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54 - Fantasy

54 Fantasy
Role-playing Game
Created by
Stephen C. Klauk

version 2.01

Discuss this game at: http://www.mfbb.net/woa/index.php?mforum=woa

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Chapter 1 - Welcome to 54 Fantasy! ......................4 Deception.........................................................46


What is a Role-playing Game?..............................4 Disable Device.................................................47
What Do I Need to Play?.......................................4 Endurance........................................................47
The Basics .........................................................4 Evade ...............................................................47
Extras.................................................................4 Handle Animal.................................................47
How Do I Play? .....................................................4 Knowledge.......................................................47
How Do I Win? .....................................................5 Language .........................................................48
Chapter 2 - Character Creation..................................6 Linguistics .......................................................49
Steps to Create A Character...................................6 Perception........................................................49
Choose A Concept.................................................6 Perform............................................................49
Background .......................................................6 Persuasion........................................................50
Generate Abilities..................................................7 Spellcraft .........................................................51
Select Race ............................................................8 Stealth..............................................................51
Select Profession ...................................................8 Survival ...........................................................51
Select Skills ...........................................................9 Weapon Group.................................................51
Select Maneuvers and Spells .................................9 Chapter 6 - Equipment.............................................53
Select Starting Equipment .....................................9 Armor & Shields .................................................53
Play! ....................................................................10 Armor Descriptions .........................................54
Chapter 3 - Race ......................................................11 Weapons ..............................................................56
Draemani .........................................................12 Melee Weapons ...............................................56
Dragonfolk.......................................................13 Ranged Weapons .............................................60
Dwarf...............................................................14 Equipment ...........................................................62
Elf ....................................................................15 Clothing ...........................................................62
Gnome .............................................................16 Daily Food and Lodging..................................63
Hellchilde ........................................................17 Transport .........................................................63
Hillenfaey ........................................................18 Miscellaneous Equipment................................64
Human .............................................................19 Special Services...............................................68
Mageborn.........................................................20 Masterwork/Inferior Items...................................68
Orkan ...............................................................21 Creating Magic Items ..........................................68
Titanborn .........................................................22 Armor ..............................................................70
Chapter 4 - Profession .............................................23 Jewelry.............................................................71
Making Your own Professions ............................23 Potions .............................................................71
Making Your own Specialties .............................24 Scroll ...............................................................71
A Final Word.......................................................24 Staff .................................................................72
Professions...........................................................24 Wand ...............................................................73
Arcanist ...........................................................25 Weapons ..........................................................73
Dilettante .........................................................29 Miscellaneous Magic.......................................74
Expert ..............................................................31 Chapter 7 - Expertise ...............................................76
Priest................................................................33 Item Equipment Lists ..........................................76
Rogue...............................................................36 Do-It-Yourself Crafting.......................................76
Warrior ............................................................39 Determine Difficulty .......................................76
Chapter 5 - Skills .....................................................42 Completion Time.............................................76
Skill List ..............................................................42 Getting Help ....................................................76
Alphabetic List ................................................42 Making the Check............................................76
Skills by Group................................................43 Completing the Item ........................................77
Skills Overview ...................................................43 Selling..............................................................77
Selecting Skills ................................................43 Levels of Expertise ..........................................77
Using Skills .....................................................44 Chapter 8 - Maneuvers ............................................79
Untrained Skills ...............................................44 Building Maneuvers ............................................79
Ranked Skills...................................................44 Skill Level .......................................................79
Trained Only Skills..........................................44 Special Actions................................................80
Skill Descriptions ................................................44 Reading the Maneuvers .......................................81
Acrobatics........................................................44 Attack Line ......................................................81
Armor ..............................................................45 Untrained Maneuvers (No ranks) ....................81
Athletics...........................................................45 Initiate Maneuvers (Rank 0) ............................81
Craft.................................................................46 Novice Maneuvers (Rank +1)..........................81

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Apprentice Maneuvers (Rank +2)................... 82 Contracting a Disease ................................... 119
Journeyman Maneuvers (Rank +3)................. 84 Overcoming a Disease .................................. 119
Master Maneuvers (Rank +4) ......................... 86 Treating a Disease......................................... 119
Grand Master Maneuvers (Rank +5) .............. 88 Falling............................................................... 120
Chapter 9 - Spells.................................................... 90 Natural Healing................................................. 120
Types of Magic ................................................... 90 Advanced Wounds........................................ 120
Arcane............................................................. 90 Natural Hazards ................................................ 121
Divine ............................................................. 90 Buried ........................................................... 121
Primal.............................................................. 90 Fire................................................................ 121
Runecasting..................................................... 90 Suffocation/Drowning .................................. 121
Sources of Magic ................................................ 90 Poison ............................................................... 122
Channeling...................................................... 90 Traps ................................................................. 122
Runecasting..................................................... 91 Building Traps .............................................. 122
Sorcery............................................................ 91 Noticing a Trap ............................................. 123
Wizardry ......................................................... 91 Triggering A Trap......................................... 123
Learning Spells and Runes ................................. 91 Disarming or Bypassing A Trap ................... 123
Seizing Spells.................................................. 91 Sample Traps ................................................ 123
Trading/Buying Spells .................................... 92 Chapter 11 - Game Set Up and Play ..................... 125
Researching Spells.......................................... 92 Session Preparation........................................... 125
Runecasting ........................................................ 92 Scene Sequence ................................................ 125
Creating A Rune ............................................. 92 Round Sequence ............................................... 126
Using a Rune................................................... 92 End of A Scene ................................................. 127
Multiple Copies .............................................. 92 End of Session .................................................. 127
Destroying Runes............................................ 92 Chapter 12 - Action Resolution ............................ 128
Reading Spell Entries.......................................... 93 Standard Action Resolutions ............................ 128
Circles of Power ............................................. 93 Static Difficulties .......................................... 128
Casting ............................................................ 93 Modifiers....................................................... 129
Schools of Magic ............................................ 94 Stacking Bonuses.......................................... 129
Range .............................................................. 95 Describe Your Action ....................................... 129
Duration .......................................................... 95 Making the Check............................................. 130
Repeated Casting ................................................ 96 Players .......................................................... 130
Stacking Effects .................................................. 96 Game master ................................................. 130
Building Spells.................................................... 96 Defending ......................................................... 130
Skill Level....................................................... 96 Resolving the Action ........................................ 130
Spell Abilities ................................................. 98 Successes ...................................................... 130
Arcane Spells .................................................... 101 Attacking and Damage.................................. 130
0th Circle Arcane Spells ................................ 101 Playing Multiple Cards ................................. 131
First Tier Arcane Spells ............................... 101 Aces .............................................................. 131
Second Tier Arcane Spells............................ 103 Move Action resolutions................................... 132
Third Tier Arcane Spells............................... 105 Movement Types .......................................... 132
Divine Spells..................................................... 107 Move Actions................................................ 132
0th Circle Divine Spells ................................. 107 Ranges .......................................................... 133
First Tier Divine Spells................................ 107 Presence Checks ............................................... 133
Second Tier Divine Spells ............................ 108 Chapter 13 - Running the Game ........................... 134
Third Tier Divine Spells ............................... 109 The Rules.......................................................... 134
Primal Spells..................................................... 111 Learning the Rules ........................................ 134
0th Circle Primal Spells ................................. 111 Using the Rules............................................. 134
First Tier Primal Spells ................................. 111 House rules ................................................... 135
Second Tier Primal Spells............................. 113 Players .............................................................. 136
Third Tier Primal Spells ............................... 114 Player Types ................................................. 136
Runes ................................................................ 115 Play Styles .................................................... 137
0th Circle Runes............................................. 115 Handling Difficult Players ............................ 138
First Tier Runes ............................................ 115 Campaigns ........................................................ 138
Second Tier Runes ........................................ 117 Campaign Arcs ............................................. 138
Third Tier Runes........................................... 118 The World..................................................... 138
Chapter 10 - Hazards ............................................ 119 Stories ........................................................... 139
Disease.............................................................. 119 Adventures.................................................... 139

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NPCs ............................................................140 Further Adventures........................................197
PCs ...............................................................141
Awards ..............................................................142
Treasure .........................................................142
Experience .....................................................143
An Example of Play...........................................145
Chapter 14 - Monsters ...........................................150
Creating Monsters .............................................150
Size Effects....................................................150
Reading the Entries........................................150
Preconstructed Monsters ...................................152
Animal ...........................................................152
Basilisk ..........................................................154
Demon ...........................................................155
Doppelganger ................................................157
Dragon ...........................................................157
Dragonfolk.....................................................161
Dwarf.............................................................162
Elemental.......................................................162
Elf ..................................................................163
Genie .............................................................165
Ghoul .............................................................169
Ghost .............................................................170
Giant ..............................................................170
Gnome ...........................................................173
Goblin............................................................173
Griffon ...........................................................177
Hellchilde ......................................................178
Hillenfaey ......................................................179
Human ...........................................................179
Kobold ...........................................................180
Liche..............................................................182
Liche..............................................................182
Lizardman......................................................183
Lycanthrope...................................................183
Mageborn.......................................................184
Mummy .........................................................185
Orc.................................................................185
Skeleton .........................................................186
Summoned Animals and Creatures ...............187
Taurii .............................................................189
Titanborn .......................................................190
Troll...............................................................190
Unicorn..........................................................191
Vampire .........................................................191
Wyvern ..........................................................192
Zombie...........................................................193
Chapter 15 - Sample Adventure ............................194
The Goblin Tourney ..........................................194
Background ...................................................194
Start ...............................................................194
What to Do Non-Tourney Events ...............194
The Tourney ..................................................194
Uninvited Guest.............................................196
Spicing Up the Dragon Fight.........................196
Final Reward .................................................196
Failure?..........................................................196

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triumph, leaving your hero broken and battered and
Chapter 1 - Welcome to 54 in need of rescue by an as yet-unplayed next
character?

Fantasy! What Do I Need to Play?


Welcome to the 54 Fantasy game. This
game is a role-playing game that is designed to let
you play in a world of dragons, giants and deadly The Basics
dungeons in search of fame, glory and gold. All you need to play this game is one person
willing to take on the role of the game master, one or
What is a Role-playing Game? more players, this rulebook and deck of cards for the
game master and each player. You also need an extra
Have you ever sat down and watched a community deck.
movie or read a book, either wishing you could be the You will also need a sheet of paper with
dashing hero (or heroine) or find yourself shaking your imaginary characters information and a few
your head at the decisions made by the characters, pencils (and erasers). You can write up your own
knowing you wouldnt make the same mistakes? sheets or print out the sheets at the back of this book.
Well, in a role-playing game, you take on
the role of an imaginary hero (or anti-hero) as you
lead them through a series of narrative adventures.
Now, its your turn to make the decisions as the story Extras
unfolds around you. These are all items that may help the game,
Normally, one person in the role-playing but are not necessary.
game acts as the story narrator and referee. Referred It can also be helpful to have a gridded mat
to in this book as the game master, it is the duty of (called a battle mat) for mapping out combats and
the game master to present the situation and make the miniature figures to represent the player characters.
decisions for the villains and supporting cast. In Players who have characters that can cast
many ways, the game master is the director, though spells might find it useful to have (index) cards with
the players arent given a script they have to work their spells printed on them.
from, and can go in just about any direction they Also, some players may want cards for their
want. magical and/or mundane gear for quick reference.
Meanwhile, you and several others of your Player handouts are always fun ways of
friends take on the role of the main characters in the immersing players into the game. Whether it is a
story. Each of you makes the decisions for what your crumpled copy of the characters treasure map, a
character does and how they act. To reflect how rendering of the room theyve entered, a picture of
good (or bad) your imaginary character is, each evil baron theyre facing or some bronze tokens to
character is defined by a set list of traits and abilities. represent the gold theyve just won, these props are
For example, you might have a character who is a always great ways to remember the action in a game.
powerful warrior, and how powerful he is will be The game master might want a screen of
reflected in statistics like his Strength score, while some sort to conceal his story notes and any other
how well he can fight on the battlefield might be information he does not want the players to
determined by his Melee Combat skill. accidentally see during the game.
When a situation occurs where the outcome The game master is encouraged to make his
needs to be determined impartially such as in own adventures and campaign world (see Running
combat or when making a death-defying leap across a the Game), but may choose to buy pre-made
bottomless chasm, you and the game master play adventures or campaign worlds such as The Dark
cards from a deck of playing cards to determine if Summit campaign world.
your action is successful or not. In many ways, your
character has an advantage as the players of the
heroes get to choose from a hand of cards, while the How Do I Play?
game master simply flips over a random card. First, you have to make your imaginary
Its possible your character may succeed or character through whom you will interact with the
fail due the outcome directed by the cards; though game masters story. Most of the rest of this book is
you have some control over this, you wont always dedicated to the system of creating your character
have complete control, which helps to lead to and the rules for interacting with the fantasy world.
dynamic tension and ongoing interest in the story. Dont worry though; the basic rules are fairly simple
Will your character succeed? Or will the evil baron and quick to learn. The rest is information you only

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54 - Fantasy
need a portion of for any single character, and most
of the rest is information the person presenting the How Do I Win?
story (known as a game master) needs to know. Your Unlike most other games, a role-playing
first character may take longer to make because game isnt about winning so much as telling a story
youre still learning the rules, but making a character and having a good time. Its always nice when the
usually takes 10-15 minutes or less. heroes win the day and defeat the bad guys plan, but
Once your character has been created and sometimes things go wrong. But in a role-playing
equipped, the game master will present the story to game, that isnt necessarily the end. Perhaps you will
get things rolling. This will either be a pre-made struggle on with your character, attempting to escape
story created by others or made up by the game the dungeons of the bad guys to try again, or youll
master himself. make new characters to make the attempt anew, or
Once the game master has presented the have to endure the aftermath of the bad guys
opening scene, everything else is up to you and your succeeding in their plan.
friends. If there is a question whether or not Even when the heroes win the day and
something you want to try will be successful, you use save the world, it doesnt have to end there. Your
cards to help determine if your action is successful. characters may undertake a new quest much like
The more successes you gain, the more skilled and the sequel of a movie or perhaps it will be time to
powerful your character becomes. retire the old characters and start anew, perhaps even
Will you undertake the quest presented to with the offspring of the old heroes.
you and face the dangers it presents? Will your name
ring down through the ages with your victory, or will
your names simply join the long lines of the forgotten
who tried and failed?

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3. The roguish caretaker who taught you all of
the scams you know was recently
Chapter 2 - Character apprehended for his deeds. You decided its
probably a good time to skip town and if
Creation youre kind-hearted enough, youll do it
after you break your patron free.
4. You have just completed your seminary
training, and the church is eager for you to
Steps to Create A Character take your newfound skills on the road for the
benefit of the faithful. (This works for non-
clerical characters as well).
1. Choose a concept for the character (i.e.,
5. After years of study, you have finally
what do you want to play?)
learned enough that your master has released
2. Generate ability scores and record them on
you from his apprenticeship to continue your
your sheet.
studies on your own.
3. Select your race and record the special
6. Youve spent your childhood fantasizing
abilities and traits for your race.
battling dragons and other foul creatures.
4. Select your profession and an optional
You stumbled on a cache of weapons and
specialty. Record the special abilities for
armor and now you have a chance of making
your profession.
your dream come true.
5. Select your skills
7. Youve been raised as a slave under a master
6. Select your maneuvers and/or spells
who taught you the ropes of your profession
7. Select your starting equipment
when others werent looking. Hes just
8. Record your attribute derived abilities
given you your freedom and now youre
9. Start adventuring!
striking out on your own.
8. As the child of a wealthy noble, youve
Choose A Concept lived in the lap of luxury. However, a recent
indiscretion has cast you out of the family
Before you begin generating a character,
home, and youve got to find a way to make
youll probably want to think about what sort of
it in this world.
character you want. Do you want a dashing rogue
9. Youve been raised all your life for this day.
who is quick with a saber and a jibe at his enemy?
All your life, those who have cared for you
Or do you prefer a hulking barbarian who beats his
and trained you have spoke of the day you
opponent into the ground in a spray of gore? Perhaps
would face the greatest of challenges and
you fancy a silver-tongued diplomat or a minstrel
overcome it. Armed and armored, you are
who can woo the ladies with the strumming of his
now ready to begin your journey to your
lyre. You might want to play a reclusive sorcerer
destiny.
whose blood boils with magical might or a
10. Screw the hard work. Kill a few monsters,
bookworm of a wizard who can always be found with
strike it rich and retire is what youre
an old tome in one hand and a ball of brilliant flame
planning.
in the other.
Jack. You survived the slaughter, just
Once you have your concept, its time to start
barely. Now, you plan to train and gather
putting that concept together into a character.
some help to get your revenge. It will be
bloody.
Background Queen You were born into a life of luxury
As part of your character concept, spend and it bored you, so you decided to run
some time working up a background. You can wrap away, adopt a pseudonym and undertake a
your background up in a simple sentence or two or grand adventure.
write out a detailed background for your character if King Your family was wronged, and
you like. imprisoned or enslaved. Only you escaped,
and you had to go underground to clear it
and free your family.
Sample Backgrounds Ace Somehow you got swept up into
2. You recently returned home from military this mess. Everyone keeps calling you by
service to find someone or something some name youve only heard in legend, and
terrorizing your neighborhood. Youre not keep looking to you for help and they
willing to stand still for it. wont let you be until you comply.

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Joker Someone, or something wants you Dexterity: This score is a representation of how
dead, and they want some item from you nimble a character is, as well as hand-eye
that you never even heard of. The only way coordination. A character with a high dexterity has
to escape is to get very far away, or find good balance, maneuverability and will likely be very
what theyre looking for first and get your accurate with ranged weapons.
enemies out of the way.
Intelligence: This score is a representation of both
Mysteries And Hooks how smart, and how quick of a learner a character is.
One of the more advanced techniques to A character with a high intellect is quick to catch on
building a character involves building a bit of the and may understand the complexities of magic.
unknown into the characters past, or elements that
the game master can draw on to help flesh out the Presence: This score is a representation of a
groups stories. characters ability to forcefully present themselves.
A mystery is simply an unknown factor or A character with a high Presence can easily make
feature that you leave open to be revealed at a later themselves heard and is not someone easily ignored.
date. It might be, for example, a sackcloth hooded
swordsman who slew your father for a perceived Secondary Abilities
insult the force that drove you to take a sword of Melee Combat: To determine your Melee Combat
your own to discover his identity and kill him. skill, add half your Strength + half your Dexterity
A hook is like a mystery, but is simply an and divide by 2, rounding down. Your Melee
element the game master can bring up at a later date. Combat skill has no suit; it will gain the suit of the
For example, if as a part of your background, you weapon you use in melee combat. Your Melee
have a brother serving in the local military, the game Combat skill is your ability to strike your opponent
master might use it to draw you to visiting your accurately, as well as deliver a blow forcible enough
brother before he is sent off to battle against the to injure the opponent.
armies of the evil baron youre attempting to thwart.
Ranged Combat: To determine your Ranged
Combat skill, add half your Dexterity + half your
Generate Abilities Intelligence and divide by 2, rounding down. Your
Take your deck of cards and temporarily Ranged Combat skill has no suit; it will gain the suit
remove the jokers, tens, jacks, queens, kings and aces of the weapon you use in ranged combat. Your
(or simply ignore them and redraw until you dont get Ranged Combat skill is your ability to predict a
one of those cards). Shuffle the deck and draw 5 targets motion and then strike it in a crucial location
cards. Select 4 of the cards and assign them as you to bring it down.
see fit to the four primary scores. Note both the
value and the suit (C = clubs, D = diamonds, H = Magic Aptitude: To determine your Magic Aptitude
hearts, S = spades). If the total of your kept cards is ability score, add half your Intellect + half your
less than 20 or greater than 32, reshuffle and draw Presence and divide by 2, rounding down. Your
again. Spellcasting ability has no suit; it will gain the suit of
If you wish to use a point buy method, start the spells you cast. Your Magic Aptitude ability is
your character with 26 points to distribute between your ability to manipulate and control the forces of
the four primary abilities, and assign one of the four magic. However, without knowing the formula of a
suits to each ability (one clubs, one diamonds, one spell to call up magic in the first place, there is no
hearts, one spades). No ability score can be greater magic to manipulate.
than 9 or less than 2, before racial modifiers.
Defense: To determine your Defense skill, add half
Primary Abilities your Dexterity + half your Intelligence and divide by
Strength: This score is a representation of physical, 2. Your Defense ability has no suit. Your Defense
raw strength and healthiness. A character with a high skill is your innate ability to avoid incoming melee
strength can pick up and carry heavy things and can and ranged attacks directed at you.
use their strength to deal out a lot of punishment in
hand-to-hand combat. A person with a high strength Resistance: To determine your Resistance skill, add
is also healthy and generally tone of body. half your Presence + half your Strength and divide by
2. Your Resistance ability has the same suit as your
Presence. Your Resistance skill represents your
ability to protect yourself from harm.

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Tertiary Abilities Hillenfaey: About half the height of a human,


Resolve: Add Strength + Intelligence + Presence and hillenfaey are agile folk who delight in carefree
divide by 3. Resolve is your ability to resist pleasures.
persuasion attempts and to mitigate harmful effects. Hellchilde: Near-albino humans, hellchilde hide an
infernal ancestry that causes a diabolic
Wounds: Add Strength + Dexterity + Presence and transformation when they use magic.
divide by 3. Wounds is your ability to take physical Humans: The most prolific and diverse of
damage as well as your ability to avoid or turn a humanoids, humanity has spread across the world,
deadly wound into a less debilitating wound. seeking to dominate it.
Mageborn: The offspring of wizards and sorcerers,
Example: Jim has decided he wants to make a the very blood of mageborn burns with magical
swashbuckling rogue who has some magic abilities ability.
named Gerard. Encompassing all of those traits into Titanborn: The mortal offspring of the primordial
a starting character is likely to make him ineffective titans, these powerful and tall individuals seek a
at all three areas, so Jim decides first to concentrate way to survive in the world of man.
on Gerards fighting ability and working outward
from there. With a concept in mind, he starts Example: Jim, still creating his character Gerard,
constructing Gerard. decides to make him human. This gives him a +1
First, Jim decides to draw a card for bonus to one primary ability, and a 1 penalty to one
ability. Jim decides to give the +1 to Dexterity, and
Gerards background. He draws a 4 - a seminal take the 1 to Presence. This gives Gerard a
background, which is certainly odd for his character
Dexterity 10 and Presence 5. His Magic Aptitude
concept, but decides to roll with it. So Gerard has
had ecclesiastical training and church support at one remains at 2. His other secondary scores do not
time, but obviously something didnt quite sit right change. His tertiary abilities do not change either.
with him. Gerards falling out with the church will He also writes down the Destiny and
probably be something to develop in-game. Adaptable ability on his character sheet under
Next, Jim draws 5 cards for Gerards abilities.
primary abilities: 9, 2, 6, 8, and 5. Not a bad
draw, overall. Discarding the 2, Jim decides to give Select Profession
Gerard the following primary abilities: Strength 8, After you have determined your basic
Dexterity 9, Intelligence 5, Presence 6. abilities and selected your race, you next choose your
This gives Gerard the following secondary profession, and if you desire, your specialty within
abilities: Melee Combat 4, Ranged Combat 3, Magic that profession.
Aptitude 2, Defense 3, and Resistance 2. Your profession provides you with a
Gerard also has the following tertiary package of skills and special abilities, along with
abilities: Resolve 6, Wounds 7. some possible drawbacks.
Example: Though Jim could start Gerard off as a
Warrior with the Swashbuckler specialty, he decides
Select Race instead to pick Dilettante and Noble as his specialty.
Once you have derived your basic ability He writes down the Dabble ability and Sheltered
scores, select the race of your character. The basic consequence on his sheet, and makes a mental note of
playable races are listed below. The game master
may have more or alternate races available.
Less Experienced Characters
Dragonfolk: slim and exotic humanoid dragons who
If youre new to roleplaying, or want a
usually avoid contact with others.
greater challenge, you may want to consider
Dwarves: short and stout, dwarves are underground
starting characters out as Novices. To represent
dwellers who often venture in search of riches.
Novice characters, a character should not be
Elves: tall and lithe, elves are forest dwelling
allowed to start with greater than Rank 1 in a
carefree spellcasters and warriors.
given skill (overlapping skill points should be
Draemani: Half elf and half human, draemani are
applied to a different skill as approved by the
caught between the two worlds of their joint
game master), and instead of buying broad skills,
parentage.
the character should buy each subskill
Gnomes: Short and mischievous, gnomes have a
individually.
strong affinity for the earth and the wilderness.
Finally, start the character with only 20
gp (50 gp for nobles).

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the skills for both profession and specialty for the Later on, after gaining some experience, Jim
next step. hopes to improve his combat and spellcasting ability
to round out his character concept, and then will
likely start working on improving his ranks in his
Select Skills other skills.
Each profession gives you access to one or
more broad skills that you gain automatically. Next,
select five broad skills for your character. You Select Maneuvers and Spells
cannot start any skill at greater than Rank 2 Once you have finished with your skills,
(excluding languages). select your starting assortment of maneuvers and any
If you plan to participate in combat, there spells that you may begin the game with.
are three skills you should invest at least one rank in
any one Armor skill, any one Weapon skill and the Example: Gerard begins with the combat maneuvers
Evade skill. As a fourth choice, the Endurance skill Avoid, Defend, Strike (all Rank 0 maneuvers), and
can be helpful against many environmental effects chooses One-handed Weapon Style (a Rank 1
and magic. Most of the time, your profession will maneuver) and Dual Engagement (a Rank 2
grant some ranks in these skills, but you might want maneuver). Gerard can use all of his maneuvers
to boost them with some of your starting five skill (since he is Rank 2 with Blades), including the Dual
ranks. Engagement maneuver with any Blade, but can only
use Avoid, Strike and Defend with any other weapon
Example: Jim decides to take Deception (Sleight of (since he is Rank 0 with all other weapons).
Hand) as his human racial skill and notes that he has Gerard also gains a 0th circle spell, and
Endurance 0, Language (Common) 2, Perception decides to take Legerdemain as his spell. His
(Listen, Spot) 0 and Weapon Group (Blade) 1. Dabbler Spellcasting ability for his profession allows
Jim picks for his profession and specialty him to use any card to attempt to cast the spell, even
skills the following: Armor (Light) 2, Knowledge though he is only Rank 1.
(Nobility) 1, Persuade (Diplomacy) 1 and Weapon
Group (Blade) 2. Jim puts one of his two broad skill
choices from his class into Spellcraft (Arcane). He Select Starting Equipment
puts the other broad skill into Stealth 1. Also, since Once you have finished with your skills,
being human gave him a rank in Blades already, he purchase your equipment. You start with 50 gp for
puts one into Weapon Skill (Blade) and one into your starting gear. Note that this is not necessarily
Weapon Skill (Crossbow). gear you physically purchase you may have gained
From here, Jim picks five additional broad it from previous employment, have worked for it,
skills for Gerard. He chooses Deception 1, Evade 2, gained it as a family heirloom or even received it as a
Persuasion 1 and Stealth, giving him Stealth 2. gift for a job well done.
Because Gerard already has Diplomacy, he gains
Persuade (Diplomacy) 2, though all his other Example: Because Gerard is a noble, he actually
Diplomacy skills are only Rank 1. The same occurs will start with 150 gp worth of gear. With the extra
for his Deception (Sleight of Hand) skill. Gerards money, Jim hopes to outfit Gerard with some magic
skill list looks thus: armor a gift courtesy of the church. The game
master agrees to let Jim acquire the armor at the
Armor (Light) 2 base creation price, and Jim happily adds it to
Deception 1 Gerards starting gear.
Deception (Sleight of Hand) 2 Thus, Jim outfits Gerard with a Rapier (5
Endurance 0 gp), Stiletto (5 sp), Heroes Armor (105 gp), Breeches
Evade 2 (2 cp), Adventurers Belt (3 sp), Low hard boots (2
Knowledge (Nobility) 1 cp), Good cloth cloak (8 sp), Soft leather gloves (5
Language (Common) 2 cp), and a Large belt pouch (2 sp).
Persuade 1 Gerards Heroes Armor will give him a +3
Persuade (Diplomacy) 2 equipment bonus to Evade, a +1 equipment bonus
Spellcraft (Arcane) 1 Armor, and a +1 equipment bonus to Endurance
Stealth 2 (Physicial) skill checks. It also gives him a +1 magic
Weapon Group (Blade) 2 bonus to Armor and a +1 magic bonus to Resistance
Weapon Group (Crossbow) 1 (Endurance).
Likewise, Gerards Rapier and Stiletto will
grant an equipment bonus to his Weapon Skill,

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54 - Fantasy
though they will be independent of each other they
do not stack. Thus, Gerards enhanced skills appear
as follows (note that ability scores have not been
added to these totals):

Armor (Light) +4
Evade +5
Endurance +0
Endurance (Fortitude) +2
Weapon (Blade Rapier) Attack +6/Damage +4
Weapon (Blade Stilleto) Attack +7/Damage +2

Note that the equipment and magic bonuses


do not change the number of Ranks Gerard has with
a skill, but only the final bonus for skill checks.
Being that Gerard is a noble, Jim asks the
game master if he can hire a manservant to carry any
heavy gear; it would be beneath Gerards dignity to
be seen loaded up with gear, and thinks it would be a
great plot device for instigating combat banter and
the like. The game master agrees, notifying Jim that
the manservant will be able to do little more than
defend himself if attacked, but that he would be a
Right jolly addition to the party. Jim plunks down
one months pay for a porter (15 sp) to represent the
manservant.
All said, Jim has spent 113 gp, 3 sp and 9
cp, leaving Gerard with 36 gp, 6 sp and 1 cp.
Obviously, Gerard is not adventuring for lack of
money

Play!
At this point, you should have a completed
character. Now go out there and make a name for
yourself!

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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.

Draemani: Half elf and half human, draemani are


caught between the two worlds of their joint
parentage.
Dragonfolk: slim and exotic humanoid dragons who
usually avoid contact with others.
Dwarves: short and stout, dwarves are underground
dwellers who often venture in search of riches.
Elves: tall and lithe, elves are forest dwelling
carefree spellcasters and warriors.
Gnomes: Short and mischievous, gnomes have a
strong affinity for the earth and the wilderness.
Hillenfaey: About half the height of a human,
hillenfaey are agile folk who delight in carefree
pleasures.
Hellchilde: Near-albino humans, hellchilde hide an
infernal ancestry that causes a diabolic
transformation when they use magic.
Humans: The most prolific and diverse of
humanoids, humanity has spread across the world,
seeking to dominate it.
Mageborn: The offspring of wizards and sorcerers,
the very blood of mageborn burns with magical
ability.
Titanborn: The mortal offspring of the primordial
titans, these powerful and tall individuals seek a
way to survive in the world of man.

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from the top of your deck and compare it to the
difficulty of the action for an extra chance of
Draemani success.
Also known as half-elves, draemani are the Adaptable: Learning new skills cost 1 less point than
offspring of star-crossed human and elf parents. normal.
Draemani gain some of the grace of elves and the Between Two Worlds: Up to once per scene, when
robustness and adaptabilities of humans. you are engaged in a non-hostile social situation
Unfortunately, they do not gain the immortal lifespan with individuals who might be prejudiced towards
of the elves, but they are likewise gifted and cursed to humans or elves, the game master may choose to
outlive their human counterparts. draw a card and require you to make a Presence
check (Diff 10 + drawn card). This check takes no
Physical Qualities action, but can only be performed up to once per
Draemani have human-like frames, though turn. If you fail to beat the Presence check, you
they tend to be slightly slimmer. Height averages 5 must use the lowest card from your hand for any
10 to 6 2 with females being about an inch shorter. action in the scene until you beat the Presence test
Weight averages 160-190 lbs., with females about 60 or the scene is over. You are not required to use
lbs. lighter. Draemani skin color tends to favor the your lowest card when attempting to make the
human parent, though generally a shade lighter. Presence check.
However, draemani are never albino, thanks to elvin
parentage. Eye color is the human norm, with purple
or silver eyes showing up on occasion. Likewise,
draemani hair color tends to favor the human parent
and color norm, though white hair pops up on
occasion. Unlike their elvin forbearers, draemani
cannot change their hair color by will alone, nor does
their eye color fluctuate with their mood.
Draemani males only grow beards if they
willfully choose to do so. It takes the normal amount
of time for a beard to grow, but if a draemani desires,
they may cause their beard to wither away to a clean-
shaven face after a nights rest.

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

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(Common) Ranks = Int + 1 rank, Perception
(Smell, Spot) (R0), Weapon Group (Natural) R1
Dragonfolk
Breath Weapon: Choose an energy type (acid,
Dragonfolk, also known as the Algalue or
the Tyres Haul as they call themselves, are a self-
cold, electricity, fire, necrotic, radiant).
Once per scene, you can make an Att +3 / Dam +2
perpetuating race of dragon-like humanoids. Caught
Ranged combat Weapon Group (Natural) attack
between the mortal world of men and the immortal
world of dragons, they are generally accepted by that deals 1 (energy) wound to up to 4 targets in
Close range. The target(s) continue to take an
neither side and pitied by both.
additional (energy) wound every other turn until
the target makes a successful Endurance (Physical)
Physical Traits check (Diff 9).
Dragonfolk tend to be thin and their bodies Aloof: Up to once per scene, when asked to act for
are covered with small lizard-like scales. Height the benefit of another, the game master can choose
averages about 5 9 to 6 3, with females about two to draw a card from the top of his deck and require
inches shorter. Weight is usually about 155-220 lbs., you to make a Presence check (Diff 10 + drawn
with females about 1/3 lighter. card). This check takes no action, but cannot be
Dragonfolk have an amazing range of scale performed more than once per round. If you fail
color that spans the entire rainbow. Most dragonfolk the check, you refuse to render assistance until you
sport a single color to their scales, though stripes, make the check or the scene ends.
bands and multicolored hues are not unknown.
Dragonfolk from the same family lineage tend to
display the same sort of color and pattern to their
scales. Dragonfolk do not sport hair but instead grow
a single set of horns or a ridge of small horns that are
groomed and bedecked in a manner similar to human
hair fashions. Dragonfolk generally have yellow,
slit-like eyes, though red, blue and green-eyed
dragonfolk are not unknown.
Dragonfolk males can grow thick, whisker-
like appendages or quill-like spines along their lower
jaw that resemble beards, but they cannot be
trimmed, and these whiskers are not sported by all
dragonfolk males.

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

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Speed: Normal
+1 Resistance, -1 Magic
Dwarf Ability Modifiers:
Aptitude
Literally sculpted from stone in their Skills: Craft (Any one) R0, Endurance (Fortitude)
parents forges, dwarves are squat humanoids who R1, Language (Common) Ranks = 1/3 Int,
tend to be dour, stoic and clannish. Generally living Language (Dwarven) Ranks = Int + 1 rank,
beneath the earth, they are known for their skill at Perception (Spot, Taste) R0, Weapon Skill (Axe)
creating masterful works of art. Likewise, they are R1
known for their greed and fondness for drink. Stubborn: Once per scene, when making an Armor
or Endurance check, you may play a card from
Physical Traits your hand and compare it to the difficulty of the
Dwarves tend to be stocky, averaging 4 2 action for an extra chance of success. You may do
to 4 6 in height and about 200-250 lbs. They tend this before or after the difficulty has been revealed.
to have stone-colored skin, ranging from an earthy Greed: Up to once per scene, when confronted with
sandstone color through various shades of granite an item of profound value and quality, the game
gray and into coal black colors. It is not uncommon master may choose to draw a difficulty card and
for nobility or royalty to have glossy, marbled skin in require you to make a Presence check (Diff 10 +
colors ranging from white, black or green and in drawn card). This check takes no action from your
extremely rare cases, with gold flecking. Dwarven turn, but you can only make the test once a turn. If
eyes tend to steel gray, brown or black with gray or you fail the Presence check, you can take no other
golden flecks. Some dwarves are naturally bald (a action except to attempt to acquire the item (by
trait determined at creation) or may sport hair in purchase, negotiation, theft, combat, a contest or
earthy tones, gray or stark black colors. Dwarven any other means chosen by the player) until the
hair tends to be strait, though some clans prefer curly item is yours or make a successful Presence check.
hair. A dwarf with hair tends to wear it long and/or
braided.
Male dwarves tend to be bearded. Most
dwarven males revere their beards and will trim and
decorate them in intricate patterns.

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.

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Skills: Endurance R0, Language (Common) Ranks =
1/3 Int, Language (Elvin) Ranks = Int + 1 rank,
Elf Perception (Listen, Touch) R0, Perception (Spot)
Born of the stuff of dreams, elves are a R1, Weapon Skill (Bow) R1
mortal offspring of the daydreams of the gods. Lithe, Sophisticated: You treat 2s as Aces.
passionate and carefree, elves tend to enjoy the Stuff of Dreams: Choose a primary or secondary
natural world around them. They are a long-lived ability score at character generation. Once per
race, which seem in little hurry to involve themselves scene, when making a skill check associated with
in the affairs of the world around them. the chosen ability score, you may draw an extra
card from the top of your deck to compare to the
Physical Traits difficulty to generate an extra success.
Elves tend to either be unusually tall or Carefree: Up to once per scene, when confronted
fairly short. They are generally lithe, regardless of with a situation where you could choose to relax,
height. Height ranges from 5 7 to 6 7, with the game master may choose to draw a difficulty
females of generally equal height. Weight tends to card and require you to make a Presence check
range from 90-120 lbs. (Diff 10 + draw card). This check takes no action
Elves have skin tones ranging from pale from your turn, but you can only make it once per
pearlescent white through earthly tones of brown to turn. If you fail the Presence check, you choose to
shades of charcoal gray. Nobility and royalty are take no actions or spend them on trivial pleasures
known for imbibing alchemical mixtures of herbs that (eating, humming, playing an instrument,
blanch their skin to a bone white color. Elves have daydreaming or whatever waste of an action you
eye and hair colors that run the range of the color choose) until you make a successful Presence
spectrum. Further, the color of their eyes often tints check or faced with a situation that threatens your
to match their mood, and they have the innate ability well-being.
to change the color of their hair after an hour of light
concentration.
Male elves are unable to grow beards or
moustaches.

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

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Prankish: Up to once per scene, when an ally or an
opponent lets down their guard, the game master
Gnome may choose to require you to make a Presence
Gnomes are small, prankish humanoids who check (Diff 10 + drawn card). This check takes no
are the offspring of ancient unions between elves and action but cannot be performed more than once per
dwarves. They possess the carefree nature of elves turn. If you fail the Presence check, you can take
and the dwarven fondness of treasure and skills at no other action until you successfully perpetrate a
crafting. prank or practical joke on the individual. This lasts
for the duration of the scene or until you succeed a
Physical Traits Presence check.
Gnomes are generally thin and wiry like
short elves, though some clans tend toward a portly
frame like their dwarven ancestors. Average height
is 2 6 to 3 2, with females being a mere half-inch
shorter than males. Average weight is about 25-30
lbs.
Gnomes generally have ruddy skin, with
their most prominent feature being their oversized
nose. Gnomes generally have either white or earth-
colored hair and eye color tends to be slate blue, gray
or brown.
Male gnomes can grow beards and are often
as proud of them as dwarves.

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.

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and receive special protection and perhaps
advantages due to their special nature.
Hellchilde Those hellchilde who do survive to
Hellchilde are the offspring of humans and adulthood tend to be careful to whom they reveal
powerful spirits from the other planes, whether that their otherworldly nature, and in places where
spirit is demonic, genie or even celestial (despite the hellchilde are common, they tend to organize into
name). secret societies for mutual companionship as well as
protection.
Physical Traits
Hellchilde closely match humans, though Racial Traits
they tend to be almost albino. The average height of Vision: Normal
a hellchilde is 5 10 to 6 2, with females about a Speed: Normal
half-inch to an inch shorter. Weight averages 160- Ability Modifiers: +1 Presence, -1 Melee Combat
200 lbs., with females about 50 lbs. lighter. Skills: Endurance R0, Language (Common) Ranks =
The most noticeable feature of hellchilde is Int + 1 rank, Language (Celestial, Draconic,
the fact that they universally have near bone-white Genie or Infernal) Ranks = 1/3 Int, Perception
skin and white hair. Most have the pink eyes of an (Spot) R0, Persuasion (Diplomacy) R1, Spellcraft
albino, though gray, green and yellow eyes have been (Any one) R1
noted. Transformation: Up to once a scene, a hellchilde
Hellchilde males are incapable of growing may reveal its more powerful form with an
beards. Endurance (Fortitude) check (Diff 11). While
All hellchilde have a revealed form, a revealed, the hellchilde gains a +1 bonus to one
form that manifests itself during time of emotional primary or secondary ability score of its choice
stress or when they channel magical power. (chosen at character creation). This bonus does not
When revealed, a hellchilde can grow in change any derived stats. The revelation lasts until
stature as much as five inches, increasing in weight the player chooses to transform back. When the
by about 20%. The hellchildes skin color becomes ability is increased, no other ability scores are
fiery red (demonic decent), sky blue (genie decent), affected.
golden (celestial decent) or another color, depending Enhancement: Up to once a scene, while
on the otherworldly parentage they are descended transformed and making a skill check based on his
from. A hellchildes hair color also takes on a enhanced ability (from Transformation), a
dramatic change black for demonic offspring, a hellchilde may draw a card from the top of his deck
whitish-blue for genie descent, silver for celestial to compare to the difficulty to attempt an extra
descent or other colors based on descent. In revealed success.
form, a male hellchilde might sport a beard or other Light sensitivity: Up to once a scene, when exposed
facial hair. to bright light equal to sunlight or brighter and not
Besides the change in height and skin tone, transformed, the game master may require you to
the hellchilde also gains some physical qualities of make a Presence check (Diff 10 + drawn card).
their otherworldly parent a demonic hellchilde This check takes no action, but cannot be
might sport prominent horns, a barbed tail and/or performed more than once per round. If you fail
cloven hooves. A genie hellchildes body might emit the check, all difficulties are increased by +2 and
steam as their legs fade into mist, and a celestial you cannot use your transformation ability. This
hellchildes body might take on a holy radiance as lasts until the end of the encounter or until you
they become beautiful beyond words. This make your Presence check.
transformation is purely descriptive in nature and
does not provide the character any special abilities
for the change.

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

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Lucky: Once per scene, when you fail a check, you
may draw a card from the top of your deck to
Hillenfaey replace the card you just revealed.
Hillenfaey, sometimes colloquially called Overlooked: Up to once per scene, when the
halflings, are small humanoids who dwell in hilly hillenfaey is attempting to make himself known
areas and rolling plains. They are hardy and among larger folk, the game master may choose to
generally courageous fellows, but prone towards draw a card from the top of his deck and require a
mischief to outsiders. Presence check (Diff 10 + drawn card). This check
takes no action, but cannot be performed more than
Physical Traits once per round. If you fail the Presence check, you
Hillenfaey tends toward being slightly suffer a 2 penalty to interaction attempts for the
portly, with the general height and frame of an 8- scene or until you can succeed on the Presence
year-old human child. Height averages 3 6 to 3 9 check.
for both males and females. Weight averages 30-45
lbs for males, with females about 5 lbs. lighter.
Hillenfaey tend to have dark brown skins,
ranging from a walnut to a deep umber color, though
there have been some clans with lighter or even
darker skin tones encountered. Hillenfaey hair tends
to be curly and deep brown to reddish in color.
Extremely light skinned hillenfaey may have sandy
blonde hair. The eyes of hillenfaey tend to be brown
or green, though light-complexion hillenfaey have
been encountered with slate blue eyes.
Hillenfaey males can grow beards, though
they grow only along the chin line and tend to curl
upwards. For this reason, few hillenfaey wear beards
that are longer than an inch or so.

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.

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Ace OR may play an extra card from their top of
their deck and compare it to the difficulty of an
Human action for an extra success.
Humanity is the most diverse, and generally Adaptable: Learning skills cost 1 less point than
most populous of all the races. They are flexible, normal.
curious and adaptable to a wide range of
environments, and their desire to always improve
their situation leads them to build and invent but it
also leads them to war and sometimes wanton
destruction of their surroundings.

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

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top of the deck and compare it to the difficulty to
determine success.
Mageborn Thinker: Up to once per scene, when making an
Mageborn are human offspring born to Intelligence-based skill check, you may draw an
spellcasters with powerful magic in their blood. This extra card from the top of your deck and compare it
union combines to produce a child steeped in magical to the difficulty for an extra success.
power. Emotional Manifestation: Up to once per scene,
when facing an emotionally trying circumstance,
Physical qualities the game master may choose to require you to
Mageborn are identical to humans in make a Presence check (Diff 10 + drawn card).
outward appearance. They average a height of 5 10 This check takes no action but cannot be performed
to 6 2, with females one to two inches shorter. more than once per turn. If you fail the Presence
Weight averages 170-210 lbs., with females about 60 check, your innate magic manifests itself
lbs. lighter. physically, often in a terrifying manner, whether
Mageborn tend to have slightly lighter causing a fierce wind to whip at your back, the air
colored skin than their parents, ranging from near- drops to a freezing temperature, objects fling
white through various earthen tan colors to a charcoal themselves across the room or the like. The effect
gray color. Albinism among mageborn is more damages neither you nor those nearby. However, it
common than in humanity, up to about 30%. Also, does not abate until the end of the scene or until
most mageborn sport some sort of strangely shaped you make a successful Presence check.
birthmark that denotes their inherent magical
abilities. Mageborn have human-ranged hair and eye
color, though red hair and green eyes seems to be
more common among mageborn. For some unknown
reason, mageborn do not go bald.
Male mageborn can grow beards, but rarely
grow full beards. If they sport facial hair, it is usually
as a goatee.

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

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extra chance of success. You may draw the card
before or after the difficulty is revealed.
Orkan Stuff of Nightmares: Up to once per scene, when
As the elves are creatures of daydreams, making a Strength-based skill check or a Persuade
goblins and orcs are creatures of the dark broodings (Intimidate or Torture) skill check, you can draw
and nightmares of the sleeping gods. Orkans are the an extra card from the top of your deck and
offspring of human and orc unions that have come to compare it to the difficulty for an extra success.
breed as a true race of their own. Capricious: Up to once per scene, when you
perceive a weakness or inferiority in a nearby
Physical Traits creature, the game master may choose to require
Orkans tend toward bulky, towering frames. you to make a Presence check (Diff 10 + drawn
Height ranges from an average of 6 to 6 7, with card). This check takes no action but cannot be
females being an inch or two shorter. Average performed more than once per turn. If you fail the
weight is around 200-250 lbs. Further, gross obesity Presence check, you can take no other action other
among orkans is common, but not rampant, pushing than to intimidate, bully, cajole, threaten, deride or
some orkans into a weight category of up to 500 lbs. otherwise degrade the creature until the scene ends
Orkans tend to have grayish to olive skin or you make a successful Presence check.
and skull-like noses. Their hair tends to be long,
black and greasy, though greenish or gray hair can
occur in rare instances. Orkans tend to have dark
brown, red, yellow or black eyes. About 20% of
orkans have different eye colors, with somewhere
near 1% having one steel-blue eye from their human
descent.
Male orkans cannot grow full beards but can
sport a line of hair that grows along the length of the
cheek from ear to chin, or cropped as a goatee.

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

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Powerful Build: Up to once per scene, when taking
an action that uses Strength or Melee, you may
Titanborn draw an extra card from the top of your deck and
Before the mortal races walked the earth, the compare it to the difficulty of the action for an
land belonged to the Titans, and their servants, the extra chance of success.
giants. The titans were aloof creatures who remained Enlarged Weapons: When using a weapon
in far-off realms, but they sometimes dallied with (including natural attacks), draw an extra card from
their giant servants to produce offspring who dwelt in the top of your deck and compare it to the
the Mortal world. However, the reforming of the difficulty to deal damage to cause an extra wound.
world by the gods destroyed to civilizations of the Great Bulk: Up to once per scene, when your size
giants and the titanborn shrank in size to more closely might complicate matters (such as rationing water
match the human domination that grew to control in a desert or squeezing into a human-sized chair),
their former homelands. the game master may choose to draw a difficulty
card and require you to make a Presence check
Physical Traits (Diff 10 + drawn card). This check takes no action
Titanborn have an athletic build and tower but cannot be performed more than once per turn.
over the other races. Height averages about 7 1 to If you fail the Presence check, you suffer a +2
7 10, with females about two inches shorter. circumstance penalty to the difficulty of all actions
Weight is usually about 275-350 lbs., with females you attempt to take until the scene ends or you
about 100 lbs. lighter. make a successful Presence check.
Titanborn tend to have earth-colored skin
that is a deep tan or gray color, though because of
their primordial ancestry they may have wildly
colorful skin of fiery red, sea-green or blue, airy
white or even metallic colors such as copper, silver or
even gold. A titanborn tends to have metallic, red or
green colored eyes. Hair tends to be brown or black
for earth-skin toned titanborn or match the colors
associated with the element the titanborn most seems
to resemble. Titanborn with metallic skin colors have
hair colors that run the range of the rainbow.
Titanborn males can grow beards, but often
prefer to remain clean-shaven.

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

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you create two separate abilities, one or both abilities
should have a special limit that makes them slightly
Chapter 4 - Profession more difficult to use.
Once you have chosen your race, the next Usually these abilities allow for the drawing
step is to choose your primary profession. Your of additional cards for extra successes, but many
chosen profession will determine which skills you other abilities are possible.
automatically start with, from which you can expand No ability should grant a character a bonus
your characters talents. Once you start gaining to skills; it can grant bonus skills or pseudo ranks in
experience, you can quickly become advanced in skills, but never above Rank 3 (Journeyman).
your profession or quickly grow beyond it into other
areas. Maneuvers
Each profession also has various specialties. All professions gain the combat maneuver
You may choose a profession specialty, which grants Strike. Characters geared towards melee combat
you special abilities and extra skills, but will also should gain one additional maneuver, usually up to
have a drawback attached to selecting the specialized Rank 2 (Apprentice). A profession should only grant
class. You are not required to take a specialty. If two or more maneuvers if it cannot use magic spells
you dislike a chosen specialty, you can choose to at all.
drop it at a later time, but in so doing, you lose the
special benefits as well as the drawbacks associated Spells
with it. Professions who are not primary spellcasters
The professions and specialties listed here should only grant two 0th Circle spells at generation.
are by no means exhaustive. A game master may Generally, such professions will have consequence of
choose to add new professions or specialties as he see limited spellcasting that denies them access to Third
fits, and may allow players to design and use Tier spells.
professions and specialties of their own creation. Professions that are primary spellcasters
should grant three 0th Circle spells and one First Tier
spell at generation. Generally, such professions will
Making Your own Professions have a consequence that limits them to one form of
spellcasting (Arcane, Divine or Runecasting) and
For the most part, it is wise to remain within
limits them to Maneuvers of Rank 3 (Apprentice) or
the basic professions listed below. More often, you
less.
will want to create a specialty under one of the main
Professions that cannot cast spells, of
professions (see the next section for creating
course, do not grant any starting spells and always
Specialties). However, if you desire to make your
have a consequence that prevents them from casting
own professions, heres the tools youll need.
any spells at all. Remember to break out the
consequences for preventing spellcasting separately
Automatic Skills for each spell source (Arcane, Divine, Primal,
A profession should grant at least one Runecasting).
Weapon Group skill and one Armor Group skill at
Rank 1. Those who do not rely on Melee combat or Consequences
Ranged combat skills to fight should either be given a
All professions have one or more
rank in Armor (Unarmored) or Armor (Light). Those
consequences associated with them. Unlike race and
expecting direct Melee combat should be given
specialties, most of these consequences are
access to multiple ranks of the Armor skill, and
mechanical restrictions that cannot be overcome by
possibly even the Evade skill.
Presence checks.
Beyond this, the profession should grant five
Remember that it is possible to buy off
broad skills in total, preferably to set broad skills
consequences; in some cases you may want to split
(such as Weapon Groups, the Athletics skill, etc.) No
consequences into separate items to make it more
profession can allow any skill to start higher than
expensive to remove restrictions to balance a strong
Rank 3 (Journeyman).
profession.

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

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Making Your own Specialties Professions


There are thousands of character concepts Each profession opens with a brief
that lie untapped. Making a new specialty allows you stereotypical presentation of the profession.
to create your own set of abilities, restrictions and the
like to customize your characters abilities as you see Automatic Skills
fit. The following guidelines are meant to help in Your character gains the skills listed here;
creating your own specialties. most give you 1 point (Rank 1) in the skill. In some
cases, you may gain extra points in a given skill.
Bonus Skills Regardless of the number of points you are given,
A specialty gains two specific subskills. Try you cannot start with a given skill (Broad or a
and choose two subskills that you closely associate subskill) at higher than Rank 3 (Journeyman).
with the specialty. The same skill should not be
chosen twice. Beware of granting a subskill whose Benefits
broad skill will likely or automatically be chosen by Your character gains the following abilities.
the specialties primary profession, as the character Generally speaking you will gain one ability that is
cant start above Rank 3 (Journeyman) between the useful in combat and one useful out of combat. Both
broad skill + subskill. skills generally work once a scene. In some cases,
the two abilities may be combined into one that
Special Ability works in and out of combat.
A specialty gains at least one special ability; If an ability tells you to choose a card from
usually this ability is a once per encounter ability that the top of your deck, you can choose to instead draw
allows the character to draw extra cards for additional from the top of the community deck instead, unless
successes. the ability specifically denies you from doing this.
Most special abilities should work both The same is true for abilities that allow you
within combat and out of combat. If the ability only to play cards from your hand you may choose to
works in combat or out of combat, it should be instead play cards from the community hand, unless
slightly stronger or easier to accomplish than abilities the ability specifically denies you from doing this.
usable in a wider variety of situations.
No ability should grant a character a bonus Maneuvers: All professions grant access to the
to skills; it can grant bonus skills or pseudo ranks in Strike maneuver. Maneuvers are explained in the
skills, but never above Rank 3 (Journeyman). chapter on maneuvers.

Consequence Spells: Some professions grant access to spells. You


All specialties have one and only one gain the indicated number of spells. Note that Tiers
consequence associated with them. Normally, this are different from spells of a given circle. See the
consequence requires Presence checks to be chapter on spells for more details.
overcome. The consequence should be designed to
make the character occasionally want to invoke it to Consequences: Each profession has one or more
enhance role-playing, and perhaps gain experience consequences that place a limit on the characters
off of it coming into play. abilities. It is possible to buy off these limitations to
Remember that it is possible to buy off your character with success chits. See the chapter on
consequences; consider this when using the Running the Game for more details (in the Awards
consequence to balance a specialtys power. subsection).

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.

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disguise themselves as small, harmless animals when
around other beings.
Arcanist Any individual with at least one rank in
You are trained in the magical arts. An Spellcraft (Arcane) can attempt to attract a familiar to
arcanist is either naturally adept at manipulating assist them. Doing so requires a ceremony of
magic, or has undergone rigorous training to learn to incantations, burning incense (worth at least 10 gp)
harness and manipulate the very fabric of reality. and meditation. After a period of between 1-4 hours,
a familiar will answer the call and offer its services to
Automatic Skills the caster. This grants the character the following
You gain the following skills at Rank 1. benefits and consequences.
One Weapon Group from below You may only have one familiar at any
Club given time. If the familiar is slain, killed or
Blade dismissed, you can attempt to attract another familiar
after a day has passed.
Hurled
A Spell for My Master: The caster gains knowledge
Spear
of one 0th circle and one First Tier spell.
Thrown Familiar: The familiar has a score of 1 in all
Armor (Unarmored) abilities and subabilities. The familiar has a
Evade Resistance and Resolve of 5. It has the same skill
Knowledge (Arcane) ranks in all skills as you do. It has a small humanoid
Spellcraft (Arcane) or Spellcraft (Runes) form (which tends to resemble a miniature copy of
Two knowledge skills of your choice yourself) and can transform into one type of animal
of small size at will. You can increase its ability
Benefits scores by spending success chits at normal cost.
Arcane Power: Once per scene, when making a However, its primary ability scores cannot be raised
Spellcraft check, you may play an additional past 3. You cannot increase its skill ranks, but it is
card from the top of your deck for an extra considered to always have the same skills at the same
success (wound), to affect one extra target, ranks as you do.
extend the range of a spell by one range category Magic Discussion: Up to once per scene, make a
or to cast a once/day or once/scene spell one Presence check. If you fail the Presence check, both
extra time (you cannot use the ability again to you and the familiar become caught up in a heated
cast the spell more than one extra time in the discussion on how the use of magic could be used to
given time frame). You cannot use this ability to overcome any obstacle you currently face. Until you
negate wounds or cumulative wounds as part of a resolve the argument with your familiar (by making a
consequence for casting a spell. successful Presence check), you lose one action a
Arcane Spellcasting: You can cast Arcane or round and have a 2 penalty to all skill checks until
Runecasting spells. See the Spells chapter for the end of the scene.
details.
Spells: You start with three 0th circle spells, and Specialties
three First Tier spells.
Maneuvers: You start with the Avoid and Strike Abjurer: An abjurer uses protective magic to defend
maneuver. See the maneuver chapter for details. himself or deny others the use of abilities.
Armor Prohibition: You cannot take Ranks in the Bonus Skills: Endurance (Mental), Persuasion
Armor skill other than Armor (Unarmored). (Diplomacy)
Divine Prohibition: You cannot take ranks in Abjure: Up to once per scene, you can play a card
Spellcraft (Divine). with a value of 4 or less as an individuals card
Primal Prohibition: You cannot take ranks in for their action.
Spellcraft (Primal). Spell Prohibition: You cannon learn Divination
Weapon Limitation: You cannot take past Rank 1 spells.
(Novice) in any Weapon Group skill.

