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Table of Contents

Introduction Ageless Roleplaying Pg. 2


Chapter 1 Character Creation Pg. 5
Chapter 2 Mutations Pg. 12
Chapter 3 Focuses & Talents Pg. 21
Chapter 4 Equipment & Gear Pg. 30
Chapter 5 Followers Pg. 44
Chapter 6 Magic & Spellcraft Pg. 48
Chapter 7 Crafting Pg. 55
Chapter 8 Houses, Lands, & Holdings Pg. 59
Chapter 9 Mass Combat Pg. 68
Chapter 10 Basic Rules & Systems Pg. 73
Chapter 11 Combat Pg. 81
Chapter 12 Intrigue Pg. 88

1
Introduction: Ageless Roleplaying

Introduction

Ageless Roleplaying
Welcome to the Ageless Roleplaying Game, a simple exactly what Chapter 1: Character Creation provides,
system for use with any fantasy universe. In Ageless giving you not only game stats—the abilities and
Roleplaying you and your friends take on the personas of corresponding numbers that tell you what your character is
warriors, mages, and rogues in a world of fantasy and try good at—but also a character concept, starting goals, and
to make your names by overcoming sinister foes and deadly ties to other Player Characters. Once play begins the
challenges. You may face down one of the vile darkspawn portrayal and development of your character is all up to
in ancient dwarven ruins, engage in a duel of wits with a you. Playing your character, achieving goals, and
suave noble, or uncover the secrets of alternate planes of navigating the perils of a fantasy world—this is the fun of
existence. You may win renown or you may die alone in the playing an RPG.
trackless wilderness. Whatever your fate, your story is your
own to tell. Playing your Character
“What do you do?”
Getting Started When playing an RPG, that’s the question you must ask
The first thing you need is a group of friends to play with, yourself all the time. The Game Master will describe a
and one of you must take on the role of Game Master, or situation, framing a scene for one or more of the Player
GM. While you can play with as small a group as one GM Characters. It is then up to you to decide what your
and one player, the game works best with one GM and three character does and why. You tell the GM what you want to
to five players. It is possible to play with more players, but do, as do the other players, and then you all work out what
that can slow down the pace of the game. happens. Sometimes, you use dice to resolve actions. Other
times, you simply interact with the other players and the
The GM has a key position, so try to make sure that he or
characters portrayed by the GM, which are known as Non-
she really wants the job. Running a game is fun, but it’s a
Player Characters, or NPCs.
different experience than playing.
Once you’ve settled on a GM, everyone else needs to make
characters, known as PCs or Player Characters. In the
Ageless Roleplaying system your character has the
potential to become a great hero, but begins as just another
hungry adventurer scrabbling for glory. You do not get to
start play as a knight or a archmage Those are positions that
must be earned, and that’s what playing the game is all
about.
Your character is your primary responsibility as a player in
an RPG. This is your alter ego in the game world. Over the
course of many game sessions, your character will grow
and change, but every hero needs a starting point. That is
“Who Are You?”
2
Introduction: Ageless Roleplaying

This is the question to keep in mind when making deci- sure you have at least one character of each class in the
sions. When you create your character, you will decide on group. When working out ties and goals amongst the PCs,
some traits and goals as a starting point. You can then flesh you can build in reasons for the characters to adventure
out your PC; there are two basic approaches to this. The first together.
is to paint your character in a few broad strokes and then The people gaming with you make up the player group and
jump right in to playing. The intention here is to come up that too has a dynamic. You and your friends are going to
with details about your character during play, often by be spending a lot of time together, so you want a group of
using the springboard of the current adventure to create people who fundamentally get along. Roleplaying is meant
touchstones to your character’s past. This is a common to be fun for everyone, so be aware of tension around the
storytelling technique and a perfectly valid approach if you table. Some players try to make the game all about them,
don’t want to spend a lot of time working on your character hogging the spotlight and trying to insert themselves in
before starting play. The second approach is to come up every scene. Don’t act that way; it just makes other players
with a lot of details and roleplaying ideas before the first angry. Everyone deserves a chance to shine, so be ready to
session. If you can come to the table with a good idea of who take a step back when someone has a good idea or is
your character is before the first die is rolled, that can help pursuing something important for his or her character.
get the game going.
If a game session didn’t go well for some reason, talk it
However you approach your character, playing the game about it afterwards. It won’t do any good if everyone goes
will help you refine your ideas. After you have played your home to stew. Try to figure out where things went wrong
character for a while, you should have a strong sense of and see if you can come up with solutions so it doesn’t
personality and an intuitive sense of what your character happen again.
would do in a particular situation. Of course, not all
A common problem is a player who is unhappy with his
situations present easy choices. It is from difficult choices
character. Maybe the character doesn’t fit into the group
that tension and drama emerge.
well, or maybe the player finds another class preferable

Adventure & Campaign


after some play experience. This doesn’t have to be a
problem. It’s perfectly fine for a player to make a new
An adventure is a discrete story and scenario in an RPG. character of the same level and retire the old character. It is
You can think of it as a single novel or an episode of a TV preferable to do that than to make a player continue to play
show. There may be several plot threads, but in the end it a character he isn’t having fun with.
tells one story. The difference between a roleplaying
adventure and a book or show is that you have authorship. Basic Game Concepts
It is the decisions of you and your fellow players that will Before you delve into the rest of the Ageless Roleplaying
drive the story to its conclusion. A campaign is a series of system, here’s a brief overview of the basic concepts of the
interlinked adventures. If an adventure is a novel or TV game. You’ll learn more about all of these things as you
show, a campaign is a series or a season. Some adventures read on.
may have self-contained plots, while others will tie together In the Ageless RPG you will make a character. You can play
to tell a larger story. During a campaign the characters of a human, an elf, or a dwarf of various backgrounds. Your
the adventuring group earn experience points and gain background defines the core of your character and
more powers and abilities, face greater challenges, and determines the initial powers at your command. Your
perhaps gain renown for their deeds. A full campaign will character begins as an inexperienced adventurer, by
take characters from peasants to demigods, and provide surviving encounters and overcoming challenges, your PC
hundreds of hours of entertainment. gains experience points to buy new abilities and talents.
Your character may eventually become one of the mightiest
The Group Dynamic heroes of Thedas. It won’t be easy, though.
Much of this book is focused on teaching you the rules and
Your character has eight abilities, such as Strength and
how to make a character. It is important to remember that
Cunning, and each one has a numeric rating, with 1 being
roleplaying is a group activity. There are two aspects to this:
average. When your character wants to do something, the
the adventuring group and the player group.
GM may call for an ability test. This is a dice roll to
Your character is one member of the adventuring group determine success or failure, and it’s the most common roll
(also known as a party). Each character in the group has in the game. To make an ability test, you simply roll three
individual goals, but there are also larger group goals. The six-sided dice dice (3d6), add the results together, and add
characters may have their disagreements and even feuds, the appropriate ability. This generates a test result, which
but for the game to go on they must remain together. The you want to be as high as possible.
adventures themselves often assure this by their plot and
structure, but a good group dynamic can help. This can start Test Result = 3d6 + Ability
during character creation when everyone is settling on what You may have to apply other bonuses or penalties, most
they want to play. It’s a smart idea, for example, to make commonly ability focuses that represent areas of special

3
Introduction: Ageless Roleplaying

expertise. Once you determine your test result, you tell the
Chapter Two: Mutations
GM what you got and he’ll let you know if it’s a success or
a failure and what happens. This chapter contains information on Mutations, which are
used to create unique races and characters
Your character also has a Health score. When damage is
inflicted, this reduces Health. If it reaches 0, your character Chapter Three: Focuses and Talents
may die. This chapter contains information on focuses and talents,
In combat your character can perform stunts. When doubles which are used to create your character.
are rolled on an attack roll, this generates “stunt points.”
You can then use these points to pull off a number of special Chapter Four: Equipment and Gear
maneuvers. Stunts help keep combat dynamic and fun. Your character starts with a small amount of equipment and
There are also spell stunts, which let mages enhance their a bit of silver. You’ll be able to spend some of that coin here
spells. adding to your gear, and find key info on items like armor
and weapons.
Game Dice Chapter Five: Followers
Dragon Age only uses one type of dice: the six-sided die, also
This chapter contains information on hiring and using
known as the d6. This is the most common die and it can be
followers; non-player characters that serve you; whether
found in many classic boardgames if you need more than
aiding you in combat or preparing your baths.
come in this set. In general dice are rolled four different
ways in Dragon Age:
Chapter Six: Magic
1d3: •Sometimes you need to generate a number from 1-3. This chapter explains the nature of magic and details the
In that case you roll a d6 but halve the result, so a roll of 1- spells available to mages. If you aren’t playing a mage, you
2 = 1, a roll of 3-4 = 2, and a roll of 5-6 = 3. can skip this chapter if you like.
1d6: • You roll a single die and simply read the result.
Sometimes there is a modifier attached, for example 1d6+3,. Chapter Seven: Crafting
In that case, just add the modifier to the die roll. If you This chapter contains information on creating your own
rolled a 2, for example, you’d add the modifier of 3 to get a equipment from scratch, and includes information on
result of 5. higher-than-normal quality gear.

2d6: • As above, but you roll two dice and add them Chapter Eight: Houses, Lands, & Holdings
together. If you rolled a 3 and a 6, for example, your result This chapter contains information on ruling a house; a
would be 9. political body that is typified by a noble house.
3D6: • As above, but you roll three dice and add them
together. If you are making an ability test, you must ensure Chapter Nine: Mass Combat
that two of the dice are one color and the third a different This chapter contains rules for fighting battles with
color. That third die is known as the Dragon Die, and it’s hundreds or thousands of soldiers.
important. The result of the Dragon Die can determine your
level of success and allow you to perform stunts. Chapter Ten: Playing the Game
The final chapter has the core of the rules system. Here
you’ll find a full explanation of ability tests, as well as rules
for combat and stunts.

Chapter One: Character Creation


This Chapter covers all the information you need to know
about creating and playing a character in the Ageless
Roleplaying Game.

4
Chapter One: Character Creation

Chapter One

Character Creation
To play in a game in the Ageless RPG, you must first make a Step One
character. This is your alter ego in the game world, the
persona you’ll be taking on as you experience exciting and
perilous adventurers. Since your character is the focus of
Character Concept
your play experience, making the right character for you is Before you sit down to make a character, you should learn
quite important. If you end up with a character you find a little bit about the setting your storyteller will be running.
unappealing or who isn’t fun to play, your enjoyment of the In some settings your choices for character race will be
game will diminish. So don’t be afraid to take some time severely limited, and other settings may lack magic
and put some thought into creating your character. This altogether.
chapter explains the whole process and provides examples Now that you know more about the setting, you can start
so you can see how it’s done. When you are finished, you’ll thinking about what kind of character you want to play.
have a character ready to play. This can be quite a broad concept to start; the process of

Making a Character
character creation will help you focus it.
When coming up with a character concept, remember that
Making a character in the Ageless RPG is a straightforward one of the conceits of the game is that your character begins
process that you can complete in 8 easy steps. as an unknown and struggling adventurer. You don’t get to
1. Create a character concept. This is a rough idea of start play as the crown prince or an archmage. You have to
the sort of character you’d like to play. earn your honors with deeds, and you can be sure there will
be a price. So start thinking about who your character is and
2. Determine Abilities. These are your character’s core how he became an adventurer. Here are some example
physical and mental attributes. character concepts:
3. Choose a Class. This is your character’s calling in life.
 A guttersnipe raised on the streets who’ll do anything to
You can choose mage, rogue, or warrior. survive.
4. Spend Experience. You spend experience to represent the  A free spirit who fled from an arranged marriage for a life of
deviation from the norm of your class. adventure.
 A naïve farmer who wants to travel farther than 5 miles
5. Pick equipment. Your character needs gear before the
from where he was born.
adventures begin.
 The child of a disgraced knight who wants to return honor
6. Calculate Derived Traits. There are several traits that to the family name.
are determined by your equipment and Abilities,  A cynical mercenary who trusts little but coin.
calculating them is a step towards completing your  A seeker of forbidden knowledge who often acts before
character. thinking.
 An artist seeking inspiration in dark and dangerous places.
7. Pick a name. Every hero needs a good name!
 A refugee from a village that was sacked and destroyed.
8. Choose goals and character ties. They help give  A child of the forest more comfortable around animals than
your character personality. people.

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Chapter One: Character Creation

Step Two Ability focuses (or focuses for short) are one of the ways to
make your character unique. There may be another warrior
Abilities in your adventuring party, but your focuses can be
completely different. You don’t need to worry about
Your character is defined by eight abilities: Commu- choosing focuses now; that happens later in the character
nication, Constitution, Cunning, Dexterity, Magic, creation process. Your character will get access to focuses
Perception, Strength, and Willpower. Taken together these through backgrounds, classes, and talents. For more
abilities map out your character’s strengths and information about ability focuses, see Chapter 3: Focuses
weaknesses. You determine your abilities by assigning and Talents.
points to them, giving each one a numeric rating ranging
 Communication Focuses: Acting, Animal Handling,
from –2 to 5. A –2 is quite poor while a 5 is outstanding; a 1
Bargaining, Bluffing, Charming, Convincing, Etiquette,
is average. The higher the ability, the better. During play Gambling, Inciting, Intimidation, Investigation, Leadership,
your abilities can increase as you gain experience and learn Seduction, Taunting.
how to better harness your natural aptitudes.  Constitution Focuses: Drinking, Rowing, Running, Stamina,
Abilities are a key component of the game and you’ll be Swimming.
using them frequently. You’ll find it useful to understand  Cunning Focuses: Arcane Lore, Brewing, Cartography,
Cultural Lore, Engineering, Evaluation, Healing, Heraldry,
the nature of each ability, so descriptions of them follow.
Herb Lore, Historical Lore, Military Lore, Musical Lore,
 Communication covers your character’s social skills, Natural Lore, Navigation, Poison Lore, Research, Religious
personal interactions, and ability to deal with others. Lore, Writing.
 Constitution is your character’s fortitude and  Dexterity Focuses: Acrobatics, Bows, Brawling, Calligraphy,
resistance to harm. Crafting, Firearms, Flying, Initiative, Legerdemain, Lock
Picking, Riding, Stealth, Traps.
 Cunning is a measure of your character’s intelligence,
 Magic Focuses: Creation, Entropy, Primal, Spirit.
knowledge, and education.
 Perception Focuses: Empathy, Hearing, Searching, Seeing,
 Dexterity encompasses agility, hand-eye Smelling, Touching, Tracking.
coordination, and quickness.  Strength Focuses: Blades, Climbing, Driving, Hafted
 Magic determines the character’s innate arcane power. Weapons, , Jumping, Might, Polearms, Smithing, Throwing.
 Perception covers all the senses and the ability to  Willpower Focuses: Courage, Faith, Morale, Self-Discipline.
interpret sensory data.
 Strength is your character’s physical prowess. Step 3
 Willpower encompasses mental toughness,
discipline, and confidence. Classes
Determining Abilities
If background is where you came from, class is what you’ve
become. Classes are both mythic archetypes and
frameworks for your character’s advancement. You have
You begin the game with ten (10) points to allocate to your
your choice of three: mage, rogue, and warrior. If you want
Abilities. Your character's Abilities all begin at 0, and you
a character that can cast spells, play a mage. If you want a
can spend your points to raise them up. You can also reduce
character that is sneaky, play a rogue. If you want a
them into negatives to gain more points to raise other
character that can fight, play a warrior.
Abilities with.
The classes are quite broad by design. A rogue could
A character can never begin play with an Ability greater
equally represent a thief with a penchant for burglary and
than three (3) or lower than negative two (-2). Abilities
a scout in a mercenary company. Your class helps define
greater than five (5) represent ability beyond the natural
what your character can do, but it’s up to you to interpret
range of humanity, while Abilities less than negative two (-
how those capabilities fit with your character concept.
2) represent a serious handicap; neither of which is
appropriate for starting characters. Class Descriptions
While three (3) is the upper limit at character creation, Each class determines certain key features of your charac-
spending experience can still raise your ability scores. ter. A class description includes the following elements:
Primary Abilities: A class has three primary abilities. These
Ability Focuses are the abilities most important to the class and the ones
A focus is an area of expertise within the larger ability. used most often.
While Cunning as a whole determines how smart your
Secondary Abilities: A class has five secondary abilities.
character is, for example, a Heraldry focus would indicate
These abilities are not as important as primary abilities but
a special knowledge of coats of arms and royal families. In
all can be useful in the right circumstances.
game system terms, if you have a focus, your ability is
effectively 2 higher than normal when working within that Class Powers: A class provides your character with a
specialty. This is explained in greater detail in Chapter 10: variety of special powers, such as ability focuses and
Rules and Systems. talents. These powers are listed out for each class.

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Chapter One: Character Creation

Mage

There is magic in all living things. While every elf, dwarf, human, Entropy Magic Training (Initiate)
animal, and plant is permeated with magic, only a rare few beings
You can cast spells from the Entropy school with Minor
can manipulate it. The mage class represents these users of magic.
effects lasting up to 24 hours. Additionally, you can cast
They have been gifted (or cursed, depending on your point of
view) with the ability to absorb spirit, the life force of living beings, “blasting” spells that inflict Necrotic damage.
and use it cast magical spells. This sets them apart from normal
people. In some times and places, mages have been honored for
Primal Magic Training (Initiate)
their power and wisdom. In others they have been feared and You can cast spells from the Primal school with Minor
hunted, especially once the dangers of demonic possession were effects lasting up to 24 hours. Additionally, you can cast
understood. “blasting” spells that inflict Physical, Thermal, Cryo, or
Energy damage.
As a mage you will be a master of arcane powers. You should stay
away from melee combat (let warriors handle that) and use your Spirit Magic Training (Initiate)
spells to help your allies and harm your enemies. Mages generally
You can cast spells from the Spirit school with Minor effects
don’t wear armor, so your Resistances will be low. You also have
lasting up to 24 hours. Additionally, you can cast “blasting”
limited access to weaponry. Your access to spells makes up for
these limitations, though. You get access to many different spells; spells that inflict Spirit damage.
a mage who masters their use is a powerful character.
Stoic (Adept)
Primary Abilities You’ve disciplined your mind to manipulate the magical
Cunning, Magic and Willpower forces of the world. You start play with 30 + 3x your
Willpower worth of Spirit Points instead of the usual 10 +
Secondary Abilities your Willpower.
Communication, Constitution, Dexterity, Perception and Strength
Additionally, you gain a +1 bonus to your Mental Defense.
Class Powers Starting Talents
Creation Magic Training (Initiate) You gain the Initiate degree in one of the following talents:
You can cast spells from the Creation school with Minor Enchanting, Herbalism, or Physician Training.
effects lasting up to 24 hours. Additionally, you can cast
“blasting” spells that heal damage instead of inflicting Starting Focuses
damage. You gain two of the following focuses: Cunning (Arcane
Lore), Magic (Creation, Entropy, Primal, or Spirit) or
Willpower (Self-Discipline).

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Chapter One: Character Creation

Rogue

The rogue class represents the classic trickster. You can use target, and you can apply poison to a weapon without
this class to represent a thief, scoundrel, or conman, or a making a Cunning (Poison Lore) test.
scout, expert, or spy. While a warrior gets by on brute
You can use an action to deceive an opponent into making
strength and a mage on arcane power, a rogue relies on
a critical mistake. You make a Communication (Deception)
quickness and cleverness. Whether engaging in witty repar-
test vs. your target’s Mental Defense; on a success you have
tee or slipping a dagger between an enemy’s ribs, a rogue
combat advantage against him for the rest of the round.
must be artful to win the day.
As a rogue you are the eyes and ears of your adventuring Armor Training (Initiate)
group. You are excellent at ranged combat and can launch You are at home in lighter armors, reduce the Armor
devastating melee attacks with your backstab ability. You Penalty of any armor you wear by 1.
are not, however, a true frontline fighter. Your Defense will
be good due to your Dexterity, but your light armor means
Melee or Ranged Training (Initiate)
you can’t absorb a lot of damage. Let the warriors go toe to You are trained in melee or ranged combat. You can choose
toe with the enemy while you use stealth and surprise to whether to take the Initiate degree in the Melee Training or
keep them off balance. Ranged Training talent.

The rogue is the most open-ended of the classes. If you With Melee, you can spend an action to assume the iconic
aren’t sure where you want to go with your character, rogue fighting stance of the fighting style you are using. (Using a
is a good choice, as the class provides the flexibility to shield is considered fighting with dual-weapon style.)
develop in many directions. Dual-Weapon Style: +1 Attack
Primary Abilities Single-Weapon Style: +1 Physical Defense
Communication, Dexterity and Perception Two-Hander Style: +1 Damage
Secondary Abilities With Ranged, you can reload a bow or ready another
Constitution, Cunning, Magic, Strength and Willpower throwing weapon as a free action. Also, you can reload a
Class Powers Firearm with a single Action.
Dirty Fighting (Expert) Starting Focuses
The skills you employ in combat are as effective as they are You gain the Dexterity (Stealth) focus, and one of the
dishonorable. When you have combat advantage against an following focuses: Brawling, Deception, Disguise,
opponent (the target is prone, you are flanking the target, Legerdemain, or Lockpicking.
the opponent isn’t aware of your presence, etc.) you inflict
an additional 1d6 damage on all damage rolls against that

8
Chapter One: Character Creation

Warrior

The warrior is the classic fighting man. You can use this Endurance (Adept)
class to represent any kind martial character. Your character Warriors are hardier than the average man, you begin play
could be an ex-soldier, a caravan guard, a mercenary, a with 30 + 3x your Constitution in Health Points rather than
militiaman, or a former blacksmith turned adventurer. A the usual 10 + Constitution.
warrior may fight for honor, revenge, justice, money, or a
better tomorrow. Some members of the warrior class have You also gain a +1 bonus to your Physical Defense.
received formal training and others fight by instinct; all can Martial Arts (Initiate)
handle themselves in a fight. A Warrior needs to be able to defend himself even when
As a warrior you’ll usually find yourself in the thick of disarmed. When you make a melee attack while unarmed,
combat. You have access to heavier armor and more you inflict 1d6 damage instead of the usual 1d3.
weapons than members of any other class, and you can dish
out and take a lot of damage. It is often up to you to engage
Melee Training (Initiate)
Warriors are trained in the art of melee combat, and can
the hardest hitting enemies, so the rogues and mages of the
group have the chance to use their abilities. spend an action to assume the iconic fighting styles
associated with the weapons they wield. (Fighting with a
Primary Abilities weapon and a shield is considered Dual-Weapon fighting)
Constitution, Dexterity and Strength Dual-Weapon Style: +1 Attack
Secondary Abilities Single-Weapon Style: +1 Physical Defense
Communication, Cunning, Magic, Perception and Two-Hander Style: +1 Damage
Willpower Starting Focuses
Class Powers You gain two of the following focuses: Constitution
(Stamina), Cunning (Heraldry or Military Lore), Dexterity
Armor Training (Adept) (Bows, Brawling, or Firearms), Strength (Blades, Hafted
You are skilled in the use of armor. Increase the Armor Weapons, Polearms or Throwing) or Willpower (Courage).
Rating of any armor you wear by 1, and reduce its Armor
Penalty by 1.

9
Chapter One: Character Creation

Step 4 Step 6
Experience Derived Traits
Your character grows and evolves by accumulating The following section explains how to determine your
experience. In game terms, experience is a numerical unit derived traits. These are important to know.
that is accumulated by participating in adventures and
expended to learn new techniques and abilities. Physical Defense
As you begin the game, your character has already Your Physical Defense represents your ability to defend
accumulated some experience; represented by his starting yourself from physical threats. This includes your ability to
Abilities and Class. Your character also starts with an dodge, your ability to resist bruising, your ability to deflect
additional 40 experience points to spend at character and endure heavy blows, and any other method you
creation, to both customize your character further and to employ to defend yourself from physical harm.
become acquainted with the options out there. Physical Defense = 10 + (Constitution + Dexterity +
You can spend your starting 40 XP as you complete your Strength)/2
character, save it for later, or a combination of the two. The
cost of raising an Ability is five (5) times the new (higher) Mental Defense
rating of the Ability in XP, Focuses cost ten (10) XP, and Your Mental Defense represents your ability to keep control
ranks in Talents cost five (5) times the new degree’s rank - of your own thoughts and an abstract “awareness” of the
5XP for Initiate, 10XP for Adept, 15XP for Expert, etc. truth of what is happening around you. It is used when
opposed tests to detect lying or slight of hand would be too
Characteristic XP Cost
cumbersome.
Ability 5 x new Rating
Focus 10 Mental Defense = 10 + (Cunning + Perception +
Talent 5 x new Degree Willpower)/2
Trainers
If you find a trainer, typically someone who has an ability Armor & Resistances
or talent one rating/degree higher than what you are Your armor rating is derived from the armor you are
attempting to buy, the total cost of raising your ability, wearing, and supplies a resistance to all forms of damage.
focus, or talent is decreased by 5 XP. Your armor rating cannot normally be increased; as
different forms are not complementary and only the highest
Trainers become rarer as you increase the rating or degree
rating is used - with the sole exception being Natural
you want to learn - becoming almost impossible to find for
Armor; most often coming from mutations.
the Expert and higher degrees or abilities of 3+. When they
can be found, if and only at the GM’s discretion, they Physical Resistance = Armor Rating
typically require a quest in addition to any monetary
payment before they will teach you.
Thermal Resistance = ½ Armor Rating
Cryo Resistance = ½ Armor Rating
Mutations Energy Resistance = ½ Armor Rating
Up to this point, the rules have guided you to making a
character with the assumption that you will be playing a
Radiant Resistance = ½ Armor Rating
human (or similar). By purchasing mutations (detailed in Necrotic Resistance = ½ Armor Rating
Chapter 2: Mutations), you can play all manner of
extraordinary creatures. When you reach this stage of
Health
All characters begin play with 10 + Constitution Health.
character creation, it is important to speak with your
Characters with the Endurance talent, such as those with
Storyteller to see what kinds of races are appropriate for
the “Warrior” class gain additional health as described in
your game world.
that talent. For now it is only important to know that the
Step 5 Adept degree gives an additional 20 + 2x Constitution

Equipment
health on top of what all others begin with.

Player characters do not start their adventures with much


Spirit
to their names. In play your character will have a chance to All characters begin play with 10 + Willpower Spirit.
get better equipment, but you must start with the basics. Characters with the Stoic talent, such as those with the
Think of better gear as something to aspire to. “Mage” class gain additional Spirit as described in that
talent. For now it is only important to know that the Adept
Your character begins play with 100 silver pieces to degree gives an additional 20 + 2x your willpower Spirit on
purchase gear. A complete listing of equipment can be top of what all others begin with.
found in Chapter 4: Equipment and Gear.

10
Chapter One: Character Creation

Step 7 The classic RPG set-up has the group meeting up in a tavern
and embarking on a series of death-defying quests together
Names despite being virtual strangers. That sort of approach can
work if you are developing the characters as the campaign
What is a character without a name? Although this step is goes on. The group’s cohesion will be stronger, however, if
towards the end of the character creation process, it should the characters start with some ties. It doesn’t mean that all
not be an afterthought. The right name can be that little the characters need to know each other before play begins,
something that sums up who the character is or wants to be. but they should have some connections. Characters might
This section contains some naming guidelines for different have grown up in the same village, served in the same mili-
cultures and some example names for both sexes. Do feel tary unit, or even been romantic rivals. Or maybe they are
free to make up your own names in the same style, but try distant cousins, chased by a shared enemy, or in debt to the
to avoid silly name syndrome (Orf the Dwarf, for example). same underworld figure.
Step 8 You should try to come up with at least one tie for each

Goals and Ties


other player character, even if it’s a tenuous one. The group
bond will grow over time but it’s a good idea to plant the
seed early so it can grow.
Now your character is almost ready to go. Before you jump
into your first adventure, though, take a few minutes to
think about your character’s goals and what ties you might
have to other characters in the group. Even if you’ve made
your character on your own, it’s a good idea to take these
last steps together. Setting up goals and ties as a group
allows you to riff off each other and come up with ideas that
are complementary.

Goals
Your character can have any number of goals, but try to
come up with at least three. Goals usually have something
to do with why your character became an adventurer in the
first place. It’s not a common calling after all, and certainly
not a safe one. These driving forces often translate into one
or more goals.
When making your list, try to come up with a mix of short-
and long-term goals. Short-term goals are things you want
to focus on now, and long-term goals are of a size and scope
that may require years or even decades of struggle. A good
GM will take your goals into account when running the
game, and the more info the GM has to work with, the
better.
So what makes a good goal? Two things. First, a good goal
should help define your character by making explicit what
is important to him. Second, it should provide story hooks
that other players and the GM can grab and use in play.

Ties
11
Chapter Two: Mutations

Chapter Two

Mutations
Not all characters are created equal, and not all species are old. What happens after death depends on the game’s
clones of humanity. The character creation process setting - and is not a matter to be detailed here. While most
presented in Chapter 1: Character Creation makes the humans will die of disease or violence long before their
assumption that you are playing an adult human, an bodies give out, some do reach an age where they simply
assumption that isn’t always correct. Sometimes, you want cannot keep going.
to play one of the fantastical races from literature - or a
Without magical or medicinal assistance, a Human can live
barbaric abomination from your nightmares. This chapter
up to 50 + (10x Constitution) years before he must start
provides you the tools to do just that.
making TN 10 + (years over limit) Constitution (Stamina)
What are Mutations? tests each year on his birthday. On a failure, he dies of old
age sometime before his next birthday.
Mutations are what the Ageless Roleplaying Game calls
anything that separates a character from human. Whether In addition to dying of old age in a comparatively short
it is long life, pointed ears, diminutive stature or great span of time; humans suffer from a slow physical
feathered wings - everything that a normal human doesn’t breakdown as they advance in years. This imposes a
have is a mutation. penalty to all physical actions the character takes, based on
their age category:
Each and every mutation is composed of two parts: a
physical manifestation and a mechanical effect. As an Age Categories
example, an elf’s pointed ears would be a mutation’s Young: Representing characters that have not yet reached the age
physical manifestation - you can see the ears and it of maturity (15 years old by default). They suffer a -2 penalty to all
separates him from a normal human; the mutation’s physical tests because they have not yet matured.
mechanical effect would be a +1 bonus to Perception Adult: Representing characters that have reached the age of
(Hearing) tests - it provides a mechanical in-game effect. maturity and are sufficiently mature to enter society. These
characters suffer no penalties.

What it is to be Human? Middle-Aged: Characters that are more than ½ their lifespan are
considered middle-aged. Their bodies have begun to break down,
Before the rules can offer deviations from normal humans and they suffer a -1 penalty to all physical tests because of it.
it is important to define what it actually means to be
Old: Characters that have passed ¾ of their lifespan are truly old;
Human. The following section will lay out clearly what the
they show the signs of aging and find it harder and harder to do
game assumes are common traits of Humanity.
even simple tasks. They suffer a -2 penalty to all physical tests.
Age & Mortality Venerable: Characters that have exceeded their lifespan and are
The human race is mortal, we age, grow old, and die - now making yearly tests to survive are ancient (by mortal
sometimes skipping right ahead to death before growing standards), and suffer for it. These venerable characters take a -3
penalty to all physical tests because of their advanced age.

12
Chapter Two: Mutations

Range of Ability Senses


Humans are limited creatures, and though they may Humans are a visually-dominated species and cannot
absolutely be deficient in an ability (negative rating), they clearly perceive anything with any of their other four senses
peak at an Ability Rating of five, which is the natural extent at any meaningful range. While perfectly capable of making
of Human ability: their minds and bodies just can’t be Hearing, Touching, Smelling, or Tasting tests, these can
smarter, faster, stronger, more durable, etc. than that. only give a vague idea of the direction or presence of a being
at range (though obviously, touching or tasting something
Durability
directly gives you a clear indication where it is). When a
Humans are incredibly frail, prone to breaking down and
Human cannot see a target, but otherwise knows “where”
dying even when suffering damage to only a few of their
it is, he still suffers a -3 penalty to all tests to interact with it.
organs. Humans cannot naturally recover from injuries
(they will continue indefinitely if not treated), and suffer an As a further complication, Humans can only see in well-lit
“amputation” after only five injuries to a particular bodily environments, and begin suffering penalties in anything
region. By default, Humans have 10 + their Constitution dimmer than shade. Humans also have difficulty seeing
Health Points, and gain an equal amount from each clearly at range, having trouble picking out details over
purchase of the Endurance talent. Humans recover 10 + only a few yards and being largely incapable of seeing
their Constitution in Health every night they get at least 6 anything smaller than a building more than 10 miles away.
hours of sleep.
Diet
Resiliency Humans are omnivorous and can consume the flesh of
Humans have no special resistances of any kind, aside from virtually any being, grains, fruits, nuts, and vegetables with
avoiding damage they have no defense against it. Human equal success - and require a mix of these to get all the
skin offers no natural armor, and protects equally poorly vitamins and minerals needed for a healthy life. Humans
against all damage types, supplying no increased (or are, however, largely intolerant of most plant life and
decreased) resistances. cannot digest most grasses or leafing plants.
Magic Manipulation
Humans are mundane creatures, they cannot exert their Mechanics of Mutation
will on the world around them, and can cause no Mutations are divided into four classes defining how potent
supernatural effects naturally. At best, and as always they are: Minor mutations offer at most a +1 bonus to a
depending on the campaign’s setting, humans can learn to specific roll or offer small roleplaying advantages.
cast spells through the Magic Training talents. By default, Moderate mutations offer up to a +2 bonus to specific rolls,
Humans have 10 + their Willpower Spirit Points, and gain or confer a significant advantage over those without it.
an equal amount from each purchase of the Stoic talent. Major mutations can confer up to a +3 bonus to specific rolls
or overwhelming advantages vs. those without it. And
Locomotion finally, Extreme mutations can confer up to a +5 bonus to
Humans are capable of many forms of locomotion:
specific rolls, or an advantage that likely cannot be
climbing, crawling, swimming, walking, etc. but are only
overcome by those without it.
truly competent at generalized running and walking, with
which they can traverse open ground, for other forms of
locomotion that they are capable of (swimming, crawling,
Mutation Costs
For obvious reasons, mutations must be limited in some
etc.) they need to spend an extra move action to cross the
way or another - lest a player decide to create a
same distance.
tremendously mutated character that is simply “better”
Natural Attacks than anyone else’s characters. Mutations are meant to allow
Humans are woefully underequipped to fight without players to create character races that differ from humanity -
weapons: they can strike only at those adjacent to them and from elves & dwarves to goblins & demons.
inflict only 1d3 + their Strength in Physical damage with
Generally, outside magical means, you can only gain
unarmed attacks.
mutations at character creation. Mutations are rated with
Extremities “mutation points” (Minor cost 1pt, Moderate cost 2pts,
Humans have two hands, two feet, and no other bodily Major cost 4pts, and Extreme cost 8pts). Positive mutations
limbs - this severely limits them to a few basic actions. add to your mutation point total while negative mutations
Humans naturally have a dominant hand and an off-hand, subtract from it. At character creation you must pay 5xp per
off-hands are much less developed, and cannot wield mutation point in the total.
weapons tagged with Main Hand without a much higher
Strength. Otherwise, a human can carry and use two
different things (weapons, shields, potions, etc.), one in
each hand, or one larger object (two-handed weapons) in
both hands. At the same time, a human must have both his
legs, or is unable to effectively walk.
Minor Mutations
13
Chapter Two: Mutations

Minor mutations cost one (1) mutation point, and give One of your senses is unusually acute, giving you a +1
minor roleplaying bonuses, or at best a +1 bonus to specific bonus to Perception (Seeing, Hearing, Smelling, Touching)
tests. These mutations are sometimes called poxes. tests. This can manifest as changed eye color or shape (or
both), Long pointed ears, or an elongated nose.
Alternate Reproduction Positive
Your method of reproduction differs from the default of Fur/Feathers/Leaves/Scales Positive
“sex followed by live birth”, in either conception, or birth, Your skin is covered in light fur, feathers, leaves, bark, or
or both. Perhaps you lay eggs, or expel spores, or asexually scales (in whatever colors or patterns you desire), giving
bud, or utilize pails of incestuous genetic slurry. Whatever you a +1 Natural Armor Rating, which adds to Armor
the case, the process must still be recognizably biological, Ratings from any other source.
and still burdens at least one character in some way for the
normal gestation period; they might not need to be Large Positive
pregnant, but will have to tend to their eggs, or monitor the Most people are between 5ft and 7ft tall, you tower above
larvae, or water the pods. them at up to ten feet tall. You must purchase specially
made arms and armor, costing twice as much and having
Bioluminescence Positive an encumbrance value 1 higher than normal; but your
You (or one specific part of you) glows; projecting light with Encumbrance Threshold is 7 + Strength + Constitution.
the same intensity as a torch. This natural lighting can be
turned on or off as a free action once per round. Longevity Positive
You will live a much longer life than mere humans. You will
Camouflage Positive live 100 + (20 x Constitution) years before you need to make
You have patterns on your skin that help you hide more tests every five years to see if you will die of old age within
effectively, gaining a +1 bonus to Dexterity (Stealth) tests. the next five years.

