Age of Heroes Corebook PDF
Age of Heroes Corebook PDF
Age of Heroes Corebook PDF
Brian Gleichman
Book 1: CHARACTERS
“To have no heroes is to have no aspiration, to live
on the momentum of the past, to be thrown back
upon routine, sensuality, and the narrow self.”
Brian Gleichman
Family position is of great importance in most societies. The position To determine the character's birth order; first determine the number
of a character's parents must be determined for the character. Each of his siblings. Use the following chart and the Family Size Number
campaign has its own social structure that will determine the possible found in section 2.2.
family backgrounds of the characters. The Game Master must write
up charts for his own world. These may be simple or very complex,
going so far as naming which Baron is the character's father. 4.41 SIBLING NUMBER
Charts for a specific campaign will give Starting Money in addition d100 Family Size Columns
to the social level of the character’s family. The character may buy Roll I II III IV
equipment with this money, or he may save it for later use. The Start 01-10 0 0 0 0
Money for Tribal Culture is the value of trade goods the character 11-14 1 0 0 0
has. He is assumed to start with weapons and equipment that are 16-25 2 1 0 0
appropriate to his station. 26-35 3 2 1 0
36-45 4 3 1 1
The GM may assign (or call for re-rolls of) heritage depending upon 46-65 4 4 2 2
the needs of his campaign. This avoids having nothing but townsmen 66-80 5 4 3 3
in game intended to focus on questing knights. 81-90 6 5 3 3
91-99 7 5 4 3
00 8 6 5 4
4.1 Social Standing
The following two charts are very simple versions of a basic Feudal To determine birth order, roll a d10 for the character and each sibling.
culture and a Tribal one. Highest numbers are born first, with lower numbers following in
order. Ties are re-rolled to determine order. A second tie indicates
4.1.1 FEUDAL CULTURE twins (or Triplets, etc.).
The gender of the siblings may be determined by rolling d100: 01-52
male, 53-00 female.
4.1 FEUDAL CULTURE
Each character has 1 to 5 character points as listed in section 2.2. The player may buy special items or equipment representing
Character points represent the special events and things that make family heirlooms or gifts he has received. These could take many
everyone a little different from everyone else. The player may use forms. The player should state what he wants; the Game Master
these points to buy those things he needs to fill out his conception of should come up with a cost if it is a reasonable request. The
the character. Generally the more powerful the race, the fewer player would then buy the item if he wished (and had enough
Character points the character gets (the members of such races being points to do so. If not, he had best scale down his desires.). The
more alike than usual due to a racial mind-set or common education Following are common examples and their cost.
and upbringing). Well Made Weapon: Any of the common weapons made with a very
The player may use the character points in the following ways: fine balance and strength. +3 SC, PC, PM, WB. Cost=2
Character Points.
5.1 ADDITIONAL OPTION POINTS: Enchanted Weapon: Any of the common weapons enchanted and
made with a very fine balance and strength. +3 SC, PC, PM,
The character has been a very apt or hard working student and DM, DC, WB. Cost=4 Character Pt.
has learned more than normal. The character gains three Option
Points for every Character Point spent. Well Made Armor: Any of the common types of armor made lighter
and more flexible. Reduce the APV for such armor by one.
Cost=2 Character Points.
5.2 RE-ROLLS AND ROLL MODIFIERS: Well-Crafted Tools: A set of tools that gives +5 to a non-combat
skill. The player may choose the skill, but the Game Master must
The player may be unhappy with rolls made during the creation
decide if the skill could have such tools (Perception couldn't for
of his character. He may spend Character points in an attempt to example). Cost=1 point.
correct this as follows:
A Loyal Common Animal: An Animal companion with above
0 pt.- He may choose to be of Average Height or Weight, not both. average Stats, intelligence, and training. Examples are dogs and
He may pick his Birth Date if there is no in-game effect. horses. Cost=1 point. See Campaign rules for use of such
creatures.
1 pt- He may roll again any one of the following: A Stat, Height,
Weight, Family Heritage, Number of Siblings, Birth Order, A Loyal Unusual Animal: An Animal companion of unusual kind or
Primary Hand, or Family Favor. If one of the above has a set of ability with above average Stats, intelligence and training.
more than one roll (For example, expanded campaign specific Examples – bears, unicorns, or common animals with near
Family Heritage), all rolls in the set are re-rolled. The player human intelligence or enhanced ability. Cost = 2+ points
may keep either his old rolls or the new ones at his choice. depending on ability. See Campaign Rules for use of such
creatures. All such creatures would start the game young and
He may pick his Birth Date if there is an in-game effect. grow into their full abilities.
Changes the character’s Height and Weight to Average Well Made Shield: Any of the common shields made with fine
materials and skill. +3 SC, +3 PM (when used as a weapon), +3
Pick any Family Heritage of Townsmen or less. PC (Not cumulative with any bonus from a special weapon), +3
2 pts - He may pick any one of the following: Height, Weight, WB. Cost = 2 points
Number of Siblings, Birth Order, Primary Hand or Family Magical Items: With the ability to cast a spell once per day. Cost=2 +
Favor. the level of the spell. By spending an extra point, the item is
Pick Family Heritage of Guildsmen or Mage. usable three times a day.
He may add one to the result of any Stat roll, not to exceed 12. Loyal Retainer/Friend: The character has a Retainer or Friend who
travels with him. The GM controls the Retainer/Friend. The
3 pts- Pick Family Heritage of Lesser Nobility Player and GM should work out the basic idea, and the GM will
make up the NPC (perhaps with changes or additions unknown
4 pts- Pick Family Heritage of Greater Nobility to the player). The NPC will gain experience and advance as
5 pts- Pick Family Heritage of Royalty normal. Cost=2 points.
Treasure Map: The character has a map to a treasure. The treasure
should be of great value and the task of getting it appropriately
difficult. Such a task should better be left until the character
gains a good amount of experience. Of course, there might be
those who want to steal the map in the meantime, but that is
another thing entirely. Cost=1 point.
Rightful Owner of an Artifact: The character is the rightful owner of
some magical item of great power. It is usually one connected to
their family, lost long ago. The character has or will in the future
gain some idea of its location. The task of finding and gaining
the item is best left for when the character has advanced in level.
Cost=2 points.
Contact with an Important Person: The character has an important
friend or contact that will aid the character at times. Examples:
A Sage at the Kings Court (Great for advice), The Chief Healer
of the Realm (free healing anyone?), etc. Cost=3 points.
Note: Level 0 does count as a level. Thus spending one point Cost = 1
would allow the character one Lore at level 1. Eagle Eye: The character takes only half the normal perceptions
Note: Lore Skills gained by spending character points add to the modifiers due to range.
character’s Lore potential. Cost = 1
Wilderness Knowledge: The character starts knowing an additional Empathic Link: The character has an instinctive sense that allows
Wilderness Knowledge. Gaining Wilderness Knowledge by this him/her to know the basic status of a specific person/creature
means adds one to the character’s Lore potential. Cost = 1 point. with whom he has a link. The character will always have an idea
of the general health and stress of the linked person along with a
vague idea of distance and direction. Examples are true love
links, twin links, Master/Servant links, or momma’s boy links.
Cost = 1
Combat: +10/+5/+0/-5/-10/-15/-20. Armor Familiarity: Full Soft Leather, Rigid Leather, and Chain.
Armor Familiarity: Partial Soft Leather. Secondary Skills: Athletic Games, Climbing, Leadership, Riding, Swimming,
and Weapon Familiarities.
Primary Skills: Archery, Melee Combat, and Ranged Combat.
Magic: None, Magic Combat +0
Secondary Skills: Climbing, Leadership, and Weapon Familiarity - Missiles
only. Experience per Level: 1250.
Description: The Chivalric is the classic Knight. A warrior trained to fight Weapon Familiarity: 3 + 1 per 2 levels (round down).
from horse or foot. Similar to the fighter, the Chivalric does not have the
Armor Familiarity: None.
wide weapon selection (no missile weapons, unless allowed by the
culture.) Primary Skills: Boating, Melee Combat, Navigation, Ranged Combat, Sailing,
Sea-Watching, Seamanship, and Swimming.
Combat: +10/+10/+5/+0/-5/-10/-15
Secondary Skills: Administration, Cartographer, Climbing, Fishing,
Weapon Familiarity: 3 + 1 per level.
Leadership, Merchant, Shipwright, and Weapon Familiarities.
Armor Familiarity: Full Soft Leather, Rigid Leather, Chain, and Plate.
Magic: None, Magic Combat +0
Primary Skills: Melee Combat, Riding.
Experience per Level: 1500.
Secondary Skills: Athletic Games, Climbing, Culture, Intrigue, Leadership,
Requirements: ST 7+, CO 9+, IQ 9+, and IN 9+.
Oratory, Orienteering, Swimming, and Weapon Familiarities.
Special: None.
Magic: None
Experience per Level: 1250.
6.2.5 MUNDANE
Requirements: ST 8+, CO 8+, and WP 8+.
Description: These are the normal men of the cities and farms. They have no
The Chivalric must have the following skills (brought with starting aptitude for adventure and no primary skills unless purchased with option
experience): Culture 1 (0 if starting at level 0), and one of the following: points. They are included for making up the typical town or rural NPC.
Musician 0, Oratory 0, Singing 0, or Poetry 0. Some may have militia training (Buy Weapon, Armor Familiarities and
Combat Skills with Skill Points).
Most often, the character must be of noble birth to be Chivalric. The GM
may lift this requirement under special conditions, i.e., the character buys Combat: +0/-5/-5/-10/-20/-20/-20.
all the required skills, and pays 1 Character Point, to represent a farmer's
lad taken and raised by nobles, with Stats of ST 9+, CO 9+, and WP 8+. Weapon Familiarity: None.
Secondary Skills: Camouflage, Caving, Climbing, Disarm Traps, Leadership, Primary Skills: Magic, Magic Combat
Physician, Riding, Swimming, Trapping, and Weapon Familiarities. Secondary Skills: Alchemy, Astrology
Magic: None, Magic Combat +0 Magic: Primary, Magic Combat +10
Experience per Level: 1500. Experience per Level: 2000
Requirements: ST 7+, CO 9+, and IQ 9+, IN 9+. Requirements: WP 10+, IQ 9+, IN 9+, and MS 9+
Special: Wilderness KS- 1 Area Special: An Arcanist will fumble spells on a miss of 20 or more.
Primary Skills: Acting, Disarm Traps (-10), Disguise, Intrigue, Melee Armor Familiarity: None.
Combat, Perception, Pick Locks (-10), Sleight of Hand (-10), and Stealth. Primary Skills: Astrology, Magic, Magic Combat.
Secondary Skills: Climbing, Culture, Dancing, Escape Artist, Ranged Secondary Skills: Perception.
Combat.
Magic: Primary, Magic Combat +10.
Magic: None, Magic Combat +0
Experience per Level: 2000.
Experience per Level: 1500.
Requirements: WP 8+, IQ 9+, IN 9+, MS 9+.
Requirements: AG 8+, IQ 9+, and CH 9+.
Special: None.
Special: None.
6.3.3 DRUID
6.2.8 THIEF
Description: The Druid uses magic to protect and enhance the beauty of the
Description: The Thief is adept at entering and taking items by stealth. They wilderness. Druids have a great reverence for all living things, preferring
have some combat ability. to live in wilderness areas than in the contemptuous workings of civilized
Combat: +5/+0/-5/-10/-15/-20/-20. man.
Primary Skills: Climbing, Disarm Traps, Melee Combat, Perception, Pick Armor Familiarity: None.
Locks, Sleight of Hand, and Stealth. Primary Skills: Foraging, Magic, Magic Combat, Orienteering, Weather
Secondary Skills: Acrobatics, Escape Artist, and Ranged Combat. Watching.
Magic: None, Magic Combat +0 Secondary Skills: Caving, Fishing, Herbalist, Melee Combat, Perception,
Stealth, Tracking, and Trapping.
Experience per Level: 1400
Magic: Primary, Magic Combat +10.
Requirements: AG 9+
Experience per Level: 2000.
Special: None.
Requirements: ST 6+, CO 8+, IQ 9+, IN 10+, and MS 8+.
Special: None.
Secondary Skills: Administration, Culture, and Melee Combat. Magic: Primary, Magic Combat +0.
Requirements: IQ 9+, IN 9+, MS 9+. Special: Seers have Lore and Languages Potentials of 2 each free. Time
needed to learn Lore and Languages is halved.
Special: None.
6.3.8 SORCERER
6.3.5 ENCHANTMENTS
Description: The Sorcerer uses magic based upon the extension of mystic
Description: Those of Enchantments use magic that enhances or modifies forces and creatures. The magic of Sorcery is mostly concerned with
objects or even creatures and people. Most are female, and slightly personal power and is almost always evil in intent.
flighty, perhaps because their magic seems so unconnected to reality.
Combat: +0/-10/-20/-20/-20/-20/-20
Combat: +0/-10/-20/-20/-20/-20/-20.
Weapon Familiarity: 1
Weapon Familiarity: 1.
Armor Familiarity: None
Armor Familiarity: None.
Primary Skills: Magic, Magic Combat
Primary Skills: Magic, Magic Combat.
Secondary Skills: Administration, Alchemy, Astrology, Cartography, Culture,
Secondary Skills: Dancing. Intrigue, Orienteering, Perception, Leadership, and Seduction
Magic: Primary, Magic Combat +5. Magic: Primary, Magic Combat +5
Experience per Level: 2000. Experience per Level: 2000
Requirements: IQ 9+, IN 9+, and MS 9+. Requirements: IQ 9+, IN 9+, MS +9, WP 9+
Special: None. Special: None.
Magic: Primary, Magic Combat +0. Secondary Skills: Astrology, Culture, Dancing, Foraging, Gardening, Intrigue,
Oratory, Physician, Seduction, and Singing.
Experience per Level: 1800.
Magic: Primary, Magic Combat +5.
Requirements: IQ 9+, IN 9+, MS 9+.
Experience per Level: 2000.
Special: None.
Requirements: IQ 9+, IN 10+, MS 8+.
Special: None.
6.4.2 FORESTER
Description: The Forester is a Ranger who uses magic to aid him/her in their
profession. Since they depend upon magic to a large degree, his/her other
skills are less developed than those of a normal ranger.
Combat: +5/+0/-5/-5/-10/-15/-20.
Weapon Familiarity: 3.
Armor Familiarity: Partial Soft Leather.
Primary Skills: Foraging (-10), Magic- Hybrid, Melee Combat, Orienteering (-
10), Perception (-10), Ranged Combat, Stealth (-10), Tracking (-10),
Weather Watching (-10).
Secondary Skills: Camouflage, Caving, Climbing, Disarm Traps, Leadership,
Physician, Riding, Swimming, Trapping, and Wilderness KS.
Magic: Hybrid, Magic Combat +0
Experience per Level: 1750.
Requirements: CO 9+, IQ 9+, IN 9+, MS 8+
Special: Wilderness KS- one area.
6.4.4 PALADIN
Description: The Paladin is a special type of Chivalric. Member of an order
dedicated to defend the free people from evil. The Paladin combines the
abilities of the Chivalric with magic to produce a powerful protector. The
Paladin may not use Missile Weapons unless allowed by the culture.
Combat: +10/+10/+5/+0/-5/-10/-15.
Weapon Familiarity: 3 + 1 per level.
Armor Familiarity: Full Soft Leather, Rigid Leather, Chain, and Plate.
Primary Skills: Magic- Hybrid, Melee Combat, and Riding.
Secondary Skills: Athletic Games, Climbing, Culture, Leadership, Oratory,
Orienteering, Swimming, and Weapon Familiarities.
Magic: Hybrid, Magic Combat +0
Experience per Level: 1750.
Requirements: ST 10+, AG 8+, QU 8+, CO 8+, WP 10+, IN 8+, MS 10+, CH
9+, IQ 7+, and PA 7+.
The Paladin must have the following skills (brought with starting
experience): Culture 1 (0 if starting at level 0), and one of the following:
Musician 0, Oratory 0, Poetry 0, or Singing 0.
In addition, the Paladin must obey the code of the order to which he
belongs, or become a hunted outcast (as well as lose his magic).
Most often, one must be of noble birth to be a Paladin, the GM. may lift
this requirement under special conditions, i.e., the character buys all the
required skills, and pays 1 Character Point, to represent a farmer's lad
taken and raised by nobles.
Special: Start with Lore- Heraldry 0
Pt Levels
1 4
2 8
3 16
4 32
5 64
Etc.
Creating Primaries
Cost For Cost For
Skill SP Cost Secondary Non-Classed
Skill Skill
2 2 5
4 3 6
6 4 7
8 5 8
10 6 9
12+ N/A N/A
N/A: The purchase is not possible
Secondary: The character does not start with or advance Secondary Skills
without the purchase and expenditure of Skill Points. They are noted Base Skill Chance
with a ‘S’ under the type column on the character sheet. Every class
has a list of secondary skills that represents skills easy for them to Level Base Chance Description
learn, but not common to every member of their class. 0 20 Apprentice
1 40 Journey-man
Non-Classed: Skills that are not Primary, Brought Primary or Secondary
2 60 Craftsman
are Non-Classed. They may be purchased as Secondary Skills are, but
3 80 Expert
the cost is increased by 50% representing the character’s lack of
4 100 Master
aptitude with the skill. These are noted with a ‘NC’ under the type
Each +1 +10 Heroic
column on the character sheet.
