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[Hacked to 2d6] Warrior, Rogue and Mage

Based on the famous rules-light Fantasy RPG by Michael Wolf http://www.stargazersworld.com


This version was hacked and put together by Paulo Frota (prof.paulofrota@gmail.com) with our own house rules
Last Update: December 18, 2018, 1:30 pm.

What is WR&M? What is this Hack?


This is a collection of my house rules for the original WR&M. We make full use of the supplements “Art of Combat” and “From the Imperial Library”.

Character Creation Summary


1) Write down the character’s name and concept
2) Spend 10 points on attributes
3) Pick three skills and two talents
4) Purchase equipment (starting wealth is 250 sp)
5) Record Health (6 + Warrior)
6) Record Luck Points (equal to Rogue, minimum 1)
7) Record Magic Points (2x Mage)
8) Record Physical Defense 7 + (Warrior + Rogue)/2 and Mental Defense 7 + (Rogue + Mage)/2.

Attributes
Three attributes: Warrior, Rogue, and Mage. Each attribute is usually ranked from 0 to 6, but monsters and veteran characters may have higher values.
Each character starts with 10 attribute levels that are freely distributed between the three attributes. No attribute may start higher than 6 though.

Skills & Talents


Choose three skills and two talents. Please note that you can’t choose a skill if the relevant attribute is at level 0.

Health, Fate and Mana


 Health equals to 6 plus his Warrior attribute.
 Fate equals to Rogue attribute (minimum 1).
 Mana equals two times Mage attribute.

Physical Defense, Mental Defense and Armor


 Physical Defense (PD) equals 7 + [(Warrior + Rogue)/2].
 Mental Defense (MD) equals 7 + [(Rogue + Mage)/2].
 Worn armor reduces physical damage taken by its armor value, but raises the mana cost of spells by their armor penalty (AP). You can also
increase Physical or Mental Defense by equipping a piece of equipment as a bracelet, shield, crown, amulet, etc.

Task Resolution
Every time, a character attempts to perform an action that has a chance of failing, he has to do an attribute check against a difficulty level (DL). The GM
decides which attribute is appropriate and you roll 2d6 plus the relevant attribute. If you have an appropriate skill, you can add +2 to the result. If the
result is equal or higher than the DL your action is a success.

Additional Successes
When the result rolled is 4 higher than the DL it’s considered an additional success. If the rolled result is 8 higher, it’s two additional successes and so on.
Each success after the first improves the quality of the task performed or may reduce the time needed to perform the task. On attack rolls, each point
rolled above the Physical Defense or Mental Defense adds to damage.

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 skill, the GM may
decide that no skill roll is necessary. The rolling is also unnecessary if the character would succeed by rolling a “2” on the dice. (The character may still
roll anyway for additional success of increased damage.)

Unopposed Checks and Difficulty Level


If the task at hand is not actively opposed, the player has to beat a difficulty level determined by the GM.

Difficulty DL Difficulty DL

Easy 5 Hard 11
Routine 7 Extreme 13
Challenging 9 Insane 15

Opposed Check
When two characters are in direct competition, the DL of the active character is determined by a roll made by the passive character. Opposed checks don't
need to be of the same attribute (or skill), so long as the action of one can oppose the other.
Instead of rolling, you can just add 4 to the relevant attribute (and any skill bonus) of one character to get the DL of the roll for the other. This is most
useful when a PC is actively opposing a passive NPC. In the above example, the GM could just add 7 to the guard's Mage attribute (and +2 for Awareness if
the guard has it) to get a DL for the player’s roll.
Combat
Whenever combat occurs, player characters and non-player characters act in turns. At the start of combat, the sequence in which the two sides in the
conflict act is determined. Each player character or 4group of non-player characters roll a die and add the average of their Rogue and Mage attributes
(rounded down) to the total. The side with the higher result acts first.

Combat Actions
Combat turns are pretty short, so characters can only perform a few actions. Running a short distance, drawing a weapon, attacking a foe, casting a spell
are reasonable actions that can be performed during one turn.

Movement
During a character's turn, they may move a single range band (see below). They may also use the move action to duck, roll, leap etc. These may require a
Warrior/Athletics or Rogue/Acrobatics roll. In addition to moving, a character may perform additional actions such as speaking, drinking a potion,
drawing a weapon, etc., as long as the GM considers the action reasonable for that timeframe.
Choosing to forfeit a move does not grant an extra action, but choosing to forfeit an action does grant an extra move.

