Beruflich Dokumente
Kultur Dokumente
54 Fantasy
Role-playing Game
Created by
Stephen C. Klauk
version 2.01
Armor (Light) +4
Evade +5
Endurance +0
Endurance (Fortitude) +2
Weapon (Blade Rapier) Attack +6/Damage +4
Weapon (Blade Stilleto) Attack +7/Damage +2
Play!
At this point, you should have a completed
character. Now go out there and make a name for
yourself!
Chapter 3 - Race
Once you have assigned your basic ability
scores, select a race from the list below. You are not
restricted to the races below; your game master may
have additional races available, or you can make your
own with your game masters approval.
Culture
Draemani are individuals, born singly to an
unusual union of human and elf. As such, most
draemani tend to live within human or elvin
communities, where they are often outsiders among
their own kind.
However, a draemanis upbringing in a dual
heritage household often makes them far more
understanding towards others. It is not uncommon
for draemani to be somewhat diplomatic towards
others and this openness can often overcome barriers
of prejudice and standoffishness among others.
Racial Traits
Vision: Normal
Speed: Normal
Ability Modifiers: +1 Presence, -1 Resistance
Skills: Endurance R0, Language (Common) Ranks =
Int + 1 rank, Language (Elvin) Ranks = 1/3 Int,
Perception (Intuition, Spot) R0, Weapon Group
(Bow) R1 or Weapon Group (Blade) R1
Diplomatic: Up to once per scene, when using
enchantment magic or attempting to influence or
negotiate with others, you may draw an extra card
Culture
Over the ages, the dragonfolk have built
their own societies in reclusive areas away from most
other races. They prefer areas that cannot be reached
by foot, and have great skill in architecture that rivals
that of the elves. Their sorcerous demeanor spills
into many of their works, and it is not uncommon to
find minor magical wards and other enchantments
protecting or enhancing their buildings.
Dragonfolk tend to be rather stoic and stuffy
in their own lands, with little love or tolerance for
outsiders. They have great respect some say envy
of dragonkind that spills into their architecture and
worship.
Racial Traits
Vision: Lowlight
Speed: Normal, Slow Fly
Ability Modifiers: -1 Strength, +1 Presence
Skills: Athletics (Flight) R1, Endurance R0,
Language (Draconic) Ranks = 1/3 Int, Language
Culture
Dwarves tend to live in defensive holds built
into the sides of mountains or under hills. There,
they toil to mine the earth of precious metals and
craft it into beautiful works of art, some of which
they are willing to part with in trade for other things
they need from the other races.
While holdings can vary greatly, most tend
towards rigid, lawful hierarchal societies where ones
skill as a craftsman determines social rank. Guilds
are the most common organization in the hold, each
dedicated to a particular craft. These crafts are
usually dedicated to a particular form of
metalworking, but can also include other crafts such
as brewing, carpentry, stonemason and even
soldiering.
Most holds are ruled by a king/queen or
lord/lady with a council of guild masters who acts as
the holds nobility. The guilds themselves are
usually composed of clans of dwarves who follow a
singular lineage; branching out from ones family
guild is often seen as a betrayal of ones family.
Racial Traits
Vision: Lowlight. A dwarf can see in twilight or
dim conditions as if it were daylight.
Culture
Elves are free-loving creatures, and tend to
organize themselves into conclaves. These conclaves
tend to consist of members of the same family, along
with non-elves whom have been befriended and
accepted into the community. To differentiate
between elves and non-elves in conclaves, they are
further broken down into a household which refers
to all the elves and companions, which of course
refers to the non-elves.
Further up the chain, most conclaves
recognize a greater nobility among elvindom whose
bloodlines are more directly tied to one or more of
the gods who spawned the elvin race. Among this
nobility is a sort of arrogance of command that is
simply ignored or tolerated among the lesser
conclaves. While the nobility is prone to making
decrees for all elves to follow, it is rare that they are
enable to enforce such demands upon the dissonant
conclaves.
Racial Traits
Vision: Low-light. An elf can see in twilight or
brighter light as if it were full daylight.
Speed: Enhanced
Ability Modifiers: +1 Intelligence, -1 Presence
Culture
Gnomes are known for their hard work and
skill at craftsmanship that rivals that of the dwarves,
but they are equally capable of frolicking and
enjoying themselves as much as any elf. Gnome
workshops are often filled with the whimsical as well
as the functional, often alive with contraptions and
experimental clockwork gadgets that can be found
nowhere else.
Gnomes generally live in clans isolated from
other races; their small size tends to make their
homes unsuitable for larger individuals to maneuver
through comfortably. They are also prone to pranks
and practical jokes that few outside of the their own
kind tend to appreciate after long.
Racial Traits
Vision: Low-light. A gnome can see in twilight or
brighter light as if it were full daylight.
Speed: Slowed
Ability Modifiers: +1 Intelligence, -1 Strength
Skills: Craft (Any one) R1, Endurance R0,
Language (Common) Ranks = 1/3 Int, Language
(Dwarven) Ranks = Int + 1 rank, Perception
(Smell, Spot) R0, Weapon Skill (Spear) R1
Small: You gain a +1 bonus to Dexterity related
skills and the Ranged Combat skill.
Tinkerer: Once per scene, when you would normally
draw a card from the top of your deck for a skill
check, you may instead play a card from your
hand. You may not use the communal deck when
using this ability.
Culture
Hellchilde are feared within human society;
it is not uncommon for them to be hunted and
destroyed for fear of what they may grow to become.
In isolated areas, hellchilde are often outcasts from
society. In areas where hellchilde are somewhat
common, they are usually members of high society
Culture
Hillenfaey live in small communities
burrowed into the sides of hills or built as rounded
mounds protruding from the ground. While there are
many hillenfaey-only communities, hillenfaey are
generally gregarious enough that they often build
their homes on the outskirts of human communities
and willingly trade with human society.
Due to their mischievous nature, hillenfaey
often have a bad reputation among humans as
pickpockets, swindlers and sneak thieves. While
hillenfaey have peculiar rules about possessions, this
reputation is generally undeserved; most hillenfaey
are law-abiding and respectful of others property. It
is the few notorious hillenfaey who have happily
targeted the foolish big folk that have given the
race a bad name.
Racial Traits
Vision: Normal
Speed: Slowed
Ability Modifiers: +1 Dexterity, -1 Strength
Skill: Endurance R0, Stealth (Hide) R1, Language
(Common) Ranks = Int + 1 rank, Perception
(Intuition, Spot) R0, Weapon Group (Hurled) R1
Small: You gain a +1 bonus to Dexterity related
skills and the Ranged Combat skill.
Physical Traits
Humans have a wide range of body frames,
with no particular body frame dominating. Height
ranges from an average of 5 10 upwards to 6 5,
with females being a few inches shorter. Average
weight is around 175-220 lbs, again with females
about 65 lbs. lighter.
Humans tend to have earthy toned skin
color, ranging from pale, near-white skin through
increasingly deeper browns to a near-black skin tone.
Albinism is possible, but fairly rare, making up less
than 5% of the population. Hair ranges from a
platinum blonde through browns, reds and blacks and
can be straight, kinked or curly. Eyes range in color
including gray, light blue, green and brown. In some
areas, epicanthic folds may be found among the
inhabitants.
Male humans may have beards, with the
style and presence of a beard highly subject to the
local culture.
Culture
Human culture is extremely varied, ranging
from primitive hunter-gatherers to vast nations
wielding awesome power. While most human
cultures are male-dominated, this is not always the
case.
In general, humans seek to improve
themselves wherever possible, always looking for
newer, better and more efficient ways to get things
done. Human societies who do not strive to advance
often succumb to those societies that are on the
move.
Racial Traits
Vision: Normal
Speed: Normal
Ability Modifiers: +1 to one primary ability of
choice, -1 to one primary ability of choice
Skills: Any one R1, Endurance R0, Language
(Common) Ranks = Int, Language (Regional)
Ranks = Int + 1 rank, Perception (Listen, Spot)
R0, Weapon Skill (Blade) R1
Destiny: Once per scene, Humans can discard and
redraw their hand after playing any face card or an
Culture
Mageborn are usually raised in human
cultures, though there are some rare communities that
exist of long lines of mageborn-only lineages.
It is not uncommon for mageborn to develop
an air of superiority over humanity, and in areas that
are mageborn-only, they may even come to believe
they have the right to rule over common humans.
This can range from slight bigotry and favoritism
towards mageborn, or can develop into full-scale
slavery and subjugation of humanity under the heel
of a mageborn elite.
Racial Traits
Vision: Normal
Speed: Normal
Ability Modifiers: +1 Magic Aptitude, -1 Melee
Combat
Skills: Endurance R0, Knowledge (Any one) R1,
Language (Common) Ranks = Int, Language
(Celestial, Draconic, Giant, Genie or Infernal)
Ranks = 1/3 Int, Language (Regional) Int + 1
rank, Perception (Spot, Any One) R0, Spellcraft
(Arcane) R1
Magic in the Blood: Up to once per scene, when you
cast a spell, you may draw an extra card from the
Culture
Orkans tend to be rough and cruel, firmly
believing in only the fit should survive, and the
pleasures of life belong to those willful enough to
seize them.
Orkans rarely develop their own
communities, and are more often found in small
groups among goblinoids or human communities.
There, they often hire themselves out as mercenaries
as warriors or laborers. It is uncommon for them to
take thinking jobs, and they tend towards morally
questionable employment.
Racial Traits
Vision: Lowlight. An orkan can see in twilight or
dim conditions as if it were daylight.
Speed: Normal
Ability Modifiers: +1 Melee Combat, -1 Presence
Skills: Endurance R0, Persuasion (Intimidate) R1,
Language (Common) Ranks = Int, Language
(Goblinoid) Ranks = 1/3 Int, Language (Regional)
= Int, Perception (Smell, Spot) R0, Weapon
Group (Any one) R1
Intimidating Warrior: Up to once per scene, when
you make an attack in melee or ranged combat, you
may draw an extra card from the top of your deck
and compare it to the difficulty of the action for an
Culture
Titanborns dwell in clans who can trace
their ancestry back to their titan forefathers. The
titans of a given clan tend to have a similar
appearance except in rare cases where the lineage
may have mixed with other titanborn clans.
Most titanborn clans are tribal in nature,
migrating across the world and trading with those
other races they encounter. While some of the clans
raid for goods and gear, most titanborns have learned
to peacefully trade with those they encounter,
offering their powerful services in return for the food
and goods they need to survive.
Racial Traits
Vision: Normal.
Speed: Normal
Ability Modifiers: +1 Strength, -1 Dexterity
Skills: Athletics (Any one) R1, Endurance (Physical)
R1, Language (Common) Ranks = 1/3 Int,
Language (Giant) Ranks = Int + 1 rank,
Perception (Spot, Touch) R0, Weapon Group R0
Benefits
A profession should grant at least one
combat-related ability and one out-of-combat ability
that can be used once a scene. You may wish to
combine the combat and out-of-combat ability. If
A Final Word
Youll surely find both professions and
specialties that violate what is suggested above; thats
fine these are just guidelines designed to help you
design your own material that isnt any more
powerful than what exists.
Familiars
Arcane casters often attract an extraplanar
creature known as a familiar. This tiny humanoid
creature is a magical assistant and guide that is drawn
to aid or tempt an arcane caster. Familiars
Specialties
Dilettante
You have a wide range of skills in all areas. Arcane Warrior: You are skilled in casting spells
A jack-of-all-trades is a generalist who has a wide while armored and armed.
mix of abilities and talents Bonus Skills: Armor (any one), Weapon group (any
one)
Spells: You start with three 0th circle spells, and two
Automatic Skills First Tier spells.
You gain the following skills, at Rank 1. Weapon Magic: You treat your primary weapon as a
Two weapon groups from below. You may magic weapon of your choice. The item retains its
choose the same weapon group twice, thus magical abilities only while you wield it.
starting at Rank 2. Arcane School Prohibition: Choose one school of
Axe magic. You cannot cast spells from that school.
Bow Divine Prohibition: You cannot cast Divine spells.
Club Primal Prohibition: You cannot cast Primal spells.
Crossbow Runecasting Prohibition: You cannot cast Runes.
Blade
Hurled Bard: A bard is a jack-of-all-trades who is a
Spear storehouse of knowledge and secrets. They often
Thrown travel to gather tales and learn secrets of all types.
Exotic Bonus Skills: Perform (Any one), Knowledge
Three Ranks in Armor (Unarmored, (History)
Minimal or Light) or Evade. You may Inspiring: Once per scene, when you play a card
choose the same Armor or the Evade skill from you hand, you may play a second card from
twice, but cannot start higher than Rank 2. the communal hand for an extra success. After
Two broad skills of your choice playing the communal card, replace it. This
replacement does not count against the drawn card
Benefit to replace your own hand.
Dabble: Once per scene, when making a skill check, Refresh: When you refresh your hand after playing
you can use any Primary ability score instead of an Ace, you may also refresh the community deck.
the normal ability score used with the skill. Spells: You start with two 0th circle spells, and one
Dabbler Spellcasting: You are treated as being at First Tier spell.
least Rank 0 in either Spellcraft (Arcane), Spell Deficiency: You cannot cast spells of the Third
Spellcraft (Divine), Spellcraft (Primal) or tier.
Spellcraft (Runecasting), even if you have not
taken any ranks in Spellcraft. Crusader: You are skilled in potent prayers while
Spells: You start with two 0th Circle spell. armored and armed.
Maneuvers: You start with the Avoid, Defend, and Bonus Skills: Armor (any one), Weapon group (any
Strike maneuver and two maneuvers of your one)
choice of up to Apprentice (Rank +2) level. See Spells: You start with three 0th circle spells, and two
the maneuver chapter for details. First Tier spells.
Dabbler: You cannot exceed Rank +3 (Journeyman) Weapon Magic: You treat your primary weapon as a
in any skill. magic weapon of your choice. The item retains its
magical abilities only while you wield it.
Arcane Prohibition: You cannot cast Arcane spells.
Primal Prohibition: You cannot cast Primal spells
Runecasting Prohibition: You cannot cast Runes.
Guiding Spirit
Divine casters often attract an extraplanar
presence known as a guiding spirit. A guiding spirit
can take many forms a ghostly presence of ones
ancestor, a miniature manifestation of the characters
consciousness, an animal spirit or companion or even
an angelic (or demonic) figure that appears to aid and
consult with the character.
Specialty
Rogue
You are a scoundrel at heart, living off your Assassin: An assassin is an individual who covertly
wits, skill and charm. A rogue is an individual adept murders others for money or a cause. Most are
at living off the work of others. Often flaunting the amoral beings, though some might have a higher
law, a rogue works to better his own situation, often purpose for eliminating their foe.
heedless of the consequences of his actions to other Bonus Skills: Deception (Ambush), Stealth (Hide)
individuals. Deathblow: Up to once per scene, if you make an
attack against an unaware opponent, each card of
the spade suit that you play deals an extra success
Automatic Skills to the opponent if you beat the opponents
You start with the following skills at Rank 1. difficulty. You may play as many extra cards as
Two weapon groups from below. You may you desire, ignoring the limit of two cards a turn.
choose the same weapon group twice, thus You may play the cards before or after the
starting at Rank 2. difficulty has been revealed.
