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Warrior, Rogue Opposed check

Mana is raw magical energy. Mages use this


resource to cast spells. When your Mana is 0, When two characters are in direct
you can't cast any spells. competition, the opposed check method is
and Mage Each character starts with HPs equal to 6 plus
his Warrior attribute, Fate equal to his Rogue
used. The DL of the active character is
determined by a roll made by the passive
A rules-ligh t Fantas y RPG attribute and Mana equal to two times his character.
by Michael Wolf Mage attribute. You start with at least 1 Fate
if your Rogue attribute is at level 0, though.
ht t p : / / w w w . st a r g a z e rs w o rl d . co m

Combat
Whenever combat occurs, player characters
Defense and non-player characters act in turns. At the
Each character has a Defense statistic that is start of combat, the sequence in which the
equal to the sum of 4 plus his Warrior and two sides in the conflict act is determined. This
Rogue attributes divided by 2 rounded down. is called initiative. In most cases common
Worn armor grants a bonus to Defense but sense dictates the initiative. If unsure roll a
raises the mana cost of spells by their Armor die for each side. The side with the higher
Penalty (AP). result acts first.

Task resolution Combat actions


Every time, a character attempts to perform Combat turns are pretty short, so characters
an action that has a chance of failing, he has can only perform a few actions. Running a
to do an attribute check. The GM decides short distance, drawing a weapon, attacking
which attribute is appropriate and the dice a foe, casting a spell are reasonable actions
What is WR&M? are rolled. that can be performed during one turn.
WR&M is a simple, lightweight roleplaying In most cases you add the roll result to the
game that allows a group of players and a relevant attribute and compare that to a
gamemaster to experience epic adventures in difficulty level. If you have an appropriate
a fantasy world filled with wondrous magic. skill, you can add +2. Attack roll
This booklet assumes you are familiar to All kinds of attacks work the same. You pick
RPGs. If you have no idea how a RPG is the appropriate attribute, roll a d6 and add
supposed to work, ask your geek friends, the attribute level and skill bonus. If the result
they'll know.
Exploding die is higher or equal the opponent's Defense,
Whenever a player rolls a 6, the die may you have scored a hit.
"explode". This means, the player may roll The appropriate attributes are:
again and add the second result. If the
Characters second result was another 6, you roll again.
 Warrior for close-combat
Each player has to create a character in Usually only damage rolls and attribute rolls
attacks
order to play. The character is his or her where the character has the appropriate skill
 Rogue for ranged attacks
representation in the game world. can "explode".
 Mage for magic attacks

Attributes Additional successes


Damage
WR&M uses three attributes to describe a When the result rolled is 4 higher than the DL
After having scored a hit, you determine the
character: Warrior, Rogue and Mage. Each it’s considered an additional success. If the
damage caused. Damage is determined by
attribute is usually ranked from 0 to 6, but rolled result is 8 higher, it’s two additional
the weapon used. See the weapon list for
monsters and veteran characters may have successes and so on. Each success after the
details. Damage rolls are always "explosive"!
higher values. If an attribute is ranked at 0 first improves the quality of the task
Each additional success after the first adds
you can't perform any related actions. A performed or may reduce the time needed to
+1 to the damage. The victims hitpoints are
character with level 0 in Mage can't cast perform the task.
reduced by a number of points equal to the
spells for example. Each character starts with damage caused. If the hitpoints drop to 0,
10 attribute levels that are freely distributed the character is dead or dying. There are no
between the three attributes. No attribute negative hitpoints.
may start higher than 6 though.
Automatic success
When the risk of failing is extremely low, or
the task is only of minor importance to the
story, and the character has the appropriate
Using Magic
Skills & Talents skill, the GM may decide that no skill roll is
Characters with a Mage attribute of 1 or
Each character is also detailed by a couple necessary.
higher have access to spells. Spells can be
of skills and talents. Skills are learned found or bought. These spells must first be
abilities like Riding or Thievery. Talents grant transferred to a character's personal spell
the character special abilities that break or book before they can be used. To cast a spell
bend the basic rules. Both skills and talents
Unopposed check
from the book, the character has to make a
are not ranked. You either have a skill, or If the task at hand is not actively opposed,
roll versus the DL or the spell. If successful, his
you don't. Each character starts with three the player has to beat a difficulty level
mana pool is reduced by the amount listed
skills and one talent. Please note that you determined by the GM.
for the spell.
can't choose a skill if the relevant attribute is
at level 0. Difficulty DL
Easy 5
Routine 7 Magic implement
Challenging 9
Hard 11 A character who wants to focus on magic
Hitpoints, Fate and Mana Extreme 13 usually owns a magic implement. This may be
Hitpoints are a measure of how many hits a a staff, gauntlet, ring, or a similar piece of
character may sustain before going down. A equipment. A magic implement can store up
character with 0 HP is dead or dying. to one spell that may be cast without making
Fate can be used to save one's life in certain a roll.
situations, or take over some narrative control
from the GM.