Unlearned Skills
Modified Level = Base Level + Round(Total of all Skill Bonus/20)
Skill Effect
Round all numbers towards zero
Acting Base Chance = 10%
Administration Cost = 200%
May tame & train (to a simple Example:
Animal level) common tame animal,
Training if he starts at near birth. Orin is a second level Dwarven Fighter who has purchased
Loyalty Base=10% Mining to second level as well. He has IN of 9.
Carpentry
Value = 25% Thus Orin’s has state IN bonus of 6 ([9-7]*3) plus his racial
Base Chance = 10% bonus of 15 for a total bonus of 21.
Cartographer Base Chance = 10%
Orin operates as a third level miner for those values based
Cookery Base Chance = 10%
Foraging Base Chance = 10%
upon level instead of success chance.
Intrigue Base Chance = 10%
Value=25% 8.8 SKILL REASSIGNMENT (Optional)
Masonry
Base Chance = 10%
Oratory Base Chance = 10% As characters age they may well desire to learn new skills (or
Orienteering Base Chance = 10% advance old ones) but will have ran out of skill points. If unable to
Seduction Base Chance = 10% advance in levels this can lead to somewhat unrealistic stagnation. It
Singing Base Chance = 10% is also reasonable to expect older skills to decline if they are no
longer highly valued or are never used.
8.6 LEARNING TIME A character may reassign skill points at the normal learning rates
given in section 8.6 by lowering the level of a skill and assigning the
If a character is learning skills some time after he has started
resulting skill points to the purchase of a new one. In this way the
adventuring, he will need to spend time as well as experience points.
character can reduce older skills in favor of freeing up skill points for
Time needed to learn a level for a skill is: new interests.
Days =(Experience Spent)*(Level Gained)/2 A skill may not be reduced below half of its original level in this
manner. Example: A skill originally at level 3 may not be reduced
For Example: below level 2.
A character with an IQ wishes to improve riding (a This method may not be applied to Primary skills or Brought Primary
secondary skill for him) from 2nd level to 3rd level, this Skills.
would cost him 6 Skill Points.
Since he has spent 90 Experience on the Skill Points 8.9 SKILL LEVEL DESCRIPTIONS
required (IQ 7 requires 15 Experience per Skill Point), the
time would be (90)*(3)/2 or 135 days. Level zero in a skill indicates a beginner, dabbler or apprentice.
An exception to this is magic spells. Magic Spells use the following The typical professional is 1st level (i.e. Journeyman).
for determining the time:
Characters with 2nd Level skills are experienced and respected within
Days =(Skill Points * Experience per Skill Point)/4 their profession; they’ve been around a while and know the ropes.
For Example: Characters of 3rd level are experts. Well known by the locals; they are
An IQ 7 Mage is learning a Level 3 spell. The cost is 3x2 looked up to by those outside their profession.
or 6 skill points. At 15 points per Skill Point with an IQ of Characters of 4th level are well known in a region, Masters of their
7, the time required is (6*15)/4 or 22.5 days. craft.
The learning time assumes the character is spending 4 hours per day
Characters of 5th and above are known heroes with stories (often
on his studies. This allows a character to study up to two skills per
exaggerated) told about their accomplishments.
day. A character may not spend more than 4 hours a day on a single
subject, nor study more than two subjects per day. Some skills may
be 'studied' while on an adventure or traveling, if the GM so decides.
Combat Skills Stats Cost Knowledge Skills Stats Cost Special Skills Stats Cost
Archery AG 12 Alchemy AG/IN 10 Barter CH N/A
Armor Familiarity Animal Training WP/IN 6 Diplomacy CH/IN N/A
Soft Leather - 2/4 Astrology IN 6 Languages- Speak - 8
Rigid Leather - 4/6 Cartographer AG/IN 4 Languages- R/W - 8
Chain Mail - 6/8 Composer IN 2 Lore- General - 12
Plate Mail - 8/10 Herbalist IN 4 Lore- Subject - 8
Melee Combat - 8 Physician AG/IN 6 Lore- Specific - 4
Ranged Combat - 8 Physician KS - 12
Weapon Familiarity - 2 Spell (per level) - 2
Magical Skills Stats Cost Wilderness KS - 2
Communication Stats Cost Artificer IN 10 Special Skills Point Costs are not for
Skills Befriend Animal IN/WP 4 SP Cost but for time computation
Magic Combat - 8 only. Barter and Diplomacy are a
Acting CH 4 special case. (See their skill
Magic – Primary IN 14
Administration CH/IN/WP 8 descriptions).
Magic – Hybrid IN 12
Culture CH 2
Shape-changing WP 8
Disguise IN 6
Intrigue CH/IN 4 Woodsman Skills Stats Cost
Leadership CH/WP 6 Miscellaneous Skills Stats Cost Camouflage IN 4
Musician CH 2
Caving IN 4 Foraging IN 2
Oratory CH 2
Disarm Traps IN/AG 6 Orienteering IN 4
Poetry IN 2
Farming IN 2 Tracking IN 6
Seduction PA/PA/CH 2
Fishing IN 2 Trapping AG/IN 2
Singing CH 2
Gambling IN 2 Weather Watching IN 2
Herding IN 2
Craft Skills Stats Cost Merchant CH 6
Perception IN 8
Armorer IN/AG 10
Pick Locks IN/AG 2
Bower IN/AG 6
Brewing IN 2
Carpentry IN/AG 2 Physical Skills Stats Cost
Ceramics IN/AG 2
Acrobatics AG 6
Clothier IN/AG 2
Athletic Games ? 2
Cookery IN 2
Climbing ST 2
Embalming IN/AG 6
Dancing AG 2
Fletcher IN/AG 4
Escape Artist AG/WP 4
Forgery IN/AG 4
Frenzy WP 4
Gardening IN 4
Riding WP 2
Glass-making IN/AG 4
Skiing AG 2
Jewel-craft IN/AG 4
Sleight of Hand AG 4
Leather Work IN/AG 2
Stealth AG 8
Lock-craft IN/AG 4
Swimming AG/ST 2
Masonry IN/AG 2
Mining IN 2
Painting IN/AG 2 Seamen Skills Stats Cost
Sculpting IN/AG 2
Boating ST/AG 2
Shipwright IN/AG 10
Navigation IN 4
Siege Engineering IN 8
Sailing IN 6
Smithing ST/IN/AG 2
Sea-watching IN 4
Weapon Smith IN/AG 10
Seamanship AG 2
Wood-carving IN/AG 2
Armor Familiarity:
This skill gives familiarity with fighting and moving while
wearing armor. Many classes start with some armor familiarity.
There are four groups: Soft Leather (SL), Rigid Leather (RL),
Chain (CH), and Plate (PL).
Armor Familiarity may be bought in Partial or Full Armor
Coverage. Partial Armor is that which covers 68% or less of the
body. Full Coverage gives familiarity with any amount of armor.
A character wearing armor without familiarity suffers double
armor modifiers and has his movement reduced by 1/3 if the
coverage is between 50-70% or by 1/2 if higher (After normal
armor reductions).
Note that Armor Familiarity is not required to wear armor of less
than 20% coverage.
Armor Familiarity does not have levels; the skill is bought only
once.
This skill is the ability of the character to impress people in a Its only effect in normal small-scale adventures is on the morale
high society setting. A skill roll is not normally required, as the of NPCs. Rules for these uses are found in the Campaign Section
character will perform according to his ability. The skill is very dealing with NPCs.
important if one wishes to blend in with the upper crust. A high
level will impress those around (at least in the right setting) and
Musician:
may cause them to react in a way the character desires (Skill roll
with difficulty modifiers required). This skill determines how good a performance the character
gives. A skill roll is not normally needed, as the character will
perform appropriately to his level. A skill roll may be required to
Disguise: rapidly pickup or exactly perform a specific piece of music. The
This skill is the ability of the character to look like someone else. skill is for one type of instrument.
It does not include any acting skill. It is resolved as a skill vs. A character may buy another instrument. A SP cost of 1 provides
skill roll (against perception). The roll is modified by the another instrument that acts at 1 level less than the Musician
difficulty of the impersonation. A bum is easy (+20), someone Skill. Paying 2 SP allows it to act at the same level.
known to the people being deceived is hard (-60).
Item Price
Level Final Cost
0 75%
1 100%
2 150%
3 250%
4 500%
+1 Doubles
Every level above 4th doubles the 4th level cost (5th is 1000% etc.). At
high enough level, the item can become almost priceless. Note that
some crafts may alter this pricing structure. If so, it will be noted in
the skill description.
Craftsmen require materials in order to create their works. In general,
the cost is 50% of the final selling price. More expensive items
require better materials.
There may be setup costs for workplaces and tools as well. Rental of
such requirements may be possible for a GM determined price.
A craftsman can always work at a lower level of skill to cover those
times when no one is around to pay his incredible prices. Most,
however, would rather sell the goods made by those studying under
him (taking a percentage of that income) than lower his standards.
At no time can Quality Modifiers reduce the APV to a negative This skill covers all wood construction. In addition to all standard
number (Indeed, the above chart will not even come close Craft Skill rules, the level of the Carpenter has a direct impact on
without the use of magical materials). the strength of the structure as shown in the following table:
Note that the Quality Number is halved when applied to the Rigid
Leather (RL) armors due to the large amount of Leather in them. Carpentry Effect
Level Final Strength
Magical materials are required for further improvement. Such 0 75%
materials have a minimum level required to work them. Skill 1 100%
effects on those materials are generally as listed above, except 2 110%
level 0 matches the minimum level the material requires 3 120%
(Example: A magical metal requires a 5th level armorer to work. 4 150%
A 7th level armorer would count as 2nd level when working on +1 +10%
that metal). Magical materials will have the base armor effects
listed with them. Ceramics:
Armorer includes all the function of the ‘Smithing’ skill in its This skill covers the making of pottery. It is mostly an art form
much higher cost. and follows all standard Craft Skill rules.
Clothier:
This skill covers the making all types of clothing except leather.
It is mostly an art form and follows all standard Craft Skill rules.
Forgery: This skill covers all the talents of the painter. Paintings are an art
form and this skill follows all standard Craft Skill rules
This skill covers copying another’s handwriting or the making of
official seeming documents. Success of the skill is determined by Sculpting:
a skill vs. skill roll (against perception or forgery of anyone
examining the document). +20 is gained unless the target for This skill covers all the talents of the stone sculptor (clay is
some reason suspects a forgery or it’s a critical security issue. In covered by ceramics). This skill is an art form and follows all
all other ways, the skill follows the standard Craft Skill rules. standard Craft Skill rules
Gardening: Shipwright:
This skill covers the creation and maintenance of all types of The shipwright is the designer of water-going boats and vessels.
gardens. It is mostly an art form and follows all standard Craft While the other crafts such as carpentry carry out much of the
Skill rules. work, the shipwright has by far the greatest impact on the quality
of the vessel. In addition to all the standard Craft Skill rules,
Glass-Making: Shipwright has a direct impact on the strength of the vessel and
its base speed as follows:
This skill covers the making of all types of glassware. It is mostly
an art form and follows all standard Craft Skill rules. Shipwright Effects
Level Speed Strength
0 -10% 75%
Jewel-craft: 1 normal 100%
This skill covers the making of all types of jewelry and all gem 2 +2% 105%
cutting. It is mostly an art form and follows all standard Craft 3 +5% 120%
4 +10% 150%
Skill rules.
+1 +1% +10%
Siege Engineer:
The Siege Engineer combines a number of talents towards the
purpose of creating or defeating fortifications.
This skill combines the talents of Carpentry, Masonry, Mining
and Smithing in its higher cost, but such use of those skills is
only in respect to the purpose of Siege Warfare. For example a
Siege Engineer is more than capable of mining or counter-mining
operations, but would not know anything about finding minerals
or smelting ores. Also, while the Siege Engineer could build a
strong castle, the construction of a shrine would be better left to a
character skilled in Masonry.
In general, the Siege Engineer follows all standard Craft Skill
Rules. Siege Engines benefit from a high skill level and the rules
on Mass Combat cover this aspect of the skill.
Weaponsmith:
The Weaponsmith makes the melee and thrown weapons that
adventurers love to use. In addition to modifying the cost, the
level of the craftsman making a weapon has a direct impact on
the weapon’s ability to perform in battle. High quality weapons
have a direct modifier to the user’s Combat Values (SC, PM, PC,
DM, DC and Def). The quality bonus also adds directly to the
weapon’s HP. The Highest Quality weapons even add to damage.
Note the effects on the following chart:
Animal Training: Various herbs require the Herbalist to master certain levels. The
required level is noted in the description of the herb.
Animal Training covers the taming and training of domesticated,
semi-domesticated and wild animals. Full details are given in the Each herbal dosage amount requires a specific number of Growth
Domesticated Animal section of the Book 5: Campaigns. Points. This is also noted in the herb’s description. The Herbalist
can maintain a garden whose total herbs growth points are equal
to or less than the herbalist’s own Growth Points.
Astrology:
Maintaining an herb garden is a full time task. Depending upon
Astrology is the study of the movements of planets and stars. the herbs themselves, the Herbalist may need to devote four
Depending upon the campaign, these can have significant hours a day during spring, summer, and/or fall. An herb’s
magical effects or other impacts. growing season is specified in its description.
A successful skill roll will discover what such things are, what
the effects might be, and how potent it will be. An Astrology roll Preserving Herbs
might also be required as part of a magical ritual in order to get Most herbs have a very limited shelf life. They will fade and
the timing correct or to use certain types of divination magic. become useless after being picked, typically with the passage of a
Details are found in the various magic types. single week. The Herbalist has knowledge of how to better
prepare and preserve the herb so that its shelf life can be
extended. Refer to the following chart:
Cartographer:
This skill determines the quality of map making. It has both Herbalist Preservation
artistic and practical impact. The better the map, the better it will Level Shelf Life
be in helping people navigate. And beautiful maps carry a higher 0 2 weeks
value. 1 1 month
Maps provide the following bonuses to Orienteering and 2 1 year
Navigation in unfamiliar areas depending upon the maker’s level. 3 1 years
4 5 years
5 10 years
6 20 years
Cartographer Effect
7+ Indefinite
Level Bonus
No Map -30
The herb description will specify if the above preservation chart is modified in
0 -20 any way.
1 -10
2 -0
Physician:
3 +10
4 +20 Physician covers the range of healing arts. It normally defaults to
Each +1 +5 more familiarity with human patients, but the character may choose
other species groups as shown in the bestiary. Patients outside the
Composer: Physician’s familiarity will be treated as if the skill was one or
more levels less than normal (The Bestiary has full details). The
This skill determines the quality of a character’s composed song.
modifier can be removed by gaining a Physician KS for that
A skill roll is not normally needed as the quality is considered to
patient group.
be appropriate to skill’s level.
Physicians are aware of the properties of any herbs that have a
usage level no more than two higher than their own Physician
Skill.
The effects of Physician skill are covered in sections 15.72
(Bleeding) and 18.0 (Healing).
Level 6 7 8 9 10 +1
Bonus +35 +40 +45 +50 +55 +5
A character with this skill has one other form that he/she may An Owl gains Night Vision and Stealth equal to the character’s level. A
change into. There are two types of animal forms- pure and swan pays only half the normal FT costs for flight.
hybrid.
Shape-Changing Hybrid Forms:
Shape-Changing Pure Forms: Hybrids are very rare half-human, half-animal forms. All are bipedal.
Some are more human than others are.
Pure Forms look just like the animal it is based upon. This form may be
larger, but it general it has the same abilities as the natural creatures.
Wolf Hybrid:
A character with this type of other form may not wear armor heavier than
leather and still be able to change into his/her animal form without This wolf is more dominant in this Hybrid than the man. The face
damage. If the character attempts to shape-change with heavier armor, becomes heavily canine, the fur thick. It’s large claws and canine teeth
he/she takes damage to his CP equal to 5 times the armor’s APV. Note become deadly weapons. The Wolf Hybrid is a predator, a killer in the
that any armor will be heavily damaged by the act of shape changing. night driven by the beast’s darker nature.
A Pure Form is incapable of using tools anymore than the animal it is Size increases by 25%. Modified Stats: ST +2, CO +1, QU +1 and MR
based upon. Also the shape-change will leave any clothes and armor +1. The fur and natural toughness of the creature provides one point of
behind. The animal form is now considered to be a Close Combat natural armor.
Creature.
The wolf gains Tracking, Foraging, and Orienteering at a level 2 if the
The animal form still has the mind of the character, but has the animal character doesn’t already have these skills. A bonus of +20 is gained if it
instincts lurking in the background. Certain events may force the does. Hybrid Wolves have Night Vision.
character to respond as the animal. The GM determines when this
happens and the modifiers to the Shape-Changing Skill roll need to Hybrid wolves will not use weapons or armor, preferring to deal with its
control the ‘beast’. It is normally a fairly easy takes (+20) to change back natural weapons. They are incapable of speech in wolf form.
to human, but failure indicates that the ‘beast’ wants to run free for a
while. Feline Hybrid:
The Following are common Pure Forms with the modifiers and special This Hybrid is more human than cat. The addition of a tail, short fur, cat
abilities due them: like ears and eyes and retractable claws together with the more playful,
aloof and sensual feline nature instead of the more predator feline like
Bear: attitudes make up this form.