Bow Honorless: Up to once per scene, when interacting
Crossbow with an individual who is aware of your profession,
Blade make a Presence check. If you fail the Presence
Hurled check, the difficulty of interacting with the
Exotic individual increases by +5 and the victim is not
Three Ranks in Armor (Unarmored, considered unaware until the end of the scene or
Minimal or Light) or Evade. You may until you make a successful Presence check.
choose the same Armor or the Evade skill
more than once, thus starting at up to Rank Burglar: A burglar is an individual who robs others
2. You cannot start at Rank 3 in either of their wealth.
Armor or Evade. Bonus Skills: Stealth (Move Silently), Stealth
Deception (Sleight of Hand)
One broad skill of your choice Light-fingered: Up to once per scene, when making
a Dexterity-based skill check, you can draw an
Benefits additional card from you deck and compare it to
Skilled: Up to once per scene, when making a skill the difficulty for an extra success. You may draw
check you may draw a card from the top of your the card before or after the difficulty has been
deck and compare it to the difficulty of the action revealed.
for an extra chance of success. You may draw Criminal: Up to once per scene, when interacting
the card before or after the difficulty has been with an individual who is aware of your profession,
revealed. make a Presence check. If you fail the Presence
Precise Strike: Up to once per scene, when making check, the difficulty of interacting with the
an attack against a distracted or unaware individual increases by +5 until the end of the
opponent, you may draw a card from the top of scene or until you make a successful Presence
your deck and add it to the damage total. You check.
may draw the card after the difficulty has been
revealed.
Spells: None
Maneuvers: You start with the Avoid and Strike
maneuvers and one additional maneuver of up to
Apprentice (Rank +2) level. See the maneuver
chapter for details.
Spell Handicap: You can only learn up to Rank +2
(Apprentice) in Spellcraft (Any).
Weapon Deficiency: You can only learn up to Rank
+3 (Journeyman) with any Weapon Group.
Specialties
Warrior
You are trained in the art of fighting. A Berserker: A berserker loses themselves to the
warrior is skilled in tactics, the use of a wide variety fight, seeking to utterly annihilate their opponent,
of weapons and skill with armor and shields to heedless of their own peril.
protect himself or herself from harm. Bonus Skills: Persuasion (Intimidate), Weapon
Group (Axes)
Berserk: Up to once per scene, you may subtract
Automatic Skills from your defense and add that amount to your
You start with the following skills at Rank attack. You cannot take more than a 4 penalty to
1. your defense to add up to +4 to your attack.
Three weapon groups. You may take the Wild: Up to once per scene, when facing an
same weapon group more than once, thus unfriendly or hostile individual, make a Presence
starting at Rank 2. You cannot start one check. If you fail the Presence check, you must
weapon group at Rank 3. attempt to attack the target, whether pummeling the
Four Ranks in Armor (Any) or Evade. You opponent with fists, beating him with an improved
may choose the same Armor or Evade more weapon or drawing steel and using it on him. You
than once, starting at up to Rank 2. continue to fight all available opponents until the
end of the scene or until you succeed a Presence
Benefits check.
Active Defense: When making an Evade or Armor
check, you may choose to play a card from your hand Kensai: A kensai is master of a single weapon, who
instead of drawing from the top of your deck. You mercilessly trains his spirit and soul to become one
may not play a card from the community deck when with his weapon.
using this ability. You do not draw a card from your Bonus Skills: Perform (Weapon Drill), one Weapon
deck to replace the card from your hand when you Group of choice
use this ability. Weapon Mastery: Select a weapon. You gain an
Combat Superiority: Up to once per scene, when extra +1 bonus to your Melee or Ranged Combat
making an attack, you may draw an extra card from skill when utilizing your chosen weapon.
the top of your deck and compare it to the difficulty Weapon Devotion: You cannot raise Weapon group
of the action to attempt an extra success. You may skills above Rank 0 that are not usable with your
draw the card either before or after the difficulty has chosen weapon.
been revealed.
Spells: None
Maneuvers: You start with Avoid, Defend, Strike, Hoplite: A hoplite is a warrior trained to fight in
Ranged Weapon Style, Two Weapon Style, Weapon light armor and to keep on the move.
and Shield Style maneuvers and three additional Bonus Skills: Athletics (Run), Knowledge (Strategy)
maneuvers of up to Journeyman (Rank +3) level. See Light Fighting: Subtract your Armor bonus from 3
the maneuver chapter for details. and add it to your Defense. Note: If your Armor
Arcane Prohibition: You cannot take ranks in the bonus is 4 or 5, you will have a penalty to Defense.
Spellcraft (Arcane) skill. Light Weapons: You cannot use two-handed
Divine Prohibition: You cannot take ranks in the weapons and must use transitional weapons in one
Spellcraft (Divine) skill. hand.
Primal Prohibition: You cannot take ranks in the
Spellcraft (Primal) skill.
Runecasting Prohibition: You cannot take ranks in
the Spellcraft (Runes) skill.
Selecting Skills
Skills Overview Your profession gives you a list of
The following rules apply to use of selection automatic skills. After you have gained your
and using skills. automatic skills, you can choose 5 broad skills for
your character.
Armor, Craft, Perform and Weapon Groups
cannot be taken as broad skills. Instead, you must
Acrobatics
Untrained Skills These are physical skills that require quick
If you are untrained in a skill, your chance reactions, nimbleness and/or quick reactions.
with success is equal to half your ability score,
rounded down. For example, if you were untrained Balance
in Acrobatics with a Dexterity of 5 and wanted to Dexterity vs. Static
attempt to Tumble, you would treat your base value This skill is used to keep your balance on
as 2 (5 / 2 = 2.5, rounded down to 2). narrow surfaces or in slippery areas.
Escape
Ranked Skills Dexterity vs. Strength
If you have at least one point in a skill or This skill is used to escape bonds or an
subskill, you are considered ranked in that skill. enemys grapple.
Skills are ranked from 0 to 5. Each rank has an
attached descriptive name Initiate (Rank 0), Novice Tumble
(Rank 1), Apprentice (Rank 2), Journeyman (Rank Dexterity vs. Static or vs. Weapon Skill
3), Master (Rank 4), Grand Master (Rank 5). No This skill is used to perform acrobatic stunts
skill can exceed a rank of 5 (Grand Master). such as cartwheels, somersaults and other agile
If you have at least 1 rank in a subskill, but maneuvers. When you are adjacent to an opponent,
no ranks in the overall skill, then you are treated as you can use Tumble as a move action against their
being Rank 0 in the overall skill and any subskill that Weapon Skill to gain an advantage to Attack or
you dont actually have ranks for. This may occur Defense.
for many of the trained only skills, such as Armor,
Craft, Knowledge and Weapon Group skills.
Worlds of Adventure Page 44 of 199
Natural
Armor This covers any natural hide, scales or other
Trained Only bodily protection a creature may have.
Reactive; Resistance vs. Weapon Skill
This is a series of subskills that allows you Athletics
to use armor of the appropriate type. If you don Strength vs. Static
armor without having the appropriate skill, the action This skill is used for actions requiring
check penalty for the armor is doubled. physical motion, such as running, jumping and the
Like other skills, you can take ranks in the like. The subskills for athletics is Burrow, Climb,
armor to both increase your Resistance score with the Fly, Jump, Lift, Run and Swim.
armor and to decrease any penalty the armor applies
to skill checks.
You do not get to apply an Armors bonus Burrow
or the Armor skill when attempting to resist Poison, Trained only
Disease or falls. The Endurance skill is used instead This skill is used to tunnel through the earth
in such cases. and avoid underground obstacles or collapse.
Burrowing movement is halved for non-native
burrowers.
Unarmored
This is the only armor skill that can be used
untrained. When used, your Defense gains the suit of Climb
your Dexterity. This skill is used to climb sheer surfaces too
steep to walk up. Climbing movement is halved for
non-native climbers.
Minimal
This is armor that provides little to no
protection and is usually no more than thick clothing. Fly
Trained Only
This skill is used by creatures capable of
Light flight to evade pursuit or to avoid obstacles while
These are armors designed to provide some flying. It is also used by flying creatures to recover
protection but not impede movement nor weigh down from a fall.
the wearer.
Jump
Medium This skill is used to jump obstacles or reach
These are armors that are designed to higher or lower positions with a single leap.
provide fairly decent protection. However, they tend Each 1 ft. of jumping distance is 1 point of
to slow the wearer somewhat and impede with some difficulty for a standing jump, while each 2 ft. of
actions. jumping distance is 1 point of difficulty for a running
jump. Each ft. of height is 1 point of difficulty for
Heavy a high jump.
These are armors designed to provide full-
body protection, and are usually reinforced with Lifting
several layers of armor. Then tend to slow the wearer This skill is used to pick up heavy objects.
and often impede significantly with mobility. A successful check allows the character to pick up
and hold the weight for a ten count.
Full Each 25 lbs. of weight has a difficulty of 1
These armors cover the wearer from head to for a medium character. Double the weight for a
toe in reinforced armor plates. Even joints and the point of difficulty for each size above medium and
like are reinforced against weapons, making the half the weight for a point of difficulty for each size
wearer practically impervious to physical harm. category below medium.
Unfortunately, the armor tends to greatly slow the
wearer and impedes significantly with mobility.
Run Jeweler
This skill is used to evade opponents This skill allows you to refine and cut
through speed, or to maneuver through obstacles gemstones as well as make jewelry from gemstones
(such as over hurdles or through crowds) while that does not including precious metals.
moving at a rapid pace.
Poisonmaker
Swim This skill allows you to extract and distill
This skill is used to tread water and stay poisons.
afloat.
Metalsmith
Craft This skill allows you to make items made
Trained Only from precious metals such as gold and silver.
Intelligence vs. Static
This is a series of subskills that gives you Masonry
skill in the creation of a particular group of items. This skill allows you to make items from
See the chapter on Expertise for more information on brick or assembled from stone.
using Craft skills.
When using a craft skill, you need an Sculpture
appropriate set of tools for the job you are This skill allows you to craft items from a
performing. If you are using improvised tools, you single block of material.
work at a disadvantage (-2 to checks). If you have no
tools at all, you cannot succeed at the check,
regardless of your result. Trapmaking
This skill allows you to craft mechanical
traps to capture, impede or harm.
Alchemy
This skill lets you create quasi-magical
items. Wainwright
This skill allows you to craft metal-shod
wooden items such as barrels, wheels and the like.
Armorsmith
This skill lets you fashion armor.
Deception
Blacksmith Presence vs. Perception (Intuition)
This skill lets you forge items made of metal Deception skills are used to deceive others,
and iron for non-combat purposes. whether by pretending to be someone else or by lying
or spreading disinformation.
Bowyer/Fletcher
This skill lets you create bows and arrows Act
This is the ability to adopt a false persona or
mimic another individuals habits and speech
Brewing patterns.
This skill allows you to create liquors and
spirits.
Ambush
This is the ability to surprise opponents or
Carpentry lead them into dangerous situations.
This skill allows you to create items crafted
from assembled wood pieces.
Bluff
This is the ability to lie or misdirect others.
Farming
This skill is used to grow crops, tending
fields, harvesting and storing crops. Disguise
This skill is used to conceal a person or
objects true appearance
Train
Open Locks Intelligence vs. Presence
This is the ability to open locking This is the skill of controlling and training
mechanisms and other devices that prevent entry into animals to do as you desire.
an object or area.
Knowledge
Endurance
Intelligence vs. Static
Resistance vs. Static or Trained only
Reactive; Resolve vs. Magic Aptitude These skills are used to provide information
This skill is used to perform generally easy, about a specific subject. They do not represent
repetitive tasks over long periods of time or to endure hands-on skill, but instead theoretical knowledge.
environmental hardships. It is also used to resist Additional knowledge skills can be added as the
attacks meant to damage an individual, by magical game master desires.
attacks, disease or poison.
Endurance also determines how you can
hold your breath Appraise
This skill is used to determine the relative
worth of an unusual item from examination, such as
Fortitude gemstones, pieces of art and the like.
This skill is used to resist the effects of
prolonged exposure to ones surroundings, such as
avoiding sunstroke in a desert. It is also used to resist Arcane
thirst, hunger and suffocation or holding your breath. This skill is used to determine the nature of
You can hold your breath for a number of rounds magical effects and magical items.
equal to your Endurance check.
Architecture
Mental This skill is used to design buildings,
This skill is used to resist attempts at mental understand layouts and discern strong and weak
possession or control. points in a building.
Physical Dungeoneering
This skill is used to resist certain energy- This skill is used in exploring underground
based attacks aimed at your person. This includes caverns and familiarity with its inhabitants.
acid, cold, electriticty, disease, fire, necrotic, poison,
radiant, and sonic attacks.
Geography Language
This skill is used to navigate natural The skills here relate to speaking, reading
landscapes and basic familiarity with the geological and writing languages. Each language is a separate
features of an area. trained only skills, though generally all creatures can
speak Common and their own racial dialect.
Heraldry The game master can decide if he wants to
This skill is used to identify groups and break language knowledge out into separate skills of
organizations or identify and decipher organizational reading, speaking and writing (more realistic) or treat
symbols. the ability to read, speak and write as one single skill
for a given language.
History
This skill provides knowledge of past Read (Language)
events. Automatic success at Rank +1 or better
Trained Only
Law This skill has a specialization for each
different language. It is used to be able to read a
This skill provides knowledge of local law
language. All characters start with knowledge of the
and social contracts.
Common language.
Normally, you do not need to make a check
Local to use a language, unless you have Rank 0 (Initiate)
This skill provides familiarity with local in a language. The rank you have in the language
customs, legends and the people of an area. determines how well you can read, write or speak the
language.
Nature Rank 0 (Initiate): Can identify
This skill is used to identify plants and letter/symbols from the language, but
animals, familiarity with fey creatures and to predict not meaning.
weather. Rank 1 (Novice): Can read individual simple
words.
Rank 2 (Apprentice): Can read a passage
Nobility after a couple readings or a minutes
This skill is used to identify nobility and study.
royalty as well as etiquette and power circles among Rank 3 (Journeyman): Native
individuals. reading/writing ability
Rank 4 (Master): Learned wordsmith with
Planar large vocabulary.
This skill provides knowledge of the various Rank 5 (Grand Master): Learned wordsmith
realms of reality beyond the Mortal world. who likewise understands ancient
versions of the language and its
entomology.
Religion
This skill is used to identify the trappings
and traditions of religious organizations. Speak (Language)
Automatic success at Rank +1 or better
Seafaring Trained Only
This skill has a specialization for each
This skill is used to pilot watercraft, travel
different language. It is used to be able to speak a
waterways and familiarity with seaborne creatures.
language. All characters start with knowledge of the
Common language.
Strategy Normally, you do not need to make a check
This skill is used in large scale combat to to use a language, unless you have Rank 0 (Initiate)
organize and conduct war. in a language. The rank you have in the language
determines how well you can read, write or speak the
language.
Rank 0 (Initiate): Knows one or two words
in the language.
Linguistics Touch
Varies This skill is used to sense or identify
The skills here relate to manipulating something by touch.
languages for uncommon or deceitful uses.
Perform
Decipher Presence vs. Static
Intelligence vs. Linguistics (Encode)
This skill is used to decode dead languages Comedy
or coded messages either written, oral or utilizing This is the knack to crack amusing jokes,
body language and the like. You can use it to perform comedic buffoonery or to humorously mock
decipher messages in an unknown language if you others.
know the context of the message.
Dance
This is the skill to perform various dances
formal or folk.
Diplomacy
Debate Presence vs. Persuade (Diplomacy)
This is the skill to effectively argue a point This skill is used to persuade an individual
or position. through peaceful means and negotiation. Each
success with this skill swings the target towards
Keyboard Instruments acting as you desire. If you or an ally attacks the
This is the skill to play musical instruments target, all successes are lost.
like pianos, harpsichords or pipe organs.
Haggle
Oratory Presence vs. Persuade (Haggle)
This is the skill in reciting epic poems, odes This skill is used to lower prices (when
or ballads. buying) or raise prices (when selling). Each success
alters the price by 10%. On a failure, you can no
longer modify the price. You cannot modify a price
Percussion Instruments greater than 10% x Rank bonus.
This is the skill to play bells, chimes, drums
and gongs.
Gather Information
Presence vs. Deception (Bluff) or Static
Sing This skill is used to gather rumors,
This is the skill to perform with musical anecdotes, gossip or other official or unofficial
voice. information about persons, objects or places.