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

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Conjurer: A conjurer calls or summons magical Elementalist (Fire): A fire elementalist favors spells
forces from other planes of existence, manifesting dealing that control, harm or rejuvinate
it as he or she wills. Bonus Skills: Deception (Bluff), Endurance
Bonus Skills: Knowledge (Planar Lore), Persuade (Physical)
(Intimidate) Purge: Up to once per scene, you can make an
Conjuration: If you play a card from the Hearts suit Spellcasting (Arcane) skill check (at the normal
when casting a conjuration spell, you can reduce difficulty) to remove an ongoing effect on a target
the difficulty to succeed by 1 or grant a within Close range.
summoned creature +1 wound points. Divination Prohibition: You cannot learn
Evocation Prohibition: You cannot learn Evocation Divination spells.
spells.
Elementalist (Water): A water elementalist favors
Diviner: A diviner utilizes spells to learn the spells dealing with agility, change and obscurement
unknown. Bonus Skills: Persuasion (Seduce), Acrobatics
Bonus Skills: Persuade (Gather Information), (Tumble)
Perception (Intuition) Surge: Up to once per scene, you can discard a face
Divination: Up to once per scene, you can restore a card to reuse a spell with a limited number of
card from your discard pile back to your hand. castings. (Jack for spell circles 0th 3rd, Queen for
You cannot have more than 4 cards in your hand spell circles 4th 6th and King for spell circles 7th
when you do this. 9th). Note you may still have to use a face card to
Abjuration Prohibition: You cannot learn play a given spell and still obey any other
Abjuration spells. restrictions on the spell (such as taking wounds).
Conjuration Prohibition: You cannot learn
Elementalist (Air): An air elementalist favors spells Conjuration spells.
dealing with knowledge, flight and sight
Bonus Skills: Athletics (Fly), Perception (Listen) Enchanter: An enchanter utilizes magic that
Uplift: Up to once per scene, you can use Athletics strengthens or weakens an individual. They also
(Fly) to move an unattended object or willing specialize in spells of influence that can charm or
creature (including yourself) through the air at a control others.
Slow movement rate. The affected item must be Bonus Skills: Persuade (Seduce), Deception (Bluff)
within Close range and the effect lasts for a number Enchantment: When casting enchantment spells, if
of rounds equal to the card value played (Jack = you discard a face card, you can affect additional
scene/15 minutes, Queen = 1 hour, King = 4 hours, targets. A Jack affects one extra target, a Queen 2
Ace = 1 day) extra targets, a King 3 extra targets, an Ace 4 extra
Necromatic Prohibition: You cannot learn targets and a Joker 5 extra targets.
Necromatic spells. Transmutation Prohibition: You cannot learn
Transmutation spells.
Elementalist (Earth): An earth elementalist favors
spells dealing with strength, protection and Evoker: An evoker draws on inner or primordial
fortitude power for his spells and unleashes it in spectacular
Bonus Skills: Knowledge (Nature), Endurance displays of power.
(Fortitude) Bonus Skills: Knowledge (Planar Lore), Persuade
Earths Strength: Up to once per scene, you can (Intimidate)
replace a Strength, Melee, Defense or Resistance- Spells of Hate: When making an attack with a spell,
based skill check with an Endurance (Fortitude) you gain a +1 bonus to Attack and Damage.
skill check. Evocation: Up to once per scene, if you play a card
Transmutation Prohibition: You cannot learn from the Spades suit to use a spell, you can draw
Transmutation spells. an extra card from the top of your deck and
compare it to the difficulty for an extra success.
Conjuration Prohibition: You cannot learn
Conjuration spells.

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Illusionist: An illusionist creates phantasmal Transmuter: A Transmuter deals with spells that
images, sounds and other misdirection with their transform the target in one way or another.
magic. The most powerful illusionists can even Bonus Skills: Endurance (Fortitude), Craft
manifest images from his mind or others as real (Sculpture)
objects. Transmutation: Once per scene, you can replace one
Bonus Skills: Deception (Bluff), Perception Primary ability score on yourself or an ally in
(Intuition) Close range with a card from your hand. Or, you
Illusions: If you play a card from the Diamonds suit may replace one Secondary ability score on
when casting an illusion spell, you can persist the yourself or an ally in Close range with the value
illusion for the entire scene. of a card from your hand. (Jack=12 [ 6],
Necromantic Prohibition: You cannot learn Queen=14 [ 7], King=16 [ 8], Ace=18 [ 9]). This
Necromancy spells. change to ability score lasts a number of rounds
equal to your Magic Aptitude ability score (prior to
Necromancer: A Necromancer deals with spells that any enhancement by this ability).
involve death, undead and the negative forces of Enchantment Prohibition: You cannot learn
entropy. Enchantment spells.
Bonus Skills: Knowledge (Religion), Survival (Heal)
Necromancy: Up to once per scene, if you play a Witch/Warlock: A witch or warlock draws on
card from the Spades suit to use a spell, you can magical power from a mystical pact it has made
draw an extra card from the top of your deck and with an otherworldly creature such as a demon,
compare it to the difficulty for an extra success. dead spirits or elementals.
Conjuration Prohibition: You cannot learn Bonus Skills: Knowledge (Planar Lore), Persuade
Conjuration spells. (Diplomacy)
Pact: Up to once per scene, if you discard a face
Sorcerer: A sorcerer has the innate skill to draw card, you can regain the use of a Second or Third
upon magical power in their very blood. Tier spell. Or, based on the face card, the penalty
Bonus Skills: Deception (Bluff), Endurance from Second and Third tier spells to difficulty is
(Physical) temporarily reduced.
Magic in the Blood: Up to once per scene, you can If the face card is a Jack, you gain a 1
take a wound to gain a +1 bonus to your Magic bonus to the difficulty of any spell you cast for the
Aptitude ability for the scene. remainder of the scene.
Primal Magic: You can use either Arcane or Primal If the face card is a Queen, you gain a 2
spells. You lose the Primal Prohibition for the bonus to the difficulty of any spell you cast for the
Arcanist profession. remainder of the scene.
Magic Eruption: Up to once per scene, after you If the face card is a King, you gain a 3
have used your Magic in the Blood ability and cast bonus to the difficulty of any spell you cast for the
a spell, make a Presence check. If you fail the remainder of the scene.
Presence check you become cloaked in a visible Varied Magic: You can use either Arcane, Divine,
aura of pure magical power. Those Adjacent to Primal or Runecasting magic. You lose the Divine
you (including yourself) are attacked by this and Primal Prohibition for the Arcanist profession.
eruption; treat this as a +3 Att/+3 Dam magic Payment: Up to once per scene, after you have used
attack vs. Endurance (Physical) that deals 1 wound. your pact ability, make a Presence check. If you
This aura continues until the end of the scene, you fail the Presence check, you take a wound each
are reduced to one wound or you make a successful round until you are reduced to 0 wounds, the scene
Presence check. ends or you make the check.
Rune Prohibition: You cannot use Rune magic. Cost of Magic: Learning additional skill ranks in any
of the subskills of the Spellcraft skill cost double
normal.

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Wu Jen: A wu jen is a caster who gains his spells
from powerful agreements with magical forces. By
keeping his bond pure in regards to the forces he
taps, he can perform powerful magic.
Bonus Skills: Knowledge (Gather Information),
Knowledge (Divine)
Call the Power: Up to once per scene, you can add
an extra effect to a spell you are casting. You can
add a Jack-level special effect to a First Tier spell,
a Queen-level special effect to a Second Tier spell
or a King-level special effect to a Third Tier spell.
Taboo: Each spell that you know has a special
consequence attached to it. This taboo can range
from wearing/not wearing a certain color or style
of clothing, Eating or refraining from eating a
particular type of food, a particular word or phrase
that must be uttered or never spoken to activate the
spell, or even the requirement of some sort of
sacrifice the spilling of personal blood or slaying
an animal as an offering. The more powerful the
spell, the more difficult it is to obey the taboo. If
the taboo is broken, you cannot cast the spell until
you atone for the deed.

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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.

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Noble: Wealthy and generally well educated, the Wandering Minstrel: Much like the bard, you
noble lacks little in the ways of material wealth. travel from place to place entertaining others, but
Bonus Skills: Knowledge (Nobility), Persuade you do not have a higher purpose to your
(Diplomacy) wanderings.
Wealthy: You start with 100 gp. Bonus Skills: Deception (Act), Perform (Any one)
Well-Trained: Up to once per scene, when using a Musical Talent: Up to once per scene, when making
skill you are trained in and you play a card from a Perform check, you may draw an extra card from
the hearts suit, you may draw an extra card from the top of your deck and compare it to the
the top of your deck and compare it to the difficulty for an extra success. You may draw the
difficulty for an extra success. You may play the card before or after the difficulty is revealed.
card before or after the difficulty has been Musical Influence: You may use your Perform skill
revealed. instead of a Persuade check to influence others.
Sheltered: Up to once per scene, when you fail a Spell Deficiency: You cannot cast Third Tier spells.
check, make a Presence check. If you fail the Wanderer: If you remain in an area for a day or
Presence check, you are distracted and take a 2 more, make a Presence check. If you fail the
penalty to all other actions until the end of the Presence check, you are overcome by the urge to
scene or until you succeed a Presence check. move on and must attempt to travel for at least one
full day away from the area.
Showman: Part entertainer, part con man, the
showman uses every available talent to acquire
money, fame and glory
Bonus Skills: Deception (Act), Deception (Bluff)
Snake Oil: Up to once per scene, a showman can
discard a card from his hand to produce a draught
that temporarily increases one ability score
(Strength, Dexterity, Intelligence or Presence) for a
duration equal the value of the discarded card.
(Jack = 1 scene, Queen = 1 hour, King = 4 hours,
Ace = 1 day and take 1 wound). It takes a standard
action to imbibe the draught.
Fraud: Up to once per scene, if you fail a Presence-
related check, make a Presence check. If you fail
the Presence check, those within sight of you
realize you are attempting to dupe them and
cannot be successfully persuaded until the end of
the scene or you succeed the Presence check.

Skald: A sage and warrior of the natural realm.


They tend to dislike organized civilization, and
usually only seek company when they have
knowledge to pass on to others.
Bonus Skills: Knowledge (History), Persuasion
(Gather Information)
Knowledgable: Once per scene, you may replace a
skill check with a Knowledge check instead.
Runes: You start with two 0th circle runes, and one
First Tier rune.
Arcane Prohibition: You cannot cast Arcane spells.
Divine Prohibition: You cannot cast Divine spells.
Primal Prohibition: You cannot cast Primal spells.

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Detective: A detective is an individual who is skilled
Expert in the research of crimes or mysteries. Many
detectives eventually learn magical skills to
An expert is an individual who is skilled in augment their mundane studies.
one or more particular skills. Bonus Skills: Perception (Intuition), Persuade
(Gather Information)
Automatic Skills On the chase: Up to once per scene, when
You gain the following skills, at Rank 1. attempting to solve a mystery, you may draw an
One weapon group from below extra card from the top of your deck and compare it
Club the difficulty for an extra success. You may draw
Crossbow the card before or after the difficulty is revealed.
Hurled Pursuit of Mystery: Up to once per scene, when
Armor (Unarmored or Minimal) confronted with a mystery, make a Presence check.
If you fail the Presence check, you can take no
Evade
other action except to unravel the mystery until the
Any one broad skill
end of the scene or until you succeed on the
3 Ranks of Knowledge, Craft or the Perform Presence check.
skill. You may take 1 Rank in three skills,
or 2 Ranks in one skill and 1 Rank in
another. You cannot start with Rank 3 in the Merchant: A merchant is an individual who makes
skill. his living supplying goods to others. They can
often become embroiled in adventures when
transporting goods or attempting to open up trade
Benefits routes to new customers.
Skilled: Up to once per scene, when making a skill Bonus Skills: Persuasion (Haggle), Knowledge
check you may draw a card from the top of your (Appraise)
deck and compare it to the difficulty of the action Better Deal: You can decrease the cost of items you
for an extra chance of success. The card is buy by -25% and sell it at a bonus of +25%. This
always considered to be the same Suit as the does not apply to item purchased for personal use
action you attempting, regardless of the actual by you or your companions.
cards Suit. You may draw the card before or Cant Resist a Sale: Up to once per scene, when not
after the difficulty has been revealed. in immediate danger, make a Presence check. If
Spells: None you fail the Presence check, you take no other
Maneuvers: You start with the Avoid and Strike action that attempt to sell or buy goods for trade
maneuver. You can choose one maneuver of until you successfully make a sale, purchase at
Rank 1 (Novice) level. See the maneuvers least 1 gp worth of goods or you succeed on the
chapter for details Presence check.
Focused Study: You can only learn one of the two
following skills past Rank +2 (Apprentice):
Weapon Group (Any one), Spellcraft (Any one). Monk: A monk is an ascetic monastic individual
You can learn all other skills up to Rank +5 who has dedicated their energy to achieving a form
(Grand Master). of enlightenment through purification and
strengthening of the body and mind.
Bonus Skills: Athletics (Jump), Knowledge
Specialities (Religion)
Insight: Up to once per scene you may discard a
card from your hand to gain ranks in any one skill
of your choice the next time you use that skill. The
card you discard determines the Rank you gain for
the next use of the selected skill.
2-5: Novice (Rank 1)
6-10: Apprentice (Rank 2)
Jack: Journeyman (Rank 3)
Queen or King: Master (Rank 4)
Ace or Joker: Grand Master (Rank 5)
Ascetic: You cannot keep treasure beyond its
immediate usefulness to you.

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Prodigy: A prodigy is extremely knowledgeable
individual and often displays a wide range of skills
in nearly every subject.
Bonus Skills: Any two subskills
Well-rounded: You act as if you had a total value of
at least 3 in any skill in which you are untrained
before drawing a card.
Divisive Study: When gaining experience, you
cannot have more than a +1 bonus difference
between any broad skills. A bonus in a single
subskill counts as a +1 bonus to a broad skill for
purposes of determining advancement awards.

Runecaster: The most primeval of magic,


runecasters tap into the power of the written word
to draw upon magical power.
Bonus Skills: Any one Craft skill, Spellcraft
(Runecasting)
The Power of Words: Once per scene, when
activating a rune, you can draw a card from the top
of your deck and add its value to the card you
played to activate the rune. Or, you may compare
the drawn card to the difficulty for another success.
Arcane Spell Prohibition: You cannot gain ranks in
Spellcraft (Arcane).
Divine Spell Prohibition: You cannot gain ranks in
Spellcraft (Divine).
Primal Spell Prohibition: You cannot gain ranks in
Spellcraft (Primal).

Sage: A sage is an expert in one particular field of


study, often employing divination magic to
enhance their expertise.
Bonus Skills: Perception (Intuition), Persuade
(Gather Information)
Minor Divination: You start with three 0th circle
spells and one 1st Tier spell.
Abjuration Prohibition: You cannot be trained in
Abjuration spells.

Tradesman: A tradesman is a person skilled in


particular skill or ability.
Bonus Skills: Craft, Knowledge or Perform (Any
one), Persuasion (Haggling)
Artisan: Once per scene, when making a skill check
in a skill you have at least one rank in, you may
reduce the Difficulty of the check by -2.
At Work: Up to once per scene, when not in
immediate danger, make a Presence check. If you
fail the Presence check, you take no other action
other than spend the time using a Craft, Knowledge
or Perform skill to create something new, until you
complete the work or make the Presence check.

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Any individual with at least one rank in
Spellcraft (Divine) or Spellcraft (Primal) can attempt
Priest to attract a guiding spirit to assist them. Doing so
You have strong devotion to a deity that requires a ceremony of incantations, burning incense
manifests itself in you ability to channel miracles. (worth at least 10 gp) and meditation. After a period
A priest is a member of a religious order of between 1-4 hours, a guiding spirit will answer the
whose devotion is great enough that he or she can call and offer its services to the caster. This grants
channel magic from that divinity against the enemies the character the following benefits and
of the church, or in service to its congregation. consequences.
You may only have one guiding spirit at any
Automatic Skills given time. If the guiding spirit is slain, killed or
You start with the following skills at Rank dismissed, you attempt to attract another guiding
1. spirit after a day has passed.
Club and Crossbow weapon groups Insight: The caster gains knowledge of one 0th circle
Three Ranks in Armor (Unarmored, Divine or Primal spell and one First Tier Divine or
Minimal, Light, Medium or Heavy) or Primal spell.
Evade. You may choose the same Armor or Guiding Spirit: The guiding spirit has a score of 1 in
Evade more than once, thus starting at up to all abilities and subabilities. It has a starting Magic
Rank 2. You cannot start with Armor or Aptitude of 0. The guiding spirit has a 5 Resistance
Evade at Rank 3. and 5 Resolve. It has the same skill ranks in all
skills as you do. It may have either the ghostly
Knowledge (Religion)
ability or a +1 bonus to Melee Combat skill. You can
Spellcraft (Divine)
increase its ability scores by spending success chits at
normal cost. However, its primary ability scores
Benefits cannot be raised past 5. You cannot increase its skill
Divine Guidance: Once per scene, when making a ranks, but it is considered to always have the same
skill check, you may add your Spellcraft skills at the same ranks as you do.
(Divine) or Spellcraft (Primal) skill ranks to the Ghostly: This is an optional ability. If you choose
total of your check. this ability, the guiding spirit has a Melee, Ranged
Divine Spellcasting: You can cast Divine spells. and Magic starting ability score of 0. It is considered
See the spells chapter for details. invisible an inaudible to all others (only you can see
Maneuvers: You start with the Avoid, Defend, and and hear it). However, if it is detected, when any
Strike maneuver and one additional maneuver of attack is made against it, if the guiding spirit draws a
up to Apprentice (Rank +2) level. See the for its Resistance card, the attack has no effect.
maneuver chapter for details. Insightful Discussion: Up to once per scene, the
Spells: You start with three 0th circle spells, and two game master can draw a card from the top of his deck
First Tier spells. and require you to make a Presence check (Diff 10 +
Armor Deficiency: You cannot take past Rank 3 drawn card). This check takes no action, but cannot
(Journeyman) in any Armor skill. be performed more than once per turn. If you fail the
Arcane Prohibition: You cannot take ranks in Presence check, both you and the guiding spirit
Spellcraft (Arcane). become caught up in a heated discussion on how to
Primal Prohibition: You cannot take ranks in act to overcome any obstacle you currently face.
Spellcraft (Primal). Until you resolve the argument with your guiding
Rune Prohibition: You cannot take ranks in spirit (by making a successful Presence check), you
Spellcraft (Runes). can take no action until the end of the scene.
Weapon Deficiency: You cannot take past Rank 3
(Journeyman) in any Weapon skill.

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.

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Specialties Mystic Hermit: Through social isolation, fasting


and other regimens of denying worldly
Druid: A druid is a priest of the natural order of life temptations, you have gained a greater insight and
and death. They do no worship a deity but instead communion with your deity.
worship the primal forces of nature itself. Bonus Skills: Endurance (Mental), Survival
Bonus Skills: Knowledge (Nature), Survival (Wilderness)
(Wilderness) Righteous Bastion: Up to once per scene, you can
Primal Spellcasting: Druids cast primal spells discard a face card to use a Second Tier divine
instead of Divine spells. You lose the Primal spell. After discarding the card, you must still
Prohibition. make the normal checks and play cards to actually
Wildshape: Up to once per scene, you can transform cast the spell.
yourself into a wild animal by discarding a face If you discard a Jack, Queen or King, you can use a
card. You take the animals basic appearance, and 4th circle spell.
may increase one of your primary ability scores by If you discard a Queen or King, you can use a 5th
+2 while transformed. This increase does trickle circle spell.
down to your secondary ability scores. If you discard a King, you can use a 6th circle spell.
Divine Prohibition: You cannot take ranks in Divine/Primal Caster: A mystic hermit can choose
Spellcraft (Divine). to cast Primal spells or Divine spells. They cannot
Primitive: You cannot wear or use items made from cast both. A mystic hermit that casts Primal spells
refined materials, such as steel or boiled leather. loses the Primal Prohibition.
Social Outcast: Up to once per scene, when
attempting to interact with others, make a Presence
Evangelist: An evangelist is a priest dedicated to check. If you fail the Presence check, you suffer a
preaching the word of his deity and attempting to +5 difficulty to all attempts to interact with others
convert all he meets to his faith. until the end of the scene or you succeed the
Bonus Skills: Diplomacy (Seduce), Perform Presence check.
(Oratory) Spell Prohibition: A mystic hermit that can cast
Convert: If you defeat a target through Diplomacy, it Divine spells cannot cast Primal spells. A mystic
willingly converts to your faith and becomes a hermit that can cast Primal spells cannot cast
trusted ally. If you betray, lie or attack the target, it divine spells.
ceases to be an ally.
Judged and Be Judged: If you perform an act
contrary to your religions ideals, you lose the Paladin: A paladin is a holy warrior who has
ability to use your Convert ability until you atone, dedicated himself to rooting out and destroying
and any converted creatures cease to be your ally. evil.
Bonus Skills: Perception (Intuition), Weapon Group
(Blades)
Cleric: A cleric is a militant priest. Divine Justice: Up to once per scene, when you
Bonus Skills: Knowledge (Religion), Persuasion attack a creature, you can draw an additional card
(Diplomacy) from the top of your deck and compare it to the
Blind Devotion: Once per scene, if you fail a skill difficulty to gain an extra success. You can draw
check, you may draw a card from the top of your the card before or after the difficulty is revealed.
deck to make the attempt again. Holy Weapon: You treat your primary weapon as a
Unwavering Faith: Once per scene, if an ally within magical weapon. It only retains its magic while in
Close range of you attempts a skill check, you may your possession.
freely donate a card from your hand for their use. Warrior: You lose the Weapon Deficiency
Tenets of the Faith: If you perform an act contrary consequence.
to your religions ideals, you lose the Blind Devotion Spellcasting Deficiency: You cannot cast Third Tier
and Unwavering Faith ability until you atone. spells. You also do not automatically start with
known spells.

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Prophet: A prophet has been granted insight into the Shugenja: A shugenja is a priest whose powers are
will of his deity, and has become a mouthpiece of drawn from ancestor and nature spirits.
the will and desires of his deity. Bonus Skills: Persuade (Diplomacy), Knowledge
Bonus Skills: Perception (Intuition), Perform (Planar Lore)
(Oratory) Spirit Casting: Up to once per scene, you may
Communion: Once per week, you can use the spell invoke a spirit to cast a second spell as a free
Divination as if you met all requirements, though action. Draw a card from the top of your deck and
you can ask 3 questions, instead of two. compare it to the difficulty to determine if the
Gift of Prophesy: Up to once per scene, you can second spell is successful. You cannot draw an
draw a card from the top of your deck and compare additional card to use with the second spell.
it to the difficulty of an action for an extra success. Spiritual Protector: Up to once per scene, when
The card you draw is always considered to be of faced with the destruction of a natural object or the
the same Suit of the action you perform, regardless desecration of the dead, make a Presence check. If
of the cards actual suit. You can draw the card you fail the Presence check, you cannot cast spells
before or after the difficulty has been revealed. or use your Spirit Casting ability until you make
Pawn of the Gods: One of the questions you use proper restitution for the destruction/desecration of
with your Communion ability must be to ask the the object, the scene ends or you succeed on the
deity what acts he desires of you for the week. If Presence check.
you fail to use Communion or disobey the deitys
commands, you lose both Communion and Gift of Witch Doctor: A witch doctor uses strange magical
Prophesy until you atone. powers to commune with spirits and gods.
Bonus Skills: Knowledge (Religion), Persuade (Any
Shaman: A shaman is a wild priest who communes one)
with nature spirits. No Spell Prohibition: Witch doctors can call on any
Bonus Skills: Knowledge (Nature), Survival means to cast spells. They lose the Arcane, Primal
(Wilderness) and Runecasting Prohibition.
Primal Spellcasting: Shamans cast primal spells Ride The Spirits: Once per scene, you gain a +1
instead of Divine spells. You lose the Primal bonus to any attempt to cast a spell.
Prohibition. Voodoo: Once per scene, you can make a Persuade
Totem: Up to once per scene, you may summon an check instead of a Spellcasting check to cast a
Animal Spirit by discarding a card. Treat this as a spell.
use of the Summon Animal primal spell, with a Spirit Possession: Up to once per scene, if you cast a
circle equal to the value of the card discarded. non-Primal spell, make a Presence check. If you
(Jack=12, Queen=14, King=16, Ace=18). fail the Presence check, your spirit is usurped by a
Divine Prohibition: You cannot take ranks in demonic entity that wantonly does as it wills what
Spellcasting (Primal). it wishes with your body until the scene ends or
Spirit Warden: Up to once per scene, if you are you make a successful Presence check.
involved in the death of a living creature, make a
Presence check. If you fail the Presence check,
you cannot cast spells or use your Totem ability
until you make proper restitution for the death, the
scene ends or you succeed on the Presence check.

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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.

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Con Artist: Your talent lies in parting fools from Gangster: You are part of a group of ner-do-wells.
their money. Slick, scheming and often handsome Bonus Skills: Deception (Bluff), Persuade
or beautiful, youre in an out before they know (Intimidate)
theyve been scammed. Call for Help: Up to once per scene, if you are in
Bonus Skills: Deception (Bluff), Persuade your home territory, you can discard up to two
(Diplomacy) cards to call for assistances from other gang
Scam: Up to once per scene, when attempting to members. The highest ability score of the gang
deceive others, you can draw an additional card member(s) that show up is equal to the value of
from your deck and compare it to the difficulty for the first card you discard (Jack = 12, Queen = 14,
an extra success. You may draw the card before or King = 16, Ace = 18). The number of members
after the difficulty has been revealed. that show up is equal to the value of the second
Hunted: Up to once per scene, when someone card you discard.
recognizes you, make a Presence check. If you fail Helping Hands: Up to once per scene, you gain a +1
the Presence check, the difficulty to deceive the bonus per Adjacent ally when making a skill check.
individual increases by +5 until the end of the Brothers in Crime: Up to once a scene, if you use
scene or until you make successful Presence check. Call for Help, make a Presence check. If you fail
the Presence check, you are tasked with a mission
Charlatan: You pretend to be the mouthpiece of the commesurate with the value of the help you
gods or have magical powers you do not truly received.
wield.
Bonus Skills: Deception (Bluff), Knowledge Lone Wolf: You take care of yourself, first and
(Arcana, Nature or Religion) foremost
False Magic: Up to once per scene, you can make a Bonus Skills: Deception (Bluff), Survival
Deception (Bluff) skill check in place of a (Streetwise)
Spellcraft check. On Your Own: Up to once per scene, if you fail a
Minor Magic: You start with two 0th circle spells skill check, you may draw a card from the top of
and one First Tier spell. your deck and use that card instead.
Faithless: Up to once per scene, if your spell fails, Alone In the World: Up to once per scene, if you are
make a Presence check. If you fail the Presence offered help, make a Presence check. If you fail
check, the difficulty to interact with onlookers the Presence check, you refuse the assistance until
increases by +5 until the end of the scene or until the scene ends or you make a successful Presence
you make successful Presence check. check.
Spell Deficiency: You cannot cast Third Tier spells.
Ninja: You are a skilled assassin and spy of the
Fence: A fence makes his living by selling ill-gotten night, employing a wide range of specialized skills
or illegal goods to others. and equipment to perform your tasks.
Bonus Skills: Deception (Bluff), Knowledge Bonus Skills: Stealth (Hide), Deception (Disguise)
(Appraise) Achieve the Impossible: Up to once per scene, if you
Illicit Goods: Up to once per scene, you may discard play a card from the spade suit, you may draw
a card to produce from your stores a mundane item another card from the top of your deck and
of dubious value. The number on the card compare it to the difficulty to attempt an extra
determines the maximum gp value of the item success or add it to the value of your action. You
(Jack = magic item of up to 10 gp, King = magic may draw the card before or after the difficulty has
item of up to 20 gp, Queen = magic item of up to been revealed.
30 gp, Ace = magic item of up to 50 gp). The item Fear-inspiring: Up to once per scene, if your true
must be discarded at the end of the scene. identity is discovered, make a Presence check. If
Illegal Wares: As soon as it is feasible, any coins or you fail the Presence check, you cannot use face
currency you acquire must be traded in for goods cards on actions against the opponent until the end
for sale. These goods are considered stolen or of the scene or until you succeed a Presence check.
otherwise illicit and will draw the appropriate
negative reaction from law officials if discovered.

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Outlaw: An outlaw is an individual who makes his
living by operating outside the bounds of the law,
whether his legal status is deserved or not.
Bonus Skills: Deception (Ambush), Persuasion
(Intimidate)
Brigandry: Once per scene, you may play any
number of cards from your hand. You may add
all the cards together for one skill check or
compare each card against the difficulty for an
extra success.
Outlaw: Up to once per scene, when dealing with
others, make a Presence check. If you fail the
Presence check, those around you are aware of
your wanted status and you have a -5 penalty to
Persuasion checks (except Persuasion [Intimidate])
until the scene ends or you make the Presence
check.

Thug: You are hired muscle who has little or no


scruples, working for whoever pays the best or
gives you the chance to knock skulls.
Bonus Skills: Persuade (Intimidate), Weapon Group
(Club)
Bash Skulls: Up to once per scene, if you catch an
opponent unaware when making an attack, you
may draw a card from the top of your deck and
compare it to the difficulty for an extra success.
You may draw the card before or after the
difficulty has been revealed.
Thuggery: Up to once a scene, if you are presented
with the chance to make money by looking the
other way, make a Presence check. If you fail the
Presence check, you are willing to take reasonable
bribes to leave the individual unharmed until the
scene ends or you succeed at the Presence check.

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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.

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Knight: A knight is specially trained warrior who Mercenary: Mercenaries are warriors who work for
fights as an elite force on the battlefield usually pay. While some may scrupulous about whom
from horseback. A knight usually comes from a they work for and why the fight, most are amoral
noble background, as it takes quite a bit of wealth and only care about their next paycheck.
to arm and train a proper knight. Bonus Skills: Endurance (Any one), Deception
Bonus Skills: Knowledge (Heraldry), Armor (Full) (Bluff)
Mounted combat: Up to once per scene, while Dirty Fighting: Up to once per scene, you draw an
performing an action while mounted, you can draw extra card from the top of your deck and subtract it
an extra card from the top of your deck and from your opponents Defense roll or add it to your
compare it to the resistance of an action to attempt total value. You may draw the card either before
an extra success. You may draw the card either or after the difficulty has been revealed.
before or after the difficulty has been revealed. Amoral: Up to once per scene, when you face an
Code of Honor: Up to once per scene, when opponent superior to your skill that you have not
confronted with a perceived injustice (such as an yet engaged in battle, make a Presence check. If
armed warrior bullying an unarmed civilian, you you fail the Presence check, you abandon the fight
are tempted to lie to a superior, an opponent is against the opponent whether you run away, join
disarmed of his weapon or the like), make a its side or otherwise cease hostilities until the end
Presence check. If you fail the Presence check, of the scene or you succeed the Presence check.
you must act in an honorable manner to rectify the
situation. You can take no other action until you Ranger: Rangers are woodsmen who have a knack
succeed the Presence check. for hunting and fighting with stealth.
Bonus Skills: Stealth, Survival (Wilderness)
Marshal: You dont just fight, you lead. Your Guerilla Fighter: Up to once per scene, when taking
martial experience and ability to analyze a combat an action from a hidden position, you may draw an
makes you a fearsome team player. extra card from your deck and compare it to the
Bonus Skills: Knowledge (Strategy), Persuasion difficulty to attempt an extra success.
(Gather Info) Primal Caster: You can take ranks in Spellcraft
Analyze Opponent: Once per scene, you can donate (Primal). You lose the Primal Prohibition.
a card from the community deck to the GM at no Primal Deficiency: You cannot cast Third Tier
experience cost. spells.
Command & Control: Once per scene, even when it Rough Around the Edges: Up to once per scene,
is not your turn, you can draw a card from the top when interacting with others, make a Presence
of the community deck for any ally or yourself to check. If you fail the Presence check, you suffer a
generate an extra success. 5 penalty to all attempts to interact with the
In Command: Up to once per scene, when your individuals until the end of the scene or you
character perceives a loss in the chain of command, succeed a Presence check.
make a Presence check. If you fail, you must
attempt to dress down those you perceive behind
the insubordination or lack of coordination. You
can take no other action until you succeed the
Presence check.

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Samurai: Samurai are honorable warriors who fight Swashbuckler: Whether a saber-rake or a master
for a lord or master. swordsman, you are highly trained in the art of
Bonus Skills: Exotic Weapon (Katana), Endurance fighting with light weapons.
(Mental or Physical) Bonus Skills: Acrobatics (Tumble), Evade
Ki Strike: Once per scene, when dealing damage Canny Defense: Up to once per scene, when making
with a katana, if you draw a face card from the a Defense check while in Light armor or less, you
Diamond suit, your katana deals extra wounds. If may play a card from you hand instead of drawing
you play a Jack of diamonds, you deal +1 wounds. If from the top of your deck.
you play a Queen of diamonds, you deal +2 wounds. Fencing Master: Up to once per scene, when you
If you play a King of diamonds, you deal +3 wounds. play a card from the Diamond suit while making a
If you play an Ace of diamonds, you deal +4 wounds. Melee Combat attack, you may draw an additional
You may choose to use this ability after the damage card from the top of your deck to compare to the
card has been drawn. difficulty for an extra success. You may draw this
Iaitustu: On your first attack in a combat with a card before or after the difficulty has been revealed.
katana, you may draw an additional card from the top Cant Refuse A Challenge: Up to once a scene,
of your deck to compare to the difficulty for an extra when formally or informally challenged to a combat,
success. You may draw the card before or after the make a Presence check. If you fail the Presence
difficulty has been revealed. check, you must attempt to fight the opponent. Your
Code of Bushido: Up to once per scene, when faced desire to fight lasts until the end of the scene or until
with a situation that may stain your honor, make a you succeed a Presence check.
Presence check. If you fail the Presence check, you
must act in an honorable fashion, even if it would be
detrimental to you. This lasts until the end of the
scene or you succeed the Presence check.

Skirmisher: A skirmisher is a warrior trained to


attack and vanish before opposition can be
gathered against them. Ranged weapons are
usually favored by skirmishers.
Bonus Skills: Athletics (Run), Deception (Ambush)
Skirmish: Once per scene, after moving at you base
movement rate, you may draw an extra card for
any action you take to compare it against the
difficulty for an extra success.
Armor Deficiency: You cannot take ranks in Armor
(Medium) or Armor (Heavy).

Soldier: Whether you are currently enlisted or now


freed from active duty, you were trained to fight in a
formal army.
Bonus Skills: Endurance (Fortitude), Knowledge
(Heraldry)
Teamwork: Up to once per scene, when you attack
an opponent that an ally has just attacked, you may
draw a card from the top of your deck and compare it
to the difficulty for an extra success. You may draw
this card before or after the difficulty has been
revealed.
Leave None Behind: Up to once per scene, if an ally
loses all his wound points or is rendered unconscious,
make a Presence Check. If you fail the Presence
check, you can take no other action except to get the
character out of harms way and attempt to revive
them until the end of the scene or until you succeed
the Presence check.

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Intimidate (Persuasion)
Intuition (Perception)
Chapter 5 - Skills Jeweler (Craft)
Jump (Athletics)
Keyboard Instruments (Perform)
Knowledge
Skill List Language
Lifting (Athletics)
Light Armor (Armor)
Alphabetic List Linguistics
Acrobatics Listen (Perception)
Act (Deception) Local Lore (Knowledge)
Alchemy (Craft) Nature (Knowledge)
Arcane (Knowledge) Nobility (Knowledge)
Arcane Spellcraft (Spellcraft) Masonry (Craft)
Architecture (Knowledge) Medium Armor (Armor)
Armor Mental Endurance (Endurance)
Armorer (Craft) Metalsmith (Craft)
Athletics Minimal Armor (Armor)
Axe (Weapon group) Natural Weaponry (Weapon group)
Balance (Acrobatics) Open Locks (Disable Device)
Blacksmith (Craft) Perception
Blade (Weapon group) Perform
Bluff (Deception) Persuasion
Bow (Weapon group) Physical Endurance (Endurance)
Bowyer/Fletcher (Craft) Planar Lore (Knowledge)
Brewing (Craft) Poisonmaker (Craft)
Carpentry (Craft) Pole arm (Weapon group)
Climb (Athletics) Religion (Knowledge)
Club (Weapon group) Ride (Handle Animal)
Comedy (Perform) Run (Athletics)
Craft Runic Spellcraft (Spellcraft)
Crossbow (Weapon group) Sabotage (Disable Device)
Dance (Perform) Sculpture (Craft)
Debate (Perform) Seafaring (Knowledge)
Deception Seduce (Persuasion)
Decipher (Linguistics) Sewing (Craft)
Diplomacy (Persuasion) Strategy (Knowledge)
Disable Device Smell (Perception)
Disguise (Deception) Spellcraft
Divine Spellcraft (Spellcraft) Spot (Perception)
Endurance Speak Language (Language)
Fortitude (Endurance) Spear (Weapon group)
Escape (Acrobatics) Stealth
Evade Stonemason (Craft)
Exotic (Weapon group) Streetwise (Survival)
Farming (Craft) Survival
Forgery (Linguistics) Swim (Athletics)
Full Armor (Armor) Taste (Perception)
Gather Information (Persuasion) Torture (Persuasion)
Geography (Knowledge) Touch (Perception)
Heal (Survival) Train (Handle Animal)
Heavy Armor (Armor) Tumble (Acrobatics)
Heraldry (Knowledge) Wainwright (Craft)
Hide (Stealth) Wilderness (Survival)
History (Knowledge) Write Language (Language)
Hurled (Weapon group)

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Disable Device Perform


Skills by Group Open Locks Comedy
Sabotage Dance
Acrobatics Sapping Debate
Balance
Endurance Keyboard Instruments
Escape Fortitude Oratory
Tumble
Mental Percussion Instruments
Armor Physical Sing
Unarmored
Evade String Instruments
Natural
Handle Animal Weapon Drill
Minimal Train Wind Instruments
Light Ride Persuasion
Medium
Knowledge Diplomacy
Full Appraise Haggle
Heavy Arcane Gather Information
Athletics Architecture Intimidate
Climb Dungeoneering Seduce
Fly Geography Torture
Lift
Heraldry Spellcraft
Jump History Arcane
Run Local Lore Divine
Swim
Nature Primal
Craft Nobility Runecasting
Alchemy Planar Lore Stealth
Armorsmith Religion Hide
Blacksmith Seafaring Move Silently
Bowyer/Fletcher
Strategy Sleight of Hand
Brewing
Language Survival
Carpentry Read Language Heal
Farming
Speak Language Streetwise
Jeweler Write Language Track
Poisonmaker
Linguistics Wilderness
Metalsmith
Decipher Weapon Group
Masonry Encode Axe
Sculpture Forgery Blade
Trapmaking Bow
Perception
Wainright Intuition Club
Deception Listen Crossbow
Act Exotic
Smell
Ambush Spot Hurled
Bluff Taste Natural
Disguise Polearm
Touch
Spear

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

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select a specific subskill under the broad skill with At Rank 0 (Initiate) and above, you gain
each skill choice. your full related ability score plus the rank level as
If you choose a broad skill in which you your base value. For example, if you were Rank 2 in
already have a specific subskill, you gain the broad Acrobatics and had a Dexterity of 5, you would have
skill and the specified subskill gains a +1 bonus. a base value of 7 before drawing a card.
Starting characters cannot have more than +3 ranks
(Journeyman level) in any skill they start with
Trained Only Skills
Normally, you cannot perform a trained only
Using Skills skill in which you are Untrained. There are cases of
Using a skill generally requires a check desperation though, in which you may need to
against a static difficulty or against an opponents attempt such a feat. In such a case, your base value
total value. See the action resolution chapter for with the skill and associated ability is treated as 0,
details. and playing an Ace counts as an 11, not an automatic
Your base ability with a trained skill is equal success. You also cannot draw an extra card for an
to the related ability score (for example, your extra success. For example if you had a Resistance
Intelligence score for the Disguise skill), plus your of 3, wearing chain mail (+2), but didnt have any
Rank in the skill. You may play a card from your ranks in Armor (Medium), your base value would be
hand to add to this total to beat the difficulty of +2 before you draw a card you would get the
completing the task. Armor bonus for the chain mail, but ignoring your
As stated before, the difficultly will either be Resistance score and 0 skill a bad situation indeed!
a static number, or a number based on the opponents Note that in the above case, if you even had,
opposing skill + card value. say, Armor (Unarmored) at Rank 1 or higher, you
In one instance, you may use the Jump skill would be treated as having Rank 0 in Armor
to attempt to cross a chasm. This skill check is made (Medium), and thus you would have a base value of 5
against a static value, based on the width of the before drawing a card. As you can see, having some
chasm you are attempting to cross. sort of Armor skill can really save your hide in
Or, if you were using the Axe weapon group combat!
skill to attempt to hit an opponent, you would make a
check against the Opponents Defense skill plus the
value of the card they drew. Skill Descriptions

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.
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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.

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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

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Disable Device Evade


Intelligence vs. Static Reactive; Defense vs. Weapon Skill or Spellcraft
While both of these skills require actual This skill is used to thwart attacks through
manipulation of items, they more so require figuring parrying a blow or evading an attack.
out how an item can be rendered inoperative with the Evade is used to add to Defense against
least amount of effort a task well suited to the attacks. If you are using a shield, you add the
intelligence of an individual. After all, anyone can shields bonus plus your Rank bonus to your Defense
bash in a lock or break a trunk open to bypass a against attacks.
poison needle trap.
Handle Animal
Sabotage Ability Varies
This is the ability to sabotage mechanical
items so they cease to function properly.
Ride
Sapping
Dexterity vs. Static
This is the skill to control and ride a mount
This is the ability to sabotage buildings to or beast-driven vehicle in dangerous situations.
weaken or destroy them.

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.

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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.

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54 - Fantasy
Rank 1 (Novice): Must speak slowly, Encode
heavily accented and uses simple Intelligence vs. Linguistics (Decipher)
words. Can understand single spoken This skill is used to create cryptic messages.
words but cant follow a conversation. The message can be written, oral, spoken or delivered
Rank 2 (Apprentice): Heavily accented. Can through disguised body language.
listen to a conversation at slow speed.
Rank 3 (Journeyman): Native speaker
Rank 4 (Master): Learned speaker with large Forgery
vocabulary. Intelligence vs. Perception (Spot)
Rank 5 (Grand Master): Learned speaker This is the skill of replicating documents,
who likewise understands ancient whether for legal or illegal means.
versions of the language.
Perception
Write (Language) Intelligence vs. Static; -1 penalty for each Range
Automatic success at Rank +1 or better increment to source.
Trained Only Trained Only
This skill has a specialization for each
different language. It is used to be able to write a
language. All characters start with knowledge of the Intuition
Common language. Intelligence vs. Deception (Bluff)
Normally, you do not need to make a check This skill is used to sense deception or
to use a language, unless you have Rank 0 (Initiate) wrongness to a situation.
in a language. The rank you have in the language
determines how well you can read, write or speak the Listen
language. Intelligence vs. Stealth (Hide)
Rank 0 (Initiate): .Can write own name. This skill is used to hear noises.
Rank 1 (Novice): Can write simple words
but cannot make sentences.
Smell
Rank 2 (Apprentice): Many grammar errors,
This skill is used to pick up and identify
but readable first time through.
smells.
Rank 3 (Journeyman): Native
reading/writing ability.
Rank 4 (Master): Learned wordsmith with Spot
large vocabulary. Intelligence vs. Stealth (Hide)
Rank 5 (Grand Master): Learned wordsmith This skill is used to see and notice things.
who likewise understands ancient
versions of the language and its Taste
entomology. This skill is used to detect unusual tastes or
identify food ingredients

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.

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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.

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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.

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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.

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Armor & Shields


Chapter 6 - Equipment Armor is designed to protect a wearer from
physical harm by reducing the lethality of a blow.
Thicker and more solidly built armor generally
provides better protection, but its bulk can be tiring
and somewhat restrictive.

Armor Suit Cost Wt. Evade Armor Endure Check


(Phys) Penalty
Natural
Minimal Hide - - +4 +1 +0 -0
Light Hide - - +3 +2 +0 -0
Hide - - +2 +3 +0 -0
Heavy Hide - - +1 +4 +0 -1
Full Hide - - +0 +5 +0 -2
None
Naked - - - +6 -1 -1 -0
Cloth varies 2 lbs. +5 +0 +0 -0
Minimal
Padded 1 sp 10 lbs. +4 +1 +0 -0
Leather Jerkin 2 sp 15 lbs. +3 +1 +1 -0
Studded Leather 3 sp 20 lbs. +2 +1 +2 -0
Light
Chain Shirt 1 gp 25 lbs +3 +2 +0 -1
Hard Leather 7 sp 20 lbs. +3 +2 +0 -1
Hide Armor 6 sp 25 lbs. +1 +2 +2 -1
Lamellar 5 sp 15 lbs. +2 +2 +1 -1
Medium
Chain Mail 4 gp 40 lbs. +1 +3 +1 -2
Brigandine 5 gp 35 lbs. -1 +4 +2 -2
Ring Mail 3 gp 45 lbs. +1 +3 +1 -2
Breast Plate 6 gp 30 lbs. +2 +3 +0 -2
Heavy (-1 movement)
Banded Mail 7 gp 35 lbs. -1 +4 +2 -3
Splint Mail 10 gp 45 lbs. -1 +5 +0 -3
Scale Mail 12 gp 30 lbs. +0 +4 +1 -3
Chain & PlateR 25 gp 50 lbs. +1 +4 +0 -3
Full (-1 movement)
Field PlateR 35 gp 45 lbs. +1 +5 +0 -4
Plate MailR 50 gp 50 lbs. +0 +5 +1 -4

Armor Suit Cost Wt. Evade Bonus Check


Penalty
Shield
Buckler - 3 sp 3 lbs. +1* -0
Light Shield - 5 sp 5 lbs. +1 -1
Heavy Shield - 1 gp 7 lbs. +2 -2
which allows you to gain Suit bonuses or suffer
Suit: When you wear armor, your Defense skill Trump penalties when make a defense check.
gains a suit (Clubs, Diamonds, Hearts, Spades) Cost: The cost of the armor, in gold pieces.
according to the type of armor you are wearing, Weight: The weight of the worn armor, in pounds.

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Armor Bonus: The bonus applied to Armor skill Chain Shirt: This is a shirt made of fine chain links
checks from the Armor. This is an equipment bonus. that protects the chest and upper arms.
Evade Bonus: The bonus applied to Evade skill Cloth: This is simply clothing of medium to light
checks from the armor. This is an equipment bonus. weight.
Endurance Bonus: The bonus applied to Endurance Field Plate: This is a full-body armor of articulated
(Physical) skill checks from the armor. This is an metal plates with thick, flexible leather at the joints.
equipment bonus. It is fully enclosed, but is slightly lighter and more
Check Penalty: This penalty is applied to any skill mobile than plate mail.
check attempted in the armor that uses a Dexterity or Hard Leather: This is a vest made of boiled and
Strength ability, as well as to the Spellcraft skill. If hardened leather. While it protects only the chest, its
you are not proficient with the armors use, it also rigidity provides more protection than most minimal
applies to Melee Combat and Ranged Combat based armor.
skills. Each rank you have with a given armor Hide: This armor is made from the thick fur or
reduces that armors check penalty by 1. untanned hide of an animal, such a bear or rhino.
Note: when you use a shield, add the check Lamellar: This is an armor made of laminated
penalty to the armor penalty dont treat it as a leather plates that protects the chest, upper arms and
separate penalty. Thus, when wearing Full Plate and upper legs.
carrying a Heavy Shield, you have a 6 check Leather Jerkin: This is a stout leather vest that
penalty, meaning that with Armor (Heavy) R5, you provides protection to the chest and upper arms.
still have a 1 check penalty. Naked: Consisting of little more than a loincloth,
Heavy and Full armors decrease a wearers this state of being is only used for those beings that
movement rate by one step, as follows: Doubled are completely unarmored and do not have a natural
Enhanced Normal Slowed Pondering hide armor.
Immobile). Note that having Rank 3 Athletics (Run) Natural Hide, Full: This natural armor is usually
skill can offset this penalty. made of skin or cartilage a sort of exoskeleton that
protects the creature from harm. An example of this
Armor Qualities kind of protection would be a giant tortoises shell.
R = Reinforced. When wearing medium or heavy Natural Hide, Heavy: This natural armor is usually
reinforced armors, draw an exta card and compare it made of scales or other heavy protection that covers
to the weapons damage roll. If you succeed, you the creatures skin. An example of this type of
take 1 less wound. When wearing reinforced heavy protection would be a dragons scaly hide.
armor, even on a failed armor roll, you take 1 less Natural Hide, Light: This natural armor is usually
wound. generated by thick hair or a tough outer layer of skin.
An example of this type of protection would be wolf
fur.
Armor Descriptions Natural Hide, Medium: This natural armor is
Banded Mail: This armor is made of overlapping usually generated by animals with a tough outer
metal strips joined by metal rivets over a backing of covering and a layer of fat to protect internal organs.
chain mail and soft leather. The armor generally An example of this kind of protection would be a
protects the chest, arms and the legs, though some rhinos hide.
suits might only provide protection to the chest, Natural Hide, Minimal: This natural armor usually
upper arms and/or upper legs. consists of thick hair or a slightly toughened out skin.
Breast Plate: This is a metal plate that consists of An example of this type of protection is a horses
one piece that protects the front and another piece hide.
that protects the back of the wearer. It provides no Padded: Also sometimes referred to as quilted
protection to the arms or legs. armor, this is simply heavy cloth with a layer of thick
Brigandine: This vestment armor consists of a layer padding woven together. It normally protects the
of small metal plates riveted to an undercoat of soft chest, upper arms and a skirting to protect the upper
leather, thick cloth or coarse canvas. legs.
Chain & Plate: This is a full-body armor with metal Plate Mail: This is a full-body armor of articulated
plates protecting the chest, arms and legs. metal plates. It is fully enclosed and generally so
Underneath the plates is a suit of chain mail, which well made that not even a stiletto can be slipped in
also provides protection to the vulnerable joints. between the plates seams.
Chain Mail: This is a full-body suit of fine chain Ring Mail: This is a full-body suit of armor created
links that protects the entire body from slashing and from large rings of metal with a stout leather backing.
piercing weapons and lessens the impact of It covers the entire body, with soft leather at the
bludgeoning weapons. joints.

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Scale Mail: This is a full-body armor comprised of
metal or lacquered leather plates that resemble scales.
Shield, Buckler: Also called a roundel or target
shield, this small shield is generally used by archers
or two-weapon fighters to provide a small amount of
extra protection. A buckler only provides a bonus to
Defense when you draw a card as the same suit as
your Defense.
Shield, Heavy: Also known as a kite shield, this
large shield generally extends from shoulder to knee.
Like the light shield, it often bears the heraldry of the
users hometown, personal insignia or lord.
Shield, Light: This shield is often emblazoned with
the heraldry of the bearers hometown, personal
insignia or lord.
Splint Mail: This full-body armor is composed of
long metal strips backed with chain, leather or cloth.
It is somewhat more restrictive than other armors.
Studded Leather: This is supple leather with metal
or brass studs meant to lessen the impact of a blow.
It usually covers the chest and upper arms, with a
skirting that protects the upper legs.

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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 -

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WhipE, R, T, W Exotic 1 sp - +4 +1 2 -
Two-Handed Weapons (+1 wound)
GlaiveR Polearm 6 gp 10 lbs. - +1 +4 5 -
R
Greatspear Spear 10 gp 5 lbs. - +1 +4 6 -
Greatsword Blade 25 gp 5 lbs. - +2 +4 6 Ace
R
Guisarme Polearm 6 gp 12 lbs. - +1 +4 5 -
HalberdR Polearm 8 gp 10 lbs. - +1 +4 5 Ace
Heavy club Club 5 gp 20 lbs. - +1 +5 6 -
Heavy FlailW, S Flail 7 gp 10 lbs. - +2 +3 3 -
A, R
Lucerne Hammer Polearm 8 gp 10 lbs. - +1 +4 5 -
MancatcherE Exotic 7 gp 12 lbs. - +1 +3 5 -
MaulH, S Club 30 gp 15 lbs. - +1 +4 7 -
E, R
Ranseur Polearm 10 gp 12 lbs. - +1 +4 5 -
TailT Natural - - - +1 +4 4 -
Scythe Axe 7 gp 10 lbs. - +1 +4 6 Queen
Waraxe Axe 13 gp 12 lbs. - +1 +4 6 King

A = armor piercing. At Rank 2 skill you can use a


face card to reduce the opponents Armor bonus. See Melee Weapon Traits
the maneuvers chapter for details. Suit: When you use a melee weapon, your Melee
E = entangling. At Rank 2 skill you can use a face Combat skill gains the indicated suit. Thus, when
card to entangle the opponent with a successful you play a card from your hand or deck, if it matches
attack. See the maneuvers chapter for details. the suit, you get a +1 bonus to your total. However,
D = disarming weapon. At Rank 2 skill you can use if you play a trump card from your hand or deck, you
a face card to disarm the opponent on a successful suffer a 1 penalty to your total.
attack. See the maneuvers chapter for details. Likewise, when the game master draws a
H = heavy weapon. This weapon deals +1 wound. card for an opponent, the opponent gains a +1 bonus
R = reaching weapon. This weapon allows you to to its Defense if the game masters card trumps your
attack opponents who are not adjacent to you (up to weapon. If your weapon trumps the game masters
about 6 ft. away). drawn card, the opponent suffers a 1 penalty to its
S = shieldbreaker. At Rank 2 skill you can use a Defense.
face card to reduce the opponents shield bonus. See Weapon Group: This is the weapon group skill you
the maneuvers chapter for details. need to effectively use the weapon. If you do not
T = tripping weapon. At Rank 2 skill you can use a have the appropriate weapon group skill, you do not
face card to trip the opponent. See the maneuvers gain the weapons Melee Combat modifier.
chapter for details. Range Increment: This is the range the weapon can
W = whirled weapon. If you spend a move action to be thrown without penalty. If no range is indicated, it
put the weapon in motion, treat it as the next category is possible to still attempt to throw the item, but it
higher weapon for dealing damage (one-handed incurs an automatic range penalty.
transitional two-handed). Attack Modifier: You add the listed bonus to your
X = defensive weapon. This weapon provides +1 Melee Combat or Ranged ability when attacking with
defense when used with the Weapon and Shield Style this weapon.
maneuver. See the maneuvers chapter for details. Damage Modifier: You add the listed bonus to your
Melee Combat or Ranged ability when dealing
One-handed Weapon: This weapon can be used in damage with this weapon.
a single hand. Minimum Strength: You must have a Strength skill
Transitional Weapon: This weapon can be used in of the indicated value or higher to use this weapon.
one or two hands. When used two-handed, draw an If you do not have the minimum strength and attempt
extra card for damage and compare it the targets to use the weapon, you do not gain the Attack
Resistance to cause an extra wound. modifier for the weapon.
Two-handed Weapon: This weapon must be used Critical: When you draw the face card or higher
in both hands. It gains a +1 wound bonus for being indicated as part of dealing damage, you deal an extra
used two-handed. Note that a two-handed heavy success/wound with the weapon. You do not deal
weapon deals +2 wounds.

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extra wounds with additional card draws, unless they Halberd: Also known as a poleaxe, a halberd is long
would be criticals as well. shaft of wood with a metal axe blade at the end and
-: This weapon cannot critical. a protruding spike at the top. A halberd is a reach
Ace: Aces only. weapon.
King: Aces and Kings only. Hatchet: This is a light axe that light and balanced
Queen: Aces, Kings and Queens only. enough to be thrown as well as wielded in hand-to-
Jack: Aces, Kings, Queens and Jacks only. hand combat.
Katana: This unique single-edged sword is the
Melee Weapon Descriptions primary weapon of the samurai. It can be used
Axe, Battle: This terrifying weapon consists of a with one or two hands, with two-handed use being
heavy, bearded axe head with great chopping force. the common method employed. Unlike most
A powerful swing from this weapon is capable of transitional weapons, when used two-handed, it
severing a leg from a body with a single blow. deals +1 wound instead of drawing a card and
Axe, Hand: This is a larger version of a hatchet, comparing it to the difficulty to deal an extra
designed for one-handed use. It has a heavy, wound. A katana is a defensive weapon.
chopping head capable of cutting through the Knife: This is a short bladed weapon with a cutting
thickness of a mans arm. edge on one side. This version is designed for
Axe, War: The waraxe is a double-headed axe used combat, not cutting vegetables and the like.
in combat that has terrific chopping power. It can Lance: the lance is a cousin to the spear, but
be used one-handed with effort, and delivers generally has a longer, thinner tip. Many lances
terrible blows when used two-handed. have guards to protect the users hand and they are
Bite: This is a fanged attack from a creature without primarily used from horseback, though they can be
an elongated snout, such as a lions. A bite is an used on foot and are just as effective against
entangling weapon. horsemen. A lance is a heavy and reach weapon.
Claw: These are animalistic claws designed for Flail, Heavy: This two-handed flail consist of a long
shredding foes. Can also be used to represent pole with a shorter iron bar attached at one end by
claw-like weapons such as tiger claws and baling a chain. It is a heavy, shieldbreaker and whirled
hooks. A claw is an entangling weapon. weapon.
Club: While virtually any object can be turned into a Flail, Light: Also known as a mace-and-chain, the
club, a combat club has been crafted or otherwise flail is a club-like stick with a chain attached that
reinforced to withstand the rigors of combat. ends in either a long metal bar or spiked ball. It is
Club, Heavy: Often wrapped in brass or iron a whirled weapon.
bandings, heavy clubs are simple weapons Lucerne Hammer: This polearm consist of spike on
designed to smash or crush a foe. one side and a hammer on the other, with a spiked
Dagger: This is a short bladed weapon with an edge point protruding from the top. When swung in a
on both sides, used primarily for thrusting, but also wide arc it delivers a powerful blow against
usable as a slashing weapon. armored opponents, while the other side is
Dagger, Punching: This metal blade does not have designed to punch holes in plate. A Lucerne
a normal pommel, but is instead worn by holding hammer is a reach weapon.
a crosspiece that allows the user to put the force of Mace, Heavy: Similar to the light mace, this is an
a punch behind it. all-steel weapon with a heavier head to provide a
Falchion: This weapon is a heavy scimitar that can solid, heavy blow to an opponent.
be wielded in one or two hands. Mace, Light: A mace is a metal or wood-shafted
Gauntlet: This is a metal glove used both to protect club with a metal head at the business end. This
ones hand in combat and also capable of end comes in a variety of styles, ranging from a
delivering a powerful punch to opponents. circular head to triangular metal flanges to ornate
Glaive: This is a polearm with a blade affixed shapes that resemble a fist holding a dagger.
toward the end. A glaive is a reach weapon. Mancatcher: This specialized pole arm is designed
Gore: This is an attack by one or more spear-like for to capture and restrain armed opponents. It is
horns or other protrusions from a creatures body. an all-metal weapon with closing hooks designed
Greatspear: This long spear generally consists of a to catch an opponent about the waist and hold them
wooden shaft that ends in a metal-headed point. It fast. It is an entangling weapon. Because of the
is wielded with two hands and is often used in tight specialized training it takes to use it properly, it is
formations as part of a polearm formation. A an exotic weapon.
greatspear is a reach weapon. Maul: The maul is an upsized warhammer that is
Guisarme: This is a polearm fitted with a pruning wielded with two hands. It has a massive hammer
hook-like blade. A guisarme is a reach weapon.

