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Page 1: Novus RPG

#1000_

NOVUS

Fantasy Roleplaying game

OPEN

BETA

Marc Choronzey (order #2568396) 96.43.229.119

Page 2: Novus RPG

1Novus Open Beta v. 0.3

Fantasy Role-Playing game

Firehawk Games

NOVUS

Marc Choronzey (order #2568396) 96.43.229.119

Page 3: Novus RPG

2Novus Open Beta v. 0.3

CreditsInterior Art: Coming Soon...

Project Specific Contributions:Author & Designer: Tim DuggerEditors: Tim Dugger and Lori Dugger;Proofreading: Tim Dugger, Nunu-san & the Playtest

Team;Playtesters (and helpers extraordinaire): Steven Alban,

Geoff Atkinson, Jason “me, the GM!!” Belack, James Bennett, Graham Bottley, Massimiliano Caracristi, Matt Clay, Clint “No Toes” Conner, Jason DeYoung, Sam Deckoff, Jayson “Jigger” Driscoll, Bastian Flinspach, Travis Friedman, ChrisGarland, Josh Rellik Georges, Tim “Samwise7” Harper, Bryan “The man with two first names” Henry, Tom Hoffer, Craig Huber, Jon Huber, Craig Johnson, Dustin “Togar Skullcrusher” Kiefer, Viktor Korimir, Marybeth Langdon, Gina Mekic, Nick Mekic, Ward Miller, Christopher “GM” Morrell, Pete Mujica, Tina Mujica, Jerry Nye, Kallen Ondrako, Bennett Osterwise, George Osterwise, Raphael Päbst, James Lynn Parnell, Don Pierce, Victoria Pierce, Right Wing Wacko “RWW”, Brian Ross, John Ross, Thomas Søderberg, Bruce Sorensen, Greg Stough, James “Witchking” Walker;

Novus Copyright © 2011 by Tim Dugger and Firehawk Games. All rights reserved. No reproductions without permission. Stock #1000 ISBN xxxxxxxxxxxxxx

oPen Beta PlaytestingWe here at Firehawk Games have decided to try something

new. Well, at least it is new to us. We have recently developed this new role-playing game

that we call Novus, and we hope that you enjoy playing it.The “new” part comes from the fact that we are releasing

Novus in 2 separate ways as part of our Open Beta playtest.

Free PDF - The first method of release is the free PDF. This is a no-frills PDF. It will have no bookmarks, no artwork, no index, no internal links, nothing except plain (formatted) text in a PDF. The only updates that this PDF will receive are the rules updates.

Pay PDF - The second method of release for the Open Beta is a PDF that costs only $5 to begin with, but whose price will go up as it moves closer to being a finished product. This version will start off identical to the Free PDF, except that it will have the bookmarks and internal hyperlinks. In addition to the rules updates, this version will also be updated with the addition of an index, as well as having artwork added as we move closer to completion.

If you downloaded the free version, and enjoyed reading and/or playing it, then I hope that you will show support for Firehawk Games and go back to purchase the more deluxe version of the PDF. My cats will thank you.

The current plan is for the Open Beta to run from 4 to 6 months, during which time Novus will only be available as a PDF. Once we have a final product, then we will then make print versions available.

Marc Choronzey (order #2568396) 96.43.229.119

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3Novus Open Beta v. 0.3

table of ContentsIntroduction .................................................... 4

System Mechanics Overview ..................................... 4Character Creation .......................................... 6

Character Creation Overview .................................... 6Character Concept .............................................................. 7Choose Race ......................................................................... 7

Humans ......................................................................... 8Elves ............................................................................... 8Dwarves ........................................................................ 8Halflings ........................................................................ 9Half-Elf .......................................................................... 9Half-Orc ........................................................................ 9

Choose Background ............................................................ 9Choose Character Class ....................................................10

Archer .........................................................................10Cleric ...........................................................................11Druid ...........................................................................11Fighter .........................................................................11Mage ............................................................................11Minstrel .......................................................................11Mystic ..........................................................................11Rogue ..........................................................................11Thief .............................................................................11Wizard .........................................................................11

Generate Stats.....................................................................12Stat Generation ..............................................................12Secondary Stats ..............................................................12

Develop Your Character ...................................................14Learning Skills ................................................................14Skill Descriptions ...........................................................15

Acrobatics ...................................................................15Athletics .....................................................................15Combat Skills .............................................................15Crafting .......................................................................16First Aid ......................................................................16Gimmickry .................................................................16Influence .....................................................................16Lore ..............................................................................16Magecraft ....................................................................16Navigation ..................................................................17Perception ..................................................................17Performing Arts .........................................................17Riding ..........................................................................17Spellcraft .....................................................................17Stealth ..........................................................................17Streetwise ...................................................................17Survival .......................................................................17Tracking ......................................................................18Trickery .......................................................................18

Talents .............................................................................18Talent Descriptions ...................................................18

Equip Your Character .......................................................22Money .........................................................................22

Equipment ......................................................................22Accessories .................................................................22Armor & Shields ........................................................23Food & Lodging .........................................................24Transport ....................................................................25Weapons ......................................................................25

Encumbrance .................................................................27Finishing Your Character .................................................27

Combat .......................................................... 28Combat Basics ....................................................................28The Combat Round ...........................................................28Combat Moves ...................................................................29Combat Styles ....................................................................31Combat Boon Points .........................................................32Special Situations ...............................................................32

Magic ............................................................. 36How Magic Works .............................................................36Learning Spells ...................................................................37Casting Spells .....................................................................37

Casting Boons ...............................................................37Counterspells .................................................................38

Spell Lists ............................................................................38Spell Descriptions ..........................................................38

Universal Spells ..........................................................39Black Magic ................................................................40Divine Magic ..............................................................41High Magic .................................................................43Mysticism ....................................................................44Nature Magic ..............................................................45Wizardry ....................................................................47

Summoning Spells & Rituals ............................................48Running Novus .............................................. 50

Resolving Rolls ...................................................................50Snags ...................................................................................52Boons ..................................................................................53Occupational Hazards .......................................................53Injuries, Healing & Death .................................................57

Injuries & Healing .........................................................57Death & Dying ...............................................................57

Strategic Movement ...........................................................57Movement By Terrain Type ..........................................57

Advancing Levels ...............................................................58Awarding Experience Points ............................................58

Creatures & Treasures ................................... 60Encounters ..........................................................................60

Planned Encounters ..................................................60Random Encounters ..................................................60

Creatures .............................................................................61Treasures .............................................................................75Sample Magic Items ..........................................................76

Character Sheet ............................................. 82

Marc Choronzey (order #2568396) 96.43.229.119

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intRoduction

Welcome to the Novus RPG.The introduction is usually where the game explains

what role-playing is and what it is all about. Unlike other games, I am not going to do that here. This is because I fully expect that you will have played role-playing games before, and because there are, quite frankly, games out there that serve as a better introduction to role-playing games.

This game was designed to be fun and exciting, and to be flexible enough that an experienced Game Master (GM) will be able to easily adapt it to whatever setting he prefers to use for his games.

To paraphrase a famous quote, “no game is an island.” This means that game designers and game authors are and always will be influenced, to some small degree by every game that they have ever read or played. The same is true here. Considering that I have read and played many games over the years, I am sure that folks will likely see tiny bits of many different games that have inspired me.

To all of the game designers that have come before me, I salute you! You are true inspirations, one and all.

To everybody who tries this game and plays it, I hope that you enjoy the hell out of it and do so for many years to come.

sPecial thanks

Before you delve into the game itself, I would like to take a moment of your time to give thanks to my play-testers. Without their prodding and feedback and suggestions, this game might never have gotten as far as it has.

With such friends and support, all things are possible!

system mechanics oveRviewBefore we move on to how to create your character, we

will do a quick overview on the mechanics of the game.

Basic mechanics

Novus uses a simple roll over Target Number (TN) system. What this means is that you roll the dice, add in any bonuses or other modifiers and if the result is equal to or higher than the TN of the task or action that you are attempting then you have succeeded in the task. It is up to the GM to determine the TN of a given task.

Combat uses the same basic mechanic, with the TN required to hit the foe being his DEF (Defense) rating. However, the defender, the person being attacked, can often take actions that may make it harder for them to be hit. This is explained more fully in the Combat Chapter.

saving thRows

There will be times when the player is asked to roll a Save against a certain stat in order to avoid some or all of the effects of a spell, poison, or some other type of attack or maneuver.

A Saving Throw has a default Target Number of 15. Certain effects and spells may have different Target Numbers for their Saves.

To make a Save, the player rolls 2d10 and adds in the stat bonus of the required stat, and his level, along with any other special modifiers that might apply. If the result equals the Target Number of the Save or is higher, he succeeds and is not affected (or receives a lesser effect in some cases).

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exPloding & imPloding dice mechanic

The mechanics for explosive and implosive rolls are not complex at all. When you roll the dice for a task, you look at each die before adding them together with whatever bonuses apply to the task you are attempting to accomplish. If the number is from 2 to 9, then you continue as normal. However, if the die has a 1 or a 10 (some dice have this marked as a 0, but it is read as a 10), then it implodes or explodes accordingly.

Exploding Dice: When the result on a die is a 10, then it explodes. This means that you get to sum the two dice, and then reroll the one that had the 10 on it and add that to your total as well. You can continue to do this as often as your die result comes up a 10. Once a die has exploded, it cannot implode during the reroll process.

Imploding Dice: When the result on a die is a 1, then it implodes. This means that you get to sum the two dice, and then reroll the one that had the 1 on it, and subtract that from your total. You would continue to do this as long as you continued to roll ones on the imploding die. Once a die has imploded, it cannot explode during the reroll process.

Nova Roll: This occurs when you roll a 10 on one die and a 1 on the other. Instead of having one die implode while the other die explodes, the two cancel each other out, and the roll is resolved normally without an explosion or implosion. The character also receives a Fate Point (p. 13) when this happens.

However the task resolves, regardless of success or failure, it resolves in an unusual manner or through an unusual circumstance. The actual circumstances are up to the GM based on the task and the situation at hand. Here are two examples of how a GM might resolve this situation.

Example 1: Joe’s character is picking the lock on a door. Joe rolls a 10 on one die and a 1 on the other. This is a Nova roll. The 11, along with the skill bonus of Joe’s character is not enough to succeed in opening the lock. The GM decides that Joe’s character breaks his lockpick in the lock and in a sudden fit of irritation, bangs his fist against the door. This pops it open for a second, before it bounces off the hand of Joe’s character and shuts again. The door shutting jars loose the broken bit of lockpick, spitting it out of the lock, allowing another attempt to open the lock to be tried.

Example 2: Joe’s character is picking the lock on a door. Joe rolls a 10 on one die and a 1 on the other. This is a Nova roll. The 11, along with the skill bonus of Joe’s character is just enough to succeed in opening the lock. The GM decides that Joe’s character has set off a poison dart trap, but that Joe’s character spots it, and rears back to avoid it (no rolls required for any of this). In doing so, Joe’s character knocks into another character standing behind him, with a sword at the ready. This other character falls forward and to one side, his sword slipping between the door and jam, and as he shifts to the side, his weapon pries open the door, without breaking either the door or the weapon.

Unless stated otherwise, all dice rolls should be considered to be “explosive”. For example, initiative rolls will specifically state that they are a “non-explosive” roll.

snag & Boon Point mechanic

With exploding and imploding dice, we can easily have rolls that are well below or well above the Target Number (TN) of the task at hand.

On the high side, for every 10 points above the TN of the task that the player’s total roll is, including all modifiers, he earns one Boon Point. Boon Points (see p. 53) are then spent to enhance the results of the roll in some manner. Perhaps the character succeeded better than required, or took less time, or earned a bonus to his next attempt at the same skill. The choice would be up to the player, as he would use the Boon Points to purchase the special effect. Combat and spell casting will have their own Boon Point Tables for options that can be purchased. For the general Boon Points table, the player may only purchase those options that would apply to the skill being attempted.

On the low side, the player earns 1 Snag Point for every 10 points below the TN of the task that his roll was. As with Boon Points, Snag Points (see p. 52) must then be spent to create a complication from those available. Of course, the complication must apply to the skill being attempted.

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chaRacteR cReation

In this chapter we shall show you how to make a character from the ground up. We will start off with a short overview of the process and then go through each step again, but in full detail. At the end of this chapter, a player should be able to create a full first level character in short order.

chaRacteR cReation oveRview

Step 1: Character Concept (p. 7)As silly as this may sound, you should get a basic idea

of the type of character that you would like to play before you even attempt to create a character. Once you have this figured out, then many of the choices that you will need to make in the following steps will and should simply fall into place, growing out of this Character Concept.

Step 2: Choose Race (p. 7)This aspect of the character is something that should have

been fully decided in determining the Character Concept. You need only select that race which fits your Character Concept, record the racial information on your character sheet and then move on to the next step.

Step 3: Choose Background (p. 9)One of the things to determine in the Character Concept

is where they character comes from, his Background. A character’s Background can often determine a number of factors about the character, other than what skills he learned growing up. Depending upon the details of the Background, based on the setting that the GM uses, a character’s Background can help shape his attitudes towards other races and specific types of characters, such as magic users.

Step 4: Choose Character Class (p. 10)Once you have your Character Concept, the first thing to

do is to select your character’s Class. This class defines some basic information about the character, such as what skills he has an affinity for. A character’s class will also define one or more special capabilities that the character might have, such as access to a specific School of Magic.

It should be noted that it is quite likely that none of the given character classes is a perfect match for your Character Concept. This is quite okay, nothing is likely to be a perfect match, and you should choose the Class that is closest to your Concept.

Step 5: Determine Stats (p. 12)Not everybody is going to enjoy the same method of

determining their character’s stats. Novus offers you 2 separate methods for determining your character’s stats. There is the Random Method and the Stat Array Method.

This section will also tell you how to determine any secondary stats such as how many Spell Points the character has and how many Hit Points he has.

Step 6: Develop Your Character (p. 14)The player receives 30 Character Points (CPs) to use in

creating a first level character. For each level beyond first level that the character achieves, he receives a number of additional Character Points equal to 15 + 1/2 the character’s level, rounded down. They may be spent on Talents and individual skills.

Talents are special abilities or skills that do not require or invite continued improvement once learned. In most cases, a Talent may only be acquired once. Some Talents may also require other Talents as prerequisites.

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Individual Skills are the last type of item a player may purchase for his character. Players are limited on how many total skill ranks that the character may have in an individual skill. Refer to the section on Learning Skills (p. 14) for more information.

Step 7: Equip Your Character (p. 22)Once the player has spent all of his character’s Character

Points, it is time for him to spend his gold. Every character will start with a few basic items as described in the beginning of this section, but the player will likely want to get him some more equipment, specifically for the adventuring that he is planning on his character doing.

Step 8: Tally Bonuses (p. 27)This is the point in time where the player should, if he has

not done so already, go over his character and make sure that he has tallied all skill bonuses and to make sure that he has not forgotten anything.

Step 9: Begin Play!Of course, this requires that you have other players and a

GM to run things

chaRacteR concePtWhile you might think that this is a superfluous step,

spending a few minutes thinking about your character and what you want him to be like will prove to be very beneficial in the long run.

Your initial character concept can answer many questions about your character. You will likely want to sketch out a small bit of his history, and then start adding to it as you create the character. You will want to decide upon his race, his Background, the things that you think he should be good at.

You will want to put some thought into his personality and motivations. Are there events in his past that shaped his outlook? What drives the character to do the things that he does? Is he interested in fame or wealth? Is he running away from some dark secret in his past?

While these rules do not give Alignment labels like a certain famous set of rules, there are traits known as good and evil, and many shades of grey between the two extremes. You should figure out what sort of tendencies your character will exhibit.

Once you have given this all some thought, and gotten at least a basic idea of what you want your character to be like, you can then move on to the next step and actually begin creating your character.

choose RaceThe next step in creating your character is to choose

your character’s race. Each race has several aspects that help define your character.

stat modiFieRs

Humans are the standard race against which all other races are compared. Average Humans will have stats ranging from 6 to 20 (see p. 12 for more information on the stats and stat generation).

Other races receive Stat Modifiers. These modifiers apply to both the character’s actual stat as well as the potential maximum that the character can have. For the current stat, the Stat modifier is simply applied to the generated number for that stat. For the character’s potential maximum for a stat, you simply apply the modifier to 20, the maximum for a Human.

Example: Halflings have a +2 modifier to Dexterity and a -4 modifier to Strength. The player would generate their stats as normal, and then apply the modifiers to both the actual stat and the stat’s maximum.

If the player generates a 16 for his Dexterity and 17 for his Strength; then after applying his racial modifiers, he would have a 18 (16 + 2 = 18) for his Dexterity and a 13 (17 – 4 = 13) for his Strength. And his potential maximums would be 22 (20 + 2 = 22) for Dexterity and 16 for Strength (20 – 4 = 16).

sPecial aBilities

Every race also has a number of special abilities and capabilities that each member of the race has. These vary from race to race.

Marc Choronzey (order #2568396) 96.43.229.119

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humansHumans are versatile and able to adapt to many locations

and climes that other races might not be able to. They also tend to be driven, to reach further, to try new things, to expand their horizons in a way that no other race seems capable of. Most Humans live to about 100 years of age if they can survive that long.Demeanor: Despite being one of the most diverse and

adaptable races, humans all tend to have one thing in common, ambition. The amount of ambition differs from person to person, but it seems that all humans continually strive to build and expand, to reach above and beyond their current means.

Appearance: Humans run the gamut of skin coloring and body shape. They are one of the most diverse races when it comes to appearance. They range in height, 5’6”-6’4” for men; 5’-5’10” for women and have a range of builds from thin to stocky to fat. Their hair and eyes run the entire spectrum of normal shades. Males sometimes grow beards or mustaches. Quite often humans from a specific geographic area will all share similar racial traits. For example, humans from near the equator tend to have darker skin and less body hair, while those from northern climes often have more body hair and paler skin tones.

Stat Modifiers: None

Size: Medium (Base Movement: 2’)

Special Abilities:

Adaptability: Players may spread 4 points among the character’s stats (not stat bonuses), No stat may receive more than 2 points from this ability. This special Adaptability bonus to stats does not normally affect the potential maximum of a Human character’s stats. Nor can they be used to increase a character’s stats beyond the normal maximums.

Skill Flexibility: The player may select 3 skills to be Favored Skills for his character. This applies to individual skills only, not all instances of a skill that needs to be specialized.

elvesThough basically similar to mortal men in most ways,

Elves have several important, if subtle, differences. Elves are more refined in appearance than humans, having finer features and unmarred skin. Their long lifespan, of approximately 450 years, tends to give them a more unique perspective of the world, to be able to take a long view on plans. They often have no problem waiting decades for a plan to come to fruition.

Demeanor: Elves deeply respect nature and this shows in their outlook on the world around them.

Appearance: Elves are shorter than humans, and more slender overall, though still muscular. Elves average 5’ tall, with females of the race ranging only a few inches shorter. All have very lithe forms with Elven males weighing around 140 pounds. They have upswept ears

that top off in delicate points. Elves are unable to grow beards. Their skin color is usually a light brown, similar to that of an acorn, while their eyes are often some shade of grey, green, purple or amber.

Elves retain a youthful appearance until just before the end of their lives, aging dramatically over their last 5 years.

Stat Modifiers: +1 Dexterity, +2 Speed, +2 Charisma, -2 Strength, -3 Willpower

Size: Medium (Base Movement: 2’)

Special Abilities:

Nightvision, Greater: This ability allows a character to see outdoors as well on a bright night as he would on a cloudy, overcast day. When he is indoors, this allows the character to see 3 times as far as normally allowed by a light source.

Enhanced Senses: Excellent senses grant a +2 bonus to all Perception rolls.

dwaRvesProbably the overall physically toughest of the races,

they are very resistant to poisons and diseases and have exceptional life spans of up to 350 years.

They are superior craftsmen and love to mine the earth for precious gems and metals, forging them into weapons of strength and artifacts of beauty and power. Not as fertile as humans, they have few children; and less than a third of their people are women, who are guarded jealously within their societies.Demeanor: Dwarves are very straightforward and dislike

‘beating around the bush’. They admire strength and directness in others and dislike what they consider to be fripperies. To the Dwarves, something that is artistic should be functional as well. This attitude shows in their demeanor and dealings with others.

Appearance: Dwarven males stand around 4’ 5” tall, while the females are slightly shorter (4’ 3”). A very stocky race, the Dwarves look as though they have been compressed, their bodies expanding in width. Often weighing twice what would be expected for someone their size, they generally average 200 pounds.

Dwarves are very fond of their beards, which may grow to lengths that hang past their waists. For many Dwarves, hair and beards (for men) are almost always woven into braids, weaving in colored stones and beads and rings that are more than just decorations. These items will each have a special significance to the Dwarves.

Stat Modifiers: +3 Constitution, +2 Strength, -2 Dexterity, -2 Speed, -1 Charisma

Size: Medium (Base Movement: 2’)

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Special Abilities:

Darkvision (30’): Character may see up to the distance listed when in total darkness. If surrounded by darkness and within an area of light (i.e. like that from a torch), he may see the distance given plus that of the light source. The character may see clearly up to twice the given distance on a starlit night, and 10 times the given distance on a brightly lit night.

Stone Sense: Dwarves are able to notice hidden things in stone such as slight slopes, dangerous stone work, secret doors, etc. much easier than others. All Perception rolls involving gathering information about stone objects gain a bonus of +5.

halFlingsHalflings are one of the smallest of the civilized races, as

well as one of the hardiest. They like to carve their homes into the side of hills and live in small rural communities. Halflings live to be about 120 on average and they are considered to be adults when they are 30.Demeanor: Halflings are usually a peaceful race that likes

living in quite comfort; other forms of excitement are not for them. However, when pushed, they can show a toughness and resilience that often surpasses most other races. Most Halflings are rarely ambitious and tend to shun anything that smacks of adventure, but there is the occasional oddity that crops up, and this is often touted as a bad example to Halfling children.

Appearance: Halflings resemble miniature humans, between 3’ and 4’ in height, with females ranging only a few inches shorter. They have slightly pointed ears, although not quite as pointed as Elves. Male Halflings average about 55 lbs in weight, with females being slightly less.

Stat Modifiers: +1 Constitution, +2 Dexterity, +2 Speed, -4 Strength, -1 Charisma

Size: Small (+2 DEF & Stealth; Base Movement: 1’; Must use Halfling-sized weapons)

Special Abilities:

Nightvision, Lesser: This ability allows the character to see, when outdoors on a bright night, up to 500’ as if it were just a very dark day. When he is indoors, this allows the character to see twice as far as the light source normally allows.

Nimble Fingers: This ability grants the character a +4 bonus to all skills involving the manipulation of items with the hands (Gimmickry, Trickery, and crafts requiring fine work such as jewelry making, etc.).

Note 1: Halfling-sized weapons do 1 fewer point of Base Damage than normal-sized weapons, down to a minimum of 1 point of Base Damage.

Note 2: Halfling-sized equipment weighs about two-thirds of the weight listed in the equipment tables. In all other ways, except as listed in Note 1, it should be treated as identical to normal sized equipment.

halF-elFSlightly larger and sturdier than Elves, Half-Elves can often

pass as fully human in most cases. They are usually only given away by the slight points on their ears, if they have any. Half-Elves are able to grow beards, unlike their Elven ancestors. Half-Elves usually live to be around 300 years old.

Stat Modifiers: +1 Dexterity, +1 Speed, +1 Charisma, -1 Strength, -2 Willpower

Size: Medium (Base Movement: 2’)

Special Abilities:

Nightvision, Lesser: This ability allows the character to see, when outdoors on a bright night, up to 500’ as if it were just a very dark day. When he is indoors, this allows the character to see twice as far as the light source normally allows.

Enhanced Senses: Excellent senses grant a +1 bonus to all Perception rolls.

Skill Flexibility: The player may select up to 2 skills to be Favored Skills for his character. This applies to individual skills only, not all instances of a skill that needs to be specialized.

halF-oRcHalf-Orcs are among the rarest of the racial crossbreeds. This

is usually due to the habit of Orcs not allowing Half-Orc babies to live. Half-Orcs resemble muscular humans, but with more bestial appearing face. They often have a low over-hanging brow and a jutting jaw, although few have the up-thrust tusks of an Orc. Most Half-Orcs live to be around 100 years old.

Stat Modifiers: +3 Constitution, +3 Strength, -1 Wisdom, -2 Charisma

Size: Medium (Base Movement: 2’)

Special Abilities:

Nightvision, Lesser: This ability allows the character to see, when outdoors on a bright night, up to 500’ as if it were just a very dark day. When indoors, this allows the character to see twice as far as the light source normally allows.

Keen Sense of Smell: This grants the character a +2 bonus for all Perception and Tracking rolls that can be made using the character’s sense of smell.

Sturdy Build: The character is very tough. This grants him a +1 to Con and a +2 to Strength (already figured in).

choose BackgRoundOnce you have selected the race of your character, the

next step is to decide his Background. His Background tells what sort of area he grew up in and the type of skills that the character learned as a child.

Each Background also gives the character a number of ranks in certain skills. The number of free ranks given are listed in parenthesis after the skill’s name.

If ranks are given in a skill that needs to be specialized, then you should place those ranks into individual, specialized

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uRBan, middle classThose from this Background are considered to be the

backbone of the city. They are the merchants and the average workers.

Skill Ranks: Athletics (2), Combat Skills (3), Crafting (3), Influence (2), Lore: Local Region (2), Lore: player’s choice (2), Perception (3), Performing Arts (1), Riding (1), Streetwise (1)

uRBan, uPPeR classThose from this Background often form the ruling class

of the city. They are more educated and often feel a sense of superiority over those from the lower classes.

Skill Ranks: Athletics (2), Combat Skills (3), Crafting (3), First Aid (2), Influence (2), Lore: Local Region (2), Magecraft (2), Perception (2), Riding (2)

choose chaRacteR classReview each of the Character Classes that we provide

below and then select the one that best suits your Character Concept. Each has several aspects that help define them. They are as follows:

Hits Per Level: The character gains a number of hit points each level, starting at second level equal to this number plus his Constitution Stat Bonus (see p. 12). The character will always gain a minimum of 1 hit per level, even if his Constitution Stat Bonus is a negative number.

Favored Skills: Skill costs are based on whether the skill is a Favored Skill or a Standard Skill, as well as how many ranks the character currently has in the skill. Starting off, Favored Skills cost 1 CP and Standard Skills cost 3 CP per rank, and the costs for both increase from there. The listing for Favored Skills may allow the player to select a number of skills to be considered as a Favored Skill. In all such cases, the choice applies only to a single instance of a skill (1 Lore skill, 1 combat skill, etc.).

Favored Stats: Every Character Class has 2 stats which are felt to be the most important for that given class. It is recommended that you put your highest stat scores into those stats.

Special Abilities: This section lists any Talents or special abilities that members of this class automatically know and have.

aRcheRAn Archer is a character who specializes in the use of

bows. He is also good at hunting out in the wilderness.Hits Per Level: 3Favored Skills: Athletics, Combat Skills (Bows & 2 other),

Navigation, Perception, Stealth, Survival, Tracking, and 2 skills of the player’s choice.

Favored Stats: Dexterity and WisdomSpecial Abilities: Armor, Light; Combat Training II; 1 Favored

Skill (already included in the Favored Skill list)

versions of the listed skill. However, no individual skill is allowed to have more than 3 ranks placed into it in this manner.

Example: A given Background is allowed to give 3 ranks to the Stealth skill because that skill is specialized. However, if a Background gives 4 ranks in Combat Skills, then the player may only place a maximum of 3 ranks in one Combat Skill, and the remaining rank in a second, or split them evenly between 2 skills, or any other viable combination.

BaRBaRianThose from this Background come from a variety of

different tribal cultures. Some may be nomadic while others live in small villages as hunters and gatherers.

Skill Ranks: Athletics (2), Combat Skills (4), Lore: Local Region (2), Navigation (3), Perception (2), Stealth (2), Survival (3), Tracking (2)

hillockThose from this Background tend to live in small, quiet

communities with their homes built into the side of hills.

Skill Ranks: Athletics (2), Crafting (3), Combat Skills (2), First Aid (2), Lore: Local Region (2), Gimmickry (2), Perception (2), Stealth (3), Trickery (2)

RuRalThose from this Background live in small towns and

villages away from the hustle and bustle of the cities.

Skill Ranks: Athletics (2), Crafting (2), Combat Skills (3), Lore: Local Region (2), Navigation (1), Perception (2), Riding (2), Stealth (2), Survival (2), Tracking (2)

suBteRRaneanThose from this Background live in cities carved out of

the interior of mountains.

Skill Ranks: Athletics (3), Crafting (3), Combat Skills (6), Lore: Local Region (2), Magecraft (1), Perception (2), Stealth (1), Survival (2)

sylvanThose from this Background live in harmony with nature,

often in villages found in deep forests.

Skill Ranks: Athletics (1), Crafting (2), Combat Skills (4), Lore: Local Region (2), Magecraft (2), Perception (2), Stealth (3), Survival (2), Tracking (2)

uRBan, loweR classThose from this Background are often found in the worst

parts of a city. These are the people who do most of the drudge work in the city. They are also the ones most likely to be associated with crime and thievery.

Skill Ranks: Athletics (2), Combat Skills (3), Gimmickry (2), Influence (2), Lore: Local Region (2), Perception (2), Stealth (2), Streetwise (3), Trickery (2)

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cleRicA Cleric is a Pure Spell User who focuses the power of

his deity through his spells. Clerics are either of a neutral or good outlook.Hits Per Level: 1Favored Skills: First Aid, Influence, Magecraft (all),

Perception, Spellcraft and 1 skill of the player’s choice.Favored Stats: Wisdom and CharismaSpecial Abilities: Major Adept in the Sphere of Divine Magic

dRuidDruids are spell casters who specialize in the natural

world around them. This means plants, animals, and the 4 basic elements; fire, earth, air and water.Hits Per Level: 1Favored Skills: Magecraft (all), Navigation, Perception,

Spellcraft, Survival, TrackingFavored Stats: Wisdom and ConstitutionSpecial Abilities: Major Adept in the Sphere of Natural Magic

FighteRFighters are primarily combat specialists. Fighters will find

it easy to develop a variety of different weapons and to wear heavier types of armor. Hits Per Level: 3Favored Skills: Athletics, 3 Combat Skills, First Aid, Perception,

Riding, Survival, and 2 skills of the player’s choice.Favored Stats: Strength and ConstitutionSpecial Abilities: Armor, Medium; Shield Training; Combat

Training II

mageThe mage is a master of conjurations and illusions. He

is also quite often the most adept at creating magical items.Hits Per Level: 1Favored Skills: Crafting (2 crafts), Magecraft (all), Perception,

Spellcraft and 1 skill of the player’s choice.Favored Stats: Intelligence and WillpowerSpecial Abilities: Major Adept in the Sphere of High Magic

minstRelThe minstrel is a performer. He often earns his living by

entertaining people as he travels. The minstrel is often able to go places and learn things that others might not be able to.Hits Per Level: 2Favored Skills: Acrobatics, 2 Combat Skills, Influence,

Perception, Performing Arts (all), Trickery, and 2 skills of the player’s choice.

Favored Stats: Wisdom and CharismaSpecial Abilities: Armor, Light; Combat Training I; 1 Favored

Skill (already included in the Favored Skill list); Natural Talent (+2 to all Performing Arts skills, and Trickery)

mysticMystics believe in mastering their own minds and bodies.

With such strong belief in the balance between mind and body, the Mystic is more adept in the physical arts than many other spell users.Hits Per Level: 1Favored Skills: Combat Skill (Martial Arts), Magecraft

(all), Perception, Spellcraft, Stealth, and 1 skill of the player’s choice

Favored Stats: Willpower and WisdomSpecial Abilities: Major Adept in the Sphere of Mysticism,

RogueRogues are at home in the wilderness. They often make

thier living as hunters or trappers, or even explorers. They have minor capabilities in a lot of areas, allowing them to be extremely diversified. This allows them to be very self-sufficient. Hits Per Level: 2Favored Skills: Athletics, 2 Combat Skills, Navigation,

Perception, Riding, Survival, Tracking and 2 skills of the player’s choice

Favored Stats: Strength and DexteritySpecial Abilities: Armor, Medium; Shield Training; Combat

Training I; 1 Favored Skill (already included in the Favored Skill list)

thieFThieves are specialists in infiltration and in dealing with

mechanical devices such as locks and traps.Hits Per Level: 2Favored Skills: Acrobatics, 2 Combat Skills, Gimmickry,

Perception, Stealth, Streetwise, Trickery and 1 skill of the player’s choice

Favored Stats: Dexterity and SpeedSpecial Abilities: Armor, Light; Waylaying; Combat Training I

wizaRdWords have power, and Wizards have learned how to

harness and direct this power.Hits Per Level: 1Favored Skills: Influence, Magecraft (all), Perception,

Spellcraft and 2 skills of the player’s choice.Favored Stats: Intelligence and WillpowerSpecial Abilities: Major Adept in the Sphere of Wizardry

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Value Bonus Value Bonus1-3 -3 16-18 24-6 -2 19-21 37-9 -1 22-24 4

10-12 0 25-27 513-15 1 28-30 6

geneRate statsYour character has 8 primary stats and a number of

secondary stats that are derived from those primary stats. The following descriptions give you a better idea of what the 8 primary stats represent.

Strength (Str) – This is the character’s ability to use his existing muscles to the greatest advantage. It is sometimes referred to as power, might, force, conditioning, physique, etc.

Constitution (Con) – This is the general health and well being of the character. His resistance to disease and the ability to absorb physical damage are also reflected in this stat. It is sometimes referred to as health, stamina, endurance, physique, etc.

Dexterity (Dex) – This is the character’s hand and eye coordination. His grace and litheness are the prime components of this stat. It is sometimes referred to as agility, deftness, grace, adroitness, litheness, etc.

Speed (Spd) – This is essentially a measure of how fast the character is. It is sometimes referred to as quickness, reaction time, readiness, reflexes, etc.

Intelligence (Int) – This is the character’s ability to absorb, comprehend, and categorize data for future use. It also reflects his ability to draw logical conclusions. It is sometimes referred to as reasoning, logic, deductive capacity, wit, IQ, etc.

Wisdom (Wis) – This stat measures a combination of luck, genius, precognition, empathy, and the favor of the gods. It is sometimes referred to as perception, sixth sense, luck, talent, guessing ability, psychic ability, etc.

Willpower (Will) – This is a measure of the character’s control of the mind over body, his ability to stay focused or push harder in pursuit of some goal, or to draw upon the inner reserves of determination. It is sometimes referred to as mental strength or power, self-discipline, mental fortitude, etc.

Charisma (Chr) – This is the character’s strength of personality, his ability to inspire others and to command a group or gathering. It is sometimes referred to as leadership, psychic ability, perceived power, bardic voice, etc.

stat geneRationEach stat is comprised of 3 main elements. First there is

the Stat Value; this is a number that is used to define your stat. It is often used in other ways as well. Refer to the section below on Generation Methods to learn about the ways you can select from to generate your Stat Values.

Second is the Stat Maximum. This is the maximum possible Stat Value for a character of a given race. To find the Stat Maximum for a given stat, just add the racial modifier for that stat to 20. As you go up in level, you will be able to increase some of your character’s stats. However, you will never be able to increase them beyond the Stat Maximums for his race.

The final element is the Stat Bonus. This number is determined by your Stat Value (see below). It is added to your skill ranks to give you your total skill bonus and is also used for other things, such as Saving Throws (p. 50).

geneRation methods

Not everybody likes to generate their character’s stats in the same manner. Therefore, we give you 2 basic methods to select from. Each has their advantages and drawbacks, but the method you select should basically be the one you are most comfortable with.

Method 1: Random Generation – To generate your stats using this method; you will roll 2d10 eight times, dropping the lowest number from each pair and recording the remaining number on a piece of scrap paper. You then select 2 of these numbers and add 10 to each of them and place these as the Favored Stats for your Character Class. For the other 6 numbers, add 5 to each and assign them to whichever stat you like. This will generate numbers from 6-15 for most stats, and from 11-20 your character’s Favored Stats.

Method 2: Stat Array – In this method, you simply take the 8 pregenerated Stat Values (17, 15, 14, 13, 12, 10, 8, 7) and place them in whatever order you like.

Note: Do not forget to add the racial modifiers to the stats (not the stat bonuses) once you have assigned them.

stat Bonuses

Use the following table to determine the Stat Bonuses for each of your character’s Stat Values.

secondaRy statsThere are a number of Secondary Stats that are derived

from the 8 primary stats, or that are included here simply for completeness. We will go over each one separately.

hit Points (hP)To determine a character’s starting Hit Points, simply add

his Constitution Stat Value (not his stat bonus) to 20.For every level that the character has above first level, he

receives a number equal to the sum of his Constitution Stat Bonus plus the Hits Per Level rating for his class, added to his Hit Points. The character will always receive a minimum of 1 Hit Point each level even if the sum of the Constitution Stat Bonus and the Hits Per Level is a negative value.

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deFense (deF)This is the Target Number that an attacker must equal or

beat in order to make a physical attack against a character. Your character’s Base DEF is equal to 15 + your character’s Speed Stat Bonus + 1/2 of your character’s level (rounded up). A negative Speed Stat Bonus is always treated as if it were a zero. This is your character’s base DEF even if he is surprised.

There are other things, such as special abilities, shields, spells, Combat Moves, and Boon Point results that can alter your character’s DEF for either good or bad.

If your character is prone, caught completely unawares (which is different from just being surprised) or unable to move for any reason, his DEF would be 12 + any magical bonuses.

sPell Points (sP)Each spell costs one or more Spell Points in order to cast.

Once a character is out of Spell Points, he has to rest to regain them. A character will regain 1 Spell Point for every 10 minutes of rest.

A character who is neither a Major or Minor Adept starts with a number of Spell Points equal to 5 + the Stat Bonus of the stat that is associated with his School of Magic. If the character does not have a School of Magic, then use the character’s Intelligence Stat Bonus.

A Minor Adept starts with a number of Spell Points equal to 8 + the Stat Bonus of the stat that is associated with his School of Magic. A Major Adept starts with a number of Spell Points equal to 10 + the Stat Bonus of the stat that is associated with his Sphere of Magic.

For Clerics and Druids, this stat is Wisdom. For Mages and Wizards, this stat is Intelligence. For Mystics, this stat is Willpower. This stat is referred to as the character’s Spell Stat.

As characters increase in level, they will gain additional Spell Points for each level that they have beyond first. Refer to Types of Casters on p. 37 for more information on how many Spell Points the character receives each level.

Fate Points

Every character starts with 3 Fate Points. He will then gain one additional Fate Point each level, up to a maximum of 5 Fate Points. A character may never have more than 5 Fate Points at any given time.

A player may use a Fate Point for any roll that directly affects his character. When he spends a Fate Point, he rolls a d10 (this is non-explosive) and then adds or subtracts the result of that to whatever roll he is attempting to influence. The addition or subtraction is based upon what would be most favorable for the player’s character.

A player can use a Fate Point to enhance his character’s own skill or attack rolls (but not damage) or even Saving Throws. It can be used to affect a foe’s attack rolls or to subtract from a foe’s skill rolls or Saves.

A player may spend more than one Fate Point on a given roll, but he must decide how many he is spending before he rolls the dice for the Fate Points.

Example: John is attempting to have his character sneak past a guard, so that he can break a fellow

adventurer out of the prison. The TN for the task is 23, and John’s character has a Stealth skill of 7. John rolls a 2 and a 4, giving him a total roll of 13. John decides that he wants to use some of his character’s Fate Points to make sure that he succeeds. John decides to spend 3 Fate Points because he feels that his dice have been rolling poorly this evening and he really wants to succeed at this task. For the Fate Point dice, he rolls a 9, a 10, and a 6, bringing his total roll up to 37. This is 15 points more than the TN of the task, so he earns 3 Boon Points as well.

John could not, however, decide to spend a single Fate Point, and upon seeing that it was a 9, decide to use a second Fate Point.

