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Chronicles of Aganor 

The RPG

Version 1.3

Aganor the RPG 0


By Jonathan Crow

Table of content

Introduction ……………………………………………………………………………. 3
a. Aganor ……………………………………………………………………………
3
b. A role-playing game
……………………………………………………………….. 3
c. A few terms you need to know
……………………………………………………... 4

Character Races ………………………………………………………………………..5


a. Human ……………………………………………………………………………5
b. Elf ……………………………………………………………………………….. 5
c. Dwarf ……………………………………………………………………………. 5
d. Halfling …………………………………………………………………………...
5
e. Himloeg …………………………………………………………………………...
6

Character Classes ……………………………………………………………………...7


a. Fighter …………………………………………………………………………….
7
b. Rogue …………………………………………………………………………... 7
c. Wizard ……………………………………………………………………………7
d. Priest ……………………………………………………………………………...
7
e. Warrior Monk ……………………………………………………………………...
8
f. Dabbler ……………………………………………………………………………
8
g. Alchemist …………………………………………………………………………..
8

Character Statistics …………………………………………………………………… 9


a. Primary attributes ………………………………………………………………….
9
b. Body Points ………………………………………………………………………..
9
c. Levels
…………………………………………………………………………….10
d. Attribute check
…………………………………………………………………...10

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e. Skills
……………………………………………………………………………..11

Combat …………………………………………………………………………….…..13
a. Initiative …………………………………………………………………………13
b. Attacking …………………………………………………………………………
13
c. Dodging and parrying
……………………………………………………………...14
d. Shields ……………………………………………………………………………
14
e. Armor
…………………………………………………………………………….14

Weaving the Pattern ………………………………………………………………… 17


a. Weaving and Fatigue Points ...
……………………………………………………...17
b. Weaving a “Pattern” ………………………………………………………………
17
c. Control failure
…………………………………………………………………….18
d. Unraveling
………………………………………………………………………..18
e. Properties of the Pattern
…………………………………………………………...18
d. Basic Patterns
…………………………………………………………………….22

Alchemy …………………………………………………………………………….….24
a. Potions and scrolls
………………………………………………………………….24
b. Summoning
………………………………………………………………………...25
c. Imbuing Items
……………………………………………………………………..26
d. Golems
………………………………………………………………………….....27
e. Weapon/Armor enhancements
…………………………………………………….....28
f. Rune Mastery
……………………………………………………………………...28

Priests …………………...………………………………………………………….….30

Rogues ………………...……………………………………………………………33
a. Failing thieving skills ………………………………………………………………
33

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b. Sneak attacks
……………………………………………………………………...34
c. Rogue language ………………………………………………………………….34
d. Gathering information
……………………………………………………………...34
e. Black market ………………………………………………………………………
34
f. Call in a favor
……………………………………………………………………..34
g. Poisons ...
………………………………………………………………………….34

Monks and the Tao ……………………………………………………………………35


a. Tao Initiate
……………………………………………………………………….36
b. Tao Seeker
………………………………………………………………………...36
c. Tao Brother
……………………………………………………………………….37
d. Tao Priest …………………………………………………………………………
38
e. Tao Father
………………………………………………………………………...38
f. Tao Master
………………………………………………………………………...39
g. Tao Che Monk ………………………………………..……………………………
39
h. Tao Che Master ……………………………………………….
…………………...40
i. Monk Tao fighting style ……………………………………………………………
41
j. Monk Tao movement ………………………………………………………………
41

Fighters Advanced Skills ...…………………………………………………………..42


a. Rank 1 skills ………………………………………………………………………
42
b. Rank 2 skills ………………………………………………………………………
42
c. Rank 3 skills ………………………………………………………………………
43
d. Rank 4 skills ………………………………………………………………………
43

Money and Equipment ……………………………………………………………….45


a. Social class
………………………………………………………………………...45

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b. Miscellaneous equipment
…………………………………………………………...45
c. Armor prices ………………………………………………………………………
45

Character Profile ………………………………………………………………………46

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1. Introduction

a. Aganor

Aga was there at the beginning.  Aga created matter and time and he also created
the universe with he gave to his firstborn children, whom he named Karagan, which
means first born of Aga.  The Karagan were incorporeal at first and simply played with
the universe given to them, creating planets and stars but never were they able to create
sentient beings, for the creation of souls was something reserved to Aga.  Aga created a
single planet named Aganor, on which he created a new race of beings.  He called them
Neragan, which, in the celestial language, means grandchildren.  Those are what we call
humans in our own language.  
Aga asked the Karagan to help along with him in teaching humans about the universe and
all its wonders.  They agreed and helped educate the humans.  But some Karagan were
jealous of the fact that they were not given the ability to spawn their own race of beings
and some intermingled with the humans turning them into half humans, while others
became bitter and sought to destroy their younger brothers.  
Aga was angry and thus banished all Karagan from Aganor and continued to instruct the
humans himself. 
  
Humans, known as Neragan in the celestial language, were created immortal in the image
of their creator Aga, yet some were corrupted by the Karagan and became changelings, or
Kardish in the celestial language.  This corruption led to the loss of their ability to
manipulate the gift to manipulate the pattern of creation which Aga had instilled in them
when he gave them life.  Thus the great schism led to the separation of humanity into
humans and changelings.  The humans lived on and multiplied while the changelings
multiplied, but had a shortened lifespan.  This led to the carnal wars in which changelings
conspired to destroy the humans.  And the humans instead of relying on Aga for
protection, fought back using the gift building monstrous weapons of magic and in the
end scarring the world in the process.  Aga stripped humans of the gift to prevent the utter
destruction of the world.  The lifespan of humans thus also became limited, and the
remaining changeling races began to gain the upper hand.  Instead of returning and
pleading with Aga for help, the humans sought refuge in new forms of power turning to
sorcery and the ability to summon the spirits of the dead.  The tide of the war turned back
in favor of the humans who drove the changelings into hiding.
  
Sorcerers became the new leaders of the human world, and barriers were erected to
prevent the changeling races from encroaching on human territories.  The changelings
retreated into their own kingdoms and peace prevailed.  But the sorcerers took advantage
of their newfound powers and became tyrant.  The humans rebelled against the Sorcerers
and the second carnal war erupted, but this time only amongst humans.  Sorcerers were
hunted down and their high places taken down.  As a result of this the magical
protections that the Sorcerers began to erode, and eventually they disappeared.   Over the
years people came to realize that while Aga's gift to manipulate the pattern in a raw form
was removed, there remained a spark of the gift in them, which could be used to
manipulate the pattern in a small way through Alchemy.  As sorcerers became scarce,

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Alchemist and herbalists became to proliferate in certain areas, creating useful items that
could be used to enhance the lives of the living.
  
3,000 years have passed and the changelings and humans lost track of each other.  In fact
story became, myth, myth became legend and the separate races lost almost all
knowledge of each other.  The seven races of Aganor lived on each in separate kingdoms
unaware and uninterested of each other's progress.   
  
The six changeling races of Aganor are as follow.  The Phillisites who take the form of
stony giants infused with great strength, who live in the mountains in great fortified
castles wrought out of the very mountain rocks.  They worship Phillis, their god and
maker.  The Nagarites who have human torsos but the body of giant snakes, they live in
the jungles of Naphar and they dwell in cities build around Ziggurats, the place where
they worshipped their maker Naga.  The Aeranites who are dark skinned humans bearing
large white wings protruding from their backs.  They dwell in floating cities in the clouds
and worship Area their goddess who helped them build their celestial dwellings.  The
Tirgoshites resemble human forms with skin that looks to be like crackling lava (black
skin with glowing red craks all over).  They dwell in the low places of Aganor and in
volcanic cities.  Volcanoes hold great spiritual significance to them as it is where they
hold their worship for their god and maker Tirgo.  Zarites resemble humans with
distinct feral features and the ability to transform entirely into large canines or felines. 
They live in small packs and dwell in large forests where game comes easily.  They
worship their mother Zari.  The last of the changeling race is the Oshanites who closely
resemble humans except for their webbed appendages and a dorsal fin that protrudes
from their back.  They dwell in deep coral cities in the oceans of Aganor and worship
their god and maker Osha. 

Extract from the Book of Argil.

b. A Role-Playing Game

Aganor is what you call a Role Playing Game (RPG). It is not a typical game, where you have all the
players competing against each other to see who will win. An RPG is a game where you have players, and
a storyteller (also known as Game Master, GM). A typical game takes place around a table where each
player has a character sheet that represents a specific character living in Aganor. The Game Master (GM)
tells a story (which he will have prepared in advance) involving the characters played by the players.
Those characters are often called Player Characters (PC). The story is not something set in stone for when
Role Playing the GM describes a scene to the players, and the players get to choose how their PC’s will
react to that particular situation. Based on how the PC’s react, and how successful they are, the GM will go
on to describing the next scene. This seems quite obscure so let me show you a little example of how
things could be run.

Example:
GM: You are walking down the trail in the forest, and you notice a little ahead of you that a large tree trunk
bars the way. What do you do?

Talis: I’ll pull out my sword and fasten my shield, and advance carefully.

Shandra: I’ll start looking around in the woods to see if there’s anything suspicious around.

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GM: Talis, as you advance you notice that the trunk has not fallen down haphazardly, but was in fact
shopped at the base purposely. Shandra you notice the glimmer of what seems like a weapon of some sort
high up in a tree about twenty feet to you left.

Talis: I tell Shandra to stay alert, and jump on the tree trunk to get a better view of the other side.

Shandra: I’ll wait to see if the form in the tree decides to attack, and if it does, I’ll channel a “Flying Fist of
Fire” Flux right at it.

GM: Talis, as you prepare to jump up on the tree trunk two men armed with short bow pop up from behind
it and yell, “This is our wood and you must pay the toll if you care to pass!”
Shandra, you notice that the form in the trees has shifted slightly, but it still in the tree. So what will it be?

As you can see, many scenes will be described by the GM, and every time the players will have a chance to
make their PC’s act in response.

So what really is the purpose of this whole thing?


Have you ever watched a movie or read a book thinking, “I would have dealt with this situation
differently”, “That wasn’t very smart!”, “I wish I could be one of those people…”? Well this is it! This is
you chance to not just read a story, but become part of one. When the GM create a story he become more
like a producer, organizing the setting in which the characters will live. The rest of the story will unfold as
you play a major role in developing it, and bringing life to it. This is what Role Playing is… free form
story telling combined with a little bit of acting.

So what do you say? Are you game? If you are read on…

c. A few terms you need to know

GM: The Game Master, or Storyteller, is the producer of the story, who will direct the players by
describing the different scenes in the story, and make sure the game goes on smoothly. If you want to
become a GM, I strongly suggest you read the whole book, for a GM needs to know everything that is
going on, and has authority over the entire game. As a referee you also get to decide if you don’t like
a specific rule, and therefore you can change the rules if you think they aren’t adequate to your
gaming style.

PC: Player Character, are the heroes of the story. Each player will have control over one PC (sometime
more than one depending on the GM and the player), and will be responsible for that PC’s actions
during the story.

CP: The Character Profile is a sheet of paper that contains all the statistics describing your PC. When a
player decides to have the PC perform an action, the GM might require the player to make a skill roll
or attribute roll to determine whether the action is successful. Skills, and Attributes, are some of the
statistics that you will find on the CP.

NPC: An Non-Player-Character is a character that does not belong to a player, and therefore will be
directed by the GM. There are usually many more NPC than there are players in a story. Some NPC
will not be important enough to require a character sheet, others, like major antagonists, might require
a specific character sheet.