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head easily as large as the head of the wielder. It is Stiletto: This is a thin blade that is, in essence, a
a heavy weapon. spike. It is used primarily to punch through plate
Maw: This is a bite attack from a creature with an or to slide into the joints or gaps in armor.
elongated snout, such as a wolf or crocodile. A Sword, Bastard: Also known as the hand-and-a-half
maw is an entangling and tripping weapon. sword, this sword is slightly longer than a long
Military Pick: Based on the miners pick, this sword. It can be used one-handed or two-handed,
weapon has a long, often metal shaft that ends in a with the user switching as needed.
curved spike meant to punch through armor. Sword, Great: Known by a variety of other names
Morningstar: A heavier version of the mace, the including claymore and zwiehander, the
morningstar is a club-like weapon with a heavy greatsword is a double-edged bladed sword nearly
spiked head. as long as the wielder is tall. It is a heavy weapon.
Ninja-to: This is a cheap metal straight-bladed Sword, Long: Also known as a knights sword or
sword that is the primary weapon of the ninja. It broadsword, this sword is about as long as its
often has a hollow handle that can be used to store wielders entire arm. It is double-edged and is
a variety of small tools or special gear. The used primarily for slashing, with some thrusting
weapon is purposely unbalanced so it is usable attacks. It is often used one-handed, with a shield
only by those familiar with its odd weight. in the other hand.
Nunchuks: This weapon consists of two pieces of Sword, Short: This is a short blade usually only as
iron or wood held together with a short chain. It is long as the forearm of its wielder. Though it has a
a whirled weapon. cutting edge on both sides, it is a weapon primarily
Quarterstaff: A war-ready quarterstaff is typically used for thrusting in close combat, not slashing.
made of wood with iron shodding at each end. It Tail: This is an attack from a creature with a
can be wielded somewhat clumsily with one hand, substantial-sized tail, such as that of a dragon or
but is generally used two-handed. crocodile. A tail is a tripping weapon.
Ranseur: Set on a long pole, a ranseur has a spear Trident: This weapon is a military adaptation of the
like tip flanked by a crescent blade, making it look fishermans trident. With two or three prongs
similar to a trident. A ranseur is an entangling and being the norm, the trident is a thrusting weapon
reach weapon. that produces ugly wounds. A trident is an
Rapier: This is a thin-bladed fencing weapon that is entangling weapon.
often as much a status symbol as a combat weapon. Warhammer: This is a wooden or metal-hafted
It is a defensive weapon. weapon that ends in a hammer-like end. It
Sap: This is a small weapon that consists of a leather provides a more focused blow than the mace, but
bag filled with metal shot or a similar heavy serves much the same purpose to deliver a
material. It is used to knock an opponent shocking blow through armor.
unconscious without otherwise harming them. Whip: This is a long, tapering rope made of leather.
Scimitar: This is a moderately sized single-edged It can be used to strike any opponent in Close
blade with a slight curve to it. The curve is range, but cannot be used against adjacent targets.
designed to create a larger area to land a fearsome A whip is an exotic, defensive, entangling, tripping
blow to the opponent. and whirled weapon.
Scythe: Modified from the peasants farming
implement, the war scythe has a hardened blade
and a shaft made of hardwood or metal. It is a
weapon of terror that takes extensive practice to
use effectively.
Sickle: This is a reinforced version of the peasants
farm implement that is designed for cutting apart
unarmored foes. It is often found in the hands of
Druids or priests of a nature god. It is a terror
weapon more so than an effective weapon.
Slam: A slam is a bodily attack, usually from a
closed fist, though it can be a knee, headbutt or
other attack. A slam is an entangling weapon.
Spear: The spear is usually a shaft of wood (though
it can be metal) that ends in a pointed tip. It can be
wielded in one hand, though it is more efficient if
gripped two-handed.

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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.

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to its Defense if the game masters card trumps your hand in a pinch. A light crossbow takes a move
weapon. If your weapon trumps the game masters action to reload.
drawn card, the opponent suffers a 1 penalty to its Crossbow, Heavy: This weapon is a steel bow
Defense. mounted on a reinforced wooden stock and has
Weapon Group: This is the weapon group skill you terrible armor-punching power. It is also slow to
need to effectively use the weapon. If you do not load, taking two actions a move and a standard
have the appropriate weapon group skill, you do not action to reload. A heavy crossbow is an armor-
gain the weapons Melee Combat modifier. piercing weapon.
Range Increment: This is the range the weapon can Boomerang: This weapon is made of wood in a
be thrown without penalty. If no range is indicated, it wide, v shape. When thrown it spins and travels
is possible to still attempt to throw the item, but it in a wide arc. This is a returning weapon.
incurs an automatic range penalty. Chakram: This weapon consists of a disc of metal
Ranged Attack Modifier: You add the listed bonus that is razor sharp on the outside edge. It is hurled
to your Melee Combat or Ranged ability when so the blade travels in a horizontal path, often in
attacking with this weapon. the hopes of beheading an opponent.
Ranged Damage Modifier: You add the listed Dart: This is a miniature javelin, about a foot long,
bonus to your Melee Combat or Ranged Combat with feather tips that stabilize its flight.
ability when dealing damage with this weapon. Javelin: A javelin is a long shaft of wood with a
Minimum Strength: You must have a Strength skill sharpened wooden head or tip made of steel, often
of the indicated value or higher to use this weapon. similar in appearance to a spear. Unlike a spear, a
If you do not have the minimum strength and attempt javelin is designed for throwing, not melee combat.
to use the weapon, you do not gain the Melee Combat Net: Made of heavy rope woven together in a grid
modifier for the weapon. pattern and weighted at the edges, nets have a rope
Critical: When you draw the face card or higher attached to allow them to be drawn back on a miss.
indicated as part of dealing damage, you deal an extra On a hit, the target takes no damage, but is
success/wound with the weapon. You do not deal immobilized A net is an entangling weapon and a
extra wounds with additional card draws, unless they returning weapon.
would be criticals as well. Shuriken: Shurikens are tiny knives, often designed
-: This weapon cannot critical. in a spiked wheel pattern, designed for throwing at
Ace: Aces only. foes. They cause minimal damage, but are easily
King: Aces and Kings only. concealed. Because they cause so little damage
Queen: Aces, Kings and Queens only. themselves, users often coat them with poison.
Jack: Aces, Kings, Queens and Jacks only. Sling: A sling consists of a leather strap with a cloth
or leather cup in the middle. A stone is laid in
Ranged Weapon Descriptions the cup and both ends are seized, then the whole is
spun over ones head. The user releases one end of
Blowgun: This small tubular weapon is held to the the strap, causing the stone to hurl at the opponent
mouth to blow darts at an opponent. The darts with great force.
cause no wounds, but are usually covered in a
poison.
Bola: This is a series of 2-5 weights attached
together with a light rope. It is used to entangle
opponents or trip them. It is an entangling weapon.
Bow, Long: This bow is made of tough, flexible
wood. Unless specially designed (masterwork
quality at least), it cannot be used from horseback.
Bow, Short: This small, quick-to-use bow is made
of supple, flexible wood.
Crossbow, Hand: This one-handed bow mounted
on a wooden stock is prized for its easy
concealment. It lacks real punch and the bolts are
often coated in poison to make them more
effective.
Crossbow, Light: This weapon consists of a wood
or metal bow strapped to a wooden stock. It is
usually held in two hands, but can be used in one

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Ceremonial 2 gp
Linen 1 gp
Equipment Doublet 1 gp
Drawers 4 cp
Dress 9 cp+
Clothing Fullcloth
Garnache
8 gp
3 sp
Cost Girdle 3 sp
Apron - Gauntlet, Falconry 5 sp
Cloth 5 cp Gloves -
Leather 8 cp Archer 5 sp
Baladrana 6 cp Soft leather 5 cp
Belt 3 cp Hard leather 1 sp
Adventurers 3 sp Cloth 2 cp
Bracers - Gown, common 12 cp
Leather 8 cp Hip boot waders 1 gp
Metal 3 sp Hood -
Broadbelt 6 cp Wool/linen 2 cp
Boots - Fur 1 sp
Dwarven 4 sp Hose 2 sp
High - Knife sheath 3 cp
Hard 1 sp Loincloth -
Soft 5 cp Bear fur 1 gp
Sheepskin 5 sp Chain mail 2 gp
Low - Cotton linen 6 cp
Hard 2 cp Leather, stiff 2 cp
Soft 1 sp Leather, supple 5 cp
Animal Skin 3 sp Plate mail 3 gp
Orc-spiker - Scale mail 2 gp
High/Low 5 sp Wolf fur 9 cp
Additional attachments 3 sp Liripipe 1 gp
Soft 3 cp Lounging robe 8 sp
Trail 5 cp Mantle -
Riding 7 cp Spring 1 sp
Sheepskin 2 sp Winter 10 sp
Waterproof 2 sp Mittens 3 cp
Added dagger sheath 1 cp Moccasins 2 cp
Boot hose 1 cp Money belt 4 sp
Braies 6 cp Nightshirt 6 cp
Breeches 2 cp Pantaloons 3 cp
Bustles 5 sp Pin 6 sp
Cannons 8 sp Plain brooch 10 sp
Cap, hat 1 cp Poncho 6 sp
Cape Purses -
Half 4 cp Linen 3 cp
Full 7 cp Leather 2 sp
Cassock 6 sp Hidden 5 sp
Caul 3 sp Wire mesh inside 7 sp
Chemise - Robe -
Cotton 3 cp Common 9 cp
Linen 2 cp Embroidered 20 sp
Sackcloth 1 cp Ruff 10 sp
Silk 6 sp Sandals 5 cp
Cloak - Sash -
Common 5 cp Linen 2 cp
Good cloth 8 sp Silk 10 sp
Fine fur 5 gp Wool 1 cp
Cloth (sq yard) - Sashling (Elvin) 10 sp
Cotton 1 sp Shirt, blouse 4 cp+
Honey leather (Elvin) 5 gp Shoes -
Linen 5 cp Baby 5 cp
Satin 4 gp Common 1 sp
Silk 3 gp Dancing 3 sp
Thistledown (Elvin) 100 gp Elvin 4 sp
Velvet 4 gp Silk jacket 8 gp
Wool 8 cp Slippers
Coat Linen 15 cp
of Arms 8 sp Silk 35 sp
Arctic 10 sp Wool 10 cp
Codpiece 1 gp Slop 5 cp
Coif - Snowshoes 1 sp

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Spiked leather collar
Spurs
3 cp
1 sp Transport
Stockings 2 sp
Swimwear, drow 1 gp
Item Cost
Surcoat 6 sp Barge 500 gp
Suspenders Bikik 20 gp
Canvas 3 sp Buckboard 75 gp
Leather 5 sp Canoe -
Sword scabbard, hanger, baldric Dugout 15 gp
Tabard 6 sp Plank 2 gp
Tabi Small 30 gp
Silk 10 gp War 50 gp
Wool 4 gp Caravel 10,000 gp
Terrain suit Carriage -
Toga Common 150 gp
Linen 3 sp Coach, ornamented 7000 gp
Wool 8 cp Coach, royal 200 gp+
Trousers, skirt Chariot -
Tunic 8 cp Riding 200 gp
Turban 3 cp Scythe 300 gp
Vest 6 cp War 500 gp
Coaster 5,000 gp
Coconut raft 50 gp
Daily Food and Lodging Cog
Collapsible Boat
10,000 gp
500 gp
Curragh 500 gp
Item Cost Drakkar 25,000 gp
Alcohol (pint) - Dromond 15,000 gp
Ale 5 cp Galleon 50,000 gp
Beer, watery 2 cp Glider -
Beer, heavy 3 cp Small 3,500 gp
Brandy 1 sp Large 5,000 gp
Feywine 1 gp Great galley 30,000 gp
Grog 7 cp Knarr 3,000 gp
Rum 4 cp Kayak 30 gp
Wine, good 1 sp Kufa 20 gp
Wine, watered 5 cp Longship 10,000 gp
Ale (gallon) 1 sp Oar & paddle -
Banquet (per person) 1 gp Small (5') 1 gp
Bread 1 cp Common (8') 2 gp
Cheese 2 sp Galley 10 gp
City Room (per month) - Palm boat 10 gp
Common 1 sp Raft or small keelboat 100 gp
Poor 6 cp Sail 20 gp
Superior 1 gp Sedan chair 100 gp
Common wine (pitcher) 1 sp Sleigh/Sled -
Egg or fresh vegetable 1 cp Body 8 gp
Flour (10 lb) 4 cp Dog 30 gp
Grain and stabling for horse (daily) 5 cp Enclosed 20 gp
Honey 5 cp Hide 5 gp
Inn lodging - Roller 5 gp
Common - Runner 15 gp
Day 5 cp Two person 200 gp
Week 3 sp Four person 300 gp
Poor - Water 35 gp
Day 1 cp Skates 10 gp
Week 5 cp Snowskis 15 gp
Meat for one meal 5 cp Wagon 150 gp
Meals (per day) - Wagon or cart wheel 5 gp
Rich 1 gp
Good 1 sp
Common 5 cp
Poor 3 cp
Separate latrine 2 sp
for rooms (per month)
Small beer (per gallon) 5 cp
Soup 5 cp

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Item Cost Weight
Miscellaneous Equipment 200 pages
500 pages
4 gp
10 gp
Papyrus (100 pages) 16 sp
Item Cost Weight
Parchment (100 pages) 2 gp
Air Bladder
Velum (100 pages) 4 gp
Assayers Kit 1 gp .1 lb
Bookcase, portable 27 gp 50 lb
Backpack
Book lock - -
Backpack 2 sp 2 lbs
Fair 6 gp -
Equipment Frame 1 gp 5 lbs
Good 10 gp -
Rucksack 1 sp 1 lb
Excellent 20 gp -
Bag 11 cp .1 lb
Steel link strap 3 gp -
Bag, Spell component 3 gp 5 lbs
Bottle, flask 3 cp .1 lb
Balm 1 gp .1 lbs
Bow drill - -
Bandages - -
Needle 1 sp .1 lb
1 squares, 100 2 cp -
Nail 7 cp .1 lb
2 strip, 50 yards 1 sp -
Spike 3 sp .1 lb
Bandolier - -
Peg 5 sp .1 lb
Single 5 gp 10 lbs
Handle 4 gp .1 lb
Double 9 gp 20 lbs
Box - -
Barrel - -
Sandalwood 5 sp 1 lb
Small 1 sp 30 lbs
Silk-lined 5 sp 1 lb
Large 2 sp 60 lbs
Lacquered 8 sp 1 lb
Basket -
Breathing tube 2 cp 1 lb
Large 5 cp 1 lb
Bucket 5 cp 3 lbs
Small 3 cp .1 lb
Camouflage paint kit 5 gp .1 lb
Bath oil (per pint) 1 sp .1 lb
Candles 1 cp .1 lb
Bedroll 2 sp 5 lb
Candle snuffer 1 cp 4 lbs
W/ wool padding 3 sp 7 lb
Canteen 5 sp .5 lb
Bell 1 cp .1 lb
Canvas (per sq yard) 4 cp 2 lbs
Belt pouch - -
Cages - -
Adventurers -
Bamboo 8 sp 3 lbs
Large 3 sp 1.5 lbs
Brass 1 sp 7 lbs
Small 2 sp .75 lbs
Cask 1 sp
Large 1 sp 1 lb
Cathole Tool 5 sp 6 lbs
Small 7 cp .5 lb
Chain (per ft) - -
Birdcage 2 sp
Heavy 1 sp 3 lbs
Blacksmear (25 app/jar) 30 gp 1 lb
Light 7 cp 1 lb
Blanket 5 cp 3 lb
Medium 9 cp 2 lbs
Winter 5 sp 3 lbs
Fine, small 2 sp .1 lb
Block and tackle 5 sp 5 lb
Chalk 1 cp .1 lb
Bolt case 1 sp 1 lb
Charcoal (10 lbs) 1 sp 10 lbs
Books (blank) - -
Chest - -
Paper
Large 1 sp 25 lbs
Regular - -
Small 5 cp 10 lbs
25 pages 2 sp
Chisels (set of 12) - -
50 pages 3 sp
Wood 1 sp 1 lb
75 pages 4 sp
Stone 12 gp 2 lbs
100 pages 5 sp
Clamps - -
200 pages 7 sp
4" 2 cp .1 lb
500 pages 9 sp
8" 5 cp .5 lb
Tome -
16" 1 sp 1 lb
25 pages 3 sp
Cloth (per 10 sq yds) - -
50 pages 7 sp
Common 7 sp 10 lbs
75 pages 1 gp
Fine 5 gp 10 lbs
100 pages 15 sp
Rich 10 gp 10 lbs
200 pages 17 sp
Coal (10 lbs) 1 gp 10 lbs
500 pages 3 gp
Comb 1 cp -
Parchment
Crampons 4 sp 2 lbs
Regular
Crutch 6 cp 2 lbs
25 pages 5 sp
W/ armpit rest 7 cp 3 lbs
50 pages 9 sp
Crowbar 1 sp 2 lbs
75 pages 12 sp
Dice - -
100 pages 17 sp
Loaded 4 sp -
200 pages 3 gp
Unloaded 1 cp -
500 pages 7 gp
Druidic Surprise (Poison Ivy Sap) 2 gp .5 lbs
Tome - -
Earspoon 2 cp .1 lb
25 pages 7 sp
Field glass 2 gp 1 lb
50 pages 13 sp
Fire Grate 3 sp 5 lbs
75 pages 18 sp
Fishhooks 1 cp .1 lb
100 pages 25 sp
Fishing net (10 ft sq) 4 sp 5 lbs

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Item Cost Weight Item Cost Weight
Fishing tackle 1 gp 1 lb Mallet, Cording - -
Flint and steel 5 cp .1 lb 20 lb 5 cp 20 lb
Glass bottle 1 gp .1 lb 30 lb 9 cp 30 lb
Glue (2 oz pot) 2 cp .2 lb Manacles (pair & key) 5 sp
Grappling hook 7 cp 4 lbs Map or scroll case - -
Grindstone 5 sp 15 lbs Bone 5 cp .5 lb
Hacksaw 2 sp 2 lbs Leather 1 sp .5 lb
Hairbrush 7 cp - Merchant's scale 2 sp 1 lb
Hammers/mallets - - Mess Kit 8 sp 3 lbs
Nail removal 3 cp 1 lb Metal file 2 sp .1 lb
Spike 5 cp 2 lbs Mirror - -
Chisel 4 cp 3 lbs Hand 1 gp .1 lb
Peg-mallet 8 cp 3 lbs small metal 1 sp .1 lb
Stone-mallet 1 sp 5 lbs Wall - -
Hammock 5 cp 15 lbs 3 1 gp 10 lbs
Healing kit 2 gp 5 lbs 5 2 gp 25 lbs
Herbal Medication 1 gp .1 lb Nails (iron, 100) 1 cp 1 lb
Herbs, No scent (package of 10) 1 gp - Nose-squeezer 1 sp .5 lbs
Hoe - - Oil (per flask) - -
Iron head 3 cp 5 lbs Greek fire 1 gp 2 lbs
Steel head 5 cp 5 lbs Lamp 3 cp 1 lb
Holy item (symbol, water, etc) 2 gp .1 lb Vial Holder 2 sp .5 lbs
Horn, signal 8 cp .1 lb Waterproofing 2 cp 1 lb
Hourglass 2 gp 1 lb Padlock - -
Hunting knives 1 gp 1 lb w/key 6 cp .5 lb
Ink (2 oz) 1 sp .1 lb w/poison reservoir & key 1 sp .5 lb
Insect Repellant 5 sp .1 lb Pail 7 cp 1 lb
Iron pot 5 cp 1 lb Paint (gallon) 3 cp 5 lbs
Jar 3 cp .5 lb Paintbrush - -
Jug 1 cp .5 lb Fine 1 cp .1 lb
Keg 15 sp 10 lbs Medium 2 cp .3 lb
Ladder - - Large 5 cp .5 lb
10 foot 2 cp 20 lbs Paper (Velum) (per sheet) 8 cp -
12 foot 3 cp 24 lbs Papyrus (per sheet) 2 cp -
Lantern - - Parchment (per sheet) 4 cp -
Beacon 15 gp 50 lbs Pen -
Bullseye 1 gp 3 lbs Fine, wood or metal 3 cp -
Hooded 7 sp 2 lbs Quill 2 cp -
Fog-cutter 1 gp 3 lbs Perfume, cologne (1 oz) 1 gp+ .1 lb
Self-dousing 6 cp 3 lbs Pickaxe, mining 3 cp 15 lb
Spelunker 20 sp 2 lbs Pitchfork - -
Waterproof 50 sp 2 lbs Wood 2 cp 4 lb
Lamp - - Steel 9 cp 8 lb
Arabic - - Pipe, smoking 1 cp .1 lb
Brass 1 sp .5 lb Pipeweed, tobacco 1 cp .1 lb
Copper 5 sp .5 lb Piton 3 cp .5 lb
Silver 15 sp .5 lb Pliers 1 cp .5 lb
Gold 5 gp .5 lb Plow - -
Chime 2 gp 5 lb Small 8 cp 15 lbs
Gnomish Firefly 9 sp .1 lb Large 1 sp 30 lbs
Hurricane 1 sp 2 lb Provision bag 3 cp 2 lbs
Brass 1 sp 2 lb Quilt 1 sp 7 lbs
Copper 4 sp 2 lb Quiver 8 cp 1 lb
Silver 1 gp 2 lb Rake -
Oil lamp 1 cp 1 lb Bamboo 3 cp 6 lb
Onyx 9 cp 1 lb Twig 2 cp 6 lb
Brass 5 cp 1 lb Rations
Pottery 1 cp 1 lb Iron, 1 week 1 sp
Warming 8 cp 1 lb Standard, 1 week 5 cp
Lathe 2 gp .5 lb Razor 1 cp -
Lathe bits - - Repair & cleaning kit - -
Stone 1 gp - Weapons 5 sp 1.5 lbs
Wood 5 sp - Armor 1 gp 1.5 lbs
Leather Strap 1 sp .1 lb Rope (per 50 ft) -
Leeches (jar of 10) 1 cp .1 lb Hemp 5 cp 20 lbs
Limb Rod 8 cp 2 lbs Silk 1 sp 8 lbs
Lock - - Rope Set Pack 4 sp 6 lbs
Good 1 gp 1 lb Rope ladder (per 4') 1 cp 5 lbs
Poor 2 sp 1 lb Sachet, perfumed 3 sp .1 lb
Magnifying glass 1 gp .1 lb Sack -

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Item Cost Weight Item Cost Weight
Large 5 cp .5 lb Tree bed 8 cp 8 lbs
Small 2 cp .1 lb W/pitched roof 1 gp 8 lbs
Saws - - Tree seat 1 gp 10 lbs
Amputation 3 cp 1 lb Trowel - -
Crosscut 3 cp 1 lb 5" 2 cp .1 lb
2 person ripsaw 7 cp 10 lbs 7" 4 cp .3 lb
Jigsaw 8 cp 1 lb 10" 5 cp .5 lb
2 person logging 1 sp 15 lbs Tube, Screwcap 1 sp .5 lb
Stone hacksaw 2 sp 4 lbs Vial - -
Stone jigsaw 2 sp 3 lbs Ceramic 1 cp .1 lb
Scabbard 1 cp 1 lb. Crystal 1 sp .1 lb
Scent Lure 3 sp Metal 5 cp .1 lb
Sheath - - Walking Stick 1 cp 2 lbs
Dagger 1 cp .5 lb Water Purification Tablets 5 gp .5 lb
Knife 1 cp .5 lb Weeding claw 1 cp .1 lb
Scissors 5 cp .1 lb Wheelbarrow 1 sp 5 lbs
Sealing/candle wax (per lb) 4 cp 1 lb Whetstone 1 sp .1 lb
Seed-sower pouch 2 cp 1 lb Whistle 1 cp .1 lb
Sewing needle 1 cp .1 lb Animal Call 1 sp .1 lb
Shovel - - Wineskin - -
Coal 2 cp 6 lb One gallon 2 cp 1 lb
Gardening 3 cp 6 lb Three gallon 8 cp 3 lb
Postholer 4 cp 6 lb Wound Packing 1 cp -
Snowshovel 3 cp 6 lb Writing ink (per vial) 8 cp .1 lb
Sieve 5 cp
Signal whistle 8 cp .1 lb
Signet ring or personal seal 5 sp .1 lb Item Descriptions
Snuff box 3 sp+ .5 lb
Soap (bar) 1 cp 1 lb
Spade 2 cp 6 lb Assayers Kit: This set contains tools for weighing,
Spyglass 10 gp 1 lb measuring and determining the value of various
Strap, belt (per dozen) - - minerals.
Long 1 sp .5 lb Backpack: holds 50 lbs.
Medium 5 cp .3 lb
Short 3 cp .1 lb Backpack, Equipment Frame: holds 150 lbs.
String (50 ft) 1 cp - Backpack, Rucksack: holds 25 lbs.
Sundial - - Bag: holds 50 lbs.
Bronze 2 gp 5 lbs Bag, Spell Component: Adds +1 item bonus to
Marble 3 gp 5 lbs
Sun goggles 1 cp - Spellcraft (Arcane) checks.
Sunburn ointment 2 sp .1 lb Balm: Soothes burns or other irritants.
Survival kit 10 sp 3 lbs Bandages: Adds +1 item bonus to Survival (Heal)
Table vise 20 sp 2 lbs checks.
Tent - -
Bell 4 sp Bandolier, Double: Holds 17 small items
Bundle 2 gp Bandolier, Single: Holds 10 small items
Large 2 gp 20 lbs Barrel, Small: Holds 175 lbs./21 gallons.
Pavilion 10 gp 50 lbs Barrel, Large: Holds 350 lbs./42 gallons
Pyramid 15 gp
Small 5 sp 10 lbs Basket, Large: Holds 25 lbs.
Wedge 5 sp Basket, Small: Holds 12 lbs.
Theriaca (poison antidote) 5 sp .1 lb Belt Pouch, Adventurers Large: Holds 250 coins
Thread (spool) 1 cp - or 5 lbs. Imposes 1 penalty to Stealth (Sleight of
Thieves picks 3 sp 1 lb
Tooth Wrench 5 cp .1 lb Hand) to steal/rob pouch.
Torch 1 cp 1 lb Belt Pouch, Adventurers Small: Holds 100 coins
Tourniquet 1 cp .5 lb or 2 lbs. Imposes 1 penalty to Stealth (Sleight of
Towel - - Hand) to steal/rob pouch.
Bath 3 cp .1 lb
Hand 2 cp - Belt Pouch, Large: Holds 100 coins or 2 lbs.
Washcloth 1 cp - Belt Pouch, Small: Holds 50 coins or 1 lb.
Traps/snares - - Bolt Case: Holds 25 crossbow bolts.
Lobster 5 cp 1 lb Bookcase, Portable: Holds one hundred 100 page
Eel 3 cp 1 lb
Small bird 1 cp 3 lbs books.
Large bird 3 cp 5 lbs Book Lock, Fair: Disable Device (Open Locks)
Rabbit 4 cp 3 lbs Diff 15 to open.
Boar 7 cp 8 lbs Book Lock, Good: Disable Device (Open Locks)
Bear 1 sp 15 lbs
Lethal 1 gp 2 lbs Diff 17 to open.

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Book Lock, Excellent: Disable Device (Open Magnifying Glass: Grants +1 item bonus to
Locks) Diff 20 to open. Perception (Spot) when examining closely.
Book Lock, Steel Link Strap: +2 to Disable Device Manacles: Acrobatics (Escape) difficulty 15 (treat
(Open Locks) difficulty to open. as a +2 item bonus).
Box, Sandalwood: Holds 5 lbs. Merchants Scale: Accurately measures up to 25
Box, Silk-lined: Holds 5 lbs. lbs.
Box, Lacquered: Holds 5 lbs. Nose-squeezer: Increases difficulty of Perception
Bucket: holds 2 gallons or 16 lbs. (Smell) by +1.
Camouflage Paint Kit: Grants +1 item bonus to Pickaxe, Mining: If used as a weapon, treat as an
Stealth (Hide). improvised war pick.
Candles: Illuminates Close area for 1 hour. Sack, Large: Holds 150 lbs.
Canteen: Holds 1 gallon Sack, Small: Holds 50 lbs.
Cask: Holds 100 gallons/400 lbs. Shovel (All): Treat as an improvised club if used in
Chain, Heavy: Break Diff: 23 combat.
Chain, Light: Break Diff: 11 Spyglass: Grants +1 item bonus to Perception (Spot)
Chain, Medium: Break Diff: 17 checks.
Chain, Fine: Break Diff: 5 Survival Kit: Grants +3 item bonus to Survival
Chest, Large: Holds 150 lbs. (Wilderness).
Chest, Small: Holds 50 lbs. Telescope: Grants +3 item bonus to Perception
Chisels, Wood: Grants +1 item bonus to Craft (Spot) checks and reduces visual range to target by
(Carpentry). one step.
Chisels, Stone: Grants +1 item bonus to Craft Tent, Bell: Accommodates 1 person.
(Sculpture). Tent, Large: Accommodates 5 people.
Crate, Huge: holds 400 lbs. Tent, Pavilion: 10 ft. square area.
Crate, Large: holds 200 lbs. Tent, Small: Accommodates 3 people.
Crate, Small: holds 100 lbs. Tent, Wedge: Accommodates 2 people.
Druidic Surprise: Contact Poison; Resistance Diff Torch: Provides light out to Short range. Lasts 2
14; -1 penalty to skill checks. hours.
First Aid Kit: Grants a +2 item bonus to Survival Trowel, 5: Provides +1 item bonus to Craft
(Healing). (Masonry) on up to Large constructions.
Fishing Net: Grants +3 item bonus to Survival Trowel, 7: Provides +1 item bonus to Craft
(Wilderness) to gather food. As a weapon, it acts (Masonry) on up to Huge constructions.
like an improvised net. Trowel, 10: Provides +1 item bonus to Craft
Fishing Tackle: Grants +1 item bonus to Survival (Masonry) on up to Gargantuan constructions.
(Wilderness) to gather food via fishing.
Hammer, Claw: If used as a weapon, treat as an
improvised club.
Hammer, Sledge: If used as a weapon, treat as an
improvised maul.
Holy Item: Grants +1 item bonus to Spellcraft
(Divine) checks.
Hunting Knife: If used as a weapon, treat as an
improvised dagger.
Lantern, Beacon: This lantern provides light out to
Extreme distance in a 90 degree arc. Lasts one
scene (15 minutes) per use.
Lantern, Bullseye: This lantern provides light out to
Long distance in a 90 degree arc. Lasts up to 12
scenes (2 hours) per use.
Lantern, Hooded: This lantern provides light out to
Short range. Lasts up to 12 scenes (2 hours) per
use.
Lantern, Spelunker: This light is worn on the head.
It provides light out to Short range in a 90 degree
arc. Lasts up to 6 scenes (1 hour) per use.
Lockpicks: Grants +1 item bonus to Disable Device
(Open Locks).

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Special Services Multiplier Notation


-90% -5 Worthless Untrained
Service Cost
Spellcasting (2) -
-75% -4 Decrepit Untrained
1st circle 5 gp -50% -3 Flawed Untrained
2nd circle 20 gp -25% -2 Improvised Untrained
3rd circle 45 gp -10% -1 Inferior Apprentice
4th circle 80 gp
5th circle 125 gp
X1 +0 Normal Apprentice
6th circle 180 gp x10 +1 Masterwork Novice
7th circle 245 gp x20 +2 Reliable Journeyman
8th circle 320 gp x40 +3 Augmented Master
9th circle 405 gp
Hireling
x80 +4 Enhanced Grand Master
Gossipmonger (per rumor) 1 sp x160 +5 Superior Grand Master
Healer (per wound) (1) 1 gp
Mercenary (per day) 3 sp Cost Multiplier: Modify the creation and selling
Messenger 5 cp
Porter (per day) 5 cp cost of the base item by this amount.
Torchbearer (per day) 1 sp Bonus: The item grants this bonus to skill checks
Town crier (per hour) 3 cp when used properly.
Transport (per mile) Quality Notation: Attach this label to the items
Land 1 cp
Sea (2) 2 cp name to note the level of workmanship
Flight (1, 2) 1 gp Min. Rank: The creator of this item must have at
Teleport (1, 2) 5 gp least this rank in the appropriate Craft skill to create
1 Not including the cost of any spell cast to perform an item with this bonus.
this feat
2 Where commonly available.
Creating Magic Items
Characters can attempt to fashion magic
items for their own use, using the crafting skills.
Masterwork/Inferior Items First, the base item that is to be enchanted must be
Most of the items on the equipment list are created this item must be of superior (masterwork)
common quality items. However, there may come quality, at least 10 times the normal value of a regular
a time when you wish to purchase a masterwork items of its type.
version of an item to increase the chance of success Once the foundation item has been created,
with the use of a skill. Or in some cases, you might it must be enchanted via Craft (Alchemy). A Craft
run across a flawed version of an item (Alchemy) check must be made for each spell/power
By increasing the price of an item as shown component required in the creation of the item, with a
below, you can purchase an item that grants a bonus difficulty equal to 18 + the spells circle.
to a skill check from +1 to +5. Note that some items, If you wish to make a permanent magic
such as weapons and armor, already grant bonuses to item, you must first discard a joker and use only face
skill checks; when buying masterwork versions, the cards to complete the checks.
total they add to a skill check cannot exceed +5. For The table below shows how long it takes to
example, if you buy a masterwork dagger that gives a enchant an item once it has been fashioned. This
+1 bonus, its attack bonus remains +5, but its damage assumes an eight-hour day spent working on the item.
bonus increases to +2. The time is based on the highest circle spell used in
Conversely, you can decrease the price and the creation of the item.
construction time of an item by granting it a penalty
to its use. An item can grant a penalty of up to -5 for
its use. Usually items of Flawed or worse quality are
found and not made they generally result from
breaking an item or failing to properly craft an item
and attempting to use the failed or unfinished
component.

Cost Bonus Quality Min. Rank

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once after a single use the magical properties of the
Spell Time Esoteric Difficulty power component are absorbed into the item.
Circle Components Note that power components are different
0th 1 hour 0 18 from esoteric components; power components are
1st 4 hours 1 19 generally strait-forward to acquire (if perhaps
2nd 1 day 2 20 dangerous), whereas esoteric components have
3rd 3 days 2 21 unusual requirements in the collection of the
4th 1 week 3 22 component. An item created with power components
5th 2 weeks 3 23 will still need esoteric components to be completed.
6th 1 month 4 24 Value: This value is here for those who wish to
7th 3 months 4 25 fashion their own magic items, using the expertise
8th 6 months 5 26 rules. DO NOT use this value for selling/buying
9th 1 year 6 27 magic items. Magic items are worth at least ten
times the value given here if someone intends to sell
Esoteric Components: All magic items require it and can find a buyer with the funds to buy it.
magic-infused components to complete; the Only a fool sells magic items for mere gold; most
expenditure of mere money is not enough to enchant request favors, spells or even quests in return for
an item. The number of esoteric components parting with magic.
required is listed on the table above. Esoteric
components are generally material components Charges
collected under supernatural conditions. A character Magic items come in two types permanent
will know the appropriate esoteric component with a and charged items. Normally, magic items are
Knowledge checks with a Difficulty as shown on the charged that is, they have a certain number of uses
above table. Knowledge (Arcane) is used for arcane before they lose their magical abilities.
magic items, Knowledge (Religion) is used for divine Non-consumable magic items, such as
magic items, Knowledge (Nature) is used for primal armor, swords and wondrous items, normally have 50
magic items and Linguisitics (Decipher) is used for charges when first created. Magic items found in
runic items. dungeons, on foes or in treasure hordes often already
Once the character is aware of the esoteric have some charges expended.
components, it is up to the game master to decide the Consumable magic items potions, oils and
actual requirements; usually the time and difficulty any item that has to be broken to activate, have but a
involved in completing the task will take the majority single charge.
of the creation time and require skill checks equal to
the creation difficulty this may mean gathering,
Permanent Magic Items
preparing or otherwise acquiring the esoteric
Extremely rare magical items never lose
components.
their magic. Permanent magic items can only be
Esoteric components cannot be bought and
fashioned by those with Rank +4 (Master) or Rank
sold; they have mystical ties to its creator and
+5 (Grand Master) Spellcrafting skill. Further
generally only last a short while (an hour or two
permanent magic items require well-crafted vessels
usually) before they lose their supernatural qualities.
to house their magic, and the object that is enchanted
Power Components: If you cannot cast spells and
with such magic must be an item of masterwork
wish to create a magical item, you must harvest a
quality created by a master (Rank +4) or grand
form of distilled magic called a power component.
master (Rank +5) artisan.
Power components are distilled from the blood or
body parts of magical creatures such as the blood of
a fire dragon to make a flaming sword. Harvesting Bonuses
such a component is not something you can purchase A magic or mundane item can never provide
from a store, as such items do not keep well over more than a +5 bonus to any one skill check. For
time. A power component only keeps its magical example, a normal dagger provides a +5 bonus to hit,
properties for an hour or less once harvested; you and a +0 bonus to damage. The best a magic dagger
must begin the process of enchanting your item could ever provide is a +0 bonus to hit (as it already
within the hour for the component to be useful. Once has a +5 bonus to hit) and a +5 bonus to damage.
the enchantment process begins and is successful, the You cannot grant an item a bonus that exceeds your
components essence is worked into the item; after Crafting rank or Spellcraft rank, whichever is lower.
the allotted time period for item enchantment, the
magic within the item will manifest itself
automatically. A power component can only be used

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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.

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Heros Armor Fireruby Necklace


This suit of hard leather grants an additional This gold and ruby necklace has a secret if
+1 bonus to Defense and Resistance. Also, once per the rubies are pulled out and thrown, they explode in
scene, you can use Strength of Heroes, using fire. Once per scene, the owner can use Fireball,
Endurance (Fortitude) instead of Spellcraft to utilizing Weapon (Hurled) instead of a Spellcraft
succeed in the casting. check.
Components: mwk Hard leather armor (70 gp); Component: Ruby necklace (100 gp); Fireball (4th
Strength of Heroes (3rd circle); Enchant time: 3 days circle); Enchant time 3 days (Diff 21)
(Diff 21) Consequence: This item can be used once per scene
Consequences: You can use the Strength of Heroes
in this item once per scene. Ring of Invisibility
This rather plain gold ring holds great
Jewelry power. Once per scene, the user can use Invisibility,
With its intrinsic value, it is no wonder that using Stealth (Hide) instead of a Spellcraft check.
jewelry seems to commonly be enchanted with Component: Gold ring (100 gp); Invisibility (2nd
magical powers. A sample of magical jewelry is circle); Enchant time: 1 day (Diff 20)
given below. Consequences: This item can be used once per
Magic jewelry generally starts with 50 scene. If the wearer attacks, the invisibility ends after
charges and expends one charge per use. A character the attack is made.
can only activate one worn piece of magical jewelry
at a time. Attempts to activate other magical jewelry
while one is active automatically fail. It is possible to Potions
create permanent magic jewelry. Potions are spells brewed into a liquid form
that is consumed or applied to the target.
Circlet of Rulership Potions are consumable magic items with a
This simple entwining hoop of gold grants single charge. Because they are single charge items,
its wearer a +5 bonus to Persuade (Diplomacy). This the difficulty to create them is 2. It is possible to
bonus lasts for an entire scene. create potions with extended or permanent effects,
Component: Circlet (100 gp); Persuade Bonus (3rd but not with multiple or unending uses.
circle); Enchant time 3 days. (Diff 20) Components: Vial (1 gp); Rare herbs, oils or
Consequences: You can use this item once per uegenants (10 gp); Enchant time varies (Diff 16 +
scene. spell circle)
Consequences: As spell
Crown of Beauty
This diamond-studded silver crown glitters
in the light, entrancing all who view it. Once per Scroll
day, the wearer may use the Charming Gaze spell, Scrolls are written records of the formula for
using Persuasion (Seduce) instead of a Spellcraft casting a spell. Spellcasters can use the spell directly
check. off the record (which destroys the scroll upon
Component: Crown (100 gp); Charming Gaze (1st casting), or study the spell and add it to their
circle); Enchant time 4 hours (Diff 19) repertoire of spells after 24 hours (which likewise
destroys the scroll).
Diadem of Insight Scrolls are consumable magic items with a
This silver circlet has a single sapphire in single charge. Because they are a single charge item,
the front. It grants its wearer a +5 bonus to the difficulty to create them is 2. It is impossible to
Perception (Intuition). This bonus lasts an entire create permanent scrolls.
scene. Components: Paper (1 gp); spell inscribed on scroll
Component: Diadem (100 gp); Perception Bonus (circle varies); Enchant time varies (Diff 16 + spell
(3rd circle); Enchant time 3 days (Diff 21) circle)
Consequences: This item can be used once per Consequences: As spell
scene.

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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.

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Wand War Wand


Wands are the favored implements of arcane This ebony wand made from a strange stone
spellcasters, enhancing their ability to manipulate grants a +1 bonus to Magic Aptitude. Also, once per
magic and acting as a storage battery for a particular scene, when attacking with a spell, you can draw an
type of spell. Wands can store the memory of a extra card to compare it to the difficulty for an extra
single spell of up to the 4th circle, which the wielder success.
can draw on according to the circle of the spell. Component: mwk Wand (1 gp); Extra Card (4th
level); Enchant time 1 week (Diff 22)
Consequences: This item can be used once a day.
Spell Circle Usage
0th-1st At will
2nd-3rd 1x/scene Weapons
4th 1x/day Magic weapons are highly prized by
warriors and all others who engage in hand-to-hand
If a spell can be used less frequently in its or ranged combat on a regular basis.
description compared to the list above, use the more Magic weapons normally start with 50
restrictive frequency. Some sample wands are listed charges, and expend one charge per combat. Using
below. the one-per-scene ability expends an additional
Magic wands normally start with 50 charge. A magic weapon that is out of charges still
charges, and expend one charge per use. It is provides a +1 bonus to Melee/Ranged combat due to
possible to create permanent magic wands. A its masterwork properties. It is possible to create
spellcaster can only be tuned to one wand at any permanent magic weapons.
given time. It takes 24 hours to tune ones self to a
wand.
Divine, Primal and Runecasting wands do
Dragonsfire Crossbow
This can be any crossbow. You get a +1
not exist.
bonus to Ranged Combat actions with the weapon.
Also, once per scene, you can unleash a Fireball
Fire Wand from the crossbow, using your Ranged Combat skill
This red and orange wooden wand grants a instead of Magic Aptitude to hit.
+1 bonus to Magic Aptitude. Also, once per scene, it Component: mwk Crossbow (varies, x10); Fire
can be used to unleash a Fireball. damage (3rd circle); Enchant time 3 days (Diff 21).
Component: mwk Wand (1 gp); Fireball (4th circle),
Enchant time 1 week. (Diff 22).
Consequences: This item can be used once a day.
Enchanted Blade
This can be any bladed weapon. You get a
+1 bonus to Melee Combat or Ranged Combat
Lightning Wand actions with the weapon. Also, once per scene, you
This blue crystal wand grants a +1 bonus to can draw a card from the top of your deck and
Magic Aptitude. Also, once per scene, it can be used compare it to the difficulty to gain an extra success.
to unleash a Lightning Bolt. You can draw the card before or after the difficulty is
Component: mwk Wand (1 gp); Lightning Bolt (3rd revealed.
circle); Enchant time 3 days (Diff 21). Component: mwk Blade (varies, x10); Extra card
Consequences: This item can be used once a scene. (4th circle); Enchant time 1 week (Diff 22).

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).

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Frostbrand Agile Gloves


This can be any bladed or axe weapon, These half-gloves grant a +1 bonus to
whose blade is covered with white frost when Dexterity. The bonus lasts for an entire scene. This
exposed to air. You get a +1 bonus to Melee Combat bonus does not increase your secondary or tertiary
or Ranged Combat actions with the weapon. Also, attributes. This item uses one charge per scene.
whenever you play a face card of the suit, the Components: Gloves (5 sp); Dexterity bonus (3rd
weapon causes an extra cold wound. This does not circle); Enchant time 3 days (Diff 21).
count against any special actions you can take with Consequences: This item can be used once a scene.
the attack, and applies when drawing cards from the
top of your deck.
Component: Blade or axe (varies, x10); Bottomless Bag
Melee/Ranged Combat bonus (2nd circle), Cold This ordinary-looking burlap sack can hold
damage (3rd circle); Enchant time 3 days (Diff 21). an amazing amount of loot within it. Once per day,
the wearer may use Deep pockets on the bag,
Moon Bow allowing it to carry an extra 50 lbs. A bottomless bag
This can be any bow. You get a +1 bonus to uses one charge per day.
Ranged Combat actions with the weapon. You do Components: Large sack (2 sp); Deeppockets (1st+
not suffer range penalties when attacking with the circle); Enchant time 4 hours (Diff 19).
bow; you can fire out to the extreme range of the Consequences: This item can be used once a day.
weapon without a penalty to hit.
Component: mwk Bow (cost varies, x10); Extreme Bounding Boots
Range (4th circle); Enchant time 1 week (Diff 22). These hard leather boots increases the
athletic skill of a character who wears them. The
Razor Axe wearer gains a +2 bonus to their next Athletics skill
This can be any axe. You get a +1 bonus to check. This item uses one charge per scene.
Melee Combat or Ranged Combat actions with the Components: Hard leather boots (1 gp); Skill Bonus
weapon. Also, whenever you play a face card of the (3rd circle); Enchant time 3 days (Diff 21).
suit to make an attack, the axe causes an extra Consequences: This item can be used once a scene.
wound. This does not count against any special
actions you can take with the attack, and applies Charm of Confidence
when drawing cards from the top of your deck. This small statue is made of worked
Component: mwk Axe (varies, x10); Limited Extra hematite and provides confidence and an attractive
wound (3rd circle); Enchant time 3 days (Diff 21). air about its bearer. It grants a +1 bonus to Presence.
The bonus lasts for an entire scene. This bonus does
Spear of Storms not increase your secondary or tertiary attributes.
This may by any type of spear. You get a This item uses one charge per scene.
+1 bonus to Melee Combat and Ranged Combat Component: Figurine (1 gp), Presence Bonus (3rd
actions with the weapon. Up to once per scene, you circle); Enchant time 3 days (Diff 21).
can unleash a Lightning Bolt from the spear, using Consequences: This item can be used once a scene.
your Ranged Combat skill instead of Spellcraft to hit.
Component: mwk Spear (varies, x10); Lightning Charm of Wisdom
Bolt (3rd circle); Enchant time 3 days (Diff 21). This small statue is made of worked
bloodstone and provides magical insight to its bearer.
It grants a +1 bonus to Intelligence. The bonus lasts
Miscellaneous Magic for an entire scene. This bonus does not increase
There are a wide variety of items that can be your secondary or tertiary attributes. This item uses
enchanted and what powers it may possess, from the one charge per scene.
sublime to the amazing. A few of the more notable Component: Figurine (1 gp), Intelligence Bonus (3rd
miscellaneous items known to exist are listed here. circle); Enchant time 3 days (Diff 21).
Miscellaneous magic items normally starts Consequences: This item can be used once a scene.
with 50 charges, and expends one charge per scenes
use. Using a once-per-scene ability from such an
item expends an extra charge. It is possible to create
permanent items.

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Ebony Horse Iron Flask


This small figurine of horse turns into a full- This small metal bottle has a lead stopper.
fledged riding horse when the command word is When pointed at a extraplanar creature, if you make a
spoken. It remains in horse form for 8 hours before successful Persuade (Torture) + 1 check, you force
reverting back to a figure. An ebony horse uses one the creature into the iron flask, where it remains
charge per day. trapped until you release it. The flask can only
Component: Figurine (1 gp); Mount (1st circle); contain one creature at a time. This item uses one
Enchant time 4 hours (Diff 19). charge per day.
Consequences: An ebony horse can be used once a Component: Iron flask (1 gp); Binding (8th circle);
day. Enchant time 6 months (Diff 26).
Consequences: You take a wound. This item can be
Flying Carpet used once a day.
This large rug can seat up to four
individuals, with one of the four controlling the Swift Boots
carpets movement. It flies at an Enhanced rate for These hard leather boots increase the wears
the scene on a single charge. This item uses one movement rate to Double. This bonus movement
charge per scene. lasts for one round. This item uses one charge per
Component: Rug (10 gp); Fly (3rd circle); Enchant scene.
time 3 days (Diff 21). Components: Hard leather boots (1 gp); Swift Steps
Consequences: This item can be used once a scene. (1st circle); Enchant time 4 hours (Diff 19).
Consequences: This item can be used once a scene.
Giants Belt
This stout leather belt is carved with images
of powerful giants. It grants a +1 bonus to Strength.
The bonus lasts for an entire scene. This bonus does
not increase your secondary or tertiary attributes.
This item uses one charge per scene.
Component: Belt (3 gp), Strength bonus (3rd circle);
Enchant time 3 days (Diff 21).
Consequences: This item can be used once a scene.

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.

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Chapter 7 - Expertise Completion Time


As spells are the bread and butter of magic Based on the difficulty, an item has a
and maneuvers are to the fighting class, expertise is standard completion time. The game master may
the heart of the craftsman. Expertise is used for modify this time as he deems appropriate to the
crafting items either for personal use or for sale to complexity of the items construction and the skill of
others. the craftsman (see the Skill Levels section later on for
details).
Item Equipment Lists
The items on the item equipment list assume Difficulty Completion
that the items are ordinary items created by a Time
Journeyman or better craftsman. Masterwork items Simple 10 minutes
are normally assumed to have been crafted by a Easy 30 minutes
Master in his craft. Effortless 1 hour
The game master may seek to alter the Minor 2 hours
quality and cost of items based on the level of skill Average 4 hours
available in a given town or city. Characters may Challenging 1 day
also opt to seek out better or inferior quality items if Difficult 3 days
the game master allows. Hard 1 week
Tasking 1 month
Record-breaking 1 year
Impossible --
Do-It-Yourself Crafting
If characters wish to craft items for
themselves or for sale, the rules below should assist Getting Help
in this process. The time and money it takes to
fashion an item, as well as the items final value, Some tasks are very difficult, and their
depends on the characters skill. difficulty can be mediated by having assistants help
you. When you gain assistance, you add the Rank of
your assistants to your skill total. The table below
Determine Difficulty shows how many people can effectively assist based
The difficulty of creating an item is based on the size of the project.
directly on the complexity of crafting the item. The
table below gives a general basis for the difficulty of Size # of
creating an item. Assistants
Tiny None
Difficulty Item Type Example Small None
2-3 Simple A wooden spike Medium 1
4-5 Easy A flint axe Large 2
6-7 Effortless A wooden spoon Huge 3
8-9 Minor A wooden bucket Gargantuan 4
10 Average A wooden barrel Colossal 5
11-12 Challenging A wagon, dagger
or hard leather

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

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the difficulty is 10 or more above your Ability score Initiate (0 Rank)
+ Skill total, you cannot automatically succeed on the An initiate knows many of the terms and
check. basic techniques of the craft. They generally can
If it is a time sensitive situation, or the game render simple items or slightly more complex items if
master has dramatic reasons for you to actually play a given completed plans or instruction from a
card from your hand, you must then play an Journeyman or higher level craftsman.
appropriate card from your hand to succeed at the It is extremely rare that an initiate has the
task for the day. You may play extra cards following skill to produce a masterwork item (Jokers only) and
the standard action resolution system if you are it takes an initiate 500x longer to create a masterwork
forced to play cards. item.
Improvised Items: Materials cost 100% of item
Completing the Item cost. Value of item 10% of item cost. Construction
You must make a check for each work time 10x normal. Item breaks on a draw of a face
period to successfully work towards completing the card for difficulty.
item. If you fail to make a check in a given work Simple Items: Material costs 100% of item cost.
period, you make no progress and extend the amount Value of item 25% of item cost. Construction time
of time required to complete the project by one work 100x longer than normal. Item breaks on a draw of a
period. Once you have completed all checks and the King or higher for difficulty.
appropriate amount of time has passed, the item is Complex Items: Material cost 250% of item cost.
complete and ready for use, display, enchantment or Value of item 25% of item cost. Construction time
sale. 250x longer than normal. Item breaks on a draw of a
Queen or higher for difficulty.
Masterwork items: Material cost 500% of item
Selling cost. Value of item 25% of item cost. Construction
The price listed is the base price value of the time 500x longer than normal. Item breaks on a draw
completed item. of a Jack or higher for difficulty.

Levels of Expertise Novice (+1 rank)


A novice knows many of the terms and basic
Untrained (No Ranks) techniques of the craft. They generally can render
The untrained know only how to perform a simple items or slightly more complex items if given
craft based on hearsay or observation of others completed plans or instruction from a Journeyman or
performing their craft. higher craftsman.
Untrained individuals can only craft a Novices might be able to produce a
masterwork item out of sheer luck (Trademark Joker masterwork item with much effort (Jokers only). It
only), and takes at least 1,000x longer than normal to takes a novice 250x longer to create a masterwork
create a masterwork item. item.
Improvised Items: Material costs 100% of item Improvised Items: Materials cost 75% of item cost.
cost. Value of item 0% of item cost. Construction Value of item 25% of item cost. Construction time
time 100x longer than normal. Item breaks on a draw normal. Item breaks on a draw of a face card for
of a trump card for difficulty. difficulty.
Simple Items: Material costs 250% of item cost. Simple Items: Material costs 75% of item cost.
Value of item 25% of item cost. Construction time Value of item 75% of item cost. Construction time
250x longer than normal. Item breaks on a draw of a 10x longer than normal. No item breakage.
face card for difficulty. Complex Items: Material cost 100% of item cost.
Complex Items: Material cost 500% of item cost. Value of item 50% of item cost. Construction time
Value of item 10% of item cost. Construction time 100x longer than normal. Item breaks on a draw of
500x longer than normal. Item breaks on a draw of a an Ace card for difficulty.
face card for difficulty. Masterwork items: Material cost 250% of item
Masterwork items: Material cost 1,000% of item cost. Value of item 25% of item cost. Construction
cost. Value of item 10% of item cost. Construction time 250x longer than normal. Item breaks on a draw
time 1,000x longer than normal. Item breaks on a of a face card for difficulty.
draw of a face card for difficulty.

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Apprentice (+2 Rank) Master (+4 Rank)


An apprentice has had some experience or A master is greatly skilled in his craft,
training in their craft and has basic techniques down, capable of producing nearly any item asked of him.
and is beginning to develop their own style. They A masters work can easily be identified among a pile
can produce simple items by rote, and can produce of other works due to the individual traits specific to
more complex items with plans or the tutage of a the master.
Journeyman or higher level craftsman. Masters produce masterwork items on a
Apprentices have some skill to produce regular basis, if they have the time (Queen, King or
masterwork items with effort (Ace & Jokers only). It Jokers). It takes a master the normal time to create a
takes an apprentice 100x longer to create a masterwork item.
masterwork item. This is the default level for masterwork or
Improvised Items: Materials cost 75% of item cost. magic items bought or found.
Value of item 25% of item cost. Construction time Improvised Items: Materials cost 50% of item cost.
1/2 normal. Item breaks on a draw of a face card for Value of item 50% of item cost. Construction time
difficulty. 1/8 normal. Item breaks on a draw of a face card for
Simple Items: Material costs 50% of item cost. difficulty.
Value of item 100% of item cost. Construction time Simple Items: Material costs 25% of item cost.
is normal. Item breaks on a draw of a face card for Value of item 150% of item cost. Construction time
difficulty. normal. No item breakage.
Complex Items: Material cost 75% of item cost. Complex Items: Material cost 75% of item cost.
Value of item 100% of item cost. Construction time Value of item 100% of item cost. Construction time
10x longer than normal. Item breaks on a draw of a normal. No item breakage.
face card for difficulty. Masterwork items: Material cost 75% of item cost.
Masterwork items: Material cost 250% of item Value of item 100% of item cost. Construction time
cost. Value of item 50% of item cost. Construction normal. No item breakage
time 100x longer than normal. Item breaks on a draw
of a face card for difficulty. Grand Master (+5 Rank)
Grand masters are rare, and their skill with a
Journeyman (+3 Rank) craft borders on pure art. Items created by a grand
A Journeyman is fairly experienced and can master are recognizable on sight they have a unique
easily produce simple items and has skill with style that others cannot reproduce accurately.
making more complex items without plans or Grand masters are well known for their
direction from others. Items created by a masterwork items, and rarely bother to create items
Journeyman can often be identified by details that are of regular construction. They can create a
specific to the individuals style. masterwork item by using any face card. It takes a
Journeymen can produce masterwork items grand master 50% the normal time to create a
with difficulty, but can usually produce them given masterwork item.
time (Kings & Jokers only). It takes a journeyman Improvised Items: Materials cost 25% of item cost.
10x longer to create a masterwork item. Value of item 100% of item cost. Construction time
This is the default level for commonly 1/8 normal. No item breakage.
purchased items bought off the equipment list. Simple Items: Material costs 10% of item cost.
Improvised Items: Materials cost 75% of item cost. Value of item 150% of item cost. Construction time
Value of item 25% of item cost. Construction time normal. No item breakage.
1/4 normal. Item breaks on a draw of a face card for Complex Items: Material cost 50% of item cost.
difficulty. Value of item 100% of item cost. Construction time
Simple Items: Material costs 50% of item cost. normal. No item breakage
Value of item 100% of item cost. Construction time Masterwork items: Material cost 50% of item cost.
normal. No item breakage. Value of item 100% of item cost. Construction time
Complex Items: Material cost 75% of item cost. normal. No item breakage.
Value of item 100% of item cost. Construction time
normal. No item breakage.
Masterwork items: Material cost 100% of item
cost. Value of item 75% of item cost. Construction
time 10x longer than normal. Item breaks on a draw
of a Ace or Joker for difficulty.

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Apprentice (Rank +2)


Chapter 8 - Maneuvers At this level, you are proficient at basic
attacks and making some minor special attacks.
Maneuvers are attack packages using the Mechanics: You can perform Initiate moves with
action resolution system to predetermine the chance any card. You can perform Novice (Rank 1)
of success and result of an attack you can make. maneuvers with any card of the same suit as the skill
This system adds a level of complexity to the maneuver uses. You can perform Apprentice
the basic action resolution system, allowing you to (Rank 2) special maneuvers, but must use face card
pull off advanced stunts based on the level of skill as part of the attack. You cannot perform
you have with Weapon Group skills. Journeyman or higher level maneuvers.

Building Maneuvers Journeyman (Rank +3)


At this level, you can effortlessly make basic
Maneuvers add an extra effect you can add
attacks, and learn some of the more effective special
to an action to make it more successful, or to perform
attacks. This is the minimum level at which you can
special stunts that take your action beyond ordinary
begin to train others.
into the extraordinary.
Mechanics: You can perform Initiate (Rank 0) and
You can perform special actions with extra
Novice (Rank 1) moves with any card. You can
cards you draw from the top of your deck, if you
perform Apprentice (Rank 2) moves with any card of
drew the card before the difficulty was revealed.
the same suit as the skill associated with the
Maneuvers need only be learned once and
maneuver. You can perform Journeyman (Rank 3)
can be used with any weapon group you have
maneuvers with a Jack or higher card. You cannot
sufficient Ranks with.
perform Master or Grand Master maneuvers.

