Balance
Balance is a d100 role-playing game system in which characters are generated with a point-buy
mechanic. It should help create a gaming environment tailored more towards character development and
customisation. With no static and all-encompassing level to advance in; experience points are gifted to
players, who can choose to distribute them in whichever skill or stat they wish – or feel appropriate. These
points are added to any rolls in the associated skill, effectively increasing the chances of success.
CHARACTER SHEET
MIND BODY SOUL
Total Soak: Total Soak: Total Soak:
Combat
Combat - Spell: Mind Damage Combat: Simple blades Combat - Spell: Mind Damage
Combat - Spell: Body Damage Combat: Two-handed blades Combat - Spell: Body Damage
Combat - Spell: Soul Damage Combat: Reach weapons Combat - Spell: Soul Damage
Combat: Use Tech. Weapon Combat: Blunt simple Combat: Distract/Alert
Combat: Shielding Combat: Blunt two-handed Combat: Shielding
Combat: Ranged (bows)
Combat: Ranged (thrown)
Combat: Ranged (firearm)
Combat: Hand-to-Hand
Combat: Shielding
Non-Combat
Spell: Effect Self Balance Spell: Effect Self
Spell: Effect Other Carry Spell: Effect Other
Appraise Climb Control Animal: Domestic
Craft Contort Body Control Animal: Wild
Disguise Flex Drive
Focus Hide Intimidate
Forgery Hold Breath Impress
Knots Jump Knowledge (People)
Knowledge (Dungeons) Knowledge (Weapons) Knowledge (Religion)
Knowledge (Geography) Move Quietly Knowledge (Soul Magic)
Knowledge (History) Sleight of Hand Lie
Knowledge (Invention & Maths) Speed Listen
Knowledge (Mind Magic) Swim Meditate
Knowledge (Nature) Persuade
Knowledge (Sociology) Read Person
Knowledge (Tactics) Search
Navigate Use Magic Device (Soul)
Spot
Tinker/Disable
Translate
Treat Wounds
Pick Lock
Use Tech
Use Magic Device (Mind)
MAKING A CHARACTER
A new Character will divide 150 pts to M-B-S (Mind, Body Soul) stats (10 minimum), then a further 50
pts to assign to M-B-S or any skill.
For every 10 pts in M-B-S: Assign +1 pt. to each associated skill (rounded down).
Skill Bonuses cannot exceed its parent M-B-S stat divided by 2 (rounded down). If a skill would exceed
this limit due to a Boon or a racial trait; it is still capped. Increasing the M-B-S limit afterwards does not
recover the lost amount.
Boons: Bonuses to stats/skills/damage/shielding granted by race, profession or in-game by the GM.
Races/Racial Boons may be altered by the GM before the game depending on the game being run.
RACES – Note: The following are examples of some typical fantasy races; more races may become available
depending on the game setting.
Human Dwarf
+5 to each M-B-S stat at start of game. +5 to Mind and Body stats at start
Extra +10 skill points to assign at start of game. +15 to Knowledge (Invention & Maths) at start
Damage Soak of each M-B-S stat -5
Elf -5ft movement speed
+10 to Soul stat at start
+10 to any three Knowledges at start Gnome
+5 to any two Spells at start. +3 to all Knowledges at start of game.
Mind Damage Soak -10 Extra +15 skill points at start of game.
+5ft initial movement speed
PROFESSION – Note: These are broad to cover the wide number of lives that characters may have led
before the game
Academic: +5 to any two Knowledges, +5 to Navigate.
Acolyte: +15 to Knowledge (Religion), +5 to Meditate.
Merchant: +5 to Appraise, Lie and Persuade.
Builder: +15 to Craft or Use Tech or Use Magic Device (Mind or Soul).
Soldier: +10 to any two Combat skills (Mind, Body or Soul). Roll 1 extra damage dice for any weapon attack.
Hunter (+15 to any Body based Combat skill).