Only one source of Fate Points may be applied to a single roll. This means that if a player decides to use one or more Fate Points for a given roll, the GM or another player cannot also spend Fate Points to enhance or hinder that same roll any further.

Should the use of a Fate Point produce a result that would earn Snag (p. 52) or Boon Points (p. 53) on another person’s die roll, the person who made the original roll is the one who spends them, not the person who spent the Fate Points.

Additionally, a player may spend Fate Points on Snags and Boons directly. Should the character earn one or more Snag Points, he may spend one or more Fate Points to negate them, on a one for one basis. The character may also spend a Fate Point to gain a Boon Point. Only one such Boon Point may be gained in this manner for any given roll.

movement

Outside of combat rounds, it is expected that all characters will adjust their movement rates so that they all move at the same rate. However, when dealing with the more tactical situation of a combat round, we need to have a more accurate method of dealing with movement.

Each character has a Base Movement given in their racial description. To this is added the character’s Speed stat bonus, but only if it is a positive number. The result is the number of feet that a character may move for each Action Point spent during the course of a combat round.

staRting languages

Every character will start the game being able to speak 2 languages and being able to write in one language. If your character is a Half-Elf or Half-Orc (p. 9), he will start with a third spoken language. The spoken languages should be based on the race and/or background of the character, with at least one of them being a common trade language for the area. The written language will be that of the character’s native language.

Characters may learn, by purchasing the appropriate Talents, additional languages. They may have a maximum number of languages equal to 5+ their Intelligence stat bonus.

Spoken Elven and Written Elven count as a single language when determining how many languages a character knows. The same applies for the spoken and written forms of other languages as well.

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skill costsIf you have this

many ranksThe cost for your next rank is

Favored Standard 0-5 1 3

6-10 2 511-15 3 716-20 4 921+ 5 11

maximum skill RanksStat Max Ranks Stat Max Ranks

Value Favored Standard Value Favored Standard1 1 1 16 16 82 2 1 17 17 93 3 2 18 18 94 4 2 19 19 105 5 3 20 20 106 6 3 21 21 117 7 4 22 22 118 8 4 23 23 129 9 5 24 24 12

10 10 5 25 25 1311 11 6 26 26 1312 12 6 27 27 1413 13 7 28 28 1414 14 7 29 29 1515 15 8 30 30 15

develoP youR chaRacteRNow it is time to develop your character. You do this

by spending Character Points on Skills, Talents and other things such as Combat Moves and Spells.

chaRacteR Points

Players receive 30 Character Points (CPs) to use in creating a first level character. For each level beyond first level that the character reaches, he receives a number of additional Character Points equal to 15 + 1/2 the character’s level, rounded down.

These Character Points are spent on learning Skills, Spells, Combat Moves, and Talents. Skills are basically self-explanatory, and they can be improved upon each time that a character goes up in level.

Spells are chunks of magical knowledge. Learning a spell means that a character has learned how to manipulate magic in a specific fashion to produce a specific effect. To learn a given spell, the player must purchase it using his character’s Character Points. See p. 37 for more information on acquiring spells.

Combat Moves are special attack options that may be used instead of a normal attack. To learn a Combat Move, the player must purchase it using his character’s Character Points. See p. 29 for more information on acquiring Combat Moves.

Talents are special skills and/or abilities that are only acquired once and then may be used afterwards without requiring further training.

leaRning skillsThere are only two types of skills. Favored skills are those skills

that are favored by a particular character class. Some characters may have other skills as Favored skills as well due to racial abilities, Talents, or possibly other reasons. All other skills that are not considered to be Favored are classified as Standard skills.

As you gain greater competence in a skill, it is going to be more difficult to learn and increase your ability. This is reflected in an increased cost that depends upon how many ranks you already have in that skill. The Skill Costs table gives you the cost of your next skill ranks based upon how many you already have and whether the skill is a Favored or Standard skill.

Note: The source of the skill ranks doesn’t matter. Your cost is dependent upon how many ranks you currently have. Stat Bonuses and other special bonuses or modifiers do not count as ranks. Ranks are what you purchase using Character Points and what you receive from your Background.

maximum skill Ranks

Players may not endlessly purchase ranks in a given skill. They have a natural limit on the number of ranks that they may purchase. This limit is based on whether the skill is a Favored skill or Standard skill, and what the character’s Stat Value is for the stat that is relevant to that skill.

The Maximum Skill Ranks table shows the maximum number of ranks allowed based on the skill’s stat, and based on whether or not the skill is a Favored skill or a Standard skill. Basically, the maximum number of ranks allowed for Favored Skills is equal to the Stat Value of the stat used with the skill, and half of the Stat Value of the associated stat for all other skills.

There is no limit on how many ranks in a given skill a character may purchase each level, so long as he has the Character Points to spend.

Resolving skills

To make a skill roll, roll 2d10 and add your total bonus for the required skill. If the total is equal to or higher than the Target Number (TN) for the task, then the character has succeeded.

The Target Number is comprised of the Base Difficulty of the task along with any special modifiers that apply to the situation. For example, an Average Difficulty task has a Target Number of 15. The basic notation for this is “TN15”. A task with a Target Number of 18 would use the notation of “TN18”.

Characters may always attempt to accomplish physical skills even if they do not have any ranks in the skill. When doing so, the TN of the task is increased by 5 points. Conversely, instead of raising the TN of the task, the GM could just assign a -5 modifier to the player’s roll.

Mental skills, such as the Lore skills, will have their TN increased by 10 (or have their roll modified by -10) when attempted without any ranks in the skill. Success in such cases indicates that the character may have heard somebody else talking about it without realizing it and was able to dredge up the memory.

In both cases, the characters would still get to include the appropriate stat bonus in their roll.

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snags & Boons

All skill rolls, including combat and spell casting, can earn Snag or Boon Points. You earn Boon Points for rolling over the TN of the task; 1 Boon Point for every 10 points over. If you roll under the TN, you earn 1 Snag Point for every 10 points your roll was below the TN of the task.

Once you earn these points, you (the Player!!) must immediately spend them. There are three lists of Boons, one for general tasks, one for combat, and one for spell casting, and one basic list of Snags that will have options that apply to various types of actions.

Snags are often called failures or fumbles in other systems, but a Snag need not always be a failure. It could be that it will simply take you extra time to complete the task, or that you only got it partially complete, and have to make another roll in the following round.

The important thing to remember about the Snag/Boon Point system is that you, the player, decide the outcome by spending the points that you earn based on your original roll for the task. There are no random rolls or results involved in this. You control the outcome, both good and bad.

The Snags table can be found on p. 52 and the Boons table on page 53.

skill descRiPtionsThere is a relatively varied selection of skills that a character

may choose to develop. The skills are listed below in alphabetical order. Next to the skill, in brackets, is the stat associated with the given skill. The stat for some of the skills is listed as [varies] because the stat used will depend upon the some other criteria.

acRoBatics [dex]This skill provides a bonus for performing horizontal dives,

rolling, vaulting, climbing, swinging on objects, jumping, and maintaining one’s balance and other gymnastic maneuvers.

This skill can also aid in reducing damage from falls. If the character makes a successful maneuver he may subtract 2’ per rank in this skill from any and all falls.

athletics [con] This skill encompasses multiple physical activities such

as climbing, swimming, weight lifting, running, and any other activities that require an athletic effort of some sort. A single rank is all that is required for the most basic forms of athletic activities. Encumbrance and Armor Penalties modifiers are tripled for swimming.

comBat skills [vaRies]The total skill bonus for a specific Combat Skill is referred

to as the character’s Attack Bonus (AB). There are a number of Combat Skills, one for each group of weapons or special style of fighting. This means that the character will most likely have multiple Attack Bonuses, one for each Combat Skill. Each weapon group or combat style listed below is intended to be developed as an individual skill, separately from all of the others.

Combat Skills are classed in three general categories; Melee, Ranged, and Unarmed. Each Combat Skill has its own

stat associated with it, and the category is used to determine the Combat Moves that may be used with a given skill. All weapons that belong to weapon groups that are Ranged will have a Range Increment (RI) measured in feet. Attacks made against foes that are within that RI receive no modifier. For every full RI in distance that the target is from the character, the character receives a -4 modifier to his attack roll. All ranged weapons have a maximum of 5 Range Increments. The Range Increment for thrown weapons is the Strength Stat Value of the character. The Weapons table in the equipment section (p. 25) will list the RI for each ranged weapon.

The individual Combat Skills are as follows:Axes & Hammers (Str – Melee): Hand axe, Battle Axe,

and War Hammer.Bows (Wis – Ranged): Includes Short Bow, Long Bow

and Composite Bow.Boxing (Spd – Unarmed): The art of fisticuffs. See Boxing

on p. 31 for more information.Chains Plus (Dex – Melee): – Includes Ball & Chain and

Morning Star.Clubs (Str – Melee): Includes Baton, Club, Mace and

War Hammer.Crossbows (Int – Ranged): Includes Light Crossbow and

Heavy Crossbow.Martial Arts (Spd – Unarmed): Anybody may acquire this

skill. However, only those with the Talent, Advanced Martial Arts Training (see p. 18), will likely be able to do much with it. Without that Talent, this skill is equivalent to slightly improved Brawling. See p. 31 for more information on the Advanced Martial Arts.

Great Blades (Str – Melee): Includes Bastard Sword and Greatsword. Weapons of this group are used 2 handed.

Pole Arms (Str – Melee): Includes Pole Arms, Pole Axes and Spears. Weapons in this group are used 2 handed and may be used to attack foes up to 10’ away.

Short Blades (Dex – Melee): Includes Dagger, Main Gauche and Short Sword.

Spears (Dex - Melee): Includes Javelin and Short Spear. Weapons in this group are used 1 handed and may be used with a shield.

Staves (Spd – Melee: Includes Quarterstaff, Short Spear and Spear.

Swords (Str – Melee): Includes Bastard Sword, Broadsword, Falchion, Rapier and Scimitar.

Thrown Axes & Hammers (Dex – Ranged): Includes Hand axe and War Hammer.

Thrown Spears (Dex – Ranged): Includes Spear, Javelin and Short Spear.

Thrown Blades (Spd – Ranged): Includes Dart and Dagger.

Two Weapon Combo (Dex – Melee): This is a special Combat Style that utilizes two weapons. See Two Weapon Combo on p. 32 for information on the prerequisites for this skill and more information on how it works.

Wrestling/Grappling (Spd – Unarmed): The skill of man-handling a person or creature, immobilizing it. Refer to p. 32 for more information on Wrestling/Grappling.

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cRaFting [vaRies]Bonus for performing or working in a specific craft or

job. Each individual craft is required to be developed as a separate skill, with each skill allowing the character to perform any and all tasks required by the job.

Some example Craft skills include Cooking [Int], Dancing [Dex], Herbcraft [Wis], Healing [Wis], Jeweler [Dex], Wood-worker [Dex], Weapon Smith [Dex], Armor Smith [Dex], Fletcher [Dex], Scribe [Int], Herald [Chr], Stone Carver [Dex], Veterinarian (Animal Healing) [Wis], and many, many more.

Note: It is up to the GM to determine what the stat will be for any specific Craft skill. The above examples only make suggestions for the stat.

FiRst aid [wis]This skill allows the character to aid in speeding up the

rate of healing of himself or another character. Characters will naturally heal a number of hit points equal to 5 + their Constitution Stat Bonus for every 8 hours of uninterrupted rest. Successful use of this skill allows the character to add his number of skill ranks to that base amount of natural healing.

It is also used for attempts to slow or halt bleeding damage (hits per round), splint broken bones and other emergency treatments. See p. 57 for more information on healing.

gimmickRy [dex]This skill deals with all things mechanical. You can use it

to disarm traps, set traps, pick locks, and more. Devices of more than a moderate complexity may be represented by higher Target Numbers.

inFluence [chR]Words have power, especially if used correctly. This skill allows

a person to influence others. Be it through the use of diplomacy when negotiating with a diplomat, duping a mark, bribing a guard, or haggling to get the best bargain from a trader.

If this skill is used against an individual to attempt to convince them to do something that they might not normally do, the defender gets to make either a Save vs. Intelligence or a Save vs. Will. The defending characer gets to use whichever stat is better. If they succeed, they will realize what is going on and to be able avoid being talked into something that they might not normally agree to.

loRe [int]This skill encompasses the use of informational and academic

skills which are available to most people with the determination to learn them. Some examples: Culture Lore (one skill for each culture/race), Fauna Lore, Flora Lore, Heraldry, History (one skill for each field of history), Philosophy, Region Lore (one skill for each region), Religion, Herb Lore, Lock Lore, Metal Lore, Poison Lore, Stone Lore and/or Trading Lore.

The more specifically a lore skill applies to a question, the easier the difficulty of the roll should be. (So very generic lore skills like “Lore: Monsters” may offer a bonus in many situations, but the GM should keep the difficulty rolled against at “Hard” or higher. On the other hand a specific lore like “Lore: Dragons” will more rarely be usable, but should keep the difficulty at or below “Challenging” in most situations where it is applicable.)

magecRaFt [vaRies]This skill has a number of basic capabilities that are all

gained just by learning the basic version of Magecraft. They are as follows:

Learning Spells – A character may learn a maximum number of spells equal to his level + 3 + the number of ranks he has in the basic Magecraft skill. Thus, a first level spell user may know up to 8 spells. Please note that this only dictates how many spells the character may know in total.

Reading Runes & Scrolls – With a successful skill roll, the character may decipher runes and scrolls. The TN for doing this is equal to 15 + the level of the spell being deciphered.

Identifying Spells – The character may make a Magecraft roll (TN15 + level of spell being identified) to identify a spell being cast by another spell user. This is required in order for him to be able to successfully counter it.

Using Items – Some magical items have permanent and constant abilities that work for anybody who picks them up or puts them on. Other items have abilities that can be activated at will. For these latter items, a character must attune to the item in order to learn how to activate it (command word, phrase, gesture, etc.). The TN for attuning to an item is 20 + 2 for each ability beyond the first. Certain special items may have higher or lower Target Numbers because of their design or inherent powers.

Characters may also learn specific instances of this skill for other purposes. These include, but are not limited to Magecraft: Alchemy (the base skill used in item creation; to be covered in a later supplement), and specific magically related lore skills, such as Magecraft: Undead Lore, Magecraft: Demon Lore and Magecraft: Devil Lore, just to name a few.

The stat used with Magecraft will depend upon the character’s class. Clerics and Druids will use Wisdom as the stat for this skill. Mystics use Willpower and all others will use Intelligence.

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navigation [int]Used for determining proper directions and distances

when using a map in conjunction with some directional aid, such as a compass, a landmark, or the stars. This includes the concept of orienteering, and is applicable on land or water.

PeRcePtion [wis] This skill affects how much information and how many

clues a character gets through observation. It may be used to notice the right things, to find carelessly hidden objects, to see that pile of old clothes in the corner, to notice the imperfection in the wall that hides the secret door, the trigger for the trap ahead, an ambush. These are the type of things that the Game Master (GM) cannot mention to the players because to do so would call them to special attention that the character’s perception might not allow.

If a character states that they are watching or examining an area, situation, or place, the GM should have them make a skill maneuver roll to determine if the character notices or detects anything. The GM should only reveal what the character has observed. Of course a heavy subtraction should be given (if a roll is allowed at all) in situations where the players don’t know what their characters are looking for or don’t specify their characters are looking for something in particular (likewise, looking for ceiling traps makes it difficult to see pit traps, etc.).

PeRFoRming aRts [chR]This skill must be learned separately for each performing

art; acting, doing impersonations, mimicry, reading/writing music, singing, playing an instrument, etc. Each performing art has its own uses and benefits. For example, acting allows for providing a bonus for simulating the behavior of others, devising new identities, etc.

Riding [dex]This skill covers the ability to ride a mount. You do not

need to roll this skill every round spent riding, only a single skill rank is necessary to ride normally; this skill need be rolled only when attempting something more exceptional than remaining in the saddle; like roping another animal while moving, having the mount jump, or climb steep slopes. Higher skill ranks enhance the chance of retaining control of the animal (when it is startled or hostile) or gaining control of an unfamiliar animal (of the type you have skill with). Separate instances of this skill should be learned for different types of mounts (i.e. land mounts such as horses, elephants, riding dogs would be one skill, while a different instance of the skill would be required for flying mounts like for a Pegasus or Gryphon).

sPellcRaFt [will]This skill must be learned separately for each School of

Magic that the character has access to. This skill is what a character uses in order to cast any spells that he knows from his School of Magic. Each spell has its own unique Target Number.

Each School of Magic is treated as a separate skill. Spells from the Universal School are treated as if they belong to the caster’s primary Sphere of Magic if he has one.

Should a character that does not have a School of Magic learn any Universal spells, then the primary stat for this skill will be Intelligence.

stealth [dex]Stealth serves several purposes. Your character will use

it for hiding, as well as for sneaking about quietly. In both instances, your character is using camouflage, shadows and cover to conceal his presence.

Additionally, if you are able to use stealth and approach another character without them realizing it, you may make a sneak attack. If you are able to make a sneak attack, gain 1 extra Boon Point. This sneak attack ability works with ranged attacks as well, but only for attacks that do not receive any modifiers for range.

stReetwise [wis] This skill represents an awareness of events and protocol in

the street society and underworld and the ability to interact with the individuals who run and live in the common or underworld society. This skill entails more than just “Diplomacy” for the streets, it also includes knowing the street slang, secret markings, how to find certain underworld types, etc.

suRvival [wis]Skill for finding any local source of potable water or

edible plants and animals - includes basic food acquisition such as hunting, gathering or fishing. The difficulty depends on the environment; it should be easier in a temperate forest by a river than in the middle of a desert (The GM should assign a difficulty based on the terrain).

This skill also allows the character to find suitable shelter and to be able to perform common survival related tasks, such as starting a fire (without using flint and steel).

tRacking [wis]This skill provides a bonus for reading tracks, allowing

the character to determine how old the tracks are, and what left them. The skill can also be used for performing tracking tasks, allowing the character to follow a trail, such as foot prints, broken branches, crushed grass, hanging pieces of cloth, etc., left by someone or something.

In trying to identify what left a given set of tracks, the character does not gain any knowledge that he does not already possess. Thus, if the character had never encountered a troll before, and did not have any appropriate lore skill that might give him information about trolls and the type of tracks that they leave, a successful use of this skill would only tell the character that the tracks were from a “large humanoid.”

tRickeRy [chR]Bonus for any maneuvers involving sleight of hand:

picking another character’s pockets, confusing sight tricks, and sleight-of-hand diversions.

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Talent Name Cost Trainable Talent Name Cost TrainableAdv. Combat Training 10 Y Language, Written 1* YAdv. M.A. Training 10 Y Light Touch 5 NAmbidexterity 10 N Major Adept 25 NArmor, Heavy 9 Y Minor Adept 15 NArmor, Light 3 Y Natural Ability 5 NArmor, Medium 6 Y Nightvision 10* NCombat Training I 10 Y Outdoorsman 8 NCombat Training II 20 Y Sense Magic 10* YDarkvision 5* N Shield Training 5 YExtra School of Magic 10 Y Sleight of Hand 5 YExtra Spell Points 10 N Speed Loader 5 YFavored Skill 3 N Stat Increase 10 YFrenzy 10 Y Waylaying 10 YLanguage, Spoken 1* Y Weapon Specialty 10 Y* = Includes features which alter the cost of the Talent if selected.

talentsTalents are special abilities or gifts that are only acquired

once and then may be used afterwards without requiring further training. Most Talents are only able to be gained at the time of character creation.

However, there are a number of them that are marked as being Trainable. These are Talents that may be learned easily, and thus may be acquired any time that the character goes up a level.

If a Talent is not a racial ability for a given character, it is expected that the player works an explanation of how the character acquired this special ability into his character’s background story. The player should also think about how such Talents, or how their character acquired them might be turned into Plot Elements (see p. 59) that could possibly earn them additional experience points.

Note: Not every Talent will be appropriate for every game or setting. The Game Master (GM) should look through the list of Talents and decide which are available in his game.

When acquiring Talents during character creation, the player may purchase multiple Talents for his character. However, he should be cautioned that every CP spent on Talents means less CPs available for purchasing skills. It is also important to point out that unless the description of a Talent specifically states otherwise, no Talent may be gained more than once.

in game acquisition

As mentioned previously, some Talents are marked as Trainable. These are Talents that we feel that a player should be allowed to acquire as he gains levels.

It is strongly recommended that players only be allowed to acquire no more than one Talent for their characters each time that he goes up a level.

Note: Some Talents may be identical to racial abilities. The racial ability does count when determining whether or not a character may acquire a given Talent more than once.

talent descRiPtionsThe description of each Talent contains several different

aspects. Such things as the “Cost” are self explanatory, representing the number of CPs required to acquire the Talent.

Next up is the “Trainable” attribute. It is strongly recommended that if the GM allows the acquisition of Talents when going up levels that he limits the Talents available to only those marked as Trainable.

At the end of a Talent‘s description there may be a list of “Features” or options that may be used to customize that Talent at the time of acquisition.

On the Talent table, you will find a listing that shows all of the Talents, their Trainability, and their base Costs.

Note: Unless specifically stated within the Gift’s description, no character may acquire a given Talent more than once.

advanced comBat tRaining

Cost: 10Trainable: YesDescription: The character receives special training that allows

him to enhance his melee capabilities. The Multiple Attacks from High Skill (p. 34) capability described in the Combat chapter requires that the character’s Combat Skill Bonus be split among the number of attacks he is able to make after receiving modifiers for the number of attacks that he plans on making and the number of foes to be attacked.

This Talent allows the character to use his full remaining Combat Skill Bonus for each of those multiple attacks, rather than splitting it among them.

As with the original capability, this Talent may not be used in conjunction with combat styles or skills that allow for multiple attacks each round.

advanced maRtial aRts tRaining

Cost: 10Trainable: YesDescription: Character learns the Combat Style, Advanced

Martial Arts (see p. 31) and is able to use the moves and abilities described with his Martial Arts Combat Skill.

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amBidexteRity

Cost: 10Trainable: NoDescription: The character may use either hand equally

well. He does not receive a -4 modifier for “off-hand”.

aRmoR, heavy

Cost: 9Trainable: YesDescription: The character is trained in the wearing and use

of metal armors (chain, scale and plate). This also includes the abilities of Armor, Light and Armor, Medium. If the character already has one of those Talents, then they should subtract its cost from the cost of this Talent.

aRmoR, light

Cost: 3Trainable: YesDescription: The character is trained in the wearing and use

of padded cloth, furs, and soft leather armors.

aRmoR, medium

Cost: 6Trainable: YesDescription: The character is trained in the wearing and

use of reinforced leather armors (hard leather, leather scale, brigandine, etc.). This also includes the abilities of Armor, Light. If the character already has one of those Talents, then they should subtract its cost from the cost of this Talent.

comBat tRaining iCost: 10Trainable: YesDescription: The CP cost of Combat Moves (p. 29) is

reduced by 1 point. No Combat Move may have its cost reduced below 1 point. The character has 2 Combat Skills as Favored skills. The character receives a +2 modifier to his attack bonus when using any weapon from one of these 2 Favored weapon groups and a +1 modifier to his attack bonus when using any weapon from the other Favored Combat Skill. The character may shift up to half his attack bonus to DEF when Fighting Defensively (p. 34). This Talent also increases how many Hits Per Level the character receives, giving him 2 Hits Per Level.

comBat tRaining iiCost: 20Trainable: YesDescription: The CP cost of Combat Moves (p. 29) is

reduced by 2 points. No Combat Move may have its cost reduced below 1 point. The character has 3 Combat Skills as Favored skills. The character receives a +2 modifier to his attack bonus when using any weapon from all 3 of these Favored Combat Skills. The character may shift up to his full attack bonus to DEF when Fighting Defensively (p. 34). This Talent also increases how many Hits Per Level the character receives, giving him 3 Hits Per Level.

daRkvision Cost: 5+Trainable: NoDescription: The character is able to see in complete, non-

magical, darkness up to 10’. When using a light source, such as a torch, in darkness, the character may see up to the distance illuminated by the light source, plus the full range of this ability. When outdoors at night, the character may see clearly up to twice the normal distance of this ability. On a brightly lit night (i.e. full moon), the character may see up to 10x the normal range of this ability.

The character may, when acquiring this Talent, increase the range beyond 10’ by paying +1 CP for each additional 5’ of range.

Feature CP Cost

Per each additional 5’ of range +1

extRa school oF magic Cost: 10Trainable: YesDescription: With this Talent, the character gains access to a

second School of Magic. He must learn a second Spellcraft skill specifically for this second School of Magic. If the character is a Major Adept, his CP costs for spells from both his Schools will be as if he were a Minor Adept in both Schools. If the character is a Minor Adept, then his CP costs for spells from both his Schools will be as if he were a Non Adept in both Schools. The character retains his original Adept status when it comes to how many Spell Points he gains each level. This Talent may only ever be taken once.

This Talent may also be used to give a Non Adept character access to spells from a single School of Magic. His CP costs for spells remain the same, and the character must learn a second Spellcraft skill for spells from this School, the first Spellcraft skill being for Universal Spells.

extRa sPell Points Cost: 10Trainable: NoDescription: With this Talent, the character starts off with

an extra 5 Spell Points in addition those normally gained.

FavoRed skill

Cost: 3Trainable: YesDescription: With this Talent, the player is allowed to select

one additional skill as a Favored Skill. This is a single instance of that skill, not all instances. This Talent may be acquired multiple times, for a different skill or different instance of a skill each time.

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FRenzy

Cost: 10Trainable: YesDescription: The character has learned how to enter a

state of single-minded, focused rage. Once the character has entered a Frenzied state, he will gain the following benefits and restrictions.• +5 to all melee attacks.

• All melee attacks do double damage.

• All Boon Points must be spent on increasing damage or making additional attacks.

• May not Parry or use any other defensive actions.

• Is limited to simple movement and making basic attacks (i.e. no Combat Moves).

The character must spend at least a full round preparing to enter a frenzied state. He must then make a Save vs. Will to be able to enter the Frenzy. Each extra round spent preparing will grant the character a +2 modifier to this roll. The character may remain in the Frenzy for a number of rounds equal to his Constitution Stat Value. Once he leaves the Frenzy, he must wait a minimum number of minutes equal to the number of rounds spent frenzied before he can attempt to go into another Frenzy.

While frenzied, a character will not be able to distinguish friend from foe without making a Save vs. Int. He will first attack the focus of his frenzy, and then attack the next nearest foe, or friend if he cannot tell the difference, and so on until all foes are down. The player may also attempt to roll a Save vs. Will each round to leave the frenzy.

While in the frenzy, the character may only make simple moves and basic attacks. He cannot use Combat Moves, and cannot use any skills that do anything other than move him closer to his target.

While in the frenzy, the character will ignore all damage. He still receives it, just is unaffected by it until he is out of the frenzy. However, if the character is stunned, that will knock him out of the frenzy.

language, sPoken

Cost: 1+Trainable: YesDescription: The character learns how to speak one

language. He must have a source from which to learn this language.

Feature CP Cost

Ancient Language +3Magical Language +3

language, wRitten

Cost: 1+Trainable: YesDescription: Character learns how to read and write a

single language. He must have a source from which to learn this language.

Feature CP Cost

Ancient Language +3Magical Language +3

light touch

Cost: 5Trainable: NoDescription: Characters with this ability have an extremely

delicate sense of touch. This grants them a bonus of +3 to all attempts to pick pockets or disarm traps. This is not a bonus to specific skills, but only to certain uses of the skills, Gimmickry and Trickery. This Talent cannot be gained by characters that have the Nimble Fingers racial ability.

majoR adePt

Cost: 25Trainable: NoDescription: This is the most powerful type of spell caster.

Major Adepts have the lowest cost on all Codified spells, gaining a 2 Character Point discount on the cost of all Codified spells (i.e. if a Codified spell is listed as costing 5 CP, the Major Adept only pays 3 CP for it). Major Adepts also gain an extra 5 Spell Points starting out.

A Minor Adept may upgrade to a Major Adept for a cost of 12 Character Points.

minoR adePt

Cost: 15Trainable: NoDescription: This type of spell caster can eventually be as

strong as the Major Adept, but it takes him much longer to achieve it. When purchasing Codified spells, the Minor Adept only gets a 1 CP discount (i.e. if a Codified spell is listed as costing 5 CP, the Minor Adept only pays 4 CP for it). Minor Adepts gain an extra 3 Spell Points starting out.

natuRal aBility

Cost: 5Trainable: NoDescription: The character gains a +2 bonus to two single, specific

skills. If a selected skill is one that must be learned separately for specific instances (i.e. the Combat Skills, Lores, etc.), then this bonus applies to only a single instance of that skill. No skill may receive more than 1 bonus from this Talent.

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nightvision

Cost: 10+Trainable: NoDescription: This ability allows the character to see, when

outdoors on a bright night, up to 500’ as if it were just a very dark day. When indoors, the character can see twice as far as the light source normally allows.

The feature, Greater Nightvision, allows a character to see outdoors as well on a bright night as he would on a cloudy, overcast day (further than 500’). When indoors, the character can see three times as far as normally allowed by a light source.Feature CP CostGreater Nightvision +5

outdooRsman

Cost: 8Trainable: NoDescription: The character has a natural affinity to the

outdoors. He gains a +2 bonus to Herbcraft (specialization of Craft skill), Survival, Navigation, Riding, and any localized Lore skills (Region, Fauna, Flora, etc.).

sense magic

Cost: 10+Trainable: YesDescription: The character may make a Perception roll

with a -5 modifier to detect active magic. He may only concentrate on one 5’ radius area within 100’ of himself at a time.

Active magic is defined as any active spell. If there is a symbol spell holding another spell, the symbol would detect as active magic, but the spell it holds would not. In the case of magical items, those items that are constant, such as a sword with a +2 magic bonus, would detect as active magic, but a wand of acid bolts would not, it would be considered to be waiting magic.

The feature, Detect Waiting Magic, allows the character to detect waiting magic within the area checked as well as active magic. If a character already has Sense Magic and wants to increase it to be able to detect waiting magic, the CP cost is double what is listed below.Feature CP CostDetect Waiting Magic +5

shield tRaining

Cost: 3Trainable: YesDescription: The character has learned how to better

handle his shield. He gains a +1 to his DEF in addition to the bonus given by whatever shield he is using.

sleight oF hand

Cost: 5Trainable: YesDescription: The character has learned well the lessons on

misdirection and sleight of hand. This grants him a +4 modifier to the Trickery skill.

sPeed loadeR

Cost: 5Trainable: YesDescription: The character is able to load and fire a bow in

a single round without penalty. He must have his bow at the ready to be able to do this. This Talent will shorten the time required to load a crossbow by half.

stat incRease

Cost: 10Trainable: YesDescription: The character is to increase the Value of one

stat by one point. The character may not increase any stat’s Value to a number greater than 20 + the character’s racial modifier.

This talent may be acquired more than one, but never more than once per level.

waylaying

Cost: 10Trainable: YesDescription: The character has learned how to knock a foe

unconscious with a single blow. He must use a blunt or heavy weapon (such as a blackjack, club, mace, etc.) and he must either attack the target from behind or with surprise. If the attack is successful, it does double damage and the foe must make a Save vs. Con or be knocked unconscious for 1d10 minutes. The base TN for the Save is 15 and the character may use Boon Points to increase the TN of the Save.

weaPon sPecialty

Cost: 10Trainable: YesDescription: This Talent grants the character a special +2 bonus

when using a specific weapon. It does not apply to all weapons within a given weapon group, only a single weapon.

This Talent is also required for the primary weapon used in a Two Weapon Combo. However, the +2 modifier when using the weapon does not apply when it is used with a Two Weapon Combo.

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equiP youR chaRacteRThe final step in preparing for play is to equip your character.

He will start with some items automatically, and he will have to purchase other items that you want him to have.

Each character automatically begins the game with:• Two normal weapons of the player’s choice. (The

character must have at least one rank in an applicable combat skill for each of the weapons chosen. If they only have one weapon skill they only get one free weapon, if they have no weapon skills, they get no free weapons). These free weapons also come with scabbards and a weapon’s belt. The GM may also decide to include additional equipment that he feels the players should have.

• One set of clothing (including cloak/coat and boots - the quality and style of the clothing should be dependent upon the financial, social, cultural and racial standing of the character). This set of free clothing is the clothing that the character normally wears on a daily basis. Armor is not considered to be clothing and is not included among the “free” items that the character has.

• Each character also starts with some money – although the amount they start with may be highly dependent upon their background. It is recommended for each character to start with 20 + 1d10 silver pieces to use in the purchase of equipment. They can use this cash to buy equipment and to survive on until they can get more. The character may purchase any equipment or supplies that are allowed by the GM.

moneyEven though each group/nation has its own unique

coins, the weights and values were established long ago by various races that excelled in trading, so that the coins from varying nations and groups are equivalent enough to be used interchangeably. All coins are designed so that 50 coins of any type weigh a single pound. The following table shows the basic Coinage Standards that are used.

equiPmentThe following lists and their accompanying notes represent

only a portion of the type of things that may be purchased. These lists are geared specifically towards supplying the most pressing needs and requirements of adventurers, so they do not include everything that might be available. The GM is free to add to and expand these lists as he sees fit.

accessoRies

Arrows – Sold in bundles of 20.

Backpack – Can hold up to 1 cubic foot worth of items that weigh no more than 20 lbs. Water resistant.

Bedroll – This is a small tarp, used as ground cover, along with an extra thick blanket that can be folded over and fastened along the bottom and up one side.

Belt Pouches – Made of hard leather, these pouches are 3” x 5” and 6” deep.

Boots – Leather, calf- or knee-high.

Caltrops – Sold in groups of 5, these are sharp little 4-pointed metal stars, about half an inch in size. Stepping on one causes 1 point of damage.

Camp Cookware – Made of a light weight metal, this is a set of nested dishes, including 2 small pans, 2 small bowls, 2 plates, and a small metal cup. When all nested, they take up a small 6” diameter x 2” deep cylinder of space.

Crossbow Bolts – Sold in bundles of 20.

Cloak – Made of heavy wool.

coinage standaRds

Coin Abbr. Breakdown1 Platinum piece pp = 10 Gold Pieces1 Gold piece gp = 10 Silver pieces1 Silver piece sp = 10 Bronze pieces1 Bronze piece bp = 10 Copper pieces (cp)

accessoRies PRice listGoods Cost Weight*Arrows (20) 4 bp 3 lbBackpack 2 bp 2 lbBedroll 2 bp 5 lbBelt Pouches 3 bp 0.5 lbBoots 1 sp 3 lbCaltrops (5) 8 bp 2 lbCamp Cookware 5 bp 2 lbCrossbow bolts (20) 11 bp 3 lbCloak 9 bp 2 lbCoat 15 bp 6 lbEquipment Belt 1 sp 1 lbFire-starting bow 1 cp .5 lbFlint & steel l bp .5 lbFramepack 33 cp 3 lbLantern, Large 12 bp 2 lbLantern, Small 7 bp 1 lbLock pick kit 1 sp .5 lbMulti-Tool 7 sp 8 lbOil flask 3 bp 1 lbPants 25 cp 1 lbPegs/Stakes (10) 1 cp 2 lbPitons/Stakes (10) 2 bp 3 lbQuick Release 1 sp 0.25 lbQuiver (holds 20) l bp .5 lbRope 4 bp 6 lbRope (superior) 12 bp 3 lbSack (50 lb) 8 cp 2 lbScabbard 25 bp 1 lbScroll Case 3 sp 1 lbShirt 3 bp 1 lbSurcoat 9 bp 1 lbTarp (5’x8’) l bp 4 lbTent 2 sp 9 lbTorch 1 cp 1 lbWaterskin (1 pt) 1 cp 0 lb* — Weight only counts towards encumbrance if carried and not worn

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Coat – Made of furs and leather. Good for protection against the elements.

Equipment Belt – This is a sturdy 3” wide belt, studded with metal rings every 4” along its length.

Fire-Starting Bow – Used to start fires in approximately 5 minutes.

Flint & Steel – Used to start fires in approximately 3 minutes.

Framepack –It can hold up to 2 cubic feet of items that weigh up to 45 lbs. Water resistant.

Lantern, Large – Holds 1 pint of oil which will burn for up to 6 hours and illuminate a 50’ diameter area.

Lantern, Small – Holds half a pint of oil, which will burn for up to 3 hours and illuminate a 30’ diameter area.

Lock Pick Kit – This is a small leather case that holds a variety of picks and metal wires that can be used to open locks. Grants a +5 bonus to Gimmickry skill when used to pick locks.

Multi-Tool – This is a collection of items that may be assembled in a number of different configurations. It consists of 3 poles, each 2’ long, with 1” diameter metal end caps. The end caps are threaded on one end, and form a socket on the other, so that the poles may be screwed together. In addition to the poles, the Multi-Tool comes with a dagger, a hatchet head, a hammer head, a shovel head and 3 torch heads.

The torch heads are wrapped in paper and when lit will burn for 6 hours, lighting a 20’ diameter area. The torch heads can be replaced for 5 bp each (1 sp if you do not have a used torch head to exchange).

In addition to torches, this allows the Multi-Tool to also be used as a shovel, a hammer (or a make-shift war hammer), a hatchet or axe for chopping wood, or even as a staff or spear. When the poles are used to create weapons, any such weapon created has a -20 modifier.

Oil Flask – Made of glass and wrapped in heavy cotton, this includes one pint of oil (burns for 6 hours).

Pants – Made of sturdy material in most cases. Higher quality materials might increase the price.

Pegs/Stakes – Sold in bundles of 10. Wooden.

Pitons/Stakes – Sold in bundles of 10. Metal.

Quick Release – Used to allow fast and easy, one-handed removal of a backpack or framepack. Removal of a pack requires only 10% activity for the round. It takes 2 minutes to put on a pack that has a Quick Release.

Quiver – Holds 20 arrows/bolts.

Rope –Supports up to 500 lbs of weight. 50’ length.

Rope (superior) – Supports up to 1,000 lb. 50’ length.

Sack – A large canvas sack that can hold up to 50 lbs of weight.

Scabbard – Holds bladed weapons and comes with a belt. Back scabbards will cost an extra 10 bp.

Scroll Case –Comes as either a flat leather case or a tube of various materials. Both are water resistant.

Shirt – Made of sturdy material in most cases. Higher quality materials might increase the price.

Surcoat – This is a long garment worn over armor or other clothing.

Tarp – This is a 5’ x 8’ canvas cloth. It is water resistant.

Tent – This is a small 2 man tent. Weather and water resistant.

Torch – The torch will burn for 6 hours, illuminating a 20’ diameter area.

Waterskin – This is a small leather bottle. It will hold up to 1 pint of liquid.

aRmoR & shieldsArmor is extremely important to those who go into

battle. It helps protect them from wounds and aids in saving their lives. However, armor also slows down the wearer and this can mean that he tends to get hit more often, though for less damage overall.

Armors fall into several broad classifications based on the types of materials that they are made from. Within these classifications, there are also a variety of styles or ways that armor can be made. Thus while two different suits of armor might look different, they could easily fall into the same broad group (i.e. brigandine and leather scale look different but both are still considered to be Reinforced Leather).

The Armor & Shields Price List table includes a number of columns that need to be defined. They are as follows:

aRmoR & shields PRice listItem DEF AR Pen. Imp. Cost Weight*Shields

Full Shield 4 — — — 7 sp 11 lbNormal Shield 3 — — — 55 bp 8 lbSmall Shield 2 — — — 35 bp 5 lb

ArmorsSoft Leather — 3 0 1 4 sp 8 lbReinforced Leather — 4 0 1 8 sp 15 lbChain — 5 -1 1 12 sp 22 lbScale — 6 -2 2 16 sp 27 lbPlate — 7 -3 3 20 sp 30 lb

Helms**Leather — 1 — 1 25 bp 2 lbReinforced Leather — 2 -1 1 3 sp 3 lbMetal — 3 -2 2 6 sp 3 lb

Bracers (Arms)Leather — 1 — 1 2 sp 2 lbReinforced Leather — 2 -1 1 4 sp 3 lbMetal — 3 -1 2 6 sp 3 lb

Greaves (Legs)Leather — 1 — 1 2 sp 2 lbReinforced Leather — 1 -1 1 4 sp 3 lbMetal — 2 -1 2 6 sp 3 lb

* = Counts against encumbrance if carried and not worn. Weights are based upon equip. for a human** = The penalties forwearing a helm only apply to a character’s Perception skill bonus, not to his Spd or Dex bonuses.