The character’s height increases by 1/3, weight increases by 4 times. Size remains unchanged. +1 ST, +2 QU, +2 AG and +2 MR is gained.
Refigure the character’s ES, LP and CP values. QU –2, AG –2, MR +3. Feline Hybrids have a –2 to FT.
Natural Armor 2 points. Natural Weapons: Claws: 1d8, DB 75, CL ‘s”. Damage is due more to
Natural Weapons: Claws- 1d8, DB 75, CL ‘s’. Bite- 1d10, DB 75, CL ‘s’. magic than the physical size of these rather small claws.
Hug 1d12, DB 73, CL ‘c’. Bite and Hug useable only with the grab The skills of Tracking, Foraging, Orienteering, Stealth and Acrobatics are
Action. gained at level 2 if the character does not already have these skills. It
The Bear gains Tracking, Foraging, and Orienteering at level 1 if the gains a +20 bonus if it does. The Feline has Night Vision.
character already does not have these skills. The character may use any armor or weapons desired, but by nature stays
away from the heavier full coverage armors. The Character may speak in
Wolf: this form with a notable ‘cat’ accent.
The skill represents the character's understanding of, and ability Merchant Effects
to farm. A skill roll is seldom called for as the character is Roll Result Buying Selling
assumed to perform appropriately to his level. The character will
Disastrous
raise a crop relative to normal exceptions as follows: 150% 75%
Failure
Farming Effects Failure 120% 80%
Level Performance Partial
110% 90%
0 50% Failure
1 100% Success 90% 110%
2 110% Success +10 80% 125%
3 120% Success +30 75% 150%
4 150% Success +50 50% 200%
+1 +10%
The result gives the relative price to the standard market value in
Fishing:
the region of the transaction.
The skill represents the character's understanding of, and ability
at, fishing. A skill roll is seldom called for as the character is
Perception:
assumed to perform appropriately to his level. The character will
catch an amount relative to normal exceptions as follows: Perception skill determines the character's chances to notice any
of the things he needs to notice. Examples range from traps and
Fishing Effects
Level Performance ambushes to the strange ring on the man at the bar. Sometimes,
0 50% perception is a straight skill roll (modified by the difficulty of the
1 100% task). Often, perception is skill vs. skill (when trying to perceive
2 110% something someone else is trying to hide).
3 120% Sleeping characters have a –50 to awaken in time to react to
4 150%
dangerous events.
+1 +10%
Represents the character's skill at all games of chance. Winners A successful skill vs. skill (Skill of the maker of the lock) roll
are determined by a skill vs. skill roll (multiple opponents give will open a lock. There may be modifiers to the roll due to the
the bonus found in section 8.3.4). conditions surrounding it (i.e. in the dark -20, taking a long time
+20, etc.).
Riding Effects
Level Performance
None 80%
0 90%
1 100%
2 103%
3 109%
4 112%
+1 +3%
Sleight of Hand:
By means of this skill, the character may hide an item, produce
an item, pick a pocket, plant an item on someone, etc. either
without being noticed, or where the item came from not being
noticed. The result of the attempt is determined by a skill vs. skill
roll (against the target(s) perception skill) with any modifiers the
GM assigns.
Even a partial failure means the character was noticed (but not in
all details).
Skiing:
This is the ability to use snow skis. A success roll is needed to
move at higher than average speed or any unusual action
(jumping, tight turns, etc.). To ski at the normal speed requires no
skill roll if the character has this skill.
Skiing allows normal walking and running movement in snow. It
allows sprint movement over snow on downhill slopes at the
fatigue cost of normal walking.
Stealth:
Swimming:
This is the ability to swim. A success roll is needed to move at
higher than average speed or to take any unusual action
(swimming through rough water, cold water, weighted down,
great distance, etc.). Swimming at the normal speed in calm
water requires no skill roll if the character has this skill.
Every two levels in swimming adds one round to a character’s
time limit on holding his breath (see 19.14).
The MR for swimming is found in section 11.4.3.
Swimming at a ‘Sprint’ gives no modifiers to the skill roll.
Sailing:
This skill is the ability of the character to effectively pilot and
control a ship. Ships are small or large ocean-going vessels. The
normal speed of travel will increase or decrease, depending upon
the skill of the crew as follows:
Sailing Effects
Level Speed Adjustment
0 -25%
1 +0%
2 +10%
3 +20%
4 +30%
+1 +5% per level
Languages
Level Effect
0 The character understands about a couple
dozen words.
1 The character understands enough to get
across simple ideas. Complex conversation
or material is out of the question.
2 The character understands enough to deal
with all but highly complex or culture
specific concepts. Speech is highly accented.
3 The character has native fluency.
4 The character has complete mastery of the
language.
The skills to locate, identify, and follow tracks (footprints, broken Successful Weather known for the next 4
hours.
branches, etc.). The GM assigns a base task difficulty based upon
the terrain, weather and age of the tracks. Example base difficulty Successful by 20 Weather known for the 12
levels follow: hours
Ages Well 1 The character reduces the maximum age category he/she will age to by one group in regards to characteristic modifiers. This Hero
Ability may be bought up to twice.
Background 2 The spell caster can maintain concentration requirements on one spell and perform normally otherwise.
Concentration
Thus he may attack, move, defend or cast other magic.
Anything that would normally break spell concentration will break concentration for the ‘background’ spell.
Bare Hand Parry 2 The character may make unarmed parry attempts without taking damage. Parrying Critical Strikes results in taking Normal Strike
damage.
If combined with Parry Missiles with Melee Weapons, the character may catch throw weapons (-0) and even missile weapons (-
10).
If combined with Quick Draw the character my throw back any weapon caught if he hasn’t already attacked that round.
Close Combat 1 The character is not required to make saving throws to avoid Close Combat Creatures (19.7.1). Such saves are automatically
Creature considered successful
Avoidance
Combat 2 The Character is aware of the battle, even when not viewing it directly. The following applies if the character makes a successful
Awareness perception roll to be aware of the attack.
1. Attacker Flank and Rear Hex SC Bonuses are halved.
2. The character may attempt to parry attacks in his flank and rear hexes with any length ‘A’ or longer melee weapon (Not
shields) as if they were his front hexes with an additional -10 modifier.
3. Dodge attempts for flank and rear hex attacks are not subject to the normal flank/rear dodge modifier
4. The character takes only one quarter of the normal lack of lighting modifiers.
Combat Fumble 1 Combat fumbles in melee and ranged combat by the character are reduced one level of severity. The fumble can’t be reduced
Reduction below the lowest level. This ability may be brought up to twice.
Empathic Healing 2 The character can increase the healing rate of patient under their care by sheer force of will. Healing times are quartered. The effort
costs the healer/physician half their total natural spell points and increases their fatigue by five levels. Any increase past level 10 of
fatigue will cause 1d20 damage to his/her own CP.
This ability is only available to spell casters.
Empathic Link 1 The character has an instinctive sense that allows him/her to know the basic status of a specific person/creature that he has a link
with.
The character will always have an idea of the general health and stress of the linked person along with a vague idea of distance and
direction.
Enhanced Magic 2 The character regains spells points at 150% of the normal rate
Recovery
Fearless 2 The character isn’t required to make saving throws to avoid Close Combat Creatures (19.7.1). Such saves are automatically
considered successful.
The character also gains +3 saves vs. all fear effects.
Fleet-Footed 1 The character gains +1 to his normal MR. This ability may be bought up to twice. Normal movement and swimming are treated
separately.
Great Lungs 1 The character is able to hold his breath for a base time equal to twice his CO Stat (See 19.14).
Heals Quickly 1 The character heals fast, halving all healing times.
Heroic Growth 1 The character gains two Option Points that may be spent as desired. This hero ability may be bought any number of times.
Ignore Normal 2 The character is unaffected by 0 or –1 level wounds. Damage must exceed the character’s SL by 2 or more for him/her to be
Wounds stunned.
The character must be aware of the attack and must make a successful characteristic save vs. CO
The character must be a Fighter, Chivalric or Paladin to take this ability.
Ignore Serious 3 The character is unaffected by wounds less than –5 (broken bones).
Wounds
The character’s SL must be exceeded by four for him/her to be stunned.
The character must be aware of the attack and must make a successful characteristic save vs. CO
The character must be a Fighter, Chivalric or Paladin to take this ability.
Improved Stat 2 The character has improved one Characteristic Stat by one point. It cannot exceed racial maximums unless two additional Hero
Points are spent.
Incontestable Stat 1 One characteristic Stat is chosen.
A roll of 12 is no longer an automatic failure when making a saving throw involving the chosen Stat.
The Stats of WP and IN are immune to any outside negative modifiers.
This Hero Ability may be bought only once, but may be purchased separately for each Stat.
Infighting 1 The character can use a use ‘M’ weapon of Length ‘L’ or less in Close Combat on a Successful AG – 2 roll.
Initiative Edge 1 The character will automatically win Initiative against opponents with the same Initiative rating.
Judge Character 2 The character is capable of an instinctive understanding of anyone they meet.
The character must make a successful level vs. level (modified by target’s CH) save to gain any understanding of the ‘target’.
This information is rather vague and is expressed more in the terms of the character’s own reaction to the target (if he knew more
than he did).
Example: You just don’t think he’d be a good match for the Baron’s daughter.
Light Sleeper 1 Dangerous things easily wake the character while asleep. He gets a perception roll at only –10 to wake and notice any event that is
a danger to him or those within a 5” radius.
Lone Fighting 2 The character only takes one-half the normal multiple opponents and multiple parry/dodge modifiers.
Magic Efficiency 2 The spell caster spends one less Spell Point than listed for casting a spell (minimum of one point).
Magic Fumble 1 Spell fumbles and Magic Combat Fumbles by the character are reduced one level of severity. The fumble can’t be reduced below
Reduction the lowest level. This ability may be bought up to twice.
Multiple Missile 1 The character may fire two arrows from one bow making two attacks in a single round at up to two targets within a thirty-degree
Attacks arc.
Both attacks take a –10 SC modifier. One round must be spent preparing the shot.
Multiple Thrown 1 The character may throw two thrown weapons in a single round at up to two targets, or three small weapons (dagger sized or less)
Attacks at up to three targets within a sixty-degree arc.
Each attack takes a -10 SC modifier. One round must be spent preparing the shot.
Off-Hand 1 The character is adept at fighting with his/her off-hand, even if not Ambidextrous and takes no Off-hand penalties.
Proficiency
Parry Ranged 1 The character may attempt to parry any ranged attack with his/her melee weapon.
Attacks with
Melee Weapons Such an attempt is made with a –0 modifier vs. thrown weapons and a –5 modifier against missiles.
It is modified normally by other conditions.
Pathfinder 1 The character is adept at finding easy and quick shortcuts and routes. Travel time in wilderness areas is reduced to 80% of normal.
Poison Resistance 1 Any effect of poison on the character is reduced one level in severity.
Quick Draw 1 The character doesn’t require a half move (or need to pay any movement cost) to draw a weapon.
The character may use the weapon in the same round without suffering the ‘Draw and Use’ Modifier.
Rescuer 2 The character seems to always be there when needed. He may take one action to aid another character or prevent an event that
would cause harm to another character. These actions can be only defensive or neutral in effect.
These actions can be announced and resolved after the resolution of the event, in effect backing up in time a bit. The rescuer can
even act if he has already gone in the present round (using his next round’s action).
Examples:
• Grabbing a character that has fallen off the cliff.
• Jumping in the way of an arrow that the target would have missed dodging or parrying. He gets his own parry (not dodge),
but is hit instead if the parry is missed.
• Parrying an unnoticed back stab for someone.
The character must make a perception roll to notice the danger, and of course must be able to reach the victim with one round of
action. The rescuer loses his next action.
Scout 2 The character is expert at moving unnoticed through the wilderness. Halve the normal encounter chances if traveling alone or
leading a small group (no more than six).
Sense Danger 3 The character has an instinct that warns him/her when in direct danger. This is above and beyond Perception skill. If the character
can make a characteristic save vs. IN, he can take full defensive action even if completely surprised. A successful save will give
him a vague idea of proper action even if he/she is completely unaware of what to do by normal means. Example: No, it doesn’t
feel like you should duck. Yes, stepping behind the wall seems right…
Reduce the cost by one if the ability only functions in limited conditions. On the ocean or at night for example.
Increase the cost by one if the character is able to additionally sense indirect or nearby danger. Example: “I just know something is
out there is hunting us” or “The ghost ship is near, I can feel it.”
Reduce the cost by one if indirect danger is the only thing the character senses.
Sense Evil 2 The character gets an uneasy feeling in the presence of Mystical Evil (Undead, Demons, etc). This gut feeling kicks in whenever
within 100 yards and includes a vague idea of direction and distance. The character must make a successful characteristic save vs.
IN
Sense Magic 2 The character gets a feeling in the presence of magic. Any magic within twenty feet of the character will be sensed with a vague
idea of direction and power if the character makes a successful characteristic save vs. IN
Spell Research 2 The character has mastered the ability to create and develop new spells.
Stamina 1 The character ignores the first Fatigue level.
Streetfighter 1 The character is expert at brawling and does increased damage for unarmed and improvised weapons.
The Unarmed Punch becomes 1d8 and the Kick becomes 1d10. Improvised Weapons that aren’t similar to normal weapons are
increased by one damage level on the chart in section 19.12.5
The Streetfighter only takes half the normal modifier for Improvised Weapons.
Strong 1 The spell caster can maintain concentration despite injury. Damage must exceed the caster’s SL by three points in order to break
Concentration his concentration.
He does however suffer all other stun effects and the subject of Concentration will continue as per last command.
Survivor 2 The character has the knack of surviving seemly deadly injuries by instinctually rolling with the blow on a successful IN roll. Any
damage taken in excess of –3 is halved thereafter (rounded down). Example: A hit doing 17 points of damage to Don the Great who
has an LP of 6 would normally result in a –11 wound. This ability reduces the final effect to a ‘mere’ –7.
This ability is rendered ineffective if wearing armor with more than an APV of 1
Sword Flourish 1 The character may try to impress opponents with his skill in melee. He must not be in melee when making this attempt.
By twirling and waving his weapon (plus flexing his muscles and/or scowling) the character makes any watching opponents of 3rd
level or below roll a level vs. level save (modified by WP). All must be within five hexes of the display to be affected.
Failure means a drop of morale (-2) and results in -5 to all combat values. Failure by 3 or more results in fleeing.
Throw Melee 1 The character can use a melee weapon as a thrown weapon.
Weapon
Such a weapon has a Range of 1 for determining its Range Groups
Too Dumb to Quit 2 The character refuses to go down for the count and will not go unconscious from Cumulative Damage.
However taking total damage that doubles the character’s CP value will still result in death.
Tricky Fighting 2 The character is expert at taking advantage of non-lethal openings in a Battle.
If the target makes his parry or dodge by 5 or less, the attacker is still struck by a normal unarmed non-lethal punch from his
attacker. If the target only makes his parry or dodge is by 1 or less, the attacker can use a kick in place of the punch.
Use the original SC roll to determine the actual type of blow delivered.
True Artificer 1+ The character grasps the true nature of the creation of magical items and constructions. The character is allowed to advance the
Artificer skill one level past existing limits for each point spent.
For example: The Artificer Skill is normally limited to 4th level. Spending one point will allow advancement to 5th. Spending 3
points will allow advancement to 7th.
The character may increase the point expenditure on this ability freely as new points are earned.
Undistractable 1 The character takes only half the normal modifiers to perception from distractions such as crowds, noise and the like.
Use two-handed 1 The character can use any two handed weapon one-handed if his ES is at least two points higher than the weapon’s required ES.
weapons one-
handed
Weapon Master 1 The character takes only one-half (rounded down) the penalties for unfamiliar and similar weapons.
LANGUAGES & LORE Lore Spk R/W Modifying Stats Base Total Base Race Stat Class Misc. Item Final Mod
SKILLS #1 #2 #3 Type SP SP Lvl + + + + Bonus Value Lvl
Combat Skills
Melee Combat P 8
Ranged Combat P 8
Magic Combat NC 4
Common Skills
Climbing ST 2
Culture 2
Perception IN 8
Physician IQ IN 6
Stealth AG 8
Swimming AG ST 2
Potential Start Current Barter CH
Language Diplomacy CH IN WP
Lore Potential Character Skills
Equipment
Special Items Weight Location
Points Spent
Option Point Record
Points Spent
Book 2: COMBAT
“It makes no difference what men think of war,
said the judge. War was always here. Before man
was, war waited for him. The ultimate trade
awaiting the ultimate practitioner.”
Brian Gleichman
Flank
Rear
11.4.1 Running/Sprinting
A character may RUN at twice his normal MR If Fatigue rules are in
use, running costs 1 round of fatigue.