Druid (+5 to all non-Combat spells, +5 to Meditate).
Thief (+10 to Contort Body or Pick Lock, +5 to Move Quietly or Sleight of Hand).
Pilot (+15 to Drive, +5 to Focus)
Other (+5 to any two non-Combat skills or +10 to one Combat skill).
MECHANICS
Difficulty Class (DC) for passive task is set number (e.g. climbing a tree, easy-medium = 60 Climb). DC
for task against active resistance is passive + d100 (e.g. arm wrestling, medium-hard = 60 +d100).
Success of a task is relative;
o less than half of DC: Embarrassing failure, perhaps dropping your weapon or falling down.
o between half of DC and up to DC: Failure
o between DC and twice the DC: Success!
o Over twice the DC: Glorious success! Your perfect roll may yield extra reward.
Combat Skills may be used once per turn, unless otherwise allowed via a Boon or otherwise noted in a
spell/weapon entry. Other ‘Non-Combat’ skills may be used up to twice per combat turn. One Non-
Combat action may be held throughout other characters’ turns, to be used at any point before their
next turn. This Non-Combat Action may interrupt another character’s.
COMBAT:
Characters roll Speed to see who acts first, Passive is taken if surprised.
Characters can move a distance equal to 30ft per turn. This may increase or decrease depending on
race and at higher Speed skill levels. Swimming and climbing speeds are 20ft and 10ft respectively and
are also vary with race and Speed.
Characters may attack/effect anyone within range, rolling their respective Combat Skill (Bonus + d100)
against an enemy, who rolls their shielding associated with the M-B-S Stat used to hit them), rolling
damage on a hit. If the attack bonus exceeds 50; then the first attack is capped at that bonus, but a
second attack may be made in the same turn with a bonus equalling the excess over 50. This mechanic
is cumulative, allowing an extra attack past an attack bonus of 50, 100, 150, etc.
For example: Grognak has a “Combat – Blunt Two Handed” bonus of 143. When Attacking; he will
roll to hit 3 times – Twice at a bonus of 50, once at a bonus of 43 (Total of 143).
If a character is surprised, their passive Shielding is used only.
Damage is subtracted directly from the M-B-S parent stat that was used to hit. Soak negates X damage
so that it is ignored, where X = total Soak value of gear, racial bonuses and other effects.
If a character was surprised, Damage Soak has no effect for as long as they are surprised.
A successful Treat Wounds or Heal Spell roll can recover M-B-S stats, according to a characters’ skill
level, although a Treat Wounds roll requires a Medkit to restore stats.
DEATH:
Once a character reaches 0 on any M-B-S stat; they are exhausted. The character automatically fails to
perform any skill (combat or otherwise) from that parent stat until they are healed via spell,
consumable item, or by sleeping (healing 10% of their max every hour). Any damage taken thereafter is
subtracted from the next lowest of the character’s M-B-S stats.
If a character reaches 0 on 2 of their 3 M-B-S stats; they pass out. The character is unable to move,
stand, attack, use shielding or soak and is automatically hit at full damage with any attack. Any damage
taken thereafter is subtracted from the last of the character’s non-zero M-B-S stats.
A character with 0 in all M-B-S stats has died; no spell, consumable, or sleep can heal them.