Dice:Most RPG’s have an element of randomness involved in them. This represents the potential
variability that occurs when trying to perform a specific action. Try and write your signature twice,
and compare. They won’t look the same. So in order to represent this variability we use dice. In
Aganor the RPG you will need 1 type of dice: 6 sided dice (also known as D6). When you roll a D6,
if the roll results in a 6, you get to roll that die again and add the second roll to the total.

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Rounds: When playing a game one has to find a way to define time. A round is defined as the smallest unit
of time for a game. A round is 6 seconds long. When battles are played out they end up being
broken down into combat round (each 6 seconds long).

Turn: A turn equals 10 minutes, which is equivalent to 60 rounds.

Morality: This is an indication of how your character lives out his life. Is he good hearted (good), or does
he not care much about other people (neutral). Is he compassionate (good), or does he enjoy
watching other people suffer (evil). Does he believe in the balance of good and evil (neutral), or
does he think good will always prevail (good), or maybe that being nice is for the weak of heart
(evil). When creating a character you should decide your character’s morality.

Attributes: a set of numbers that determine your character’s physical, and mental strengths and weaknesses.

Skills: a set of statistics that determine the character’s area of expertise.

Class: an occupation that the character has decided to choose.

BD: Base Difficulty, which determines the minimum required total needed to succeed in any action.

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2. Character Races

There are five different Races that players can choose from for their character:

a. Human

Humans being the second sons of Aga are blessed with a gift of adaptation and diversity. Although they
have a limited life on Aganor they have the ability to do great things in a short period of time.
They are the most common in the world. They have a huge potential to learn even though their life span
seems short (approximately 70 years). At creation humans will get 5 creation points that will allow them to
either start with an extra 200gp per creation point, start with a magical item with 2 creation points (only one
magical item can be purchased in that way), or start with 2 extra skill points per creation point spent, or
raise an attribute by 1 for 2 points (this can only be done once). Human men average 6 feet in height, while
women average 5ft 5in. Because of their short lifespan they tend to make better use of their time, and
therefore are able to learn things a lot faster than any other race. When counting experience points, humans
get an extra 20% more than any other race.

b. Aeranite
c. Azarite
d. Nagarite
e. Oshanite
f. Phillisite
g. Tirgoshite

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h. Character Classes

Once the race has been picked, the player gets to choose what class he wants his character to be. The
character class is similar to his occupation. It determines what area of expertise that particular character
favors.

a. Fighter

Are you a pirate, or a gladiator, maybe a soldier, or just a mercenary. All you know is that you were taught
to use your weapons well. When the time comes, and you have to face the odds, you always do it with your
trusted weapons that have become deadly extensions of your arms. More so than just hitting, to you
fighting, is finding ways to outsmart your opponent so you can gain the upper hand. A Fighter is a person
who has spent most of his life learning how to best use his fighting skills. He is the only one who can truly
master the art of fighting with a weapon, and for that reason, only he has access to the Fighting special
skills (section 11, page 38). The most important attributes for a Fighter are his strength, his toughness, and
his nimbleness. The fighter specializes in Martial skills.

b. Rogue

From simple ruffian to noble merchant, from deadly assassin to expert spy these are the men people call
Rogues. Why Rogue? Well a little bit of profit never hurts anyone, and if obtaining this profit means
taking it from someone else, oh well… They are the masters of disguise, and deceits. People look at them
with disdain, but often end up relying on them to save their lives. They are the people who are seen but yet
unseen. Rogues have their own little abilities that set them apart. Their strengths lie more in their ability to
obtain what they want than it does in fighting. They are, however very important to most group of
adventurers. If you like a character who doesn’t fight much, but has high skills in stealing, hiding, setting
traps, opening locks, gathering illicit information, and obtaining things other people can’t, then the Rogue
is your man. The most important attributes for a Rogue are his nimbleness, his intellect, and his charm. The
Rogue specializes in Thievery skills.

c. Gifted (not available at the beginning)

“Mind over Matter”, “Order vs. Chaos”, “Can you see the Pattern”. Yes there is such a thing as the Pattern.
It surrounds and envelops everything in this world, for the world is made of it. Wizards are some of the
few gifted people who can see the Pattern or at least parts of it. Their strength lies in unraveling parts of
the Pattern and weaving patterns of their own, with their mind through their body. A Wizard is able to
weave these small patterns, which are minor reflections of the Greater Pattern created by the all-knowing
gods. A Wizard’s strongest asset is his sight for he needs to see the Pattern to be able to weave his own. If
a Wizard is blindfolded he cannot weave (except for self-affecting patterns). If you plan on playing a
Wizard, make sure to thoroughly read the Weaving the Pattern section (section 6). The most important
attributes for a Wizard are his Mind. The Wizard specializes in Intellectual skills. Wizards have the
weaving skill as a specialty as well.

d. Disciple of Tao

Some think they are priests, others think they are warriors. In reality they are both. These men are taught
the discipline of the Tao. They believe in the power of Energy also known as Che. All life has energy in it
and through hard training the Monk is capable of controlling the flow of energy in his body. Some very
powerful monks also have the ability to control the energy in other life forms. Monks have they own skill
section where they learn to control this inner strength. The most important attribute for a monk is probably
his Movement, but his Physique and Mind are also very important. Indeed Disciples of Tao are always
looking for perfection in every aspect of their being. Disciples of Tao specialize in Martial skills.

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e. Alchemist

These peculiar people are endowed with a strong knowledge of the elements and how they work together.
Alchemists find ways to funnel the Pattern into objects bringing life into some, and power into others.
They are great crafts people who can forge magical objects, and weapon, as well as construct Golems
(living automatons). They have the knowledge of Grids, which they use to funnel energy from the Chaos
and summon beasts to their help. Never underestimate a fully armed Alchemist. The most important
attribute for an Alchemist is his intellect. Alchemists specialize in Intellectual skills. The Alchemy skill is
of course a specialty skill for such an Alchemist.

Example:
Talis, a human, was born to be a fighter; so I will assign fighter as his class of choice, although his
occupation will be bouncer at the Three Silver Keg Inn.

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3. Character Statistics

a. Primary Attributes:

Every character has a set of primary attributes that define his physical and mental qualities.
- Physique (PHY): represents ones physical abilities related to strength, toughness,
endurance…
- Movement (MOV): represents ones swiftness and reactions.
- Intellect (INT): represents ones ability to discern truths, memorize, and analyze situations.
- Presence (PRE): represents ones charms and ability to influence others with words.

Choosing your character’s attributes is a very important part of character creation. It will determine how
well your character can perform, and often which class is preferable (see the character class section for
more details). The first step in determining your character’s attributes depends on you. You have 12 points
to distribute any way you want in each attribute. The minimum in any given attribute is 1, while the
maximum at creation is 5 (certain races can attain a 6 due to racial modifiers). The human average is a 2.
Human characters will average a 3, which represents the fact that they are in some way shape of form a cut
above the norm. At creation a character must also pick one attribute in which they are particularly talented.
This attribute will be the only attribute for which the character can reach 5 (without modifiers). All other
attributes will be limited to a maximum of 4. Also they must pick one attribute in which they are limited to
counterbalance their talent. That attribute will not be able to grow beyond 3.

Example: Talis as I said was born to be a fighter because he is as strong as an Ox and tougher than steel.
Since I wanted him to be very strong and tough I decided that out of my ten points I would put 4 in
Physique (PHY) and 4 in Movement (MOV). I then gave the remaining attributes 2’s. Also I picked PHY as
Talis’ talented attribute, and his INT will be his limited attribute.

Attributes:
Physique (PHY)*: 4
Movement (MOV): 4
Intellect (INT)**: 2
Presence (PRE): 2

b. Health and Wounds:

A character’s physique is a representation of how well their body can resist trauma. Each point in a
character’s physique represents a light wound that character can sustain before falling unconscious. When
the number of wounds sustained equals the character’s physique, that character must roll his physique (BD
of Hard) every round in order to remain conscious and continue to act. If he succeeds he can continue to
act (but he/she removes one die to the PHY roll for each round he/she remains conscious thereafter), but if
he/she fails he/she falls unconscious. If a character has no more wounds levels left and sustains another
wound, that character dies.

Recovering Health:
A character recovers a light wound at the rate of one wound level per day of rest. Some wounds are more
severed than light wounds and require more time to recover naturally. Check the wounding table for details
on this.

Example: Talis has physique of 4, which means he can sustain 4 light wounds before he must roll his
physique to avoid falling unconscious.

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c. Levels

This determines the level of expertise a character has in his field of studies. Each time a character finishes
an adventure he is given a certain amount Destiny Points based on how well the mission was accomplished.
For every 10 DP spent on learning new skills or increasing attributes the character gains a new level in
his/her class. Each time he/she gains a level he can choose which class to increase in, should he/she desire
to have more than one class.

For example, Talis being just created starts with no experience at level 1. As soon as he reaches 1000
experience he will raise to level two, and so forth and so on.

d. Attribute check:

When a player wants his character to do something that requires the use of an attribute he must roll a
number of D6 equal to the number of his attribute. 6s are re-rolled and added to the initial roll allowing a
character to exceed 6 with any given die. In order to succeed at the task, the character must exceed the BD
of that particular task on one of the dice rolled.
In some cases the activity might be easier or more difficult than the norm. The table below provides
different BD’s based on the difficulty of the task.

Difficulty BD Comment
Easy 3 Any average joe could do this
Moderate 4 This may require a few tries
Difficult 5 This will take some skill, or repeated attempts
Hard 6 Skilled people can do this, but may require a few attempts
Very Hard 10 Only the best can succeed at this on a regular basis
Impossible 12 This requires not only a lot of skill but some dumb luck also

For example, Talis is trying to jump over a chasm as he is running away from an angry Minotaur. The GM
tells him to roll an Easy MOV check to see if he makes the jump. Talis rolls his 4D6 and gets 1, 2, 2, and
4, which means he would succeed without any modifiers seeing as the BD is only 3. Had the gap been two
times Talis’ size the jump would have been difficult (BD = 5), and his roll of 4 would have turned out to be
a failure.

Note to the GM: feel free to change these modifiers should you consider them inadequate.

e. Skills:

Since you’re playing a hero it is assumed that he will have spent enough time training developing certain
skills that he believes are necessary to survive in the harsh environment of Adventuring Life. For this
reason, when creating a PC, a player will have to pick specific skills in which he wants his character to be
trained. Following is a list of skills that can be learned.