Skill Level Master (Rank +4)


There are multiple skill levels you can have At this level, basic attacks are second nature
with a skill, which limit what sort of special actions to you, and you excel at special attacks. Others who
you can take. view in action are often intimidated with your skill,
and pick you out from a crowd of other practitioners.
Unskilled (No Ranks) Mechanics: You can perform Initiate (Rank 1) and
You are not proficient with the weapon or Novice (Rank 1) moves with any card. You can
action, and are lucky that you can even make a basic perform Apprentice (Rank 2) maneuvers with any
attack with a weapon. You cannot perform card of the same suit as the skill associated with the
maneuvers other than an Untrained Attack at this maneuver. You can perform Journeyman (Rank 3)
level with a skill. maneuvers with a Jack or higher card, and a Master
(Rank 4) maneuver with a Queen or higher card.
You cannot perform Grand Master maneuvers.
Initiate (Rank 0)
This is the basic level of proficiency of skill.
At best, you can make a basic attack. You cannot Grand Master (Rank +5)
perform Novice or higher level maneuvers at this At this level, you are one with your weapon.
level. Special attacks are practically second nature for you.
Mechanics: Upon gaining this level of skill with Anyone who witnesses you in action has no doubt
your first weapon, you gain the Strike maneuver. that your skill is unmatchable.
You can use any card with Initiate maneuvers. Mechanics: You can perform Initiate (Rank 0) and
Novice (Rank 1) moves with any card. You can
perform Apprentice (Rank 2) maneuvers with any
Novice (Rank +1) card of the same suit as the skill associated with the
At this level, you are skilled enough to make maneuver. You can perform Novice (Rank 3)
a basic attack, but not yet skilled at taking special maneuvers with a Jack or higher card, Master (Rank
actions. You can perform basic maneuvers at this 4) maneuvers with a Queen or higher card and Grand
level, but at a penalty. Master (Rank 5) maneuvers with a King or higher
Mechanics: You can perform Initiate maneuvers card.
with any card. You can perform Novice special
maneuvers with a King or Joker. You cannot
perform Apprentice or higher level maneuvers.

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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

Multiple Targets: You can attempt to affect more


Special Actions than one creature at a time as a special effect.
If you wish to build your own maneuvers, Initiate: None
the following guidelines should help you when Novice: None
devising them. Apprentice: +1 enemies
Normally, an Initiate (Rank 0) or Novice Journeyman: +2 enemies
(Rank 1) maneuver has one special ability. An Master: +3 enemies
Apprentice (Rank 2) or Journeyman (Rank 3) Grand Master: +4 enemies
maneuver allows you to deal a wound and do one Perform Stunt: You can attempt to perform a stunt
special ability, and a Master (Rank 4) or Grand that requires the opponent to spend an action to
Master (Rank 5) maneuver allows you to deal a recover, such as disarming them or knocking them
wound and have two special abilities. prone.
Initiate: None
Defend: As a special action you can increase your Novice: None
Defense or Resistance. This lasts until your next Apprentice: Only with weapon special
turn. ability
Initiate: None Journeyman: Any weapon with use of face
Novice: +1 difficulty card
Apprentice: +2 difficulty Master: Any weapon
Journeyman: +3 difficulty Grand Master: Any weapon, does not count
Master: +4 difficulty toward special effect limit
Grand Master: +5 difficulty Deny Action: You can attempt to deny an opponent
Impede: You can attempt to impede an opponent, an action as a special ability.
making it either harder for them to succeed at an Initiate: None
action or to resist an action taken against them. The Novice: None
penalty lasts until the end of the scene or until the Apprentice: None
target makes a successful Endurance (Fortitude) Journeyman: lose move action
check at the listed difficulty. Master: lose standard action
Grand Master: lose both actions
Rank Penalty Resolve Extra Wounds: You can deal extra wounds to your
Initiate (R0) None - opponent, based on the Rank of the attack:
Novice (R1) +1 9 Initiate: None
Apprentice (R2) +2 11 Novice: +1 wound.
Journeyman (R3) +3 14 Apprentice: +2 wounds.
Master (R4) +4 17 Journeyman: +3 wounds.
Grand Master (R5) +5 20 Master: +4 wounds.
Grand Master: +5 wounds.
Multiple Attacks: You can attempt to make an extra
attack as a special ability.
Initiate: None
Novice: Only with off-hand weapon
1x/scene
Apprentice: Only with off-hand weapon
Journeyman: +1 attack 1x/scene
Master: +1 attack
Grand Master: +2 attacks

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Reading the Maneuvers Scene: The maneuvers effects last for the
duration of the scene.

Attack Line Untrained Maneuvers (No ranks)


Any Card
This indicator means that you ignore the Untrained Attack
normal rules for what sort of card you need to Untrained, Attack , Weapon Group skill, Instant
activate the maneuver; it can be used with any card in Make a weapon attack. On a hit, the target takes a
your deck. wound. This is the only maneuver you can use
normally when untrained.
Attack
You make an attack against an opponent,
using Ability score + Attack bonus from maneuver +
Initiate Maneuvers (Rank 0)
Attack bonus from Weapon + Played card vs.
Opponents Defense + Armor worn + Armor skill + Avoid
Drawn card. Initiate (R0), Diff 11, Evade skill, Instant
Make an Evade skill check. On a success, you gain a
Damage +1 to your Defense until your next action.
To deal damage to the opponent, you use
Ability score + Damage bonus from maneuver + Deflect
Damage bonus from Weapon + Played card vs. Initiate (R0), Diff 11, Weapon Group skill, Instant
Opponents Resistance + Evade Skill + Shield + Make a Weapon skill check. On a success, you gain
Drawn card. a +1 to your Resistance until your next action.

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.

Duration Cross Weapons


This lists how long the maneuver lasts. Novice (R1), Weapon Group skill, Instant
Instant: The maneuver deals its effects and Make a weapon attack. On a hit, deal no damage and
ends. the target must spend an action to regain the use of
Persist: The maneuver continues to deal its his weapon.
secondary effect for a number of rounds
equal to the value of the card used to make Heavy Strike
the attack or check. Novice (R1), Weapon Group skill, Instant
Most persisted maneuvers deal an initial Make a weapon attack. On a hit, the target takes 2
amount of damage. You add extra wounds wounds.
from racial abilities, size, weapons and/or
other abilities to these wounds. You do not Minor Avoidance
deal these wounds of damage in succeeding
Novice (R1), Diff 11, Acrobatics (Tumble) skill,
rounds if the maneuver is persisted.
Persist
Some spells cause extra wounds of Make an Acrobatics (Tumble) skill check. On a
damage (usually 1 every other round) if success, you gain a +1 bonus to Defense. Using this
persisted. You do not add extra wounds maneuver does not count as an action.
from racial abilities, size, weapons or other
abilities to these wounds.

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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.

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Armor Piercing Entangle


Apprentice (R2), Weapon Group (Armor Piercing Apprentice (R2), Weapon Group (Entangling
Weapon), Instant Weapon) skill, Persist
Make a weapon attack. On a success, You ignore 1 Make a weapon attack. On a success, the target takes
point of Armor and/or the opponents Armor skill. If a wound and must spend an action to get free with an
you hit, you deal a wound. You can use this Acrobatics (Escape) or Athletics (Lift) skill check
maneuver only with weapons that have the Armor (Diff 11). The target is immobilized until it gets free.
Piercing special ability. If you persist this maneuver on an opponent who has
not gotten free, you deal a wound every other round.
Avoidance You can use this maneuver only with weapons that
Apprentice (R2), Diff 14, Acrobatics (Tumble) have the Entangle special ability.
skill, Persist
Make an Acrobatics (Tumble) skill check. On a Evade
success, you gain a +2 bonus to Defense. Using this Apprentice (R2), Diff 14, Acrobatics (Tumble)
maneuver does not count as an action. skill, Persist
Make an Acrobatics (Tumble) skill check instead of
Defensive Stance an Armor check when you are attacked. On a
Apprentice (R2), Diff 14, Weapon Group skill success, you avoid the attack and gain a +2 bonus to
(any Melee Weapon), Scene your Defense.
Make a Weapon skill check. On a success, you gain
a +2 to Defense. Using this maneuver does not count Impacting Strike
as an action. Apprentice (R2), Weapon Group ( Weapon )
Consequence: You can use this maneuver once per skill, Instant
scene Make a weapon attack. On a success, deal 1 wound
and you draw up to 3 cards from the top of your deck
Devastating Strike or play up to three cards from your hand (or any
Apprentice (R2), Weapon group skill, Instant combination of the two). Each you play deals an
Make a weapon attack. On a success, the target takes extra wound. Compare each additional card to the
3 wounds. targets Resistance to determine if it deals an extra
wound normally. Add extra wounds from weapons
Disarm or abilities to only one hit. These wounds count as
extra successes.
Apprentice (R2), Weapon Group (Disarming
Weapon) skill, Instant
Make a weapon attack. On a success, the target takes Impale
a wound and drops a held item. You can use this Apprentice (R2), Weapon Group ( Weapon )
maneuver only with weapons that have the Disarm skill, Instant
special ability. Make a weapon attack. On a success deal 1 wound
and you may draw up to 3 cards from the top of your
Dual Engagement deck or play up to 3 cards from your hand (or any
Apprentice (R2), Weapon Group skill, Instant combination of the two). Each you play deals an
Make a weapon attack against 2 targets. You play extra wound. Compare each additional card to the
one card; both opponents share the same Defense and targets Resistance to determine if it deals an extra
Resistance card. On a success, you deal 1 wound to wound normally. Add extra wounds from weapons
the target. or abilities to only one hit. These wounds count as
extra successes.

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.

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Offensive Stance Surgical Strike


Apprentice (R2), Diff 14, Weapon Group skill, Apprentice (R2), Weapon Group ( Weapon )
Scene skill, Instant
Make a Weapon skill check. On a success, you gain Make a weapon attack. If you hit, deal one 1 wound
a +2 to Melee or Ranged combat. Using this and you may draw up to 3 cards from the top of your
maneuver does not count as an action. deck or play up to 3 cards from your hand (or any
Consequence: You can use this maneuver once per combination of the two). Each you play deals an
scene extra wound. Compare each additional card to the
targets Resistance to determine if it deals an extra
Parry wound normally. Add extra wounds from weapons
Apprentice (R2), Evade skill, Persist or abilities to only one hit. These wounds count as
Make a weapon attack. On a success, the target takes extra successes.
a wound and you gain a +2 bonus to your Defense.
Trip
Returning Weapon Apprentice (R2), Weapon Group (Tripping
Apprentice (R2), Weapon Group (Returning Weapon) skill, Instant
Weapons) skill, Instant Make a weapon attack. On a success, the target takes
Make a weapon attack. On a success, the target takes a wound and is knocked prone. You can use this
a wound. The weapon returns to your hand after the maneuver only with weapons that have the Tripping
attack. You can use this maneuver only with weapons special ability.
that have the Returning special ability.
Tumbling Strike
Shieldbreaker Apprentice (R2), Athletics (Run) skill, Instant
Apprentice (R2), Weapon Group (Shieldbreaker You move your base speed and make a weapon
Weapons) skill, Instant attack. On a hit, the target takes a wound. The
Make a weapon attack. You ignore 1 point of Shield movement does not count as your move action for the
bonus and/or the Evade skill. If you hit, the target turn.
takes a wound. You can use this maneuver only with
weapons that have the Shieldbreaker special ability.
Journeyman Maneuvers (Rank +3)
Slashing Strike
Apprentice (R2), Weapon Group ( Weapon ) Critical Strike
skill, Instant Journeyman (R3), Weapon Group skill, Instant
Make a weapon attack. If you hit, deal a wound and Make a weapon attack. On a success, the target takes
you may draw up to 3 cards from the top of your 4 wounds.
deck or play up to 3 cards from your hand (or any Consequences: This maneuver can be used once per
scene.
combination of the two). Each you play deals an
extra wound. Compare each additional card to the
targets Resistance to determine if it deals an extra
wound normally. Add extra wounds from weapons Improved Armor Piercing
or abilities to only one hit. These wounds count as Journeyman (R3), Weapon Group skill, Instant
extra successes. Make a weapon attack. You ignore 2 points of
Armor bonus and/or Armor skill. If you hit, you deal
a wound.
Consequences: This maneuver can be used once per
scene.

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Improved Avoidance Improved Surgical Strike


Journeyman (R3), Diff 17, Acrobatics (Tumble) Journeyman (R3), Weapon Group ( Weapon )
skill, Persist skill, Instant
Make an Acrobatics (Tumble) skill check instead of Make a weapon attack. On a hit, deal a wound and
an Armor check when attacked. On a success, you you may draw up to 3 cards from the top of your
take no damage and the target makes an attack deck or play up to 3 cards from your hand (or any
against itself. If the target hits itself, it takes a combination of the two). Each you reveal deals
wound. You gain a +3 bonus to Defense. an extra wound. Add extra wounds from weapons
Consequences: This maneuver can be used once per or abilities to only those hits that beat the targets
scene. Resistance. These wounds count as extra successes.
Consequences: This maneuver can be used once per
Improved Disarm scene.
Journeyman (R3), Weapon Group skill, Instant
Make a weapon attack. On a success, the target takes Improved Trip
a wound and drops a held item. Journeyman (R3), Weapon Group skill, Instant
Consequences: This maneuver can be used once per Make a weapon attack. On a success, the target takes
scene. a wound and is knocked prone.
Consequences: This maneuver can be used once per
Improved Entangle scene.
Journeyman (R3), Weapon Group skill, Persist
Make a weapon attack. On a success, the target takes Painful Blow
a wound and must spend an action to get free with an Journeyman (R3), Weapon Group skill, Persist
Acrobatics (Escape) or Athletics (Lift) check (Diff Make a weapon attack. On a success, the target takes
14). The target is immobilized until it gets free. If a wound and a +3 penalty to the difficulty of his
you persist this maneuver on an opponent who has actions until the target makes a successful Endurance
not gotten free, you deal a wound every other round. (Fortitude) check (Diff 14).
Consequences: This maneuver can be used once per Consequences: This maneuver can be used once per
scene. scene.

Improved Parry Spell Specialization


Journeyman (R3), Evade skill, Persist Journeyman (R3), Spellcraft (Arcane, Divine,
Make a weapon attack. On a success, the target takes Primal or Rune), Instant
a wound. You gain a +3 bonus to Defense. When you select this maneuver, choose a school of
Consequences: This maneuver can be used once per magic. Cast a spell of the chosen school with a +3
scene. bonus to your skill check.
Consequences: This maneuver can be used once per
Improved Returning Weapon scene.
Journeyman (R3), Weapon Group skill, Instant
Make a Ranged combat attack. The target draws two Spring Attack
cards for Defense and uses the lower one. On a hit, Journeyman (R3), Athletics (Run) skill, Instant
the target takes a wound. The weapon returns to your You can move your base speed then make a weapon
hand after the attack. You can only use this attack. On a success, deal a wound to the target.
maneuver with weapons that have the Returning After the attack, you can move your base speed at a
special ability. 1 step penalty. The move actions from this maneuver
Consequences: This maneuver can be used once per do not count as your move action for the round.
scene. Consequences: This maneuver can be used once per
scene.
Improved Shieldbreaker
Journeyman (R3), Weapon Group skill, Instant
Make a weapon attack. You ignore 2 points of Shield
bonus and/or Evade skill. If you hit, the target takes
a wound.
Consequences: This maneuver can be used once per
scene.

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Triple Threat Charging Strike


Journeyman (R3), Weapon Group skill, Instant Master (R4), Athletics (Run) skill, Instant
You play one card against up to 3 targets. Draw two You can move your current move speed then make a
cards for the targets Defense and Resistance and use weapon attack. On a success, deal 1 wound to the
the lowest card. All opponents share the same target. After the attack, you can move your base
Defense and Resistance card. On a hit, you deal 1 speed at a 1 movement step penalty. The move
wound to each target. actions from this maneuver do not count as your
Consequences: This maneuver can be used once per move action for the round.
scene. Consequences: You may use this maneuver once per
day.
Twin Strike
Journeyman (R3), Weapon Group skill, Instant Crippling Strike
Make two separate weapon attacks. You may only Master (R4), Weapon Group skill, Persist
play a card from your hand for each of the two Make a weapon attack. On a success, the target takes
attacks; all other cards must be drawn from the top of a wound. Target also loses a move action and a +4
your deck. Each successful attack deals 1 wound. penalty to the difficulty of his actions until the target
Consequences: You may use this maneuver once per makes a successful Endurance (Fortitude) check (Diff
scene. 17).
Consequences: You may use this maneuver once per
Weapon Specialization day.
Journeyman (R3), Weapon Group skill, Instant
When you select this maneuver, choose a single Debilitating Strike
weapon. Make a weapon attack with the chosen Master (R4), Weapon Group skill, Persist
weapon with a +3 bonus to your skill check. Make a weapon attack. On a success, the target takes
Consequences: This maneuver can be used once per 2 wounds. Target also takes a +5 penalty to the
scene. difficulty of his actions until the target makes a
successful Endurance (Fortitude) check (Diff 17).
Whirlwind Strike Consequences: You may use this maneuver once per
Journeyman (R3), Weapon Group skill, Instant day.
Make a weapon attack. You play one card against up
to 6 targets; all opponents share the same Defense Disembowel
and Resistance card. On a success, you deal 1 wound Master (R4), Weapon Group ( or
to each target. weapons only) skill, Persist
Consequences: This maneuver can be used once per Make a weapon attack. On a success, deal 5 wounds
scene. to the target. The target also loses an action until a
successful Endurance (Fortitude) check (Diff 17).
Consequences: You may use this maneuver once per
Master Maneuvers (Rank +4) day.

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.

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Full Engagement Greater Entangle


Master (R4), Weapon Group skill, Persist Master (R4), Weapon Group skill, Scene
Make a weapon attack against up to 5 targets. You Make a weapon attack. On a success, the target takes
play one card; all opponents share the same Defense a wound and must spend an action to get free with an
and Resistance card. If you hit, deal 1 wound. Acrobatics (Escape) or Athletics (Lift) skill check
Target also takes a +4 penalty to the difficulty of (Diff 17). The target is immobilized until it escapes.
their actions until the target makes a successful If you persist this maneuver on an opponent who has
Endurance (Fortitude) check (Diff 17). not freed themselves, you deal a wound every other
Consequences: You may use this maneuver once per round.
day. Consequences: You may use this maneuver once per
day.
Greater Armor Piercing
Master (R4), Weapon Group skill, Persist Greater Healing
Make a weapon attack. You ignore 3 points of Master (R4), Spellcraft (Divine) or Survival (Heal)
Armor bonus and/or Armor skill. If you hit, you deal Skill, Instant
a wound. Cast a healing spell or make a Survival (Heal) skill
Consequences: You may use this maneuver once per check. You heal 1 additional wound.
day. Consequences: For each additional wound you heal,
you take a wound. You cannot expend more wounds
Greater Avoidance than you possess, and cannot pay the wound cost
Master (R4), Diff 20, Acrobatics (Tumble) skill, with temporary wounds.
Scene
Make an Acrobatics (Tumble) skill check instead of Greater Parry
an Armor check when attacked. On a success, you Master (R4), Weapon Group skill, Scene
avoid the attack and the target takes 1 wound. You Make a weapon attack. On a success, the target takes
gain a +4 bonus to Defense. a wound. You gain a +4 bonus to Defense.
Consequences: You may use this maneuver once per Consequences: You may use this maneuver once per
day. day.

Greater Catch Greater Shieldbreaker


Master (R4), Weapon Group skill, Scene Master (R4), Weapon Group skill, Persist
Make a weapon attack. On a success, the target takes Make a weapon attack. You ignore 3 points of Shield
a wound and is immobilized until it makes a bonus and/or Shield skill. If you hit, the target takes
successful Endurance (Fortitude) check (Diff 17). a wound.
Consequences: You may use this maneuver once per Consequences: You may use this maneuver once per
day. day.

Greater Disarm Greater Trip


Master (R4), Weapon Group skill, Persist Master (R4), Weapon Group skill, Persist
Make a weapon attack. On a success, the target takes Make a weapon attack. On a success, the target takes
a wound and drops an item. The target cannot a wound and is knocked prone. The target cannot
retrieve the item until it makes a successful stand until it makes a successful Endurance
Endurance (Fortitude) check (Diff 17). (Fortitude) check (Diff 17).
Consequences: You may use this maneuver once per Consequences: You may use this maneuver once per
day. 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.

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Render Helpless Lay Out


Master (R4), Weapon Group Skill, Instant Grand Master (R5), Card: King+, Weapon Group
Make a weapon attack. On a success, the opponent skill, Persist
takes a wound, is disarmed and knocked prone. Make a weapon attack. On a success, the target takes
Consequences: You may use this maneuver once per 3 wounds. Target is also disarmed, knocked prone
day. and stunned until the target makes a successful
Endurance (Fortitude) check (Diff 20).
Repeat Casting Consequence: You take a wound. You can use this
Master (R4), Spellcraft Skill, Instant maneuver once per day.
You can cast a spell with a consequence of once a
scene over again. This maneuver does not take an Lunging Strike
action. Grand Master (R5), Athletics (Run) skill, Instant
Consequence: You take a cumulative wound per You can move your current move speed then make a
additional casting in a scene. You cannot cast the weapon attack. On a success, deal 1 wound. After
spell if you do not have sufficient wounds available the attack, you can move your current speed. The
to pay for the casting and cannot use temporary move actions from this maneuver do not count as
wounds to pay for the wounds caused. your move action for the round.
Consequences: You take a wound. You may use this
Spinning Strike maneuver once per day.
Master (R4), Weapon Group Skill, Instant
Make a weapon attack. You play one card; all Maim
opponents share the same Defense and Resistance Grand Master (R5), Card: King+, Weapon Group
card. On a hit, you deal 1 wound to 8 targets you can skill, Persist
legally strike. Make a weapon attack. On a success, the target takes
Consequences: You may use this maneuver once per 3 wounds and draw an extra card from the top of your
day. deck and compare it to the difficulty to deal an extra
wound. The target takes a +5 penalty to all actions
Stunning Strike until it makes a successful Endurance (Fortitude)
Master (R4), Weapon Group skill, Persist check (Diff 20).
Make a weapon attack. On a success, the target takes Consequences: You take a wound. You may use
a wound and is stunned (no actions) until it makes a this maneuver once per day.
successful Endurance (Fortitude) check (Diff 17).
Consequences: You may use this maneuver once per Over-extend
day. Grand Master (R5), Card: King+, Weapon Group
skill, Instant
Sweeping Blow Make a weapon attack. You play one card; all
Master (R4), Weapon Group Skill, Instant opponents share the same Defense and Resistance
Make a weapon attack. You play one card; all card. On a success, you deal 3 wounds to up to 5
opponents share the same Defense and Resistance opponents. Draw an extra card to deal an extra
card. On a hit, you deal 1 wound to 4 targets you can wound to each opponent.
legally strike and knock each prone. Consequences: You take a wound. You may use this
Consequences: You may use this maneuver once per maneuver once per day.
day.
Perfect Armor Piercing
Grand Master Maneuvers (Rank +5) Grand Master (R5), Any card, Weapon Group
skill, Scene
Make a weapon attack. You ignore 4 points of
Behead Armor bonus and/or Armor skill. If you hit, you deal
Grand Master (R5), Card: King+, Weapon Group a wound and continue to ignore 4 points of Armor
skill ( Weapons only), Instant bonus or Armor skill on the target.
Consequences: You may use this maneuver once per
Make a weapon attack. On a success, the target takes
day.
10 wounds.
Consequence: You take a wound. You can use this
maneuver once per day.

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Perfect Avoidance Perfect Returning Weapon


Grand Master (R5), Any card, Diff 23, Acrobatics Grand Master (R5), Any Card, Weapon Group
(Tumble) skill, Scene skill, Instant
Make an Acrobatics (Tumble) skill check instead of Make two attacks against the same target with the
an Armor check when you are attacked. On a same piece of ammunition. On a hit, the target takes
success, you take no damage and the target takes a a wound. The weapon returns to your hand after the
wound. You gain a +5 bonus to Defense. attack. You can only use this maneuver with weapons
Consequences: You may use this maneuver once per that have the Returning special ability.
day. Consequences: You may use this maneuver once per
day.
Perfect Disarm
Grand Master (R5), Any card, Weapon Group Perfect Shieldbreaker
skill, Scene Grand Master (R5), Any Card, Weapon Group
Make a weapon attack. On a success, the target takes skill, Scene
a wound and drops an item. The target cannot Make a weapon attack. You ignore 4 points of Shield
retrieve the item until it makes a successful bonus and/or Shield skill. If you hit, the target takes
Endurance (Fortitude) check (Diff 20). a wound.
Consequences: You may use this maneuver once per Consequences: You may use this maneuver once per
day. day.

Perfect Entangle Perfect Trip


Grand Master (R5), Any Card, Weapon Group Grand Master (R5), Any Card, Weapon Group
skill, Scene skill, Scene
Make a weapon attack. On a success, the target takes Make a weapon attack. On a success, the target takes
a wound and can take no other action than attempt to a wound and is knocked prone. The target cannot
get free. The target is immobilized until it gets free stand until it makes a successful Endurance
with a successful Acrobatics (Escape) or Athletics (Fortitude) check (Diff 20).
(Lift) check Diff 20. If you persist this maneuver on Consequences: You may use this maneuver once per
an opponent who has not gotten free, you deal a day.
wound every other round.
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.

Perfect Repeat Casting


Grand Master (R5), Spellcraft Skill, Instant
You can cast a spell with a consequence of once a
day over again. This maneuver does not take an
action.
Consequence: You take a cumulative wound per
additional casting in a day. You cannot cast the spell
if you do not have sufficient wounds available to pay
for the casting and cannot use temporary wounds to
pay for the wounds caused.

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creation for spells that are just as dangerous as the
natural forces of the world. Primal magic can also
Chapter 9 - Spells access life magic, drawing a small amount of life
Spells are essentially pre-selected special from across creation to focus the energy into one
actions that certain characters can play to replicate being. The drawing out of life from others is
magical effects. While some of the higher circle generally displaced to so many creatures its effect is
spells can be more powerful than what can not noticeable. It also has the drawback of being
accomplished with a mere warrior on a battlefield, unable to return life to the dead.
magic also takes a toll on the mind and in some Because primal spells draw on the life force
cases the body of those who cast the mightiest of of living things, it can never produce Necromancy
spells. effects.

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

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The downside to these pacts is often that the their mind to be unleashed by completing the formula
wielder of such power offers their service (or through word, gesture or with a material component.
servitude) to whatever power granted them their Wizardry is the second oldest form of using magic,
magical ability in life. just behind Runecasting. The advantage over
Divine and Primal magic generally are runecasting was that the spell did not need to be
channeled spells. inscribed, and the incomplete formulas could be
inscribed into less durable materials such as books or
scrolls, or even tattoos inscribed into the flesh of the
Runecasting caster.
By inscribing the power of magic into Wizardry usually employs Arcane spells,
durable objects such as stones, tablets, trees or metal with some elements of Rune magic.
plaques - objects strong enough not to shatter under
the stress of holding the letters of magic. Thus
inscribed, magic radiated from the item, providing a Learning Spells and Runes
constant magic effect according to what had been Spellcasters start out with a handful of spells
written or carved into the material. The problem with they have already learned. Unless specified
runecasting was that any spell took time to activate as elsewhere, a starting spellcaster may start with three
it had to be carved into a resilient source. Second, the spells of the 0th circle, two spells of the First tier (1st-
long, complex formulas were forced to be carved into 3rd circle), and up to one spell of the Second tier (4th-
objects that were rarely mobile. Finally, once 6th circle). Starting characters do not have access to
activated, there was no off switch to the spell, the Third tier (7th-9th circle spells) at character
unless the object in which it was inscribed was generation.
shattered, destroyed or somehow wiped clean of the As the character travels and studies, he may
runes. learn additional spells as he encounters them, either
Runecasting is the primary method of using by seizing them from enemy spellbooks, trading with
Rune magic. other spellcasters for the formulas or by
experimenting and studying to recreate known
Sorcery formulas or fashion new spells.
A spellcaster cannot know more than 1 spell
Sorcery is the innate power of a being to per point of Magic Aptitude ability score per circle.
accomplish magic. A sorcerous being does not need For example, a character with a Magic Aptitude of 4
to memorize a cryptic formula nor write down arcane can know up to 4 spells of the 0th circle, 4 spells of
words into objects to manifest spells. Like the gods the 1st circle and so on up to 4 spells of the 9th circle.
themselves, sorcerers can draw upon the might of If a character attempts to exceed this total, he must
magic with a thought. While the mortal frame cannot forget a spell of the same level to add the new spell
long support the channeling of such power through to his list of known spells.
its system, in short bursts and with proper training, a
sorcerer can produce powerful and wondrous effect
to match any wizard. Overall, sorcery among the Seizing Spells
mortal races is fairly new and rare; for ages the way After defeating an enemy spellcaster,
of Wizardry and Runecasting ruled arcane casting. characters might be lucky enough to find a written
The primary downside to sorcery is both its often record of the spells the caster knew. Adding the new
explosive nature that can quickly get out of control spell to the characters repertoire, however, is not
and the fact that one is born with the talent of automatic. The character must still expend
sorcery, or never possesses it. Even those who experience to add the spell to the list of spells he
possess the talent of sorcery sometimes never learn to knows. If the character does not add the spell to his
properly trigger their ability, and thus never come to known list, he can still use the captured spellbook as
recognize the innate talent they may have had all if each spell within were a scroll, though this use
along. destroys the individual spell after use.
Sorcery usually employs Arcane spells, with See the Running the Game chapter for
some elements of Primal spells. information on the experience cost and time it takes
to add a new spell to the characters spell list.
Wizardry
This is among the most popular method
through which magic is brought into being. By
studying and memorizing arcane and complex
formulas, wizards trap the magic of a spell within
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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.

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Reading Spell Entries or weeks preparing a single casting of a spell of this


circle.
Third tier spells can only be used once per
Spell Name day safely, and normally inflict at least one wound
to the caster. No magic can prevent this wound
Circle, Casting, School, Range, Duration
damage, and it ignores temporary wounds. Many
Spell effects
third tier spells allow you to expend extra wounds to
affect extra targets or make the spell easier to cast.
Circles of Power You can never expend more wounds that you
Spells are broken down into grades, known currently have. You cannot expend extra wounds
as Circles of Power, or just Circles. Circles range with a Rune.
in power from 0th up to 9th, with a theoretical 10th Also, like second tier spells, third tier spells
level (and above). can be cast more often than once a day. For each
additional time you wish to cast a third tier spell in a
single day, you take a cumulative wound (thus 2
0th Circle Spells wounds the second time you cast it in a day, 3
Also referred to as cantrips or orisons, these wounds the third time, 4 wounds the fourth, and so
are minor tricks that apprentices and acolytes learn as on). You can never cast a third tier spell more than 5
they start on the path to casting spells. Many 0th times in one day (costing a total of 15 wounds). You
circle spells can be replicated with a few parlor cannot expend extra wounds with Runes.
tricks; their effects are very minor indeed.
10th Circle (and Above)
First Tier Spells Spells of the 10th circle and above are not
st rd
Spells of the 1 3 circle are generally meant for mortal hands. Only hinted at in theories
considered to be safe spells. They draw a minimal and rituals, spells of this circle unleash magical might
amount of magical power and can be used frequently so powerful that they consume a mortal frame in the
without personal harm by skilled casters. casting often before the casting can be completed.

Second Tier Spells Casting


Spells of the 4th 6th circle are sometimes
referred to as sacrifice spells. These spells tax the Att/Dam
spellcaster somewhat and their casting must be Attack spells use your Magic Aptitude
adjudicated judiciously to prevent the caster from ability + appropriate Spellcraft skill + spell Attack
injuring or incapacitating themselves from too much value + card value against an opponents Defense
use too quickly. ability + Evade skill + Shield + drawn card to
Second tier spells can only be used once a determine if you successfully hit with the spell. To
scene, or approximately once every 15 minutes. determine if the spell deals damage, make a
However, spells of the second tier can be Spellcraft skill + spell Damage value + card value
used in desperation more than once a scene. For each against an opponents Resolve + Armor skill +
additional time you wish to cast a second tier spell in Armor bonus + card drawn.
a single day, you take a cumulative wound (thus 1 Based on the circle of the spell, an attack
wound the second time you cast it in a day, 2 wounds spell grants you a bonus to hit as shown below. The
the third time, 3 wounds the fourth, and so on). You spell also inflicts the wounds indicated if successful.
can never cast a second tier spell more than 5 times in If you play a card to gain an additional success, the
one scene (costing a total of 11 wounds). If you do spell only causes one additional wound, regardless of
not have sufficient wounds left for an additional the base wounds the spell inflicts.
casting, you cannot try again that scene. You cannot
expend extra wounds with a Rune. Att/Phys
Attack spells use your Magic Aptitude
Third Tier Spells ability + appropriate Spellcraft skill + spell Attack
The deadliest of the spells, known as value + card value against an opponents Defense
Tempest magic, 7th-9th circle spells have powerful, ability + Evade skill + Shield + drawn card to
fear-inspiring effects, but they can likewise quickly determine if you successfully hit with the spell. To
incapacitate or even kill the spellcaster with a single determine if the spell deals damage, make a
casting. Few spellcasters dare to unleash spells of Spellcraft skill + spell Phys value + card value
this level more than once a day, and may spend days

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against an opponents Resolve + Endurance mundane or magical harm. Abjuration is often
(Physical) skill + card drawn. described as the polar opposite of Divination.
Based on the circle of the spell, an attack
spell grants you a bonus to hit as shown below. The Conjuration
spell also inflicts the wounds indicated if successful.
If you play a card to gain an additional success, the There are two components to conjuration
spell only causes one additional wound, regardless of spells that almost makes them separate schools unto
the base wounds the spell inflicts. themselves. The first bit of conjuration deals with
drawing of materials or energies from other places -
Draw Card you draw a card from the top of your often other planes. The other half of conjuration deals
deck and compare to the opponents Resolve to with the physical summoning of creatures - or their
inflict an extra wound. essences - to do the bidding of the caster. Spells that
Play Card you can draw a card from the top of create objects from nothing or that channel healing
your deck or play a card from your hand to compare energy to fix wounds fall into spells of the first part
to the opponents Resolve to inflict an extra wound. of conjuration, while spells that summon creatures
from another plane or which bind spiritual essences
to animate non-living objects are considered to be
Fort conjuration spells of the latter type. Conjuration is
Fortitude spells use your Spellcraft ability + considered the polar opposite of Evocation.
Spellcraft skill + Fort bonus + card value against an
opponents Resolve + Endurance (Fortitude) + drawn
card to determine if you are successful with the spell. Divination
Based on the circle of the spell, a Fort spell These spells deal with spells that reveal
grants you a bonus to your casting as shown below. hidden knowledge. They also tend to be the most
time consuming and physically draining to cast.
Divination spells can be used to learn the properties
Resv of an item, to read the minds of other creatures, to see
Resolve spells use your Spellcraft ability + people, places or things in far away areas and in
Spellcraft skill + Resolve bonus + card value against exceptionally rare cases to glimpse into the future or
an opponents Resolve + Endurance (Mental) + the past. Divination is often described as the polar
drawn card to determine if you are successful with opposite of Abjuration.
the spell.
Based on the circle of the spell, a Resv spell Enchantment
grants you a bonus to your casting as shown below.
These are spells that bind the mind or
physical shell of a creature. Unlike Transmutation,
Diff Enchantment does not make physical changes but
A spell with a difficulty uses your Spellcraft either binds magical properties to an item without
ability + Spellcraft skill + card value to beat the altering it, or subjects the mind to easy manipulation.
difficulty of the spell to determine if you are Magical charms, the domination or possession of a
successful. creature or the affixing of a mystical magical aura to
The base difficulty of a spell is equal to 11 + an individual fall under the realm of enchantment.
1 per circle past the 1st circle, as shown on the Enchantment is often described as the polar opposite
master spell effects table. Rune have a difficulty -2 of Transmutation.
lower than normal.
Evocation
Unlike many other spells, evocation spells
Schools of Magic are discerned by how they feel when cast. When
Spells have been analyzed and broken down speaking of clerical magic, these spells are often
into eight major groupings. referred to as Invocation spells. Evocation spells
draw upon a power within the caster often described
Abjuration as "welling power" - Invocations have a similar
feeling, but instead of drawing upon inner power,
Spells of this school can best be described as they drawn upon faith or fill the caster with presence
protective or counter spells. Abjuration magic of a powerful entity within them lending them
disguises creatures or objects from physical or strength and power. Evocation spells tend to be
magical detection or protect such things from flashy and deadly - spells often called spells of
Hate for the strong negative emotions they drew
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upon as they were cast (casters of Invocations often
describe a feeling of righteous wrath with their
Range
spells). Spells that unleash balls of fire, bolts of Personal
lightning or even arrows of pure force are all spells The spell only affects the caster.
that fall into the evocation school of magic.
Evocation is often described as the polar opposite of
Conjuration. Touch
The spell only affects someone within reach
of the caster, or the caster himself.
Illusion
The spells of this school are spells that fool Close
the senses - ghost-like images, phantom sounds and The spell has a short range (about 30 feet),
even phantasms of the mind all fall into this school. but can be used while facing melee opponents
While the low circle spells of this school are fairly without penalty. This is the default range for 0th
harmless and easy to detect as fake, higher circles of Circle spells.
spells become increasingly difficult to detect as fake
and the falsehood that they project can kill those who
fail to discern them as frauds. At the highest circles Short
of illusion magic, it is possible to give life to dreams The spell has a slightly longer range (about
- and nightmares - bringing them to a certain degree 60 feet), but if used while in melee combat with an
of life. Illusion magic is considered the polar opposite opponent, they gain a free attack against the caster.
of Necromancy. If the caster is hit, the spell fails to go off. This is the
default range for First Tier spells.
Necromancy
The spells of necromancy call upon the Medium
negative forces of death and undead, as well as the The spell has a fairly good range (100 feet),
power of the fleshy vessel. While not all necromancy but if used while in melee combat with an opponent,
is evil or bad, many of the spells that deal with they gain a free attack against the caster. If the caster
undead and the powers of the undead have given the is hit, the spell fails to go off. This is the default
school a strongly negative connotation. Spells that range for Second Tier spells.
reanimate dead tissue without repairing it, or kill such
tissue are necromancy spells. Likewise, spells that Long
bind dead spirits to once-living flesh or grant the The spell has an effective range of about 400
caster the powers of undead creatures are also feet, but if used while in melee combat with an
necromancy spells. Necromancy is considered the opponent, they gain a free attack against the caster.
polar opposite of Illusion. If the caster is hit, the spell fails to go off. This is the
default range for Third Tier spells.
Transmutation
Transmutation deals with the alteration of Duration
creatures and objects from one form to another.
Where enchantment does not wrought a true physical Instant
change to enhance or bolster an individual, The spell resolves itself immediately.
transmutation twists and rearranges a creature or item Wounds persist, but all other effects are gone by the
to - usually - make it better. Spells that shift the shape time the spellcasters turn comes around, if not
of one creature to another, spells that strengthen or before. This is the default duration for any spell that
toughen an individual are all spells that fall into the deals damage and 0th circle spells.
Transmutation school. Transmutation spells are
considered the polar opposite of Enchantment spells. Persist
The spell continues to function for a number
of rounds equal to the value of a card the spellcaster
discards from his hand or can be maintained from
round to round if the spellcaster takes a penalty to the
difficulty of any spells he casts for the round equal to
the circle of the spell he is persisting. This does not
cost an action to maintain. You cannot persist more

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than one spell at a time. This is the default duration
for First tier spells, except damage-dealing spells. Stacking Effects
If you persist a spell that has a detrimental If a spell provides a bonus to an ability or
effect on an opponent (usually an enchantment spell), skill, you only gain the benefit of the spell that grants
the target can shake the effect if they make a you the best bonus. For example, if you cast Strength
successful Endurance check. The difficulty needed of Heroes on someone twice, they only get a +2
to beat is based on spell level and listed below. The bonus to Melee Combat, not +4.
target may choose to draw a card off the top of their
deck to attempt the Endurance check or play a card
from their hand to resist the effect. Note that if the
Building Spells
target plays a card from their hand to perform an Spells are built by adding different effects
Endurance check, they may be down a card if they together. Example effects are listed below. The
perform any other action that requires playing a card game master can create more and assign their
that turn. attributes as desired, using the examples below.
Most persisted spells deal an intial amount Normally, a spell only applies one special
of damage. You add extra wounds from racial effect. For each additional effect you wish to apply,
abilities, size, weapons and/or other abilities to these increase the circle of the spell by 2. You normally
wounds. You do not deal these wounds of damage in cant apply the same effect more than once. A
succeeding rounds if the maneuver is persisted. second tier spell can add one extra effect without
Some spells cause extra wounds of damage increasing the difficulty. A third tier spell can add
(usually 1 every other round) if persisted. You do not two extra effects without increasing the difficulty.
add extra wounds from racial abilities, size, weapons The school of magic in parentheses indicates
or other abilities to these wounds. which school is associated with the special effect.
Note that if the target fails to successfully Spells opposed to the school in parentheses cannot
make the Endurance checks, the spell will still end use the effect. For example, you could not add
after a number of rounds equal to the value of the Charm to a Transmutation spell, as it opposes
card used to activate the spell (see the first Enchantment.
paragraph).
Skill Level
Scene There are multiple skill levels you can have
The spell continues to work for the with a skill, which limit what sort of special actions
remainder of the scene or up to 15 minutes, without you can take.
need for cards to be discarded to maintain the spell.
You can discard a card from your hand to stop the
spell during your turn. This is the default duration Unskilled (No Ranks)
for Second and Third Tier spells, except damage- You have no skill with magic at this level.
dealing spells. If you have a spellbook or scroll nearby, you might
be able to get a spell off with sheer luck.
Mechanics: You cannot cast a spell without first
Day discarding a Joker.
The spell continues to work for an entire day
(24 hours), without need for cards to be discarded to
maintain the spell. You can discard a card from your Initiate (0 Ranks)
hand to stop the spell during your turn. This is the most basic level of proficiency of
skill. At best, you can cast 0 circle spells, with some
difficulty.
Repeated Casting Mechanics: You can cast 0 circle spells using a face
You can freely cast spells of the 0th to 3rd card, Ace or Joker.
circle at any time (provided you have a high enough
Spellcraft skill). You can cast spells of the 4th to 6th Novice (Rank 1)
circle only once a scene or 15 minutes, whichever is At this level, you are skilled enough to cast
longer. You can only cast a spell of the 7th to 9th 0th circle spells, and can cast 1st circle spells with
level circle once a day. some difficulty.
Mechanics: You can cast 0th circle spells using any
card. You cannot cast 1st circle spells using a Jack or
higher card.

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NPCs/creatures can only cast 0th circle spells one spell from the Third Tier (7th circle) once per
one 1x/scene. scene or with the use of a King+ from their hand.
Such NPCs/creatures do not have access to 8th or 9th
Apprentice (Rank 2) circle spells.
At this level, you are proficient at First Tier
spells, though higher Tier spells are beyond your Grand Master (Rank 5)
reach. At this level, you are one with magic, and
Mechanics: You can cast 0th circle spells using any practically no spell is beyond you, though Second
card. You can cast a 1st circle spell using a Jack or and Third Tier spells are still slightly taxing.
higher face card. You can cast 2nd circle spell by Mechanics: You can cast 0th-1st circle spells with
using a Queen or higher card, and you can cast 3rd any card. You can cast 2nd-3rd circle spells with a
circle spells by using a King or higher card. You card that matches the school of the spell. You can
cannot cast Second or Third Tier (4th-9th circle) cast 4th-5th circle spells with a Jack or higher face
spells. card. You can cast 6th-7th circle spells with a Queen
NPCs/creatures can cast 0th circle spells with or higher face card. You can cast 8th-9th circle spells
any card and can use one spell of the First Tier (1st- with a King or higher face card.
3rd circle) once per scene or with the use of a Jack+ NPCs/creatures can cast 0th circle spells with
card from their hand (if they have one). any card and can use one spell of the First Tier (1st-
3rd circle) once per scene or with the use of a Jack+
Journeyman (Rank 3) card from their hand. They can use one spell from
At this level, you can effortlessly cast First the Second Tier (4th-6th circle) once per scene or with
Tier spells and Second Tier spells with some the use of a Queen+ from their hand. They can cast
difficulty, though Third Tier spells are beyond your one spell from the Third Tier (7th-9th circle) once per
reach. scene or with the use of a King+ from their hand.
Mechanics: You can cast a 0th circle spell with any
card. You can cast a 1st or 2nd circle spells with any
card of the same suit as the spell, or with any suit
face card. You can cast 3rd-4th circle spells with a
Jack or higher card. You can cast 5th circle spells
with a Queen or higher. You can cast 6th circle spells
with a King or higher. You cannot cast Third Tier
(7th-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, and can use one spell of the
Second Tier (4th-6th circle) once per scene or with the
use of Queen+ card from their hand (if they have
one).

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

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Circle Attack Damage Extra Resist/ Casting Difficulty Ability Skill


bonus bonus Wounds Resolve Difficulty to Resist Score Boost
bonus Boost/ (General/
Equivalent Specific)
0th +5 +0 1 +0 11 9 +0 / 1 pt. +1/+1
1st +4 +1 1 + draw card +1 12 9 +0 / 1 pt. +1/+2
2nd +4 +1 2 +1 14 11 +0 / 2 pt. +2/+3
3rd +3 +2 2 + draw card +2 15 12 +1 / 3 pt. +2/+4
4th +3 +2 3 +2 17 14 +1 / 4 pt. +3/+4
5th +2 +3 3 + draw card +3 18 15 +1 / 5 pt. +3/+5
6th +2 +3 4 +3 20 17 +2 / 6 pt. +4/+5
7th +1 +4 4 + draw card +4 21 18 +2 / 7 pt. +4/+6
8th +1 +4 5 +4 23 20 +2 / 8 pt. +5/+6
9th +0 +5 5 + draw card +5 25 22 +3 / 9 pt. +5/+7
on a spells Tier.
Decrease Range (All): You can decrease the range
of a spell to increase Duration, remove a
consequence or decrease the circle of the spell by
Spell Abilities -1. Ranges go from Touch, Close/Short,
Medium to Long.
Ability Boost (Transmutation): You grant a bonus Defense Boost (Abjuration): You can grant a bonus
to a single Primary ability score. You can grant to the Defense, Resistance or Resolve ability.
a +1 bonus per 2 circles of the spell. When you You can grant a +1 bonus per 2 circles of the
boost an ability, it does not affect Secondary or spell. A Defense boost stacks with a Skill boost.
Tertiary abilities. An ability boost stacks with a Draw Extra Card (Enchantment): As a special
Skill boost. effect, once during the spells duration, the target
Charm (Enchantment): You make the target can draw an extra card and compare it to the
friendly towards you. If you or an ally attacks difficulty of the action he is attempting for an
the target, the spell is broken. This spell has a extra success. Or, a number of cards can be
base Duration of Persist, regardless of tier. drawn to create a special hand that the caster can
Combat Boost (Enchantment): You can grant a use to play for his actions or
bonus to Melee Combat, Ranged Combat or Circle Extra opponent actions, even when
Spellcasting. You can grant a +1 bonus per 2 cards such action would require the
th
Circles of the spell. A combat boost stacks with 0 - card being drawn from the
st nd
a Skill boost. 1 -2 1 top of a deck, instead of a
Deal Damage: The spell inflicts damage as shown. 3rd-4th 2 hand. The number of extra
You can double the damage at the cost of two 5th-6th 3 cards that can be draw is
extra special effects. This spell always has a 7th-8th 4 based on the spells circle.
base Duration of Instant, regardless of tier. 9th 5
Decrease Duration (All): You can decrease the
duration of a spell to increase Range, remove a Dominate (Enchantment): When it is the
consequence or decrease the circle of the spell by opponents turn, you choose the targets action,
-1. Durations go from Instant, Persist, Scene to and play cards from your own hand to determine
Day. You cannot remove consequences based the success of that action. This spell always has
a base Duration of Persist, regardless of
Spell Base Base Special Bonus tier. To use this effect, you must first apply
Circle Range Duration Effects a condition that causes the target to lose
0th Close Instant 1 - one or more actions on its turn, which you
1st Short Persist 1 - perform instead.
2nd Short Persist 1 +1 Range or Duration Energy Attack (Evocation): As a special
3rd Short Persist 1 +2 Range or Duration effect, your attack deals energy damage
4th Medium Scene 2 - (acid, cold, electricity, fire, force, necrotic,
5th Medium Scene 2 +1 Range or Duration radiant). Each energy type adds the
6th Medium Scene 2 +2 Range or Duration following special effect that generally lasts
7th Long Scene 3 - until a successful skill check is made. See
8th Long Scene 3 +1 Range or Duration the Persist duration earlier for the
9th Long Scene 3 +2 Range or Duration
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Difficulty required to succeed on the Endurance spells consequence, expending a special effect
(Fortitude) (or Armor) check. or increase the circle of the spell by +1. Ranges
You can add energy damage to a spell either go from Touch, Close/Short, Medium to Long.
as a minor special effect or by reducing the Extra Action (Enchantment): You can grant the
damage of the spell by one level. The spell must target an extra action (standard or move) for
be upgraded to a minimum Duration of Persist, every tier of the spell as a special effect. You
which must be added separately from other cannot use this ability on a 0, 1st or 2nd circle
effects. spell. This spell has a base Duration of Persist,
Acid: The target takes 1 (acid) wound every regardless of tier.
other round until the target makes a Extra Movement Type (Transmutation): You can
successful Armor check against the stated grant the target an extra means of locomotion
difficulty. such as flying, burrowing or swimming as a
Cold: The target is Slowed until it makes a special effect or by raising the circle by +2.
successful Endurance (Fortitude) check Extra Target (Any): You affect additional targets
against the stated difficulty. as a special effect or by increasing the circle by
Electricity: The target takes a 1 penalty to skill 2, up to +5 targets for a 9th circle spell (Thus +1
checks (-2 for 6th & 7th circle spells and -3 target at 1st-2nd, +2 targets at 3rd-4th, +3 targets at
for 8th & 9th circle spells) until a successful 5th-6th, +4 targets at 7th-8th and +5 targets at 9th).
Endurance (Fortitude) check is made against You can take this special effect multiple times.
the stated difficulty. You can add a consequence to a spell that allows
Fire: The target continues to burn, and takes 1 you to affect an additional target for each wound
(fire) wound every other round past the first you take.
until a successful Endurance (Physical) Gain Knowledge (Divination): As a special effect,
check is made against the stated difficulty. you can reveal hidden Knowledge or use a
Force: Ghostly creatures cannot evade the special Perception to gather knowledge about an
attack. Divine spells cannot use Force object or creature. The range at which you can
damage. gather information is dictated by the spells
Poison: The target continues to take 1 (poison) circle, as shown below. This spell has a base
wound until a successful Endurance Duration of Instant, regardless of tier. A
(Fortitude) check is make against the stated Duration of Persist or longer allows you to
difficulty. Poison attacks Resolve, not update the garnered information with additional
resistance. Runes cannot deal Poison or ongoing information.
damage.
Necrotic: The target cannot heal damage until it Circle Range
makes a successful Endurance (Fortitude) 1st-2nd Touch
check against the difficulty. Primal spells 3rd-4th Short
cannot use Necrotic damage. 5th-6th Medium
Radiant: Undead creatures take a 2 penalty to 7th-8th Long
Endurance (Fortitude) checks against the 9th Any distance
attack. Arcane spells cannot use Radiant
damage. Gain Temporary Wounds (Necromancy): You can
Sonic: Sonic spells deafen the target, causing it increase a creatures wound points above its
to automatically fail Perception (Listen) maximum with temporary wounds. When a
checks. Sonic attacks Resolve, not creature takes damage, it loses temporary
Resistance. wounds first. You can add +1 temporary wound,
Expend (All): As a consequence, the spell can be plus an additional temporary wound every 3
expended for a separate special effect that only circles (thus 1 temporary wound at 1st-2nd, 2
activates when the spell is expended. You temporary wounds at 3rd-5th, 3 temporary wounds
cannot use this on a spell that has a Duration at 6th-8th and 4 temporary wounds at 9th).
shorter than persist. Heal (Conjuration): You can heal a wound in a
Extend Duration (All): You can increase the creature. You can heal an additional wound for
duration of a by decreasing Range, increasing a every 3 circles a spell has (1 at 1st-2nd, 2 at 3rd-
spells consequence, expending a special effect 5th, 3 at 6th-8th and 4 at 9th level). Primal spells
or increasing the circle of the spell by +1. must be one level higher than normal. Arcane
Durations go from Instant, Persist, Scene to Day. spells cannot provide healing. Heal spells have a
Extend Range (All): You can increase the range of default range of Touch, regardless of Tier.
a spell by decreasing Duration, increasing a

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Illusion (Illusion): You can fool the senses of an least as Long, Medium, Short/Close, Touch,
opponent with an imaginary image, sound, taste, Personal.
smell or the like or by disguising the true nature Shorten Duration (All): You can shorten the
of an existing object. Piercing the illusion duration one step to add an extra effect to a spell
requires an appropriate Perception check with a or lower the circle of the spell by 2. Duration
difficulty of 9 + circle of the spell. Each sense stepping goes from greatest to least as Day,
beyond the first you want to fool increases the Scene, Persist, Instant.
spells circle by +2. Skill Boost (Enchantment): You grant a +2 bonus
Immunity (Abjuration): You can grant immunity to a single subskill. You can grant a +1 bonus
to a skill check or damage type as 3 special per 2 additional circles of the spell. If the
abilities. This spell always starts with a Duration subskill is trained only skill, grant a +1 bonus per
of Instant, regardless of Tier. 2 circles of the spell
Limited Casting (Any): By limiting how often the
spell can be used, you can add an extra effect. Spell Circle Subskill Trained
If you limit a 1st-3rd circle spell to once per Bonus Only
scene, you can add 1 extra effect. Bonus
If you limit a 1st-3rd circle spell to once per 0th +2 +0
day, you can add 2 extra effects. 1st 2nd +3 +1
If you limit a 4th-6th circle spell to once per 3rd 4th +4 +2
day, you can add 1 extra effect. 5th 6th +5 +3
If you limit a 7th-9th circle spell to once per 7th 8th +6 +4
week, you can add 1 extra effect. You cannot 9th +7 +5
limit a 1st-6th level spell to one a week casting.
Lose Action (Enchantment): The opponent loses an Slow (Enchantment): You can reduce the targets
action, either standard or movement. You cannot movement rate to Ponderous, even if the target
use this ability on a 0 or 1st circle spell. You can has an Enhanced or better movement rate.
make an opponent lose both his standard and Stack (Any): You can expend a special effect to
movement action (stun) by increasing the allow an effect to stack. You can only stack
spells circle by +4 or at the cost of three special effects once.
effects. This spell always starts with a base Summon Creature (Conjuration): You can
Duration of Persist, regardless of Tier. summon a creature whose best ability score is no
Penalty (Enchantment): The opponent suffers a better than the circle of the spell. Summoning
penalty to a subskill of up to 1 per circle of the never lasts more than a scene. When a
spell. You can provide a 1 penalty to a summoned creature makes a check requiring a
broad skill per 2 circles (minimum 2nd circle) at card to be used, you draw a card off the top of
the cost of a special effect. your deck for the result.
You can provide a 1 penalty to all skills that use a Take Wounds (Any): If a spell deals a cumulative
particular ability score per 3 circles (minimum wound to you, you can add a special effect at no
3rd circle) at the cost of a special effect. cost or ignore a consequence (such as the spell
You can provide a 1 penalty to all skills per 4 circles only be used once per scene). Note that 7th-9th
(min 4th circle) at the cost of a special effects. circle spells already cause a wound normally, so
Resist Damage (Abjuration): The spell can negate adding this to a spell of that circle would make
one wound of a particular energy type as a 1st you suffer 2 base wounds instead.
circle spell, plus 1 wound per 2 circles beyond 1st
as a special effect. You can ignore all damage
types as an extra special effect. This spell
always starts with a duration of Persist,
regardless of tier.
Resistance (Abjuration): You can provide a +1
bonus to Resistance per 2 spell Circles.
Providing a Resistance bonus counts as Armor.
Resolve (Abjuration): You can provide a +1 bonus
to Resolve per 2 spell Circles.
Shorten Range (All): You can shorten the range of a
spell one or more steps to add an extra effect to a
spell or lower the circle of the spell by 2 per step
you drop. Range stepping goes from greatest to

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54 - Fantasy

Arcane Spells Summon Servant


0th circle, Diff 11, Conjuration (Summon),
0th Circle Arcane Spells Close, Persist
You summon an invisible manservant to do your
Arcane Bolt bidding. The servant cannot fight and has Defense
0th circle, Attack +5/Damage +0, Evocation, 5, Resist/Resolve 5 and 1 Wound.
Short, Instant Consequences: You can use this spell once a scene.
You create a bolt of mystic energy that streaks
towards the target and deals 1 wound. First Tier Arcane Spells
Detect Magic
Animate Lesser Undead
0th circle, Diff 11, Divination, Close, Instant
1st circle, Diff 12, Necromancy, Close, Persist
You detect the presence of active spells or magic
You animate a single skeleton or zombie to serve you
items in range.
until it is slain or the duration ends. The
skeleton/zombie has 1 in all stats and 1 wound. See
Legerdemain the monster section for an example skeleton and
0th circle, Diff 11, Transmutation, Personal, zombies stats. If you choose to increase the
Persist difficulty by +2, the skeleton zombie gains a +1 in
You create a minor magical effect or trick that Strength and Dexterity (max 5) OR you can
harmlessly changes the appearance, taste, feel, sound summon one additional skeleton/zombie.
or smell of yourself or an item in your possession.
Consequences: You can use this spell once a scene.
Arcane Armor
1st circle, Diff 12, Abjuration, Target, Scene
Light
You create an armor (unarmored) made of protective
0th circle, Diff 11, Evocation, Personal, Scene
glyphs that grants the target a +1 bonus to
You create a magical light that illuminates everything
Resistance. Each time you increase the difficulty by
within close distance.
2 past Difficulty 12, you can increase the Armor
Consequences: This spell can be used once a day.
bonus to Resistance by +1, up to a maximum of +5.
Consequences: This spell can be cast once a scene.
Minor Illusion
0th circle, Diff 11, Illusion, Close, Instant Blazing Hands
You create an illusionary object that can be detected
1st circle, Attack +4/Damage +1, Evocation
by one sense sight, taste, touch, sound or smell. If
(Fire), Close, Persist
the target beats the difficulty with a Perception check,
You deal 1 (fire) wound to the target. Draw a card
the illusionary nature can be detected.
from the top of your deck and compare it to the
difficulty to deal an extra (fire) wound. The target
Phantom Hand continues to burn, taking 1 (fire) wound every other
0th circle, Diff 11, Conjuration, Close, Persist round after the first until a successful Endurance
You create a hand with a Strength of 1. The hand can (Physical) check (Diff 9).
pick up items of up to 25 lbs., open or close objects
or perform fine manipulation of small items. Charm Gaze
Consequences: This spell can be used once a scene.
1st circle, Resolve +1, Enchantment, Short,
Persist
Resistance A non-hostile target becomes a trusted ally. The
0th circle, Diff 11, Abjuration, Close, Instant charmed target will not fight for you, but will be
The target gains a +1 bonus to their next Armor helpful towards in all other ways.
check. Consequences: This spell can be cast once a scene.
If you harm the target, the spell is broken. If any of
your allies harms the target, the target no longer
treats them as allies.