EQUIPMENT
Weapon Damage (+ Passive COM skill used) Range Weight Cost
Unarmed (Hand to Hand) d4 5ft 0 0
Dagger (One-Handed Blade) d6 5ft 1 1
Whip (Reach) d8 15ft 1 2
One-Handed Club (One-Handed Blunt) 2d4 5ft 5 1
Brass Knuckles (Hand to Hand) d10 5ft 0 2
Shield Bash (Small/Med/Large) (Shield) d12/2d6/3d4 5ft 10/15/20 10/20/40
Flail (One-Handed Blunt) 2d6 5ft 9 15
Halberd (Reach) 3d4 10ft 8 20
Spear (Two-Handed Blade) 2d8 5ft 8 15
Two-Handed Club (Two-Handed Blunt) 3d6 5ft 12 10
Blade (One-Handed Blade) 4d4 5ft 8 10
Falchion (Two-Handed Blade) d20 5ft 14 12
Spiked Knuckles (Hand to Hand) 2d10 5ft 1 15
Bastard Sword (One/Two-Handed Blade) 2d12/3d12 5ft 11 40
Spiked Chain (One-Handed Blade) 3d8 10ft 6 50
War-scythe (Reach) 4d6 10ft 12 55
Great-sword (Two-Handed Blade) 3d10 5ft 17 60
Great-axe (Two-Handed Blunt) 5d6 5ft 20 65
Large Spiked Chain (Two-Handed Blade) 4d8 10ft 10 70
Warhammer (One-Handed Blunt) 3d12 5ft 10 70
Katana (One-Handed Blade) 2d20 5ft 9 70
Dao (Reach) 4d10 15ft 13 100
Great-Mace (Two-Handed Blunt) 5d8 10ft 50 100
Tools Uses/Kit Effect Weight Cost
Craft/Tinker Kit 5 Craft and Tinker/Disable 5 40
Disguise Kit 3 Disguise 5 65
Forgery/Lockpick Kit 5 Forgery and Pick Lock 5 60
Medkit 3 Treat Wounds 5 70
Navigation Gear 10 Navigate and Spot 5 80
Weapon Damage (+ Passive COM skill used) Range Weight Cost
Dagger (Thrown) d6 Throw 5 1
Sling (Thrown) d10 60ft 0 0
Spear (Thrown) d12 Throw 8 15
Flintlock Pistol (Firearm) 2d6 60ft 3 20
Hand Crossbow (Bow) 3d4 40ft 2 15
Flintlock Rifle (Firearm) 2d8 85ft 10 40
Shortbow (Bow) 3d6 90ft 5 30
Light Crossbow (Bow) 4d4 80ft 8 35
Javelin (Thrown) d20 Thrown 4 12
Shotgun (Firearm) 2d10 35ft 12 25
Longbow (Bow) 2d12 120ft 9 40
Spiked Chain (Thrown) 3d8/4d8 Throw 6/10 50/70
Heavy Crossbow (Bow) 4d6 120ft 16 60
Revolver (Firearm) 3d10 75ft 2 55
Carbine (Firearm) 5d6 130ft 10 70
Machine Gun (Firearm) 4d8 65ft 10 70
Grenade (Thrown) 3d12 Throw 1 20
Great-bow (Bow) 2d20 150ft 10 80
Arm Cannon (Firearm) 4d10 200ft 25 150
Phaser (Firearm) 5d6 100 5 100
Phaser Rifle (Firearm) 5d8 150ft 15 200
Phaser Cannon (Firearm) 5d10 200ft 50 350
Armour Damage Soak Weight Cost
Shield (Buckler/Mighty/Tower) 2d4/3d6/4d8 10/15/20 10/20/40
Leathers/Flight Suit d6 0 5
Studded Leathers d8 3 10
Breastplate 2d10 8 15
Thick Hide 5d4 8 25
Plate Armour/Scrap Armour 6d6 15 40
Mech Suit 6d8 17 90
Power Armour 8d10 25 190
Magic Device Effect Weight Cost
Wand (Mind/Soul) [+X] +1 damage die to relevant damage, +X to (M/S) spell rolls 0 50 [+X]
Staff (Mind/Soul) [+X] +2 damage die to relevant damage, +X to (M/S) spell rolls 4 150 [+X]
Orb (Mind/Soul) [+X] +X to Focus/Meditate 3 75 [+X]
Mount/Vehicle Speed Weight Feed/ Passenger Cost Offensive Defensive
Fuelling Capacity Capability Capability
Mule 40 1
Mule and Cart 30 2
Horse 50 2
Horse and Cart 40 4
Camel 25 2
Griffon 60 3
Skates 40 1
Board 40 1
Bicycle 50 1
Motorbike 80 1
Car (Small) 75 2
Car (Medium) 70 4
Van 65 6
Truck 65 8
Tanker 60 16
Tank 50 6
Attack Helicopter 150 4
Fighter Jet 180 2
Hoverpad 45 1
Speederbike 60 1
Jetbike 100 1
Light Hovercar 100 2
Standard Hovercar 90 4
Transport 8
Future Tanker 24
Future Tank 6
Light Starship 6
Starship 12
Heavy Starship 24
Space Freighter 100
Warship 250
STRAIN:
All characters can push their boundaries, but not without risk. Any character may;
o Take Body Strain equal to 10% Max Body Stat to attack again (1 non-Combat action required).