Attack Roll
All kinds of attacks work the same. You pick the appropriate attribute, roll 2d6 and add the attribute level and skill bonus. If the result is higher or equal
the opponent’s Defense, you have scored a hit. The appropriate attributes are:
 Warrior for close-combat attacks
 Rogue for ranged attacks
 Mage for mental or magic attacks

Range Bands
Distance is grouped into six narrative range bands:
 Self. One's own body and anything being worn or carried.
 Melee. Anything that can be hit with a hand held weapon like a club or sword. If you can reach out and touch it, this is the range.
 Short. A reasonable shot with a small projectile weapon or a thrown object.
 Medium. Beyond the range of thrown objects. Requires skill to hit with a small projectile weapon; easier to hit with a heavier projectile weapon
such as a bow.
 Long. Beyond range for small projectile weapons. Requires skill to hit with a larger projectile weapon such as a longbow or a crossbow.
 Far. Possible to hit with great skill using a larger projectile weapon, but generally outside shooting range of hand held weapons at all.

Damage
After having scored a hit, you determine the damage caused. Damage is determined by the weapon (or item, or spell) used. See the weapon list for details.
Damage is that number plus any amount by which the attack roll went above the target’s Defense or Magic Defense. The victim’s Health is reduced by a
number equal to the damage caused. If the HP total drops to 0, the character is dead or dying. There is no negative Health. A successful attack always deals
at least 1 point of damage, even if the victim has armor.

Using Magic
Characters with a Mage attribute of 1 or higher might have access to spells by selecting the appropriate talents.
 Attack spells are rolled against Physical Defense or the spell’s DL (when there’s no specific target), unless specified otherwise.
 Defense and Utility spells are rolled against Mental Defense or the spell’s DL (when there’s no specific target), unless specified otherwise.

Healing and Mana Regeneration


A character heals Health equal to one-half his highest attribute per day of rest. Only light activities are allowed. Mana regeneration is much faster. A
character gets back his full mana pool for a good night’s sleep and receives mana equal to his Mage attribute for one hour of meditation. Magic potions
may also regenerate HPs and mana.

Using Fate
A character can spend one of his Fate points to do the following (GM approval needed):
 Ignore an attack that would have killed the character. The character is rendered unconscious with 1 Health instead.
 Change a minor detail in the game world. For example: your character knows the NPC you’ve just met. Or there is a shop in the town you just
entered with the equipment you need.
 Use a talent you don’t have for a round. This option doesn’t allow you to take impossible actions.
 Reroll a single die roll after you rolled a check or add +2 to a single check before you roll it.
 “Explode” a die. Reroll any “6” rolled on the initial test and add the result of the new roll to the total. Each die can explode only once and you
can use this option after the initial test result.

Skills and Talents


Skills List
Attribute Skill Description
Warrior

Athletics Training in swimming, running and jumping.


Axes Training with axes and polearms.
Bludgeons Training in all blunt weapons including maces and staves.
Flexible Weapons Training with exotic flexible weapons as chains, whips, and flails.
Intimidation Social skill to manipulate others through the use or threat of violence.
Riding Training in riding on horses and other common mounts.
Shields Training with shields. Adds to attack on shield bashes and parry attempts.
Spears Training with spears and lances.
Swords Training with all kinds of swords, including two-handed ones.
Unarmed Training with unarmed fighting.
Acrobatics Training in activities like dancing, contortion, climbing, tightrope walking, tumbling.
Bows Skill for using bows and crossbows
Daggers Training with daggers and knives.
Deception Social skill to manipulate others through the use of lies.
Rogue

Firearms Training with dragon pistols and rifles.


Performance Acting, dancing, singing, playing musical instruments.
Stealth Training in moving silently and hiding.
Survival Training in survival, tracking, traps, etc.
Thievery Training in the roguish arts like picking locks and picking pockets.
Thrown Weapons Training with thrown weapons like throwing knives.
Awareness This skill is a measure of a characters awareness of his surroundings.
Animals Calming, training, and taking care of animals.
Investigation Finding clues, doing research, and gather information from your surroundings.
Insight Notice lies, emotional states, and mood, empathy.
Lore General knowledge. Requires specialization. Examples: Lore (Arcane), Lore (History), etc.
Mage

Magic (Attack) Training with attack spells.


Magic (Defense) Training with defensive spells.
Magic (Utility) Training with utility spells.
Medicine Use this skill to treat diseases and wounds.
Persuasion Social skill to manipulate others through the use of rapport and force of personality.