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54 - Fantasy

Deep Pockets Arcane Sight


1st circle, Diff 12, Transmutation, Touch, Scene 2nd circle, Diff 14, Divination, Personal, Persist
The target objects interior grows dramatically, You gain a mystical sight that grants you a +3 bonus
allowing it to carry an extra 50 lbs. Outwardly, the to Perception (Spot) and allows you to see active
item does not grow in size. For each increase of the spells glowing as a mystical aura surrounding an
Difficulty by +2, the object can hold an additional 50 individual (including invisibility).
lbs.
Consequences: This spell can be cast once a day. Beams of Fire
2nd circle, Attack +4/Damage +1, Evocation
Illusion (Fire), Short, Persist
1st circle, Diff varies, Illusion, Close, Persist You deal 1 (fire) wound to the target. Draw an extra
You create an illusion that affects one sense (sight, card and compare it to the difficulty to deal an extra
sound, touch, taste, smell). The difficulty to pierce wound. Each turn, the target continues to burn,
the illusion with a Perception check is equal to the taking 1 wound every other round after the first until
difficulty of the spell. a successful Endurance (Physical) check (Diff 11) is
made.
Magic Bolt
1st circle, Attack +4/Damage +1, Evocation, Invisibility
Medium, Instant 2nd circle, Diff 14, Illusion, Touch, Persist
You create a bolt of mystic energy that streaks The target cannot be detected by Perception (Spot)
towards the target and deals 1 wound. You may draw checks.
an additional card from the top of your deck to deal Consequences: If the target attacks, the invisibility
an extra wound. ends after the attack is resolved. This spell can be
used once a scene.
Shocking Touch
1st circle, Attack +4/Damage +1, Evocation Strength of Heroes
(Electricity), Touch, Persist 2nd circle, Diff 14, Enchantment, Touch, Scene
Your deal 1 (electrical) wound. Draw a card and The target is treated as having at least Rank 0 in a
compare it to the difficulty to deal an extra Weapon Group skill of the casters choice. Further,
(electrical) wound. Each round, the target takes a 1 the target gains a +2 bonus to the Weapon Group.
penalty to skill checks until it makes a successful
Endurance (Physical) check (Diff 9). Summon Second Circle Creature
2nd circle, Diff 14, Conjuration, Close, Persist
Summon First Circle Creature You summon a creature to obey your commands.
1st circle, Diff 12, Conjuration, Close, Persist See the monster section for stats. The creature lasts
You summon a creature that obeys your commands. until destroyed or the spell expires.
See the monster section for stats. The creature lasts
until destroyed or the spell expires.
Curse
3rd circle, Resolve +2, Enchantment, Close,
Swift Steps Persist
1st circle, Diff 12, Transmutation, Touch, Persist The target gains a consequence of the casters choice
The targets speed increases one category (slowed (for examples, see the Races and Profession
Normal enhanced doubled). chapters). Each round, the target must make a
Consequences: This spell can be used once a scene. Presence check (Diff 12). If the target fails it suffers
the consequence applied to it.
Consequences: This spell can be used once a scene.
Arcane Strike
2nd circle, Attack +4/Damage +1, Evocation,
Medium, Instant
Dispel Magic
An invisible force strikes the target, dealing 2 3rd circle, Diff Varies, Abjuration, Short, Instant
wounds. You can end an active spell on the target. The
Difficulty to succeed is equal to as if you were
casting the spell to be dispelled.

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54 - Fantasy

Fire Blast Second Tier Arcane Spells


3rd circle, Attack +3/Damage +2, Evocation
(Fire), Medium, Persist Animate Greater Undead
You hurl a ball of fire at a target, and it explodes into 4th circle, Diff 17, Necromancy, Close, Persist
flame dealing 2 (fire) wounds. The target continues You animate a single ghoul or mummy to serve you
to burn, taking 1 (fire) wound every other round until it is slain or the scene ends. See the monster
unless it makes a successful Endurance (Physical) section for stats. If you choose to increase the
check (Diff 12). difficulty by +2, the ghoul/mummy gains a +1 in
Consequences: This spell can be used once a scene. each primary stat OR you can summon one additional
You can take a cumulative wound to cast the spell mummy/ghoul.
again in the same scene. Consequences: This spell can be used once a scene.

Fly Arcane Portal


3rd circle, Diff 15, Transmutation, Touch, Persist 4th circle, Diff 17, Conjuration, Special, Instant
The target can fly at its base movement rate. You and up to 3 additional allies step through a
doorway next to you and exit at a Long distance (400
Lightning Bolt ft.) away.
3rd circle, Attack +3/Damage +2, Evocation Consequences: This spell can be used once a scene.
(Electricity), Short, Persist
You unleash a bolt of lightning that deals 2 Fireball
(electrical) wounds. The target takes a 1 penalty to 4th circle, Attack +3/Damage +2, Evocation
all skill checks until the target makes a successful (Fire), Medium, Persist
Endurance (Fortitude) check (Diff 12). You hurl a ball of fire at a 3 targets, and it explodes
into flame dealing 3 (fire) wounds. The targets
Shrink Item continue to burn, taking 1 (fire) wound every other
3rd circle, Diff 15, Transmutation, Touch, Day round until the target makes a successful Endurance
(Physical) check (Diff 14).
A target item of 75 lbs. or less shrinks to fit in the
Consequences: This spell can be used once a day.
palm of your hand. You can restore the item to
You can take a cumulative wound to cast the spell
normal size with a standard action.
again in the same day.
Consequences: You can use this spell once a day.

Summon Third Circle Creature Lightning Arc


4th circle, Attack +3/Damage +2, Evocation
3rd circle, Diff 16, Conjuration, Close, Persist
(Electricity), Short, Persist
You summon a creature to obey your commands.
You unleash a stream of lightning at a 3 targets, and
See the monster section for stats. The creature lasts
it deals 3 (electricity) wounds. The target takes a 2
until destroyed or the spell expires.
penalty to all skill checks until the target makes a
successful Endurance (Fortitude) check (Diff 14).
Vampires Touch Consequences: This spell can be used once a scene.
3rd circle, Attack +3/Damage +2, Necromancy
(Necrotic), Touch, Persist Polymorph
Your touch deals 2 (necrotic) wounds and you gain 2
4th circle, Diff 17, Transmutation, Personal,
temporary wounds. The target cannot heal wounds
Scene
until the target makes a successful Endurance
You take the shape of another creature. Its combined
(Fortitude) check (Diff 12). The temporary wounds
ability scores (Str, Dex, Int, Pre) cannot exceed 20.
last until lost to damage or the spells duration ends.
You gain the creatures racial abilities, natural attack
Consequences: This spell can be used once a scene.
modes and its Strength and Dexterity score. Your
secondary abilities, skills, wounds and resolve do not
change. You do not gain the shapes maneuvers,
spell list, card hand size or equipment.
Consequences: This spell can be used once a scene.

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54 - Fantasy

Summon Fourth Circle Creature Suggestion


4th circle, Diff 17, Conjuration, Close, Persist 5th circle, Resolve +2, Enchantment, Short,
You summon a creature to obey your commands. Persist
See the monster section for stats. The creature lasts The target loses its turn. On your turn, instead of
until destroyed or the spell expires. acting you control the targets actions until it makes a
Consequences: This spell can be used once a scene. successful Endurance (Mental) check (Diff 15).
Consequences: You can use this power once a
scene.
Ice Storm
5th circle, Attack +2/Damage +3, Evocation
(Cold), Medium, Persist Summon Fifth Circle Creature
You deal 3 (cold) wounds to 4 targets. Draw an extra 5th circle, Diff 18, Conjuration, Close, Persist
card and compare it to the difficulty to deal an extra You summon a creature to obey your commands.
(cold) wound. The target is also slowed until it See the monster section for stats. The creature lasts
makes a successful Endurance (Fortitude) check (Diff until destroyed or the spell expires.
15). Consequences: This spell can be used once a scene.
Consequences: This spell can be used once a scene.
You can take a cumulative wound to cast the spell
again in the same scene. Anti-magic Aura
6th circle, Diff 20, Abjuration, Close, Scene
Phantasm You create an area where magic doesnt work. You
5th circle, Diff varies, Illusion, Long, Scene and others cant cast spells in the area and active
You create an illusion that fools three senses. It acts spells are suppressed in the area. You can choose for
as you command, but cannot cause real harm. It can the area to stay in one place or to move with you,
be disbelieved with a successful Perception check with you at the center.
against the casting difficulty of the spell. Consequences: This spell can be used once a scene.
Consequences: This spell can be used once a scene.
Lightning Storm
Polymorph Other 6th circle, Attack +2/Damage +3, Evocation
5 circle, Resolve +3, Transmutation, Short,
th
(Electricity), Medium, Persist
Scene You deal 4 (electricity) wounds to 4 targets. The
The target take the shape of another creature of your target also suffers a 2 penalty to all skill checks until
choice. Its combined ability scores (Str, Dex, Int, makes a successful Endurance (Fortitude) check (Diff
Pre) cannot exceed 25. The target gains the 17).
creatures racial abilities, natural attack modes and its Consequences: This spell can be used once a scene.
Strength and Dexterity score. Its secondary abilities,
skills, wounds and resolve do not change. Scry
Consequences: This spell can be used once a scene.
6th circle, Diff 20, Divination, Extreme, Persist
You create an invisible eye that you can see
Rot through. You can move the eye anywhere in range.
5th circle, Attack +2/Damage +3, Necromancy The eye also grants you a +5 bonus to Perception
(Necrotic), Close, Persist (Spot) checks.
The targets skin withers and peels away, and he Consequences: This spell can be used once a scene.
takes 3 (necrotic) wounds. You may draw a card
from the top of your deck to compare to the difficulty Summon Sixth Circle Creature
to deal an additional (necrotic) wound. The target
also takes a 3 penalty to all skill checks and cannot 6th circle, Diff 20, Conjuration, Close, Persist
heal wounds until the target makes a successful You summon a creature to obey your commands.
Endurance (Fortitude) check (Diff 15). See the monster section for stats. The creature lasts
Consequences: This spell can be used once a scene. until destroyed or the spell expires.
Consequences: This spell can be used once a scene.

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54 - Fantasy

Teleport Summon Elemental


6th circle, Diff 20, Conjuration, Special, Instant 7th circle, Diff 21, Conjuration, Short, Scene
You can transport up to 3 willing targets up to 1 mile You summon an elemental to act on your behalf. See
in any direction. You do not need to travel with the Elemental in the Monster section for stats. The
individuals if you do not desire. The target creatures elemental remains for the scene or until slain.
must arrive on a solid surface capable of supporting Consequences: You take a wound. This spell can be
their weight. You can double the distance by used once a day.
increasing the difficulty by +2.
Consequences: This spell can be used once a day. Summon Seventh Circle Creature
Note: A statute mile is 5,280 feet.
7th circle, Diff 21, Conjuration, Close, Persist
You summon a creature to obey your commands.
See the monster section for stats. The creature lasts
Third Tier Arcane Spells until destroyed or the spell expires.
Consequences: You take a wound. This spell can be
Animate Vampire used once a day.
7th circle, Diff 21, Necromancy, Close, Scene
You animate a single vampire to serve you until it is Arctic Blast
slain or the scene ends. See the monster section for a
8th circle, Attack +1/Damage +4, Evocation
sample vampires stats. If you choose to increase the
difficulty by +2, you can summon one additional (Cold), Long, Persist
You deal 5 (cold) wounds to 5 targets. The targets
vampire spawn.
are also slowed until they make a successful
Consequences: You take a wound. This spell can be
Endurance (Fortitude) check (Diff 20).
used once a day.
Consequences: You take a wound. This spell can be
used once a day.
Blast Fireball
7th circle, Attack +1/Damage +4, Evocation Binding
(Fire), Long, Persist
8th circle, Resv +4, Enchantment, Close, Day
You hurl a ball of flame that explodes dealing 4 (fire)
You imprison a creature of up to 6 wounds in an
wounds to up to 5 targets. You may draw a card
from the top of your deck and compare it to the extradimensional space. If you later play a face
difficulty to deal an additional (fire) wound. The card, you can recall the creature to act on your behalf
targets continue to burn, taking 1 (fire) wound every for one scene. After performing this service or one
other round until the target makes a successful day passes, the creature is free to do as it desires.
Endurance (Physical) check (Diff 18). Consequences: You take a wound. This spell can be
Consequences: You take a wound. This spell can be used once a day.
used once a day.
Clone
Spell Turning 8th circle, Diff varies, Necromancy, Touch, Day
7 circle, Diff 21, Abjuration, Personal, Scene
th You create a living duplicate of a creature you touch.
The next spell directed at you instead targets the The difficulty to create the clone is equal to 10 +
person casting the spell. You may turn up to 7 circles twice the target creatures highest ability score (Str,
of spells before this spell is used up. If you are Dex, Int, Pre, Mel, Ran, Mag, Resist or Resolve). Do
affected by a spell of higher than 7th circle, you turn not count skill ranks or items associated with the
the spell, but suffer a wound as well. ability score.
Consequences: You take a wound. This spell can be Equipment is not cloned.
used once a day. Consequences: You take a wound. This spell can be
used once a day.

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54 - Fantasy

Phantasmagoria Hail of Meteors


8th circle, Resolve +4, Illusion, Long, Persist 9th circle, Attack +0/Damage +5, Evocation
You summon the targets worst nightmare into (Fire), Long, Persist
reality. The target takes 5 wounds and loses all its You cause fiery meteors to fall from the sky,
actions for the turn. The target continues to lose all pounding you opponents into the earth. You deal 5
its action for the turn until it makes a successful (fire) wounds to up to 6 opponents. You may draw a
Endurance (Mental) check (Diff 20). card from the top of your deck to deal an extra (fire)
Consequences: You take a wound. This spell can be wound to each target. Each target is also set on fire
used once a day. and takes 1 (fire) wound each round until they make
a successful Endurance (Physical) check (Diff 22).
Summon eighth Circle Creature Consequences: You take a wound. This spell can be
used once a day.
8th circle, Diff 23, Conjuration, Close, Persist
You summon a creature to obey your commands.
See the monster section for stats. The creature lasts Planar Gate
until destroyed or the spell expires. 9th circle, Diff 25, Conjuration, Long, Instant
Consequences: You take a wound. This spell can be You open a rift in reality, allowing you and up to 5
used once a day. other creatures to travel to another dimension or to
call a creature from another plane to do your bidding.
Word of Stunning Consequences: You take a wound. This spell can be
used once a day.
8th circle, Resolve +4, Enchantment, Long,
Persist
The target loses its actions on its turn until it makes a Summon Ninth Circle Creature
successful Endurance (Mental) check (Diff 20). 9th circle, Diff 25, Conjuration, Close, Persist
Consequences: You take a wound. This spell can be You summon a creature with 9 in its primary ability
used once a day. scores and a 4 in its secondary ability scores. It has
a Resistance 9 and Resolve 9. It has a Weapon
Dominate Skill (Natural) (R4) A13/D18 (+2 wounds) and an
9th circle, Resolve +5, Enchantment, Long, Armor Skill (Natural) (R4) 13. It has 4 wounds. The
Persist creature lasts until destroyed or the spell expires.
The target loses its actions on its turn until it makes a Consequences: You take a wound. This spell can be
successful Endurance (Mental) check (Diff 22). On used once a day.
your turn, instead of acting you can control the target,
spending your own cards to perform actions by the Word of Death
target.
9th circle, Resolve +5, Necromancy, Long, Instant
Consequences: You take a wound. This spell can be
The target takes 10 (necrotic) wounds. You may
used once a day.
draw two cards from the top of your deck to compare
to the difficulty to deal an extra wound each.
Foresight Consequences: You take a wound. This spell can be
9th circle, Diff 25, Divination, Personal, Scene used once a day.
Draw 5 cards from the top of your deck and place
them face in front of you. Whenever you, an ally or
an opponent performs an action, you may choose to
play a card from this special hand to resolve the
action. The cards are not replaced when used.
Consequences: You take a wound. This spell can be
used once a day.

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54 - Fantasy

Divine Spells Command


1st circle, Resv +1, Enchantment, Short, Instant
The target loses an action.
0th Circle Divine Spells Consequences: This spell can only be cast once in a
scene.
Detect Magic
0th circle, Diff 11, Divination, Close, Instant Cure Light Wounds
You detect the presence of active spells or magic 1st circle, Diff 13, Conjuration (Healing), Touch,
items in range. Instant
The target heals 1 wound.
Healers Sight
0th circle, Diff 11, Divination, Close, Instant Fear
You gain a +1 bonus to your next Survival (Heal) 1st circle, Resv +1, Enchantment, Close, Persist
skill check. The target moves its movement rate away in terror
until it makes a successful Endurance (Mental) check
Light (Diff 9).
Consequences: This spell can be used once a scene.
0th circle, Diff 11, Evocation, Personal, Scene
You create a magical light that illuminates everything
within close distance. warding
Consequences: This spell can be used once a day. 1st circle, Diff 12, Abjuration, Personal, Scene
You create protective aura that grants a +1 bonus to
Purify Food and Drink Resolve. Each time you increase the difficulty by 2
past Diff 12, you can increase the bonus to Resolve
0th circle, Diff 11, Abjuration, Touch, Instant
by +1 (max +5).
You remove any taint, poison, rot or disease from
Consequences: This spell can be cast once a day.
food or drink that you touch.

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.

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54 - Fantasy

Contagion Searing Light


3 circle, Resv +2, Necromancy, Touch, Instant
rd 3rd circle, Attack +3/Damage +2, Evocation
The target contracts a disease of the casters choice. (Radiant), Close, Instant
Each day the target makes an Endurance (Fortitude) You deal 1 wound to the target and the target loses an
check (Diff 14) to overcome the disease. action. Undead take a 4 penalty to their Resolve
Consequences: This spell can be used once a day. against this spell.
Consequences: This spell can be used once a scene.
Cure Serious wounds
3rd circle, Diff 15, Conjuration (Healing), Touch, Second Tier Divine Spells
Instant
The target heals 2 wounds. Air Stride
4th circle, Diff 17, Transmutation, Touch, Scene
Curse The target gains a fly movement rate equal to its land
rate.
3rd circle, Resv +2, Enchantment, Close, Persist
Consequences: This spell can be used once a scene.
The target gains a consequence of the casters choice
(for examples, see the Races and Profession
chapters). Each round, the target must make a Animate Greater Undead
Presence check (Diff 12). If the target fails it suffers 4th circle, Diff 17, Necromancy, Close, Persist
the consequence applied to it. You animate a single ghoul or mummy to serve you
Consequences: This spell can be used once a scene. until it is slain or the scene ends. See the monster
section for an example ghoul or mummys stats. If
Dispel Magic you choose to increase the difficulty by +2, the
ghoul/mummy gains a +1 in each primary stat OR
3rd circle, Diff Varies, Abjuration, Short, Instant
you can summon one additional mummy/ghoul.
You can end an active spell on the target. The
Consequences: This spell can be used once a scene.
Difficulty to succeed is equal to as if you were
casting the spell to be dispelled.
Dismissal
Protection from Energy 4th circle, Resv +2, Abjuration, Medium, Instant
You can send an extraplanar creature of up to 4
3rd circle, Diff 15, Abjuration, Short, Scene
wounds back to the plane from which it came. You
Choose an energy type acid, cold, electricity, fire,
may draw an extra card from the top of your deck and
force, necrotic or radiant. The target ignores two
compare it to the difficulty to send a 5 wound
wounds from the chosen element on each attack
creature back to its home plane.
against them, and automatically makes the Endurance
Consequences: This spell can be used once a scene.
check against any additional effect from the attack.
Consequences: The target may expend the spell to
ignore all wounds from a single energy attack that he Divination
is protected from. 4th circle, Diff 17, Divination, Personal, Instant
You may ask two questions which your deity answers
truthfully.
Consequences: This spell can be used once a day.

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.

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54 - Fantasy

True Seeing Teleport


5th circle, Diff 18, Divination, Personal, Scene 6th circle, Diff 20, Conjuration, Special, Instant
You gain a +5 to Perception (Spot) and a +5 to You can transport yourself and up to 3 willing targets
Resolve against Illusions. up to 1 mile in any direction. You do not need to
Consequences: This spell can be used once a scene. travel with the individuals if you do not desire. The
target creatures must arrive on a solid surface capable
of supporting their weight. You can double the
Anti-magic Aura distance by increasing the difficulty by +1 for each
6th circle, Diff 20, Abjuration, Close, Scene doubling.
You create an area where magic doesnt work. You Consequences: This spell can be used once a day.
and others cant cast spells in the area. You can Note: A statute mile is 5,280 feet.
choose for the area to stay in one place or to move
with you, with you at the center.
Consequences: This spell can be used once a scene. Third Tier Divine Spells
Animate Vampire
Chariot of Fire
7th circle, Diff 21, Necromancy, Close, Scene
6th circle, Diff 20, Conjuration (Fire), Close,
You animate a single vampire to serve you until it is
Scene slain or the scene ends. See the monster section for a
You create a horse-drawn chariot made of fire. The
vampires stats. Each time you increase the spells
chariot can hold up to 4 individuals and has
difficulty by +2, you can summon one additional
Enhanced movement. If you attack an opponent with
vampire spawn.
the chariot (i.e., trying to run them over), make a
Consequences: You take a wound. This spell can be
Handle Animal (Riding) vs. Defense/Resistance
used once a day.
attack. A success deals 2 (fire) wounds. The target
continues to burn, taking 1 (fire) wound every other
round after the first until the target makes a Holy Word
successful Endurance (Physical) check (Diff 17). 7th circle, Attack +1/Damage +4, Evocation
The chariot/horse can be attacked and has a (Radiant), Close, Persist
Defense 6, Resistance 6 Resolve 6 and 6 Up to 5 targets take 3 wounds and lose their actions
wounds. on their next turn. Each additional round the target
Consequences: This spell can be used once a scene. loses an action unless the target makes a successful
Endurance (Fortitude) check (Diff 18). Undead take
a 6 penalty to resist the spell.
Heal Consequences: You take a wound. This spell can be
6th circle, Diff 20, Conjuration (Healing), Touch, used once a day.
Scene
The target heals 3 wounds and gains 3 temporary
wounds. You may draw an extra card from the top of Repulsion
your deck to heal and extra wound and grant an extra 7th circle, Diff 21, Abjuration, Long, Persist
temporary wound. Any damage the target takes is Up to 10 creatures cannot approach within Close
subtracted from the temporary wounds first. range of the target unless they make a successful
Consequences: This spell can be used once a scene. Endurance (Mental) check (Diff 18). If the targets
attempt ranged attacks against the protected target,
they suffer a 4 penalty to hit.
Scry Consequences: You take a wound. This spell can be
6th circle, Diff 20, Divination, Extreme, Persist used once a day.
You create an invisible eye that you can see
through. You can move the eye anywhere in range.
The eye also grants you a +5 bonus to Perception
(Spot) checks.
Consequences: This spell can be used once a scene.

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54 - Fantasy

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.

Mass Heal Wounds


8th circle, Diff 23, Conjuration (Healing), Short,
Instant
Up to 5 targets heal 3 wounds.
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.

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54 - Fantasy

Primal Spells Charm Gaze


1st circle, Resv +1, Enchantment, Short, Persist
A non-hostile target becomes a trusted ally. If you
0th Circle Primal Spells harm the target, the spell is broken. If any of your
allies harms the target, the target no longer treats
Animal Eyes them as allies. The charmed target will not fight for
you, but will be helpful towards in all other ways.
0th circle, Diff 11, Divination, Touch, Persist
Consequences: This spell can be cast once a scene.
The target gains a +1 bonus to Perception (Spot).
Consequences: You can use this spell once a scene.
Entangle
Detect Poison 1st circle, Resv +1, Transmutation, Close, Persist
The target takes a 1 movement penalty until it
0th circle, Diff 11, Divination, Close, Instant
makes a successful Endurance (Fortitude) check (Diff
You detect whether a creature, person or object is
9).
poisoned.

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.

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54 - Fantasy

Cure Light Wounds Fire Blast


2nd circle, Diff 14, Conjuration (Healing), Touch, 3rd circle, Attack +3/Damage +2, Evocation
Instant (Fire), Medium, Persist
The target heals 1 wound. You hurl a ball of fire at a target, and it explodes into
flame dealing 2 (fire) wounds. The target continues
Strength of Heroes to burn, taking 1 (fire) wound every other round
unless it makes a successful Endurance (Physical)
2nd circle, Diff 14, Enchantment, Touch, Scene check (Diff 12).
The target is treated as having at least Rank 0 in a
Weapon Group skill of the casters choice. Further,
the target gains a +2 bonus to attacks and damage Poison
with the Weapon Group. 3rd circle, Resv +2, Evocation (Poison), Touch,
Persist
Summon Second Circle Creature The target takes 2 (poison) wounds. Draw a card
from the top of your deck and compare it to the
2nd circle, Diff 14, Conjuration, Close, Persist difficulty to deal an extra wound. Also, the target
You summon a creature with 3 Strength and takes an extra 1 (poison) wound every other round
Dexterity and 1 Intelligence and Presence. It has a 1 after the first until a successful Endurance (Fortitude)
Melee skill and a 0 Ranged and Magic Aptitude skill. check is made (Diff 14).
It has a Resistance 5 and Resolve 5. It has a
Weapon Skill (Natural) of (R1) A6/D3, and an Armor Protection from Energy
Skill (Natural) (R1) 3. It has 1 wound. The creature 3rd circle, Diff 15, Abjuration, Short, Scene
lasts until destroyed or the spell expires. Choose an energy type acid, cold, electricity, fire,
force, necrotic or radiant. The target ignores two
Call Lightning wounds from the chosen element on each attack
3rd circle, Attack +3/Damage +2, Evocation against them, and automatically makes the Endurance
(Electricity), Close, Persist check against any additional effect from the attack.
The target takes 2 (electrical) wounds. Also, the Consequences: The target may expend the spell to
target takes a -1 penalty to skill checks until a ignore all wounds from a single energy attack that he
successful Endurance (Fortitude) check is made (Diff is protected from.
12).
Purge
Curse 3rd circle, Diff varies, Abjuration, Touch, Instant
3 circle, Resolve +2, Enchantment, Close,
rd The target is cured of any disease or poison it is
Persist suffering from. It does not heal any wounds it has
The target gains a consequence of the casters choice suffered from the poison or disease. The difficulty is
(for examples, see the Races and Profession equal to the difficulty of the Poison or Disease, +2.
chapters). Each round, the target must make a Consequences: You can use this spell once a scene.
Presence check (Diff 12). If the target fails it suffers
the consequence applied to it. Summon Third Circle Animal
Consequences: This spell can be used once a scene. 3rd circle, Diff 15, Conjuration, Close, Persist
You summon a creature with 5 Strength and
Dispel Magic Dexterity, and a 1 Intelligence and Presence. It has
3rd circle, Diff Varies, Abjuration, Short, Instant a 1 Melee skill and a 0 Ranged and Magic Aptitude
You can end an active spell on the target. The skill. It has a Resistance 5 and Resolve 5. It has a
Difficulty to succeed is equal to as if you were Weapon Skill (Natural) (R1) A5/D4, and an Armor
casting the spell to be dispelled. Skill (Natural) (R1) 3. It has 1 wound. The creature
lasts until destroyed or the spell expires.

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54 - Fantasy

Second Tier Primal Spells Flame Strike


5th circle, Attack +2/Damage +3, Conjuration
Air Stride (Fire), Medium, Persist
4th circle, Diff 17, Transmutation, Touch, Scene You deal 3 (fire) wounds to up 4 creatures. The
The target gains a fly movement rate equal to its base target continues to burn, taking 1 (fire) wound every
land rate. other round after the first until the target makes a
Consequences: This spell can be used once a scene. successful Endurance (Physical) check (Diff 15).
Consequences: This spell can be used once a scene.
Cure Serious Wounds
4th circle, Diff 17, Conjuration (Healing), Touch, Ice Storm
Instant 5th circle, Attack +2/Damage +3, Evocation
The target heals 2 wounds. (Cold), Medium, Persist
Consequences: This spell can be used once a scene. You deal 3 (cold) wounds to up to 4 creatures. The
target is also slowed until it makes a successful
Freedom Endurance (Fortitude) check (Diff 15).
Consequences: This spell can be used once a scene.
4th circle, Diff 17, Enchantment, Touch, Scene
The target ignores any effect that causes him to take a
movement penalty, be immobilized or lose a single Stoneskin
action. 5th circle, Diff 18, Transmutation, Touch, Scene
Consequences: This spell can be used once a scene. The target ignores the next 3 wounds. Draw an
Target can expend the spell to remove any stunned additional card from the top of your deck and
condition. compare it to the difficulty to ignore an extra wound.
Consequences: This spell can be used once a scene.
Polymorph
4th circle, Diff 17, Transmutation, Personal, Summon Fifth Circle Animal
Scene 5th circle, Diff 18, Conjuration, Close, Persist
You take the shape of another creature. Its combined You summon a creature with 9 Strength and 5
ability scores (Str, Dex, Int, Pre) cannot exceed 20. Dexterity, and a 1 Intelligence and 5 Presence. It
You gain the creatures racial abilities, natural attack has Melee 2, Ranged 0 and Magic Aptitude 0. It has
modes and its Strength and Dexterity score. Your
a Resistance 5 and Resolve 5. It has a Weapon
secondary abilities, skills, wounds and resolve do not
change. You do not gain the shapes maneuvers, Skill (Natural) (R2) A6/D7 (+1 wound), and an
spell list, card hand size or equipment. Armor Skill (Natural) (R2) 5. It has 2 wounds. The
Consequences: This spell can be used once a scene. creature lasts until destroyed or the spell expires.
Consequences: This spell can be used once a scene.

Summon Fourth Circle Animal


Wall of Fire
4th circle, Diff 17, Conjuration, Close, Persist
5th circle, Diff 18, Conjuration (Fire), Medium,
You summon a creature with 8 Strength and 5 Scene
Dexterity, and a 1 Intelligence and 5 Presence. It You create a wall that prevents opponents from
has Melee 2, Ranged 0 and Magic Aptitude 0. It has moving closer without being harmed. The wall is
a Resistance 5 and Resolve 5. It has a Weapon one range increment wide and tall. A target that
Skill (Natural) (R2) A7/D6 (+1 wound), and an cannot circumvent the wall and attempts to get closer
Armor Skill (Natural) (R2) 5. It has 2 wounds. The must make a Endurance (Physical) check (Diff 15) or
creature lasts until destroyed or the spell expires. be pushed back and takes 3 (fire) wounds. The target
Consequences: This spell can be used once a scene. also catches fire and takes 1 wound every two rounds
after the first until they make a successful Endurance
(Physical) check (Diff 15). Successfully passing
through the wall inflicts only 3 (fire) wounds and the
target does not catch on fire.
Consequences: This spell can be used once a scene.

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54 - Fantasy

Lightning Storm Summon Elemental


6 circle, Attack +2/Damage +3, Evocation
th 7th circle, Diff 21, Conjuration, Short, Scene
(Electricity), Medium, Persist You summon an elemental to act on your behalf. See
You deal 4 (electricity) wounds to 4 targets. The Elemental in the Monster section for stats. The
target also suffers a 2 penalty to all skill checks until elemental remains for the scene or until slain.
makes a successful Endurance (Fortitude) check (Diff Consequences: You take a wound. This spell can be
21). used once a day.
Consequences: This spell can be used once a scene.
Finger of Death
Repulse 8th circle, Attack +1/Damage +4, Evocation
6 circle, Diff 20, Abjuration, Long, Scene
th
(Necrotic), Long, Instant
You can keep up to 4 targets from approaching The target takes 10 (necrotic) wounds. The target
within Close range of you. If the targets attempt to cannot heal damage until it makes a successful
attack with ranged combat attacks, they take a 4 Endurance (Fortitude) check (Diff 20).
penalty to the attack. Consequences: You take a wound. This spell can be
Consequences: This spell can be used once a scene. used once a day.

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.

Third Tier Primal Spells Dominate


9th circle, Resv +5, Enchantment, Long, Persist
Heal The target loses its actions on its turn until it makes a
7th circle, Diff 21, Conjuration (Healing), Touch, successful Endurance (Mental) check (Diff 22). On
Scene your turn, instead of acting you can control the target,
The target heals 3 wounds and gains 3 temporary spending your own cards to perform actions by the
wounds. You may draw an extra card from the top of target.
your deck to heal and extra wound and grant an extra Consequences: You take a wound. This spell can be
temporary wound. Any damage the target takes is used once a day.
subtracted from the temporary wounds first.
Consequences: You take a wound. This spell can be Foresight
used once a day. 9th circle, Diff 25, Divination, Personal, Scene
Draw 5 cards from the top of your deck and place
Blast Fireball them face in front of you. Whenever you, an ally or
7th circle, Attack +1/Damage +4, Evocation an opponent performs an action, you may choose to
(Fire), Long, Persist play a card from this special hand to resolve the
You hurl a ball of flame that explodes, dealing 3 action. The cards are not replaced when used.
(fire) wounds to up to 6 targets. You may draw a Consequences: You take a wound. This spell can be
card from the top of your deck and compare it to the used once a day.
difficulty to deal an additional wound. You may
draw the card before or after the difficulty has been
revealed. The targets continue to burn, taking 1
wound every other round until the target makes a
successful Endurance (Physical) check (Diff 18).
Consequences: You take a wound. This spell can be
used once a day.

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54 - Fantasy

Runes Scathing Word


0th circle, Attack +5/Damage +0, Enchantment,
0th Circle Runes
Close, Instant
You deal a wound to the target.
Runes of this magnitude are usually carved
into small crystals or thumb-sized river stones. They Spoken Words
are often carried in a bag or on a necklace around the 0th circle, Diff 9, Enchantment, Close, Scene
neck. Some are made into signet rings, cloaks, Whenever a creature comes within range, a verbal
drinking cups or other such easily portable items. message of the runecasters choice is spoken aloud.
Consequences: This spell can be used once a scene.
Detect Magic
0th circle, Diff 9, Divination, Close, Instant First Tier Runes
You detect the presence of active runes or magic
items in range. Runes of this magnitude are usually carved
into small items that can be transported with some
difficulty. They may be inscribed into stone tiles,
Healers Sight boxes or chests weighing between 2 lbs. 25 lbs.
0th circle, Diff 9, Divination, Close, Instant
You gain a +1 bonus to your next Survival (Heal) Alarm
skill check.
1st circle, Diff 10, Abjuration, Close, Day
Any creature that enters the protected area alerts the
Light runecaster to their presence. This rune remains in
0th circle, Diff 9, Evocation, Personal, Scene effect for one day.
You create a magical light that illuminates everything Consequences: This rune can be used once a day.
within short distance.
Consequences: This rune can be used once a day. Bless
1st circle, Diff 10, Enchantment, Close, Scene
Purify Food and Drink The target gains a +2 bonus to a Weapon Group skill
0th circle, Diff 9, Abjuration, Close, Instant of the casters choice.
You remove any taint, poison, rot or disease from Consequences: This rune can be used once a scene.
food or drink.
Command
Resistance 1st circle, Resv +1, Enchantment, Short, Instant
0 circle, Diff 9, Abjuration, Close, Instant
th
The target loses an action.
The target gains a +1 bonus to their next Resistance Consequences: This rune can only be used once a
ability check. scene.

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.

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54 - Fantasy

Runic Armor Strength of Heroes


1st circle, Diff 10, Abjuration, Personal, Scene 2nd circle, Diff 12, Enchantment, Touch, Scene
You create an Armor (Minimal) made of protective The target is treated as having at least Rank 0 in a
glyphs that grants a +1 bonus to Resistance. Each Weapon Group skill of the casters choice. Further,
time you increase the difficulty by 2 past Difficulty the target gains a +2 bonus to attacks and damage
10, you can increase the bonus to Resistance by +1 with the Weapon Group.
(max +5). Consequences: This rune can be used once a scene.
Consequences: This rune can be cast once a day.
Bastion
warding 3rd circle, Diff 12, Abjuration, Close, Day
1 circle, Diff 10, Abjuration, Personal, Scene
st
You create a safe area that houses up to 3 individuals.
You create protective aura made of glyphs that grants Targets in the protected area cannot be attacked by
a +1 bonus to Resolve. Each time you increase the those outside the area and are unaffected by the
difficulty by 2 past Difficulty 9, you can increase the environment outside the protected area. The
bonus to Resolve by +1 (max +5). protection lasts until the target leaves the area,
Consequences: This rune can be cast once a day. attempts to attack a creature or a day passes.
Each time you increase the casting difficulty
by +2, you protect an extra target.
Aid Consequences: This rune can be used once a day.
2nd circle, Diff 12, Enchantment, Touch, Scene
The target gains 1 temporary wound.
Curse
3rd circle, Resv +2, Enchantment, Close, Persist
Cure Wounds The target gains a consequence of the runecasters
2nd circle, Diff 12, Conjuration (Healing), Touch, choice (for examples, see the Races and Profession
Instant chapters). Each round, the target must make a
The target heals 1 wound. Presence check (Diff 12). If the target fails it suffers
the consequence applied to it.
Hold Person Consequences: This rune can be used once a scene.
2nd circle, Resv +1, Enchantment, Short, Persist
The target loses an action until it makes a successful Explosive Rune
Endurance (Mental) check (Diff 11). 3rd circle, Attack +3/Damage +2, Evocation,
Consequences: You can use this rune once a scene. Close, Instant
The target takes 2 wounds. Draw an extra card from
Illusion the top of your deck and compare it to the difficulty
2nd circle, Diff varies, Illusion, Close, Persist to deal an extra wound.
You create an illusion that affects one sense (sight,
sound, touch, taste, smell). The difficulty to pierce Protection from Energy
the illusion with a Perception check is equal to the 3rd circle, Diff 13, Abjuration, Short, Scene
difficulty of the rune. Choose an energy type acid, cold, electricity, fire,
force, necrotic or radiant. The target ignores two
Lock wounds from the chosen element on each attack
2nd circle, Diff varies, Abjuration, Touch, Scene against them, and automatically makes the Endurance
You close and lock a barrier or container, such as a check against any additional effect from the attack.
chest or door. The difficulty to break open the door Consequences: The target may expend the rune to
with an Athletics (Lift) or pick the lock with a ignore all wounds from a single energy attack that he
Disable Device (Open Lock) skill check is equal to is protected from.
the casting Difficulty of the spell. The target cannot
be bypassed by damaging it while enchanted. Rune of Pain
3rd circle, Resv +2, Enchantment, Short, Instant
The target loses an action. You can draw an extra
card to make the target lose another action.
Consequences: This rune can be used once a scene.

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54 - Fantasy

Second Tier Runes Symbol of Sleep


Runes of this magnitude are often too large, 5th circle, Resv +3, Enchantment, Medium,
heavy or bulky to be moved easily. They are often Persist
carved into cornerstones, markers or other structures The target loses all actions until it makes a successful
weighing around 100 lbs. 250 lbs. Endurance (Mental) check (Diff 15).
Consequences: This rune can be used once a scene.
Dismissal
4th circle, Resv +2, Abjuration, Medium, Instant
True Seeing
You can send an extraplanar creature of up to 4 5th circle, Diff 16, Divination, Personal, Scene
wounds back to the plane from which it came. You You gain a +3 to Perception (Spot) and a +4 to
may draw an extra card from the top of your deck and Resolve against Illusions.
compare it to the difficulty to send a 5 wound Consequences: This rune can be used once a scene.
creature back to its home plane.
Consequences: This rune can be used once a scene. Fabricate
6th circle, Diff 17, Conjuration, Touch, Day
Divination You create an item worth up to 25 gp. For each time
4th circle, Diff 15, Divination, Personal, Instant you increase the Difficulty by +2, you can create an
You may ask two questions which are answered item worth an additional 5 gp. The created item is a
truthfully. non-magical item and lasts for 1 day.
Consequences: This rune can be used once a scene. Consequences: This rune can be used once a scene.

Fly Flame Strike


4 circle, Diff 15, Transmutation, Touch, Persist
th 6th circle, Attack +3/Damage +2, Conjuration
The target can fly at its base movement rate. (Fire), Medium, Persist
Consequences: This rune can be used once a scene. You deal 3 wounds to up to 4 creatures. You may
draw a card from the top of your deck to compare to
the difficulty to deal another wound. You may draw
Globe of Invulnerability the card before or after the difficulty is revealed. The
4th circle, Diff 15, Abjuration, Close, Persist targets also continues to burn, taking 1 Wound every
Draw 2 cards from the top of your deck and place other round after the first round until a successful
them face in front of you. Whenever you, an ally or Endurance (Physical) check is made (Diff 19).
an opponent performs an action, you may choose to Consequences: This rune can be used once a scene.
play a card from this special hand to resolve the
action. The cards are not replaced when used.
Consequences: This rune can be used once a scene. Scry
6th circle, Diff 18, Divination, Extreme, Scene
You create an invisible eye that you can see
Imprison through. You can move the eye anywhere in range.
4th circle, Resv +2, Enchantment, Medium, The eye also grants you a +5 bonus to Perception
Persist (Spot) checks.
The target can take no actions until it makes a Consequences: This rune can be used once a scene.
successful Endurance (Mental) check (Diff 16).
Consequences: This rune can be used once a 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.

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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.

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of fingers and toes, and in advanced cases, entire
limbs.
Chapter 10 - Hazards Mindfire: The victim displays alternating chills and
This section deals with events that fever. In advanced stages, the victim may hallucinate
characters may face that can cause harm or injury. or succumb to shock.
Muscle rot: The victim experiences fatigue and
nausea. In advanced stages, the victim experiences
Disease muscle tremors or complete loss of coordination.
Unseen but dangerous, diseases and plagues Red ache: The victim of this disease displays a red,
are the bane of ancient cultures, bringing ruin and puffy area around a wound that throbs with a dull
death to the otherwise general safety of society. ache. In advanced stages, purplish traceries lead
outward from the affected area.
Slow death: The victim becomes pale and develops
Contracting a Disease flu-like symptoms. In advanced cases, the victim
If you are exposed to a disease, the game becomes extremely susceptible to even common
master makes an attack against your Resistance, to illnesses.
see if you contract the disease. Armor and the Armor
skill does not protect against a Disease, though the Overcoming a Disease
Endurance (Fortitude) skill does help.
Once you have contracted a disease, you Once a day, a character makes an Endurance
make checks at a proscribed interval (usually 1 day or (Fortitude) check to overcome a disease. A character
week) to see if you get better or worse. that makes three back-to-back successful Endurance
Some sample diseases are listed below. (Fortitude) checks against a disease is able to shake
off the disease. For each day the character is free of
the disease, he regains one attribute point lost to the
Disease Vector Resist Effect
disease.
Black death Touch 17 Wounds
Body rot Touch 12 Wounds
Mindfire Ingested 12 Intelligence
Muscle rot Ingested 12 Strength Treating a Disease
Red ache Wound 10 Wounds Once a day, a character can use the Survival
Slow death Intimate 15 Resistance (Heal) skill to attempt to treat the symptoms of a
disease, using the difficulty of the disease as the
Disease: The name of the disease target difficulty for the Survival (Heal) skill check.
Vector: This is how the disease is acquired. With a successful skill check, the victim can make an
Inhaled: Breathed in while in close proximity immediate Endurance (Fortitude) check and add the
to a tainted area (such as a infected healers skill Rank to his Resolve check in place of
individual. his Endurance (Fortitude) ranks.
Ingested: Acquired from consuming tainted A character can only treat an individual once
food. a day for a given disease.
Intimate: Requires intimate contact with an
infected individual
Touch: Contacting an object previously worn
or held by an infected individual or
directly contacting an infected individual.
Wound: Passed from an infected creatures
attack or due to mishandling of a wound.
Resist: The difficulty required to match or beat with
an Endurance (Fortitude) check to avoid contracting
the disease.
Effect: The type of damage the character takes when
the disease is contracted.

Black death: This disease causes painful, purplish


sores and fatigue. In advanced cases dehydration and
weakness overcome the victim.
Body rot: This infection causes the skin to yellow
and slowly die. If not treated, it can result in the loss
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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.

Attack Massive Wounds


Attack value + GMs draw card vs. Defense + Acrobatics
(Tumble) + your drawn card If a character takes more than one wound
from an attack, there is a chance that the character
Damage suffers a grievous, lasting wound. The character
Attack value + GMs drawn card vs. Resistance (ignore armor) + makes a Resistance + Endurance (Fortitude) check
Endurance (Physical) skill + your drawn card against the difficulty shown below. If the check fails,
the wounded character draws a card from the top of
Height Attack Damage his deck to determine the result. A character can
0 ft. 4 ft. - None suffer multiple massive wounds.
5 ft. 9 ft. +0 1 wound The card is not returned to the deck until the
10 ft. 14 ft. +1 1 wound + draw wound is healed. It takes at least 1 minute to tend to
15 ft. 19 ft. +2 1 wound + 2 draws the wound to heal it. Each day that the character
20 ft. 24 ft. +3 1 wound + 3 draws rests, reduce the Heal Difficulty for the wound by 2.
25 ft. 29 ft. +4 1 wound + 4 draws
30 ft. 34 ft. +5 2 wounds + 3 draws Wounds Difficulty
35 ft. 39 ft. +6 2 wounds + 4 draws 2 9
40 ft. 44 ft. +7 3 wounds + 3 draws 3 11
45 ft. 49 ft. +8 3 wounds + 4 draws 4 14
50 ft. 54 ft. +9 4 wounds + 3 draws 5 17
55 ft. 59 ft. +10 4 wounds + 4 draws 6 20
60 ft. 64 ft. +11 5 wounds + 3 draws 7 23
65 ft. 69 ft. +12 5 wounds + 4 draws 8 26
70 ft. 74 ft. +13 6 wounds + 3 draws 9 29
75 ft. 79 ft. +14 6 wounds + 4 draws 10 32
80 ft. 84 ft. +15 7 wounds + 3 draws
85 ft. 89 ft. +16 8 wounds + 2 draws
90 ft. + +17 9 wounds + 1 draw Card Effect Heal
Difficulty
2 Incapacitation 29
Natural Healing 3 Concussion 27
4 Concussion 25
Characters heal one wound per day normally 5 Concussion 23
if left alone to their own devices. 6 Break 21
You can heal more often using magic, the 7 Break 19
Survival (Healing) skill and the Second Wind 8 Break 17
maneuver. In all three cases, you cannot use these 9 Sprain 15
abilities more than once per scene or 15 minutes, 10 Sprain 13
whichever is longer. Jack Sprain 11
Queen Bruise 9
Advanced Wounds King Bruise 7
Ace Bruise 5
Both of these systems are optional rules if
Joker Bruise 3
the game master wishes to create a grittier game.
The second system should only be used if the first
system is in place. Bruise: The character suffers a 1 penalty to
Dexterity-based checks, including Ranged combat.
Sprain: The character suffers a 1 penalty to
Strength and Dexterity-based checks, including
Melee and Ranged combat.
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Break: The character suffers a 2 penalty to check at this difficulty to wriggle free of his
Strength and Dexterity-based checks, including entrapment.
Melee and Ranged combat. The characters
movement rate is reduced to Slowed.
Concussion: The character suffers a 3 penalty to all
Fire
checks. The characters movement rate is reduced to Fire is a dangerous opponent that knows no
Slowed. mercy. Merely being close to a source of fire can
Incapacitation: The character suffers a 4 penalty injure or kill, and those not immune to the flickering
to all checks. The character must take a standard and flames take automatic damage if placed within a fire.
move action to move at a Slowed movement rate.
Fire Radiant / Damage
Natural Hazards
Immersed
Candle +0/+0 0 wounds
The natural world can be a hazardous place Burning coals +2/+5 0 wounds + 1 draw
at time. Whether truly natural, supernatural in nature Campfire +3/+7 1 wound
or a result of mortal meddling, there are times when Bonfire +4/+10 1 wound + 1 draw
the natural world can present a danger to players Small Inferno +5/+12 1 wound + 2 draws
characters. Some of the more common hazards are Large Inferno +6/+15 2 wounds
listed below. Supernatural +8/+18 2 wounds + 2 draws
Inferno
Buried Magma/lava +10/+20 10 wounds

Cave-ins, landslides, belly flopping dragons Radiant: If a character or creature is in close


and other hazards can bury and crush characters. proximity, make an attack (Radiant value + drawn
Besides pinning the character in place, the general card vs. Resistance + drawn card) to see if the target
mass and weight of the material pressing upon the takes damage.
character affects how likely an injury will occur, as Damage: If a character or creature is in the fire,
indicated on the table below. Note that characters make an attack (Immersed value + drawn card) to see
who are buried often risk suffocation as well. if they take the listed damage as (fire) wounds.

Weight Difficulty Escape


1- 50 lbs. 1 5
Catching on Fire
51-100 lbs. 3 7 A character or creature who takes fire
101-150 lbs. 5 9 wounds runs the risk of catching on fire.
151-200 lbs. 7 11 If the target is immersed in the fire and takes
201-250 lbs. 9 13 wounds, it automatically catches on fire, taking 1
251-300 lbs. 11 15 (fire) wound every other round until it succeeds an
301-350 lbs. 13 17 Endurance (Physical) check with a difficulty equal to
351-400 lbs. 15 19 the fires immersed difficulty rating.
401-450 lbs. 17 21 If the target takes 2 or more (fire) wounds
451-500 lbs. 19 23 from radiant damage, the target catches on fire,
501-550 lbs. 21 25 taking 1 (fire) wound every other round until it
551-600 lbs. 23 27 succeeds an Endurance (Physical) check with a
601-650 lbs. 25 29 difficulty equal to the fires immersed difficulty
651+ lbs. 27 31 rating.

Weight: The overall mass of an item the character is Suffocation/Drowning


trapped under. This assumes a medium-sized Whether caught in a sealed mine, buried
creature. For each size category larger, double the under a ton of earth or beneath the surface of the
weight, and for each size category smaller, half the waves, characters who find their ability to breath
weight. hindered can attempt to stave off eventual
Difficulty: A character must make an Endurance suffocation.
(Fortitude) skill check each minute with this A character can hold his breath for a number
difficulty to avoid taking a wound. of rounds equal to their Endurance (Fortitude) check.
Escape: A character must make an Acrobatics After that time expires, the character must make an
(Escape) skill check or an Athletics (Lifting) skill Endurance (Fortitude) check each round with a
difficulty equal to the number of rounds that has

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passed. Failure indicates the character takes 1
(suffocation) wound. Traps
Tombs, dungeons and other areas filled with
great wealth are all too often trapped against
Poison unwanted intruders attempting to penetrate these
A wide variety of both mundane an areas in the search of wealth and glory.
supernatural creatures have access to poisoned
attacks. Likewise, many sentient creatures have
learned how to extract and use poison on their
Building Traps
enemies, often applying it weapons, mixing it into Traps are built using the expertise rules.
food or even turning it into an inhaled substance. There are two basic trap types mechanical and
A sample list of poisons is included below. magical.
Many, many others exist. Mechanical traps are built using various
craft skills to fashion the parts (or use precrafted
Poison Delivery Diff Effect materials) and the Craft (Trapmaking) skill to
Arsenic Ingested 20 Wounds assemble the parts into a deadly whole.
distilled Demonsblood Ingested 17 Intelligence Magical traps are built with the appropriate
distilled Dragonblood Ingested 20 Wounds Spellcraft skill, and usually utilize a triggered spell.
Fey toadstool Ingested 12 Hallucination
Grave corruption Inhaled 17 Strength Skill Level Build Effects
Night milk Ingested 17 Unconscious Initiate (Rank +0) 10 1 effect
Rattlesnake venom Injected 12 Wounds
Sleeping draught Ingested 15 Unconscious
Novice (Rank +1) 11 1 effect
Swamp bile Inhaled 12 Strength Apprentice (Rank +2) 14 1 effect
Viper venom Injected 15 Wounds Journeyman (Rank +3) 15 1 effect
Wyvern venom Injected 17 Wounds Master (Rank +4) 20 2 effects
Grand Master (Rank +5) 22 2 effects
Poison: The name of the poison
Delivery: How the poison is administered. Injected Skill Level: This determines rank of the effect the
poisons require wounding the opponent. Ingested trap has. See effects for details.
poisoned are eaten or drunk. Inhaled poisons are Build: This is the build Difficulty of the trap. See
breathed. the Craft Building skill rules.
Difficulty: The difficulty of the Resistance ability + Effects: The number of effects that can be built
Endurance (Fortitude) ranks skill check that must be
made to avoid the effects of the poison. If you fail Effects
the skill check, you must make a subsequent skill
check 1 minute later until you get a success. Each Fall: The target falls. The distance fallen depends
time you fail the check, you suffer the poisons on the Rank of the builder, as shown below.
effect. Novice: 10 ft.
The GM can set the difficulty of a creatures Apprentice: 15 ft.
poison to be equal to its Strength + Weapon Skill Journeyman: 20 ft.
(Natural), though this may vary, especially for Master: 25 ft.
manufactured poisons like demonsblood and Grand Master: 30 ft.
dragonblood. Buried: The trap pins the target under a solid object,
Effect: The result of failing the Endurance crushing them. The weight of the object depends
(Fortitude) skill check. on the Rank of the builder, as shown below.
Wounds: The character takes 1 (poison) Novice: 250 lbs.
wound. Apprentice: 300 lbs.
Unconscious: The character is rendered Journeyman: 350 lbs.
unconscious. Continue to make checks Master: 400 lbs.
until the character gains a success, at Grand Master: 450 lbs.
which time they wake up. Spell: The trap unleashes a spell on the target. The
Attribute: The listed attribute is reduced by triggered spell is cast as if the character himself
1 for a day. were casting it, using the characters Magic
Hallucination: The character experiences Aptitude + Spellcraft skill. The level of spell
random delusions and loses an action that can placed into the trap is based on the
each round. characters Spellcraft skill as shown below.
Novice: 0th circle spell
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Apprentice: First tier spells
Journeyman: First and second tier spells
Sample Traps
Master: First, second tier and third spells
Grand Master: First, second, third and Type: The type of trap, whether mechanical or
fourth tier spells magical.
Suffocation: The trap makes it difficult to breathe. Build/Disable: The difficulty to create the trap with
The character must make suffocation checks a Craft (Trapmaking) skill check for a mechanical
while in the area. The length of the suffocation trap or a Spellcraft skill check for a magical trap,
is based on the characters Craft (Trapmaking) with the Rank noted in parentheses. It is also the
Rank, as shown below. difficulty to disarm a mechanical trap with a Disable
Novice: 20 rounds Device (Sabotage) skill check or disarm a magical
Apprentice: 25 rounds trap with a Spellcraft skill check.
Journeyman: 27 rounds Attack Type: The type of attack used to inflict the
Master: 30 rounds effects on a target when triggered.
Grand Master: 35 rounds Melee Attack: The trap makes a melee attack
Wounds: The trap causes one or more wounds. The against the target(s) Defense to deal its
trap makes an attack equal to the characters own effects. If the trap is an energy trap (acid,
Melee Combat or Ranged Combat attribute + fire, ice, lightning or sonic), it ignores
Craft (Trapmaking) Rank and deals wounds as armor. The attack and damage roll use the
shown below. same value.
Novice: 1 wound Ranged Attack: The trap makes a ranged attack
Apprentice: 1 wound + draw card against the target(s) Defense to deal its
Journeyman: 2 wounds effects. If the trap is an energy trap (acid,
Master: 2 wounds + draw card fire, ice, lightning or sonic), it ignores
Grand Master: 3 wounds armor. The attack and damage roll use the
same value.
Resistance: The character must make a Armor
Noticing a Trap check against the traps difficulty to avoid
Traps are usually disguised with the Stealth its effects.
(Hide) skill. NPC traps usually have a Difficulty of Tumble: The character must make an
17 with a Perception (Spot) skill check to be seen, Acrobatics (Tumble) check against the
though this may vary based on the building traps difficulty to avoid its effects.
characters attributes and skill level in Craft
(Trapmaking). Cage Trap
Mechanical; Build/Disable 10 (R1); Tumble 15
Triggering A Trap The character is trapped in an iron cage.
Traps are usually triggered when a character
enters the area of a trap. The trap makes an attack Covered Pit Trap
based on its constructed stats. Unless a trap is Mechanical; Build/Disable 10 (R1); Tumble 15
automatically or manually reset, it only triggers once. The character falls 10 feet into a pit. Check for
falling damage.
Disarming or Bypassing A Trap
A mechanical trap that has been discovered
Covered Deep Pit Trap
Mechanical; Build/Disable 15 (R3); Tumble 15
can be disarmed with a successful Disable Device
The character falls 20 feet into a pit. Check for
(Sabotage) against the construction difficulty of the
falling damage.
trap.
A magical trap that has been discovered can
be disarmed with a successful Spellcraft skill check Covered Deep Spiked Pit Trap
against the construction difficulty of the trap. Mechanical; Build/Disable 22 (R5); Tumble 15
Creative characters can attempt to find ways The character falls 20 feet into a pit with spikes at the
to bypass traps. The exact methods of how such a bottom. Check for falling damage. Landing on the
trap can be bypassed is left up to the game master, spikes deals 3 wounds.
but may include such tricks as stepping over
tripwires, filling in or otherwise covering dart-firing
holes, bridging a pit with planks or the like.

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Crossbow Trap
Mechanical; Build/Disable 10 (R1); Attack +5
The character takes 1 wound

Crushing Block Trap


Mechanical; Build/Disable 22 (R5); Tumble 15
The character takes 3 wounds and is buried under a
450 lb. stone block. Check for buried damage.

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.

Dart Volley Trap


Mechanical; Build/Disable 20 (R4); Ranged
Attack +9
The character takes 2 wounds. Draw a card and
make another attack for an extra wound.

Dart Barrage Trap


Mechanical; Build/Disable 22 (R5); Ranged
Attack +10
The character takes 3 wounds and is poisoned with
viper poison. Check for poison damage.

Fire Symbol Trap


Magical; Build/Disable 11 (R2); Melee Attack +7
The character takes 1 (fire) wound. The target is also
on fire and takes an additional 1 wound every other
round past the first for 5 rounds or until the target
makes a successful Resistance roll (Diff 11).

Scything Blade Trap


Mechanical; Build/Disable 10 (R1); Melee Attack
+5
The character takes a wound.

Smoking Room Trap


Mechanical; Build/Disable 10 (R1); Tumble 15
The room fills with smoke for 20 rounds. Check for
suffocation.

Water-Filling Room Trap


Mechanical; Build/Disable 20 (R4); Tumble 15
The room fills with water for 30 rounds. Check for
suffocation.

Whirling Blade Trap


Mechanical; Build/Disable 15 (R3); Melee Attack
+8
The character takes 2 wounds.

