place in any two characteristics of their choosing.
The typical Dwarf is between three and four feet tall, and nearly as wide. They are solid walls of muscle. They are extremely strong and hardy, and make excellent warriors. Their practical nature also makes them shrewd businessmen and formidable negotiators. Dwarves are very fond of their beards and consider them to be badges of honor.
Dwarves can see heat radiation in the absence of normal light, allowing them to see creatures in the absolute darkness of their underground realm. Dwarves are completely immune to poison and disease damage.
The elves are free spirited folk whose main wish is to be left alone. However, they are fierce protectors of the land, and this often brings them into conflict with the other species.
Typically, elves are just over five feet tall and very thin. Many other races, and especially humans, find elves to be beautiful and elegant. Their complexions share the same range as humans, although usually their skin is somewhat darker because of the constant exposure to the sun.
Elves take half damage from all magical attacks.
The ferals are noble warriors that roam the frozen northern wilderness with the barbarians and peri. Standing over seven feet tall, ferals resemble nothing so much as a large bear standing upright. However, they have a pair of horns that curl behind their ears much like those of a ram, two large tusks protruding from their lower jaw, and oversized fangs that drip with poison. Each arm possesses a retractable set of two-foot long “battle claws” that are razor-sharp. Feral warriors often carve intricate designs into their claws, and coat them with various poisons, and feral mages often inscribe magical runes into their battle claws.
Although naturally peaceful and quiet, ferals become ferocious warriors when cornered or threatened. Feral society is governed by a code of honor similar to that of the peri, but whereas the peri twist their code into evil, ferals honor their code with goodness, fairness, and equality for all.
The text of the code is short and simple, which leaves it open to much interpretation. Although the code is primarily intended for combat, ferals use it in every aspect of their lives. Different ferals approach the code from different perspectives, and every feral finds meaning within the code for themselves. In its entirety, the code reads:
Never break an oath.
If you must fight, then fight to win. If you must flee, then flee to live.
If you must die, then die with dignity.
Kill only when necessary.
The quickest kill is the best kill. Do not cause, nor tolerate, suffering.
Do not engage inferior opponents.
Although only 8 lines long, the code has been the source for volumes upon volumes of philosophical, legal, and entertainment material produced by the ferals.
When fighting unarmed, ferals use their battle claws which do 1d8 damage, and have a 25% chance to poison the victim for an additional 1d6 points of damage with each successful hit. Ferals take half damage from all physical attacks.
The kucheri are shapeshifters that live deep in the forests of Ashyr and the Nahuatl Jungle. In their humanoid form, kucheri are indistinguishable from normal humans, although they may have unusual hair and eye coloring. In their animal form, they are similar to typical animals, but they are typically larger, stronger, and faster than normal animals.
Kucheri can change between their humanoid form and their animal forms at will, with the transformation itself lasting only a few seconds. They can transform into any natural animal, with sizes ranging from as small as a mouse to as large as a bear. In their animal forms, they retain their humanoid thoughts, emotions, and senses which might be augumented by their animal form. Any equipment they are wearing is transformed with them, but it is unusable until they revert to their humanoid form.
The peri are the twisted, evil cousins of the elves. They live in the far north, and terrorize the barbarian tribes and feral clans that live there.
Peri society is governed by a strict code of honor known as Shan, or “The Law”, in the language of men. Shan reflects the cruel nature of the peri, with harsh punishments for transgressors. In Shan, every possible action is either Ki-Shan (allowed) or Haat (forbidden). The major tenets of Shan are outlined in two volumes: Illum Shan (The Book of Honor) and Illum Haat (The Book of Poison). These two books are regarded as holy texts as much as law books, and every peri grows up learning and memorizing these volumes.
Physically, peri are very similar to elves, although their features tend to be paler and they are slightly stronger. Because their society revolves around subterfuge, deceit, and trickery, most peri tend to gravitate to the arts of thievery. Even their warriors and mages are more likely to act and react to situations as thieves first, and other professions second.
Peri can see in the dark as easily as they see in the light, and can use the vanish skill at will. Peri are immune to all cold-based damage, and they take half damage from all magical attacks.
Most Role-Playing Games give you a list of available professions, and allow you to choose the one that you like the best. Certainly, this works, and it works fine so long as you like the choices that are presented to you. But what if you want something a little different – say a Mage that can sneak around like a thief? Or what if you want a warrior that can cast a spell or two? If the rules allow it, then fine. But what if they don’t? What if you want a truly unique character, unlike anything else in the world?
In Exterminis: Reign of Destruction, you don’t “choose” a profession, you build it from the ground up. You pick the skills that you want, the advantages and disadvantages you want. While there are a few rules to follow (the game would be unplayable without them!), they exist only to make the game fair and enjoyable by everyone, not to stifle your creativity in any way. You can build exactly the kind of character you want to play, because the possibilities are infinite.
Archetypes are the professions that characters can pursue. In very broad terms, archetypes describe how the character solves problems, earns a living, and works to eradicate evil in the world.
Click on the sections below for more information about each of the archetypes.