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DEF – This is the modifier to the character’s DEF (his Defense). If there is a number listed, this means that the character is harder to hit.

AR – This stands for Armor Rating. The character’s total AR is subtracted from any damage dealt to the character. This is measure of the overall protectiveness of the armor worn, so the values from the different pieces are cumulative. Only the largest value from a given location is counted.

Pen. – This is the Armor Penalty. If the character has training in using the given type of armor, then this penalty is only applied to the character’s Speed stat bonus. If he does not have training in wearing armor, then double this penalty is applied to both the character’s Speed and Dexterity stat bonuses. Soft Leather and Rigid Leather have a -1 penalty for those who are untrained in wearing them.

Imp. – This stands for Impedance. The wearing of armor impedes the character from casting spells properly. This number is how many extra Spell Points the character has to spend when casting a spell.

shields

There are 3 types of shields available. They are classified by their average size, weight, and most importantly their protective values. Within those criteria, shield can be of various sizes and made of different types of materials.

Full Shield – This is the largest of the three. It is usually about 3’ to 4’ in length and weighs about 20 lbs. It provides a +4 to the character’s DEF.

Normal Shield – This shield is usually around 2’ to 3’ in size and weighs about 15 lbs. It provides a +3 to DEF.

Small Shield – This shield is usually around 1’ 6” in size and it is the lightest of the three, weighing in at approximately 10 lbs. It provides a +2 to DEF.

aRmoR

There are five main styles of armor, each is detailed below. Each type of armor covers the chest, shoulders, back, abdomen and groin of the character wearing it.

Soft Leather Armor – Soft Leather includes armor made of sturdy but flexible leather, as well as armors made from heavy, specially quilted cloth, and from furs.

Reinforced Leather Armor – Reinforced Leather includes a wide range of armor designs. From soft leather with specific rigid leather or metal inserts or studs to solid leather armor that is boiled and treated so that it is hard and rigid. It even includes armors that mix the two styles (i.e. leather scale).

Chain Armor – Chain is made of small interlocking rings. While this allows a good range of movement, it also weighs a good bit as well.

Scale Armor – Scale is made of metal plates on a chain or soft leather backing. The plates provide coverage and protection while allowing mobility.

Plate Armor – Plate is made from interlocking plates. Movement is possible through the use of hinged joints and flexible material at the joins. The plates are larger and thicker than those used in Scale Armor.

helms

The sole purpose of a helm is to protect the wearer’s head from damage. Characters who are wearing Helms also gain their AR as a bonus to Saves to prevent being stunned.

BRaceRs

Bracers are used to protect the forearms from the wrist to the elbow. Some types provide a small modifier to the character’s DEF and can also prevent some damage. Bracers are also often used to aid in parrying incoming attacks, especially by those who know the martial arts. If the character is only wearing one Bracer, and not a full set, then he receives no benefits.

gReaves

Greaves are used to protect the legs of the wearer, normally the thigh and upper legs, but there are also versions that protect the calves as well. If the character is only wearing one Greave, and not a full set, then he receives no benefits.

Armored Gloves & Boots Note: Characters may also purchase armored gloves (half the cost of Bracers) and boots (same cost as Greaves). These items may offer some protection against certain critical results, but have no effect otherwise.

Food & lodgingFor those who travel, eating meals on the road and in taverns,

and staying in an inn are common occurrences. The following list of items gives a few basic standards for drinks, meals, rations, and lodging for both the traveler and his mounts.

Drinks & Meals – The price list includes listings for several kinds of drinks and 3 different kinds of meals. Each of these is pretty standard.

Rations – There are several different types of rations. Each is used when traveling and has its own uses.

Normal Rations – This is enough food to last for a week. Depending upon what it contains, Normal rations will spoil in 1 to 2 weeks.

Trail Rations – This is dried food, preserved to last up to a month before spoiling. The rations will last one person for 1 week.

Food & lodging PRice listGoods or Service Cost NotesBeer and Ale 1 cp Pint.Brandy 2 cp Half-pint.Cider 1 cp Pint.Mead 5 cp Pint.Wine 6 cp Pint.Light meal 6 cpNormal meal 3 cpHeavy meal 5 cpNormal rations (1 week) 5 bp Normal spoilage. Wt. 18 lbs.Trail rations (1 week) 1 sp Preserved. Wt. 14 lbs.Poor lodging 1 cp Communal sleeping.Average lodging 2 cp Separate bedding.Good lodging 3 cp Separate room.Stable 1 cp Includes food for animal

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Lodging – The type of lodging determines the accommodations. Costs are per day.

Stables – Places where you can house your mount while in town. Costs are per day.

tRansPoRtThere are a number of different methods of travel that

players could use. The following list is only a sample of the possible methods that characters might use.

Mule/Donkey – Standing around 4’ tall at the shoulder, this 550 lb beast can easily carry up to 250 lbs of cargo.

Mature Pony – This mount stands about 4’ tall at the shoulder and weighs around 500 lbs. It can carry up to 180 lbs including the rider.

Light Horse – This mount stands about 5’ tall at the shoulder and weighs about 800 lbs. It can carry up to 200 lbs including the rider.

Medium Horse – This mount stands about 6’ tall at the shoulder and weighs about 900 lbs. It is capable of carrying up to 300 lbs including the rider.

Heavy Horse – The smallest of this type of mount stands 6’ tall at the shoulders and weighs in at 1300 lbs. It can carry up to 400 lbs including its rider.

Lesser Warhorse – Trained specifically for combat, this mount does not require the rider to make skill rolls to control the mount during combat. That means that the rider will not have to devote any of his activity each round to controlling it. Lesser Warhorses stand around 6’ at the shoulder and weigh about 950 lbs. They are capable of carrying up to 350 lbs including the rider.

Riding Wolf – This special breed of Wolf is raised specifically by the smaller races as mounts. It stands around 3’ tall at the shoulders and weighs around 300 lbs. It can carry up to 140 lbs including the rider. Like Warhorses, these mounts do not require the rider to make Riding rolls when in combat.

Horse-cart – This is a 6’ long, 2 wheeled cart that is pulled by a horse or other draft animal. It can easily be used to haul up to 800lbs of cargo, including anybody riding on the cart. It allows the animal pulling it to be able to haul double what it can normally carry, up to the maximum allowed by the cart.

Wagon – This is a sturdy 4 wheeled vehicle pulled by one or two animals. It can hold up to a maximum of 1200 lbs of cargo. It allows the animal pulling it to be able to haul double what it can normally carry (quadruple, if pulled by 2 animals), up to the maximum allowed by the cart.

Boats & Ships – Boats are small vessels that stick to shallow coastal waters, rivers and lakes. Ships are larger and capable of traveling the open seas.

Small Boat – This is about 10’ in length and weighs about 200 lbs. It is capable of holding up to 1000 lbs.

Medium Boat – This is about 20’ in length and weighs about 800 lbs. It is capable of holding up to 4000 lbs.

Large Boat – This is about 30’ in length and weighs about 2000 lbs. It is capable of holding up to 7000 lbs.

Ship Passage – There are two main types of ship passage. The first is ferry service, going from point A to point B, such as from a city to a small island a few miles off shore. This usually costs 1 bp + an additional 2 cp per mile that the passenger is to be ferried. The second type of passage is as a passenger upon a sea-going vessel. The cost for this type of passage is normally 5 bp + an additional 1 bp per mile to be traveled.

weaPonsEven though there are a wide variety of weapons available,

not all are available to every character. Certain weapons may be restricted based on the character’s race or culture. Below is a short description of the weapons available, along with any special notes about the given weapons.

Note: Weapon descriptions are intended for game purposes only and may not be historically accurate.

Ball & Chain – This is sometimes called a Meteor Hammer or a Comet Hammer. This weapon consists of a length of chain with a solid metal ball, about 3” in diameter and often slightly spiked, at one end, and a crossbar handle at the other end. The user gains a +2 to his attacks when using this weapon against a foe who is using a shield.

Bastard Sword – Often called a Hand-and-a-Half Sword. It has an extra long hilt that could easily accommodate either 1 hand or two. The blade is straight and sharpened on both edges.

Baton – There are several varieties of this weapon, from a simple short stout stick, to a slightly more flexible handle topped with a small weight.

Battle Axe – The Battle Axe is a large double-bladed axe that is used in a two handed fashion. The blades are roughly shaped along the lines of a half moon (or perhaps a third of a moon) and they usually mirror one another, although there is some variation possible.

tRansPoRtation PRice listTransport Cost Speed* Wt. LimitMule/donkey 32 sp 9’ 250 lbMature pony 40 sp 7’ 180 lbLight horse 45 sp 10’ 200 lbMedium horse 60 sp 11’ 300 lbHeavy horse 80 sp 8’ 400 lbLesser Warhorse 20 gp 9’ 350 lbRiding Wolf 50 sp 10’ 140 lbHorse-cart (6’ long) 4 gp 5’ 800 lbWagon (8’ long) 6 gp 5’ 1500 lbSmall boat (10’) 7 gp varies 1000 lbMedium boat (20’) 11 gp varies 3000 lbLarge boat (30’) 40 gp varies 5000 lbShip Passage 1 bp+ varies —* — This is the normal rate of movement per Action Point in a tactical situation, it may be doubled if the rider decides to gallop

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Broadsword – This double-edged blade is one of the most common types of swords out there. The blade itself is usually about 3” wide for the majority of its length.

Cestus – These are battle gloves, often worn by Boxers to increase the amount of damage that they deal with their fist attacks. These gloves usually include built in bracers that protect the forearms and allows the boxer to parry attacks without harm.

Club – Clubs are usually thicker on the business end, tapering down to the grip end. They are made of wood, and usually have a rough hewn appearance.

Composite Bow – This is a strong recurve bow made of several different materials that allow for greater strength and range in a shorter bow.

Dagger – Daggers are short, double-edged blades. They are useful tools for close in fighting.

Dart – The Dart is small thrown blade. It is often used to deliver poison to the target since it cannot do a lot of damage in and of itself.

Falchion – The Falchion is a one handed, single edged blade. It has a blade that usually has a heavy curved end, making the tip of the blade wider than it is down near the hilt.

Greatsword – This is a heavy sword. It is a double-edged weapon that comes in a variety of styles that all require 2 hands for the wielder to use it.

Hand axe – The Hand axe is characterized by its distinctly arch-shaped head, widening toward the cutting edge and terminating in a prominent point at both the upper and lower corners. It makes for both a good melee and thrown weapon.

Heavy Crossbow – This is a bow mounted on a long stock. It is used to shoot projectiles, called bolts. The bow is cocked by using a winding mechanism and then the bolt is slid into a groove.

Javelin – The Javelin is basically a sharpened shaft that is thrown at a target in most cases. Some Javelins will have metal heads or metal sheaths protecting and strengthening their tips.

Light Crossbow – This is a smaller version of the Heavy Crossbow. It is not as powerful as a Heavy Crossbow, but it is a little more compact and easier and quicker to reload.

Long Bow – This is a bow made from a single, long piece of wood. When strung, it looks like a capital “D” from the side as it doesn’t have the same sort of recurve that a Composite Bow has. It is used to fire arrows.

Mace – The Mace is a relatively simple weapon, being a metal head, often knobbed or spiked, attached to a stout handle.

Main Gauche – The Main Gauche is essentially a parrying dagger. What makes it different from other daggers is that its hilt is specially designed so that it provides a greater benefit to a character’s DEF. If it is not used to attack, the Main Gauche provides an extra +3 to DEF in addition any other bonuses.

Morning Star – The Morning Star is a type of flail, easily used one handed. It is comprised of a wooden shaft/handle with an iron ball attached via a short length of chain. The iron ball is usually studded or spiked.

Pole Arms –Pole Arms come in a variety of styles, but basically, they are a long staff with sharp points and blades on the one end. Pole Arms are good against mounted or flying foes, or when out in the open, with a lot of others also using Pole Arms, but they are not very good at close quarters fighting.

Pole Axe – The Pole Axe is similar to the Pole Arms, except that the blades at the end are variations of an axe head, and they work best with slashing style attacks.

Quarterstaff – The Quarterstaff is a long cylindrical rod about an inch thick and the ends are often capped in metal.

Rapier – The Rapier is slim-bladed. It is primarily a thrusting sword, though it sometimes has a sharp edge to also allow for a little slashing.

Scimitar – The Scimitar is a long curved blade, sharpened on only the outer edge of the curve.

weaPons PRice listWeapon Cost Lg. Wt. Sz. Dmg. Dmg. Type RI* Weapon Cost Lg. Wt. Sz. Dmg. Dmg. Type RI*Ball & Chain 12 sp 3.25’ 5 lb M 8 Bashing — Long Bow 10 sp 6’ 2 lb M 9 Piercing 70Bastard Sword 20 sp 4.25’ 5 lb L 9 Slashing — Mace 23 bp 2’ 6 lb M 8 Bashing —Baton 2 sp 1.5’ 3 lb S 6 Bashing — Main Gauche 12 sp 1’ 1 lb T 4 Slash/Pierce —Battle Axe 13 sp 3.5’ 7 lb L 10 Slashing — Morning Star 16 sp 2.5’ 5 lb M 8 Bashing —Broadsword 10 sp 3.5’ 4 lb M 8 Slashing — Pole Arms 14 sp 6’-8’ 7 lb H 11 Piercing —Cestus 2 sp 1’ 3 lb S 6 Bashing — Pole Axe 14 sp 6’-8’ 7 lb H 11 Slashing —Club 1 cp 3’ 4 lb M 6 Bashing — Quarterstaff 5 cp 6’ 4 lb L 8 Bashing —Composite Bow 17 sp 4.5’ 3 lb M 8 Piercing 75 Rapier 22 sp 4’ 2 lb M 7 Piercing —Dagger 3 sp 1’ .75 lb T 4 Slash/Pierce th Scimitar 10 sp 3’ 4 lb S 7 Slashing —Dart 1 sp 0.5’ .5 lb T 2 Piercing th Short Bow 6 sp 3’ 2 lb S 6 Piercing 50Falchion 15 sp 3.25’ 4 lb M 8 Slashing — Short Spear 18 bp 5’ 4 lb M 8 Piercing 2x thGreatsword 20 sp 5.5’ 8 lb L 10 Slashing — Short Sword 7 sp 2’ 2 lb S 4 Slash/Pierce —Hand axe 5 sp 2’ 3 lb S 6 Slashing th Sling 9 bp 4’ .5 lb S 5 Bashing 40Heavy Crossbow 25 sp 4’ 10 lb L 10 Piercing 70 Sling Shot 12 bp 6” 1 lb S 6 Bashing 30Javelin 3 sp 4’-6’ 3 lb S 7 Piercing 2x th Spear 23 bp 6’-8’ 6 lb L 9 Piercing 2x thLight Crossbow 11 sp 3’ 5 lb M 8 Piercing 50 War Hammer 15 sp 3’ 5 lb M 8 Bashing —* = RI stands for Range Increment. Refer to the Combat Skill description on p. 15 for more information.th = thrown; range increment for thrown weapons is the Strength Stat Value of the character in feet.

Note: Halfling-sized weapons do 1 point less Base Damage than what is listed in the Dam. Column, to a minimum of 1 point.

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Short Bow – The Short Bow is a smaller version of the Long Bow, made from a single piece of wood. One of the benefits of the Short Bow is that if a rider is skilled enough, it can be used from horse back.

Short Spear – The Short Spear is essentially a short shaft with a bladed head attached to one end.

Short Sword – This weapon is a smaller version of the Broadsword. Its blade is double-edged, straight and usually about 3” wide, though thinner versions do exist.

Sling – A Sling is essentially a leather pouch with two lines, one extending from either side. The pouch is then whirled and a stone, held in the pouch, is then released to fly at its target.

Sling Shot – A Sling Shot is essentially a “Y” shaped handle with a pouch attached to the upper ends by some elastic material. It shoots stones, often called bullets.

Spear – Like the Short Spear, the Spear is a long shaft with a bladed head on the end. It is most often used by foot soldiers when defending against mounted or flying opponents.

War Hammer – The War Hammer resembles a hammer on one side, with a single spike on the reverse, allowing the wielder to do either a crush or puncture critical at will, utilizing but a single skill. Dwarves are often fond of utilizing this as a thrown weapon as well.

encumBRanceOnce you have completed provisioning and outfitting your

character, you now need to figure what his encumbrance will be. Since a strict accounting of the character’s equipment

and belongings would be tedious and undesirable, and just not very much fun at all, therefore we have come up with the following rules.

Basic Equipment – A character’s Basic Equipment does not count towards encumbrance. Basic equipment is defined as the following:• 4 Belt Pouches – containing up to their weight limit.

• Weapons – the character may have 1 large or huge weapon, or 2 medium weapons. 2 Small weapons count as a single Medium weapon. Two Tiny weapons count as a single Small weapon. This does include any weapon belts and/or scabbards and quivers that are associated with the weapon.

• Armor & Clothing – any worn armor and clothing. Some armors have their own penalties associated with wearing them. Those penalties are not considered to be part of encumbrance and are treated separately.

Backpack – A character’s backpack can be encumbering, especially as it starts getting full. If the backpack is at least half full, the character will receive an encumbrance modifier to his Dexterity and Speed Stat Bonuses. This modifier is equal to -3 + the character’s Strength Stat Bonus. If the backpack is full, the encumbrance modifier is equal to -5 + the character’s Strength Stat Bonus.

Encumbrance Unit – Outside of a character’s Basic Equipment and Backpack, a character may carry an amount equal to 2 lbs per for each point of their Strength Stat Value. Thus a character with a Strength Stat Value of 15 has an Encumbrance Unit of 30 lb. Each full Encumbrance Unit gives the character a -4 modifier to all actions. Especially large or bulky items can impose greater modifiers. If the character is carrying more than 2 Encumbrance Units, his Movement Rate is halved, and he will be unable to dodge, or perform any other types of similar actions.

Finishing youR chaRacteRAt this point, you are essentially finished creating your

character. The only step left is to tally up all of his skill bonuses and other bonuses, including modifiers from armor worn and encumbrance.

Once this is complete, fill in any gaps in his background, the Game Master (GM) can help you with this since he should be more knowledgeable about the setting being used in your game.

Once this is done, you are all set to begin play, and waiting on the GM.

Enjoy!

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action PointsAction APCast a Spell, Use Item or Rune/Read Scroll 4Cast Counterspell or a Fast Spell 1Perform Instantaneous Spell Action (if any) 3Concentration 3Melee Attack 4Missile Attack 2Unarmed/Natural/Martial Arts Attack 3Multiple Weapon Attacks in 1 round 5Reloading/Loading Sling/Bow 3Reloading/Loading Light Crossbow 5Reloading/Loading Heavy Crossbow 10Perception roll 1Move Base Movement 1Move Double Base Movement at a Run 1Dodge 2Draw Weapon 1Simple Actions (GM’s Discretion) 1-2Complex Actions (GM’s Discretion) 2-5

comBat

Characters are likely to see combat at some point or other as it is not a safe world. There are dangers all around them and a character never knows when he is going to have to fight.

The rules covered in this section will aid in resolving those inevitable conflicts and fights that the characters always seem to get into.

The main thing to remember is that an attack roll is not a single swing at the foe, but multiple lesser strikes attempting to break through his defenses, as he does the same to you. Your attack roll, DEF, and even the AR from your armor are all abstractions, intended to boil a complex set of actions and interactions down into a single roll.

comBat BasicsThe attacker rolls 2d10 adding in his Attack Bonus and any

special modifiers and tries to get a result that is equal to or higher than the target’s DEF (his Defensive Target Number). If the attack roll succeeds, then the attacker has hit the target and he determines the damage that he has dealt the target.

Damage takes several forms, as follows:• Base Damage – Each weapon has a specific amount

of damage that it deals when an attack is made. For example a Mace does 5 hits of damage while a Club does 4 hits.

• Scaled Damage – For every point above the target’s DEF that the attack roll is, the attacker gets to add 1 additional point of damage to the total amount dealt.

• Boon Points – For every 10 points that the attacker’s total is above the target’s DEF, the attack earns 1 Boon Point. These points are then immediately spent on various things, such as additional attacks, benefits to the attacker, or additional damage is applied to the target of the attack.

Once he has totaled up all of the damage to be dealt to the target of the attack from the various sources, the target’s AR (Armor Rating), if he has one, is subtracted from this amount. Any remaining damage is then subtracted from the target’s hit points.

the comBat RoundA combat round is 5 seconds long. There are two main

factors involved in resolving things during a combat round. These are Action Points and Initiative.

action Points

Action Points (AP) are a measure of how much your character can accomplish in a given round. Every character has 5 Action Points. Various actions require different amounts of AP to perform.

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initiative

Initiative determines the order in which a character’s actions are resolved. This is not when his actions take place, just the resolution order. It is presumed that all of the declared actions are happening simultaneously.

To determine initiative, roll 2d10 and add in the character’s Speed Stat Bonus. There may be other modifiers that apply, based upon a specific Combat Move being used or other conditions that might apply. The character’s total initiative roll is referred to as his Initiative Point (IP).

comBat Round sequenceStep 1: Roll Initiative

Each player should roll 2d10 and add in his Speed Stat Bonus plus any modifiers. This is the character’s Initiative score for the round.

Some GMs may not like the idea of rolling initiative each round. They should feel free to only roll it once a combat. There is nothing wrong with that. What is important is that the GM has a solid method of determining the order in which actions are resolved.Step 2: Declare Actions

Players, and the GM for the NPCs and monsters, should declare their actions for the round in initiative order, from lowest to highest.

Any declared actions that alter the character’s DEF will have that adjustment apply for the entire round.Step 3: Resolve Actions

Once everybody’s actions have been declared, it is time to resolve them, in initiative order, from the highest to the lowest.

comBat movesIn addition to skills and Talents, character can also purchase

special Combat Moves. These moves allow the character to perform certain actions or produce certain desired results.

Each Combat Move has a base cost, listed in parenthesis next to the Combat Move’s name. Those with Combat Training (Talents, p. 19) can purchase Combat Moves at a reduced cost. However, those cost reductions can never reduce the cost to zero or less. The costs next to the name of the Combat Move already have the CP adjustments made, and listed in the following format:

Combat Move Name (U #/I #/ II #)The “U” stands for Untrained, meaning those without

combat training, the “I” is for those with Combat Training I, and “II” is for those with Combat Training II.

There are some Combat Moves that have a zero cost. These are essentially free to everybody. We have divided the Combat Moves into 3 categories, just like the Combat Skills.

Several Combat Moves allow for the player to cancel his character’s actions to perform the Combat Move. This is only possible if the character has not already completed those actions.

Note: The AP cost modifiers are added to the Action Point cost of the character’s attack. Thus a Melee Combat Move with an AP modifier of +1 means the Move requires a total of 5 AP. If this raises the total AP to 6 or higher, then the attack will take place in the following round. Luckily, such attacks will always resolve first, regardless of what the character’s initiative is. However, the number of AP required in the next round is subtracted from his total available AP for that round.

melee comBat moves

The Melee Combat Moves are all melee attacks, and unless a specific Combat Move says otherwise, they take as long as to perform as the Melee Attack listed in the Action Points table.

Basic Strike (U 0/ I 0/II 0)AB: +0DEF: +0AP: +0

Effects: This is the most basic of attacks. Damage dealt is based on the weapon and on the information provided in the section on Combat Basics (p. 28).

Block (U 3/ I 0/II 0)AB: +0DEF: +0AP: +0

Effects: To perform a Block, the character makes an attack roll against a TN14 + foe’s AB. If he succeeds in this attack roll, the incoming attack is stopped completely. If the character fails this roll, the incoming attack is resolved normally. The player may cancel his character’s declared actions to perform the Block so long as those actions have not been resolved.

Disarm (U 3/ I 2/II 1)AB: -2DEF: +0AP: +1

Effects: The character attempts to disarm his foe. To do this, the character makes an attack roll against his foe. If it succeeds, the foe must make a Save vs. Str or he looses his weapon as it is flung 1’-10’ in a random direction. The TN of the Save may be increased through the use of Boon Points. This attack deals only Base Damage, not Strength or Scaled Damage.

Killing Strike (U 5/ I 4/II 3)AB: -4DEF: -2AP: +2

Effects: The character takes extra time and effort to make a more precise and deadly strike. He gains 2 extra Boon Points if the attack is successful. The character must know Power Strike before they can acquire this Combat Move.

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Moving Strike (U 4/ I 3/II 2)AB: -2DEF: -2AP: +1

Effects: The character moves at a run towards foe and makes an attack as he reaches him. He may spend up to 3 of the 5 AP requied for this Combat Move approaching the foe. Each AP spent in moving adds an extra +5 hits of damage to those dealt by the attack. If the character would require more than 3 AP to approach the foe, this Combat Move may not be used.

Power Strike (U 5/ I 3/II 3)AB: -4DEF: +0AP: +3

Effects: The character takes a little extra time and effort to put more oomph into his attack. If successful, player does an extra 15 points of damage.

Ranged comBat moves

There are some special Combat Moves even for ranged attacks. They take as long to perform as a normal ranged attack, unless the specific Combat Move indicates more AP are required.

Aimed Shot (U 0/ I 0/II 0)AB: +0DEF: +0AP: varies

Effects: By taking extra time, the character’s shot becomes more likely. For every extra Action Point the character uses in making his ranged attack, he receives a +1 to his Attack roll.

Basic Shot (U 0/ I 0/II 0)AB: +0DEF: +0AP: +0

Effects: This is the most basic of ranged attacks. Damage dealt is based on the weapon and on the information provided in the section on Combat Basics (p. 28).

Defensive Shot (U 4/ I 3/II 2)AB: -4DEF: +2AP: +0

Effects: The character makes himself harder to hit as he fires his weapon. For this, he increases his DEF by taking a penalty on his Attack Bonus.

Far Shot (U 4/ I 3/II 2)AB: -3DEF: +0AP: +3

Effects: Range penalties are halved for this shot. This effectively doubles the range of the weapon being used to make the attack.

Moving Shot (U 5/ I 4/II 3)AB: -variesDEF: +0AP: +0

Effects: The character is able to reload and shoot, or draw and throw while moving. His movement is considered to be happening at the same time as the reload/shoot or draw/throw actions and do not count against his Action Points (AP) used during the round. The character receives a -1 to his Attack Bonus for each AP worth of movement that the character performs.

Ranged Disarm (U 4/ I 3/II 2)AB: +0DEF: +0AP: +0

Effects: The character is attempting to shoot the weapon out of his foe’s hand. If the attack is successful, it does damage as normal and foe must make a Save vs. Str or drop the weapon. The TN of the Save may be increased through the use of Boon Points earned for the attack. However, the range modifiers of the attack are also applied to the Save’s TN, lowering it.

unaRmed comBat moves

There are more Combat Moves for unarmed attacks than there are for the other categories. We are only giving a sample few here, most will be found as part of a larger Martial Arts style or other unarmed combat style. Combat Training has no affect upon costs of Unarmed Combat Moves.

Basic Punch (0)AB: +0DEF: +0AP: +0

Effects: For Brawling, this is the most common type of attack. It does a Base Damage of 1 point. The attack also deals Scaled Damage and damage from any Boon Points earned as described in Combat Basics (p. 28). This type of attack includes things like head-butts, smashing one’s elbow into foe, etc. If the character has the skill, Martial Arts, the Base Damage of this attack is increased to 2 points.

Basic Kick (0)AB: +0DEF: +0AP: +2

Effects: For Brawling, this is the second most common type of attack. It does a Base Damage of 2 points. The attack also deals Scaled Damage and damage from any Boon Points earned as described in n Combat Basics (p. 28). If the character has the skill Martial Arts, the Base Damage of the Kick is increased to 4 points.

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Block (0)AB: +0DEF: +0AP: +0

Effects: To perform a Block, the character makes an attack roll against a TN14 + foe’s AB. If he succeeds in this attack roll, the incoming attack is stopped completely. If the character fails this roll, the incoming attack is resolved normally. The player may cancel his character’s declared actions to perform the Block.

Disarm (2)AB: -2DEF: +0AP: +1

Effects: The character attempts to disarm his foe. To do this, the character makes an attack roll against his foe. If it succeeds, the foe must make a Save vs. Str or he looses his weapon. The TN of the Save may be increased through the use of Boon Points.

Haymaker (3)AB: -4DEF: +0AP: +3

Effects: The character takes a little extra time and effort to put more oomph into his attack. If successful, player does an extra 10 points of damage

Moving Strike (4)AB: -2DEF: -2AP: +2

Effects: The character moves at a run towards foe and makes an attack as he reaches him. He may spend up to 3 of the 5 AP requied for this Combat Move approaching the foe. Each AP spent in moving adds an extra +3 hits of damage to those dealt by the attack. If the character would require more than 3 AP to approach the foe, this Combat Move may not be used.

comBat stylesAs mentioned in the skill description for Combat Skills,

in addition to skills for the individual weapon groups, a character can also gain skills in specific Combat Styles.

Advanced Martial Arts – In order to use the abilities described in this Combat Style, the character is required to have the Talent, Advanced Martial Arts Training and the Martial Arts skill. If the character meets these prerequisites, then he gains the following capabilities:• Hand Strike – This allows the character to do an

attack that deals 4 points. The character may attempt to use a Hand Strike to perform a Stunning Strike as described below.

• Kick – Performing a Kick attack requires 1 more Action Point than a normal unarmed attack requires. A Kick does 6 points of Base Damage for a successful attack. A character may attempt to use a Kick to make a Stunning Strike just like in the Hand Strike description.

• Stunning Strike – This special attack may be performed using either a Hand Strike or a Kick. The character’s Attack Bonus receives a -5 modifier. If the attack is successful, the target must make a Save vs. Con or be Stunned for 1 round plus an additional round for every 3 points that the Save is missed by. The base TN of the Save is 15 for a Hand Strike and 17 for a Kick. The TN can be increased through the use of Boon Points.

• Leg Sweep – Performing a Leg Sweep requires 1 more Action Point than a normal unarmed attack requires. A successful Leg Sweep attack does 4 points of Base Damage. It does not do any Scaled Damage. The target of the Leg Sweep must make a Save vs. Dex or be knocked to the ground.

• Throw – If the character makes a successful attack, the foe must make a Save vs. Dex or be thrown to the ground. The Throw itself deals no Base Damage, but the character may deal damage from Scaled Damage and from spent Boon Points, if they are not used to increase the TN of the Save. The foe being thrown cannot weigh more than 3 times the Encumbrance capacity of the character performing the throw.

• Improved Dodge – For every five ranks that the character has in his Martial Arts skill, he gains a +1 modifier to his DEF and to any Dodge rolls that he attempts.

Note: With the exception of Bracers, those who wear armor of any sort while attempting to use the Advanced Martial Arts combat Style will receive a negative modifier to their skill bonus equal to double the AR value of the armor worn.

Boxing – This is the art of fisticuffs, of pounding on a foe until he is unconscious. A practitioner does 4 points of Base Damage for each successful attack. He may parry other unarmed attacks at will and may parry armed attacks if he is wearing metal gauntlets, bracers or metal cesti (a battle glove which increases Base Damage from 4 points to 6). Boxers may also attempt a special attack known as a Knockout.

To attempt a Knockout, the character receives a -5 modifier to his Attack Bonus and must spend an extra 2 AP in performing the attack. If the attack is successful, it does double damage and the foe must make a Save vs. Con or be knocked unconscious for 1d10 rounds. The base TN for the Save is 15 and the character may use Boon Points to increase the TN of the Save.

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Two Weapon Combo – This is the skill of using 2 weapons together in order to make multiple attacks against a foe. This could be 2 Tiny weapons, 2 Small weapons, a Tiny and a Small weapon, or a Tiny and a Medium weapon.

The primary (i.e. larger) weapon of the Combo must be from a weapon group that the character has as a Combat Skill. The character cannot have more skill ranks in the Two Weapon Combo than he has in the Combat Skill that his primary weapon is in.

Both weapons use the character’s total Melee Combat skill bonus as the attack bonus for both attacks. However, the secondary weapon’s attack bonus receives a -3 modifier for being the secondary weapon (this is not the same as the off-hand penalty).

The character can elect to not attack with the secondary weapon and instead use his skill ranks (no stat or other bonuses) in his Melee Combat skill (with a -3 modifier) as a bonus to his DEF while still attacking with the primary weapon.

Some characters may like to use a shield as their second weapon. This is allowed. The shield’s Base Damage is equal to its DEF rating. However, if used to make an attack, the character will not receive the shield’s DEF rating to his DEF for the round in which the attack is made. The Talent, Shield Training (see p. 21), increases the DEF rating of the shield, and thus would increase its Base Damage as well.

Wrestling/Grappling – This is a type of unarmed combat that specializes in knocking down and restraining foes. The main type of attack for this Combat Style is called the Hold. There are many different types of Holds, but rather than define each one, it is simpler to say that an attack that results in a successful Hold completely immobilizes the target.

If the foe is not skilled in Wrestling/Grappling, the only way for him to escape a Hold is to make a Save vs. Str with the number of skill ranks that the wrestler has in this Unarmed Combat Skill being added to the base TN of 15. A foe that has skill in Wrestling/Grappling need only make a basic Save vs. Dex (TN 15) in order to escape the Hold. The foe is allowed to make 1 Saving Throw each round in his attempts to break free.

Once a wrestler has a foe in a Hold, he may use the Hold to cause pain, doing 3 points od damage each round, after the first, to the held target. This damage may be from a “Strangle Hold” or from a “bear hug” or from the wrestler pulling/bending limbs in ways that they don’t normally move.

Wrestlers may also attempt to use a maneuver known as the Takedown. It works as follows:• Takedown – A Takedown is a type of throw maneuver

that requires both skill and strength to slam the foe to the ground. To attempt a Takedown, the character receives a -5 modifier to his Attack Bonus. If the attack is successful, the foe is knocked down and he takes 6 points of Base Damage, as well as normal Scaled Damage and must make a Save vs. Con or

be stunned for 1 round plus 1 additional round for every 3 points that he failed the Save by. The base TN for the Save is 15 and the character may use Boon Points to increase the TN of the Save.

comBat Boon PointsWhen a character makes an attack, he has a chance to earn

Boon Points. The number of Boon Points that the character earns is based on how well the player rolls against his foe as explained in the section on Combat Basics (p. 28).

When a character receives Boon Points (BPs), he must then immediately spend them, choosing from among the list of options on the Combat Boons table. It should be noted that if a character earns 3 Boon Points, he does not have to spend them on a 3 point option from the table. He may select a 2 point option and a 1 point option, or select three 1 point options. The choice is entirely up to the player.

sPecial situationsAs with any system, there are a few special situations

or conditions that merit an extra note or a more detailed explanation. This section provides it.

Brawling: Any character may make an untrained/unskilled hand-to-hand attack. This type of attack is also known as a Brawling attack The Attack Bonus for such attacks is the sum of the character’s Strength and Dexterity bonuses plus any appropriate modifiers. Unarmed Brawling attacks use only the Basic Punch and Basic Kick Combat Moves normally.

Called Shots: There will be times when a player wishes his character to hit a specific portion of his foe. This is what is known as a Called Shot. To make a Called Shot, the player will apply a negative modifier to his attack roll, based on where he is trying to hit. Attacks against the arms or legs receive a -4 modifier. Attacks against the head receive a -8 modifier.

If the attack is successful, the defender does not receive his full AR against the attack. Instead, he receives double the AR of any armor worn on that specific location, and that number is subtracted from any damage dealt.

Additionally, depending upon the location and the total amount of damage dealt, other effects can occur as follows:

Arms/Legs: Every successful strike against a limb will give the character hit a -2 modifier to all actions involving that limb. Should he also take a total amount of damage to that limb greater than his Constitution Stat Value, the limb will become useless.

Head: For this type of Called Shot, the character making the attack will earn one extra Boon Point whenever the total amount of damage dealt to the head exceeds an increment equal to the target’s Constitution Stat Bonus + 5. Thus, exceeding double this number results in 2 extra Boon Points. These extra Boon Points may only be spent on Boons that impair the target’s judgement or consciousness (i.e. Dazed, Stunned, Death Strike, etc.).

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Canceling an Action: During a round, an action declared by a character may be canceled at any time prior to its resolution. A character who has canceled his action(s) for the round may perform one of the following:• Melee with half his normal Attack Bonus• Move, using up to 3 Action Points.• Perform some other action modified by -5• Cast an Instantaneous defensive spell.• Cast Counterspell• Perform a Dodge or a Block

The new action is performed at the time that the old action was canceled. If the canceling and new action is declared at the same time as another character’s action,

then this new action will be resolved first. However, if the character’s canceled action included a melee attack against a foe; this new attack, if selected, may not be against that same foe.

Dodging: Occasionally, there will be a situation where the character wants to just jump out of the way, or Dodge an attack outright. To perform a Dodge, the character makes a Save vs. Dex. If he is successful, then he gets a bonus to his DEF equal to 5 + 1 for every 3 points above the TN of the Save that his roll was. If the character has the skill Acrobatics, he make the Save using his total skill bonus rather than using his normal bonus for a Save if he prefers.

comBat BoonsBPs Result

1 Adrenal Surge (dx): Does additional damage equal to Strength Stat Bonus. 1 Bleeder: Foe starts bleeding, losing 1 hit per round (slashing and piercing weapons only). 1 Combat Shuffle: You are able to move yourself and your foe 5’ for each Boon Point spent.1 Daze Foe: Foe is dazed 1 round (-4 to all actions). 1 Defensive Posture: Your attack leaves you in a better position. Gain +2 to DEF next round.

1Disarm Foe: Foe has to make a Save vs. Str or his weapon goes flying 1’-10’ in a random direction. TN for the Save is increased by 1 for every Boon Point that the attack earned.

1 Initiative Boost: You gain +2 to your initiative in the next round.

1Knock Prone: You knock your enemy prone. Any character making a melee attack against a prone foe gains +2 bonus on the attack roll.

1Rapid Reload: You may immediately reload your bow without it costing any AP. May only be selected if attack was made with a bow.

1 Skilled Attack (dx): Does additional damage equal to your number of skill ranks in your weapon skill.1 Strong Attack (dx): Does additional amount of damage equal to the Base Damage dealt. 2 Attack Boost: You gain +2 to your attack bonus in the next round.2 Inspiring Attack: Your move so inspires your friends that they all gain +2 to initiative in the next round.

2Lightning Attack: You can make a second attack against the same enemy or a different one within range and sight. You must have a loaded missile weapon if making a ranged attack. Foe must be adjacent for a melee attack. This second attack is made with a -4 modifier to your attack bonus.

2 Pierce Armor: You find a chink in your enemy’s armor. His armor rating is halved (rounded down) vs. this attack.2 Savage Attack: Does 1d10 additional hits of damage. 2 Severe Blow (dx): You do double damage. May not be combined with other damage multipliers (dx).

2Stunning Blow: Foe is Stunned 1 round (and unable to act) if he fails Save vs. Con. The TN for the save is 15 + 1 for every Boon Point earned in the attack.

3 Dire Blow (dx): You do triple damage. May not be combined with other damage multipliers.

3

Dual Strike: Your attack is so strong it affects two targets. First, pick a secondary target. He must be adjacent to you if you are using a melee weapon or within 30 feet of your primary target if you are using a missile weapon. Apply your original attack roll to the secondary target (in other words, you only make one attack roll and apply it to both foes). If you hit the secondary target, inflict your normal damage on him – no Boon Points are earned from this second attack.

3Pierce Armor II: You find a chink in your enemy’s armor. His armor rating is one quarter normal (rounded down) vs. this attack.

3 Stunning Blow: Foe is Stunned 2 rounds (and unable to act) if he fails his Save vs Con.4 Mortal Blow (dx): You do quadruple damage. May not be combined with other damage multipliers.4 Pierce Armor True: You find a chink in your enemy’s armor. You completely ignore his Armor Rating for this attack.5 Death Strike: Foe must make Save vs. Con or die. TN of Save is increased by 2 for every Boon Point that the attack earned.