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4) Pass out wound chits: If the players are not
tracking damage to wounds on the character
Chapter 11 - Game Set Up sheet, the game master should hand out tokens,
poker chips or some other device to allow the
a n d P la y players to track damage they take. Wound chits
should be different colors from success chits.
We suggest red chits/poker chips for wounds.
Once youve gotten past the creation of your
5) Place success chits in center pile: If the players
character and the game master has had time to
are not tracking experience on their character
prepare an adventure, its time to get down to playing
sheets, the game master should compile tokens,
the game. This chapter contains an overview of how
poker chips or other markers to allow the players
a game should run.
to track their successes and thus experience
Each time the players and game master get
earned. We suggest white chits/poker chips to
together to play, this is considered a session. A
track successes, with blue chits/poker chips to
session consists of several scenes. A scene is
represent 5 successes (they will build quickly).
basically a sequences of actions that occurs in a
6) Each player draws their hand off their deck:
variable length of time often like the various scenes
This pretty much speaks for itself. If continuing
in a movie or book. Scenes are often further broken
from a previous session, the player should
down into rounds or turns, indicating a brief span of
rebuild his hand from the prior session and
time (usually 6 seconds) in which a given character
shuffle all remaining cards in his deck.
takes a single action.
7) The community hand is drawn from the
community deck are placed face up between
Session Preparation players: These cards are considered to be part
of the players hand. They should never leave
When the players and game master gather and
the community pool to avoid getting them mixed
are ready to begin play, the following steps should be
up with the players deck simply play them
taken.
from the pool and put them in the community
discard pile when used.
1) Each player shuffles their deck: Depending on
the number of players in the group, set up your
With setup out of the way, your are ready to
deck as shown on the table below.
begin play with the first scene.
Players Deck Hand Community
Hand Scene Sequence
1 All 5 -
Scenes are the bread and butter of the 54 game.
2 Aces 4 1
Whether it is the players starting their career in the
3 Aces 3 2
local tavern or entering the forbidding dungeon at the
4 No Face 3 2
edge of civilization, scenes are where the action of
5 No Face 2 3
the game takes place.
6+ No Face 1 4
A scene doesnt have a fixed length, but it
usually ends when the characters move from one
All: Put all 54 cards (13 of each suit + 2 Jokers) static area to the next. Characters relaxing in tavern
into your deck. treat the experience as a single scene, while those
Aces: Put the 2 to 10 and Ace for each suit into exploring a dungeon treat each room or area as a
your deck. Leave the Jacks, Queens, Kings single scene, while a group traveling from one
and Jokers out of the deck. town to the next usually treat each day of the journey
No Face: Put the 2 to 10 of each suit into your as a single scene. Generally, a scene ends when the
deck. Leave the Jacks, Queens, Kings, Aces characters take a break or rest from the action before
and Jokers out of the deck. moving on to the next location or encounter.
Every time a new scene starts, the following
2) Game master shuffles his deck: As above, the steps should be taken.
game master should ensure he has 54 cards in his
deck and give the deck a good shuffle. 1) Game master shuffles his deck: To ensure a bit
3) Community deck is shuffled: As above, check of randomness to the game, the game master
that the community deck has all 54 cards and should give his deck a good shuffle between
give it a good shuffle. scenes.

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2) (Optional) Game master draws 1-5 cards: one for profession/specialty. Consult Action
These cards are only used by creatures who have Resolution chapter for details.
abilities that allow a card to be played from a 3) For each success, the player gains one success
hand. Such creatures tend to be named NPCs, chit: Achieving successes are discussed in the
minor or major villains. Even if such a creature Action Resolution chapter. A character gains
will not be appearing in the scene, the GM may one and only one - success per card played,
wish to draw card to avoid giving away the even if that success deals multiple wounds or
presence or absence of such a creature counts multiple times as a success.
beforehand (If there is no creature that can use 4) If the player does not play a card, he may
the cards, avoid looking at them and play them in instead draw a card from the top of his deck
the order they were drawn, as if drawing off the and add it to his hand: A player cannot
top of the deck). increase his hand above his normal hand limit; if
If the game master is using multiple he has more, he must discard down to his hand
creatures that have a hand size, add the number limit of cards. The player may choose which
of cards allowed together; the creatures may use card(s) to discard.
any card from the game masters hand as if it 5) If the Player played an Ace card, they may
were a community deck. Regardless of the discard and fill their hand back up to full:
number of creatures, the game master cannot This is fairly self-explanatory. If you play an
have a hand bigger than 5 cards. Ace and fill your hand back up, you dont draw a
3) Players fill up hand: This gives the players a full card at the end of the turn.
hand to work from to represent the refreshed 6) If Player or Community deck is expended,
nature of the new scene. Players DO NOT shuffle deck: Fairly self-explanatory. If there
shuffle their decks between scenes. are no cards left to draw from the players deck
4) Community hand is filled up: Again, this gives or the community deck, reshuffle all the used
players a full hand to work from. Shuffle the cards.
discarded community deck cards after filling up 7) The Player may choose to discard one card
the community hand. from his hand at the cost of one success chit or
the Community hand at no cost and draws
Round Sequence one card from the appropriate deck to replace
it.
In a given scene, each player (and NPC or Sometimes, you may get stuck with a bad hand
monster), will take an action in turn. When all full of cards that are basically useless. This
players, monsters and NPCs have acted, this is a allows you to attempt to get rid of a bad card and
round. The following step should be taken at the start replace it. It costs nothing to do this to
of each turn. community cards, but to clean out your own
hand costs you one success chit.
1) Players and Game master each reveal the top Note that you can choose to purposely
card off their deck to establish initiative. Each perform an action (in an earlier step) that you
player or the game master performs their actions know will fail to get rid of a low card at no cost.
in order, from the highest cardholder to the You can choose to play a low card and discard a
lowest. Normally, all of the game masters card to effectively replace two cards (see below
creatures act at the same time, but the game for replacing the played card).
master should break different groups of creatures 8) The Player draws a card from the top of his
up with their own card. Likewise, if there are deck or Community deck to replaced played
more than five creatures the game master is cards: The community deck has priority; if
running, he should break every five monsters there are any cards missing from the community
into a single group with their own card for hand, the player must draw a single card from
initiative. the community deck to fill the community hand
back up. DO NOT draw a card from your own
On a players turn, a player takes the following deck to fill the community deck. If the
steps. community deck is full, you instead draw a
single card from the top of your deck to replace
2) Players play one or more cards from their hand played cards from your hand. DO NOT draw a
and/or top of the deck: The player may play card from the community deck to fill your
one card from his hand or the community hand personal hand. If you played an Ace to discard
and up to three cards from the top of his deck your hand and replace it, skip this step entirely.
one for an item/maneuver/spell, one for race and

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Be aware that a player can, through using later date: See the section on Experience in the
abilities, draw out his hand, ending up with chapter Running the Game for details on how to
less than 3 cards in his hand and/or the advance character abilities.
community hand. Only one card is replaced in 2) Note wounds, spent spells/maneuvers, unspent
the hand. experience chits and cards in hand: This
information will be helpful for setting up the
The game master has a slightly different next games session. Record any important
sequence of steps to perform, outlined below. information at this time so the players and game
master can quickly pick up on the game the next
1) The game master plays one or more cards from time you gather to game.
their hand and/or top of the deck: The game
master may play one card from his hand and up
to three cards from the top of his deck one for
an item/maneuver/spell, one for race and one for
class. Consult Action Resolution chapter for
details.
OR a player donates a card from his hand for the
game master to use. Any player may choose to
spend 1 XP to play a card from his hand in place
of the game master drawing from the top of his
deck. Community cards may not be donated to
the GM. The game master may refuse to allow
the card to be played if he intends to play a card
from his own hand. If a player donates a card
and the result is a success, the character who is
the target of the action gains an experience point.
If no character is a target of the action, but it is a
success anyway, the character who donated the
card gets an experience point. No card is drawn
to replace the donated card.
2) The game master draws a card from the top of
his deck to replace played cards: If the game
master played a card from his hand, he draws a
single card from the top of his deck to replace it.
3) If the game masters deck is expended, shuffle
deck.

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.

1) Players may expend a single success chit or a


face card from their personal hand to regain
one wound.

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.

1) Players may spend success chits to advance


characters abilities, or retain to spend at a

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Average: These are tasks that you have a fair chance
of completing. It includes things like trying to hit a
Chapter 12 - Action typically competent dodging opponent, hitting an
archery target at close range, palming an object while
Resolution being casually observed and the like.
Challenging: These are tasks that a skilled
individual can accomplish fairly easy, but might be
In a given turn, each character gets two
difficult for an untrained individual. This includes
actions a standard action and a move action. The
tasks like hitting the inner rings of an archery target
standard action can be used to perform any skill
at medium range, opening an average lock, playing a
check
musical instrument and the like.
The move action is, of course, used for
Difficult: These are tasks that even a trained
movement.
individual might find difficult to do on a regular
basis. This includes tasks like escaping a death trap,
snapping an opponents sword with your own or
Standard Action Resolutions painting a realistic mural that covers an entire wall
and the like.
Hard: These are tasks that few people can perform,
Static Difficulties even with practice. They are often legendary or
superhuman tasks. They include tasks like splitting
Number Difficulty an arrow with another arrow, catching an arrow in
1 Simple mid-flight, snapping a sword with your bare hands,
2-4 Easy swimming in the open seas while wearing chain mail
5-7 Effortless and the like.
8-10 Minor Tasking: These are tasks so trying you might
11-13 Average accomplish it only with the right combination of luck,
14-16 Challenging skill and perseverance and then probably only once
17-19 Difficult in your life. These include tasks like shooting an
20-22 Hard arrow through a coin tossed in the air, cleaving an
23-25 Tasking opponents head from their body with a single stroke,
26-28 Record-breaking leaping an impossibly vast chasm and the like. Note
29-31 Inhuman that 25 is the maximum you can normally get with a
32+ Impossible character 10 ability plus a card value of 10 plus a
skill value of 5. Anything above a 25 usually requires
magic and/or an Ace or Joker to perform
Simple: These are tasks so easy, you dont need to successfully.
even make a check for success. If something has a Record-Breaking: These are tasks that likely no one
difficulty of 1, its probably just best to let the action will ever be able to accomplish again. These include
be successful without a check of any kind. Getting tasks like dropping three opponents with a single shot
out of bed, sitting down and eating lunch or taking a from a bow, killing an enemy army while armed with
walk in the woods out back are simple tasks. only the jawbone of an ass, defeating a demigod in an
Easy: These are tasks that you might only fail at if arm-wrestling contest and the like.
youre otherwise distracted or lack any sort of skill. Inhuman: These are tasks so absurd that no human
It includes tasks like chopping down an immobile could hope to accomplish even in legend. These
sapling, riding a horse, stealing something when no tasks are generally reserved for tasks that inhuman
one else can see you and the like. creatures could accomplish with some difficulty but
Effortless: These are tasks that you rarely fail at, that a human would have no chance of success with.
even under duress. They include tasks like sucker Impossible: These are tasks no human person could
punching or sapping an unaware opponent, sneaking ever feasibly accomplish. They are generally
past a sleeping guard, opening a stuck door and the reserved for tasks that can be completed by monsters,
like. angels and demonic forces.
Minor: These are tasks that take some effort and
concentration to pull off, but generally end in
success. It includes tasks like sneaking up on a
distracted individual, hitting an unarmed opponent,
palming a small item while no one is looking and the
like.

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task that arent listed here. No more than one
advantage should be counted at any one time.
Modifiers Disadvantage: This is a catch-all for problems or
complications a character may be afflicted by when
Difficulty Condition attempting to complete a task that arent listed here.
Modifier No more than one disadvantage should be counted at
+2 Low/Impaired Visibility any one time.
+4 Blinded/No Visibility Suit bonus: If you play a card that matches the same
-1 Height Advantage suit as your ability score, you gain this bonus.
-1 Skilled Assistance Trump penalty: If you play a card whose suit
-1 Prone trumps the suit of your ability score, you suffer this
+1 Range, Medium penalty. Suits are trumped in a rock  paper 
+2 Range, Long scissors fashion as shown: Hearts  Spades 
+3 Range, Extreme Diamonds  Clubs  Hearts.
-1 Advantage
+1
+1
Disadvantage
Trump penalty
Stacking Bonuses
-1 Suit bonus Bonuses are assumed to come from one of
the following sources. Multiple bonuses from the
Low/Impaired Visibility: This modifier is applied same source do not stack, use only the highest.
to situations with bad lighting, injury to the eyes or Equipment: These are bonuses from masterwork
other factors that make it hard to see what your pieces of equipment. Note that the
doing. attack/damage bonus from magic weapons and
Blind/No Visibility: This modifier is applied to the armor bonus from magic armor is actually
situations where the character has been blinded or an equipment bonus, not a magic bonus.
otherwise cannot see the target or what he is working Race: These are bonuses to an action from your
on. race.
Height Advantage: This modifier is applied when Profession: These are bonuses from your profession
the character is looking down onto whatever task he or speciality.
is performing. The game master can declare in Magic: These are bonuses from spells or magic
certain instances that height provides no advantages items.
to completing the task (for example, cooking while Manuevers: These are bonuses from manuevers.
towering over the cooking flames tends to be Circumstance: These are bonuses from different
hazardous, not advantageous). situational conditions, such as Height
Skilled Assistance: This modifier is applied when Advantage.
the character has good-quality tools or the assistance
of another skilled character aiding in completing the Describe Your Action
action. The individual providing assistance must
give up his or her own action to provide this bonus. The easiest way to become bored with this
Prone: This modifier is applied when the character system is to let the numbers talk for you. When you
is working from a prone position. The game master perform your action, take a moment to describe what
can declare in certain instances that there is no it is youre doing.
penalty to performing a task while prone. Are you furiously hacking at your orc
Minor Disadvantage: This is a catch-all for any opponent with overhand chops, driving him
modifiers that might have a slight chance of backwards with each swing? Are you scuttling to
negatively affecting a characters ability to complete one side of the room, positioning yourself to stab the
a task usually a distraction of some sort. No more foul troll in the back with your knife? With a deft
than one minor disadvantage should be counted at stroke from your rapier are you attempting to disarm
any one time. the villainous count you face?
Minor Advantage: This is a catch-all for minor Or did you just pull a 9C from your hand for
lucky breaks in the characters favor that have a small a total of 17C to hit campaign opponent #35?
chance of increasing the characters chance of Which sounds more interesting to you?
success. No more than minor advantage should be
counted at any one time.
Advantage: This is a catch-all for significant
advantages that a character may gain to complete a

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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.

Players Resolving the Action


To see if you succeed performing an action, If the value of the active creature or
you use your base ability and play a card from your characters ability score + card value exceeds the
hand to represent how much effort you put into the difficulty of the action, the active creature or
action. Add the base ability + card value together. character gains a success. If the value on the
characters card does not exceed the difficulty, or if
Vs. Difficulty the values tie, the action is unsuccessful.
If the action is against a set difficulty, the
game master does not draw a card; the characters Successes
total is compared to the difficulty of the action.
Each time the active beings ability score +
card value beats the difficulty; the active being gains
Opposed a success towards his or her desired goal. Normally,
If the action is actively opposed, such as if this means that each turn the character moves one
the character is attacking an opponent or defending step closer to his goal.
against an attack by the opponent, the game master It also means, at best, a character can gain
uses the opponents base ability score and draws and up to four successes a round by playing a card from
reveals a card from the top of his deck, adding it to his hand and drawing extra cards from the top of the
the opponents base ability score. deck for (1) a racial ability, (2) a class ability and (3)
an item/magic bonus and applying the extra success
Game master special action.
Most simple tasks take a single success to
The game master uses the active creatures meet the goal such as jumping a pit. More complex
base ability score and draws a card from the top of tasks may require a small or larger number of
his deck. He adds the base ability + card value successes before you can meet your goal such as
together. defeating an opponent in combat.
If the action is against a set difficulty (such
as jumping a pit), the creatures total is compared to
the difficulty of the action. Deliberate Failure
If the action is actively opposed, such as if Once a scene, you can choose to play a 2, 3
the creature is attacking a character, the character or 4 card from your hand and declare that you are
uses the appropriate base ability and plays a card deliberating failing at an action. When you do this,
from his or her hand, adding the two together. your action automatically fails (even if the result
would have normally been a success), but you gain 2
success chits for learning from your failure.
Defending
Static: The game master draws a card from the top
the deck and adds it to the difficulty of the action. Attacking and Damage
Players: You draw a card from the top of your deck
and add it to the appropriate defense against the When making an attack, it is a two step
action. For a Melee or Ranged attack, the defense is process. Because attacking is a two-step process, you
the Defense ability to hit and the Resistance ability to can choose for which of the two steps you play a card
deal damage. For spells, the defense is directly from your hand, and in which step you draw a card.
against the Defense ability to hit and the Resolve Unless you state otherwise, it is assumed you play a
ability to deal damage. For skill checks, the skill card from your hand to attack and draw from your
description lists the appropriate skill or ability that deck to deal damage.
defends against the action. The first step consists of making the actual
NPCs: The game master draws a card from the top attack. You play a card from you hand to make the
of the deck and adds it to the appropriate defense attack. Normally, you only make one attack, even if
against the action. For a Melee or Ranged attack, the you have abilities that allow you to gain additional

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successes; additional successes are used to add to cannot engage in any strenuous activity such as
damage. If you do have an ability that allows you to adventuring and spend at least half the day in bed
make multiple attacks, you draw the additional cards or otherwise sleeping.
from the top of your deck, never from your hand.
If you hit with an attack, you normally draw
a card from the top of your deck for each hit and
Playing Multiple Cards
compare it to the targets Resistance + targets drawn If the active player is using an ability that
card + Armor bonus + Armor skill (or for magic allows him to draw an extra card, the character uses
Resolve + targets drawn card + Endurance [Mental] his base ability score + extra cards value to
skill). If you beat the targets total, you successfully determine if the extra action is a success.
wound your opponent. If you have an ability that The difficulty against which the additional
allows multiple successes, you always apply this card is compared to remains unchanged.
ability to dealing extra damage against the targets You cannot play more than three extra card
former total. The target does not draw a card against during an action one for a racial ability, one for a
each additional success, he instead uses his former profession/specialty ability and one for an item/spell
total as the Difficulty to beat. or maneuver ability, regardless of how many abilities
you have that let you draw extra cards.
Out of Wounds
When an individual is reduced to 0 wounds Aces
or less, they are incapacitated. This does not If the active player uses an Ace or Joker with a
necessarily mean they are dead; the individual is trademark on it, the action is an automatic success
simply rendered unable to act. unless the opponent likewise drew an Ace or Joker
If an incapacitated character wishes to take with a trademark on it, in which case the action fails.
an action, the player must either play an Ace or Joker The active player may only contest an Ace
to take an action that requires no skill check, or play defense if his Ace trumps the suit of the defenders
a Joker to take and succeed at an action that requires Ace. In this case, both sides draw another card from
a skill check. The card must be played from the the top of their deck and compare the values. If the
characters hand, the community hand or donated to active players drawn card is higher, his action is a
the player. Once played, the character does not draw success, otherwise it is a failure.
a card to replace the played card. In any case, after an action has been resolved,
if the active player had drawn or played an Ace, he
Killing An Incapacitated Character may choose to discard any number of cards from his
A character, NPC or monster who takes 4 or hand and then draw cards to fill his hand back up to
more wounds as part of a single attack that reduces five cards.
them to 0 or less wounds is instantly killed by the
attack; the character can only take one last action if
they use a Joker from their hand on their next turn to
perform the action.
Any other character that has been reduced to
0 or less wounds can be killed by deliberately
inflicting 1 or more wounds to the character with the
intent to kill. As above, the killed character can
attempt one last action if they use a Joker from their
hand on their next turn to perform 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

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creatures swim at 1 movement step over their
ground speed. Natural swimmers generally have
Move Action resolutions little or no ground movement but at least Normal
Besides their standard action, all creatures swim speeds.
gain a move action. The basic movement speeds are
listed below. Whenever a creature takes a 1
movement step, move down the chart to the next
Move Actions
lower speed rating. When a creature gains a +1 Despite the form of movement a creature
movement step, it moves up the chart to the next has, it can perform any of the moves listed below. If
higher speed rating. There is no upper bound to a creature does not have a listed type of movement, it
speed increased, but a creature cannot be reduced can, at best, perform a walk or stand up maneuver.
below Immobile. Crawl: To perform this move, a creature must
already be prone or take a dive (as part of the move)
Speed Distance to become prone. The creature moves at 2
x5, etc. +30 feet movement steps while crawling. There is no skill
x4 120 feet check for crawling and you cannot gain successes by
x3 90 feet crawling.
Doubled 60 feet Stand Up: The creature can get up off the ground.
Enhanced 45 feet A creature getting up off the ground exposes
Normal 30 feet themselves to a free attack by an enemy adjacent to
Slowed 15 feet them. There is no skill check for standing up and you
Pondering 6 feet cannot gain successes by standing.
Immobile - Kip Up: The creature can get up off the ground
without exposing himself or herself to attack. Make
an Athletics (Tumble) check vs. any adjacent
opponents Weapon Skill (Any melee weapon)
Movement Types check. If the check is failed, treat it as a stand up
attempt.
Burrow: This is a digging movement through the Walk: A creature moves at its normal movement
ground. Burrowing usually does not leave a tunnel rate. There is no skill check for walking and you
behind usable by other creatures. Most creatures that cannot gain successes by walking.
burrow do so at 1 movement step over their ground Hustle: By giving up their standard action, a
speed. creature can move at +2 movement steps - about 60
Flight: This movement allows a creature to move feet in a turn at a hustle for most creatures, or two
through open air. Except where elsewhere noted, a range increments (see below). You make a Skill
creature with wings has a wingspan approximately check for a hustle (Diff base 2, +1 for each round of
twice their body height/length. Most flying creatures hustling, +2 for each round of running in a scene) and
have a +1 movement step over their ground speed you cannot gain successes by hustling unless
when flying. participating in a race or chase.
Glide: This is similar to flight in that the creature Run: By giving up their standard action, a creature
moves through open air, but the creature cannot gain can move at +3 movement steps - about 90 feet in a
altitude (cant climb). turn while running for a medium creature, or three
Ground: This is the standard movement type. The range increments (see below). While running, a
creature crosses over some sort of solid surface. creature gains a +1 bonus to Defense against Ranged
Swim: This allows movement through a liquid that Combat attacks, but if he passes adjacent to another
renders the swimmer buoyant. Most ground-based creature, that creature gains a free attack as the

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.

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creature passes. The creature gains a +1 bonus to hit Presence checks often take a character out of
the creature, and treats 2s as Aces for the attack. action until they succeed at the check. The game
You make a Skill check for a run with an Athletics master should initiate these checks wisely; they are
(Run) skill check (Diff base 2, +1 for each round of meant to temporarily incapacitate a character for a
hustling, +2 for each round of running in a scene) and short time, but should not be used in situations that
you cannot gain successes by running unless would likely result in the characters death.
participating in a race or chase. Players should look for appropriate
Slow: A creature cans willing move at 2 movement moments when such Presence checks would be
steps, or half a range increment (see below). Doing warranted; it should be noted that a character does
so gives the creature a +1 bonus to Acrobatic receive a success chit for successfully overcoming a
(Balance) and Stealth (Move Silently) checks, as long Presence check, so it is to the players benefit to find
as the creature is not reduced to Immobile. There is uses for such checks that both fit his characters
no skill check for slow movement and you cannot outlook and give the character a chance to shine.
gain successes by performing a slow walk.

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.+

As can be seen by the table, a medium-sized


non-slowed character can close one range rank with
each move action. A slowed character can close one
range rank with two move actions, and a fast
character can close 1 range ranks per move action.

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.

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not a limit of what can or cannot be done. A
swordsman with Rank 3 in Blades should feel like a
Chapter 13 - Running the competent fighter who can hold his own in a fight
and is capable of pulling off interesting combat stunts
Gam e that would be impossible for someone with lesser or
no training. The same holds true for magic; A Rank
3 Arcane caster should feel magical and be able to
The Rules accomplish minor mystical tricks on a regular basis
and draw on powerful, mysterious and dangerous
Learning the Rules magic every once in a while. If youre not feeling
this in the game; if the use of spells and maneuvers is
The rules are not here to be memorized, nor becoming a mechanical burden or hindrance, lighten
are they encyclopedic in nature. While it is a good up on the rules for Maneuvers and Spells (or ignore
idea to be familiar with the basic rules and how they them) until they feel right for the stories youre
work, it is not necessary to memorize them. telling.
The best and easiest way to learn the rules is The rules are not meant to inhibit, though
to sit down with someone who already knows them they do impose some limits and constraints on player
and play. Failing that, learn enough of the rules so creation, most of which are designed to maintain
you can put together a character and send them balance between different styles of characters.
through a tourney have the character fight Character creation is, overall, very organic and
someone else, craft an item for sale and run an designed to allow for all sorts of concepts to be
obstacle race (First to 5 successes against a difficult possible. If you should find the limitations on the
of 15 wins!). This will help give you an idea of how rules are preventing from designing a character that,
the rules work in many situations. to you, makes sense, by all means feel free to change,
discard or add to the rules until it works. Just be sure
Using the Rules you tell the players what it is you are changing.

Limitations of the Rules


RAW vs. RAI The rule set presented here is a very basic
RAW, or Rules as Written are not nearly framework. It makes no attempt to be all
as important to the game as RAI, or Rules as encompassing, defining every thing that can or
Interpreted. The spirit of the game is far more cannot be done. It is a simplistic, basic system whose
important that what you actually see on paper. This defining purpose is to answer the question did I do
is a game of fantasy-based stories of mortal men it? It makes no attempt to tell you how you did it or
and women in a fantastic world struggling against in what manner you succeed or fail at the action.
those forces that would bring ruin and destruction to That level of detail tends to kill creative game play
all within in. more than it encourages it. Determining how you
If the rules get in the way, kick them aside accomplished your goal is left up to the game master
and go with what feels right. This is not a law book and players to describe.
with rules written in stone; this is a set of guidelines
designed to help you tell the story you and your
friends want to hear. Game vs. Simulation
This rule set is, by no stretch of the
imagination, an attempt to be an in-depth simulation
Goal of the Rules of a fantasy world. Instead it is intended as a
The goal of the 54 game is to provide a framework to help you present an enjoyable and
framework for the impartial resolution of actions. In playable game with a story-centered plot. For the
other words, the rules are here to help you define purpose of these rules, making things fun and
whether a characters action succeeds or fails. playable is more important than reality. There are
To that end, the rules have to be able to bound to be instances where mechanics clash with an
quantify what the character is capable or not capable attempt to simulate what is going on; this becomes a
of doing. That is the sole purpose behind the ability time to be creative and look for a way to explain,
scores, skills and even profession of a character. story-wise, why the mechanics worked out the way
Some of the rules are complex and fairly they did. And if the game mechanics just do not
rigid in their execution, such as the rules for mesh with your attempts to define and describe the
Maneuvers and Spells. Game masters (and players) world around it, change it until it fits but just
are encouraged to treat the listed Maneuver and remember that no fit is perfect and sometimes
Spells as samples, pre-made packages and examples,
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mechanics need to be mechanics; just apply the rules It is usually a bad idea to alter an in-effect
and come up with an excuse later why things worked house rule in the middle of a game; where possible,
out the way they did. Which leads us to make any modifications to house rules before or after
a game session.
Suspension of Belief
This is, first and foremost, a game derived Example House Rules
from legends, stories and tales. While there has been
some effort to reproduce effects that feel, on the Halved Primary Ability Scores: When generating
surface, real, most of the crux of the game deals with characters, half the starting value for Strength,
super heroic or legendary feats. While starting Dexterity, Intelligence and Presence. Secondary
characters may feel somewhat mundane, as ability scores are generated by adding two scores
characters gain experience, they will become together and halving them (not half the scores added
superhuman, as will the enemies they face at some together and then halved again). You will have to
point characters will pull off a stunt or two that flies use double the primary ability score for tertiary
in the face of the laws of physics, reality, relativity, abilities. All Difficulties for skill checks should be
common sense or the like. lowered by 3. NPCs will have to have their ability
If its not rule breaking or game breaking, scores modified to match as well.
go with it. Breaking away from reality is what this Reason: By halving the primary ability scores, you
game is about. As long as it isnt harming anyones make Ranks in skills much more important you will
fun, let the characters or the villains accomplish derive up to 50% of your base value by skill instead
the impossible. of a mere 33% derived by skill Ranks. It also
There will, of course, be those who find increases the value of played and drawn cards.
performing the impossible or improbable somehow
jerks them out of their immersion in the game;
different people will have different levels of how far Dice Instead of Cards
theyre willing to stretch reality before it just 54 Fantasy is designed for use with cards
becomes a game. There is, unfortunately, no magic instead of dice as a hand of cards gives the players
bullet to fix this. The best a game master can hope slightly more control over the game, whereas the use
for is to attempt to learn what his players thresholds of dice tends to generate more random results.
for suspending belief are and try to find a level that If you wish to use dice instead of a deck of
the majority of the group can live with including cards for the game, try the following suggestions.
himself. Whenever asked to play or draw a card,
roll two six-sided dice instead. Add the two dice
together for the result.
House rules If you roll doubles, you get a +1 bonus to
There will come a time in the game when the result. Much as if you had played a card that
the game master either does not agree with the gives you a suit bonus.
written rules or runs across a situation the rules do If you roll a 12, treat it as an Ace.
not cover. In these cases, house rules may be put in When you want to use or activate an
place to resolve these situations basically custom ability that requires a face card, roll two six-sided
rules for the group to use. dice. If you need a Jack, you must roll a 9 or higher
There are no hard and fast rules to making to activate it. If you need a Queen, you need to roll a
house rules. However, two factors should be high on 10 or higher. If you need a King, you need to roll a
the list when considering house rules: 11 or higher. If you need a Joker, you need to roll a
Is it fair? Avoid house rules that punish 12, followed by a second roll of 7 or higher. If you
players over NPCs or monsters, or even one character succeed in the roll to emulate a face card, treat the
over another. value you end up with as the face card value 5 for a
Will it cause issues? Sometimes, house Jack, 7 for a Queen, 9 for a King and any value for a
rules have unintended side effects or may cause a Joker. If you fail to get the minimum card you need,
cascade that affects other game rules. Carefully the roll fails, regardless of the end value.
consider what other areas of the game a house rule
will affect before incorporating it.
The game master should always incorporate
house rules on a trial basis. Thus, if the rule doesnt
work as intended and needs to be changed, the game
master can modify it as needed.

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Fumble on a 2 pop, the basher is usually just hanging around


Since you can ace or critical with the looking for an excuse to bash some heads in.
use of an Ace, many gamers like to enforce the Goading: The promise of action
possibility of the other extreme of the spectrum the Reward: A romping, stomping straight-up fight.
fumble. If you want to add a fumble system to the Avoid: Letting everything be solved by force or
game, try this: rushing others to get to the action.
If you draw a 2 into your hand, you
cannot discard the card and cannot draw extra Creator
cards into your hand until it is used; it must be He or she shows up with a character from a
played to be removed from your hand. race you never heard of, wanting to use their own
If you play a 2 from the top of your homebrewed rules that theyve made up to expand,
deck, it is an instant failure. You likewise cannot fix or replace rule systems.
use special abilities to draw extra cards or replace Goading: A quest for something unusual and unique
the card for the action that failed. Reward: Allowing them to use their homebrew
creation in the game (within reason).
Avoid: Letting the creator alter, add or change your
game without your consent. While a good game
Players master is open to new ideas, the person running
The players are the most important aspect of the game knows what is best for his campaign
this game; without players, you dont have a game. and if he makes a poor decision hell hear about
The game master should always keep the importance it from the others.
of the players in the game in mind when designing
adventures or running the game. After all, if the Rules Lawyer
players dont follow up on the hooks the game master This player likely knows every rule and is a
presents, the adventure hes toiled over wont get stickler for ensuring that the letter of the rules is
played. enforced. In extreme cases, the rules lawyer may
twist the intent of the rules to his own favor or
Player Types advantage.
Goading: Unusual challenges that require obscure
These arent hard and fast types, and are rulings.
instead simply generalizations. When the game Reward: Playing by the rules and letting the rules
master knows his players, he can tailor the game to lawyer espouse his knowledge of the system to
their various play styles. Note that a given player aid the game master and players have a fair and
may have aspects of many player types a single pleasant game.
player might be something like 50% storyteller, 25% Avoid: Do not allow the rules lawyer to buffalo you.
creator, 15% thinker and 10% basher. The intent of the game and the fun of all
involved is more important than being right.
Actor
The actor likes to act out his character. Storyteller
He may show up to the game dressed like his or her The storyteller, quite naturally, is seeking to
character (or simply carry a trinket his character tell a story through the actions of his character. This
possesses), may mimic the characters quirks and/or type of player delights in making extravagant
voice and enjoys speaking in character. backgrounds for their character and often plants story
Goading: The promise of interaction between PCs hooks he or she expects the game master to pick up
or NPCs. on and incorporate into the game.
Reward: A scene that allows the player to act in Goading: Details that tie into the characters
character. background or ultimate goal.
Avoid: Bogging the game down by requiring even Reward: A scene that plays on the players
minor interactions to be roleplayed out. Also be background or furthers the ultimate goal of his
wary of attempts to hog the spotlight; give other character.
players reason to interact in the scene as well. Avoid: Centering adventures on the storyteller
character; be sure to include other players
Basher desires for the advancement and nurturing of
Likely armed with every weapon known to their own characters. Also be wary of attempts
man and with character stats that will make your eyes to hog the spotlight.

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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!

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that the common man cannot hope to defeat. The
characters are a step above the common folk. Campaigns
A campaign is a series of interconnected
adventures that tell a story, much like a series of
High Fantasy
novels or movies. A campaign usually follows the
At this level of fantasy, magic tends to be
adventures of a small group of characters as they
mundane after a fashion. It is used to erect cities,
grow and evolve into more mature and experienced
power common conveyances such as airships and
beings.
magical creatures may mingle among the more
common mortal races. Characters are often arrayed
with a bevy of magical and alchemical items and Campaign Arcs
supernatural, world-shattering foes are the opponents A campaign arc is the overreaching story
of the day. that interlinks several adventures. A campaign arc
If you want to play a high fantasy version of usually has at its end a confrontation against a
54 Fantasy, youll likely need to be more generous significant power or entity. A campaign arc can be
with gold to allow characters ready access to magic. compared to that of the storyline you find in a single
If you multiply gold gains by about a factor of x10, novel or movie.
you should wind up with a healthy high fantasy
setting.
The World
Political Intrigue The rules that are presented here try to avoid
In a game of political intrigue, many may defining the world at large; that is something that the
wish for the open field of battle and drawn swords game master can either create for his own or look for
over the honeyed words and poisoned daggers of the books or supplements that present a pre-created game
courts of power. Brute strength is often worthless in world for the game master to use.
such a setting, replaced by connected alliances and That said, there are some conceits built into
the power of coin and royal acknowledgement or the system that the game master should take into
censor. account when making or using a game world.
In a political intrigue campaign, you may The most obvious is the mixture of the
want to put strict limits on Persuasion skills to presented races; the game assumes that the races
prevent PCs from rolling enemies aside with simple presented in the rules exist in the game world and
skill checks. have a somewhat generic origin and influence on the
campaign world.
Second, the presence of magic is initially set
Handling Difficult Players in this game at sword and sorcery level, being
Players are a varied lot, and many game fairly easily available to the characters for use.
masters have run into at least one player whose Likewise, the damage system doesnt
gaming style has completely opposed his own. In provide permanent or lasting wounds most
rare cases, a player may be simply disruptive to the characters can be up and running rather quickly after
game, performing contrary actions meant to annoy being initially injured.
the other players or game master. If you choose to use a particular campaign
When a player is disruptive, it can put the world or you are creating your own, take the above
game master in a difficult position. In most cases, into consideration and modify either the game rules
politely pointing out what the player is doing that is or the campaign world accordingly. Be aware of
disruptive should be enough to curb most players letting your players know about any significant
from continuing. changes (and possibly even the small ones) you
If the disruptive behavior continues, the intend to incorporate into the game. For example, if
game master may wish to implement a system that youve decided to set your game world in a dark
reduces the experience or wealth a players character reflection of King Arthurs Britain where magic is
receives when being disruptive. When a player is rare and the characters are all questing knights, you
being punished for disruptive behavior, make it clear might want to disallow player character arcanists
why the player is being punished and do not invoke (and possibly priests) or even require the players to
any penalties in a cruel or vindictive manner. all be Warrior Knights. This is definitely information
If a player is belligerent in his attempts to be you want to pass on to the players so you dont end
disruptive, the game master should consider up with, for example, someone trying to make a
requesting the player to not attend play sessions until Merlinesque character to try and fit into the game.
they are willing to correct their behavior.

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Stories write a report after the game about what happened,


theyre more likely to pay attention during the game.
A campaigns story is a very important Just make sure it doesnt turn into a chore; it should
thing. It can be a very easy trap to turn a game into always be something someone wants to do, not have
little more than a string of semi-linked encounters to do.
with a thin plot. While you dont have to be a literary
genius, there should be some meat to the story behind
any given campaign. Adventures
The game master should strive to craft Adventures are like bare-bone scripts for the
events so that they both make sense in the overall game. They contain the information the game master
plot (though it make take characters some time to needs to present the situation the plot, a encounters
figure out how point A and B are linked) and contents and appearance, a NPCs description and
customize the events that are occurring to the statistics, and the like.
players characters. Sometimes it pays to stop and
pay attention to the little details, to bring them to the Area-Based Adventures
fore and get the characters to concentrate on
Area-based adventures are built around one
something other that killing monsters and looting
or more locations. The adventure might take place in
bodies. For example, you might set up a meeting
a single dungeon or tower, or perhaps the local inn.
between the group and the local mayor, who wants
These type of adventures usually resolve around the
them to stamp out an enemy in the nearby woods.
exploration of an unknown area. They are often
This can be a laid back scene with little dice rolling
static in the fact that little changes unless the
the mayor simply talks with the characters for a short
characters take action to investigate and interact with
bit of time. Inquiring characters might snag some
the environment.
valuable information for their upcoming quest, make
a request for supplies or even find out that the
mayors been philandering with the local school Branching
marm while his wife is away. This isnt a scene This is a combination of the area-based and
thats to be resolved with a few Diplomacy, Gather event-based adventure. It is often initially triggered
Information or Haggle skill checks. Instead, it allows by an event, and based on the players actions,
the game master to set up the mayor as a real branches out to different locations. Unlike an event-
person as well as set the context and mood for the based adventure, there is usually no specific timeline.
upcoming quest, and perhaps foreshadow upcoming Players may have their characters travel to one
quests. location or witness an event in virtually any order
without upsetting the course of the adventure. An
example of this type of adventure might be one where
Logs/Blogs/Journals the characters find a murdered victim and travel from
One tool that can greatly benefit players
place to place questioning witnesses and gathering
(and the game master) is a campaign log or journal.
clues, only to engage in a chase in the climax to catch
This can be as simple as a short, handwritten note
the fleeing murderer. In some branching adventures,
giving a short summary of what happened the last
the player characters choices may have an effect on
game session, or as complex as a running story of the
the final outcome; in the example above, perhaps a
characters continuing adventures.
clue from one of the suspects might lead characters to
The log can be maintained by the game
discover that the real culprit is a vampire who
master, and can be used as a place to foreshadow
beguiled the murderer to commit the foul deed if
coming events or to track player handouts such as
the players never discover the vampires
maps, missives or other documents the characters
involvement, the patsy may take the fall instead.
have garnered in play, as well as present a history of
what has happened in the past sessions.
However, it is often more insightful if the Event-Based Adventures
players have a level of interaction in the creation of Event-based adventures are built around a
the log whether it is actual journal entries written in series of events that occur on a timetable. Locations
character or just written summaries by an appointed are usually of secondary importance the driving
chronicler for the group. Having the players factor is the events that are underway. An event-
perform this task will often help the game master by based adventure might revolve around things such as
giving him insight to what the characters think is an assassins plot to sneak into the city and kill the
happening (and perhaps inadvertently generating king at his coronation ceremony, with the players
story ideas) as well as keeping the players involved in characters attempting to hunt down and thwart the
the story you are presenting. After all, if they have to assassin before he succeeds, even as the coronation

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draws nearer. Event-based adventures usually have a ability and calculate secondary abilities normal. The
strict timeline; if characters do not act in a timely ability score most influential to the NPCs use of
fashion, things will rumble towards the inevitable abilities should probably be a 6-7. The NPC should
conclusion usually that result is something bad have a skill of Rank +3 to +5 in his most important
unless the players intervene. skill(s), and up to Rank +2 in other often-used skills.
The NPC should have about 3-5 Wound points.
NPCs
Non-Player Characters (NPCs) are
Monsters
caricatures the game master uses to represent anyone They are the murdering orc or the
that the players characters interact with. There are a marauding goblin, the assassin on a job or the
wide variety of NPCs that can be used, from friendly misguided paladin performing an assassination for
commoners in the local town to horrible monsters his church in the name of divine retribution that the
waiting to devour the players characters in the characters must somehow stop. They are these and
dungeons far from civilization. many, many more.
Monsters are NPCs that can turn out to be
allies or enemies of the players characters. Monsters
One-Shot NPCs are meant to be interacted with, whether in combat,
They are the commoner the characters pass negotiations or in role-play, and usually have fully
on the street. The city guardsman who ask the developed stats. Though a monster might only be
characters their business at a citys entrance. The present for a single scene in a game, the game master
grizzled woodsman the characters ask for directions. usually needs a full stat block to pit them against the
The shopkeeper the characters meet to outfit players character in some way.
themselves with new gear. They are the unsung A monsters stats are not set, but they should
masses who populate the world. be comparable to the player characters statistics.
These are all typical one-shot NPCs, those The stats that a monster will use to pit itself against
whom the characters are likely to interact with once the players characters should be within about 2-3
or never on a significant level. In most cases, all you points of the characters own stats.
need for these NPCs are a name and an idea of their A group of monsters facing against the
personality and level of knowledge. player characters should have about 2/3 the player
You rarely, if ever, need the actual stats for characters amount of Wounds and Resolve. A single
these sort of NPCs. If a question of stats ever does monster facing against the player characters should
come up, you can assume a default ability score of 5 around x2 x3 the number of Wounds the player
and 2-3 skill ranks in any significant skill the NPC characters have to give it somewhat of a fighting
might have. Unless its important that the NPC chance. It should also have special abilities that
survive an encounter with the players characters, allow it to effectively take the equivalent of 2-3
give the NPC 1 Wound. actions in a single round, split to engage more than
one player character at a time.
Recurring NPCs
They are the helpful sage who researches the Villains
magical and mysterious items the characters bring They are the conquering warlord who plans
back to town. Or they can be the crusty town Sheriff to take over the world or the fallen god who seeks to
who barely tolerates weapon-toting vagabonds in his enslave the mortal world. Sometimes they are the
turf or even the tax collector who always seems to be mastermind who lurks in the shadows, manipulating
able to find the characters after they return to town groups, societies and even nations for their own
laden with gold. Perhaps they can be the kings malicious benefit. They are these horrors and many,
master of arms, who outfits and sends the characters many more.
on their next quest. They are this and many, many Villains are NPCs designed to directly
more. conflict with the player characters. They are built
These are all examples of the kind of like monsters, and indeed you may wish to start with
recurring NPCs characters may interact with on a a standard monsters abilities, and then augment them
recurring basis. Much like one-shot NPCs, unless to make them tougher and stronger than a standard
they will be antagonistic towards the players creature of its type. Almost always, a given villain is
characters, you dont need actual stats for the NPC at least slightly superior to the player characters in
and can play them by ear. some form or fashion.
If you do need stats for these recurring
NPCs, assume a default score of 5 in each primary

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For minor villains or subordinates, a villain forcing the PCs to follow a course of action, you are
should be slighter better than the average character railroading the adventure.
by about 2-3 points in a given attribute and/or skill.
For a major villain or lieutenant to a more 2) Never save the other characters from an enemy
powerful entity, the villain should be slighter better or threat with a GMPC. This both takes away from
than the best character in the group by about 2-3 the PCs ability to prove their own worth and can
points in a given attribute and/or skill. make the players dependant on being saved if they
For a truly epic villain, they should exceed do something foolish.
the best characters ability in any given area by 4 or
more points in a given attribute and/or skill. 3) Refrain from making the GMPC significantly
more powerful than the PCs. If the GMPC can
Allies accomplish any given task by himself that the PCs
They are the smith who forges the sword conduct, the players are going to question why they
that can slay the dragon. Another may be the noble are even along. In any case, the PCs should be
who gives them shelter and protects the characters capable of completing the adventure without the
from the political forces that wish to see them presence of the GMPC.
humiliated. They are the young bar waitress who
always has a tip on the hoard of treasure the party 4) Dont let the GMPC make the characters lives
should seek out. miserable. Just as its bad to make the GMPC more
Allies are NPCs who go out of their way to powerful than the PCs, making the GMPC so bad
help or support the players characters. Whether that hes a liability to the group is a similar problem.
powerful heroes themselves or simple folk with a If the GMPC cant hold his own, its likely the PCs
talent or knack with which to assist the players will turn on him or abandon him.
characters, allies are as important to the game as the
enemies the group faces. Without allies, 5) Never revolve the story or plot around the
reinforcements, supplies and assistance when things GMPC. The players are the stars of the show, not
are dire become a real danger. the GMPC. Dont steal the limelight from the
Allies might or might not be statted out, players.
depending on what sort of support they provide. If
statted out, an ally is built just like a players PCs
character, though the game master may choose to The players characters, or PCs, are the
assign abilities rather than randomly generate them. stars of the show or they should be. Whether noble
Allies are often experienced in some skill or special or villainous, heroic or cowardly, the game simply
ability and may be more or less powerful than the does not work without the presence of the PCs.
players characters though they tend to be more
skilled in at least one area the players characters may
be deficient. Incorporating Backgrounds
If the game master creates an ally who will When a player makes a background for his
adventure with the players characters to assist them, PC, the game master should likewise take the time to
consult the section on Player NPCs below for try and incorporate that background into the game. It
additional information on using such potent NPCs. can be very satisfactory for players to see that the
time they take to develop their own characters
becomes reflected in what occurs in the adventure.
Game master Player NPCs
The game master should be extremely
careful when introducing a character to the group that The Consequences of Actions
is, in truth, his own game character. Also known as a When players take or fail to take action,
GMPC, these are NPCs that have abilities, skills and it should have an effect upon the game world around
footing equal to (or often exceeding) that of the PCs. them. While not every action will be earth-shaking,
A game master running a GMPC should: the game world should react in a rational manner to
the characters actions.
1) Never come up with a plan of action, or force a For example, if an evil wizard has
plan of action on other PCs through a GMPC. As kidnapped a princess for use to power a spell that
a rule, the game master has far more knowledge of must be cast on the full moon in 5 days, if the
what is ahead than the players. By suggesting a characters dont stop the wizard in the allotted time,
course of action, you prevent the PCs from solving they can kiss the princess goodbye.
the problem themselves, perhaps inadvertently. By

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As another example, monsters dont always such decisions on how he wants to advance his
stay in their lair, waiting for the PCs to come kill character.
them; they should respond intelligently to attacks
against their homes, moving and reinforcing areas as Replacement Characters
they learn the characters have invaded. They might It happens to every player at some point in
even strike back at the PCs hometown if they arent the game. A character dies, and the player is faced
properly eliminated. with the task of making a new character to replace
Likewise, some players can get cocky and the old.
may decide they can take on the local law The death of a character can be a
enforcement and either blow it away or ignore it as a surprisingly hard pill to swallow, especially the
trivial nuisance. And while they may experience longer the player has had to play with and become
initial success against low-level backwater town familiar with the character.
guards, its very like that more powerful, prepared law When making a replacement character, the
enforcement or bounty/head hunters may come game master is encouraged to grant the character XP
after the characters later on as words of their deeds to spend on the replacement to bring the new
spread. If need be, these enforcers may often wait for character up to at least the minimum for the group, if
the most inopportune time to strike, such as just after not the average. The same goes for gear and possible
or during a crucial fight, while the offenders are magic items, based on the frequency of such items in
sleeping or even relieving themselves. Just try not to the campaign.
be unfair unless the offender really, really deserves it
for his characters actions in the game.
Awards
Missing Players
There will likely be times when a player is Treasure
absent from a game, due to obligations at work,
You should strive to award up to 1-3 gp of
school or family or simply due to illness or other
treasure per success the group needs to beat a scene.
factors.
This is not a hard and fast rule by any means and the
There are many ways to handle missing
game master can modify the amount of treasure as
players; the easiest is to assume that the players
seen fit.
character is elsewhere and simply not present for the
games adventure.
Another option is to allow another player to Favors
play the missing players character as if it were his Instead of coinage, after completing a task
own. While this allows the character to continue to or adventure certain NPCs may offer their assistance
advance and help the party, it should never be done or skills to reward characters. It can be difficult to
without the players agreement and care should be assign a monetary value to this, but generally an
taken by the surrogate player to ensure he neither acts NPCs help can be evaluated to the cost of a similar
out of character nor accidentally gets the character hireling or a single-charge use of a magic item with
killed. about the same power/efficiency.
Some groups choose to turn a former PC
into an NPC usually run by the game master for the Monetary Treasure
duration of the absence of the player so that the Avoid always giving the treasure out as pure
character can still gain experience and the group can gold; mix it up a bit with other coinage, gemstones,
still benefit from the characters often-needed skills art objects and the like. When possible, try and strike
and expertise. Like being run by another player, a a balance of about 10% coinage, 50%
game master should always ask the permission of the gemstones/jewelry/artistic trinkets and about 40%
player, where possible, to handle the character in this other items, such as masterwork gear.
matter before using it.
This latter method should be used with
caution; players who return to find their character Magic Items
with missing equipment or worse, dead may very Magic items should be given out as
well be upset by events that they may believe they appropriate, at a rate of about one every 3-4
could have avoided were they present. encounters. Try to focus on items that the party will
In any case, surrogate players or the game find useable immediately or within the next quest or
master should never spend the characters wealth or so.
XP at the sessions end. Let the original player make Dont always concentrate on magic items
that make the characters stronger. Unusual items that

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dont have an adventuring purpose can be just as Increasing Primary Attributes
enjoyable. For example, a magic chess set that The cost to increase a primary attribute
moves pieces at its owner command can be just as (Strength, Dexterity, Intelligence or Presence) is
entertaining as any other magic item, if appropriate listed below.
attention is paid to it. Note that after character creation, secondary
When awarding magical items, it is often attributes do NOT automatically increase if a primary
better to award items that are consumed in a single attribute has been increased. Likewise, wounds and
use (given more frequently) or have charges than to resolve do not automatically increase when an
give out permanent items. This allows you to more attribute is increased.
easily remove disruptive items, prevent the items Characters cannot increase an attribute
from being used as a crutch and to keep the players beyond 10. You cannot increase your attribute by
characters lean and in search of more items. Avoid more than +1 in a single week.
allowing magic items to define a character; they are a
tool that should supplements a characters own
New XP Cost
abilities and skills but never replace them.
Ability
Score
Experience 1 25
Beyond treasure and the acquisition of 2 50
items, another way for characters to improve is 3 75
through gaining experience. 4 100
Every time a character gains a success with 5 125
a non-trivial action, the character gains 1 experience 6 150
point. Generally speaking, a successful action only 7 175
grants experience if there is some penalty to the 8 200
character for failure (such as when the character is 9 250
risking his life or well-being). The game master may 10 300
award additional experience points for situations in
which he feels the character (not necessarily the
player) learns something new or significant. Increasing Secondary and Tertiary
If a player donates a card to the game
master to use for an action and the result is a success, Attributes
the character who is the target of the action gains an The cost to increase a secondary attribute
experience point. If no character is a target of the (Melee, Ranged, Magic Aptitude, Resistance or
action, but it is a success anyway, the character who Resolve) is listed below.
donated the card gets an experience point. This Note that after character creation, secondary
represents the characters learning from their attributes do NOT automatically increase if a primary
opponents success. attribute has been increased. Likewise, wounds and
If youre playing a game where skill checks resolve do not automatically increase when an
and the like are sparse and far apart, the game master attribute is increased.
should consider handing out 1-2 points of experience Characters cannot increase an attribute
for about every 20 or so minutes of play. beyond 10. You cannot increase your attribute by
Acquired experience can be spent to more than +1 in a single week.
increase attributes, acquire or increase skills or even
to remove consequences from the character. New XP Cost
Normally, experience may be spent in any manner Ability
the player desires. In this case, new skills that are Score
acquired are assumed to have been practiced during 1 50
downtime or the result from an epiphany that may 2 100
have occurred off-camera. 3 150
The game master may opt (though he is 4 200
discouraged from doing so) to require that experience 5 250
only be spent towards the acquisition or increase of 6 300
skills or abilities used in a session. 7 350
8 400
9 450
10 500

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Increasing Skills If you study under the tutage of a master of


When you choose to increase skills, you do at least Journeyman (3) Rank who already knows the
so by slowly increasing each subskill separately. maneuver you wish to learn, you can acquire the
However, before you can raise subskills, you must maneuver at the cost (rounded up) listed here.
have access to the broad skill. You can learn a new Note that the master may choose to charge you
broad skill at 0 Rank at a cost of 5 experience points. money for teaching you the maneuver.
From there, you can increase a subskill you already You can swap out a known maneuver for a
have Ranks in by expending experience points as new maneuver of the same level for the normal XP
shown below. cost (round down). If a master trains you (as above),
For example, a player may choose to spend you can swap out the maneuver for the normal XP
5 XP to purchase the Athletic skill at Rank 0. From cost (round down).
there, the next day he may spend another 5 XP to It takes at least one day per Rank of the
raise the Run subskill to +1 Rank (Novice). The maneuver to learn a new maneuver. You cannot
other subskills, such as Jump, remain at Rank 0 at learn more than one maneuver at a given time.
this time.
You cannot increase your Rank in a skill by Maneuver Rank XP Cost
more than +1 in a single day. +1 Rank (Novice) 5
When you increase an attribute, it does not +2 Rank (Apprentice) 10
increase your rank in a skill, but does increase the +3 Rank (Journeyman) 15
overall value you have for a skill. For example, if a +4 Rank (Master) 30
character previously had a Strength of 5 and Rank +1 +5 Rank (Grand Master) 60
in Athletics (Run), his total would have been 6 before
a card draw with the skill. If Strength were increased Acquiring Spells
to 6, the characters total for Athletics (Run) would You can learn new spells at the cost listed
be 7 before a card is drawn. below. You can only learn a spell if you have a
Spellcraft of the proper rank to cast the spell yourself.
New Rank XP Cost If you study under the tutage of a master of
+1 Rank (Novice) 5 at least Journeyman (3) Rank who already knows the
+2 Rank (Apprentice) 10 spell you wish to learn, you can acquire the spell at
+3 Rank (Journeyman) 15 the cost (rounded up) listed here. Note that the
+4 Rank (Master) 30 master may choose to charge you for teaching you
+5 Rank (Grand Master) 60 the spell.
You can choose to swap out a known spell
Increasing Wounds for another spell of the same circle at no XP cost, but
Wounds can be increased at a flat cost of 25 you must have access to the new spell to do so. The
XP per additional Wound the old spell is considered unlearned and
you cannot swap back to it at a later
character obtains. Limiting Maneuvers and time, though you can choose to spend
Characters cannot obtain
more than 20 Wounds. Spells XP to relearn it.
You cannot increase your If your players are using It normally takes at least 4
more spells or maneuvers than fits hours per circle to learn or swap a new
Wounds by more than +1 in a your taste in your game, dont be
single week. spell. You cannot learn more than one
afraid to put strict limits on how new spell at a given time.
many a character can learn or use
Removing Consequences at a given time.
Circle of Spell XP Cost
It is suggested that
You can get rid of a 0th 1
characters not be able to learn
single consequence by expending more than 5 maneuvers per Rank 1st 3
50 XP. or 3 spells per Tier per Rank. 2nd 5
Likewise, you may want 3rd 8
Acquiring Maneuvers to limit characters to using no 4th 10
more than 5 maneuvers or spells
You can learn new 5th 12
per scene to keep character power
maneuvers at the cost listed below. from getting out of hand.
6th 15
You can only learn a maneuver if Again, this is only a 7th 22
you have a weapon skill at least suggestion, and should be used 8th 30
equal to the Rank of the maneuver only if the players seem to be 9th 60
you wish to learn. abusing the rules with too many
abilities.
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and wears blood-red armor. My favored weapon
is a double-headed axe (a waraxe) I call the
An Example of Play Finisher. Anyways, Tristenorsen is offering a
Jim, with his newly created human dilettante bounty for the bandits, and I aim to collect on it.
character Gerard Aplombe, gathers together with his Jill (hand 8, 5, 9): Not if I get a hold of them
friends Brian, playing the mageborn sorcerer Tristan first, Deathstroke. You see, my draemani ranger
Wisebuilt, another friend Jill, playing a draemani Jade, has a personal vendetta against these
ranger known only as Jade and Scott, who plays the bandits. My sister, Adrianna, was abducted
orkan mercenary Deathstroke. Steven, the game when her wedding party and the boatload of gifts
master, starts the groups adventure on the road, their caravan bore was ambushed in the
shortly after the group has met and decided to travel wilderness. I heard theres someone in
together along the bandit-infested High Road. Tristenorsen who scouts for the bandits, and I
Everyone has their character sheet in front aim to find him and get the location of my sister
of them, as well as a deck of cards. Since there are outta him.
four players, everyone has removed the jokers, kings, Scott: And um, whats Jade look like?
queens, jacks and aces from their deck. Each player Jill: Pretty ticked and dressed in green-gilded
has drawn three cards for their hand, and a leather armor and an encompassing cloak. Shes
community deck has been set up between the players always got her bow out and ready especially in
with two face-up cards (9, 2). The community this wilderness.
deck has all 54 cards in it. The game master has his Brian (hand 2, 10, 7): Well, my character is a
own deck, but has decided not to draw any cards mageborn sorcerer known as Tristan Wisebuilt.
from it yet, since theres no enemies that would use a Im dressed in the traditional robes of a wizard,
hand, but he doesnt tell the players that. but without the pointed hat. Like Deathstroke, I
favor red clothing and bear what seems to be a
Steven: So, youve now been traveling on the High simple walking stick topped with the head of an
Road to the small town of Tristenorsen for about owl. However, every time you glance at it, the
four hours now. The roads not much more than owls head seems to be looking in a different
a muddy cart path surrounded on both sides by direction.
thick overgrowth mostly brambles and high Jill: And what are you doing on the road with us?
grass, but the definite makings for great ambush Brian: It has nothing to do with bandits, actually.
spots probably why the bandits here have been Theres a small library in Tristenorsen
so successful. However, theres not much composed of books of ancient magical
traffic, once again probably because of the knowledge penned by the wizard Azenne-
bandits in the area. Grazze. Theyve been in the care of generations
Jim: Wonderful, road bandits and Gerards laden of one of his apprentices and forgotten by the
with gold world at large. But since the road to
Steven: Anyway, Jades been poking each of you, Tristenorsen has become so dangerous, its
trying to eke out a conversation on this otherwise foolish for me to travel there by myself. I plan to
boring road. buy the books and transport them back to a safer
Jill: Yeah, Im trying to find out more about them place to study.
just to make sure theyre not bandits in disguise. Jim: But sorcerers dont need to memorize spells out
Steven: Sure, sounds good. So, each of you, tell the of books.
others a little bit about yourself and why youre Brian: Who said it was full of spells? Its full of
traveling to Tristenorsen. Jim, you go first. knowledge like monster anatomies and maps
Jim (hand 7, 4, 6): My character is Gerard. of the planes and and secret caches of magic
Hes a young rake of a nobleman human who the old geezer I mean, great wizard stashed
carries himself with pride and a bit of smugness. away. He deemed it too dangerous to be given to
Hes armed with a rapier and wearing leather others, and so entrusted it to his only apprentice
armor embroidered with the badge of the church to keep safe from prying eyes.
of Competius, the adventurers god. The same Steven: And so it is a dangerous quest at the end of a
church has sent Gerard to hook up with a minor dangerous road. As the group draws up near a
priest in Tristenorsen to root out the bandits. Im section of particularly overgrown section of the
accompanied by my manservant, James. road, two men on foot, lightly armed and
Scott (hand 9, 7, 5): Funny, Im heading to armored, block your way.
Tristenorsen for much the same reason. Im Scott: Two? Probably bandits. These guys dont
playing an orkan mercenary named Deathstroke. stand a chance.
Hes got real dark skin, almost black in color,
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Jill: Careful Deathstroke, theres probably more in Steven: Okay James shouts Bully for you
the woods. master! and calmly steps to the side, ducking
Jim: Id wager on that. Me and Brian will hang behind a large rock; hell probably be safe there.
back here; Jill I mean, Jade, and Deathstroke, Jill, you get to go next (since PCs always go
you go approach these guys. Maybe we can before NPCs). What are you doing?
intimidate them into backing down. Jill: Deathstroke probably has the guys in the road.
Scott: (As Deathstroke) Ey, I dont take orders, I Im looking for anyone in the woods, and Ill
give em. shoot them if I see them.
Jill: (As Jade) What, Deathstroke, are you afraid of Steven: Hmm. You can take a quick glance by
two little bandits with pigstikers? drawing off the top of your deck and making a
Scott: Everyone afraid of Deathstroke. Perception (Spot) check or you can use a card
Deathstroke fraid of no one. Ill approach the from your hand to spend more time looking, but
bandits, Steve with Finalizer drawn. then you wont be able to attack if you see
Jill: Im coming too, with my bow drawn and arrow anyone (Steven decides that seeing the hiding
nocked. bandits is a challenging task, with a difficulty of
Steven: The two bandits hold their ground, until 17).
youre about just a Short distance from them. Jill: Ill draw off my deck. (reveals a 10, with her
Stop where you are or well drop you where Intelligence 8 and Perception [Spot] of 2, gives
you stand, one of them orders. her a 20 total). Oh, yeah, take that!
Scott: (pause)I keep walking towards them. Steven: Clumsy humans, you mutter under your
Jill: Scott, waitmaybe breath. Theres two archers hiding on each side
Jim: Uh, oh. of the woods with bows aimed at all of you.
Brian: I think Id like to cast a spell, now. Jill: Thats not good. Time to even up the odds a
Steven: Alright everyone, we need to draw for bit. Im going to shoot one of the guys in the
initiative. Everyone draw the top card from their woods on my right.
deck, please. Steven: Hes at short range for your longbow, but
Jim: Got a 9 they have the advantage of cover, so they get +2
Jill: Got an 8. to their Defense. Go ahead and attack.
Brian: Got a 5. Jill: Okay, once Deathstroke steps forward, Im
Scott: Got a 3. going to suddenly pull up my bow and let an
Steven: (There are four bandits in the woods with arrow loose into one of the guys in the woods.
bows and two on the road with short swords, and (plays the 9 from the community deck, plus her
Steven decides to break them up into two groups, Weapon Group [Bow] 2, Ranged Combat 3 and
drawing an initiative card for each. He draws
Longbow [+2] gives her a total of 16).
an 8 for the bandits hiding in the woods and a 2
for the bandits in the road, but doesnt reveal the Steven: (Draws a 2 for the bandit in the woods,
cards to the players). Jim, looks like you get to plus his Defense of 2, Parry 1, and the woods
act first. You heard the bandits warn [+2], gives him a total of 7). Well, it looks like
Deathstroke to stop, and it looks likes hes still the arrow is on target, lets see if it wounds him.
approaching. Jill: (Draws 10 from the top of her deck, adds her
Jim: Great. First I tell James to find a good hiding Weapon Group [Bow] 2, Ranged Combat 3 and
spot. Then Ill draw my rapier and wait to see Longbows +3 damage for a total of 18). Oh, I
what happens. Im going to use the Parry think this is going to hurt.
maneuver to get a +1 to my Defense. (Difficulty Steven: (Draws a King [value 9], adding the
11, the Rank 1 Parry Manuever uses his Weapon bandits Resistance of 2, leather jerkin [+1] for
(Blades) skill. Because Gerard is Rank 2 with a total of 12). Yep, hes going to feel that one in
Weapon (Blades), he can play any card to the morning. The arrow connects, lodging into
activate the maneuver - he plays his 7 from his the bandits shoulder. He takes two wounds,
hand, plus his Melee Combat of 4, Weapon since the longbow is a heavy weapon. Here, Jill,
(Blades) 2, Short Sword +3 and a +1 bonus for have two success chits one for the hit, one for
the card matching his Short Sword suit, giving the wounds.
him a 17, a success). Yay me, Im harder to hit, Jill: Thanks, but Im not done yet. Im going to use
and I get a success chit, right? (Steven passes my Combat Superiority to dig that arrow in
him a success chit, and Jim ends his turn by harder (Draws a 7 from the top of her deck for
drawing a card to replace the one he played, damage, plus Weapon Group [Bow] 2, Ranged
drawing a 10). Nice! Combat 3 and Longbow [+3] gives her a total