Cat Eyes Positive Meditative Rest Positive


Your eyes can see more easily in darkness, reducing any You don’t need to sleep to get the rest you need (though you
penalties you suffer from darkness by -1. are still capable of sleep), instead you can enter a meditative
state to rest. You remain entirely alert while meditating, and
Claws/Fangs Positive every hour of meditation is equivalent to two hours of
You gain short but sharp claws or fangs, or both. When you sleep.
make an unarmed attack with these natural weapons you
deal 1d6 points of damage. Mild Pregnancy Positive
You suffer none of the physical maladies of pregnancy
Concealed Mutation Positive (morning sickness, crazy cravings, rotund belly, etc.) until
You can choose one mutation, that mutation is concealed the final month of carrying the child.
when not in use: your claws might retract, your eyes roll
back in your head to reveal an ordinary set behind, etc. Natural Missile Positive
You have a natural ranged attack; you might spit acid,
Cosmetic Alterations Null breathe fire, shoot laser beams from your eyes, launch
Your hair, eyes, or skin takes on some unusual aspect - psychic bolts, or fling regenerating bone spikes from your
color, texture, or pattern: tiger stripes, blood red, pure white arms. You gain the ability to make unarmed attacks at a
and so forth. This is purely a cosmetic change and can Short Range.
usually be hidden by dye, makeup or obscuring clothing.
This mutation costs no Mutation Points, and never offers Quick Healer Positive
you any mechanical benefits. Your flesh mends and bones knit at an unnatural pace, for
every full month you spend at rest, all your Injury
Creeper Positive thresholds increase by one (as if they had been healed with
Whether you possess rubbery bones, a ridiculous number a 1 on the Dragon Die).
of joints, or a semi-liquid body, you can move through
impossibly small spaces, allowing you to squeeze through Rapid Maturity Positive
gaps (or fit into spaces) up to two size categories smaller You grow very fast and mature at a startling rate, becoming
than you could otherwise fit through (or into). a fully-functioning mature adult within five years. This
mutation doesn’t cost Mutation Points, instead it requires a
Elemental Adaptation Positive child born of Rapid Maturity to have at least one Negative
Choose one of the Primal Elements (Earth, Sky, Fire, or Mutation Point at birth (which offsets Positives as normal).
Water); you are attuned to that element and gain a +2 bonus
to the Resistance linked to that element: Cryo, Thermal, and
Energy are common.

Enhanced Sense Positive Resilient Positive

14
Chapter Two: Mutations

Your body is able to better resist a specific type of damage Short-Lived Negative
(Cryo, Energy, Necrotic, Physical, Radiant, or Thermal); You have a very short natural lifespan, living no longer than
and your Resistance against that type of damage is 25 + (5 x Constitution) years before you must begin making
increased by two (2), which stacks with any Resistance checks every 6 months to avoid dying of old age.
provided by your Armor Rating.
Sloth’s Speed Negative
Serpentine Tongue Positive Your must spend three move actions to move between the
Your tongue is long and forked like a snake’s, and you Long and the Medium or Extreme Range Bands. This
unconsciously flick it out every few seconds. The tongue is mutation might take the form of sickened wings/legs/
remarkably sensitive, and you can ignore penalties for whatever or might simply be the result of having shorter or
fighting unseen or invisible enemies so long as you can smaller legs, etc.
“smell” them.
Slow Aging Negative
Small Appetite Positive You and your young take a lot longer to mature, taking up
You need only half the food a human requires for a full to 30 years to become a fully-realized adult. This mutation
meal, allowing you consume supplies at half the usual rate. doesn’t give you any Mutation Points, instead it requires
your offspring to take at least one Positive Mutation, which
Tail Positive
they need to offset with XP or a mutation.
You have a tail, it can be scaled, furred, or bare like a rats.
Your tail can only be used for balance, granting you a +1 Slow Healing Negative
bonus to Dexterity (Acrobatics) tests, but it can’t be used to You suffer from a crippled ability to heal, and naturally
manipulate or pick up things. recover health after only a full day’s rest (instead of 6 hours),
you still recover 10 + Constitution HP.
Webbed Feet/Hands Positive
Your hands or feet (or both) are webbed, allowing you to Small Negative
move rapidly in the water. When you take Move Actions Typically-sized characters stand between five and seven
underwater, you don’t need to spend extra actions because feet tall, you shrink under their towering height. With this
you are swimming. mutation you stand only 2 ½ to 5 feet tall. You must
purchase specially made arms and armor, costing and
Atrophy Negative
roughly half that of average gear and having an
One of your limbs has been ravaged and atrophied. You
Encumbrance value 1 less - but your Encumbrance
suffer a -1 penalty to all actions with the chosen limb,
Threshold is only 3 + Strength + Constitution.
including a -1 penalty to shield bonuses from shields.
NOTE: If you are in a predominantly Ordinary-sized
Climate Sensitivity Negative location, a GM should increase the cost of small-sized gear
In a given climate or condition, such as cold, sunny, moist, (up to twice that of average gear).
or hot, you move -1 persistent steps down the condition
track until the environment changes. Muted (Sense) Negative
Your vision is cloudy, your hearing muffled, or your nose
Disturbing Voice Negative stuffed. You suffer a -1 penalty with tests with one of your
Your voice has some unnatural quality to it that most senses: Perception (Hearing, Seeing, Smelling, or Touching).
people find highly disturbing. You suffer a -1 penalty to all
Intrigue tests when the target can hear your voice. Vulnerability Negative
You are vulnerable to a specific type of damage (Cryo,
Hungry Negative Energy, Necrotic, Physical, Radiant, or Thermal); and your
You require two times as much food as a human requires Resistance against that type of damage is reduced by two
for a “full meal”, consuming twice as much supplies. (2), even into the negatives (where you take more damage
Long Gestation Negative than that inflicted).
Your children spend an extremely long time in the womb, Weak Healing Negative
from 18 months to 2 full years before being born. This Your flesh refuses treatment and your bones refuse to knit
mutation doesn’t give you any Mutation Points, instead it whenever one of your injuries has its healing threshold
requires your offspring to take at least one Positive increased (such as by a successful healing roll) the threshold
Mutation, which they need to offset with XP or a mutation. is increased by one (1) less than it otherwise would have.
Restricted Diet Negative
You are either carnivorous or herbivorous, and can
consume only meat or plant life, not both.

15
Chapter Two: Mutations

Moderate Mutation Exotic Unarmed Damage Positive


Your unarmed attacks inflict something other than Physical
Moderate mutations cost two (2) mutation points, and give damage, your touch may freeze your foes, your limbs might
small roleplaying bonuses, or at best a +2 bonus to specific be wreathed in flame, or your very presence may drain the
tests. These mutations are sometimes called Afflictions. life from your enemies.

Additional Limb Positive Your Unarmed attacks inflict a type of damage other than
Whether through an extra arm, a flailing tentacle, Physical. This mutation doesn’t have to apply to all your
prehensile tail, or a tumorous crystalline claw, you have one unarmed attacks, you can still inflict Physical if you want.
more than the standard duo of manipulators. You have an Wolf’s Pace Positive
additional “arm” which is capable of wielding a weapon, Your legs are longer and contain vastly greater power,
parrying attacks, carrying objects, etc; this can also be carrying you further with each stride, and may take a
represented by multiple manipulators that are incapable of digitigrade shape like a deer or wolf. You can voluntarily
significant action unless working together. This arm is move -1 step down the Condition track to take one Move
always an “off hand”. This mutation may be taken multiple Action as a Free Action, up to once per round.
times, each time granting an additional arm.
Gecko’s Regrowth Positive
Alternate Form Positive You can regenerate “amputated” body parts over the
Select any number of mutations that you possess. These course of a Year spent at rest, returning full use of the lost
mutations form the basis of your alternate form which can body part.
be de-manifested, concealing their Physical Manifestation
and providing no mechanical benefit. As an action you can Glider Positive
manifest these mutations and assume your alternate form - Whether you are unnaturally light or have flaps of skin
in a startling transformation - that brings all these physical extended between your body and arms, you can glide
manifestations and mechanical benefits back to the fore. slowly to the ground when falling from extreme heights.
You never suffer damage from a fall, and can take move
Burrower Positive actions to “fly” horizontally on longer falls.
Spade-like claws, a drill-body, or worm-like consumption Healing Factor Positive
of earth allow you to burrow with ease. You can travel
Recovering from fatigue and mending minor wounds with
through sand and loose-packed soil with move actions as,
great speed, you recover 10 + Constitution Health every
effectively “swimming” through it as if it were water
hour you spend at rest.
(including the extra action needed to change your range
bands). You are still limited by the need to breathe and the Holy/Unholy Positive
limits of your perceptions. You have been marked by a major power of your setting
such as a God or Devil. When in a blessed (or cursed) place,
Chameleon Positive such as a shrine or temple, you gain a +1 bonus to all tests.
You have the ability to change the color and pattern of your However, when in a place consecrated by an opposing
skin to match your surroundings. You gain a +2 bonus to power (such as a holy person in an unholy place) you suffer
Dexterity (Stealth) tests as a result. a -1 penalty to all tests.
Dark Sight Positive Huge Positive
Your eyes are as capable of seeing in the absence of light as Most people are between 5ft and 7ft tall, you tower above
they are in its presence. Ignore any penalties due to lack of them at between ten to fifteen feet tall. You must purchase
illumination. specially made equipment, costing four times as much and
having an Encumbrance 2 higher than usual; but your
Elemental Affinity Positive Encumbrance Threshold is 9 + Strength + Constitution.
You are strongly aligned to one of the Primal Elements
(Earth, Sky, Fire or Water) and gain a +4 bonus to the Immaterial Sense Positive
Resistance linked to that element: Thermal, Cryo, and You can peer past the veil of the material and normally
Energy are common. Immaterial beings. You still can’t see through walls or other
solid barriers, so Immaterial creatures have a significant
Essence Metabolism Positive advantage if they’re trying to remain unseen. If Sight isn’t
Your body has adjusted to absorb nourishment from the your primary sense, this mutation affects the sense that is.
ambient magical energies of a particular place or type of
Immunity to Weak Poisons Positive
place. Depending on the setting, this could be a demesne, a
You are immune to poisons of a certain type (Damaging,
mystic shrine, a blessed place (such as a church or temple),
Draining, etc.) with potencies of two (2) or less. This
or anything else sufficiently “powerful” to cast off ambient
Mutation can be taken multiple times, each time covering a
energies. While you dwell in the location you do not need
different type of poison.
food for sustenance.

16
Chapter Two: Mutations

Magical Infusion Positive Unaging Positive


You are permeated by magic, giving you miraculous You will live a much longer life than mere humans. You will
abilities. You gain the ability to cast one thematic spell, with live 500 + (100 x Constitution) years before you need to
at best a Minor effect and at most costing 5 Spirit Points. make tests every decade to see if you will die of old age
This spell is always considered a Rote spell. within the next five years.
Skulker Positive Wall Crawler Positive
Whether through chameleonic skin, a natural foggy shroud, Your hands and feet have tiny sharp, strong hairs or sticky
or a transparent glass body, you can hide in plain sight, pads that adhere to walls like a spider. You can use Move
allowing it to make Dexterity (Stealth) tests to hide in Actions to climb without paying extra actions, and can
situations where it would normally be impossible, though climb otherwise impossible surfaces.
the difficulty of the test might be fairly high (depending on
the situation and exact form this mutation takes). Dangerous Allergy Negative
You suffer from a deadly allergy to one common material:
Spirit Jaunt Positive
silver, iron, wood, etc., and contact with that substance is
You can take a stroll into the realm of the Immaterial. You
treated as a minor hazard that cannot be avoided with a test;
can spend an action to shift immaterial, a traumatic
inflicting 1d6 penetrating damage.
experience that moves you -1 step on the Condition Track,
and you can spend a number of minutes equal to your Deaf Negative
Magic (minimum 1) in that state. Once the time elapses, or You cannot hear, and automatically fail any tests that
you spend another action to shift back, you return to require hearing, such as Perception (hearing). You also have
material form, the traumatic experience moving you difficulty in chatting, though can probably read lips.
another -1 step on the Condition Track. Wards against
Immaterial beings work on you just as well as they work on Elemental Vulnerability Negative
the type of being they were meant for. You are particularly vulnerable to one of the Primal
Elements (Earth, Sky, Fire, or Water), and suffer a -4 penalty
(Substance) Breather Positive
to the resistance associated with that element (typically
Choose one other substance (typically water), you can now Thermal, Cryo, or Energy).
breathe that substance; whether through a set of gills, a
weird grinding set of lungs to extract oxygen from rock, or Exotic Diet Negative
some other special arrangement. You require a single specific source of nourishment, be it
blood, honey, hearts, etc. You might still be able to eat other
Talons/Tusks/Horns Positive
things, but you can’t gain nourishment from them.
You have large and deadly talons, tusks, or horns (or a mix
of all three). When making unarmed attacks that employ Fragile Negative
your talons or horns you inflict 2d6 points of damage. Your bones are brittle and flesh more prone to shredding,
Thick Skin Positive the Stunt Point cost for using the Injure stunt against you is
Your skin is denser and more resilient to harm. It might be reduced by one (1), and when you choose to convert
thick and horny like rhinoceros hide; it could be covered in damage into an injury you only reduce the damage you take
bark and knots or have heavy, crocodilian scales and bony by five (5) instead of ten (10).
nodules. You gain a +2 bonus to your Armor Rating - which
adds to Armor Ratings from any other source.
Incredible Appetite Negative
You need four times as much food as a human requires for
Toxin Positive a “full meal”, consuming quadruple as much supplies.
Whether released via hollow fangs, spit into the eyes of
your foes, or simply covering your body in a sheen - you Oathsworn Negative
are capable of using the Envenom stunt to administer a You cannot break an oath once given, you simply cannot -
natural poison on unarmed attacks; this poison has a it isn’t a social or personal code - it is your very nature. You
Potency of two (2); and is always of a specific type can casually deceive or lie, but once you make a promise or
(Damaging, Draining, etc.), chosen when this Mutation was solemn oath, you cannot break it. If for whatever reason, you
gained. break an oath (even if you tried your best to fulfill it), you
move a persistent -1 step on the Condition Track, remedied
Tunnler Positive only when you have corrected the broken oath (or as close
This mutation can only be taken if you already have the to it as possible), as judged by the GM.
Burrower mutation. You to leave tunnels in the wake of
your burrowing, allowing others (of your size or smaller) to
follow you; though they do so at crawling speeds. Tunnels
created with this mutation collapse at the end of the scene
(lasting less than an hour on average), but could be
strengthened to endure past that with effort.

17
Chapter Two: Mutations

Tiny Negative You can take flight, traveling through the air on wings,
You stand only 15 inches to 2 ½ feet tall. You must purchase propellers, fleshy gasbags or an organic, muscular jetpack.
specially made arms and armor, costing roughly a quarter You can use Move Actions to fly and increase your Range
that of average gear and having an encumbrance 2 lower - from the ground (as Described in Chapter 11: Combat).
but your Encumbrance Threshold is calculated as only 1 +
Strength + Constitution.
Giant Positive
You are a truly massive specimen, standing upwards of 15-
Tortoise’ Pace Negative 20 feet tall. Your Encumbrance Threshold is calculated as 11
You need to spend one more Move Action to change Range + Strength + Constitution. However, your armor costs eight
Bands than you otherwise would. This mutation might take times the usual amount, and its Encumbrance is increased
the form of sickened wings/legs/whatever or might simply by three.
be the result of having shorter or smaller legs, etc.
Immaterial Positive

Major Mutation You are naturally immaterial; you can neither interact with
or be affected by physical things. You cannot be harmed by
material beings without the use of magic or stunts. Walls
Moderate mutations cost four (4) mutation points, and give
considerable roleplaying bonuses, or at best a +3 bonus to and floors only affect you when you want them to, and you
specific tests. These mutations are sometimes called Blights. can pass through them without effort. For all intents and
purposes, you are invisible, inaudible, unsmellable, and
Ageless Positive untouchable to material things.
You will never suffer the ravages of time, at some point in
Note: While immaterial, you can see, feel, hear, and other-
your life, typically shortly after reaching adulthood, you
wise interact with other immaterial beings. An Immaterial
simply stop aging and stay in your prime forever.
Character can use the Spirit Jaunt to become Material for
Armored Hide Positive short periods of time.
Your skin is beyond any human norm, you may have an
insect-like exoskeleton, heavy mammoth fur, or thick plates
Invisible Positive
Whether through perfect shifting camouflage, an optical
of hide like a rhinoceros. You gain a +3 bonus to your
phase-field, or an ethereal form, you are actually invisible,
Armor Rating - which adds to Armor Ratings from any
imposing a -3 penalty to any tests (including attacks)
other source (such as magic or armor).
against you that are primarily sight based. You can turn on
Cheetah’s Pace Positive or off your invisibility as a Free action on your turn.
This mutation alters your entire body, making you suited to
running on all fours. You can take one Move Action as a
Resurrection Positive
Even in death you will rise again. After being killed, you
Free Action each round, but you cannot run unless your
will be reborn at some place of importance at some point
hands are free. If you have an extra set of arms, one set no
during the next year. You might be molded out of the clay
longer has hands and can be used only as a pair of legs.
of your homeland, you might possess the next fool that
Developed (Sense) Positive touches one of your phylacteries, or maybe you are reborn
Whether you can smell indiscernible scents, feel radiated in a new body to some poor expectant mother - only to
heat, sense vibrations in the ground, or have a form of quickly age into your original form.
echolocation - you can use one of your other senses as a
primary sense. This lets you form a perfect mental image of
Multiple Heads Positive
You have an extra head; this head has its own personality.
your surroundings - “feeling/hearing/smelling” people
Each head has its own Cunning score and Focuses, and can
and things out as far as someone can see, and making
make its own Cunning tests when dealing with purely
Perception (Hearing, Smelling, or Touching) tests in place
mental functions. The extra head starts with a Cunning of
of Perception (Seeing) tests. Though darkness won’t affect
0, and you can spend XP for it to raise its Cunning and
this sense, other environmental conditions certainly may;
purchase Focuses.
and certain conditions may render you “blind” - such as a
metal automata to someone that feels body heat. Unbreathing Positive
You don’t breathe; you aren’t subject to inhaled irritants
Elemental Immunity Positive
and can’t be suffocated. You don’t need air to survive, and
You are strongly aligned to one of the Primal elements
can stay underwater and in zero-oxygen environments
(Earth, Sky, Fire, or Water), and are virtually immune to
indefinitely.
damage that it inflicts. You gain a +6 bonus to the resistance
associated with that element (typically Thermal, Cryo, or
Energy).

Flier Positive
Unique Magics Positive

18
Chapter Two: Mutations

Your body possesses a unique magical connection that Namebound is killed before you complete the service, you
allows you to cast spells based on a completely different have failed the service, and the persistent condition will
thematic from the typical four schools. These spells are remain in effect for a hundred years to the day.
limited to Moderate effects, and can be learned as either
The difficulty to find your secret name (or weakness) is a
Rote spells or spontaneously cast (depending on the setting,
TN 15 Cunning (Research) advanced test with a threshold
and the actual source of your magics).
of 10; each test alerts you that someone is looking for your
When choosing his Mutation, you should detail the theme secret name (an odd feeling or psychic vision) and takes 1
of your magic’s origin with at least five keywords. These month to complete.
keywords help you determine how your spells act -
Once the service is completed the item is lost or name
someone that has unique magics to “create illusions and
forgotten, and needs to be searched for again. Note: You will
obfuscate reality” simply won’t be caught throwing
always fail searching for your item, and it can never be in
fireballs around (unless they’re illusory fireballs).
your possession or the possession of one of your allies.
Air Drowner Negative
Voracious Negative
You cannot breathe air and will “drown” in it as quickly as
You require eight times as much food as a normal person
a human drowns in water. For obvious reasons, you should
for each “meal,” and on long journeys you consume eight
have the (Substance) Breather mutation when this is
times as much supplies.
purchased, and can’t have the Unbreathing mutation.

Blind Negative Extreme Mutation


You can’t see, and automatically fail Perception (Seeing) Extreme mutations cost eight (8) mutation points, and give
tests. Unless you have some other primary sense, you also incredible roleplaying bonuses, or at best a +5 bonus to
consider everything “invisible,” and suffer a -3 penalty to specific tests. These mutations are sometimes called
attacks against them. Abominations.

Damage Weakness Negative Damage Absorption Positive


You are incredibly weak against a specific type of damage When you suffer damage of a specific type that doesn’t
(Physical, Thermal, Cryo, Energy, Radiant, or Necrotic), exceed your Resistance to that type of damage, you heal the
and suffer a -6 penalty to your resistance of that type damage rolled. This mutation works best when combined
(resistances can be reduced to negative numbers). with one of the increased-resistance mutations.
Deathly Allergen Positive
Miniscule Negative You have a severe weakness to one relatively common
You are absolutely tiny, standing only 7-15 inches tall. Your substance: holy water, silver, iron, wood, etc., and treat each
Encumbrance Threshold is calculated as Strength + round of exposure to it as a Major Hazard that can’t be
Constitution -1 (minus one). However, your armor costs an resisted or avoided with any test - suffering 3d6 penetrating
eighth the usual amount and has an Encumbrance value damage for each round of exposure.
three less than normal.
Diamond Skin Positive
Missing Arm Negative Your skin is hard as diamonds - perhaps you’re covered in
Whether one of your arms has been amputated, is frail and dragon scales, or maybe your skin really is covered in
shriveled, or both your arms operate at a reduced capacity. diamonds. You gain a +5 bonus to your Armor Rating -
You have one less “arm” capable of wielding weapons, which adds to Armor Ratings from any other source (such
carrying objects, etc. This mutation can be taken at most as magic or armor).
twice, at which point you are incapable of manipulating
Enormous Positive
objects or wielding weapons.
You are, frankly, too big. You no longer operate at Personal-
Mute Negative scale and have been elevated to vehicle-scale. In addition to
You cannot speak, or make any verbal utterances more standing at least twenty feet tall, your Encumbrance
complex than grunts or rasping wheezes, which are Threshold is 15 + Strength + Constitution - though your
irregular enough that they cannot be used as the basis of a arms and armor cost ten times as much and have an
language. Encumbrance value 5 higher.
Most importantly, however, is that you now take and inflict
Namebound Negative Vehicle-scale damage. You suffer a -5 penalty when
You have a secret name or other weakness (a specific attacking Personal-scale opponents, and they gain a +5
gemstone, holy symbol, oil lamp, etc.) that can be used bonus when attacking you; but each point of damage you
against you to force you to perform tasks. Someone who deal is equivalent to 10 points of Personal-scale damage,
confronts you with the name or item can command you as and every 10 points of Personal-scale damage that you take
if you were Oathsworn (see below) to complete a single is only one point of damage to you.
service. If the person who demands a service through

19
Chapter Two: Mutations

Fast Healing Positive


You recover 10 + your Constitution Health every minute, or
4 rounds of combat.
All-consuming Negative
You are always hungry, and suffer a -1 penalty to all tests
Immortality Positive from starvation for every hour you go without eating.
You don’t die. When you reach 0 Health, you are only When you see something edible (even if it’s talking to you)
knocked unconscious. Nobody is truly immortal; this when you aren’t already eating, you need to succeed a TN13
mutation always has a weakness - chosen by the GM when Willpower (Self-Discipline) test or begin eating it.
this mutation is taken (and not necessarily known to your
character - depending on the setting and source of this
Cursed Negative
One of your setting’s most powerful beings hates you. At
mutation). This weakness should be somewhat esoteric,
the beginning of each session, your Storyteller rolls 1d6 and
such as a wooden stake through the heart or having your
makes note of the result. A number of times equal to the
body burned in its entirety.
result, at the worst possible moments, you automatically fail
Regardless of the state of your body, you always come back whatever test you are making.
to consciousness after a combat encounter - at most an hour
later after being knocked down to 0 Health. Amputations Immobile Negative
still have a lasting effect on you unless you have some Plants and legless turtles alike prefer to remain stationary.
ability to regenerate from them. With this mutation you cannot take move actions, and
cannot relocate yourself under your own power by any
Immunity to Strong means.
Poisons Positive
Incredible Vulnerability Negative
You are immune to poisons of a certain type (Damaging,
You suffer severe damage from a single source (Cryo,
Draining, etc.) with potencies of eight (8) or less. This
Energy, Necrotic, Physical, Radiant, or Thermal); and suffer
Mutation can be taken multiple times, each time covering a
a -10 penalty to your resistance of that type - this penalty
different type of poison.
can reduce your Resistance below zero (0), where you take
Lightning Quick Positive extra damage from attacks of that type.
You can move with blinding speed and unnatural grace,
allowing you to take two Move Actions as Free Actions each
Magically Dead Negative
You have no connection to the source of your setting’s
round.
magic, and can never have a Spirit pool, and can never
Magic Bane Positive benefit from the effects of enchanted items or spells, though
You are surrounded by a field that resists magical energy, you may still be harmed by them.
or perhaps you’ve runic carvings on your body that
counteracts magical influence. Any magical spell that
Mini-sized Negative
You are teeny-weeny tiny. You no longer operate at
targets you is nullified unless its Potency is greater than five
Personal-scale and have been shrunk down to Mini-scale.
(5).
In addition to being at most fifteen inches tall; you can only
Natural Immunity Positive ever have an Encumbrance Threshold of 1, though your
You are practically immune to one source of damage (Cryo, arms and armor cost only a tenth of normal and have
Energy, Necrotic, Physical, Radiant, or Thermal); and gain Encumbrance Values 5 less than usual.
a +10 bonus to your Resistance of that type, which stacks Most importantly, however, is that you now take and
with resistances provided by armor. receive Mini-scale attacks and damage instead of Personal-
Protection from all scale. You gain a +5 bonus when attacking Personal-scale
opponents, and they take a -5 penalty when attacking you;
Disease Positive but each point of damage you deal is equivalent to one-
You are immune to diseases of the first and second circle. tenth of a point of Personal-scale damage, and every point
Quick Regeneration Positive of Personal-scale damage inflicted upon you becomes 10
You can regenerate “amputated” body parts with only a points of mini-scale damage.
day’s worth of rest.

Teleporter Positive
You can move from one place to another without traveling
through the intervening space, though you do need to be
able to see the destination to do so. When you use Move
Actions to change your Range Bands (whether you use a
single action or many), you appear at the destination,
without actually “moving” between the two spaces.

20
Chapter Three: Focuses & Talents

Chapter THree

Focuses and Talents


Focuses and talents are ways to make your character more
unique. Your character starts with some of each through the
process of character creation, and can purchase more with Epic Abilities and Focuses
Experience gained through play. Focuses and talents In addition to the obvious benefits of raising an ability
provide game system benefits, but they also give you beyond a rating of 5 - beyond the reaches of normal men –
convenient back-story hooks. Let’s say you take the you gain an extra benefit from your focuses in that ability.
Horsemanship talent. Well, where did your character learn When you have an ability of 6 or higher, you add your focus
to ride horses? Perhaps an uncle passed on his expertise or to your dragon die for determining success thresholds.
maybe it was part of militia training. You can come up with
anything you like, but answering the question tells you
Communication Focuses
more about your character.  Acting: Pretending to be something or someone other
than you are.

Ability Focuses  Animal Handling: Interacting with and caring for


animals.
As noted in Chapter 1: Character Creation, a focus is an  Gambling: Playing games of chance and profiting from
area of expertise within a larger ability. A character with them.
Communication 3 and the Deception focus is a good  Intimidation: Employing fear to influence others.
communicator in general, but excels at fooling others. If you  Investigation: Interviewing people for information and
have a focus, you get a +2 bonus when making an ability finding & deciphering clues.
test related to it. The GM will usually let you know what  Leadership: Guiding, directing, and inspiring others.
focus applies to each test, but if it isn’t clear don’t be afraid  Manipulation: Using lies, cats paws, and insinuation to
to ask if a focus applies. You can learn more about ability get your way.
tests and how focuses apply in Chapter 10.  Persuasion: Convincing others to see things your way.

Trade Focuses Constitution Focuses


Ageless Roleplaying is not a game about everyday life. It’s  Drinking: Consuming large quantities of alcohol and
about adventurers facing grave threats in extraordinary avoiding the aftereffects.
circumstances. This is why, while there are focuses to cover  Rowing: Propelling a vessel with oars.
trade skills, they are quite broad. There is one focus  Running: Moving quickly in both short sprints and
(Smithing) that covers armorers, weaponsmiths, long distance hauls.
goldsmiths, and so on. This is not an accurate simulation of  Stamina: Enduring fatigue, disease, and privation.
the differences between artisans, but nor is it in meant to be.  Swimming: Moving through the water & staying afloat.
For the purposes of most games, the Smithing focus is
enough.

21
Chapter Three: Focuses & Talents

Cunning Focuses Magic Focuses


 Arcane Lore: Knowing about magic, its traditions, and  Creation: Understanding the secrets of the Creation
the Fade. school of magic. See Chapter 6: Magic.
 Brewing: Making beers, ales, and other concoctions.  Entropy: Understanding the secrets of the Entropy
 Cartography: Making and reading maps. school of magic. See Chapter 6: Magic.
 Cryptography: Creating and Breaking codes and  Primal: Understanding the secrets of the Primal school
Cyphers. of magic. See Chapter 6: Magic.
 Cultural Lore: Knowing the traditions and beliefs of  Spirit: Understanding the secrets of the Spirit school of
various cultures. magic. See Chapter 6: Magic.
 Engineering: Knowing the practicalities of
construction, building, and invention. Perception
 Evaluation: Determining the value of goods and objets  Empathy: Discerning the feelings and emotions of
d’art. others.
 Healing: Aiding the wounded and sick.  Hearing: Using your auditory sense.
 Heraldry: Knowing coats of arms and royal families.  Searching: Finding things that are hidden or obscured.
 Herbal Lore: Knowing about herbs, their uses, and  Seeing: Using your visual sense.
preparations.  Smelling: Using your olfactory sense.
 Historical Lore: Knowing important events and  Tracking: Following tracks and other signs of passage.
personalities from the past.
 Military Lore: Knowing strategy, tactics, and famous Strength Focuses
applications thereof.  Blades: Fighting with weapons from the Bladed
 Musical Lore: Knowing musical traditions and songs. Weapon Group. See Chapter 4: Weapons and Gear.
 Natural Lore: Knowing flora and fauna.  Climbing: Scaling walls and other vertical obstacles.
 Navigation: Planning and following a route from one  Driving: Directing and guiding carts, carriages, and
place to another. other wheeled vehicles.
 Poison Lore: Knowing about poisons, their uses, and  Hafted Weapons: Fighting with weapons from the
preparations. Hafted Weapon Group. See Chapter 4: Weapons and
 Research: Making a systematic investigation, usually Gear.
using records, archives, and books.  Jumping: Springing and leaping.
 Religious Lore: Knowing religious traditions and  Might: Performing feats of raw power, such as lifting
practices, particularly those of the Chantry. or holding up heavy objects.
 Writing: Expressing yourself with the written word.  Polearms: Fighting with weapons from the Polearms
Group. See Chapter 4: Weapons and Gear.
Dexterity Focuses  Smithing: Forging items made of metal, from weapons
 Acrobatics: Executing gymnastic, balancing, and to jewelry.
tumbling maneuvers.  Throwing: Fighting with weapons from the Thrown
 Bows: Fighting with weapons from the Bows Group. Group. See Chapter 4: Weapons and Gear.
See Chapter 4: Weapons and Gear.
 Brawling: Fighting with weapons from the Brawling Willpower Focuses
Group. See Chapter 4: Weapons and Gear.  Courage: Overcoming fear in the face of adversity.
 Calligraphy: Writing with artful penmanship.  Faith: Deriving inner strength through spiritual or
 Crafting: Making items with manual skills like wood moral belief.
working, sculpting, glass blowing, etc.  Morale: Maintaining good spirits and confidence in
 Firearms: Fighting with weapons from the Firearms yourself or your group. NPCs tend to use this focus
Group. See Chapter 4: Weapons and Gear. more than Player Characters.
 Flying: Performing stunts and making quick  Self-Discipline: Focusing your mental energy or
maneuvers while in flight. controlling your impulses and emotions.
 Initiative: Acting quickly in tense situations.
 Legerdemain: Using sleight of hand to trick others,
hide things, and pick pockets.
 Lock Picking: Opening locks without using keys.
 Riding: Directing a mount such as a horse or pony.
 Stealth: Sneaking about quietly and out of sight.
 Traps: Detecting and disarming traps and other
mechanical devices.

22
Chapter Three: Focuses & Talents

Talents Armor Training


You have trained in the techniques of wearing armor so that
Your character has areas of natural aptitude and/or special it doesn’t interfere with your movements.
training called talents. They provide a way to customize
Initiate: You are trained in the proper use of armor; reduce
your character that goes beyond background. Choosing
the Armor Penalty of armor you wear by 1.
talents is thus an important part of developing your
character. Adept: You understand how to wear armor so that it offers
protection even its creator wouldn’t expect. Increase the
Each talent is divided into five degrees: Initiate, Adept, Armor Rating of armor you wear by 1.
Expert, Master, and Paragon each of which provides a game
system benefit. You have to be a novice in a talent before Expert: You’ve learned how to bear the burdens of heavier
you can become a journeyman, before you can become an armors; you reduce the Armor Penalty of any armor you
expert and so on. wear by a total of 2.
Master: You are capable of wielding armor to maximum
When talents are listed for a character, the standard format
effectiveness, beyond that of mortal men. Increase the
is talent first, followed by the degree achieved in
Armor Rating of any armor you wear by a total of 2.
parentheses. Command (Journeyman), for example, or
Music (Novice). Paragon: For a paragon, even the heaviest of armors are as
light as silk; you reduce the Armor Penalty of any armor
The rest of this chapter is a catalog of the talents available. you wear by a total of 4.
They use the following format.
Command
Talent You are trained to lead men on the field of battle.
A short description of the talent. Initiate: You’ve been trained in the basics of leading men in
Initiate: This describes the benefit gained when you battle. Units under your command gain a +1 bonus to their
become an initiate. Offense and Defense.
Adept: This describes the benefit gained when you become Adept: You have shown yourself skilled at leading troops.
an adept. When you command a unit, its Health is increased by 1.

Expert: This describes the benefit gained when you become Expert: When you speak, your men listen. When you
an expert. perform the Rally Troops action, you don’t need to make a
test to restore morale.
Master: This describes the benefit gained when you become
Master: You can flank your enemies even on the open field.
a master.
You gain access to the Flanking Attack special stunt in Mass
Paragon: This describes the benefit gained when you reach Combat. For a cost of 5 SP, you inflict an additional +1
the heights of Paragon. damage on the target of your attack.

Learning Talents Paragon: Your men are inspired when they march under
your command. When you command a unit, its Health is
For the most part, learning a talent is simply a matter of increased by an additional 1 point, to a total of +2 Health.
spending the requisite XP (as described in Chapter 1:
Character Creation). Some talents, however, represent Contacts
things that simply cannot be learned, such as the Followers You know many people, sometimes in the unlikeliest of
and Cult talents. places. This talent introduces two new concepts: Contacts
and Friends.
When learning talents, you and the storyteller must agree
Initiate: You have contacts in a major entity of your choice
that a talent makes sense to be learned. Depending on your
(The Imperial Senate, Major Noble Courts, The Imperial
campaign’s setting, Magic (for example) may be an elite
Legions, The Commerce Guild, The Mafia, etc.) that are
practice requiring significant study and practice to learn -
willing to provide you with information and resources in
potentially taking years studying under a master. While it
their realm of influence.
is advised that you work with your GM to explain a talent
that you learn, it is up to your GM to make a final call if the You can make a Communication (Persuasion) test to
explanation is sufficient - some talents may require in-game convince your contacts to answer questions, provide you
events before you may learn them. with material assistance (troops, weapons, drugs, poison,
etc.) or scrounge up Intel (maps, troop deployments, etc.).
The TN is based on the likelihood of your contacts having
the requested resource, how valuable it is, and if giving it to
you will put them in any danger.
Your contacts will expect you to repay them for any lost or
expended material help.

23
Chapter Three: Focuses & Talents

Adept: You can attempt to make a contact out of a NPC Crafting


with a successful Communication (Persuasion) test. The You are skilled in the art of making something from bits and
GM will set the TN based on the likelihood of you knowing pieces.
the NPC or having mutual friends. The more distant the
NPC‘s homeland or social class from yours, the more Initiate: Choose one piece of equipment or gear, you learn
difficult the test will be. A contact will be friendly to you, the recipe for that item. You can create items of up to
but won‘t go out of the way to help you without additional Ordinary quality; normally you can only create items of
motivation. You can‘t make a contact out of a NPC who Crude or Poor quality.
already dislikes you or is an enemy. Adept: Choose two more pieces of equipment or gear and
Once an NPC becomes a contact, you can ask them for learn the recipe for them. You can create items of Pristine
favors as in the Initiate Degree. quality or lower.

Expert: You gain contacts in another two major Expert: Choose two more pieces of equipment or gear and
organizations of your choice. Additionally, you can turn an learn the recipe for them. You can create items of
acquaintance into an ally with a show of loyalty. If you do Outstanding quality or lower.
a significant favor for a contact, he will treat you as a friend Master: You create wondrous items without even trying.
when you ask him for favors. He will go out of his way to Whenever you try to craft an Ordinary-looking item, the
help you and will be willing to put himself in danger for result is always Decorative. You can create items of Perfect
you. quality or lower.
Master: You gain contacts in another two major Paragon: Whatever you touch turns to gold. When you try
organizations of your choice. Additionally, your friends to craft an Ordinary-quality item, the result is always Fine.
will be willing to risk their very lives for you if you can You can create items of Legendary quality or lower.
convince them it is worth it.
Note: Items of Epic and Divine quality cannot be reliably
Paragon: You have contacts within every major constructed.
organization you have ever had dealings with before, and
these contacts can be convinced to put their lives at risk for Creation Magic Training
you (as opposed to the master degree which works only on You study the first school of Matter, manipulating life
your friends). You also find it easier to convince your energy to your will.
friends to put life and limb at risk (+3 to the Communication
Initiate: You can channel spells through the Creation
(Persuasion) test).
School, and can cast spells with up to Minor Effects. Your
Courtier Minor effects cannot have a duration greater than 24 hours.
You’re experienced in the facts of courtly intrigue. Adept: You have tapped into the waters of life; your Minor
Initiate: You've learned to guard yourself even against effects can have a duration up to Permanent, and you can
friends and relatives. Your Agency Rating (AR) is increased use Moderate effects with a duration up to 24 hours.
by +2 against all social attacks. Your Social attacks inflict Additionally, when you cast a Creation spell that restores
1d6 + Communication damage. health, the health you restore is increased by 1d6.

Adept: The facts of courtly politics are second nature to you; Expert: Creation magic flows through you, your Moderate
you gain an additional Stunt Point whenever you generate effects can have a duration up to Permanent, and you can
stunt points during an Intrigue. use Major effects with a duration up to 24 hours. You can
learn a free Rote spell from the Creation School.
Expert: Your words have a biting sting to them, whenever
you would inflict Strain on a target, you move the target -2 Master: Your knowledge of creation magic is deep, your
persistent steps down he condition track instead of just -1 Major effects can have a duration up to Permanent, and you
step. Characters avoid this much strain unless it could cause can use Extreme effects with a duration up to 24 hours. You
more than a year's hardship for them. Your Social attacks can learn a second free Rote spell from the Creation School
inflict 3d6 + Communication damage. that doesn’t count against your total.