Talents List
Talent Description

Alchemy You can create salves, poultices, potions, and other alchemical concoctions. (See the Magic section for details.)
You know how to train animals to perform tricks and follow orders. Additionally, you gain a medium animal (an eagle, a
Animal Training
wolf, etc.) as a companion. This animal is loyal and well trained, but not supernatural (no telepathy, shared emotions, etc.).
When you attack a vulnerable opponent (sleeping, stunned, surprised, prone, etc.) with a spell or attack using the Mage
Arcane Advantage
attribute, you can add one-half of your Mage attribute to damage.
When equipped with a staff or wand you can also use your Mage attribute to perform a basic ranged magic attack that costs
no energy points and deals 3 points of basic damage. The damage type is usually determined by the staff you’re using –
Arcane Lance
some staves are imbued with ice or fire, others with raw spirit energy or electricity and so on. This is a physical attack – you
roll to hit against Physical Defense and armor protects the target as usual.
You have mastered the use of bows and crossbows in combat. When fighting with a ranged weapon you gain a +1 bonus to
Archery Style
your attack rolls.
Armor Mastery You reduce the armor penalty of any armor you wear by 2.
Blood Mage You may substitute Health for Mana when casting spells.
When you attack a vulnerable opponent (sleeping, stunned, surprised, etc.) with an one-handed melee weapon or a ranged
Backstab
weapon using the Rogue attribute, you can add one-half of your Rogue attribute to damage.

You have to select a cause. You get a +1 bonus on attack and damage rolls against enemies of that cause. May be taken more
Champion
than once, but it never stacks (even if you fight enemies of more than one of your causes at the same time).

You can add your Mage attribute level to your magic attack damage once per combat. You can use this talent after
Channeler
successfully hitting an opponent, but before damage is determined.
You know people who can help you out from time to time. It might be advice, information, help with a legal matter, or access
to resources. You can call in such favors by making a Mage check. The GM sets the DL of the check, based on the aid
required. A simple favor is DL 5, ranging up to DL 11 or higher for especially difficult, dangerous, or expensive favors. You
Connections
can spend a Fate point to automatically secure the favor, if the GM allows it. The GM has the right to veto any request if it is
too involved or likely to spoil the plot of the adventure. Use of this advantage always requires at least a few minutes (and
often much longer) and the means to contact your allies to ask for their help.
Contacts You have such extensive and well-informed contacts you can make a check to gather information or investigate something
or someone in only one minute, assuming you have some means of getting in touch with your contacts. Further checks on
the same subject require the normal length of time (at GM’s discretion), since you must go beyond your immediate network
of contacts.
You are trained in a craft like blacksmithing, bowmaking, or carpentry. This talent may be taken more than once. Each time
Craftsman
it covers a different craft.
You can use carefully chosen words or minor magic to stun an opponent in close combat. Make an opposed check of your
Diplomat Strike Mage attribute vs. the opponent’s Mage or Warrior (whichever is higher). If you win, the target becomes vulnerable until
the end of your next round or until hit by one successful attack (whichever comes first).
You can use dirty tricks to stun an opponent in close combat. Make an opposed check of your Rogue attribute vs. the
Dirty Fighting opponent’s Rogue or Mage (whichever is higher). If you win, the target becomes vulnerable until the end of your next round
or until hit by one successful attack (whichever comes first).
You have mastered the use of two weapons in combat. When fighting with two one-handed melee weapons you can strike
Dual Weapon Style
two targets with one action. Make just one attack roll and compare the result against the Defense of the chosen targets.
You have a small animal (like a cat, dog, or falcon) as a familiar. This animal is telepathically linked to you. Both of you
Familiar
understand each other’s feelings and you always know in which direction the other is.
You are followed by a henchman, that carries your equipment and treasure around. This talent can take many forms – a
Henchman merchant you saved can let you use his caravan and camp for free, for example, or even a conjured creature or dominated
beast. The henchman is a non-combatant and won’t follow dangerous orders. This talent may be taken more than once.
You are a trained hunter and may live off the land easily. When given enough time, you can provide enough food to feed a
Hunter party of four without the need for tests (provided the region you’re in can sustain life) and without reducing your traveling
speed.
You are a talented leader any may command troops. Additionally, you can spend Fate points to inspire and motivate an ally
Leadership or to grant an ally and extra action (one benefit per Fate point, and you can only spend one Fate point like this per round). If
the ally you choose is considered vulnerable, your inspiration removes that condition.
Lucky Devil You may reroll any roll once per scene (or combat).
You are resistant to magic. You gain a +2 bonus to your Magic Defense and your Magic Damage Reduction. If you have this
Magic Resistance
feat you can’t learn or cast spells.
You can use either the Warrior or Rogue attribute (whichever is higher) for unarmed attacks (the Unarmed Skill applies for
Martial Arts
the attribute you choose). Additionally, the base damage of your unarmed attacks increases to 2.
You can add your Warrior attribute level to your melee attack damage once per combat. You can use this talent after
Massive Attack
successfully hitting an opponent, but before damage is determined.
When you attack a vulnerable opponent (sleeping, stunned, surprised, etc.) with a one-handed or two-handed melee
Mighty Blow
weapon using the Warrior attribute, you can add one-half of your Warrior attribute to damage.
You can add your Rogue attribute level to your ranged attack damage once per combat. You can use this talent after
Precise Shot
successfully hitting an opponent, but before damage is determined.