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of 15). Hah, wounded him again my 15 beats Each of you gets a success chit for either a
his 14 Resistance. He takes another wound (and successful Evade skill check or Armor check.
only one, despite the bow being a heavy weapon. Brian: That almost sucked. Im next, arent I?
Ending her turn, Jill draws a card from the (Steven nods). Okay, that archer is about to
community deck, a Joker!, and replaces the card discover that hiding in the woods isnt enough to
she spent from the community deck) save him. If its alright with everyone, I want to
Steven: Good show Jill, he collapses with that shot use the community deck Joker to cast fireball at
stuck in him. Here, take another experience chit. this guy. (Everyone nods, and Brian plays the
Now, unfortunately, those shots have attracted Joker [value any, chooses 10], Spellcraft
the attention of the rest of the bowmen. The [Arcane] 2, Fireball +3 giving him a total of 15.
friend of the bandit you just took out is going to The bandit gets a Jack [value 5], giving him a
shoot at you. On the other side of the road, one total 8. The bandit is about to be extra-crispy as
of the bowmen is going to shoot at Jim and the hes engulfed in flames. Now, to deal damage,
other will take a shot at Brian. The two guys in Brian decides to also draw off the community
the road arent reacting yet. (Steven draws cards deck, and gets a Q [value 7], plus Spellcraft
for the bandits, each of which has a 6 attack/5 [Arcane] 2, Fireball +2, plus a suit bonus of +1
damage. He draws King [value 9], 3, Ace for matching Fireballs school, giving him a
[an auto-hit] and applies them in the order he total of 12 against the bandits Resolve
aimed the shots. That gives a result of 15, 9 (bypassing armor). The bandit, unfortunately,
and Autohit as a result. draws an Ace, nullifying Brians attack).
Jills character, Jade, has a Defense 3, Brian: That did suck two face cards down the
Parry 2 and draws a 7 for a total of 12. Thus, drain. Well, Im not even going to try for an
the bandit bowman attacking her hits. For the extra success on that one. At least I get a success
chit for the hit. (Steven hands him a success
bandit that hit, the game master draws a 2 for chit).
damage giving a 7 total against Jades Steven: So, unfortunately for you, an escaping
Resistance of 2, wearing Hard Leather armor pigeon intercepts your well-placed fireball, as it
[+2], has Armor (Light) 2 and draw of 8, attempts to flee the sudden ruckus. Its tail still
giving a total of 15. The bowman hits, but fails flaming, the poor little bird leaves a trail of black
to significantly wound Jade. smoke as it nosedives somewhere into the brush
Jims character, Gerard, has a Defense of 3, further behind you. You see the bowman
wears Heros Armor [+1], Parry 2 and has +1 literally gulp, realizing how close he came to
from the maneuver he used and draws a 5 - death.
inflicting a trump penalty of 1 - for a total of Brian: He wont get a second chance. Ive still got
11. Luckily, the bowmans total is only 9, so he an ace up my sleeve. (Finishing his turn, Brian
misses Gerard. draws a card to replenish the community deck.
Unfortunately for Brian, whose Defense 2, Its another Joker). Oh, dj vu.
no Parry skill and draws a 2, the Ace against Steven: Scott, its Deathstrokes turn.
Scott: Sweet. Time to inflict the pain. Lets start
him automatically hit (only a Ace could have
with the guy on the right. Im already at Short
prevented the hit). The bandit draws a 7 for range, so Im just going to move up to Close
damage, and Brian draws a 6 to accompany range so I can melee those bandits. Then Im
his Resistance 8, no armor but Armor using this other Joker as if it were a King to
(Unarmored) 1 giving him a 15 against the open up with a Critical Strike maneuver (Scott
bandits 12. Like Jade, though hes hit, the plays the Joker, as a King [value 9] from the
wound is only grazing. community hand, has Melee Combat 3, Weapon
Steven: Okay, so arrows come whistling out of the
woods. Jade tries to avoid the arrow coming Group [Axe] 2, Waraxe +1, suit bonus +1,
from the woods where shes pin cushioned one giving him 16. The bandit draws a 9, giving
archer, but his friend is accurate enough to punch him a 11. The axe connects! Note: Scott could
an arrow into her hard leather armor. Luckily, have chosen to draw from the deck for attack
the arrowhead doesnt puncture the armor. and played from his hand to deal damage, since
Meanwhile, Gerard manages to sidestep an arrow the bandits Defense was so low, but he wants to
meant for him, but Tristan isnt so lucky. An deal a critical which is determined by the
arrow slices right through his robes, but luckily it Attack card, so he has to play a card from his
only ventilates the cloth and not the sorcerer. hand for the attack to ensure it, instead of
relying on a random draw.)

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(To deal damage, Scott draws a 9 from his Steven: And its his turn. Hes got his short sword
own deck, has Melee Combat 3, Weapon Group out, and hes going to try and poke you with it,
[Axe] 2, Waraxe +4, and gets a suit bonus of Scott. (Bandit draws a 5, has a Melee Combat
+1 for matching the Waraxes suit, giving him 2, Weapon Group (Blades) 1, Short Sword +3,
19. The bandit draws a 6, giving him a 9.) and a disadvantage of 1, giving 10 total. Scott
Scott: Oh, that is gonna hurt. So I deal two wounds draws a 9, has a Defense 2, Evade 2, for a total
for the Critical Strike, and a third wound because of 13. The bandit misses by a mile). The bandit
the Waraxe is two handed, and a fourth wound swings at Deathstroke, but hes standing so far
because I drew a King the waraxes critical back to keep from getting lopped in two that hes
range. stabbing at air.
Steven: Yep, that kills the bandit (he only had 3 Steven: Okay guys, lets start a new round
wounds, but Steven doesnt announce that).
Despite all those wounds, thats only two The game continues from here, with the group
successes heres your two chits, Scott. continuing the fight. After a few rounds and
So, as the arrows whistle through the air, taking a wound or two, the group beats down the
Deathstroke calmly strides up to the two bandits. bandits.
Before the brigand can even bring up his
weapon, Deathstroke brings Finalizer down, Scott: (new hand 3, 10, 5) Lets see what ill-
cleaving the poor bandit in twain. The two gotten gains these bandits have acquired. Im
halves fall in a bloody, squirming mess on the looting the bodies.
ground. Steven: They dont look particularly wealthy their
Scott: (Draws a card to replace the one spent from weapons are in poor shape and their armor looks
the community deck, revealing a King) Wow, cobbled together. You do find on the body of
were on fire tonight. What about the guy on the one of the bandits you killed on the road has a
left? What does he do when his friend falls like pouch filled with silver coins. Looks like about
that? 60 sp in all.
Steven: Uh tell you what, Scott. Draw a card and Brian: (new hand 10, 7, 4) I dont suppose any
make a Persuasion (Intimidate) check. If you of them have spell formulas tattooed on them, do
succeed, the guy is at a disadvantage when he they?
attacks. Well treat it as you using your Stuff of Steven: Nope, afraid not, though now that you
Nightmares ability for the scene. mention it, one does have a strange blue swirl
Scott: Sure, Ill give it a shot. (Scott draws a card, a tattoo on the back of his left hand.
10, has Persuasion (Intimidate) 2 and Scott: Not too shabby, in all. Hmm. How much is
Presence 3. His total is 15. the bounty for bandits in Tristenorem?
Jim: Hold on, Steve. Before you draw for that Steven: Its a silver piece a head. But they need
proof of the bandits.
bandit, lets give him my 4.
Scott: Are fingers proof enough?
Steven: (takes card from Jim) Okay, but you realize Steven: Uh more like the whole left hand or the
that puts you a card down in your hand and costs head.
a success chit, right?
Jill: (new hand 8, 2, 5) Eww. Well, I guess if
Jim: Thats fine, weve got a King, so next turn if I
play it, I can use my human destiny to draw back these guys were pretty poor then they werent the
ones that robbed my sisters caravan and
up to a full hand. (Jim gives Steve the 4, and
abducted her are they?
hands in his success chit from earlier) Steven: Thats a pretty safe bet.
Steven: Heh, you may have wanted to keep that
Jim: (new hand 7, 9, 3) Well, the fightings
information to yourself, in case any of these guys
can play cards from my hand. (A bluff, of course. over with, so I guess I better call for James to
come out of hiding, now.
Meanwhile, with the bandit drawing a 4,
Steven: Unfortunately, he doesnt respond.
has Resolve 4 for total 8. He fails, miserably.) Jim: What? Is he injured or something? Ill go over
Looks like this bandits legs are turning yellow to where he was hiding and check him out.
with liquid courage. Steven: When you get to the rock, no one is there.
Scott: Yeah! Does that count as a success for a chit? Theres signs of a scuffle the ground is all
(Steven nods his head that it is, and gives him a churned up in the area. The only thing left is
success chit. However, since the bandits check Jamess pocket-handkerchief, which is slightly
wasnt a success, neither Scott nor Jim gain a muddy.
success chit for giving Steven the card). Jim: ?!?

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Jill: Waitaminute. What about tracks any signs Jill: Considering if I fail here I wouldnt be hidden
where he went? anyways, Im going to try my luck. (This time
Steven: Make a Survival (Track) check, please she draws an 8, giving her a total of 17). Much
(Steven decides that the difficulty is Effortless, better! Using my elvin blood, I slink among the
difficulty 8, as this will lead the characters to bushes until Im close enough to spot any
their next adventure). bandits.
Jill: Ah, my specialty. (Plays an 8 from her hand, Steven: Well, its a good thing Jill, that Jade decided
has Survival [Track] 2 and Intelligence 5, a +1 to trust in her elvin blood because her human
bonus for matching her Intelligence suit, giving a side almost stepped on a branch and alerted the
total of 16). Got a 16, is that good enough? guards! (He gives both Jim and Jill a single
Steven: Plenty good. (Hands Jill a success chit) success chit). Both Gerard and Jade manage to
Theres a clear trail where James must have been sneak close enough to the mouth of a cave where
dragged and whoever took him didnt have time the two of you can see the source of the smoke.
to cover their tracks. A group of ratty-dressed bandits stands in a
Jim: Weve got to get James back. Ill never forgive semicircle around a fire pit. A cloaked figure
myself if something happens to him. stands at the far side of the pit, holding up a
Jill: Not to worry, Im not about to let these scum dagger to what appears to be James. He looks
bandits ransom another hostage. Well get him likes hes been beaten, is half-conscious and tied
back. Ill lead the way is everyone coming? to a pole bored into the ground.
(everyone nods approval, though Brian is the last Jim: Damn, I just hired him! I cant let him get
to agree). sacrificed to some bandit cultists!
Steven: After following the trail for a short while, it Jill: Hang on there, lets see what theyre up to
leads to a low bluff. You can see wisps of though Im going to quietly draw my bow and
smoke rising from one side of the bluff. knock an arrow.
Scott: Jackpot!!! I think we found them. Jim: And Gerards going to pull out his rapier as
Steven: Indeed, that seems so. Now what? well.
Jill: Id like to sneak up on them and see what were Steven: Well, youre close enough that you can hear
up against, before we go charging in. Ill go the robed cultist speaking aloud (Steven
alone. decides to forgo a Perception (Hearing) check to
Jim: Im all for that, but I think I should come with advance the story). He holds the dagger in his
you, just in case theres trouble. one hand high as he seems to speak to the fire:
Jill: Wait, you come from a temple and youre Oh great liche king Azenne-Grazze, we have
skilled at sneaking around? Youve got some sacrificed much of our treasure in your name.
surprises in you, Gerard. With this blood we spill, send us your mighty
Jim: Hey, girls arent allowed on the temple demon warrior!
grounds, so you have to know how to get in and Brian: Liche king?!? (Under his breath) I hate you.
out without being seen, you know. Jim: Well, Im not about to lose my manservant!
Jill: I should have known. Well, are you coming? Jill, can you take the guy in the robe out?
Steven: Jim, Jill, make Stealth (Move Silently) Jill: Possibly, but what about his goons?
checks for Gerard and Jade, please. Since were Jim: Hopefully when I start shouting itll bring
covering multiple rounds of movement, draw off Deathstroke and Tristan to help.
your decks instead of playing from your hands, Steven: Okay, Ill rule you two automatically have
please. (He doesnt tell the players, but decides initiative. Everyone else, draw for initiative.
to set the difficulty at 12 for the somewhat lax
perimeter guards). And the fight is underway to save James and stop the
Jim: (Draws a 9 from the top of his deck, added to bandits from summoning whatever foul demon
his 9 Dexterity and Stealth of 1, for a total of the liche king if he really exists - deems to
19). Im quietly slipping in closer under the send
hedges, trying not to rustle them.
Jill: (Draws a 3, added to her 6 Dexterity and
Stealth 3, giving her a 12, which, unknown to her
would fail.) Ew. Can I use my ranger ability
Guerilla Fighter to make an extra attempt?
Steven: Sure, but that will be your use of that ability
for the scene, if combat breaks out.

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primary and secondary stats, select skills and create
any special abilities that the creature may have.
Chapter 14 - Monsters The stat blocks listed here are for average
Technically, a monster is any creature in the or minimally experienced creatures. The game
game that is an opponent of the PCs, whether it is a master is encouraged to adjust monsters from the
human town guardsman or a dragon. Generally stats presented here to make them challenging for
speaking, stat blocks are only needed for those PCs to engage. See the section on NPCs in the
individuals that characters will interact with in an Running the Game chapter for more information on
adversarial manner usually meaning combat, but setting the challenge level for the monsters sampled
possibly including contests, challenges and other here.
competitions.
Size Effects
Creating Monsters A creature that is larger or smaller than
normal tends to have stats that vary slightly from the
Monsters are created much in the same
norm. The general differences to a creature by size is
manner as characters. Determine the creatures
given below.

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

This table is not absolute, and creatures may


vary from the norm given above.
Reading the Entries
Str: This is the modifier to the monsters Strength Creature Name
ability. Size Shape (Subtype)
Str: X Dex: X Int: X Pre: X
Dex: This is the modifier to the monsters Dexterity Mel: X Ran: X Mag: X
ability. Def: X (Y) Res: X (Y)
Def: This is the modifier to the monsters Defense. Resolve: X Wounds: X
Res: This is the modifier to the monsters Resistance Vision: Type Speed: Speed
Skills: Skill (Rank) X
ability. Attack: attack type X
Damage Bonus: This is the modifier to the Maneuvers: maneuver (Rx)
monsters damage rolls for attacks. Special Abilities:
Attack Wounds: The monsters attacks deal these Spells: spells
Hand: X cards
many additional wounds. Spell damage is Gear: Gear
likewise affected.
Resolve Difficulty: If the creature has a special
Creature Name: The name of the monster
attack that has continuing or special effects, this
Size: The size of the creature see size effects.
is the difficulty the target needs to match or beat
Shape: The general shape of the creature, whether
with an Endurance (Fortitude) or Endurance
amorphous, humanoid (bipedal), quadruped (4-
(Mental) check.
legged), insectoid / sextaped (6-legged), arachnid /
Wounds: The monsters wounds are modified as
octaped (8-legged) or invertebrate.
shown.
Subtype: The subtype of family of creatures the
monster is from.
Str: The strength of the creature, and associated suit.
Dex: The dexterity of the creature, and associated
suit.
Int: The intelligence of the creature, and associated
suit.

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Pre: The presence of the creature, and associated dealt by maneuvers, and should not be
suit. added again.
Note: When setting the four basic attributes, try to Maneuvers: The combat maneuvers that the
assign different suits to each ability, so that you end creatures possess are listed here. See the chapter on
up with all four suits, one to each of the four ability maneuvers for details on what each maneuver does.
scores. Generally, a creature with ranks in a weapon skill
Mel: The melee combat attribute of the creature. have one maneuver per rank in their highest weapon
Ran: The ranged combat attribute of the creature skill. Note that in the case where a creature has more
Mag: The magic attribute of the creature than one weapon skill, it cannot use maneuvers above
Def: The defense attribute of the creature. If the its rank in a given weapon skill.
creature has the Evade skill, it is noted in parentheses +Weapon Wounds: This notation indicates
with its suit. An S in parentheses indicates a that based on the weapon used, the
creature with Weapon and Shield Style that can add attack may deal extra wounds. Check
its shield bonus to Defense.. the attack line and weapon to see if the
Res: The Resistance attribute of the creature, and attack should add any additional
associated suit. If the creature has armor or is using wounds on a hit.
the Armor skill, the modified total is in parentheses. The listed maneuvers are not set in stone,
The value following A is the creatures armor they are only suggestions for quick use and you may
bonus, if any. choose them as you see fit.
Resolve: The creatures resolve. If it has the Special Abilities: Any of the creatures special
Endurance skill, the modified total is listed in abilities are listed here. The can include class, race,
parentheses, with a P for physical, M for mental maneuvers or spells the creature has access to.
or E for environmental. Skills: Any skills the creatures has ranks in is noted
Wounds: How many wound points the creature has here. The ranks are noted in parentheses as shown
Vision: The type of vision the creature has below. The skill total, with all modifiers added in, is
Life Sense: The creature automatically shown after the rank indicator. Note that for the
detects any living creature within close armor skill, only the relevant armor skill is shown.
range. The creature is assumed to have all lesser armor skills
Tremorsense: The creature automatically at Rank 0 (R0). Note that if a subskill appears
detects the presence of any living following a broad skill, the creature only has ranks in
creature that takes a move action or that subskill. If a subskill appears with a + in front
takes an action that uses Strength, of it, that means the creature has all subskills in
Dexterity or Melee. addition to the listed trained only skill.
Speed: The creatures speed and movement type
Attack: The attacks that are available to the Text Rank
creature. Attacks already have all modifiers for R0 Rank 0 (Initiate)
special abilities and skills added in. Suit of the attack R1 Rank +1 (Novice)
is also noted. R2 Rank +2 (Apprentice)
Many creatures, especially those of Large R3 Rank +3 (Journeyman)
size or greater, can cause 2 or more wounds with a R4 Rank +4 (Master)
single attack. If the notation + draw card is shown, R5 Rank +5 (Apprentice)
it means the creature draws an extra card from the top
of the game masters deck to deal an extra single Spells: If a creature gains spells, how many of each
wound. tier it possesses is listed here, along with the details
If a creature gets to draw extra cards for of the spell and its circle in parentheses. Since most
extra successes or wounds, it only deals extra damage creatures cannot play a card from their hand to
with the first draw, regardless of the number of cards activate a spell, the spells are simply normally usable,
it may draw for extra successes. usable once a scene or once a day. In some cases,
(Crit: X): This notation indicates that if the only one spell from an entire tier may only be usable
creature draws or plays this card or higher once a scene. See the spells chapter for more
for damage, it inflicts an extra wound of information about spells.
damage. The listed spells are not set in stone, they
(+X wounds): This indicates that when the are only suggestions for quick use and you may
attack successfully deals damage, it deals choose them as you see fit.
the listed number of additional wounds. Hand: Certain special creatures gain a hand of cards
In most cases, these additional wounds to perform special maneuvers or thwart player
have already been added to the damage actions. A creature with a card hand may choose to

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trump donated cards from players and use a card
from its hand instead.
Animal
Gear: Any treasure or gear the creature is There are a wide variety of animals in the
carrying/using. world, but only a handful are dangerous enough to
attack other creatures. Instead of statting out each
individual creature, broad types are listed here; if you
Preconstructed Monsters wish to create a specific creature you can modify the
Presented below is a small sample of the base stats here as you see fit to fit a specific animal.
fantastic creatures or basic NPCs that the players For the purposes of determining secondary and tertiary
abilities, animals are treated as if having an ability of 5.
characters may encounter. This list is by no means
exhaustive, nor should it be rigidly adhered to they
are, truly samples and examples. The monsters listed Predatory Animals
here can be modified, expanded upon or even
subtracted from as the game master decides when Bear
presenting them in his own game. Large quadruped/biped (Ursine)
One of the easiest ways to make a greater Str: 9 Dex: 4 Int: 1 Pre: 1
challenge for characters is to use experienced
Mel: 4 Ran: - Mag: -
monsters creatures that have gained and spent XP
to increase their stats. Rather than sit down and Def: 2 (7) Res: 4 (8A2)
calculate exact XP gained and spent, the game master Resolve: 6 (7E)Wounds: 8
can simply increase one or more stats or skills as he Vision: lowlight Speed: Normal
sees fit. Note that increasing stats does not Skills: Armor (Natural) (R2) 6, Athletics (Lift,
automatically increase Resolve or Wounds those Swim) (R2) 11, Endurance (Fortitude) (R1) 6,
must increased separately from stat or skills Evade (R2) 4, Perception (Listen, Spot) (R1) 2,
increases. Weapon (Natural) (R2) 5
Attack: Claws A9/D7 (+1 wound) or Maw
A7/D9 (+1 wound + draw card)
Heavy Strike (R1): Make a claw or bite attack. On
a hit, deal 2 wounds (+ weapon wounds).
Entangle (R2): Once per scene, make a claw or bite
attack; on a success target takes wounds and
cannot move until it gets free. Until target is
free, bear deals 1 wound a round to held target.

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Great Cat / Wolf Herbivore


Medium quadruped (Feline/Canine) Horse / Bull
Str: 7 Dex: 6 Int: 1 Pre: 1 Large quadruped (Equine/Bovine)
Mel: 3 Ran: - Mag: - Str: 7 Dex: 6 Int: 1 Pre: 1
Def: 2 (7) Res: 3 (7A2) Mel: 3 Ran: - Mag: -
Resolve: 5 Wounds: 6 Def: 2 (7) Res: 3 (5A1)
Vision: lowlight Speed: Enhanced
Resolve: 5 Wounds: 8
Skills: Armor (Natural) (R2) 5, Athletics (Climb,
Vision: normal Speed: Enhanced / Normal
Jump / Jump, Swim) (R2) 9, Endurance (R0) 5,
Skills: Armor (Natural) (R1) 4, Athletics (Lift, Run /
Evade (R2) 4, Perception (Listen, Spot) (R2) 3,
Lift) (R2) 9, Endurance (R0) 5, Evade (R1) 3,
Weapon (Natural) (R2) 5
Perception (Listen, Spot) (R1) 2, Weapon
Attack: Claws A9/D6 or Bite A8/D7 / Maw (Natural) (R0) 3
A7/D8 (+ draw card) Attack: Hoof A6/D6 / Gore A6/D6
Moving Strike (great cat) (R1): Mak a move at
Normal rate and make claw or bite attack. This
move does not count as a move action. Elephant
Parry (great cat) (R2): Once per scene, make claw Huge quadruped (Elephant)
attack or bite attack and great cat gains +2 to Str: 12 Dex: 4 Int: 1 Pre: 1
Defense for 5 rounds. Mel: 4 Ran: - Mag: -
Def: 1 (5) Res: 6 (11A3)
Unbalance (wolf) (R1): Once per scene, make bite Resolve: 7 (9E) Wounds: 11
attack; deal no damage but target is knocked Vision: normal Speed: Normal
prone. Skills: Armor (Natural) (R2) 8, Athletics (Lift) (R2)
Aggravated Wound (wolf) (R2): Once per scene, 14, Endurance (Fortitude) (R2) 9, Evade (R2) 3,
make bite attack; on a hit target takes 1 wound + Perception (Listen, Spot) (R1) 2, Weapon
draw card for wound and +2 penalty to actions (Natural) (R2) 6
until the end of his next turn until successful
Attack: Gore A8/D11 (+3 Wounds + draw card)
Endurance (Fortitude) check (Diff 12).
Moving Strike (R1): Move at Slowed rate and make
gore attack. On a hit, deal 4 wounds + draw card
for extra wound. This move does not count as a
move action.
Dual Engagement (R2): Once per scene, make a
gore attack against two targets. On a hit, deal 4
wounds + draw card for extra wound.

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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

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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.

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Demon Lord Blazing Hands (1st): A18/P16, Close, Instant;


Large Humanoid (Demon) Deal 1 (fire) wound + draw for wound. Target
Str: 9 Dex: 9 Int: 9 Pre: 9 burns, taking 1 wound every other round until
Mel: 6 Ran: 4 Mag: 3 successful Endurance (Physical) check (Diff 9).
Invisibility (2nd): Diff 14, Touch, Scene; Demon
Def: 4 (10) Res: 4 (13A4) lord cannot be detected by Perception (Spot)
Resolve: 11 (16)Wounds: 18 checks. Consequences: If the demon lord
Vision: darksightSpeed: Normal, Flight attacks, invisibility ends. 1x/scene.
Skills: Armor (Natural) (R5) 9, Deceit (R5) 14, Dispel Magic (3rd): Varies, Short, Instant; Ends
Endurance (R5) 16, Evade (R5) 9, Language active spell on target. Diff = difficulty to cast
(Common) (R4) 13, Language (Infernal) (R5) active spell.
14, Perception (R2) 11, Persuade (R5) 14, Arcane Portal (4th): Diff 17, Special, Instant;
Spellcraft (Arcane) (R5) 14, Stealth (R3) 12, Demon lord and up to 3 allies travel Long
Weapon (Blade) (R5) 11 distance (400 ft.).Consequences: 1x/scene
Attack: Flamestongue bastard sword A13/D15 Rot (5th): A16/P18, Close, Instant; Target takes
(+1 wound, + draw card +1 wound for each ) 3 wounds + draw card for wound. Target takes
Moving Strike (R1): Move movement and make 3 penalty to all skill checks and cannot heal
a Flamestongue longsword attack. On a success, wounds until a successful Endurance (Fortitude)
target takes 2 wounds, + draw card for extra check (Diff 15).Consequences: 1x/scene
wound +1 wound/. Lightning Storm (6th): A16/P18, Medium,
Aggravated Wound (R2): Make a Flamestongue Instant; 3 targets take 4 (electrical) wounds. The
longsword attack. On a success, target takes 2 target takes a 1 penalty to actions until a
wounds, + draw card for extra wound +1 successful Endurance (Fortitude) check (Diff
wound/. 17).Consequences: 1x/scene.
Triple Threat (R3): Once a scene, make a Summon 7th Circle Creature (7th): Diff 21, Close,
Flamestongue longsword attack against up to 3 Persist; Summon a demon. Consequences:
targets. On a success, each target takes 2 Demon lord takes a wound. 1x/day
wounds, + draw card for extra wound +1 Word of Stunning (8th): Resv +4, Long, Persist;
wound/. Consequences: 1x/scene Target loses its actions until a successful
Bleeding Wound (R4): Once a scene, make a Endurance (Mental) check (Diff 20).
Flamestongue longsword attack. On a success, Consequences: Demon lord takes a wound.
target takes 5 wounds + draw card for extra 1x/day.
wound +1 wound/ and +4 penalty to actions Word of Death (9th): Fort +5, Long, Instant;
until successful Endurance (Fortitude) check Target takes 10 wounds + draw two cards for
(Diff 17). Consequences: 1x/day. wounds. Consequences: Demon lord takes a
Maim (R5): Requires King+. Make a Flamestongue wound. 1x/day.
longsword attack. On a success, target takes 6 Hand: 3 cards
wounds + draw card for extra wound + 1 Gear: Flamestongue long sword
wound/ and +5 penalty to actions until a
successful Endurance (Fortitude) check (Diff
20). Consequences: Demon lord takes a wound.
1x/day.
Battle-hungry: A demon lord gains a +2 bonus to
Melee Combat and Defense (already added in)
Fire Immune: A demon lord takes no damage from
fire attacks.
Flaming Aura: Anyone meleeing a demon lord
must make Resistance vs. Demon Lords
Presence check or take 1 wound.
Spells: 0th circle any card; 1st-3rd circle any card;
4th-6th circle one 1x/scene or Jack+; 7th circle
one 1x/scene or Queen+
Detect Magic (0th): Diff 11, Close, Instant; Detect
presence of active spells or magic items.
Minor Illusion (0th): Diff 11, Close, Instant;
Create illusion that fools one sense
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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).

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Fire Dragon, Young


Large Quadruped (Dragon, Fire)
Str: 8 Dex: 5 Int: 6 Pre: 8
Mel: 3 Ran: 2 Mag: 3
Def: 2 (5) Res: 4 (9A4)
Resolve: 12 (14) Wounds: 18
Vision: Darksight Speed: Normal, Flight
Skills: Armor (Natural) (R1) 5, Athletics (+Flying)
(R1) 9, Endurance (R2) 14, Evade (R2) 4,
Language (Common) (R1) 7, Language
(Draconic) (R3) 8, Knowledge (Arcane) (R1) 7,
Perception (R1) 7, Persuade (R1) 7, Spellcraft
(Arcane) (R2) 8, Weapon (Natural) (R1) M4/R3
Attack: Maw A6/D8 (+1 wound + draw card),
Claws A8/D6 (+1 wounds), Tail A5/D9
(+2 wounds), Fire breath A6/D6, or Spells
Multiattack (R1): Once a scene, make a tail, maw
(A-2/D-2) and claw (A-4/D-4) attack. On a hit,
deal 1 wound (+ weapon wounds).
Spells: 0th circle any card; 1st-3rd one 1x/scene or
Jack+
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 Sight (2nd): Diff 14, Personal, Persist; +3
bonus to Perception (Spot) and see active spells
as glowing aura (including invisibility).
Dispel Magic (3rd): Diff = enemy spell casting
difficulty, Short, Instant; End active spell on
target.
Fire Breath (1x/Scene): Att +3/+2, Close range,
Persist. Deals 2 (fire) wounds up to 3 targets.
Draw an extra card and compare to difficulty to
deal an extra (fire) wound. Target takes 1 (fire)
wound every other turn until successful
Endurance (Physical) check (Diff 11).
Hand: 1 card
Average Treasure: 120 gp

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54 - Fantasy

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.

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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.

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54 - Fantasy

Fire Blast (3rd): Att +8/Phys +7, Medium,


Dragonfolk Persist; Target takes 2 (fire) wounds. Target
continues to burn, taking 1 (fire) wound
Mysterious and exotic, dragonfolk tend to
every other round until successful
keep to themselves. They occasionally venture out
Endurance (Physical) check (Diff 12).
into the world individually on quests or simply to
Consequences: 1x/scene. Cumulative
discover more about the world around them.
wound to use again.
Polymorph (4th): Diff 17, Personal, Scene; Take
Dragonfolk Warrior shape of another creature whose ability
Medium Humanoid (Dragonfolk) score total is 21 or less. Gain creatures
Str: 4 Dex: 5 Int: 5 Pre: 7 Strength and Dexterity. Consequences:
Mel: 2 Ran: 2 Mag: 3 1x/scene
Def: 2 (6S1) Res: 3 (9A4) Suggestion (5th): Resv +3, Short, Persist;
Resolve: 5 Wounds: 5 Target loses its turn. On dragonfolks turn it
controls target actions until successful
Vision: lowlight Speed: Normal, Fly Slowed
Endurance (Mental) check (Diff 14).
Skills: Armor (Heavy) (R3) 5, Athletics (+Fly) (R2)
Consequences: 1x/scene
6, Endurance (R0) 5, Evade (R2) 4, Language
Scry (6th): Diff 20, Extreme, Persist; Create eye
(Common) (R2) 5, Language (Draconic) (R3) 8,
that can move to Medium range. Grants +5
Perception (Spot) (R0) 5, Spellcraft (R3) 6,
bonus to Perception (Spot) checks.
Weapon (Blade) (R3) 5, Weapon (Hurled) (R1)
Consequences: 1x/scene
3, Weapon (Natural) (R2) 4
Gear: Scale mail, Small Shield, Dagger
Attack: Bastard sword A7/D8 (Crit: Ace; +draw
card), Dagger A9/D6 (Crit: Ace; hurled
A7/D4) or Breath Weapon A7/D6
Unbalance (R1): Once per scene, make a Bastard
Sword or Dagger attack. On a hit, no wound but
target is knocked prone.
Flying Strike (R2): Once per scene, Fly at Slowed
speed and make a Bastard Sword or Dagger
attack. On a hit, deal 1 wound (+weapon
wounds).
Critical Strike (R3): Once per scene, make a
Bastard Sword or Dagger attack. On a hit, target
takes 4 wounds + draw card for additional
wound (+weapon wounds). Consequences:
1x/scene.
Breath Weapon: Att +3/Phys +2, Close, Persist;
Once per scene, make a Breath Weapon attack.
On a hit, deal 1 (fire) wound to 4 targets.
Targets continue to burn, taking 1 wound every
other round until successful Endurance
(Physical) check (Diff 9).
Spells: 0th: any card; 1st-3rd: one 1x/scene; 4th-6th:
one 1x/scene
Minor Illusion (0th): Diff 11, Close, Instant;
Create visible illusion
Magic Bolt (1st): A9/D6, Medium, Instant;
Target takes 1 wound + draw for wound
Invisibility (2nd): Diff 14, Touch, Persist; Target
cannot be detected by Perception (Spot).
Consequences: Attacking ends spell.
1x/scene

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54 - Fantasy

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.

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54 - Fantasy

Fire Elemental Elf


Large Elemental (Fire) Elves are peculiar creatures of the natural
Str: 9 Dex: 7 Int: 1 Pre: 1 world. There are many types of elves, ranging from
Mel: 4 Ran: 3 Mag: 0 friendly to downright murderous. Most elves are on
Def: 2 (7) Res: 3 (8A2) the side of light, though there are more than a few
Resolve: 5 (10P) Wounds: 9 with darkness in their hearts.
Vision: darksight Speed: Normal, Flight Slowed Elves are usually found in areas such as
Skills: Armor (Natural) (R3) 6, Athletics (Fly) (R3) forests, hills or grassy plains that have been allowed
12, Endurance (Physical) (R5) 10, Evade (R2) 4, to stand fallow. Occasionally, elves gather into
Perception (R4) 5, Weapon (Natural) (R3) 7M/6R beautiful cities that dot the landscape or float above
the land itself by magical means.
Attack: Fire Slam A12/P8 (+1 wound) or Fire
Gout A9/P9 (+1 wound)
Fire Slam: Att +5/Phys +0; Target takes 2 (fire) Elvin Warrior
wounds and continues to burn, taking 1 (fire) Medium Humanoid (Elf)
wound every 2 rounds until successful Str: 5 Dex: 5 Int: 6 Pre: 4
Endurance (Physical) check (Diff 14). Mel: 2 Ran: 2 Mag: 2
Fire Gout: Att +3/Phys +2, Ranged Short, Def: 2 (7) Res: 2 (6A2)
Persist; Target takes 2 (fire) wounds and Resolve: 5 Wounds: 4
continues to burn, taking 1 (fire) wound every 2 Vision: lowlight Speed: Enhanced
rounds until successful Endurance (Physical) Skills: Armor (Light) (R2) 4, Endurance (R0) 5,
check (Diff 14). Evade (R2) 4, Language (Common) (R3) 9,
Fire Defense: When making an Evade or Armor Language (Elvin) (R3) 9, Perception (Listen,
check, a fire elemental treats as Aces. Spot) (R0) 6, Weapon (Blades) (R2) 4, Weapon
Fire Immune: A fire elemental takes no damage (Bow) (R3) 5
from fire attacks Attack: Longsword A6/D7, short bow A8/D7
Cross Weapons (R1): Make a longsword or shortbow
attack. On a hit, deal no damage, but target must
spend an action to regain use of weapon.
Water Elemental Defensive Stance (R2): Weapon (Blades) Diff 15;
Large Elemental (Water) Once per scene, elf gains +2 Defense for scene.
Str: 10Dex: 6 Int: 1 Pre: 1 Critical Strike (R3): Once per scene, make a
Mel: 4 Ran: 2 Mag: 0 shortbow attack. On a hit target takes 2 wounds
Def: 2 (7) Res: 3 (8A3) + draw for extra wound. Consequences:
Resolve: 6 (11P) Wounds: 9 1x/scene
Vision: darksight Speed: Normal, Swim Enhanced Sophisticated: An elvin warrior treats 2s as Aces.
Skills: Armor (Natural) (R2) 4, Athletics (Swim) Gear: Chain shirt, longsword, short bow & 20
(R5) 15, Endurance (Physical) (R5) 11, Evade arrows
(R3) 5, Perception (R4) 5, Weapon (Natural)
(R3) 7M/6R
Attack: Tidal Slam A12/D8 (+1 wound) or Tidal
Wave A9/D9 (+1 wound)
Tidal Slam: When making an attack, it ignore
Evade skill and Armor. On a hit, deal 2 wounds.
Tidal Wave: Att +3/Dam +2, Ranged Close;
When making an attack, ignore Evade skill and
Armor. On a hit, deal 2 wounds.
Watery Defense: When making an Evade or Armor
check, a water elemental treats as Aces.

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Elvin Battlecaster Ice Storm (5th): A8/D8, Medium, Instant;


Medium Humanoid (Elf) Target takes 3 (cold) wounds + draw card for
Str: 7 Dex: 5 Int: 8 Pre: 4 wound. Target is slowed until it makes a
Mel: 3 Ran: 3 Mag: 3 successful Endurance (Fortitude) check (Diff
17). Consequences: 1x/scene. Cumulative
Def: 3 (9) Res: 2 (6A2) wound to cast the spell again.
Resolve: 5 (10M) Wounds: 5 Teleport (6th): Diff 20, Special, Instant; Transport
Vision: lowlight Speed: Enhanced self and 4 others 1 mile. Consequences: 1x/day.
Skills: Armor (Light) (R2) 4, Endurance (Mental) Gear: Chain shirt, longsword, short bow & 20
(R5) 10, Evade (R3) 6, Language (Common) arrows
(R3) 11, Language (Elvin) (R3) 11, Perception
(Listen, Spot) (R0) 8, Spellcraft (Arcane) (R3) 6,
Weapon (Blades) (R3) 6, Weapon (Bow) (R4) 7
Attack: Longsword A8/D9, short bow
A10/D9
Cross Weapons (R1): Once a scene, make a
longsword or shortbow attack. On a hit, no
damage, but target must spend an action to
regain use of weapon.
Defensive Stance (R2): Weapon Group (Blades)
Diff 15; Once per scene, elf gains +2 Defense
for the scene.
Critical Strike (R3): Once per scene, make a
longsword or shortbow attack. On a hit target
takes 2 wounds + draw for extra wound.
Consequence: 1x/scene.
Crippling Strike (R4): Once per scene, make a
shortbow attack. On a hit, target takes a wound,
loses a move action +4 penalty to the difficulty
of his actions until target makes a successful
Endurance (Fortitude) check (Diff 17).
Consequence: 1x/day.
Sophisticated: An elvin battlecaster treats 2s as
Aces.
Spells: 0th circle any card; 1st-3rd circle any one,
1x/scene; 4th-6th circle any one, 1x/scene
Arcane Bolt (0th): A11/D6, Short, Instant;
Target takes a wound
Detect Magic (0th): Diff 11, Close, Instant; Detect
presence of active spells or magic items
Legerdemain (0th): Diff 11, Personal, Persist;
Create a minor magical effect or trick
Swift Steps (1st): Diff 13, Touch, Persist; Target
increases speed one category. Consequences:
1x/scene.
Strength of Heroes (2nd): Diff 14, Touch, Scene;
Target gains +3 bonus to one Weapon Group
Fly (3rd): Diff 15, Touch, Persist; Target flies at
base movement rate.
Fireball (4th): A9/D8, Medium, Instant; two
targets take 3 (fire) wounds. Target takes 1
wound every other round until making successful
Endurance (Physical) check (Diff 14).
Consequences: 1x/day. Cumulative wound to
cast the spell again.

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54 - Fantasy

Genie Dismissal (4th): Resist +2, Medium, Instant;


Genies are spirits of fire, air, water or earth Send extraplanar creature of up to 5 wounds
that have potent magical skills. They can be back to home plane. Draw extra card and
capricious or helpful, often both at the same time. compare to difficulty to send 6 wound
Some spellcasters have learned secret ways to creature back. Consequences: 1x/scene.
enslave them over the ages, and many genies have Entomb (5th): A16/D18, Medium, Persist;
become suspicious or cruel towards mortals because Target takes 3 wounds, + draw card for extra
of this. wound. Target is immobilized until it makes
a successful Endurance (Fortitude) check
(Diff 17). Consequences: 1x/scene.
Dao Scry (6th): Diff 18, Extreme, Scene; Create
Large Humanoid (Earth, Genie) invisible eye that can be moved in range and
Str: 8 Dex: 5 Int: 7 Pre: 8 grants +5 bonus to Perception (Spot) checks.
Mel: 3 Ran: 3 Mag: 9 Consequences: 1x/scene. Immobile
Def: 2 (6) Res: 4 (11A4) Summon Elemental (Earth only) (7th): Diff 19,
Resolve: 7 (10EP) Wounds: 6 Short, Scene; Summon earth elemental.
Vision: lowlight Speed: Slowed, Burrow Slowed Consequences: 1x/day. Immobile
Skills: Armor (Natural) (R3) 7, Endurance Rune of Stunning (8th): Resv +4, Long,
(Fortitude, Physical) (R3) 10, Evade (R3) 5, Persist; Target takes 6 wounds and loses its
Language (Common) (R3) 10, Language (Genie) actions. It continues to lose its actions until
(R4) 11, Perception (Spot, Touch) (R0) 8, a successful Endurance (Mental) check (Diff
Spellcraft (Runes) (R5) 14, Survival (R3) 10, 20). Consequences: 1x/day. Immobile
Weapon (Blades) (R4) 6 Planar Travel (9th): Diff 23, Special, Instant;
Attack: mwk Scimitar A11/D12 (Crit: King; +1 The Dao and up to 4 willing others travel to
wound) another plane. Consequences: 1x/day.
Minor Wound (R1): Persist; Make a masterwork Immobile.
scimitar attack. On a hit, deal 2 wounds and Create: Once per scene, a Dao can create an object
target takes +1 penalty to actions until successful of up to 100 gp value. Consequence: The djinn
Endurance (Fortitude) check (Diff 9). takes a wound.
Devastating Strike (R2): Once a scene, make a Spirit of Air: Spells with the Earth subtype cannot
masterwork scimitar attack. On a hit, deal 4 affect a Dao
wounds. Gear: mwk Scimitar
Triple Threat (R3): Once a scene, make a
masterwork scimitar attack against 3 targets. On
a hit, deal 2 wounds. Consequences: 1x/scene
Impenetrable Defense (R4): Persist; Once a scene,
make a masterwork scimitar attack. On a hit,
deal 4 wounds and gain +4 bonus to Defense.
Consequences: 1x/day
Spells:
Detect Magic (0th): Diff 9, Close, Instant; Sense
active runes or magic items in range.
Healers Sight (0th): Diff 9, Close, Instant; +1
bonus to next Survival (Heal)
Resistance (0th): Diff 9, Close, Instant; Target
gains +1 bonus to next Endurance check
Ruin (1st): A18/D16, Close, Instant; Target
takes 2 wounds.
Cure Wounds (2nd): Diff 12, Touch, Instant;
Target heals 2 wounds.
Curse (3rd): Resv +2, Close, Persist; Target
gains a consequence until successful
Presence check (Diff 12). Consequences:
1x/scene

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Djinn Repulsion (7th): Diff 21, Long, Persist; Up to 8


Large Humanoid (Air, Genie) creatures cannot approach within Close
Str: 7 Dex: 5 Int: 8 Pre: 8 range of the target unless successful
Endurance (Mental) check (Diff 20).
Mel: 3 Ran: 3 Mag: 10
Ranged attacks against target take 4
Def: 3 (13) Res: 5 (8) penalty to hit. Consequences: 1x/day.
Resolve: 7 (10EP) Wounds: 6 Divine Bolt (8th): A16/P19, Long, Persist;
Vision: lowlight Speed: Enhanced, Flight Doubled Up to 4 targets take 5 (electrical) wounds +
Skills: Armor (Unarmored) (R3), Endurance draw card for extra wound. The target also
(Fortitude, Physical) (R3) 10, Evade (R5) 8, takes a 1 penalty to all actions until
Language (Common) (R4) 12, Language (Genie) successful Endurance (Fortitude) check
(R4) 12, Perception (Listen, Spot) (R0) 8, (Diff 20). Consequences: 1x/day.
Spellcraft (Divine) (R5) 15, Weapon (Blades) Cumulative wound to affect extra target or
(R3) 6, Weapon (Natural) (R3) 6 to use again in same day.
Attack: mwk Scimitar A10/D11 (Crit: King) (+1 Planar Travel (9th): Diff 25, Special, Instant;
wound) or Slam A11/D7 Djinn and up to 4 targets travel to another
Two-Weapon Style (R1): Make a masterwork plane. Consequences: 1x/day
scimitar attack and a slam attack (A-2/D-2). On Create: Once per scene, a djinn can create an object
a hit, deal 2 wounds. of up to 100 gp value. Consequence: The djinn
Parry (R2): Persist. Once a scene, make a takes a wound.
masterwork scimitar or slam attack. On a hit, Spirit of Air: Spells with the Air subtype cannot
deal 2 wounds and gain +2 bonus to Defense. affect a djinn.
Twin Strike (R3): Once a scene, ake two Gear: mwk Scimitar
masterwork scimitar attacks. On a hit, deal 2
wounds. Consequences: 1x/scene
Spells: 0th-3rd Any card; 4th-6th one 1x/scene; 7th-
9th one 1x/scene
Detect Magic (0th): Diff 11, Close, Instant;
Detect active spells or magic items in range.
Purify Food and Drink (0th): Diff 11, Close,
Instant; Remove taint, poison, rot or disease
from food or drink touched.
Resistance (0th): Diff 11, Close, Instant; Target
gains +1 bonus to next Armor check.
Command (1st): Resv +1, Short, Instant;
Target loses an action. Consequences:
1x/scene
Aid (2nd): Diff 14,touch, Scene; Target gains 2
temporary wounds.
Dispel Magic (3rd): Diff varies, Short, Instant;
End active spell on target. Diff is equal to
the difficulty to cast the dispelled spell.
Divination (4th): Diff 17, Personal, Instant; Can
ask 2 questions which are answered
truthfully. Consequences: 1x/day.
True Seeing (5th): Diff 18, Personal, Scene;
Gain +5 bonus to Perception (Spot) and
Resolve vs. illusions. Consequences:
1x/scene
Teleport (6th): Diff 20, Special, Instant;
Transport up to 3 willing targets up to 1 mile
(double distance for each +1 Diff).
Consequences: 1x/day.

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54 - Fantasy

Ifrit Fire Blast (3rd): A14/P14, Medium, Persist;


Large Humanoid (Fire, Genie) Deal 3 (fire) wounds. Target burns, taking 1
Str: 7 Dex: 5 Int: 8 Pre: 8 (fire) wound every other round until
Mel: 3 Ran: 3 Mag: 4 successful Endurance (Physical) check (Diff
Def: 3 (8) Res: 5 (11A3) 12). Consequences: 1x/scene; cumulative
wound to cast again.
Resolve: 7 (10EP) Wounds: 7 Polymorph (4th): Diff 17, Personal, Scene; Take
Vision: lowlight Speed: Normal, Flight Normal shape of another creature whose combined
Skills: Armor (Natural) (R3) 8, Endurance ability scores (Str, Dex, Int, Pre) does not
(Fortitude, Physical) (R3), Evade (R3) 6, exceed 20. Gain creatures racial abilities,
Language (Common) (R3) 11, Language (Genie) natural attack modes and Strength and
(R4) 12, Perception (Smell, Spot) (R0) 8, Dexterity scores. Consequences: 1x/scene
Spellcraft (Arcane) (R3) 11, Weapon (Blades)
Polymorph Other (5th): Resolve +3, Short,
(R4) 7
Scene; Target takes shape of another
Attack: Flaming scimitar A10/D10 (Crit King) creature whose combined ability scores (Str,
(+1 wound, +1 (fire) wound/2 rounds until Dex, Int, Pre) does not exceed 25. Target
successful Endurance (Physical) check Diff 18) gains creatures racial abilities, natural
Minor Parry (R1): Make a flaming scimitar attack. attack modes and Strength and Dexterity
On a hit, deal 2 wounds + 1 (fire) wound/2 scores. Consequences: 1x/scene
rounds until successful Endurance (Physical) Create: Once per scene, an ifrit can create an object
check (Diff 18). Ifrit gains a +1 bonus to of up to 100 gp value. Consequence: The ifrit
defense. takes a wound.
Dual Engagement (R2): Persist; Once per scene, Demon of Fire: Spells with the fire subtype cannot
make a flaming scimitar attack against 2 targets. harm an ifrit.
On a hit, target takes 2 wounds + 1 (fire) Fire Resistance: Ifrit takes 3 less wounds from fire
wound/2 rounds until successful Endurance attacks.
(Phyical) check (Diff 18). Gear: Flaming scimitar
Critical Strike (R3): Once per scene, make a flaming
scimitar attack. On a hit, target takes 5 wounds,
+ 1 (fire) wound every other round until
successful Endurance (Physical) check (Diff 18).
Consequences: 1x/scene
Spinning Strike (R4): Once per scene, make a
flaming scimitar attack against up to 8 targets.
On a hit, deal 2 wounds + 1 (fire) wound every
other round until successful Endurance
(Physical) check (Diff 18). Consequences:
1x/day
Spells: 0th: Any card, 1st-3rd: one 1x/scene, 4th-6th:
one 1x/scene
Legerdemain (0th): Diff 11, Personal, Persist;
Create minor magical effects.
Minor Illusion (0th): Diff 11, Close, Instant;
Create illusion to fool one Perception
subskill.
Resistance (0th): Diff 11, Close, Instant; Target
gains +1 bonus to next Armor check.
Blazing Hands (1st): A15/P13, Close,
Persist; Deal 2 (fire) wounds + draw card
for extra wound. Target burns, taking 1
(fire) wound every other round until
successful Endurance (Physical) check (Diff
9).
Strength of Heroes (2nd): Diff 14, Touch,
Scene; Target gains +3 bonus to one
Weapon group skill.

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54 - Fantasy

Marid Ice Storm (5th): A17/P19, Medium, Persist;


Large Humanoid (Water, Genie) Up to 4 targets takes 3 (cold) wounds.
Str: 7 Dex: 5 Int: 8 Pre: 8 Target is slowed until successful Endurance
Mel: 3 Ran: 3 Mag: 10 (Fortitude) check (Diff 15). Consequences:
Def: 3 (12) Res: 5 (8) 1x/scene. Cumulative wound to use again.
Repulse (6th): Diff 20, Long, Scene; Up to 4
Resolve: 7 (10EP) Wounds: 6 targets cannot approach within Close range
Vision: lowlight Speed: Normal, Swim of you. Targets performing ranged attacks
Skills: Armor (Unarmored) (R3), Endurance take a 4 penalty to the attack.
(Fortitude, Physical) (R3) 10, Evade (R4) 7, Consequences: 1x/scene
Language (Common) (R4) 12, Language (Genie) Summon Elemental (Water Only) (7th): Diff
(R5) 13, Perception (Spot, Taste) (R0) 8, 21, Short, Scene; Summon a water
Spellcraft (Primal) (R5) 15, Weapon (Blades) elemental. Consequences: Marid takes a
(R3) 6, Weapon (Hurled) (R3) 6 wound. 1x/day.
Attack: mwk Scimitar A10/D10 (Crit: King) (+1 Finger of Death (8th): A16/F20, Long,
wound) or Javelin A9/D9 Instant; Target takes 10 (necrotic) wounds.
Heavy Strike (R1): Make a masterwork scimitar or Target cannot heal damage until successful
javelin attack. On a hit, deal 3 wounds. Endurance (Fortitude) check (Diff 20).
Aggravated Wound (R2): Once a scene, make a Consequences: Marid takes a wound;
masterwork scimitar or javelin attack. On a hit, 1x/day. Cumulative wound to cast again.
deal 2 wounds and target takes +2 penalty to Foresight (9th): Diff 25, Personal, Scene; Draw
actions until successful Endurance (Fortitude) 5 cards. Can use cards for self, ally or
check (Diff 11). opponents actions. Consequences: Marid
Critical Strike (R3): Once per scene, make a takes a wound. Take extra wound to reduce
masterwork scimitar or javelin attack. On a hit, Diff 1. 1x/day.
deal 5 wounds. Consequences: 1x/scene As Air: A Marid can hurl items through water as if it
Spells: 0th-3rd: Any card; 4th-6th: one 1x/scene; 7th- were being thrown through air.
9th: one 1x/scene Create: Once per scene, a marid can create an object
Detect Poison (0th): Diff 11, Close, Instant; of up to 100 gp value. Consequence: The marid
Detect whether a creature, person or object takes a wound.
is poisoned. Watery Lord: Spells with the Water subtype cannot
Forage (0th): Diff 11, Close, Scene; Produce affect a marid.
one meals worth of food. Produce extra Gear: mwk Scimitar, 3 Javelins
meal for each +2 to Difficulty.
Consequences: 1x/day
Resistance (0th): Diff 11, Close, Instant; Target
gains +1 bonus to next Armor check.
Charm Gaze (1st): Resv +1, Short, Persist;
Non-hostile target becomes trusted ally. If
target is harmed, spell is broken.
Consequences: 1x/scene
Cure Light Wounds (2nd): Diff 14, Touch,
Instant; Target heals 2 wounds.
Dispel Magic (3rd): Diff varies, Short, Instant.
End active spell on target. Difficulty equals
casting difficulty of dispelled spell.
Freedom (4th): Diff 17, Touch, Scene; Target
ignores any effect that causes him to take a
penalty to movement, be immobilized or
lose a single action. Consequences:
Target can expend spell to remove a stunned
condition. 1x/scene.