Master: Your honeyed words can melt even the coldest Paragon: You are a font of creation, a rival to the Creators
heart. When you successfully make a Communication of the Universe; your Extreme effects can now have a
(Persuasion or Deception) attack, the target's Disposition duration up to Permanent. You can learn a third free Rote
improves by one step, only once per Encounter. spell from the Creation School.

Paragon: You are feared in courtly circles, seeming to


spread rumor and ruin reputations with casual ease. You
can choose to build a Bond even when the target has his full
allotment of Bonds. Dirty Fighting

24
Chapter Three: Focuses & Talents

Your enemies would consider your training dishonorable, Endurance


but what can you expect from bleeding corpses? You are hardier than the average man and can take more
Initiate: You’d stab a man in the back. Whenever you have hits than most
combat advantage against a target (the target is prone, you
Initiate: You gain an additional 10 + Constitution Health,
are flanking the target, the opponent isn’t aware of your
and you gain a +1 bonus to your Physical Defense.
presence, etc.) you inflict an additional 1d6 damage on all
damage rolls against that target. Adept: You gain an additional 10 + Constitution Health.
Adept: You take every advantage you can get, you can Additionally, you can spend an action to gain a second
apply poison to any bladed weapon as an action in combat wind; you pay 3 Spirit and move +1 step on the condition
without the risk of affecting yourself. track; you can do this as often as you want, provided you
have the available Spirit Points.
Expert: You are deadly, though your enemies seldom
recognize this until it is too late. You can use an action to Expert: You gain an additional 10 + Constitution Health,
deceive an adjacent opponent into making a critical and you gain a +1 bonus to your Physical Defense (added
mistake. You make a Communication (Deception) test vs. to the Initiate bonus for a total of +2).
your target’s Mental Defense; on a success you have combat
Master: You gain an additional 10 + Constitution Health.
advantage against him for the rest of the round.
Additionally, you can spend an action to shake off minor
Master: You know how to administer poison in just the wounds; you pay 2 Spirit and recover 2d6 + Constitution
right way. You can affect a target with a poison twice in the health.
same encounter - normally a poison can only affect a target
once. Paragon: You gain an additional 10 + Constitution Health,
and you gain a +1 bonus to your Physical Defense (added
Paragon: In certain circles you are feared and watched with
to your already-existing bonuses for a total of +3).
awe, when you successfully hit a target you have combat
advantage against, you inflict an additional 1d6 bonus Entropy Magic Training
damage (for a total of 2d6 bonus damage). You study the second school of Matter, twisting the forces
Enchanting of death and decay to your will.
You have studied the magical art of Enchanting objects.
Initiate: You can channel spells through the Entropy
Initiate: You’ve learned to unlock some of the secrets of the School, and can cast spells with up to Minor Effects. Your
magical flows that fuel the world. You can now enchant Minor effects cannot have a duration greater than 24 hours.
objects using a single spellstone, which you must acquire
from another source. Adept: You have studied the effects of death and decay;
your Minor effects can have a duration up to Permanent,
Adept: Your understanding of the flows of magic in the
and you can use Moderate effects with a duration up to 24
world has grown such that you can now create your own
hours. Additionally, your entropic magic has staying power
Minor Spellstones with a month’s effort and materials
- all entropic spells you cast are doubled in duration (24
worth as much as the spellstone’s cost. You’ve also learned
hours becomes 48 hours, 2 turns become 4 turns, etc.)
how to tap into more of the world’s magical flows - when
without an increase in Spirit cost.
you create a Magic Item, your spellstones grant 7 Spirit
toward the spell’s total cost instead of 5 Spirit. Expert: Your knowledge of Entropic magic is deep, your
Expert: Your deft hands can now tame much more potent Moderate effects can have a duration up to Permanent, and
flows of magic - you can now create Moderate Spellstones you can use Major effects with a duration up to 24 hours.
at cost with a month’s worth of effort. You can also use up You can learn a free Rote spell from the Entropy School that
to two spellstones in the creation of a single item. doesn’t count against your total rote spells.
Master: As a master of your art, you can create Major Master: The entropic forces flow through your veins, your
Spellstones with a month’s effort and consuming materials Major effects can have a duration up to Permanent, and you
equal to the stones’ cost. However, when you create Minor can use Extreme effects with a duration up to 24 hours. You
spellstones, they cost only half as much to complete. can learn an additional free Rote spell from the Entropy
Additionally, the Potency of your enchantments (to dispel) School that doesn’t count against your total rote spells.
is 5 per spellstone, instead of the usual 3.
Paragon: Sometimes, plants just wilt when you look at
Paragon: The flows of magic in objects are yours to them, such is your link to the entropic forces, your Extreme
command! You can create Extreme spellstones at cost with effects can now have a duration up to Permanent. You can
a month’s effort, and Moderate spellstones at half cost. You learn a third free Rote spell from the Entropy School that
can use three spellstones in your creations, and are also doesn’t count against your total rote spells.
capable of creating Artifacts - speak with your Storyteller to
determine an appropriate exotic component for the
artifact’s Creation.
Followers

25
Chapter Three: Focuses & Talents

You are skilled in utilizing followers to their maximum You learn new languages easily. Discuss languages with
effectiveness. your Storyteller to determine which languages are
appropriate for your game. Languages are broken into
Initiate: You’ve learned how to best deploy your followers
groups based on racial lines (e.g. Elven, Dwarven, and
so as to strike at your enemies. When you make a successful
Goblinoid) with each individual nation or region using its
Directed Strike attack, you add your Cunning to the
own dialect of that language.
damage inflicted.
Initiate: Choose one additional language group that you
Adept: You know how to ask just the right questions and know, you speak this language group in a foreign dialect.
give just the right directions to eek the most out of your
Adept: You learn an additional language group, and can
followers. When an expert follower performs a task, you
attempt to imitate a specific dialect with a successful TN 15
gain a +3 bonus to the roll, instead of the usual +2.
Communication (Performance) test.
Expert: You can keep tabs on more followers in the ebb and Expert: You learn an additional language group, and can
flow of combat. The maximum number of followers you can
choose two additional dialects for each language you know
have readied at any one time is increased by 2. - and speak the language in any of these dialects perfectly.
Master: Your followers are willing to lay their lives down Master: You learn an additional language, and can learn to
for you, treat the loyalty of your followers as one grade perfectly speak a dialect of a language you know if exposed
higher than it is for all purposes. to it for a full day (such as with a speaking coach or on the
Paragon: Your command is such that you can give orders streets of a place that speaks it), if you make a successful TN
with but a glance, you can make a Directed Strike attack as 15 Communication (Performance) test.
a Free Action once per round - but only on your turn. Paragon: You know every major Language group, and can
learn secret languages (that you don’t already know) with a
Herbalism successful TN 15 Cunning (Research) test and a week of
You know how to brew potions, poultices, and poisons being exposed to the language.
from base materials found in the wilderness.
Note: All characters begin play knowing the language of
Initiate: You can brew remedies and poisons from wild their race and dialect of their home country. They also know
plants. You can use up to one ingredient to make herbal the Common tongue, a language used only by merchants &
concoctions and they can be up to Ordinary Quality. travelers which cannot convey complex ideas.
Adept: You’re skilled in finding the rare plants and Martial Arts Training
ingredients to brew your herbal mixtures. Every day you A wise man knows that he will not always be armed when
spend searching for ingredients in the wild, you add 1d6 a fight breaks out; a wiser man trains so that this doesn’t
silver pieces to a single ingredient in your Herbalist’s Bag matter. You are the wiser man.
which can be spent making Remedies or Poisons. You can
also create remedies and potions of up to Pristine quality. Initiate: Your hands are as tough as Iron. When you make
an unarmed attack you inflict 1d6 damage instead of the
Note: Each section of forest contains only so many usual 1d3. If your unarmed attacks already deal 1d6 or
ingredients that can be found (typically 2d6x10 sp), when more damage, you instead gain a +2 bonus to damage.
you exhaust the forest’s supply you must wait a year before
Adept: Fighting without weapons has become second-
foraging there again.
nature to you, you gain an additional stunt point each time
Expert: You have made a name for yourself in the Herbal you generate stunt points on an unarmed attack.
community. You can use up to two ingredients to make
Expert: You have an iron grip, when you perform the Grab
herbal concoctions and they can be up to Outstanding
stunt your target must break free or be the target of any
quality.
attacks against you for two turns instead of only one.
Master: Your concoctions have one hell of a kick, increase Master: Students line up to beg for the honor of studying
the potency and dice of any remedy or poison you make by under you. Your hands are so quick that you may snatch an
+1. You can brew remedies or poisons of up to Perfect arrow right out of the air. You can spend an action to
quality. descend into a defensive posture, gaining a +3 to your
Paragon: You add that extra special ingredient to all your Physical Defense against all ranged attacks until the start of
concoctions. You can use up to three ingredients to make your next turn.
herbal concoctions and they can be up to Legendary quality. Paragon: Armor is no obstacle to you, and your enemies
must fear you because of it. Halve the Resistance of any
target you strike with an unarmed attack before subtracting
from your damage.

Linguistics Melee Training

26
Chapter Three: Focuses & Talents

You’ve been trained in the arts of fighting in the chaos of Paragon: There is no situation that can’t be improved by the
melee. right music, and you know how to play that music. You can
play (or sing or dance) music that bolsters your
Initiate: You can assume the basic fighting stances of the
companion’s chances to achieve any task they’re working
fighting style you are using; this provides you a bonus
on, while you dedicate yourself to playing, your
based on the fighting style you are assuming. (Using a
companions gain a +2 bonus to all non-combat tests.
shield is considered fighting with dual-weapon style.)
Dual-Weapon Style: +1 Attack
Physician Training
Single-Weapon Style: +1 Physical Defense You’ve received formal training in the science of physic -
Two-Hander Style: +1 Damage the art of healing without magical assistance.

Adept: You have become accustomed to fighting in melee, Initiate: In addition to learning not to pass out on seeing
when you are in your fighting stance, you gain an mangled and broken flesh, you’ve learned how to patch up
additional stunt point each time you generate stunt points the wounded. As an action, you can make a Cunning
on an attack. (Healing) test with a TN of 11 + (the number of injuries the
target has) to heal a living creature you are Engaged with.
Expert: You are one of the greats; when you assume you’re With a success, the target recovers an amount of Health
fighting stance, you instead gain a +2 to the associated style equal to your Dragon Die.
bonus.
Using this talent requires a Healing Kit, and consumes one
Master: You have surpassed all the expectations of your use for each attempt you make. You can’t heal a target
master, and could probably found a martial school of your unless he has taken damage since he was last healed with
own. Whenever you roll for damage, reroll any 1’s and add this talent.
the new result to the total (keeping the 1); keep rerolling 1’s
Adept: You’ve mastered the basics of emergency first aid.
until you stop getting them.
In addition to healing twice (2x) your Dragon Die with the
Paragon: You are battle incarnate. When you fail an attack Initiate procedure of this talent, you move targets +1 step
roll you inflict half damage instead of no damage. up the condition track (to Horrid Condition) when you
stabilize a dying character.
Performance Expert: You’ve delved into the rare arts of surgery, in
You have a natural talent for performing in front of crowds.
addition to healing three times (3x) your Dragon Die with
Initiate: You know how to play an instrument, sing, or the Initiate procedure of this talent, you increase the
dance. While performing you can make a Communication Advanced Test Threshold of recovering Injuries by one (1)
(Performance) test vs. a target’s Mental Defense to change more than your Dragon Die when tending to them.
his mood. Hostile or unfriendly characters can’t be targets. Master: You have tended to more wounds than most
Adept: Your musical journey continues as you learn to play professional soldiers have even seen. In addition to healing
more instruments. You know how to play a total number of four times (4x) your Dragon die when using the Initiate
instruments equal to your Communication. While you procedure of this talent, you can expend a use of a Healer’s
provide a background performance you can make a Kit as an Action to move a character you’re Engaged with
Communication (Performance) test vs. a target’s Mental +1 step up the condition track, up to a maximum of Step 7:
Defense; on a success, any allies gain a +1 to all Social rolls Good Condition.
while dealing with the target - as he is simply in a more Paragon: Your healing hands are perhaps the most skilled
cooperative mood. in your generation. You heal five times (5x) your Dragon
Expert: Your music is so heavenly that only the most cold- Die result when you use the Initiate procedure, move
hearted can avoid listening. You can make a characters you’ve stabilized from death +2 steps up the
Communication (Performance) test vs. all targets within condition track (to Terrible Condition), treat your Dragon
hearing range (typically out to Long Range, depending on Die as two higher (+2) when helping someone recover from
background noise, walls, etc…) Mental Defense. On a Injuries, and can raise a character’s Condition up to Step 8:
success, the targets will come and listen to you, leaving their Great Condition with the Master procedure.
posts to get a good spot to watch (potentially leaving doors Piloting
unguarded). You can drive land and sea vehicles such as wagons and
Master: You are a true virtuoso. You can play all common ships, at higher tiers you can pilot more complicated
instruments. If you come across a more exotic instrument, vehicles - potentially even Airships.
you can learn to play it with 1d6 weeks of practice. Initiate: You understand the techniques and practices of
Additionally, if you fail a Communication (Performance) piloting small vehicles. When driving Animal-pulled
test, you can reroll it, but you must keep the result of the vehicles or small ships up to the size of a yacht you can
second roll. travel at full speed without making tests to keep the vehicle
under control.

27
Chapter Three: Focuses & Talents

Adept: Your experience with vehicles teaches you how to You react to threats quickly and instinctually.
properly make tight turns and course corrections. If you fail Initiate: You may prepare yourself for action in an instant.
a Strength (Driving) test, you can reroll it, but you must take Ready is a Free Action for you.
the result of the second roll.
Adept: You can flip yourself up or drop down with
Expert: You are accustomed to more complicated vehicles. lightning speed. Going prone or standing up is a Free
You no longer have to make tests to understand how to Action for you.
operate Steamships, Iceships, Airships or large ocean-going
Expert: It is hard to get the drop on you. You may reroll
ships.
your Dexterity (Initiative) test at the start of combat, but
Master: Ships under your command seem to know that they must take the result of the second roll.
are being driven by one of the best, and respond to your Master: Those that try to flee from you are fools, foolish
every touch and order. Vehicles have their Turning Radius fools. The “Press the Attack” action is a Free Action for you.
cut in half while you pilot them.
Paragon: You are prepared to defend yourself at a moment’s
Paragon: When you command a vessel, it refuses to let you notice. You can take the Defend action as a Free Action.
die. Instead of quickly sinking, crashing or falling from the
sky when its Health is reduced to 0, a ship (or airship/land Ranged Training
vehicle) will slowly sink, drift down or crawl to a stop over Whether bow, shuriken or firearm, you have trained in the
the next 5 minutes, allowing plenty of time for you to art of killing from a distance.
abandon it. Initiate: Due to long hours of practice, you can reload faster
than the average bowman. Reloading a bow or readying
Primal Magic Training another throwing weapon is a Free Action, while reloading
You study the second school of energy, bending the a slow-reloading weapon takes only one action.
elements to your will.
Adept: Your experience and skill with bows, throwing
Initiate: You can channel spells through the Primal School, knives and firearms is great; you gain an additional stunt
and can cast spells with up to Minor Effects. Your Minor point each time you earn stunt points on a ranged attack.
effects cannot have a duration greater than 24 hours.
Expert: Your aim is deadly; you inflict an additional +2
Adept: Your control over the elements improves; your damage on any ranged attacks you make.
Minor effects can have a duration up to Permanent, and you Master: Your enemies rarely even get in range to shoot at
can use Moderate effects with a duration up to 24 hours. you, such is your skill. The maximum range of any ranged
Additionally, when you cast a Primal spell that inflicts weapon you wield is increased by one band (to roughly ½
damage, your spell inflicts an additional 1d6 damage. mile, if increased to Extreme).
Expert: Elemental energy flows through you like a conduit, Paragon: You should probably open an archery Dojo,
your Moderate effects can have a duration up to Permanent, generations of young people could benefit from your skill.
and you can use Major effects with a duration up to 24 All ranged attacks you make are treated as if they were
hours. You can learn a free Rote spell from the Primal benefiting from the Pierce Armor stunt.
School that doesn’t count against your total rote spells.
Riding
Master: You master the primal energies of the cosmos, your You are a skilled rider and know how to handle horses and
Major effects can have a duration up to Permanent, and you other beasts of burden.
can use Extreme effects with a duration up to 24 hours. You
Initiate: You can jump into the saddle quickly. Mounting a
can learn a second Rote spell from the Primal School that
steed is a free action for you.
doesn’t count against your total rote spells.
Adept: You can ride like the wind. When you ride a mount,
Paragon: The primal energies of the universe bow to your
you can take a move action as a free action once per round,
every whim, your Extreme effects can now have a duration
in addition to any free moves the mount has.
up to Permanent. You can learn a third Rote spell from the
Primal School that doesn’t count against your total rote Expert: You were born in the saddle… You may re-roll a
spells. failed Dexterity (Riding) test but you must keep the result
of the second roll.
Master: … and in the saddle you will die. You cannot be
dismounted by mundane means such as stunts.
Paragon: You are your mount’s master, and your life is
more important than its. When an attack is made against
you, you can choose to have it automatically hit your mount
instead (chosen before the attack roll is made).

Quick Reflexes Spirit Magic Training


28
Chapter Three: Focuses & Talents

You study the first school of energy, mastering the Survival


mysteries of spirits and magic itself. You are skilled in the art of surveillance & overland travel.
Initiate: You can channel spells through the Spirit School, Initiate: You know how to survive on the road. Under
and can cast spells with up to Minor Effects. Your Minor normal conditions you can keep (Cunning) people fed,
effects cannot have a duration greater than 24 hours. hydrated, and warm/cool in the wilderness. In
Adept: You delve into the secrets of Spirit; your Minor extraordinary conditions (such as on the tundra or deep in
effects can have a duration up to Permanent, and you can a desert) this may require a Constitution (Survival) test.
use Moderate effects with a duration up to 24 hours. Normally, you simply don’t know how to survive long
Additionally, when you cast a Spirit spell, its spellpower is voyages without supplies and must make Constitution
considered 1 point higher for purposes of dispelling (both (Survival) tests to keep just yourself fed.
to dispel and resist being dispelled).
Adept: You can use the lay of the land to your advantage.
Expert: You are a conduit of raw power, your Moderate If you fail a Dexterity (Stealth) test, you can re-roll it, but
effects can have a duration up to Permanent, and you can you must keep the results of the second roll.
use Major effects with a duration up to 24 hours. You can
learn a free Rote spell from the Spirit School that doesn’t Expert: You are a skilled observer. If you fail a Perception
count against your total Rote spells. (Seeing) test, you can re-roll it, but you must keep the
results of the second roll.
Master: You master the spiritual energies, your Major
effects can have a duration up to Permanent, and you can Master: You are a master tracker. If you fail a Perception
use Extreme effects with a duration up to 24 hours. You can (Tracking) test, you can re-roll it, but you must keep the
learn an additional free Rote spell from the Spirit School results of the second roll.
that doesn’t count against your total Rote spells. Paragon: You could found a school with what you know
Paragon: Your skill with Spirit magic is such that magic about wilderness exploration, and the land seemingly tells
flows through you like a river, your Extreme effects can you the correct direction to tread. If you fail a Cunning
now have a duration up to Permanent. You can learn a third (Navigation) test, you can re-roll it, but you must keep the
free Rote spell from the Spirit School that doesn’t count results of the second roll.
against your total Rote spells.
Thievery
Stoic What’s yours is yours and what’s theirs is yours too.
Your mind is like an iron vault, and your will unwavering. Initiate: You don‘t let locks stand in your way. If you fail a
Initiate: You gain an additional 10 + Willpower Spirit Dexterity (Lock Picking) test, you can re-roll it, but you
Points, and you gain a +1 bonus to your Mental Defense. must keep the results of the second roll.

Adept: You gain an additional 10 + Willpower Spirit Points. Adept: You are familiar with many types of traps. If you fail
a Dexterity (Traps) test, you can re-roll it, but you must keep
Expert: You gain an additional 10 + Willpower Spirit Points, the results of the second roll.
and you gain a +1 bonus to your Mental Defense (added to
the adept bonus for a total of +2). Expert: Your hands are fast and soft to the touch. If you fail
a Dexterity (Legerdemain) test, you can re-roll it, but you
Master: You gain an additional 10 + Willpower Spirit Points. must keep the results of the second roll.
Paragon: You gain an additional 10 + Willpower Spirit Master: You know how to find what‘s hidden. If you fail a
Points, and you gain a +1 bonus to your Mental Defense Perception (Searching) test, you can reroll it, but you must
(which stacks with Expert and Initiate for a total of +3). keep the results of the second roll.
Paragon: Your lies are the truth; that’s my story and I’m
sticking to it. If you fail a Communication (Deception) test,
you can re-roll it, but you must keep the results of the
second roll.

29
Chapter Four: Equipment & Gear

Chapter Four

Equipment and Gear


Your character has many types of equipment to choose It is assumed that a free farmer earns roughly 1sp a day,
from, all of which can be found in this chapter. During the which translates into roughly $50.00 modern dollars. If it
course of play, your character will have the chance to earn helps, keep this in mind when speaking in character.
(or steal!) money, and may buy or gain access to additional
equipment. In this chapter you’ll find details on armor,
weapons, clothing, foodstuffs, and miscellaneous goods
Encumbrance
The Ageless RPG emphasizes sweeping stories, epic tales,
and services. The prices presented are typical of Ferelden,
and fast action. Keeping track of the weight of every torch
but they can vary widely depending on the vagaries of
isn’t fun, but knowing that a character is loaded down with
supply and demand.
the weapons he just stole from the guardroom is an
Currency important story element; so is having some idea of how
many days’ worth of rations a rouge can carry as he
The Ageless RPG uses a marches across the frozen wastes.
standard currency system to
make transactions easer, while In general, players and the Storyteller won’t need to track a
every nation & race stamps their character’s encumbrance (how much he’s carrying on his
own coins in varying shapes, sizes, and purities - it is person). Occasionally, however, it may play an important
assumed that they contain the same amount of precious part in the story, and a player needs to know if the weight,
metal. So what if the elves have elaborately engraved coins & collective bulk of the stuff he’s carrying inhibits him.
mixed with tons of tin while the dwarves have small coins
of pure metal -when they have the same value. Encumbrance Values
All of the gear listed in this chapter has an encumbrance
For the purposes of the game, a coin’s origin doesn’t matter,
value. Most items that can be commonly carried have a
so the following terms are used as a standard: Gold Piece
value of 0 through 5 - from relatively light objects (such as
(gp), Silver Piece (sp), and Copper Piece (cp).
clothing and belt knives) to heavier items (such as great
100 copper pieces equals 1 silver piece, and 100 silver pieces swords and plate armor). The encumbrance value of armor
equals 1 gold piece. is reduced by three (3) when it is worn, where the weight is
1 gold piece = 100 silver pieces = 10,000 copper pieces distributed properly), the listed value is for when it is
Prices for most items are given in silver pieces, as that is the carried - when it’s just another item.
most common currency and the one used for day-to-day
transactions. Gold pieces are much rarer and even one Encumbrance Threshold
represents a good deal of money. Characters have an “encumbrance threshold” of 5 plus their
Strength and Constitution ratings, which limits how much
they can carry under normal conditions without penalty. A
total encumbrance value over this threshold means the

30
Chapter Four: Equipment & Gear

character is “encumbered, and suffers a -1 penalty to all failure nobody is willing to pay that much for it (they will,
Physical rolls for every point over his limit. A character however, pay up to the settlement’s value for it).
carrying more than twice his Threshold is incapable of
When you find someone willing to buy the item, you can
movement (he’s too weighted down).
sell it and get one-half (½) of its Cost in coin. For expensive

Shopping or high-quality items, you and the purchaser might


negotiate or haggle for the price, making a Communication
When you first make a character you can peruse this (Bargaining) opposed test with the item’s price changing by
chapter and purchase equipment and gear at face value. 5% times the Dragon Die in favor of the winner. When you
Once you start playing, however, you must find someone are selling truly expensive or unique items, you may need
willing to sell you a piece of gear before you can buy it - a to find “the right” buyer, which may require a roleplaying
more challenging prospect than you might think. encounter or even an adventure all its own.
There is no store that stocks every piece of gear you might
need, nor are there armorsmiths around every corner to sell
Rarity and Quantity
Some items, such as those made of higher quality or from
you their High-Quality Platemail when you suddenly
superior materials, are simply not available for sale in many
decide you need it. When you decide to buy or sell
locales. The storyteller is fully justified in telling you that an
something your GM should make a quick decision as to
item you are looking for simply doesn’t exist where you are
what settlement type you are in. The following table is used
looking.
in this section for determining how easy it is to find what
you need. Your storyteller is also the final arbiter of the quantity of
Settlement Population Value each item in a particular settlement. A village might have a
Village less than 200 25sp particular 100sp potion you are looking for, but the GM
Town a few thousand 100sp may decide that it will only ever have one of those potions,
City tens of 400sp and no searching you do will change that.

Metropolis
thousands
100,000+ 16gp
Repairing Damage
From time to time your weapons or armor may become
Buying damaged, usually through the Sunder Arms/Armor stunt
or magic. Repairing a damaged item is fairly easy, costing
When you decide to make a purchase, if the cost of the item 10% of the item’s value per point of damage restored and
is less than the Value for the Settlement you are in, you have taking a day’s worth of work (unless it is exceedingly large).
no trouble finding the item. If the cost of the item is higher, Characters with the Crafting talent and the recipe to the
however, you need to make a Perception (Searching) test item can repair it at half that cost with the proper tools.
with a TN of 11 plus two (2) for every order of magnitude
above the settlement value the item is. For example, looking
for an item worth 100sp in a village would have a TN of 19: Armor
11 for the base, plus eight because 100sp divided by 25sp is Armor is extremely common in the Ageless RPG, the world
four. On a success, you find the item for sale, on a failure - is a dangerous place and small skirmishes between rival
you can’t find one available. lords are commonplace. Bandits and Farmers too poor to
When you find an item you can pay its Cost and get the afford better armor can be found in Leather armors, while
item. For extremely expensive or high-quality items, you most professional warriors make use of Mail armors as they
and the vendor might negotiate or haggle for the price, are relatively easy to make. Only the extremely wealthy,
making a Communication (Bargaining) opposed test with knights and nobles typically, are found wearing Plate
the item’s price changing by 5% times the Dragon Die in Armor.
favor of the winner. For truly unique or expensive items
your GM may decide that you need to convince the vendor
Armor Details
The accompanying table provides game information for
to sell it to you. This usually takes the form of a roleplaying
common armors appropriate for virtually any setting.
encounter, but may require an adventure all its own.
Armor Rating: Each armor type has a numeric rating. You
Selling add this rating directly to your Physical Resistance, and add
When you decide to sell an old piece of equipment or half this rating (rounded down) to all other Resistances.
treasure, you can get one-half (½) of its Cost from a Each time you take damage in combat, you subtract your
merchant. Merchants are only willing to pay up to the Resistance to that form of damage before you lose Health.
Settlement’s Value. To sell more valuable items you must This applies each time you are hit, so over time even poor
find a buyer with a Perception (Searching) test with a TN armor can protect you from a lot of damage. Certain attacks,
equal to 11 plus two (2) for every order of magnitude above however, can bypass the effects of armor. They inflict what
the Settlement’s Value you are trying to sell the item for. On
a success you find someone willing to buy the item, on a

31
Chapter Four: Equipment & Gear

is called penetrating damage, which ignores armor al-


together. Armor offers no protection against penetrating
damage.

Encumbrance: Each set of armor has a listed encumbrance, that not all clothing will have an armor rating and it is
this is the value that the armor applies to a character’s total perfectly acceptable to have normal clothing without
encumbrance when it is being carried. However, when it is armor. This can represent any type of clothing from the
worn, it’s weight and bulk is distributed much more evenly, robes of a mage to the padding of a dog trainer.
reducing this value by three (3).
Light Leather Armor: Boiling in water or wax hardens
Armor Penalty: Each set of armor has an Armor Penalty, leather, which can then be fashioned into chest and back
which represents the armor’s bulk and how much it plates, shoulder guards, vambraces and greaves. More
restricts your movement. You apply this penalty to your flexible leather can then be used for leggings, gauntlets and
Physical Defense. so forth. Thusly fashioned, leather can be turned into
sufficiently protective armor for a relatively low cost.
Cost: This is the armor’s price in Silver Pieces.
Heavy Leather Armor: Working with the already protective
Armor leather plates, you can rivet rings or small metal plates into
Armor Armor the leather, providing extra protection from slashing blows.
Type Encumbrance Cost
Rating Penalty Often, these plates and rings are on the interior of the
Heavy Clothing 1 1 0 5 sp armor, to conceal their location from the wearer’s enemies,
Light Leather 3 2 1 15 sp leaving only small metal studs on the exterior –giving the
Heavy Leather 4 3 2 25 sp armor name Studded Leather.
Light Mail 6 4 3 75 sp
Heavy Mail 7 5 3 125sp Light Mail Armor: Made from rows of overlapping metal
Light Plate 9 6 4 350sp scales riveted or sewn onto a backing of flexible leather or
Heavy Plate 10 7 5 525sp fabric and affixed to each other with metal wire to prevent
weapons from sliding ‘under’ a layer of scales on an
Armor Descriptions upward strike. Scale armor is highly protective, and finds
use among professional warriors of all stripes – in spite of
Descriptions of the various armors follow. They are classed its fairly high price.
into broad categories for ease of play. It is not important to
know every little piece of armor your character wears. For Heavy Mail Armor: Chain armor is made of interlocking
game purposes you just need to know the overall level of metal rings riveted closed to form a mesh, mail is flexible
protection. Light Mail, for example, could indicate a mail and tough, capable of turning aside the blows of swords
shirt and a helmet, a full suit of ring mail, or a mix of heavy and arrows with equal ease. Mail is normally worn over a
leather and chainmail with a coif. layer of quilted cloth to make it more comfortable, reduce
chafing, and absorb some of the force from blows. It is by
Heavy Clothing: This armor reflects particularly well made and far the most popular form of armor in all the world.
or tough clothing. Only poor farmers or alley trash would
be wearing clothing with no protective value at all. Note

32
Chapter Four: Equipment & Gear

Light Plate Armor: While mail armor is highly effective, its Cost: This is the Shield’s price in silver pieces.
links can break after being struck, leaving a warrior
vulnerable to repeated blows. As a remedy to this flaw, Shields
partial plate adds rigid plates to the torso, arms, and legs to Type Defense Damage Encum Cost
absorb blows. A common addition to the mail is a Light Shield +2 1d6 1 15 sp
brigandine vest, which is made by sandwiching metal Spiked Shield +2 1d6+2 1 30 sp
plates between two layers of leather. Partial plate is Heavy Shield +3 1d6+1 2 50 sp
expensive, and only the wealthy can afford the protection it
brings.
Heavy Plate Armor: A full suit of armor favored by knights
and lords, plate armor is composed of shaped steel plates Shield Descriptions
fitted over most of the body. The plate is strapped and Shields are grouped into broad classifications for ease of
buckled on over a padded doublet, evenly distributing the use. It is left to the storyteller and player to decide on their
weight over the entire body, so it is less restrictive than it final form, a Light shield, for example, might be a teardrop
might seem. buckler strapped to your forearm, or a small spiked targe
carried with a handle.
Superior Quality Armor Light Shield: The most
There is a critical distinction between an upside-down cook
popular shield amongst
pot and a helm crafted by a master of the king’s armories.
warriors, it provides good
Armors of superior quality are crafted such that they are
protection without being
more protective and their weight more evenly distributed.
ungainly. Medium shields can
While full details on Quality are covered in Chapter 7:
be rectangular, round, or kite
Crafting, several more common armor qualities are listed
shaped.
here.
Spiked Shield: Common
Quality Armor amongst duelist, a spiked
Cost Armor Minimum shield is a light shield with
Quality
Modifier Rating Constitution several extruding spikes on
Crude 1/4x -3 +3 its face and sides, used to
Poor 1/2x -1 +1 cut and maim in combat.
Ordinary - +0 -0
Heavy Shield: This is the large shield of heavy infantry
Fine +1 gp +1 -0
troops. It is most common on the battlefield, as its use
Pristine +5 gp +2 -1
requires the kind of training usually provided only to
Superior +25 gp +3 -1
professional soldiers. Heavy shields can be rectangular or
Shields kite shaped.

Along with armor, shields protect a character from harm. Superior Quality Shields
From the simplest leather wrapped wooden targe to the Shields have more in common with weapons than they do
impressive tower shield, a shield can mean the difference armor. A shield of superior quality shield is treated in all
between life and death. respects like a superior quality weapon, gaining bonuses to
Attack and Damage rolls.
Shield Details
The accompanying table provides the game system
information for the most common shields found on the Weapons
battlefield. Adventuring is not a safe occupation. Sooner or later you’ll
find yourself cornered by rampaging zombies. When that
Defense: If you are carrying a shield you can take the
happens, you’ll want a good weapon in your hand.
Defense action and gain the listed bonus to your Physical
Defense instead of the usual +1 bonus. Characters without
at least the Initiate degree of the Melee Training talent can
Weapon Groups
Weapons are divided into Groups of similar implements.
only gain a +2 defense bonus from using a shield, regardless
By default, you can use any weapon from any group
of the type of shield used.
without penalty, but if you do not have a Focus in the group
Damage: This value is the amount of damage the shield of the weapon you are using you do not benefit from any
inflicts on a successful attack when used as a weapon. special rules the weapon has.
Encumbrance (Encum): This value is the amount that is The Weapon Groups are:
added to a character’s Encumbrance Total when it is carried.