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Skill Char (Attribute/Trained-Untrained-Special)):
Armor smithing (MOV/T)
Acrobatics (MOV/T) Listening (INT/U)
Acting (PRE/T) Martial Arts – MA (PHY/T)
Alchemy (INT/S) Masonry (INT/T)
Ancient history (INT/T) Mountaineering (INT/T)
Animal training (INT/T) Musical instrument (MOV/T)
Art (INT/T) One-handed Blunt Weapons – 1HB (PHY/T)
Astronomy (INT/T) One-handed Edged Weapons – 1HE (PHY/T)
Bartering (PRE/U) Pole arms – PA (PHY/T)
Bar tending (PRE/T) Poisoneer (INT/T)
Brewing (INT/T) Public Speaking (PRE/U)
Carpentry (INT/T) Ranged weapon – RW (MOV/T)
Weaving (INT/S) Reading lips (INT/T)
Climbing (PHY/U) Religion (INT/U)
Diplomacy (PRE/U) Riding land based (MOV/T)
Dodge(MOV/U) Riding air based (MOV/T)
Setting/Disarming Traps (INT/T) Running (PHY/U)
Pick Locks (MOV/T) Sailing (INT/T)
Direction sense (INT/U) Searching (INT/U)
Disguise (INT/T) Sense (INT/U)
Diving (MOV/U) Shipwright (INT/T)
Forgery (INT/T) Siege Weapon – SW (INT/T)
Etiquette (PRE/T) Sign language (INT/T)
Firearms - FA (MOV/T) Sneaking (MOV/U)
Fire building (INT/U) Survival (INT/T)
First aid (INT/T) Swimming (PHY/U)
Gem cutting (MOV/T) Tailoring (MOV/T)
Gem upraising (INT/T) Tanning (INT/T)
Glass blowing (MOV/T) Thrown weapons – TW (MOV/T)
Heraldry (INT/T) Tracking (INT/T)
Herbal Lore (INT/T) Two-handed Blunt Weapons – 2HB (PHY/T)
Hiding (MOV/U) Two-handed Edged Weapons – 2HE (PHY/T)
History (INT/U) Hand tricks (MOV/T)
Inquire (PRE/U) Tight rope walking (MOV/T)
Juggling (MOV/T) Ventriloquism (PRE/T)
Language (INT/S) Weapon smithing (MOV/T)
Leather working (MOV/T) Weather prediction (INT/T)

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Here it is folks! Most of those skills are self explanatory, and if you don’t know what it means… get a
dictionary and educate yourself!
If you happen to think of something that isn’t on the list just feel free to add it onto there.

The letters in parenthesis refer to the Attribute that combines with that skill when used, and the letter after
the slash refer to whether a skill requires special training to learn. A person trying to use a Trained skill (T)
without training would use one less die on their attribute roll and have the difficulty be one level higher
than a trained individual. Untrained (U) skills don’t require any formal training and have no modifiers
associated to them for those who don’t have skill points in them. Special skills (S) can only be learned by a
specific character class since they require either something unusual (such as the Gift), or unusual training.

Note on Weapon Skills: As you might have noticed every combat oriented skill has a dash and a code next to it. The
reason for that is so that you know, when you go to buy a weapon, which martial skill you will need to use to fight with
that particular weapon.

Skill points and Skill Levels:


Each skill has 6 levels (Novice, Skilled, Advanced, Masterful, Renowned, Legendary). A starting character
gets 20 (25 if human) points to spend on skills of his/her choice. No more than 3 points can be spent on
any given skill for any starting character. Each point buys a character one level of skill in any given skill.

Each class has their own specialty skill (except for Priests and Dabblers who have none) as stated in the
character class section.

Example: Now that I have the attributes figured out for Talis, I’m going to pick some skills that I think are
appropriate. Remember I have 25 points to spend at the beginning.

Thrown Weapon (MOV): 2


Martial Arts (PHY): 2
1-handed Blunt (PHY): 2
Ranged Weapon (MOV): 3
2-handed Edge (PHY): 3
Jump (PHY): 2
Run (PHY): 2
Search (INT/G): 1
Sneak (STR/A): 2
Swim (TGH): 2
Ride (NIM): 2
First Aid (INT): 1
Barter (PRE): 1

Learning and Advancing Skills and/or Attributes:


At the end of each session the GM dispense destiny points which can be applied to either developing the
character’s attributes or skills, or learning a new skill, or kept as destiny points to be used during an
adventure. Usually the number of points given is between 1 and 6 depending on how long the session was
and how well the characters performed. If a character wants to increase an attribute they must spend 5
destiny points. If a character wants to increase a known skill they must first make sure that they have used
that skill since they last increased it. Then for each point spent on that skill they get to roll a D6 and if one
of those dice is above their current skill, they get to increase that skill by 1 level. If a player wants to have
their character learn a new skill, they must first seek out someone who is at least at the professional level
and spend one month under their tutelage and then spend 2 destiny points in order to learn the new skill (no
roll is needed there).
Talis just got done with an adventure and has 3 destiny points left. He did a fair amount of sneaking
during the last adventure and decides to use 2 destiny points to increase his skill from (Novice, up to
Skilled). He now has one destiny point that he keeps for the next adventure, should he have a need for an
emergency.

Skill Rolls:
Every skill that your PC knows has an attribute associated with it. Should the GM decide that a skill would
be appropriate for a specific task, he might ask the player to make a skill roll rather than an attribute roll.
In this case the player gets to roll a number of D6 equal to his attribute + skill level combined.

If you remember Talis and his jump, had he used his jumping skill (Skilled level 2) instead, he could have
added 2 more D6s to his roll, which could have turned his failure into a success if one of those rolls had
been a 5 or more.

Opposed Rolls:
Sometimes a PC’s task might work against another PC or NPC. A Rogue is trying to hide from an angry
noble he robbed. In this case an opposed roll is made between the two of them. Both players make an
attribute + skill check (against a BD of 5), and whoever rolls the most successes defeats the other. Should
each have the same number of successes then the contest continues to the next round.

A quick summary of where we’re at with the creation of Talis the fighter.

Name: Talis
Race: Human
Class: Fighter
Morality: Good
Attributes:
Attributes:
Physique (PHY)*: 4
Movement (MOV): 4
Intellect (INT)**: 2
Presence (PRE): 2

Starting Skills:
Thrown Weapon (MOV): 2
Martial Arts (PHY): 2
1-handed Blunt (PHY): 2
Ranged Weapon (MOV): 3
2-handed Edge (PHY): 3
Jump (PHY): 2
Run (PHY): 2
Search (INT/G): 1
Sneak (STR/A): 2
Swim (TGH): 2
Ride (NIM): 2
First Aid (INT): 1
Barter (PRE): 1

Aganor the RPG 16


4. Combat

This is the part where the good guys and the bad guys beat on each other, usually until one of them gives in
or dies. Fighters pay attention to this part. Other player also, but this part is more interesting to fighters,
since this is what they like to do. Combat is divided into combat round in which all characters involved in it
get to have their part of the action until another round comes around.

a. Initiative (MOV + Martial Skill vs. Weapon Speed):

To determine who will act first each player rolls his/her martial skill combined with his/her MOV against a
BD of his weapon’s speed (3 if not using a weapon). The character with the highest result (most successes)
is the first to act. He/she may at this point decide to delay his action and wait for someone with a lower
initiative to declare his action and choose to interrupt that action.
If a character decides to, he may forgo his action during the current round to have the highest initiative
during the next round. In the case of more than one person forgoing their action, the character that had the
highest initiative in the current round will have the highest one in the next round.
The initiative roll is re-rolled every round, with the exception of action delay stated above.

Note on Weapon Length:


When two opponents enter melee the character with the longest weapon gets an automatic two extra
successes on his/her initiative roll. After the first round, initiative proceeds normally.

b. Attacking (martial skill + PHY or MOV):

Attacking works the same way as any opposed skill roll. The player attacking rolls his PHY + martial skill
for melee, or MOV + martial skill for ranged attack and the defender rolls his PHY (or MOV) + Martial
Skill (all rolls are against a BD of 5). The attacker is successful if he gets more successes than the
defendant (a character wearing a shield gets an extra die to roll on his opposed roll – see shields section for
more details). A successful attack results in a light wound on the character hit (reducing their PHY by 1
point). However there are degrees of success that can impact the damage done to an opponent.

 If an attack results in 3 or 4 successes the victim must immediately roll a Hard (BD6) PHY in
order to remain conscious. Either way the wound received is severe and will take a number of
weeks equal to the number of successes on the attack to recover naturally (see wound chart for
more details).
 If an attack results in 5 or more successes the victim immediately falls unconscious and must roll a
Hard (BD6) PHY roll to avoid dying on the spot. Should they succeed on that roll, they will no
die immediately but must succeed on a roll every hour or die unless someone applies the right first
aid to prevent death. Either way the wound is so severe that it would take a number of months
equal to the number of successes on the attack to recover naturally (see wound chart for more
details).
 Armor reduces the number of successes an opponent had on his attack potentially preventing a
light wound, or preventing a severe or deadly wound. The type of armor determines the number
of successes removed.

Regardless of the severity of the wound a successful attack reduces a character’s PHY by one point each
time

Note on “severe” and “deadly” wounds:


Should a character suffered a severe wound (3 or 4 successes), regardless of whether they succeeded at
remaining conscious or not, they must roll on the wound chart to determine what the damage is. If a

Aganor the RPG 17


character suffered a deadly wound (5 or more successes) and managed to stay alive they must roll on the
wound chart to determine what the extent of the damage is.

Wound Chart (1d6 for severe wound or 1d6+6 for deadly wound)
1-3 Bleeding wound, bruised bone depending on weapon type (-1 die to all actions until recovered)
4-6 Broken bone and bleeding wound (-2 die to all actions until recovered)
7-10 Shattered bone and severe bleeding (no action possible for 2 months, then move up chart)
11-12 Severed or crippled appendage (same results as above except for loss of appendage)

There are of course special types of attacks or conditions that may modify the condition of your attack.
The following chart covers some of those. More can be made up at your own discretion.

Special Types of Attacks:


Grabbing : Same as a regular attack, however, upon success, instead, an opposed PHY roll
is done to determine if the attacker is able to hold the victim. The attacker gets a
bonus to his opposed roll equal to the number of successes he got on the grab
attempt. A victim that is grabbed can attack, but roll two less dice (if they have
no die to roll because of that then life is tough). They can also attempt to
wrestle themselves loose by rolling another opposed PHY roll (however they
roll one less die since they are in a tight spot).
Tripping : Similar to grabbing except the opposed rolls are using the MOV attribute, and
the victim can end up prone. It takes an action to stand back up.
Attack while prone : Two dice removed from attack
Attack prone person : Two dice added to attacker’s roll
Surprise attack : BD to such an attack is lowered to 2
Flanking : When more than one person is attacking a person, the attacker have the choice
of doing separate attacks (in which case they just do their normal attacks), or
they can cooperate. If they cooperate one attack is rolled using the best
attackers’ skill, and he gets to add 2 dice to his roll for each person cooperating
with him. If he succeeds, roll damage for that attacker using his weapon (the
other attacker are simply trying to distract the defender from the real threat).
Subdue : No modification to the attack roll. When trying to subdue an opponent a person
will attack as normal. If they get more than 3 successes the previous rules
apply. The only difference is that since the attack was not meant to kill, only a
light wound is made. The victim will still be unconscious.
Targeted Hit : A person can try and target a location not covered by armor but doing so
increases the BD to hit by 4. A success could result in not loosing any successes
to the armor your opponent is wearing.
Attack while riding : A person well trained from horseback has an advantage when riding into battle.
If they have a riding skill of 3 or more in riding they automatically get a bonus
D6 to their attack when attacking a person on foot. If they have a riding skill of
2 or lower they must first make a riding roll (BD 5) in order to get the bonus.
Without the riding skill, a person would have to focus all their attention on
controlling the horse and thus would not be able to attack.

c. Dodging:

Characters who don’t have a very high martial skill but are talented in other athletic abilities could use
those to try and dodge an attack (Dodge, Acrobatics, Jump, Run all come to mind). Either way the same
combat rule applies. The only difference is that if a person manages to dodge an attack entirely they have
the opportunity to flee from combat.

Aganor the RPG 18


d. Shields:

Shields increase the BD to be hit by 1 against an opponent. The size of the shield determines against how
many opponents the shield modifier can be applied. Small shields work against 1 opponent, medium sized
shields work against 2 opponents, and large shields work against 3 opponents.