Normally a single success gets you the information
String Instruments you seek from the target. Normally the target only
This is the skill to play fiddles, guitars, resists if the information is secret, and in such a case
harps, lutes and mandolins. you must wear down the targets resolve to get the
information. A target cannot supply you with
information he does not have, and the information is
Weapon Drill only as true as the target believes it to be so.
This skill is used to perform stunts or
intimidate opponents with weapons. In non-combat
situations, you can use Intelligence + Weapon Drill Intimidate
skill + Played card instead the normal attack check to Presence vs. Perception (Intuition)
gain a success. This skill is used to persuade an individual
Once prior to or during combat, you can use through threats or implications of harm. Using this
Weapon Drill vs. Endurance (Mental) to intimidate a skill always turns the target hostile towards you.
foe (as if using Persuade (Intimidate)). Each success reduces the resolve of a target to oppose
you. On a failure, you can no longer intimidate the
target.
Wind Instruments
This is the skill to play flutes, pan pipes,
recorders, shawms, and trumpets. Seduce
Presence vs. Persuade (Haggle)
This skill is used to persuade an individual
Persuasion by appealing to their emotional attachment to money,
Ability Varies power, morals, or even affections. Each success with
The persuasion skills are used to influence this skill swings the target to act as you desire. If you
others to act as you desire. Each successful check is or an ally attacks the target, all successes are lost.
tallied against the resolve of the target. When the
target has no resolve remaining, your persuasion is
successful.
Torture Survival
Presence vs. Endurance (Physical or Mental) Intelligence vs. Static
This skill is used to persuade an individual The survival subskills consist of skills used
to act as you desire or reveal information through to survive against hostile conditions and effects.
inflicting pain or harm. Using this skill automatically
makes the target hostile towards you. The target
must be restrained for you to be able to use this skill. Heal
On a failure, you can no longer successfully torture Intelligence vs. Wounds (+15 to difficulty)
the target. This skill is used to treat injuries, disease,
poisoning and other conditions that threaten life and
limb. A successful check heals one wound. The
Spellcraft difficulty of the check is equal to 15 + the number of
Trained Only wounds the target has lost.
Magic Aptitude vs. Varies
These skills are used for the actual casting of Streetwise
spells. This skill comprises the skills to survive in
an urban environment. It includes knowledge of
Arcane where to find services, who to talk to, who to avoid,
This skill is used to cast arcane spells. See and how to get around in an urban community safely.
the Spells chapter for information on using this skill.
Track
Divine This skill comprises following the trail of
This skill is used to cast divine spells. See another, whether looking for signs of passage or
the Spells chapter for information on using this skill. actively tailing an individual.
Primal Wilderness
This skill is used to cast primal (nature- This skill comprises the skills to survive in
based) spells. See the Spells chapter for information the wilderness. It includes knowledge of foraging for
on using this skill. food or water, finding/constructing shelter,
trailblazing and avoiding dangerous local wildlife.
Runecasting
This skill is used to cast rune magic. See the Weapon Group
Spells chapter for information on using this skill. Trained only
Varies
Stealth Weapon group skills are used to express a
characters skill with a given group of weapons.
Dexterity vs. Perception (Spot)
Characters with ranks in weapon groups can perform
Hide maneuvers with those weapons. See the chapter on
This skill is used to remain unseen. If you Maneuvers for more details.
have some sort of cover shadows, a low wall or
other obstacle you can screen yourself behind, you
can remain unseen. If you remove yourself from
Axe
Melee/Ranged Combat vs. Armor
cover or attack, you are no longer hidden after you
This skill covers use with any axe weapon.
complete the act that breaks your cover.
Axe weapons normally have the suit.
Move Silently
Dexterity vs. Perception (Listen) Blade
This skill is used to remain unheard. If you Melee Combat vs. Armor
attack or make a loud noise (such as shouting), you This skill covers use of swords and other
lose your silent movement. long blades used for cutting and thrusting that rely on
strength to deliver a fatal impact. Blade weapons
normally have the suit.
Sleight of Hand
This skill is used to palm small objects
without being seen.
Bow
Ranged Combat vs. Armor
This skill covers use with bows. Bows
normally have the suit.
Club
Melee/Ranged Combat vs. Armor
This skill covers use with clubs, maces,
flails and other bludgeoning weapons. Clubs
normally have the suit.
Crossbow
Ranged Combat vs. Armor
This skill covers use with mechanical
projectile weapons, such as crossbows. Crossbows
normally have the suit.
Exotic
Melee/Ranged Combat vs. Armor
This skill covers use with specialized
weapon that require special training to use. Each
individual weapon must be trained to use separately
with this skill. Exotic weapons can have any suit, but
usually have the suit.
Hurled
Ranged Combat vs. Armor
This skill covers weapons that are designed
for throwing, such as javelins, slings, darts and the
like. Most hurled weapons have the suit.
Natural
Melee/Ranged Combat vs. Armor
This skill covers the use of natural
weaponry, such as claws, bites, slams or even
unarmed attacks such as with fists. Natural attacks
vary the suit they are associated with.
Pole arm
Melee Combat vs. Armor
This skill covers the use of two-handed long
weapons for attacking at a distance. Polearms greatly
vary the suit they are associated with.
Spear
Melee/Ranged Combat vs. Armor
This skill covers the use of spears and other
long stabbing weapons that can be wielded in one or
two hands. Spears usually have the suit.
Weapons
Melee Weapons
Weapon Suit Weapon Cost Wt. Range Attack Damage Strength Critical
Group Increment Mod Mod Min
One-Handed Weapons
BiteE Natural - - - +3 +2 2 -
ClawsE Natural - - - +4 +1 1 -
Club Club 1 gp 2 lbs. - +3 +2 3 -
X
Dagger Blade 5 sp lb. Short +4 +1 2 Ace
GauntletX Club 3 sp lb. - +4 +1 2 -
Hand axe Axe 2 gp 1 lb. Short +3 +2 3 Ace
Hatchet Axe 1 gp lb. Short +4 +1 2 Ace
Heavy Mace Club 3 gp 5 lbs. - +2 +3 3 -
Kama Axe 1 gp 2 lbs. - +4 +2 3 -
Knife Blade 3 sp lb. Short +5 +0 1 Ace
Light FlailS,W Flail 3 gp 2 lbs. - +3 +2 3 -
Light Mace Club 1 gp 2 lbs. - +3 +2 -
Longsword Blade 5 gp 4 lbs. - +2 +3 4 Ace
Military PickA Pick 7 gp 4 lbs. - +2 +3 5 King
S
Morningstar Club 3 gp 5 lbs. - +2 +3 4 -
Ninja-to Exotic 3 gp 2 lbs. - +3 +2 3 -
W,X
Nunchuk Flail 5 sp 2 lbs. - +3 +2 2 -
Punching dagger Spear 7 sp lb. - +4 +1 2 Ace
X
Rapier Blade 10 gp 2 lbs. - +4 +2 3 King
SaiD, X Spear 2 sp lb. - +4 +1 2 -
Sap Club 2 sp lb. - +4 +1 1 -
Scimitar Blade 7 gp 4 lbs. - +3 +2 4 King
Short Sword Blade 3 gp 2 lbs. - +3 +2 3 Ace
Sickle Axe 7 sp lb. - +4 +1 3 King
SlamE Natural - - - +5 +0 1 -
A
Stiletto Blade 5 sp lb. - +5 +0 2 -
TonfaX Club 7 sp 1 lb. - +3 +2 3 -
Transitional Weapons (+draw card)
Bastard sword Blade 10 gp 4 lbs. - +2 +3 5 Ace
Battleaxe Axe 5 gp 6 lbs. - +2 +3 5 King
Falchion Blade 15 gp 5 lbs. - +2 +3 5 King
Gore Natural - - - +2 +3 1 -
KatanaX Blade 15 gp 4 lbs. - +2 +3 3 King
H,R
Lance Spear 5 gp 8 lbs. - +1 +4 4 -
MawE,T Natural - - - +2 +3 3 -
X
Quarterstaff Club 2 sp 3 lbs. - +3 +2 3 -
Spear Spear 3 gp 3 lbs. Medium +2 +3 3 -
E
Trident Spear 6 gp 4 lbs. - +2 +3 4 -
WarhammerS Club 5 gp 6 lbs. - +2 +3 6 -
T, W
Weighted Chain Flail 1 gp - +3 +2 5 -
Ranged Weapons
Weapon Suit Weapon Cost Wt. Range Ranged Ranged Strength Critical
Group Increment Attack Damage Min
Mod Mod
One-handed Ranged Weapons
BolaE, T Hurled 3 cp 2 lbs. Short +4 +1 2 -
Boomerang Hurled 5 cp lb. Close +4 +1 2 -
Chakram Hurled 4 cp lb. Close +4 +1 3 Ace
Crossbow, Hand Crossbow 1 gp 1 lb. Short +4 +1 2 -
Bolts (10) - - 1 cp lb. - - - -
Dart Hurled 1 cp lb. Close +5 +0 1 -
Javelin Hurled 3 sp 2 lbs. Medium +3 +2 3 -
NetE,R Hurled 5 sp 5 lbs. Close +5 +0 3 -
Shuriken (5) Hurled 1 cp 1/10 lb. Close +5 +0 1 -
Sling Hurled 2 cp 1/10 lb. Short +4 +1 3 -
Sling stone (20) - - 1 cp 1/10 lb. - - - -
Arrows (20) - - 1 cp lb. - - - -
Transitional Ranged Weapons
Blowgun Exotic 1 cp 1 lb. Close +5 +0 1 -
Blowgun dart (5) - - 1 cp -
Bow, Short Bow 5 sp 2 lbs. Medium +3 +2 3 -
Arrows (20) - - 1 cp lb. - - -
Crossbow, LightM Crossbow 15 sp 3 lbs. Medium +2 +3 3 Ace
Bolts (10) - - 1 sp lb. - - - -
Two-handed Ranged Weapons
Bow, Long Bow 25 sp 4 lbs. Long +2 +3 6 Ace
Arrows (20) - 1 cp lbs. - - - - -
Crossbow, HeavyA,S Crossbow 2 gp 5 lbs. Long +1 +4 3 -
Bolts (10) - - 1 cp lb. - - - -
One-handed Ranged Weapon: This weapon can be
A = armor piercing. At Rank 2 skill you can use a used with one hand.
face card to reduce the opponents Armor bonus. See Transitional Weapon: This weapon can be used in
the maneuvers chapter for details. one or two hands (except shortbow, which is two-
E = entangling. At Rank 2 skill you can use a face handed). When used two-handed, use the attack and
card to entangle the opponent with a successful damage bonus after the slash. When used two-
attack. See the maneuvers chapter for details. handed, draw an extra card for damage and compare
D = disarming weapon. At Rank 2 skill you can use it the targets Resistance to cause an extra wound.
a face card to disarm the opponent on a successful Two-handed Ranged Weapon: This weapon
attack. See the maneuvers chapter for details. requires two hands to use and gains a +1 wound
H = heavy. This weapon deals +1 wound. bonus for being used two-handed.
M = moderately slow. This weapon is slow to load.
It takes a move action to load. Ranged Weapon Traits
R = returning. At Rank 2 skill you can use a face Suit: When you use a ranged weapon, your Ranged
card to have the weapon return to your hand after Combat skill gains the indicated suit. Thus, when
making an attack. See the maneuvers chapter for you play a card from your hand or deck, if it matches
details. the suit, you get a +1 bonus to your total. However,
S = slow. This weapon is slow to load. It takes two if you play a trump card from your hand or deck, you
actions (Move + Standard) to reload. suffer a 1 penalty to your total.
T = tripping weapon. At Rank 2 skill you can use a Likewise, when the game master draws a
face card to trip the opponent. See the maneuvers card for an opponent, the opponent gains a +1 bonus
chapter for details.
Transferring Magic
In extremely rare cases, it is possible to Celestial Plate
transfer the mystical power of a magic item to This full plate mail armor is made of
another item. This takes time equal to the normal godsilver, and sports a pair of ghostly wings on its
enchanting process and 10 gp/spell circle of the most back. It grants an additional +1 bonus to Resistance
powerful ability in the item, but allows you to and reduces the Check Penalty by +1. Also, once per
transfer the magic of an item to a new host shell. scene, you can Fly, using Athletics (Fly) instead of
Failure indicates no transfer occurs. Spellcraft to succeed the casting.
Likewise, instead of a straight transfer to a Components: mwk Full plate armor (500 gp); Fly
new host shell, you can attempt to manipulate the spell (3rd circle); Enchant time: 3 days (Diff 21)
magic into a new effect. You must make a successful Consequences: You can use the Fly power of this
Craft (Alchemy) check equal to 15 + the circle of the item once per scene.
highest spell circle in the item. Success allows you to
change the effect to that of another spell of equal or
lower level. Failure indicates the transfer does not Demonchain
occur. This chain mail armor is made from
blackened chains once used to bind a demon. It
grants an additional +1 bonus to Defense and
Purchasing Magic Items Resistance. Also, if you play a face card of the clubs
Magic items are not normally bought and suit when attacked in melee combat and the attack
sold. Due to the cost and time involved in their against you fails, you immediately compare your
construction, they are usually commissioned as Melee Combat + card value against the opponents
needed the costs of creation are so great that few Defense + attack card. If you beat the opponents
will foolishly have a few spares lying around for Defense, he takes a wound.
sale. Secondly, most spellcasters have other things to Once per day, you can use Binding on an
attend to than the production of magic items for extraplanar creature, trapping it in the armor. While
others, and with the great costs that go into a magic bound to your armor, you gain a +2 bonus to Strength
item, few are willing to part those rare items they and Dexterity. This bonus does not affect secondary
have scrimped and saved for to make for themselves. or tertiary abilities. The bound creature is freed after
Further, few individuals beyond nobility and royalty a day.
have the funds to acquire a magical item in the first Components: Chain mail armor (150 gp); Binding
place. When they are for sale, their price is whatever spell (8th circle); Enchant time: 6 months (Diff 26)
the market will bear. Unless the game master decides Consequence: You take a wound when using the
otherwise, characters can find someone willing to Binding ability. You can use the Binding ability once
take a magic item off their hands for about 50% of per day.
their creation value (as the characters are the ones
desperate for coin) and cannot buy non-
commissioned items. Commissioned items usually Dragonscale
cost at least ten times the following: component cost Made from the hide of a powerful dragon,
+ spellcasting cost + labor cost (usually 1 gp/day). this scale armor grants an additional +1 bonus to
Defense and Resistance. Once per scene, you can use
Protection from Energy using your Endurance
Armor (Physical) skill instead of Spellcraft to activate the
Sometimes the mortal world fails to provide power.
adequate protection to a warrior on the battlefield, Components: mwk Scale mail armor (350 gp);
and he may resort to armors constructed or Resist Energy (3rd circle); Enchant time: 3 days (Diff
augmented by magic to increase his survivability on 21)
the field of battle. A sample list of magical armors Consequences: You can use the Protection from
that can be found or made are listed below. Energy ability once per scene.
Magic armor normally starts with 50
charges, and expends one charge per combat. Once
out of charges, it still provides a +1 bonus to
Resistance and reduces the Check Penalty by +1 due
to its masterwork properties. It is possible to create
permanent magic armor.
Staff of Power
Staff This engraved hazelwood staff is covered in
A staff is the companion of many a magic symbols. It grants a +2 bonus to Spellcraft
spellcaster. They are symbols of wisdom and power, (Arcane) when using spells. Once per scene, you
and many are the conduit of power for their may use the staff to make a Medium range attack as
possessor. A sample of magic staves is listed below. if using Magic Bolt. However, if you play a face card
Magic staves normally start with 50 charges, from the spade suit, you deal extra wounds as
and expend one charge per use. A spellcaster can indicated below.
only be tuned to one staff at any given time. It takes If you play a Jack of Spades, you deal 2
24 hours to tune ones self to a staff. It is possible wounds.
to create permanent magic staves. If you play a Queen of Spades you deal 3
wounds to 4 targets.
If you play a King of Spades you deal 4
Staff of Life wounds to 5 targets.