Warriors excel in physical combat. The knight in shining armor, the raging barbarian, the gladiator, and the soldier are all examples of the warrior archetype. Any player who likes to deal physical damage and have the ultimate survivability should choose the Warrior archetype.
Warriors receive the prime skill Death Dealer for free, and get an extra 1d6 bonus to attack and defense.
Mages use magic to solve their problems. They tap into the raw magical energy of the universe, known as akasha, and channel it through their mind to cast magical spells and enchant magical items. Warlocks, sorcerers, priests, healers, and druids are different examples of the Mage archetype. Players who want to experience the ultimate power of the universe should pick the Mage archetype.
Mages receive the prime skill Spellcasting for free, and get an extra 1d6 bonus to spellcasting and spell defense.
Rogues make their living off of the the hard work that others do. They like to hide in the shadowy areas of the world, strike by surprise, take the belongings of their victims, and then meld back into the shadows before the city guard arrives. Burglars, cutpurses, pirates, thieves, and assassins all fall under the Rogue archetype. Players who want to strike fast, strike hard, and show no mercy should choose the Rogue archetype.
Rogues receive the prime skill Vanish for free, and get an extra 1d6 bonus to stealth and perception.
Priests are masters of manipulation and deception. Like mages, they tap into the magical fiber of the universe. However, instead of using it to cast spells, they use it to seduce and manipulate people, and to summon and control spirits from the other planes of existence. Players who want to command an army of followers should choose the Priest archetype.
Priests receive the prime skill Conjuring for free, and get an extra 1d6 bonus to charisma and wisdom.
Exterminis: Reign of Destruction
Most of the action in Exterminis: Reign of Destruction centers around four areas of conflict: Physical, Magical, Stealth, and Social. These are represented by eight characteristics, one attack roll and one defense roll for each type of conflict. To resolve the conflict, each party rolls the corresponding characteristic dice, and adds all applicable modifiers. The highest roll wins.
For example, to attack someone with a weapon, the attacker rolls their Physical Attack dice, and the defender rolls their Physical Defense dice. The highest total “wins” the contest. If the attacker rolls higher, then a hit is scored and damage is rolled. However, if the defender rolls higher, the attack misses. Ties are always given to the defender, but players may spend one karma point to win a tie, if they so desire.
Starting characters get 2d6 in each characteristic, plus an additional 1d6 added to two codes based on the chosen Archetype. Warriors get an additional 1d6 in Physical Attack and Physical Defense, Mages get an additional 1d6 in Spellcasting and Spell Defense, Rogues get an additional 1d6 in Stealth and Perception, and Priests get an additional 1d6 in Charisma and Wisdom.
Every character, regardless of race, also gets two floating +2 modifiers that they can add to any two characteristics. In the example above, if you chose the Warrior archetype, and to put one of your +2 modifiers in Physical Attack, your total Physical Attack characteristuc would be 3d6 +2.
Physical Attack is used to attack an opponent with a weapon or with your bare hands. It is modified by Strength and Agility
Spellcasting is used to affect a target with a spell or magical effect.
Stealth determines how sneaky a character is. It is modified by Agility and Speed.
Charisma measures a character's ability to charm, intimidate, impress, or deceive another person.
Physical Defense is used to defend against physical attacks.
Spell Defense is used to defend against spells and other magical effects. Spell Defense can be lowered voluntarily (to accept healing magic, for example).
Perception represents characters' ability to notice things that are hidden or secret.
Wisdom measures a character's ability to resist the charms and deceptions of others.
These characteristics are derived from the main characteristics. Once you have assigned the main characteristic dice codes, you can figure these out easily.
Akasha is the number of “spell points” spellcasters can spend each day. To figure this score, add 1d6 to your spellcasting die code. For example, if your Spellcasting characteristic die code is 3d6 +2, your Akasha is 4d6+2.
Roll the Spellcasting die code once every 24 hours; at dawn, noon, sunset, or midnight. The result is the amount of Akasha you have until the next day. Unused Akasha is lost when points are rolled for the next day.
Toughness represent the amount of damage your character can take before dying. Starting characters add 1d6 to their Physical Defense die code to determine their maximum toughness. For example, if your Physical Defense is 2d6, then you roll 3d6 to see your maximum toughness. After resting for at least 6 hours, wounded characters roll their toughness die code to determine their maximum toughness again.
Initiative determines when characters act in combat. It is configured by adding 1d6 to your Perception die code. For example, if your Perception code is 2d6, then you roll 3d6 for initiative. A combat round lasts for about ten seconds, during which characters can perform one action, such as attack an opponent.
Willpower represents how resilient and mentally tough characters are. Starting characters add 1d6 to their Spell Defense code to see how much willpower they have. After resting for at least 6 hours, characters roll their willpower die code to determine their maximum willpower again.
Movement describes how far the character can move in a single combat round. It is usually 50 feet per round. Certain professional skills and magical spells can increase or decrease this number.
Exterminis: Reign of Destruction
Now that most of the numbers have been crunched (whew!), it’s time to flesh out your archetype by choosing professional skills.
There are no classes or professions in Exterminis: Reign of Destruction. Instead, beginning characters get 7 “karma points” to use for skills.
