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Mistborn

Basic D100 Role-Playing System

Core Rules

Character Creation

First, create the skeleton of your character. This basis is what you will build upon to flesh out your alter ego. Depending on the campaign, Your GM may assign a race or you can roll a D100 to randomly pick your race and class. The GM will let you know what race and class you are.

Attributes Roll 4D6 to determine your stats, discarding the lowest of 4. Assign your stats as seems most appropriate to your 7 attributes.

Strength (STR): This measures the muscle power of the character.
Constitution (CON): This measures the relative health and hardiness of the character, resistance to poison, disease, and contributes to the character’s hit points.
Size (SIZ): This combines height and weight into one figure. Size contributes to the character’s hit points as well as damage bonus.
Intelligence (INT): This measures obviously the character’s intelligence.
Power (POW): Is the measure of the character’s soul, piety or will. The character’s power can be used to determine his/her ability to resist persuasion or other mental manipulation in game play.
Dexterity (DEX): Measures how quick and agile a character is. The character with the highest Dex always moves first in combat and the stat aids in dodging.
Charisma (CHA): This measures the character’s ability to inspire or manipulate others.

Modifiers

For each attribute there is a modifier – as in D20 games – any roll of 10-11 is considered an average ability for the character. See the table below for modifiers as they apply to 4D6 Attribute rolls. Percentage values contribute to skills levels.

Hit Points

To figure the character’s hit points (amount of damage he can take), add CON + SIZ/2. If the character has taken damage until only 1 hit point is left, the character is unconscious and cannot revive until given outside help (such as first aid). If the character’s hit points are reduced to 0 he/she is dead. Otherwise, hit points are restored naturally outside of combat at a rate of 1pt per day.
3 -20%
5-4-15%
7-6-10%
9-8-5%
10-110
12-13+5%
14-15+10%
16-17+15%
18+20%

Damage Bonus

Add SIZ to STR and then check the result against the DB table (below) to determine if the character will have a damage bonus. The damage bonus increases the amount of damage you do to an enemy in combat. For instance, if you successfully hit with your sword during an attack, you will roll 1D8+1 to determine how many points of damage your opponent takes. If your SIZ IS 12 and your STR 17, your damage bonus of 1D4 will be added to those points. See Combat for more on attacks and damage.
STR+SIZSTR+SIZ
2-12-1D657-723D6
13-16-1D473-884D6
17-24089-1045D6
25-321D4105-1206D6
33-401D6121-1367D6
41-562D6137-1508D6

Skills

A character will receive a list of base skills depending on his race and class as randomly rolled at the start of character creation. For these Automatic skills, take the character’s POW x 20 for a total of % points to allocate to each skill. For example – Nathan has a POW of 10. From 200% points he can allocate percentage points to his automatic skills track 20%, listen 50%, search/spot 40%, move silently 50%, hide 20%, and fast talk 20%. The character may also take pick-up (additional) skills. Roll D6+1 to determine the number of pick-up skills, and then INT x 10 and assign points to these skills.

When allocating percentage points to skills, don’t forget to add any modifiers from the attribute the skill is based on. For instance: You have a Track skill of 10%. Track is based on your intelligence (INT) for which you rolled a 14, giving your Track skill an additional 10% bonus for a total of 25%.

Allomancy Skills

Only a character with Allomancy can take on allomancy skills. A Misting is assigned randomly to 1 metal – which may or may not be available to him immediately (see section on Allomancy). Mistborn can burn all metals, but begin only with the initial 8 basic metals at a rate of 15% until they are able to score successes and increase their skill percentage.

Feruchemy Skills

Please see the section on Feruchemy. Only a feruchemist can use these skills and only at 20% as a base skill until the character is able to increase their skill percentage.

Rolling Success/Failure

For any but the most mundane actions, a character will need to roll to determine if he can successfully use a skill/weapon/etc. This game follows Chaosium’s basic roll-playing system meaning success or failure of an action will be determined either by a D100 percentile roll (equal to or less than the percent of the character’s current skill) or using the Resistance Table (reproduced below).

Resistance Table

(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(16)(17)(18)
0350556065707580859095
044550556065707580859095
05404550556065707580859095
0635404550556065707580859095
073035404550556065707580859095
08253035404550556065707580859095
0920253035404550556065707580859095
1015202530354045505560657075808590
1110152025303540455055606570758085
1205101520253035404550556065707580
13051015202530354045505560657075
140510152025303540455055606570
1505101520253035404550556065
16051015202530354045505560
170510152025303540455055
1805101520253035404550

To use it, take the active person’s characteristic and find it on the upper, horizontal entry. Then find the passive object’s characteristic on the left-hand, vertical line. Cross-index them and you have the maximum number you can roll and still succeed in the task. For instance, a character with a STR of 9 wishes to push open a door that is stuck. The GM determines that the door has STR 4. Checking the Resistance Table you’ll see that he needs to roll 75% or less to succeed. If he rolls that, then the door has been pushed open.