11.2 GENERAL MOVEMENT If the Fatigue rules are in use, he may SPRINT for three times his
MR at the cost of 3 rounds worth of fatigue.
Every character has a MR (Movement Rate) value determined in
section 3.7. This MR is the number of movement points (MP) a A running or sprinting character loses his ZOC. In addition, the only
character has. In general, it costs 1 MP to enter any of the three hexes type of attack such a character can make is an Overbear (see Section
in front of the character. Movement costs are doubled for characters 19.11.9).
moving backwards into their own flank and rear hexes. See Section 15.1 for the combat modifiers of running or sprinting
A character may move a number of hexes equal to his MR in a movement.
combat round. Movement may be broken into half moves. The
following are half moves: 11.4.2 Jumping
1. Moving 1/2 of the MR (round to the nearest) or less The character may jump a hex at the cost of 4 MP. This cost is
2. Make an attack (ends his action even if done first) reduced to 3 MP per hex if he spends at least 2 hexes running first, 2
MP per hex if he spends at least 3 hexes sprinting.
3. Load a weapon (one round of loading)
4. Cast a spell (ends his action even if done first)
11.4.3 Swimming
5. Prepare a Spell; i.e. spend a round to increase the character
casting chance (ends his action even if done first) Characters may only swim if they have learned the swimming skill to
at least level 0. Swimming gives a MR of 1 plus .5 per level of skill
6. Mount or dismount a riding animal to a maximum swimming MR of half their normal ground based one.
7. Draw and ready a weapon Use the remaining proportion of MR if changing between swimming
8. Stand-up from prone and ground movement in a round. Example: John (MR 6, Swimming
9. Part or all of other actions as determined by the GM MR of 2) moves 3 hexes and enters the water. He has one MR left to
swim.
Up to two half moves may be done in a Round. Any attack or spell
cast ends a move. Some actions may take one or more rounds (certain If a character makes no attacks and does not enter a hostile Zone of
spells, treating wounds, and other things as determined by the GM). Control- he may ‘Sprint’ doubling his swimming MR at the cost of 1
Some combat maneuvers (charge for example) may also modify the Fatigue (if Fatigue rules are in use).
above.
11.4.5.1.2 Acceleration
Creatures under Winged Flight are limited in how fast they may
change their speed. Normally they may increase or decrease speed by
one level as shown on the following chart:
Flight Speeds
Description Movement
Stationary/Fall 0 or falling movement only.
Stall Under ½ MR
Normal ½ MR – 1x MR
Run 2x MR
Sprint 3x MR
11.5.1 ZOC Passing Attack Level Modifiers come from the relevant combat skill and appear in
A Passing attack occurs when a character violates a ZOC and the the following table:
movement carries him past (i.e. starts in fronts and moves behind) the
opponent. Level 0 1 2 3 4 5
Passing attacks gain +30 SC, and +15 PM and DM in addition to any Bonus -10 0 +10 +20 +25 +30
other modifiers.
Level 6 7 8 9 10 +1
Bonus +35 +40 +45 +50 +55 +5
11.5.2 ZOC Retreating Attack
A Retreating attack occurs when a character backs away from a ZOC Note: Range Combat skill modifiers stop adding to PM and DM only
by moving more than 1 hex. Turning a rear or flank hex to an (They still add to PC and DC) after 4th level.
opponent also allows a free Retreating Attack.
Stat Bonuses and Penalties (AG, ES, and QU) are based upon the
Characters subject to a Retreating Attack may not parry and the character's Stats. The bonus is +3 per point over 7. The penalty is -3
attack gains a +30 SC and +15 DC in addition to any other modifiers. per point under 7.
Under no conditions may the character gain a riposte against the
Retreating Attack. Weapon Group Bonus (Wpn Group Mod) depends on the character's
class and his assignment of weapon group bonuses.
Retreating Attacks may be avoided by using either the Offensive or
Defensive Withdraw Action (See Section 15.1)
12.1 COMBAT STRENGTH (CS)
11.5.3 Rigid Zone of Control (Optional) The base Combat Strength (CS) for a character is a way to ‘rate’ his
combat effectiveness. It’s determined by adding the average of the
A character may define one opponent per round as the target of a
Stat Modifiers for ST, AG, and QU plus the level modifier and the
Rigid ZOC of control. This has the following two effects:
Weapon Group Modifier.
1. Any Free Passing Attack vs. the defined opponent is at an
For every point of LP over 5 add 2; subtract 2 for every point of LP
addition +30 SC and -20 PM, DM
under 5.
2. Free Attacks vs. other targets violating the ZOC lose the
Well Made or Magical Weapon/Armor Bonuses are added to all the
normal bonuses.
above values to determine the Modified Combat Strength (MCS).
There are three possible ways for a target to break a Rigid ZOC:
1. The character enforcing the ZOC ends his enforcement
(perhaps to remove his free attack modifier or enforce a
rigid ZOC on another target).
2. The character enforcing the ZOC accepts the retreat caused
by a Pressing Attack (thus removing the ZOC from the
target).
3. The target succeeds in a Push Back Action (see 15.1) on the
character enforcing the ZOC, thus removing the ZOC for
the next round (unless the target can move to re-enforce it).
11.6 STACKING
Only one combatant character is allowed per hex unless engaged in
close combat or as part of a formation or other special case (see 19.7,
19.16.2 and 19.19).
Weapon Table-Shields
Def Fast
Shield Init Mod Hands Dam CL Load Rng Use Wgt Len HP ES AG
Base Load
Small Shield -1 1 (79) 1d6 p/c - - - M 3 lb. S 15 5 5
Medium Shield -2 1 (75) 1d8 p/c - - - M 10 lb. S 20 6 5
Large Shield -3(-1) 1 (71) 1d10 p/c - - - M 15 lb. S 22 7 5
Please note the chart key information below. • Fast: Quick fire missile reload modifier. Modifiers are
Base/Minimum.
• Name: Weapon Name.
• Range: The Number of Hexes in a Range Group.
• Group: The Weapon Group it is assigned to.
• Use: Under what conditions the weapon can be used in
• M- Missile
• T- Thrown
combat.
• B- Bladed • R- Ranged
• Axes & Maces • M- Melee
• F- Flexible • C- Close Combat.
• P- Polearms
• U- Unarmed • Weight: The weight in pounds.
• Length: The effective length of the weapon in combat.
• Hands: The number of hands required.
• S- Short
• Defense: The Defense Base for parrying or dodging purposes. • Average
Note: ‘*’ denotes that the weapon cannot parry. The value • L- Long
given represents a parry with a shield. If there is no shield, • VL- Very Long
the character must dodge. • XL- Extra Long
• Damage: Damage applied with a successful hit. • EL- Extremely Long
• UL- Ultra Long
• CL: The classification of the weapon. Note: Armor vs. CL ‘p’
uses the same value as vs. CL ‘c’ • HP: The amount of Damage the weapon can resist before
• s- slashing breakage occurs.
• c- crushing • ES: The minimum to avoid negative modifiers.
• i- impale
• p- pummeling. • AG: The minimum to avoid negative modifiers.
• Init Mod: This value only applies to Shields. It’s a modifier
• Reload: Reloading time for missile weapons in number of to the wielder’s Initiative Value when engaged in melee
rounds. combat. Large Shields will give a –1 even when not in melee.
See section19.12.1.
Armor Table
Combat
Armor Locations Protection Wgt Initiative MR APV Notes
Modifier
Leather Vest 13-50 1 3.8 -1 -.2 .38
Leather Jacket 13-76, 81-82, 85-86 1 6.8 -1 -.2 .68
Reinforced Leather Jacket 13-76, 81-82, 85-86 2 8.5 -2 -1 -.4 1.36
Reinforced Leather Coat 13-76, 81-98 2 10.25 -2 -1 -.4 1.64
Kurbul Breastplate w/trim
13-61, 64, 81-82, 85-86 3 8.1 -2 -1 -.4 1.62
(Roman Style)
Ring Habergeon 13-61, 64, 81-82, 85-86 4(3) 10.8 -2 -1 -.4 1.8
Protection 4 vs. type S
Ring Shirt 13-76, 81-82, 85-86 4(3) 13.2 -3 -1 -.6 2.26
attacks, 3 vs. all else
Full Ring 11-100 4(3) 18 -5 -2 -1 3.07
Chain Habergeon 13-61, 64, 81-82, 85-86 4 16.2 -3 -1 -.6 2.16
Chain Shirt 13-76, 81-82, 85-86 4 19.8 -4 -1 -.8 2.72
Chain Hauberk 13-92 4 24 -5 -2 -1 3.2
Full Chain 11-100 4 27 -6 -2 -1.2 3.6
Scale Habergeon 13-61, 64, 81-82, 85-86 5(4) 18.9 -4 -1 -.8 2.52
Protection 4 vs. type
Scale Shirt 13-76, 81-82, 85-86 5(4) 23.1 -5 -2 -1 3.17
C attacks
Full Scale 11-100 5(4) 31.5 -8 -3 -1.6 4.2
Metal Breastplate 15-44 5 12 -2 -1 -.4 1.5
Metal Breastplate w/trim 15-61, 64, 81-82, 85-86 5 20.8 -4 -1 -.8 2.6
15-66, 71-88, 93-00 5
Plate Mail 34.8 -8 -3 -1.6 4.38
11-14, 67-70, 89-92 4
Articulated Plate 11-100 5 31.5 -8 -3 -1.6 4.5
Armor Accessories
Combat
Armor Locations Protection Wgt QU MR APV Notes
Modifier
Conical Helm 1-5 5 2 * * * .25
Chain Mail Coif 1-5, 6-10 (rear) 4 2.25 * * * .3 -15 Hearing Perception
Open Helm 1-5, 6-10 (rear) 5 3 * * * .375 -15 Hearing Perception
Full Helm 1-10 5 4 * * * .5 -20 Hearing and Sight Perception
Gloves- Leather 77-80 1 .4 * * * .04
Boots- Infantry 95, 98-00 3 4 * * * .12
95, 98 2
Boots- Riding 3 * * * .1
99-00 3
Arm Greaves- metal 72-73, 75-76 5 1.6 * * * .2
Leg Greaves- metal 94-95, 97-98 5 1.6 * * * .2
Gauntlet- Articulated Plate 77-80 5 1.32 * * * .2
Gauntlet- Chain 77-80 4 1.2 * * * .16
* Add Accessory’s APV to base armor APV and use the APV Modifier Chart in Section 14.1 to determine the final modifiers.
APV Modifiers
Lower APV Upper APV Armor Modifier
0 .407 0
.408 1.153 -1
1.154 1.817 -2
1.818 2.410 -3
2.411 2.930 -4
2.931 3.411 -5
3.412 3.834 -6
3.835 4.213 -7
4.214 4.553 -8
4.554 4.858 -9
4.859 5.132 -10
5.133 5.378 -11
5.379 5.599 -12
5.600 5.797 -13
5.798 5.975 -14
5.976 6.0 -15
This combat system provides the feel of heroic melee to role-playing Characters act in order of Modified quickness.
combat by separating the chance of hitting from the parry or dodge of When the character acts, he chooses one of the following Combat
the opponent. In addition it adds in-combat movement. This gives the Actions. The character may not combine more than one Combat
character the opportunity to parry (or dodge) the critical hit and have an Action.
active defense rather than accept the lucky opponent’s roll.
The modifiers from these actions last until the next time the character
Flow of Combat: acts (when his modified quickness comes up in the next turn).
1. Attacker decides his combat action A Character may hold his action until a lower quickness in the combat
2. Attacker rolls his Strike. Ripostes are resolved turn. If held until the next turn, the character loses that turn’s action,
3. Defender rolls either a Parry or a Dodge but gets to act at the higher quickness ratings. At no time may a
4. Attacker rolls hit location and damage character perform two actions in a turn. They may however perform a
½ move that doesn’t end his turn and hold the remaining ½ move.
Combat: Actions
Action Effects Action Effects
Normal Strike No Modifiers. Base attack Run Movement No Parry or Attack
2x MR
Full Aim (Missile/Thrown) +10 SC Sprint Movement No Parry, Dodge or Attack
Takes 1 extra round 3x MR
Full Swing +2 ES damage bonus Disarm -20 SC, -10 PM, and -10 DM
+3 PM If not dodged or parried a successful ST
-5 Def, vs. ST roll will disarm the target.
-5 PC
-5 DC
Full Attack +10 SC, +5 PM & DM Defensive Fire -20 SC
-15 Def, -10 PC & DC (Missile/thrown) +10 DEF vs. target only
Full Parry No Attack; Defensive Withdrawal Retreat out of ZOC by one hex. May
+10 PC also perform Full Parry, Full Dodge or
Full Evade.
Full Dodge No Attack Offensive Withdrawal Retreat out of ZOC by one hex. May
+20 DC also attack at -20 SC (miss by 50
required for Riposte), -10 PM and -10
DM
Full Evade No Attack Push Back -10 PC & DM and -10 SC
Melee- +20 Def If dodged, no effect. If parried or not,
Missile: +10 Def ST vs. ST roll to push target back one
hex.
Weapon Bind -15 SC Swing Through -10 per each target. See 19.10.1 for full
See 19.10.2 for full details details.
Aimed Attack: Grab Only unarmed and special weapons: -10
D80 Area -15 SC SC, PM, and DM.
d60 Area -25 SC Miss by 1-5 causes
d40 Area -35 SC d100 random hit
d20 Area -45 SC
1 Area -55 SC
Overbear Attempt to enter close combat. See Charge Must move over ½ MR. +2 ES damage
Section 19.11.9 bonus, + 5 PM, -5 Def, -5 DC.
Damage 1d4, type ‘p’ May move up to Full but is allow one
hexside turn at start and one other in the
first half of the movement.
Push Down +10 PM Set Versus Charge A combatant with a type ‘i’ weapon
If not dodged or parried a successful ST of Length L or longer may set to
vs. ST roll will knock the target prone receive an opponent’s Charge
inflicting 1d4 plus ES damage bonus in
Maneuver.
place of the normal damage. Damage is
type ‘p’ and is modified as normal by Use the ES Damage Bonus of the
Solid or Critical Strikes. opponent instead of the wielder in
this event.
Targets with acrobatics are allowed a
skill roll. Success at –30 will halve the
damage (round down) while success at –
10 (if not stunned) will allow the target
to regain his feet instantly without the
need of an action. Use the same roll to
determine both results.
Parry Results
Roll Result Parry Result
Natural ‘00’ Weapon May be Dropped. Level
Save vs. 4th level, AG Modified.
Character takes full damage
Rolls over Parry Number Missed Parry
Character takes full damage
Rolls under Parry Number Normal Parry
Rolls 20% (1/5) of Parry Solid Parry
Number
Rolls 5% (1/20) of Parry Critical Parry
Number
Parry Effects
Attack Level
Parry Normal Pressing Solid Critical
Level Strike Strike Strike Strike
Normal Defender Defender Defender Defender
Parry Wpn NS Wpn NS Wpn SS Wpn CS
Solid Attacker Attacker Defender Defender
Parry Retreats 1 Wpn NS Wpn NS Wpn SS
Critical Attacker Attacker Defender Defender
Parry Wpn SS Wpn NS Wpn NS Wpn NS
Retreats 1 Retreats 1
HIT LOCATIONS
Humanoid Attacks from the side hit the facing side regardless of the Quadruped Attacks from the side hit the facing side regardless of the
chart results. Attacks from above (3' +) use a d80 for location. Attacks chart results.
from below (3' +) use a d80+20 for location. Attacks from the front use a d80-7 (Winged) or d70-9 for location if the
Attacks directly form the right or left will hit the facing side. Otherwise target is large (example- horse). Attacks from the rear use a d60+47
follow the above charts. (Winged) or d50+53 for location. Re-roll numbers out of the 1-100
range.
Attacks on a creature with more than four legs will use the quadruped
chart. Roll a random leg on any leg hit.
Sometimes a character is attacked by something that a high will power Level Saving Throws are based upon the level of the attacker (being or
or great health can fend off. Sometimes AG or QU means the thing) vs. the level of the defender. To find the base Saving Throw,
difference between life and death. Saving Throws represent these cross-index the defender's level with the attacker’s on the Base Saving
factors. Throw Chart.
There are two types of Saving Throws- Characteristic Saves and Level Characteristics may modify the saving throw (as shown in the Stat
Saves. Modifiers tables) depending upon the cause of the saving throw. For
example, WP modifies saves verses Mind Control. The ‘Other
Modifiers’ column is for any Stat except WP.
16.1 CHARACTERISTIC SAVING THROWS
Characteristic Saving Throws are simple 2d6 rolls that need to be equal
to or lower than the Characteristic being saved against. Depending Stat Modifiers
upon the situation, there may be modifiers to the roll WP Other WP Other
Stat Modifier Modifier Stat Modifier Modifier
The following table shows some examples of when (but not all, there
15 +8 +4 7 +0 +0
are many things in the world after all) Characteristic Saves are required
14 +7 +3 6 -1 +0
and some modifiers: 13 +6 +3 5 -2 -1
12 +5 +2 4 -3 -1
11 +4 +2 3 -4 -2
Characteristic Saves 10 +3 +1 2 -5 -2
Situation Characteristic Modifier 9 +2 +1 1 -6 -3
Badly Failed Riding Roll AG +0 8 +1 +0
Possible fall off horse
Fight on a bad surface AG -0 to -3
16.3 MISCELLANEOUS MODIFIERS
(Ice, steep slope, etc.)