1
Healing and Mana Regeneration Talents list Dragon pistol Firearm 1d6+4 18
A character heals hitpoints equal to his The following table contains all talents Dragon rifle Firearm 2d6 25
Halberd Axes 1d6 7
highest attribute per day of rest. Only light available for characters in WR&M. GMs are
Longbow Bows 1d6+2 8
activities are allowed. Mana regeneration is free to add more if needed. Mace Blunt 1d6 5
much faster. A character gets back his full Spear Thrown 1d6 3
mana pool for a good night's sleep and Talent Description Staff Blunt 1d6 2
receives mana equal to his Mage attribute Armored You may reduce the Sword Swords 1d6 5
for one hour of meditation. Magic potions caster armor penalty by 2. May Shuriken Thrown 1d6-2 2
may also regenerate HPs and mana. be taken more than once. Two-handed * 2d6 10
Blood mage You may substitute mana weapon
with hitpoints when Warhammer Blunt 1d6 5
casting spells.
Champion You have to select a Bow - The maximum range of the bow is 80
Using Fate cause. You get a +2 yards. The DL for hitting a target at least 40
A character can spend one of his Fate points bonus on attack and yards away is increased by 2. A bundle of
to do the following (GM approval needed): damage rolls against 10 arrows costs 2 SP.
enemies of that cause.
 Ignore an attack that would May be taken more than
once. Crossbow - It takes one turn to reload the
have killed the character Channeller You can add your Mage crossbow. The maximum range of the
 Change a minor detail in the attribute level to your crossbow is 100 yards. The DL for hitting a
game world. For example: your magic attack damage target at least 50 yards away is increased
character knows the NPC you’ve once per combat by 2. A bundle of 10 bolts costs 2 SP.
just met. Or there is a shop in the Craftsman You are trained in a craft
town you just entered with the like blacksmithing,
carpentry or bowmaking. Dagger - The dagger can be thrown or used
equipment you need. May be taken more than in melee combat. If thrown the Thrown skill is
 Reroll a single die roll or add once. used and the maximum range is 20 yards.
+2 to a single check Dual-wield You may wield a weapon
in your off-hand without
penaly. Does not grant Dragon pistol - The maximum range of the
an extra attack. dragon pistol is 20 yards. The DL for hitting a
Familiar You have a small animal target at least 10 yards away is increased
Skill list like a cat or falcon as a by 2. Reloading the pistol takes one turn. 10
The table below lists all available skills for pet that can do some shots costs 4 SP.
WR&M. Of course GMs are free to add simple tricks.
more skills, if necessary. Henchman You are followed by a
henchman, that carries Dragon rifle - The maximum range of the
your equipment and dragon rifle is 40 yards. The DL for hitting a
Skill Attribute. Description treasure around. target at least 20 yards away is increased
Acrobatics Rogue. Training in Hunter Your character is a by 2. Reloading the pistol takes one turn. 10
activities like dancing, trained hunter and may shots costs 4 SP.
contortion, climbing, live off the land easily.
tightrope walking, When given enough time,
tumbling. he can provide enough Halberd - The halberd has a reach of 2
Alchemy Mage. Training in food to feed a party of yards.
creating potions and four.
salves. Leadership You are a talented Longbow - The maximum range of the
Athletics Warrior. Training in leader any may
swimming, running and longbow is 120 yards. The DL for hitting a
command troops.
jumping. Lucky devil You may reroll any roll target at least 60 yards away is increased
Awareness Mage. This skill is a once per scene (or by 2. A bundle of 10 arrows costs 2 SP.
measure of a characters combat)
awareness of his Massive attack You can add your Spear - The maximum range of the spear is
surroundings. Warrior attribute level to 20 yards. It can also be used for melee
Axes Warrior. Training with your melee attack
axes and polearms damage once per combat attacks. In that case the Spear skill is used.
Blunt Weapons Warrior. Training in all Precise shot You can add your Rogue
blunt weapons incl. maces attribute level to your Throwing star - The maximum range of the
and staves. ranged attack damage shuriken is 20 yards.
Bows Rogue. Skill for using once per combat
bows and crossbows Sailor You are trained in
Daggers Rogue. Training with steering a boat or sailing Two-handed weapon - Swords, axes, maces
daggers and knives. ship and don't get any and warhammers exist in larger, two-handed
Firearms Rogue. Training in the penalties for fighting on versions. The appropriate skill is used for
usage of exotic firearms. a sea vessel. each weapon.
Herbalism Mage. Knowledge of Sixth Sense You may roll the dice
plants, herbs and their before any ambush etc.,
medical uses. Can be if you rolls 4+ you're not Armor Defense AP SP
used to heal critically surprised and may act Clothes 0 0 3
wounded characters. first. Leather 1 1 15
Lore Mage. General Tough as nails Every damage taken is Scale 2 2 25
knowledge. reduced by 2. Chain 3 4 50
Riding Warrior. Training in Plate 4 6 100
riding on horses and Golem 6 * *
other common mounts. armor
Spears Warrior. Training with Equipment Shield +1 +2 5
spears and lances.
Each character starts with 60 silver pieces
Swords Warrior. Training with all The stats given above are for full suits of
kinds of swords, including (SP) that he can use to purchase equipment.
Please note that every character can wield armor.
two-handed ones.
Thaumaturgy Mage. Proficiency with every weapon and even spellcasting
spells and rituals. characters may wear armor, but the armor Plate - plate armor must be fitted to the
Thievery Rogue. Training in the penalty rises the mana cost of each spell cast! wearer. Ill-fitted plate armor reduces all rolls
roguish arts like picking by 2.
locks and picking pockets.
Thrown Rogue. Proficiency with Weapon Skill Dmg SP
Weapons thrown weapons like Unarmed/Fist none 1d3 / Golem armor - golem armor is a bulky armor
shuriken. Axe Axes 1d6 5 created by the armor smiths of a bygone
Bow Bows 1d6 4 era. It not only is incredibly tough, but also
Crossbow Bows 1d6+3 8 grants a bonus of 1d6 to all weapon
Dagger Daggers 1d6-2 2 damage. Casting is impossible when using