This oaken staff still bears green leaves. It If you play the Ace of Spades, you deal 5
grants a +1 bonus to Magic Aptitude when using wounds to 6 targets and they continue to
Healing spells. Once per scene, you may use the burn, taking 1 (fire) wound every other turn
healing power of the staff by touching it to another until they make a successful Endurance
and playing a face card from the hearts suit. (Physical) check (Diff 21).
If you play a Jack of hearts, the target heals Component: Staff (1 gp); Magic Bolt (1st circle),
2 wounds. Spellcasting Bonus (3rd circle), Extra Damage (9th
If you play a Queen of hearts, the target circle); Enchant time 1 year (Diff 27)
heals 3 wounds. Consequences: You take a wound when augmenting
If you play a King of hearts, the target heals the damage with an Ace. You can augment the
4 wounds. damage once a scene.
If you play an Ace of hearts, the target heals
all wounds.
Component: Staff (1 gp); Heal (6th circle); Enchant
time 1 month (Diff 24)
Consequences: This item can be used once a scene.
Flameblade
This can be any bladed weapon, whose
blade is coated in flame when drawn. You get a +1
bonus to Melee Combat or Ranged Combat actions
with the weapon. Also, whenever you play a face
card of the suit, the blade causes an extra fire
wound. This does not count against any special
actions you can take with the attack, and applies
when drawing cards from the top of your deck.
Component: mwk Blade (varies, x10); Fire damage
(3rd circle); Enchant time 3 days (Diff 21).
Gong of Pain
When struck, this simple bronze gong
causes pain. Make a Perform (Percussion) + 1 check
vs. Endurance (Fortitude) to cause 1 wound to up to 2
targets within Close range of you. The gong does not
harm the striker. This item uses one charge per
attack.
Component: Gong (1 gp), Cause Pain (3rd circle);
Enchant time 3 days (Diff 21).
Instant Camp
This palm-sized packet unfurls into a four-
man sleeping tent and nearby campfire when tossed
to the ground. One charge lasts for an entire day, and
folds back up with a single command word.
Component: Small tent (5 gp); Shrink Item (3rd
circle); Enchant time 3 days (Diff 21).
Consequences: This item can be used once a day.
13-14 Difficult
armor
A catapult, spear
Making the Check
or scale mail Once you have determined the difficulty of
15-19 Hard A house, a long making the item, you make one or more skill checks
sword or a suit of usually one skill check per day it takes to complete
chain mail the item.
20-24 Tasking A manor house or If you are not in a time sensitive situation,
full plate armor you can simply announce you play an appropriate
25-30 Record-breaking A donjon tower or card (but never an Ace or Joker) to complete the
the Sistine Chapel work on the item for that day. There is no need to
31+ Impossible Uh, its impossible actually play the card from your hand. Note that if
Rank Attack Damage Base Extra Resist/ Power Difficulty Ability Skill
bonus bonus Wounds Wounds Resolve Difficulty to Resist Score Boost
bonus Boost (General/
Specific)
1st +5 +0 1 1 +1 11 9 +1 / 1 pt. +1/+2
2nd +4 +1 1 2 +2 14 11 +2 / 2 pt. +2/+4
3rd +3 +2 1 3 +3 17 14 +3 / 3 pt. +3/+5
4th +2 +3 2 4 +4 20 17 +4 / 4 pt. +4/+6
5th +1 +4 3 5 +5 23 20 +5 / 5 pt. +5/+8
Reading the Maneuvers Scene: The maneuvers effects last for the
duration of the scene.
Difficulty Strike
This is a static check, using Ability score + Initiate (R0), Attack By Skill/Damage By Skill,
associated Skill rank vs. Difficulty. You do not add Weapon Group skill, Instant
the weapons Attack bonus to add to this check. Make a weapon attack. On a hit, the target takes a
wound. Strike is always the first maneuver learned
Skill with a weapon group.
This lists the skill required to perform
maneuver. You must have the skill at a Rank equal Novice Maneuvers (Rank +1)
to the Maneuver rank to use the Maneuver.
Minor Parry
Novice (R1), Evade skill, Persist Two-Weapon Style
Make a weapon attack. On a success, the target takes Novice (R1), No Card, Attack By Skill/Attack By
a wound and you gain a +1 to Defense. Skill 2, Weapon Group skill, Instant
Make an attack with the primary weapon (Attack By
Minor Wound Skill/Damage By Skill). Draw a card from the top of
Novice (R1), Weapon Group skill, Persist your deck for an extra success using the secondary
Make a weapon attack. On a success, the target takes weapon (Attack By Skill 2/Damage By Skill -2).
a wound and takes a +1 penalty to the difficulty of his On a hit, deal 1 wound. You can use this maneuver
actions until target makes a successful Endurance in conjunction with other maneuvers in a turn.
(Fortitude) check (Diff 9).
Unbalance
Moving Strike Novice (R1), Weapon Group skill, Instant
Novice (R1), Athletics (Run) skill, Instant Make a weapon attack. On a success, the target is
You can move at -1 movement step from your base knocked prone.
speed and make a weapon attack. On a success, you
deal 1 wound to the target. This move does not count Unhindered
as your move action for the round. Novice (R1), Armor (Unarmored), Instant
You can apply your Armor (Unarmored) skill as a
One-Handed Weapon Style bonus to your Defense. Consequences: You can use
Novice (R1), No Card, Attack By Skill/Damage By this maneuver once a scene. This maneuver does not
Skill, Weapon Group skill, Instant take an action. You can use this maneuver in
When using a single one-handed weapon, you gain a conjunction with other maneuvers in a turn.
+1 bonus to hit. This maneuver does not take an
action. You can use this maneuver in conjunction Weapon and Shield Style
with other maneuvers in a turn. Novice (R1), No Card, Attack By Weapon/Defense
By Weapon, Weapon Group skill/Evade skill,
Ranged Weapon Style Instant
Novice (R1), No Card, Attack By Skill/Damage By Apply a +1 bonus to your Defense. If the off-hand
Skill, Weapon Group skill, Instant item is a shield, you can apply the shields bonus (but
You can use bows, crossbows, hurled or ranged not your Evade skill ranks) to Resistance instead of
weapons in melee combat without opening yourself Defense. You still apply your Evade skill ranks to
up to attack by adjacent enemies. This maneuver does Defense when you do this. This maneuver takes no
not take an action. You can use this maneuver in action. You can use this maneuver in conjunction
conjunction with other maneuvers in a turn. with other maneuvers in a turn.
Second Wind
Novice (R1), Diff 11, Endurance (Fortitude) skill, Apprentice Maneuvers (Rank +2)
Instant
Make an Endurance (Fortitude) skill check. On a Aggravated Wound
success, you regain a wound. Apprentice (R2), Weapon Group skill, Persist
Consequences: You can use this maneuver once a Make a weapon attack. On a success, the target takes
scene. a wound and takes a +2 penalty to the difficulty of his
actions until the target makes a successful Endurance
Two-Handed Weapon Style (Fortitude) check (Diff 11).
Novice (R1), No Card, Attack By Weapon,
Weapon Group skill, Instant
When using a two-handed weapon, you deal an extra
wound with a hit. If you use a transitional weapon,
draw a card and compare it to the targets Armor skill
check to deal an extra wound. You only deal 1
wound with additional card draws. This maneuver
does not take an action. You can use this maneuver
in conjunction with other maneuvers in a turn.
Leaping Strike
Apprentice (R2), Athletics (Jump), Instant
You make a jump that moves you 1 movement step
from your base speed through the air and you make a
weapon attack. On a success, the target takes a
wound. This move does not count as your move
action for the round.
Expanded Targeting
Bleeding Wound Master (R4), Spellcraft Skill, Instant
Master (R4), Weapon Group skill, Persist You affect an extra target with your spell. This
Make a weapon attack. On a success, the target takes maneuver does not take an action.
a wound. The target also takes a wound every other Consequence: You take a wound per additional
round and suffers a +4 penalty to the difficulty of his target you wish to affect. You cannot use this
actions until the target makes a successful Endurance manuever if you do not have sufficient wounds
(Fortitude) check (Diff 17). available to pay for the casting and cannot use
Consequences: You may use this maneuver once per temporary wounds to pay for the wounds caused.
day.
Impenetrable Defense
Master (R4), Weapon Group skill, Persist
Make a weapon attack. On a success, the target takes
3 wounds and you gain a +4 to Defense.
Consequences: You may use this maneuver once per
day.
Perfect Parry
Grand Master (R5), Any Card, Evade skill, Scene
Make a weapon attack. On a success, the target takes
a wound. You gain a +5 bonus to your Defense.
Consequences: You may use this maneuver once per
day.
Runecasting
Types of Magic Runecasting is a primitive form of arcane
spellcasting. The alterations to the rules of reality are
There are four main types of magic
bound into script which is carved into surfaces
described here. These are not the only types;
resistance or impervious to the backlash created by
different professions and specialties over the years
manipulating reality. While materials that bind
have cropped up that have divided magic differently,
runecarved spells can take significant punishment,
but usually they are subsets or different mixing of the
they lack the intelligence to manipulate the more
main four.
chaotic aspects of disturbing reality, limiting them to
more subtle magics. However, since the material
Arcane runes are bound into cannot be slain, they can be used
Arcane magic draws on latent forces that lie to draw upon life-giving magic, though not of the
unseen that define the laws of reality. By tweaking level to raise the dead to life.
these laws to allow the impossible to become reality, Runes that involve necromancy, conjuration,
magic is brought into existence. However, tweaking illusion or transmutation effects are one circle higher
reality has a significant cost an escalating cost as than normal as runes, without the benefits of the
the change in reality has a more powerful effect. At increase in circle.
the highest end of the cost is the returning of life to
the injured or dead; the cost of life is generally life Sources of Magic
itself, in greater quantity than asked for - a cost few
arcane casters can afford to pay. Beyond the various ways magical effects are
grouped, there are a wide variety of ways in which
magic is invoked. In most cases the differences are
Divine strongly tied to the belief of how magic works; while
Divine magic draws on the same source as two casters can produce identical effects, how they
arcane magic, but much of the cost in power for arrive at those effects can be vastly different. The
shaping and paying for using such magic is paid for more popular forms of casting magic are listed
by immortal beings. While divine magic tends to be below.
slightly less powerful than direct arcane magic, it has
the advantage that immortal beings can easier pay the Channeling
steep cost for life-saving magic, granting divine
casters the ability to use magic for healing. Considered the be the oldest form of magic
Divine spells are poor attack spells and casting, channeling allows a mortal creature to tap the
always deal 1 less wound than normal. power of a immortal creature and channel magical
power, like a conduit. Most channelers are priests to
one of the many gods, though there are warlocks who
Primal bind themselves to elemental, fey, alien, or infernal
Primal magic draws on the interconnected beings to access magic. In these latter cases, the
life force of beings. Whereas arcane magic tweaks binding to an immortal power may not be a direct
the forces of reality, primal magic draws upon the link, but instead access through a pact or bond put
might inherit on living things, and their ability to into place by the immortal being long ago. Such pacts
affect the world around them. Primal magic cannot are accessible by those who learn the secrets of the
quite muster something from nothing like arcane contract and abide by its rules and clauses.
and divine magic, but can access the multitude of
Runecasting
Trading/Buying Spells Runecasters have their own list of spells, but
Characters might possibly purchase spells must inscribe their spells into an object for them to
from other individuals, who either personally train take effect. The more powerful the spell, the bigger
the caster to cast the new spell, or provide a manual and stronger the object needs to be.
or other guide for using the spell. Most spellcasters
are judicious and even miserly in the sharing of
magical knowledge, and may only part with the Creating A Rune
knowledge for vast sums of gold, favors or magical Objects to be inscribed with runes are
paraphernalia in return. On average, a single spell always masterwork items to begin with. Once the
costs the equivalent of 50 gp per circle, squared. item has been fashioned, it is enchanted using a
Thus, a 1st circle spell might cost about 50 gp, Spellcraft (Runecasting) check with a difficulty of 10
whereas a 9th circle spell is likely to command a price + circle of the rune. If successful, the item contains
of 4,050 gp or more likely favors or magical gear of the runes power, and can be used as if a spell by the
similar value. runecaster or anyone properly trained in the use of
Like seizing a spell, a character does not runes.
automatically add the spell to their known spell list Runes that involve necromancy, conjuration,
and must instead spend experience and take time to illusion or transmutation effects are one circle higher
study the spell to add the spell to their known spell than normal, without the benefits of the increase in
list. See the Running the Game chapter for circle.
information on the experience cost and time it takes
to add a new spell to the characters spell list. Using a Rune
Unlike a magic item, a rune-object can be
Researching Spells used over and over, and only by a runecaster or other
There are times when a spellcaster may individual who knows how to properly activate the
desire to perform independent research to learn rune (i.e., makes a successful Spellcraft (Runes) skill
existing or new spells without having to turn to check). All runes are charged, and start with 50
others. charges.
If a spellcaster has a fully-stocked library or A rune is activated by the runecaster
access to such a research library, they may research a touching or grasping the rune and speaking the word
spell as if they were using a craft skill, utilizing their of power the rune represents. The magic of the rune
Spellcraft skill to make the check. The base then channels through the runecaster exactly like a
difficulty to successfully research a spell is equal to spell. A rune may be activated round after round,
10 + the circle of the spell. except where restricted in the spell description.
0th circle spells are considered common If the rune is a spell of a circle that causes
items for purposes of researching. wounds to the caster, the runecaster takes the
First Tier spells are considered average indicated wound.
items for purposes of researching.
Second and Third Tier spells are considered Multiple Copies
masterwork items for the purposes of researching.
Successfully researching a spell does not Because of the power of a rune, a runecaster
automatically add the spell to the characters spell cannot maintain more than one copy of a given rune
list, though it does allow them to craft a one-use at a time. If he enchants another copy of a rune he
scroll of the spell. If the character wishes to add the already has in existence, the rune fades from the
spell permanently to his collection, he must spend original copy when the second is activated.
experience to add it to his list (the crafting time
replaces the normal learning time of the spell). Destroying Runes
See the Running the Game chapter for
information on the experience cost and time it takes Runes, as objects, can be destroyed.
to add a new spell to the characters spell list. Generally, a rune object has one wound point per
circle of power of the rune. Second and third tier
runes are usually so massive or made of material so
resistant to damage that they ignore 1 wound/success
as a second tier rune and 2 wounds/success as a third
tier rune.
Master (Rank 4)
At this level, you can cast all spells of all
Tiers, though Third Tier spells are still difficult to
succeed at.
Mechanics: You can cast 0th1st circle spells with
any card. You can cast 2nd-3rd circle spells with a
card that matches the spells school. You can cast
4th-5th circle spells with a Jack or higher, 6th-7th circle
spells with a Queen or higher. You cannot cast 8th or
9th circle spells.
NPCs/creatures can cast 0th circle spells with
any card and can use one spell of the First Tier (1st-
3rd circle) once per scene or with the use of a Jack+
card from their hand. They can use one spell from
the Second Tier (4th-6th circle) once per scene or with
the use of a Queen+ from their hand. They can cast
Resistance
Aid
0th circle, Diff 11, Abjuration, Close, Instant
2nd circle, Diff 14, Enchantment, Touch, Scene
The target gains a +1 bonus to their next Armor
check. The target gains 1 temporary wound. Any damage
the target takes is removed from this temporary
wound first.
First Tier Divine Spells
Hold Person
Animate Lesser Undead 2nd circle, Resv +1, Enchantment, Short, Persist
1st circle, Diff 12, Necromancy, Close, Persist The target loses an action each turn and is
You animate a single skeleton or zombie to serve you immobilized until it makes a successful Endurance
until it is slain or the duration ends. The (Mental) check (Diff 11).
skeleton/zombie has 1 in all stats and 1 wound. See Consequences: You can use this spell once a scene.
the monster section for example skeleton and zombie
stats. If you choose to increase the difficulty by +2, Strength of Heroes
the skeleton zombie gains a +1 in Strength and 2nd circle, Diff 14, Enchantment, Touch, Scene
Dexterity (max 5) OR you can summon one The target is treated as having at least Rank 0 in a
additional skeleton/zombie. Weapon Group skill of the casters choice. Further,
the target gains a +2 bonus to attacks and damage
Bless with the Weapon Group.