- Prerequisite: 80 in Body, +20 Flex.
o Take Soul Strain (20% Max Soul) to force a re-roll of an opponent’s spell (2 non-Combat Action required).
- Prerequisite: 120 Soul, +10 Meditate.
o Take 5% Strain (type equal to skill type) to reroll any non-Combat skill (1 non-Combat Action required).
- Prerequisite: 50 in relevant skill type, +20 to Focus, Flex or Meditate, dependent on M-B-S parent stat).
o Take Mind Strain equal to the check DC to instantly succeed on any Mind-Based Knowledge Test
- Prerequisite: 120 Mind, +10 Focus.
SPELLS
MIND SPELLS SOUL SPELLS
(+20 Required in Relevant Spell Skill to cast). (+20 Required in Relevant Spell Skill to cast).
Damage Mind – 1 Combat Action + Combat Spell Roll: DC Damage Mind – 1 Combat Action + Combat Spell Roll:
= Target Shielding roll. 5d12 Mind damage. DC = Target Shielding roll. 5d10 Mind damage.
Damage Body – 1 Combat Action + Combat Spell Roll: DC Damage Body – 1 Combat Action + Combat Spell Roll:
= Target Shielding roll. 4d12 Mind damage. DC = Target Shielding roll. 4d10 Body damage.
Damage Soul – 1 Combat Action + Combat Spell Roll: DC Damage Soul – 1 Combat Action + Combat Spell Roll:
= Target Shielding roll. 5d12 Soul damage. DC = Target Shielding roll. 5d10 Soul damage.
Increase Soak (Self) – 2 non-Combat Action + Spell Roll: Alter Damage Type (Other) – 1 non-Combat Action + Spell
Roll: DC = Combat roll of target attack. Change M-B-S
DC = Caster’s Mind Stat Max. Double Soak for 3
damage type of target attack.
turns.
Heal (Self) – 2 non-Combat Action + Spell Roll:
Increase Soak (Other) – 2 non-Combat Action + Spell DC = Caster’s M-B-S Stat Max to be healed. Increase
Roll: DC = Target’s Mind Stat Max. Double Soak relevant M-B-S stat by 20% of max, up to its
for 3 turns. maximum. A glorious success doubles the amount
Increase Damage (Self) – 2 non-Combat Action + Spell healed
Roll: DC = Highest of Caster’s M-B-S stats. Heal (Other) – 2 non-Combat Action + Spell Roll:
Increase Combat damage of highest M-B-S Stat DC = Target’s M-B-S Stat Max to be healed. Increase
by 1 damage die for 3 turns. relevant M-B-S stat by 20% of max, up to its
Increase Damage (Other) – 2 non-Combat Action + Spell maximum. A glorious success doubles the amount
healed
Roll: DC = Highest of Target’s M-B-S stats.
Increase Combat damage of highest M-B-S Stat Enhance Skill (Self) – 2 non-Combat Action + Spell Roll:
DC = Caster’s Passive Skill roll. Increase non-
by 1 damage die for 1d3 turns.
Combat skill by 5d6 for 3 turns. A caster can only affect
one skill at a time.