(dx) = damage multiplier. Damage multipliers are not allowed to be combined with other damage multipliers.

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Fast Attack: Melee attacks require a specific amount of activity to perform. A single melee attack requires 4 AP, while a martial arts or natural attack requires 3 AP and multiple attacks require 5 AP. By making a Fast Attack, 1 AP is subtracted from the required amount, and the attack receives a -4 modifier.

Fighting Defensively: Sometimes a character will come up against something that is more powerful than he is, and he will find that it can hit him, a lot more often than he likes. This is where Fighting Defensively comes into play. When doing this, the player is able to shift part of his Melee Combat Skill, for the weapon he is currently wielding, from his Attack Bonus to his DEF. Characters who are untrained in combat may only shift an amount equal to their stat bonus + 2 for that Combat Skill. Characters who have Combat Training I, may shift up to half of their Attack Bonus to DEF, and characters who have Combat Training II may shift up to their full Attack Bonus to DEF.

Characters who fight using Unarmed skills may shift their whole Attack Bonus to DEF when fighting against other Unarmed foes, but against armed foes, every 2 points moved from the Attack Bonus will result in a +1 to DEF unless the character is wearing proper equipment such as bracers or cesti.

Haste: Normally a character has only 5 Action Points to use in a given round. However, some spells and items can Haste the character, giving him a total of 10 AP for the round. This may allow the character to declare multiple attacks. However, no amount of Haste will allow for casting more than one spell per round.

Holding an Action: Sometimes a player will want to hold off performing his declared actions for a little while. In doing this, the character loses 1 AP from the total amount that he is allowed to use for the round. The character may then perform his actions at whatever initiative point he wants, so long as it is lower than the initiative that he rolled for the round. Should he decide to take action during the same initiative as somebody else, his actions will resolve first.

Improvised Weapons: There will be times when characters will want or need to use unusual objects as weapons. The GM should determine what the improvised weapon most resembles, and then the character will either use his skill for that weapon or his Brawling attack bonus, whichever is higher, with a -4 modifier due to the inadequacy of the weapon for combat.

Improvised weapons should do damage one dice size smaller than the weapon that they most resemble.

Multiple Attacks from High Skill: As characters gain ranks in their melee Combat Skills, they gain the ability to make multiple attacks. For every 10 points in a given skill, the character gains the ability to make an additional attack. The character’s Attack Bonus receives a modifier of -4 for each attack beyond the first, and a modifier of -2 for each foe beyond the first to be attacked (i.e. making 1 attack each against 2 foes results in a -6 to the character’s Attack Bonus, 2 attacks against a single foe has only a -4 modifier). The remaining Attack Bonus is then

split between the individual attacks however the player desires. Any modifiers for Fighting Defensively are also subtracted from the Attack Bonus before the player splits it between the individual attacks.

The Talent, Advanced Martial Training, supercedes this capability. This capability cannot be used with combat styles or skills that grant multiple attacks (i.e. Two Weapon Combo).

Multiple Attacks in 1 Round: There are some combat skills, talents, capabilities or situations that will allow characters to declare and make multiple attack rolls in a single round. When this happens, the primary attack roll is made at the character’s initiative point, and any remaining attack rolls are made at the end of the round. In making multiple attacks, once the first of the attacks is made, the remainder must be made; the attack(s) can no longer be canceled.

Off-Hand Attacks: When a character learns to use a weapon, he does so in a specific hand. Attempting to use that weapon in his other hand, or off-hand, will result in a -4 modifier being applied to the attack unless the character is ambidextrous.

One Handed Weapons in Two Hands: There are times when a character using a one handed weapon may want to put a little extra oomph behind it by using both hands. In such cases, the character gains an additional +1 to the Strength Damage done by his attack.

Setting Initiative: A character may use 1 AP of his available activity in a round to prepare for the next round of combat. In such cases, the character is treated as if he rolled a 20 on the 2d10 for determining his Initiative. This may not be done in a round in which the character has received a modifier for being surprised.

Simple & Complex Actions: While the Action Point table provides a number of example actions, there is no way that it can cover all of the possibilities. When a player declares an action that is not on the Action Point table, the GM will have to decide if it is a Simple or a Complex Action. A Simple Action is just that, very simple. It usually involves only a single activity or goal and often requires only a simple, single movement to complete (i.e. drawing a weapon, picking something up off the floor, etc.). Simple Actions also rarely, if ever, require a roll of any sort. Simple Actions will normally take from 1 to 2 AP to perform.

Complex Actions, on the other hand, usually require somewhere between 2 and 5 AP to accomplish, and will often require a roll to successfully complete. Some examples include changing weapons, applying first aid, starting a fire, or other actions that involve multiple or complex motions to complete.

In both cases, it is up to the GM to determine which category the declared action belongs to, and how many AP are required to complete it.

Simultaneous Actions: There are times when players will want to attempt to perform multiple actions at the same time. Usually, this is a combination of wanting to perform and action while moving. Simultaneous Actions often combine two or more normal actions that do not usually require any sort of roll on their own, such as moving across a room and picking up an item from the floor.

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By combining the actions into a Simultaneous Action, these normal actions may end up requiring a roll to make sure all are completed properly.

When the player declares what he wants to do, the GM needs to first decide if the actions can or cannot be performed at the same time. He must then decide how many Action Points are required, and whether or not a roll of some sort is required.

The following example shows how one GM works this out.

Example: John, Mark, and Andy are playing Fighters. John and Mark are in a 20’ x 20’ room. In the center of the room is an opening down to the next level. Andy has recently fallen through it. To one side of the opening, our intrepid heroes have begun to attach a rope to a spike driven into the floor to rescue Andy. Unfortunately, the hammering has attracted the attention of a small group of Orcs. Hearing them coming, John’s character has already scrambled to the door to attempt to hold them off while Mark continues to finish attaching the rope. Mark is 10’ from the door and the coil of rope is halfway between where Mark is attaching it to the spike and the doorway. The GM has determined that it is now time to begin the Combat Round, and he calls for the actions of the players after having them roll initiative. John and Andy have already declared their actions.

Mark: “I want my character to run to the door, kicking the rope into the hole for Andy’s character along the way, and drawing his sword at the same time and then melee attack the Orcs with whatever percentage he has left.”

The GM’s thought process: “Well, drawing your sword is 1 AP, and running to the door (10’ away) is also 1 AP. Since neither interferes with the other (i.e. feet and hands), I will let him do both at the same time as for 1 AP and not require a roll. Kicking the rope into the hole on his way across the room will slow him down a bit more, but not much, so we add in the base Action Point cost for a Simple Action of 1 AP to bring the total move across the room to 2 AP. However, I am going to require him to make a Save vs. Dex to accomplish this as kicking the rope could throw him off balance and mess up his later attack. He will have to make a Fast Attack, using 3 AP, and receiving a -4 to his Attack Bonus.”

What the GM says: “Okay, you can run to the door, kicking the rope into the opening as a 2 AP action, however, you will need to make a Save vs. Dex to keep from stumbling. You can then make a Fast Attack at 3 AP, giving you a -4 modifier to your Attack Bonus.

As we can see from the example, the GM determined that drawing a sword and moving at the same time was possible, and only slows each other down slightly without requiring a roll. Kicking the rope into the opening as he is moving is what requires the roll, according to the GM’s reasoning. Moving and performing an action with his feet could upset his balance, thus the need for Save vs. Dex.

Situational Modifiers: Sometimes situations can occur that interrupt the normal flow of activity. For example, if one combatant is holding a dagger to the throat of another, from behind, and threatens to slit his throat if that combatant or their friends make any moves, then it is quite likely that the combatant holding the dagger will be able to complete his act before those others could do anything. This can likely be reflected in a large initiative bonus and by ruling that the slicing of the throat would not be a normal attack, but a Simple or Complex Action requiring only a small portion of activity to accomplish, especially since the action is already poised to occur.

The possibilities for situations like this are too numerous to properly codify, but the GM needs to be aware that they can occur. If they do, then the GM will have to use his discretion and judgment in determining modifiers. Since modifiers larger than 20 imply situations beyond normal ability, the GM should generally keep such modifiers below that range unless they have a very good reason to do so.

Surprise: When two or more groups meet up with one another and neither is explicitly aware of the other, both groups are required to make a single perception roll, using the character with the highest skill bonus. The results are determined as follows:

Groups A & B both succeed: Neither group surprised.

Group A succeeds, Group B doesn’t: Group A surprises Group B.

Group B succeeds, Group A doesn’t: Group B surprises Group A.

Groups A & B both fail Perception roll: Both groups are surprised.The rule above applies to two groups stumbling onto

each other. If one group is aware of the other for more than a round before combat starts, they can set up to attempt an ambush of the other group.

If a group is surprised, it receives a -20 modifier to Initiative, and if this puts an individual character’s Initiative at or below zero, then that character will not be allowed to take action until the following round. If the character is allowed to act, then they are limited to performing only those actions allowed when Canceling an Action (p. 33).

When attacking a person who is surprised, the attacker gains a +4 modifier to his Attack Bonus.

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magic

In Novus, magic is both simple and complex at the same time. It is simple because here, in the core rules, we provide you with a set of Codified spells that your spell caster can learn and use in a very easy manner.

It is complex because these Codified spells were created a more flexible set of underlying rules that allows for both the creation, learning and casting of Codified spells, which are easier to cast, and also the use of what we call Spell Bases in Improv casting, that is creating and casting spells on the fly, on the spur of the moment. These more advanced rules will be covered in a later product.

how magic woRksWhen creating a character, the player selects a Character

Class for his character. Some of those Character Classes are spell users. Each spell user is associated with a specific School of Magic, and he will have a single Spellcraft skill for that particular School. This Spellcraft skill is used in casting all spells from that School.

If the character gains access to a second School of Magic, he would have a second Spellcraft skill for that second school. Each specific Spellcraft skill would be used only for spells from that specific School.

Having access to a School of Magic and a Spellcraft skill does not mean that the character automatically knows any spells from that School. The player must spend Character Points to purchase each spell that his character learns. The cost of the spell may be adjusted according to the character’s magical talent with his School of Magic. Refer to Types of Casters below for more information.

schools oF magicThere are many possible Schools of Magic. In this

product we cover the six most common Schools found in many settings. These Schools are as follows:

Black Magic: Black Magic is the study of the darker side of magic. It is usually associated with evil and many people fear it.

Divine Magic: Divine Magic isn’t really a study of a specific field of magic so much as it is the collected disciplines and doctrines of Priests and Clerics empowered by the magical energies supplied by the caster’s deity or deities.

High Magic: High Magic is the study of some of the most iconic forms of magic such as conjuration, illusions, etc.

Mysticism: Mysticism is the study of the inner self, utilizing one’s own inner strength and spirit, focusing it through what is commonly referred to as chi energy.

Natural Magic: Natural Magic is the study of magic concerning plants and animals and the four basic elements; fire, earth, air and water.

Wizardry: Words have power, and Wizardry specifically makes a study of magical words and commands.

In addition to the spells from each School, there are also a group of Codified spells known as Universal Spells because they are very common and often learned by casters from many different Schools. Universal Spells are the only spells that a Non-Adept caster may learn.

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tyPes oF casteRsThere are three main types of spell casters in Novus. They

are the Major Adept, the Minor Adept, and Non-Adepts. Here is a fuller description of each:

Major Adept: This is the most powerful type of spell caster. Major Adepts have the lowest cost on all Codified spells, gaining a 2 Character Point discount on the cost of all Codified spells (i.e. if a Codified spell is listed as costing 5 CP for a Non-Adept, the Major Adept only pays 3 CP for it). Major Adepts gain 2 Spell Points for each level beyond first level that they have.

Minor Adept: This type of spell caster can eventually be as strong as the Major Adept, but it takes him much longer to achieve it. When purchasing Codified spells, the Minor Adept only gets a 1 CP discount (i.e. if a Codified spell is listed as costing 5 CP for a Non-Adept, the Minor Adept only pays 4 CP for it). Minor Adepts gain 2 Spell Points for each level beyond first level that they have.

Non-Adept: This classification refers to all characters that are not already Adepts of one sort or the other. Non-Adepts may purchase and learn how to cast Universal spells; however they have to pay the full Character Point cost for the spell. They normally are not allowed to learn spells from a specific School, only Universal Spells. Non-Adepts gain 1 Spell Point for every even-numbered level beyond first level that they have (i.e. 2nd, 4th, etc).

leaRning sPellsTo actually learn a spell, the player must purchase it, much

like he would a Talent or Combat Move. The Character Point cost of the spell is listed in parenthesis next to the spell’s name.

Major Adepts get a 2 point discount on the cost of individual Codified Spells, and Minor Adepts get a 1 point discount. However, in both cases, this discount can never reduce the cost of the spell below 1 point.

It is possible for an Adept to learn a spell that is not from their School of Magic. To do this, they must pay double the base cost of the spell. If the Adept learns a spell from another School of Magic, he must also learn a new Spellcraft skill for that spell. This skill will normally not be a Favored Skill.

casting sPellsIn order to cast a spell, the caster must expend a number

of Spell Points (p. 13) as indicated in the description of the spell. The caster must also make a Spellcraft roll, using the Spellcraft skill for the School that the spell comes from. This roll must meet or beat the Casting Target Number (CTN) indicated in the spell’s description. Universal spells are always considered to belong to the caster’s main School of Magic.

Wearing armor does not affect the TN of casting a spell, but it does require that the caster expend more Spell Points or else the spell will automatically fail. Armor has an attribute known as Impedance (p. 24) and this is equal to how many extra Spell Points the caster must expend in casting a spell.

Should the caster be injured while attempting to cast a spell, he must make a Save vs. Will in order to continue

concentrating on casting the spell. The TN for this Will Save is 15+ 1 for every 2 points of damage received, rounded up.

If a spell requires that the target make a Save, the base TN for this Save is 14 plus the number of Spell Points required to cast the spell. This may also be adjusted through Casting Boon Points.Recovering Spell Points

Once a caster has used his Spell Points in casting a spell, it takes time for him to recover them and be able to use them again. How quickly he recovers them is based on how active he is.

If the caster is active, moving about and doing things, he will recover 1 Spell Point every 30 minutes.

If the caster is resting, laying still and not exerting any energy, he will recover 1 Spell Point every 10 minutes.

If the caster is sleeping or meditating, he will recover 1 Spell Point every 5 minutes.

casting Boons Just as combat and skill rolls can result in Boons, spell

casting can also result in them. Casting Boons may only be applied to spells that are not Vs. DEF. Those spells that are Vs. DEF will use the Combat Boons table. Additionally, not every Boon Result will be able to be applied to every spell, due to the nature of the results and the nature of the spells. The GM is the one who decides in those cases, where it is not obvious, whether a specific Boon Result may be applied or not.

For every 5 points that the player’s roll is over what is required to cast the spell, he earns 1 Casting Boon Point (CBP), which he may then use to apply one or more of the effects from the Casting Boons table to his spell.

casting BoonsCBP Boon Results

1Harder Save: Each Casting Boon Point spent on this option increases the Target Number (TN) of the Save by 2 points.

1Increased Range: The Range of the spell is increased by 1 increment. May not be used on spells with a range of Self or Touch

1Increased Duration: The Duration of the spell is increased by 1 increment. May not be used on spells with no duration.

1Increased Radius: The radius of the spell is increased by 1 increment. May not be used on spells that do not have an effect with a radius.

1Increased Distance: Some spells have an effect that includes a specific distance (i.e. moves point of sight 10’). This increases that type of effect by 1 increment.

1

Increase Numerical Effect: When used on any spell whose effect is measured by a number, that effect is increased by one increment (i.e. if a spell heals 1+ Wis Bonus in hits, this option will increase the number of hits healed by “1+Wis Bonus”, thus healing a total of “2 + double Wis Bonus”).

1 Increased Targets: Spell affects 1 extra target.Note: A number of the Casting Boons refer to “increment”. An increment is considered to be what is in the original spell (i.e. a Range of 50’ means the increment is 50’, but another spell with a range of 10’ means that additional increments for that spell are in units of 10’).

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counteRsPellsIn Novus, the casting of a spell is done by the caster forming

a spell matrix and then pumping mana (i.e. Spell Points) through it to empower it. This spell matrix is relatively sturdy, but it can be disrupted. However, the process of disrupting another caster’s spell matrix is never a sure thing

Disrupting the spell matrix of another caster is known as “Casting a Counterspell”. This is actually a 2 step process.

In the first step, the caster of the Counterspell must first make a Magecraft roll (TN 18). If this is successful, he learns how many spell points are involved in the spell that he wishes to counter. This Magecraft roll takes no time at all and is considered to be part of the entire Counterspell process. If the character does not have enough Spell Points to equal those of the spell he wishes to counter, he can always Cancel this action (p. 33 - even if he cancelled another action to cast the Counterspell) and do something else.

If he has enough Spell Points to match those used in his opponent’s spell, he may attempt to cast a Counterspell using an equal number of Spell Points. This has a Target Number of 18 plus the number of Spell Points used. If the caster succeeds in casting his Counterspell, the amount of his roll over the TN is subtracted from his opponent’s roll.

Example: Neroon the Mage is casting an Infernal Bolt. Regis the Wizard wishes to Counterspell whatever spell Neroon is casting. Regis makes a Magecraft roll (TN 18) and learns that Neroon’s spell is using 3 Spell Points (SP). Regis still has plenty of SP available to use, so he decides to continue with the Counterspell. Regis makes a roll using his Spellcraft skill. His TN for this is 21 (18 Base + 3 SP). Regis has a total roll of 27. This is 6 points higher than the TN 21, so Neroon receives a -6 modifier on his casting roll for the Infernal Bolt.

sPell listsEach School of Magic has its own list of spells that are

available to it. The table below shows the names of the spells available to each School.

sPell descRiPtionsThe descriptions of the spells follow an identical format.

The spell description starts off by giving the spell’s common name. Different branches of a School o Magic and/or some spell users may give the spell a fancier name to make it sound more important. But for our purposes, we simply give you its most common name.

Next to this, in parenthesis, we give you the Character Point cost for this spell. This is broken into 3 specific costs, Major (Mj), Minor (Mn), and Non-Adept (N). If an Adept is trying to learn a spell from a different School, they would use double the Non-Adept CP cost.

If the name and Base Cost of the spell is followed by an asterisk, this means that the spell may be Fast Cast. A Fast Cast spell is cast using only 1 Action Point rather than the normal 4 that is required to cast a spell.

Following the name line is a small table that gives some important information. CTN stands for Casting Target Number, and this is what the caster must meet or beat with a Spellcraft roll for its School of Magic. Universal spells are always cast using the spell user’s best Spellcraft skill bonus. Next is the SP Cost. This is how many Spell Points that the caster needs to spend in order to cast the spell.

The next row starts off with Vs and this tells what sort of Save is used for somebody who is not a willing target for the spell. If this says “DEF”, then that means that spell is resolved in the same manner as a Melee or Ranged attack might be.

Universal Spells Black Magic Divine Magic High MagicArcane Bolt Cause Fear Bless Water/Oil AlarumBeam of Light Dark Omen Blessing Animate ObjectClean Evoke Spirit Circle of Light Charm PersonCount Hex Detect Undead Conjure MissilesDetect Hidden Infernal Bolt Divine Bolt IdentifyDetect Magic Minor Disguise Faith Healing Mage ArmorFlash Mists Fearless Minor DisguiseHeal Bruise Protection from Good Omen Minor IllusionIgnite/Douse Shadowed Circle Protection from Evil ShieldJump Touch of the Grave Purify Food & Drink SleepProtection from Cold Repel UndeadProtection from Heat Mysticism Natural Magic WizardryRepair Awareness Calm Animals AlarumSafe Landing Distractions Charm Animals Elemental BoltSummon Familiar Empathy Detect Hazards Force Disk

Enhanced Senses Eldritch Fire Healing WordFar Sense Entangle Hold PortalInner Vision Fog IdentifyMystic Bolt Locate Infernal ConstraintObject Reading Minor Healing Minor EvocationScrying Speak with Animals ProtectionSuggestion Traceless Passing Spellbind

sPells vs deFWhen casting spells that are Vs. DEF, there is only 1 roll that is made.

First, the player makes his cast-ing roll, adding in his Spellcraft skill bonus and any other modifi-ers. This is then compared against the Casting Target Number (CTN) for the spell. If is is equal to or greater than the CTN, then the spell was cast correctly.

The next step is to compare this SAME result against the target’s DEF. If it is equal to or higher than that, then attack hits. The damage, in-cluding Scalable Damage, is resolved just as any other attack.

I t i s q u i t e p o s s i b l e t o successfully cast the spell and still miss the target.

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Next up is the Range, which is how far the spell can be cast. And finally is Duration, which is how long the spell lasts. If the Duration only lists a dash, then the spell’s effect doesn’t last for longer than a few moments.

Here is a sample:

sPell name (mj #/mn #/n #)*

Description: This is a description of the spell’s effects.

univeRsal sPellsaRcane Bolt (mj 2/mn 3/n 4)

CTN: 15 SP Cost: 1Vs: DEF Range: 50’Duration: —Description: Caster shoots a bolt of magical energy from

his palm at a target. This bolt, if it strikes, does a Base Damage of 4 hits. (Base: Attack)

Beam oF light (mj 2/mn 3/n 4)

CTN: 15 SP Cost: 1Vs: — Range: SelfDuration: 10 Minutes

Description: Caster has a beam of light shoot out of the palm of his hand. The beam is 10’ in length and has a 6” radius at its far end. If the caster closes his hand into a fist, the light will go out until he re-opens his hand, as long as it is within the duration of the spell. (Base: Illusion)

clean (mj 2/mn 3/n 4)

CTN: 17 SP Cost: 1Vs: — Range: TouchDuration: —

Description: One non-magical object or person is cleaned of any dirt or corrosion. (Base: Transform)

count (mj 2/mn 3/n 4)

CTN: 18 SP Cost: 1Vs: — Range: 10’Duration: —

Description: When cast, this spell counts the number of objects in a single pile. Boon Results for this spell can include giving separate counts for various different objects in the pile. (Base: Reveal)

detect hidden (mj 3/mn 4/n 5)

CTN: 19 SP Cost: 2Vs: — Range: SelfDuration: 1 Minute

Description: The caster sees any hidden opening or secret doors as if they were outlined by a bright glow. This does not inform the caster of how such may be opened. The caster may inspect a 10’ square area, which is within 50’, each round. (Base: Reveal)

detect magic (mj 3/mn 4/n 5)

CTN: 20 SP Cost: 2Vs: — Range: SelfDuration: 1 Minute

Description: The caster sees all magical items and spells within a 5’ radius shine as if they were glowing. Spells will glow one color while items will glow a different color. The caster may inspect a different area within 30’ each round. (Base: Reveal)

Flash (mj 3/mn 4/n 5)

CTN: 19 SP Cost: 2Vs: Con Range: 10’Duration: 1 Round

Description: Target sees a bright flash of light before his eyes. If he fails his Save, he is disoriented (at -4 to all actions) for 1 round. (Base: Flash)

heal BRuise (mj 2/mn 3/n 4)

CTN: 17 SP Cost: 1Vs: — Range: 10’Duration: —

Description: Target is healed a number of hits equal to the caster’s Wisdom Stat Bonus + 5 (minimum of 1 hit). (Base: Heal)

ignite/douse (mj 2/mn 3/n 4)

CTN: 17 SP Cost: 1Vs: — Range: 20’Duration: —

Description: Caster is able to light or douse any one object capable of and designed for burning (a torch, a candle, a pile of wood laid in a hearth, etc). This spell may not be used to injure another person. (Base: Conjure)

jumP (mj 3/mn 4/n 5)

CTN: 20 SP Cost: 2Vs: — Range: 10’Duration: 1 round

Description: Target is able to jump up to 30’ horizontally or 15’ vertically. The type of jump is chosen at the time of casting. (Base Movement)

PRotection FRom cold (mj 4/mn 5/n 6)

CTN: 22 SP Cost: 3Vs: — Range: TouchDuration: 1 day

Description: The target and his equipment are protected from natural extremes of cold (down to -50°) for the duration. This spell does not protect the character from magical attacks, natural attacks or the natural abilities of creatures that use cold. (Base: Ward)

CTN: 16 SP Cost: 1Vs: DEF Range: 50’Duration —

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PRotection FRom heat (mj 4/mn 5/n 6)

CTN: 22 SP Cost: 3Vs: — Range: TouchDuration: 1 day

Description: The target and his equipment are protected from natural extremes of heat (up to 150°)for the duration. This spell does not protect the character from magical attacks, natural attacks or the natural abilities of creatures that use heat. (Base: Ward)

RePaiR (mj 3/mn 4/n 5)

CTN: 19 SP Cost: 2Vs: — Range: TouchDuration: —

Description: One non-magical object has any small tears, cracks, nicks, or other very minor damage repaired. The object to be repaired must be in one piece for the most part. (Base: Transform)

saFe landing (mj 4/mn 5/n 6)*

CTN: 23 SP Cost: 3Vs: — Range: 50’Duration: 1 round

Description: The target of this spell, be it a person or object, will slowly fall to the ground and safely land without taking damage from any fall of up to 100’ in distance. This distance is removed from longer falls. This is a Fast Cast spell. (Base: Movement)

summon FamiliaR (mj 2/mn 3/n 4)

CTN: 17 SP Cost: 1Vs: — Range: 10’Duration: —

Description: This spell may only be cast once per year, and then only if the caster does not already have a familiar. Upon casting, the caster summons a minor demon, minor devil, or familiar spirit (which takes the form of a common animal). The caster must roll 2d10 on the following table to see what type of creature responds to the summons:

Regardless of what responds to the summons, the familiar will serve the caster loyally for an indefinite period of time, or until dismissed by the caster. The caster may dismiss a familiar at any time, and it will return to

where it came from. Unlike other summoning spells (Summoning Spells & Rituals, p. 48), the creatures summoned by this spell are willing to serve as a Familiar for the caster. (Base: Summon)

Black magiccause FeaR (mj 3/mn 4/n 5)

CTN: 21 SP Cost: 2Vs: Will Range: 20’Duration: 1 minute

Description: If the target fails his Save, he will flee from the caster at his best possible speed, for 1 minute. (Base: Telepathy)

daRk omen (mj 2/mn 3/n 4)

CTN: 15 SP Cost: 1Vs: — Range: SelfDuration: —

Description: Allows the caster to predict if the actions of an individual or party will be beneficial to the individual/party in question. This is accomplished by the caster asking a single question that can have only a yes or no answer. This does not tell whether or not the individual/party will be successful or not, only if taking a particular action or choice will be beneficial for them. The spell presumes that asked about action(s) will be successful. The question is answered by the caster spotting something that serves as an omen within 1 minute of the spell being cast. A favorable omen might be the sighting of a vulture, or a stain that looks like a rat or something similar in nature, while an unfavorable omen might appear as a dove or something shaped like a butterfly. (Base: Divination)

evoke sPiRit (mj 2/mn 3/n 4)

CTN: 16 SP Cost: 1Vs: — Range: 10’Duration: —

Description: Caster summons forth a spirit of the most minor sort. This type of spirit is so minor that it does not even receive a Save vs. Will against this spell (Summoning Spells &Rituals, p. 48).

This spirit must then perform a single service for the caster. Boon Points for this spell can result in more spirits being summoned, not more services being performed by any spirits that are summoned. (Base: Summon)

The service may be one of three things:• Identify any single rune, symbol, or sigil.

• Deliver a message of up to 12 words to any single person or creature.

• Identify the last owner of an item currently in the caster’s possession

Familiar Spirits2 Disembodied Spirits3 Rat4 Bat5 Owl6 Wolf7-8 Raven9-13 Black CatMinor Devils14 Grimalkin (Shadow Cats)15-16 Alastor (Evil Geniuses)17 ImpMinor Demons18 Gremlin19-20 Mane

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hex (mj 5/mn 6/n 7)

CTN: 26 SP Cost: 4Vs: Will Range: 10’Duration: 1 Day

Description: Target receives a -1 to all Saves and other actions for 1 day. (Base: Ward)

inFeRnal Bolt (mj 2/mn 3/n 4)

CTN: 17 SP Cost: 1Vs: DEF Range: 50’Duration: —

Description: Caster shoots forth a bolt of energy from the infernal planes from the palm of his hand. It does a Base Damage of 4 + the caster’s Wisdom Stat Bonus. This attack automatically does double it’s Base damage against spirit creatures and creatures or beings from the upper planes, also known as the Celestial Planes. Against demons, devils, or undead, this attack will only do half its normal damage. (Base: Attack)

minoR disguise (mj 3/mn 4/n 5)

CTN: 21 SP Cost: 2Vs: — Range: TouchDuration: 1 Hour

Description: Target is cloaked in a minor illusion that makes them appear to be of any race of the caster’s choosing. The illusion allows the target’s size to appear up to 20% larger or smaller than normal. This spell affects nothing more than how the target looks, not how he smells, sounds, or feels.

Any character that interacts with the disguised character will get a Save vs. Int to realize that the target is disguised by an illusion. Boon Points may be used to add additional senses to the illusion. Each added sense increases the TN of the Save vs. Int by 3 points. (Base: Illusion)

mists (mj 5/mn 6/n 7)

CTN: 27 SP Cost: 4Vs: — Range: 100’Duration: 10 Minutes

Description: Caster is able to summon a dark, thick mist that fills a 10’ radius. Anything or anybody within the mist will be unable to see further than 1’. If they attempt to move faster than 1’ per round, they risk stumbling or falling over objects in the mist (roll 1d10, 1-5 results in fumble-like incident). (Base: Change Environment)

PRotection FRom good (mj 4/mn 5/n 6)

CTN: 22 SP Cost: 3Vs: — Range: SelfDuration: 10 Minutes

Description: Caster is able to create a 5’ radius circle of protection around himself that will keep out any summoned or invoked creatures or beings from the Celestial planes if they fail a Save vs. Will. (Base: Ward)

shadowed ciRcle (mj 4/mn 5/n 6)

CTN: 22 SP Cost: 3Vs: — Range: 50’Duration: 10 minutes

Description: Caster creates 5’ radius circle of magical darkness centered upon a point up to 50’ away. All vision within the circle and into the circle is completely blocked by the darkness. However, nothing impedes those caught within from leaving. If the spell is cast upon an object, the darkness will move when the object is moved. (Base: Change Environment)

touch oF the gRave (mj 3/mn 4/n 5)

CTN: 20 SP Cost: 2Vs: — Range: SelfDuration: 1 Minute

Description: Caster’s hands are imbued with the chill cold of the grave. Upon touching a foe (treat as a normal brawling or unarmed attack), the caster does 5 points of Base Damage from the unnatural cold, in addition to any damage dealt by the attack itself. (Base: Attack)

divine magicBless wateR/oil (mj 6/mn 7/n 8)

CTN: 30 SP Cost: 5Vs: — Range: TouchDuration: —

Description: Caster blesses 4 ounces of pure water or oil turning it into a single application of Holy Water or Holy Oil. This spell takes 2 minutes to cast, and it may only be cast once per day. If the water/oil is not immediately placed within a clean receptacle, the water/oil will lose its potency. Refer to the descriptions for Demons, Devils, Skeletal Warriors and Zombies for more information on the properties of Holy Water and Holy Oil against those types of creatures. (Base: Transform)

Blessing (mj 4/mn 5/n 6)

CTN: 23 SP Cost: 3Vs: — Range: TouchDuration: 10 Minutes

Description: Caster bestows the blessing of his deity upon the target. The target gains a +1 to all actions and Saves for the duration of the spell. (Base: Aid)

ciRcle oF light (mj 4/mn 5/n 6)

CTN: 22 SP Cost: 3Vs: — Range: 50’Duration: 10 minutes

Description: Caster is able to create a 5’ radius circle of radiant light centered upon any point within 50’. If the spell is cast upon an object, the light will move when the object is moved. (Base: Change Environment)

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detect undead (mj 3/mn 4/n 5)

CTN: 22 SP Cost: 2Vs: — Range: SelfDuration: varies

Description: Caster is able to detect the aura that surrounds all undead within a 50’ radius. The amount of information gained depends upon how long the caster concentrates on this spell.

If the caster spends only 1 round concentrating on this spell, he will detect whether or not there are undead within the radius, and he will also get a sense of their direction. If the caster spends 2 rounds concentrating on this spell, he can tell how many undead, and the strength (level) of the strongest one within range. If the caster spends 3 rounds concentrating, he will know the strength of all undead and have a general idea of their distance. (Base: Reveal)

divine Bolt (mj 3/mn 4/n 5)

CTN: 20 SP Cost: 2Vs: DEF Range: 50’Duration: —

Description: Caster shoots a bolt of divine energy from the palm of his hand. It does a Base Damage of 4 + the caster’s Wisdom Bonus. Against demons, devils and undead, this bolt will automatically do double its Base Damage. Against creatures from the upper planes or spirit creatures, it does only half damage. (Base: Attack/Transform)

Faith healing (mj 3/mn 4/n 5)

CTN: 20 SP Cost: 2Vs: — Range: TouchDuration: —

Description: Caster heals target of 10 + his Wisdom Stat Bonus hits of damage. Alternatively, this spell could be used to remove up to 3 points of a negative modifier or heal up to 3 points of bleeding or remove up to 2 rounds of Stun that a character might have. The desired effect must be chosen at the time of casting. (Base: Heal)

FeaRless (mj 3/mn 4/n 5)

CTN: 21 SP Cost: 2Vs: Will Range: 20’Duration: 10 Minutes

Description: Target is instilled with courage, granting him a +2 bonus on Saves against any type of fear effect. If the target is under a fear effect at the time of casting, and fails the Save vs. Will, the effects will be suppressed for the duration. If the target is willing, and not under some fear effect, then no Save is required. (Base: Ward)

omen (mj 2/mn 3/n 4)

CTN: 15 SP Cost: 1Vs: — Range: SelfDuration: —

Description: Allows the caster to predict if the actions of an individual or party will be beneficial to the individual/party in question. This is accomplished by the caster asking a single question that can have only a yes or no answer. This does not tell whether or not the individual/party will be successful or not, only if taking a particular action or choice will be beneficial for them. The spell presumes that asked about action(s) will be successful. The question is answered by the caster spotting something that serves as an omen. A favorable omen might be the sighting of a dove or something shaped like a butterfly, or something similar in nature, while an unfavorable omen might appear as a rat or something shaped like a vulture. (Base: Divination)

PRotection FRom evil (mj 4/mn 5/n 6)

CTN: 22 SP Cost: 3Vs: — Range: SelfDuration: 10 Minutes

Description: Caster is able to create a 5’ radius circle of protection around himself that will keep out any summoned or evoked evil creatures or beings from the lower planes (i.e. demons, devils, etc.). (Base: Ward)

PuRiFy Food & dRink (mj 3/mn 4/n 5)

CTN: 19 SP Cost: 2Vs: — Range: 10’Duration: —

Description: Caster removes any foreign or toxic substances from all food and drink within 10’. This restores it to an untainted condition. This will remove any foreign poisons that might also be in the food or drink. It will not affect any food or drinks that are naturally poisonous (i.e. poisonous mushrooms). (Base: Transform)

RePel undead (mj 4/mn 5/n 6)

CTN: 24 SP Cost: 2Vs: Con Range: SelfDuration: 10 Minutes

Description: Caster channels the power of his deity to repel undead. This spells creates a 5’ radius sphere centered upon the caster. Any undead that attempt to enter the radius of this sphere must make a Save vs. Con or it will be unable to enter the radius. If the undead fails its Save by 5 or more points, it will flee the area for at least 5 minutes. If the undead fails by 10 or more points, it is destroyed. (Base: Ward)

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high magicalaRum (mj 4/mn 5/n 6)

CTN: 22 SP Cost: 3Vs: — Range: 10’Duration: 1 Day

Description: Caster creates a 20’ radius area that is centered upon a specific, non-moving point. If any creature of Tiny size or larger crosses the boundary of the warded area, the alarm will sound. The caster chooses, at the time of casting, whether this will be an audible or mental alarm.

If mental, the caster, if within 1,000’ of the alarm spell, will hear a pinging tone in his head if the alarm is set off. This would be enough to instantly wake the caster, but not enough to disrupt any spell casting. If audible, the spell produces the sound of a bell ringing. This sound can be heard quite clearly up to 100’ away, so it could alert others to the caster’s presence. (Base: Illusion)

animate oBject (mj 3/mn 4/n 5)

CTN: 19 SP Cost: 2Vs: — Range: 50’Duration: 10 Minutes

Description: Caster causes one medium-sized non-magical object that does not weigh more than 10 lbs. to animate and be able to move on its own. Alternatively, the caster can animate 2 small objects or 4 tiny objects. Boon Points can be used to animate more objects or larger objects.

The animated objects are imbued with the ability to move (not fly, but they can “walk” and “jump”) at a rate of up to 10’ per round and a semblance of life, and they may be ordered to attack a person. The objects will have an Attack Bonus of 1 for every 3 points above the casting TN the caster’s roll was in casting this spell. The object, if a weapon will do its normal Base Damage, but no Strength Damage. If it isn’t a weapon, then it will do 1 point of Base Damage per size increment (i.e. tiny = 1, small = 2, etc.).

The animated objects may be ordered to perform tasks other than attacking a person. For example, an animated broom or mop could be ordered to sweep or mop a room.

In order to change its given task, the caster must spend a round concentrating and make a basic Save vs. Will or else the object will continue on its last given task. (Base: Animate)

chaRm PeRson (mj 4/mn 5/n 6)

CTN: 23 SP Cost: 3Vs: Will Range: 10’Duration: 1 Hour

Description: Target believes that the caster is a good friend. So long as the caster is friendly towards the target or takes no offensive action against him, the target will behave in a friendly manner. If the caster or others of his party are in combat with, or acting in a threatening manner towards the target when the spell is cast, the target gains a +5 modifier to his Save. If anybody attacks or acts threatening towards the Charmed being, he will get a second Save with a +3 modifier. (Base: Influence)

conjuRe missiles (mj 2/mn 3/n 4)

CTN: 17 SP Cost: 1Vs: DEF Range: 50’Duration: —

Description: Caster shoots a small spray if tiny darts at the target. If the attack is successful, the darts do a Base Damage of 4 + the caster’s Intelligence Bonus. (Base: Attack)

identiFy (mj 3/mn 4/n 5)

CTN: 20 SP Cost: 2Vs: — Range: TouchDuration: —

Description: When cast, this spell allows the caster to concentrate on an object that he is touching for 2 minutes. At the end of this time, he will have determined the magical abilities of the object as long as it was not an artifact. He also learns how to operate the item, and how often it may be used and/or how many charges it contains. (Base: Reveal)

mage aRmoR (mj 4/mn 5/n 6)

CTN: 22 SP Cost: 3Vs: — Range: TouchDuration: 10 Minutes

Description: Target is encased in an invisible force field that grants him a bonus of +2 to his DEF. This force shield field also reduces all damage received by 2 points and Mage Armor does not impede spell casting or have any penalties like worn armor does. (Base: Defend)

minoR disguise (mj 3/mn 4/n 5)

CTN: 21 SP Cost: 2Vs: — Range: TouchDuration: 1 Hour

Description: Target is cloaked in a minor illusion that makes them appear to be of any race of the caster’s choosing. The illusion allows the target’s size to appear up to 20% larger or smaller than normal. This spell affects nothing more than how the target looks, not how he smells, sounds, or feels.