Sailor You are trained in steering a boat or sailing ship. Additionally, you don’t get any penalties for fighting on a sea vessel.

You have mastered the use of a single weapon (without a secondary weapon or shield) in combat. When fighting with a one-
Single Weapon Style
handed melee weapon in one hand and no shield or secondary weapon you gain a +1 bonus to Defense.

Sixth Sense You may roll the dice before any ambush etc., if you roll 4+ you’re not surprised and may act first.

Spellcaster You can learn and cast spells. (See the Magic section for details.)

By virtue of birth or achievement, you have special status in your culture. Examples include nobility, knighthood,
aristocracy, and so forth. At GM’s discretion, this talent can grant you bonuses on specific social checks and a similar penalty
Status
on checks with anyone who would consider your status offensive (enemies of your culture, for example). This talent may be
taken more than once.
You can use heavy non-lethal blows to stun an opponent in close combat. Make an opposed check of your Warrior attribute
Stunning Strike vs. the opponent’s Warrior or Rogue (whichever is higher). If you win, the target becomes vulnerable until the end of your
next round or until hit by one successful attack (whichever comes first).

True Faith You can pray to invoke blessings for you and your allies. (See the Magic section for details.)

Tough as Nails When not wearing armor, you gain armor rating 1.
You have mastered the use of a two-handed melee weapon in combat. When fighting with a two-handed melee weapon that
Two-Handed Style
use the Warrior attribute, you add a +1 bonus to the weapon’s basic damage.
Unfettered When not wearing armor, you gain a +1 bonus to Defense.
Weapon and Shield You have mastered the use of the shield in combat. When you’re fighting with a weapon and a shield or just a shield, you
Style gain a +1 bonus to your armor rating.

Equipment
Each character starts with $250 (silver pieces) that he can use to purchase equipment. Please note that every character can wield every weapon and even
spellcasting characters may wear armor, but the armor penalty rises the mana cost of each spell cast!

Weapon Skill Damage Range $ Special


Unarmed/Fist Unarmed 0 Melee -
Axe Axes 3/4 Melee 10 Can be used one-handed (Damage 3) or two-handed (Damage 4)
Bow Bows 3 Medium 25 A bundle of 20 arrows costs 1 SP. A bow can be used from horseback.
It takes one turn to reload the crossbow. A bundle of 20 bolts costs 1 SP. A crossbow
Crossbow Bows 3 Long 25
can be used from horseback.
Dagger Daggers 2 Melee 2 The dagger can be used in melee combat or thrown (short range).
Dragon Pistol Firearm 5 Short 100 Reloading the pistol takes one turn. 10 shots costs 4 SP.
Dragon Rifle Firearm 6 Medium 250 Reloading the pistol takes one turn. 10 shots costs 4 SP.
A character specifically trained in the use of a flail (a character with the Flexible
Flail Flexible 3 Melee 10 Weapons skill) can ignore shields while attacking with it. The defender reduces
bonus of a shield against this attack by one point.
Longbow Bows 4 Long 50 A bundle of 20 arrows costs 1 SP. A longbow cannot be used from horseback.
Mace Bludgeons 3/4 Melee 5 Can be used one-handed (Damage 3) or two-handed (Damage 4)
Halberds, long spears, and glaives are weapons with a reach of 2 yards. The
Polearm See below 5 Melee 20
appropriate skill is used for each weapon. They all require two hands to be used.
Spear Thrown 3 Melee 1 A spear can be used in melee combat or thrown (short range).
A very agile and versatile weapon. You can use either the Warrior or Rogue attributes
(whichever you prefer) when attacking with a staff. The Bludgeons skill applies as
Staff Bludgeons 2 Melee 1
usual for the attribute you choose. You can also use the Dual Weapon talent or the
Single Weapon talent when using a staff in combat.
Sword Swords 3/4 Melee 15 Can be used one-handed (Damage 3) or two-handed (Damage 4)
Throwing
Thrown 1 Short 1 You can use these stats for lesser throwing weapons as shuriken.
Knife
Two-handed Swords, axes, maces, flails, and warhammers exist in larger, two-handed versions.
See below 6 Melee 10
Weapon The appropriate skill is used for each weapon.
Warhammer Bludgeons 3/4 Melee 15 Can be used one-handed (Damage 3) or two-handed (Damage 4)
A whip has a reach of 2 yards. You can use either the Warrior or Rogue attributes
Whip Flexible 1 Melee 2 (whichever you prefer) when attacking with a whip. The Flexible Weapons skill
applies as usual for the attribute you choose.