33
Chapter Four: Equipment & Gear

Blades, Hafted, Pole, Brawling, Throwing, Bows, Firearms, Short Sword 1d6+2 -1 2 D,L 14s
Arcane Focus p
Broadsword 2d6 1 3 D,M 20s
Weapon Details H p
Damage: This value is the amount of damage the weapon Two-Handed Sword 3d6 3 4 D 23s
inflicts on a successful attack. p
Hafted Weapon Group
Encumbrance (Enc): This value is the amount that is added
Hatchet / Hammer 1d6+2 0 1 L 8sp
to a character’s Encumbrance Total when it is carried.
Mace 1d6+3 1 2 12s
p
Minimum Strength: Weapons have a minimum Strength Morningstar/Battle 2d6+2 2 3 M 14s
Axe H p
recommendation. Individuals with a lower strength than
that listed won’t be able to wield the weapon to its full Two-Handed 2d6+4 3 4 O 20s
Maul/Axe p
capacity. You may wield any weapon, regardless of
minimum Strength recommendation, however you suffer a Polearm Weapon Group
negative penalty to damage and attack for each point your Quarterstaff 1d6+1 - 2 D,L 6sp
Strength is lower than the recommendation. Spear 1d6+3 0 2 R 20s
p
Cost: The Weapon’s price in silver pieces. Pike 2d6+1 2 3 D, 16s
R p
Special Rules Halberd 2d6+3 3 4 R 25s
L - Light Weapon: You can use your Dexterity instead of p
your Strength to make attack rolls with this weapon. Your Brawling Weapon Group
Focuses apply normally. Fist 1d3 - - 0sp
MH - Main Hand: This weapon is too heavy and ungainly Gauntlet +1 - 0 4sp
to be effectively wielded in your off hand, you need a Improvised Weapon 1d6-1 ~ 1 ~
Strength 3 higher than its Minimum Strength Throwing Weapon Group
recommendation to use it in your off hand. Sling 1d6 - 0 L 4sp
Throwing Knife 1d6+1 - 0 L 10s
D - Defensive: The weapon lends itself well to deflecting p
blows, increase your Physical Defense by 1 while wielding Throwing Axe 1d6+3 1 1 10s
this weapon - you can only gain this benefit once, even if p
dual wielding Defensive weapons. Javelin 2d6 2 2 M 12s
O - Overwhelming: This weapon inflicts crushing wounds H p
even through armor - the minimum damage this weapon Bows Weapon Group
can inflict on a successful hit, after subtracting Resistance, Short Bow 1d6+1 1 3 8sp
is your Strength. Long Bow 2d6+1 3 4 20s
p
R - Reach: This weapon can strike out at foes beyond arm’s Light Crossbow 2d6 1 4 20s
reach. This allows a character to be Engaged with other p
characters who consider him to be at Short Range, even if Heavy Crossbow 3d6 2 5 S 30s
this exceeds the maximum # of Engaged opponents. p
S - Slow Reload: It takes 2 actions to reload this weapon Firearms Weapon Group
instead of the usual 1 action. Pistol 1d6+3 0 1 S 20s
p
M - Magic: This weapon adds its Damage and Attack Bonus Musket 2d6+3 1 4 S 30s
to Spell Attack Rolls and Damage. p
Rifle 2d6+2 1 4 S 50s
Weapons p
Weapon Damag Str En * Cos Double-Barreled* - +1 5 3x
e . c t Arcane Focus Weapon Group
Bladed Weapon Group Wand/Orb/Spellboo +1 - 1 M 20s
Dagger 1d6 - 0 L 9sp k p

34
Chapter Four: Equipment & Gear

Superior Quality Weapons Javelin


Short Bow
Short
Medium
There is a difference, clearly, between a pitted, rusty
Long Bow Long
longsword on one hand and a longsword new-forged by
Light Crossbow Medium
dwarves from veridium mined from their ancestral vaults
Heavy Crossbow Long
on the other. Weapons of superlative quality are treasures
Pistol Short
that bring high market prices if they can be found at all.
Musket Medium
Quality melee weapons are better balanced and grant their
Rifle Long
wielders’ improved chances to strike a damaging blow,
increasing both the Attack Roll and Damage. Weapon Descriptions
Descriptions of the various weapons follow. Sometimes a
Quality Weapons weapon may represent a category of similar weapons. This
Attack is noted in the text.
Quality Cost Modifier Damage
Bonus
Crude 1/4x -3 -3 Bladed Weapon Group
Poor 1/2x -1 -1 Weapons of the bladed group are typified by their long
Ordinary - +0 +0 cutting blades on the end of a relatively short handle.
Fine +1 gp +1 +0 Dagger: A long knife used to stab and pierce, often carried
Pristine +5 gp +2 +1 as a tool as much as a weapon.
Superior +25 gp +3 +1
Short Sword: Shorter than a broadsword but longer than a
Weapon Ranges dagger, this is a one-handed blade meant for thrusting.
Weapons from the Throwing, Bows, and Firearms weapon Broadsword: These one-handed blades are also known as
groups can be fired at great distances, all other weapons are long swords or simply ―swords. The blades are about three
considered Improvised weapons when thrown. All such feet in length, double-edged, and mounted on a hilt with a
weapons have a maximum effective range, beyond which heavy cross guard.
they can’t be used.
Two-Handed Sword: A large, powerful blade that requires
These weapons can make attacks against any character at both hands to wield effectively. Two-handed swords can
their Maximum Range or closer, but can’t attack beyond it. reach five or six feet in length.
Using ranged weapons while Engaged imposes a -2 penalty
Hafted Weapon Group
to the attack roll.
Weapons of the Hafted group are typified by the presence
Ranged Weapons of a heavy crushing or cutting head on the end of a shaft.
Weapon Maximum Range Hatchet/Hammer: The same properties that make these
Improvised Weapon Short useful tools for chopping wood and pounding nails make
Sling Medium them excellent weapons to chop limbs and pound heads
Throwing Axe Short
Throwing Knife Short

35
Chapter Four: Equipment & Gear

Mace: A blunt crushing weapon designed to smash armor, Heavy Crossbow: A much heavier crossbow that must be
a mace consists of a heavy head of stone or metal set upon drawn using a winch, but which fires with a much greater
a wooden or metal shaft. force. A heavy crossbow is too large to reload while on
Morningstar/Battle Axe: Short-hafted weapons with a horseback - though it can still be fired while mounted.
spiked head or broad-headed axe on the business end, used
to crush and cleave through armor and shields. Firearms Weapon Group
Weapons of this group use firedust (a substance similar to
Two-Handed Maul/Axe: A greater cousin to the
gunpowder) to throw balls of lead or stone at high speeds.
Morningstar or battle axe, this imposing weapon may end
in a hammer or double-bladed axe head or may have a spike Pistol: A hand-held weapon used in short-range
on one side. skirmishes. A pistol uses a flintlock mechanism to ignite
firedust and fire a bullet.
Polearm Weapon Group
Weapons of the Polearm group are typified by their long, Musket: These smoothbore weapons are held in two hands
usually (but not always) with a sharp head on one end. and are wildly inaccurate over any significant distance. A
Quarterstaff: A simple weapon made from a length of musket is too large to reload while on horseback - though it
hardwood, sometimes reinforced with metal tips. can still be fired while mounted.
Spear: A simple weapon used for hunting and battle, a Rifle: Similar to a musket, but with a grooved barrel to give
spear is made of a shaft of wood with a steel head. the bullet a spin - and thus greater accuracy over range. A
Two-Handed Spear: Also called a long spear, a Pike has a rifle is too large to reload while on horseback - though it can
wide head of steel at the end of a long wooden shaft. still be fired while mounted.
Halberd: A halberd is similar to a 5-foot-long spear, but it Double-Barreled: Any Firearm can be made double-
also has a small, axe-like head mounted near the tip. barreled, which allows it to be fired twice before it needs to
Brawling Weapon Group be reloaded.
The brawling weapon group covers all the various weapons
Arcane Focus Weapon Group
used in
Weapons of this group are used as magical focuses for the
Fist: The favored weapon in barrooms everywhere. casting of spells.
Gauntlet: A heavy glove made of leather and sometimes
Wand: A wand is a thin, straight, hand-held stick of wood,
reinforced with metal.
stone, ivory, or metal. Wands are typically made with a
Improvised Weapon: When you try to bash someone with shard of a mystical being to better channel energy.
whatever‘s at hand, it‘s an improvised weapon. This can be
nearly anything. Orb: An orb is a ball made of crystal, glass, quartz, or other
semi-transparent stone that helps calm a mage’s mind and
Throwing Weapon Group concentrate on his spell.
Weapons of this group are made to be hurled at enemies.
Spellbook: Whether a grimoire written by a powerful
Sling: A sling is a short length of cloth used to fling bullets:
sorcerer, the arcane manuscript of a wizard, or simply the
stones or shaped lead used to pummel foes.
notebook of a magic student, spellbooks are focuses for
Throwing Knife: Similar to a dagger, but shorter and magical power. A spellbook can be employed to quickly
balanced for throwing. look up forgotten arcane formulae, or it can simply act as a
Throwing Axe: A warrior‘s version of a hatchet, smaller talisman for the magician using it to draw upon.
than a battle axe and balanced to be thrown.
Javelins: A light spear that is thrown as a ranged weapon.
Bows Weapon Group
Weapons of this group store energy in a shaft (typically of
Enchanting
wood, but not always) which is then used to hurl an arrow
or bolt.
Short Bow: Sometimes called a horseman‘s bow, this
weapon is smaller than a bow but handier to use.
Long Bow: A tall bow, roughly the height of a man, made
from a single piece of wood and with a long draw. A long
bow is far too large to be effectively wielded while on
horseback.
Light Crossbow: A crossbow is a type of mechanized bow
where the bow is mounted to a wooden stock and drawn
with a lever.

36
Chapter Four: Equipment & Gear

An enchantment has limitations that a spell does not: All


enchantments have a duration of Permanent and a range of
Self. In effect, the enchantment works as if a spell had been
cast on whoever bears or wields the item. All enchantments
are Special Effects, though they cannot grant or remove
actions or move characters along the Condition Track.
Enchantments cannot be attack or healing spells.
Effects can grant bonuses to tests in much the same manner
as Mutations, a Minor Effect can grant a +1 bonus to a
specific test. Moderate Effects can grant a +2 bonus, Major
Effects can grant a +3 bonus, and Extreme Effects can grant
a +5 bonus. Like mutations, this bonus always comes with
a visual manifestation, which can be virtually anything that
Enchanting is the act of endowing an item or object with the makes sense, for example: a cloak that dampens the light
power of magic, creating a permanent and self-sustaining and deepens shadows around you might improve your
effect that is incredibly difficult to permanently dispel. Dexterity (Stealth) tests.
Unfortunately, Enchanting requires rare and difficult to
Enchantments can have only one target, but they can have
obtain compounds to fix the magic in place.
greater volumes or areas. This allows you to enchant a stone
Spellstones and have it cover an entire wall, or to enchant an item to
create a vortex of flame around it. This requires more than
A spellstone is the generic name for the compound required
one spellstone to enact – the first fixes the enchantment with
to enchant an item. The exact form a spellstone takes can
each additional spellstone increasing the radius or volume
vary widely, they might be magical runes, crystals of
by one step (from Engaged to Short to Medium, etc.).
power, exotic ingredients or a piece of a magical being (like
a phoenix feather).
Common Enchantments
There are four grades of spellstones, matching up to the While an enchantment can be virtually anything, a few are
four categories of Special Effects mages use. There are: more common and useful for Adventurers.
Minor, Moderate, Major, and Extreme spellstones. More
Damage Increase (Major/Extreme): The weapon’s damage
powerful spellstones are much more expensive and rarer
increases by (1d6/2d6).
than less expensive spellstones. Some spellstones may be
limited in some way (such as a fire rune), at GM discretion. Damage Resistance (Minor/Moderate/Major/Extreme):
Increase one resistance rating (Physical, Thermal, Cryo,
Spellstones Energy, Necrotic or Sonic) by (2/4/6/10) points.
Type Cost Damage Type Change (Minor): The type of damage a
Minor 10 gp weapon inflicts is changed from physical to any of the other
Moderate 50 gp five types: Thermal, Cryo, Energy, Necrotic or Sonic.
Major 250 gp
Extreme 1,250 gp Magic Ward (Minor): The item cannot be affected by magic
(changed in shape, weakened, etc.) without dispelling the
The act of Enchanting Magic Ward.
Enchanting an item or object is a simple matter, from a
More Health or Spirit (Minor/Moderate/Major/Extreme):
gameplay perspective, and only requires training in the
This item increases the wielder’s effective Constitution or
Enchanting talent, and the spell-stone(s) you intend to use.
Willpower by (1/2/3/5) for the purpose of calculating his
From an in-game perspective, it is an arduous task that
Health or Spirit.
takes a full month of effort struggling to align the magic
flows of a spellstone an object to produce a magical effect. Natural Armor (Minor/Moderate/Major/Extreme): This
An enchanter can perform an enchantment alongside other item gives you a natural armor rating, which stacks with AR
duties - as long as he has 8 hours a day to commit to it. from Armor, of (1/2/3/5).

Multiple spellstones can be used on a single enchantment Speed Increase (Minor/Moderate/Major/Extreme): These
to increase the difficulty to dispel it (see Dispelling an items increase the wearer’s speed by (2/4/6/10) and give a
Enchantment later in this section). Multiple enchantments (+1/+2/+3/+5) bonus to Constitution (Running) tests.
can also be imbued into an item, limited only by the Unbreakable (Moderate): The item cannot be broken by
maximum number of spellstones an enchanter can use. normal means until dispelled (it can still be damaged with
stunts and spells, but never truly broken).
Limitations of Enchantments
Dispelling an Enchantment
37
Chapter Four: Equipment & Gear

Enchantments are more difficult to dispel, though not Creating a Magic item is a simple process, an enchanter
impossible. An enchantment has an effective spellpower of imbues the item with spellstones, with the type of
3 per spellstone used to enchant it; when a Dispel is cast on spellstone both limiting the maximum special effect it can
the enchantment it is shut down for the duration of the produce, and the total Spirit cost of the spell. Each
encounter, but always returns at the end of the encounter. spellstone allows the spell to cost up to 5 Spirit. Multiple
spellstones can be applied to increase this cap by 5 Spirit,
An enchantment cannot be permanently dispelled without
up to a maximum number of stones based on the
destroying the item (a difficult proposition for some). An
Enchanter’s talent.
enchanter can recover up to half the value of the spellstones
from destroyed enchanted item, magic item, or artifact if he Magic Items can also be Enchanted items, enchantments
is capable of creating that type of spellstone. count against the maximum number of spellstones an item
can have, and can be Artifacts as well. An enchanter can
Artifacts place safeguards on magic items, disallowing anyone who
An artifact is an enchanted item with a will (if not doesn’t speak a password, have a certain mutation, or
consciousness and personality) of its own. An artifact’s possess a linked “key” from using the magic item. The
personality has its own Communication, Cunning, and password, mutation or key must be spoken or possessed
Magic Abilities (and Focuses), and can learn talents of its when taking the free action to visualize the spell.

Herbal Concoctions
own. Artifacts can act as: NPCs, Equipment, or Expert
Followers as the situation permits.
Artifacts are always plot-level items, and they can only be There is a large body of lore concerning the mixing of
created with great effort and storyteller participation. The various herbs, plants, insects, and extracts into potent
principal requirement when constructing an Artifact is the concoctions. Some of these mixtures result in Remedies,
creation of its personality - which can be made in a myriad which bolster your body and immune system when
number of ways. You might create an AI with magical imbibed. Others, however, result in Poisons, which corrupt
crystals, steal the soul of a powerful mage, or maybe you and weaken their victims. Yet others result in balms,
need to forge the item from a demon or spirit. coatings, or grenades that explode when thrown.
Quality Cost Dice Potency TN
Artifacts all have a few things in common that set them
Crude 10sp 1d3 1 7
apart from more common enchanted items. An artifact can
Poor 20sp 1d6 2 9
be imbued with an extra spellstone on top of what its
Ordinary 40sp 2d6 3 11
creator is capable of. Artifacts can restrict which
Fine 200sp 3d6 4 13
enchantments it allows a wielder to use (if any), and they
Pristine 10gp 4d6 5 15
can cast spells of their own if they have learned magic.
Superior 50gp 5d6 6 17
Artifacts can be an interesting addition to a game, but Buying & Selling Remedies & Poisons
should be used sparingly. An artifact can enrich a game, but Alchemists and Poisoners often sell prepared versions of
too many could become a tiresome addition. their remedies to the public. When buying a remedy, its
price is the Cost listed on the table above. Few herbalists
Magic Items mix more than one or two ingredients together without a
Magic items store spells within them, allowing anyone to special request, and supplies, from a client. Similarly, you
cast the spell as if it were a rote spell; so long as they have can sell your prepared remedies or poisons just as you can
the Spirit Points to pay for it. This allows even those sell anything else. When buying or selling a remedy, you
uninitiated in the Magical arts to cast spells, as well as allow pay/are paid for each dose separately.
mages access to spells far more potent than they would
otherwise be capable of. Preparing a Remedy / Poison
To use a Magic item, it must be readied in one of your Preparing a remedy or a poison requires the proper
hands; you then spend a Free action to visualize the spell, ingredients, an alchemist’s lab, and roughly an hour of
and an Action to cast the spell. Since they must be held in work. After all are collected, you simply make a Cunning
your hand to work, they are often made in the form of (Herbal Lore or Poison Lore) test vs. a TN determined by
Wands, Scrolls, and Weapons; though other worn objects your concoction’s Quality. On a success, you get a single dose
work as well - so long as you can grasp the item with one of the concoction and on a failure the ingredients are lost.
hand (as a ready action). While initiate herbalists can only brew remedies or poisons
with a single effect, more skilled herbalists can mix multiple
Like all Rote spells, the spell provided by a magic item has
herbs into potent combinations. When you mix a remedy or
its Potency, Range, Area of Effect (or # of targets), Duration,
poison, you must expend an amount of each ingredient
and any Special Effects, decided before the spell is cast -
equal to half the Cost of the finished product, determined
when the item is created.
by its Quality. For each effect beyond
Creating a Magic Item
38
Chapter Four: Equipment & Gear

The Alchemist’s Bag


An Alchemist’s Bag is a bundle of herbs, plants, extracts,
and other reagents that an Alchemist could use to create
concoctions. This should be listed in a character’s inventory
with a coin value (such as Alchemist’s Bag [400sp]). When
in play, an Alchemist can use materials from his bag to
make concoctions – reducing the value of the bag by the
amount of raw materials required. This allows a character
to carry around the potential for any concoction; making the
one that he needs as he needs it.
the first that you add to the remedy or poison, the TN of the
Cunning (Herbal Lore/Poison Lore) test increases by 2.
Identifying a Concoction
Concoctions with multiple effects multiply their effective From time to time you might come into contact with a
Cost by the number of effects they possess. Remedy, Poison, or Grenade that you didn’t make, and
which you have no idea what it does. You could, of course,
When an effect in the following list calls for (Dice) it use it to find out - but that might be dangerous if you drink
indicates that you roll a number of dice, which is what you thought was a Healing drought only to be
determined by the concoction’s quality. When an effect calls instantly killed by a potent poison. Instead, you can make a
for Potency it refers to a static number associated with the Cunning (Herbal Lore or Poison Lore) test at a TN equal to
Concoction’s Quality. the Concoction’s TN (based on its quality) to learn its true
effects, without risk to yourself. On a failure, you can’t
Using a Remedy figure it out, and can’t retry until you get to a better library.
Remedies can be prepared as cordials which are drunk,
salves or oils which are rubbed into the skin, or poultices Remedy Effects
which is applied as part of a bandage. Whatever the case,
once you have a remedy readied (typically requiring a
Healing
The remedy instantly heals (Dice) points of Health.
ready action), you can apply it, drink it, or otherwise use it
with an activate action. Mana
The remedy instantly restores (Dice) points of Spirit.
Using a Poison Anti-Magic
Poisons can be delivered in one of two ways: they can be
When imbibed, the remedy ends any spells with a potency
ingested (usually through poisoning food or drink), or they
less than (Potency) affecting the imbiber.
can be applied to a weapon and delivered via the Deliver
Poison stunt. Applying a poison to a weapon requires a Antitoxin
bladed weapon (or arrow), outside of combat there is no The remedy ends the ongoing effects of any Poison with a
risk to this, but during combat you must make a successful Potency less than (but not equal to) (Potency).
TN 13 Cunning (Poison Lore) test as an action to apply a
readied poison; on a failure you are afflicted with the Bolstering
poison. Once applied, the poison remains on the weapon The remedy instantly moves you (Potency/2) steps up on
for the rest of the scene for delivery. the condition track.

A person can only be subjected to an individual poison once Recharging


per encounter. Different Quality poisons of the same type The remedy restores 1d6 Spirit on each of your turns for
count as different poisons for this purpose. (Potency) rounds.
Regenerating
Using a Grenade The remedy restores 1d6 Health on each of your turns for
A grenade is a glass or ceramic pot filled with volatile (Potency) rounds.
chemicals that is thrown as an improvised throwing
weapon. (Short range). Make a Strength (Throwing) test vs. Reinforcing
the Physical Defense of all characters within Engaged The remedy moves you +1 step on the condition track on
Range of the grenade’s target. On success, the grenade each of your turns for (Potency) rounds.
inflicts full damage; on a failure the grenade inflicts only
half damage.
(School) Magic-Infused
A group of 4 different effects, one for each magic school
Grenades inflict (Dice) damage determined by their quality independently. The remedy increases the potency of all
(the same as remedies and poisons), with the damage type your (school) spells by 1 for (Potency) days. Multiple uses
determined by the type of grenade it is. of these remedies won’t give more than a bonus of 1 to any
single spell.

39
Chapter Four: Equipment & Gear

Resistance Lightning
The remedy increases one of your resistances by (Potency) The grenade inflicts Energy damage, and sparks bolt from
for the rest of the scene. affected targets to each other, inflicting (Potency)
penetrating damage to all targets within Short Range of the
Restoring
original targets.
The remedy increases the Dragon Die total of one of your
injuries by (Potency) when used in a recovery test (either a
Constitution (Stamina) or Cunning (Healing) test to recover Other Effects
from an Injury). Concentrator Agent
Poison Effects When combined with a remedy or poison that moves a
target on the condition track, the moves become persistent
Damaging with a duration of (Potency) days. Unlike other effects, this
The poison inflicts (Dice) points of Necrotic damage. effect can be added to a concoction twice, increasing the
duration to months.
Draining
The poison reduces the target’s Spirit by (Dice) Spirit. Delaying Agent
The concoction’s effects don’t take place until (Potency)
Corrupting minutes after being administered. Unlike other effects, this
The poison moves the target -1 step down the condition effect can be added to a concoction twice, increasing the
track on each of your turns for (Potency) rounds. delay to (Potency) Hours instead.
Dispelling Distillation Agent
The poison causes all spells affecting the target with a When combined with any other effect, you gain two extra
potency less than (Potency) to instantly end. doses of the resultant remedy, poison, or grenade.
Weakening Masking Agent
The poison instantly moves the target (Potency/2) steps
The concoction cannot be detected unless the target (victim)
down the condition track.
makes a successful TN 11 + (Potency) Perception test (most
Weapon Coating useful for poisoning food).
The poison causes all the weapon’s attacks to inflict a
different damage type and an additional (Potency) damage.
Mixing Agent
The concoction can mix two more effects (with this taking
Unlike other poison effects, you don’t need to use the
one effect slot), beyond what the alchemist is capable of.
Deliver Poison stunt to gain the benefits of this effect. Each
damage type has its own ingredient. Spiritual
Withering When mixed into a poison or grenade, the concoction can
affect immaterial creatures as if they were material.
The poison inflicts 1d6 penetrating Necrotic damage on
each of your turns for (Potency) rounds.

Grenade Effects Miscellaneous Gear & Services


Gear Uses Encumbrance Cost
Acidic Adventuring Gear 5 1 20 sp
The grenade inflicts Necrotic damage, and corrodes both Bag of Books 5 2 10 sp
weapons and armor, permanently damaging them by 1, as Dungeon Rations 7 1 3 sp
if struck by the Sunder Arms/Armor stunt. Healing Kit 3 2 10 sp
Traveler’s Kit - 4 15 sp
Arcane Service Cost
The grenade inflicts Radiant damage, and dispels all spells
A week’s stay at a peasant inn 14 sp
in the area of effect with a potency less than (Potency).
A week’s stay at a civilized inn 30 sp
Concussion A week’s stay at the fanciest inn in town 43 sp
Grenade inflicts Physical damage, & knocks targets prone. A week’s unskilled mundane labor 10 sp
A month’s pay for enlistment in an army 30 sp
Fiery A custom item from a blacksmith item cost + 50 sp
The grenade inflicts Thermal Damage, and creates fire A night’s “companionship” 20 sp
hazards (1d6 to 2d6 damage every turn exposed to them - An evening of song and dance 18 sp
based on the area’s flammability) over the areat. Escort for a day along a bandit-infested road 20 sp
Frost Escort for a day along a monster-infested 54 sp
The grenade inflicts Cryo damage, and moves affected road
targets -1 step down the condition track. A run-of-the-mill killing 5 sp

40
Chapter Four: Equipment & Gear

An assassination 120 sp Hired Murder & Assassination


Miscellaneous Gear Hiring a thug to kill a man is an exercise in discovering just
how cheap life is. You might have to hire multiple thugs if
your victim is particularly tough, but common folk rarely
pose much of a problem.
Assassinations of rich or powerful men, on the other hand,
can be quite pricy indeed. People with bodyguards,
retainers, escorts, or who are just really tough to kill (like
adventurers) need finesse and skill not found in street
toughs. An assassin may use one of a thousand different
techniques to kill a target - especially if it needs to look like
an accident. Hiring multiple assassins is always a good idea
if your target is particularly fortified or plain tough.

Land and Buildings


Typically, the purchase and ownership of vast tracts of land
Adventuring Gear and fortifications should be handled on the house scale
Adventuring gear is a collection of useful mundane items found in Chapter 8. Sometimes, though, an individual
such as chalk, poles, spikes, ropes, etc. When you rummage might feel like buying himself a retirement cottage (or
through your adventuring gear for some useful mundane castle) and need to know how much it’ll cost.
item, you find what you need and mark off a use.
Land and Buildings
Bag of Books Buildings Cost
When your bag of books contains just the right book for the A hovel 20 sp
subject you’re spouting lore on, consult the book, mark off A cottage 500 sp
a use, and gain a +1 bonus to your roll. A house 25 gp
A mansion 500 gp
Dungeon Rations A keep (hall) 750 gp
Whenever you don’t have access to food and water, you can
A small castle 2,500 gp
mark off one use and have enough dry rations and potable
A grand castle 10,000 gp
drink for the rest of the day.
A great fortress 50,000 gp
Healing Kit A year’s upkeep 10% of the cost
This kit contains bandages, medicinal herbs, and other Homes
supplies consumed by characters practicing medicine with The four presented homes: hovels, cottages, houses, and
the Physician Training talent. mansions vary greatly in size, quality, and comfort. Hovels
are the smallest buildings, usually ramshackle affairs built
Traveler’s Kit in slums that leak air and water like a sieve: cold in the
A traveler’s kit includes everything you need to survive on winter and hot in the summer - still, better than exposure.
the road - a tent for rainy conditions, a bedroll to soften the Cottages are small homes favored in rural farming areas -
ground, blanket for warmth, a tinderbox to start a fire, and they are typically well-made and somewhat comfortable,
cooking supplies to make whatever you catch edible. though still lacking any “civilized” comforts.

Services Houses represent those homes built by less affluent nobles


or middle-class commoners. They’re typically found in
Inns (Peasant, Civilized, & Fine)
cities, where they have all the comforts and luxuries one
Traveling on the road is often an uncomfortable matter full
could expect for a city-dweller living in the city in question.
of dreary nights on the hard ground - even with traveling
Mansions are, obviously, massive homes fit for affluent
supplies. A warm bed and hot meal are all too often
nobles or merchant houses with every comfort available
unobtainable luxuries. So, when you visit a town, you want
and a staff of servants on call.
a roof over your head - that’s where inns come in. They vary
drastically - from crude little hovels that serve the lower Fortifications
class to extravagant palaces fit for princes. It should be rare for players to have an opportunity to buy
Houses that have a Common Quality of Life Investment a keep, castle, or fortress outside the House system. But, if
provide their members with Peasant accommodations, they have the money, time, and labor - they might build
while Prosperous houses will foot the bill for Civilized one. If so, they can utilize them in the same way a house
lodgings and Rich houses never scoff at the price of a Fine might - as fortifications in mass combat, or homes for their
Inn. incredibly rich selves.

41
Chapter Four: Equipment & Gear

Bribes, Gifts, and Finery Animals, Mounts and Vehicles


Bribes Cost This section lists some commonly available mounts and
A peasant dowry 20 sp transport options, along with their prices.
“Protection” for a small business 100 sp
A government bribe 50 sp
A compelling bribe 80 sp
An offer you can’t refuse 500 sp
Gifts and Finery Cost
A peasant gift 1 sp
A fine gift 55 sp
A noble gift 200 sp
A ring or cameo 75 sp
Finery 105 sp
A fine tapestry 350+ sp Barding: Armor for a horse or dog, providing them an
A crown fit for a king 5,000 sp Armor Rating of 6.
Cart: A small vehicle used for hauling. They are either
pushed by hand or pulled by a mule.
Dog: Any of the various hunting and guard dogs.
Draft Horse: Slow but strong beasts used to pull wagons.
Falcon: A bird of prey highly regarded birdmasters.
Feed: Oats and grains used to feed horses & other animals.
Mule: A pack animal used for carrying heavy loads.
Riding Horse: A common horse used for travel and
recreation. Not trained for combat.
Rowboat: A small boat that can seat up to six people, and
powered by oars. Light enough to be carried by two people
with carrying poles.
Saddle: A leather seat used by riders on mounts.
Saddlebags: A pair of large pouches hung on horses and
mules and used for storage.
Sailing Ship: An ocean-going vessel for long voyages.
Stabling: One night in a stable for an animal.
Storied Treasures Wagon: A four wheeled vehicle pulled by draft horses.
In addition to Quality, Enchanted, Ornamental, and
Magical items; some objects gain a sort of legend through Warhorse: A horse trained for war and to be accustomed to
their presence during extraordinary events and association wearing Barding.
with historic figures. The Sword of the Malkieri Kings, an Animals, Mounts and vehicles
indestructible Pristine Broadsword, is worth far more than Animal, Gear or Service Cost
the 30 Gold Pieces that an identical sword without its
Barding (Dog) 100 sp
associations would cost.
Barding (Horse) 10 gp
Practically, a storied treasure imparts a bit of its story on its Cart 20 sp
owner, allowing him to reroll a failed test of any Ability Dog 15 sp
(keeping the second result) once every so often, depending Draft Horse 50 sp
on how well-known the item is. From storied objects, Falcon 75 sp
remembered only in the nation that gave birth to them, to Feed (per day) 5 cp
Mythical objects told of in stories the world over. Any Mule 20 sp
character that owns more than one storied treasure can only Riding Horse 50 sp
benefit from the most potent of them. Rowboat 50 sp
Saddle 20 sp
Legend Rerolls Cost Increase
Saddlebags 10 sp
Storied 1/Session +50 gp Sailing Ship 100 gp
Fabled 1/Day +250 gp Stabling (per day) 10 cp
Mythical 1/Encounter +1,250 gp Wagon 150 sp
Warhorse 50 gp

42
Chapter Four: Equipment & Gear

Ornamental Treasures

In addition to the practical benefits of Quality, Enchanted,


and Magical items, there exist items of less than practical
use. Fine artworks are valued by those with refined
aesthetics. Superior wines and foodstuffs —spices,
especially—are worth fighting over among gourmands and
the status-conscious. Any item of equipment or provision
can be crafted or purchased in more-excellent versions.
These more worthy versions are usually no more useful
than their common counterparts (and are sometimes less
useful, given their ornamentation or fragility) but are
nevertheless worth a great deal more. Such items often
provide a social benefit to interactions with those who
appreciate their worth—see The Social Benefits of
Ornamental Treasures .
Ornamentation Cost Increase Effect
Ordinary +0 gp None
Decorative +5 gp +1 Social Benefit
Ornate +25 gp +2 Social Benefit
Jeweled +125 gp +3 Social Benefit
Resplendent +600 gp +5 Social Benefit

The Social Benefits of


Ornamental Treasures
Items and treasures that are particularly impressive or
flamboyant can give their owners a bonus to social
interactions with those inclined to be impressed by such
objects. Soldiers are likely to be impressed by well-made
arms and armor, while a venal merchant by the works of
skilled artisans regardless of whether they‘re crossbows or
candlesticks.
The GM should consider carefully whether a Superior Item
would impress a given Character before granting any Social
Benefits. Wealthy Aristocrats may simply be unimpressed
by a fine blade, and Soldiers unmoved by an exceptional
pair of boots.
Once the GM has decided that an item is impressive to a
particular individual, the character gains a bonus to all
social rolls (deception, investigation, intimidation, etc.)
while dealing with that individual, equal to the Social
Bonus provided by the item. Obviously, the individual
must be able to clearly see the quality craftsmanship – and
may even ask to see the item in question if he spots it –
refusal removes any bonuses provided by the item. In the
event that more than one item would be impressive to an
individual, only the highest bonus applies.

43
Chapter Five: Followers

Chapter Five

Followers
Soldiers, trappers, torchbearers, bodyguards, and cart When followers are purchased, it is assumed that (barring
drivers all have two things in common: they are incredibly story elements) they won’t try to run away - even slaves.
useful to any adventurer, and they are annoying to keep
Expert Followers are very rarely purchased, they don’t like
track of for any player. Treating every random warrior,
tying themselves down in life-long contracts and are
carter, or squire as a full character is a tiring and
seldom available as slaves. Combat and Laborer Followers
unrewarding task that is best avoided.
are much more commonly found available for purchase, as
There are some characters that exist merely to act as they are more willing to sign on for life - and are enslaved
scenery. Followers fill this role; they exist to back up more much more readily.
important characters, filling in the ranks so that a skirmish
can have dozens of combatants without placing incredible
strain on the Storyteller or Players to keep it all straight.
Follower Types
Followers come in 3 flavors, Combat, Laborer, and Expert.
A Combat follower helps you in a fight; Laborers perform
Hiring Followers simple (if invaluable) tasks, while Experts offer you a
Followers can be hired to travel with you, charging you unique and rare skill that you can call upon.
money in exchange for providing their services. In general,
followers are paid by the month, but with Storyteller
approval you can pay for only a few weeks or just a few
Combat Followers
days. The monthly wage for followers is listed below. Combat followers are mercenaries, men-at-arms,
bodyguards, or soldiers that accompany you on your
Follower Type Monthly Wage adventures. They offer you a new avenue of offense and
Combat Follower 50sp defense above and beyond personal combat or spellcasting.
Laborer Follower 30sp
All combat followers possess a few traits that enable their
Expert Follower 100sp
use in combat: Health, Armor, Attack Bonus, and Damage.
Most common followers can be found in virtually any
Some followers may also have unique abilities that play into
settlement; even a small village should have a few Combat
their use as Combat followers.
followers around. Experts, on the other hand, can be rather
rare and finding a specific Expert can be an adventure unto Quality Combat Followers
itself. The Storyteller is advised to use logic when Clearly, there is a difference between an itinerate farmer-
determining how hard a certain Expert will be to find, an turned-mercenary to feed his family and a royal knight in
Officer might be found just about anywhere, as retired service to his king. Like all manner of equipment, superior
military officers return to their homes; while a Sage might (or shoddier) variations of combat followers can be found
exist only in secluded libraries. and fielded - highly skilled followers charge more for their
Buying Followers services and gain a bonus to attack and damage rolls - in
If paying a monthly wage for a follower seems like too addition to being capable of taking more damage before
much hassle, or you happen to have a pile of treasure succumbing to their wounds.
burning a hole in your pocket, you can instead opt to “buy”
a follower. Depending on the manner in which you buy a
Quality Combat Followers
Quality Cost Health Damage Attack
follower, he could be a slave or a long-term employee that
benefits from the gold you pay. Crude ¼x 5 -3 -3
Poor ½x 10 -1 -1
Follower Type Purchase Price Ordinary 1x 20 +0 +0
Combat Follower 10gp Fine 5x 30 +1 +0
Laborer Follower 5gp Pristine 25x 40 +2 +1
Expert Follower 50gp Superior 125x 50 +3 +1

44
Chapter Five: Followers

The Uses of Combat Followers carry 50 pounds each (in their packs and whatnot), or up to
You can have a number of followers on the field up to your 200 pounds for a pair if they have a carrying pole, a liter or
Communication rating at a time; if any more are present the like.
they spend their time in the background and not impacting Blacksmith: This occupation assumes most non-military
the battle in any meaningful way. metalworking jobs. They sharpen axes, repair plows and
shoe horses. A single Blacksmith can take care of the needs
Of those followers that you do have command of, you can
of 100 men and horses, with more blacksmiths needed for
use an action to order them to perform any of the following
more people/horses.
tasks to aid you in battle:
Carpenter: This occupation assumes most woodworking
Directed Strike: Directed strikes are performed as an attack
jobs. A carpenter might be hired to secure a portal, fashion
roll using Communication (Leadership); and inflict an
a chest, etc.
amount of damage equal to the weapon your follower is
wielding. They can strike out against targets at up to Leather Worker: This occupation is principally concerned
Medium Range from you. with the fabrication of leather goods such as back packs,
belts, straps, horse tack, etc.
Defensive Screen: You order one of your combat followers
to help screen blows directed towards you; the follower Limner: These individuals do all sign painting, drawing of
stays within Short Range of you and you gain a +1 bonus to heraldic devices, etc.
your Physical Defense for every Combat follower screening Linkboy: A linkboy is a torch or lantern barer; this job is
you. Followers will keep screening you for the duration of usually filled by youngsters but this isn’t always the case.
the encounter, unless you order them to do something else.
Mason: Stonework must be done by a mason, and this
Rally: You call your followers to your side to prepare for occupation subsumes plasterers as well.
new orders. Your Combat Followers rally to within
Pack Handler: These individuals are trained at loading,
Engaged range of you, replenishing your followers to their
handling, and unloading beasts of burden such as donkeys,
maximum level if you have any in reserve.
mules or horses.
Supportive Fire: You order one of your combat followers to
Tailor: This occupation makes and repairs clothing, bags,
support your attacks with their ranged weapons. The
shield covers, etc. It also subsumes hatters.
follower enters a pattern within Medium Range of you and
grants you a +1 bonus (increased by higher-quality Teamster: Teamsters are basically drivers of carts and
followers’ damage bonuses) to your melee and ranged wagons. They will also load and unload their vehicles. They
attack damage rolls. are expert animal handlers with respect to their particular
specialty of draft animal only, i.e. horses, mules, oxen, or
Note: Combat followers must have a weapon to be effective, whatever.
whether the weapon is Melee, Ranged, or magic. Combat
Followers who use magic don’t cast normal spells, instead Valet/Lackey: This occupation subsumes the various roles
using their magic as a ranged weapon. of manservants and messengers.

Laborer Followers Expert Followers


Laborers are carters, porters, linkboys, and teamsters that Experts are craftsmen, sages and officers that provide you
perform a specific function, typically in support of the with a specialized skill above and beyond that of Laborers.
adventuring party, not directly contributing to its In effect, an Expert provides you with the benefits of having
effectiveness. They hold the torches, carry surplus gear, act a number of Focuses or Talents when they perform a task
as squires, and manage the baggage train that keeps you for you. If making use of a Focus make the test using your
well fed and supplied. While laborers could technically be own Ability rating - and it counts as you making the test -
asked or commanded (depending on your relationship with but you gain the +2 bonus to the roll as if you had an
the follower) to perform any task, he is only skilled at one applicable focus and it is narrated as the Follower taking the
and will not do well in others. A squire, for example, is only action. If making use of a Talent, it provides you any of its
skilled at taking care of his lord’s weapons and armor - he benefits - as long as it makes sense to be transferrable. No
can act as a porter (and will do so eagerly), carrying gear, Expert can provide you with the benefits of Armor
but will likely fumble about dropping or losing things. Training, Endurance, or Stoic - for example.

The following is a list of example Laborers and their duties, The following is a list of example Experts and the Focuses
it is by no means complete - there are thousands of possible and talents that they might confer. It is by no means a
laborer positions. complete accounting, merely examples of the kinds of
Experts out there.
Bearer/Porter: These individuals are laborers who will
carry whatever they are directed to. Individually they can Quality Expert Followers
45
Chapter Five: Followers

Just as a Combat follower can range anywhere between a Scribe: A scribe is principally a secretary or copyist. He or
farmer with a pitchfork and a Knight trained from birth to she will be able to record normal things, but never anything
be a soldier, Expert followers can be anything from a village magical in nature, granting you the Dexterity (Calligraphy)
elder who learned history by virtue of living through most focus. Specialists such as Cartographers exist who will
of it, to a master armorer used to creating arms and armor grant you other focuses such as Cunning (Cryptography or
for Kings and Emperors - practiced decades in his craft. Heraldry).
The Quality of the follower you employ determines the Steward/Castellan: This occupation pertains to overseeing
number of Focuses and Talents that the follower provides. a castle; particularly the fortifications and palaces of nobles
Each degree in a Talent counts as one of the slots that the and wealthy patrons who cannot busy themselves with the
follower provides. So, an Expert that provides you with the day-to-day affairs of their estates. The loyalty of a
Herbal Lore Focus and the Master Herbalism Talent would Steward/Castellan is of paramount importance since they
need to be of Pristine quality, since Mastery Degree would are the commanders of your garrison while you are away.
require four (4) slots plus one for the Focus.
Followers’ Traits
Quality Expert Followers In the event that a follower’s Abilities are necessary (such
Quality Focuses/Talents Cost as determining if a scout is caught), assume that all their
Crude 1 ¼x abilities have a rating of one (1), except for their two most
Poor 2 ½x important abilities which have a rating of two (2). Followers
Ordinary 3 1x also possess five (5) focuses, which are the most important
Fine 4 5x focuses for their role (A scout might have Searching, Seeing,
Pristine 5 25x Stealth, Hearing, and Natural Lore for example).
Superior 6 125x
A follower’s equipment is generally very simple - the very
Alchemist: This profession handles the compounding of
minimum necessary to complete their job. You are expected
medicinal substances, and the advantages of employing an
to arm and outfit your followers with better gear when you
alchemist are many. In addition to the Herbalism talent,
hire them.
alchemists usually provide Cunning (Herbal Lore) and/or
Cunning (Poison Lore) Focuses. Followers in Combat
Armorer: This occupation cares for and manufactures arms Followers are not like major characters; they don’t have
& armor. In addition to providing the Strength (Smithing) their own actions in combat and don’t have their own
Focus and Crafting Talent, Armorers possess the recipes for health or condition track and most will simply flee from
weapon and armor designs. Specialist Armorers focus on violence. Combat followers act on your turn, and use your
one type of weapon (such as Blades) or one type of Armor actions.
(such as Light & Heavy Mail) over others, since learning to
Like all characters, a follower can be targeted for an attack -
make Plate would be an expensive waste of time when you
when this is done, a follower has a Defense of 12 (plus the
would never have a client for it.
Defense bonus from any shield he happens to be armed
Engineer: Members of this profession provide the Cunning with). Followers reduce damage with armor normally, and
(Engineering) Focus and Crafting Talent. They are sub- Non-Combat followers are considered to have 5 available
divided into architects, artillerists, sappers, and miners, and Health Points.
a dozen other specializations. These specialists have recipes
Followers aren’t meant to fight on their own, and when
for the tools of their field - architects have the recipes for
their Leader dies, or flees, they will withdraw from the fight
fortifications and buildings, artillerists have the recipes for
as well. If they can’t withdraw, or are at risk of being run
ballistas, siege towers, catapults, etc. etc.
down, they will surrender. If survival is in doubt, they will
Officer: Captains of your military forces, officers are turn and fight - each possessing a single action, with
important for commanding troops in battle, and keeping abilities and Health as defined above.
discipline in peace. In addition to providing the Leadership
Focus, officers usually also offer the Command Talent.
Sage: Sages are learned individuals who have a collection
Loyalty
All followers have a loyalty rating ranging from Fanaticism
of knowledge both general and specific; each sage will have to nothing whatsoever. The loyalty of your followers gives
a specialty (like botany, religion, or magical artifacts) and your storyteller a rough guide on how to play them, and can
will collect vast archives of information on that subject. grant bonuses to the Willpower (Self-Discipline) test used
When allowed to take their time and consult their libraries to resist temptation to betray you or take bribes to derelict
of knowledge, they provide you with an appropriate their duties.
Cunning (Research) or Cunning (XX Lore) focus.