Any character that interacts with the disguised character will get a Save vs. Int to realize that the target is disguised by an illusion. Boon Points may be used to add additional senses to the illusion. Each added sense increases the TN of the Save vs. Int by 3 points. (Base: Illusion)

minoR illusion (mj 3/mn 4/n 5)

CTN: 21 SP Cost: 2Vs: — Range: 10’Duration: 1 Hour

Description: Caster is able to create a static, non-moving illusion that is no greater in size than a 5’ radius. This illusion is visual only. The caster may use Casting Boon Points to include additional sensory components such as smell, sounds, or touch. (Base: Illusion)

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shield (mj 2/mn 3/n 4)*

CTN: 18 SP Cost: 1Vs: — Range: 5’Duration: 5 Minutes

Description: Caster creates a floating disk of translucent magical force 2’ in diameter that floats in front of him, up to 5’ away. The caster may move the disk by moving his hand and the disk acts like a shield, and provides the caster with a +2 to his DEF. (Base: Defend)

sleeP (mj 4/mn 5/n 6)

CTN: 23 SP Cost: 3Vs: Will Range: 20’Duration: 1 Minute

Description: Caster puts target into a magically induced slumber. Normal noises will not wake the targets, but loud noises, such as screaming, or slapping or wounding the target will wake him up. (Base: Influence)

mysticismawaReness (mj 3/mn 4/n 5)

CTN: 20 SP Cost: 2Vs: — Range: SelfDuration: 10 Minutes (C)

Description: This spell takes 2 full rounds to cast. Caster is able to sense the presence of thinking, sentient beings within a 50’ radius around him. This spell lasts for 10 minutes, but only works if the caster is concentrating. If the caster stops concentrating, he loses the ability to sense others until he begins concentrating again.

The amount of information gained is based on how long the caster spends concentrating. With 1 round of concentration, the caster knows how many sentient beings are within the radius (this includes himself and any friends), but not where or what they are doing. With 2 rounds of concentration, the caster will know how many beings there are and get a general idea of their direction and distance. With 3 rounds of concentration, the caster will also know their general actions (i.e. casting a spell, but not which spell). (Base: Reveal)

distRactions (mj 4/mn 5/n 6)

CTN: 22 SP Cost: 3Vs: Wis Range: 20’Duration: 2 Rounds

Description: Target is distracted and unable to focus on anything, giving him a -4 modifier on all actions. Targets get a +5 on their Save if they are in combat at the time that the spell is cast. Additionally, any attempt to attack the target will allow him a new Save against this spell, this time with a +3 modifier. (Base: Flash)

emPathy (mj 3/mn 4/n 5)

CTN: 21 SP Cost: 2Vs: Will Range: SelfDuration: 10 Minutes (C)

Description: This spell takes 2 rounds to cast. Caster is able to sense the emotions of any one character or creature within 50’ by concentrating on that character or creature. The caster may shift his concentration to a different character or creature at any time within the duration. The target of this scrutiny is allowed to make a Save vs. Will to prevent their emotions from being read. (Base: Telepathy)

enhanced senses (mj 4/mn 5/n 6)

CTN: 24 SP Cost: 3Vs: — Range: SelfDuration: 10 Minutes

Description: Caster gains a bonus of +4 to all perception rolls for the duration as all of his senses are heightened. This spell also allows the caster to see further than normal, and to even track somebody by scent if the conditions are right. The caster can hear up into the ultrasonic range as well. (Base: Reveal/Aid)

FaR sense (mj 3/mn 4/n 5)

CTN: 19 SP Cost: 2Vs: — Range: SelfDuration: 10 Minutes

Description: Caster is able to concentrate and move either his point of vision or his point of hearing up to 100’ feet away. It takes 1 round for him to move the given sense that far. While the sense is elsewhere, the caster does not have that sense at the location of his body. For 1 Casting Boon Point, the caster may move both senses at the same time. The caster may also choose to be able to use a selected sense at both the far location and at his body for 1 Casting Boon Point. (Base: Transform)

inneR vision (mj 3/mn 4/n 5)

CTN: 19 SP Cost: 2Vs: — Range: SelfDuration: 10 Minutes

Vs: —Range: SelfDuration: 10 minutesDescription: Caster can concentrate and he is able to move

and “see” normally even if his vision is obscured or negated by any means. In essence, this spell allows the caster to visualize and see his surroundings under any conditions, including magical or non-magical darkness, mists, fogs, or even if blind. (Base: Transform)

mystic Bolt (mj 2/mn 3/n 4)

CTN: 17 SP Cost: 1Vs: DEF Range: 50’Duration: —

Description: Caster focuses his chi energy into powerful bolt of force that does a Base Damage of 4 + the caster’s Willpower Bonus. (Base: Attack)

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oBject Reading (mj 3/mn 4/n 5)

CTN: 20 SP Cost: 2Vs: — Range: TouchDuration: varies

Description: Caster is able to learn information about an object. The caster must touch or hold the object in order to read it. For every minute spent in contact with and concentrating on the object, the caster will learn a new bit of information as follows:• The meaning of any writings or inscriptions upon

the object.

• The approximate age of the object.

• The powers and/or abilities of the object, if any.

• A mental image of the last person to possess the object for any length of time. This also will give him other previous owners, in order from most recent to most distant, all the way back to the creator of the item.

The caster may attempt to determine a specific bit of information when reading an object. This requires the caster to make a Save vs. Will in order to pull on the desired information.

There is a 1 in 10 chance that any information gained through this spell will be inaccurate or distorted in some fashion. Also, if there is a trap or curse placed on the object, attempting to read the object will almost always (9 out of 10 chance) activate it against the caster. (Base: Reveal)

scRying (mj 2/mn 3/n 4)

CTN: 18 SP Cost: 1Vs: — Range: SelfDuration: 5 Minutes

Description: Caster is able view a distant location or person. The caster must have met the person in the flesh (and spoken with them for at least a full minute) or be personally familiar with the location from having been there for at least 5 minutes. Regardless of whether the focus of the vision is a person or place, the vision only shows the caster a 5’radius area at most. Outside of that radius, all appears blurry to the caster. If there are persons within the radius that the caster does not know, they will also appear blurry and indistinct. There is no limitation on the distance of the object of the vision from the caster.

By spending 1 Casting Boon Point, the caster can also hear sounds from the vision. As with the visual aspects, unknown sounds are heard as indistinct murmurs. (Base: Divination)

suggestion (mj 2/mn 3/n 4)

CTN: 17 SP Cost: 1Vs: Int Range: 10’Duration: —

Description: Caster is able to empathically implant a suggestion in the mind of a living, sentient target. This suggestion must be one that seems logical and reasonable and natural to the target. It cannot be something that will cause him harm or put him into peril.

The target receives a Save vs. Int to realize that the suggestion did not originate from within their own mind. Those who make their Save will realize that somebody is trying to influence them and will be able to ignore it. Those who fail their Save will believe the suggestion to be an idea of their own and will act upon it as soon as it is possible for them to do so.

It is important to note that this suggestion is empathically planted, so there is no need for the caster to know the language of the target. (Base: Influence)

natuRe magiccalm animal (mj 3/mn 4/n 5)

CTN: 20 SP Cost: 2Vs: Will Range: 20’Duration: 10 Minutes

Description: Caster is able to soothe and calm one animal, chosen at the time of casting. Normal animals do not get a Save against this spell, but animals that have attack training and unusual animals will receive a Save vs. Will. (Base: Influence)

chaRm animal (mj 5/mn 6/n 7)

CTN: 25 SP Cost: 4Vs: Will Range: 30’Duration: 1 Hour

Description: Target animal believes that the caster is a good friend. So long as the caster is friendly towards the target or takes no offensive action against him, the target will behave in a friendly manner. If the caster or others of his party are in combat with, or acting in a threatening manner towards the target when the spell is cast, the target gains a +5 modifier to his Save. If anybody attacks or acts threatening towards the Charmed animal, he will get a second Save with a +3 modifier. (Base: Influence)

detect hazaRds (mj 4/mn 5/n 6)

CTN: 23 SP Cost: 3Vs: — Range: SelfDuration: 10 Minutes

Description: This spell allows the caster to, at any time within the duration, concentrate for one or more rounds and glean information about natural hazards (quicksand, an unsafe wall, etc.) and simple traps made from natural materials (pit traps, deadfalls, snare traps, etc.) within a 50’ radius. The amount of information gained is determined by the amount of time spent concentrating. Concentrating for a single round reveals that there are such hazards within range. Concentrating for two rounds gives the number of hazards and their location, while concentrating for 3 rounds tells you what those hazards are and where they are. For each additional round spent, the caster can learn more information about one of the detected hazards, such as what and where the trigger is, if the hazard is a trap. (Base: Reveal)

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eldRitch FiRe (mj 2/mn 3/n 4)

CTN: 17 SP Cost: 1Vs: — Range: 50’Duration: —

Description: Caster draws upon elemental fire to send a bolt of flame shooting from the palm of his hand. It does a Base Damage of 4 + the caster’s Wisdom Bonus. This flame has a 5 out of 10 chance of setting any flammable materials that are worn or carried by the target on fire. (Base: Attack)

entangle (mj 5/mn 6/n 7)

CTN: 25 SP Cost: 4Vs: varies Range: 50’Duration: 1 Minute

Description: Caster causes all plant life within a 5’ radius to grow and/or animate and attack all within that radius. Those within the radius may make a Save vs. Dex to avoid being attacked that round, but in doing so, their movement rate is also reduced by half.

For those who fail this Save, they are subjected to a grappling attack. This attack will use the original casting roll as the attack roll against the target’s DEF. If the attack is successful, the attack does a Base Damage of 4 hits (Scalable Damage applies), and the target is grappled and unable to move. The target may attempt to make a Save vs. Str in order to break free. This Save has a TN of 15 and may be increased through the use of Boon Points. The target may make one attempt to break free each round.

For each round after the first that the target is entangled, he takes an amount of damage equal to tha received in the initial entanglement as the plants try to strangle and crush the target.

This spell requires that there be some vegetation within the area of the spell. (Base: Attack)

Fog (mj 4/mn 5/n 6)

CTN: 23 SP Cost: 3Vs: — Range: 100’Duration: 10 minutes

Description: Caster creates a dense fog that fills an area 10’ radius centered upon any point within the range of this spell and that will move as the caster wills it to move at a rate of 10’ per round. The caster must concentrate on the fog each round that he wishes it to move. Any beings or creatures caught within the fog will not be able to see beyond 1’. If they attempt to move faster than 1’ per round, they risk stumbling or falling over objects in the mist (roll 1d10, 1-5 results in fumble-like incident). (Base: Change Environment)

locate (mj 2/mn 3/n 4)

CTN: 18 SP Cost: 1Vs: — Range: SelfDuration: —

Description: Caster is able to find any one type of living animal or plant located within a 1 mile radius. This will give the caster the basic direction and distance to the specimen of plant or animal that he is looking for. If there are multiples of the specimen within the radius, this spell only gives distance to the closest. The caster may exclude a specific example of what he is looking for, that he knows the specific location of, when casting this spell (i.e. he can exclude the rose garden that he is standing beside to find other roses within range). If there are no specimens of what he is looking for within range, the spell will give the caster the direction to the nearest specimen, but not the distance.

If the caster concentrates for extra rounds, he can glean more information about the specimens located by this spell. He can focus on one located specimen each round and determine its general state of health and vitality. (Base: Divination/Reveal)

minoR healing (mj 3/mn 4/n 5)

CTN: 20 SP Cost: 2Vs: — Range: TouchDuration: —

Description: Caster heals target of 10 + Wisdom Stat Bonus hits of damage. Alternatively, this spell could be used to remove up to 3 points of a negative modifier or heal up to 3 points of bleeding or remove up to 2 rounds of Stun that a character might have. The desired effect must be chosen at the time of casting. (Base: Heal)

sPeak with animals (mj 3/mn 4/n 5)

CTN: 21 SP Cost: 2Vs: — Range: SelfDuration: 10 Minutes

Description: Caster is able to communicate and comprehend the language of animals. He is able to ask questions and receive answers. The caster must concentrate to engage in this communication.

This spell does not make the animal friendly to the caster. Animals that are wary or cunning are more likely to give short answers and be evasive, while less intelligent animals are likely to make inane comments. If the animal is friendly to the caster, it may be willing to do some favor or service for the caster, so long as that favor or service does not harm it or put it into serious peril. (Base: Telepathy)

tRaceless Passing (mj 3/mn 4/n 5)

CTN: 20 SP Cost: 2Vs: — Range: SelfDuration: 1 Hour

Description: Caster is able, with concentration, to pass through any sort of terrain without leaving any sort of tracks or other signs of his passing. Caster may spend a Casting Boon Point to also extend this spell so that he does not leave any scent either. (Base: Conceal)

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wizaRdRy alaRum (mj 4/mn 5/n 6)

CTN: 22 SP Cost: 3Vs: — Range: 10’Duration: 1 Day

Description: Caster creates a 20’ radius area that is centered upon a specific, non-moving point. If any creature of Tiny size or larger crosses the boundary of the warded area, the alarm will sound. The caster chooses, at the time of casting, whether this will be an audible or mental alarm.

If mental, the caster, if within 1,000’ of the alarm spell, will hear a pinging tone in his head if the alarm is set off. This would be enough to instantly wake the caster, but not enough to disrupt any spell casting. If audible, the sounds of a hand bell ringing. This sound can be heard quite clearly up to 100’ away, so it could alert others to the caster’s presence. (Base: Illusion)

elemental Bolt (mj 3/mn 4/n 5)

CTN: 19 SP Cost: 2Vs: — Range: 50’Duration: —

Description: Caster is able to shoot a bolt of elemental energy from the palm of his hand. This may be of fire, cold or electricity. The caster chooses which at the time of casting. This bolt does a Base Damage of 4 + the caster’s Intelligence Bonus. If the bolt is of fire, the flame has a 5 out of 10 chance of setting any flammable materials that are worn or carried by the target on fire. (Base: Attack)

FoRce disk (mj 4/mn 5/n 6)

CTN: 24 SP Cost: 3Vs: — Range: 10’Duration: 1 Hour

Description: Caster creates a 5’ diameter disk of translucent force that will float behind him at waist height and follow him around. This disk may hold up to 500 lbs of weight. (Base: Telekinesis)

healing woRd (mj 3/mn 4/n 5)

CTN: 20 SP Cost: 2Vs: — Range: TouchDuration: —

Description: Caster heals target of 10 + Intelligance Stat Bonus hits of damage. Alternatively, this spell could be used to remove up to 3 points of a negative modifier or heal up to 3 points of bleeding or remove up to 2 rounds of Stun that a character might have. The desired effect must be chosen at the time of casting. (Base: Heal)

hold PoRtal (mj 3/mn 4/n 5)

CTN: 21 SP Cost: 2Vs: — Range: 10’Duration: 10 Minutes

Description: Caster creates a seal of magical energy around the edge of a door, window, gate, or other opening that has some sort of movable barrier preventing a person from

moving through it. This seal holds the barrier in place, preventing it from opening. The portal may be forced, but doing so requires a Save vs. Str with a TN 15. The caster may spend Boon Points to increase this TN. (Base: Telekinesis)

identiFy (mj 3/mn 4/n 5)

CTN: 20 SP Cost: 2Vs: — Range: TouchDuration: —

Description: When cast, this spell allows the caster to concentrate on an object that he is touching for 2 minutes. At the end of this time, he will have determined the magical abilities of the object as long as it was a non-artifact magical item. He also learns how to operate the item, and how often it may be used and/or how many charges it contains. (Base: Reveal)

inFeRnal constRaint (mj 4/mn 5/n 6)

CTN: 22 SP Cost: 3Vs: Will Range: 10’Duration: —

Description: This spell allows the caster to charge any creature summoned by the caster to perform a single, specific service within its capabilities.

If used against a creature summoned by another caster, the only effect that this spell will have is to break any constraint or control that the other caster has over the creature, allowing it to immediately return to its home plane. (Base: Influence)

minoR evocation (mj 4/mn 5/n 6)

CTN: 22 SP Cost: 3Vs: — Range: 10’Duration: 10 Minutes

Description: Caster summons a minor spirit (familiar spirit or disembodied spirit), a minor demon or a minor devil. The caster has 10 Minutes in which to seal a pact before the summoned creature returns to its home plane. Refer to Summoning Spells & Rituals on p. 48 for more information. (Base: Summon)

PRotection (mj 3/mn 4/n 5)

CTN: 19 SP Cost: 2Vs: — Range: 10’Duration: 10 Minutes

Description: Caster receives a +2 modifier to his DEF and Saves against attacks or spells from a specific type of being or creature from another plane (demons, devils, spirits, elementals, etc.) chosen at the time of casting. (Base: Ward)

sPellBind (mj 3/mn 4/n 5)

CTN: 21 SP Cost: 2Vs: Will Range: 10’Duration: 1 Minute

Description: Caster is able to cause any single individual or creature to make a Save vs. Will or be unable to move or to be able to speak or both. The caster decides when he casts this spell. Should anybody attempt to attack the Spellbound target, he will receive a second Save vs. Will with a +5 modifier prior to the attack being resolved. (Base: Influence)

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summoning sPells & RitualsThere are three main types of spells used in summoning

creatures from other planes of existence. They are:

Summoning Spells: This is the least powerful method of summoning. They only have the ability to gate in a creature of the desired type. It is required that the caster of this type of spell utilize a Circle of Protection and a Thaumaturgic Triangle to contain and protect the summoned creature until a pact can be sealed because these spells offer no protection to the caster and do not compel the creature to server. Due to this, the caster has three chances to compel, coerce or bargain with the creature in order to seal a pact (refer to Sealing a Pact below).

Evocation: This type of spell is superior to Summoning spells because they have the power to both gate a creature in and to compel it to service. Evocations spells require that the creature make a Save vs. Will or submit to the caster’s demands. However, even if the creature makes its Save, the caster still has three attempts to seal a pact.

Although a Circle of Protection and a Thaumaturgic Triangle are not mandatory for this type of spell, only a very foolish caster would attempt an evocation without these precautions.

Invocation: This is the safest and most effective method of casting a summoning spell. This type of spell may only be used to gate in creatures of a similar outlook, alignment (good, neutral or evil), and/or religious beliefs. Due to this restriction, the caster does not need to inscribe a Circle of Protection or a Thaumaturgic Triangle and there is no need to compel the creature to offer its services to the caster. Generally speaking, an invoked creature will rarely refuse any reasonable request for aid or advice, so long as the caster has remained true to his faith and principles (GM’s call).

Note: Novus also has spells of conjuration that produce what appear to be similar results. Conjuration spells do not summon creatures; they instead draw upon the ether and temporarily create the summoned creature. Because such creatures are created by their caster’s magic, they will always obey their master.

summoning PRoceduResIn addition to the actual spell or ritual itself, there are

a few procedures that also need to be followed when summoning a creature from another plane.

the oFFeRing

Prior to casting the summoning spell, the caster may wish to make an offering to gain the favor of his deity or patron.

A minimum offering of at least 10 gp worth of incense, aromatic herbs and/or spices is customary, and grants the caster a +1 on all Saves related to the summoning and the results of the summoning. Fragrant oils and certain types of magical fumes may also be used to provide additional bonuses to the caster.

Such precautions and preparations are optional, but they may serve to aid in protecting the caster in the event that a pact cannot be successfully sealed.

the Ritual inscRiPtion

In the ritual summoning of any creature that may prove dangerous or hostile to the caster, he will be required to inscribe the traditional Circle of Protection and Thaumaturgic Triangle upon the floor or ground. Inks or chalks may be used to paint them upon very hard surfaces. They may be scratched into a floor or traced or scratched in the dirt.

It takes half an hour to complete the Circle of Protection and half an hour to complete the Thaumaturgic Triangle, and creating each requires a successful Magecraft: Circles skill roll. The TN of the skill roll will depend upon the level of the creature that the caster is attempting to summon (TN = 15 + creature’s level). Summoning elementals does not require the use of the Thaumaturgic Triangle, as elementals require a source of their element.

Both the Circle of Protection and the Thaumaturgic Triangle must be perfectly inscribed or it could result in disaster for the caster (see Results of the Summoning Ritual).

the summoning

Once everything has been prepared, the caster then stands within the Circle of Protection and casts the desired spell of summoning. The summoned creature will then arrive in 1-5 minutes, appearing within the confines of the Thaumaturgic Triangle. In the case of elementals, the creature will arise out of the elemental source provided.

The Circle of Protection may hold up to 3 individuals, so if there are to be more people present at the summoning, additional Circles of Protection may be required.

sealing a Pact

Once the creature summoned by the caster has arrived, he must attempt to seal a pact with the creature.

If the summoned creature is beneficially disposed towards the caster who summoned him, it will likely offer to perform a service for the caster.

The following list of professions and summoned creatures or beings will normally have no difficulty sealing a pact with each other.• Clerics and kerubim, devas, guardians and other

celestials.

• Druids and elementals, true elementals and animals.

• Necromancers (not in this product) and any type of undead creature.

• Shamans (not in this product) and any type of spirit that shares a similar outlook.

• Any caster who summons a familiar, as a familiar is always willing to accept its summoner as master.

Any summoned creature that does not have a relationship like the one described above with its caster will always seek every way possible to resist the character.

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Each attempt to seal a pact with a demon causes it make a Save vs. Will. If the creature fails any of these Saves, then that means that a pact has been sealed an must obey the caster. If the creature makes its Save, then it is free to do as it wishes.

There are a number of methods that may be used to seal a pact. They are as follows:

Offering Wealth: Demons and Devils receive a -1 to their Saves for every increment of wealth that is offered. The amount of wealth must be equal to 1,000 gp times the level of the demon or devils. Other creatures and beings that are offered wealth only have to make a Save vs. Wealth if they are greedy in nature.

Offering a Sacrifice: Demons and Devils and certain other war-like and/or evil creatures and beings are unusually fond of sacrifices of sentient beings and will always accept a pact if offered such. However offering any sort of sacrifice is an evil act and those who do it will be considered evil. Good and Neutral creatures and beings will never accept an offer of a living sacrifice.

Threat of Harm: Most of the time threats of harm will never make a summoned creature agree to a pact. The only exception is if the caster possesses a weapon or magical item that the creature specifically has cause to fear, such as Devil’s Bane Sword or a Wand of Demon Smiting. If the caster possesses such a device, the creature suffers a -1 modifier on his Save for each +1 that the item has. If the item has additional abilities, each additional ability will also provide another -1 modifier.

Threat of Imprisonment: If the caster has a device or spell that can imprison the summoned creature, it will receive a -4 modifier to its Save.

Attacks: If a character attacks the summoned creature and does at least half its hits in damage to it, he may force the summoned creature to make a Save vs. Will or it must immediately agree to sealing a pact. However, attacking a creature you just summoned is extremely dangerous because attacking the creature will automatically free the summoned creature by negating the power of the Circle of Protection. This then allows the summoned creature to attack in turn.

Magical Constraints & Spells: This is the safest method of sealing a pact because once cast, the summoned creature must make a Save vs. Will or it must seal the pact.

Holy Magic: The caster may use Holy Symbols, Holy Water, Holy Oils, certain Divine and Mystic spells, and/or certain Holy or Mystic devices to force an evilly aligned summoned creature to make a Save vs. Will or be force to agree to a pact. Only individuals of a good disposition may use these things effectively for this purpose.

Summoning by Name: If the character knows the common name of the summoned creature, he may use that common name to gain one additional chance of sealing a pact with the summoned creature. Also, many creatures will share their common names in exchange for release from a pact, enabling the caster to summon that creature by name the next time.

True Name: If the caster is able to learn the True Name of a creature summoned from another plane, he will be able to use that True Name in order to coerce the creature into sealing any pact without delay. While knowledge of the creature’s True Name will allow the caster to cast spells upon it at will, simply possessing that knowledge is extremely dangerous as the creature will not rest until it has found a way to destroy or eliminate the one who knows its True Name.

Additionally, there may be other beings or creatures who wish to learn the True Name of the summoned creature, and they may very well attempt to coerce this information from the caster using force or other painful methods.

Results oF the summoningSummoning spells and rituals may result in one of the

following circumstances:

Failure To Correctly Inscribe A Circle Of Protection Or Thaumaturgic Triangle: Failure to correctly inscribe both the circle and the triangle will nullify the summoning spell. The creature will briefly appear and then vanish back to its home plane. Failure to properly inscribe either the circle or the triangle will result in the creature appearing, but not being constrained in any fashion. This can be very dangerous as the creature is free to act however it likes. Evil creatures may try to enslave, kill, or perhaps even possess the caster’s physical form. Good or neutral beings will most likely return to their home plan.

Failure To Seal A Pact: Failure to seal a pact results in the creature being released from any restraint, allowing it to return to its home plane. Evil creatures may try to punish the caster first, especially if they believe that they can do so with comparative ease, or they may seek revenge at a later date.

Successfully Sealing A Pact: Once a pact has been successfully sealed, the summoned creature may be made to perform a service for the caster. The exact type of service depends upon the type of creature and its level and capabilities. Should the caster command a summoned creature to perform a service that the creature is not required to perform, based on the type of creature summoned, the pact will be instantly broken. In such cases, the creature will usually just return to their home plane, although hostile or evil creatures may seek vengeance at a later date.

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Running novus

One of the most important aspects of any game system is task resolution. This refers to how the GM and the players resolve the actions that the characters attempt to perform.

The basic idea is that rolls should only be called for when required, or to increase dramatic tension. If the player wishes his character to perform an action, and the character has the required skill, and there is no undue pressure for the completion of the action, then it should succeed eventually, with no rolls being required.

However, should the character be in danger or under some sort of pressure (time, adverse weather, etc.), or the GM wishes to heighten the dramatic tension of the scene, then he should ask the player to roll.

Knowing when and when not to call for rolls is one of those things that a GM can only learn through experience. Keep in mind the advice just given, and that should lead you in the proper direction.

Resolving RollsResolving skills and other actions is very easy. The player rolls

2d10, adds in any skill bonuses and/or any other modifiers, and then compares the total against the Target Number (TN) for the task being attempted. If the result is equal to or greater than the TN (TN+), then the character has succeeded. If the result is less than the TN, then the character has failed.

To make this more interesting overall, we have Snags and Boons for those rolls that are really low or really high. We go into more detail on Snags on p. 52 and Boons on p. 53.

tyPes oF RollsThere are several types of rolls in Novus, although they

are all handled in the same basic manner.

Skill Rolls: Skill rolls are very straight-forward; they follow the method of resolution listed above. Making attacks and casting spells are also considered skill rolls and they follow the same basic rules. Combat and Magic rolls will also often have additional effects or factors involved, and those are explained in the respective chapters on each.

Saving Throws: There will be times when the character will want to resist some sort of effect; such as poisons, diseases, certain skills or actions, and spells. To resist these effects the player has to make a Saving Throw for his character. All Saving Throws have a base TN of 15. Exceptional rolls in using the skill or casting the spell may increase this TN. Additionally, certain poisons and diseases will have preset TNs that may be higher than the base of 15.

In all cases, resolving the Saving Throw is similar to resolving any other skill roll. The player rolls 2d10, and adds in the stat bonus of the relevant stat along with a number that is equal to the character’s level. If this meets or exceeds the TN of the Saving Throw, then the character has made his save, and it does not affect him.

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Opposed Rolls: There are times when a character’s rolls will be opposed by another character. This can sometimes be done through the use of another skill, or perhaps through a Saving Throw when there isn’t an appropriate skill to use. In both cases, the character must first succeed in making his initial skill roll.

For skills that are opposed by another skill, the character opposing that roll will be required to make a skill roll against a TN of 18 + 1 for every 5 points above the TN that the initial skill roll was.

For skills that are opposed by Saving Throws, the target must make a Saving Throw against a TN of 15 + 1 for every 5 points above the TN that the initial skill roll was.

A character may also always use Boon Points to increase the TN of the opposing roll. Additionally, there may be other modifiers that can apply, based upon the conditions and the actual skills to be used.

Example: Joe is having his character, Argon, attempt to sneak past the Orc guard. So it is Argon’s Stealth vs. the Orc’s Perception. The GM determines that the Stealth roll will have a TN of 21. Argon’s Stealth skill bonus is 9. Joe rolls an 8 and a 9, giving him a total of 26. This is 5 points above the TN required, so the TN of the Orc’s Perception roll will be raised by 1 to a 19. Now, Argon also earned a Boon point with that roll, so he uses that to increase the TN of the opposed roll by another 2 points to 21. The GM decides that since the Orc has Nightvision, that he won’t increase the TN of the Perception maneuver due to the darkness. So, the final TN of the Perception roll will be 21 (18 base + 2 from Boon + 1 for exceptional roll). The Orc has a Perception skill bonus of 5. The GM rolls an 8 and a 4 for the Orc giving him a total of 17, and he fails to spot Argon sneaking past.

Character Deductions: There may be times where the player’s character may have the ability to figure something out, but the player does not. In such cases, it would be proper for the GM to call for his character to make a Save vs. Intelligence. If this Saving Throw succeeds, then the character will remember some pertinent detail or fact that helps him figure it out. Exceptional rolls can allow for the character to remember more information. This type of roll can never give a character information that he would not already possess. This is meant to be an aid to the GM, especially when he makes a puzzle that is too hard for the player, but might not be for the character.

Base diFFiculty RatingsNovus contains only a few base difficulty ratings. These

ratings are the starting points from which a GM should determine the actual Target Number (TN) of a given task.

Mundane (TN10): This is the base Target Number (TN) for common everyday tasks performed by individuals going about their daily life. In most cases, rolls are not even required for these sorts of tasks.

Average (TN15): This is the base TN for tasks that are commonly performed in the course of adventuring. These are the things normally done under a little bit of stress.

Hard (TN20): Tasks of this difficulty often require that skilled person attempt them. They can be accomplished by the average person only with a bit of time and dedication and effort.

Challenging (TN25): Tasks of this difficulty require that skilled persons perform them. And even then, that person will likely be required to put forth time and effort to accomplish the task.

Heroic (TN35): Tasks of this difficulty are considered to be on the edge of mortal capabilities. These are the sort of tasks that might be considered world records.

Legendary (TN45): Actions of this Difficulty Rating are often a step beyond those of even the best of normal mortals.

It will take practice to learn how to properly set the Target Numbers of tasks. Here is a list of some of the more common actions that the characters might perform, and their Target Numbers.

Common Tasks TNBalance (on surface 7-12 inches wide) 15Balance (on surface 2-6 inches wide) 18Balance (on surface less than 2 inches wide) 22Bluff (using Influence - something believable) 20Climb rope (knotted or with wall to brace against) 15Climb (wall with ledges or ship rigging) 15Climb (few handholds, typical dungeon wall) 20Climb (rough rock wall or a brick wall) 25Disarm Trap (average trap) 20Pick Lock (a simple lock) 20Pick Lock (an average lock) 25Locate hidden opening 20Long Jump (20’ running start, per foot of distance to jump; Halflings add 5 to overall TN)*

1

High Jump (per unit equal to 1/2 of jumper’s height, requires 20’ running start)*

8

Lore (common knowledge to a known specialty) 13Lore (uncommon fact for known specialty) 18Lore (obscure fact for known specialty) 25Moving Silently ( Stealth - while alone) 18Perform (routine quality, earn up to 1d10 cp/day) 15Perform (enjoyable quality, earn up to 1d5 sp/day) 20Perform (excellent quality, earn up to 2d10 sp/day) 25Riding (control mount in battle) 20Tracking (soft ground) 18Tracking (hard ground) 23

* = This is a cumulative modifier to the TN, for example, a 20’ Longjump would have a TN of 20 and a TN of 25 for Halflings.

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common modiFieRs

Once the GM has determined the base difficulty of the task, the next step is to apply any modifiers to the TN of the task that might apply. Usually, these will depend upon the situation. The most common modifiers apply to whether or not the character attempting the task is in a combat related situation and whether or not he has enough light to properly perform the task.

Since it is impossible to predict each and every thing that might possibly impact on a character’s ability to perform a given task, we also provide some Generic modifiers that can be applied to almost any situation. These generic modifiers should be applied once for each condition that affects the situation at hand.

snags If a player’s total roll is less than the Target Number (TN)

required to succeed at the task he is attempting, then he will earn 1 Snag Point for every 10 points below the TN that his roll was.

The player must then spend those Snag Points to determine what Snags that he may have hit in the course of attempting to perform this task.

Not every Snag will be appropriate to the task being attempted, so the player will usually be limited in what Snags that he may choose. Once chosen, the GM, or the player if the GM allows, will then narrate the sequence of events detailing the specifics of the Snag.

As always, the GM is the one who decides if a specific Snag is appropriate for a given situation.

Condition TN ModCombat SituationIn melee (actually fighting) +10Surrounded by melee +5Under Ranged Attack +3

Lighting (if needed)Heavy Shadows +3Dark (night, no moon) +5Pitch Dark (no light) +10

Movement TasksLoose footing (scree, etc) +3Light Obstructions +5Heavy Obstructions +8Slightly Slippery (wet floor) +3Very Slippery (ice sheet) +5Angled or Sloped +3

Perception TasksHear through door +5Hear through a stone wall +15Per every 10’ to sound +1Tracking in light rain +5Tracking in heavy rain +12

GenericMinor Complication +3Major Complication +5

snag PointsCost Snags

1Fumble object in hand, spend 1 round regaining control of it.

1Spells: Spell seems to be cast normally, but has totally benign effect (neither helpful nor harmful)

1 Strain a muscle. -1 to all actions for 10 minutes.

1Takes an extra round to complete the task being attempted.

1The failure results in an unexpectedly loud noise (or expletive), alerting any foe’s within 100’ of the character’s presence.

2Accidentally hurt yourself doing 1d10 hits of damage. Damage reduction from armor worn does apply.

2 Break item held in hand

2Character botches the attempted task, and has to start over from the beginning.

2Combat: Accidentally strike nearest friend within proper range (new attack roll).

2Spells: Spell is cast correctly but targets wrong person nearest to target (i.e. attack targets caster’s friend, beneficial spell targets nearest foe)

3Combat: Break your weapon in such a way that you do double its normal damage to yourself in the process. This bypasses any armor the character is wearing.

3Spells: Caster internalizes the spell, taking an amount of damage equal to his Will Stat Bonus times the number of spell points of the spell.

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BoonsIf the player’s total roll is higher than the Target Number (TN)

required to succeed at the task, he will earn one Boon Point for every 10 points above the TN that his total roll was above it.

The player must then immediately spend those Boon Points. There are three different Boon Point tables, one for Skills, one for Spells (Casting), and one for Combat. Not every Boon will be appropriate to every situation. It is up to the GM to make the final determination about which are appropriate to the given situation.

occuPational hazaRdsAdventurers face many dangers when they go exploring ruins,

chasing after bad guys, or generally just having a good time. In this section we will cover some of those dangers and provide you, the GM, with some guidelines on how to handle them.

Falling damageAdventurers are sometimes clumsy folk. They occasionally

fall or get pushed off things such as ladders, walls, ropes, cliffs. When a character falls, he is going to get hurt.

To resolve a fall, the GM should make an attack roll, adding a +1 to the attack roll for every 5 feet fallen as if it were an attack bonus. Characters with the Acrobatics skill may use that skill to adjust this distance.

The character will not get his normal DEF against falls. Instead he only receives his Dexterity bonus and any magical bonuses to his DEF. Also, armor will provide no reduction of damage for falls.

The fall will inflict 1 point of Base Damage for every 2’ that the character has fallen. Boon Points earned by the fall will always be used for additional damage, but not for any damage multipliers.

skill BoonsCost Boons

1Character learns an extra bit of relevant information that he was not expecting.

1*Player gains a +2 bonus on the character’s next attempt at a task related to this one.

1Result of skill use is increased by 10%, if possible. May be taken multiple times, but cannot increase result by more than 50%.

1Saves against the skill just used have their TN increased by 2.

1*Task was performed more quietly than expected. Character gains a +2 bonus to any rolls to which a quiet result of this task will be of benefit.

1

Task was performed quicker than expected. Each Boon Point spent reduces the amount of time required by 10%. May not reduce required time by more than 50%.

2Character gains or remembers information that can aid in resolving the adventure (i.e. the Dragon’s cave has a back entrance, but not where).

2*Character is so pumped from his success that the player gains a+4 on the character’s next die roll, regardless of its purpose.

2Stunning Success: Onlookers are in awe of your skill, and are literally stunned 1 round.

3*Character gains a +2 modifier to all future attempts to use this skill, until the first time he earns a Snag Point for its use, then the modifier disappears.

3Character gains or remembers information that can greatly aid in resolving the adventure (i.e. you know where the back entrance to the Dragon’s cave is).

3*Character is so pumped from his success that the player gains a +2 to all of his character’s rolls for 24 hours.

* = only one of these bonuses may apply at any given time.

casting BoonsCBP Boon Results

1Harder Save: Each Casting Boon Point spent on this option increases the Target Number (TN) of the Save by 2 points.

1Increased Range: The Range of the spell is increased by 1 increment. May not be used on spells with a range of Self or Touch

1Increased Duration: The Duration of the spell is increased by 1 increment. May not be used on spells with no duration.

1Increased Radius: The radius of the spell is increased by 1 increment. May not be used on spells that do not have an effect with a radius.

1

Increased Distance: Some spells have an effect that includes a specific distance (i.e. moves point of sight 10’). This increases that type of effect by 1 increment.

1

Increase Numerical Effect: When used on any spell whose effect is measured by a number, that effect is increased by one increment (i.e. if a spell heals 1+ Wis Bonus in hits, this option will increase the number of hits healed by “1+Wis Bonus”, thus healing a total of “2 + double Wis Bonus”).

1 Increased Targets: Spell affects 1 extra target.Note: A number of the Casting Boon Results refer to “increment”. An increment is considered to be what is in the original spell (i.e. a Range of 50’ means the increment is 50’, but another spell with a range of 10’ means that additional increments for that spell are in units of 10’).

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extReme temPeRatuResAdventuring characters will often travel to areas where

they are exposed to extremes of temperature. These extreme temperatures can be as deadly as the most ferocious monster.

HeatWhen operating in temperatures above 90 degrees

Fahrenheit (32 degrees Celsius) a character must make a Save vs. Con (TN 20) every hour or receive a cumulative -1 modifier to all actions. If the temperature is above 100 degrees Fahrenheit (43 degrees Celsius), the Save must be made every 10 minutes.

The modifiers will remain until the character can cool off by locating shade, immersing himself in water, or waiting until night falls.

If the character is wearing heavy clothes or armor, increase the Save TN by 2 points per step (i.e. Soft Leather armor gives a Save vs. Con (TN 22), Reinforced Leather gives Save vs. Con (TN 24), etc.).

If the temperature is above 130 degrees Fahrenheit (54 degrees Celsius), the character will take 1d10 points of heat damage for every failed Save. If the character is wearing metal armor, change it to 2d10 hits of heat damage..

Note: Proper attire, such as loose robes and head coverings, will offer a bonus of +4 to the Save.

comBat BoonsBPs Result

1 Adrenal Surge (dx): Does additional damage equal to Strength Stat Bonus. 1 Bleeder: Foe starts bleeding, losing 1 hit per round (slashing and piercing weapons only). 1 Combat Shuffle: You are able to move yourself and your foe 5’ for each Boon Point spent.1 Daze Foe: Foe is dazed 1 round (-4 to all actions). 1 Defensive Posture: Your attack leaves you in a better position. Gain +2 to DEF next round.

1Disarm Foe: Foe has to make a Save vs. Str or his weapon goes flying 1’-10’ in a random direction. TN for the Save is increased by 1 for every Boon Point that the attack earned.

1 Initiative Boost: You gain +2 to your initiative in the next round.

1Knock Prone: You knock your enemy prone. Any character making a melee attack against a prone foe gains +2 bonus on the attack roll.

1Rapid Reload: You may immediately reload your bow without it costing any AP. May only be selected if attack was made with a bow.

1 Skilled Attack (dx): Does additional damage equal to your number of skill ranks in your weapon skill.1 Strong Attack (dx): Does additional amount of damage equal to the Base Damage dealt. 2 Attack Boost: You gain +2 to your attack bonus in the next round.2 Inspiring Attack: Your move so inspires your friends that they all gain +2 to initiative in the next round.

2Lightning Attack: You can make a second attack against the same enemy or a different one within range and sight. You must have a loaded missile weapon if making a ranged attack. Foe must be adjacent for a melee attack. This second attack is made with a -4 modifier to your attack bonus.

2 Pierce Armor: You find a chink in your enemy’s armor. His armor rating is halved (rounded down) vs. this attack.2 Savage Attack: Does 1d10 additional hits of damage. 2 Severe Blow (dx): You do double damage. May not be combined with other damage multipliers (dx).