2
golem armor. There are rumors of special Casting checks are Mage checks. The causes 3d6
golem armor that not even allows spell thaumaturgy skill grants +2 to the roll and damage in a radius
casting but also is a magical implement in allows the die to “explode”. of three yards.
itself. Some suits of golem armor come fully Additional successes
can be used to
equipped with weapons. Golem armor is not A touch-attack or missile spell’s DL is at least either improve the
available for sale. the target’s base defense (armor does not damage by +2 or
apply)! Spells can usually targeted at any the range by 2
Item SP opponent in the line of sight, if not otherwise yards.
Adventurer’s Kit 5 noted. Enchant weapon The caster puts a
Backpack 4 temporary
Cask of beer 6 enchantment on a
Cask of wine 9 weapon that then
Donkey or Mule 25 grants its wielder
Spell Lists +2 on attack rolls
Iron Rations (for 1 week) 14
Lantern 5 and any damage
Lock pick 2 1st Circle caused. Lasts for a
Noble’s clothing 12 number of turns
Spell Description equal to the
Normal clothing 3
Ox cart 7 Frostburn Touch attack that successes rolled.
Packhorse 30 causes 1d6-2 Stasis Touch-attack that
Pickaxe 3 damage. Additional puts target into
Pole 3 yards 1 successes raise stasis. For the target
Rations (for 1 week) 7 damage by +1. time stands still, it
Riding horse 75 Healing Hand Heals 1d6 HP cannot move, attack
Rope (10 yards) 2 Magic light Caster creates a or be attacked. Last
Saddle bags, saddle and bridle 8 magic light on the for a number of
tip of his staff or hours equal to
Torch 1
Travel clothing 5 other weapon. Lasts successes rolled.
for 1h per success.
Warhorse 150
1st circle spell scroll 25 Sense Magic Caster can sense
magic in a 3 yards
2nd circle spell scroll 50 4th Circle
3rd circle spell scroll 75 (per success) radius
4th circle spell scroll 100 Telekinesis Caster may Spell Description
Spellbook 20 remotely move one Summon Caster summons an
Magic implement (1st circle) 35 item up to 1kg per Earth Elemental earth elemental
success under his control.
Elemental is
Adventurer’s Kit – This kit contains flint and
destroyed when its
tinder, a water flask, a blanket, a bed roll HP are depleted or
and a small tent. 2nd Circle
after a number of
Spell Description turns determined by
Iron Rations – These rations don’t spoil over Create food and The spell creates the successes rolled
water one daily ration of plus 1.
time.
food and water for Magic step The caster can
one person per teleport up to 10
Lantern – lanterns produce a brighter light success yards (per success)
than torches and are not as easily blown out. Healing Light Heals 1d6 HP (+2 in any direction. No
for each additional line of sight is
success) needed.
Magic Implement – A magic implement can Identify Allows the caster to Use moongate The caster can open
take many forms (gauntlet, amulet, wand, identify one magic moongates at
etc.) and it’s used to store up to one spell. This property of an item special places (like
spell can be cast without a roll (you get one per success. stone circles) that
automatic success). Magic implements can Levitation Caster may slowly allow instant travel
only hold a spell up to the circle they were float up and down over long distances
designed for. for up to 3 turns Return to life Caster can revive
(+1 turn for each one fallen character
add. success) as long as the body
Torch – a lit or un-lit torch can be used as an Lightning bolt Missile attack that is still intact and
improvised weapon. Use the Blunt skill. causes 1d6+2 warm. Upon success
Damage is 1d6-2 for unlit and 1d6-1 for lit damage (+2 per the character also
torches. Flammable enemies may be set additional success) gets back 2 HP per
Magic Armor A magic bubble success rolled.
ablaze.
around the caster Summon Phantom The caster calls a
absorbs any Steed phantom steed that
damage until its HP can act as a mount
are depleted or for a number of
Casting Spells dispelled. HP of days equal to the
In order to cast spells a character needs at bubble are 4 per successes rolled. The
least Mage level 1. The thaumaturgy skill is success. Excess phantom steed
damage is not needs no rest and
helpful, but not necessary, especially if the transferred. can walk on water.
character wants to use only a few simple
spells.
3rd Circle
Spells are divided into four circles. Spells of
Spell Description
the 1st circle are the easiest and less Magic items
Chain Lightning As lightning bolt,
powerful, while 4th circle spell are Following is a list of sample magic items. GMs
but can also attack
considerably more powerful and need more multiple enemies (up are encouraged to come up with their own
skill to be cast. to the number of magic items, or modify the samples to create
successes rolled) as even more exotic treasure for the player
Circle Mana cost DL long as they are characters.
within 5 yards of
1st 1 5
each other.
2nd 2 7 Healing potion – This vial contains a red
Walk on Air The caster may
3rd 4 9
walk on air as if it bubbling liquid that heals 1d6 HP when
4th 8 12
were solid ground quaffed.
for up to 3 turns
A caster that wears armor needs to add the (+1 turn for each
AP of the armor worn to the mana cost. add. success)
Firebolt This missile spell