Loyalty Description

46
Chapter Five: Followers

Will serve unquestioningly and lay


down own life if necessary without
Fanatically Loyal
hesitation. They gain a +3 bonus to tests
to resist temptation to betray their leader.
Will always attempt to further your
goals, even at great risk to self. They gain
Staunchly Loyal
a +2 bonus to tests to resist temptation to
betray their leader.
Will support you if no significant risk is
Fairly Loyalty involved. They gain a +1 bonus to tests to
resist temptation to betray their leader.
Will seek own advantage at first sign of
Little Loyalty
weakness.
Will always seek own advantage
Disloyal
regardless of the circumstances.
Will attempt to kill, capture, disarm, or
No Loyalty
desert at the first opportunity.

The starting loyalty of a follower depends on how they


came to be in your service. A short list of possible origins
and linked starting loyalties follows:
Means of Recruitment Starting Loyalty
Enslaved Disloyal
Captured and Enlisted Little Loyalty
Mercenary Fair Loyalty
Friendship turned Employment Loyal
Messiah/Creator Fanatically Loyal
Followers can gain or lose loyalty while in your service for
any number of reasons. If you go out of your way to
accommodate your followers, give them gifts, outfit them
with the best gear, or save their lives they will increase in
loyalty. On the other hand, if you are cruel and brutal,
needlessly risk your followers’ lives, or routinely expect
followers to perform tasks they are untrained in - your
followers’ loyalty will decrease.

Summoned Followers
Spellcasters of all stripes have the opportunity to summon
followers, whether they are skeletal minions, elemental
conjurations, or just natural wildlife. These followers
operate under the same basic rules as presented above,
being created as Fanatically Loyal followers of specific
types (as specified in the spell that created them).
Where do they Come From & Where do they go?
Each setting will answer these questions differently, and it’s
important to discuss it with your GM before you start
summoning creatures willy-nilly. In some settings, the
follower is created from raw magical energies - and is
completely erased from existence when the spell ends.
In other settings, the creature is teleported from its home to
your side - compelled to serve you by magics. When the
spell ends the creature may be returned home, still aware of
your treatment of it - and possibly seeking revenge. Or
maybe the creature remains right where it is - confused and
angered by the hassle of having to find its own way home.

47
Chapter Six: Magic

Chapter Six

Magic & Spellcraft


Magic permeates all living beings; it courses through every Casting in Armor
animal, plant, and sentient creature. Some even believe that
Armor Worn Strain
magic is the power that gives life. Despite the prevalence of
Leather Armor 2
magic in all living beings, only a rare few possess the ability
Mail Armor 4
to manipulate it. Mages and other spellcasters are able to
Plate Armor 6
draw spiritual energy from living matter around them and
shape it into fire to blast their foes, channel it into arcane Regaining Spirit Points
glyphs, or use it to dominate the minds of others. A mage can regain spent spirit points by resting. For each

Spirit Points full hour of rest and/or meditation, you get back 1d6 +
Willpower spirit points. If you manage 8 hours of
It takes the magical energy of living beings, known as spirit, uninterrupted rest and/or meditation, you get all your
to power spells. The amount of magical power a mage has spirit points back.
available at any given time is measured in spirit points
(shortened to just Spirit). The more you have, the more
Sustaining Spells
You can only have a number of spells active at one time
spells you can cast. If you run out of spirit points, you can’t
equal to your Magic ability. When you cast a non-instant
cast spells until you get some back.
spell that exceeds this number, the oldest spell immediately
All people have an innate reserve of spirit, even if most ends.
don’t tap into it. Additionally, mages often take the Stoic
talent which improves their spirit reserves. Spirit points are
Rote Spells
A rote spell is a spell that a mage has painstakingly
a finite resource and a smart mage knows when to spend
memorized in advance. A mage can memorize a number of
them and when to hoard them.
Rote spells equal to his Cunning, and the Magic Training
Each spell has a cost in spirit points. This must be paid when talents can give you access to more.
the cast action is taken, regardless of whether the spell Memorizing a rote spell takes a full week of effort, but
works or not. Magic always has its price. requires no test or resources. A rote spell takes only a Free
Spells and Armor Action to Visualize the spell, since you have already fully
formed the spell in your memory.
Mages and other spellcasters can wear armor as well as
anyone. However, doing so makes it more difficult for them When memorizing a rote spell you choose the spell’s
to cast spells. When a mage in armor casts a spell, he must Potency, Range, Area of Effect (Targets), Duration, and any
pay an additional amount of spirit points equal to the strain Special Effects it has in advance. When you cast the spell
of the armor type (see accompanying table). This extra spirit you cannot change any of these factors.
must be paid for each spell, which makes wearing heavy In certain settings where magic is more defined, Rote spells
armor a losing position for mages in the long run. are the only spells. In such settings, memorizing a rote spell

48
Chapter Six: Magic

requires possession of the spell in written form (a scroll or


spellbook) or a teacher.

Spontaneous Spells Spell Cost Summary


A spontaneous spell is a spell that is formed and cast Potency Spirit Cost
without much preparation. Spontaneous spells take an
1 1d6 1 Spirit
action to visualize and another action to cast. When casting
2 2d6 2 Spirit
a Spontaneous spell you choose all its factors when you use
3 3d6 3 Spirit
the first action to visualize the spell, allowing you to create
4 4d6* 5 Spirit
the exact spell you need for the situation.
* Add another 2 Spirit for each +1d6 over 4d6 up to a
The following provides you a step-by-step process for maximum of dice equal to your Magic ability.
casting a spell, either as a Rote spell or spontaneously. Each
Range Spirit Cost
step is detailed later in this chapter.
Self or Engaged 0 Spirit
1) Potency - choose the potency of the spell, this is Short Range 1 Spirit
typically the damage inflicted or health healed. Medium Range 2 Spirit
2) Spell Range - choose the spell’s range, this is the Long Range 3 Spirit
maximum distance your spell can be centered. Extreme, up to a Mile Away* 5 Spirit
3) Area of Effect - determine the area of effect or the * Add an additional 2 Spirit for every additional mile range
volume of effect. This is the area affected by the spell. added to the spell, up to a number of miles away equal to
4) Targets - in addition to area of effect, you can decide to your Magic ability.
affect a certain number of targets
Targets Spirit Cost
5) Duration - choose how long the effect lasts, usually a
number of turns. One Target 0 Spirit
6) Special Effects - choose any special effect(s) you want Two Targets 1 Spirit
the spell to have. Four Targets 2 Spirit
Eight Targets 3 Spirit
Ritual Spellcasting Sixteen Targets* 5 Spirit
* Add an additional 2 Spirit for every 2x number of targets.
Area of Effect Spirit Cost
None 0 Spirit
Engaged distance 1 Spirit
Short distance 2 Spirit
Medium distance 3 Spirit
Long distance 5 Spirit

Duration Spirit Cost


Instantaneous 0 Spirit
2 Turns 1 Spirit
4 Turns 2 Spirit
8 Turns 3 Spirit
Encounter 5 Spirit
24 Hours 7 Spirit
Two Days 9 Spirit
One Week 11 Spirit
One Month 13 Spirit
Infinite* 15 Spirit
*Lasts until ended or dispelled
Special Effect Spirit Cost
Lose 1 Action 3 Spirit
Lose 2 Actions 9 Spirit
+/- 1 Step on the Condition Track 3 Spirit
Minor Effect 3 Spirit
Moderate Effect 6 Spirit
Major Effect 9 Spirit
Extreme Effect 12 Spirit

49
Chapter Six: Magic

One Target 0 Spirit


Two Targets 1 Spirit
Potency Four Targets 2 Spirit
The first and most important decision a spellcaster makes. Eight Targets 3 Spirit
A spell’s potency represents its raw power. When inflicting Sixteen Targets* 5 Spirit
or healing damage, potency is measured in the number of * Add an additional 2 Spirit for every 2x number of targets.
six-sided dice the spell’s effect uses. Potency is also used to
determine how difficult a spell is to dispel. Area of Effect
Instead of affecting one or more specified targets, you can
Potency is limited by the caster’s Magic ability; a caster with
choose to affect everything within a specified area around a
a Magic of 1, will only be able to use a 1d6 potency, while a
point of origin. The spell then applies to everyone and
caster with a Magic of 3 could make spells with a potency
everything (whether you can see them or not) in the area,
of 3d6.
friend and foe alike. You must be able to see the epicenter
Potency Spirit Cost of the area; barriers (such as walls) block the effect of a spell
1 1d6 1 Spirit whose effect passes through them.
2 2d6 2 Spirit For example, you could choose to cast a spell that affects out
3 3d6 3 Spirit to an Engaged distance. You then choose to have the spell
4 4d6* 5 Spirit affect a point between your foes; and cast it. The spell will
* Add another Spirit for each +1d6 over 4d6 up to a then affect everything that would be considered Engaged
maximum of dice equal to your Magic ability. with it (out to arm’s reach), including both your foes and
Range your friend in melee with them.

The next most important consideration for a spell is how far Area of Effect Spirit Cost
away it can be cast. A spell’s range is the maximum distance None 0 Spirit
of any of its effects. You must always be able to see a target Engaged distance 1 Spirit
for it to be targeted by a spell, even if it is within your range. Short distance 2 Spirit
Medium distance 3 Spirit
Casting a spell on yourself, or a target Engaged with you
Long distance 5 Spirit
costs no spirit, but casting a spell on a target further away
* Add an additional 2 Spirit for every 2x radius or volume.
costs increasingly greater amounts of Spirit.
While it is possible to target creatures several miles away, Duration
at those ranges your ability to clearly see them becomes a Many spells are instant effects; they spring into existence
factor. As a target’s distance grows excessive (usually then dissipate. Such spells can leave lingering effects, a man
beyond Long Range) the GM may call for increasingly more burned with magical fire is still hurt when it has dissipated,
difficult Perception (Seeing) tests to be able to target them. and flesh mended by magical healing stays mended.
Range Spirit Cost You can, however, choose to have your spell last longer
Self or Engaged 0 Spirit than an instant. When you do so, the spell’s effects reoccur
Short Range 1 Spirit every round it is active. Spells with Areas of Effect affect the
Medium Range 2 Spirit same area each round; allowing targets to move beyond its
Long Range 3 Spirit range. Targeted spells, on the other hand, affect the target
Extreme, up to a Mile Away* 5 Spirit each round until he successfully defends against the spell
* Add an additional 2 Spirit for every additional mile range once - at which point it stops affecting them unless re-cast.
added to the spell, up to a number of miles away equal to Duration Spirit Cost
your Magic ability.
Instantaneous 0 Spirit
Targets 2 Turns
4 Turns
1 Spirit
2 Spirit
A spell can target multiple creatures at the same time. When
8 Turns 3 Spirit
you spend Spirit to power a multi-target spell, you select a
Encounter 5 Spirit
number of targets within the spell’s range (all of which you
24 Hours 7 Spirit
must be able to see) and choose to affect them with the spell.
Two Days 9 Spirit
Targeted spells directly affect targets without need to worry
One Week 11 Spirit
about hurting friendlies or avoiding obstacles.
One Month 13 Spirit
Targeted spells are explicitly incompatible with Area-of- Infinite* 15 Spirit
Effect spells. A spell can either be targeted or have an Area- *Lasts until ended or dispelled
of-Effect, not both.
Targets Spirit Cost
Special Effects
50
Chapter Six: Magic

Quite a few spell effects are more complicated than simple (a land bridge would crumble into nothing once its duration
damage inflicting/healing spells. These effects are all expires).
covered by special effects. Special effects should be logical
Special Effect Spirit Cost
and fit into the spell’s descriptive explanation before you
even consider adding them to a spell, if the Storyteller Lose 1 Action 3 Spirit
declines the addition of an effect to your spell, do not get Lose 2 Actions 9 Spirit
upset - and do not start over, trying to make it fit into a +/- 1 Step on the Condition Track 3 Spirit
slightly modified version of the spell - it will slow down the Minor Effect 3 Spirit
game. Just accept that the effect doesn’t happen and move Moderate Effect 6 Spirit
on (you, of course, won’t have to pay for it). Major Effect 9 Spirit
Extreme Effect 12 Spirit
Special effects are classed into four broad categories based
on the advantage it confers to you. The GM is the ultimate
The Spell Attack Roll
arbiter of what category the effect you describe fits into. Spells don’t just get to inflict damage, cause a character’s
condition to fail, or steal actions. No, to adversely affect a
Minor Effects are effects that offer you an advantage, but character, a caster needs to make an attack roll verses one
one that can be overcome with some ingenuity. It also of the target’s defenses. Beneficial spells and spells that
covers lesser “fun” effects, like shaping a chair out of a don’t affect characters don’t generally require a roll.
thorn bush. A minor effect can confer at most a +1 bonus
or -1 penalty to a specific test. After you describe a spell, the storyteller will decide if the
spell is defended against with a character’s Physical or
Moderate Effects are effects that confer a significant Mental Defense. You then make a Magic (applicable focus)
advantage over those without access to that magic; like test vs. the target’s applicable Defense. On a success, the
sprouting a rampart to scale a fortress wall or magically spell works as planned; on a failure, the spell inflicts only
creating food and water (eliminating the major hindrances half damage and any Special Effects fail to affect the target.
to survival). A moderate effect can confer at most a +2
bonus or -2 penalty to a specific test. For spells with durations longer than instant, the attack roll
must be made each turn and compared to the target’s
Major Effects are effects that confer an amazing advantage, appropriate defense. For spells with areas or targets that
possibly including flight or the ability to merge into an encompass more than one target, make only one attack roll
element. A Major effect can confer at most a +3 bonus or -3 and compare it against all the affected targets’ defenses.
penalty to a specific test.
Physical Defense is used when characters can dodge,
Extreme Effects are extremely potent, potentially including sidestep, endure, or break out of a spell’s effect. This is most
teleportation, sinking buildings into the earth, or other common with spells from the Primal and Entropy schools.
amazing feats. An Extreme effect can confer at most a +5
bonus or -5 penalty to a test. Mental Defense is used when the spell affects the
character’s mind or soul, or which a character cannot be
Losing actions, in general, shouldn’t be a simple “you don’t imagined struggling/dodging/breaking out of. This is
get to have an action”. It represents spells that knock a most common with mind-altering spells of the spirit school,
target prone, forcing the target to use an action to get back and most spells from the Creation and Entropy schools.
up, or pin a target to the ground with vines, forcing the
target to use an action to hack them away. Visualizing a Spell
Spells can also cause characters to gain or lose steps on their As a player, you need to visualize and describe a spell
condition track. Spells that do this, however, move the before spending any spirit points or rolling any dice. If you
character’s condition only once - regardless of the spell’s can’t think of how a spell will work, then it simply doesn’t.
duration, though the condition move does not change back How you describe a spell does have an impact on the spell’s
when the spell ends (it is the same as inflicting health effects.
damage in this manner). Condition moves from spells are Describing a basic attack spell, for example, could have
always considered temporary unless they have a duration multiple different impacts on the game. If you describe
greater than an encounter. throwing a fireball into a crowd of enemies, you very well
Special effects will use Potency, Range, Targets, Area, and might light the dry brush on fire as well; likewise,
Duration. A spell’s potency indicates its effectiveness, describing a lightning bolt being launched at a creature
improving its strength, intricacy and even speed. A spell’s underwater might dissipate the spell - causing it to inflict
Range and targets works the same as always, while its Area reduced damage - potentially to other creatures in the water
of Effect is often instrumental - used for determining how as well (even if the spell was launched at a single target).
much of an area is affected (building a land bridge, for
instance, would necessitate an area capable of making up Attack Spells
the bridge’s intended length). Duration, also, is of extreme
importance, the effects of a spell end when its duration ends

51
Chapter Six: Magic

Also known as “Blasting Magic”, Attack Spells are the most The Spirit school of magic is the magic of the mind,
basic of combat magics, they inflict damage and little else. influencing and controlling the thoughts of others, whether
You add your Magic rating to damage inflicted. in the waking world or in their dreams. It is the Magic of
Buffing/Debuffing Spells Mana, that which fuels other magic - it can empower or
diminish the spells of other schools; and it is the magic of
Magic in the Ageless RPG should not provide or impose Spirits, both in communicating and interacting with
bonuses or penalties to specific abilities or defenses within incorporeal beings (from souls of the dead to demons). And
combat. Instead, spells can inflict moves on the condition last, but certainly not least, the Spirit School is the magic of
track; each spell casting can only make 1 move on the exerting force by thought alone.
condition track.
Damage from the Spirit school inflicts harm directly on the
Spells can alter traits that aren’t Abilities or Defenses, such
target’s spiritual reserves, decreasing his Spirit Points.
as Armor Rating, Weapon Damage, Mutations and granting
or limiting Actions. As always, the spell’s visualization Example Minor Effects
should have a major impact on how these things happen; a
Telepathy: You can mentally project and receive thoughts,
thrown boulder that knocks an opponent down takes an
images, words, and emotions from the target (or targets).
action just the same as horrible pain that prevents a
character from taking an action. Telekinesis: You can lift light objects with an Encumbrance
Outside of combat, spells with effects can grant bonuses or value equal to the spell’s Potency or less and move them up
impose penalties. These bonuses always come from special to one action’s worth of movement per round.
effects; a special effect that shrouds a character in darkness Speak/Hear Spirits: You can hear and talk to spirits and
will grant the character a bonus to Dexterity (Stealth) tests other incorporeal beings.
while a flaming sword may increase the weapon’s damage.
Dispel Magic: You can end active spells, your dispel’s
The Schools of Magic potency must be equal to or greater than the active spell
you’re trying to end.
Charm: The target’s attitude towards you moves up the
Attitude Ladder a number of rungs equal to the spell’s
Potency. This spell can be resisted (even if the attack is
successful) by a target taking a point of Backlash, unless the
target’s Spirit pool is reduced to zero (0).
Every spell is channeled through one of the four schools of
magic: Spirit, Primal, Creation and Entropy. Your training Magic Ward: You can ward a volume against magical
in these schools provides you with the foundations effects (such as shape earth). The Magic Ward must be
required to perform Special Effects. A novice won’t be able dispelled before any magic can be worked on the volume.
to perform the greatest magics on his first day, after all.
Example Moderate Effects
Mechanically, the schools allow you to perform different
types of magic, and the higher the degree you possess in a Banish Summoned Creature: If this spell’s Potency is
school, the more potent the Special Effects that you can greater than the Potency of a spell that summoned the
perform. Each school of magic represents a distinct targeted creature(s), those creatures are sent back to whence
thematic, and any spells that fall into that thematic are they came.
governed by that school. Interacting with spirits, for Spirit Sight: You can see the Immaterial instead of the
example, simply wouldn’t fit into the Primal School, which Material. While this spell is active, you cannot see soul-less
governs elemental energy. things (like animated skeletons and zombies), though
The Sprit School constructed things (like buildings or weapons) do appear in
the spirit world - as they possess some spiritual energy.
The first of the two schools of energy,
Spirit is opposed by the Primal Gossamer Touch: You can touch, pick up, and otherwise
school. It is the school of mystery, the physically interact with immaterial things for the duration
ephemeral school. This is the study of the spell. If attacking an immaterial being with an
of the invisible energies which immaterial object, your strength and dexterity is equal to
surround us at all times, yet are the potency of this spell.
outside of nature. It is from the Spirit Impose Derangement: You magically impose a
world itself that this magic draws its derangement of your choosing on a target. Targets can
power. Students of this school cover everything from direct either endure the derangement for the duration (taking
manipulation of spell energies to the study and summoning penalties if applicable) or take one point of Backlash to end
of spiritual beings themselves. the influence. This spell can be cast multiple times to
increase the penalty.

52
Chapter Six: Magic

Example Major Effects Elemental Weapons: You change the type of damage
inflicted by the target(s) attacks to a different type (Thermal,
Trap Spirits: You can trap a targeted spirit (or other being) Cryo, Electric, or Sonic).
from crossing from the Material to the Immaterial (or vice
versa). The potency of this spell must exceed the target’s Example Moderate Effects
Magic score or it simply fails. Conjure Simple Elemental: You can call an elemental that
Protection from Magic: Only spells with a potency greater can act as a Laborer Follower or a Crude-quality Combat
than this spell’s potency can affect this spell’s targets. Follower. This elemental has a number of mutation points
to express its elemental nature equal to the Potency of the
Alter Goals/Ties: You can add or remove one of the target’s spell.
goals or ties. Targets can reject the alteration by taking one
point of Backlash. (Targets cannot simply take a lost goal or Shape Earth: You can cause a volume of earth (stone and
tie until the spell ends.) mortared walls included) to take a new shape. The higher
the potency of this spell, the more specific the shape you can
Example Extreme Effects designate. (A 1 is sufficient for “a doorway”, but a 5 or more
may be necessary for “a gothic archway with engravings
Telekinetic Flight: Your targets can take flight, propelled
depicting a battle”. When the spell ends, the shaped earth
by telekinetic force.
retains its shape unless outside forces (including gravity,
Dominate Mind: You take direct control of a target’s mind, wind, load, etc) cause it to break. Loose earth will usually
directing his actions as if it were your own body. You can crumble away immediately.
spend your own actions to have the target act in any way
you see fit. Targets can resist this this control by taking one Example Major Effects
point of Backlash. Conjure Elemental: You can call an elemental that acts as a
The Primal School Combat Follower of a quality equal to the Potency of the
spell (Potency 1 = Crude, Potency 2 = Poor, Potency 3 =
The second of the two schools of
Ordinary, etc.) and which has a number of mutation points
energy, Primal is opposed by the
to express its elemental nature equal to twice the Potency of
Spirit school. It is the school of
the spell.
power, the Elemental school. This is
the study of the most visible and Change Weather: You can alter the weather over a distance
tangible forces of nature themselves. up to this spell’s area. You can adjust the weather a number
Students of this school manipulate of grades equal to this spell’s Potency (from sunny to rainy
the primal elements of the world: to storming to typhoon; and the like), while adjusting the
Fire and Ice, Earth and Sky, Lighting and Water. temperature up to (5 * Potency) degrees.
The Primal School of magic is the magic of devastation. It Empowered Weapons: You can empower your target(s)’
burns, freezes, electrocutes and crushes; it is the magic of weapons, increasing damage inflicted by 1d6.
War. It is the most classically “wizardly” of the Schools of
magic.
Example Extreme Effects
Conjure Greater Elemental: You can call a powerful (and
Damage from the Primal School is divided among four old) elemental entity that can act as either an Expert
subtypes: Earth, which inflicts Physical damage; Sky, which Follower or a Combat Follower of Superior Quality. This
inflicts Electrical or Sonic damage; Fire, which inflicts elemental has a number of Mutation Points equal to four
Thermal damage; and Water, which inflicts Cryo damage. times the spell’s potency to express its elemental nature.
When casting a spell of the Primal school, you choose which
of these damage types best fits the spell you described. Overpowering Weapons: You enhance the damage your
target(s) inflict by 2d6.
Example Minor Effects
Sinkhole: You can cause a radius of land to quickly and
Move Earth: You can cause a volume of loose earth (not violently drop down a distance equal to the spell’s Area of
solid stone or mortared walls) to move a couple of feet each Effect, inflicting falling damage equal to the spell’s Potency
round the spell is sustained. on any unfortunate enough to be caught in the cataclysm.
Start Fire: You can cause a volume of flammable material to This spell can easily damage or destroy buildings - who
catch flame, becoming a hazard equal to ½ this spell’s have their foundations undermined by the newly formed
potency. sinkhole.

Rock Armor: You can form armor from stone or crystal on


the target(s), increasing their AR by the spell’s Potency.
(Note, this does not stack with armor already worn, only
the highest AR applies).

53
Chapter Six: Magic

The Creation School The Entropy School


The School of Creation, sometimes The second of the two Schools of
called the School of Nature, is the Matter, Entropy is the opposing
first of the Schools of Matter, the force of Creation; for this reason it is
balancing force and complement of often called the School of Negation.
Entropy. Creation magic manipulates Nothing lives without death. Time
natural forces, transforming what inevitably brings an end to all things
exists and bringing new things into in the material world, and yet in this
being. ending is the seed of a beginning. A
river may flood its banks, causing
The Creation School of magic is the magic of life and
havoc, but bring new life to its floodplain. The fire that
vitality. It nurtures and heals, empowers and restores.
burns a forest ushers in new growth. And so it is with
Creation magic can create and change life, or cause it to
entropic magic that we manipulate the forces of erosion,
flourish.
decay, and destruction to create anew.
Creation magic cannot be used to inflict damage on others;
The Entropy School of magic is the magic of decay and
it heals targets instead of harming them.
death, but also of Undeath. Students of Entropy can create,
Example Minor Effects control, and bolster the undead, or weaken and destroy the
living.
Impose/Remove Minor Mutation: You can bestow or
remove the effects and physical manifestation of a Minor Damage inflicted by Entropy spells comes from weakening
Mutation of your choice on your target(s) for the duration and decaying the target; and is considered Necrotic
of the spell. damage.

Control Base Life: You can direct base life form(s) (bugs, Example Minor Effects
birds, dogs, etc.) to become your follower for the duration
Create Minor Disease: You create a disease in a target with
of this spell. Major Base life forms (such as a wolf alpha)
a minor effect, like a cold or rash. The TN to resist
instead treat you as an ally for the duration.
contracting this new disease is 10 + the spell’s Potency.
Example Moderate Effects Animate Corpse: You manipulate the forces of death to
Cure Minor Poisons/Diseases: You can end a persistent animate a corpse (of any species). This corpse can act as a
poison or disease with a potency less than or equal to the simple laborer or as a Crude-quality Combat Follower.
potency of this spell. Corrupted Weapons: You change the type of damage
Conjure Base Life: You can create a base life form (bugs, inflicted by your Target(s) to Necrotic.
birds, dogs, etc.) which can act as a simple Laborer Follower
or as a Poor-quality Combat Follower.
Example Moderate Effects
Weaken Armor/Weapon: You can corrode the weapons or
Impose/Remove Affliction: You can bestow or remove the
armor of a target, permanently reducing the Armor Rating
effects and physical manifestation of a Beneficial or
or Damage of the target by 1 point.
Detrimental Affliction of your choice on your target(s) for
the duration of the spell. Create Undeath: You animate a dead thing with a form of
Undeath; it retains the abilities and focuses it had in life, and
Example Major Effects becomes a Follower of the same type and quality as it would
Cure Major Poisons/Diseases: You end a persistent non- have been in life.
magical poison or disease. Magical diseases and poisons
(such as Lycanthropy) are unaffected.
Example Major Effects
Create Plague: You create a devastating illness that can
Impose/Remove Blight: You can bestow or remove the
eventually lead to death over the course of the next 2d6
effects and physical manifestation of a Beneficial or
months. The TN to resist contracting this new disease is 10
Detrimental Blight of your choice on your target(s) for the
+ the spell’s Potency.
duration of the spell.

Example Extreme Effects Example Extreme Effects


Create Magical Disease/Plague: You create a disease or
Create Higher Life: You create a higher life form (such as a
plague (as above) that cannot be cured by normal mundane
human), which can be any type of Follower. The quality of
or Magical means.
Combat Followers created in this way is equal to Crude
plus a number of steps up equal to Potency. The creature
can have as a number of mutation points equal to Potency.

54
Chapter Seven: Crafting

Chapter Seven

Crafting
There are no people more prized in a society than its the “Longsword” recipe is sufficient for both a basic
craftspeople. While any fool can swing a sword, it takes true longsword and a Fine Silverite Longsword.
skill and dedication to learn to forge one anew from the base
elements. It is the blacksmith that keeps the horses shoed, Learning new Recipes
the plows sharp and the army well stocked; it is the Characters that have picked up the talents required to
carpenters and masons who erect houses, castles, and more. become craftsmen will gain a number of Recipes from those
From the lowliest cobbler to the greatest architects - talents, but can learn many more. To learn a Recipe you
craftsmen are the lifeblood of any society. must first find a teacher, which is either someone who
knows the recipe, or a written record such as a book or
The Act of Crafting scroll. Most craftsmen are hesitant to share their Recipes; it
jeopardizes their business and takes their valuable time.
To undertake a crafting project you need only knowledge
Where such knowledge can be paid for - always and only at
of the appropriate Recipe, the right raw materials, time to
the GM’s discretion, and usually requiring an adventure on
work and an appropriate workspace. Once all of these are
top of the cash price - a recipe will usually cost anywhere
acquired, crafting is a Basic test with a TN based on the
between five and ten times what the finished product will
item’s quality; and an Ability (Focus) determined on the
cost.
item being created. Strength (Smithing) for metalwork,
Cunning (Herbal Lore) for potion-making, etc. With an appropriate source (a teacher or written record)
learning a recipe requires an advanced TN 13 Cunning
Crafting “Recipes” (Engineering, Poison Lore, Herbal Lore or other
Every craftsman, whether he is a poison-maker, a appropriate focus) test with a threshold of 15. Each test
blacksmith, or a cobbler, knows how to make only a limited requires a day of study, with failure indicating that no
number of things. Most blacksmiths would have no idea progress was made that day.
how to forge a longsword; they just never learned how to
do it. While a certain degree of knowledge and skill is Creating your own Recipes
implied from the focuses and talents you possess - The lack of an appropriate Recipe can put a serious damper
encompassing extremely simple items like horseshoes, on your plans, and you can’t always expect to find the
pots, and pans - more complicated items require Recipes to recipe you need when you need it. Indeed, the vast majority
craft. of craftsmen simply don’t possess the recipes that most
adventurers would find useful. Fortunately, an intelligent
A Recipe represents the knowledge to create a single type
character can develop a recipe on his own. Doing so is not
of item; whether it’s the complicated alchemical formula to
quick, is not cheap, and is not easy.
create a potion, the schematics required to build a sailing
ship, or the techniques to forge a short sword. While a The recipe of even a relatively simple item like a longsword
Recipe only covers a single type of item, you don’t need a represents centuries of evolution and development,
new recipe for superior quality or alternate material items - recreating one from scratch isn’t quick or easy. Creating a
recipe from scratch is an advanced TN 19 Cunning

55
Chapter Seven: Crafting

(Engineering/Poison Lore/Herbal Lore/or other Quick (less than 1 Hour) - Really simple and small things
appropriate Focus) test with a threshold of 25. Each test that can be completed relatively quickly. Unless time is a
requires you pay an amount equal to the item’s base cost for factor, assume it takes about an hour to complete, otherwise
materials in your research and experimentation and takes it will take an hour - (10*Dragon Die) minutes.
two full weeks of time. If you have a completed example of Simple (1 day) - Most small, handheld objects without
the item the recipe is for, the test takes only a week (though intricate workings; examples include daggers, lanterns,
you do have to pay the same amount). Failure indicates silverware sets and the like.
there was no progress made, while a failure with a Dragon
Complicated (1 Week) - Larger pieces that can still be held
Die result of 1 indicates all progress was lost, and the
in one hand but are far more complicated than simple
advanced test must start over.
objects. Examples include instruments, most weapons,
Materials and Cost furniture and the like. This also includes some simplistic
buildings such as barns or huts.
No matter how good you are, you cannot forge a longsword
Complex/Large (1 Month) - Larger more complex objects,
with nothing but sand and twigs. To craft an item -
including most suits of armor, crossbows and a vast
regardless of what the item is - you need access to supplies.
majority of common buildings.
While you can usually buy most common supplies,
uncommon or dangerous materials must be acquired Minor Large-Scale (3 Months) - Larger public buildings
through adventure. such as churches or bathhouses, smaller ships, or simple
fortifications.
When crafting an item, you must pay an amount equal to
Major Large-Scale (1 year+) - Immense public buildings
half its Cost to attempt its construction. Resources acquired
like cathedrals, larger ships or entire castles; major
through questing (such as the mithril you are going to forge
fortresses and the like might take multiple years to build -
a sword out of) should all be assigned a value, and when
at the GM’s discretion.
used in the crafting of an item can be used in “payment” of
up to half of the crafting cost (one-quarter of the item’s final Workspace
value); if you don’t have enough of the material to equal a It is no simple matter to undertake a crafting project, and
quarter of the item’s Cost, then you don’t have enough of artisans spend their entire lifetimes collecting the tools and
the Material to craft the item. (The GM may judge facilities necessary to perform their craft.
otherwise, especially if it is close). The proper workspace required varies widely from craft to
Crafting Cost = ½ item Cost craft - from the forges of smiths, to the studios of painters,
to the cranes and quarries of architects. Regardless of the
form it takes, a workspace fits into one of five categories,
Materials=½ Crafting Cost=¼ Item Cost which determines if it provides a bonus (or penalty) to the
crafting roll.
Multi-Tasking Crafting Crude Workspace - These workspaces are barely sufficient
A crafting task does not require the entirety of a craftsman’s to do the craft’s work. Most workspaces in the world are
time, and a master craftsman does not need to put his hands crude - the village blacksmith has to put up with the simple
on every piece used to assemble a suit of armor. With an forge and tools he has acquired or made himself, the artist
appropriate Expert follower to oversee each crafting lives in a cramped studio with just the basic paints and
project, a craftsman can simultaneously conduct a number brushes, etc... A Crude Workspace imposes a -3 penalty to
of crafting projects equal to his Cunning ability. crafting tests made within it, and can never produce goods
Typically, a craftsman must spend one week a month higher than Fine Quality.
overseeing his projects, or the project doesn’t progress that Ordinary Workspace - These workspaces have just what
month. This leaves three weeks a month to go out you need to get the job done and nothing more. These
adventuring workspaces are found in towns and cities where wealth can
be made and used to outfit better workspaces. An Ordinary
Crafting Time Workspace grants no bonuses to crafting tests, nor imposes
Crafting takes time; whether it is ponderously hammering any penalties; though an Ordinary Workspace can produce
at a forge, painstakingly carving a violin into the perfect goods up to Superior Quality.
shape, or exactingly mixing ingredients to make a potion. Fancy Workspace - These workspaces have everything you
Since we don’t have time to research exactly how long it could need to complete a project in an efficient and timely
took to forge a sword using medieval techniques, or how manner and almost certainly include tools of superior
long it took to build a ship from keel to decks (and if we did, quality. They are found only among the most affluent in a
the answer might not be conducive to having a good time - field - usually forming the foundation of a Guildhall within
do we really need to know that it took centuries to erect a a major city. A Fancy Workspace grants a +1 bonus to
castle?). In light of this, the time it takes to craft something crafting rolls made within it, and can produce goods up to
loosely falls into one of the following categories. Exceptional Quality.