2Stunning Blow: Foe is Stunned 1 round (and unable to act) if he fails Save vs. Con. The TN for the save is 15 + 1 for every Boon Point earned in the attack.

3 Dire Blow (dx): You do triple damage. May not be combined with other damage multipliers.

3

Dual Strike: Your attack is so strong it affects two targets. First, pick a secondary target. He must be adjacent to you if you are using a melee weapon or within 30 feet of your primary target if you are using a missile weapon. Apply your original attack roll to the secondary target (in other words, you only make one attack roll and apply it to both foes). If you hit the secondary target, inflict your normal damage on him – no Boon Points are earned from this second attack.

3Pierce Armor II: You find a chink in your enemy’s armor. His armor rating is one quarter normal (rounded down) vs. this attack.

3 Stunning Blow: Foe is Stunned 2 rounds (and unable to act) if he fails his Save vs Con.4 Mortal Blow (dx): You do quadruple damage. May not be combined with other damage multipliers.4 Pierce Armor True: You find a chink in your enemy’s armor. You completely ignore his Armor Rating for this attack.5 Death Strike: Foe must make Save vs. Con or die. TN of Save is increased by 2 for every Boon Point that the attack earned.

(dx) = damage multiplier. Damage multipliers are not allowed to be combined with other damage multipliers.

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ColdHypothermia and freezing to death are two of the main

hazards when dealing with extreme cold.When operating in temperatures below 40 degrees Fahrenheit

(4 degrees Celsius) a character must make a Save vs. Con (TN 20) every hour or receive a cumulative -1 modifier to all actions. If the temperature is below 0 degrees Fahrenheit (-18 degrees Celsius), the Save must be made every 10 minutes.

These modifiers can only be reduced by the character finding a place of warmth in which he can warm up. The modifiers will be reduced by -1 for every 10 minutes spent enjoying the warmth.

Should a character reach a modifier of -20, he will need to make another Save vs. Con (TN 25) or he will fall asleep and freeze to death in a number of hours equal to 1d10 plus his Constitution stat bonus.

handling tRaPsAt some point or another, players are going to go adventuring

and run into a trap. These guidelines will help you, as the GM, be able to resolve them in a consistent manner.

A Trap has 3 main attributes: its difficulty to detect, its difficulty to disarm and its attack (usually an OB-based attack or a poison attack).

Detecting TrapsThe Target Number (TN) given for detecting a trap

presumes that the character is actively searching for a trap. If a character is not specifically searching for a trap, then the TN for spotting it is increased by 5. Thus, a trap that is listed as having a TN 18 to detect will have a TN of 23 if the player isn’t actively looking for traps.

Disarming TrapsA trap’s description will also give the Target Number for

disarming it. Characters that have a Lore: Traps skill can gain bonuses to disarming traps by using Boon Points earned with a Lore roll. The difficulty of disarming the trap will take into account the location of the mechanisms of the trap in relation to its trigger and what is involved in disarming it.

Triggering TrapsIf a character triggers a trap, whether by accident or on

purpose, then use the following procedure to resolve it:• Roll Initiative: The trap gets a straight 2d10 while the

character gets all normal modifiers. If the character was unaware of the trap when he triggered it, he receives a -20 modifier to his initiative for being surprised.

• If the character wins initiative, this means that he has glimpsed something and can then perform an action, as detailed in Canceling an Action on p. 33. Then the effect of the attack takes place according to its description. Depending upon the nature of the trap and the action declared, the trap could miss (i.e. dodging an arrow trap) or the action could have no effect (i.e. dodging inside a gas cloud).

• If the trap wins the initiative, then it is triggered and takes effect according to its description.

The notation for describing traps is as follows:

Trap Name: Detect/Disarm; AB Type of Attack (Base Damage); Additional Description/Notes

samPle tRaPs

The following samples are just a small selection of the possibilities. Variations also exist, some being easier to detect and/or disarm, some being harder. The Attack Bonus of a given trap may also vary, depending upon how well it is constructed.

Arrow Trap: TN 20/TN 25; +15 Arrow/Bolt (5); Triggering the trap fires an arrow or crossbow bolt at the target.

Blade Trap: TN 25/TN 20; +24 Large Blade (7); A large scything blade springs out of a hidden recess to strike the target.

Dart Storm (10’R): TN 15/TN 25; +6 Darts (1); Each person within the radius takes 2d10 dart attacks. For each dart, add +1 to the AB and +1 to the amount of damage done. These darts are often coated in poison, increase the Save target number by +1 for each dart that hits a target.

Pit Trap (20’): TN 20/TN 25; +4 Fall (10); A mechanism drops the floor out from under character(s). It is usually spring loaded to snap back into place. See Falling Damage on p. 53 for additional information.

landslides/cave-insOne of the hazards of adventuring is falling objects, such

as from landslides and cave-ins. Depending upon the size of the falling objects and the area that they cover, and how close the character is to the edge, the GM may allow for an Acrobatics roll, minimum TN 20, for the character to attempt to escape the danger zone.

If the character is unable to escape, then he will likely take damage from things falling on him.

A landslide or avalanche is often very deadly. Anybody caught in the middle will take a +30 attack that does 10 points of Base Damage each round for the duration of the landslide (normally 2-10 rounds - roll 2d10, divide by 2).

A cave-in is like a landslide, but it is usually confined to a much smaller, enclosed area and it often does not last nearly as long as a landslide can.

light & visionAdventures take place in many different settings; and

lighting, or the lack of it, can play a key role in how the adventure plays out.

Characters generally have one of three separate types of vision: Normal, Nightvision, and Darkvision. Each provides a character with the unique capability to see in environments where illumination is insufficient.

Normal Vision: With normal vision, characters can see clearly during the day. On a starlit night, a character can see up to 30’ clearly. With nothing more than the ambient light of a full moon, the character can see up to 150’. In an interior setting, using artificial illumination (such as a torch or lantern), a character can see clearly within the limits of the lighting, and is able to see dimly (-8 to Perception rolls) out to a distance equal to one half of the illuminated radius.

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For instance, if a character is using a torch that illuminates a 20’ radius, the character can see clearly up to 20’ away. They also have the ability (with the -8 modifier) to see up to, but not beyond, 30’ away.

Nightvision: With Nightvision, characters can see clearly up to 100’ on a starlit night and up to 500’ by the light of a full moon. In an interior setting, with artificial illumination, the character can see clearly up to double (or triple, if they have Greater Nightvision) the normal radius of the lighting. Characters can also see dimly (-8 to Perception rolls) an additional distance equal to the illumination provided by the light source.

For instance, if a character is using a torch that illuminates a 20’ radius, the character can see clearly up to 40’ away and dimly (with the -8 modifier) from 40’ to 60’ away. If he had Greater Nightvision, he could see clearly up to 60’ and then an additional 20’ at a -8.

Darkvision: The character can see out to the full range of his Darkvision, which may vary from character to character, when in complete, non-magical darkness. With no illumination everything is seen in shades of grey, illumination allows them to see in color.

He can also see clearly up to twice the normal range of their Darkvision on a starlit night and up to 10x that range when they have the light of a full moon available.

When using artificial illumination, the character can see clearly, up to a distance equal to the range of his Darkvision, past the normal area illuminated. He can also see dimly (-8 to Perception rolls) for the same distance as his Darkvision beyond what he can see clearly.

Thus, if a character is using a torch that illuminates a 20’ radius, and the character has Darkvision up to 30’, the character can see clearly up to 50’ and they would be able to see dimly (with the -8 modifier) up to, but not beyond, 80’ away.

light sourCes

The number of light sources available in a fantasy game can range widely from simple torches to several spells. Each light source, however, illuminates a certain radius.

The following list offers a few examples of light sources for easy reference:

Light Source Area IlluminatedCandle 5’ radiusLantern 25’ radiusLight spell 10’ radius (base)Torch 20’radius

limited Visibility

When adventuring outdoors, there are certain weather conditions that can hamper and/or impede upon how far a character is able to effectively see.

In foggy conditions, characters will be limited to seeing no more 50’ if the fog is light, 30’ if it is a moderate amount of fog, and 10’ if the fog is heavy.

Light rain or snow will automatically reduce how far a character can see by half. If the rain or snow is moderate, then the maximum distance that a character can see will

be 50’ and in heavy rain or snow, he will only be able to see a maximum distance of 30’

These distances do not take into account any lighting conditions or sources that might be in use. If the lighting conditions or light sources in use indicate a smaller sight distance, then that should be used instead of these distances.

staRvation & thiRstIn a moderate climate, a character will require the equivalent

of approximately 1 gallon of water and 1 pound of food per day. These measures constitute one “ration” of each.

If the character does not meet those requirements, he will deteriorate and eventually die. Characters in an extremely hot climate will require an extra ration of water each day, while those in an extremely cold climate require an extra ration of food.

StarvationA character can survive for about a month without food. For

each daily ration that is missed, the character will receive a -1 modifier. When the character reaches -20 he will no longer be able to feed himself, and when he reaches -30, he will die.

ThirstDying of thirst is faster than dying of starvation. Each

day without a ration of water will result in the character receiving a -3 modifier. As with Starvation, at -20, he will be helpless and when he reaches -30, he will die.

Half-rationsIf a character is able to consume at least half of a normal

ration, he will not deteriorate any further, but he will not get better either.

RecoveryThe only way to remove the modifiers from starvation and

thirst is by eating and drinking. Healing magic will not work. Each day that the character consumes a normal ration of food and water will reduce the modifier by the same amount that it would have increased without the ration.

wateRy hazaRdsWhile rivers and lakes have always been important

avenues of travel, they can be both a nuisance and hazard for characters that must somehow cross them.

A character may freely wade through still or slowly moving water that is not above his head at a rate of 10’ per round without being required to make a roll. If the water is fast moving, or the ground under the water is especially slick, the GM may require a Save vs. Dex for a character to be able to keep his feet.

SwimmingIf the water is above the head of the character, he will have to

swim. Swimming across a slow moving stream or river will be a Athletics roll (TN 12) while attempting to swim across rapids will be a TN 30 roll. Rapids can easily sweep a character far downstream. Even just keeping one’s head above water would be considered a TN 25 Athletics roll. The penalties for armor and encumbrance are tripled when swimming.

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DrowningA character is able to hold his breath for 30 rounds plus a

number of rounds equal to his Constitution Stat Value.Once this time has expired, the character must begin

making a Save vs. Con (TN 20) each round. Should the character fail one roll, he immediately falls unconscious and will die in 1d10 rounds.

QuicksandQuicksand can appear in any location where sand and

water mix. Shallow quicksand is a nuisance and can be escaped easily, but deep pits of quicksand are more problematic. Attempting to float and/or “dog paddle” towards the edge of a quicksand pool will be at least a TN 20 Athletics roll.

If the character panics or even just flails about, they will sink at a rate of 5” inches per round if they are unarmored. Increase the rate of sinking by 2 inches for every -1 from maneuver modifiers from armor and encumbrance. Also, once a character sinks below the surface, he will drown as described above.

Pulling oneself or another out of quicksand requires Save vs. Str (TN 18) at the very least.

stRategic movementCharacters that are in a combat situation have a movement

rate that is based upon their size and their Speed stat bonus (see p. 13). However, outside of combat, characters will basically adjust their movement rates according to the slowest member of the group.

The Movement By Terrain Type table provides a simple method of determining the distance traveled based upon the movement type and the terrain type.

injuRies, healing & deathThe challenge of adventure brings with it a great risk

of injury or death. This heightens the sense of danger and makes the rewards of successful adventuring all the more meaningful. A taste of fright gets the adrenaline flowing.

Because of these risks, we provide guidelines on injuries, healing, and death.

injuRies & healingMost all injuries result from combat and take the form

damage that is subtracted from the character’s hit points. However, some Boon Point options may include other forms of damage, such as Bleeding.

Hit Points – By far the most common type of damage. Characters will normally heal a number of hit points equal to 5 + his Constitution Stat Bonus with 8 hours of rest or sleep. Should a character make a successful First Aid roll (TN 20) on the character before he rests, then he will regain an extra number of hits equal to the number of ranks that the character applying the First Aid has in his skill. Characters can never regain hit points in excess of their starting, fully healty values.

Bleeding – This is the loss of hit points over a continuous period. Bleeding will not stop unless specific action is taken to stop it (i.e. a First Aid roll). The Target Number for stopping Bleeding is 15 + 3 for each point of Bleeding. Thus the TN for stopping a wound that is Bleeding 1 hit point per round is 18, and the TN for a wound that is Bleeding 2 points per round is 21, and so forth.

Stat Damage – Should a character receive any sort of stat damage, he can usually regain 1 point to that stat for each full day (24 hours) of complete bedrest. However, this can never raise the stat above its pre-damage values.

death & dyingShould a character take enough hit points of damage to

give him a hit point total of 0 to -10, the character will be helpless, and unable to do anything other than attempt to stabilize himself using First Aid (TN 25). Others may also attempt to stabilize the character using First Aid.

Once a character has a negative hit point value, he is considered to be dying and will lose 1 additional hit point each round. When he reaches -11 hit points, he will be unconscious and unable to do anything to aid himself. At that point, it will require somebody else to perform the First Aid to stabilize the character and prevent him from dying.

When the character reaches a negative hit point value equal to 10 plus his Constitution Stat Value, the character will be dead. This means that a character with a Constitution Stat Value of 13 can go down to -24 hits before he actually dies.

The above rules regarding Death & Dying apply to characters only. They do not apply to monsters or non-player characters (NPCs). Monsters and NPCs simply die once they reach zero hit points.

movement By teRRain tyPeMovement Type Roadway Average Ground* Rough Ground* Moutainous*Sneaking 5 4 2 1Careful Walk 8 7 3 2Normal Walk 10 9 5 3Forced March 14 12 7 4Slow Ride (mount) 12 11 5 2Fast Ride (mount) 20 16 10 —Slow Ride (vehicle) 11 9 4 2Fast Ride (vehicle) 15 12 8 —Note: Table gives miles traveled in 4 hour period.* = Reduce distance traveled by 1/3 in Lightly Forested Terrain and by 1/2 in Heavily Forested Terrain.

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advancing levelsAll characters begin their career at full adulthood. This

being the case, they have already acquired a good amount of experience just from growing up and training for their chosen profession. Thus, all “first level” characters start off with a base of 100 experience points.

Characters will then gain experience points as they have adventures and accomplish various goals. When the character reaches the required number of experience points for the next level, he automatically advances to and becomes that level.

Once a character goes up a level, the player gets more Character Points to spend on developing his character. The number of Character Points (CP) that he receives is equal to 15+ on half of the character’s new level, rounded down. Thus a character moving from first to second or from second to third receives 16 CP. If the character were going from third to fourth level, he would get 17 CP.

Characters may never receive more than 30 Character Points per level.

He can spend them on Skills and Talents as he see fits, including the Talent that allows him to increase his Stats (see p. xx). However, some GMs may require that the player wait until the character is someplace where he can train.

The Experience Points table shows how many experience points a character is required to earn to advance to the next level.

awaRding exPeRience PointsWhile determining the amount of experience points to be

awarded to characters is completely up to the Game Master (GM), it is also important for the players to understand how the GM is awarding experience points and why he is doing so.

exPeRience awaRds key

The Experience Awards table has several sections. Each is described more fully below.Base Adventure Reward – Every adventure will have this as

its base, to which the other experience award modifiers are added or subtracted.

Group Awards – The following experience awards are added to the Base Adventure Award and this total is given to all characters who participated in the adventure. The total is not split between the characters, each character receives the full amount.

Session Length – A game session is defined as 4-6 hours of role-playing when dealing with adventures that occur over multiple sessions. It is possible to have entire adventures between the sessions belonging to a single, longer adventure. It is also possible that only a short amount of time in a given session is spent on the longer adventure, while the characters deal with other things going on.

exPeRience awaRdsDescription XPBase XP award for an adventure 30Group Awards XPSession LengthShort (1 game session) +50Long (2 game sessions) +100Very Long (3+ game sessions) +50/session

Adventure resultsuccessful +50unsuccessful, but the PCs can soon fix +0unsuccessful, with no chance to fix -10

EncountersFor each successful encounter +10For each unsuccessful encounter* -20

Individual AwardsHeroic/Dramatic ActionsIncreased overall enjoyment of the game +10Posed a serious risk to the character +10

Accomplish GoalsAccomplished a party goal +20Accomplished a personal goal +10

Plot ElementsContributes major plot element +20Contributes minor plot element +10Uses character background to contribute plot element

+10

* = Negative experience can never reduce the experience point awards below the base amount for the adventure.

exPeRience PointsLevel XP Required

1 1002 3003 6004 1,0005 1,5006 2,1007 2,8008 3,6009 4,500

10 5,50011 6,60012 7,80013 9,10014 10,50015 12,00016 13,60017 15,30018 17,10019 19,00020 21,000

+1 lvl +5,000/lvl

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In such cases, it is up to the GM to track the rough amount of time spent on the longer, more drawn out adventures, so that he can properly award experience.

• Adventure Result – This award is based upon whether or not the character successfully accomplished the main goal of the adventure. They either did, or they did not but can still fix things in the next session, or they failed to complete the adventure in a manner that cannot be fixed.

• Encounters – During the course of the adventure, the characters will have encounters. These could be planned encounters, such as the players having to negotiate with a trader for some information, or it could be a random encounter with a wandering monster. Either way, each encounter adds to the total value of the adventure. Successful means that the goal of the encounter was accomplished. The information was gained, the monster vanquished or chased off, etc.

Individual Awards – In addition to the group awards, each individual character may also earn additional awards.• Heroic/Dramatic Actions – Characters that perform

heroic or dramatics actions that add to the overall enjoyment of the game gain additional experience points. Also, if the actions pose a serious risk to the health or life of the character, beyond the standard risks involved in adventuring, they can yet another bonus to the experience points earned.

• Accomplishing Goals – In order to complete an adventure, the characters will have to complete one or more goals associated with that adventure. The character that completes a given goal gains experience points for doing so.

Players should also be encouraged to draw up a list of personal goals for their characters so that the GM can give them opportunities to accomplish them. Personal goals should never be normal mundane activities. They can, however, include things like “joining a specific organization”, but only when the joining requires some special condition to be met, such as needing the recommendation of an existing member, and existing members never give recommendations except until the candidate proves themselves in some capacity.

• Plot Elements – A campaign is made up of numerous adventures. During the course of the campaign, there will be many plot elements that the characters follow. Some will lead to specific adventures, while others will sometimes fade away. The players themselves are often a good source for plot elements that are incorporated into the ongoing adventures of the campaign. When a player provides the GM with something that can be made into a plot element, the GM should reward the player by doling out additional experience points for it. If the plot element is formed out of something from the player’s character’s past, so much the better because it will help tie the characters, and thus the interest of the players to the game in a stronger fashion.

Don’t forget, however, that the ultimate goal of any game is for everybody to have fun.

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cReatuRes & tReasuRes

One of the standard tropes of a fantasy role-playing game is that the characters will fight creatures and find treasure, including magical items.

Novus is no exception. In this chapter, we will go over the basics of determining a “random” encounter, provide you with a select of creatures that can be used as opponents for the characters, and even provide you with some sample treasures that you can use as rewards.

encounteRsThere are two possible types of encounters that characters

can have. They are as follows:

Planned encounteRsThe first is a Planned Encounter. This may something

like meeting a stranger at a crossroad who provides the character with information that aids in his adventure. Another example is the climatic battle with the main bad guy of the adventure.

Basically, a planned encounter is any encounter that the GM has planned in advance

Random encounteRsThe second type of encounter is the Random Encounter.

It is an encounter that is not planned in advance. More often than not, this sort of encounter will not have any impact on the main goal of the adventure, but depending on where it happened, it is always possible that it could.

encounteR checks

The GM should roll to check for encounters periodically. If the characters are traveling then the GM should make an Encounter Check once for every 4 hours, or portion thereof, that the party has traveled. This means that if the party is traveling for 5 hours, that the GM should make 2 Encounter Checks.

If the party is camped, the GM should make an Encounter Check for every 8 hours, or portion thereof, that the party is camped. Thus, if the party camps for 12 hours, the GM should make 2 Encounter checks.

To actually make an Encounter Check, the GM rolls 2d10 and adds in a number of modifiers based on the situation. If the result of the Encounter Check is 20 or higher, then the party has been spotted by something. This “something” may then decide to leave them alone, follow them, set a trap for them, or even attack them, depending upon its nature.

If the result is 25 or higher, then the party will meet the “encounter” directly. Some examples of this might be the party entering a clearing just as a Goblin patrol enters from a different direction, or stumbling upon a monster as it is eating something that it has caught.

encounteR check modiFieRs

There are a number of different modifiers that can be applied to an Encounter Check. The actual modifier applied will vary depending upon the situation. Please note that not every modifier will apply in every situation. For example, Terrain modifiers are unlikely to apply in an urban environment.

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Party Size: The number of characters in the party will provide a modifier. If there are fewer than 4 members in the party, there is a -2 modifier for each one less than four. If there is more than four, then apply a +1 for each member over four that there is. Mounts and pack animals count as 2 members each. Vehicles such as carts and wagons give a +5 modifier per vehicle if they are less than 6’ in length, and a +10 modifier if they are larger than 6’ in length. For this, the draft animal(s) pulling the vehicle are not counted when determining the modifier.

Weather: The weather can also have an impact on whether or not the party has an encounter, the more inclement the weather, the less likely that an encounter will occur. If there is light rain or snow, apply a -2 modifier. Moderate rain or snow gives a -5 modifier, and heavy rain or snow gives a -10 modifier.

Terrain: The terrain can have a huge impact on the Encounter Check. Open, flat ground with little or no vegetation will give a +5 modifier to the Encounter Check. Rough ground, on the other hand gives a -5 modifier. If there it a light forest, the Encounter Check receives an additional -3 modifier and heavy forest gives a -5 modifier. All terrain modifiers are cumulative.

Travel Speed: Characters who are sneaking or moving carefully, slower than the standard movement rate for the terrain that they are in (see the Movement By Terrain table on p. 57), will receive a -10 modifier to the Encounter Check, while those moving faster than normal will receive a +5 modifier.

Hostile Area: If the party is in an area that controlled by forces or creatures that are actively hostile to the party, then their chances for having an encounter are increased based upon the circumstances. If the hostile forces have patrols out, then the Encounter Check will receive a +2 modifier if the party is in a wilderness area, a +5 modifier if the party is in a rural area, or a +10 modifier if the party is in an urban area controlled by the hostile forces. If the hostile forces have already spotted the party once and are actively pursuing them (i.e. a hue and cry pursuit, not simply tracking them at a distance), then the Encounter Check will receive a +5 modifier for wilderness areas and a +10 modifier for rural and urban areas.

Population Density: The Encounter Check should be modified by +10 when near urban areas and +5 when near rural areas. However, in such areas, the encounters will be with residents, travelers and/or other locals, not with monsters normally. Such encounters could include pilgrims, patrols, messengers, scouts, bandits, traders, etc. It depends on the actual location and several other factors such as how close to a city or village the party is among other things.

cReatuResThe following list of creatures is given to provide the GM

with a small, but versatile selection of monsters and other adversaries.

ant, giant

Lvl: 1 Hits: 32 Move: 5’DEF: 20 AR: 10Attacks: 5 Bite (7)Stats: Str: 14(1); Con: 13(1); Dex: 10(0); Spd: 16(2)

Int: 2(-3); Wis: 13(1); Will: 11(0); Chr: 10(0)

Skills: Perc. (7); Stealth (3); Tracking (2)Size: 2’-3’ long, 10-15 lbs# Enc: 2-20 or 20-200 (ant hill)

Giant Ants build extensive underground tunnel systems, with ant hills that stand 4 to 6 feet tall. They can be found in almost any climate and terrain type, although they seem to prefer warmer zones.

Giant Ants are omnivores, willing to eat almost anything. Groups of ants have been known to attack prey that is larger than themselves, and to fiercely defend against any perceived threats to themselves, their nests, and any food.

Basilisk

Lvl: 10 Hits: 90 Move: 6’DEF: 21 AR: 15Attacks: 13 Bite (10); 13 Claws (12); Gaze*Stats: Str: 25(5); Con: 15(1); Dex: 10(0); Spd: 13(1)

Int: 2(-3); Wis: 12(0); Will: 13(1); Chr: 11(0)

Skills: Perc. (15); Stealth (9); Tracking (10)Size: 10’-12’ long; 1400-2000 lbs# Enc: 1Abilities:• Immune to venoms & poisons

* Petrification Gaze: usable once per round on foe within 10’ – Save vs. Will to avoid meeting its gaze. If you meet its gaze, Save vs. Con or be turned to stone for 20-200 days.

Basilisks are large lizard-like creatures that somewhat resemble wingless dragons at a distance. However, their bodies are more sinuous than that of a Dragon, and the Basilisk never has any horns or other protrusions. Additionally, the skin of the Basilisk is made of much smaller scales than those of a Dragon and is more like the skin of a snake.

Basilisks are not very intelligent, and often unaware of the destruction their presence wreaks. Basilisks are not immune to their own Gaze ability. Also, any possessions carried or held by the target of the Gaze attack are also transformed to stone.Myths & Legends

It is widely believed that the petrification caused by the Basilisk is permanent. If the statue created by the Basilisk’s Gaze is damaged, the petrification will be permanent. However, if the statue is repaired, then it can return to its original form when the petrification wears off.

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It is also rumored that a cup of Basilisk blood poured over a Basilisk created statue can also restore it to life. This is true, so long as the statue is intact.

Beetle, giant stag

Lvl: 3 Hits: 55 Move: 5’DEF: 18 AR: 10Attacks: 6 Bite (12)Stats: Str: 23(4); Con: 17(2); Dex: 10(0); Spd: 13(1)

Int: 2(-3); Wis: 10(0); Will: 12(0); Chr: 9(-1)

Skills: Perc. (8); Stealth (3); Tracking (3)Size: 4’-6’ long; 200-500 lbs# Enc: 2-5

Giant Beetles are normally scavengers, feeding off the carrion left by other creatures, but if carrion is scarce, they are not above killing living creatures to feed themselves.

The Giant Stag Beetle is the most benign of all of the Giant Beetles as it lacks the additional capabilities of its cousins. The shell of the Giant Stag Beetle is prized for use in armors and in making shields since it is both exceedingly tough and lightweight.

BoaR

Lvl: 4 Hits: 80 Move: 6’DEF: 18 AR: 5Attacks: 7 Tusks (8)Stats: Str: 15(1); Con: 22(4); Dex: 10(0); Spd: 14(1)

Int: 2(-3); Wis: 13(1); Will: 2(-3); Chr: 10(0)

Skills: Perc. (10); Stealth (4); Tracking (5)Size: 3.5’-6’ long; 200-600 lbs# Enc: 1-5

Wild Boars are found in many forested areas. They are omnivorous, eating anything and everything, even bones. This makes them popular pets for some, especially those with bodies to dispose of. Others, such as Orcs and Goblins allow Boars to run loose in their homes. This helps keep them clean of refuse, and the Boars also make for excellent guards.

Boars are extremely territorial and dangerous if spooked or if they feel threatened. Their tusks, used primarily for digging up roots, make formidable weapons.

They are quite often hunted for their flesh, which many consider to be extremely tasty. Boar hunters often do so with a special spear fitted with a cross beam that is intended to prevent an impaled Boar from pushing forward along the spear shaft to gore its tormentor.

cat, laRge

Lvl: 5 Hits: 60 Move: 6’DEF: 20 AR: 5Attacks: 9 Claws (11), 9 Bite (8)Stats: Str: 16(2); Con: 15(1); Dex: 19(3); Spd: 18(2)

Int: 2(-3); Wis: 12(0); Will: 13(1); Chr: 10(0)

Skills: Perc. (10); Stealth (8); Tracking (9)Size: 3’-5’ long; 150-300 lbs# Enc: 1-4

This creature is actually a bit of a composite used to represent several different species of Large Cat like the Cougar, Jaguar, Mountain Lion, and/or Panther.

The GM is encouraged to vary the description of the Large Cat based upon the location in which it is encounters.

cockatRice

Lvl: 7 Hits: 57 Move: 1’; 4’ flightDEF: 23 AR: 12Attacks: 11 Bite (4)*; 11 Claws x2 (6) Stats: Str: 6(-2); Con: 11(0); Dex: 17(2); Spd: 18(2)

Int: 2(-3); Wis: 13(1); Will: 13(1); Chr: 9(-1)

Skills: Perc. (13); Stealth (9); Tracking (8)Size: 2’-5’ long; 15-30 lbs# Enc: 1-2* Poisonous Bite: Saves vs. Con or lose 1-3 (1d10 divided by 3, round down) points of Speed and Dexterity. See description below for more details.

The Cockatrice looks like a cross between a lizard and rooster, and its length does include its long scaly tail. It is covered in small scales, and its wings are feathered.

The Cockatrice is feared because its bite delivers a poison that calcifies the flesh and bone of the target. If the victim fails his Save vs. Con, he loses points of both Speed and Dexterity. Boon Points earned by the bite attack can be used to increase the TN of the Save by 2 for every Boon Point spent.

Once a target reaches zero in both Speed and Dexterity, he is fully turned to stone, but his items and equipment are not. He may then, once per day, make a Save vs. Con (same TN as the original Save) to recover from the petrification. Should the target fail this daily Save 3 times, the petrification becomes permanent.

Any creature restored to flesh normally does so with a Speed and Dexterity of 1. They will then naturally regain 1 point of each stat per day until they are at their former levels. Some types of magical healing can also restore the damage to the stats as well.

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demon dog (BaRghest)Lvl: 6 Hits: 78 Move: 6’DEF: 20 AR: 8Attacks: 10 Bite (10)Stats: Str: 17(2); Con: 18(2); Dex: 15(1); Spd: 17(2)

Int: 14(1); Wis: 14(1); Will: 17(2); Chr: 14(1)

Skills: Perc. (12); Stealth (7); Tracking (12)Size: 3’-5’ long; 75-125 lbs# Enc: 1-6Abilities:• Penetrating Bite (see description below)• Immune to poisons and venoms

It is rumored that the Barghest aren’t really a type of Demon, but a breed of wild dog that was long ago tainted and infected by devouring Demon flesh.

These hounds are larger than most breeds, and nearly pitch black in coloring with demonic looking, glowing red eyes. Their sharp fangs are able to pierce the strongest armors. Damage reduction from armor is halved (rounded up) against all attacks from the Barghest.

demons (all)Demons are creatures and beings from a group of related

planes known as the Abyss. These planes are also known as the Nether Realms.

Demons are extremely chaotic and evil in nature, and revel in the torture and slaughter of those weaker than themselves. They are only held in check through a ruthless hierarchy that is ruled over by a Demon known as Mephistopheles.

Mephistopheles has been known throughout the centuries by a variety of names including Abbadon, Mephisto, Typhon, and Beelzebub. It is said that his hatred is all consuming and that he would bring down his own realm to destroy all of creation.

When a Demon is summoned or evoked, they must be dealt with severely and quickly. Even the slightest hesitation will be interpreted as weakness. This causes the Demon to believe that it can twist and pervert the meaning of the summoner’s commands.

Although Demons are vicious and cruel by their very nature, they do fear the powers of good and of deities. They will often initially recoil from the sight of holy symbols and artifacts of a divine nature.

There is a great enmity between Demons and Devils. All Demons must always attack Devils upon sight, or else they face the wrath of Mephistopheles himself.

All Demons have the following attributes in common:• Immune to venoms and poisons

• Possession: Demons of 5th level or higher may attempt to possess the physical form of any living creature. Target must make a Save vs. Will to resist.

• Repulsed by Holy Symbol: Demon must make Save vs. Will or avert its gaze and be unable to approach wielder for 1-2 minutes.

• Immune to all influence and control spells that are not specifically designed for controlling or influencing demons.

demon (gRemlins)Lvl: 3 Hits: 57 Move: 1’; 3’ flightDEF: 24 AR: 8Attacks: 5 Bite (1); 5 Claws (1), 5 Spear (1)*Stats: Str: 5(-2); Con: 18(2); Dex: 19(3); Spd: 19(3)

Int: 12(0); Wis: 18(2); Will: 18(2); Chr: 9(-1)

Skills: Perc. (5); Stealth (10); Tracking (5)Size: 4”-5” tall; 1-2 lbs# Enc: 1Abilities:• Invisibility at will (not while attacking)• Sense Magic by touch• Sense Magical Gates (Save vs. Int)

* Poison: Save vs. Con or fall into sleep for 5-10 minutes.

Gremlins rarely reach six inches in height. The are covered in greenish scales, have small bat-like wings, and their tails, back and head are often covered in rows of tiny spikes. These spikes are often black, yellow, blue or a deep blood-red in color.

Gremlins are adept at spotting gates and portals. A surprising number of these creatures use this ability to make their way to the material plane to wreak whatever havoc they can.

A Gremlin’s natural weaponry leaves much to be desired; only doing a single pip of damage. Their claws and teeth don’t even get scaling damage that other weapons get. Their tiny spears are covered in a poison that allows them to put others to sleep so that they may have their fun uninterrupted.

Gremlins also make for good familiars, as they are able to communicate with their masters through speech, they can sense magical gates and portals, and they can sense magic by simply touching an object. Additionally, their ability to turn invisible at will allows them to serve as spies.

demon (manes)Lvl: 3 Hits: 53 Move: 4’DEF: 21 AR: 8Attacks: 7 Bite (5); 7 Claws (7)Stats: Str: 9(-1); Con: 16(2); Dex: 19(3); Spd: 16(2)

Int: 14(1); Wis: 18(2); Will: 7(-1); Chr: 3(-3)

Skills: Perc. (5); Stealth (8); Tracking (15)Size: 3’ tall; 50-60 lbs# Enc: 1-6Abilities:• Immune to fire, cold, and lightning• Immune to all control spells• May communicate with all undead• Sense Magic by scent (range: 10’)

Manes are easily the most evil of the minor Demons; they are insidious, conniving, ruthless, and vicious in the extreme. Their short bodies are covered with short, grayish fur and they have pointy ears, deep-set glowing eyes and heavy brows. They have claws on their hands and feet and large fangs. Many Manes have a strip of darker fur, slightly longer than the rest of their fur, which runs from their forehead over their head and down their back.

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Manes have an excellent sense of smell and on their home planes are often used as bloodhounds by other Demons. Their sense of smell is so acute that they can even smell nearby magic.

Even though they are small, Manes are still extremely tough. They are immune to heat, cold, and electrical energy; both mundane and magical. They are also immune to all types of control spells. Luckily, spells of banishment do work on them.

Manes are prized by those who work with corpses, for their innate ability to communicate with the dead. However, Manes make good familiars only for the most evil of spell users as these creatures are not happy unless they are engaged in some vile and twisted pursuit.

demon (laRvae)Lvl: 2 Hits: 30 Move: 2’DEF: 18 AR: —Attacks: 4 Bite (5)*Stats: Str: 5(-2); Con: 10(0); Dex: 6(-2); Spd: 10(0)

Int: 14(1); Wis: 10(0); Will: 6(-2); Chr: 6(-3)

Skills: Perc. (2); Stealth (2); Tracking (2)Size: 1’-2’ long; 15-25 lbs# Enc: 2-20Abilities:• Nauseating Appearance: Save vs. Will or viewer

is incapacitated by nausea for 1-4 minutes.* Disease: Save vs. Con or contracts plague-like disease that is fatal in 24 hours if not treated.

Larvae are the most minor of the minor Demons. They are created from the souls of evil humanoids that have been consigned to the Nether Realms for their sins. They exist in endless numbers on the lower planes and are often tormented and preyed upon by other Demons.

Larvae look like fat, slimy worms with human-like faces. It is believed that the face of a Larvae resembles the face it held when it was alive. Their skin is yellowish and covered in mottled reddish brown splotches.

Just viewing a Larvae is enough to make most sick, and their bite has a strong chance of infecting a person with a nasty and fatal disease.

Larvae will attack anything that moves, except other demons. They are slow moving, but they never tire and will follow prey as long as it does not cross running water, as the Larvae cannot swim.

demon (common lesseR demon - goatmen)Lvl: 7 Hits: 94 Move: 6’DEF: 20 AR: 10Attacks: 10 Bite (8); 10 Claws (10); 10 Weapon (*)Stats: Str: 19(3); Con: 19(3); Dex: 11(0); Spd: 13(1)

Int: 10(0); Wis: 13(1); Will: 8(-1); Chr: 6(-2)

Skills: Perc. (8); Stealth (7); Tracking (8)Size: 6’-6.5’ tall; 200-250 lbs# Enc: 1-10* Damage varies by weapon used

The most common type of lesser Demon doesn’t have a specific name like most other Demons, but some refer to the as Goatmen. This is because they appear to a mixture of humanoid and goat, complete with hooves and horns.

While there is a lot of variation within their appearance, these creatures are similar in outlook. They are universally considered to be ruthless, savage, and completely untrustworthy. Unless they are forced to swear a solemn oath they will always lie to and mislead those who summon them.

When summoned, these creatures will often require the sacrifice of a small animal to slake their bloodlust. Once a pact has been sealed, the Demon will obey any single command, although complicated orders may be a bit much for its mind to comprehend. Many times, its savagery tends to overwhelm what intelligence it has.

In combat, these creatures prefer weapons that slash or maul their foes, such as axes and spiked clubs or maces. They enjoy making a foe last as long as possible, and will often go for disabling attacks at first rather than killing attacks; all the better to prolong the suffering of their targets.

Goatmen often form the bulk of demonic armies. However, despite their viciousness and lust for battle, Goatmen are not very brave or disciplined, and they are not considered or treated as any sort of reliable troop. They often require one or more greater Demons herding and controlling them.

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devils (all)There are a group of lower planes known as The Nine

Hells, and sometimes called Hades. The evil inhabitants of Hades are known as Devils. Unlike the chaos of Demons, Devils are very orderly, and faithfully adhere to a chain of command known as the Order of Ascendancy.

Devils are ruled over by a sinister being of untold power known as Asmodeus. It is rumored that Asmodeus and the other arch-devils once resided in the upper planes, but that they plotted to overthrow the gods and were subsequently banished to the planes of Hades.

It is said that Asmodeus now seeks a position of eminence and respect among the mortal planes, to regain what was lost with his banishment. It is also said that Asmodeus even has a sense of humor, a quality that is never attributed to the ruler of the Demon hordes.

When summoned, Devils need to be dealt with firmly, and without hesitation. Anything else shows weakness and while Devils are generally willing to aid those of a similar outlook, they are loathe to render service to those that they deem incompetent. Even worse than incompetence are those who are in league with Demons, and Devils can literally smell the “demon stink” on those who consort regularly with Demons.

All Devils despise Demons and will always attack them on sight. It is said that the lower planes are in a constant state of war between Demons and Devils.

Devils are, in a manner similar to Demons, repulsed by holy symbols and artifacts of divine magic.

All Devils have the following attributes in common:• Immune to venoms and poisons

• Immune to non-magical weapons (damage heals instantly)

• Repulsed by Holy Symbol: Devil must make Save vs. Will or avert its gaze and be unable to approach wielder for 1 minute.

• Immune to all influence and control spells that are not specifically designed for controlling or influencing demons.

devil (alastoR)Lvl: 3 Hits: 28 Move: 6’DEF: 23 AR: 10Attacks: 7 Bite (1)Stats: Str: 5(-2); Con: 8(-1); Dex: 16(2); Spd: 19(3)

Int: 19(3); Wis: 15(1); Will: 8(-1); Chr: 8(-1)

Skills: Perc. (4); Stealth (9); Tracking (4)Size: 6”-1’ tall; 2-5 lbs# Enc: 1Abilities:• Invisibility (1x per day; 1 hr)• Shape change: hound (1x per day; 1 hr)• Speak in Tongues (1x per day; 1 hr)• Regenerate (1 hit per hour)• Sense Magic (range: 10’)Alastor are tiny humanoids, covers in scales and tiny

spines, with small horns growing from their heads. They are highly intelligent and on their home planes will often serve as advisors to the less intelligent Garun who guard the realms of the Nine Hells. They also often act as intermediaries between various factions of Devils.