Prime skills are the most powerful professional skills. Each archetype gets one prime skill for free. An additional 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 Light” unless they have the prime skill “Spellcasting.”
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, 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. Each archetype receives one of these for free, but characters can purchase a second one if they want to. Characters may not have more than two primary skills.
Death Dealer: The character adds an additional +3 to all damage rolls for each rank put into this skill. The character also gets an additional attack each round with all weapons for each rank put into this skill.
Vanish: The character can become invisible and move quietly 10 feet for each rank put into this skill. This can be done in any lighting conditions and even under direct observation. During this time, taking any other action besides moving ends the effect. If they attack while vanished (thus ending the effect), the attack does an extra 1d8 damage for each rank put into this skill.
Spellcasting: The character can generate magical energy, called Akasha, to cast spells and enchant magical items.
Conjuring: Allows the character to generate Akasha to summon, control, and banish elementals, undead, and nature spirits.
Access Sphere of Elemental Darkness
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. Allows Priests to summon and control undead creatures. Requires either the prime skill Spellcasting or Conjuring.
Access Sphere of Elemental Light
Allows Mages to cast spells that heal damage or cure diseases and poisons. Allows Priests to summon and control Nature Spirits. Requires either the prime skill Spellcasting or Conjuring.
Access Sphere of Elemental Shadow
Allows the character to cast spells that change themselves, other characters, or the environment temporarily. Allows Priests to summon and control Elementals. Requires either the prime skill Spellcasting or Conjuring.
The character can give themselves or another character a +2 per rank bonus to all conflict contests for 10 minutes.
In Physical Combat, if the Attack Roll is twice the Defense Roll, the hit ius considered a Critical Strike. The damage of a critical strike is doubled. This skill increases the damage to 3x. Each additional rank in this skill increases the damage by an additional +2.
The character can repair armor in the field. Requires appropriate materials and 1 hour downtime. Restores 1d6 armor points for each rank put into this skill.
If the character spends the first round of a combat “sizing up” the enemy, they give themselves a +2 per rank bonus to all conflict rolls they make in that combat.
When the character falls beneath half their maximum toughness, they enter an uncontrollable rage. While raging, the character gives themselves a +2 per rank bonus to all physical attacks, and an extra 1d6 per rank bonus to damage. While raging, the character suffers a -5 penalty to all defense rolls (physical, magical, perception, and social defense).
Once per day per rank, the character can give themselves and all friendly combatants a +4 bonus to all defense rolls. This effect lasts for 10 minutes or one combat, whichever is shorter.
The character can fight opponents they can’t see. Negates the -10 penalty normally assigned to this condition. This skill doesn’t have ranks.
The character can climb walls without using ropes or climbing tools.
Characters without this skill need to use a rope or other climbing tools to climb successfully.
Allows the character to understand written texts and secret codes they cannot oridnarily read.
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 or Conjuring. This skill can be used a number of times equal to its rank each day.
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.
Gives the character a +2 bonus per rank to all Stealth checks made to pick pockets or shoplift from shops.
Gives the character an additional 5 feet of movement and +2 to initiative for each rank put into this skill.
The character can use and escape from ropes, shackles, and other physical methods of restraint.
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 +2 to all conflict codes and damage rolls. Each additional rank gives the character an additional +2 bonus.
This skill can be taken multiple times, with each skill assigned to a different type of enemy.
Once per day per rank, the character can force an opponent to make a successful Social Influence check in order to attack them. This fear lasts for 1d6 rounds.
Negates the free attack that is normally incurred while trying to retreat from battle. This skill does not have ranks.
The character gets a +2 bonus per rank to all Stealth checks made to conceal their trail.
Identify Magical Items
The character can use a mystical influence check to identify magical items. Each rank in this skill gives a +2 bonus to the check.
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).
Open Locks/Disarm Traps
The character gets a +2 bonus per rank to all Stealth checks made to open mechanical locks or disarm mechanical traps.
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
The character gets a +2 bonus to physical attack and physical defense rolls when dual wielding for each rank put into this skill.
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.
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.
Once per day per rank, 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: +4 to all attack rolls, or an additional 1d6 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.
Each rank in this skill gives the character one additional attack per round.
Restrictions are optional conditions that players can choose for their characters. Up to two restrictions can be chosen, and each one grants the character two karma points at character creation, and a single bonus KP at the end of each session of play when the character is negatively affected by the restriction in some way.
Taboo: The character suffers a Taboo. A full listing of taboos is given below.
Elemental Vulnerability: The character suffers double damage from attacks using one of: Heat, Cold, Shock, Acid, Poison, Light, Dark, or Shadow.
Severe Allergy: The character suffers 1d6 points of damage per round from contact with Fire, Sunlight, Silver, or Holy Water.
Fragility: The character suffers an additional +5 points of damage every time they take damage.
Banishment: The character is Astral in nature, and may be banished back to the Astral plane.
Code of Conduct: The character is bound by a personal code of honor that they may never violate.
Taboos are special restrictions that affect the environment around the character in some small way. Although they do not cause damage, anyone who is suspected of having a taboo is seen as being a Servant of Exterminis, and is therefore likely to be killed on sight.
- 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.