Enhance Skill (Other) – 2 non-Combat Action + Spell Roll:
DC = Target’s Passive Skill roll. Increase non-
Combat skill by 5d6 for 3 turns. A caster can only affect
one skill at a time.
Double Attack (Other) – 2 non-Combat Action + Spell Roll:
DC = Target’s Body Stat. Target may make 1 extra
Combat (non-spell) attack without using a non-Combat
action.
Slow (Other) – 2 non-Combat Action + Spell Roll:
DC=Target’s Speed roll. Target can attack only once per
turn. Target’s Speed becomes half of Passive.
Reduce Skill (Other) – 1 non-Combat Action + Spell Roll:
DC=Target’s non-Combat Skill roll. Reduce non-
Combat skill by 5d6 for 3 turns. A caster can only affect
one skill at a time.
Shield (Self) – 2 non-Combat Action + Spell Roll: Until next turn;
attackers must reroll against the Character’s Spell Roll.
Incoming damage halved. Caster’s Speed becomes half
of Passive.
Take damage (Other) – 1 non-Combat Action + Spell Roll:
DC=Attacker’s Combat roll. Damage instant and
unpreventable by soak, taken as Soul damage.
MILESTONES
Combat - Spell: Mind Damage
Combat: Reach weapons
Combat - Spell: Body Damage
Combat - Spell: Soul Damage Combat: Blunt simple
Combat: Use Tech. Weapon Combat: Blunt two-handed
Combat: Shielding Combat: Ranged (bows)
Spell: Effect Self Combat: Ranged (thrown)
Spell: Effect Other
Combat: Ranged (firearm)
Appraise
20: Checks no longer use a non-Com when in combat. Combat: Hand-to-Hand
50: Using 2 non-Coms; the player may know the exact
value of any unknown item and where best to sell. Combat: Shielding
Craft Balance
25: The cost of crafting materials is halved.
Carry
50: Successful checks yield +1 Damage die (Weaponry)
Climb
or +1 Soak die (Armour).
100: Successful checks yield +2 Damage die
Contort Body
(Weaponry) or +2 Soak die (Armour). Flex
Hide
Disguise Hold Breath
10: The cost of disguise materials is halved. Jump
50: Rolls are now made with advantage. Knowledge (Weapons)
Move Quietly
Focus Sleight of Hand
Forgery Speed
Knots 20: Movement Speed increases by 5ft.
Knowledge(s) 30: Rolls to act first in Combat are done so with
Navigate advantage.
Spot 50: Movement Speed increases by 5ft.
Tinker/Disable
Translate Swim
15: Translate rolls to determine written language are 15: Movement Speed increases by 10ft.
made with advantage. 25: Swim checks are made with advantage.
30: Even if the roll to understand a language is a 40: Movement Speed increases by 15ft.
failure, the character can determine the language itself
(provided the roll is not an Embarrassing Failure). Combat - Spell: Mind Damage
45: Translate rolls to determine spoken language are
made with advantage. Combat - Spell: Body Damage
Treat Wounds Combat - Spell: Soul Damage
10: A Medkit yields twice as many uses before it
expires. Combat: Distract/Alert
Pick Lock Combat: Shielding
Use Tech 50:
Use Magic Device (Mind)
Spell: Effect Self
Combat: Simple blades 30: A standard success on a Heal (Self) restores 30% of
the target M-B-S stat.
Combat: Two-handed blades
50: A standard success on a Heal (Self) restores 40% of
the target M-B-S stat.
Spell: Effect Other
30: A standard success on a Heal (Other) restores 30%
of the target M-B-S stat.
50: A standard success on a Heal (Self) restores 40% of
the target M-B-S stat.
Control Animal: Domestic
Control Animal: Wild
Drive
Intimidate
Impress
Knowledge (People)
Knowledge (Religion)
Knowledge (Soul Magic)
Lie
Listen
Meditate
Persuade
Read Person
Search
Use Magic Device (Soul)