1st circle, Diff 12, Enchantment, Close, Scene
The target gains a +1 bonus to a Skill of the casters
choice.
Consequences: You can only use this spell once a
scene.
Flame Strike
5th circle, Attack +2/Damage +3, Conjuration
(Fire), Medium, Persist
You deal 2 (fire) wounds to up to 4 creatures. The
target continues to burn, taking 1 (fire) Wound every
other round after the first until the target makes a
successful Endurance (Physical) check (Diff 15).
Consequences: This spell can be used once a scene.
Resurrection
7th circle, Diff 21, Conjuration (Healing), Touch,
Instant
The target is restored to life at 1 wound. Draw a card
from the top of your deck. If it is an Ace or Joker,
the spell fails and cannot be used on the subject ever
again.
Consequences: You take a wound. This spell can be
used once a day.
Divine Bolt
8th circle, Attack +1/Damage +4, Evocation
(Electricity), Medium, Persist
You deal 4 (electrical, radiant) wounds to up to 5
targets. The target also takes a 3 penalty to all
actions until it makes a successful Endurance
(Fortitude) check (Diff 22). Undead take a -6 penalty
to their Resolve against this spell.
Consequences: You take a wound. This spell can be
used once a day.
Divine Judgment
9th circle, Resv +4, Evocation (Radiant),
Extreme, Persist
Up to 6 targets take 4 (radiant) wounds. Draw a card
to deal an additional (radiant) wound. The targets
take a +4 penalty to actions until the target makes a
successful Endurance (Fortitude) check (Diff 22).
Undead take a -7 penalty to their Resolve against this
spell.
Consequences: You take a wound. This spell can be
used once a day.
Planar Travel
9th circle, Diff 25, Conjuration, Special, Instant
You and up to five willing others can travel to
another plane of existence.
Consequences: You take a wound. This spell can be
used once a day.
Enchanted Stone
Forage
1st circle, Attack +4/Damage +1, Transmutation,
0th circle, Diff 11, Conjuration, Close, Scene
Close, Instant
You produce enough food and water for one
The target takes 1 wound. You may draw an extra
individual for one meal. The food lasts until eaten or
card from the top of your deck and compare it to the
the scene ends. Each time you increase the difficulty
difficulty to deal an extra wound.
by +2, you can produce food and water for one
additional individual or meal.
Consequences: You can use this spell once a day. Obscuring Mist
1st circle, Diff 13, Conjuration, Close, Persist
Predators claws You create a cloud that hampers vision at the selected
distance. Targets in the cloud gain a +1 bonus to
0th circle, Diff 11, Transmutation, Touch, Persist
Defense.
The target gains a +5 Attack/+0 Damage unarmed
Consequences: You can use this spell once a scene.
attack that deals 1 Wound, and is considered to have
at least Rank 0 in Weapon Group (Natural).
Consequences: You can use this spell once a scene. Summon First Circle Creature
1st circle, Diff 13, Conjuration, Close, Persist
Purify Food and Drink You summon a creature with 1 in its primary ability
0th circle, Diff 11, Abjuration, Close, Instant scores. It has a 1 Melee skill and a 0 Ranged and
You remove any taint, poison, rot or disease from Magic Aptitude skill. It has a Defense and
food or drink that you touch. Resistance 2 and Resolve 5. It has a Weapon
Skill (Natural) (R0) A4/D3, and an Armor Skill
(Unarmored) (R1) 2. It has 1 wound. The creature
Resistance lasts until destroyed or the spell expires.
0th circle, Diff 11, Abjuration, Close, Instant
The target gains a +1 bonus to their next Armor
check. Animal Friend
2nd circle, Diff 14, Enchantment, Personal, Scene
You gain a +2 bonus to Animal Handling.
First Tier Primal Spells Consequences: You can use this spell once a scene.
Animal Ally
1st circle, Diff 12, Conjuration, Close, Persist Bark skin
You call a single animal to serve you until it is slain 2nd circle, Diff 14, Transmutation, Touch, Scene
or the scene ends. See the monster section for stats. The target gains a +2 bonus to Resistance.
If you choose to increase the difficulty by +2, the Consequences: You can use this spell once a scene
animal gains a +1 in any one stat (except wounds;
max 5) OR you can summon one additional animal.
Consequences: This spell can be cast once a scene.
Scry Whirlwind
6 circle, Diff 20, Divination, Extreme, Scene
th
8th circle, Attack +1/Damage +4, Conjuration,
You create an invisible eye that you can see Long, Persist
through. You can move the eye anywhere in range. Up to 5 targets take 5 wounds. The targets are caught
The eye also grants you a +5 bonus to Perception in the whirlwind and cannot move unless they make a
(Spot) checks. successful Endurance (Fortitude) check (Diff 20).
Consequences: This spell can be used once a scene. Consequences: You take a wound. This spell can be
used once a day.
Resolve Fear
0th circle, Diff 9, Abjuration, Close, Instant 1st circle, Resv +1, Enchantment, Close, Persist
The target gains a +1 bonus to their next Resolve The target moves its movement rate away in terror
ability check. until it makes a successful Endurance (Mental) check
(Diff 9).
Runic Curse
0th circle, Resv +0, Enchantment, Touch, Scene Ruin
The target takes a 1 penalty to Defense, Resistance 1st circle, Attack +4/Damage +1, Enchantment,
or Resolve. Close, Instant
Consequences: You can only use this rune once a You deal a wound to the target.
scene.
Entomb
5th circle, Attack +2/Damage +3, Conjuration,
Medium, Persist
The target takes 2 wounds. You can draw an extra
card to inflict an extra wound. The target is
immobilized until it makes a successful Endurance
(Fortitude) check (Diff 17).
Consequences: This rune can be used once a scene.
Teleport
Third Tier Runes 7th circle, Diff 19, Conjuration, Special, Instant
The most powerful of runes, these mighty You can transport up to 3 willing targets and yourself
magics are only found in areas that can withstand the up to 1 mile in any direction. You do not need to
magic they contain, and generally cannot be moved. travel with the individuals if you do not desire. The
They are carved into henges, scribed into foundations target creatures must arrive on a solid surface capable
or displayed on the walls of temples or monuments. of supporting their weight. You can double the
A third-tier rune weighs from 750 lbs. to in excess of distance by increasing the distance by +1.
1,000 lbs. Consequences: This rune can be used once a day.
Note: A statute mile is 5,280 feet.
Cage
7th circle, Resv +3, Enchantment, Long, Persist Binding
The target takes 4 wounds, and loses its actions for 8th circle, Resv +4, Enchantment, Close, Day
the turn. Draw a card from the top of your deck and You imprison a creature of up to 6 wounds in an
compare it to the difficulty to deal an extra wound. extradimensional space. If you later play a face card
Also, the target loses its actions for the turn until it of the Spades suit, you can recall the creature to act
makes a successful Endurance (Mental) check (Diff on your behalf for one scene. After performing this
20). service or one day passes, the creature is free to do as
Consequences: This rune can be used once a day. it desires.
Consequences: This spell can be used once a day.
Heal
7th circle, Diff 19, Conjuration (Healing), Touch, Rune of Stunning
Scene 8th circle, Resv +4, Enchantment, Long, Persist
The target heals 3 wounds and gains 3 temporary The target takes 5 wounds and loses its actions on its
wounds. You may draw an extra card from the top of turn. It continues to lose its actions for the turn until
your deck to heal an extra wound and grant an extra it makes a successful Endurance (Mental) check (Diff
temporary hit point. When the target takes damage, 20).
the temporary wounds are lost first. Consequences: This spell can be used once a day.
Consequences: This rune can be used once a day.
Phantasmagoria
Summon Elemental 9th circle, Resv +4, Illusion, Long, Persist
7th circle, Diff 19, Conjuration, Short, Scene You summon the targets worst nightmare into
You summon an elemental to act on your behalf. See reality. The target takes 5 wounds and loses it
Elemental in the Monster section for stats. The actions for the next turn. You may play a card from
elemental remains for the scene or until slain. your hand to compare to the difficulty to deal an
Consequences: This rune can be used once a day. extra wound. The target continues to lose its actions
for the turn until it makes a successful Endurance
(Mental) check (Diff 22)
Repulsion
Consequences: This rune can be used once a day.
7th circle, Diff 19, Abjuration, Touch, Scene
Up to 8 creatures cannot approach within Close range
of the target unless they make a successful Endurance Planar Travel
(Mental) check (Diff 23). 9th circle, Diff 23, Conjuration, Special, Instant
Consequences: This rune can be used once a day. You and up to five willing others can travel to
another plane of existence.
Consequences: This rune can be used once a day.
Injured
Falling Once a character has lost more than their
wounds (rounded down), the character takes a 1
If you fall, the game master makes an attack
penalty to all actions. When the character is down to
against your Defense to see if you are injured. If you
his last wound, the character takes a 2 penalty to all
are hit, an attack is made against Resistance to deal
actions. If a character receives healing that takes
damage, ignoring armor.
them above these totals, the penalties are removed.
Crossbow Trap
Mechanical; Build/Disable 10 (R1); Attack +5
The character takes 1 wound
Dart Trap
Mechanical; Build/Disable 12 (R2); Ranged
Attack +7
The character takes 1 wound. Draw a card and make
another attack for an extra wound.
End of A Scene
After a scene ends, there are a few steps that
should be taken to tidy up and prepare for the next
scene, as listed below.
End of Session
At the end of a session or adventure, the
characters have an opportunity to reflect on their
deeds. Likewise, some game management issues
should be taken at this time. The following steps
should be taken at the end of a game session.
Making the Check defense is the Defense ability to hit and the
Resistance ability to deal damage. For spells, the
On your turn, you will usually perform an defense is the Defense ability to hit and the
action that requires a skill check to determine success Resistance ability to deal damage. For skill checks,
or failure of the action. the skill description lists the appropriate skill or
ability that defends against the action.
Healing Wounds
Survival (Heal), spells, magic items and
resting can all return wounds to injured characters.
A successful Survival (Heal) check can
restore up to one wound per scene. See the skill
description for further information.
Spells, maneuvers and magic items can heal
one or more wounds, based on their power. See the
appropriate section for further information.
If a character rests for one full day, they can
restore a single wound. To qualify, the character
Grid-Based Movement
If you are planning to use miniature figures on a battlemat or other gridded surface, you probably want to track
exact movement. In that case, medium-sized creatures move at a base rate of 30 feet a round. Small characters or
characters slowed by heavy armor and/or gear move at 15 ft. Fast creatures move at 45 feet a round.
When counting diagonal movement on a grid, treat every other square of diagonal movement as costing an
extra square of movement.
We suggest using a scale of one square on the battlemat being equal to about 3 feet of distance. This means an
average character can move 10 squares, a slowed character moves 5 squares and a fast character moves 15 squares.
Note that an average prone character will fill 2 squares at this scale.
Ranges
Rather than use exact distances, distances
between creatures are expressed in a simple moniker,
as shown below.
Range Actual
Distance
Adjacent 0-5 ft.
Close 6-30 ft.
Short 31-60 ft.
Medium 61-90 ft.
Medium (Long) 91-120 ft.
Long 121-150 ft.
Long (Medium) 151-180 ft.
Long (Long) 181-210 ft.
Extreme 211-240 ft.
Extreme (Medium) 241-270 ft.
Extreme (Long) 271-300 ft.
Extreme (Extreme) 301-330 ft.
Out of Range 331 ft.+
Presence Checks
A special type of check in the game is a
Presence check. These are often initiated by the GM
activating one or more consequences due to a
characters actions or surroundings. A Presence
check has a base difficulty of 10, plus the value of a
card the GM draws. The player must beat this
difficulty with a Presence + drawn card result. No
skill adds to the Presence check. The character can
spend a success chit to play a card from his hand for
the Presence check instead of drawing from the top of
his deck. No more than one check each round can be
made to succeed the Presence Checks.
Thinker
The thinker loves puzzles and enigmas. Horror
They want to discover the secrets of the adventure Something scrabbles at the edge of light, but
and/or game world and often love coming up with cannot be seen by the flickering flame of the candle
cunning plans just to stump the game master. as the groups arcanist pores over the crumbling
Goading: A mystery, riddle or puzzle to solve. tome. He flicks through mad gibberish and horrific
Reward: Setting up a scene that involves creative depictions of debased anatomy seeking the spell to
thinking instead of brawn to solve. lay the foul spirits of the house away. Suddenly, the
Avoid: Bogging down play chasing red herrings or nearby shattered grandfather clock begins to toll the
delving into trivial matters. hour ringing thirteen heart-stopping tones as it
marks the arrival of the Hour of Darkness. Useless
steel is drawn to protect the Arcanist in his search as
Play Styles the room seems to shudder and shimmer with a
There are hundreds of ways to play a role- growing cloud of blackest ink. Then, the blackened
playing game; quite often two groups may have very wood of the ancient study roars back alive with the
different play styles. The list below is not flames that consumed it so many years ago, sheets of
exhaustive, but simply a quick overview of the most living flame racing up the walls as it peels back the
common styles of play that may occur with 54 shadows of the darkness growing in the room.
Fantasy. With a roar, the slime-coated tentacle of
some horrid warted beast lashes out of the fading
Comedy/Slapstick darkness as a maw of dagger-filled teeth pushes
Whether an outright comedic parody of the forward, dripping saliva as it seeks to slake its
fantasy genre or an outwardly straight-laced tongue hundred-year-old hunger on the adventurers foolish
in cheek look at the tropes of the fantasy game, enough to stand before it.
comedy is one of the hardest styles to maintain for Horror is a difficult style to effectively put
long, and is often best used as a counterpoint to an into play. It requires the proper timing, mood and
otherwise straight-forward campaign. atmosphere to effectively work something
Comedy often uses characters whose names obviously difficult to evoke around a game table full
are puns put into outrageous situations that result in of chip-munching gamers. Likewise, it is difficult to
the humiliation of PCs and/or NPCs. Reality and properly put into play because it often relies on the
physics often takes a back seat to crazy or absurd helplessness or seemingly insurmountable odds the
actions performed by either side of the table. characters face. In a horror game blindly charging a
foe only gets you killed; often victory only comes at
the cost of sanity, self-sacrifice or the simple delay of
Evil the inevitable.
Self-serving, despicable, cruel and greedy,
the characters represent the anathema of heroes
bringing misery in their wake as they set about Low Fantasy
attempting to fulfill their own debase goals of Magic is rare, and life is dangerously short.
accumulating power, wealth and prestige. Where Characters tend to rely on strength of arms and
heroes build up hope, evil tears it down and replaces creative uses of equipment and gear. Supernatural
it with misery and suffering. creatures are extremely rare, and often deadly.
The evil game is one that players often In a low fantasy game, characters generally
clamor for, but often end up resenting. The best evil cannot be spellcasters, humans tend to be the only
campaigns work with a group capable and willing to race available for play and a single magic item might
work together, though working towards separate be a characters single brush with magic.
goals. While each of the characters may be a Low fantasy usually relegates spellcasters to
despicable rascal, as long as the group has a reason to NPCs or banishes them altogether. Treasure tends to
remain cohesive, the game wont devolve into player be scarcer, about to the normal amount for a
vs. player squabbling and bickering. regular game.
An evil game requires a level of maturity
that is hard to follow through the threat of constant Sword & Sorcery
betrayal at the hands of ones fellow is a constant This is the default setting of the rules.
danger and the pitting of player against player when Magic is common among the characters and their
self-centered goals come into conflict can ruin not opponents, but rare to the world at large. Ancient
only the current game, but all future interactions ruins hold fabulous treasures and supernatural terrors
between such players. Beware!