Possible Fall to prone or Spells or Poisons may have their own modifiers and the GM may give
Kneeling (if missed by additional modifiers depending upon the conditions at the time. For
only 1)
example, a mother defending her children may get +2.
Dodge strange event QU -0 or more
(falling roof, etc.) Stunned characters take a minus 2 to all but WP or WP modified saves.
16.1.1 Characteristic vs. Characteristic Saves 16.4 PERMANENCY OF SAVING THROWS (Optional)
Sometimes a Characteristic save vs. an opponent’s characteristic is This rule applies to any Saving Throw resisting magic or involving
called for. The classic example is a test of strength, ES vs. ES as it WP. The GM may rule that other types of Saving Throws are included
were. These succeed by rolling the following: on a case-by-case basis.
7 + Character’s Stat - Opponent’s Stat For those cases when the character had a modified saving throw of 7 or
better and succeed, the GM may rule that the character no longer is
required to roll against repetitions of the same attack (or even those of
similar nature) or lower level until something modifies his Saving
Throw below a 7 or an extended period of time passes.
This rule is especially useful to prevent repeated spell casting until the
target fails his save by simple die rolling.
19.11.9 Overbear
The Overbear can be combined with a Charge Action. In this case,
the Overbear itself will do a type ‘p’ attack with a base damage of
1d6 + the modifiers of the Charge Action.
If done at a run, base damage is increased to 1d8. If at a sprint base
damage is increased to 1d10.
Aborted or missed Overbear attacks made at a charge must move
pass the target (or to the maximum his MR will allow, whichever
comes first).
Improvised Weapons
Weight (lb.) Damage DB
3 or less 1d8 75
4-7 1d10 79
8-10 1d10+1 75
11-15 1d12+1 73
16-20 1D12+2 71
21-25 1D12+3 67
19.16.2 Back-to-Back
This formation consists of two people moving back-to-back in order
to guard the rear and flank hexes of the other.
Head
Both characters occupy the same hex facing in opposite directions.
Any attack directed at the rear/flank hexes of a formation member
may be parried by his partner.
Attacking through a defender in this way leaves the attacker more
open. He receives a –10 Def and –10 PM and DM versus that
defender as a result.
This formation may be increased to three characters per hex. But all
members take a –15 to Defense and Dodge due to the lack of room.
The facing of each member is at a 120 degree offset for each other.
The distance a character can throw an object depends upon its weight
and his ES. For every point of ES above what is required to lift the
object, the character may hurl it one-half a hex.
Example: Orin has an ES of 10 and is attempting to toss an 80-pound
sack of grain. According to the ES Chart (section 3.5), it takes an ES
of 6 to lift 80 pounds. Thus Orin could toss the sack 2 hexes at most
(he can chose less).
Throwing an object counts as an attack. If prone the maximum
throwing distance is halved.
Any attack directed at his charges may be parried as if it was directed Next round: John still hasn’t done anything about his opponent behind
at him. him. Since Joe didn’t move there this round, the GM decides to drop
the +15 bonus to only a +5. John is still aware of Joe’s presence, but is
Attacking through a defender in this way leaves the attacker more less likely to be able to track him now. His new chance is 81%. If
open. He receives a –10 Def and –10 PM and DM versus that something had happened to Jane, it would only be 61%.
defender as a result.
The defended characters are generally unable to fight due to lack of
room, but they may parry (-10) or dodge (-15) on their own.
Book 3: MAGIC
He chanted a song of wizardry,
Of piercing, opening, of treachery,
Revealing, uncovering, betraying.
Then sudden Felagund there swaying
Sang in answer a song of staying,
Resisting, battling against power,
Of secrets kept, strength like a tower,
And trust unbroken, freedom, escape;
Of changing and of shifting shape,
Of snares eluded, broken traps,
The prison opening, the chain that snaps.
Brian Gleichman
Most spells require the caster to expend spell points. In general, each
20.1.2 Starting Spells level of spell costs 1 point. A character cannot cast a spell without
When a spell casting character is first generated, the spells he/she enough spell points remaining to pay the casting cost
starts with need to be determined. The character has a chance to A character has a number of spell points as determined by their MS
know a spell based upon the level of the teacher that he/she was and level. See section 1.8
apprenticed to.
Failed attempts to cast spells can still cost spell points.
First, the teacher’s level is determined:
21.3.2 Concentration
21.1.8 Type R (Ritual) Spells
The spell remains in effect for as long as the caster can or does
Type R spells are powerful spells that require more than 1 round to
maintain his concentration. Concentration places a number of limits
cast. The spell description details how long it takes to complete the
on the Spell Caster as follows:
Ritual. Rituals are often summoning or enchantment type magic.
1. The caster is limited to moving at half MR or less. If mounted,
The Mage must make a successful Magic Skill Roll and expend the
the mount is also limited to half MR.
required spell points in order to cast type R spells. Since a Magic
Skill roll is required, Magic Fumbles are possible. The Magic Skill 2. The caster may not cast any other spells with the exception of
roll is made at the end of the time period required to cast the Ritual. Types D, I and T.
A Spell Parry has no effect on a type R spell unless the magic is 3. The caster may not launch any melee or range attacks.
attacking a defending barrier. Due to the delicate nature of Magic 4. Any stunned result on the caster breaks the Concentration.
Rituals, any casting of a Dispel spell against the ritual while its being If any of the above restrictions are broken, the Concentration, and
cast gives a -3 to the Level Saving Throw. After the Ritual is most often the spell, ceases. In some cases there are other, less
completed, any lasting effects are at +3 against any Dispel attempts pleasant effects. If so, it is detailed in the Spell Description.
due to the powerful nature of Rituals.
21.4 RANGE
Magic Fumbles
The Spell Range defines the limit of available targets for a spell. No
D100 Magic Fumble Result
target that is out of range can be effect by a spell. 01-60 The failure costs addition Spell Points equal to the
Range is counted from the caster to the target hex (or the hex original casting cost.
containing the target. 61-80 The failure costs addition Spell Points equal to double
the original casting cost.
Range defines the limit for the center of any area effect spells. As a
81-90 If the spell had a target other than the caster- It has
result, some of the area may actually exceed the spell range. reverse direction. Take full effect of the spell
There are three types of Ranges: Otherwise: The failure costs addition Spell Points equal
to double the original casting cost.
91-00 If the spell had a target other than yourself- It has ran
21.4.1 Self amok and is targeting a random ally within range. They
The spell affects only the caster. Examples include spells that change take the full effect of the spell. If no allies are within
the appearance of the caster or grant him the ability to see in the dark. range, the spell reverses on the caster.
These spells can never be used on any target other than the caster. Otherwise: The failure costs addition Spell Points equal
to triple the original casting cost.
Unlock
Type: CA Cost: 3 Level: 3
Duration: N/A Range: Touch
Description: The spell causes the target lock to spring open. The
target will resist the spell on a successful saving throw matching
the level of its maker against the caster.
Smoke
Type: NC Cost: 4 Level: 4
Duration: 1-minute/level Range: 3"/level
Description: This spell causes a target fire source to erupt into
bellowing smoke covering an area equal to 40 times the radius
and height of the fire.
Smoke will reduce vision to a 2" maximum range within its area
(AG characteristic saves are required for any movement over
3"). Perception modifiers are as for darkness.
Curse Escape
Type: CA Cost: 6 Level: 6 Type: R Cost: 7 Level: 7
Duration: Permanent Range: Sight Duration: N/A Range: Self
Description: The Bard may cast this spell only when greatly Description: By means of this 2-minute ritual, the caster may escape
wronged. It may be cast even when tied or otherwise restrained. any degree of personal binding or any one area of containment.
Unless the target succeeds on a Saving Throw (modified by For the spell to function, the caster or his binding may not be
WP), The spell will inflict the following effects: observed.
When escaping an area of containment, he will in effect teleport
to the nearest unobserved area. If there is no unobserved area
1. -5 to all combat stats within 10”, the spell fails.
2. He will slowly loose, in one way or another, all The spell may be cast without audible words or obvious
treasure and money above the minimum amount gestures, even when bound. The spell may only be used to
needed to survive. escape from confinement; it may not be used to gain entry.
3. General bad luck (up to the GM).
Song of Sleep
Type: R Cost: 6 Level: 6
Duration: 5 minutes/level Range: 15”
Description: The bard attempts a song so relaxing; it causes those in
range failing a Saving Throw to fall in to a deep sleep.
Slapping or worse will wake victims prematurely.
Type: D Cost: 1 Level 1 This will set on fire the location of non-magical cloth or
Duration: 3-hours/level Range: Self leather armor hit. Fires on armor will burnout in 1d4
Description: The caster creates a mystic shield to parry any spell rounds. Until then the character takes 1 point of damage per
attacking the caster. Defense Base is 75 unless the casting of round added to the original wound. Removing the armor
other magic modifies it. stops the damage, normally an action taking one full round
and giving a –15 to Defense, PC and PM.
The shield glows and sparks. Maintaining it costs as much effort
as it would take to hold a normal shield at the ready. Ice: Hail Damage Type ‘c’
Given the above and that the spell is a type ‘D’, mages will often Special: The cold of the attack is so intense that the Armor
drop the spell when battle is no longer expected- an action that Rating (AR) of any non-magical armor (except furs and its
takes no effort on the part of the spell caster. equivalent) is halved- rounded up.
Water: Water Jet Damage Type ‘p’
Special: Any normal fires in the area stuck will be put out,
up to 1 hex in size. Multiple hex fires can be dealt with one
hex at a time using this method. Intense fires may get a
saving throw at the GM’s discretion.
Defense Base = 79. Range Group = 5”.
AIR WATER
ICE
Air: Lightning Damage Type ‘s’ Air: Lightning Damage Bonus: +1D3
Special: Ignores non-magical Metal Armor. Special: Ignores non-magical Metal Armor
Earth: Rock Shards Damage Type ‘i’
Special: The diamond-like hardness of the shards is such Earth: Diamond Damage Bonus: +1
that the two points of defending armor are ignored. Special: The keenness of the blade is such that it ignores
two points of defending armor.
Fire: Flame Damage Type ‘s’
Special: Flammable objects stuck by the spell are set on Fire: Flaming Damage Bonus: +1D3
fire. Special: Flammable objects stuck by the spell are set on
fire.
This will set on fire the location of non-magical cloth or
leather armor hit. Fires on armor will burnout in 1d4 This will set on fire the location of non-magical cloth or
rounds. Until then the character takes 1 point of damage per leather armor hit. Fires on armor will burnout in 1d4
round added to the original wound. Removing the armor rounds. Until then the character takes 1 point of damage per
stops the damage, normally an action taking one full round round added to the original wound. Removing the armor
and giving a –15 to Defense, PC and PM. stops the damage, normally an action taking one full round
and giving a –15 to Defense, PC and PM.
Ice: Hail Damage Type ‘c’
Special: The cold of the attack is so intense that the Armor Ice: Freezing Damage Bonus: +1D3
Rating (AR) of any non-magical armor (except furs and its Special: The cold of the attack is so intense that the Armor
equivalent) is halved- rounded up. Rating (AR) of any non-magical armor (except furs and its
equivalent) is halved- rounded up.
Water: Water Jet Damage Type ‘p’
Special: Any normal fires in the area stuck will be put out, Water: Water Damage Bonus: +1D2
up to 1 hex in size. Multiple hex fires can be dealt with one Special: The Damage Type of this form is ‘p’.
hex at a time using this method. Intense fires may get a The caster gains no skill with the weapon. The mage is advised
saving throw at the GM’s discretion. to learn the proper handling of a Broadsword in order to take full
Defense Base = 75. Range Group = 7”. advantage of this spell.
AIR
Call Lightning
Type: C Cost: 4 Level: 4
Duration: Concentration Range: 20”/Level
Description: The mage may only cast Call Lightning if there is a
storm of some sort in the area (rain, shower, clouds and wind,
even a tornado).
The spell calls down 1 bolt of lightning from the sky to the
ground every other round that does damage to all within a 1"
radius. Each round the spell is maintained after casting costs an
addition 1 MP.
Those within the area of effect may be struck by a maximum of
three 1D10 damage attacks each treated as an Elemental Bolt-
Air.
Command Wind
Type: NC Cost: 4 Level: 4
Duration: 3 hours/Level Range: 100”
Description: The caster may halve or double the velocity of the wind
and/or change it’s direction up to 180 degrees over an area
covered by the spell range. The effect is centered on the caster
and moves with him.
If the wind is below 2.5 mph, it can be raised to at least 5 mph.
EARTH WATER
ICE
Ice
Type: CA (AG) Cost: 4 Level: 4
Duration: 10 rounds Range: 3”/level
Description: The spell affects an area of connecting 10 hexes/level
covering it in slippery ice.
Anyone moving on the ice needs to make a CA save to remain
standing. Failure causes the character to fall prone in a random
hex along the intended path.
Anything moving over 1/2 speed through an ice hex will
automatically fall.
Ice Bridge
Type: NC Cost: 4 Level: 4
Duration: 1 hour per level Range: 5”
Description: The mage calls into existence a bridge 1” wide and 2” in
length per level. Made of ice, it nonetheless gives sure footing to
those crossing it. It is capable of supporting up to four tons crossing
at a single time.
EARTH
Move Earth
Type: R Cost: 6 Level: 6
Duration: Permanent Range: 12”
Description: Allows the caster to move terrain features. Only natural
terrain without construction on it can be affected.
The area is determined by the time spent casting the spell: 8
cubic hexes per turn up to a maximum of 2 turns per level.
FIRE
Flame Fan
Type: C Cost: 6 Level: 6
Duration: Instant Range: 0
Description: The caster conjures a sheet of fire to emanate from
his/her hand to strike all within a 120-degree cone 1" per level
long.
Those within the area of effect may be struck by a maximum of
three attacks of 1D10+2 damage each. Each attack is treated as
an Elemental Bolt- Fire.
Defense Base: 65
Firestorm
Summon Greater Elemental
Type: C Cost: 7 Level: 7
Type: NC Cost: 7 Level 7 Duration: Instant Range: 100”
Duration: 20 minutes/Level Range: 10” Description: All targets within an area 10" x 5" x 5" may be
Description: Summons a Greater Elemental that will do as the caster damaged by the resulting firestorm created by this spell.
commands for the duration of the spell much like it’s the lower
level Conjure spell. However this version does not rely on Those within the area of effect may be struck by a maximum of
Concentration for control. The Elemental will dissipate back to three attacks of 1D12+1 damage each. Each attack is treated as
whence it came at the end of the spell’s duration. an Elemental Bolt- Fire.
Greater Elementals typically have a CS value of around 70 Defense Base: 65
points. In addition they have a number of special abilities
according to the element summoned. See their entry in the
Bestiary for more details.
ICE
Hail Storm
Type: CA Cost: 7 Level: 7
Duration: Special Range: 6"/level
Description: A hail of sleet and hail stones fall affecting an area of
5" radius.
The immediate effect is a Type C attack causing a maximum of
3 hits of 1d12+1 damage to any in the area of effect. Each attack
is treated as an Elemental Bolt- Ice.
The following round, the area effected is treated the same as if
under the influence of the third level speed Ice. This effect has
duration of 5 rounds.
GENERAL
Multiple Summoning
Type: I Cost: 7 Level: 7
Duration: Instant Range: N/A
Description: This spell is used at the same time as the mage casts a
Summon or Conjure Spirit/Elemental. The effect is to call three
such creatures instead of only one. This spell does not increase
the number of Greater Elementals Summoned or Conjured, only
Lesser Elementals and Elemental Spirits.
Track Tell
Type: NC Cost: 4
Duration: 1 round Range: Touch
Description: By casting this spell over a track the Forester conjures
an image in a flowing white cloud of the creature or thing that made
it.
Quiet Travel
Type: NC Cost: 5 Level: 5
Duration: 1 day Range: Self
Description: This spell reduces the random encounter chance by 3/4
for the Forester if traveling alone.
Resist Weather
Type: NC Cost: 5 Level: 5
Duration: 1 day Range: Self
Description: The Forester may suffer the effects of adverse weather
(snowstorms, deserts, etc.) for an additional period of +20% per level
before taking penalties.
Travel Endurance
Type: NC Cost: 5 Level: 5
Duration: 1 day/level Range: Self
Description: The Forester loses fatigue at only 1/2 the normal rate
while traveling.
Level 7 Spells
Sense Presence
Type: T Cost: 0 Level: 7
Duration: Constant Range: Self
Description: At this level of mastery, the Forester now has as a talent
what was originally a spell.
The Forester will sense the presence, but not the location of any
creature or unnatural force that is unusually interested in the
Forester within range, i.e., trackers, ambushes, guardian spirits
of the area he's in, etc.
Along with this awareness comes a vague feeling of distance.
Light
Type: NC Cost: 1 Level: 1
Duration: 10-minutes/level Range: Touch
Description: Creates light around a point in a 4" radius. The light is
equal to dim light and may be placed upon a fixed or moveable
point.