Armor Armor Rating Armor Penalty $ Special

Clothes 0 0 1
Reinforced Clothes 1 0 25
Light Leather 1 1 10
Heavy Leather 2 2 45
Light Mail 3 2 75
Heavy Mail 4 3 400
Light Plate 5 3 750
Plate armor (whether light, heavy, or massive) must be fitted to the
Heavy Plate 6 4 1,500
wearer. Ill-fitted plate armor reduces all rolls by 2.
Golem armor is a bulky armor created by the armor smiths of a bygone
era. It not only is incredibly tough, but also grants a bonus of +2 to all
weapon damage. Casting is impossible when using golem armor. There are
Golem armor 12 - -
rumors of special golem armor that not even allows spell casting but also
is a magical implement in itself. Some suits of golem armor come fully
equipped with weapons. Golem armor is not available for sale.
Shield, Light - +1 5 A light shield grants a +1 bonus to Physical Defense.
A heavy grants a +1 bonus to Physical Defense and Armor Rating, but
Shield, Heavy +1 +1 25
worsens Armor Penalty by 1.
Bangle - - 50 A bangle grants a +1 bonus to Mental Defense.

Item $ Item S

Adventurer’s Kit 5 Ox cart 15


Backpack 2 Packhorse 25
Bottle of wine 2 Pickaxe 2
Cask of beer 2 Pole (3 yards) 1
Donkey or Mule 8 Riding horse 75
Iron Rations (10 days) 5 Rope (15 yards) 1
Lantern 1 Saddle bags, saddle and bridle 10
Lock pick (thieves’ tools set) 25 Torch (10) 1
Noble’s clothing 15 Travel clothing 5
Normal clothing 1 Warhorse 400

Item $ Item $

Spellbook (leather bound) 20 Spellbook (metal bound) 50


1st circle spell scroll 25 Magic implement (1st circle) 100
2nd circle spell scroll 50 Magic implement (2nd circle) 250
3rd circle spell scroll 100 Magic implement (3rd circle) 500
4th circle spell scroll 250 Magic implement (4th circle) 1,000

Equipment Kits (for quick character building)


 Combatant Kit (Big Weapons): Adventurer’s kit, travel clothing, light mail armor, two-handed weapon (player’s choice), two daggers, two axes,
spellbook (leather), one 1st-level spell scroll, iron rations (10 days), pouch with 2 silvers.
 Combatant Kit (Archer): Adventurer’s kit, travel clothing, heavy leather armor, longbow and quiver with 20 arrows, two short swords, dagger,
spellbook (leather), two 1st-level spell scrolls, iron rations (10 days), pouch with 2 silvers.
 Combatant Kit (Dual Wielder): Adventurer’s kit, travel clothing, light mail armor, two longswords, dagger, crossbow and case with 20 bolts,
spellbook (leather), one 1st-level spell scroll, iron rations (10 days), pouch with 2 silvers.
 Combatant Kit (Weapon and Shield): Adventurer’s kit, travel clothing, light mail armor, shield, longsword, two daggers, crossbow and case
with 20 bolts, spellbook (leather), one 1st-level spell scroll, iron rations (10 days), pouch with 5 silvers.
 Expert Kit: Adventurer’s kit, travel clothing, heavy leather armor, short bow and quiver with 20 arrows, short sword, dagger, thieves’ tool set,
spellbook (leather), two 1st-level scrolls, iron rations (10 days), pouch with 2 silvers.
 Spellcaster Kit: Adventurer’s kit, travel clothing, reinforced robes, staff, dagger, spellbook (leather), six 1st-level spell scrolls, iron rations (10
days), pouch with 8 silvers.

Magic
A character with the Spellcaster talent can learn and cast spells. Spells are divided into four circles. Spells of the 1st circle are the easiest and less
powerful, while 4th circle spell are considerably more powerful and need more skill to be cast.

Spell Circle Mana Cost DL

1st circle 1 7 or Physical Defense (attack spells) or Mental Defense (defense/utility spells)
2nd circle 2 9 or Physical Defense (attack spells) or Mental Defense (defense/utility spells)
3rd circle 4 11 or Physical Defense (attack spells) or Mental Defense (defense/utility spells)
4th circle 8 13 or Physical Defense (attack spells) or Mental Defense (defense/utility spells)

A caster that wears armor needs to add the AP of the armor worn to the mana cost for the initial casting of the spell (armor penalty does not increase cost
for sustaining or enhancing a spell).

Casting checks are Mage checks. The appropriate skill for the type of spell being cast grants +2 to the roll and allows the die to “explode”.
Sometimes the target of a spell can make a check to reduce or negate the effects of a spell. (Check spell’s description.)

Spell Enhancement
A spell caster may choose to improve a spell’s effect, making the spell harder to cast but getting more powerful results. Each level of enhancement costs
half the initial MP cost (rounded up) and raises the spell’s casting DL by one. Enhancements are listed with each spell’s description.