56
Chapter Seven: Crafting

Luxurious Workspace - These workspaces are found only TN: This is the Target Number of the crafting test for objects
in the very wealthiest of places and are worked in only by of this quality.
masters of their craft. These workspaces have everything
Modifiers: For weapons, Modifier A adds to Weapon
you could ever want, all of it of superlative quality - even
Damage while Modifier B adds to Attack rolls.
esoteric and outlandish tools useful for only a single (rare)
procedure will be found here. These workspaces are For Armor, Modifier A adds to Armor Rating while
unheard of outside Royal Armories or Grand Guildhalls. A Modifier B is subtracted from min. constitution.
Luxurious Workspace grants a +3 bonus to crafting rolls
For most other Objects, Modifier B applies to tests made
made within it, and can produce goods up to Legendary
with that object.
Quality.
Perfect Workspace - These workspaces are legends and Ornamental Treasures
myths - often assumed to not even exist. They are the There is more to an item than mere practical application,
private workshops of crafting gods and devils - or even sometimes you want something to look good, and when
more powerful beings. In a perfect workspace, everything you do - ornamental treasures are where you find them.
is of unimaginable quality and its placement is … perfect. Deciding to make an item ornamental does nothing to affect
Raw material bins are always where you need them, tools its function, but provides the item a Social Benefit (detailed
seem to fly into your hands when they are needed and any in Chapter 4: Equipment and Gear). For obvious reasons,
project seems to assemble itself. A Perfect Workspace grants Ornamental items cost more, but they also take longer to
you a +5 bonus to crafting rolls made within it, and can make - since you need to spend time ensuring that every
produce goods up to Divine Quality. feature of the item is pleasing to the eye as well as
Quality is Everything functional; this is accompanied with a minor increase in
difficulty as well; more than one smith has compromised
There is a difference, clearly, between a pitted, rusty
the integrity of a blade with fanciful alterations.
longsword on one hand and a longsword new-forged by
dwarves from veridium mined from their ancestral vaults Ornamentation Cost Time TN Effect
on the other. There is a critical distinction between an Ordinary +0 1x +0 None
upside-down cookpot and a helm crafted by a master of the Decorative 5 gp 2x +1 +1 Social Benefit
king’s armories. And it makes a difference whether one’s Ornate 25 gp 4x +2 +2 Social Benefit
mandolin was assembled from Dalish wood by a master Jeweled 125 gp 8x +3 +3 Social Benefit
musician or cobbled together by an itinerant peddler who Resplendent 600 gp 16x +4 +5 Social Benefit
had one eye on the local fishmonger’s wife while he worked
on it.
Special Materials
There is more to an object than the quality of its
When you start a crafting project you must choose the craftsmanship - the raw materials from which it is made
quality of the object. The Quality you choose determines the impacts it nearly as much. An object’s Quality determines
TN of the crafting test and modifies the amount of time it how much more effective it is than its base form; Objects
takes to craft the object. Higher-quality objects also have a made of Special Materials, on the other hand, do not
higher Cost - in addition to the bonuses they grant. improve the item’s basic effectiveness - instead improving
Cost: The base object’s Cost is multiplied by this number to its secondary traits.
determine the Value of the higher-quality object.
Special Materials can impact a weapon’s Minimum
Time: The Crafting Time of an Object is multiplied by this Strength requirement, its Range, or any number of other
number to determine how long it takes to craft the higher- attributes, but should not add to Attack or Damage rolls;
quality object. nor should it add to Armor Rating or lower Armor Penalties
Quality Cost Time TN Mod A Mod B An item’s material increases its cost (for obvious reasons),
Crude ¼x ¼x 7 -3 -3 and the exotic methods that need to be employed to shape
Poor ½x ½x 9 -1 -1 them increases both the Crafting time and Target Number
Ordinary 1x 1x 11 +0 +0 of the project. Special Materials are measured by Value - as
Fine +1 gp 2x 13 +1 +0 opposed to being measured by weight - and to craft an item
Pristine +5 gp 4x 15 +2 +1 with a Special Material, the value of the materials you have
Superior +25 gp 8x 17 +3 +1 must equal the Materials Cost of the item (see Materials and
Outstanding +125 gp 16x 19 +4 +2 Cost earlier in this chapter). When Special Materials can be
Exceptional +625 gp 32x 21 +5 +2 purchased, always and only at the GM’s discretion, they
Perfect +3,000 gp 64x 23 +6 +3 usually also require an adventure on top of the cash price.
Marvelous +15,000 gp 128x 25 +7 +3 Special Materials should be rewards for successful
Legendary +78,000 gp 256x 27 +8 +4 adventures and gifts from powerful allies - not just another
Epic +400,000gp 512x 29 +9 +4 commodity to be bought and sold.
Divine +2,000,000gp 1024x 31 +10 +5

57
Chapter Seven: Crafting

Weapon and Armor Materials Mithral: Cost: 2x, Time: 2x, TN +1


Cost Time TN
Mithral is a very rare silvery, glistening
Material Effect
metal that is lighter than steel but just as
Mundane 1x 1x +0 None
hard. It is prized by smiths in the creation
Adamant 8x 8x +3 Doesn’t Suffer Damage
of arms and armor. When Armor is made
Drakeskin 16x 16x +4 ½ Damage from Element
from it, it is considered one category
Etherium 16x 16x +4 Can attack Immaterial
lighter (Plate becomes Mail and Mail becomes Leather) for all
Ironbark 4x 4x +2 Range +50%
purposes; when Weapons are made from it the Minimum
Mithral 2x 2x +1 -1 Minimum Strength
strength to wield them decreases by 1.
Scrith 8x 8x +3 2-yard radius Unholy
Silverite 8x 8x +3 2-yard radius Holy Scrith: Cost: 8x, Time: 8x, TN +3
Volcanic Aurum 8x 8x +3 Weightless Found only in the deepest darkest places,
Mundane Materials: Cost: 1x, Time: 1x, TN +0 Scrith appears to be a matte black metal
Representing all common mundane materials from Iron, with tendrils of red just beneath the
Bronze and Steel to Ash, Pine and Yew. Items made from surface. When forged into weapons or
Mundane Materials are the base from which all others armor, the area immediately adjacent to it
differentiate themselves, and they offer no benefits above (Engaged) is considered an Unholy place (imposing a -1
and beyond that of the generic version of the item. penalty to all tests made by Holy creatures).
Adamantine: Cost: 8x, Time: 8x, TN +3 Silverite: Cost: 8x, Time: 8x, TN +3
Mined from rocks that fell from the Considered by many to be a gift from the
heavens, this ultrahard metal adds to the gods, silverite is an opaque white metal
durability of a weapon or suit of armor. with swirling vortices of silver running
Weapons and armor fashioned from across it. When forged into weapons or
Adamantine never suffer damage inflicted armor, the area immediately adjacent to it
by stunts or items that reduce Armor Rating or Damage. (Engaged) is considered a Holy place (imposing a -1 penalty
to all tests made by Unholy creatures).
Drakeskin: Cost: 16x, Time: 16x, TN +4
Drakes are the youngest of Dragonkind Volcanic Aurum: Cost: 8x, Time: 8x, TN +3
and they have yet to grow scales of their A rare form of volcanic glass that is
own. Their Skins, however, are very virtually weightless but as strong as steel.
durable and widely desired in leather- Weapons made out of Volcanic Aurum
working applications. Armor made from don’t count against your Weapon Limit,
Drakeskin increases a type of resistance nor do they have a weight.
based on the drake’s elemental affinity (e.g. a red drake’s
made into armor would increase Thermal Resistance) by 3.
Etherium: Cost: 16x, Time: 16x, TN +4
A semi-transparent blue metal present
both on the Material and Immaterial sides
of the veil. Found only in locations of
massive death, where thousands of souls
have crossed over, it has the ability to
affect both Material and Immaterial
beings. Weapons made from Etherium can be used to attack
both Material and Immaterial creatures, and armor made
from Etherium applies its full Armor Rating against attacks
made across the veil.
Ironbark: Cost: 4x, Time: 4x, TN +2
Derived from the bark of trees that have
fallen from age, Ironbark is as durable as
steel but far more flexible. Ranged
Weapons made from Ironbark increase
their Short and Long Range by 50%.

58
Chapter Eight: House, Lands, and Holdings

Chapter Eight

House, Lands, and Holdings


A house, at its very base, is intended to represent a noble Player characters don’t necessarily need to be the leaders of
family, though a house can also be used - with some slight a House for them to control its progress - even as minor
modifications - to represent guilds, senates, councils or any members they have motivation to see the house prosper
other political body that wields its own power. and grow.

Kingdoms Resources
These rules are intended to be used to represent a feudal As much as a house is defined by its history, deeds, and
society, with Noble houses sworn to allegiance to a King (or politics, a house is essentially a collection of seven
queen) and their Royal family. The Royal family is a House, resources. Each resource, like a character’s abilities,
like any other, that has enough Vassals and Allies so that describes an aspect of the house’s holdings such as the size
they cannot be challenged by any other houses in their of its lands, its political status, wealth, and so on. Each
geographical region, or rather, no house has successfully resource has a rating ranging from 1 to 50 and higher, with
defeated them. higher numbers representing greater resources and smaller
numbers representing fewer resources. These values will
A Royal House typically has immense resources, and many
fluctuate during play, rising and falling depending on how
exceptionally powerful vassals, who in turn have a great
well it fares in the test of time.
many vassals of their own. It is important to keep in mind
that the great majority of land in a kingdom is not directly For each resource, roll 7d6 and sum the results. For
ruled by a king, or even a noble family - free farmers, explanations for each resource and their values, see their
knights, and other entities will own the vast majority of the respective entries.
lands of any kingdom.
Houses in Play Defense
Defense describes fortifications, castles, keeps, towers, and
Houses are intended to give players an invested interest in other structures that serve to protect your holdings. Defense
a land or people; they can also be used to draw the players’ also describes the presence and quality of roads,
characters together in a bond stronger than “met in a bar”. representing the ability to move troops and supplies to
Players can start play as members of a House, be adopted threatened areas.
into a House at a later date, or found a House of their own
when they accept responsibility for a land and its people. Influence
The following rules for creating Houses are intended to be Influence describes your presence in your nation, how other
used to create a House of intermediate strength, with room houses see you, and the notoriety attached to your name. A
to grow and expand, but also capable of failing and high Influence resource typically describes a great noble
collapsing. If a house is gained through play, rather than house or a royal family, while a low Influence resource
created at the beginning of the game, it is entirely would describe a house of little consequence, small and
reasonable to adjust resources and holdings to appropriate largely unknown beyond the lands of their liege.
levels - depending on how the house has been presented in
the game.

59
Chapter Eight: House, Lands, and Holdings

Score Description
The house’s name and history has been erased from
Wealth
0 Wealth covers everything from coin to cattle and
all records, and no one speaks of them anymore.
1-10 A minor landed knight or the equivalent. everything in between. It represents your involvement and
A greater landed knight or the equivalent, with a success in trade, your ability to fund improvements in your
11-20 domain, hire mercenaries, and more.
name known to some outside the immediate area.
21-30
31-40
Minor Nobility, important only to their immediate
lords
Important to nobles far and wide.
House History
Each house has a history, a chronicle of deeds and crimes
Well-Known nobility known to everyone in the
41-50 that shape its identity. Great deeds might elevate a house to
nation.
greater heights, while scandal and tragedy can shatter a
Powerful Nobility such as Dukes or similar known to
51-60 house’s foundation, forcing it to fall into obscurity.
just about anyone on the continent.
61-70 Kings and Queens of major nations. Historical events provide important developments in your
family’s history, either adding to your fortunes or
Lands diminishing them.
Land resources describe the size of your House’s holdings When creating a new house, you roll 1d6 to determine how
and the extent of their influence over their region. A high many events are in your house’s past. Each event modifies
score describes a house that controls an enormous stretch of your resources, increasing or decreasing them by the
terrain, such as a Duke, while a small score might represent indicated value. Roll 3d6 once for each historical event and
control over a small town. compare the result to the following table. Record them in
the order that you rolled them. Historical events can reduce
Law a resource to 0 but no lower.
Law encompasses two things: the extent to which the Roll Event
commoners respect and fear you and the threat of bandits, 3 Ascent
brigands, raiders, and other external and internal threats. 4 Catastrophe
Law is something your family must maintain, and if you 5 Conquest
don’t invest in keeping your realm safe, it could fall into 6 Defeat
chaos. 7 Decline
8 Doom
Score Description
9 Favor
0 Lawless, uncivilized land. You have no authority here.
10 Glory
Bandits, raiders, and other criminal bands are afoot in
1-10 11 Infrastructure
your lands, causing mischief and trouble.
Lawlessness and banditry are a problem along the 12 Invasion/Revolt
11-20 13 Madness
fringes of your lands.
The typical level of Law throughout much of the 14 Scandal
21-30 Medieval Period in Europe. Crime is common but not 15 Treachery
out of control. 16 Victory
You exert a great deal of control over your lands, 17 Villain
31-40
and crime is uncommon. 18 Windfall
Such is your influence and devotion to maintaining
41-50
the peace that crime is rare. Ascent
51-60 You have almost no crime at all in your lands. An advantageous marriage, a great deed for a liege lord, or heroism in a
decisive battle can all improve the fortunes of a noble house. If this is your
The only crimes in your lands are crimes of passion,
61-70 first historical event, it indicates that your house was raised from the
all others are put down.
common folk by marriage or through some great act that warranted your

Population
elevation to a noble house. Otherwise, ascent indicates that your house
participated in some key historical event that improved their fortunes.
Population addresses the sheer number of people living in Defense Influence Land Law Pop. Power Wealth
the lands you control. The more people there are, the more +1d6 +1d6 +1d6 +1d6
mouths you have to feed. However, the more people there Catastrophe
are, the more your lands produce. This abstract value A result of catastrophe usually indicates a natural disaster, such as an
describes the quantity of folks that live under your rule. outbreak of plague, blight, or drought, any of which can diminish your
population and ability to control your lands. If catastrophe is your first
Power historical event, it means your family may have gained their status through
dubious or tragic means, perhaps replacing the previous lords who were
Power describes your house’s military strength, the ability wiped out during the catastrophe or were a lesser branch that rose in
to muster troops and rouse vassals sworn to you. Domains station as they inherited the holdings of their kin.
with low scores have few soldiers and no vassals, while Defense Influence Land Law Pop. Power Wealth
those with high scores may have a dozen or more vassals -1d6 -1d6 -1d6 -1d6
and can rouse an entire region. Conquest
60
Chapter Eight: House, Lands, and Holdings

Your family fought and defeated an enemy, annexing their lands and An invasion or revolt marks a period of collapse, destruction, and ruin.
holdings to their own. With such a victory comes the trouble of old Most of these results come from an external invasion, either from iron-
loyalties, weakening your house’s hold and influence over the common men, clansman, or wildling raiders, or from an enemy house, but it can
folk. If conquest is your first historical event, you gained your noble status also stem from a period of inept rule that led to a widespread common folk
by defeating another lord or landed knight. revolt. Invasion/revolt as a first historical event means your house was
Defense Influence Land Law Pop. Power Wealth born from the strife and came to power in the aftermath.
-1d6 +1d6 +1d6 -1d6 +1d6 +1d6 Defense Influence Land Law Pop. Power Wealth
-2d6 -1d6 -1d6 -1d6
Defeat
Your family fought a war or smaller conflict but was defeated, losing Madness
status, precious resources, and influence. If defeat is your first roll, your Inbreeding, fell secrets, disease, or mental defects can produce
family might have been swallowed up by another house and forced to derangement and madness among any people of the world, including its
marry into a lesser branch until your original bloodline became all but rulers. A madness historical event indicates that a particular figure
extinct. suffered from some insanity, producing unpredictable results, with
Defense Influence Land Law Pop. Power Wealth positive or negative outcomes. Each resource increases by +6 and then
decreases by –2d6, producing a range of +4 to –6. If this was your first
-1d6 -1d6 -1d6 -1d6 -1d6 -1d6
result, your family was instead raised by an insane lord or king as
Descent appropriate.
Whether from a poor marriage, a downturn in trade, or a series of tragic Defense Influence Land Law Pop. Power Wealth
losses in a conflict, your house entered a period of decline. If descent is 6-2d6 6-2d6 6-2d6 6- 6- 6-2d6 6-2d6
your first roll, your house was probably born from a poor marriage—a 2d6 2d6
desperate lord wedding his daughter to a merchant prince—or of a major
branch becoming extinct, leaving the holdings to a lesser branch to rule. Scandal
Defense Influence Land Law Pop. Power Wealth Your family was involved in some disaster, a scandal that haunts them
-1d6 -1d6 -1d6 -1d6 still. Good options include spawning a bastard, incest, failed conspiracies,
and so on. In the case of your first roll, the scandal created your family as
Doom a way of covering up the crime.
Easily the worst possible result, your house suffered a terrible series of Defense Influence Land Law Pop. Power Wealth
mishaps, disasters, and tragedies that nearly erased your family. -1d6 -1d6 -1d6
Depending on the era, doom might be of a supernatural origin—a dreadful
curse or an attack by horrors from beyond the Veil. Doom could be purely Treachery
natural, combining the results of several downturns into one catastrophic Either you suffered the results of treachery or you were involved in
setback. For a first historical event, your family might have clawed their committing a treacherous act. In either case, the historical event stains your
way out of the ashes of a destroyed house, maybe being loyal retainers or family’s name. Should treachery be your first result, you gained your
even just common folk that seized the old lord’s holdings. house by means of some dark deed, possibly betraying another lord or
Defense Influence Land Law Pop. Power Wealth noble.
-2d6 -2d6 -2d6 -2d6 -2d6 -2d6 -2d6 Defense Influence Land Law Pop. Power Wealth
-1d6 -1d6 +1d6
Favor
Your family gained the favor of the king, their lord, the Faith, or from some Victory
other powerful body. As a result, their fortunes improved, and they Your family achieved an important victory over their enemies. Foes could
climbed in standing. This favor might also result from the naming of a include iron-men, Reavers, a King-beyond-the-Wall, or a rival house. In
family member to the ranks of a major political entity such as a Knightly any event, your family rose in prominence and power because of their
order. Should favor be your first historical result, the king likely raised victory. As an initial historical event roll, this victory was so great that your
your family to nobility. family was raised to nobility.
Defense Influence Land Law Pop. Power Wealth Defense Influence Land Law Pop. Power Wealth
+1d6 +1d6 +1d6 +1d6 +1d6 +1d6 +1d6
Glory Villain
A family wins glory through a military victory, personal achievement, or Your family produced a character of unspeakable cruelty and wickedness,
by a great act of heroism. Glory is similar to ascent, but it focuses on one a villain whose name is still whispered with dread. Such a character might
figure in your family’s past. The result of this individual’s deeds advances have committed terrible crimes in his home, killed guests under his roof,
your family’s standing in the eyes of its peers. Generally, glory as a first or was simply just a bad person. A villain as a first roll usually wins this
historical event should imply that your house was formed as a reward for position by dint of his evil, possibly murdering a rival and seizing his lands
the great acts of their founder. or birthright.
Defense Influence Land Law Pop. Power Wealth Defense Influence Land Law Pop. Power Wealth
+1d6 +1d6 +1d6 +1d6 +1d6 -1d6 -1d6 +1d6
Infrastructure Windfall
Infrastructure describes a period of peace and prosperity, a moment in
A windfall is a boon, a blessing that catapults your family into fame (or
your house’s history remembered for growth and expansion. Whenever
infamy). Possible results could be an advantageous marriage, a gift from
you get this result, choose two different resources and increase each by
the king, discovery of new resources on one’s lands, and more. If windfall
1d6. If infrastructure is your first result, your house was born during a
is your first historical event, you won your lands by attaining a victory at
period of expansion under your lord or king’s rule.
a tournament, performing a great act, etc.
Defense Influence Land Law Pop. Power Wealth
Defense Influence Land Law Pop. Power Wealth
Choose any two and add +1d6
+1d6 +2d6 +1d6 +1d6 +1d6 +2d6 +2d6

Invasion/Revolt

61
Chapter Eight: House, Lands, and Holdings

Putting it all Together Defense Holdings


These events are broad and loosely defined to allow you Defense holdings are strongholds, towers, walls, and other
and your fellow players the greatest latitude in building fortifications. A defense holding grants benefits to your
your house. It’s up to you and the GM to determine the units’ Defense when defending your lands, but they are also
particular details of each event, though suggestions are a symbol of status and power. If you have Defense Holdings
present under each entry. Come up with particular but no land holdings, you possess only the lands
instances that can help you make your house as interesting immediately surrounding the defense holding and nothing
and as detailed as you can. Doing so binds your characters more.
to the setting and helps to shape your own character’s
ambitions and personality. Pay special attention to the first Fortress
historical event, as it defines the origin of your house and is Investment: 50 Defense
a strong influence on your character’s upbringing. A fortress is a massive stronghold in the vein of Helm’s
Deep or Minas Tirith. A fortress has several towers,
Finishing Touches structures, and smaller buildings, all surrounded by a steep
Once the starting values for each resource and historical curtain wall and likely a moat as well.
events are determined, each player gets to modify the Benefit: Units defending a fortress gain a +10 bonus to
values by rolling 1d6 and adding it to a resource of their their Defense.
choice. The immediate result is that larger groups of players
have slightly more powerful houses because they have the
benefit of more signature characters. Players may modify Castle
any resource they like, but no resource can benefit from
Investment: 40 Defense
more than two extra rolls.
Castles are impressive fortified strongholds but are not as

Holdings large or as imposing as a Fortress. Most castles incorporate


at least one central keep and several towers connected by
With your resources generated, it’s time to define your walls and surrounded by a moat.
holdings. In a way, holdings are like investments in that Benefit: Units defending a castle gain a +5 bonus to their
you use your resources to select specific elements in the Defense.
form of castles, towers, cities, towns, soldiers, mines, and
more. When you define your holdings, you do not reduce
the resource; instead, allocate those points to a specific Small Castle
expression of that resource. You don’t need to allocate all Investment: 30 Defense
your resources, and may keep some in reserve to create new
A small castle is simply a smaller version of a standard
holdings as the game progresses.
castle. It usually has no more than a single keep, perhaps
If your resources are later reduced, such as by a blight two towers and a wall.
sweeping through your crops or losing a battle, you may
Benefit: Units defending a small castle gain a +3 bonus to
lose your investment. Similarly, if an investment is
their Defense.
destroyed, such as having an enemy burn your castle to the
ground, you lose the resources you invested in that
particular holding.
Hall
All of the following holdings include how much of your Investment: 20 Defense
resources you need to invest to gain the holding. You can A hall (or keep) is usually a small, fortified building. It may
invest resources at any point during the game to create a or may not be surrounded by a wall, and it could have a
holding, which is justified as “always being there” or tower, though it’s unlikely.
“having just been completed”. This allows you to flesh out
Benefit: Units defending a hall gain a +2 bonus to their
your holdings as the game progresses; you could, for
Defense.
example, spawn a village while out adventuring on the
edges of your lands as a spot to rest and resupply. This
village had “always” been there, as evidenced by your
Population resource, but had until now not been important Tower
enough to specify. Investment: 10 Defense
Towers are single stone or timber structures that thrust up
from the ground. If they have any outbuildings, they are
small and unprotected.
Benefit: Units defending a tower gain a +1 bonus to their
Defense.

62
Chapter Eight: House, Lands, and Holdings

Influence Holdings Land Holdings


Influence represents your social power, your presence in
your region and throughout the world. The primary
investment for Influence is in special characters. Influential
houses always attract important people, who swear oaths
to further that house’s goals in exchange for the benefits of
belonging to that house (those provided by the house’s
Wealth). Player Characters who are named to any of these
positions gain a mechanical benefit from the honor.
Head of House
Investment: 0 Influence
A house’s leadership, typically its Lord and Lady, costs no
Influence - they’re always expected Lands describe the terrain and extent of your actual
holdings. Lands may be forests, lakes, hills, mountains,
Benefit: A Head of House always inspires anyone he leads in
battle, merely by being who they are. Mass Combat units led by a coastlines, and more, all based on where your house is
Head of House gain an additional point of Health. situated and the terrain of your realm. Each Land
investment is called a domain. Each domain is roughly a
Heir league (3 miles). Your domains reflect only those lands that
Investment: 10 Influence are under your direct control and not under the control of
An heir is an appointed successor to the current head of your vassals, knights, and others in your service.
house, by whatever laws the house governs succession.
Domains each have two components, features and terrain.
Benefit: The house has an appointed successor, usually a
A feature is something found on that land such as a river,
son or daughter of the current Head. Mass Combat units
woods, or coastline. A domain can have as many features
lead by an Heir gain an additional point of Health.
as you’d like to invest. A domain without a feature is
Knight barren, being a desert, scrubland, or waste depending on
Investment: 5 Influence the realm. Terrain specifically describes the lay of land,
A knighted character is charged with the defense of the being mountainous, hilly, flat, or sunken. A domain must
House’s honor and its members. have terrain and may only have one type of terrain, even if
Benefit: The house gains an experienced warrior as a it has elements of other terrain types.
special character. The honor increases his total Health by 5. Terrain
Magician There are four broad types of terrain. If you cannot afford
Investment: 5 Influence to invest in a domain, your holdings are smaller than a
A court magician is tasked with tracking the magical league and extend only a short distance around your
welfare of their House, and providing its members with primary stronghold.
magical services. Terrain Cost
Benefit: The house gains an experienced mage as a special Hills 7
character. The honor increases his total Spirit Pool by 5. Mountains 9
Master Artisan Plains 5
Investment: 5 Influence Wetlands 3
A master artisan serves to provide the house with the best Hills: Hilly terrain is difficult to move across, taking 50%
arms, armor, and equipment. longer to cross than flat plains. Battles that take place on
Benefit: The house gains an experienced craftsman Hilly terrain allow the defender Battlefield Advantage.
capable of producing Superior equipment. The honor Mountains: Mountains are very treacherous to cross, taking
allows him to craft objects one quality better than normal. at least twice as long to cross. They are incapable of having
Spymaster the grassland feature, but do offer defenders Advantageous
Investment: 10 Influence Terrain.
A Spymaster watches over a house’s spies and informants, Plains: Flat plains are desirable for agriculture and are easy
keeping tabs on undesirables and bringing important news to traverse. But they offer no defensive advantage.
to the Head of House - or dealing with it themselves.
Wetlands: Wetlands are very undesirable terrain, nearly
Benefit: The house gains an experienced Rogue with
impossible to cross with armies and taking twice as long to
contacts in the House and its neighbors. When using
traverse with smaller groups. Roads cannot be built over
contacts to acquire Intel, the TN is no longer affected by
wetlands.
the value or danger of acquiring the Intel.

63
Chapter Eight: House, Lands, and Holdings

Features Law Holdings


A feature is some descriptive element or noteworthy Unlike other resources, Law does not have holdings for
landmark or place that merits attention. Costs are in investment. Instead, your Law resource describes the extent
addition to the terrain cost. of your authority over your lands, specifically it applies to
Terrain Cost drawing resources from your lands with minimal loss due
Coast 3 to crime, banditry, and villainy. Maintaining a high Law
Grassland 1 resource helps reduce waste and loss, improving your
Island 10 house’s fortunes, while having a low Law allows banditry
Road 5 and criminals to drag your house down. Apply the modifier
Ruin 3 on the following table to all House Fortune rolls you make.
Stream/River 2
Law Score Fortunes
Pond/Lake 5
Light Woods 3 0 -20
Dense Woods 5 1-10 -10
11-20 -5
Coast: A holding with a coastline is on the sea or a really 21-30 -2
large lake. Coastal areas provide easy access to fishing, so 31-40 -1
they provide food as if they were a Grassland. These 41-50 0
holdings can build ports, and enable Warships access to 51-60 +1
take part in battle. In combat, one side of a battle map 61-70 +2
should have sea access. 71+ +5
Grassland: Grasslands are valuable agricultural features, as
they are the only features that can support farming or
Population Holdings
Population holdings represent the cities, towns, and
herding of livestock. A single grassland can feed a Village;
villages under your house’s control. The greater your
two are needed for a Town, four for a City, and eight for a
Population, the more people occupy your lands. You can
Metropolis.
invest Population into settlements, each of which possesses
Island: Islands are very defensible holdings completely a title that can be given out, along with a stipend paid every
surrounded by water. Since only Warships can fight on month to its ruler. A settlement’s ruler must spend a week
water, any armies crossing to attack an island must either out of every month managing the settlement’s affairs, or the
defeat the defender’s Warships, or risk being sunk without House will suffer a -5 penalty to House Fortunes rolls (for
a fight. Islands usually, but not always, also have a Coast each settlement poorly managed)
(those that don’t are cliff-faced).
Settlement Cost Food Stipend
Road: Roads are helpful for travel, cutting the time it takes Village 15 1 25 sp
to cross an area in half. They also allow easy commerce. Town 30 2 100 sp
Ruin: Ruins of lost civilizations often contain treasures and City 60 4 400 sp
cultural artifacts. When present on a battlefield, they can be Metropolis 100 8 1,600 sp
used as a defensive bastion as if they were a Tower. Feeding Settlements
Stream/River: Waterways are very beneficial to commerce In most situations, Houses don’t need to care where the
and travel - though they require a boat. Travel via river is food their people eat comes from - they produce food on
three times as fast as on foot, and it provides a natural their lands and import whatever they need behind the
barrier in battle. Warships are too large to travel on streams scenes. In times of war or natural disaster, however, it
- though streams have easily crossed fords, while rivers can becomes important where food comes from.
be traversed by Warships but not crossed by other units. Since people may stop trading with your house, your
Pond/Lake: Ponds and Lakes provide ample fresh water farmlands might be captured by enemies, your shipping
and great fishing. They provide food as if they were a lanes might be blockaded, and your road traffic halted - it
Grassland. may become important to know just how much food your
people need and how much you can provide.
Light Woods: Light woods provide many obstructions,
doubling the amount of time it takes to cross them unless a The above table lists how many “units” of food a house
Road or Waterway is used. needs to feed a settlement before it begins to starve.
Grasslands, Coasts, and Ponds/Lakes all provide a House
Dense Woods: Dense woodlands, although scary, provide with one unit of food. When a House can’t get enough food
ample defense against invasion. Cavalry simply can’t to stave off starvation, the difference between the food it
navigate in Dense Woods - necessitating that they be needs and the food it can get (including from trade) is
dismounted to be of any use. They also double transit times subtracted from the House’s Population Resource each
unless a Road or Waterway is used. month the starvation persists.

64
Chapter Eight: House, Lands, and Holdings

Power Holdings Units


From your Power resource, you derive your family’s Investment: 1 Power for Green units, 3 Power for Trained
military might, its sworn swords, guardsmen, and vassals units, 5 Power for Veteran units, and 7 Power for Elite units.
that fight on your behalf. You can invest Power into vassals Units are the most common investment for noble houses.
or units. You do not have to invest all of your Power and They reflect the standing armies that support the household
can keep some or much of it in reserve to deal with and can be called up to defend the family’s lands at a
Household Fortunes as they crop up. moment’s notice. Each unit consists of 100 men, 25 men and
horses, or 5 warships.
Vassals Training
Investment: 1 Power per 5 points of Resources (total) the
A unit’s level of training determines the cost of the
vassal has.
investment. Training reflects experience and the skill of
Benefit: The Vassal House provides Units when called, their masters-at-arms. Lesser-trained units are cheap but
hosts its Liege House’s members while in its lands, and are less reliable than experienced units. More information
gives 1 (from its resources) Wealth every year to its Liege. on the various types of units and what their level of training
Vassals are noble families and landed knights that have means is found in Chapter 9: Mass Combat.
sworn vows of service and loyalty to your house in
exchange for your house’s protection, support, and aid in
Wealth Holdings
Wealth describes your family’s soluble resources,
times of trouble. While promises bind the vassal to your
explaining how they generate their income. You can invest
house, such vows can be tested when personal ambitions
Wealth into holdings, which grant specific benefits, or keep
get in the way of honor and duty. Moreover, smaller houses
it free to spend in other areas as needed. It’s often best to
often come to envy the power and influence of the larger
keep some of your Wealth free for problems that might crop
houses to whom they are sworn, and betrayals, while
up during game play.
uncommon since the consequences can be so severe, can
and do occur. Additionally, a house’s wealth can be invested in sustaining
a family’s quality of life. Higher investments in a family’s
The benefit of a vassal is that they provide you with income quality of life improve the standards of living that the
each year and may be called to lend their military strength house’s members enjoy. For adventurers, it describes the
to your own. However, they are not blindly obedient, and types of equipment that the house will provide for you.
though they are sworn to you, their interests usually come
first. Furthermore, if you want to keep the loyalty of a
Quality of Life Investments
vassal, you must also support them and their conflicts, even Destitute
if doing so would interfere with your own plans. Investment: 0 Wealth
Your family provides only the bare essentials only to those
Your vassal (or vassals) begins play loyal to your family,
members who reside in its lands: food, clothing, and shelter
and their dispositions start at Friendly. As with all NPCs,
- all of the most basic variety.
developments in the campaign, your and your family’s
choices, and reputation can improve or worsen a vassal’s Common
disposition toward you. Should a vassal’s disposition ever Investment: 10 Wealth
fall to Malicious, you lose them and the points you invested Your family lives well enough, it has access to ample
into this house. supplies of food, good sturdy shelter, and new clothes on a
Ultimately, the Storyteller controls the banner house. The regular basis. While adventuring, the house assumes all the
members of the vassal’s house are usually Non-Player costs for food and lodging while in the same nation.
characters as well; although, to reinforce the bonds of Prosperous
loyalty, players may play characters who are members of Investment: 20 Wealth
these smaller houses.
Your family can afford to live according to their station;
Creating Vassals they have access to all they need and more. While
When a House agrees to become a vassal after the game has adventuring, the house assumes the costs of food, lodging,
started, the Vassal’s resources are added together and and provides you with any ordinary-quality arms and
divided by five (5), increasing the Liege House’s Power by armor that you need.
that sum. When a vassal is claimed during House creation Rich
at the start of a game, the Storyteller should take the Power Investment: 30 Wealth
invested into the Vassal House and multiply by five (5).
Your family wants for nothing and lives in a manner
This is the amount of Resources that the Vassal House
befitting royalty. Not only will the house provide for all
should add up to. The GM should then assign the Vassal’s
traveling expenses, but it will also provide you with any
Resources in a manner that creates an effective Vassal.
Decorative arms and armor you desire.

65
Chapter Eight: House, Lands, and Holdings

Other Wealth Investments


Artistry The House in Action
Investment: 10 Requirements: A Hall or larger Houses are not static things, and the resources and holdings
you generated thus far are merely a snapshot of its position
Your House supports artisans and craftsmen in improving
at the start of the game. A House can rise and fall
their craft, providing a boon to the quality of industry.
throughout the course of a game - depending on the actions
Benefit: You can always find Fine and Decorative items of its members and the winds of fate.
within your lands, regardless of settlement size and price.
The Ageless RPG is not a game about governance and
shrewd accounting of resources; it is a game about
Guilds characters adventuring for wealth and glory. For that
Investment: 15 Requirements: A Town or larger
reason, the rules for managing a house are very abstract and
Your House has placed manufacturing and pricing of aren’t meant to consume much time at the table. Use these
commodities within your lands in the hands of trade guilds. rules as a vehicle for creating adventures, and creating a
Benefit: All members of your house gain a 10% discount place to call home, and don’t allow them to consume much
on any goods purchased in your lands. time.

Library Seasons and Actions


Investment: 10 Requirements: Influence 30+ For the purposes of managing a house, time is measured in
Your House supports a library, collecting books and seasons, each three months long. During each season, your
research materials from far and wide. house has one House Action it can perform, and has one
house Fortune.
Benefit: Your house gains a +3 bonus on Fortune rolls,
and you have a library suitable to perform research in. House Fortunes
A House Fortune is an event that affects your lands, either
Marketplace improving or diminishing your resources. At the start of
Investment: 10 Requirements: A Town or larger each season, your group must decide if you want to Roll for
Your House facilitates trade within its lands with a sizable a House Fortune, or if you simply want to increase a
market, drawing merchants to do business in your lands. resource by 1. You must roll for a House Fortune at least
Benefit: All settlement values, which are used to once per year.
determine what you can buy, and how much you can sell When you roll for a House Fortune, add any bonuses and
items for in a settlement, are doubled in your lands. subtract any penalties you get from your investments or
Law resource and compare the result to the following table
Mine to determine what kind of Fortune you receive.
Investment: 10 Requirements: Mountains or Hills
Sometime over the next season, an event occurs that
Your House generates considerable revenue from several
impacts your House. The event can take any form your
mines that operate in its lands.
Storyteller deems fit (a plague, a great harvest, etc.), and
Benefit: When you choose to raise your Wealth score many times will be used as the seed for an adventure.
instead of rolling for a House Fortune, your Wealth is
Roll Result Roll Result
increased by +1d3 instead of +1.
3 or less Disaster 14 Boon
Port 4 Boon 15 Decline
5 Decline 16 Growth
Investment: 15 Requirements: Coastline
6 Curse 17 Curse
Your House maintains a port which lets merchant ships
7 Disaster 18 Blessing
bring exotic goods and cargo to your community.
8 Decline 19 Decline
Benefit: You can reroll your Perception (Searching) tests 9 Blessing 20 Blessing
to determine if an item is available for purchase once a 10 Decline 21 Growth
month, only while in your lands. 11 Growth 22 Blessing
12 Curse 23 Disaster
Shrine 13 Growth 24 or more Boon
Investment: 10 Requirements: A Town or Hall.
Boon
Your House has erected a small temple or shrine and A Boon is a fortune of considerable benefit and value to the house.
supports its priesthood to show your piety. Its occurrence might signify favor from a lord or the king, a
Benefit: Your house gains a +3 bonus to Fortune rolls, windfall, a beneficial alliance, a business opportunity, or a
profitable marriage. A boon should always improve one resource
and you have the services of a priest or priestess who can
by 1d6 or two of a house’s resources by 1d3 points.
consult the God(s) for answers.