Example: Talis, having decided that he wanted to be a fighter, has used his starting points mostly for
fighting skills. He also buys a medium shield, which will allow him to lower attacks by 1 versus two
separate opponents.

e. Armor:

Armor is very useful to protect a character from certain death. The protective quality of armor determines
how much damage is absorbed by it.

Armor Chart:
No armor : No modification applied to damage.
Hard Leather : remove 1 success from attacks
Chain Mail : remove 2 successes from attacks, -1 die to all Athletic, Thieving, and Martial Skills
Scale Mail : remove 3 successes from attacks, -2 dice to all Athletic, Thieving, and Martial Skills
Plate Mail : remove 4 successes from attacks, -2 dice to all Athletic, Thieving, and Martial Skills

Note on Armor and Shield Wear:


Armor and Shields are not indestructible!!! There is only so much they can take before they become
useless, and need serious repairing. Keep records of the damage the armor and shields.

Example: Talis was given by his uncle a beautiful chain mail that covers all but his calves. During a fight a
monster wielding a scimitar hits him in the left arm for 12 points damage. Talis protected by his chain
armor only suffers 9 points of damage and has a much better chance of keeping his arm. There are 57
structure points left in the chain armor, however if Talis gets his arm cut off the armor will need repairing
regardless.

Weapons Chart (type / speed / bonus successes / price):

Aganor the RPG 19


Arrow (flight): spec / spec / 1 / 1gp for 20 Horse lance: PA / 4 / 6** / 5gp
Arrow (sheaf): spec / spec / 2 / 1gp for 20 Javelin: TW / 3 / 2 / 1gp
Ballista: SW / spec / 6 / 500gp Long sword: 1HE / 3 / 2 / 10gp
Bardiche: PA / 4 / 3 / 20gp Mace: 1HB / 3 / 2 / 3gp
Battle-axe: 1HE / 3 / 2 / 15gp Morning star: 1HB / 3 / 2 / 15gp
Bear hands: MA / 2 / 0 / free Pike: PA / 4 / 6** / 2gp
Bow, Composite: RW / 3 / arrow type / 60gp Spear: PA / 3 / 2 / 5gp
Bow, short: RW / 3 / arrow type / 30gp Trident: PA / 4 / 3 / 15gp
Bow, Long: RW / 3 / arrow type / 50gp Saber: 1HE / 3 / 2 / 10gp
Catapult: SW / spec / 8 / 750gp Scimitar: 1HE / 3 / 2 / 15gp
Club: 1HB / 2 / 1 / free Short sword: 1HE / 2 / 1 / 7gp
Crossbow, light: RW / 3 / 2* / 40gp Sling shot: RW / 3 / 0 / 1sp
Crossbow, heavy: RW / 4 / 3* / 80gp Spiked club: 1HB / 3 / 2 / 1sp
Dagger: 1HE / 2 / 1 / 1gp Staff: 2HB / 3 / 2 / 1sp
Darts: TW / 2 / 0 / 3bp (thrown 2 at a time) Throwing Axe: TW / 3 / 2 / 1gp
Flail: 1HB / 3 / 2 / 10gp Two-handed battle-axe: 2HE / 4 / 3 / 20gp
Great Scimitar: 2HE / 4 / 3 / 20gp Two-handed sword: 2HE / 4 / 3 / 20gp
Halberd: PA / 4 / 3 / 15gp Two-handed warhammer: 2HB / 4 / 3 / 15gp
Heavy Flail: 2HB / 4 / 3 / 20gp Warhammer: 1HB / 3 / 2 / 10gp
* Crossbow bolts bypass the armor defense bonus doing full damage to the target (that includes TGH
check). 12 bolts cost 1gp.
* * Can only be used when charging or being charged at.

Ranges for Ranged/Thrown Weapons:

Weapon type Base Range Sheaf Arrow


Ballista 120 n/a
Bow, Short 60 80
Bow, Long 90 100
Bow, Composite 120 120
Catapult 200 n/a
Crossbow, Light 50 n/a
Crossbow, Heavy 80 n/a
Dagger 10 n/a
Darts 10 n/a
Javelin 20 n/a
Sling Shot 30 n/a

Up to base range is normal attack roll. Up to range x 2 it’s –1 to the attack roll, up to range x 3 it’s –2 to
the attack roll, up to range x 4 it’s –4 to the attack roll. Range x 4 is the maximum range that a weapon can
shoot.

Example of Combat: Talis runs into an orc on the road. As you may recall Talis’ weapon of choice is the
morning star, and he wears his uncle’s chainmail, and carries a medium shield in his left arm. On the
other hand the orc, although slightly shorter, and less strong (2 to strength) than Talis (4 strength), is
wielding a scimitar and a small wooden buckler. Talis’ skill with the morning star is 5(4 due to him
wearing the chainmail), while the orcs skill with the scimitar is 4. Both roll for initiative, adding their
weapon speed (scimitar: -2, morning star: -2).
Talis’ rolls his NIM (3D10) and gets 6,4, and 3 resulting in 10 modified to 8 by the morning star.
Meanwhile, the orc rolls his NIM (2D10), and gets 9, and 3 resulting in 12 modified to 10 by the scimitar.
With the initiative the orc lunges forward attempting to strike Talis. He rolls his STR (2D10): 6, and 4
adds his skill 4 and subtracts Talis’ shield 1, for a total of 13, which is a miss. As you may have realized
the orc will need to roll a 17 have a chance of hurting Talis.
Talis comes onto the offensive rolling his STR + skill (4D10+5): 10, 8, 8, 2 results in a 10+8+4 = 22. The
roll is reduced by 1 to 21 due to the shield, but it’s still enough to hit. Bam, the morning star deftly
bypasses the orcs defense, and comes smashing on the orc’s armored chest (leather armor) inflicting 6
points of damage plus 21-15 = 6 damage from the skill roll. The orc would suffer a total of 7+6=12
damage, but his leather armor absorbs 2 damage reducing the total damage done to 10. Lucky him he only
has to make a BD 10 TGH check to avoid any serious wound. He rolls his TGH 2D10: 5+7=12 and he’s
ok, although with only 4BP left the orc is not looking good.
The orc attacks Talis again (2D10+4) resulting this time in a 19. Talis would take 18-15+8=11 damage,
but his chainmail protect him from 3 damage reducing the total to 8. He rolls his TGH check getting a
total of 15 and therefore does not suffer any serious damage either. He returns the favor to the Orc getting
a total of 18. The orc will suffer 17-15+8-2=8 points of damage. That’s more than the orc can take. The
orcs dies in a heap…

Talis assesses the damage, he lost 8 BP’s, which put him down to 10, and his uncle’s chainmail has
suffered 3 BP’s. It won’t need repairing for a little while.
5. The Gifted and the Pattern

“Before the world was born, there was Aga. Chaos surrounded Aga, and Aga ordered the
Chaos and formed the Pattern. From Chaos sprang the world as we know it now.”
Extract from the book of Knowledge.

Ghil once told me,


“The pattern is like a huge fresco, outside of time, and space that has all of Aga’s creation
written on it. When Aga created his firstborns, the Karaga, he entrusted the pattern to
them. It was their responsibility to maintain the pattern and embellish it where they saw
fit.”

Gifteds as you may have realized, have an understanding of the pattern and how it relates to everything.
They have the ability to sense the Pattern around them, and they can alter portions of the pattern through
great mental effort. When a Gifted does that it is told that he weaves his own Pattern.

a. Weaving Patterns:

A Gifted is limited in how much weaving he can do since it requires a lot of concentration. This tedium is
represented by fatigue that sets in as one weaves patterns. To symbolize this mental exertion, each pattern
has a BD required to weave a specific pattern. For each pattern weave within a minute of a previous
weaving the Gifted must remove a die from his weaving skill roll.

Example: Shandra is a skilled Gifted who has a 4 in her Intellect. When weaving a pattern she would roll
6D6 (4 INT + 2 Weaving Skill). If she attempted to weave a second pattern within a minute, she would
only be able to roll 5D6 due to her fatigue.

b. Weaving a pattern (skill + INT):

Every pattern follows the rule of 5. In the same way a person has 5 fingers, so does the pattern have 5
components: Matter, Spirit, Time, Space, and Distance. The combination of these components is what
creates the different patterns. Not all patterns contain all of the elements, and are therefore easier to
harness, while some contain most components and are therefore very difficult to harness. The number of
components used to create a pattern dictate its level, therefore, there are 5 levels of difficulty possible.
Before a Pattern can take effect you must be able to control the Patterns energy, and for this you must
succeed in a weaving skill roll. The BD for a pattern is 2 + the number of components you are trying to
control (so weaving a pattern involving Matter, and Space would have a BD of 4).

The number of successes on a given pattern determine the extent of what the gifted can do in a single
weaving. For each success attained in a single weaving the Gifted can increase the success level of the
pattern in all components used in the weaving.

Note to Storyteller: Discretion is advised when letting players create their own Patterns. It is purposefully
left open, but it is up to the storyteller to decide if an effect is acceptable or not.

 Matter
This component is necessary to affect objects of various sizes.
- Success Level 1: Small objects no more than 1 cubic feet.
- Success Level 2: Medium sized object (chest, door, bush, barrel)
- Success Level 3: Large object (Tree, boulder)
- Success Level 4: Very Large objects (House, Tower)
- Success Level 5: Gigantic Objects (Castle, Hill)
- Success Level 6: Titanic Objects (Valley, Lake, Forest)

 Spirit
This component is necessary to affect any being, be it animal, insect or humanoid.
- Success Level 1: 1 sense affected, 1 attribute changed by 1
- Success Level 2: 2 senses affected, 1 attribute changed by 2
- Success Level 3: 3 senses affected, 1 attribute changed by 3
- Success Level 4: 4 senses affected, 1 attribute changed by 4
- Success Level 5: 5 senses affected, 1 attribute changed by 5
- Success Level 6: 5 senses affected, 1 attribute changed by 6

 Time
This component is necessary to increase the duration of a pattern. Instantaneous or near instantaneous
patterns have no time component associated to them.
- Success Level 1: 1 minute
- Success Level 2: 1 hour
- Success Level 3: 1 day
- Success Level 4: 1 week
- Success Level 5: 1 month
- Success Level 6: 1 year
- Success Level 7: Permanent

 Space
This component is necessary to increase the area of effect of a pattern. Patterns without this component
must be targeted on a single object or being.
- Success Level 1: 5 feet radius
- Success Level 2: 10 feet radius
- Success Level 3: 30 feet radius
- Success Level 4: 100 feet radius
- Success Level 5: 500 feet radius
- Success Level 6: 1 mile radius
- Success Level 7: 10 miles radius

 Distance
This component is necessary to increase the range of a pattern. Pattern without this component requires the
gifted to touch the object or being she wants to affect.
- Success Level 1: 10 feet
- Success Level 2: 50 feet
- Success Level 3: 100 feet
- Success Level 4: 1 mile
- Success Level 5: 100 miles
- Success Level 6: 1000 miles
- Success Level 7: No limit
Example: Shandra is a friend of Talis and is a Gifted. She weaves a pattern attempting to lift a boulder
from the trail standing in her way. The pattern involves Matter, Time, and Distance, which means the BD
for the weaving is 5. She rolls 6D6 (4 for her INT and 2 for her weaving skill), and gets 2, 2, 4, 5, 6, 6.
With three successes, she is able to lift the boulder and could keep it in the air for as long as a day if she
really wanted to (although a few seconds would do), she can then drop it off up to 100 feet away.

c. Control Failure:

In the case that a Gifted fails to succeed in his/her weaving roll he/she doesn’t accumulate fatigue, but
instead takes a “mental wound” reducing their INT by 1. Should a gifted take a number of mental wounds
equal to his INT, he/she would immediately fall unconscious due to the strain.

d. Unraveling a Pattern:

When a Gifted learns how to weave patterns, he/she also learns how to unravel them. For this reason,
should a Gifted want to undo, another Gifted’s pattern (after it was done, or while it is being done) he/she
must make an opposed weaving roll against the other gifted. If he beats (gets more successes than) his
opponent, he can unravel the pattern that was made, although it is considered the same as having weave a
pattern themselves for fatigue purposes. Just remember that this works just like weaving a Pattern, which
means that failure results in damage.