Alastor have a number of special magical abilities. They may use each ability only once per day, for up to 1 hour. They can turn invisible, Speak in Tongues (i.e. speak any language), and shape change into a black hound. Additionally, Alastor automatically regenerate 1 hit worth of damage each hour and are able to sense magic with a standard Perception roll at a range of up to 10’.

Their exceptional intelligence and their cunning has led to Alastor often being referred to as “Evil Geniuses” and they are often highly sought after as familiars. They make superior familiars for those of a neutral or evil disposition, but good spell users will be hard pressed to keep them under control. Unless they are engaged in malicious activities on a fairly regular basis, Alastor will cleverly twist the meaning of any command or direction given to them to suit its own twisted little purposes.

Alastor may be used for a number of useful purposes such as delivering messages, spying, and performing minor alchemical processes such as stirring a mixture or fetching ingredients. When aiding in alchemical tasks, the Alastor gives a bonus to his master’s Magecraft: Alchemy roll equal to his level.

Once a month, an Alastor may be commanded to tell his master the given name of any one lesser or greater Devil. The Alastor performs this service gladly in an effort to increase his master’s reliance upon the power of Hades.

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devil (gRimalkin)Lvl: 3 Hits: 35 Move: 7’DEF: 21 AR: —Attacks: 7 Claws (5)Stats: Str: 6(-2); Con: 10(0); Dex: 15(1); Spd: 18(2)

Int: 15(1); Wis: 18(2); Will: 7(-1); Chr: 10(0)

Skills: Perc. (5); Stealth (6); Tracking (15)Size: 2’-3’ long; 15-20 lbs# Enc: 1Abilities:• Sense Magic by scent (range: 10’)• Regenerate (1 hit per minute)• Shape change: hag (1x per day; 1 hr)• Speak in tongues (1x per day; 1 hr)• Speak with animals (1x per day; 1 hr)• +15 to Stealth in darkness (not figured in) • Greater Nightvision

Grimalkin are sometimes known as Shadow Cats because their normal form is that of a large black cat. This creature’s form is so dark, that it gets a huge bonus to Stealth attempts in darkness. This makes them excellent spies.

The Grimalkin has a number of other abilities as well. It can sense magic by smell at ranges up to 10’ and it regenerates 1 hit worth of damage every minute. It can also see extraordinarily well in darkness. Additionally, it has a few other abilities that it can used once per day, for up to an hour. This include the ability to shape change into an old hag, the ability to Speak in Tongues (i.e. speak any language), and the ability to speak to any animal.

Grimalkin are highly prized as familiars because, unlike Alastor, a Grimalkin will never cause problems for their masters. They are of the belief that their own presence is enough of an predilection towards evil, regardless of what they profess.

Like the Alastor, the Grimalkin may, no more than once per month, reveal the given name of any one lesser or greater Devil.

devil (imP)Lvl: 3 Hits: 66 Move: 3’; 6’ flightDEF: 19 AR: 10Attacks: 7 Claws (6); 7 Tail (2)*Stats: Str: 9(-1); Con: 21(3); Dex: 19(3); Spd: 16(2)

Int: 14(1); Wis: 18(2); Will: 7(-1); Chr: 3(-3)

Skills: Perc. (5); Stealth (8); Tracking (5)Size: 2’-3’ tall; 30-40 lbs# Enc: 1-4Abilities:• Invisibility• Sense Magic by sight (range: 20’)• Regeneration (1 hit per hour)• Shape change: any small animal, 1x day

* Poison: Deals 1-5 (roll d10/2, rounded up) damage for each of 1-10 rounds. Save vs. Con for 1/2 damage.

Imps have tough leathery skin and small, but functional bat-like wings. They have slightly bulbous heads with long pointy ears and sinister facial features. Their bodies are often covered with tiny barbs and spikes, and their hands

and feet end in wicked, razor sharp claws. And to top it all off, they have long, thin, prehensile tail that ends in a barbed stinger that has potent venom.

Imps are prized as superior familiars because they are among the most versatile of the lesser Devils. They can fly, and turn invisible at will (they turn visible when making attacks). Once per day, they can shape change into any small animal that does not exceed 3’ in either height or length. They can sense magic with a normal Perception roll at ranges of up to 20’ and they regenerate 1 hit worth of damage each hour.

Some Imps even know how to use weapons that have been scaled down to their size (does 1 point less damage than Halfling sized weapons).

The Imp can also, no more than once per month, provide its master with the given name of any one lesser Devil. However, they cannot provide the names of greater Devils like Alastors and Grimalkin can.

devil (gaRun)Lvl: 6 Hits: 86 Move: 4’DEF: 20 AR: 10Attacks: 9 Claws (10)Stats: Str: 17(2); Con: 19(3); Dex: 15(1); Spd: 16(2)

Int: 10(0); Wis: 16(2); Will: 10(0); Chr: 4(-2)

Skills: Perc. (8); Stealth (7); Tracking (18)Size: 4’-6’; 130-200 lbs# Enc: 1-10

Garun are bat-like humanoid creatures with large, flat noses and sharp claws. They have no wings, and their arms end in wicked claws. Garun are excellent trackers and hunters, able to trace prey over long distances and extremely adverse conditions.

When summoned, Garun will only perform services that involve the hunting of prey, or fighting a Demon, which it will do gladly. Any other commands will be met with the Garun attempting its best to twist the command in some fashion.

Garun make up the bulk of devilish armies much like Goatmen make up the bulk of demonic armies. However, the Garun are much more disciplined and willing to fight for more powerful Devils, and don’t require the same sort of oversight that Goatmen require.

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dRagons (wyRms)Dragons are creatures of legend. Dragons are vastly

powerful creatures, both physically and magically. It is said by some scholars that Dragons were among the first creatures to arise, that they soared across the skies when humans were still living in trees.

Whether this is true or not, we may never know, but history and legends are filled with Dragons as far back as anybody can remember.

Unlike other creatures, we present you with not one, but 5 different stat blocks for Dragons. We have provided one stat block for each “age” or stage of development that that a Dragon has. Wyrmlings cannot fly, and Wyrmlings and Young Dragons cannot cast spells.

When a Dragon becomes an Adult Dragon, he may learn spells from a single School of Magic. When he becomes an Old Dragon, he can learn spells from a second School of Magic and when he becomes an Ancient Dragon, he may learn spells from a third School of Magic. The Dragon is considered to be a Major Adept in whatever Schools of Magic that he learns.

dRagon (wyRmling)Lvl: 6 Hits: 62 Move: 8’; only vestigial wingsDEF: 22 AR: 8Attacks: 13 Claws (8); 13 Bite (8); 8 Breath (9)*Stats: Str: 16(2); Con: 13(1); Dex: 10(0); Spd: 23(4)

Int: 12(0); Wis: 12(0); Will: 13(1); Chr: 8(-1)

Skills: Perc. (7); Stealth (7); Tracking (7)Size: 5’-10’ long; 300-800 lbs; 5-30 years old# Enc: 1-4Abilities:• Sense Magic by scent (range: 10’)• Greater Nightvision• Immune to sleep and paralysis effects

* Breath Weapon: cone 10’ long, 5’ wide at far end or line 5’ wide, 20’ long; usable once per minute, no more than 5 times per day

dRagon (young)Lvl: 12 Hits: 102 Move: 7’; 5’ flightDEF: 24 AR: 12Attacks: 20 Claws (15); 20 Bite (15); 13 Breath (12)*Stats: Str: 21(3); Con: 15(1); Dex: 10(0); Spd: 21(3)

Int: 15(1); Wis: 16(1); Will: 18(2); Chr: 11(0)

Skills: Perc. (16); Stealth (12); Tracking (16)Size: 11’-18’ long; 800-2000 lbs; 31-250 years old# Enc: 1Abilities:• Sense Magic by scent (range: 10’)• Greater Nightvision• Immune to sleep and paralysis effects• See Invisible within 30’

* Breath Weapon: cone 20’, 10’ wide at far end or line 5’ wide, 30’ long; usable once per minute, no more than 5 times per day

dRagon (adult)Lvl: 20 Hits: 200 Move: 6’; 6’ flightDEF: 28 AR: 16Attacks: 29 Claws (17); 29 Bite (17); 14 Breath (16)Stats: Str: 26(5); Con: 20(3); Dex: 10(0); Spd: 19(3)

Int: 19(3); Wis: 20(3); Will: 23(4); Chr: 14(1)

Skills: Perc. (26); Stealth (13); Tracking (26)Size: 19’-30’ long; 2000-3500 lbs; 251-750 years old# Enc: 1Abilities:• Sense Magic by scent (range: 30’)• Greater Nightvision• Immune to sleep and paralysis effects• See Invisible within 40’

* Breath Weapon: cone 30’, 15’ wide at far end or line 5’ wide, 40’ long; usable once per minute, no more than 8 times per day

dRagon (old)Lvl: 35 Hits: 361 Move: 6’; 7’ flightDEF: 35 AR: 20Attacks: 28 Claws (19); 28 Bite (19) ; 15 Breath (20)Stats: Str: 31(7); Con: 23(4); Dex: 10(0); Spd: 17(2)

Int: 23(4); Wis: 23(4); Will: 27(5); Chr: 17(2)

Skills: Perc. (31); Stealth (14); Tracking (31)Size: 31’-50’ long; 3500-4500 lbs; 751-1100 years old# Enc: 1Abilities:• Sense Magic by scent (range: 40’)• Greater Nightvision• Immune to sleep and paralysis effects• See Invisible within 50’

* Breath Weapon: cone 40’, 20’ at far end or line 5’ wide, 50’ long; usable 1 per minute, no more than 8 times per day

dRagon (ancient)Lvl: 50 Hits: 552 Move: 5’; 8’ flightDEF: 41 AR: 25Attacks: 27 Claws (21); 27 Bite (21); 16 Breath (24)Stats: Str: 37(9); Con: 26(5); Dex: 10(0); Spd: 15(1)

Int: 27(5); Wis: 28(6); Will: 30(6); Chr: 20(3)

Skills: Perc. (39); Stealth (15); Tracking (39)Size: 50’+ long; 4500-6000 lbs; 1101+ years old# Enc: 1Abilities:• Sense Magic by scent (range: 50’)• Greater Nightvision• Immune to sleep and paralysis effects• See Invisible within 60’

* Breath Weapon: cone 50’, 25’ at far end or line 5’ wide, 60’ long; usable once per minute, no more than 11 times per day

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Dragons are great reptiles, reaching lengths of 50’ or more at their oldest. They are covered in thick, scaly hide and many dragons also sport horns, spikes, and even a row or two of ridges that run from the base of their head to the tips of their tails. They have four limbs and a set of wings that can fold flat against their back.

Dragons are usually generally uniform in color along their sides and backs, with lighter coloration on their underside. A Dragon’s color often has a correlation to the type of breath weapon that the dragon wields. Dragons of a specific color also often have other abilities that are tied to their color in addition to the abilities that all Dragons have. Here is a list of the different types of Dragons and their color-based abilities:

Gold Dragons• Breath Weapon: Fire (cone or line, Dragon’s choice)

• Shape Change: Once per day per age (i.e. Young may shape change 2x per day, Adult 3x, etc.)

• Primary School of Magic: High MagicSilver Dragon• Breath Weapon: Lightning (line)

• Primary School of Magic: MysticismBronze Dragons• Breath Weapon: Fire (cone or line, Dragon’s choice)

• Primary School of Magic: WizardryBlack Dragons• Breath Weapon: Acid (line), does half the listed

damage each round for 1-10 rounds unless washed off using water

• Primary School of Magic: Black MagicBlue Dragons• Breath Weapon: Lightning (line)

• Primary School of Magic: WizardryGreen Dragons• Breath Weapon: Acid (line), does half the listed

damage each round for 1-10 rounds unless washed off using water

• Primary School of Magic: Nature MagicRed Dragon• Breath Weapon: Fire (cone)

• Primary School of Magic: High MagicWhite Dragons• Breath Weapon: Frost (cone), use half listed damage,

victims must Save vs. Con or take 1 hit (for every 5 hits of initial damage dealt) each round due to Frostbite. TN is increased by 1 for every 3 points above victim’s DEF the attack roll was.

• Primary School of Magic: High MagicAll Dragons have a number of abilities in common. They

all can sense magical items by scent, if the item is within range. They all have Greater Nightvision and can see invisible creatures that are within range. Dragons are also immune to all effects that cause sleep or paralysis, regardless of the source.

ghost

Lvl: 5 Hits: 25 Move: 6’ flightDEF: 20 AR: —Attacks: 9 Spectral Touch (5)*Stats: Str: 3(-3); Con: 5(-2); Dex: 18(2); Spd: 18(2)

Int: 12(0); Wis: 19(3); Will: 18(2); Chr: 9(-1)

Skills: Perc. (8); Stealth (7); Tracking (8)Size: 5’-6’ tall# Enc: 1Abilities:• Incorporeal (may walk through objects)• Can only be damaged magical weapons • Harmed by Holy Water (1-10 hits per ounce)• Regenerates (1 hit per minute)• Able to see invisible, ethereal, & astral

presences within 100’• Repulsed by Holy Symbol: Ghost must make

Save vs. Will or avert its gaze and be unable to approach wielder for 1 minute

• Possession: Capable of possessing a living being who fails a Save vs. Will

* Spectral Touch: does cold damage, Save vs. Con or lose 1 point of Strength for every 5 hits of damage done, Strength recovers 1 point per day

Ghosts are the undead and restless remains of a once living being or creature. These spectral entities are the remnants of a person or creature that usually died by violence, treachery, through an injustice, or evil beings attempting to hold on to life at any cost.

Ghosts are normally incorporeal, unable to interact with the physical world. In fact, a Ghost must make a Save vs. Will in order to touch or move physical objects.

Being insubstantial, Ghosts are unharmed by normal weapons. Only magical weapons or magic can affect a Ghost. And even then, most only do half their normal damage. Holy weapons do full damage and Holy Water can also hurt a Ghost, doing 1-10 hits for every ounce splashed on the Ghost. Ghosts are also affected by Holy Symbols, and must make a save or they will be prevented from approaching the bearer for a short length of time.

Any damage dealt to a Ghost will heal at a rate of 1 hit per minute. The only way to permanently destroy a Ghost is through burning the mortal remains of the Ghost, or if the Ghost fails its Save against a Repel Undead spell by 10 or more points or through other magic specifically designed to destroy undead.

Ghosts attack using something called a Spectral Touch. This touch does cold damage to the target and requires the target to make a Save vs. Con or the Ghost will drain some of the target’s Strength. If the target survives the attack of the Ghost, he will recover that Strength at a rate of 1 point per each full day of rest.

Also, Ghosts of intelligent beings may attempt to posses another person. If that person fails a Save vs. Will, the Ghost has possessed them and taken over. The target gets another Save once every hour, or anytime that the Ghost attempts to do something that would harm the target.

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goBlin

Lvl: 2 Hits: 34 Move: 5’DEF: 17 AR: 5 (SL Armor, Helm & Bracers)Attacks: 4 Short Spear (8); 3 Short Bow (6)Stats: Str: 13(1); Con: 12(0); Dex: 11(0); Spd: 13(1)

Int: 10(0); Wis: 12(0); Will: 10(0); Chr: 8(-1)

Skills: Perc. (2); Stealth (2); Tracking (2)Size: 4’-5’; 100-150 lbs# Enc: 1-10Abilities:• Nightvision

Goblins are green-skinned humanoid creatures with slightly oversized heads and eyes with spindly limbs and long pointy ears. Their eyes are a bright yellow. They dress in soft leathers and use simple weapons like spears and small bows.

Goblins are a tribal race, ruled by the strongest; usually a Hobgoblin or other being that has come in and dominated them. They are cruel and vicious and like to dominate those who are weaker than them, just as they are often dominated by those who are stronger. Goblins are not overly brave, and usually will not attack unless they believe that they can win or if they are forced to.

Goblin tribes are fiercely competitive, often warring between one another, unless there is a common foe and a strong leader who can unite them.

golem, clay

Lvl: 11 Hits: 94 Move: 4’DEF: 21 AR: 10Attacks: 13 Bash (12)Stats: Str: 25(5); Con: 14(1); Dex: 12(0); Spd: 12(0)

Int: 3(-3); Wis: 11(0); Will: 14(0); Chr: 6(-2)

Skills: Perc. (11); Stealth (11); Tracking (11)Size: 6’-8’ tall; 400-500 lbs# Enc: 1Abilities:• Immune to non-magical weapons• Immune to extremes of temperature• Immune to mind affecting magic

A Clay Golem is a humanoid construct animated by magic or alchemical means. Clay Golems are incapable of independent thought or action and may be programmed to obey up to three separate commands. Clay Golems may also be programmed to follow simple and direct commands given by its master.

While this may be useful to some extent, the Golem will only respond to simple, single subject commands. Even combining two simple commands into a single sentence will baffle it (i.e. “Go to the door and open it” is too much).

Clay Golems are incredibly strong, able to easily move up to double its own mass. They are often used by spell casters as bodyguards, laborers, and sentinels. They are immune to non-magical weapons, extremes of cold and heat, and they are unaffected by any magic or effect that affects the mind, such as control spells, magical command spells, illusions, etc.

hoBgoBlin

Lvl: 4 Hits: 52 Move: 5’DEF: 19 AR: 8 (RL Armor, Helm & Bracers)Attacks: 5 Short Sword (6); 7 Light Crossbow (8)Stats: Str: 16(2); Con: 14(1); Dex: 13(1); Spd: 16(2)

Int: 12(0); Wis: 13(1); Will: 12(0); Chr: 8(-1)

Skills: Perc. (5); Stealth (5); Tracking (5)Size: 4.5’-5.5’ tall; 125-175 lbs# Enc: 1-10Abilities:• Nightvision

It is rumored that Hobgoblins were the result of breeding between Orcs and Goblins, but scholars have been unable to prove this. Other scholars think that they are a completely separate race, or that they are a sub-race of Goblins. As with the Goblin/Orc half-breed theory, there is no proof either way.

What is known is that Hobgoblins are larger than Goblins and that their skin is a mottled yellowish orange in color. But other than that, they look amazingly similar to Goblins.

koBold

Lvl: 1 Hits: 25 Move: 3’DEF: 19 AR: 5 (SL Armor, Helm & Bracers)Attacks: 4 Spear (7); 2 Light Crossbow (7)Stats: Str: 10(0); Con: 10(0); Dex: 14(1); Spd: 14(1)

Int: 12(1); Wis: 14(1); Will: 11(0); Chr: 8(-1)

Skills: Perc. (2); Stealth (4); Tracking (2)Size: 3.5’-4’ tall; 50-70 lbs# Enc: 1-10Abilities:• Nightvision

Kobolds are a small race with a canine-shaped face and they are covered in reddish-brown scales. They are extremely cunning and dangerous. They have a great understanding of how to build and use traps to their advantage.

Many see them as cowardly, but in truth, they simply do not wish to throw their lives away without reason. Kobolds are also very vengeful, and have been known to track foes for weeks on end waiting for the perfect moment to wreak havoc on the plans of their foe, whether that be alerting another enemy of his foe to that foe’s presence, or attacking him in a moment of extreme vulnerability.

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ogRe

Lvl: 5 Hits: 80 Move: 7’DEF: 18 AR: —Attacks: 11 Club (10); 6 thrown rocks (8)Stats: Str: 22(4); Con: 20(3); Dex: 11(0); Spd: 10(0)

Int: 8(-1); Wis: 12(0); Will: 10(0); Chr: 6(-2)

Skills: Perc. (5); Stealth (5); Tracking (5)Size: 7’-8’ tall; 500-700 lbs# Enc: 1-3

Ogres are the smallest of the giant races. They are slovenly and unkempt, disgusting in the extreme. Their knotted, misshapen muscles and ugly faces contribute to make their appearance even more frightening. They are often covered in shaggy hair, and wear stinking, uncured hides as clothing.

Ogres are slow-witted and cruel and considered to be more evil than many other types of giants. Their strength and savagery make them highly feared.

Ogres will often appropriate some existing cave or structure and then terrorize the surrounding region. They like shiny things and often amass a treasure from the things that they take from local travelers.

Ogres are usually either solitary in nature, or they live in small family groups.

oRc

Lvl: 5 Hits: 67 Move: 5’DEF: 19 AR: 8 (RL Armor, Helm & Bracers)Attacks: 8 Falchion (8); 6 Long Bow (10)Stats: Str: 17(2); Con: 16(2); Dex: 13(1); Spd: 14(1)

Int: 10(0); Wis: 10(0); Will: 10(0); Chr: 7(-1)

Skills: Perc. (9); Stealth (6); Tracking (9)Size: 5’-6’ tall; 180-250 lbs# Enc: 1-10Abilities:• Nightvision• Keen Sense of Smell (+2 to Perc. & Tracking)

The upturned nose and tusks jutting upwards from their lower jaws often give Orcs something of a porcine appearance. However, there is nothing comical in their nature. Orcs are a savage and cruel race, very territorial and willing to go almost any lengths to protect their territory.

skeleton waRRioR

Lvl: 3 Hits: 53 Move: 6’DEF: 17 AR: 5Attacks: 4 Short Sword (6)Stats: Str: 15(1); Con: 16(2); Dex: 13(1); Spd: 14(1)

Int: 10(0); Wis: 10(0); Will: 10(0); Chr: 7(-1)

Skills: Perc. (8); Stealth (2); Tracking (3)Size: 5’-6’ tall; 50-70 lbs# Enc: 1-20Abilities:• Harmed by Holy Water (1-10 hits per ounce)• Regenerates (1 hit per minute)• Repulsed by Holy Symbol: Skeleton must

make Save vs. Will or avert its gaze and be unable to approach wielder for 1 minute.

• Non-magical weapons only do half damage, blunt/bashing weapons do full damage

Skeleton Warriors are created using evil magic or alchemy. They are often made from powerful warriors who have died in combat and stat given above are for the weakest of those creations. Most Skeleton Warriors are made from common fighters, but those made from more powerful fighters can often be of a higher level.

Skeleton Warriors share some traits with other undead, such as being repulsed by Holy Symbols and taking damage from Holy Water, and the ability to regenerate most damage at a rate of one hit per minute. Holy damage and damage from fire cannot be regenerated.

Most non-magical weapons will only do half their normal damage (base and scalable), although weapons designed specifically for bashing, such as clubs and maces, will do full damage. If a Skeleton Warrior is reduced to zero or less hits, he will regenerate at a much slower rate, healing only 1 hit of damage every 10 minutes until he once again has a hit point total of 1 or higher.

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sPideR, giant

Lvl: 6 Hits: 54 Move: 6’DEF: 20 AR: 8Attacks: 10 Bite (8)*; 9 Web (0)**Stats: Str: 23(4); Con: 12(0); Dex: 17(2); Spd: 18(2)

Int: 5(-2); Wis: 14(1); Will: 13(1); Chr: 10(0)

Skills: Perc. (12); Stealth (13); Tracking (7)Size: 3’-6’ long; 200-300 lbs# Enc: 1-5Abilities:• Can sense vibrations through the ground, up

to 100’ away* Poison: Save vs. Con or it does 1 point of damage to target’s Strength stat for 1-10 rounds.** Web: Spider is able to shoot web at a distance (RI 10), if successful, foe is entangled and may attempt Save vs. Str to burst the web, or Save vs. Dex (or Acrobatics skill roll – TN 15) to wriggle free. Target is allowed 1 attempt per round.

There are actually several different types of Giant Spiders, and this is the most common. It is essentially just a giant version of a normal spider. It makes its webs in caves are in the eaves of large forests. Its ability to sense movement through the ground aids in catching prey.

The Giant Spider will often catch prey well in advance of its need to feed, cocooning targets and saving them for later. Also, the larger the Giant Spider, the less likely it is to be found with others of its kind. As they grow larger, they tend to grow more solitary in their habits.

sPiRits entities (all)In the center of all creation are the mortal planes;

numerous dimensions side by side. Surrounding these mortal planes is the Ethereal Plane, known as the lowest of the Spirit Planes. Above that we have the Astral Plane, which serves as the home to many spirits and also the gateway to other planes, even further removed, such as the Elemental Planes and beyond that the planes of the gods, and even beyond them is the Light that shines upon all.

There are some Spirit Entities that live in the Ethereal Plane, but these are few and far between. More live among the Astral Plane. On the spirit planes, Spirit Entities appear as geometric shapes, pulsing with an inner light, this is often referred to as its “body of light”. Those with the proper lore can easily discern one type of spirit from another.

Spirit Entities can easily traverse from the mortal planes to any of the Spirit Planes at will, only taking physical form on the mortal planes. The form taken is determined by the type of spirit.

All spirit entities have the following in common:• Immune to non-magical weapons

• Able to turn ethereal or corporeal at will. Transformation takes 1 minute.

• Immune to influence or control spells, except for those related to summoning.

sPiRit (FamiliaR sPiRits)Lvl: 3 Hits: 57 Move: 6’DEF: 24 AR: —Attacks: 8 Claws or Bite (6)Stats: Str: 6(-2); Con: 18(2); Dex: 15(1); Spd: 19(3)

Int: 12(0); Wis: 18(2); Will: 7(-1); Chr: 9(-1)

Skills: Perc. (5); Stealth (8); Tracking (5)Size: 12”-30” tall; 5-20 lbs# Enc: 1Abilities• Can communicate telepathically with master

at a distance of up to 1 mile.• Familiar Spirit has special abilities based on

its form as follows:• Cat – Greater Nightvision; +10 to Stealth• Owl – Greater Nightvision; Superior

peripheral vision (+5 to rolls against surprise), Flight

• Bat – May navigate even in magical darkness; Detect illusions using sonar; Flight

• Hound – Superior hearing (immune to surprise by corporeal creatures); Able to track by scent (+5 to Tracking)

• Wolf – Keen hearing (+5 to rolls against Surprise); Able to track by scent (+5 to Tracking)

• Rat – Keen sense of smell (especially in regards to other animals or food); Burrowing (1’ per minute in regular ground)

• Raven – Keen eyesight; Ability to communicate verbally; Flight

Familiar Spirits are minor spirit entities that can be summoned by spell casters to use as familiars. They are generally neutral in outlook, tending to adopt the views and moral and ethical standards of the spell caster that they serve.

Like all other spirits, on their home planes, the Familiar Spirit has only its body of light. When summoned to the mortal plane, the Familiar Spirit must take on a mortal form. The physical form that it takes appears to be random and once taken, it can take no other physical form. It is conjectured that the Familiar Spirit patterns its form after a nearby example, but this is unproven. What is known is that sometimes, a Familiar Spirit is unable to take its own physical form. These are known as Disembodied Spirits (see below).

Familiar Spirits are able to mentally communicate with their masters at a distance of up to 1 mile, and they may freely travel from the mortal plane to the Ethereal Plane, just as all other spirits can do. Familiar Spirits are also immune to damage from non-magical weapons and to all types of control spells that are not associated with their summoning.

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If a spell caster is unhappy with his Familiar Spirit, he may freely dismiss it, and it will then return to its home plane. However, once dismissed, the caster must wait at least a month before attempting to summon another Familiar Spirit even if the year between castings of the Summon Familiar spell have already passed.Disembodied Spirits – These are Familiar Spirits that

have no physical form. They will often inhabit some non-magical object or device owned by the caster who summoned them. Some Disembodied Spirits have been known to inhabit cauldrons, amulets, crystal balls, mirrors, and even more unusual objects.

Disembodied Spirits have 3 main abilities. First is the ability to predict the future once per week. However, they can be very uncooperative if asked to do this more than once a month. These Spirits may also, once per week, answer a simple yes or no question (i.e. “Am I the fairest in the land”), but its answer will often be verbose and couched in rhyme. Finally, the Disembodied Spirit may use its vessel to scry for its master, showing him a person or place that the master wishes.

Disembodied Spirits also have a tendency to go insane after a period of time, and this results in them misbehaving badly, singing (off-key), telling bad jokes, insulting everybody, and occasionally even refusing to obey their master.

Unlike Familiar Spirits, Disembodied Spirits cannot simply be dismissed. They must, instead, be banished by way of a spell.

Note 1: Familiar Spirits do not grant their abilities to their masters. However, they do use them in the service of their masters and may communicate information back to their master through telepathy.

Note 2: Familiar Spirits are not actual animals of the given type, but spirits who have taken that specific form. The Hound and Wolf forms are the largest forms taken, and even then, those two are usually smaller than natural versions of that animal.

Note 3: GMs should remember that the Disembodied Spirit only tells the most probable future and that the telling of it likely changes the circumstances and can prevent it from happening.

sPiRit (natuRe sPiRits)Lvl: 5 Hits: 45 Move: 4’DEF: 25 AR: —Attacks: 10 Pinch (5)Stats: Str: 5(-2); Con: 10(0); Dex: 19(3); Spd: 12(0)

Int: 10(0); Wis: 20(3); Will: 5(-2); Chr: 9(-1)

Skills: Perc. (8); Stealth (12); Tracking (8)Size: 6”-12” tall; 3-5 lbs# Enc: 1-4Abilities:• Can travel from spirit plane to material plane

at will.

Some believe that Nature Spirits are related to the lesser Elemental Spirits because of they reflect nature and the elements just like the lesser Elemental Spirits, but they are not true Elemental Spirits.

Though Nature Spirits are normally invisible to the naked eye, they exist throughout the natural world and are known to inhabit all types of organic and inorganic substances.

There are five types of Nature Spirits. When on the mortal plane they appear as tiny humanoids, often made of their elemental substance. Nature Spirits are usually only summoned by Shamans or Druids. If summoned, they can be asked to perform a single small service, but only if the service in question is of a short duration, usually one hour or less.

Each type of Nature Spirit also has unique abilities associated with its form. They are as follows:Water Spirits: Water Spirits have deep blue skin and long, green hair that resembles the leaves of aquatic plants. They know all that transpires within the body of water in which they reside and they may be asked to locate or retrieve items lost within their domain. Water Spirits may be found in any body of water, from puddles to streams and pools, to rivers and fountains, and lakes and even oceans.Fire Spirits: These small spirits are bright red in color and

have blonde hair that waves above their heads as if it were a flame. These spirits may be asked to ignite any combustible materials within 100’ of the spot to which they are summoned. They are only able to kindle small fires, however, if there is enough material, these fires may spread. Fire spirits love to cavort in any type of open flame and can often be found in them, or in any volcanic region.

Wind Spirits: These tiny figures have light blue skin and diaphanous wings and wispy white hair. They hear everything that transpires within their domain and if summoned, they may be asked up to three questions regarding any such knowledge that they might possess. Wind Spirits can be found anywhere that the wind blows, but they will never enter any man-made structures or structures that even appear to be semi-enclosed.

Earth Spirits: These bald little spirits usually take the color of the earth, clay, sand, or rock in which they reside. They know of every creature that crawls, walks, slithers, or tunnels through their domains and if summoned, may be asked up to three questions concerning this knowledge. Earth Spirits, unlike Wind Spirits, have little care for what such creatures might have to say, but they are very observant about what transpires within their domains. Earth Spirits may be found in any sort of earth or stone.

Wood Spirits: These small spirits have rough brown skin that is much like the bark of a tree and their hair is green and resembles leaves. Wood Spirits have the ability to make any plant or tree grow to its full size in the space of an hour. They may, alternatively, cause any type of fruit bearing tree or shrub to produce fully ripened fruit in any season except for winter. Wood Spirits may be found in all types of plants, trees, herbs, and even grasses.

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tRaPPing Plant

Lvl: 6 Hits: 86 Move: —DEF: 22 AR: —Attacks: 12 Grapple x1-10 (10)*; Stats: Str: 23(4); Con: 19(3); Dex: 10(0); Spd: 22(4)

Int: 4(-2); Wis: 18(2); Will: 10(0); Chr: 10(0)

Skills: Perc. (13); Stealth (6); Tracking (—)Size: 6’-8’ tall; 300-400 lbs# Enc: 1* Grapple: Trapping Plant has 1-10 vine-like tentacles (each 10’ long) that may make independent attacks each round. A successful hit means that the target is grappled and starting the following round, the target is dragged towards the plant, minimum of 1’ per round. Once pulled inside the plant, target receives the Acid damage, 5 hits of damage per round, no Save, until he is dead and dissolved. Target may attempt to break free each round (Save vs. Str, TN 19) or chop through the vine (15 hits per vine).

The Trapping Plant looks much like a giant flower bud comprised of large, tough leaves. From its base, what appear to be creeping “vines” extend outwards.

The Trapping Plant lies dormant, taking what nourishment it can from the ground, until a living creature passes within range of those vines. The vines will suddenly come alive, grappling and squeezing its prey until it deposits the prey into the now open bud of the plant to be dissolved by the acid that the inside of its leaves produce.

This acid cannot dissolve metal, so all bits of metal are eventually deposited at the base of the bud. This often serves as a lure to attract other unwary creatures or beings.

tReant

Lvl: 7 Hits: 98 Move: 5’DEF: 19 AR: 10Attacks: 11 Bash (15)Stats: Str: 29(6); Con: 21(3); Dex: 8(-1); Spd: 10(0)

Int: 12(0); Wis: 16(2); Will: 18(2); Chr: 12(0)

Skills: Perc. (9); Stealth (6); Tracking (9)Size: 20’-30’ tall; 4000-5000 lbs# Enc: 1 (normal) or 5-50 (Treant conclave)Abilities:• Animate Trees• Double Damage against structures• Speak with Plants

Treants are as ageless as the forests that they preserve and protect. They look like large humanoid trees, usually of the type that is most prevalent within their forests. They consider themselves to be shepherds of the forest rather than gardeners.

Treants are often slow to react and move in most things. But in defense of their charges, they can be frighteningly swift and vengeful, especially against those who are cutting down trees for any reason.

Treants are able to converse with all forms of plant life and trees, and they all consider Treants to be their friends. Treants are especially skilled at bringing down artificial structures, dealing double their normal damage against them.

Treants also have the unique ability to animate and control up to 2 trees at a time. It takes the tree 1 round to uproot itself and it will be able to move as fast as the Treant and must stay within 50’ of the Treant or it will plant itself and take root again. Animated Trees do just as much damage as a Treant, and do double damage to structures as well.

tRoll

Lvl: 8 Hits: 118 Move: 6’DEF: 20 AR: 15Attacks: 11 Claw (12)Stats: Str: 22(4); Con: 23(4); Dex: 12(0); Spd: 13(1)

Int: 12(0); Wis: 16(2); Will: 13(1); Chr: 6(-2)

Skills: Perc. (10); Stealth (8); Tracking (10)Size: 7’-9’ tall; 400-500 lbs# Enc: 1-2Abilities:• Regeneration (see below)• Damage from fire & acid does not regenerate

Trolls are large, misshapen humanoid with green skin and moss-like hair and wicked claws on the end of their armors. They are able to use those claws to literally rip the limbs off of another creature or being.

Trolls are tremendously strong and savage, willing to fight and kill nearly anything it encounters. It is incredibly tough and regenerates hits at a rate of 1 hit per round. It can even regrow lost limbs and body parts in 2 to 20 minutes, depending upon how much flesh needs to be regrown. Trolls can even reattach lost limbs by simply holding the limb to the stump for 1 minute.

The only damage that cannot be regrown is that inflicted by fire or acid. In fact, experienced Troll hunters know that the only way to permanently kill a Troll is to make sure that every single piece has been destroyed by fire. Luckily, if a Troll is hacked into multiple pieces, only the largest piece will regrow into the Troll.

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wasP, giant

Lvl: 3 Hits: 46 Move: 2’; 6’ flightDEF: 20 AR: —Attacks: 6 Stinger (6)*Stats: Str: 18(2); Con: 14(1); Dex: 12(0); Spd: 13(1)

Int: 4(-2); Wis: 13(1); Will: 13(1); Chr: 12(0)

Skills: Perc. (9); Stealth (5); Tracking (4)Size: 3’-6’ long; 50-100 lbs# Enc: 1-12* Poison: Save vs. Con or the poison does 3 hits of damage per round for 1-10 rounds

A nest of Giant Wasps rarely has more than a dozen of the creatures. The queen stays in the next with one or two workers, while the rest hunt for food. These nests are usually found in caves or abandoned buildings large enough to hold all of the Giant Wasps at once.

Giant Wasps attack by repeatedly stinging their prey, which they then carry back to the nest for the queen and any larvae to feed upon. Giant Wasps are able to carry up to 4 times their weight in flight, allowing them take home some rather large prey, considering their size.

wolF

Lvl: 4 Hits: 60 Move: 6’DEF: 20 AR: 5Attacks: 9 Bite (8)Stats: Str: 18(2); Con: 16(2); Dex: 10(0); Spd: 19(3)

Int: 5(-2); Wis: 18(3); Will: 10(0); Chr: 11(0)

Skills: Perc. (11); Stealth (4); Tracking (11)Size: 3’-5’ long; 50-150 lbs# Enc: 2-20

Wolves are large canines with thick, wiry fur, ranging in color from gray to brown or even black. Wolves can hunt alone or in packs, and the pack can range widely in its hunt for food. Wolves are fiercely territorial and will often gather together to bring down larger prey or creatures that might invade its territory.

wyveRn

Lvl: 8 Hits: 90 Move: 6’; 7’ flightDEF: 21 AR: 15Attacks: 12 Bite (12); 12 Claws (10); 11 Stinger (6)*Stats: Str: 23(4); Con: 17(2); Dex: 16(2); Spd: 16(2)

Int: 6(-2); Wis: 16(2); Will: 10(0); Chr: 5(-2)

Skills: Perc. (15); Stealth (10); Tracking (10)Size: 12’-14’ long; 1000-2000 lbs# Enc: 1* Poison: Save vs. Con or be paralyzed for 1-10 minutes

Wyverns are thought to be kin to Dragons. They are easily distinguished from Dragons by the fact that they do not possess front limbs, only rear limbs and their wings. Additionally, their tails are tipped with a large and nasty looking stinger.

Dragons look down on Wyverns because they have no breath weapon and are not intelligent enough to cast spells. While Wyverns are smarter than animals, they are far from being intelligent. They are also extremely aggressive, preferring to attack first. They are only willing to parley against a foe that is obviously stronger than they are and that they cannot flee from.

Young Wyverns may hunt in small groups, but as the Wyverns get older, they tend towards being more solitary. A full grown Wyvern usually has a territory of 75 to 150 square miles that it considers as its own. Wyverns will fight other Wyverns to the death for a territory that is filled with easy prey.

It has been rumored that other creatures have befriended or subdued Wyverns and perhaps even used them as mounts, but this unsubstantiated.

zomBie

Lvl: 2 Hits: 26 Move: 4’DEF: 16 AR: —Attacks: 4 Bash (5); 4 Claw (6)Stats: Str: 12(0); Con: 5(-2); Dex: 7(-1); Spd: 10(0)

Int: 3(-3); Wis: 10(0); Will: 10(0); Chr: 6(-2)

Skills: Perc. (7); Stealth (1); Tracking (2)Size: 5’-6’ tall; 150-200 lbs# Enc: 1-20Abilities:• Harmed by Holy Water (1-10 hits per ounce)• Regenerates (1 hit per minute), cannot

regenerate damage from fire or acid• Repulsed by Holy Symbol: Zombie must make

Save vs. Will or avert its gaze and be unable to approach wielder for 1 minute.

• Toughness (+10 hits, already figured in)• Immune to bludgeoning/bashing weapons

Zombies are corpses, raised from the dead by evil magic and given a semblance of life. These creatures have no real intelligence or free will. Once this undead creature has been raised, it must obey the commands of its creator.

In appearance, Zombies look much like they did in life, however, their bodies will be in varying states of decay and decomposition, and their hair will be stringy and the nails on their hands will be long, yellow and claw-like.

Zombies do not use weapons when attacking, they will bludgeon their foes with their fists are tear at them with their claws, which are surprisingly strong considering the condition of the rest of them.

Like many other undead, Zombies regenerate most damage quickly, at a rate of 1 hit per minute. They cannot regenerate Holy damage, fire damage or acid damage. Zombies are the opposite of Skeleton Warriors in that they take full damage from bladed weapons but are immune to damage from bludgeoning or bashing weapons.

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tReasuResWhen characters go adventuring, one of the primary

reasons for doing so is for finding treasures. The following section will give you some guidelines for determining how much treasure a foe might have based upon their level.