Magic Implements
A magic implement can take many forms (gauntlet, amulet, wand, etc.) and it’s used to store up to one spell. Magic implements can only hold a spell up to
the circle they were designed for. A magic implement has a level from 1 to 4 and can store up to 6 points of mana and one spell circle per level. So, a level
2 magic implement can store up to 12 mana and two spell circles (two 1st level spells or a single 2nd level spell, for example). Spent mana in an
implement can be replenished from the character’s own mana.

Spell List
The table below lists all available 1st level spells for WR&M. Of course GMs are free to add more spells, if necessary.

Spell Type
Spell Effect
and Circle

1st Painful Touch (choose damage type) Touch attack deals 3 damage. Enhance for +1 damage.
1st Painful Missile (choose damage type) Ranged attack deals 2 damage. Enhance for +1 damage.
Attack Spells 1st Painful Blast (choose damage type)
Ranged blast strikes 2 targets within 3 yards of caster and each other, dealing 1 damage.
Enhance for +1 damage.
1st Lesser Vampiric Touch Touch attack deals 1 damage and heals caster by the same amount. Enhance for +1 damage.
Touch attack inflicts poison (1d3 initial, 1 per round until successful Warrior check vs DL 7).
1st Poison Touch
Enhance to raise Warrior DL by +1.
One character must make a DL 7 Mage roll or lose their next action. Enhance to raise Mage
1st Stun
DL by +1.

1st Soothing Touch Heals 3 HP with a touch. Enhance for +1 HP.


1st Soothing Ray Heals 2 HP (minimum 1). Enhance for +1 HP.
Defensive Spells

1st Soothing Aura Heals 1 HP to 2 targets within 3 yards. Enhance for +1 HP.
Touched target gains +2 Defense for one round. Enhance to also raise armor rating by +1
1st Lesser Armor
per enhancement. Sustain until end of combat for 1 MP.
Touched target gains a 4 HP shield that blocks ranged attacks and lasts 1 hour. Enhance for
1st Lesser Deflection +4 HP. Lasts for one scene (can be set to “activate” at any time). MP is only recovered after
use.

Send a short message (must deliver in one breath) to a specific person or place within 1
1st Courier
mile. Enhance for +1 mile.
Create a day’s ration of food and water for one person. Enhance to flavor it, enhance twice to
1st Create Food and Water
make real meat and vegetables.
Create a white magic light in your hand or on your implement that illuminates a 10-yard
radius, same as a torch. Lasts for 1 hour or until dispelled. Sustain for 1 MP per hour.
Enhance for:
1st Magic Light  Move light up to 5 yards away from caster.
 Make the light a specific color.
 Make the light a tight beam which reaches 15 yards.
 Light only lasts 1 round but anyone who looks at it is blinded for 1d6 rounds.
Detect magic in a 3-yard radius for one turn. Enhance for +1-yard radius. Enhance to
1st Sense Magic
determine what Circle the magic is. Sustain for 1 MP per minute.
Move one item weighing up to 1 kg for 1 minute. Can throw objects using Mage as an attack
1st Lesser Telekinesis roll for 1 point of damage, but this dismisses the spell. Enhance for +1 kg. Enhance for +1
damage. Sustain for 1 MP per minute.
Summons a small creature with up to 5 points in attributes and no attribute higher than 3
1st Minor Summoning (choose creature)
(such as a cat, dog or bird). MPs stuck in creature until it is killed or dismissed.
Utility Spells

Summons a small and common item. Must be no larger than 3 yards, weigh no more than 3
1st Minor Creation kg, and cost no more than 3 SP. You could summon a crossbow bolt, plain cloth tunic, simple
dagger, rock, etc. Enhance to increase length, weight, or value by +1.
1st Enhanced Skill Touched creature makes one skill check with a +2 bonus. Enhance for +1.
1st Enhanced Attack Touched creature makes one attack roll with a +2 bonus. Enhance for +1.
Caster or touched creature teleports up to 5 yards away to a point the caster can see.
1st Blink
Enhance for +5 yards.
Caster marks an area up to 10 yards in one direction with a glowing barrier for 12 hours.
Caster becomes instantly aware if anyone passes the boundary, unless they make an
1st Sentry Ward
opposed Rogue check against the caster’s Mage attribute. Enhance for +6 hours or +1 to DL
to sneak past it.
Caster can run across water and up walls as long as they don’t stop running for one round.
1st Skim
Sustain for +1 round.
Caster is protected from normal weather for 6 hours. The caster repels dust and mud, even
1st Endure Elements being able to lie down on muddy ground and repelling small insects and vermin. Enhance to
survive extreme heat or freezing cold.
Caster changes their appearance in simple ways (skin tone, hair color, facial features).
Enhance to make more substantial changes (change apparent height/weight by 10%, change
1st Disguise
color/style of equipment). Copying a specific individual’s appearance requires a Mage check
and any necessary enhancements.
Caster can detect emotions in people, and gains +2 to rolls in social situations for a scene or
1st Empathy
encounter. Enhance to transmit feelings to a target for nonverbal communication.