Note: Should a Pattern be already in place, the GM should also make sure to record the difficulty and
number of successes it took to weave that particular pattern, just in case a player decides to try and unravel
it.

e. Resisting Patterns

In the case that a pattern will affect someone, be it due to the Space or the Spirit component that being may
attempt to resist change (or in the case of Area simply try to get out of the way). The BD necessary to
resist a pattern depends on the level of the pattern as described in the weaving a pattern (section b). The
attribute or skill used to resist the pattern varies on the intent of the gifted (patterns designed to control a
mind are resisted with INT, while patterns trying to immobilize a person are resisted with PHY). If the
pattern includes the range component and is intended for damage, the target must use an appropriate skill to
dodge the attack and succeed in an opposed roll with the gifted instead. If the target gets more successes
than the Gifted they suffer no damage, but if they loose, they suffer damage similar to that of being hit by a
weapon (except armor won’t always protect you in this case). Similarly when trying to avoid damage from
an area effect pattern the target must defeat the Gifted’s skill roll in order to avoid the damage dealt,
although in some cases there is no cover, or the area of effect is just plain too large in which case the target
would only suffer half the successes from winning the opposed roll against the Gifted (storyteller discretion
on that one).

Note: The protective value of armor remains when the pattern is weave on an object that would be hurled at
the victim. If the pattern involves something else (like fire, or lightning) then armor provides no protection
at all.

f. Examples of Patterns
Fist of Fire: This basic pattern involves both matter and time (energy is part of matter). The BD for this
pattern is 4 (2 + Matter + Time). With it the gifted surrounds her fists with crackling flames that can do
severe damage to an opponent. Instead of hand counting as no bonus success, the successes obtained by
the weaveer are added to the bonus success of her hand to hand combat ability.

Flying Fist of Fire: This is a modification of the Fist of Fire pattern but adds a distance component to it
increasing the BD up to 5 for that pattern. With it the gifted can fling the flames conjured in her hands to
an opponent. The distance and damage depends upon the number of successes she gets in her weaving.

Exploding Fist of Fire: This pattern take it to the next level adding a space component on top of the
distance component, thus increasing the weaving BD to 6. Should the gifted succeed the flames will not
only be flung to a destination of choice, but upon arriving there will erupt in a fiery conflagration damaging
all objects and beings in that area. The distance, radius, and damage are dependant on the number of
successes the gifted gets on her weaving.

Ignite: This simple Pattern will allow the gifted to take a small flammable object such as a torch and ignite
it by touch. The BD for this is only 3 (involving matter only). This Pattern can be used to ignite a person’s
clothes, but would require a touch attack.

Cursed touch: This is often viewed as a powerful pattern for it can kill a person with a touch. It involves
both a Spirit and Time component (for if instantaneous a person would immediately recover). The BD for
such a pattern is therefore 4, and would either remove a number of senses for a certain period of time, or
reduce a person’s attribute by a certain amount for a certain period of time. Should the gifted succeed at
reducing their victim’s PHY or INT to zero, they would fall into a coma for however long the pattern lasts.
If MOV is affected then the victim would be paralyzed albeit conscious of everything going on.

Glowing light: This pattern is often created by gifted to provide a source of lighting. It involves Matter,
Time, and Space (BD 5). With it the gifted weaves a glowing orb of light that hangs in space next to them
that provides lighting for all within a certain radius. The duration and radius of the light depends on the
number of successes. Other variations of this pattern involve sending the orb floating away, but add a
distance component to the pattern.

Shield Matter: This pattern is one preferred by battle gifteds, for it invokes Matter and Time (BD of 4) to
create the equivalent of an invisible armor that would reduce the number of successes attackers would have
when attacking them. However they would still be vulnerable to patterns involving spirit unless they added
the Spirit component to the pattern.

Blessed touch: Similar to cursed touch, but works in reverse adding to your or your target’s attributes for a
certain period of time. This can also be used to heal someone’s wounds should they have suffered light
wounds, however it can’t help re-grow a missing limb.
8. Alchemy

Alchemists are known to be scholars of science, working on understanding the physical world and how the
laws of physics combined with the laws of magic produce matter and life. As a result a lchemy is a hybrid
profession, involving both the use of the gift and the use of matter and energy to create constructs.
Alchemists can use magic imbue objects with patterns. They are also adept at building contraptions that
can have all sort of useful applications. Alchemists require an alchemy lab in order to practice their craft.
This is because there are many tools involved in Alchemy.

Alchemy is mostly the realm of the Gifted, but there are people who don’t consider themselves Gifted,
having never learned the skill of weaving patterns.

The following sections will discuss in more details the building of the alchemist’s items.

a. Using Alchemy to create non magical items

Using their knowledge of Physics and Chemistry, Alchemists can create items out of raw materials that can
have effects that to normal people may seem extraordinary. Below is a list of Alchemical solutions that can
be crafted assuming one has the proper components.

Item Name Resulting Effect Components Required

Pain Killer Removes 1D6 from wound penalty algia plant extract
Acid Chews through 1 inch of metal in 2 minutes Sulfur and Barium Crystal
or if thrown adds 2D6 to attack
Alchemist’s Fire Highly volatile substance than burns when it petroleum, and sulfur
comes in contact with air. When thrown add
3D6 to roll.
Sleeping potion A single dose (100ml) of this liquid will ether plant pollen
induce a deep sleep for 2 hour unless a
successful PHY roll (BD9). Applying it on a
cloth and forcing inhalation work just as well
Laughing gas A single dose (100ml) of this liquid induces nitrus crystals
fits of giggling for 10 minutes unless a PHY
roll (BD 9) is passed. Works as a cloud when
sprayed on a 10 ft area however BD is 6.
Fire powder 1 dose (100g), when ignited explodes doing a coal, sulfur, potassium nitrate
6D6 attack on a 5ft radius. Each additional
Dose increases the radius by 5ft.
Skin Balm doubles recovery from wounds received by aloe plant (algae)
burns.
Scarring lotion Doubles recovery from cutting wounds Alva plant
Bone Knit Doubles recovery from blunt wounds Emu oil
Fever reducer Removes 1D6 from fever penalty Yarrow Root, and Oak Bark
Allergy reducer Stops allergic reaction in 1D6 rounds Histamine plant (algae)
Lightning Rod releases an electrical shock upon contact silver, brom crystal, and acid
adding 3D6s to an attack (used as club).
Also used as a power source for constructs.

BD for all alchemical items built above is 6, and the number of successes determines how many doses can
be made in a single experiment.
b. Using Alchemy to create magical items

When an Alchemist wants to create a magical item he requires at the very least a cauldron to mix in the
ingredients necessary to calling for the magic necessary to alter the Pattern. The same rule that applies to
the Gifted applies to Alchemists when “sealing” the magic (same BDs apply). The initial step in Alchemy
is a mixture that can either be preserved in a specially prepared vial and swallowed at a later time (a
potion), or put into a specially prepared ink bottle that can then be drawn on an object (scroll, door, wall,
shield, sword…). The object is final when the Alchemist “seals” the magic into the item, by rolling his
Alchemy skill. For potions, this occurs when the potion is made and then the magic will be released upon
drinking or pouring it (depending on the desired effect). For other objects, the magic is sealed when the
alchemist uses the ink to write the command words that will then release the magic.

When sealing a pattern on an object (or in a potion) a failed roll can result in catastrophic explosions. So
it’s important for the Alchemist to be aware of his limits.

Alchemy Failure Chart (roll a D6):


1–3 : Nothing happens! The components are lost
4–7 : Minor explosion! The Alchemist looses all the components, and suffers a number of light
wounds equal to the level of the pattern he was attempting.
8–9 : Large explosion! The Alchemist looses all the components, and suffers a severe wound. Anyone
within 30 feet must roll a difficult (BD 5) MOV check or suffer a minor wound.
10+ : Major failure! The Alchemist looses all the components, and suffers a deadly wound. Anyone
within 30 feet must roll a difficult (BD 5) MOV check or suffer a severe wound.

The difficulty in creating such items is not in the “Sealing” of a pattern on an item, but the required
components involved in the process. The cost chart below simply gives you an idea of what these
components would cost should they be readily available on the market. It is up to the GMs direction to
decide what kind of components could be needed for a particular pattern. For example the heart of a
Salamander could be required to create a potion involving a fire pattern.

Component Cost

Level Cost (gp) Alchemy roll modifier and Effect


I 1,000 Same as the equivalent level I Pattern
II 2,000 Same as the equivalent level II Pattern
III 4,000 Same as the equivalent level III Pattern
IV 8,000 Same as the equivalent level IV Pattern
V 16,000 Same as the equivalent level V Pattern

Note on Using Scrolls and Potions:


Anyone can use a potion, however to use a scroll a person must be able to not only read the script on the
scroll (which is celestial language, a language rarely known to man). Of course if a person were told what
to say and memorized the words, they could recite them at a later time and call forth the magic within the
objects.

c. Crafting constructs:

Alchemists are known to dabble into building all sorts of contraptions. Some of these work, while others
don’t work so well. More to come on this section.

The most well known forms of constructs known to Alchemists are Golems. To put it simple, Golems are
fabricated automatons. They often resemble humanoids, and are created of specific substances. Golems
are hybrid constructs containing both mechanical and magical elements to them. To create a golem the
alchemist must gather the necessary components (see table below for expenses). Once he has those
components he uses them to build the golem. The only problem with building a Golem is that it takes a
little more than just alchemy. Sewing for a flesh golem, smiting for a metal golem, sculpting for a stone
and clay golem, gem cutting for a crystal golem. Unfortunately that is not the end of his trouble. To
activate the golem the alchemist must succeed in an Alchemy roll (BD6) and must get a number of
accumulated successes based on the type of golem built (not all successes need to be obtained in a single
roll). Should any of the rolls result in zero successes the Alchemist must a D6. On a 10 the golem
explodes doing a 10d6 attack to the builder.