Animals and creatures will likely only have such treasure in their lairs, if they brought prey back to their lairs to consume them. Intelligent creatures and beings, such as Goblins and Orcs, are much more likely to carry their treasure on them.

As GM, you should determine what treasure the creature has before an encounter as intelligent creatures are quite likely to be using any magic items that they might have that are appropriate to them.

The following table gives the likelihood of a creature having a given type of treasure based on its level, and if so, how much treasure. However, we are not giving you “random treasure tables” because it is felt that you, the GM, should determine the actual items based upon your setting and campaign and how rich you prefer the game to be.

Remember, this table is only meant as a guideline, and you, the GM, should feel free to deviate from it as circumstances require for your particular game.

It is also important to remember that this table is meant for determining the wealth that an individual is carrying on his person, or that can be found in the lair of a non-intelligent creature. For intelligent creatures, such as Dragons, this table is far from adequate and the GM should use his judgment in determining what sorts of treasures might be found.

tReasuRe taBle key

bp, sp, gp, pp: These are various types of coins. They are listed on the table from lowest denomination to the highest.

Gems: Valuable stones of any sort. Suggested total value of all gems is 1d10 gp times the level of the creature or character who has the stone. This value should be divided among the number of gems found.

Jewelry: Various items created from precious stone and/or metals. Suggested values for all pieces of jewelry found are 1d100 gp times the level of the creature or character that has the item. This value should be divided among the number of items of jewelry found.

Combat: This is armor, shields or weapons of a magical nature. The “+” means that the item or items may have higher than a +3 bonus to hit or damage, or that it has bonuses to both, or that it might have other additional abilities. The “++” means the item or items definitely have additional capabilities in addition to their bonuses.

1 Use Item: This is a potion, a scroll, or some other item that is consumed by its usage.

Minor Item: This is an item that is enchanted with charges, with each charge allowing one use of the item, or items that are permanently enchanted with a single ability or bonus. Minor items can also include items that only have a limited number of uses per day. Charged items must be magically recharged in order to regain their ability to

Major Item: Major items have from 2 to 4 permanent magical abilities or bonuses. This is usually one primary ability, with one or more, lesser secondary abilities. This can include abilities that have charges that automatically regenerate over time, or limited uses per day on the secondary abilities, etc.

Artifact: Artifacts are items that have multiple permanent abilities of kind considered to be “primary” for Major Items.

tReasuRe taBle notes

There are two main types of entries on the Treasure Table. The first is a basic dice notation (i.e. 2d10 or 2d10+5) which means that you should roll the dice and that the result is how much of that type of treasure the creature is likely to have.

The second notation (i.e. ≥15—1d10) has 2 parts. The first part is the basic chance of the creature having that type of treasure. A listing of “≥15” means that you should roll 2d10 without any modifiers, and if the total is 15 or greater, then the creature has that type of treasure, and the section on the other side of the dash (i.e. 1d10) is used to determine how much of that particular type of treasure the creature has.

The Treasure Table included dice notations other than d10, however the only dice that you will need in using the Treasure Table are your d10s. The variant dice sizes can be handled through the application of a little math as follows:

1d5: roll 1d10 and divide the result by 2, rounding up.1d4: roll 1d5 and subtract 1 from the result. Any result of

0 should be treated as a result of 1.

tReasuRe taBleTreasure Type Level of Foe

1 to 3 4 to 6 7 to 9 10 to 15 15 to 20 21 to 25 26 to 30 31+Money bp 2d10 2d10+5 3d10+5 3d10 3d10 3d10 3d10 3d10 sp ≥15—1d10 1d10 3d10 4d10 5d10 5d10 6d10 7d10 gp ≥18—1d5 ≥15—1d5 ≥15—1d10 ≥15—2d10 2d10 3d10 4d10 5d10 pp 0 ≥18—1d2 ≥18—1d3 ≥15—1d5 1d5 1d10 2d10 3d10 Gems 0 0 ≥18—1d4 ≥15—1d10 1d10 1d10 +1d5 2d10 3d10 Jewelry 0 0 ≥20—1 ≥18—1d3 ≥15—1d5 ≥13—1d5 ≥15—1d10 1d10+1d3Magic Items Combat ≥18—1 ≥15—1d2 ≥11—1d3 1d4 1d4+ 2d3+ 2d4++ 2d5++ 1 Use Item ≥20—1 ≥18—1 ≥15—1d2 ≥14—1d3 ≥12—1d5 1d5 2d5 2d5+1d3 Minor Item 0 ≥20—1 ≥18—1d2 ≥16—1d3 ≥14—1d4 1d5 2d4 2d5+2 Major Item 0 0 0 ≥20—1 ≥18—1 ≥16—1d2 ≥14—1d3 ≥12—2d4 Artifact 0 0 0 0 ≥20—1 ≥19—1 ≥18—1d2 ≥17—1d2

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1d3: roll 1d10 and divide the result by 3, rounding up. Treat any result of “0” or “10” as a 3.

1d2: roll 1d10 and divide the result by 5, rounding up.

samPle magic itemsThe following are just a few sample magic items that the

GM can use when determining treasures for creatures and other foes of the PCs.

Note: It is extremely important to note that, with the exception of 1 Use Items, magical items will automatically attune themselves to any person who is able to use them and keeps the item with them or on their person for more than 24 hours. These items attune themselves to one of the seven focal points of spiritual energy within the body (i.e. one of the 7 chakra) and so a character may never have more than 7 magical items at any given time.

heRBal RemediesHerbal Remedies are fluid mixtures or salves that have

healing properties. They are generally made with very little magic, using on what is required to enhance the natural properties of the ingredients. Herbal Remedies can usually be purchased for 10 gp per dose. If a given Herbal Remedy costs more, it will be listed in the item’s description.

Aphrodisiac Antidote: Cures the drinker of love sickness.Anti-parasitic: Rids the body of all parasites in about

5 minutes.Cure Apathy: Relieves the drinker of any apathy that he

is inflicted with.Cure Blindness: Restores vision to normal. This will even

heal eyes that have been damaged.Cure Disease: Rids the body of any one disease. It does

not heal any damage done by the disease, but it does prevent any further damage.

Cure Paralysis: Antidote for any sort of paralysis.Heal Burns: This salve heals 2d10 points of burn/fire

damage when applied. Healing takes place over the course of 10 minutes.

Healing: Immediately heals 1d10 hits of damage, of any type, when drank.

Insect Venom Antidote: Immediately heals all damage from insect or spider venom, including the venom from giant insects and spiders. It also stops the venom from inflicting any further damage. This does not prevent another dose of venom from affecting the target.

Poison Antidote: Acts as Insect Venom Antidote, but works against any poison or venom. Cost: 50 gp

Remove Curse: Negates any curse or malediction that had a TN of 20 or less.

Remove Fear: Removes any magically or non-magically caused fear. This lasts for 1 hour. If the cause of the fear is still present, the fear will return.

Restore Speech: Restores the drinker’s normal vocal abilities.Sedative: Induces a restful sleep within 1-4 minutes of

being drunk. If taken along with any healing remedy or potion, it doubles the effectiveness of the healing properties of the remedy or potion. If the drinker is awoken before the sedative wears off in 8 hours, he will be groggy and unsteady (1/2 normal bonus, round down, on all skills, including combat and spells).

PotionsThese are fluid mixtures that grant the drinker magical or

spell-like abilities. Potions last for 40 + 2d10 minutes unless the description says otherwise. The exception to this are Healing potions, their effects are permanent. Potions normally cost 200 gp per dose, unless the description says otherwise.

For some potions, the drinker is able to use the effect of the potion against others. When drinking this type of potion, the drinker first makes a Save vs. Will. For every 5 points above the base Save of 15 that his roll is, the people targeted by the effects of the potion have the TN of their Save increased by 2 points.

Aquatic Potion: Drinker is able to breathe underwater and is able swim at double his normal movement rate. Cost: 250 gp

Charisma: Drinker’s Charisma stat is raised 10 points for the duration. This may allow him to exceed his normal racial maximums.

Cure Insanity: Drinker is immediately cured of one form of insanity.

Cursed (Reversed) Potions: These potions detect and are identified as if they were a beneficial potion of some type. When drank, the potion has the opposite effect as what it seemed to be. For example, a Cursed Potion of Longevity would age the drinker 10 years. If the Potion is actually cursed, as opposed to just reversed, the effects last until the curse is removed.

Darkvision: Drinker gains Darkvision, as per the Talent, for the duration.

Detect Danger: This allows the drinker to know if anything within a 100’ radius can and/or will hurt or is a danger to him (within the next 5 rounds). The drinker will know the general direction and distance of the danger, but not its exact nature. For example, the drinker approaches a trapped door. As he approaches, he will sense a mild warning. If he decides to attempt to open the door, his sense of impending danger will increase dramatically.

Detect Invisibility: For the duration, all invisible beings or items are outlined in a faint, but easily discernible blue glow.

Detect Magic: For the duration, all magical items or items that have active spells on them are outlined in a faint, but easily discernible blue glow.

Emotional Influence: Drinker is able to invoke an emotional response of sympathy, antipathy, apathy, anger, happiness, etc. in up to 10 individuals within a 20’ radius. Each person gets to make a Save vs. Will against this manipulation.

ESP: Drinker is able to read the thoughts of any one

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target within 20’ radius. The target gets to make a Save vs. Will against this.

Free Action: Drinker is able to move as his normal speed through mud, water, or any form of entanglement, including magical forms.

Flying: The drinker is able to fly at a speed equal to their normal movement rate.

Gaseous Form: The drinker is able to transform his natural form, including all equipment carried, from normal into a gaseous form. The gaseous form is the same color(s) as the character was before the change and it can move at a rate of 1’ per Action Point spent. It takes one full round to make the transformation from gaseous to solid. The drinker may change forms only once every 5 minutes, and he will return to solid form at the end of the duration.

Growth: Drinker grows to double his normal size. This increases his weight by 8 times. The drinker gains a +3 modifier to their Strength stat bonus, a -2 modifier to their DEF, and their movement rate is doubled for the duration.

Haste: Drinker gains 10 extra Action Points for each of 3 rounds. The drinker may start those 3 rounds at any time within the duration of the potion, but once started, all 3 rounds must be taken all at once.

Heroism: Character’s Strength, Willpower, Dexterity and Speed are increased to their racial maximums (20 + racial modifiers) for the durations.

Jumping: Character is able to jump up to 50’ horizontally or 30’ vertically. He may only make one jump, but it can be made at any time within the duration.

Longevity: Drinker’s age is permanently reduced by 10 years. This effectively increases his lifespan by the same amount.

Magic Resistance: Drinker gains a +4 modifier to all Saves against magical effects and spells for the duration.

Major Healing: Drinker is immediately healed of 20 + 2d10 hits of damage of any type.

Minor Healing: Drinker is immediately healed of 10 + 1d10 hits of damage of any type.

Nightvision: Drinker is granted Nightvision, as per the Talent description (not Greater Nightvision) for the duration.

Ogre Strength: Temporarily increases the drinker’s Strength stat to 22 for the duration. This may allow the drinker to temporarily exceed his racial maximum for that stat.

Potion of Control: This powerful potion gives the drinker the ability to “charm” or control up to 5 creatures or beings of any single type. Controlled creatures will follow the drinker’s commands and serve him until the duration expires and then they will be very “hostile” towards their former “master”. While this potion can be created for any type of creature, if the creature has an Intelligence of 10 or greater, it will receive a Save vs. Will against this potion.

Note: One of the ingredients that this potion requires is a portion of the same type of creature that it will control. For example, a potion of Dragon Control requires Dragon blood, etc.

Protection from Evil: Drinker is protected against attacks

from summoned or evoked creatures and beings from the Abyss or the Nine Hells.

Regeneration: Drinker regenerates 1 hit per round for the duration. Also, any lost limbs or organs will be restored over the course of 10 to 30 minutes, depending upon the severity.

Shrinking: Drinker shrinks to one half his normal height and his weight is 1/8 normal. He receives a -3 modifier to his strength stat bonus and +2 modifier to his DEF. Drinker’s normal movement rate is also halved (rounded up) for the duration.

Speed: Temporarily increases the drinker’s Speed stat by 10 points. This may allow the drinker to temporarily exceed his racial maximum for that stat.

Spider Climb: Drinker is able to cling to walls and ceilings for the duration. Movement rate is one half of their normal movement rate.

Stealth: Drinker gains a bonus of 5 + 1d10 to their Stealth skill.

Stone to Flesh: This potion is poured over a person who has been turned to stone. It will restore them to their normal flesh.

Traceless Passing: Drinker is able to pass through any terrain without leaving any sign or trace of their passage.

Water Breathing: Drinker is able to breathe water for the duration.

scRollsScrolls are parchments that contain from 1 to 5 spells

inscribed upon them. As each spell is cast from the scroll, it fades from the parchment. Any form of paper may be used in making a scroll, but it requires the use of magical inks and a Magecraft roll with a TN equal to the Casting TN of the spell +10. The magical inks required to inscribe a scroll cost from 500 gp for enough ink to inscribe 7 spells.

Using a scroll requires that the character make a Magecraft skill roll, with the TN being equal to the casting TN of the spell. Reading spells off of scrolls does not require the character to expend any Spell Points to cast the spell.

Scrolls normally sell for 100 gp per spell contained on the scroll. Rarer spells may go for more occasionally.

magical weaPons & aRmoRsThere are two primary methods of enchanting weapons

and armor.

oRichalcum items

The first is to create the item using an alchemical substance known as Orichalcum. Using Orichalcum, weapons gain from a +1 to a +3 bonus, to both accuracy (i.e. the wielder’s Attack Bonus) and to the amount of Base Damage that they deal. For armor, this substance can provide a +1 to +3 to both its Armor Rating and to the DEF of the person wearing or wielding it.

Orichalcum is created in small golden bronze ingots which are then used to create weapons and armor. Items made using Orichalcum cannot receive any bonuses from permanent enchantments, although they can receive other

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enchantments. Items made with Orichalcum cannot have greater than a +3 bonus ever.

Items made from Orichalcum cost 500 gp for each ingot of Orichalcum required in its making. Here is a short list that provide some guidelines on pricing:

Dagger: 500 gp per +1Swords, Axes, Spears, Staves, and Rods: 1,000 gp per +1Arrows, Crossbow Bolts, Sling Stones: 500 gp for every

10 +1 missilesShields: 750 gp for each +1Armor (full suit of any metal type): 3,500 gp per +1

enchanted items

Items that are magically enchanted with bonuses have a cost of 300 gp per +1 bonus, and unlike items made with Orichalcum, the bonuses only apply to a single aspect of the item; either accuracy or Base Damage for weapons and either DEF or Armor Rating for Armor. However, items can be enchanted with bonuses for both, and each may have up to a maximum bonus of +5.

These items also usually cost an extra 1,000 gp for each ability that the item has that is associated with the primary purpose of the item. Unassociated abilities will cost 2,000 gp per ability.

Each item will also have a base cost associated with. This base cost is 250 gp for each foot of length that the weapon has (rounded up). Armor has a base cost of 250 gp for point of Armor Rating that a non-magical version of that armor has and base of 100 gp for each point of Armor Rating for Helms, Bracers, and Greaves. Full suits of armor have a base cost of 400 gp per each non-magical point of Armor Rating that it provides its wearer.

Therefore, the actual cost of a weapon or armor is its base cost, plus the cost of any magical bonuses plus the cost of any other abilities.

samPle weaPons & aRmoR

Here is a short list of examples that also include the cost breakdowns:

Bracers of Defense: Soft leather bracers, DEF 3, AR 1 (cost: 1,000 gp — 100 gp base, 900gp for magical +3 to DEF)

Bracers of Defense: Metal bracers, DEF 7, AR 5 (cost: 2,400 gp — 300 gp base, 2,100 gp for magical +5 to DEF, magical +2 AR)

Dagger of Returning: Orichalcum dagger has +1 to both accuracy and damage. It teleports back to the thrower’s hand at the beginning of the round after it was thrown. (cost: 2,750 gp — 250 gp base, +500 gp for the Orichalcum enhancement, +2,000 to teleport back to thrower’s hand)

Dancing Sword: This is a magical broadsword that will float and fight of its own volition when drawn and thrown into the air. A Dancing Sword will fight for up to a maximum 2 rounds per level of its wielder each day, and the rounds need not be consecutive. It has the same attack bonus as the wielder, and it may only attack once per round. (cost: 4,000 gp — 1,000 gp base, +1,000 gp to use the wielder’s attack bonus, +2,000 gp to fly/dance)

Dragonscale Armor: Full suit, including helm, bracers, and

greaves, of reinforced leather armor made from the hide and scales of a dragon. It protects as full plate (DEF +2, AR 12), but only encumbers as reinforced leather (Pen -2, Imp 4). The wearer of such a suit is also completely immune to the breath weapon of Dragons of the same type that the armor was made from. However, any Dragon seeing a person wearing such a suit of armor would be so enraged that he would attack that person without mercy. (cost: 5,900 gp — 2,800 gp base for reinforced leather, +1,000 gp for immunity to the Dragon’s breath weapon, +2,100 gp for +2 DEF and +5 AR)

Firebow: Longbow that causes any arrows fired from it to burst into flame doing an additional +3 Fire damage along with the normal base damage. The fire damage also scales separately from the normal arrow damage. (cost: 4,400 gp — 1500 gp base, +1,000 for fire damage, +900 gp for +3 damage from the fire, +1,000 gp for fire damage scaling)

Frostbow: Longbow that causes any arrows fired from it become super cold doing an additional +5 Cold damage along with the normal base damage. The cold damage does not scale separately. (cost: 4,000 gp — 1500 gp base, +1000 gp for the cold damage, +1,500 gp for +5 damage from the cold)

Holy Sword: +2 accuracy; deals double damage to Demons, Devils, and Undead. The double damage applies only when the Holy Sword is wielded by Clerics or Paladins of “good” deities. In the hands of all others, it is simply a sword with a +2 modifier to the wielder’s attack bonus. (cost: 3,850 gp — 1,000 gp base, +600 gp for the +2 accuracy, +3,000 for double damage to Demons, Devils & Undead, -750 gp for the double damage being limited to Cleric & Paladins)

Shield of Belarus: This 2’ diameter round shield of polished steel was made to honor Belarus, the god of the Sun. It is a normal shield with a +2 magical bonus (total of +5 to DEF). Its face is inscribed with a stylized sun symbol. If the wielder of the shield holds it forth towards a Demon, Devil, or Undead creature, as if he were brandishing a Holy Symbol, the creature must make a Save as if the shield actually were a Holy Symbol. (cost: 3,100 gp — 500 gp base, +600 gp for the +2 bonus to DEF, +2,000 gp for the Holy Symbol capability)

staves, Rods & wandsSpell users are renowned for utilizing wands, rods, and

staves as magical items and as an aid in casting their spells. Therefore, a discussion of magical items would not be complete without them. When using or activating one of these devices, the wielder will use his Magecraft skill bonus if a roll is required.

These can be enchanted with spells or spell-like abilities. Each spell or spell-like ability adds 1,500 to the cost of the device. Double this cost if the spell has a Spell Point cost greater than 3.

Each device can hold a maximum of 50 charges normally. Recharging a depleted item requires a Magecraft roll (TN 30), and recharging a device depletes the person who charged it of Spell Points for one full day (i.e. the person

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who recharges a charged device will start regaining Spell Points normally 24 hours after the device was charged).

For rods and staves, the creator of the item may exchange 5 charges to make an ability work once per day, 10 charges to make an ability work twice a day and 15 charges to make it work up to three times a day. This exchange adds 1,000 gp to the cost of the device for each “per day” usage.

All three types of devices can be enchanted with up to a maximum of a +3 bonus to spell casting. Each +1 adds 500 gp to the cost. Each +1 also reduces the maximum number of charges by 10.

Rods and Staves can also be enchanted with combat oriented abilities. Each such enchantment also reduces the maximum number of charges that the device can hold by 10. Multiple bonuses to accuracy count as one enchantment, as does multiple bonuses to damage.

Wands: Wands are small sticks, between 8” and 16” in length. They are often slender, being less than half an inch in diameter. Wands cannot be used as weapons in combat. However, they can be used as an aid in casting spells, especially if they have been enchanted for such. Wands have a base cost of 500 gp.

Rods: Rods are small staves that are about 2’ in length and about 1” in thickness. Some have sturdy and possibly ornate heads upon their tops. They can be used as weapons, like a baton if they do not have a head piece and like a mace if they do. Rods will have a base cost of 1,000 gp.

Staves: Staves are the largest of the three, being 6’ in length on average and up to 2” in thickness, and like the rod, may be used as a weapon in addition to a magical item. All magical staves will have a base cost of 1500 gp.

samPle staves, Rods & wands

Here is a short list of examples that also include the cost breakdowns:

Arcane Bolt Wand: This thin wand of ornately carved oak fires an Arcane Bolt (CTN: 15, Dam: 2) as per the spell. It has 50 charges. (cost: 2,000 gp — 500 gp base, +1,500 gp for the spell)

Fire Staff: This stave is made from a reddish wood that is covered with sigils that are seemingly burned into it. It functions as a normal quarterstaff with a +3 bonus to accuracy. For the cost of 1 charge, one end of the staff will burst into flame (treat as torch for the amount of light it gives off) for up to 10 minutes. When striking with the lit end of the staff it will do +3 points of Fire damage in addition to its normal damage. Additionally, the wielder may expend a charge to shoot a bolt of fire (treat as Eldritch Fire, Dam: 2+ Wis bonus) from the staff (it need not be lit at the time) at a foe. The staff also grants a +2 bonus to casting all fire-related spells. The staff has 10 charges, and it regains 1 charge for each hour that its magic is not used. (cost: 7,300 gp — 1,500 gp base, +900 gp for +3 accuracy, +1,000 for fire damage, +900 gp for +3 damage from the fire, +1,500 for tip igniting into flame, +1,500 for Eldritch Fire spell)

Rod of Smiting: This is a small metal rod with a steel ball

attached to the end. It strikes as a Mace and has a +3 modifier to both accuracy and damage. It may also be used to cast Conjure Missiles and Mage Armor at a cost of 1 charge each. It has 30 charges. (cost: 5,800 gp — 1,000 gp base, +900 gp for +3 to accuracy, +900 gp for +3 to damage, +1,500 for Conjure Missiles, +1,500 for Mage Armor)

Wand of Casting: This slender, plain wand of ash wood grants a +3 bonus to all spell casting. When found, a spell user may, after possessing the wand for 24 hours, cast any one known spell, that has a Spell Point cost of 3 or less, into the Wand and the caster will be able to use the wand to cast that spell for free up to 3 times a day. This spell only works for the caster who puts it into the wand. If the wand is out of the possession of the caster for more than 24 hours, the wand loses that spell, and it must be cast into the wand again. (cost: 7,500 gp — 500 gp base, 1,500 gp for +3 to casting, +1,000 gp for ability to store a spell, +1,500 gp for the spell to be stored, +3,000 gp for 3 times a day)

amulets, Rings, and otheR jewelRyJewelry has always been a favorite medium for imbedding

magical abilities, specifically amulets and rings, but any type of jewelry can easily be used.

All jewelry has a base cost of 2,000 gp, and each spell or spell-like ability adds an additional +1,500 gp to the cost of the item. Each added ability is usable once per day, unless it is added multiple times. Abilities that work continuously add +5,000 gp to the cost of the item. Abilities that work at the will of the wearer add 7,500 to the cost of the item.

If the item is to give the wearer some sort of bonus to a skill or attribute, then each +1 adds +500 gp to the cost of the item if the bonus is for a skill or Save, +1,000 if it is for an attribute such as DEF, AR, Stats, etc. Bonuses do not require the additional costs for constant or “at will” abilities, as they are always constant. Any bonuses to Saves can be made to affect all Saves by doubling cost per point and adding +1,750 gp to the total cost of the item.

samPle amulets, Rings & jewelRy

Here is a short list of examples that also include the cost breakdowns:

Amulet of Protection: This small amulet is formed of a single strand of a golden alloy that is worked into an intricate knot. This amulet provides a +2 modifier to all Saves that the character has to roll. (cost: 4,750 gp — 2,000 gp base, +1,000 gp for +2 modifier to all Saves, +1,750 gp for applying the bonus to all saves)

Amulet of Trap Detection: This small amulet allows the wearer to magically search for traps up to 3 times a day. When activated, all traps within the wearer’s field of vision, for the next five minutes, will be surrounded with a light blue glow that is visible only to him. (cost: 6,500 gp — 2,000 gp base, +4,500 gp to detect traps up to 3 times a day)

Diadem of Sight: This is a slim silver headband with a

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diamond mounted in the center of the wearer’s forehead. The wearer is able to activate the magic of the diadem up to 3 times per day. When activated, the wearer is able to see a full 360 degrees around himself in all directions at once. This also grants a +5 modifier to all Perception rolls, and the character cannot be surprised. This lasts for 10 minutes before wearing off. If the ability is activated more than one in any given hour, the wearer must make a Save vs. Con (TN 18) or he will go blind from the strain placed on his eyes. (cost: 8,500 gp — 2,000 gp base, +4,500 gp for all around vision 3 times a day, +2,500 for the +5 to Perception, +1,000 for the ‘unable to surprise’ ability, -1,500 gp for the limitation of no more than once per hour).

Headband of the Mystic: This thin band of silver protects the wearer as if it were a plate helm. However, it has no Impedance or other negative modifiers. (cost: 5,000 gp — 2,000 gp base, +1,500 gp for protecting as a plate helm, +1500 gp for having no negative modifiers)

Necklace of Protection from Spirits: This necklace prevents spirits from approaching within 5’ of its wearer.

Ring of Demon Summoning: This ornate silver ring allows the wearer to summon a Demon once per day. Rings of this type will vary in regards to the power of the Demon that is summoned, but each ring only summons one singular Demon, and always that Demon. The wearer does not have to use a Circle of Protection and Thaumaturgic Triangle as detailed on p. 48, but he is still required to forge a pact with the summoned demon as per normal. Once a pact has been sealed, the Demon will serve the wearer faithfully for as long as he has the ring. However, should the Demon ever be slain upon the mortal plane, the ring will forever lose its magic. (cost: 5,000 gp — 2,000 gp base, +1,500 gp for summoning a Demon once a day, +1,500 gp for magically creating the required Circle of Protection and Thaumaturgic Triangle)

Ring of Devil Summoning: This ornate silver ring allows the wearer to summon a Devil once per day. Rings of this type will vary in regards to the power of the Devil that is summoned, but each ring only summons one singular Devil, and always that Devil. The wearer does not have to use a Circle of Protection and Thaumaturgic Triangle as detailed on p. 48, but he is still required to forge a pact with the summoned demon as per normal. Once a pact has been sealed, the Devil will serve the wearer faithfully for as long as he has the ring. However, should the Devil ever be slain upon the mortal plane, the ring will forever lose its magic. (cost: 5,000 gp — 2,000 gp base, +1,500 gp for summoning a Devil once a day, +1,500 gp for magically creating the required Circle of Protection and Thaumaturgic Triangle)

Ring of Flying: Allows the wearer to fly at a speed of 5’ per Action Point during a combat round, or up to speeds of 50 miles per hour outside of combat. (cost: 3,500 gp — 2,000 gp base, +1,500 gp for the ability to fly)

miscellaneous magic itemsAlmost anything can be made into a magical item. It the

items magical abilities are related to the form and function of the item, then it has a Base Cost of 1,000 gp. If any of the magic of the item is not related to its form and function, then the Base Cost of the Item will be 2,000 gp.

Each ability that the item has will add 1,500 gp to the cost of the item. Bonuses add 500 gp to the item for each +1 that the item has. These costs are for abilities that enhance or go with the natural use of the item. Abilities that have no connection with how the item is used normally will cost double.

Abilities that work continuously add +5,000 gp to the cost of the item. Abilities that work at the will of the wearer add 7,500 to the cost of the item.

samPle miscellaneous magic items

Backpack of Holding: This normal looking backpack actually a portal to a small dimensional pocket. It is capable of holding up to 2,000 lbs worth of gear, with no volume restrictions, and never weighing more than 1 lb for every 100 lbs it has within it. The only restriction is that the items must fit within the opening of backpack. The owner of the backpack may pull out any item that he knows is in the pack on the first try. If the owner attempts to put a living creature in the pack, that creature will die within a few minutes as the backpack does not contain any air to breathe. Should the backpack ever be destroyed, all items within it will be lost. (cost: 4,000 gp — 1,000 gp base, +1,500 gp for the dimensional pocket, +1,500 for the ability to find specific items to remove)

Bracers of the Spider: These are very powerful items. This is a set of black leather bracers with silver filigree that is reminiscent of a spider’s web. This item has 20 charges, and will recharge at a rate of 1 charge for every hour that the bracers are not used. Each charge allows the wearer to use one of the following effects:• Spiderclimb – Wearer is able to cling to walls and

ceilings for the duration. Movement rate is one half of their normal movement rate. This lasts for 10 minutes.

• Web Rope – Wearer shoot forth a thick strand of webbing that is up to 20’ in length for every charge expended. The end of the strand is sticky and will adhere to the surface that it is aimed at.

• Web Grapple – Shoots forth a web that makes a ranged grapple against a foe that is up to 50’ away. Use either Ranged Combat or Magecraft skill as the skill for making this attack, whichever is higher. Target of the attack may make a Save vs. Str to break free. Wearer may increase the TN of the Save by 2 for each extra charge used in (cost: 8,000 gp — 2,000 gp base, +1,500 gp for 20

charges +1,500 gp for the spiderclimb ability, +1,500 gp for the web rope, +1,500 gp for the web grapple)

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Cloak of the Bat: This is dark leather cloak. The wearer may, up to 3 times a day, transform the cloak into a set of giant bat wings that allow him to fly at a rate of 5’ per Action Point during combat, or 50 miles per hour when not in combat. (cost: 6,500 gp — 2,000 gp base, +4,500 gp for flight 3 times a day)

Cloak of Invisibility: When the wearer of this hooded cloak draws the hood over his head, he is made invisible. He will remain invisible so long as he does not move faster than a normal walk, attempt to attack somebody or attempt to cast a spell. Attempting to perform any of these actions will immediately cause the hood to come off the wearer’s head, rendering him visible (before the action is completed). (cost: 8,500 gp — 2,000 gp base, +1,500 gp for invisibility, +5,000 gp for the ability to be constant when the hood is up)

Crystal Ball: This is round chunk of clear crystal set on a gold stand. If the wielder uses it as a focus for any type of scrying spell, he may cast spells on himself that expand his sensing capabilities beyond normal or cast spells, which are not against DEF, upon the target of the scrying. The target still gets his Saves against those spells and he also receives a +2 modifier for all such Saves (cost: 5,000 gp — 2,000 gp base, +1,500 gp for ability to use sensing spells through the Crystal Ball, +1,500 gp for the ability cast spells upon the target of the scrying).

Light Pouch: This belt pouch is similar in nature to a Backpack of Holding; however, it can only hold up to 50 lbs while weighing 1 lb for every 10 in the pouch. Only items can fit within the opening may be placed within. If the pouch is destroyed, all items within are lost. (cost: 2,500 gp — 1,000 gp base, +1,500 gp for the dimensional pocket, +1,500 gp for the ability to find specific items to remove, -1,500 gp for a smaller weight limit)

Lockpicks of Opening: This finely crafted set of lockpicks is enchanted with a +3 magical bonus. (cost: 2,500 gp — 1,000 gp base, +1,500 gp for +3 magical bonus to picking locks)

Scrying Stone: This small crystal allows the wielder to be able to view any person or location that he has actually seen or been to before. (cost: 10,500 gp — 2,000 gp base, +1,500 gp for ability to scry persons, items or locations, +7,000 gp for the ability to be used at will)

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chaRacteR sheet

name:stats Raw + Racial = Value Bonus Save vs.Strength (Str) _____ + _____ = _____ _____ + Lvl = _____Constitution (Con) _____ + _____ = _____ _____ + Lvl = _____Dexterity (Dex) _____ + _____ = _____ _____ + Lvl = _____Speed (Spd) _____ + _____ = _____ _____ + Lvl = _____Willpower (Will) _____ + _____ = _____ _____ + Lvl = _____Intelligence (Int) _____ + _____ = _____ _____ + Lvl = _____Wisdom (Wis) _____ + _____ = _____ _____ + Lvl = _____Charisma (Chr) _____ + _____ = _____ _____ + Lvl = _____

aRmoR & shieldType of Armor DEF AR Pen. ImpBase 15 _____ _____ _____Armor _______________ _____ _____ _____ _____Helm _______________ _____ _____ _____ _____Bracers _______________ _____ _____ _____ _____Greaves _______________ _____ _____ _____ _____Shield _______________ _____ _____ _____ _____Special _______________ _____ _____ _____ _____Misc. _______________ _____ _____ _____ _____Misc _______________ _____ _____ _____ _____Total _____ _____ _____ _____

deF aR

secondaRy stats

hitPoints

sPell Points

Running total

Running total

Base Hit Points ______

Hit Points per Level ______

Base Spell Points ______

Spell Points per Level ______

Fate Points ______

Movement Rate ______

level exPeRience Points

chaRacteR class

BackgRoundRace

Height: _________________

Weight: _________________

Eye Color _________________

Hair Color: _________________

Age: _________________

Sex: _________________

Distinguishing Marks:_________

____________________________

____________________________

____________________________

Personality Traits:______________

____________________________languages S W____________ ___ _______________ ___ _______________ ___ _______________ ___ _______________ ___ _______________ ___ _______________ ___ _______________ ___ _______________ ___ ___

Platinum Pieces: _________Gold Pieces: _________Silver Pieces: _________Bronze Pieces: _________Copper Pieces: _________Gems/Jewelry: ______________________________________________________________________________Other Treasure: ______________________________________________________________________________

tReasuRe

CTN SP Vs. Range Duration______________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _______________________________ _____ _____ ______ ______ _________

sPellsweaPonsWeapon Name: ______________________ Attack Bonus _______ Range Increment_______ Base Damage Notes: ____________________________________________________________Weapon Name: ______________________ Attack Bonus _______ Range Increment_______ Base Damage Notes: ____________________________________________________________Weapon Name: ______________________ Attack Bonus _______ Range Increment_______ Base Damage Notes: ____________________________________________________________Weapon Name: ______________________ Attack Bonus _______ Range Increment_______ Base Damage Notes: ____________________________________________________________Weapon Name: ______________________ Attack Bonus _______ Range Increment_______ Base Damage Notes: ____________________________________________________________Weapon Name: ______________________ Attack Bonus _______ Range Increment_______ Base Damage Notes: ____________________________________________________________Weapon Name: ______________________ Attack Bonus _______ Range Increment_______ Base Damage Notes: __________________Weapon Name: ______________________ Attack Bonus _______ Range Increment_______ Base Damage Notes: __________________

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______________________________________________ ______________________________________________ ______________________________________________

______________________________________________ ______________________________________________ ______________________________________________

______________________________________________ ______________________________________________ ______________________________________________

______________________________________________ ______________________________________________ ______________________________________________

______________________________________________ ______________________________________________ ______________________________________________

______________________________________________ ______________________________________________ ______________________________________________

______________________________________________ ______________________________________________ ______________________________________________

______________________________________________ ______________________________________________ ______________________________________________

______________________________________________ ______________________________________________ ______________________________________________

______________________________________________ ______________________________________________ ______________________________________________

______________________________________________ ______________________________________________ ______________________________________________

______________________________________________ ______________________________________________ ______________________________________________

______________________________________________ ______________________________________________ ______________________________________________

______________________________________________ ______________________________________________ ______________________________________________

______________________________________________ ______________________________________________ ______________________________________________

______________________________________________ ______________________________________________ ______________________________________________

name:equiPmentskills (Stat) Cost Ranks + Stat + Spec. + Spec. = Total

Acrobatics (Dex) ____ ____ + ____ + ____ + ____ = _____Athletics (Con) ____ ____ + ____ + ____ + ____ = _____Combat (_________) (____) ____ ____ + ____ + ____ + ____ = _____Combat (_________) (____) ____ ____ + ____ + ____ + ____ = _____Combat (_________) (____) ____ ____ + ____ + ____ + ____ = _____Crafting (_________) (____) ____ ____ + ____ + ____ + ____ = _____Crafting (_________) (____) ____ ____ + ____ + ____ + ____ = _____First Aid (Wis) ____ ____ + ____ + ____ + ____ = _____Gimmickry (Dex) ____ ____ + ____ + ____ + ____ = _____Influence (Chr) ____ ____ + ____ + ____ + ____ = _____Lore (_________) (Int) ____ ____ + ____ + ____ + ____ = _____Lore (_________) (Int) ____ ____ + ____ + ____ + ____ = _____Magecraft (____) ____ ____ + ____ + ____ + ____ = _____Magecraft (________) (____) ____ ____ + ____ + ____ + ____ = _____Navigation (Int) ____ ____ + ____ + ____ + ____ = _____Perception (Wis) ____ ____ + ____ + ____ + ____ = _____Perf. Arts (________) (Chr) ____ ____ + ____ + ____ + ____ = _____Riding (Dex) ____ ____ + ____ + ____ + ____ = _____Spellcraft (Will) ____ ____ + ____ + ____ + ____ = _____Stealth (Dex) ____ ____ + ____ + ____ + ____ = _____Streetwise (Wis) ____ ____ + ____ + ____ + ____ = _____Survival (Wis) ____ ____ + ____ + ____ + ____ = _____Tracking (Wis) ____ ____ + ____ + ____ + ____ = _____Trickery (Chr) ____ ____ + ____ + ____ + ____ = ______________________ (____) ____ ____ + ____ + ____ + ____ = ______________________ (____) ____ ____ + ____ + ____ + ____ = ______________________ (____) ____ ____ + ____ + ____ + ____ = ______________________ (____) ____ ____ + ____ + ____ + ____ = ______________________ (____) ____ ____ + ____ + ____ + ____ = ______________________ (____) ____ ____ + ____ + ____ + ____ = ______________________ (____) ____ ____ + ____ + ____ + ____ = ______________________ (____) ____ ____ + ____ + ____ + ____ = ______________________ (____) ____ ____ + ____ + ____ + ____ = ______________________ (____) ____ ____ + ____ + ____ + ____ = ______________________ (____) ____ ____ + ____ + ____ + ____ = ______________________ (____) ____ ____ + ____ + ____ + ____ = ______________________ (____) ____ ____ + ____ + ____ + ____ = ______________________ (____) ____ ____ + ____ + ____ + ____ = ______________________ (____) ____ ____ + ____ + ____ + ____ = ______________________ (____) ____ ____ + ____ + ____ + ____ = _____

Location Weight_______________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ ________________________________ ___________ _________

Total Weight _________

notes (Racial aBilities, comBat moves, talents, etc.)

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NOVUS

Firehawk Games

Here THere Be Dragons!

"Here there be dragons!" exclaimed the old Dwarven warrior, tapping on the map with the hook that had long ago replaced his hand. Korag and his friends started getting excited because all of the legends said that where there were dragons, you were sure to find treasure...

Onwards to new and exciting adventures! Novus is a brand new role-playing game from Firehawk Games.

Firehawk Games did not set out to re-invent the fireball, it tried to make a fun and flexible game that can easily be adapted to many dif-ferent styles of role-playing and many differ-ent settings. Firehawk Games wants to give you an old school experience with modern, up to date rules, and we believe that Novus fits the bill perfectly.

With Novus, everything you need to start gaming is in one small book.

• 6 Player Races - All of the classics; Human, Elves, Dwarves, Halflings, Half-Elf and Half-Orc.

• 8 Backgrounds - Everything from Barbarian to Upper Class Urban.

• 10 Character Classes - We have the Archer, Fighter, Mage, Mystic & Wizard, just to name a few.

• Dozens of Spells - spread among 6 Schools of Magic and the Universal Spells that any character is able to learn.

• 40+ Monsters - including Demons, Devils, Dragons and many more, all waiting to be unleashed on your players.

• Snag & Boons - This allows you, the player, to take controls of your character’s own destiny when it comes to fumbles, failures and exceptional successes.

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