Alchemy and Blessings


Alchemy functions exactly as spells but are slow to cast. The character’s mana points represent the number of potions he or she can safely bring in an
adventure. There is a multitude of salves, potions, and concoctions to create (each item works as a different spell). To learn the correct formula for an
item you must pay the usual fees for spells, representing investments in books, tutors in universities, etc.
To effectively create an alchemical item, you must have access to a laboratory. The mana points are expended and “hold” in the item created until it is
used later, in a different situation. So, a painful missile spell actually becomes a vial with acid that the character can throw in an enemy; a devastating
blast spell is represented by an alchemical bomb, and so on. The GM has the final say on which spells can be turned into alchemical items or not.
Mana points used to create these items can only be recovered when the items are used; they can also be recovered if you decide to unmake the item,
changing it for new effects. To use this kind of magic the character needs the talent Alchemy and the skill Lore (Alchemy).
Blessings function exactly as spells but are slow to cast. The character’s mana points represent the number of blessings he or she can invoke in an
adventure. There is a multitude of prayers and offers to make to different saints (each prayer, saint, or offer works as a different spell). To learn the
correct prayers and offers you must pay the usual fees for spells, representing donations to the church, peregrinations to holy places, etc.
To effectively receive a blessing, you must visit a church, monastery, or holy place of your faith. The mana points are expended and “hold” in the effect
until it happens later, in the form of a miracle that helps you in a different situation. So, an armor spell becomes the blessing of St. George shunting blades
for your skin; a minor healing spell is represented by looking at your wounds after a battle and noticing that, by divine grace, they were much lighter than
you first thought, and so on. The GM has the final say on which spells can be turned into blessings or not.
Mana points used in blessings can only be recovered when the benefit is used; they can also be recovered and used to make new prayers (but the
previous effects are lost). To use this kind of magic the character needs the talent True Faith and the skill Lore (Religion).
A character is not limited to one type of magic or the other, as long as he or she can learn the necessary talents and skills. The talents mentioned above
don't need descriptions: they simply grant access to these types of magic.
 The systems above can be mixed with regular spellcasting. If that’s the case, mana points spent in alchemy and blessings should not be available
for spellcasting during the same adventure. Essentially, the mana spent to create alchemical potions and to give blessings are “stuck” in the item
or blessing until it is used.

Character Advancement
Characters in this game don’t have levels. They gain experience points to improve their abilities. An average adventure should yield about 5 XP.

XP Reward

1-3 For completing an easy (1), medium (2), or hard (3) successful adventure
1 For overcoming a dangerous situation or foe
1 For a major setback, complication, or failure

At the end of a successful adventure, characters can spend their experience points.

XP Cost Benefit

2 XP Gain +1 hit point or +1 mana point


4 XP Gain a skill
10 XP Gain a talent
2 x New Attribute Rank Increase an attribute rank by +1

Non-combat Hazards
Aside from combat there are a lot of ways a character may be harmed. The table below lists a few possible hazards.

Hazard Damage

Fall 1d6 per 3 yards of fall


Suffocation/drowning 1d6 per round
Mild poison 1d3 initial damage, 1 damage per round until successful Warrior check vs. DL 7.
Lethal poison 1d6 initial damage, 2 damage per round until successful Warrior check vs. DL 11.
Fire 1d6 per round exposed to the flames

Friends, Foes and Monsters


Human or humanoid characters are basically created using the same rules as player characters, but NPCs don’t get any Fate points. The GM may of course
grant any skills or talents to special monsters or NPCs if he wishes. When applicable, stats below include equipment bonuses and skills.