Golem Chart:

Type Successes Needed Cost (gp)


Clay 5 250
Flesh 10 500
Iron 15 750
Stone 20 1,000
Bronze 20 1,000
Silver 25 2,000
Gold 25 5,000
Crystal 30 10,000
Mithril 30 30,000

Note on Golem Control:


When an Alchemist creates a Golem he gives that Golem an order to perform (like follow and protect me,
or attack anyone who entered this room without saying, “Hi Rudolf” first). Once the Golem is activated it
will do everything in its power to follow that order. It is impossible for the Alchemist to change that order,
which means that if you create a Golem you should be careful of what you ask. The order must be simple
because Golems cannot understand anything complicated regardless of the cost it took to build them.

d. Weapon/Armor Enhancements:

An Alchemist can use his Alchemy skill to enhance weapons, and armors. This is something completely
independent of the item imbue skill. To enhance a weapon or armor, he must have an already made
weapon/armor in perfect condition, buy the necessary components to combine with the item, and then use
his Alchemy skill to perform the task. The BD to craft such items is 6, and depending on the enhancement
a certain number of successes are needed to complete the item. Should any of the Alchemy rolls fail (no
successes on a single skill roll), the components would be rendered useless.
Weapon and Armor Enhancements:

Component Type & Cost (in gp)


Attack / Defense Successes
Enhancement Needed Type Cost

+1D6 / -1S 5 Carbonite 4,000

+2D6 / -2S 10 Mithril 8,000

+3D6 / -3S 15 Adamantium 12,000

+4D6 / -4S 20 Meteoric 16,000

Note: In some cases special types of components can be used that will provide enhancements similar to the
ones stated above. For example a dagger forged out of a dragon tooth or a spear forged out of a Unicorn
horn both have the capacity to absorb magic into them to turn them into powerful magical weapons.
9. Rogues

Rogues come in all shapes and forms, from the pirate at sea, to the cutpurse in a busy city all the way to the
highway robber or military informant. These people have little rules that they live by. There are certain
skills in which rogues tend to excel in, but those again aren’t rules, they’re more like guidelines. A rogue
does what he wants, wherever he wants, and however he wants. This section of the rules simply outlines
certain areas that may be of interest for those who may be interested in life on the edge of society.

a. Failing thieving skills

Setting and disarming traps:


Failing to set a trap often results in the trap backfiring on the Rogue. Should they fail they will suffer the
consequences of their own trap. In the case of disarming a trap, the Rogue must get enough successes to
nullify the trap, should he not get enough on his first roll he can attempt more rolls and accumulate
successes over time, but this takes time, which he may not have depending on the circumstance. A roll
with no successes when disarming a trap, results in springing the trap…

Opening locks:
In order to open a lock a rogue must get enough successes to nullify the trap, should he not get enough on
his first roll he can attempt more rolls and accumulate successes over time, but this takes time, which he
may not have depending on the circumstance.

Disguise:
Disguise is used as an opposed roll against another person’s perception. The rogue must get more
successes than the person he is trying to fool, in order for the disguise to work. Should there be a tie, the
GM should give the rogue a chance to talk or mimic themselves into the role better and roll again. A
second tie results in the victim of the con seeing through the disguise.

Note on Stealing, Hiding, and Sneaking:


Since those three skills use opposed rolls it must be noted that the victim must actually beat (as in have
more successes) the offender in order to notice what the Rogue is attempting to do. In the case of stealing,
a tie means the Rogue failed to pick the pocket, but at least they weren’t detected…

b. Rogue’s language

Rogues have a special language that they developed. It is an intricate combination of finger movements
that allows them to communicate silently without drawing too much attention. This language is also known
as the Bartering language. A rogue who uses the bartering language is much more likely to get a better
price on an item he wants to purchase. This translates as a +2 modifier to any bartering skill roll. Only
Rogues, and merchants (who often started as Rogues) know this sign language, however there are some
rare cases in which a Rogue might teach the language in exchange for a huge favor. This is a very risky
thing since teaching the language to a non-Rogue is punishable by death according to most Rogues.

c. Gathering information

When coming into a town it is often the custom, for a Rogue interested in doing “business”, to ask for
permission at the local Rogue Guild. This often helps running into very nasty altercations between
adventurers and local Rogues. This gives Rogues quite an important advantage since they can easily ask
people for information that is not public knowledge. When attempting to gather information, a Rogue
simply has to make himself known to a local Rogue Guild, and make an inquire roll to which he adds his
level. Oh! Money helps also by the way, +1 to your roll for every 10gp spent.
d. Black market

Ah… that famous place they go to gamble, and buy things that aren’t really supposed to be bought. Should
an adventuring group arrive in a town in search of something that is not normally available in town, given
that there is a Rogue Guild in town, the Rogue in the group can make an inquire roll to have the
opportunity to buy such an item. This is usually the only way to obtain poison since poison is illegal in just
about any town.

e. Call in a favor

This is another of those very useful bonuses to being a Rogue. You have a lot of friends. Now of course
this is not something that can be easily abused. But in moments of need, the Rogue can send a message to
his Guild and they will do whatever it takes to help their fellow Rogue. Now don’t expect this to be free.
A favor given means a favor expected, and when the Rogue calls in a favor, it means that he ends up owing
a favor to the guild. This favor must be returned before you can call in another favor. This way you cannot
abuse of the system.

f. Poison

This skill has two purposes: one is to create poisons, and the other is to discern them (which can also be
done through the use of the herbalism skill, although herbalism won’t allow you to craft poisons). Poisons
have different attributes that makes them what they are: potency, detectability, resistance, onset time, and
duration.

Potency: a measure of how harmful the poison is and how difficult it is to make and resist.
- Level 1: BD 3, reduce one attribute by 1
- Level 2: BD 4, reduce one attribute by 2
- Level 3: BD 5, reduce one attribute by 3
- Level 4: BD 6, reduce one attribute by 4
- Level 5: BD 9, reduce one attribute by 5
- Level 6: BD 11, reduce one attribute by 6

Detectability and Resistance: a measure of how easy it is to detect and resist the poison
- Level 1: BD 3
- Level 2: BD 4
- Level 3: BD 5
- Level 4: BD 6
- Level 5: BD 9
- Level 6: BD 11
Onset Time: a measure of how fast acting the poison is
- Level 1: 1 week
- Level 2: 1 day
- Level 3: 1 hour
- Level 4: 1 minute
- Level 5: 1 round
- Level 6: Instantaneous
Duration: a measure of how long the poison effect lasts
- Level 1: 10 minute
- Level 2: 1 hour
- Level 3: 1 day
- Level 4: 1 week
- Level 5: 1 month
- Level 6: Permanently

Any combination of these attributes can be found in nature and harnessed into a poison. The key is to make
the proper mixture. The difficulty to do such a mixture is represented by a BD the rogue must roll while
making the poison. The rogue must first pick the level of the poison he wants to attempt, and with the right
components he can attempt to make it. Once he succeeds (with at least one success) he can pick any
combinations of levels within the charts.

The fabrication of poison requires some equipment (costing 150 gold coins) and the actual plants/extracts
to create the poison (usually costing 10 gold coins per level of poison). So that the cheapest poison would
cost 80 gold coins to make, while the most expensive would cost 480 gold coins. These are not absolutes
and should vary greatly depending upon availability. In fact keep in mind this is the cost of making, not the
sale cost.

Note on poison and armor: It must be noted that unless a poison coated weapon does damage the poison will not
penetrate and therefore be able to take its effect.
10. Monks and the Tao

Every monk must follow the rules of the “Tao”, also known as fate. A monk believes that nothing happens
randomly. According to all monks the “Tao” shapes their destiny.

The Eight Rings of the Tao


Nothing happens randomly.
The Che is in all living entity.
Do not abuse the Che.
Be humble.
Never use the Che for selfish purposes.
Always try to help those in need.
To know your enemy you must first learn to know yourself.
The pursuit of power show always be blanketed by the pursuit of peace.

The monks have a very strict hierarchy. The level of a monk in this hierarchy usually determines the level
of power and knowledge he has attained for until a monk reaches the next level he does not have access to
the scrolls that hold the knowledge of higher skill nor should he be trained in such skill. Here is a list of the
levels in the monk hierarchy as well as the skills that they obtain during those.

Tao Ranking (PC level) Tao Skills


Tao Initiate (0) Jump, Quick Stand, Metal Jacket I, Detect Poison, Che Strength I, Endurance
Tao Seeker (1-3) Run, Sure Foot, Immovable Rock, Self Heal I, Deflection, Controlled Drop
Tao Brother (4-6) Metal Jacket II, Spider Run, Che Strength II, Che Fist, Swallow’s foot, Slow Poison
Tao Priest (7-10) Swan Steps, Neutralize Poison, Haste, Che Push, Control Pain
Tao Father (11-15) Self Heal II, Heal I, Slumber, Metal Jacket III, Avoid
Tao Master (16-20) Paralyze, Focus, Levitate, Weapon Catch, Bone Master
Tao Che Master (20-29) Regenerate, Che Strength III, Che Touch, Strength of Many, Arrow Fist
Tao Che Grand Master (30 +) Fly, Heal II, Stoneskin, Tao Hit, Weapon Break, Total Che Control, Haste 2

All player Monks starts at level one with all of the Initiates skills, and one skill from the Seeker. As you
might have guessed Initiates are not the type to be found outside the temple. That is why you start as a
Seeker. For every level that a player attains he may gain one new skill at his Tao level or below. Sometimes
a monk might find some scrolls or a master that will allow him to train and gain extra skills from his Tao
level or lower. Since the knowledge of the Tao skills is closely related to the understanding of the Tao, it is
forbidden for a monk to try and learn a skill from a Tao level that is higher than his ranking. A lot of power
greedy monks follow the wrong path, by learning Tao skills that are not allowed to them. Those monks are
either exiled from the temples or killed. It is dangerous for an evil man to control such immense powers.
The PC level is what dictates what Tao Rank you belong to.

Following is a list of the monk Tao skills and their descriptions:


a. Tao Initiate:

Che Strength I:
The Monk has enough control over his energy that he can focus it in one feat of strength. In game terms,
the monk increases his strength by one when performing any action requiring this attribute. He can
perform such a task once per day per level (hence 5 per day at level 5).

Detect Poison:
Through a lot of herbalism studying the monks have become adept at detecting poisons in food and
beverages. This skill was developed to help protect the Masters from being killed by evil subordinates who
wanted to take their place. In game terms, the monk can make an INT check or Herbalism skill roll with a
bonus of +5 every time to detect the presence of poison in food, or beverages (beware some poisons are
very hard to detect!).

Endurance:
The monks developed this skill during the years of drought and war. The monks have such control over
their body energy that they can go for long period of time without rest or food. In game terms, a monk only
requires three hours of sleep a night to be refreshed, and only requires one meager meal a day or one good
meal every two days to sustain himself.

Flying Kick:
This is a special form of attack that requires 20 ft of working space. The Monk jumps up and kicks his
opponent. The jump gives the Monk a lot more power in his move, but if he fails he could end up falling
behind his target. In game terms, the monk rolls his normal attack but declares a flying kick. If he hits his
intended target he adds his STR attribute to the normal damage and the opponent must do a STR, NIM
check to avoid falling over. If the monk misses, he must pass a moderate NIM check to avoid falling,
thereby taking 1D10 points of falling damage himself (this is where Controlled Drop comes in handy).
Regardless of whether he fails or not, the opponent, if he isn’t knocked over, will have a bonus of + 2 to his
next attack on his opponent.

Jump:
With this skill the Monk can concentrate his Che into one large leap. When using this skill, the player does
not need to make jump rolls for anything up to his height (high jump) or three times his length (long jump).

Metal Jacket I:
The monks treat their body harshly in training in order to strengthen it. The result is a particular resistant
body. In game terms, the monk with this skill has a skin so tough it gives him a protection equivalent to that
of leather armor (subtract 1 success to attacks).

Quick Stand:
This is a skill developed by monks who often ended up on the ground. When a monk falls he can use the
quick stand method to instantly jump back on his two feet (a normal person would have to spend an action
getting back up).

b. Tao Seeker:

Controlled Drop:
Monks are known to being capable of jumping off from great highs and land without hurting themselves. A
monk who knows this skill can fall or jump from up to 30 ft + 2ft/level without harming himself.

Deflection:
The quick reflexes of a monk have become legendary when a Master monk, named Julen, fought ten
bandits armed with bows and swords, when he only had his bare hands. The bandits all fired at him and he
managed to hit all the arrows aside with his hands. He then went on to fight them in hand-to-hand combat,
and defeated them swiftly. With this skill, a monk may deflect 1 projectile/level (by projectile I mean,
arrow, bolt, dagger, axe… not catapult boulder, or ballista bolt). To do so he must pass a NIM + Level
check for every projectile he intends to deflect. The BD for the first arrow is 10, and any subsequent arrow
deflected increases the BD by 2.