Experience

If your character succeeded in using a skill, they should mark this on the character sheet. For each skill he used successfully, subtract his current skill level from 100%. Using this ‘learning threshold’ for that particular skill, roll D100 and try to roll a number equal to or smaller than his threshold for the skill. If you do not roll that low, then he hasn’t learned from his experience. If you did roll low enough, then your character did learn something, and you add 5% to that skill. Repeat the procedure for all the skills used in the run. Note here that a successful weapon attack does not raise the parry skill, and vice versa.

Combat

Initiative is determined by DEX, in order from higest to lowest. A character is allowed a movement and an action each round, and a parry when attacked. To attack, a roll of 1D100 is needed to determine if a weapon/fight skill is successful—for instance, with a skill of 75% to use a sword, a roll of 75 or less is necessary to hit. If you roll above 75 then you have missed. If a character rolls successfully and hits (makes his attack), roll damage associated with the weapon or fight skill used, including any damage bonus if applicable.

Taking Damage

Damage is a measure of the hurt which your characters’ bodies can take. Damage is inflicted whenever there is a physical cause, such as falling from a height or being stabbed. Whenever a character is hit, the amount of damage he receives is subtracted from the total HP available. Armor and shields can help absorb some or all damage from a successful hit. For example, your character has 13 HP and is wearing leather armor (worth 2pts of damage resistance) . Your character takes 5pts of damage from the attack – your armor absorbs 2pts of that damage, causing a loss of only 3pts and your HP is now 10. If a shield was used to Parry the successful attack, the shield (worth 2pts of damage resistance) will block 4pts of damage.

Weapons

Weapons can be used to attack and/or parry (depending on the weapon). A weapon used to parry can take damage up to its breakage points (see chart). If a weapon is broken it can be repaired by a character with the repair skill or by an appropriate NPC but cannot be used again until repaired. If a character rolls an attack and rolls under 10% of skill (for example, a skill of 80% with his mace, and rolls 7%), this is considered a critical hit and does additional damage. If the mace would normally do 1D6+2 damage and the character rolls 5 (5+2=7), add to that the maximum damage possible (for 1D6+2, that would be 8) for a total bone-crushing damage of 15.

Weapons Table

WeaponsBeginning AttackDamageBreakageCost
Fist50%1D3
2-Handed Spear (wood)25%1D8+11510c
2-Handed Spear (obsidian tip)25%1D8+11512c
Sword15%1D8+12050s
Axe25%1D8+22045 lu
Mace30%1D6+225
Rock45%1D4
Javelin (wood)20%D10
Bow10%1D6+1
Dueling Cane (wood)25%1D6+115
Club (wood)30%1D6+125
Shield (wood)25% (Parry)+1 Damage Resistance
Shield (light steel)45% (Parry)+2 Damage Resistance
Leather Armor+2 Damage Resistance
Chain shirt+3 Damage Resistance
Scale Mail – full+4 Damage Resistance
Breastplate +4 Damage Resistance

Allomancy The Lord Ruler’s gift to the Noble class, or so the Obligators preach, a genetic disposition to the magic of Allomancy – the ability to ingest and use various metals to effect physical change both internally and externally, to give one amazing strength or resistance, enhance vision, hearing, touch to superhuman levels, to effect the emotions of others and control their will. Skaa slaves exhibiting such skills are quickly sought after, rounded up and disposed of. Only Skaa with Noble ancestry can be allomancers, and the noble class is strictly forbidden to breed with the Skaa. A Skaa woman, used for pleasure by a nobleman, must immediately be put to death to prevent an allomantic offspring – still, misting and far rarer, mistborn, are born to the Skaa population from time to time. Some wonder, quietly and never out loud, if the Lord Ruler truly is God, than why can he not strike down these abominations?