Size Height/Length Str Dex Def Res Damage Attack Resolve Wounds
Mod Wounds Difficulty
Tiny Less than 1 -2 +2 +1 -1 -1 -1 5 -2
Small 1 3 -1 +1 - - - - 7 -
Medium 4 6 - - - - - - 9 -
Large 7 12 +2 -1 - +1 +1 +1 11 +2
Huge 13 24 +5 -1 -1 +2 +2 +3 14 +4
Gargantuan 25 48 +7 -2 -2 +3 +4 +6 17 +8
Colossal 49 96 +10 -2 -3 +4 +6 +9 20 +12
Titanic 97 + +12 -4 -4 +5 +8 +12 23 +16
Basilisk Cockatrice
A basilisk is a reptilian creature with a Small Avian
deadly poison bite and a killing gaze. A related Str: 4 Dex: 5 Int: 2 Pre: 5
creature, the cockatrice, shares a similar origin, but Mel: 2 Ran: 2 Mag: 1
its beak turns its victim to stone. Def: 2 (8) Res: 4 (8A1)
Resolve: 3 (5E) Wounds: 3
Basilisk Vision: lowlight Speed: Slow, Fly Slow
Small Sextaped (Reptile) Skills: Armor (Natural) (R2) 6, Athletics (R2) 6,
Str: 4 Dex: 5 Int: 2 Pre: 5 Endurance (Fortitude) (R2) 5, Evade (R2) 4,
Mel: 2 Ran: 1 Mag: 1 Perception (R2) 4, Weapon (Natural) (R2) 4
Def: 2 (7) Res: 4 (8A2) Attack: Stone Bite 7/6
Moving Strike (R1): Once per scene, the cockatrice
Resolve: 3 (6P) Wounds: 3
moves at 1 movement step and makes a stone
Vision: lowlight Speed: Normal bite attack.
Skills: Armor (Natural) (R2) 6, Athletics (R2) 6, Leaping Strike (R2): Once per scene, the cockatrice
Endurance (Physical) (R3) 6, Evade (R2) 4, makes an Athletics (Jump) skill check to move
Perception (Listen, Smell, Taste) (R2) 4, and a Stone bite attack.
Weapon (Natural) (R2) M4/R3 Stone Bite: Melee. Deals 3 (poison) wounds + draw
Attack: Poison maw A6/D7 (+ draw card + card for extra wound. Target loses it move
poison), Death gaze A3 action until successful Endurance (Fortitude)
Unbalance (R1): Once per scene, make a Poison check (Diff 17).
bite or Death gaze attack. On a hit, deal no
damage, but the target is knocked prone.
Aggravated Wound (R2): Once per scene, make a
Poison bite or Death Gaze attack; on a hit, the
target takes attack wounds and a +2 penalty to
actions until a successful Endurance (Fortitude)
check (Diff 11).
Death Gaze: Resolve +2. Medium Range. Deals 3
wounds + draw card for extra wound. Target
loses it move action until successful Endurance
(Fortitude) check (Diff 17).
Poison: Injected; Diff 17; 2 (poison) wounds
Demon Demon
Demons are spirits of evil made flesh. Medium Humanoid (Demon)
Those foolishly seeking power, revenge or wealth Str: 6 Dex: 6 Int: 6 Pre: 6
bring them to the world from their forbidding and Mel: 5 Ran: 3 Mag: 3
torturous realms. The appearance and abilities of Def: 3 (7) Res: 3 (10A4)
demons varies wildly; only a sampling of demonkind Resolve: 9 (12FP) Wounds: 6
is given here. Vision: darksightSpeed: Normal, Flight
Demons have a +3 bonus to Resolve.
Skills: Armor (Natural) (R3) 6, Deceit (R3) 9,
Endurance (Fortitude, Physical) (R3) 12, Evade
Demonling (R3) 6, Language (Common) (R3) 9, Language
Small Humanoid (Demon) (Infernal) (R3) 9, Perception (R0) 6, Persuade
Str: 4 Dex: 5 Int: 4 Pre: 5 (R3) 9, Stealth (R3) 9, Weapon (Natural) (R3) 8
Mel: 2 Ran: 3 Mag: 2 Attack: Poison Claws A12/D9 (+ poison)
Def: 3 (7) Res: 2 (4A2) Heavy Strike (R1): Make a poison claw attack. On
a hit, deal 2 wounds + poison.
Resolve: 7 Wounds: 4
Aggravated Wound (R2): Once per scene, the
Vision: darksight Speed: Slowed, Flight demon makes a poison claw attack; the target
Skills: Armor (Natural) (R0) 2, Endurance (R0) 7, takes 1 wound + poison and a 2 penalty to skill
Evade (R1) 4, Deceit (R2) 6, Language checks until a successful Endurance (Fortitude)
(Common) (R2) 6, Language (Infernal) (R3) 7, check (Diff 11).
Perception (R0) 4, Persuade (R2) 7, Stealth (R2) Critical Strike (R3): Once per scene, the demon
8, Weapon (Natural) (R0) 2 makes a poison claw attack; the target takes 5
Attack: Claws A7/D3 wounds + poison. Consequence: 1x/scene.
Small: A demonling gains a +1 bonus to Dexterity Battle-hungry: A demon gains a +2 bonus to Melee
related skills and the Ranged Combat skill Combat and Defense (already added in)
(already added in) Fire Immune: A demon takes no damage from fire
Soul Contract: A creature that sells its soul to the attacks.
demon gains 2 Ranks in Spellcraft. However, if Poison: Diff 19; Injury; 1 (poison) wound.
the creature dies, it cannot be brought back to
life.
Dragon
Doppelganger Dragons are supernatural warm-blooded
A doppelganger is a fey creature capable of reptiles of great power. They are often intelligent
assuming the shape of another creature. They are and malicious creatures known for their greed and
mischievous and malicious creatures, sometimes hunger. Capable of flight, armored better than most
killing the original before taking its place. knights and armed with a deadly breath weapon,
dragons are terrifying creatures capable of great
destruction.
Doppelganger Dragons have double the normal wounds and a +5
Medium Humanoid (Fey) bonus to Resolve.
Str: 5 Dex: 5 Int: 5 Pre: 5
Mel: 2 Ran: 2 Mag: 2
Def: 2 (8) Res: 2 (4A1)
Resolve: 5 Wounds: 5
Vision: lowlight Speed: Normal
Skills: Armor (Natural) (R1) 3, Deceit (R5) 10,
Deceit (Disguise) (R5) 15, Endurance (R0) 5,
Evade (R2) 4, Language (Common) (R3) 8,
Perception (R3) 8, Persuade (R3) 8, Stealth (R3)
8, Weapon (Natural) (R2) 4
Attack: Slam A9/D4
Assume Shape: A doppelganger can assume the
shape of any unique creature it has seen from
small to large size. Only its appearance changes,
it does not gain the ability scores, special
abilities, equipment (other than appearance),
maneuvers or spells of the target. It gains a
racial +5 bonus to Deceit (Disguise) checks
while imitating another individual (already added
in).
Fire Dragon, Adult Rot (5th): A10/D13, Close, Scene; Target takes
Huge Quadruped (Dragon, Fire) 6 wounds + draw card for wound. Target takes
Str: 11 Dex: 5 Int: 7 Pre: 9 3 penalty to all skill checks and cannot heal
Mel: 4 Ran: 4 Mag: 5 wounds until a successful Endurance (Physical)
check (Diff 15). Consequences: 1x/scene.
Def: 1 (6) Res: 9 (16A4) Cumulative wound to cast again.
Resolve: 14 (17) Wounds: 24 Scry (6th): Diff 20, Extreme, Persist; View
Vision: Darksight Speed: Enhanced, Flight remotely and gain +5 bonus to Perception (Spot).
Enhanced Consequences: 1x/scene.
Skills: Armor (Natural) (R3) 12, Athletics (+Flying) Fire Breath (2x/Scene): Att +1/Dam +4, Short
(R3) 14, Endurance (R3) 14, Evade (R3) 4, range, Persist. Deals 4 (fire) wounds up to 4
Language (Common) (R2) 9, Knowledge targets. Target takes 1 (fire) wound every other
(Arcane) (R3) 9, Language (Draconic) (R3) 10, turn until successful Endurance (Physical) check
Perception (R3) 10, Persuade (R3) 12, Spellcraft (Diff 17).
(Arcane) (R3) 8, Weapon (Natural) (R3) M7/R7 Fire Resist: An adult fire dragon takes 3 less
Attack: Maw A9/D12 (+3 wounds + draw card), wounds from fire attacks.
Claws A11/D10 (+3 wounds), Tail Fear Aura: When any creature comes within Close
A8/D13 Fire breath A8/D13, or Spells range of the dragon, draw a card from the top of
Multiattack (R1): Make a tail, maw (A-2/D-2) and your deck and have the creature make a Presence
claw (A-4/D-4) attack. On a hit, deal 1 + check (Diff 14 + drawn card) . This does not
weapon wounds. take an action, but the Presence check cannot be
Armor Piercing (R2): Once per scene (or use performed more than once a round. If multiple
Jack+), make a maw, claw, or tail attack and creatures are affected, draw only one card. If the
ignore 1 point Armor or Armor skill when creature fails the Presence check, it must
dealing damage. On a hit, deal 1 + weapon immediately move out of Close range and suffers
wounds. a 1 penalty to all Skill checks until the end of
Improved Shieldbreaker (R3): Once per scene (or the scene or until the Presence check is passed.
use Queen+), ignore 2 points of Shield bonus Hand: 3 cards
and/or Evade skill and make a maw, claw or tail Average Treasure: 130 gp
attack. On a hit, deal 1 + weapon wounds.
Consequences: 1x/scene.
Spells: 0th circle any card; 1st-3rd circle 1x/scene
or Jack+; 4th-6th circle one 1x/sceen or Queen+;
7th circle King+
Detect Magic (0th): Diff 11, Close, Instant; detect
presence of active spells or magic items
Legerdemain (0th): Diff 11, Personal, Persist;
create minor magical effect or trick.
Resistance (0th): Diff 11, Close, Instant; Target
gains +1 to next Armor check.
Charm Gaze (1st): Resv +1, Short Persist; Once
per scene (or using Jack+) target becomes trusted
ally. Consequence: 1x/scene; if target is
attacked, spell is broken.
Arcane Strike (2nd): A13/D12, Medium, Instant;
target takes 5 wounds. Ghostly creatures cannot
evade attack. Consequences: 1x/scene;
Cumulative wound to cast again
Dispel Magic (3rd): Diff = enemy spell casting
difficulty, Short, Instant; End active spell on
target.
Polymorph (4th): Diff 17, Personal, Scene; Take
shape of another creature whose Primary ability
scores do not exceed 30. Gain shapes Strength
and Dexterity, racial abilities and natural attack
modes.
Fire Dragon, Ancient Polymorph (4th): Diff 17, Personal, Scene; Take shape of
another creature whose Primary ability scores do not
Gargantuan Quadruped (Dragon, Fire) exceed 30. Gain shapes Strength and Dexterity,
Str: 13 Dex: 5 Int: 9 Pre: 10 racial abilities and natural attack modes.
Mel: 7 Ran: 6 Mag: 6 Rot (5th): A13/F18, Close, Scene; Target takes 9
Def: 1 (7) Res: 11 (20A4) wounds + draw card for wound. Target takes 3
penalty to all skill checks and cannot heal wounds
Resolve: 15 (20) Wounds: 34 until a successful Endurance (Fortitude) check (Diff
Vision: darksight Speed: Normal, Flight 15). Consequences: 1x/scene. Cumulative wound to
Enhanced cast again.
Skills: Armor (Natural) (R5) 16, Athletics (+Flying) Scry (6th): Diff 20, Extreme, Persist; View remotely and
(R3) 16, Endurance (R5) 20, Evade (R5) 6, gain +5 bonus to Perception (Spot). Consequences:
Knowledge (Arcane) (R5) 14, Language 1x/scene.
Blast Fireball (7th): A12/P19, Long, Instant; Up to 6
(Common) (R3) 12, Language (Draconic) (R5)
targets take 9 (fire) wounds + draw card for wound.
14, Perception (R5) 14, Persuade (R5) 15, Target takes wound every other round until it makes
Spellcraft (Arcane) (R5) 11, Weapon (Natural) successful Endurance (Physical) check (Diff 18).
(R5) M12/R11 Consequences: Dragon takes a wound. For each
Attack: Maw A4/D19 (+6 wounds + draw card + extra wound, can affect +1 target. 1x/day Cumulative
1 (fire) wound), Claws A16/D17 (+6 wound to cast again.
Binding (8th): Resv +4, Close, Day; Imprison creature
wounds), Tail A13/20 (+7 wounds), Fire of up to 6 wounds. Draw card for extra wound to
breath A11/D20, Spells imprison. Can release to perform service by discarding
Multiattack (R1): Make a tail, maw (A-2/D-2) and a face card. After a day, the creature is free.
claw (A-4/D-4) attack. On a hit, deal 1 + Consequences: Dragon takes a wound. For each
additional wound taken, can imprison +1 wound
weapon wounds.
creature, up to 10 wounds. 1x/day.
Armor Piercing (R2): Make a bite & claw attack Hail of Meteors (9th): A11/ P20, Long, Instant; Up to
and ignore 1 point Armor or Armor skill when five targets take 11 (fire) wounds + draw card for extra
dealing damage. wound. Targets take 1 wound every other round until
Improved Shieldbreaker (R3): With a card, it makes a successful Endurance (Physical) check
ignore 2 points of Shield bonus and/or Evade (Diff 22). Consequences: Dragon takes a wound.
skill and make a bite & claw attack. On a hit, For each additional wound taken +1 target. 1x/day.
Cumulative wound to use again.
deal 7 wounds. Consequences: 1x/scene.
Dehabilitating Strike (R4): Once a scene or with a Fire Breath (3x/Scene): Att +0/Dam +5,Medium
Jack+, Make a bite & claw attack. On a hit range, Persist. Deals 7 (fire) wounds up to 5
target takes 2 wounds and +5 penalty to actions targets. Target takes 1 (fire) wound every other
until a successful Endurance (Fortitude) check turn until successful Endurance (Physical) check
(Diff 17). Consequences: 1x/day. (Diff 20).
Lay Out (R5): Requires King+. Make a bite & Fire Immune: An ancient fire dragon takes no
claws attack. On a hit, target takes 7 wounds, is damage from fire attacks.
disarmed, knocked prone and stunned until Fear Aura: When any creature comes within Close
successful Endurance (Fortitude) check (Diff range of the dragon, draw a card from the top of
20). Consequences: Dragon takes a wound. your deck and have the creature make a Presence
1x/day. check (Diff 17 + drawn card). This does not take
Spells: 0th-3rd circle any card; 4th-6th circle one an action, but the Presence check cannot be
1x/scene or Jack+; 7th circle Queen+ performed more than once a round. If multiple
Detect Magic (0th): Diff 11, Close, Instant; detect creatures are affected, draw only one card. If the
presence of active spells or magic items creature fails the Presence check, it must
Legerdemain (0th): Diff 11, Personal, Persist; create immediately move out of Close range and suffers
minor magical effect or trick. a 1 penalty to all Skill checks until the end of
Charm Gaze (1st): Resv +1, Short Persist; Once per the scene or until the Presence check is passed.
scene (or using Jack+) target becomes trusted ally. Hand: 5 cards
Consequence: 1x/scene; if target is attacked, spell is
broken.
Average Treasure: 240 gp
Arcane Strike (2nd): A15/D16, Medium, Instant; target
takes 8 wounds. Ghostly creatures cannot evade
attack. Consequences: 1x/scene; Cumulative wound
to cast again
Dispel Magic (3rd): Diff = enemy spell casting difficulty,
Short, Instant; End active spell on target.