Preserve Limb
Type: R Cost: 1 Level: 1
Duration: 1 day/level Range: Touch
Description: This 10 minute ritual lets the healer preserve any non-
vital severed body part the size of a leg or smaller preventing
any decay.
Its main use is to allow time to seek the aid of a more skilled
Healer, who may offer a chance for the limb to be reattached.
Hold Person
Type: CA (WP) Cost: 2 Level: 2
Duration: 3 rounds/level Range: 6"
Description: Renders the target unable to make any voluntary
movements for the duration of the spell.
Missile Deflections
Type: D Cost: 3 Level: 3
Duration: 10 minutes/level Range: 0”
Description: A shimmering field of energy is formed enclosing the
hex of the caster.
Any missile attempting to enter or exit the hex is blocked unless
magical. Enchanted missiles must make a successful Magic vs.
Magic saving throw or be stopped as well.
Ignore Pain
Type: NC Cost: 4 Level: 4
Duration: 1 day Range: Touch
Description: This 5 minute ritual lets the target ignore the effects of
one wound that is less than -4 damage. Heavy effort will
increase the wound level by one at the end of the spell duration.
Unlock
Sense Magic
Type: CA Cost: 3 Level: 3
Duration: N/A Range: Touch Type: T Cost: 0 Level: 4
Description: The spell causes the target lock to spring open. The Duration: N/A Range: 5”
target will resist the spell on a successful saving throw matching Description: Allows the caster to sense the presence of magic
the level of its maker against the caster. within range.
This instinctive sense will alert the Nightblade to the
source of the magic if visible, or give an idea of direction
and distance if not.
Silence Magic
Type: CA Cost: 4 Level: 4
Duration: 1 round Range: 4”
Description: The caster can prevent one magical alarm or
magical trap from sensing anything for the spell’s
duration. The success of the spell is determined by the
result of Magic vs. Magic save.
Sense Traps
Perceive
Type: T Cost: 0 Level: 6
Type: T Cost: 0 Level: 5 Duration: 1 round Range: 5”
Duration: 1 round Range: self Description: The character is able to instinctively sense and locate
Description: This talent increases the character’s perception of traps or alarms within range.
those things around him/her. A +10 Perception is gained. If concealing magic is in use, the character still senses the trap
In addition, a successful perception roll negates flank or on a successful Magic vs. Magic Saving Throw.
rear hex combat penalties. A Failed perception check
gives the normal successful perception combat penalties. Silence
Type: NC Cost: 6 Level: 6
Sense Passage
Duration: 1 minute/level Range: Self
Type: T Cost: 0 Level: 5 Description: By use of this spell, the caster completely silences any
Duration: 1 round Range: 2” sound leaving (but not inside) a 5” radius area.
Description: The character is able to instinctively sense and locate Any Perceptions rolls made to hear what’s occurring within the
secret doors or passages/rooms within range. effect area take a -30 modifier.
If concealing magic is in use, the character still senses the Walls or similar objects limit the spell’s area. If cast in a room
passage on a successful Magic vs. Magic Saving Throw. for example, the spell’s area will conform to the room within the
limits of the 5” radius.
Suggestion Spell effects center on the caster and move with him.
Type: CA (WP) Cost: 3 Level: 5
Duration: special Range: 12”
Description: The target will follow one simple suggestion
from the caster.
The GM may apply a modifier to the saving throw
depending upon how likely the target would normally
agree with the suggestion. Such a modifier should range
from automatic success for something he rather die than
do to automatic failure if it was something he was barely
keeping himself from doing anyway.
Level 7 Spells
Missile Flight
Type: I Cost: 7 Level: 7
Duration: 1 round/level Range: self
Description: The caster gains a +30 SC with the next missile attack
he/she makes. The missile must be fired before the spells
duration ends or the spell points are lost.
Shadow Aim
Type: I Cost: 7 Level: 7
Duration: 1 round/level Range: self
Description: The caster may pick the target Hit Location on the next
successful melee attack. The attack must occur before the spells
duration ends or the spell points are lost.
Healing
Type: R Cost: 3 Level: 3
Duration: N/A Range: Touch
Level 2 Spells Description: The caster may heal damage of 1 point/level on any
living creature. The wound heals at the magical rate (see 18.1)
and only one wound is affected by this spell.
Immune to Disease
All types of wounds may be healed in this manor up to -4
Type: T Cost: 0 Level 2 damage.
Duration: N/A Range: Self
It takes 10 full minutes to complete this spell.
Description: The Paladin is immune to normal or magical disease.
Spell Parry
Light
Type: D Cost: 1 Level 3
Type: NC Cost: 1 Level: 2
Duration: 1 battle Range: Self
Duration: 1 hour/level Range: Touch
Description: The caster may use any parrying object to parry spells
Description: Causes a glow to spring forth from a weapon held by
and missiles as if he was using a Medium Shield. If he is using
the caster.
a shield, +10 to the Parry Chance is gained.
The light provides visibility equal to torchlight in 4” radius.
Strength
Sense Evil
Type: I Cost: 2 Level 3
Type: T Cost: 0 Level: 2 Duration: 1 minute/level Range: Self
Duration: N/A Range: 2"/level Description: The caster gains 2 points of ES for the duration
Description: Allows the Paladin to sense the presence of mystical
of the spell. Combat modifiers are +3% to PC, PM and a
evil within range. Mystical Evil is not people of evil intent, but
rather mystical creatures (demons, undead and the like) or active bonus to damage (see 3.5)
magic cast with evil intent and committing a vile act.
If he is within line-of-sight, the source will be obvious. If not, he
will have an idea of general direction and distance.
Repel Undead
Type: CA (WP) Cost: 3 Level 4
Duration: 1 hour/level Range: 10"
Description: The caster may attempt to repel undead. If the undead
fails its saving throw, then the undead must move as fast as
possible away from the line-of-sight of the caster. For the
duration of the spell, the undead may not reenter line-of-sight or
take any action vs. the caster or his/her party. The spell affects a
varying number of undead depending upon the difference in
level between the undead and the caster.
All undead are at –2 save against this spell. It is unmodified by
any Stat unless the Undead is intelligent, at which point the WP
modifier applies.
Resist Pain
Type: NC Cost: 2 Level 4
Duration: 1 minute/level Range: Self
Description: The caster may continue functioning normally after a
wound reducing a location hit points to 0 or -1, the spell has no
effect on worse wounds.
Mystic Weapon
Type: I Cost: 4 Level: 6
Duration: 10-minutes/level Range: Self
Description: The weapon the caster is using gains +3+1 value in
addition to its normal value. If not previously, the weapon is
now concidered magical for the duration of the spell.
The caster can call this weapon back to his hand if it is dropped
or otherwise forced from his hand. It will fly through the air
back to his grasp as if pulled by an ES of 12. The Maximum
range for this effect is 10”.
Level 7 Spells
Aid
Type: R Cost: 7 Level: 7
Duration: Special Range: N/A
Description: The caster spends 1 minute and asks for aid from the
powers that be. Within the next 24 hours, the caster may receive
some type of help determined by the GM IF HE NEEDS AND
DESERVES IT. This could range from re-rolling a bad roll to
allies showing up in the nick of time. It should have all the
appearance of a lucky break.
Fury
Type: I Cost: 7+ Level: 7
Duration: 1 battle Range: Self
Description: The caster gains two attacks per combat round verses
mystical opponents. At the end of the battle, the caster is fully
exhausted (10 levels of fatigue. See 19.4). All remaining magic
points are spent in the spell.
Shattering Blow
Type: I Cost: 7
Duration: 1 attack Range: NA
Description: The caster may add 2D10 damage to the caster's
next melee attack verses mystical opponents.
If the attack misses for whatever reason, the spell is held
until a successful hit. If the attack is parried, damage is
done to the parrying item or held as the caster chooses.
Conjure Smoke
Eldritch Fire
Type: CA (AG) Cost: 1 Level: 1
Type: B Cost: 1 Level: 1
Duration: 10 rounds Range: 10"
Duration: N/A Range: 8"/level
Description: The caster creates a dense cloud of smoke in a 1" x 1" x
Description: A bolt of magical flame causing 1D8 damage to
½” area where visibility will be limited to 1”. The area covered
whatever it strikes.
increases by 1” x 1” x ½” per level of the caster.
Def Base = 75. Range Group = 4”/level. Damage Type ‘s’
The spell requires a fire source (which is extinguished by the
casting of the spell) of at least a campfire or 3 torches. All fire
sources used in the casting of the spell must be within the initial Extinguish Light
area of affect.
Type: NC Cost: 1 Level: 1
Saving Throws are required for movement rates over 2" per Duration: N/A Range: 20"
round with a –1 per inch over 2”. Failure produces the results on Description: Summons a mystic wind that extinguishes a target non-
the following table: magical light (save sunlight) within range.
Missile Shield
Curse of Ugliness
Type: D Cost: 1 Level: 2
Type: CA (WP) Cost: 2 Level: 2
Duration: 3-hours/level Range: Self
Duration: Permanent Range: 20"
Description: The caster creates a mystic shield that can be used to
Description: The witch may turn the victim's features haggard and
parry any ranged missile (not spell) attacking the caster. Defense
worn, reducing the target's PA by 4 (not to go below 2).
Base is 75 unless the casting of other magic modifies it.
This spell will have no effect upon a person with a PA of 12.
The shield glows and sparks. Maintaining it costs as much effort
as it would take to hold a normal shield at the ready.
Dispel Magic Given the above and that the spell is a type ‘D’, mages will often
Type: NC Cost: 2 Level: 2 drop the spell when battle is no longer expected- an action that
Duration: Special Range: 2”/level takes no effort on the part of the spell caster.
Description: The caster attempts to remove any continuing effects of
the targeted magic. For spells this will result in its immediate Phantom Voice
dissipation.
Type: NC Cost: 2 Level: 2
In the case of magic items, it will merely suppress externally
Duration: Special Range: Touch
projected effects. Thus one could dispel the Hold Person
Description: Allows the witch to enchant any non-living object to let
projected from a wand, but not the wand’s ability to cast further
it 'speak' a predetermined phrase (12 words or less) when
Holds.
approached (50 feet) or touched by any thinking creature.
The target magic will resist the attempt on a successful Magic
This is can be used as a warning device, alarm or a method of
vs. Magic save. Curses are not affected by this spell (see the
leaving a message for those that follow.
third level Remove Curse spell).
Find Traps
Type: NC Cost: 2 Level: 2
Duration: 10-minutes/level Range: 5"
Description: The witch senses the presence of traps and may lead
people around them if possible. Note: the details of the traps
beyond the area of their trigger are not learned.
Ventriloquism
True Sight
Type: T Cost: 0 Level: 4
Duration: N/A Range: 2"/level
Description: Allows the Witch to see through any magical illusion,
disguise or transformation to the true Identity of the creature or
object within range.
Line of Sight is required and the target is allowed a saving throw
at a –2 modifier to resist the attempt. Even if successful, the
witch will be aware all is not as it seems unless the saving throw
is was made by 3 or points.
Vision
Type: R Cost: 4 Level: 4
Duration: 1 round/level Range: NA
Description: By means of this 1-minute ritual, the witch may look
into a body of clear water and see a named person, place, or
thing and its surroundings. Such images aren’t the clearest and,
other than visible clues, offer no direction information as to the
target’s location.
Such a vision is often unclear and can be blocked or mislead by
some types of magic.
Whirlwind
Type: CA (CO) Cost: 4 Level: 4
Duration: 10 rounds Range: 20"
Description: The witch creates a swirling column of wind 1” in
radius that may be moved as the caster wishes up to 5" a round.
It is incapable of moving beyond spell range.
The whirlwind has the following effects:
1. It will completely disperse insects, mists, clouds, gases, or
dusts within its radius although magical ones are allowed a
saving throw.
2. It can capsize any single small boat or canoe unless a
boating roll skill check is made with a –30 modifier.
3. Mounts may panic causing a riding skill check at –20.
4. Small fires (such as candles) will be blown out; larger ones
may spread if flammable substances are close by.
5. Living creatures caught in the area of effect are counted as
stunned and take one point of type ‘p’ damage unless they
make a successful saving throw.
The whirlwind is not powerful enough to damage structures
unless they are very flimsy.
Book 4: BESTIARY
“Beware the Jabberwock, my son!
The jaws the bite, the claws that catch!
Beware the Jubjub bird, and shun
The frumious Bandersnatch!”
Brian Gleichman
24.3 Intelligence Certain types of damage often prevent Regeneration; fire damage is
one of the most common examples.
An IQ characteristic of 1 indicates an animal level intelligence. The
creature will respond according to its instincts and training and is No injury caused by a Prevent damage source can be regenerated.
incapable of high order reasoning.
A value of 0 indicates a mindless creature incapable of acting outside
the range of whatever commands it is currently operating under.
Such creatures have a reduce list of Common Skills, as shown in the
following table:
Low IQ Skills
Climbing
Stealth
Swimming
Perception
Orienteering
25.1 Demons
Level: Initiative:
Call this anything you’d like, the idea is the same one found in the
original classes. And it was with reluctance that I admitted the
GAME MECHANICS wisdom of this concept, at least for this style of game.
While from the player’s perceptive knowledge of a systems design
goals can be helpful, an understanding of how the selected mechanics I may have been forced to use classes, but nothing forced me to make
can be even more so. With that in mind, let’s take a look at some of them as senseless as they often were in the earlier generations of
the major design elements in Age of Heroes. games. Thus the concept of Bought Primary, Secondary and Non-
Class Skill purchase was born. This allowed for such simple concepts
Character Generation as a mage who was skilled with blades. But it made certain that he
couldn’t be as skilled as the dedicated warrior.
The classes in Age of Heroes can be thought of as a set of bonuses.
Random Stats Certain skills advance automatically, others specific skills are given a
Many games settle upon the concept of point construction for cost break. Added to this is a set of straight bonuses to core skills
characters. Everything a character can do (be it stats, skills or special In this way, a character is granted access to the full range of skills to
abilities) is purchased using an initial point allotment. The idea is to choose from. He can take full advantage of this, or not, at his choice.
provide an even starting ground. The Fighter can learn simple spells; the Wizard can pick up archery.
There is much merit in such a method. But as always, it comes at a At the same time, they pose little threat of stealing someone else’s
cost. In the fictional source material, some characters are just better core concept and they will always be better in those areas they first
than others. A game meant to simulate this would be remiss to use a set as key skills.
system designed to eliminate it. At its heart, Age of Heroes is a skill-based system. Class merely
Two other factors moved me to the use of randomly generated stats. controls the purchase costs and limits.
The rather bleak sameness point systems often generate, and the fact
that I've never seen one that was truly balanced in the final result. Heroic Advancement
The latter point was especially telling- why deal with the problems if
the gain is mostly illusionary? Classes of and by themselves were not enough to allow extended
campaigns since normal advancement systems allowed an unending
spiral to incredible levels of skill.
What are Classes doing here? While a simple increasing experience curve would be able to (in
Classes were one of the original constructions of role-playing games. practice since there is limited play time) curb the advance of player
Known for being horribly restrictive and limiting in character characters, such a method comes with problems:
concepts, it has become a near cliché that any modern game would
stay as far away from them as possible. Terribly artificial, they
• How do you deal with immortal creatures like Tolkien’s Elves or
caused no end of problems for people who wanted to play a character
other long-lived races?
instead of a collection of numbers.
• Even more important, a traditional experience system makes it all
So what in the world are they doing here? but impossible for children to surpass their parents.
Good question. I certainly didn’t start with them and am almost as • And yet even more importantly, if experience is there to be earned-
surprised by their appearance here as anyone else. In fact, I use (and characters will continue doing everything they can to earn it,
would recommend) a classless system for every game except my otherwise they risk their hard won place in the world. This makes
fantasy campaign. passing chunks of time difficult as well as constantly encouraging
an ‘arms race’.
The method had the side benefit of solving all the problems listed Hero Points are the last, and perhaps most powerful, method for
above. Children could surpass their parents, long-lived races are creating unique characters. Granting the ability to go beyond the
handled nicely and characters have good reason not to continue extent of the rules, they are the best defining element of just what the
collecting experience (they may decide the risk is not worth it, or benefits of being heroic are.
there may well be nothing heroic enough for them to do).
I decided to leave the non-heroic levels open to simple advancement Sexual Dimorphism
by time spent in play, thus representing the normal attainable levels
of characters not (yet) of heroic stature. Most role-playing games completely ignore the physical differences
between men and women for any of a number of reasons. They may
The end result is a game that after an extended period of play has view it as just a fantasy game. Or they may take that stand in the
characters of various levels. The uniform party is gone, replaced by a name of political correctness or even out of the ignorant belief that
variety more in tune with the fictional source works of the game. This there is no difference.
becomes even more apparent as children join the adventuring ranks.
The nature of class niches and the numeric values used in the Age of Heroes is more than detailed enough to show the actual
mechanics allow a skilled GM to create adventures for parties of differences and our female players even requested them. A core
widely divergent levels. concept of the game was to highlight different methods and styles,
and in the fantasy genre there are distinct differences between the
This method may not be realistic in the least, but it was certainly well styles of male and female heroes.
within the concept of the genre and met all my goals besides.