Characters with Allomancy (either Misting – able to burn only 1 metal, or Mistborn – able to burn all metals) receive automatically an additional set of skills. A description of each metal and how it is used can be found in the chart below. The use of these skills requires a character to depend strongly on roll playing. For instance, a character may wish to burn steel in battle: burning steel allows the user to push on a source—or sources—of metal. That may seem simple when their opponent is wearing metal armor and the idea is to push him away, but there are far greater and more interesting uses to burning steel. For example, the character may wish to toss a coin. Not for luck, but as a weapon. Burning steel, the character can push against a small coin while simultaneously pushing against the metal hinges of a door behind her (to brace herself) with the combined weight of the strong hinges on a solid wooden door and her own base strength she can push the coin forward with enough velocity to use the coin to pierce the body of her opponent. That is why mistings that burn only steel are called Coinshots. The character could use a dropped sword to push off and leap high into the air to avoid an attack. The point is, be creative! Tell a story when describing how your character uses her skill. The use of different combinations of metals at once during a round of combat is explained later. A Misting is an allomancer with the ability to burn 1 metal. A random roll will decide what metal they can use (only the 8 basic metals are presented during character creation to choose from, and there are several more, so a misting may not be able to use his power until story and happenstance allows). A Mistborn is an allomancer with the ability to burn all metals, but not necessarily with the same degree of accuracy each to the other. Only the 8 basic metals are presented during character creation but there are several more that may be discovered through story and happenstance. The use of a character with a good metallurgy skill or NPC’s in towns and shops may be a good source of discovering new metals. Metals burned during combat are used up like ammo. A normal burn of any metal is 1 per round. Certain metals can be flared to give a greater effect but costs more per round proportionately. Check the chart for specifics. A novice allomancer (skill % up to 40%) can only ingest 5 rounds of metals at a time. Journeymen (skill % from 41 – 80%) can ingest and use 10 rounds while Masters (81% – 100%) characters have 17 rounds. An allomancer can carry as many vials of ingestible metal as they like, but can only burn that which is ingested. One can swallow another vial of metals for a new set of rounds, but during combat the process (reaching for a vial…swallowing the contents) takes 2 rounds. Also, keep in mind if your enemy is an allomancer he/she can use those vials of metals against you by burning iron to pull them away from you. An allomancer can push/pull any metal around them including jewelry on another person or coins in a purse that someone is carrying. An allomancer cannot however, push/pull or otherwise manipulate metal that is piercing the skin or body of another person – a terrisman wearing an earring for example, or the spikes in the eyes of a Steel Inquisitor—or metal held in a person’s mouth. Allomancy Table METALS POWER BASE SKILL BONUS SKILL BONUS Iron (Lurcher) pull on nearby metal source 15% +3 to CON Steel (Coinshot) push on nearby metal source 15% +3 to STR Tin (Tineye) increases the five senses 15% +10% Listen, search/spot, Hide and track Pewter (Thug) increases STR/CON 15% +4 to CON +4 to STR X2 HP Brass (Soother) soothe emotions 15% +10 to Resistance Rolls +15% All CHA based skills* Zinc (Rioter) riot emotions 15% +10 to Resistance Rolls +15% All CHA based skills* Copper (Smoker) hide allomantic pulses from detection 15% Bronze (Seeker) detect allomantic pulses 15% A complete list of Metals is available to GM’s Person being soothed or rioted can make a perception roll in order to realize they are being manipulated

Iron (Lurcher) – burning iron allows the allomancer to pull on a nearby metal source. A bright blue line of force becomes visible to the user from his own body to nearby sources of metal. To use, roll D100 at or less than the character’s skill percentage. A successful roll burns 1 round of iron. Immediately add 3pts to CON, which increases HP proportionately for the duration of the iron burn (example – a CON 15 and SIZ 10 gives you 13 HP. Burning iron, the character’s CON increases to 18, for 14 HP). Steel (Coinshot) – burning steel gives the allomancer the ability to push on nearby metals. A bright blue line of force becomes visible to the user from his own body to nearby sources of metal. To use, roll D100 at or less than the character’s skill percentage. A successful roll burns 1 round of steel. Immediately add 3pts to STR, which increases all STR-based skills proportionately, as well as increasing damage from a successful attack. Tin (Tineye) – Tin increases the five senses, allowing the allomancer to see farther and more clearly even through obstructions like mist or fog, hear sounds farther away or discern a speaker’s words in a loud, crowded room. A successful roll burns 1 round of tin and immediately increases Listen, Search/Spot, Hide, and Track skills by 10% for the duration of the round. Pewter (Thug) – burning pewter increases the character’s strength as well as his/her resistance to pain, wounds, sickness, etc. The character still suffers any wounds inflicted (although wounds heal faster while burning pewter) but is able to ignore it. A successful roll burns 1 round of pewter and increases STR and CON +4 points as well doubling your HP for the duration of the round. Brass (Soother) – Brass gives the allomancer the ability to soothe the emotions of an individual or group. As his skill increases, the character can soothe away certain emotions allowing one emotion of choice to be primarily felt by the target. Warning – target has an opportunity to resist your influence with a successful perception roll, thus the Soother gets a +10% to Resistance rolls. Immediately add 15% to all CHA based skills for the duration of the burn as well as +2 to the CHA stat. Zinc (Rioter) – Like Zinc, the allomancer can affect the emotions of an individual by rioting or enflaming their emotions. With increased skill and practice the rioter can focus on a specific emotion to enflame. The target has an opportunity to resist with a successful perception roll. Immediately add 15% to all CHA based skills for the duration of the burn as well as +10 to the Resistance roll. Copper(Smoker) – When burning copper, one can hide his allomantic pulses as well as the pulses of those around him—anyone using allomancy gives off a specific pulse with each metal. A smoker is useful to hide those pulses from Bronze-burning Seekers like Steel Inquisitors – which is a very, very good thing! Bronze (Seeker) – A seeker can burn bronze to track and find the allomantic pulses of a misting or mistborn

