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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?”
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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
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.
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.
5
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.
6
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).
7
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.
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
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
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.
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
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
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.
19
Chapter Two: Mutations
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
21
Chapter Three: Focuses & Talents
22
Chapter Three: Focuses & Talents
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
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.
24
Chapter Three: Focuses & Talents
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.
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).
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
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
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
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
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
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
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.
40
Chapter Four: Equipment & Gear
41
Chapter Four: Equipment & Gear
42
Chapter Four: Equipment & Gear
Ornamental Treasures
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.
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
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
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
49
Chapter Six: Magic
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
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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
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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.
53
Chapter Six: Magic
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.
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
58
Chapter Eight: House, Lands, and Holdings
Chapter Eight
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
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Chapter Eight: House, Lands, and Holdings
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Chapter Eight: House, Lands, and Holdings
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Chapter Eight: House, Lands, and Holdings
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Chapter Eight: House, Lands, and Holdings
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Chapter Eight: House, Lands, and Holdings
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Chapter Eight: House, Lands, and Holdings
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.
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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.
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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
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Chapter Nine: Mass Combat
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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
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Chapter Ten: Basic Rules & Systems
Chapter Ten
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Chapter Ten: Basic Rules & Systems
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Chapter Ten: Basic Rules & Systems
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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.
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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.
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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.
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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
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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.
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
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Chapter Eleven: Combat Rules & Systems
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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:
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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
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.
90