Dwarf Elemental
Stout, squat dwellers under hills and in Elementals are extraplanar creatures from
mountains, dwarves are expert craftsmen and have a the primordial elemental planes. They are composed
long, proud history of being masters of war. Their of a single element air, earth, fire or water. They
greatest fault is their own greed, which sometimes are barely sentient and usually only found on the
blinds their actions. Some dwarves even sell their Mortal plane because they are summoned, such as by
skills in battle to the highest bidder in return for a a Summon Elemental spell.
small sum of gold. Note: when calculating an elementals secondary and
tertiary abilities, treat it as if it had an Intelligence 5 and Presence
5. When attempting to polymorph into an elemental, treat these
Dwarf Warrior scores as being 5.
Medium Humanoid (Dwarf)
Str: 5 Dex: 5 Int: 5 Pre: 5 Air Elemental
Mel: 2 Ran: 2 Mag: 1 Large Elemental (Air)
Def: 2 (6S2) Res: 3 (10A4) Str: 7 Dex: 9Int: 1 Pre: 1
Resolve: 5 (8P) Wounds: 5 Mel: 4 Ran: 3 Mag: 0
Vision: Lowlight Speed: Slowed Def: 3 (13) Res: 3 (4)
Skills: Armor (Heavy) (R3) 6, Athletics (Run) (R3) Resolve: 5 (10P) Wounds: 9
8, Craft (Weaponsmith) (R2) 7, Endurance Vision: darksight Speed: Normal, Flight Doubled
(Physical) (R3) 8, Evade (R1) 3, Language Skills: Armor (Unarmored) (R1) 3, Athletics (Fly)
(Common) (R1) 6, Language (Dwarven) (R3) 8, (R5) 12, Endurance (Physical) (R5) 10, Evade
Perception (Listen, Spot) (R1) 6, Persuasion (R5) 8, Perception (R1) 2, Weapon (Natural)
(Haggle) (R1) 6, Weapon (Axe) (R3) 5, Weapon (R3) 7M/6R
(Crossbow) (R3) 5 Attack: Wind Slam A12/D8 (+1 wound) or
Attack: Battleaxe A7/D8 (Crit: King), Light Ranged Wind Slam A11/D7 (+1 wound)
Crossbow A7/D6 (Crit: Ace) Wind Slam: Melee or Long Range; When making
Weapon and Shield Style (R1): +1 to Defense, may an attack, an Air Elemental ignores the
use Shield bonus to Resistance instead of opponents Evade skill.
Defense. This maneuver takes no action. Wind Defense: When making an Evade or Armor
Armor Piercing (R2): Once per scene, make check, an air elemental treats as Aces.
crossbow attack. When dealing damage ignore 1
point of Armor bonus or Armor skill. On a hit,
target takes a wound. Earth Elemental
Critical Strike (R3): Once per scene, make a Large Elemental (Earth)
battleaxe attack. On a hit, target takes 3 wounds. Str: 12Dex: 4 Int: 1 Pre: 1
Consequences: 1x/scene Mel: 4 Ran: 2 Mag: 0
Stubborn: Once per scene, a dwarf may draw a
Def: 2 (3) Res: 4 (12A5;-1 wound)
second card from the top of the deck when
making an Armor or Resolve check and use the Resolve: 7 (12P) Wounds: 9
better card. Vision: darksight Speed: Normal, Burrow Normal
Gear: Banded mail, Heavy Shield, Battleaxe, Skills: Armor (Natural) (R5) 9, Athletics (Burrow)
Crossbow, 20 bolts (R5) 17, Endurance (Physical) (R5) 12, Evade
(R1) 3, Perception (R4) 5, Weapon (Natural)
(R3) 7
Attack: Earth Slam A12/D8 (+1 wound)
Earth Slam: When dealing damage, an Earth
Elemental ignores armor.
Earth Defense: When making an Evade or Armor
check, an earth elemental treats as Aces.
(Rank 3) Ghoul
Medium Humanoid (Human, Undead)
Str: 6 Dex: 6 Int: 4 Pre: 4
Mel: 3 Ran: 2 Mag: 0
Def: 2 (8) Res: 2 (8A3)
Resolve: 6 (8) Wounds: 9
Vision: Normal Speed: Normal
Skills: Armor (Natural) (R3) 5, Endurance (R2) 8,
Evade (R3) 5, Natural Attack (R3) 6, Perception
(R0) 2
Attack: Claws A9/D6 (+disease)
Tough: Weapons deal 1 less wound to a ghoul.
Extra card draws are not affected.
Disease: Injected; Diff 17; 1 wound. If target
reduced to 0 or less wounds by disease, becomes
a ghoul.
Ghost Giant
Ghosts are the souls of the dead that are Giants are primordial humanoids nearly as
unwilling to pass on peacefully. Many become bitter old as the world itself. Tall and powerful, their great
towards the living, seeking to injure or kill those who size requires a likewise powerful appetite. Many
intrude near the area of their death. giants trade their intellect for massive strength and
A ghost has no Strength, but for purposes of tend to treat the smaller races as little more than
determining secondary and tertiary abilities, is treated as having a
5 ability score.
annoyances or an easily obtained snack.
Even among the same species, giants can be
beautiful or hideous in appearance sometimes even
Angry Ghost having the features of animals or mutations such as
Medium Humanoid (Spirit) extra arms, eyes or the like. For example, no two
Str: 0 Dex: 5 Int: 5 Pre: 9 fomorians tend to look remotely alike, even if related.
Mel: 2 Ran: 2 Mag: 3
Def: 2 (9) Res: 3 (5) Hill Giant
Resolve: 6 (9) Wounds: 6 Large Humanoid (Giant)
Vision: darksightSpeed: Normal, Flight Str: 12Dex: 5 Int: 4 Pre: 5
Skills: Armor (Unarmored) (R2) 5, Athletics (Fly) Mel: 4 Ran: 2 Mag: 2
(R3) 8, Endurance (R3) 9, Evade (R2) 4, Def: 2 (6) Res: 6 (11A3)
Perception (Spot) (R0) 4, Weapon (Natural) (R2)
Resolve: 7 (9E) Wounds: 9
4
Vision: Normal Speed: Normal
Attack: Ghost touch A6/D7
Skills: Armor (Medium) (R2) 8, Endurance
Flying Strike (R1): Once per scene, can fly half (Fortitude) (R2) 9, Evade (R2) 4, Language
movement rate and make ghost touch attack. On (Common) (R2) 6, Language (Giant) (R2) 6,
a hit, target takes a wound. Perception (Listen, Spot) (R0) 4, Weapon (Club)
Evade (R2): Athletics (Fly) Diff 15; Once per scene, (R3) 7, Weapon (Thrown) (R1) 3
ghost avoids a single wound and gains a +2
Attack: Heavy club A8/D14 (+4 wounds) or rock
Defense until its next turn.
Ghostly: When defending against an attack, if a 7/6 (+3 wounds)
ghost plays a or a card, the attack misses. Unbalance (R1): Once per scene, make a club or
Ghost Touch: A ghost makes a melee attack, rock attack. On a hit, deal no damage but target
ignoring armor. is knocked prone.
Invisible: A ghost can spend a standard action to Dual Engagement (R2): Once per scene, make a
become invisible or visible as it chooses. No club attack against 2 targets. Both targets use the
check needs to be made. If the ghost attacks it same card for Defense and Resistance. On a hit,
becomes visible. target takes 5 wounds.
Critical Strike (R3): Once per scene, make a club
attack. On a hit, target takes 8 wounds.
Consequences: 1x/scene
Gear: Hide armor, heavy club, 5 rocks
Gnome Goblin
Gnomes are small, prankish humanoids who Goblins are small, vicious humanoids who
are the offspring of ancient unions between elves and take pleasure in raiding and stealing from others.
dwarves. They possess the carefree nature of elves They are capricious creatures who delight in
and the dwarven fondness of treasure and skills at tormenting others and collecting precious baubles.
crafting. They have been known to kidnap human children and
Gnomes tend to dwell in underground raise them among their own kind, turning the child
homes or in the depths of forests. They are known into a vicious murderer who sometimes ends up
for their prankish nature, though they are stout foes leading the goblin tribe.
of goblinoids, whom they have long battled with in Goblins have a great hatred of elves, gnomes
ancient days. and dwarves, and will go out of their way to harass or
kill them when encountered.
Goblins tend to live in tribes ruled by the
Gnome Prankster most powerful bullies of their kind. Though they
Small Humanoid (Gnome) tend to be poor wizards, goblins have access to many
Str: 4 Dex: 5 Int: 6 Pre: 5 ancient alchemical formulas handed down over the
Mel: 2 Ran: 2 Mag: 2 centuries that they use to augment or mutate their
Def: 3 (6) Res: 3 (8A3) own kind.
Resolve: 5 Wounds: 4
Vision: lowlight Speed: Slowed Goblin Scavenger
Skills: Armor (Medium) (R2) 5, Craft (Carpentry) Small Humanoid (Goblin)
(R1) 7, Endurance (R0) 5, Evade (R1) 4,
Str: 3 Dex: 5 Int: 3 Pre: 3
Language (Common) (R2) 8, Language
(Dwarven) (R3) 9, Perception (Smell, Spot) (R0) Mel: 2 Ran: 3 Mag: 1
4, Spellcraft (Runes) (R2) 4, Weapon (Spear) Def: 2 (7) Res: 1(3A1)
(R2) 4, Weapon (Crossbow) (R1) 3 Resolve: 3 Wounds: 1
Attack: Spear A6/D8 , light crossbow A6/D5 Vision: darksightSpeed: Slowed
Minor wound (R1): Make a spear or crossbow Skills: Armor (Minimal) (R1) 2, Endurance (R0) 3,
attack. On a hit, deal a wound and target takes Evade (R1) 3, Language (Common) (R1) 4,
+1 penalty to actions until successful Endurance Language (Goblin) (R2) 5, Perception (Smell,
(Fortitude) check (Diff 9). Spot) (R0) 3, Weapon (Blades) (R1) 3
Parry (R2): Once a scene, make a spear attack. On Attack: Short sword A5/D4
a hit, deal a wound and gain a +2 bonus to Minor wound (R1): Target takes a wound and +1
Defense. penalty to actions until a successful Endurance
Runes: 0th at will, 1st-3rd 1x/scene (Fortitude) check (Diff 9).
Light (0th): Diff 9, Personal, Scene; Illuminate a Small: A goblin gains a +1 bonus to Dexterity
short distance. Consequences: 1x/day related skills and the Ranged Combat skill
Purify Food and Drink (0th): Diff 9, Close, (already added in)
Instant; Remove taint, poison, rot or disease Light Sensitive: In areas of bright light, goblins have
from food and drink a 1 to all skill checks, Melee Combat and
Resistance (0th): Diff 9, Close, Instant; Target Ranged Combat attacks.
gains +1 bonus to next Endurance check Gear: Short sword, leather jerkin
Command (1st): Resv +1, Short, Instant; Target
loses an action. Consequences: 1x/scene
Illusion (2nd): Diff varies, Close, Persist; Create
illusion that fools one sense. Difficulty to pierce
equals difficulty to cast spell.
Curse (3rd): Resv +1, Close, Persist; Target suffers
a consequence of gnomes choice until
successful Presence check (Diff 14).
Consequences: 1x/scene.
Gear: Brigandine armor, spear, light crossbow & 20
bolts
Goblin Warlord
Small Humanoid (Goblin)
Str: 4 Dex: 5 Int: 4 Pre: 4
Mel: 2 Ran: 3 Mag: 2
Def: 3 (8S1) Res: 2 (9A4)
Resolve: 4 (5E) Wounds: 4
Vision: darksightSpeed: Slowed
Skills: Armor (Heavy) (R3) 5, Acrobatics (R2) 8,
Deception (R0) 4, Endurance (Fortitude) (R1) 5,
Evade (R3) 6, Language (Common) (R2) 6,
Language (R3) 7, Perception (Smell, Spot) (R1)
5, Stealth (R1) 7, Survival (R3) 7, Weapon
(Blade) (R4) 6, Weapon (Bow) (R2) 5
Attack: Short sword A10/D9 or short bow
A9/D8
Minor wound (R1): Once per scene, make a short
sword or bow attack. On a hit, target takes a
wound and +1 penalty to actions until a
successful Endurance (Fortitude) check (Diff 9).
Avoidance (R2): Acrobatics (Tumble) Diff 15;
Once per scene, goblin gains a +2 bonus to
Defense until end of scene.
Painful Blow (R3): Once per scene, make a short
sword attack. On a hit, target takes a wound and
suffers +3 penalty to actions until successful
Endurance (Fortitude) check (Diff 14).
Consequences: 1x/scene.
Crippling Strike (R4): Once per scene, make a
short sword attack using a King+. On a hit,
target takes a wound, loses a move action and
has a +4 penalty to actions until a successful
Endurance (Fortitude) check (Diff 17).
Consequences: 1x/day
Cowardly: After taking a wound, draw a card from
the top of the deck and make a Presence check
for the goblin (Diff 5 + card drawn). If the
goblin fails, it attempts to escape.
Light Sensitive: In areas of bright light, goblins have
a 1 to all skill checks, Melee Combat and
Ranged Combat attacks.
Hand: 1 card
Gear: Short sword, short bow, 20 arrows, scale mail,
shield
Hillenfaey Human
Hillenfaey are a hearty folk who are often Humans tend to fill the world with their
found living in hilly areas. They are sometimes numbers, capable of living nearly anywhere with a
referred to as halflings by humans for their small penchant of manipulating the area they dwell in to
size. Wandering hillenfaey have a reputation for better suit their needs. They rarely so much as live in
being pickpockets and con artists, though their targets harmony with their surroundings as dominate it.
are usually the foolish or selfish.
Human Bandit/Town Militia
Hillenfaey Scout Medium Humanoid (Human)
Small Humanoid (Hillenfaey) Str: 6 Dex: 5 Int: 5 Pre: 4
Str: 4 Dex: 6 Int: 5 Pre: 5 Mel: 2 Ran: 2 Mag: 2
Mel: 2 Ran: 3 Mag: 2 Def: 2 (8) Res: 2 (6A1)
Def: 3 (10) Res: 2 (5A1) Resolve: 5 Wounds: 5
Resolve: 4 Wounds: 4 Vision: Normal Speed: Normal
Vision: Normal Skills: Armor (Minimal) (R3) 5, Evade (R2) 4,
Speed: Slowed Language (Common) (R3) 8, Perception (Listen,
Skills: Armor (Light) (R2) 4, Deception (R3) 8, Spot) (R0) 5, Weapon (Blade) (R3) 5, Weapon
Endurance (R0), Evade (R3) 6, Language (Bow) (R1) 3
(Common) (R3) 8, Perception (Intuition, Spot) Attack: Short sword A8/D7, crossbow A6/D5
(R0) 5, Sleight of Hand (R2) 9, Stealth (R3) 10, Cross Weapons (R1): Make a short sword or
Weapon (Blades) (R2) 4, Weapon (Hurled) (R1) crossbow attack. On a hit, deal no damage but
6 target must spend action to regain weapon.
Attack: Short sword A8/D7 or Sling A10/D7 Defensive Stance (R2): Weapon (Blade) Diff 14,
Moving Strike (R1): Move at 1 movement step Scene; Once per scene, gain +2 bonus to
and make a short sword or sling attack. On a hit, Defense. Consequences: 1x/scene
deal a wound. Improved Parry (R3): Persist; Once per scene,
Dual Engagement (R2): Once a scene, make a short make a short sword attack. On a hit, deal a
sword attack against 2 targets. On a hit, deal a wound and gain +3 bonus to Defense.
wound. Consequences: 1x/scene
Gear: Leather jerkin, short sword, sling, 20 stones Perseverance: Once a scene, can draw another card
for an extra success after playing a face card or
Ace
Gear: Short sword, light crossbow, padded armor
Kobold Runecaster
Small Humanoid (Kobold)
Str: 1 Dex: 3 Int: 3 Pre: 3
Mel: 1 Ran: 2 Mag: 1
Def: 2 (7) Res: 2 (4A1)
Resolve: 2 Wounds: 2
Vision: Darksight
Speed: Slowed
Skills: Armor (Natural) (R1), Craft (Stonemason)
(R2) 5, Craft (Trapmaking) (R3), Evade (R1) 3,
Language (Common) (R2) 5, Language (Goblin)
(R2) 5, Perception (Smell, Spot) (R1) 4,
Spellcraft (Runes) (R2) 3, Weapon (Blades) (R1)
2
Attack: Dagger A6/D3
Ranged Weapon Style (R1): Opponent does not
gain a free attack when using ranged weapons in
melee combat.