1 round of metal is burned with a successful roll, lasting 15 minutes (outside of combat). Metals can be flared, meaning the abilities and bonuses are doubled, by burning 2 rounds at once. The duration is still only 15 min, but may certainly be worth it. Pewter, for example, when flared gives the character an increase of +8 to their STR and CON and multiplies HP by 4. A Tineye would gain a bonus of 20% to all his associated skills and can see, hear, etc. twice as far and/or well.

Allomancy in Combat During combat, a character can make 1 movement and 1 attack, 2 movements. A Misting can make 1 movement and attack + burns 1 metal, or 2movements and 1 metal. A Mistborn can burn up to 2 new metals, encompassing his movement/attack. What this means is instead of stepping forward and swinging a sword, the allomancer can burn pewter (to increase his strength) and then burn iron to launch himself at his enemy from the metal bars on the window behind him. Here is where roll playing is vital – as long as the combination of burning 2 new metals is reasonable with the action proposed. An allomancer can also burn 1 metal (pewter to increase strength) and attack with a sword = 1 movement (burning the metal) and 1 attack (the sword). In addition, if a character burns pewter to increase strength in round one, he can keep burning pewter (use up an additional round of metal, but as it is already burning it is not considered one of the 2 new burn actions per combat round), and can still burn 2 additional metals for that round of combat.

Keep in mind: Steel/Iron push/pull skills. The Push/pull is dependent upon the relative weight of the allomancer. Push/pull on metals that weigh less will cause that source of metal to move. Push/pull on metals that weigh more will cause the allomancer to move. Use common sense. An allomancer with a SIZ stat of 8 cannot burn steel and cause a 280lb soldier in full armor to fly away into the distance. An allomancer can iron push against a small coin laying on the ground (the coin weighs practically nothing, put pressed against the earth…) and launch himself high in the air.  Feruchemy After centuries of breeding, the Lord Ruler has nearly eliminated the art of Feruchemy from the Terris people. Terrismen bred to Stewardship among the nobility, their manhood stripped from them, leaving them docile and obedient – the women slaughtered or kept for the purposes of breeding more servants… Those few with the gift of feruchemy keep their secret well, and, as Keepers, hide in their metalminds all the knowledge of a world now dead – a world before the coming of the Lord Ruler.

Unlike Allomancers, Feruchemists do not burn metals but instead are able to invest virtues into metals (called “metalminds”) to store for later use. The skills work similarly to Allomancy skills however an investment is necessary to store before the skill can be used.

METALS POWER BASE SKILL BONUS SKILL BONUS INVESTMENT Iron Stores weight 15% (+2 DEX, -2 SIZ) (-2 DEX, +2 SIZ) All DEX based skills, affects HP Immediate Steel Store speed 15% 1 round per 2days Tin Stores increased senses 15% +10% Listen, search/spot, Hide and track 1 round per 2days Pewter Stores strength 15% +2 to CON +2 to STR X2 HP 1 round per wk Brass Stores Warmth 15% 1 round per day Zinc Stores mental speed/comprehension 15% +4 INT +10% All INT skills 1 round per wk Copper Stores Memories 15% +20% Research, Teach Immediate Bronze Stores Wakefulness 15% +4 CON

Feruchemy skills, like allomancy skills, cost 1 round to spend. A Novice Feruchemist can use up stored powers (per the chart above) at the rate of 1 round per use (based on the amount invested). For example, if a feruchemist invests 6 days he has stored up 3 rounds of Steel (increased speed). He can gain the bonus noted in the chart above by using this skill (1round per round of combat or 15min), or he can burn it all at once (all 3rounds in 1round of combat for 3X the skill bonus or 3X the skill bonus for 15min).