For these reasons, I decided that Age of Heroes would break from
common practice in include the most noticeable effects of sexual
Non-Combat Skills dimorphism.
Many consider one of the distinctive marks of a ‘modern’ game to be Determining Stat modifiers was easy enough. A study of various
the inclusion of a skill resolution system that uses degrees of success- military and athletic records provided good hard data that allowed me
often a large number of degrees. Most of these systems use a dice to decide on good basic modifiers. From this data I settled on the –2
pool style of resolution. to ST and –3 to FT.
I passed on such a method for Age of Heroes. The +1 CO value was an educated guess based upon greater female
Use of dice pool or bell curve resolution methods would have made resistance to disease and other factors. I should note that this was not
the balance found in combat impossible (at least for any useable as clear-cut as many believe (there’s some advantages/disadvantages
method that met my goals). Since I wanted skill resolution to use the that are too fine to show under this, or any other, gaming system), but
same dice as combat, I was locked into the d100. it nonetheless highlights a general tend in the subject.
Besides, I’m very much of the opinion that degrees of success The other modifiers (QU+1, AG +1, IN+1) have no real backing in
systems add little information to a game. Such degrees are by natural from the sources I consulted. Of course those sources dealt with more
poorly defined (if at all) outside of combat. This produces (besides a with combat conditions than normal working life, but I considered
nice little number for reference) an end result little better than ‘made that a good measure for a game system based upon classic fantasy
it by lots’, ‘made it barely’, ‘missed it barely’, ‘missed it by lots’, adventure.
which anyone can see by looking at any dice. However in that genre, the archetype of a faster more agile female
Also, it’s often the case that degree of success systems still result in warrior is common. Almost as common is the idea of females having
pass/fail events with only the ‘favor text’ varying. The mechanically a better instinctive feel for magic. So in the case of QU, AG and IN, I
important thing is if the character made it over the wall in time. How decided to go with genre over science.
easily and with how much style he did so can be easily winged by the The final modifiers are not exact since too much is rolled into
GM with but a glance at the typical die roll. individual stats, but its close enough to highlight some real and genre
For these reasons, I decided to use a straight d100 when skill rolls differences. They also result in a good game balance, no matter the
where called for. Those few skills for which degree of success has class or profession, between male and female characters when the
mechanical importance are so described within their descriptions. differences in size and weight are factored in.
I’ve seen systems with a much smaller scale using a wide selection of
combat maneuvers broken down by specific method. I’ve never cared
Combat System Goals for these. In the first place they are always open to “but what about
this” questions. To actually cover ALL the possibilities in a fight is
The design of the combat system has six major goals. impossible, yet such hyper-detail systems give the illusion that
they’re making the attempt.
• The course of resolution should follow the style of combat presented in
my favorite fictional works. These sources were primarily the works of
J.R.R Tolkien, Lloyd Alexander, and just a bit of William Goldman’s Secondarily, most of these systems don’t provide the tactical options
Princess Bride with a few movies such as El Cid thrown in for good they pretend to. Either because there is always a dominant
measure as well. maneuver(s) or because maneuver selection is really nothing more
than a rock/paper/scissors game using charts. Giving a selection of
• Characters would seldom be damaged. But damage, when it occurs,
options without giving a method for judging which to use at the time
would be rather serious including even the possibility of death with a
single blow. Skilled characters would better avoid damage, but if they of choice is no better than rolling dice in my view- so why bother.
failed, would suffer its effects just as much.
• Choice of weapon and/or Armor was to be mostly one of style and subtle
effect, not global advantage. This is in direct contrast with most systems Initiative and Movement
which feature tactical dominance of specific weapons and armor
(normally heavier = better). Few games truly allow the loincloth I decided on a real simple initiative system. Highest quickness moves
barbarian to contest with a Knight in full plate. (I was aware of none at first (modified by armor).
the time this sub-system was designed).
• Numbers would matter. Fighting multiple foes should be a task joyfully A number of games use a die roll to determine initiative. But it
undertaken only by those with a notable skill advantage over their provides little of value in my view. While it does make combat a bit
opponents. Even the mightiest heroes can fall before numbers and the more unpredictable, the idea of adding another die roll for each
system should reflect it. character and then ordering them by result was unappealing. Besides,
the base mechanics contain enough randomness for my tastes. I
• Large Powerful Creatures should be a force to be feared, not just
something taking a couple of more hits to put down. gladly traded a roll here for the parry roll.
• The system should provide high tactical challenge and interest at the The actual movement rates are the result of attempting to achieve the
small to large group level. proper balance between maneuver and ‘Pace of Decision’.
Scale and Abstraction Pace of Decision is at its simplest “how long does it take to lose”.
The first step in the design of the combat system was settling upon a If movement is high compared to the Pace of Decision then maneuver
scale for both time and distance. This is the most important single loses its importance. Reinforcements can reach anyone in time and
factor for determining the degree of abstraction a system uses. The combat becomes more a battle of attrition than one of maneuver.
shorter the time span and the smaller the unit of distance, the more
detailed the system. However, if movement is low when compared to Pace of Decision
then a single mistake during initial contact can spell instant doom for
The scale I settled on was small enough to control the size of the all concerned. Again Maneuver doesn’t have much importance
battles I intended to model. It was too large by far to model each compared to initial positioning or luck.
blow, parry, feint or footstep taken by a combatant given that he
could perform several actions with a round’s time frame. Basic combat resolution and movement therefore are closely linked
in determining the tactical flavor of the game.
At six seconds a round and five feet to the hex, it’s obvious that the
system abstracts itself into one chance at an effective strike. Multiple I decided that a typical combat round would consist of each character
actions and footwork is simply left out, covered by the random dice taking actions in initiative sequence. First movement followed by an
roll. While the results in game terms are completely defined, the attack. Each attack would consist of a strike attempt followed by a
actual method of it occurring may be far different. parry from the defender if needed. Damage would then be determined
and applied when required.
For example, a simple miss may be a cautious circling with no attack
at all instead of the more obvious swing and a miss. A single hit may
well have been preceded by a series of feints or blows designed to
break the defense. A successful parry may be the obvious clash of
weapons, or perhaps just staying out of range. All of this is abstracted
into the die roll and skill levels of the combatants.
It is good to keep this level of abstraction in mind when you hit those
‘it couldn’t happen’ results. Simply because the system assumes that
the character starts with a position and facing (and returns to it at the
end of the round), there is little reason to think that it remains fixed
throughout the combat round. While this assumption allows us to
The Strike/Parry Routine Additionally it is difficult to modify damage by weapon type without
distorting the full range of results. The result is heavy weapons
In my view, the first goal listed mandates a strike/parry routine as the unable to nick, or light weapons unable to kill, again not what I
basic mechanic. wanted.
An active defense of this type takes longer to resolve than a simple The last problem with ‘damage by success’ methods is that I wanted
‘roll to hit modified by a defense value’, but gives a much better to use a defensive parry roll. If damage was to increase as one rolled
image of a combatant’s defensive effort than a passive mechanic. The better on the attack, it should decrease as one rolls better on the
illusion many systems give of a fighter standing there waiting to be defense. Given the wide range of damage I wanted available, this
hit didn’t sit well with me and the use of an additional die roll to would have resulted in a complex and large cross-reference table or
avoid it was a small price to my mind. even more interesting math formulas. I had enough of those and
could do without another.
An additional benefit is that modifiers can be applied to one without
affecting the other, better illustrating the effect of various influences I decided that the problems outweighed the benefits of ‘damage by
on the course of battle. success’ and went the oldest damage method, the separate damage
roll.
Even here there are lots of methods. I decided upon the simple “roll a
Dodging
die, that’s the points of damage”. Since I wanted weapons to do
Dodging was an outgrowth of parrying. Originally dodging was different amounts of damage, naturally I ended up using different
abstracted into the Parry, and in fact still is for the most part. types of dice to maintain as wide a range of results as possible.
However it became evident quickly that there would be some attacks Ideally I would like to roll 1d14. But that creature doesn’t exist. So I
that one wouldn’t want to attempt parrying at all (the falling boulder will use small bonuses like +1 or +2 and random bonuses like +1d3.
or the Dragon stomp). The only choice would be to get out of the The concept is to keep any damage bonus low in comparison so that
way. A dodge only option was required. weapons can still nick while offering the chance to do serious
damage.
Since the parry had dodging abstracted into it, a dodge only option
would have to be less effective. Thus the base dodge value was set at Considering that I wanted a single blow to have a good chance of
20 points less than the base parry to represent this. disabling a character, the addition of a separate damage roll isn't as
major of a time impact as it seems. Since it doesn’t typically take
five to ten damaging hits to take someone down, the total number of
Damage die rolls doesn’t rise as much as you would think at first glance.
complication. Additionally this rule section fits nicely with the heroic The Base Numbers
aim of the game without overbalancing things too much.
It was time to settle on the base numbers that would drive the game.
These values would use perfectly matched opponents of average
Hit Location characteristics using the base weapon for the game (Broadsword) as
their springboard.
Hit location serves two purposes. It provides wound effects other
than up/down and it handles armor and cover in detail by imposing a So I grabbed numbers. The chance of hitting would be 50%. A parry
barrier in the locations actually protected. would be 50%. Dodge 30%. It would take 5 points of damage to take
a person down and a Broadsword would do 1d10+1.
One could trade hit locations for a direct ‘roll for impairment’ or even
‘impairment by success”. The later is merely and extension of Why these numbers? Why not, after all a person’s got to start
“damage by success” and in fact can even be used in place of more somewhere. I wasn’t interested in realism in the construction of the
traditional damage systems. system (although I DID want an illusion of realism). I was interested
in a balanced game with a good tactical flow.
In a more abstract system, this would be functional enough. Such
systems however come at a cost. Specific impairments may well be One of things determined from our test campaign was a 50% parry
unreasonable given specific cover. Even more important, why does a and 30% Dodge produced combats that were too quick and too
character always apply his armor values when he is not completely random across the range of skill. The base parry was raised to 75%
covered by said armor? and Dodge became 55%. The rest remained intact as we decided the
results matched our tastes.
One could of course roll to see if the armor counted in a specific case,
but that’s the same as rolling hit location- better to have the increased
information. One could average the result of armor at the cost of Weapons and Armor
distorting every individual result, not a good idea in a system that
typically could have a battle ending with one hit. The third goal I had specified a near balance in the effectiveness of
armor and weapons choices.
I ended up making a very detailed location chart. This was to support
the highly customize armor that some players get into. In actually this goal is only achievable in all cases for very simple
systems where one ignores the weapon/armor differences completely.
If desired, it would be an easy matter to simplify the hit location table A simple attack and defense rating would be ideal.
without affecting game balance. It could even be removed if one
could live with up/down combat results. Flavor would be lost and This however was not what I wanted. Such a system lacks detail.
personally I prefer the detail. Besides, the idea of various weapons and armor having small
advantages and disadvantages under different conditions is rather
appealing. The driving concern was to prevent something from
always being advantageous under any condition.
Cumulative Hit Points
So the question of balance became one of where in the range of
Cumulative Hit Points is a simple method to determine if the
conditions it would occur. I decided that all melee length weapons
combined effects of multiple wounds, bleeding and other effects have
would be balanced between unarmored opponents of average
resulted in the character falling unconscious.
characteristics. Armor would be balanced between the same
Some games would apply modifiers to the character depending upon opponents, one unarmored and the other armored, using the most
how many points of total damage one would have received. common weapon for our campaigns, the Broadsword.
I avoided this for two reasons. Until this point, a d10 or d20 would have worked as the basic dice for
the game. In fact, I originally planned on the d20. After playing with
First, actual real world studies indicate that multiple wounds don’t the basic probabilities I determine that resolution of ten or five
have this effect to the degree most people imagine. These indicate percent was far from what was needed. The use of d100 provides an
that location impairment accounts for nearly all the effects one would acceptable close match (even I wasn’t willing to use d1000 with its
see in a combatant that continues the fight. triple digit addition/subtraction).
Secondly, such methods result in a ‘death spiral’ where a combatant On the weapon side, as damage raises the Parry/Dodge chance
is all but lost after his first hit. Not only does this cause many players declines. Thus you stand a better chance of putting you opponent
to think “why continue, just drop me on the first hit”, it stands in down. At the same time he stands a better chance of getting through
stark opposition to people’s images of heroic battle. your defenses. The probabilities here are such that a simple
modification to the base parry of 75 is all that’s needed. Indeed,
applying a modifier to more than this would have resulted in some
rather bad rounding problems. From this line of thought came the
concept of a Defense Base for every weapon.
Armor was more difficult. Since it’s a flat fixed value, its effects on
the probabilities are far more noticeable. If applied only to defense
(most people’s natural choice) the result would be huge modifiers
with the resulting increase in critical/solid strike. This didn’t seem
like a good idea to me.
By applying it to ALL the combat values, I was able to reduce the End Result
modifier to an acceptable range. And it makes sense at the level of
abstraction used in Age of Heroes; if you are hindered from moving The effect of all the combat rules is to provide a highly challenging
OUT of the way of an attack, you’re just as impeded when moving tactical environment for the players assuming a small group
IN for an attack. encounter or larger (one-on-one fights tend to be much more straight
forward).
Moving off of Center Few other systems can even begin to approach Age of Heroes in this
area. It does come at the cost of a high degree of complexity and is
Now that I had all the basic numbers it place, it was time to consider not suited for all gaming groups.
what could modify them.
Once learned to the point that the only rule references need be table
Age of Heroes has separate values for characteristics and skill. It’s lookups, the system does flow at an acceptable rate of speed. We’ve
obvious that these will be the two most consistent modifiers of completed battles involving over 300 characters within a five-hour
combat values. Characteristics affect only some of the combat values gaming session on a number of occasions.
and do so to a lesser extent than an equal number of skill levels. The
selected numbers give more weight to experience while still allowing I’ve noted in the past that players new to the system go through a
for an impressive impact of pure talent. stage that can only be described as shock. Relatively few published
systems will disable or kill in a single hit. The emphasis on correct
In general, equally matched foes will function at the base tactical action is at a premium. I would suggest any group completely
probabilities against each. This results in battle length remaining new to the system play a few test battles to get use to it before
constant between equals and resolving quicker for those cases where committing actual player characters that they might want to keep for
a side has advantage. a while.
Realism?
Realism wasn’t a main goal of the design. In point of fact, due to a
lack of knowledge about personal combat during historical Middle
Ages (let alone a magical fantasy alternate), we can only guess as to
what realism would be in any case.
One element is a certainty. Age of Heroes (like nearly all rpgs) has
virtually ignored the element of psychological reaction to combat.
It’s a simple real world fact that most people effectively don’t fight in
combat. When they do fight, they will often perform at levels far
below their optimum. If injured, they are very likely to fall down and
quit even if the wound isn’t truly disabling.
B. Characters- Book 1 We have three eights, a three, a four and a five left. It will be
easier to assign the two low values first.
B1 CHARACTER CREATION EXAMPLE Let’s put the 5 in PA, 4 in IN and the 3 in MS as none of these
stats are of critical importance to a Chivalric. However, we’ll
Note: There are references throughout to a Campaign Supplement
have to burn Character Points on them for re-rolls in order to
that details the races and economics of a specific game world. As this
meet the Paladin requirements. It’s looking highly unlikely that
information is not supplied by the core rules, it is assumed that the
we’ll make Paladin, which is to be expected given the high stat
GM of the campaign has created one for his world.
minimums.
Knights in shining armor are a classic concept. Lets take a look at
generating a Chivalric (Section 6.2.2) or Paladin character to further The three eights are assigned to the remaining open stats and the
explore that element of the High Fantasy genre. following stats are entered on the character sheet:
We’d prefer a Paladin as we’re very interested in the concept of a Basic Stats
noble champion against evil, but meeting all the requirements will be Stat Adj Base
difficult. Still we make our coming decisions with the intent of
ST 10 10
meeting those requirements, but with the fallback of a Chivalric in
QU 10 10
case things don’t work out.
AG 8 8
To begin, let’s name the character Cadel. We’re hoping for a noble
CO 9 9
descendant from survivors of the sunken Atlantis culture (a human
race variant in this campaign with a long lifespan and some stat PA 5 5
bonuses, but only three Character points instead of the typical five). IQ 8 8
WP 10 10
If we don’t manage to roll noble birth, we’ll have to burn a Character
Point or two to qualify for the desired class. CH 8 8
IN 4 4
Let’s follow the Character Generation Check list (see section 10.1).
MS 3 3
Looking at the various classes in Section 6.0, we note that Cadel Cadel is going to be male and as such there are no Stat Modifiers
easily has the scores to be a Chivalric. In fact, except for the 4 to apply.
and 5, he has the stats to be a Paladin.
Now there’s a thought. We could spend some of our Character C) Chose Character’s Race and/or Culture
Points (Step F) to re-roll those values. Thinking Paladins are a We already have picked out Cadel’s race. Checking the campaign
neat idea, the player assigns his stat values for a Chivalric Supplement, we note the following information:
character with an eye towards being a Paladin on a couple of
good die rolls. Stat Modifiers: +1 IQ, +1 WP, +1 CH
A Chivalric requires an 8 ST while Paladins need a 10. Knowing Average Height: male 6'5", female 5'10"
that it would be unlikely to re-roll a ten or better (only a 22% Weight Modifier: 1.05 males, .9 females
chance) and considering that ST is important for any warrior,
we’ll assign one of the 10’s to ST. Special Abilities: None.