66
Chapter Eight: House, Lands, and Holdings

Blessing Wage Wars


A Blessing is a minor benefit, an upturn in events that improves Houses are no strangers to warfare, and small battles erupt
the house in some way. Blessings might be useful alliances, constantly. Most conflicts are skirmishes, localized
receiving an invitation to participate in a notable tournament, a engagements between two houses whose dispute proves
visit from a powerful lord, and so on. Blessings improve one impossible to solve through peaceful means. While
resource by 1–3 points or two resources by 1 point each. defending yourself from an attack isn’t your action for the
Growth turn, launching an attack is.
A Growth result reflects the improvement of one or more of the
house’s resources. It might result in a gift of land, a sudden swell Host Tournament
in population, an upturn in the economy, and so on. Growth Ranging from small, localized affairs to larger events filled with
should improve one resource by 1 point. pomp and ceremony and overseen by the king, the tournament is
a spectacle, an opportunity to win glory, to exchange news, forge
Decline alliances, engage in intrigues, and more. The tournament is a
When Decline results, it reflects a diminishing of one or more of valuable event for the knights who participate, giving them the
the house’s resources. Decline reveals a shift in the house’s chance to win fame and gold. More importantly, though, it’s a
fortunes, such as the loss of land, the weakening of defenses, an great event for the sponsoring family, as a tournament helps
outbreak of sickness, and other minor but unfortunate establish one’s presence as a significant house, gain the attention
developments. Decline should reduce one resource by 1 point. of the great houses, advertise daughters and sons for good
marriages, and, above all, grow the house’s influence.
Curse
A Curse is an unfortunate downturn in events that could weaken Tournament Size
the house in some way. Curses are significant setbacks, and they Generally, there are three sizes of tournaments. The tournament’s
can include brigands, bad weather, blights, desertion, lawlessness, size determines the sorts of participants it will draw and the value
and other effects. A Curse reduces one resource by 1–3 points or of the prize offered. Larger tournaments are far more expensive
two resources by 1 point. than the smaller ones but can also win more acclaim and generate
more Influence.
Disaster Size Description
A Disaster is an event of catastrophic proportions and sets the
A local tournament usually costs 2 Wealth to sponsor and
house back in a significant way. Examples include the outbreak of 2 Wealth as the prize. You can substitute the hand of a
plague, the disfavor of a lord or king, the disgrace of a staunch lesser daughter for the prize if desired. Local
ally, widespread lawlessness, or a combination of any of these dire tournaments are small, drawing no more than 100
events. Disaster reduces a single resource by 1–6 points or two Local knights from lands around your own and hedge knights
resources by 1–3 points. in the area. Most local tournaments feature a joust and
may include a grand melee and archery contest. Each
Glory additional contest beyond the joust requires an
additional loss of 1 Wealth.
The easiest way to improve a house’s holdings is through
A regional tournament encompasses the entire realm and
adventuring. By undertaking missions, participating in
may draw upwards of 500 knights. Putting on a regional
tournaments, and unearthing historic relics, you gain Glory Regional contest costs 5 Wealth plus 2 Wealth for each contest
for your house. Most adventures should reward you with a featured at the tournament.
single point of Glory, but exceptionally difficult or heroic A grand tournament is an enormous event that
adventures can grant you two or even three points. Each encompasses most if not all of a continent. These events
draw thousands of knights and their entourages and are
point of Glory can be used to raise any Resource by 1.
Grand a great place to encounter the lords and ladies of the most

Investing Treasure
powerful houses in the world. A grand tournament costs
10 Wealth, plus an additional 5 Wealth as a prize for each
Adventuring members of houses can choose to invest their contest featured.
own coin in ensuring their house’s prosperity. For every 200
Influence
Gold Pieces invested, a house’s Wealth increases by 1. A tournament offers a great deal to the sponsor house, even

House Actions
though it can break the house’s finances to host one of significance.
Once the tournament is finished, prizes awarded, and knights,
ladies, and the rest depart, the sponsoring house gains +1d6
Once per turn, the lord may take a single action. The Influence; plus a modifier based on its size: +0 for local
possible actions listed here describe the most basic choices. tournaments, +3 for regional tournaments, and +6 for grand
You can expand these as desired to provide even more tournaments.
detail to your house and lands.
Rewards
Manage Resources In addition to the influence gained by the house hosting the
One of the most basic actions a lord can take is the tournament, knights have a chance to win Glory and Gold.
management of his resources. Essentially, managing Winners of Local games typically gain 1 Glory for their house, and
resources lets you “sell” a point of any resource to raise receive 10gp worth of prizes. Winners of Regional tourneys
your Wealth by 1. You can also “buy” a point of any typically gain 2 Glory for their house and receive 25gp worth of
resource by spending 2 points of Wealth. prizes. While the winners of Grand tournaments typically gain 3
Glory for their house and receive 50gp or more worth of prizes.

67
Chapter Nine: Mass Combat

Chapter Nine

Mass Combat
From time to time you may find yourself in the middle of a
massive battle involving hundreds or thousands of
Resolution and Aftermath
Each battle can have far-reaching consequences, earning
combatants. When battles of this size occur they may be
fame for the victor and ruin for the defeated. When one side
resolved in a number of ways: your storyteller may simply
has been vanquished, a number of factors are involved in
narrate its outcome, he may make opposed Communication
determining the aftermath.
(Leadership) tests for each of the side’s generals - the
winner taking the field and being victorious. Both of these Retreat and Surrender
quickly resolve the situation, but may feel a little lackluster Armies do not fight until they are utterly destroyed; no
if the player characters are personally invested in the battle, house is willing to risk its destruction in a single battle. An
for these situations, the rest of this chapter details a quick army will retreat from battle when its forces are reduced to
system of Mass Combat. half their starting strength, and they have fewer units than
This chapter is intended to be used to resolve massive their enemy. If retreat is not possible (such as when they are
battles, but only when the player characters are personally surrounded), the army will surrender - if they believe they
involved. Mass combat takes a “step back” and is resolved have a chance of survival, otherwise they will fight to the
much like regular combat, allowing these battles to be death.
resolved very quickly with little setup or break down time.
Glory
Parley and Terms The commander that won the battle gains Glory for his or
her house. A victor earns no glory for defeating an enemy
Before any battle is engaged, the attacker has the option to
with half or fewer his numbers, he earns 1 Glory if the
offer terms by sending forth an envoy under a banner of
enemy army was roughly the size of his, he earns 2 glory if
peace to treat with the enemy. Likewise, the defender may
he was outnumbered by roughly half-again his numbers,
also send forth an envoy to parlay with the attacker. During
and three glory if the enemy army was twice his size. In
this encounter, the attacker declares what terms he’s willing
addition, the defeated commander also earns 1 Glory for
to offer in exchange for surrender—usually sparing the
participating in the battle, even though he lost the
lives of the troops and taking the heroes hostage. The
engagement.
defender may offer up resources to appease the attacker. If
the terms are agreed upon, the battle is averted, and normal Resources
play resumes. Another effect of warfare is the acquisition and loss of
Attacking an envoy under the banner of peace is a valuable resources. A victorious commander might gain
dishonorable act. Doing so reduces the house’s Influence Land resources from conquered territory, Wealth from
resource by 1d6. seized holdings, Population from occupied communities,
and even Defense from strongholds taken. Conversely, the
defeated house loses these same resources.

68
Chapter Nine: Mass Combat

Units Type
A unit’s type is a reflection of how the unit operates on the
battlefield and what its special competencies are. A unit
falls into one of seven broad categories which define how it
is used in mass combat.
Archers: The unit is armed with ranged weapons such as
bows, slings, or crossbows. Archery units can attack enemy
units at out to Medium range.
Cavalry: The unit is mounted on horseback and carries
melee weapons or short-range ranged weapons. Cavalry
move at greater speeds, and can use a Move Action as a Free
Action once per round.
Firearm: The unit is armed with muskets and other
firearms. When an Infantry or Polearm unit attacks a
Firearm unit it suffers one (1) point of damage.
Units are the basis of the Mass Combat system, and are the Infantry: The unit is armed with melee weapons and
primary method of representing large-scale conflicts. A unit engages enemy units in close range. Infantry are more
is a group of 100 individuals banded together to a common durable than other unit types, & have one (1) extra health.
purpose on the battlefield. For the purposes of this system,
Polearm: The unit is armed with pikes, halberds, billhooks,
every person within the unit has the same function, the
or other melee weapons useful in killing mounted units.
same weapons and the same abilities.
When a Cavalry unit attacks a Polearm unit it suffers one

Unit Traits (1) point of damage.


Siege: The unit is armed with several catapults, ballista, or
Like characters, units are made up of a number of a number other siege weapons. A siege unit can attack units at Long
of traits that loosely describe its physical and combative Range, and permanently decreases the Defense bonus
abilities. These are described in detail here, and will be provided by fortifications by one (1) point for each
referenced throughout the rest of the chapter. successful attack. These units must deploy in order to make
attacks, which takes two actions, and must pack up for
Offense another two actions to move again.
A unit’s offense lists its bonus to attack rolls and how much
damage it inflicts on a successful hit. Warships: The unit commands several water-capable
vessels and act as marines. Warships are the only units that
A unit’s offense is determined by its level of training and can traverse rivers, lakes, and seas.
skill. Green units have a +0, while Trained units gain a +1,
Veteran units gain a +2, and Elite units gain a +3. Raising an Army
All units inflict 1 point of damage unless they possess For the most part, armies are raised by houses as an
special abilities or gear that increases it. expression of their Power resource. They can field units,
Defense and call on their vassals’ to field units. But from time to
time, mercenary companies are hired and paid in gold for
A unit’s defense is the Target Number an enemy unit needs their services.
to meet in order to inflict damage on the unit.
Mercenary forces can be hired by anyone with coin -
Like offense, a unit’s Defense is based on its overall level of typically merchants or towns that aren’t considered houses,
training. Green units have a Defense of 10, Trained units but Player Characters may wish to hire them as well.
have 11, Veteran units have 12, and Elite units have a Mercenaries are hired for each battle separately, and must
defense of 13. be paid before they’ll fight. Other than their means of
Health recruitment, mercenaries work identically to other units.
A unit’s health is a measure of how much punishment it can Mercenaries aren’t always available, and it’s up to the
take before it is destroyed, surrenders, or routs. A unit has Storyteller to decide how many units a player can hire.
between two (2) and five (5) points of health.
Mercenary Grade Cost per Battle
Typically, a unit will have 2 points of health, exceptionally Green 10 gp
powerful units (typically composed of magical creatures) Trained 25 gp
can have more, and a commander with the Command talent Veteran 50 gp
can grant a unit yet more. Elite 100 gp

69
Chapter Nine: Mass Combat

Special Characters Running Mass Combats


Things progress very similarly to regular combat, with the
In addition to the run-of-the mill soldiers, major characters
can join units, becoming commanders and mages. A unit following exceptions:
can have only one commander, but you can have any Scale
number of “back-ups” to fill the role if a commander is Mass combat elevates normal combat encounters by many
called away or dies. times. Hundreds or thousands can take the field with little
Unit Commanders effort and with the increase in magnitude – everything else
A commander is a major character, such as a Player increases in scale as well.
Character, that takes command of a unit and acts as its Each round of Mass Combat represents five minutes
leader. When in command of a unit, if you have the instead of the 15 seconds of regular combat and the Range
Communication (Leadership) focus, the unit’s Offense categories are all expanded up to ten times as well.
increases by +2, and if you have the Cunning (Military Lore)
focus, the unit’s Defense increases by +2. The Command Initiative
talent is also widely useful for unit commanders. At the start of combat each commander rolls 3d6 + Offense
to establish an Initiative Slot. Initiative then plays out the
Unit Mages same way it does in personal combat, with each unit
Mages, those possessing Magic Training of any type, are claiming slots - though there is far greater chance of units
extremely useful in Mass Combat. To facilitate the “quick not getting to act, as there may be less slots than units.
and easy” aspect of Mass Combat, mages don’t cast spells -
instead, they can perform War Magic a number of times per
Taking Actions
battle equal to the total number of ranks they have in the Like characters in regular combat, units begin their turns
associated talents (an initiate can perform war magic once with two actions. A list of common actions follows, please
per battle, while a paragon can perform it five times). Each keep in mind that other actions may be possible.
use of War Magic is flavored in a manner fitting to its source Attack: Most units can attack only adjacent units, some (like
(a primal summon will conjure elemental warriors while an archers) can make ranged attack.
entropy summon will raise skeletal hordes). A mage is Bolstering/Hindering War Magic: This magic bolsters an
assigned to a Unit, like a commander, and travels with it - allied unit or hinders an enemy unit within Short Range.
using its actions. Mages can also, but don’t have to, be the The affected unit gains (or loses) an action on its next turn.
unit’s Commander.
Conjuration War Magic: This magic summons an army of
Note: War Magic does not consume the caster’s Spirit. creatures to fight for you - they might be a skeletal horde or
a throng of woodland creatures. This creates a new unit
Special Abilities within Short Range of the caster, which acts as a Green unit
Some units have unique abilities that give them unique (of any type) with only one (1) point of health (or 2 if an
advantages and options in a battle. For a unit to gain the infantry), and which lasts until the end of the battle.
benefits listed here, the unit must be entirely made up of Deploy (2x Actions): A siege unit needs to spend two
creatures with the listed ability, a single angel doesn’t give actions to deploy before it can make attacks, and needs to
an entire unit the flying ability. spend two more to pack up before it can move again.
Breath Weapons: The unit breathes fire, ice, or something Dismount: A unit of Cavalry or Warships dismounts and
even more terrible. Once per battle, the unit can inflict two becomes an archer (warship) or infantry (cavalry) unit.
points of damage instead of one point on a successful attack. Dismounted Warships lose one (1) point of health while
dismounted; dismounted cavalry have no health change.
Constructs/Undead: The unit is mindless and suffers no
penalties due to poor morale; additionally these units do Fortification War Magic: This magic alters the landscape,
not surrender or retreat unless ordered to by their leaders. grows bony walls, or causes great trees to sprout - forming
a palisade. One 50x50 yard area (battle mat square) has its
Fast Healing/Regeneration: The unit is much harder to kill, Fortification bonus increased by +1 for the rest of the battle.
and gains a +1 bonus to its Health.
Inspire Troops: The unit commander gives an inspiring
Flight: The unit is capable of flying, and can only be speech or battle cry, make a TN 15 Communication
attacked with ranged attacks, such as those from Archers, (Leadership) test – on success, the unit recovers from the
Siege units, and Warships. effects of low morale.
Mobility Advantage: The unit has a unique method of Move: The unit moves from one Range Band to another.
movement that is advantageous in battle (climbing, Offensive War Magic: This magic conjures bolts of lightning,
burrowing, gliding, etc.); the unit gains a +1 bonus to both balls of fire, a necrotizing fog, etc. to instantly inflict one (1)
Offense and Defense. point of damage on a unit within Short range.

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Chapter Nine: Mass Combat

Prepare Action: The unit picks a single action and ends its A unit that is reduced to 0 Health is considered “Defeated”,
turn. Any time before the unit’s next turn, the unit may and it is removed from play. When a unit is destroyed, it’s
interrupt another unit and take that action. House reduces its Power resource by the amount invested
Restoration War Magic: This magic instantly restores one in the unit.
(1) point of Health to a unit within Short Range. The unit is Characters attached to the unit (such as commanders and
bolstered, their wounds healed, or lost warriors replaced. mages) when it is defeated take 10 penetrating damage,
Making Attacks representing the injuries they sustained as the unit was
routed or massacred. If this damage reduces the character
There are two basic methods of attack in Mass Combat.
Melee and Ranged attacks; both are handled the same way. to 0 Health, then they are either killed or captured by the
1) You start by picking a target. To make a Melee attack, enemy. Surviving major characters can then join another
the unit must be Engaged with another unit. To make a unit, either assuming command or hiding in its ranks.
Ranged attack, the unit must be able to see the target
and be within range.
Larger Battles
Some battles include more units than is feasible to control
2) You make an Attack Roll. This is an Offense test with a with this system. Once more than 15 or 20 units are on the
Target Number equal to the target’s Defense. field, things quickly become tiresome to play out. When
3) If your attack roll is equal to or greater to your target’s battles are this large, simply merge units of the same type
Defense, your attack has hit. together and add their Health totals into the same pool. This
4) Once a unit has hit with an attack, it inflicts 1 point of allows more soldiers to be commanded with less hassle. If
damage, unless it has modifiers that increase that some units cannot be merged with like kinds (such as
damage. unique units), they can be kept as singular units without
upsetting much (though avoid this if possible, as it does
Poor Morale give that side more initiative slots than usual).
Every time a unit has been defeated in combat, every allied
unit within Short Range must make a TN 15 Offense test. If Stunts
the unit fails the test, the unit suffers a -2 penalty to its Combat is more than two units smashing back and forth
Offense and Defense due to poor morale. Poor Morale can until one is destroyed. A good battle should be dynamic
be remedied by taking the Inspire Troops Action. and feature changing tactics and formations. The rules
described so far have given a good framework, but to that
Recovery the game adds stunts to mix things up and make combat a
A unit recovers its health at the end of a battle, assuming it little more unpredictable.
has access to supplies and new recruits.
Stunt points are accumulated when an attack roll comes up
The Battlefield doubles; and the unit gains a number of Stunt Points equal
In most mass combats, the battlefield shouldn’t impact to your dragon die.
either army. But sometimes a battlefield can decide the SP Stunt
outcome of a war. Skirmish: Your positioning allows you to either move
1+ your unit or your target to another position at Short
Advantageous Terrain: Generally, if one unit occupies a Range.
position of superiority (such as being atop a hill, wedged in Surge: Your unit roars forward to break the target’s
a narrow canyon, or protected by a deep river along one 2 battle line. The target’s Defense is reduced by 2 until
flank), the defending army gains a +2 bonus to its Defense. your next turn.
Defensive Formation: Your unit forms into an easily
Battlefield Advantage: If a unit is particularly familiar with
2 defensible formation. The unit gains a +2 defense until
a battlefield, it gains a +1 bonus to Defense & Offense. the beginning of its next turn.
Fortifications: A unit located in a fortification adds the Terrifying Assault: Your unit shocks its target with a
2
fortification’s Defense score to its Defense. Each frightening display, it must make a test for Poor Morale.
fortification can host a number of units equal to its Defense Vicious Charge: Your attack pushes through your target
bonus. A single unit can be stationed in a tower, for 3 and on to another unit up to your speed away, making
another Melee attack against that target.
example, and it gains a +1 bonus to its defense.
Seize the Initiative: Your attack changes the tempo of
Settlements: A unit positioned inside a settlement such as the battle. You move to the top of the initiative order.
a Village, Town, or City, recovers one point of health at the This means you may get another action before some
4
beginning of each of its turns. The settlement doesn’t other units get an action again. You remain at the top of
necessarily need to support the unit. A Village is large the initiative order until another unit Seizes the
Initiative.
enough to host 1 unit, a Town can host 5 units, and a City
Duel Challenge: Your unit’s leader challenges the target
can host 10 units. 5
unit’s leader to a duel. If accepted, the two leaders enter
Defeated Units
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Chapter Nine: Mass Combat

solo combat using the standard combat rules. If denied,


the target suffers from Poor Morale.

72
Chapter Ten: Basic Rules & Systems

Chapter Ten

Basic Rules & Systems


By now you’ve seen almost all the elements of the Ageless Each type of encounter has different challenges and
Roleplaying Game, but you haven’t seen how they all work rewards. Some require a lot of dice rolling and others none
together. That is what this chapter is all about. First, it gives at all. Different players around the table may prefer
some practical advice on being a player. It then follows that different types of encounters. One may live for the thrill of
up with the remaining rules of play, giving you what you combat, another for the challenge of problem solving, and
need to know when you sit down at the table. Here you will another for the immersion of roleplaying. A good
find rules for ability tests, narrative and action time, adventure will use all three types of encounters to mix
combat, stunts, and healing. If you feel a bit overwhelmed things up and provide something for everyone.
after reading this chapter, don’t worry. You don’t need to
memorize all this to play. The GM is there to help adjudicate
the rules, and you’ll pick things up as you play. And while
Ability Tests
During a game session, the GM sets the scene and then the
reading the rules is important, nothing is a substitute for players decide how their characters act and what they do in
play. It is during a live game that you’ll really see how it all that scene. As a player, you narrate the actions of your
fits and works together. character. You might say, “I search the library for a tome
about the Underworld.” The GM tells you the results of
Playing Adventures your action, and may introduce new elements into the
During a session you will play your character through an scene. His response might be: “You search for 10 minutes
adventure. It’s the GM’s job to present the adventure and but before you find what you are looking for an angry priest
yours to play a leading role. An adventure is played out in bursts into the library and confronts you.”
a series of scenes known as encounters. Each encounter
When your character is taking everyday actions that do not
builds on the last and leads ultimately to a climax and a
have a significant chance of failure, no dice need to be
conclusion. At the end of each play session you get
rolled. It’s enough to say that you are walking to the tavern
experience points based on the resolution of each
or buying a dagger from the local weaponsmith. When you
encounter. Your GM can tell you more about that.
want your character to do something that requires risk or
There are three basic types of encounters in the Ageless has a real chance of failure, that’s when the dice come out.
Roleplaying Game: To resolve actions you must roll an ability test. These tests
Combat Encounters: These are the classic action scenes that are the heart of the Ageless Roleplaying system and you’ll
pit the adventuring group against one or more foes. make many in each game session. Ability tests are easy to
learn and quick to resolve, so the game can keep moving at
Exploration Encounters: These scenes are about delving
a good pace.
into the environment, and include such challenges as
finding clues, overcoming natural hazards, avoiding traps, To make an ability test, first pick up three six-sided dice
and solving puzzles. (3d6). Two of the dice should be one color and the third a
different color. The off-color die is known as the Dragon Die
Roleplaying Encounters: These scenes are for conversation, (see The Dragon Die sidebar). Roll all three dice and add
intrigue, and investigation. the results together; you want to roll high. You then add the
ability you’re testing and another 2 if you have an
applicable ability focus. The final number is your test result.

73
Chapter Ten: Basic Rules & Systems

Communication (Bargaining) test while the adventurer


Test Result = 3d6 + Ability + Focus
would make a Willpower (Self-Discipline) test.
Even if you have several focuses that could apply, you can Usually any character can attempt to take an ability test.
only use one on a test. You can never gain the benefits of However, some tests require specialized knowledge or skill.
more than one focus on an ability test. When that’s the case, you can make a specific focus a
The test result is compared to a static target number (TN) in requirement to even attempt the test. You might call for a
the case of a Basic Test or the test result of another character Cunning (Arcane Lore required) test, for example. A
in an Opposed Test. A character wins a Basic Test by character trying the test without the required focus
meeting or beating the target number and an Opposed Test automatically fails.
by beating the opponent’s test result. The results of the
Dragon Die can be used to determine the degree of success How much time does the test
and to break ties in the case of an Opposed Test.
take?
The Dragon Die An ability test can represent mere seconds, or hours, or even
You always roll three dice when taking an ability test, two days, depending on what the character is trying to achieve.
dice of one color and one die of another. The off-colored die During narrative time, the increments will tend to be larger.
is known as the Dragon Die and it has several uses in the If the PCs try asking around town after a villain they are
game system. It is used to measure degrees of success, to hunting, for example, you might decide that a test
break ties, and to generate stunt points in combat. When represents an hour of walking around and talking to
you see a reference to the Dragon Die, just remember it’s the different people. In action time, however, tracking exact
off-colored die from ability tests. time is more important. Remember, each round of action
time is 15 seconds and within that time a character can take
When adjudicating any ability test in the Dragon Age RPG,
a major action and a minor action or two minor actions.
there are four key decisions that you have to make as GM:
When deciding on how long a test takes during action time,
 Which abilities and focuses apply? you should express it using these action types. A long action
 How much time does the test take? might take a major action and a minor action, or two of each
for something that’d stretch across two rounds.
 What are the stakes?
 What are the consequences of failure? Lastly, there are ability tests that are reactions. Many spells,
for examples, require their targets to make a test to resist
Let’s take a look at these questions one by one. certain effects. Such tests are considered to take no time, as
they usually take place when it’s not the testing character’s
Which Abilities & Focuses Apply? turn.
When a player tries to do something that has some chance
of failure, you should call for an ability test. Everyday or What are the Stakes?
extremely easy tasks (reading a broadsheet if literate, If the character succeeds, what happens exactly? These are
walking to the tavern) do not require dice rolling. For tasks the stakes. Usually, the result is obvious. A character trying
that do, the player should describe the attempted action. to jump over a chasm will get across, for example. You’ll
You then have to decide what ability is relevant and what find it easiest to make many tests binary: either a character
focus applies. If a character is trying to force a door open, succeeds or fails. Sometimes, however, more nuance is
for example, you’d call for a Strength (Might) test. There required—that’s where the Dragon Die comes in. You can
are only eight abilities, so picking the right one should be use the result of the Dragon Die to determine a character’s
intuitive. Remember that abilities are quite broadly defined. degree of success. A 1 means the action was barely pulled
Picking a focus may require more thought. Sometimes it’s off while a 6 means the results were spectacular.
obvious. If a character is trying to sneak through an alley, Going back to the chasm example, you could use the
that’s a Dexterity (Stealth) test. Other times, the right focus Dragon Die to determine how the character landed. A 1
is not as clear and indeed it may be that no focus applies. In could mean hanging from the opposite edge with the
that case, it’s just a straight ability test. You should try to be possibility of falling, a 2-3 could mean a crash landing that
open to player suggestion, though. If a player can give a leaves the character prone, a 4-5 could mean the character
credible explanation for why a particular focus should landed on his feet, and a 6 could mean the character landed
apply to the test, you should allow its use. so skillfully that he flies over the chasm and lands on his
The other important thing to remember is that sometimes feet two yards beyond the edge.
characters will use different abilities and focuses when
making Opposed Tests. For example, a merchant may try to What are the consequences
convince an adventurer to spend more money than he
should on a new shield. The merchant would make a
of Failure?

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Chapter Ten: Basic Rules & Systems

Bad rolls happen—often at the most inopportune time. So Routine 7


when a character fails an ability test, what happens? Easy 9
Sometimes there are no consequences but the obvious. A Average 11
character trying to find information on an ancient king Challenging 13
makes a Cunning (Historical Lore) test and fails. There are Hard 15
no consequences to this other than not finding the Formidable 17
information. A character that fails to jump across a chasm, Imposing 19
however, will be plummeting down and taking damage. Neigh Impossible 21
You must decide how much and whether the character can
do anything to mitigate the situation. You might allow, for
Opposed Tests
Opposed tests work a little differently than basic tests. A
example, a Dexterity (Acrobatics) test to land on nearby
character is not trying to meet or beat a fixed number but
ledge instead of falling into the river far below.
beat the test result of an opposing character. This makes
You may also have to decide if characters can try failed things a bit more complicated. First, it means there is more
actions again. You can say yes, yes with conditions, or no to than one dice roll involved. Second, it means that you can’t
this depending on the circumstances. If a character has time distill everything in the test down to a target number. If
to spend and the action seems reasonable, another attempt there are circumstances that affect one or more characters
can be made. You may say yes, but require a new approach involved in the test, you’ll have to determine those and
or assistance. Or you can rule that the task is too daunting assign the bonuses and/or penalties that affect the final test
and the character cannot try again. As always, you should result. Generally speaking, you should grant bonuses or
try to be fair, but you don’t want the game to bog down into impose penalties of 1-3 to reflect the circumstances of the
an endless series of re-rolls. test. You might, for example, give a character trying to jump
in muddy ground a –2 penalty to the Strength (Jumping)
Basic Tests test.
Basic tests are the easiest to resolve because a character is
Factors you may consider for bonuses and/or penalties to
testing against a fixed target number. Unless a character is
ability tests include equipment available, weather
actively opposed by another character or monster, you
conditions, time constraints, distractions, assistance from
should use basic tests. What’s nice about them from the
others, lighting conditions, and good roleplaying where
GM’s point of view is that they require only one judgment
appropriate. You should let players know any bonuses or
and that’s an overall assessment of the action’s difficulty.
penalties before they roll, so the test result can be
The Basic Test Difficulty table provides baseline
determined accurately.
benchmarks for test difficulty. You’ll probably consult more
than any other table in the game. Example
Gerhard has made his climb, but he notices that a woman is
When setting the target number, you should try to take all
taking the night air on the opposite side of the roof. He
the various circumstances into consideration. In a Cunning
wants to quietly sneak to the trapdoor and slip into the
(Research) test, is the library well-stocked? In a Dexterity
building without the woman noticing. The GM decides that
(Stealth) test, are the floorboards squeaky? In a Strength
this is an opposed test of Gerhard’s Dexterity (Stealth) vs. the
(Climbing) test, does the wall have abundant handholds?
woman’s Perception (Hearing). Gerhard’s player rolls a 10
In short, how hard is the task at hand?
and the GM rolls a 12 for the woman. The GM relates that
You don’t need to agonize about this. Make a quick the rogue was approaching the trapdoor when he kicked a
assessment and then let the dice fall where they may. You potted plant he hadn’t seen in the dark. At the sound the
can tell players what TN they are shooting for or keep that woman whips around and sees Gerhard. Now the rogue
information to yourself. A plus of keeping it secret is that it may be in trouble.
reduces arguments with the players. They tell you their test
result and you tell them if they succeed or fail. Advanced Tests
Most tests are determined by one roll of the dice. There are
Example times, however, when a task is complicated and resolving it
The rogue Gerhard is trying to climb a building in the dark with one roll wouldn’t feel right. Known as advanced tests,
of night. The GM decides this is a Strength test and these types of tasks generally take a lot of time and/or
Climbing is the obvious focus. The wall has many planning, such as running a long race or doing research.
handholds but it is dark, so the GM decides the target Advanced tests are basic or opposed tests that use what’s
number is 13. Gerhard’s player rolls and his test result is a known as a success threshold to track completion over time.
14. Despite the darkness, the rogue skillfully climbs the The task is complete when the total of the Dragon Dice from
wall. all successful tests is equal to or greater than the success
threshold.
Basic Test Difficulty
Test Difficulty Target Number As the example illustrates, the length of time and difficulty
of each test are important. Since the Dragon Die is only

75
Chapter Ten: Basic Rules & Systems

counted for successful tests, the harder you make it the other sorts of games. Groups can spend hours just
more dice rolls will be required. If more than one character roleplaying and never once touch a die. There are, however,
pitches in, this is best reflected by modifying the test points where the roleplaying part and the gaming part of
difficulty or giving the testing character a bonus. This will RPGs must meet. People have been arguing about where
result in more successful tests, and so the task will be they intersect since the beginning.
completed faster. A central issue is the social skills of the player vs. the social
You sometimes want to use an advanced test to determine skills of the character. When is it appropriate to roleplay an
how much time something takes, but you can also use to it interaction out and when is it appropriate to roll dice? And
to find out who finishes first. The first character to meet or what if you do some roleplaying but also roll dice? What if
beat the success threshold is the winner. This can be used to a character has a lousy Communication ability but the
simulate all sorts of conflicts, from debates to horse races. player is glib? Or what if the player who’s tongue-tied in
real life wants to play a great orator?
The Advanced Test Difficulty table provides some basic
benchmarks for success thresholds, though there is no These issues don’t come up during combat or exploration
theoretical limit on how high they can get. Practically encounters for the most part. No one expects a player to
speaking, however, you don’t want players rolling dice actually be able to fight or decipher an ancient script. People
forever, so consider carefully before setting thresholds are content to let dice rolling handle such things. When it
above 25. comes to roleplaying, however, players can talk and
interact. They are doing so in character but it is the players
Advanced Test Difficulty using their social skills to roleplay.
Task Difficulty Success Threshold So let’s imagine a scene in which the PCs have to convince
Easy 5 a local nobleman that a man was wrongly imprisoned.
Average 10 There are four ways you can run this scene. First, everyone
Challenging 15 can just roleplay. You play the noble and the players their
Hard 20 characters. If their verbal arguments are convincing, you
Formidable 25 decide the noble relents and frees the man. Second, you
Example could resolve the whole thing with ability tests, with the
The mage Lorrahn is trying to puzzle out an obscure players making Communication (Persuasion) tests vs. the
magical theory. The GM decides this will be a series of noble’s Communication (Leadership) tests. Third, you
Cunning (Arcane Lore) tests with a success threshold of 15. could mix the two approaches, letting the players roleplay
The target number for the tests is 13 and each one represents and then having them take tests with bonuses or penalties
an hour of time. It takes Lorrahn six tests altogether before based on their arguments and delivery. Lastly, you could
he can understand what the theory is all about. The first and run the scene as an advanced test. You tell the players they
fifth tests are unsuccessful, so the Dragon Die results for have five minutes of game time to convince the noble and
those don’t count. The four successful tests have Dragon each Communication (Persuasion) test takes one minute.
Die results of 2, 5, 4, and 6. Their total of 17 is greater than You then set a success threshold based on the noble’s
the success threshold, so after the six hours of work, the attitude towards the PCs and the prisoner. Before each test,
light dawns on Lorrahn and the insight of the theory the players can make an argument. If you find it convincing,
becomes clear. you can reduce the difficulty of that test. The players can
take turns making arguments and rolling or have a
Things to remember about ability tests spokesman with the best Communication (Persuasion) do
 Only one focus can apply to a test. it. The dice are the final arbiter in this approach but good
 Leave the dice on the table after a roll because the result roleplaying makes successful tests more likely.
of the Dragon Die may be important.
None of those techniques are wrong, though the second one
 The Dragon Die only counts for successful tests. (just rolling dice) does reduce the roleplaying to a
 In Opposed Tests, ties are broken by the higher Dragon minimum. You need to decide how you want to handle
Die, or by the higher ability if the Dragon Dice are tied. scenes like this in your game; it’s fine to mix and match
 For basic tests, assess the situation and assign a difficulty approaches. You can do a quick and dirty ability test to
 For opposed tests, circumstances can be represented cover haggling with a merchant and later roleplay out a
with bonuses and penalties of 1-3. feast with no dice rolling at all. The important thing is to
 Advanced tests use a success threshold to measure discover which approach works for your group and is fun
completion over time. Don’t overuse them! for everyone.

Roleplaying and the Rules Defenses & Resistances


In a session of the Ageless RPG, both you and the players A character’s Defenses and Resistances are of particular
will spend a lot of time talking in character. This interaction importance in combat encounters, where they come into
is one of the key differences between roleplaying games and play with every attack on every turn.

76
Chapter Ten: Basic Rules & Systems

Defenses see, for example, how armor could protect a character from
a fire but not from falling. When damage is penetrating,
Physical Defense represents the various means a character
your Armor Rating is considered to be 0 (reducing all your
can use to defend himself, abstracted into a single value. It
resistances if applicable), though all other modifiers to your
represents the character’s ability to dodge, to parry, to resist
resistances are still applied (magical, natural, etc.).
pain, and to not falter from heavy blows.
Mental Defense is an abstracted representation of your
alertness, mental endurance, and ability to see through
The Condition Track
trickery. Mental Defense is used to defend against attacks In any RPG there are innumerable ways to bolster or impair
that affect your thoughts, your spirit, or your perceptions. a character. Many games have very specific bonuses or
penalties resulting from spells, poisons, fatigue, or the
Damage Types numberless other factors that you could think of; the Ageless
Whenever your character suffers damage to his Health RPG does not. Instead, the Condition track is used to
points, the damage will be classified into one of six “types”. disambiguate the interactions between the various
The type of damage has little impact except in determining conditions a character could be subjected to (from poisons
which resistance reduces its damage. and diseases to blessings and drugs).

Physical: Physical damage represents all forms of physical The condition track has 10 steps, or states of wellbeing.
trauma: cutting, stabbing, crushing, and smashing. Unless When you are subjected to an impairment, such as a poison
specified otherwise, damage is assumed to be physical. or becoming fatigued, you move down the condition track
(or move negative steps). When you are benefit from a
Thermal: Thermal damage comes from fire, heat, & burns. condition that bolsters your condition, you move up the
Cryo: Cryo damage is damage from cold, ice, and frost. condition track (or move positive steps). In writing, a
condition that impairs you would say “you move -1 step on
Energy: Energy damage represents wounds inflicted by the condition track”.
electricity and high-powered sounds (such as thunder).
Radiant: Radiant damage represents damage caused by all The 10 Steps on the Track
forms of radiation; it burns without heat and sickens There are 10 steps on the condition track, ranging from
without decaying. It includes the “holy” powers of gods absolutely perfect health to complete unconsciousness. The
and spirits. Steps, and their effects are described below.

Necrotic: Necrotic damage represents damage that Condition Effects


dissolves, rots, or causes pain - and includes acid, poison, 1 Extra Action
10. Perfect Condition
and disease. It also includes the “unholy” powers of +3 to all tests, +3 to all Defenses
demons and the undead. 9. Sublime Condition +3 to all tests, +3 to all Defenses
8. Great Condition +2 to all tests, +2 to all Defenses
Resistances 7. Good Condition +1 to all tests, +1 to all Defenses
Every character has six different resistance scores, which 6. Normal Condition No Modifiers
directly map to the six types of damage: Physical, Thermal, 5. Poor Condition -1 to all tests, -1 to all Defenses
Cryo, Energy, Radiant, and Necrotic Resistance. When you 4. Bad Condition -2 to all tests, -2 to all Defenses
take damage, subtract your resistance score from the Health 3. Terrible Condition -3 to all tests, -3 to all Defenses
you lose. Your Resistance is subtracted from every 1 Less Action
2. Horrid Condition
individual source of damage, so even a low resistance score -3 to all tests, -3 to all Defenses
can add up to a lot of Health saved over time. 1. Helpless Condition Disabled or Unconscious
The principal source of a character’s Resistances is his
armor rating (provided by armor). Physical Resistance adds
Temporary Effects
Most effects that move you on the condition track are
your Armor Rating’s full value, while all other resistances
temporary and fade with time. Poisons break down, curses
add only one-half your Armor Rating. Normally, Armor
wear off, blows to the head heal, etc. Unless an effect calls
Rating can only come from one source (whether it is
itself out as being Persistent, it is Temporary.
magically created or mundanely crafted), and you use only
the highest source if you have multiple sources of Armor
Rating, though mutations can add directly to your Armor
Rating.