Immovable Rock:
A monk can attune his energy to that of the ground making him practically immovable. When a monk
knows this skill he can only be toppled if on a D10 he rolls under the amount of opponents attacking him
simultaneously. This skill is very useful against the flying kick attack.

Prone Fighting:
This is the ability to fight when you are on the ground, with no negative modifiers.

Run:
This skill allows the Monk to focus his Che into one huge sprinting effort. He can double his movement
rate for as long as his TGH x 10 minutes. After that he starts suffering 5BP for every 10 extra minutes until
he falls unconscious. Once he’s done he must rest for a number of days equal to the number of hours he
spent running.

Self Heal I:
Monks are known to control the energy in their body to help their body rebuilt itself faster. A monk who
knows this skill can heal himself for 1 BP/level. This action takes 5 rounds, and can only be attempted once
a day.

Sure Foot:
Have you ever seen a monk trip? When a monk knows this skill, he cannot be tripped, whether it’s by
people or nature. A monk will never have to make any NIM check to avoid falling over when he is walking
or running.

c. Tao Brother:

Che Fist:
This is the first step of energy control for an offensive attack. It is designed to take the wind out of an
opponent in order to incapacitate him. The monk must first attack. If he succeeds, the opponent must make
TGH check opposed to the Monks INT to avoid being knocked unconscious. Regardless of whether the
opponent falls unconscious or not, he still takes the damage.

Che Strength II:


This skill is the same as Che Strength I, but instead the monk gets to increase by two.

Metal Jacket II:


This skill is the same as Metal Jacket I, but the monk’s skin becomes as hard as chain mail (subtract 2
success to attacks).

Slow Poison:
Monks having a vast knowledge of herbs and poisons are skilled in focusing the energy in their body to
fight poison. With this skill a monk can delay the effect of poison by 1 hour/level. After that the monk will
suffer the same consequences as any other person.

Sparrow’s Steps:
A monk can attune his energy with the ground in order to make his movement easier. With this skill the
monk can walk and run over sand (even quick sand) as if it was as solid as a rock. This, he can do, once a
day, for only 1 round/level.

Spider Run:
In my life I’ve seen some strange things! But one of the strangest was looking at a small bald man run up a
fifty feet wall as if he was on solid ground. A monk with this skill can run up or along a 90 degree surface
for as far as 30 ft + 2 feet/level. He better have either something to catch at the top, or the controlled drop
skill if he doesn’t want to hurt himself using this skill. This skill can only be used three times a day.

d. Tao Priest:

Che Push:
I’ve seen a monk push a 600 lbs rock around as if it was a 3 years old child! A monk can use his energy and
focus it in one big push. With it he is capable of moving up to 100 lbs/level up to 10 ft per level. This skill
is often used in combat against a group of people. The monk will often send one person flying into a group
to topple them all (in which case the person pushed must make an opposed STR check or be propelled 20
feet back, and end up prone). It often helps to make a hasty escape. This skill can only be used three times a
day and must be combined with an attack roll.

Haste I: Once a day the Monk can concentrate his Chi into speeding his entire body up. For 1D10 rounds
+1 round per level the monk can perform two actions a round.

Meditate:
I always thought a monk’s weakness is the fact that he needs to sleep. I changed my mind when I heard of
an assassin who got killed when he tried killing a monk in his sleep. The assassin found out too late that
this monk never sleeps. The monk was in some meditative state that allowed him to restore his body and
mind, without loosing awareness to his surrounding. With this skill the monk can spend four hours a night
meditating to recover his strength. During his meditation he is still aware of his surroundings.

Neutralize Poison:
This skill is similar to the Neutralize Poison. The Monk can negate the effect of anyone poison one a day.

Swan’s Steps:
This skill is similar to the Sparrow’s Steps skill, except that the monk can walk or run over water.

e. Tao Father:

Avoid:
This ability is similar to the Deflection skill except that the monk can dodge large objects due to his
increased speed.

Heal I:
This skill is the same as the Self Heal I skill, except the monk can actually heal another person with it.

Metal Jacket III:


This skill is the same as the Metal Jacket I skill, but it grants the monk with a protection equivalent scale
armor (subtract 3 success to attacks).

Self heal II:


This skill is identical to the self heal I skill, but it can heal 2 BP’s/level.

Slumber:
Monks are known to have an extensive knowledge of the body (humanoid’s body only). With this
knowledge they are able to find pressure point on the body that give them a certain control over the
intended target. With this skill a monk can touch a person and instantly put him to sleep. This, however,
requires a very precise attack. For this reason, for this skill to be successful the monk must succeed in a
melee attack with a – 6 modifier. No check is possible for the victim of this power.
f. Tao Master:

Bone Master:
Having learned so much about the anatomy a monk can use this skill to help reset broken bones. Once a
day, a monk can draw energy from all around him and focus it into a limb, allowing him to repair any
broken bones in that limb. The target of the skill must remain still for one hour after that, and cannot do any
strenuous exercise for the next two weeks, or the bones will break again.

Focus:
With this skill master monks are able to focus all of their body energy in one single point, making this point
incredibly strong. In game terms a monk using this skill must succeed in a moderate INT. If he does, he can
neglect the 10 points of damage done by any one attack, or he can bend one bar, or break up to 10 bricks or
wooden planks with his bare hands. This skill requires ones full energy and concentration. The monk who
uses it will not be able to dodge any other attacks during that time. This skill can only be used once a day
(if the INT check failed the monk may attempt his skill again until successful).

Levitate:
With this skill a monk can make his body fly up into the air vertically (vertical movement only). He can
remain in this floating position for as long a 1D10 round + 1 round per rank. A monk can only use this
skill only 3 times a day, for it is very draining.

Paralyze:
This skill is similar to the slumber skill. The difference is that the monk knows the location of certain
nerves that he can press on to totally immobilize his opponent. Again these nerve spots are very small and
require very precise attacks. The same attack restrictions apply.

Weapon Catch:
This skill is similar to the Deflection skill. The monk can instead catch the missiles thrown at him. He can
also, in melee combat, use his palms to catch a blade swung at him (only applicable on bladed weapons).
He must do an attack roll using his bare hand fighting skill. If his attack exceeds that of his opponent, the
monk blocks the attack. In that case the attacker must make an opposed STR check every round to free his
weapon from the monk’s grip. If he fails to block the blade, the monk will suffer 1.5 times the damage of
the weapon.

g. Tao Che Master

Arrow Fist:
In some cases throwing a weapon at a monk could be a bad thing. I have heard of a man who got killed
trying to shoot at a monk with his bow. The monk cached the arrows in midair, and threw them back at the
attacker. This skill is usually combined with Weapon Catch. A monk can throw a missile weapon back to
his attacker. He can use half his level as a fighting skill to add to his attack roll. The monk can only throw
one weapon at a time using this skill unless the weapon design allows for more than one throw in a round
(like darts). This does not count as one of the monk’s action for the round.

Che Strength III:


This is the same as Che Strength I, but instead the monk gets to increase by 3.

Che Touch:
With this skill the monk can touch a person and force his body to do movements that he dictates. This skill
requires the monk to do a very precise attack to the back of the targets neck (- 6 modifier to the attack). If
successful the monk can order around his target for as long as 1 round/Tao rank. This skill requires the
monk’s full concentration. He cannot do anything else during that time.
Regenerate:
This Skill is similar to the Heal skill but the monk can regenerate one BP/minute, until fully healed. This
requires the monk’s full concentration. He cannot do anything else during that time. This will use up a lot
of the monk’s body energy. Therefore, he can only do this once a day.

Haste II:
This skill is the same as the Haste I skill except that it lasts for 1 hour per level of the monk.

h. Tao Che Grand Master:

Fly:
This skill is similar to the Levitate skill except that the monk can actually fly in any direction (using a base
movement of 30). This skill can only be used once a day, for it is very extraneous.

Heal II:
This skill is the same as the Heal I skill except that he can heal 2 BP’s/level.

Metal Jacket III:


This skill is the same as the Metal Jacket I skill, but it grants the monk with a protection equivalent plate
armor (subtract 4 successes to attacks).

Tao Hit:
This skill is the same as the Che Fist skill, but if the opponent fails his check he dies instantly. This attack
can only be done once a day. This skill is know by only the most powerful monks in the land, and is not
taught to anyone who might make a bad use out of it. According to the Laws of the Tao, “one should never
have to get to the point where he is forced to use such skills.”

Total Che Control:


With this skill the monk has so much control on the surrounding energy that he no longer has to use the
Avoid skill with physical elemental powers (Fireballs, Shards, Bolts…) targeted towards him. He can just
deflect them away with a brush of his hand. He can co this a number of times equal to half his level.

Weapon Break:
This skill is the same as weapon catch, but the monk gets to then make a STR check to break the weapon in
half. If the weapon has magical bonuses to it, the monk will suffer a –1 modifier for every + 1 weapon
bonus.
i. Monks Tao Fighting style:

Monks can do more damage using Bare Hand fighting skills than what any other character class could. This
damage depends on their level:

Tao Fighting Chart:


Level 1-5 : 1 points of damage.
Level 5-9 : 2 points of damage.
Level 10-14: 3 points of damage.
Level 15+ : 4 points of damage.

j. Monks Tao Movement:


Monks are trained to attune their body to the nature surrounding them. This attunement greatly improves
their speed since they never risk tripping, or falling accidentally. This movement enhancement is
explained by the following chart.

Monks Tao Movement Chart:


Level 1-2 : +10 to base movement.
Level 3-5 : +15 to base movement.
Level 5-9 : +20 to base movement.
Level 10-14: +25 to base movement.
Level 15 + : +30 to base movement.
11. Fighter’s an the Way of War

If you intend to play a fighter, pay very close attention to this section of the rules. Most people think that
playing a fighter is boring, because all that is required to them is to hit and kill. Likely so, there is a lot of
truth in that statement. This game is designed to help make the hit and kill more interesting for fighters, by
introducing skills that fighters can train in, and allow them to do special attacks and moves. At creation a
player gets to pick 2 rank 1 skills, and thereafter gets to choose another skill every time he goes up another
level so that by the time he reaches level 15, he should have knowledge of all the skills.
The level the fighter must reach before he can be trained in them rates the difficulty of those skills.
Here is a list of skills and their description.

a. Rank 1 Abilities (fighter levels 1 through 4):

Disarm:
This is one of my favorite skills. The fighter must make an attack against his opponent with a – 3 modifier
to the roll. If he succeeds the opponent must win an opposed STR check to avoid dropping the weapon.

Faint:
This is a common move done by a lot of fighters. You pretend to make a move in a particular direction, but
your attack comes from a different one. In game terms the fighter can do an opposed weapon skill roll with
his opponent to try and faint an attack. If the fighter wins, he gets a + 1 bonus on his attack roll. This skill
can only be used on one opponent at a time.

Fend:
Fighters who prefer using polearm class weapons often use this tactic. The fighter who has a polearm class
weapon can more easily keep his opponent(s) at bay. In game terms, if a fighter has a polearm class weapon
and his opponent(s) does not, then as long as his opponent fails to hit him his opponent will be at –1 due to
having difficulty reaching.

Prone Fighting:
With this skill the fighter can use his weapon skill to fight even when he is down without the negative
modifier. A fighter who could never remain standing during a fight because of bad eye-feet coordination
developed this skill.