3
Mana potion – This vial contains a blue Friends, Foes and Monsters But what wonders may there still be hidden
bubbling potion that restores 1d6 Mana Human or humanoid characters are basically among the ruins?
points when quaffed. created using the same rules as player
characters. But NPCs don’t get any Fate Vaikus
Gauntlets of Titanic Strength – These large points. Non-humanoid monster function a bit The city state in the foothills of the
gauntlets cause 2d6 damage when used for differently. Instead of three attributes they Dragontooth Mts. In northen Vaneria is the
unarmed attacks. have only one, Monster, and that is used for most civilized nation among the successors of
all their rolls. Non-humanoid creatures also the Imperium. The Vaikusians have a strong
Feathered cloak – This cloak is completely don’t have skills or talents (even if they are of caste system, where the Noble and Warrior
covered by raven feathers that slow every human-like intelligence). The GM may of caste hold the power while the lower castes
fall, so that the wearer does not sustain any course grant skills or talents to special provide the prosperity. The Vaikusian Falcon
damage from the fall. monsters or NPCs if he wishes. Knights are one of the few military units that
still carry dragon pistols as sidearms.
Warmage armor – This plate armor from the Monster Stats
time of the Imperium uses special Bat (giant) Mo2; Def 8; hp 5; bite Joakalavi
enchantments to allow casters to wear it d6-1 The city located in the Central Desert was a
without penalty. It’s statistics are equal to Bear Mo9; Def 10; hp 20; rather unimportant Imperial outpost before
normal plate armor, but it’s AP is 0. claws 2d6 the war, but has risen to be the most
Cat* Mo4; Def 12; hp 15; important trade city on the continent.
claws 1d6-2
Runeblade – This rune covered sword ignores Caravans from all city states do trade with
Earth Mo10; Def 10; hp 40;
any armor. Attack rolls with this weapon are elemental slam 2d6+2 each other in this beautiful city. Nobody but
made against basic Defense. Fire beetle Mo6; Def 11; hp 20; the Scorpion Guard is allowed to bear arms
fire spray 1d6 (range: in Joakalavi.
10 yards)
Giant beetle Mo5; Def 11; hp 20; Traevar
bite 1d6+1
GM Section Giant leech Mo3; Def 7; hp 15;
Traevar is a relatively small city at the shores
The following section is for the Gamemaster poisoned bite (lethal of Lake Anytes. It’s known for the Dark Spire,
only. If you are a player, please stop poison) 1d3 the last remaining magical academy from
reading here. Rat (giant) Mo3; Def 7; hp 6, bite Imperial times.
d6
Raven* Mo4; Def 12; hp 15; Cemimus
beak 1d6-2
Skeleton Mo6; Def 8; hp 12; The kingdom of Cemimus is Vaikus greatest
Character advancement rusted sword d6 rival. Ruled by a direct descendent of
Characters in WR&M don’t have levels or Skeleton Mo6; Def 8; hp 12; bow emperor Aurelius III, Cemimus is one of the
need to amass experience points to improve archer d6 with 10 arrows nations that claim the Imperial throne. The
their abilities. The GM decides when he thinks War golem Mo9; Def 10; hp 30; nation is known for its ruthless mercenary
the characters are ready to advance. Usually iron fist d6, dragon rifle armies and the corruption among its officials.
2d6
this happens at the end of a successful Cemimus is currently waging a war against its
Wolf Mo5; Def 6; hp 10; bite