ITEMS

Money in the Final Empire: 1 Copper (1/100) 1 Lumin =100 Copper 1 Silver = 100 Lumin 1 Gold Imperial (boxing) = 100 Silver note: Skaa are paid in vouchers for food/clothing/and when applicable, housing

Basic Items

Item Cost Weight Backpack 1s 2lb Bedroll 1 lu 5lb Blanket (winter) 50 lu 3lb Candle 10c - Chain (10ft) 10s 2lb Chalk 1c - Chest (empty) 2s 25lb Crowbar 50s 5lb Firewood (per day) 1 lu 20lb Fishing net 1s 5lb Flask (empty) 1c 1lb Flint and Steel 1lu - Grappling hook 20s 4lb Ink (1oz vial) 10s - Ladder (10ft) 5 lu 20lb Lamp 1 lu 1lb Lock Simple Average Amazing 20s 50s 1g 1lb 1lb 1lb Manacles 1s 2lb Parchment (sheet) 2 lu - Parchment (metal sheet) 1s - Pouch, belt (empty) 50 lu - Rations (per day) 10 lu 1lb Rope (course fiber – 50ft) 10 lu 10lb Rope (silk fiber – 50ft) 50 lu 5lb Sack (empty) 5 lu - Sealing Wax 1s - Soap 5 lu 1lb

Item Cost Weight Spade/Shovel 2s 8lb Tent 50s 20lb Vial 10s - Waterskin 1s 4lb Whetstone 1c - Skaa smock and pants 1 lu - Skaa craftsman’s smock 40 lu Basic suit coat/slacks 30s Elaborate suit coat/slacks 75s Dress suit coat/slacks 25g Gown (simple) 75s Gown (elaborate) 10g Gown (Ball/Party) 75g Steward’s robes 60s Obligator’s robes 100g Cloak (simple) 20s Cloak (elaborate) 75s Wolf Hound 25s Horse (light) 100g Horse (warhorse) 300g Carriage (hire) 50g Carriage 200g Keelboat 1000g Longship 5000g Rowboat 5g Sailing Ship 5000g Warship 10000g Wagon (simple) 150g

Special Items Service Cost Includes Haze Killers 10g/day 3 Haze Killer bodyguards Allomancers Coinshot Rioter Thug (Pewter arm) Rioter Seeker Smoker 50s/day 20s/day 65s/day 20s/day 45s/day 1g/day 1 Steel misting 1 zinc misting 1 pewter misting 1 brass misting 1 bronze misting copper misting/safehouse Obligator Services Contract Marriage New Enterprise 1g 25g 50g Contract is legally binding Marriage is legally binding Imperial approval of new enterprise Whore (Noble) 75s / 250g 1 night’s entertainment / lifetime servitude *contract with lesser house Whore (Skaa) 45c 1 night’s entertainment Steward (Terrisman) 500g Lifetime servitude Servant (lesser noble) 100g /yr *contract with lesser house Servant (Skaa) 100g *payable to Steel Ministry – lifetime servitude Informant (noble) 25s+/- Per item of information. Price may vary dependent on value of the information Informant (Skaa) 50 lu – 5s Per item of information. Price may vary dependent on value of the information

Metals Item Cost Includes 1 vial (basic metals) 50 lu Gives 5 round of ea 8 basic metals 1 vial (individual basic) 10 lu Gives 5 round of metal purchased (8 basic) Earrings / Rings Iron Steel Tin Pewter Brass Zinc Bronze 3s 3 s 5 s 5 s 1 s 2 s 1 s Storage / 5 rounds Storage / 5 rounds Storage / 5 rounds Storage / 5 rounds Storage / 5 rounds Storage / 5 rounds Storage / 5 rounds Item Cost Includes Bracers Iron Steel Tin Pewter Brass Zinc Bronze 5 s 5 s 7 s 7 s 3s 4s 3 s Storage / 10 rounds Storage / 10 rounds Storage / 10 rounds Storage / 10 rounds Storage / 10 rounds Storage / 10 rounds Storage / 10 rounds Pure metals (basic) 1g per pound by weight – pure metals for shavings Alloys 25s per pound By weight – shavings Spike (raw) 75s each Uncharged, metal spike

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