Shield bashing:
This skill allows the fighter to add a second attack with his shield instead of using it to parry. The shield
does 4 points of damage and the fighter gets half of his current weapon skill to add to the attack. Having the
advantage of an extra attack is good, but be aware that you loose the ability to defend yourself (attackers
don’t have the negative modifier to their attack roll against you).

Rapid Reload:
This skill allows you to use a crossbow every round rather than use one every other round due to reloading
time.

Charge:
If riding an animal the rider is able to add the animal’s STR attribute to the damage dealt to his opponent if
he indeed does any damage.

Beat:
With this attack the fighter purposely attacks another player’s shield. If the attack is successful two things
occur. All the damage dealt goes to the shield instead of the player, and the opponent loose the protection
of the shield for the rest of the round and the following round.
b. Rank 2 Abilities (fighter levels 5 through 8):

Dual Weapons:
This skill is very common within the fighter class. Every experienced fighter knows how to wield two
weapons at the same time, allowing him to do two attacks in one single round. In game terms the fighter
can use two medium size (no longer than a long sword) weapons to attack with both in the same round. If
the weapons employed are the same, the player gets a –3 on both attacks. If the weapons are different, the
fighter gets a –5 on both attacks. It is more common to see a fighter with identical weapons than two
different.

Close Combat:
If the fighter uses small weapons (short sword or smaller) against an opponent fighting with medium or
long weapons, then he can use this skill. Similarly a fighter using a medium weapon against a long weapon
can use it as well. Upon successful attack, the fighter closes in and the opponent now fights at –1 until he
gets a successful attack back and fends him off.

Leaping Attack:
Fighters often use this attack at the beginning of combat to try and take the advantage on their opponent, as
well as make a decisive strike. This skill requires at least 20 feet of working space. The fighter rolls his
attack normally. If he hits he will get to add his STR attribute to the damage, however if he misses he will
end up on the ground, and unless he has the prone fighting skill he will have to spend the next round getting
back up. This attack can only be done once in a combat, when entering melee.

Weapon Fist:
This skill allows the fighter, given that he has no shield on his off arm, to do use his fist as a secondary
attack. The advantage of this attack over the dual weapons is that he gets to use his unarmed skill at a –2
for this second attack.

Rapid Shooting:
This skill allows the fighter to shoot a bow or use a thrown weapon (for throwing of course) twice in a
single round. If he does so, both attacks suffer a –3 on the roll.

c. Rank 3 Abilities (fighter levels 9 through 12)

Fix:
This skill is used at the beginning of combat, when both opponents circle around trying to judge each
other’s strengths and weaknesses. The fighter can lull his opponent in a false sense of confidence and make
him lower his guard. In game terms when entering combat the fighter can make an opposed INT check with
his opponent, and if he wins, his opponent not only will not be able to parry or use his shield during the
first round of combat, but he will not even be able to retaliate during that round. This skill can only be used
against one opponent.

Scare:
How many times have I seen a fighter enter combat with a frightful scream and crush his opponent just
with the sound of his voice? This skill is used as the fighter enters combat with any number of opponents.
He rolls an opposed CHR check against his opponents. The opponents defeated on the opposed check must
flee for 1 round/level of the fighter.

Exploit Weakness:
Fighters are often trained to exploit opponent’s weaknesses. This attack is one form of exploit. The fighter
must first succeed in an opposed INT check against his opponent (which he can do only once a round).
Upon winning on the check, the fighter can then try to exploit the opponents weakness, giving him a + 1 to
all subsequent attacks for the remainder of the combat.
Riding Shot:
This skill allows the fighter to shoot or throw a weapon while riding an animal, without having to make a
riding roll.

Blind Fighting:
With this skill the fighter learns to locate his foes even while blinded or in the dark. Instead of getting a –5
to hit attack, he only suffers a –2.

Counterattack:
This special skill allows a fighter who is experienced enough to use a person’s attack against them. If the
fighter chooses to parry an attack and wins the opposed roll by more than 5, he can use the difference
between the rolls as an attack bonus for an immediate retaliation. This action is immediate and doesn’t
count for any of your actions that round.

d. Rank 4 Abilities (fighter levels 13 +)

Weapon Break:
This skill allows a fighter to try and break an opponent’s blade (only works on bladed weapons) with his
own weapon. He must make an attack against the weapon with a – 3 modifier to the roll. If he succeeds he
can make a moderate STR check (modified by any magical bonus the weapon has) to break the weapon in
two.

Tornado Hit:
This skill is one of the fighter’s most prized skills. With it he can do, in one round, one attack against all
opponents in a 20 feet radius around him using his weapon skill repeatedly for each single attack. This is
without a doubt the best skill a fighter can have. It is, however, very difficult to implement. For this reason,
he cannot do anything else during that time, which includes parrying or dodging.

Roll with the hit:


This special skill allows the fighter to avoid getting hit too hard in combat. Once per round he may attempt
a moderate NIM check to roll with the hit and only suffer half of the damage he should have received.

Warrior’s Brawn:
This is a prized skill amongst heroes. It allows the fighter to continue to fight even though he should
normally be unconscious. A fighter who should be unconscious from a deadly wound can continue to fight
on as long as he succeeds his PHY roll.

Warrior’s Heart:
The fighter who has reached this level of discipline is not easily stirred by fear. For this reason he cannot
fail a fear test.
Money and Equipment

There are three social classes: lower, middle, and upper class. Every starting character, at creation, must
roll 3D6’s to determine what social class he starts in:

a. Social class

- Lower: 3-12 Starting money: 3D6*10 GP


- Middle: 13 -16 Starting money: 5D6*10 GP
- Upper: 17 Starting money: 5D6*20 GP
- Royalty: 18 Starting money: 2d6*100GP

b. Miscellaneous equipment
Blanket: 2bp Pouch (large): 2bp
Chain (10 ft): 1sp Pouch (small): 1bp
Chalk: 1bp Rope (60 ft): 1sp
Donkey: 5gp Scroll: 1sp
Harness: 2gp Scroll case: 2sp
Horse (draft): 20gp Shield (large): 3gp
Horse (riding): 30gp Shield (medium): 2gp
Horse (war): 50gp Shield (small): 1gp
Lantern: 1sp Tent: 2gp
Lock -pick set: 30gp Torch: 1bp
Magnifying glass: 200gp Dry rations (1 week): 2gp
Oil flask: 2bp
c. Weapons

Weapons Chart (type / speed / bonus successes / price):


Arrow (flight): spec / spec / 1 / 1gp for 20 Horse lance: PA / 4 / 6** / 5gp
Arrow (sheaf): spec / spec / 2 / 1gp for 20 Javelin: TW / 3 / 2 / 1gp
Ballista: SW / spec / 6 / 500gp Long sword: 1HE / 3 / 2 / 10gp
Bardiche: PA / 4 / 3 / 20gp Mace: 1HB / 3 / 2 / 3gp
Battle-axe: 1HE / 3 / 2 / 15gp Morning star: 1HB / 3 / 2 / 15gp
Bear hands: MA / 2 / 0 / free Pike: PA / 4 / 6** / 2gp
Bow, Composite: RW / 3 / arrow type / 60gp Spear: PA / 3 / 2 / 5gp
Bow, short: RW / 3 / arrow type / 30gp Trident: PA / 4 / 3 / 15gp
Bow, Long: RW / 3 / arrow type / 50gp Saber: 1HE / 3 / 2 / 10gp
Catapult: SW / spec / 8 / 750gp Scimitar: 1HE / 3 / 2 / 15gp
Club: 1HB / 2 / 1 / free Short sword: 1HE / 2 / 1 / 7gp
Crossbow, light: RW / 3 / 2* / 40gp Sling shot: RW / 3 / 0 / 1sp
Crossbow, heavy: RW / 4 / 3* / 80gp Spiked club: 1HB / 3 / 2 / 1sp
Dagger: 1HE / 2 / 1 / 1gp Staff: 2HB / 3 / 2 / 1sp
Darts: TW / 2 / 0 / 3bp (thrown 2 at a time) Throwing Axe: TW / 3 / 2 / 1gp
Flail: 1HB / 3 / 2 / 10gp Two-handed battle-axe: 2HE / 4 / 3 / 20gp
Great Scimitar: 2HE / 4 / 3 / 20gp Two-handed sword: 2HE / 4 / 3 / 20gp
Halberd: PA / 4 / 3 / 15gp Two-handed warhammer: 2HB / 4 / 3 / 15gp
Heavy Flail: 2HB / 4 / 3 / 20gp Warhammer: 1HB / 3 / 2 / 10gp
* Crossbow bolts bypass the armor defense bonus doing full damage to the target (that includes TGH check). 12
bolts cost 1gp.
* * Can only be used when charging or being charged at.

Ranges for Ranged/Thrown Weapons:

Weapon type Base Range Sheaf Arrow


Ballista 120 n/a
Bow, Short 60 80
Bow, Long 90 100
Bow, Composite 120 120
Catapult 200 n/a
Crossbow, Light 50 n/a
Crossbow, Heavy 80 n/a
Dagger 10 n/a
Darts 10 n/a
Javelin 20 n/a
Sling Shot 30 n/a

d. Armor prices

Leather Chain Scale Plate

- Plastron: 10gp 50gp 200gp 800gp


- Arm greaves: 2gp 10gp 50gp 100gp
- Leg greaves: 3gp 15gp 60gp 120gp
- Helmet: 5gp 10gp 100gp 400gp
- Gauntlets: 3gp 15gp 70gp 150gp
- Boots: 5gp 20gp 50gp 100gp

Armor Chart:
No armor : No modification applied to damage.
Hard Leather : remove 1 success from attacks
Chain Mail : remove 2 successes from attacks, -1 die to all Athletic, Thieving, and Martial Skills
Scale Mail : remove 3 successes from attacks, -2 dice to all Athletic, Thieving, and Martial Skills
Plate Mail : remove 4 successes from attacks, -2 dice to all Athletic, Thieving, and Martial Skills
Character Card

Player Name Character’s Name Race Gender Age Height Weight

Morality Religious Belief Special Abilities Social Standing


Good / Evil / Neutral

Attributes Difficulty Chart Character’s Classes Levels Experience

Max Current Easy: 3


Skills More Skills
PHYsique: ____ ______
Moderate: 4
Difficult: 5 _____________________ _____________________
MOVement: ____ ______ Hard: 6
Very Hard: 10 _____________________ _____________________
INTellect: ____ ______ Impossible: 12
_____________________ _____________________
PREsence: ____ ______
_____________________ _____________________
Equipment _____________________ _____________________
__________________________
_____________________ _____________________
__________________________
__________________________ _____________________ _____________________
__________________________
_____________________ _____________________
__________________________
__________________________ _____________________ _____________________
__________________________ _____________________ _____________________
__________________________
Class Abilities

______________________________________________________________________________________

______________________________________________________________________________________

______________________________________________________________________________________

______________________________________________________________________________________

______________________________________________________________________________________

______________________________________________________________________________________

Combat Rules
Attack: Martial Skill + PHY (or MOV depending on weapon type) against opponents MOV + Martial Skill (or
avoiding skill)
Damage: total successes = # of attack successes – armor rating
1-2 total successes = 1 light wound / reduce PHY by 1
3-4 total successes = severe wound / reduce PHY and MOV by 1 and roll PHY (BD= # total successes)
every round to avoid falling unconscious
5+ total successes = deadly wound / reduce PHY and MOV by 2 fall unconscious and roll PHY (BD= # total
successes) every hour to avoid dying
Map of Aganor

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