Small: A goblin gains a +1 bonus to Dexterity
related skills and the Ranged Combat skill
(already added in)
Runes: 0th: Any card; 1st-3rd: one 1x/scene
Detect Magic (0th): Diff 9, Close, Instant; Detect
active runes or magic items in range.
Runic Curse (0th): Resv +0, Touch, Scene;
Target takes 1 penalty to Defense,
Resistance or Resolve. Consequences:
1x/scene
Scathing Word (0th): A8/D3, Close, Instant;
Deal a wound
Fear (1st): Resv +1, Close, Persist; Target
moves its movement rate away.
Hold Person (2nd): Resv +1, Short, Persist;
Target loses an action until successful
Endurance (Mental) check (Diff 13).
Consequences: 1x/scene
Explosive Rune (3rd): A6/D5, Close, Instant;
Deal 2 wounds + draw card for extra wound.
Gear: Dagger, runes, mining pick, material for 2
traps
Lizardman Lycanthrope
Lizardmen are humanoid reptilian creatures A lycanthrope, or werewolf, is a human
that tend to live in primitive tribes in jungle or inflicted with an unusual disease or curse that causes
swampy lands. They have a fondness for meat, and him or her to transform into a half-wolf, half-human
have been known to attack other races to capture engine or rage and destruction.
individuals for sacrifices or food. There are many other variants of the
werewolf, ranging from apes and bears to tigers and
even donkeys. The stats here are for the half-animal,
Lizardman Barbarian half-human form.
Medium Humanoid (Reptilian)
Str: 6 Dex: 5 Int: 4 Pre: 5
Mel: 2 Ran: 2 Mag: 2 Lycanthrope (Werewolf)
Def: 2 (8S2) Res: 2 (7A3) Medium Humanoid (Human, Wolf)
Resolve: 5 (6F) Wounds: 5 Str: 7 Dex: 5 Int: 5 Pre: 5
Vision: lowlight Speed: Normal Mel: 3 Ran: 2 Mag: 2
Skills: Armor (Natural) (R2) 4, Athletics (Swim) Def: 2 (7) Res: 2 (8A3)
(R1) 7, Endurance (Fortitude) (R1) 6, Evade Resolve: 5 (8F) Wounds: 5
(R2) 4, Language (Common) (R1) 5, Language Vision: lowlight Speed: Enhanced
(Slith) (R3) 7, Perception (Listen, Spot, Taste) Skills: Armor (Natural) (R3) 5, Athletics (R1) 8,
(R0) 4, Survival (Wilderness) (R1) 5, Weapon Endurance (Fortitude) (R3) 8, Evade (R3) 5,
(Club) (R2) 4, Weapon (Hurled) (R1) 3 Perception (R2) 7, Weapon (Natural) (R2) 5
Attack: Club A7/D6 or Javelin A6/D5 Attack: Claws A9/D6 or maw A7/D8 (+draw
Minor Wound (R1): Persist; Make a club or javelin for extra wound)
attack. On a hit, deal a wound and target takes Unbalance (R1): Make a claw or bite attack. On a
+1 penalty to actions until successful Endurance hit, deal no damage but target is knocked prone.
(Fortitude) check (Diff 9). Leaping Strike (R2): Once a scene, make a jump
Impacting Strike (R2): Once a scene, make a club and a claw or maw attack. On a hit, deal 1
attack. On a hit, draw three cards. Deal 1 wound + weapon wounds.
wound + 1 wound for each card that beats the Critical Strike (R3): Once a scene, make a Claw or
targets Resistance. maw attack. On a hit, deal 4 wounds + weapon
Cold-Blooded: Once per scene, the lizardman can wounds. Consequences: 1x/scene
reduce the number of wounds from an attack by Shapeshift: The lycanthrope can change between
one. human, lycanthrope and wolf form. Its Strength
Gear: Club, 3 javelins, heavy shield and Dex change to match its current form. All
other stats are unaffected.
Infected Bite: A humanoid bitten by a lycanthrope
must make an Endurance (Fortitude) check (Diff
13) or become a lycanthrope by the next full
moon. This is considered a disease.
Orc
Mummy Orcs are vicious goblinoid marauders bred
A mummy is the animated remains of an for war. The live in roving bands that primarily
embalmed individual. Mummies are usually found as travel on foot, sometimes acting as shock troops for
the defender of the dead, who protect their tombs goblin armies. They have a great hatred of elves and
with a rotting touch. will seek them out to kill or enslave.
Orc stats can also be used to represent
Orkans.
Mummy
Medium Humanoid (Human, Undead)
Str: 4 Dex: 4 Int: 4 Pre: 4 Orc Marauder
Mel: 2 Ran: 2 Mag: 2 Medium Humanoid (Goblin)
Def: 2 (7) Res: 2 (6A2) Str: 6 Dex: 4 Int: 4 Pre: 4
Resolve: 4 (6) Wounds: 4 Mel: 3 Ran: 2 Mag: 2
Vision: Lowlight Speed: Slowed Def: 2 (4) Res: 2 (8A4)
Skills: Armor (Natural) (R2) 4, Endurance (R2) 6, Resolve: 4 Wounds: 4
Evade (R2) 4, Language (Common) (R1) 5, Vision: lowlight Speed: Normal
Language (Regional) (R3) 7, Perception Skills: Armor (Heavy) (R2) 4, Athletics (R1) 7,
(Intuition, Spot) (R0) 4, Persuasion (Intimidate) Evade (R1) 3, Endurance (R0) 4, Language
(R2) 6, Weapon (Natural) (R2) 4 (Common) (R2) 6, Language (Goblin) (R2) 6,
Attack: Diseased Claw A8/D5 (+disease) Perception (Smell, Spot) (R0) 4, Weapon (Axe)
Minor Wound (R1): Persist; Make a diseased claw (R2) 5, Weapon (Hurled) (R2) 4
attack. On a hit, target takes 1 wound + disease. Attack: Waraxe A6/D9 (Crit: King; +2 wounds)
Target takes +1 penalty to actions until or Javelin A6/7
successful Endurance (Fortitude) check (Diff 9). Two-handed weapon style (R1): When using a
Dual Engagement (R2): Once a scene, make a waraxe, +1 wound (already added in). This
Diseased claw attack against two targets. Both maneuver does not take an action.
targets share the same Defense and Resistance Slashing Strike (R2): Once a scene, make a Waraxe
card. On a success, deal 1 wound + disease. attack. On a hit, draw 3 cards. Deal 3 wounds +
Disease (Body Rot): Touch, Diff 12; Target takes 1 1 wound for each that beats the targets
wound Resistance.
Undead: Mummies do not eat, drink or sleep. They Gear: Waraxe, 5 javelins, scale mail
do not suffer from heat exhaustion or frostbite.
They are immune to normal poisons and disease.
(Rank 5) Skeleton
Medium Humanoid (Human, Undead)
Str: 5 Dex: 5 Int: 1 Pre: 1
Mel: 2 Ran: 2 Mag: 0
Def: 2 (7) Res: 2 (7A3)
Resolve: 5 Wounds: 5
Vision: darksightSpeed: Normal
Skills: Armor (Natural) (R2) 4, Endurance (R0) 5,
Evade (R3) 5, Natural Attack (R2) 3, Perception
(R0) 2
Attack: Claws A7/D4
Tough: Weapons deal 1 less wound to a
skeleton. Extra card draws are not affected.
Titanborn Troll
The titanborn are the offspring of the ancient Trolls are huge, filthy humanoids that tend
titans, a mortal race that was greatly diminished when to live in swamps, caves or other fetid areas. They
their ancient civilizations were laid to waste in the have a fondness for the flesh of sentient creatures and
ancient past. a nasty temperament.
Many titanborn now wander the world,
using their great strength to raid or fight as lone
mercenaries.
Troll
Large Humanoid (Troll)
Str: 7 Dex: 4 Int: 4 Pre: 5
Titanborn Mel: 2 Ran: 2 Mag: 2
Medium Humanoid (Titanborn) Def: 2 (7) Res: 3 (8A2)
Str: 8 Dex: 3 Int: 6 Pre: 7 Resolve: 5 (10FP) Wounds: 7
Mel: 4 Ran: 2 Mag: 3 Vision: lowlight Speed: Normal
Def: 2 (5) Res: 4 (11A4) Skills: Armor (Natural) (R3) 6, Athletics (R3) 10,
Resolve: 7 (9P) Wounds: 8 Deception (R2) 6, Evade (R2) 4, Endurance
Vision: Normal Speed: Slowed (Fortitude, Physical) (R5), Perception (R0) 4,
Skills: Acrobatics (Tumble) (R2) 5, Armor (Heavy) Weapon (Natural) (R3) 5, Weapon (Hurled) (R0)
(R3) 7, Athletics (Lift) (R2) 10, Endurance 2
(Physical) (R2) 9, Evade (R2) 4, Knowledge Attack: Claws A9/D7 (+1 wounds) or Rock
(History) (R1) 7, Language (Common) (R2) 8, A5/D4 (+1 wounds)
Language (Giant) (R4) 10, Perception (Spot, Heavy Strike (R1): Make a claws or rock attack.
Touch) (R0) 6, Weapon (Club) (R3) 7, Weapon On a hit, deal 3 wounds.
(Bow) (R2) 4 Slashing Strike (R2): Once a scene, make a claw
Attack: Maul A8/D11 (+2 wounds + draw card) attack. On a hit, draw 3 cards. Deal 2 wounds +
or Longbow A6/D7 (Crit: Ace; +1 wound + 1 wound for each that beats the targets
draw card) Resistance.
Minor Wound (R1): Persist; Make a Maul or Longbow Painful Blow (R3): Persist; Make a claw attack. On
attack. On a success target takes 1 wound (+weapon a hit, deal 2 wounds and target takes +3 penalty
wounds). Target takes +1 penalty to actions until
successful Endurance (Fortitude) check (Diff 9).
to actions until successful Endurance (Fortitude)
Dual Engagement (R2): Once a scene, make a Maul or check (Diff 14). Consequences: 1x/scene
Long bow attack against up to 2 targets. Both targets Regenerate: When making a Armor check, if a troll
use the same Defense and Resolve card. On a hit, deal plays a , it heals 2 wounds.
1 wound (+weapon wounds). Gear: Rock
Improved Armor Piercing (R3): Once a scene, make a
Maul attack ignoring 2 points of Armor bonus and/or
Armor skill. On a hit, deal 3 wounds + draw card for
an additional wound. Consequences: 1x/scene
Powerful Build: Once per scene, can draw an extra
card for Strength-based or Melee-based checks
for an extra success
Gear: Scale Mail, Maul, Longbow & 20 arrows
Unicorn Vampire
Unicorns are horse-like protectors of forests Vampires are intelligent, blood-leeching
and other wilderness areas. They are well-known for creatures that were once living. They are easily
their magical horn which is rumored to have many destroyed by sunlight, but their ability to mimic life
healing powers. makes it difficult to detect them unless one knows
what to look for.
Vampires have +3 Resolve and +5 Wounds.
Unicorn
Medium Quadruped (Horse)
Str: 6 Dex: 6 Int: 6 Pre: 6 Vampire
Mel: 3 Ran: 3 Mag: 3 Medium Humanoid (Human, Undead)
Def: 3 (9) Res: 3 (5A1) Str: 6 Dex: 6 Int: 6 Pre: 6
Resolve: 6 Wounds: 6 Mel: 3 Ran: 3 Mag: 3
Vision: lowlight Speed: Doubled Def: 3 (8) Res: 3 (7A2)
Skills: Armor (Natural) (R1) 4, Athletics (R3) 9, Resolve: 9 Wounds: 11
Evade (R2) 5, Language (Elvin) (R2) 8, Vision: DarksightSpeed: Normal
Perception (Listen, Spot) (R2) 8, Persuade (R2) Skills: Acrobatics (Tumble) (R1) 7, Armor (Natural)
8, Stealth (R3) 9, Weapon (Natural) (R2) 5 (R2) 5, Athletics (Climb) (R2) 8, Deception
Attack: Gore A7/D4 (Bluff, Disguise) (R2) 8, Endurance (R0) 9,
Moving Strike (R1): Unicorn moves at 1 Evade (R2) 5, Language (Common) (R2) 8,
movement step and makes a gore attack. On a Language (Regional) (R4) 10, Perception
hit, deal 1 wound. (Listen, Spot) (R0) 6, Persuasion (Seduce) (R2)
Aggravated Wound (R2): Once a scene, make a 8, Stealth (Move Silently) (R2) 8, Weapon
gore attack. On a hit, deal 1 wound and target (Natural) (R2) M5/R5
takes +2 penalty to actions until successful Attack: Vampiric Bite A10/D7, Charming Gaze
Endurance (Fortitude) check (Diff 11). A8
Alicorn: Once per scene, a unicorn can cure any Minor Wound (R1): Make a bite attack. On a
disease, poison or heal up to 3 wounds on a success, deal a wound and target takes +1
touched target. penalty to actions until successful Endurance
(Fortitude) check (Diff 9).
Parry (R2): Once a scene, make a bite attack. On a
success, deal 1 (necrotic) wound. Vampire gains
1 temporary wound and gain a +2 bonus to
Defense until next turn.
Charming Gaze: Persuasion (Seduce) vs.
Endurance (Mental), Short Range, Scene; Target
becomes trusted ally. Consequences: If target is
attacked, effect ends. 1x/scene.
Blood Spawn: A vampire who reduces an
opponents Wounds to 0 or less turns the victim
into a vampire spawn.
Mist Form: A vampire who is reduced to 0 wounds
turns into a mist and retreats to its coffin to heal.
Vampiric Bite: Att +5/Dam +0, Touch, Persist;
Target takes 1 (necrotic) wound. Vampire gains
an equal number of wounds.
Sunlight Weakness: A vampire that is exposed to
direct sunlight takes 5 wounds a round.
(Rank 3) Zombie
Medium Humanoid (Human, Undead)
Str: 4 Dex: 2 Int: 1 Pre: 1
Mel: 1 Ran: 1 Mag: 0
Def: 0 (3) Res: 2 (7A3)
Resolve: 3 Wounds: 7
Vision: Normal
Speed: Slowed
Skills: Armor (Natural) (R2) 4, Evade (R1) 1,
Perception (R0) 1, Weapon (Natural) (R2) 3
Attack: Claws A7/D4
Tough: Weapons deal 1 less wound to a zombie.
Extra card draws are not affected.
Vulnerability: If a zombie takes 4 or more wounds
from a single weapon attack, it is destroyed.
Further Adventures
Surely, if the dragon is driven off, it will
remember the characters and the town, and may
remain in the area to attempt to harass the populace
and the characters in particular.
If the characters beat the goblins in the
tourney, the little creatures may become a recurring
pest in the town, wishing to test their mettle against
the upstart villagers.
There is the possibility that the dragon may
learn where the goblins lair and either rob the
creatures of their tourney prize and/or cow the
creatures to raid for it for treasure. This may end up
pitting the characters in real combat against the
goblins and eventually the dragon responsible.
Even if the dragon doesnt return to wreck
havoc on the goblins, its possible that another group
of miscreants perhaps orcs or ogres learn of the
goblins treasure and steal the prize, either then
turning on the town when they discover from whence
it came, or the goblins come to the town to ask for
help in getting their treasure back.