adventure. Whenever the GM allows the d6 neighbor Bekel.
players to advance they may do the Worg Mo7; Def 7; hp 16; bite
following: d6+1 Bekel
Zombie Mo8; Def 9; hp 14; Bekel is a city state to the south of Cemimus
infected bite (mild and close to the former Imperial capital of
 Raise one attribute by one.
poison) 1d6
 Add 1d6 to either HP or Mana Tukrael. It’s known for the large ore deposits
 Gain an additional skill that are mined directly under the city. A
*) The raven and cat can be used as
 Gain a talent* large portion of the miners never leave the
examples for familiars
underground tunnels. Bekel engineers and
*) talents should be harder to get than an blacksmiths are among the best of the world.
additional skill or HPs. The GM should send
the player character on a sidequest to find a The World – An Overview Chaetril
trainer, get admission to a special group or WR&M can be played in almost any setting, Chaetril is one of the smaller city states and
learn an ancient ritual that unlocks that talent. but it was created with the fallen Imperium of lies in the grasslands to the west of Vaikus.
Vaneria in mind. Chaetril exports livestock and horses into all
other city states. Chaetril horses are only
second to Imperial Warhorses. Chaetril is also
The Vanerian people had conquered the
Non-combat hazards whole continent in the ages past and had
the seat of the Patriarch of the Imperial Faith,
Aside from combat there are a lot of ways a the major religion of the continent. The
built the most glorious civilization of all human
character may be harmed. The table below cathedral of Chaetril is the home of the
history. Technological and magical
lists a few possible hazards. paladins, an elite unit of church knights.
advancements allowed the Valerian citizens
to live in peace and prosperity. Golems did
Hazard Damage most of the hard and dangerous work and
Fall 1d6 per 3 yards war golems helped defend the borders.
of fall Some Notes
When the last Emperor Aurelius III died, his
Suffocation/drowning 1d6 per round The information presented here is not a
successors started a bloody civil war. Five
Mild poison 1d3 initial complete campaign setting but should form
hundred years later, not much of the glorious
damage, 1 the seed of a campaign of your own. Who
damage per round Imperium remains. A few warlords still claim
rules the city of Bekel? What is the Imperial
until successful the Imperial throne but none of those has
Faith like? And what’s going on in Tukrael? Fill
Warrior check vs. enough power to unite the warring city states.
DL 7. in the blanks. You don’t like the idea that the
Most Imperial war golems are destroyed, the
Lethal poison 1d6 initial Vaikusian Knights carry pistols as sidearms?
remaining where outlawed centuries ago.
damage, 2 Change it. You want to have invading
damage per round barbarian hordes from the east or even orcs?
until successful Put them in. It’s your sandbox, feel free to
Warrior check vs. play in it.
DL 11. Gazetter
Fire 1d6 per round
exposed to the Tukrael License
flames The former capital of the Imperium has been Warrior, Rogue & Mage is ©2010 Michael Wolf.
Some rights reserved.
razed at the end of the war and is now
All contents of this document have been licensed
overrun by the undead. No sane person under a Creative Commons BY-NC-SA 3.0 license.
dares to explore the ruins of old Toukrael.

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