NPC or Monster Stats

Commoner W2, R2, M2; PDef 8, MDef 8; HP 8, MP 4; unarmed +2 dmg 1 or club/staff +2 dmg 2
W4, R2, M2; PDef 10 (armor 1), MDef 9; HP 10, MP 4; axe +6 dmg 3 or bow +6 dmg 3; equipment: light leather armor, bow, hand
Bandit
axe
W5, R3, M2; PDef 11 (armor 3), MDef 9; HP 11; MP 4; sword +7 dmg 4 or spear +7 dmg 4; equipment: light mail, light shield,
Knight, Young
longsword, spear, warhorse
Guard W4, R2, M2; PDef 10 (armor 1), MDef 9; HP 10, MP 4; spear +6 dmg 3; equipment: light leather armor, shield, spear
Bear W8, R4, M0; PDef 13, MDef 9; HP 20, MP 0; claws +8 dmg 3, bite +8, dmg 4; Special: Scent (+4 to tests involving scent)
Cat W2, R8, M0; PDef 12, MDef 11; HP 4, MP 0; claws +8 dmg 0
Dog W4, R2, M0; PDef 10, MDef 8; HP 6, MP 0; bite +4 dmg 1; Special: Scent (+4 to tests involving scent)
Drake, Young W8, R6, M2; PDef 14 (armor 6), MDef 11; HP 35, MP 10; bite +10 dmg 4 or fire gout +8 dmg 4; Special: Fire Resistance (half
damage from fire attacks); Special: Flame Breath (hits up to 5 targets in line of sight of the drake and within 5 yards of each
other, attack +8, dmg 4); Special: Natural Armor (a drake’s hide grants it armor rating 6, MDef +2)
Earth Elemental W8, R2, M0; PDef 12 (armor 6), MDef 8; HP 20, MP 6; stone fist +10 dmg 5
Fire Beetle W4, R4, M0; PDef 11 (armor 3), MDef 9; HP 8, MP 0; fire spray +4 dmg 3; Special: Fire Resistance (half damage from fire attacks)
Giant Bat W2, R6, M0; PDef 11, MDef 10; HP 4, MP 0; claws +6 dmg 1, bite +4 dmg 2; Special: Blindsight (can navigate in total darkness)
Giant Beetle W4, R4, M0; PDef 11 (armor 2), MDef 9; HP 10, MP 0; bite +4 dmg 3
W3, R5, M0; PDef 11, MDef 9; HP 12, MP 0; bite +5 dmg 3; Special: Anticoagulant (victim of bite must succeed on Warrior check
Giant Leech
with DL 5 or lose 1 extra hit point due to blood loss on the start of each of his turns)
W2, R4, M0; PDef 10, MDef 9; HP 4, MP 0; bite +4 dmg 1; Special: Swarm (+1 on attack rolls for each other giant rat attacking
Giant Rat
together; this action counts as the actions of all rats on the swarm)
W6, R6, M0; PDef 13 (armor 1), MDef 10; HP 12, MP 0; venomous bite +6 dmg 3 and mild poison; Hunting spiders have a
Giant Spider stronger chitin armor (increase armor rating to 2); Web-spinners have a web attack (+6 to hit, no damage). A target hit by the
web is paralyzed until he succeeds on a Warrior check (DL 9)
W2, R3, M1; PDef 9 (armor 2), MDef 9; HP 6, MP 2; dagger +3 dmg 2 or short bow +3 dmg 3; equipment: light leather armor,
Goblin Raider
dagger, short bow
W10, R0, M2; PDef 12 (armor 6), MDef 12; HP 25, MP 0; steel fists +12 dmg 5 or by weapon; Special: Runic Plating (armor rating
Golem, War
6 against physical attacks and +4 MDef)
W5, R5, M0; PDef 12, MDef 9; HP 11, MP 0; bite or hoof +5 dmg 2; Special: Warhorses have +6 HP and the special attack trample
Horse
(+5 to hit, damage 3)
W6, R4, M0; PDef 12 (armor 2), MDef 9; Health 18, Energy 0; Def 9 (armor 2), AP 0, MDef 6 (MDR 0); Attack melee +8 slam
Ogre
(damage 4); Special: Natural Armor (an ogre’s thick hide grants it armor rating 2)
Orc Raider W3, R2, M1; PDef 9 (armor 3), MDef 8; HP 9, MP 2; axe +5 dmg 3; equipment: heavy leather armor, shield, axe
W3, R3, M0; PDef 10 (armor 2), MDef 8; HP 9, MP 0; sword +5 dmg 4 or bow +5 dmg 3; Special: Bony (half damage from all
Skeleton
weapons except blunt weapons and two-handed weapons); equipment: rusted armor, broken shield, sword, bow
W2, R3, M5; PDef 9, MDef 13; HP 8, MP 10; spell attack +7 dmg 3 (+1 per MP spent, can divide damage between up to two
Wizard, Old targets); equipment: wand, spell amulet (MDef +2), magic implement; can gain +2 Def and armor rating +2 against physical
attacks until the end of an encounter spending 4 MP
Wolf W4, R4, M0; PDef 11 (armor 1), MDef 9; HP 8, MP 0; bite +4 dmg 2; Special: Scent (+4 to tests involving scent)
Wolf, Dire W6, R4, M0; PDef 12 (armor 2), MDef 9; HP 12, MP 0; bite +6 dmg 3; Special: Scent (+4 to tests involving scent)
W6, R0, M0; Def 10, MDef 7; HP 12, MP 0; infected bite +6 dmg 2; Special: Swarm (+1 on attack rolls for each other zombie
Zombie attacking together; this action counts as the actions of all zombies on the swarm and can affect multiple targets). Characters
killed by the bite of a zombie rise as zombies after 1d6 minutes

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