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54 - Fantasy

Ghoul (Rank 5) Ghoul


Ghouls are wicked undead creatures that Medium Humanoid (Human, Undead)
feast on the living flesh of other creatures. They can Str: 8 Dex: 8 Int: 4 Pre: 4
be easily mistaken for zombies, though they are much Mel: 4 Ran: 3 Mag: 0
faster and more cunning. Def: 3 (9) Res: 3(9A3)
A ghoul has +3 wounds.
Resolve: 8 (10) Wounds: 11
Vision: Normal Speed: Normal
(Rank 1) Ghoul Skills: Armor (Natural) (R4) 10, Endurance (R2) 10,
Medium Humanoid (Human, Undead) Evade (R4) 7, Natural Attack (R4) 9, Perception
Str: 4 Dex: 4 Int: 4 Pre: 4 (R0) 2
Mel: 2 Ran: 2 Mag: 0 Attack: Claws A13/D10 (+disease)
Def: 2 (6) Res: 2 (7A3) Minor Wound (R1): Persist; Make a claw attack.
Resolve: 4 (5) Wounds: 6 On a hit, deal 1 wound + disease and target takes
Vision: Normal Speed: Normal a 1 penalty to actions until successful
Skills: Armor (Natural) (R2) 4, Endurance (R1) 5, Endurance (Fortitude) check (Diff 9).
Evade (R2) 4, Natural Attack (R2) 4, Perception Tough: Weapons deal 1 less wound to a ghoul.
(R0) 2 Extra card draws are not affected.
Attack: Claws A7/D4 (+disease) Disease: Injected; Diff 18; 1 wound. If target
reduced to 0 or less wounds by disease, becomes
Tough: Weapons deal 1 less wound to a ghoul.
a ghoul.
Extra card draws are not affected.
Disease: Injected; Diff 16; 1 wound. If target
reduced to 0 or less wounds by disease, becomes
a ghoul.

(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.

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54 - Fantasy

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

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54 - Fantasy

Fomorian Summon 5th Circle Animal (5th): Diff 19,


Huge Humanoid (Giant) Close, Persist; summon a creature with 9
Str: 13Dex: 5 Int: 7 Pre: 8 Strength and 5 Dexterity, and a 1
Mel: 4 Ran: 3 Mag: 3 Intelligence and 5 Presence. It has Melee
Def: 1 (5) Res: 7 (12A3) 2, Ranged 0 and Magic Aptitude 0. It has a
Resolve: 6 (9) Resistance 5 and Resolve 5. It has a
Wounds: 8 Weapon Skill (Natural) (R2) A6/D7 (+1
Vision: Normal wound), and an Armor Skill (Natural) (R2)
Speed: Normal 5. It has 2 wounds. The creature lasts until
Skills: Armor (Medium) (R2) 9, Endurance (R3), destroyed or the spell expires.
Evade (R2) 3, Language (Common) (R3) 10, Consequences: This spell can be used once
Language (Giant) (R5) 12, Perception (R2) 9, a scene.
Persuade (R3) 11, Spellcraft (Primal) (R3) 6, Scry (6th): Diff 20, Extreme, Scene; Create
Weapon (Natural) (R2) 6, Weapon (Thrown) invisible eye that moves within range. Eye
(R0) 3 grants +5 bonus to Perception (Spot) checks.
Attack: Slam A11/D8 (+3 wounds) or rock Consequences: 1x/scene
Gear: Hide armor, 5 rocks
A6/D5 (+3 wounds) or Spell
Unbalance (R1): Once per scene, make a slam
attack. On a hit, no damage but target is
knocked prone.
Offensive Stance (R2): Weapon (Natural) or
Weapon (Thrown) Diff 15. Once per scene, gain
a +2 bonus to Melee or Ranged combat for the
scene. Consequences: 1x/scene.
Spells: 0th any card; 1st-3rd any two, 1x/scene;
4th-6th any one, 1x/scene
Animal Eyes (0th): Diff 11, Touch, Persist;
Target gains +1 bonus to Perception.
Consequences: 1x/scene
Resistance (0th): Diff 11, Close, Instant; Target
gains +1 bonus to next Armor check
Enchanted Stone (1st): A10/D9, Close,
Instant; Target takes 4 wounds + draw for
wound.
Bark Skin (2nd): Diff 14, Touch, Scene; Target
gains +2 bonus to Resistance.
Consequences: 1x/scene
Poison (3rd): Fort +2, Touch, Persist; Target
takes 5 (poison) wounds + draw for wound.
Target takes a wound every other turn until
successful Endurance (Fortitude) check
(Diff 14).
Polymorph (4th): Diff 17, Personal, Scene; Take
form of another creature whose ability score
total does not exceed 33. Gain forms
Strength and Dexterity. Consequences:
1x/scene.

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54 - Fantasy

Ogre Minor Light (0th): Diff 11, Personal, Persist;


Large Humanoid (Giant) Create light that illuminates close distance.
Consequences: 1x/scene.
Str: 8 Dex: 5 Int: 4 Pre: 5
Shocking Touch (1st): A12/P11, Touch,
Mel: 3 Ran: 2 Mag: 2
Persist; Target takes 4 (electrical) wounds +
Def: 2 (5) Res: 4 (9A3) draw for extra wound. Target takes 1
Resolve: 5 (7E) Wounds: penalty to skill checks until successful
Vision: Normal Speed: Normal Endurance (Fortitude) check (Diff 9).
Skills: Armor (Medium) (R2) 6, Endurance Invisibility (2nd): Diff 14, Touch, Persist; Target
(Fortitude) (R2) 7, Evade (R1) 3, Language cannot be detected by Perception (Spot).
(Common) (R1) 5, Language (Giant) (R2) 6, Consequences: If target attacks, spell ends.
Perception (Smell, Spot) (R0) 4, Weapon (Club) 1x/scene
(R2) 5, Weapon (Thrown) (R1) 3 Lightning Bolt (3rd): A11/P12, Short,
Attack: Heavy club A6/D11 (+2 wounds) or Persist; Target takes 4 (electrical) wounds.
rock A7/D3 (+1 wounds). Target takes 1 penalty to skill checks until
Heavy Strike (R1): Once per scene, make a heavy successful Endurance (Fortitude) check
club attack. On a hit, the target takes 4 wounds. (Diff 12).
Gear: Hide armor, heavy club, rock Polymorph (4th): Diff 17, Personal, Scene;
Take shape of another creature whose ability
scores (Str, Dex, Int, Pre) does not exceed
Storm Giant 30. Gain creatures racial abilities, natural
Huge Humanoid (Giant, Lightning) attack modes and Strength & Dexterity.
Str: 15Dex: 5 Int: 7 Pre: 5 Consequences: 1x/scene.
Mel: 7 Ran: 3 Mag: 5 Polymorph Other (5th): Resv +3, Short, Scene;
Def: 1 (8) Res: 8 (13A2) Target takes the shape of another creature of
Resolve: 10 (13EP) Wounds: 16 casters choice. Its combined ability scores
Vision: Normal Speed: Doubled (Str, Dex, Int, Pre) cannot exceed 25. Target
Skills: Armor (Light) (R3) 11, Athletics (Lift, gains creatures racial abilities, natural
Climb, Run) (R2) 17, Endurance (Fortitude, attack modes and Strength & Dexterity.
Physical) (R3) 13, Evade (R4) 5, Knowledge Consequences: 1x/scene.
(Arcane, History, Law) (R3) 10, Language Stormcaster: When making an attack that deals
(Common) (R2) 9, Language (Giant) (R4) 11, (electrical) damage, add +1 Wound (already
Perception (Listen, Spot) (R0) 7, Persuade (R3) added in).
8, Spellcraft (Arcane) (R3) 8, Weapon (Blade) Thundering Weapons: Storm giants weapons gain
(R4) 11, Weapon (Thrown) (R0) 3 thundering property. Weapons deal +1 (sonic)
Attack: Long sword A13/D16 (+3 wounds) or wound for each drawn. Target is deafened
until successful Endurance (Fortitude) check (Diff
rock A7/D8 (+3 wounds) or Spell
11).
Two-handed Weapon Style (R1): When using Lightning Resistance: Storm giant takes 4 less
Long Sword, deal +1 wound. Takes no Action. (electricity) Wounds from an attack.
Can be used with other maneuvers. Hand: 1 card
Offensive Stance (R2): Weapon (Blade) Diff 15, Gear: Chain shirt, longsword, 2 rocks
Scene; +2 bonus to Melee combat.
Consequence: 1x/day
Improved Armor Piercing (R3): Once per scene,
make a Long sword attack, ignoring 2 points of
Armor or Armor skill. On a hit, deal 4 wounds.
Consequences: 1x/scene
Disembowel (R4): Once per scene, make a Long
sword attack. On a hit, deal 8 wounds and target
loses an action. Consequences: 1x/day
Spells (+8): 0th at will, 1st-3rd 1x/scene
Legerdemain (0th): Diff 11, Personal, Persist;
Create minor magical effect.
Consequences: 1x/scene

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54 - Fantasy

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

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54 - Fantasy

Goblin Marauder Goblin Warrior


Small Humanoid (Goblin) Small Humanoid (Goblin)
Str: 3 Dex: 5 Int: 3 Pre: 3 Str: 3 Dex: 5 Int: 3 Pre: 3
Mel: 2 Ran: 3 Mag: 1 Mel: 2 Ran: 3 Mag: 1
Def: 2 (8S1) Res: 1 (4A1) Def: 2 (8S1) Res: 1 (5A2)
Resolve: 3 Wounds: 3 Resolve: 3 Wounds: 3
Vision: darksightSpeed: Slowed Vision: darksightSpeed: Slowed
Skills: Armor (Minimal) (R2) 2, Acrobatics (R1) 7, Skills: Armor (Light) (R2) 3, Acrobatics (R1) 7,
Deception (R0) 3, Endurance (R0) 3, Evade (R1) Deception (R0) 3, Endurance (R0) 3, Evade (R2)
3, Language (Common) (R1) 4, Language 4, Language (Common) (R1) 4, Language
(Goblin) (R2) 5, Perception (Smell, Spot) (R0) 3, (Goblin) (R2) 5, Perception (Smell, Spot) (R0) 3,
Stealth (R0) 6, Survival (R0) 3, Weapon (Blade) Stealth (R0) 5, Survival (R0) 3, Weapon (Blade)
(R2) 4, Weapon (Bow) (R1) 4 (R2) 4, Weapon (Bow) (R0) 3
Attack: Short sword A5/D6 or short bow Attack: Short sword A6/D7 or short bow
A7/D6 A7/D6
Minor wound (R1): Target takes a wound and +1 Minor wound (R1): Once per scene, make a short
penalty to actions until a successful Endurance sword or bow attack. On a hit, target takes a
(Fortitude) check (Diff 9). wound and +1 penalty to actions until a
Cowardly: After taking a wound, draw a card from successful Endurance (Fortitude) check (Diff 9).
the top of the deck and make a Presence check Avoidance (R2): Once per scene, goblin gains a +2
for the goblin (Diff 5 + card drawn). If the bonus to Defense until end of scene.
goblin fails, it attempts to escape. Cowardly: After taking a wound, draw a card from
Light Sensitive: In areas of bright light, goblins have the top of the deck and make a Presence check
a 1 to all skill checks, Melee Combat and for the goblin (Diff 5 + card drawn). If the
Ranged Combat attacks. goblin fails, it attempts to escape.
Gear: Short sword, short bow, 20 arrows, padded Light Sensitive: In areas of bright light, goblins have
armor, shield a 1 to all skill checks, Melee Combat and
Ranged Combat attacks.
Gear: Short sword, short bow, 20 arrows, chain
shirt, shield

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54 - Fantasy

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

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54 - Fantasy

Goblin Shaman Hold Person Rune (2nd): Resist +1, Short,


Small Humanoid (Goblin) Persist; Target loses an action until a
successful Endurance (Mental) check (Diff
Str: 4 Dex: 5 Int: 4 Pre: 4 13). Consequences: 1x/scene.
Mel: 2 Ran: 3 Mag: 2 Rune of Pain (3rd): Resist +2, Short, Persist;
Def: 2 (6) Res: 2 (4A2) Target loses an action. Draw an extra card
Resolve: 4 Wounds: 4 to make the target lose another action.
Vision: darksightSpeed: Slowed Consequences: 1x/scene.
Skills: Armor (Light) (R1) 3, Acrobatics (R2) 8, Gear: Short sword, short bow, 20 arrows, scale mail,
Deception (R0) 4, Endurance (R0) 4, Evade (R1) shield
3, Language (Common) (R2) 6, Language
(Goblin) (R2) 6, Perception (Smell, Spot) (R0) 4,
Spellcraft (Primal) (R2) 4, Spellcraft
(Runecasting) (R1) 3, Stealth (R1) 7, Survival
(R3) 7, Weapon (Club) (R2) 6, Weapon (Hurled)
(R1) 5
Attack: Club A10/D9 or short bow A9/D8
Minor wound (R1): Once per scene, make a club
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.
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.
Spells/Runes: 0th any card; 1st-3rd any two,
1x/scene.
Animal Eyes (0th): Diff 11, Touch, Persist;
Target gets +1 Perception.
Predators Claws (0th): Diff 11, Touch, Persist;
Target gains natural attack Att +5/Dam +0.
Animal Ally (1st): Diff 13, Close, Persist;
Summon animal with 3 in all stats and 1
wound.
Cure Light Wounds (2nd): Diff 14, Touch,
Instant; Target heals 1 wound
Call Lightning (3rd): A6/P5, Close, Instant;
Target takes 2 (electrical wounds). Target
takes +1 penalty to actions until successful
Endurance (Fortitude) check (Diff 15).
Detect Magic Rune (0th): Diff 9, Close, Instant;
Detect presence of active spells and magic
items.
Purify Food and Drink Rune (0th): Diff 9,
Close, Instant; Remove taint, poison, rot or
disease from food or drink.
Bless Rune (1st): Diff 11, Close, Scene; Target
gains +2 bonus to Weapon Group skill.
Consequences: 1x/scene.

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54 - Fantasy

Goblin Childe (Human) Griffon


Medium Humanoid (Goblin, Human) Griffons are powerful creatures with the
Str: 5 Dex: 5 Int: 5 Pre: 6 forequarters of an eagle and the haunches of a lion.
Mel: 2 Ran: 2 Mag: 2 They live in mountainous areas and have a fondness
Def: 2 (6S1) Res: 2 (9A4) for horseflesh.
Resolve: 5 (8MP) Wounds: 5
Vision: Normal Speed: Normal Griffon
Skills: Armor (Heavy) (R3) 5, Athletics (R2) 7, Large Quadruped (Avian, Feline)
Deception (R3) 8, Endurance (Mental, Physical)
Str: 8 Dex: 6 Int: 4 Pre: 6
(R3) 8, Evade (R2) 4, Linguistics (Common)
(R3) 8, Language (Goblin) (R3) 8, Perception Mel: 3 Ran: 2 Mag: 2
(Listen, Spot) (R0) 5, Stealth (R2) 7, Survival Def: 2 (7) Res: 4 (8A2)
(R3) 8, Weapon (Blade) (R2) 4, Weapon (Bow) Resolve: 6 (7E) Wounds: 8
(R0) 2 Vision: low-light Speed: Enhanced, Flying
Attack: Short sword A8/D7 or short bow Skills: Acrobatics (R2) 8, Armor (Natural) (R2) 6,
A6/D5 Athletics (+Flying) (R2) 10, Endurance
Cross Weapons (R1): Once per scene, make a short (Fortitude) (R1) 7, Evade (R2) 4, Perception
sword attack. On a hit, target takes no damage (Listen, Spot) (R2) 6, Weapon (Natural) (R2) 5
but must spend an action to regain weapon. Attack: Claws A9/D7 (+1 wound) or maw
Aggravated Wound (R2): Once per scene, make a A8/D8 (+1 wounds + draw card)
short sword attack. On a hit, target takes a Moving Strike (R1): Once a scene, Griffon moves
wound and +2 penalty until a successful speed and makes a claw or maw attack. On a
Endurance (Fortitude) check (Diff 11). hit, deal 1 wound + weapon wounds.
Gear: Short sword, short bow, 20 arrows, breast Dual Engagement (R2): Once a scene, make a claw
plate, small shield or maw attack against 2 targets. On a hit, deal 1
wound + weapon wounds.

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54 - Fantasy

Polymorph Other (5th): Resv +3, Short,


Hellchilde Scene; Target takes shape of another
creature whose ability scores (Str, Dex, Int,
Hellchilde are the offspring of humans who
Pre) does not exceed 21 (22). Target gains
mixed their blood with extraplanar creatures.
creatures racial abilities, natural attack
Though they normally appear frail and sickly, they
modes and its Strength and Dexterity.
can draw on their extraplanar heritage to become
Consequences: 1x/scene
powerful spellcasters. Despite their name, hellchilde
may have demonic, genie, angelic, elemental or other Lightning Storm (6th): A7/P8, Medium,
extraplanar blood in their veins. Persist; Deal 4 (electricity) wounds to 4
Hellchilde are often found in human targets. Target suffers a 2 penalty to
communities, usually concealing their unusual actions until successful Endurance
abilities from others wherever possible. (Fortitude) check (Diff 17). Consequences:
1x/scene. Cumulative wound to cast again.
Transformation: Once a scene, by giving up its
Hellchilde Warlock actions for the turn, the hellchilde reveals it
Medium Humanoid (Human) more powerful persona, gaining a +1 bonus to
Str: 5 Dex: 5 Int: 5 Pre: 6 Magic Aptitude.
Mel: 1 Ran: 2 Mag: 2 (3) Enhanced Spellcasting: Once a scene, while
Def: 2 (8) Res: 2 (4) transformed may draw an extra card from the
Resolve: 5 Wounds: 5 deck to compare to the difficulty for an extra
success.
Vision: lowlight Speed: Normal
Light sensitivity: When exposed to bright light,
Skills: Armor (Unarmored) (R2), Endurance (R0) 5,
cannot transform and +2 difficulty to all Skill
Evade (R1) 3, Language (Common) (R3) 8,
checks.
Language (Infernal) (R2) 7, Perception (Spot)
(R0) 5, Persuade (R3) 9, Spellcraft (Arcane) (R3)
5 (6), Weapon (Natural) (R1) 2
Attack: Slam (Claws) A7/D2 (A6/D3)
Cross Weapons (R1): Once a scene, target must
spend action to regain use his weapon.
Spells: 0th at will, 1st-3rd 1x/scene, 4th-6th
1x/scene
Arcane Bolt (0th): A10/D5, Short, Instant;
Deal 1 wound.
Detect Magic (0th): Diff 11, Close, Instant;
Detect active spells or magic items in range.
Legerdemain (0th): Diff 11, Personal, Persist;
Create minor magical effect.
Consequences: 1x/scene.
Charm Gaze (1st): Resv +1, Short, Persist;
Non-hostile target becomes trusted ally.
Consequences: 1x/scene; If target harmed
spell ends.
Arcane Sight (2nd): Diff 14, Personal, Persist;
Gain +3 bonus to Perception (Spot) and see
active spells as glowing aura (including
invisibility).
Dispel Magic (3rd): Diff varies, Short, Instant;
End active spell on target. Diff equal to
casting difficulty of spell.
Arcane Portal (4th): Diff 17, Special, Instant;
Hellchilde and up to 3 targets move Long
distance (400 ft.). Consequences: 1x/scene

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54 - Fantasy

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

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54 - Fantasy

Human Knight Kobold


Medium Humanoid (Human) Kobolds are small humanoids who dwell in
Str: 9 Dex: 7 Int: 5 Pre: 5 deep caves, mining for precious ore. They are
Mel: 4 Ran: 3 Mag: 2 secretive and will often move into others mines,
Def: 2 (6S2) Res: 3 (11A5;-1 wound) attempting to steal what the larger, stronger races
Resolve: 5 (8F) Wounds: 5 have uncovered. They are also fond of traps,
Vision: Lowlight preferring their use to stand-up fighting. Dwarves
Skills: Armor (Full) (R3) 6, Endurance (Fortitude) especially dislike kobolds.
(R3) 8, Evade (R2) 4, Language (Common) (R4)
9, Perception (Listen, Spot) (R0) 5, Weapon Kobold Sapper
(Blades) (R3) 7, Weapon (Exotic: Lance) (R3) 7 Small Humanoid (Kobold)
Attack: Longsword A9/D10 or Lance A8/D11 Str: 1 Dex: 3 Int: 3 Pre: 1
(one-handed; +1 wound) Mel: 1 Ran: 2 Mag: 1
Cross Weapons (R1): Make a longsword attack or Def: 2 (7) Res: 2 (4A1)
lance attack. On a hit, deal no damage, but target
Resolve: 1 Wounds: 1
must spend an action to recover weapon.
Dual Strike (R2): Once a scene, make a longsword Vision: Darksight
or lance attack against 2 targets. On a hit deal 1 Speed: Slowed
+ weapon wounds. Skills: Armor (Natural) (R1) 3, Craft (Trapmaking)
Critical Strike (R3): Once a scene, make a (R3) 6, Evade (R1) 3, Language (Common) (R2)
longsword or lance attack. On a hit, deal 4 5, Language (Goblin) (R2) 5, Perception (Smell,
wounds + weapon wounds. Consequences: Spot) (R1) 4, Stealth (R2) 6, Weapon (Blades)
1x/scene. (R1) 2
Perseverance: Once a scene, can draw another card Attack: Dagger A7/D3
for an extra success after playing a face card or One-handed Weapon Style (R1): +1 bonus to hit
Ace (already added in). Does not take an action.
Gear: Longsword, plate mail, heavy shield, Small: A kobold gains a +1 bonus to Dexterity
warhorse related skills and the Ranged Combat skill
(already added in)
Gear: Dagger, mining pick, material for 2 traps

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54 - Fantasy

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

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54 - Fantasy

Liche Rot (5th): A12/F13, Close, Persist; Deal 3


A liche is a powerful spellcaster that has (necrotic) wounds + draw card for extra
unnaturally extended its life beyond death. Most (necrotic) wound. Target takes 3 penalty to
liches are secretive creatures only interesting in actions and cannot heal wounds until
continuing to pursue magical power, though some successful Endurance (Fortitude) check
have come to seek temporal power as well or to (Diff 15). Consequences: 1x/scene.
wreak vengeance on an ancient wrong they suffered. Cumulative wound to use again
Teleport (6th): Diff 20, Special, Instant; Move
self and up to 3 willing targets 1 mile away.
Liche Archmage Double distance by adding +2 to Diff.
Medium Humanoid (Human, Undead) Consequences: 1x/day.
Str: 6 Dex: 6 Int: 8 Pre: 8 Animate Vampire (7th): Diff 21, Close, Scene;
Mel: 2 Ran: 3 Mag: 5 Create a vampire. Consequences: Lich
Def: 3 (7) Res: 3 (9A3) takes a wound. For each extra wound,
reduce the Diff by 1. 1x/day.
Resolve: 8 (11) Wounds: 6
Phantasmagoria (8th): Resv +4, Long, Persist;
Vision: Darksight
Speed: Normal Deal 5 wounds and target loses all actions.
Skills: Armor (Natural) (R3) 6, Craft (Alchemy) Target continues to lose all actions until
(R3) 11, Endurance (R3) 11, Evade (R2) 5, successful Endurance (Mental) check (Diff
Persuade (R3) 11, Knowledge (Arcane, Planar 20). Consequences: Lich takes a wound.
Lore) (R5) 13, Perception (R0) 8, Spellcraft Each extra wound increases targets by one.
(Arcane) (R5) 10, Weapon (Natural) (R1) 3 1x/day.
Planar Gate (9th): Diff 25, Long, Instant; Lich
Attack: Claws A7/D5 or Spells and up to 5 creatures travel to another plane
Minor Parry (R1): Persist; Once per scene, make a or single creature comes from another plane
claw attack. On a success, target takes a wound to Lich. Consequences: Lich takes a
and liche gains +1 Defense. wound. Each extra wound reduces Diff by
Mastery of Magic: Once per scene, a liche may 2. 1/xday
reuse a spell that has a consequence of being Hand: 3 cards
useable only once a scene or once a day Gear: Spellbook
Spells:
Arcane Bolt (0th): A15/D10, Short, Instant;
Deal 1 wound.
Detect Magic (0th): Diff 11, Close, Instant;
Detect active spells or magic items in range.
Legerdemain (0th): Diff 11, Personal, Persist;
Create minor magical effect.
Consequences: 1x/scene
Minor Illusion (0th): Diff 11, Close, Instant;
Create illusion that fools one sense.
Animate Lesser Undead (1st): Diff 12, Close,
Persist; Animate skeleton or zombie.
Consequences: 1x/scene
Charm Gaze (1st): Resv +1, Short, Persist; A
non-hostile target becomes a trusted ally.
Consequences: 1x/scene. If target is
harmed, spell ends.
Invisibility (2nd): Diff 14, Touch, Persist; Target
cannot be detected by Perception (Spot)
check. Consequences: 1x/scene
Fly (3rd): Diff 16, Touch, Persist; Target flies at
base movement rate.
Animate Greater Undead (4th): Diff 17, Close,
Persist; Animate ghoul or mummy.
Consequences: 1x/scene

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54 - Fantasy

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.

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54 - Fantasy

Mageborn Polymorph Other (5th): Resv +3, Short,


Mageborn are the human offspring of two Scene; Target takes shape of another
powerful spellcasters. They have a natural knack for creature whose ability scores (Str, Dex, Int,
learning arcane magic, and are often covetous of Pre) does not exceed 24. Consequence:
power. 1x/scene
Teleport (6th): Diff 20, Special, Instant;
Mageborn and up to 3 willing targets
Mageborn Arcanist transport 1 mile. Double distance for each
Medium Humanoid (Human) +2 to Diff. Consequences: 1x/day.
Str: 4 Dex: 5 Int: 7 Pre: 6 Summon Elemental (7th): Diff 21, Short, Scene;
Mel: 2 Ran: 3 Mag: 4 Summon an elemental. Consequences:
Def: 2 (8) Res: 2 (3) Mageborn takes a wound. For each
Resolve: 5 Wounds: 5 additional wound, -1 Diff. 1x/day
Vision: Normal Speed: Normal Binding (8th): Resv +4, Close, Day; Imprison
Skills: Armor (Unarmored) (R1) 3, Craft (Alchemy) creature of up to 6 wounds in an
(R2) 9, Evade (R1) 3, Knowledge (Arcane, extradimensional space. Can summon back
Planar Lore) (R3) 10, Language (Common) (R4) creature to act for Mageborn. After task
11, Perception (Intuition, Spot) (R1) 8, Spellcraft finished, creature is freed. Consequences:
(Arcane) (R4) 8, Weapon (Blade) (R1) 3 Mageborn takes a wound. For each extra
Attack: Dagger A6/D4 or Spells wound, increase wounds of imprisoned
Minor Parry (R1): Persist; Once a scene, make a creature. 1x/day.
dagger attack. On a hit, deal a wound and gain Hail of Meteors (9th): A8/P13, Long, Persist;
+1 Defense. Deal 5 (fire) wounds + draw card for extra
Spells: 0th: Any card; 1st-3rd: one 1x/scene; 4th-6th: (fire) wound to up to 6 targets. Target
one 1x/scene; 7th-9th: one 1x/scene burns, taking 1 (fire) wound every other
Arcane Bolt (0th): A13/P8, Short, Instant; round until successful Endurance (Physical)
Deal 1 wound check (Diff 22). Consequences: Mageborn
Detect Magic (0th): Diff 11, Close, Instant; takes a wound. For each extra wound, affect
Detect presence of active spells or magic one extra target. 1x/day. Cumulative
items. wound to cast again.
Legerdemain (0th): Diff 11, Personal, Persist; Magic in the Blood: Once per scene, when the
Create minor magical effect. mageborn casts a spell, draw an extra card for an
Consequences: 1x/scene extra success.
Arcane Armor (1st): Diff 13, Target, Scene; Gear: Spellbook
Create Armor (unarmored) that grants +1
bonus to Resistance. Each additional +1
increases Diff by +2. Consequences:
1x/scene
Invisibility (2nd): Diff 14, Touch, Persist; Target
cannot be detected by Perception (Spot)
checks. Consequences: If target attacks,
the spell ends. 1x/scene.
Fly (3rd): Diff 15, Touch, Persist; Target flies at
base movement rate.
Fireball (4th): A11/P10, Medium, Persist;
Deal 3 (fire) wounds to 3 targets. Targets
burn taking 1 (fire) wound every other round
until successful Endurance (Physical) check
(Diff 14). Consequence: 1x/scene.
Cumulative wound to use again

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54 - Fantasy

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.

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54 - Fantasy

Orc Warrior Skeleton


Medium Humanoid (Goblin) Skeletons are the animated bones of the
Str: 7 Dex: 6 Int: 4 Pre: 4 dead usually humanoids, but possibly any creature.
Mel: 4 Ran: 2 Mag: 2 The skeleton listed here is a basic human skeleton.
Def: 2 (6S2) Res: 2 (9A4) Skeletons treat Intelligence as being equal to Dexterity
for determining Defense and treat Presence as being equal to
Resolve: 5 Wounds: 5 Strength for determining Wounds.
Vision: lowlight Speed: Normal
Skills: Armor (Heavy) (R3) 5, Athletics (R1) 6 (-1),
Endurance (R0) 5, Evade (R2) 3, Language
(Rank 1) Skeleton
(Common) (R2) 6, Language (Goblin) (R2) 6, Medium Humanoid (Human, Undead)
Perception (Smell, Spot) (R0) 4, Persuade Str: 1 Dex: 1 Int: 1 Pre: 1
(Intimidate, Torture) (R1) 5, Weapon (Axe) (R3) Mel: 1 Ran: 1 Mag: 0
7, Weapon (Hurled) (R2) 4 Def: 0 (3) Res: 1 (4A3)
Attack: Battleaxe A9/D10 (Crit: King; + draw 2 Resolve: 5 Wounds: 1
cards) or Javelin A5/D4 Vision: darksightSpeed: Normal
Two-handed weapon style (R1): When using a Skills: Armor (Natural) (R1) 2, Endurance (R0) 5,
battleaxe, +draw card for additional wound Evade (R1) 1, Natural Attack (R1) 2, Perception
(already added in). This maneuver does not take (R0) 2
an action. Attack: Claws A6/D2
Slashing Strike (R2): Once a scene, make a Waraxe Tough: Weapons deal 1 less wound to a
attack. On a hit, draw 3 cards. Deal 3 wounds + skeleton. Extra card draws are not affected.
1 wound for each that beats the targets
Resistance.
Critical Strike (R3): Make a battleaxe attack. On a (Rank 3) Skeleton
hit, deal 5 wounds + draw card for extra wound. Medium Humanoid (Human, Undead)
Consequences: 1x/scene. Str: 3 Dex: 3 Int: 1 Pre: 1
Intimidating Warrior: Once per scene, when Mel: 1 Ran: 1 Mag: 0
making a melee or ranged attack, an orc can Def: 1 (5) Res: 1 (6A3)
draw an extra card from the top of the deck and Resolve: 5 Wounds: 5
compare it to the difficulty to gain an extra Vision: darksightSpeed: Normal
success. Skills: Armor (Natural) (R2) 3, Endurance (R0) 5,
Gear: Battleaxe, 5 javelins, scale mail, heavy shield Evade (R2) 3, 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.

(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.

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54 - Fantasy

Summoned Animals and Creatures Animal (Spell Circle 4)


The following stat blocks are for use with Medium Quadruped (Animal)
summoned creatures and animals. Str: 8 Dex: 5 Int: 1 Pre: 1
Mel: 3 Ran: 2 Mag: -
Def: 2 (7) Res: 3 (9A3)
Animal (Spell Circle 1) Resolve: 6 (8F) Wounds: 3
Tiny Quadruped (Animal) Vision: Lowlight Speed: Enhanced
Str: 1 Dex: 1 Int: 1 Pre: 1 Skills: Armor (Natural) (R3) 6, Endurance
Mel: 1 Ran: 0 Mag: - (Fortitude) (R2) 8, Evade (R3) 5, Perception
(Any two) (R3) 4, Weapon (Natural) (R3) 6
Def: 2 (8) Res: 1 (2)
Attack: Quick Strike A9/D8 or Hard Strike
Resolve: 5 (5) Wounds: 1
Vision: Lowlight Speed: Enhanced A8/D9
Skills: Armor (Unarmored) (R1) 2, Endurance (R0)
5, Evade (R1) 3, Perception (Any two) (R2) 3, Animal (Spell Circle 5)
Weapon (Natural) (R0) 1 Medium Quadruped (Animal)
Attack: Quick Strike A4/D3 or Hard Strike Str: 9 Dex: 5 Int: 1 Pre: 3
A3/D4 Mel: 3 Ran: 2 Mag: -
Def: 3 (8) Res: 3 (9A3)
Animal (Spell Circle 2) Resolve: 6 (8F) Wounds: 3
Medium Quadruped (Animal) Vision: Lowlight Speed: Enhanced
Str: 3 Dex: 3 Int: 1 Pre: 1 Skills: Armor (Natural) (R3) 6, Endurance
Mel: 1 Ran: 2 Mag: - (Fortitude) (R2) 8, Evade (R3) 6, Perception
(Any two) (R3) 4, Weapon (Natural) (R3) 6
Def: 1 (7) Res: 2 (5A1)
Attack: Quick Strike A9/D8 or Hard Strike
Resolve: 4 (5F) Wounds: 3
Vision: Lowlight Speed: Enhanced A8/D9
Skills: Armor (Natural) (R2) 4, Endurance
(Fortitude) (R1) 5, Evade (R2) 3, Perception Animal (Spell Rank 6)
(Any two) (R2) 3, Weapon (Natural) (R2) 3 Large Quadruped (Animal)
Attack: Quick Strike A6/D5 or Hard Strike Str: 11 Dex: 5 Int: 1 Pre: 3
A5/D6 Mel: 6 Ran: 2 Mag: -
Def: 2 (8) Res: 4 (11A3)
Animal (Spell Circle 3) Resolve: 7 (9F) Wounds: 5
Medium Quadruped (Animal) Vision: Lowlight Speed: Enhanced
Str: 4 Dex: 4 Int: 1 Pre: 1 Skills: Armor (Natural) (R4) 8, Endurance
Mel: 2 Ran: 2 Mag: - (Fortitude) (R2) 9, Evade (R4) 6, Perception
(Any two) (R3) 4, Weapon (Natural) (R4) 10
Def: 1 (7) Res: 2 (5A1)
Attack: Quick Strike A13/D12 (+1 wound) or
Resolve: 4 (5F) Wounds: 3
Vision: Lowlight Speed: Enhanced Hard Strike A12/D13 (+1 wound)
Skills: Armor (Natural) (R2) 4, Endurance
(Fortitude) (R1) 5, Evade (R2) 3, Perception
(Any two) (R2) 3, Weapon (Natural) (R2) 4
Attack: Quick Strike A7/D6 or Hard Strike
A6/D7

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54 - Fantasy

Animal (spell Circle 8) Summoned Creature (Spell circle 3)


Huge Quadruped (Animal) Medium Biped or Quadruped (Magic)
Str: 13 Dex: 5 Int: 1 Pre: 3 Str: 3 Dex: 3 Int: 3 Pre: 3
Mel: 8 Ran: 2 Mag: - Mel: 1 Ran: 1 Mag: 1
Def: 2 (8) Res: 4 (13A4) Def: 1 (6) Res: 2 (3A1)
Resolve: 7 (10F) Wounds: 7 Resolve: 5 Wounds: 1
Vision: Lowlight Speed: Enhanced Vision: Normal Speed: Normal (B) or Enhanced
Skills: Armor (Natural) (R5) 9, Endurance (Q)
(Fortitude) (R3) 10, Evade (R5) 7, Perception Skills: Armor (Natural) (R1) 3, Endurance (R0) 5,
(Any two) (R3) 4, Weapon (Natural) (R5) 13 Evade (R1) 2, Weapon (Natural) (R1) 2
Attack: Quick Strike A16/D15 (+3 wounds) or Attack: Strike A5/D4
Hard Strike A15/D16 (+3 wounds)
Summoned Creature (Spell Circle 4)
Large Biped or Quadruped (Magic)
Summoned Creature (Spell circle 1) Str: 4 Dex: 4 Int: 4 Pre: 4
Small Biped or Quadruped (Magic) Mel: 2 Ran: 2 Mag: 2
Str: 1 Dex: 1 Int: 1 Pre: 1 Def: 2 (6) Res: 2 (6A2)
Mel: 1 Ran: 1 Mag: 1 Resolve: 5 Wounds: 2
Def: 0 (5) Res: 2 Vision: Normal Speed: Normal (B) or Enhanced
Resolve: 5 Wounds: 1 (Q), Fly Normal
Vision: Normal Speed: Normal Skills: Armor (Natural) (R2) 4, Athletics (R0) 4,
Skills: Armor (Unarmored) (R0) 5, Endurance (R0) Endurance (R0) 5, Evade (R1) 2, Weapon
5, Evade (R0) 1, Weapon (Natural) (R0) 1 (Natural) (R2) 4
Attack: Strike A5/D2 Attack: Strike A7/D7

Summoned Creature (Spell circle 2) Summoned Creature (Spell Circle 5)


Medium Biped or Quadruped (Magic) Large Biped or Quadruped (Magic)
Str: 2 Dex: 2 Int: 2 Pre: 2 Str: 5 Dex: 5 Int: 5 Pre: 5
Mel: 1 Ran: 1 Mag: 1 Mel: 2 Ran: 2 Mag: 2
Def: 1 (5) Res: 2 (3A1) Def: 2 (4) Res: 2 (6A2)
Resolve: 5 Wounds: 1 Resolve: 5 Wounds: 2
Vision: Normal Speed: Normal (B) or Enhanced Vision: Normal Speed: Normal (B) or Enhanced
(Q) (Q), Fly Normal
Skills: Armor (Natural) (R1) 3, Endurance (R0) 5, Skills: Armor (Natural) (R2) 4, Athletics (R0) 5,
Evade (R0) 1, Weapon (Natural) (R1) 2 Endurance (R0) 5, Evade (R2) 4, Weapon
Attack: Strike A6/D3 (Natural) (R2) 4
Attack: Strike A6/D8

Summoned Creature (Spell Circle 6)


Large Biped or Quadruped (Magic)
Str: 6 Dex: 6 Int: 6 Pre: 6
Mel: 3 Ran: 3 Mag: 3
Def: 3 (7) Res: 3 (9A3)
Resolve: 6 Wounds: 3
Vision: Normal Speed: Normal (B) or Enhanced
(Q), Fly Normal
Skills: Armor (Natural) (R3) 6, Athletics (R0) 6,
Endurance (R0) 6, Evade (R2) 5, Weapon
(Natural) (R3) 6
Attack: Strike A8/D10 (+1 wound)

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54 - Fantasy

Summoned Creature (Spell Circle 7) Taurii


Large Biped or Quadruped (Magic) Taurii are a race of humanoids with bull-like
Str: 7 Dex: 7 Int: 7 Pre: 7 heads. They are generally noble creatures, but fond
Mel: 3 Ran: 3 Mag: 3 of war. They are well-known for hiring themselves
Def: 3 (8) Res: 3 (9A3) out as mercenaries, though they rarely engage in
Resolve: 7 Wounds: 3 banditry.
Vision: Normal Speed: Normal (B) or Enhanced
(Q), Fly Normal Taurii
Skills: Armor (Natural) (R3) 6, Athletics (R0) 6, Medium Humanoid (Taurii)
Endurance (R0) 7, Evade (R3) 6, Spellcraft Str: 8 Dex: 4 Int: 5 Pre: 6
(Arcane) R3, Weapon (Natural) (R3) 6 Mel: 2 Ran: 1 Mag: 2
Attack: Strike A7/D11 (+1 wound +draw card) Def: 2 (6) Res: 2 (8A3)
or Supernatural Strike A9 Resolve: 6 (9F) Wounds: 5
Supernatural Strike: Resv +3, Short, Instant; Vision: Normal Speed: Normal
Target takes 1 wound + draw card for additional Skills: Armor (Medium) (R3) 5, Athletics (R2) 6,
wound. Endurance (Fortitude) (R3) 9, Evade (R2) 4,
Language (Common) (R3) 8, Perception (Listen,
Spot) (R0) 4, Persuasion (Intimidate) (R1) 7,
Summoned Creature (Spell Circle 8) Weapon (Axe) (R3) 5, Weapon (Hurled) (R1) 2,
Large Biped or Quadruped (Magic) Weapon (Natural) (R1) 3
Str: 8 Dex: 8 Int: 8 Pre: 8 Attack: Waraxe A6/D9 (Crit: King) (+1 wound),
Mel: 4 Ran: 4 Mag: 4
Gore A8/D3 or Javelin A5/D4
Def: 4 (8) Res: 4 (12A4)
Moving Strike (R1): Move at 1 movement rate and
Resolve: 8 Wounds: 4 make a Waraxe, Gore or Javelin attack. On a hit,
Vision: Normal Speed: Normal (B) or Enhanced deal 1 wound + weapon wounds.
(Q), Fly Normal Offensive Stance (R2): Weapon (Axe) Diff 15;
Skills: Armor (Natural) (R4) 8, Athletics (R0) 8, Once a scene, gain +2 Melee combat for scene.
Endurance (R0) 8, Evade (R3) 7, Spellcraft Consequences: 1x/scene
(Arcane) (R4), Weapon (Natural) (R4) 8 Critical Strike (R3): Once per scene, make a
Attack: Strike A8/D13 (+2 wounds) or Waraxe attack. On a hit deal 5 wounds.
Supernatural Strike A12 Consequences: 1x/scene
Supernatural Strike: Resv +4, Medium, Instant; Honorable Warrior: Once per scene, if a taurii
Target takes 2 wounds. allows its opponent to attack first, when it takes
it action, it may draw an extra card.
Gear: Breast plate, Waraxe, 3 Javelins
Summoned Creature (Rank 9)
Large Biped or Quadruped (Magic)
Str: 9 Dex: 9 Int: 9 Pre: 9
Mel: 4 Ran: 4 Mag: 4
Def: 4 (9) Res: 4 (12A4)
Resolve: 9 Wounds: 4
Vision: Normal Speed: Normal (B) or Enhanced
(Q), Fly Normal
Skills: Armor (Natural) (R4) 8, Athletics (R0) 9,
Endurance (R0) 9, Evade (R4) 8, Spellcraft
(Arcane) (R4) 8, Weapon (Natural) (R4) 8
Attack: Strike A8/D14 (+2 wounds) or
Supernatural Strike A13
Supernatural Strike: Resv +5, Long, Instant;
Target takes 2 wounds.

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54 - Fantasy

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

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54 - Fantasy

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.

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54 - Fantasy

Vampire Spawn Wyvern


Medium Humanoid (Human, Undead) A wyvern is a dragon-like beast with no
Str: 6 Dex: 6 Int: 6 Pre: 6 breath weapon and a tail that ends in a poisonous
Mel: 3 Ran: 3 Mag: 3 stinger. They lack the magical abilities of dragons,
Def: 3 (7) Res: 3 (6A2) and are little more than aggressive beasts.
Resolve: 6 Wounds: 6
Vision: darksight Speed: Enhanced, Wallcrawling Wyvern
Skills: Acrobatics (R1) 7, Armor (Natural) (R1) 4, Large Avian (Dragon)
Athletics (Lift) (R1) 7, Deception (Disguise)
Str: 8 Dex: 5 Int: 2 Pre: 5
(R2) 8, Evade (R1) 4, Persuade (R0) 6, Stealth
(Move Silently) (R2) 8, Weapon (Natural) (R2) 3 Mel: 3 Ran: 1 Mag: 0
Attack: Bite A9/D6 Def: 2 (5) Res: 4 (10A3)
Minor Wound (R1): Make a bite attack. On a Resolve: 5 Wounds: 12
success, deal a wound and target takes +1 Vision: lowlight Speed: Normal, Flight
penalty to actions until successful Endurance Skills: Armor (Natural) (R3) 6, Athletics (+Fly) (R3)
(Fortitude) check (Diff 9). 11, Endurance (R3) 8, Evade (R3) 4, Perception
Parry (R2): Persist; Once a scene, make a bite (R3) 5, Stealth (Hide, Move Silently) (R2) 7,
attack. On a success, deal a wound and gain a Weapon (Natural) (R3) 8
+2 bonus to Defense. Attack: Claws A13/D8 (+1 wound), Maw
Sunlight Weakness: vampire spawn that is exposed A10/D11 (+1 wound +draw card for extra
to direct sunlight takes 5 wounds a round. wound), Poison sting A10/D11 (+2 wounds
+poison)
Minor Wound (R1): Persist; Make a bite, claw or
poison sting attack. On a hit deal 1 wound +
weapon wounds and target takes a +1 penalty to
actions until successful Endurance (Fortitude)
check (Diff 9).
Devastating Strike (R2): Once per scene, make a
bite, claw or poison sting attack. On a hit, deal 3
wounds + weapon wounds.
Spring Attack (R3): Once per scene, wyvern takes
a move action then makes a bite, claw or poison
sting attack. On a hit, deal 1 wound + weapon
wounds. After attack, wyvern takes another
move action. Consequences: 1x/scene
Poison Sting: Injected; Diff 18; 2 wounds

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54 - Fantasy

Zombie (Rank 5) Zombie


Zombies are the animated corpses of Medium Humanoid (Human, Undead)
creatures. Most zombies will have been created or Str: 6 Dex: 4 Int: 1 Pre: 1
under the control of a necromancer, but in rare cases Mel: 2 Ran: 1 Mag: 0
a dead body may spontaneously animate and seek out Def: 1 (5) Res: 3 (9A3)
living beings to destroy. Resolve: 4 Wounds: 8
Treat Zombies as having Presence equal to Strength
when determining Resistance and Wounds. Zombies have +5
Vision: Normal
wounds. Speed: Slowed
Skills: Armor (Natural) (R3) 6, Evade (R2) 3,
Perception (R0) 1, Weapon (Natural) (R3) 5
(Rank 1) Zombie Attack: Claws A9/D6
Medium Humanoid (Human, Undead)
Tough: Weapons deal 1 less wound to a zombie.
Str: 2 Dex: 1 Int: 1 Pre: 1
Extra card draws are not affected.
Mel: 1 Ran: 1 Mag: 0 Vulnerability: If a zombie takes 4 or more wounds
Def: 0 (2) Res: 1 (5A3) from a single weapon attack, it is destroyed.
Resolve: 1 Wounds: 6
Vision: Normal
Speed: Slowed
Skills: Armor (Natural) (R1) 2, Evade (R0) 0,
Perception (R0) 1, Weapon (Natural) (R1) 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.

(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.

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from the top of the deck instead of playing from
your hand) to gain a success (1 gp winnings per
Chapter 15 - Sample success). A failure indicates the loss of 1 gp and
the dice are handed off to the next player.
Adventure Greased pole: This is a wooden pole covered in
grease. It takes 6 successful Athletic (Climb)
checks at Difficulty 16 to get to the top and retrieve
The Goblin Tourney the flag. Retrieving the flag nets the winner 1 gp.
Wherein the group gets a chance to show off Kissing Booth: In this game one individual steps
against one another and foil a plot by a young into a booth, closes his/her eyes and puckers up.
dragon. Onlookers pay 1 sp to step up and kiss the
individual. To represent how many kisses the
character attracts, make a Persuasion (Seduce) skill
Background check Difficulty 12 (Draw from the top of the deck
Many years ago, Boyar Krepps, the cunning instead of playing from your hand). For each
mayor of the farming town of Somerset made an additional +2 to the total value above the base
unusual agreement with the nearby Split Hand goblin Difficulty, one additional person pays to kiss the
community to end the creatures banditry against the individual. The individual in the booth gets the
town. The goblins trap and sell the pelts of small accumulated money.
animals in the area in return for food and pretty Consequence: On the draw of a joker, someone in
baubles from the inhabitants of Somerset. In the audience pulls a trick on kisser in the booth
addition, once a year the citizens and goblins gather (kissing a pig, a goblin, an old hag or some other
for a series of contests for a quarter of the towns amusing occurrence).
harvest. Wisely, the mayor rigged the games so that Pie-eating Contest: This game has a minimum of 5
the goblins always win, and thus have little to no players at all times. It consists of 6 rounds where
need to raid (and risk fighting) the settlement . characters make alternating Acrobatics (Tumble)
Once again, it is time for the tournament and Endurance (Fortitude) skill checks (3 each).
but this time a young dragon has set its eyes on the Each round is won by the participant with the
prize highest total. The participant that wins the most
rounds is the winner. A winner at this game earns
1 gp.
Start Test of Strength: Using a wooden mallet, an
The characters are in the town of Somerset individual strikes a cantilever to propel a metal
as the tourney begins. The town is decorated for the weight up a greased pole to try and strike a bell at
occasion, with streamers strung among the buildings the top. It takes a Weapon Group (Club) check
and small goblin scarecrows set around the town difficulty 18 to get the metal weight to the top. A
where the locals leave small baubles for the goblins winner at this game earns 2 gp.
to collect. There are even a few children dressed in
green paint to resemble goblins (sometimes
accompanied by a real-live goblin) traveling from The Tourney
house to house in trick-or-treat fashion. The goblin tourney begins at twilight, when
the dimming light wont hurt goblin eyes and humans
still have enough light to see by. Since the games
What to Do Non-Tourney Events tend to go for a while, torches or lamps are often used
The tourney consists of an open market in to light the play area. Entering the tourney is free for
the center of town where a wide variety of (cheap) both townsfolk and goblin alike. Entrants are barred
items are sold both for the benefit of locals, visitors from wearing armor or weapons in the tourney, and
and the local goblins. magical assistance via spell or item is strictly
On the south side of town, slightly muddy forbidden. The tourney consists of three events, each
fields mark the tourney grounds. There are a wide steeply tilted in the goblins favor.
variety of fair-like games here. Some of them are
listed here, the game master can make more as he Goblins Charge: On a Long range field that is a
desires. Short distance wide, twelve townsfolk position
themselves in waiting. From one end of the field, a
Craps (Dice game): This game is mostly luck and a like number of greased goblins (8 goblin mooks and
lucky throw of the dice. Characters make a 4 goblin marauders) are unleashed down the field.
Presence skill check with a Difficulty of 12 (draw Running on all fours (so they are less likely to slip

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and trip), the goblins attempt to reach the far end of Difficulty of 10. Increase the Difficulty by +2 for
the field. If three or more goblins make it to the far each additional creature the character wishes to direct
side within three minutes, they win. The Somerset at one time.
side is only allowed to grab and hold the goblins, To gather up the mushrooms requires a
who will writhe, twist, bite and otherwise attempt to Survival (Wilderness) Difficulty 12 check.
break free. Carrying the vegetables and milled flour
Grabbing a goblin requires a Weapon Group require three successful Endurance (Fortitude)
(Natural) check using the Unbalance or Entangle Difficulty 10 check for the vegetables and one for the
maneuver (or an attack at 2 to hit without the flour this is not a case of lifting the items so much
maneuver to knock a goblin prone) to slow down or as carrying it to the bakery area. A character can cut
stop the goblins. The greased goblins have a Defense down the number of trips by increasing the Difficulty
of 7. by 5 for each additional load they want to carry at
Punching or otherwise harming a goblin is once.
not allowed. Offenders will likely serve jail time at The goblins cheat by not putting
the insistence of the goblins until the tourney ends (or vegetables into their pies, thus saving them at least
the dragon shows up!). three trips.
Townsfolk can also attempt to intercept or The second team is charged with taking the
otherwise prevent a goblin from getting past them by ingredients and turning them into meat pies. The
making a Persuasion (Intimidate) check (generic goblins have a Craft (Cooking) (Rank 0) 3 skill for
townsfolk have a 2) opposed by a goblins making pies. If you want to make it more
Acrobatics (Tumble) check (3) to dart around the challenging, give the goblins a couple of ranks in
blocker. Cooking.
Each side has 1 hour to prepare the pies.
A goblin bite (A5) doesnt deal damage, Each side uses Craft (Cooking) to bake the pies.
but it is painful. Anyone bitten by a goblin must The base Difficulty to bake a pie is 10 and takes 20
make an Endurance (Fortitude) Difficulty 9 check or minutes; any result lower than that results in a burnt
let go of the goblin they hold. or otherwise inedible pie. Note the total the
Archery Contest: An equal number of townsfolk (5 characters achieve with the pies. At least 5 edible
townsfolk, 1 town guard) and goblin archers (4 pies must be crafted/cooked. Each side has one hour
goblin scavengers; 2 goblin marauders) take shots at to cook their pies with three team members, each
increasingly difficult targets using ranged weapons. side should finish 5 pies in about 40 minutes, if no
Goblins tend to flavor slings (goblin scavenger; pie ends up burnt (which seems to happen often on
A7) or short bows (goblin marauder; A7), while the goblins side)
townsfolk tend to use short bows (townsfolk; A5) or Keep a running total of the value each side
crossbows (town guard;A4). accumulates, discarding any attempts that do not
If the players have their characters produce a minimum quality pie. At the end of the
participate, replace the townsfolk with the party cooking portion, each side takes five pies of its
members, starting with the town guard. Likewise, choice (preferably the best) and averages the Craft
one of the goblin marauder archers is a marksman (Cooking) total for the pies to determine the Judges
(A9), who gains a hand of 3 cards. scoring of the pies. The goblins get to add +2 to the
The archery contest consists of 6 rounds. value of each of their pies as the judges have been
The initial target requires a Weapon Group skill ordered to slant their opinion towards the goblins.
check Difficulty 10 to hit. The individual with the The side with the highest total average wins the
highest total wins the round. Every round, the second portion of the contest.
Difficulty increases by +1. Those who fail to hit the The third teams task is to consume the
target are immediately eliminated. freshly cooked pies as quickly as possible. Each
member must consume the five pies their side made
Goblin Pies: In this competition, both sides are by making an Acrobatics (Tumble) ability test to eat
divided into 3 teams of 3. quickly, and an Endurance (Fortitude) ability test
The first team is tasked with collecting the with a Difficulty of 10 to keep the food down, +1 to
ingredients for the pies six chickens, four rabbits or the Difficulty for each previous pie consumed (a total
one pig, fresh picked mushrooms, a bevy of value of 20 indicates one pie has been eaten). If the
vegetables and 20 lbs. of milled flour. The chickens second check is failed, that diner is removed from the
& pigs are kept in special pens and must be rounded competition. For purposes of the contest, the goblins
up. are assumed to have an Endurance (Fortitude) of 8.
To get the chickens, rabbits and pigs Total the value of each check by each member; when
requires a Handle Animal (Train) check with a a grand total of 100 is reached, that side has finished

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their pies. If both sides beat 100 in the same round, trapped in the inferno, can be heard above
the side with the higher total wins. the flames that block all the obvious exits.
2) A blow from the dragon knocks a PC or
NPC into a nearby well. The lucky
Uninvited Guest character manages to grab a dangling rope
Just as the last events finish, real trouble halfway down, but the continued fight
shows up. A young fire dragon by the name of threatens to topple stonework or snap the
Krasanjar has discovered the existence of the tourney rope on the hapless character.
and believes its grand prize to be something valuable. 3) A sweep of the dragons tail knocks chunks
It has landed in town and making its way to steal the of masonry down, threatening to crush
tourney prize! fleeing villagers or defenders if a diving
The dragon is initially met by the town tackle doesnt get the hapless individual out
guard, who will quickly die to the beast (assume they of the way.
last a mere 3 rounds and use up the dragons 4) The dragon leaps onto a building, crushing it
Multiattack maneuver). As the initial guards are under its weight. Protected only by a tent of
slaughtered, goblins and the town militia scramble to rubble, the hapless residents cry out for the
face the dragon, and hopefully the PCs will intervene PCs to save them before the dragon finds
as well. The party has plenty of time to gear up and them and crushes them.
face the dragon; the NPCs can keep it at bay at least 5) In the heat of the confusion, angry goblins
that long! turn on the towns militia. If the characters
By the time the characters arrive, the dragon want the militias help, theyll need to drive
has taken 2 wounds (leaving it with 16 wounds). the goblins off or calm them down and get
Until the dragon takes 6 wounds, it will remain on the them back on their side.
ground to fight. After that, it takes to the air to rain 6) The dragon snatches up a young maiden as a
destruction on the characters from above. If the hostage. While she is held, if the characters
characters can reduce it to 8 wounds or less, it departs hit the dragon with a or card, they
in a rage, vowing vengeance at a later date. accidentally strike the maiden instead.
Some players may attempt to parley with the 7) A young child accidentally wanders into the
dragon; getting it to stop and listen to them is very fighting area. The dragon can easily hit the
difficult, and talking it out of staking a claim on the childs Defense of 2, unless a character is
tourney prize requires characters to distract it with willing to take the hit instead
the promise of some other form of wealth. If
characters fail three times to beat its Resolve while
parleying, the dragon returns to fighting. Final Reward
There is a chance that the characters may If the characters drive off the dragon, they
decide to not fight the beast perhaps using the have not only the gratitude of the town, but also gain
chaos to attempt to sneak off with the Tourney prize the respect of the goblins as well. Even if the goblins
itself or other money from the goblin tourney. While lost the tourney to the PCs this year, they arent
its not very heroic, the characters can make off with upset; the characters have proved themselves to be
about 8 gp worth of money through various uses of brave and powerful and the goblins dont mind losing
Deception (Bluff), Deception (Ambush), Persuasion to such heroes.
(Intimidate), Stealth (Sleight of Hand) or similar skill Even if the goblins do lose, however, the
uses to dupe or force money out of the hands, pockets mayor arranges for the goblins to get their prize,
or moneybags of the attendees. Of course, this leaves donated to the creatures as compensation for their
the dragon to rampage through the town, destroying assistance in helping to protect the town (even though
the town militia and goblin forces (who run after they were just attempting to save & hope to take off
losing half their number) and ravaging the town with the food).
If the party successfully drives off the
Spicing Up the Dragon Fight dragon, the mayor awards the party with 35 gp as
compensation for saving the town from the dragon.
As if fighting a dragon isnt enough, the
game master can also throw in several complications
if the party is having too easy of a time. Some ideas Failure?
as follows: What happens if the characters fail to drive
1) The dragons breath weapon sets a nearby the dragon off? Worse, what if the dragon reduces
building on fire. As the blaze rages out of the characters to 0 Wounds or less?
control, the cries of a mother and her baby,

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There are many answers to this; fighting the
dragon is not easy in the first place and the game
master may wish to simply rule that the dragon leaves
the characters gravely wounded, but not dead, taking
off with whatever treasure it can glean. The
characters may then be healed by survivors in the
town to continue with future adventures perhaps to
one day again confront the dragon when they are
more apt to be able to handle it. In the meantime, the
characters will have to deal with a half-destroyed
town and a goblin tribe that, having lost its free
meal, may have to take up raiding once again and
may blame the town for the loss of its prize
However, the game master is under no
obligation to save the characters if they fail. It is
perfectly logical to rule that any character reduced to
0 Wounds or less will be dead however, it is a
rather harsh outcome for ones first adventure, and is
not advised.

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.

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