Penetrating Damage Persistent Effects


Persistent effects are long term and will last until a specific
Penetrating damage occurs when armor won’t protect you
action is taken to drive them away. Diseases are Persistent,
from the damage you are taking. Common sense should
and will last until the Disease is cured, potent poisons are
dictate whether armor is a help in a given situation. You can

77
Chapter Ten: Basic Rules & Systems

Persistent and will remain in your system until an anti-toxin encounter. If you were at 0 Health when the combat
is found, and you will remain fatigued until you rest. encounter ended, you cannot take a breather at all.
 You can get some sleep. If you can get at least 6 hours
Recovering Condition of restful sleep, you gain 10 + Constitution in Health.
After every combat encounter you can take a 5 minute rest  You can receive magical healing. This is most
to recover, if you do so - you return back to Normal commonly the mage spell heal or Health Potions.
Condition. You then apply any Persistent Conditions you
suffer to your condition track. For example, if you suffer
from a disease that moves you -1 persistent step on the Injuries
condition track, after you move to Normal Condition from Even with the best armor and weapons money can buy
a five-minute rest, you move your condition -1 step, to Poor there is always a chance an enemy blade will get through.
Condition. Going into battle is a dangerous business and can result in
horrific injuries or even amputations. The following are
“Curing” Persistent Conditions rules to represent the serious injuries adventurers can suffer
Persistent conditions all have their own unique cure from during their risky occupation.
conditions. Some are obvious; the cure for persistent fatigue
is rest, the cure for persistent poison is the antidote, and the Receiving Injuries
cure for a persistent wound is to treat it. Others aren’t so During the desperate back and forth of melee potentially
obvious, and can be fuel for adventures or at the very least life threatening injuries can be suffered. Injuries can be
an Ability test to figure it out. Finding the cure to a sustained from a number of different sources: whenever
particular disease that is plaguing the countryside is an you are reduced to 0 health you automatically receive an
example of the former, while making a Cunning (Healing) injury, enemies can spend 6SP on the Injure stunt to inflict
test to figure out that the cure for an adder’s bite is an an injury, or you can choose to accept an injury to reduce
example of the latter. the damage of an attack by 10.
It is very rare to have a persistent positive condition, and a When an injury is sustained, or is inflicted by you, you can
GM should be careful before bestowing such a boon. Still, choose one of the eight Abilities to inflict the injury on - the
positive conditions should have their own “cures”, whether GM may wish to roll 2d6 to randomly assign an injury with
they are as simple as “ends in a week” or as complex as 2: Communication, 3 & 4: Constitution, 5: Cunning, 6:
“ends when you bring the Sacred Chalice to Mount Glacier, Dexterity, 7: Magic, 8: Perception, 9: Strength, 10 & 11:
filling the chalice with its melt waters; and return it to the Willpower, and 12: roll again.
temple.”
Effects of Injuries
Health and Healing When an injury is sustained it is assigned to one of your
Abilities and represents some major wound. A Strength
Health measures a character’s fitness and wellbeing. A injury might represent a torn or bruised muscle, a Cunning
character with full Health is vigorous and ready for action.
or Willpower injury might represent a concussion, or a
A character with less than full Health is fatigued or Constitution injury might represent some broken bones.
wounded. A character reduced to 0 Health is dying. Unless Regardless of how it is described, injuries impose a -1
healing is received in 1d6 + Constitution rounds, the penalty on all tests you make with that Ability for every
character dies. injury sustained (so three Communication injuries would
Health is fairly abstract by design, as is the nature of the impose a -3 penalty to Communication tests).
damage received. When a character takes damage from a Injuries to Constitution and Willpower impose additional
sword hit, for example, it can represent bruising, fatigue,
difficulties in that they reduce your Health and Spirit pools.
loss of breath, or actual wounds. It would be tedious to Each such injury reduces your Health (Constitution) or
track each cut or broken bone, so the rules sacrifice realism
Spirit (Willpower) maximum by five. If your Health is
for the sake of playability. The exact nature of the damage reduced to zero in this way, you are in a coma; while having
isn’t important. You just need to watch your character’s your Spirit reduced to zero indicates you can’t concentrate
Health and be careful when it gets close to 0. enough to resist any mental strains.
When your character is wounded, there are several ways to
heal:
 You can take a breather after a combat encounter. This
is a 5-minute rest that lets you catch your breath, tend
to minor cuts and abrasions, drink some water, and so
Recovering from Injuries
Injuries heal over time, but the recovery process may be
on. After a breather, you get back 1d6 + Constitution in
aided by experienced healers or magic to help you heal
Health. You can only take one breather after an
faster. In order to be eligible to recover injuries, you must

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Chapter Ten: Basic Rules & Systems

have had a full night's rest and have full health. If these GM may either roll 1d6 (1 for Amnesia, 2 for Compulsion,
conditions are not met, you are insufficiently healthy for 3 for Delusion, 4 for Manic, 5 for Paranoia, and 6 for Phobia)
your body to recover. or can choose one that makes sense for the situation.
Recovering from an injury is an Advanced Test with a TN Each time you gain a derangement it inflicts a -1 penalty in
of 11 + (total number of injuries sustained), on a success, a certain circumstances; gaining the same derangement
single injured area gains the Dragon Die to its threshold. multiple times increases this penalty by an additional -1.
Each injured area (head, L/R arm, L/R leg, torso) has its
Amnesia: You have difficulty remembering pieces of your
own threshold and Dragon Die total to be tracked, the
life, and suffer a penalty to any test that requires a good
threshold for recovering all the injuries on a specific area is
memory, including most Cunning tests and long-duration
equal to five times the number of injuries sustained (5x # of
tests.
Injuries).
Compulsion: You feel compelled to do something
Recovering naturally, without medical attention, is a
completely out of the norm, such as petty thievery, stalking
Constitution (Stamina) test - with each roll taking a full
strangers, or harming others. The exact nature of this
month of rest. Recovering with medical help is a Cunning
compulsion is up to the GM. If you don't act on the
(Healing) test - with each roll taking only a week of care.
compulsion, you suffer a penalty to all tests for the

Backlash & Mental remainder of the day, or until you do act on it. Compulsions
should crop up at least a number of times per day equal to

Derangements
the penalty.
Delusion: You suffer from a belief in something that is
Physical wounds and Injuries aren't the only threats out in categorically untrue, you might believe there are spiders all
the wide world. Some things prey on your sanity more than around you or that a dead friend is accompanying you and
they prey on your flesh, and witnessing horrors from giving you advice. You suffer a penalty to all
beyond the world won't leave you unscathed. The Communication tests as a result.
following are rules to represent the mental stresses (and
Manic: You suffer a powerful emotional change (crippling
breaks) that your character might suffer.
depression, crazed rage, unrestrained joy, lewdly lustful)
Receiving Backlash whenever you are exposed to a trigger. Triggers can
include: seeing a particular flower, drawing a sword,
In witnessing horrors that refuse to leave your thoughts or
hearing a name, etc. You have a number of triggers equal to
in repelling magical assaults on your mind you will suffer
the penalty, the particulars of which are determined by
backlash. Backlash is principally accumulated by refusing
your GM.
to accept Magical Mental Influence - effectively forcing
your mind to deny the magically-imposed "truth" and see Paranoia: You see enemies around every corner, even when
the world as it truly is, a terrible strain. there aren't any. Whenever you make a Perception test, the
GM rolls 1d6, if the die lands on anything equal to or lower
Backlash can be inflicted upon you by witnessing
than the penalty, you get a false positive result.
something horrific, or being subjected to sustained torture
(1 point per week). You can also choose to take a point of Phobia: You suffer from a crippling fear of a specific
backlash to resist being controlled by spells or other magic. situation or environment: a fear of spiders, a fear of
Some magics may require that you take more than one point cramped spaces, a fear of flying, etc. When subjected to that
of Backlash to resist them - this is spelled out in the magic’s circumstance you suffer a penalty to all tests made.
description.
Recovering from Backlash
Effects of Backlash and Mental Derangements
Backlash can cause horrible effects to your mind, when you
Overcoming Backlash is fairly straightforward, every full
accumulate a number of points of backlash equal to your
night's rest that you get, you lose a single point of Backlash,
Willpower - you gain a rank in a Mental Derangement
and you can meditate or otherwise enter "bliss" (partying,
(randomly decided by your GM). Once you have gained a
shopping for flowers, whatever you enjoy) for eight hours
Derangement, your Backlash is reset to zero - until you gain
to lose a point of Backlash (potentially "bleeding" off 3
more.
points a day).
Recovering from a Derangement is an Advanced test with
Mental Derangements a TN of 10 + (total number of Derangements) and a
A derangement is no laughing matter; they occur when threshold equal to five times the penalty of the
your mind has been stretched to the breaking point and Derangement (5x # of Derangements). On success, you
snapped. There are six different Derangements, each with assign the Dragon Die to one of your derangements, which
their own effects. When gaining a new derangement, your all have separate thresholds and Dragon Die totals.

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Chapter Ten: Basic Rules & Systems

Recovering naturally, without psychiatric help, is a Category table and pick the one that best suits the nature of
Willpower (Self-Discipline) test - with each roll taking a the hazard. This determines the base damage the hazard
Month of self-analysis and adjustment. With a psychiatrist inflicts. You might decide, for example, that falling from the
it is a Cunning (Healing) test - with each roll taking a week. top of a guard tower is a major hazard, so that would inflict
3d6 damage. There can be hazards that inflict more damage
Handling Hazards than 6d6 but they should be rare.
You can also allow an ability test to mitigate the damage. A
good standard is that a successful test means the character
only suffered half damage (rounded down). The man
falling from the tower, for example, could be given a chance
to make a TN 15 Dexterity (Acrobatics) test to halve the
damage.
You also need to decide if armor protects vs. the hazard. If
it does not, make it penetrating damage (and realize this
makes it nastier). Common sense should dictate whether
Swords and arrows are not the only threats PCs face. They armor is a help in a given situation. You can see, for
must contend with traps, falling, fire, and other perils. All example, how armor could protect a character from a fire
of these things fall under the general header of “hazards”— but not from falling.
this section explains how to deal with them. They are most
commonly found in exploration encounters, but sometimes Hazard Category
appear in combat encounters or (more rarely) roleplaying Category Damage
encounters. Minor Hazard 1d6
Rather than come up with a raft of special rules for each Moderate Hazard 2d6
individual type, the Ageless RPG handles hazards with a Major Hazard 3d6
simple system that can be used to simulate everything from Arduous Hazard 4d6
pit traps to drowning. When you need to adjudicate Harrowing Hazard 5d6
hazards, you must answer the following questions: Murderous Hazard 6d6
Does it have any special effects?
 What is the nature of the hazard?
Some hazards do more than just damage. They might
 Can it be avoided?
impose a temporary penalty to an ability or to Speed. They
 How dangerous is the hazard?
could reduce the number of actions a character can take in
 Does it have any special effects? a turn. They could leave a character prone or even
 How long does it last? unconscious. Try to remember that Health is fairly abstract
in the first place; so many hazards require no special effects.
What is the nature of the hazard? When you do use a special effect, try to make it simple and
The first step is to describe the nature of the hazard in a sensible. It would be fair to say, for example, that the
general way. It could be a treacherous pathway leading up character that fell off the tower could take no actions on his
the side of a mountain, a raging forest fire, or a tripwire that next turn (presuming he survived). It makes sense that the
triggers a dart attack. You may tweak your idea as you survivor of such a fall would not leap back up and get back
define the hazard, but for now just broadly define the into the action immediately.
parameters.
How long does it last?
Can it be avoided? Many hazards happen once and then end. A dart trap, for
Some hazards, particularly traps, are a hidden danger. You example, will fire once when triggered. Other hazards can
must decide if the PCs have a chance to detect it beforehand. be ongoing. If a character is running through a blazing
This is usually a Perception test, with a focus appropriate forest, for example, he’ll take damage each round until he
for the hazard. You might use Seeing to give the PCs a escapes. Again, use common sense as your guide to
chance to notice a patch of disturbed earth over a pit trap or determine whether the hazard is a single incident or
Hearing to see if the PCs noticed a telltale clicking noise. If reoccurring.
there is a chance of detection, simply set the TN for the
ability test as usual. PCs that make a successful test can
avoid the hazard, or at least get a clue that may help them
do so. Those that fail walk right into it.

How dangerous is the hazard?


Just as you assess challenges for ability tests, so too must
you assess the danger of hazards. Consult the Hazard

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Chapter Eleven: Combat Rules & Systems

Chapter Eleven

Combat
Sometimes words are not enough. Sometimes conflict can Initiative Slots
only be settled in brutal combat. Young adventurers seek Initiative Slots are not “owned” by the character or player
out such trials in the quest for honor and glory; veterans who rolled them, instead they belong to the “team” that
know that any fight you walk away from is a good one. Few character belongs to (often, the teams are just PCs & NPCs),
are ready for the overpowering din of battle: arrows hiss and any character from that team can claim it for use each
through the air, steel clashes with steel, magical fire round. This allows players (and NPCs) to act when it would
explodes, and the injured and dying cry for aid. Here you be most beneficial for a particular character to act, instead
must fight for your life or become another forgotten corpse of waiting for “their turn,” allowing players to build on
in the endless battles of life. what previous characters have done in a more organic
fashion.
Action Time Example
When things get tense and it starts to matter who does what The rogue Gerhard, the warrior Jannelle, and the mage
in which order, free-form Narrative Time ends and Action Lorrahn are investigating an ancient graveyard when four
Time begins. In combat, Action time proceeds in fifteen- fanged skeletons attack them. The players each roll for
second increments called Rounds (so there are 4 rounds in initiative and the GM rolls once for the skeletons (as a
a minute). During each round, players claim initiative slots group, they will act at the same time on the initiative list).
for their characters to act, as described below. Putting the test results in order, the GM writes down the
initiative list: Jannelle 14, Gerhard 12, Fanged Skeletons 9,
Initiative and Lorrahn 8.
At the beginning of the first round of combat, all Players
That sets the initiative slots as follows: [Players], [Players],
and NPCs need to determine in what order the characters
[NPCs], [Players].
will take their turns. Each character involved in the fight
makes a Dexterity (Initiative) test. Each result is an On the first round of combat, Lorrahn sets upon the
Initiative Slot’s position - ordered from highest to lowest. groundbreaking idea of erecting a stone wall between two
of the skeletons and the others - allowing the party to pick
At the start of each round the highest-scoring initiative slot
them off in smaller groups; so he claims the first slot and
opens up, then the others (from highest to lowest) get to
erects the wall. Jannelle then claims the second slot to cut
take their turns.
off the skeletons, leaving Lorrahn - who didn’t know what
A Storyteller may decide to use only one initiative slot for he wanted to do - to act after the Skeletons claim their one
groups of similar creatures or characters - especially when Initiative slot.
there are large numbers of NPCs and monsters on the field.
When that group claims a slot, all of its members act at the
same time.

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Chapter Eleven: Combat Rules & Systems

Surprise
In combat attacking first is often the key to victory, which is
Movement & Range
why ambush is an age old tactic. At the start of a combat The Ageless Roleplaying Game relies on broad terms used to
encounter, the storyteller must determine if one side gets describe ranges and distances. Rather than forcing you to
the drop on the other. Characters that are surprised will not pay attention to a grid, counting squares, Ageless uses more
get a chance to act the first round of combat. Determining abstract means to represent position, distances, and ranges
surprise is a three part process: - allowing you to focus on the action instead.

Consider the Situation: First, determine the basic situation. The distance between any two points - people, objects, or
Is one side concealed or hidden in some way? Is the other enemies - is defined by a general range category. These
side wary or oblivious? Did both sides just blunder into one range categories are called Range Bands, and are used to
another by accident? determine how far a spell or ranged attack can reach, how
far apart two people are from each other, and how many
Test or No Test: Next, you must decide if one or both sides actions it takes to move between two places.
get a chance to detect the other before contact is made. In
some situations, you may decide there is no test. In that The Five Range Bands
case, one side automatically gets the drop on the other. If For ease of play, distance in the Ageless RPG is divided up
you decide there is a chance of detection, you can have into five different bands, from engaged to extreme. The
characters make Perception tests with focuses as story and descriptions of the action should tell you what
appropriate (though Seeing is most common). This can be a range band is appropriate for any given situation, though
basic test, in which case you assign a TN based on the Storyteller is the final arbiter of the range between an
circumstances, or you can make it an opposed test of attacker and his target.
Perception vs. Dexterity (Stealth). It is possible that some
characters will be surprised while others on the same side Engaged
will not. This range band is used to reflect two or more characters
that are close enough to interact directly with each other, or
Combat Begins: Everyone rolls for initiative as action time
when someone is close enough to an item to use it.
begins and the combat starts. Any characters that were
Characters that are engaged are within arm’s reach of each
surprised do not get a turn during the first round of the
other, or could be with one or two steps, and is logically the
fight. On the second round, everyone gets to act as normal.
range of melee weapons.
The easiest way to deal with surprise is with basic tests. If
No ordinary-sized character can be Engaged with more
an enemy is trying to ambush the PCs, for example, choose
than five other people at any one time - there simply isn’t
a TN based on the site they picked and their level of
enough space around him for more people to fit.
concealment and let each player make a Perception
(Seeing) test. Those that fail the test are surprised; those It takes only a single move action to become Engaged with
that make it are not. If the PCs are trying to ambush an someone or something at Short Range, or to disengage and
enemy, roll a Perception (Seeing) test for each major NPC move away to Short Range.
and group of minor NPCs.
Short Range
Characters in the same room or a couple of dozen feet apart
are at close range. At this range, characters can talk
comfortably without raising their voices. At short range,
Example thrown weapons are their most effective.
The rogue Gerhard, the warrior Jannelle, and the mage It takes one action to move between points in Short Range.
Lorrahn are trying to ambush an ogre and three genlocks in
a mountain pass. They have hidden themselves amongst the Medium Range
rocks at either side of the pass. The darkspawn are not Medium range reaches out to about a hundred or so feet, at
expecting trouble here, so they have no one scouting ahead. which people talking with each other need to raise their
The GM decides it’ll take a TN 13 Perception (Seeing) test voices. Medium range is dominated by simple ranged
to notice the ambush. He rolls once for the ogre and once weapons (bows, muskets, and the like).
for the genlocks (since the three of them are a group). The
It takes one action to move between Short & Medium range.
ogre gets a 14 and the genlocks a 10. Now everyone rolls
initiative. During the first round of combat, Gerhard,
Jannelle, Lorrahn, and the surprisingly aware ogre can take
turns as normal, but the genlocks are confounded by the
ambush and they do not get to act at all.

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Chapter Eleven: Combat Rules & Systems

Long Range
People hundreds of feet away from each other and must yell Taking Actions
to hear each other are at long range. Only the longest- When you claim an Initiative Slot, you tell the GM what you
ranged weapons can strike out at Long Range. want to do. On your turn you can take up to two actions,
though you can take fewer actions if you like. You can talk
It takes two move actions to move between the Long and
while taking your actions, but since a round is only 15
Medium range bands.
seconds long, what you can say is limited. You can only
Extreme Range ever make one attack action per round, regardless of the
Extreme range is the farthest distance at which two people source of that attack (directed strike, sword, spell, etc.).
can meaningfully interact. Two people at extreme distances A list of the most common actions follows. You are not
might not be able to hear each other, even if they yell at the limited to these actions. If you want to do something else,
top of their lungs. Very few sharpshooters are capable of just tell the GM and he will adjudicate it. The GM may
reaching out and hitting opponents at extreme range, and require you to take an ability test depending on what you
only heavy siege weapons like ballista and catapults are are trying to do.
commonly employed at this distance.
Some actions take a negligible amount of time. They are
Moving between Long and Extreme range usually takes known as free actions and they don’t count towards your
two move actions, though the Storyteller might decide that usual limitation on actions. The rules will note when
such movement will require more move actions - something is a free action.
depending on just how far apart they are.
Actions List
Swimming, Crawling, etc. Activate: This action allows you to start using certain
The above movement rates assume that a character is powers or items, such as fighting styles and potions.
moving under the power of his own two feet - running,
Aim: You take the measure of your opponent and plan your
walking, or jogging. If, instead, he is swimming, climbing,
next strike. If your next action is a melee attack or ranged
crawling, or using some other mode of transit, add another
attack, you gain a +1 bonus on your attack roll.
move action to the number of actions needed to cross
distances. Cast Spell: You unleash a visualized spell, paying its Cost
in Spirit Points.
Flight Defend: You concentrate on defending yourself this round.
When a character has the power of flight he can choose to
Until the beginning of your next turn, you gain a +1 bonus
increase his range band from the ground (with the same
to your Physical Defense. If you are using a shield, you
action costs and effects as increasing distance from
instead gain its Defense Bonus to your Physical Defense.
anything else). Characters that can’t fly can’t move closer to
a flying character than his distance from the ground. Heal: You provide some quick first aid to a dying Ally.
Make a TN 15 Cunning (Healing) test, on success, the
Example character is stabilized and no longer dying.
Jim has wings and decides to increase his Range Band from
Hold the Line: You form yourself into a bulwark against
Engaged (standing on the ground) to Short (hovering ten-
your foes’ attempts to move past you. If an enemy you are
or-so feet up) with an Action. Shaun, who can’t fly, can
Engaged with attempts to move past you (disengaging to
move up to Short range with Jim, but can’t become Engaged
short range on your other side), you can make a single
with him. Jim could then spent another action to move up
melee attack against him (in addition to your one attack per
to Medium Range from the ground, stopping Shaun from
turn limit), if you hit - that target’s movement is interrupted
moving to Short Range.
and he fails to disengage. This action only works once, so a
If Shaun then gets a Levitate spell cast on him, he could foe can use his second action to continue his movement - or
move up to Short (or even Engaged) Range with Jim, just another foe can slip by while you’re dealing with the first.
like he could if they were both standing on the ground.
Melee Attack: You attack one enemy in hand-to-hand
combat. You can perform a melee attack only against targets
that you are Engaged with.
Move: You move from one range band to another, engage
or disengage with someone at Short range, or just change
your position within Short range. Alternatively, you can
mount an animal you are Engaged with as a Move action.
Ranged Attack: You fire or throw a missile weapon at one
visible enemy within your weapon’s range.

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Chapter Eleven: Combat Rules & Systems

Prepare: You pick one action that you prepare to execute


and then end your turn. Any time until the start of the next
Attack Rolls & Circumstance
An attack roll is the most common ability test in combat. It
round, you can interrupt another character and take your
is a basic test, but the target number is equal to the
prepared action immediately. If you don’t use it by the start
opponent’s Physical Defense. The attack roll is modified by
of the next round, the action is lost.
a focus if applicable and any other relevant bonuses (such
Press the Attack: You stand ready to pursue an enemy if he as aiming, charging, magic items, talents, etc.). The
should fall back or flee your blows. Declare an enemy you storyteller can also assign bonuses and penalties to the
are currently Engaged with. If that enemy tries to attack roll to reflect the circumstances of the encounter, just
disengage, you can immediately move to his new position as you do in opposed tests. In general these bonuses and
and remain Engaged with him. This occurs immediately penalties should range from 1 to 3. They can take into
after your foe’s movement, before he can do anything else. account anything that would affect the attacker’s ability to
If your target spends more than one action moving away hit the target, such as lighting, terrain, tactics, and
from you, you only move one action’s worth and remain at concealment. Here are some example modifiers based on
Short Range from the target. common circumstances. Use them as a guideline when
assigning bonuses and penalties to attack rolls.
Ready: You can unsheathe a weapon, pull out a potion, or
otherwise ready an item that is stowed. As part of this Circumstance Modifiers
action, you can put away something already in hand. You
Modifier Circumstance
could thus put away your bow and a draw a sword, for
example. -3 Defender in heavy cover, such as a building or
stone wall. Melee attacker in heavy snow.
Visualize Spell: You visualize a spell that you want to cast, -2 Defender in light cover, such as a hedge or the
setting its Potency, Range, Area of Effect, Number of woods. Melee attacker in the mud. Ranged
Targets, and any Special Effects it may have. attack vs. defender engaged in melee combat.
Combat at night.
Attacks -1 Rain, mist, or smoke obscures the defender.
Combat in low light conditions.
There are two basic types of attack: melee and ranged
0 Normal circumstances.
(magical attacks from spells are covered in Chapter 6:
+1 Attacker is on higher ground. Defender is
Magic). Both are handled the same way.
prone. Melee attacker and allies outnumber
1. You start by picking a target. To make a melee attack, defender 2 to 1.
you must be adjacent to your opponent. To make a +2 Melee attacker and allies outnumber defender
missile attack, you must be able to see your target and 3 to 1. Defender is drunk.
be within range. See Chapter 4: Equipment and Gear +3 Defender is unaware of the attack.
for more information about weapon ranges.
2. You make an attack roll. This is an ability test based on
Inflicting Damage
Once you’ve hit an opponent, you then inflict damage. Your
the weapon group of the weapon you are using
damage roll determines if you struck a telling blow or one
(Strength for blades, for example, or Dexterity for
that was glancing and ineffectual. Armor is important here,
bows). This is modified by a focus if applicable and any
as it protects the wearer from a certain amount of damage.
other relevant bonuses (such as aiming, superior-
The procedure for calculating damage follows.
quality items, talents, etc.).
3. Your attack roll is a basic ability test. Your target 1. Roll your weapon’s damage and add your Strength
number is your opponent’s Physical Defense. ability and any other relevant modifiers (such as talents
and magic). You can find the damage for each weapon
4. If your test result is equal to or greater than your
in Chapter 4: Equipment and Gear. Note that weapons
opponent’s Physical Defense, your attack has hit. from the Bows Group add Perception instead of
Strength to damage.
Example
It’s the warrior Jannelle’s turn. She sees a fanged skeleton 2. Subtract your opponent’s Resistance to the type of
ten feet away (Short Range). So, she uses a move action to damage your inflicting (unless the attack is penetrating,
close the distance and become Engaged, and then makes an in which case skip this step).
attack. Jannelle’s player makes an attack roll. Jannelle is us- 3. The result of steps 1 and 2 is your damage total. You
ing a two-handed axe, so this is a Strength (Hafted inflict this amount of Health damage on your opponent.
Weapons) ability test. The roll is a 9. To that she adds her Note that if your opponent is well armored you may hit
Strength of 3, and she gets a +2 bonus because she has the but inflict no damage at all.
Hafted Weapons focus. Her test result for the attack roll is
thus 14 (9 + 3 + 2). This beats the skeleton’s Physical Defense
of 13, so Jannelle hits the creature with her axe.

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Chapter Eleven: Combat Rules & Systems

Example
The warrior Jannelle has just hit a fanged skeleton with a
two-handed axe. The axe’s damage is 2d6+4, so Jannelle’s
player rolls 2d6 and adds 4 to get a 10. She adds Jannelle’s
Strength of 3, and then subtracts the skeleton’s physical
resistance of 4. The damage total is 9 (10 + 3 – 4), so the GM
deducts 9 from the fanged skeleton’s Health.

Death and Injuries


As characters lose Health, they get closer to death or injury.
When

As characters lose Health, they get closer to death. When a


Player Character’s Health reaches 0, he is dying. He will die
after a number of rounds equal to 1d6 + Constitution unless Mounts and Combat
he receives healing. A dying character immediately moves Combatants can ride horses and other mounts. Accounting
to the Hopeless condition on the condition track. The for that requires a few special rules.
character dies at the start of the round on the final round, so
his allies have until then to save him. 1) You can mount an animal with a move action.

When a dying character receives healing, magical, with a 2) Once you are mounted, you can use move actions as
remedy, or through the use of the Heal action, the character normal, but some mounts allow you to perform one or
is no longer dying - but remains at the hopeless condition more move actions for free each round.
on the condition track. 3) You gain a +1 bonus to Physical Defense vs. melee
Most NPCs simply die when their Health reaches 0. The attacks made against you by opponents on foot, and to
GM may apply the PC rules to major NPCs at his option, melee attacks you make against them. The GM may rule
however. that this doesn’t apply vs. particularly large monsters.

Note that Health never goes below 0 (there is no negative 4) Many mounts have attacks of their own (especially
Health). those trained as war-mounts). Those that do can make
attacks of their own on your turn (as a Free action).
Example 5) Enemies can choose to attack you or your mount, and
The rogue Gerhard tries to escape from an angry mob. He you must keep track of your mount’s Health.
takes a wrong turn down a dead end street and is cornered.
He defends himself for 2 rounds, but a blow from street 6) Opponents can use the Knock Prone stunt to try to
ruffians reduces him to 0 Health and Gerhard collapses on dismount you. This is more difficult than overbearing
the cobbles. Gerhard rolls a 2, and since his Constitution is someone on foot, though, so you get a chance to resist.
2, Gerhard will die at the start of the round, 4 rounds from If you make a successful Dexterity (Riding) test, you
now. He had better hope his friends show up. remain mounted. The TN for this test is equal to 10 +
the opponent’s Strength. If you fail, you are knocked to
Delivering a coup de grace the ground, take 1d6 penetrating damage, and are now
A dying or unconscious character can be killed by a coup prone. The GM controls the actions of the mount until
de grace. Any adjacent enemy can perform a coup de grace you re-mount or the encounter ends.
as an action, and this automatically kills the target. A 7) Passengers on a mount (those not controlling it) do not
ranged attack can be used to deliver a coup de grace if the have to use move actions to change positions, as they
attacker makes a successful attack roll vs. a TN of 10. are simply carried along. They take actions as normal,
but the GM should bear their situation in mind.
8) These rules also apply when driving a vehicle like a cart
or wagon, but you use Strength (Driving) for tests
instead. If Knock Prone is used against a passenger of a
vehicle, Dexterity (Acrobatics) is used to resist it.

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Chapter Eleven: Combat Rules & Systems

Stunts Standard Stunts Continued


SP Description
Combat is more than two fighters taking turns whacking at 2 Mighty Blow: You inflict an extra 1d6 damage on
each other. A good fight should be dynamic and feature a your attack.
lot of movement and action. The rules described so far 2 Pierce Armor: You find a chink in your enemy’s
create a good framework but to that the game adds stunts armor. His Resistance is halved (rounded down) vs.
to mix things up and make fighting a little more this attack.
unpredictable. 2 Threaten: You strike a threatening pose,
The stunt system is simple. If you make a successful attack challenging an opponent of your choice within
roll and get doubles on any of the dice, you can perform one Short Range of you. You must make a
or more stunts in addition to dealing your normal damage. Communication (Intimidation) test vs. the target’s
You receive a number of stunt points (SP) equal to the Mental Defense. If you win, he must attack you in
Dragon Die and must use them right away to perform some way (melee, missile, spell, etc.) on his next
stunts. Initially, all characters choose from the same list of turn. A threatened character cannot be threatened
stunts, but as characters gain experience they get access to again until after his next turn.
new stunts and may use standard ones for fewer stunt 3 Grab: You grab your target and use him like a
points. human shield. You must have at least one empty
hand to use this stunt. The first successful attack
You can only perform a given stunt once in a round. The made against you before the beginning of your next
only exception to this rule is the skirmish stunt, which can turn inflicts damage on the grabbed target instead
be used multiple times as long as you have enough stunt of you.
points. 3 Kaboom!: You smash a fragile readied item in the
Once you have decided on what stunts you want to use, you target’s hands such as a potion or grenade. If you
can narrate how your character pulled them off. You can smash a grenade, it detonates and inflicts its full
perform the stunts in any order you choose. damage on all characters Engaged with the target
(including the target that was holding the grenade
The stunts on the Standard Stunts table can be used by any and you if this was a melee attack).
character for the SP cost indicated. Additional stunts can be 3 Lightning Attack: You can make a second attack
found in talent and monster descriptions. against the same enemy or a different one within
range and sight. You must have a loaded missile
weapon to make a ranged attack. If you roll doubles
Standard Stunts on this attack roll, you do not get any more stunt
SP Description points.
1 Skirmish: You can move yourself or the target of 3 Stunning Blow: You daze your target with a
your attack to another position within Short Range. particularly powerful blow. Your target moves -1
1 Rapid Reload: You can immediately reload a steps down the condition track.
missile weapon. 3 Sunder Arms/Armor: You damage your target’s
1 Returning Weapon: Your thrown weapon returns weapon or armor (choose one) permanently
to your hand, ready to be thrown again. reducing its damage or Armor Rating by 1 until it is
1 Stay Aware: You take a moment to make sure repaired.
you’re mindful of everything that’s happening 4 Deadly Strike: You inflict an extra 2d6 damage on
around you. The GM alerts you of something that your attack.
has so far escaped your notice in the battle. 4 Seize the Initiative: Your attack changes the tempo
2 Defensive Stance: Your attack sets you up for of the battle. You move the Initiative slot you’re
defense. You gain a +2 bonus to Defense until the using to the top of the Initiative Order, allowing
beginning of your next turn. your team to act earlier more often.
2 Disarm: You knock your enemy’s weapon out of his 5 Critical Shot: You strike at your target’s most vital
hand(s). areas. Damage inflicted from this attack is
2 Envenom: The toxins on your blade are delivered to considered Penetrating.
the target, inflicting the poison’s effects on the 6 Injure: You break bones, crack skulls, or otherwise
target of this attack. Remember, damage inflicted by inflict a severe injury on your target. Roll 2d6 and
poisons is penetrating; and a specific poison can compare the result to the Random Injury table, the
only affect an individual once per encounter. target suffers from that injury.
2 Knock Prone: You knock your enemy prone. Any 6 Slaying Strike: You inflict an extra 3d6 damage on
character making a melee attack against a prone foe your attack.
gains +1 bonus on the attack roll. 6 Whirlwind: You move as a blur through the
battlefield. You can move up to half your movement

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Chapter Eleven: Combat Rules & Systems

speed (rounded down) and make an attack against


each enemy you come within range of.

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Chapter Twelve: Social Rules & Systems

Chapter Twelve

Social Conflicts
Social Conflicts occur when two or more characters enter Dispositions
into a conversation where at least one of them wants the Disposition Agency Rating
other to do, think, or say something that he doesn’t want to. Friendly AR 0
When a Social Conflict starts player characters and non- Amiable AR 1
player characters take turns performing their actions in a Indifference AR 4
series of rounds. Each round represents roughly fifteen Dislike AR 7
seconds of talking time, so many things can happen during Hatred AR 10
each.
GOALS & BONDS
TAKING TURNS A character’s Goals are those things that he is working
Use the same Initiative as in physical combat. toward in his life. Main characters can have up to two goals,
while Minor characters have only one, and Extras have
Movement & Range none. Characters are immune to Social attacks that would
Use the same movement/range categories as physical hinder or prevent a character from attaining his Goal. Goals
combat. should be simple declarative statements:

TAKING ACTIONS Example Goals: To serve the law. To avenge my father’s


On each of your turns you can take actions (see physical death. To reclaim my birthright. To destroy the Pirate King.
combat), including making social attacks. A character’s Bonds are those things which he has a strong
attachment to which shapes the character and his actions.
DISPOSITION & AGENCY RATING Main characters can have up to five Bonds, Minor
A character’s Disposition, his attitude toward you, is characters can have two, and Extras can have only one.
important during a Social Conflict. At the start of Conflict Characters have their Agency Ratings increased by +3
the GM will determine the character’s disposition toward against any Social Attack that would weaken a bond or
you. This will be based on the character’s general attitude, force a character to act against their Bonds. Bonds should
what he knows of you, and any interactions you’ve had in include an emotion and a subject of that emotion.
the past.
Example Bonds: I Love my Wife. I Hate the Pirate King. I
The character’s Disposition determines his Agency Rating am Loyal to the King. I Honor my Ancestors. I am Friends
which acts as armor against your social attacks. It is far with my Party Members.
easier to influence friends than enemies with words.
Provided below, a table is provided to determine the
beginning disposition of new characters. It is provided as a
helpful guide, but personal dispositions might vary from
the baseline provided by the table.

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Chapter Twelve: Social Rules & Systems

Dispositions by Circumstance When you compel a character to think a certain way, you
convince them to see things your way on a particular topic.
Factor Modifier
You might convince a guard that someone is a criminal,
Opponent is attractive +1 step
convince a noble to invade his rivals, or convince a street
Opponent is known for honor +1 step
urchin to trust you. A character compelled to think a certain
Opponent is known to be just +1 step
way won’t necessarily do anything you want, but he will
Opponent is from an allied family +2 steps
pursue action that he deems necessary.
Opponent is a bastard -1 step
Opponent is ugly -1 step Breaking & Forging Bonds
Opponent is known for decadence -1 step
Characters can attempt to break a bond by successfully
Opponent is known for cruelty -1 step
compelling a character to think counter to a Bond three
Opponent is hideous -2 steps
times. A bond that is broken can then be forged into a new
Opponent is known for treacherousness -2 steps
Bond. A character’s Bond forms when you successfully
Opponent is from an enemy family -2 steps
compel a character to think in a certain way three times.
Opponent is from a foreign nation -1 step
Opponent is from a distant land -2 steps Note: Most characters will endure attacks aimed at their

SOCIAL ATTACKS Bonds rather than allowing them to be broken.

TO SAY
In a Social Conflict, a great many of your actions will be
When you compel a character to say something, you get
making Social Attacks to convince someone to do, think, or
information from him that you want. The information you
say something. All social attacks, regardless of goal, follow
receive might be a lie (which can be found out with an
the same basic steps:
opposed Perception roll), but the target will tell you
1) You start by declaring a target and choosing what you something.
want your attack to achieve.
2) You make a Communication Attack roll, this will use
the Focus that best defines your attack (Manipulation,
DAMAGE & STRAIN
A character may choose not to do, think or say what you
Persuasion, or Intimidation). want. When he chooses not to, he suffers damage to his
3) On a successful attack, you check for doubles - Spirit. A character suffers a number of points of damage
spending any Stunt Points on Intrigue stunts - and roll equal to 1d3 or the damage provided by the Courtier talent
for damage. (+Communication). A character that reaches 0 Spirit suffers
Strain, moving him -1 persistent steps down the Condition
4) You reveal the attack's goal and attack’s target chooses track until the strain is recovered (once per week of
to endure the attack or accept the attack’s goal. relaxation, or two per week if a successful Cunning
5) You resolve the attack, if the target chose to endure it, (Healing) test is made to help you). A character may choose
he takes damage – otherwise all damage is lost. All to suffer Strain to reduce the Spirit damage inflicted by 10
other stunts performed are resolved if applicable in points. Once a character has reached 0 Spirit, he is an
either event. invalid target for other Social attacks.
Characters do not like suffering strain, an NPC will avoid
ATTACK TYPES suffering strain by accepting a compulsion unless it directly
All Social Attacks are aimed at one of three things: to opposes one of their Bonds or will cause them more than a
compel a character to do, think, or say something. It might month's hardship.
be done nicely (with Persuasion), harshly (with
Intimidation), or covertly (with Deception), but the goal is
the same.

TO DO
When you compel a character to do (or not do) something,
you get immediate results. A bouncer will let you into a
club, a worker will cut a rope, or a soldier will run away in
fear. Characters that are compelled to do something can
change their mind if it takes more than an hour to perform
the task, and other characters can convince them to stop
before they finish their task.

TO THINK

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Chapter Twelve: Social Rules & Systems

Social Stunts
Like in combat, intrigues are more than a simple back-and-
forth of words.
Social Stunts
SP Description
1 Stay Aware: You take a moment to make sure
you’re mindful of everything that’s happening
around you. The GM alerts you of something that
has so far escaped your notice in the battle.
2 Compelling Argument: You exert an extra +1d6
Influence on your target.
2 Withdraw: You stand back from the arguments to
collect your wits, gaining a +2 bonus to Mental
Defense until the end of the next round.
3 Fast Talk: You unleash a stream of nonsense that
confuses your target, reducing his Mental Defense
by two (2) until the end of the next round.
3 Manipulate: You deliver your attack without your
target knowing the goal of the attack, preventing
him from making a rational judgment about how
damaging it might be.
4 Incredible Argument: You exert an additional +2d6
Influence on your target.
6 Undeniable Logic: You exert an additional +3d6
Influence on your target.
6 Yearning to Obey: Your target suffers Strain if he
endures the Social Attack, even if the attack
wouldn't reduce his Spirit to 0.

Effects of Language
Common language is vital to intrigues, making it all but
impossible to compel other characters who cannot
understand you. If your target does not speak your
language, you take -3 penalty to all tests.

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