You’ve figured out a bit more than the hymns at church.. Once per day, you can choose an divine cantrip and attempt a DC20 religion check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Wisdom as the spell casting ability and are considered an expert to determine spell casting attack or save DC.
Save: fort vs check result, will vs check result to determine self control
General
You turn a creature into a vampire
Manifestation
roll 1d4: (1) bite into the creature and create a bloody mess (2) under cover darkness around you you turn them into a your thrall (3) With a touch you channel pure dark energy and revive a thrawl (4)With a deep, quick bite, you draw life out and put energy into your potental thrall
1
failure, power may not be used again today
2-11
failure
12-13
You revive a target at a vampire of the same level or hit dice as it was before. If it fails the will save, it muse surve you for 1 day
14-17
You revive a target at a vampire of the same level or hit dice as it was before. If it fails the will save, it muse surve you for 2d3 day
18-19
You revive a target at a vampire of the same level or hit dice as it was before. It gains +1 to its Personality. If it fails the will save, it muse surve you for 2d3 day
20-23
You revive a target at a vampire of the same level or hit dice as it was before. It gains +2 to its Personality. If it fails the will save, it muse surve you for 3d3 day
24-27
You revive a target at a vampire of the same level or hit dice as it was before. It gains +2 to its Personality. If it fails the will save, it muse surve you for 3d6 day
28-29
You revive a target at a vampire of the same level or hit dice as it was before. It gains +3 to its Personality. If it fails the will save, it muse surve you for 3d6 day
30-31
You revive a target at a vampire of the same level or hit dice as it was before. It gains +3 to its Personality. If it fails the will save, it muse surve you for 3d8 day
32+
You revive a target at a vampire of the same level or hit dice as it was before. It gains +3 to its Personality. If it fails the will save, it muse surve you for forever.
General Skill Prerequisites legendary in Performance Frequency once per day
You make such performance even the gods and time will take notice. Attempt a DC40 Performance check. If you succeed, you reset time to the start of you last turn for the entire universe. Hit points, spell slots, abilities, and any used items are reset to their previous state. Only you are aware that this happened.
Basics– Time to adventure! SagaBorn is an old school/slighly modern RPG set in the world of Uteria. This RPG offers an interesting mix of old and new RPG mechanics. Let’s break this down
Basics– Know 3.5 DnD? Then you know this. This system is d20+ modifier vs a DC. The modifiers are what you know and love with base attack bonus + ability modifiers + maybe magic weapon bonus to hit guy. Its a well worn and comfortable as your favorite shirt.
Skills and levels– Characters max out at about level 8, but there are epic levels if you want to continue the game. Characters get skill points. You can have skill points equal to your level +1 in any area. Then you get expertise points as well. These are like subskills within a skill or specializations. So a skill check is your ability modifier + skill points in an area + expertise points if applicable +d20. Again, it’s that same game you know how to play.
Magic- Magic is different. This is much more like the later final fantasy games and less like DnD. You have a pool of mana, you cast spells with different amounts of mana, and the magic happens. DC for saves is based on the amount of mana a spell takes, so mana spent is close to the spell level/rank.
Ok, thats the basics, Let’s review.
Mechanics or Crunch– SagaBorn is an interesting mix of DCC and DnD 3.5. If you love 3.5, you will get the game you wanted with this one. For the DCC crowd, you might not get exactly what you want. DCC is more rules light. This has more character options and such, and that might annoy the old school gamer who just wants to take 3 levels in dwarf and smash the orc int he face. I don’t hate what’s here, but it does feel a bit like its aiming for a niche that others might not know about. The simplicity feels a bit muddled with the complexity of some mechanics. Again, its not bad, but its not streamlined DCC nor is it granular Shadowrun. 4/5
Theme or Fluff– SagaBorn has a world, but it doesn’t get the love that it deserves. This book spends a lot of time on the races, but the world doesn’t get nearly as many pages. It’s here and the world gets covered, but There isn’t as much as I would like to really know the world. This feels like a good meal I didn’t get enough of. Good, but feed me more. 4/5
Execution– This book does not do the sins that a lot of rules light, simple systems does, but its got some rough edges. I get hyperlinks and easy to manage text. There is art, but I would like a bit more. The things I want more of are some descriptions of mechanics. It feels a bit muddled. Also, some of my background made this work for me, but newer players will need help to really understand what is happening. Not bad, but this book needs more to be user friendly. 4.5/5
Summary-This is an interesting mix that needs niche players. If you want a DCC rpg with a bit more complexity, then this works. If you want DnD 3.5 with a little bit less complexity, there you go. SagaBorn does exactly what it sets out to do, but make sure you want what it is offering. Newer players maybe shouldn’t start here alone, but with some help, they will have a blast. Check this one out if it’s exactly what you are looking for. 83 %
roll 1d4: (1) Your body ripples and molds into a new frame (2) Turn into a puff of smoke and reapear as a different person (3) turn to a formless goo and reform into the target (4)You just are the target
1
failure, power may not be used again today
2-11
failure
12-13
You turn into 1HD of a humanoid creature for 1d3 rounds. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
14-17
You turn into 1HD of a humanoid creature for 1d3 hours. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
18-19
You turn into 2d3HD of a humanoid creature for 1d3 hours. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
20-23
You turn into 3d4HD of a humanoid creature for 1d6 hours. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
24-27
You turn into 4d4HD of a humanoid creature for 1d8 hours. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
28-29
You turn into 4d6HD of a humanoid creature for 2d8 hours. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
30-31
You turn into 6d6HD of a humanoid creature for 2d8 hours. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
32+
You turn into 6d8HD of a humanoid creature for 4d8 hours. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
General Skill Prerequisites legendary in Performance Frequency once per day Trigger You are reduced to zero hit points
Your death is worthy of an award. You can attempt a Performance check when you are reduced to zero hit points against the passive Perception of the enemy that reduced you to zero hit points. If you succeed, you instead fall prone, act dead, and are at the hit point total before you were struck. The enemy believes you are dead.
If it can be eaten, you can eat it. You can spend three actions to eat any organic material. You regain hit points equal to two times its level. The object is destroyed. This counts for corpses.
General Skill Prerequisites legendary in Performance Frequency twice per day
Used to getting onto stage but not being seen on stage. You can attempt a Performance check in place of a Stealth check. If you succeed, instead of being hidden, you gain the invisible condition to the creatures you passed your stealth check against.