QU is next. It determines initiative in the combat system. Special Skills: Level 1 in a Lore of choice.
Knowing that Full Plate gives a heavy modifier, we decide that Experience Multiple: 1.1
we should put a 10 here in order to maintain initiative over lighter
Birth Rate: II
armored opponents. A ten is needed in MS for Paladins and
putting it here is a hard decision. However settling for a lower Character Points: 3
value (without knowing if he’ll achieve the required stat on a re-
Languages: Anglican Speak 3
roll for a Paladin) could result in lower combat performance as a If of mage or noble heritage, add Anligican R/W 3,
Chivalric. Atlantian 2/2, Elvish 2/2 and High Elvish 0/0.
Looking at his last 10, we note that a Paladin requires a 10+ in There’s a large amount of other information concerning racial
both WP and MS (neither of which has a Chivalric requirement). history, cultural norms, dress, etc here as well. This information
Knowing the poor chance of rolling up to a ten latter, we’ll put is noted and used to develop additional non-system related
the remaining 10 in WP, a stat useful to characters of either class. character facts and background.
Assigning the 9 is difficult. Deciding that Full Plate will likely The lifespan information is listed here. For use in step D
result in a larger number of small injuries and longer battles, (knowing that we want Cadel to start at the beginning of his
we’ll put it in CO to raise our CP and FT scores. career) we note that the Young Adult category has an age range
of 17-35.
Cadel has three Character Points and is three stats short of D) Determine Distinctive Traits
meeting the Paladin requirements. Additionally there’s the
problem of having to roll a noble heritage in step E because if he
fails, he’ll need one more character point than he has. a) Age
Age is first. Cadel is a young man who has just come of age for
Even so, we know that the 4 IN and 5 PA aren’t good things in his culture. Let’s set his age at 17, making him a Young Adult.
any case. Let’s spend two Character Points (see Section 5.0) now
and re-roll those two stats. The modifiers for that age category (see section 3.1) are a –1 to
PA, WP, CH, IN and MS. These modifiers represent the fact that
We roll an 83 and 99 respectively resulting in a 10 IN and 12 PA. he has yet to mature into his full potential.
We certainly didn’t intend for our highest score to be in PA but
that’s what we’ve ended up with. Now we’ll have to put some Note: Age modifiers are ignored when determining class
thought into how such a value will affect Cadel’s personality… requirements.
After applying the re-rolls and applying the Racial Stat His character sheet is adjusted as follows:
Modifiers, Cadel’s character sheet looks like this:
Basic Stats
Stat Adj Base
ST 10 10
Basic Stats
QU 10 10
Stat Adj Base
AG 8 8
ST 10 10
CO 9 9
QU 10 10
PA 11 12
AG 8 8
IQ 9 8
CO 9 9
WP 10 10
PA 12 12
CH 8 8
IQ 9 8
IN 9 10
WP 11 10
MS 2 3
CH 9 8
IN 10 10
MS 3 3 In addition, Cadel starts at 1st level (of whatever class he picks),
has 90% of his final weight, and 240 experience points.
Cadel also gains one level in a chosen Lore. Let’s pick Legends
to show Cadel’s interest in the tales of the bards. b) Height
We don’t know yet if Cadel is of the proper family heritage for Turning to Height, Cadel rolls 36 on d100 on the height variance
all the listed language skills, and so for now he has only Speak table (3.4.1) giving a result of 97%. The average height for his
Anglican at level 3. race was 6’5” and his age gives no modifier. Multiplying 77” by
.97 gives a final height of 6’3” (rounding to the nearest).
Entering this information on his character sheet gives the
following result:
c) Weight
Weight is determined by the following formula:
LANGUAGES & Lore Spk R/W
LORE
(Average Wgt) * (Variance) * (Racial Modifier) * (Age Modifier)
Anglican 3
The Average Weight for 6’3” according to the 3.4.2A is 198 lbs.
Cadel rolls a 59 on table 3.4.2B giving a Variance of 102%. His
race gives a modifier of 105% while his age gives one of 90%.
Cadel ends up with a weight of 198*1.02*1.05*.9 or 191 lbs.
His roll to determine the number of siblings is made on column His character sheet now looks like this:
two on table 4.4.1. Rolling a 39, Cadel has one sibling.
Basic Stats
The roll for birth order determines that Cadel (an 8 for Cadel and Stat Adj Base CLASS Paladin
4 for his sibling on d10s) was born first and the gender roll (82 on
ST 10 10 LEVEL 1
d100) for the sibling results in a sister.
QU 10 10 Race Atlantian
A roll on the Family Relationship Table of a 42 on d100 (Section AG 8 8 Sex Male
4.5) gives him an Average relationship to his family. CO 9 9 Age 19
PA 11 12 Age Category Young Adult
F) Spend Character Points IQ 9 8 Height 6'3"
WP 10 10 Weight 191 Size- Normal
At this point, Cadel meets all the requirements of Paladin except
CH 8 8 Born 3/12/1419
for one, his MS. One Character Point is remaining.
IN 9 10 Birth Place Prydain
Trusting to luck, the last point is burned on a re-roll of MS. His MS 9 10 Lineage Landed Knight
luck holds and the roll is an 88 for a new MS of 10. Birth Order 1st of 2 (sister)
Note that his Young Adult Age modifier is –1 for MS, thus the ES 10 Eye Color: Blue
adjusted value is a 9, but age modifiers have no effect on meeting LIFT 382 Hair Color Brown
class requirements. LP 5 Complexion Average
CuH 30 Hand Right
All his Character Points have now been spent so he’ll have to
SL 4 Exp/Level 1925
pass on all the other neat things he could have brought here.
SP 12 Married
Cadel’s expenditures of Character Points are noted on his MR 7.5 Exp/SkP 240
character sheet as follows: 12
FT Base SkP
CS Special SkP
Paladins refrain from using Bows and the like in this culture, so
we put our –15 in Missiles. Cadel intends to primarily use
swords, so Bladed gets one of the +10.
G) Pick Character Class
Upon assigning the remaining bonuses and noting the class
After spending all those Character Points getting here, it’s no
Magical Combat bonus, the following changes are made to his
surprise to select Paladin as Cadel’s class. Together with all the
character sheet:
power that comes with his calling, Cadel must now shoulder all
the responsibility that the Order of Paladins require of their Weapon Group MD
members in this Campaign Setting. It doesn’t promise to be safe A Axes & Maces -5
or easy life as Cadel’s very existence has already made him B Bladed 10
powerful allies and enemies. F Flexiable -10
M Missiles -15
P Polearms 10
a) Determine Class Experience Requirement T Thrown 0
A Paladin (section 6.44) normally has an experience per level U Unarmed 5
value of 1750 points. Cadel’s race, however, has an experience
multiple of 1.1 that applies to this. Cadel ends up needing 1925 S Spells/Magic 0
experience points to advance a level.
c) Add Primary Skills to Character Sheet d) Add Common Skills to the Character Sheet
The Paladin Class comes with the following Primary Skills: Section 8.4 lists the Common Skills as Melee Combat, Ranged
Magic- Hybrid, Melee Combat and Riding (see 6.4.4). Combat, Magic Combat, Stealth, Swimming, Perception,
Physician, Culture (as Cadel is noble), Bart and Diplomacy
These are noted on Cadel’s Character Sheet as follows:
Cadel already has Melee Combat as Primary, all the other skills
are added to his character sheet without cost at level 0.
Note that Barter and Diplomacy skill levels are calculated
differently than normal skills (see 8.11.9), but still start at level 0
for Cadel.
Modifying
Stats Base Total Base Race Stat Class Misc. Item Final Mod
SKILLS #1 #2 #3 Type SP SP Lvl + + + + Bonus Value Lvl
Combat Skills
Melee Combat P 8 1
Ranged Combat NC 8 0 -10
Magic Combat NC 4 0 -10
Magic- Hybrid IN P 12 1 6 56
Common Skills
Climbing ST S 2 0 9 29 0
Culture 0.3 S 2 0 20 0
Perception IN NC 8 0 6 26 0
Physician IQ IN NC 6 0 6 26 0
Stealth AG NC 8 0 3 23 0
Swimming AG ST S 2 0 6 26 0
Barter CH 0 3 23 0
Diplomacy CH IN WP 0 6 26 0
Character Skills
Riding WP P 2 1 9 59 1
e) Add Armor Familiarities to the Character Sheet f) Select Starting Weapon Familiarities and add to the Character
Sheet
Paladins start with Full Familiarity with all the armor types. The Paladins have 4 free weapon familiarities at 1st level. Cadel selects
following entries are made on Cadel’s character sheet: the 1 ½ Handed Sword (both one and two handed), Medium Shield
and Dagger as his first weapons. These are entered on his character
sheet as shown:
Armor Type FAM SP
Anglican 3 3
Atlantian 2 2
Elvish 2 2
High Elvish 0 0
Lore- Heraldry 0
Lore- Legends 1
Weapon Group MD
A Axes & Maces +5
B Bladed 10
F Flexiable -10
M Missiles -15
P Polearms 10
T Thrown 0
U Unarmed 10
S Spells/Magic 0
I) Spend Skill Points for their son, insisted upon dancing lessons in order to impress likely
prospects.
As was noted in step D-a, Cadel has 240 experience points with
which to buy his starting Skill Points. And Cadel just naturally seems to notice what is going on around him
due to his innate curiosity.
He could save these and use them for class advancement, but he’d
rather round himself out with some additional skills. These factors led to Cadel purchasing the following skills:
Cadel has an IQ of 9, meaning that it costs him 10 experience points • Raise Climbing (SkP cost 2, Secondary) to Level 1: 2*1= 2
for each Skill Points (see 1.6 and 8.1). Spending all 240 gives him 24 pts.
Skill Points to spend. • Dancing (SkP cost 2, Non-Class) to Level 1:
Unlike many classes, Paladins must purchase some skills during o Level 0: 2*1 *1.5 = 3 pts.
character generation to qualify for the class (see 6.4.4). This means o Level 1: 2*1 *1.5 = 3 pts.
that we must purchase Culture to level 1, and his choice of Musician, o Total for Level 0 and 1: 3 +3 = 6 points
Oratory, Poetry, or Singing at Level 0. We know that Cadel likes • Raise Perception (SkP cost 8, Non-Class) to Level 1:
legends, so we’ll buy Oratory in order to be able to relate them with (8*1)*1.5 =12 Pts. (Everyone starts at level 0 in this skill.)
some (although not much) skill.
Culture has an SkP cost of 2; Cadel already has Culture at Level 0 That spends all of Cadel’s starting skill points and his new skills are
(see 8.4) and so only needs to pay for Level 1. It is a Secondary Skill written to his character sheet.
for Paladins so the cost 2*1 or 2 points (see 8.2). His Final Value for each Skill’s Success Chance (8.3) is determined
Oratory also has an SkP cost of 2 and is also a Secondary Skill for and noted together with its Modified Level (see 8.7) on the
Paladins. We want to buy it to Level 0. Level 0 costs the same as characters.
Level 1 given a total of 2*1 or 2. Example: Climbing Level 1 gives a 40% base and he gains a Stat
We’ve now completed all the class skill requirements for a cost of 4 bonus of +9% from his ST of 10. His total is a 49.
points. We have 20 more points to spend as we wish. Any skill that is Since his total bonuses are far less than +20, his Modified Skill
not Secondary (we noted those in step G-g) costs 50% more. Level is also a 1.
Cadel loved climbing trees around his family’s manor. His mother,
looking forward to the family’s inevitable search for a suitable wife
Oratory CH S 2 2 0 3 23 0
Dancing AG NC 2 6 1 3 43 1
Resist Domination
b) Note Weapon Values on the Character Sheet
Repel Curse
The Combat Values for each of Cadel’s weapons now needs to be
Sense Magic
determined and entered on his character sheet (see Section 12.0,
Weapon statistics are found in section 13.0, tables 13.0a, 13.0b and
13.0c).
K) Purchase Equipment
Cadel’s Combat Values for the one handed use of the Hand & A Half
The campaign supplement should have a full list of available
Sword are:
equipment and prices. It should also detail the amount of starting
money available to each character. SC: 50 + AG Mod + Level Modifier + Weapon Group Modifier +
Cadel comes from a noble family and therefore (in his world) has Armor Modifier
enough gold to afford just about any standard equipment he wants. • His AG is a 8, giving a bonus of +3 (see 1.3)
He is however only first level, he has not yet earned the right to wear • His Melee Combat Level is 0, giving a modifier of 0 (see 8.11.1 or
a suit of full plate as it is as much a mark of prestige as it is 12.0)
protection. He’ll have to make do with buying a full suit chainmail • The Weapon Group for the Hand & A Half Sword is Bladed.
for now. Cadel’s Weapon Group Bonus for Bladed is +10 (step G-b, section
6.0 and 6.4.4)
In addition to this, he buys a Hand & a Half Sword, Full Helm,
• His Armor Modifier (step K-a) is a –7
Medium Shield and a Dagger. This rounds out his arms and armor for
now. Of course he purchases a number of other more peaceful items
like cloths and such but we won’t detail these items for this example. Final SC = 50 +3 +0 +10 -7 or 56
Starting equipment bought this way may not actually be purchased.
Although game mechanics has you “buy” your starting equipment,
certain items may in actuality be gifts. In Cadel’s case, the sword Def: QU Mod + Level Modifier + Weapon Group Modifier +
and armor that he purchases with starting money are really gifts from Armor Modifier
his parents- both reward for succeeding in his training and a mark of • His QU is a 10, giving a bonus of +9 (see 1.2)
manhood. Cadel still has to buy them with starting funds, but he
• His Melee Combat Level is 0, giving a modifier of 0 (see 8.11.1 or
never actually paid the weaponsmith himself. 12.0)
• The Weapon Group for the Hand & A Half Sword is Bladed.
Cadel’s Weapon Group Bonus for Bladed is +10 (step G-b, section
6.0 and 6.4.4)
• His Armor Modifier (step K-a) is a -7
PM: (ES Mod + AG Mod)/2 + Level Modifier + Weapon Group DM: AG Mod + Level Modifier + Weapon Group Modifier +
Modifier + Armor Modifier Armor Modifier
• His ES is a 10, giving a bonus of +9 (see 3.5) • His AG is a 3, giving a bonus of +3 (see 1.3)
• His AG is a 8, giving a bonus of +3 (see 1.3) • His Melee Combat Level is 0, giving a modifier of 0 (see 8.11.1 or
• His Melee Combat Level is 0, giving a modifier of 0 (see 8.11.1 or 12.0)
12.0) • The Weapon Group for the Hand & A Half Sword is Bladed.
• The Weapon Group for the Hand & A Half Sword is Bladed. Cadel’s Weapon Group Bonus for Bladed is +10 (step G-b, section
Cadel’s Weapon Group Bonus for Bladed is +10 (step G-b, section 6.0 and 6.4.4)
6.0 and 6.4.4) • His Armor Modifier (step K-a) is a -7
• His Armor Modifier (step K-a) is a -7
Final DM = 3 +0 +10 – 7 or 6
Final Def = (9 + 3)/2 +0 +10 – 7 or 9
Table 13.a gives the values of Grp, HP, DB Rng, Damage and CL for
the Hand & A Half Sword (one Handed).
The column of ES+ refers to the Effective Strength Damage Bonus.
This can be found on table 3.5a. In Cadel’s class, this is a +d2.
Values for the Weapons Cadel carries are determined and entered on the character sheet which now looks like this:
Weapon: Grp HP DB W+ SC Def PM PC DM DC Rng Damage ST+ CL
Hand & A Half Sword 1H B 24 71 56 12 9 80 6 63 1d10+2 +d2 s
Hand & A Half Sword 2H B 24 73 56 12 9 82 6 65 1d12+1 +d2 s
L) Finalize Starting Background Cadel’s completed starting character sheet appears on the next two
pages.
All of Cadel’s mechanical numbers have been determined, his
equipment purchased. That leaves the most important part of
character generation. Determining his background and personality.
So of this was done along the way. We know Cadel likes hearing and
telling legends. His very skill purchases defines elements of his
personality.
To this we add whatever we need to round him out. Be it his shyness
around women or his instinctive impulse to help someone in trouble,
bit by bit we determine just who this young man just starting his
career is.
The amount of detail here varies greatly depending upon the player
and his group. Some need only an idea or two to be fleshed out in
play. Others have written tens of pages on the character’s history and
previous relationships.
LANGUAGES & LORE Lore Spk R/W Modifying Stats Base Total Base Race Stat Class Misc. Item Final Mod
SKILLS #1 #2 #3 Type SP SP Lvl + + + + Bonus Value Lvl
Westron 3 3 Combat Skills
Atlantian 2 2 Melee Combat P 8 1
Elvish 2 2 Ranged Combat NC 8 -10
High Elvish 0 0 Magic Combat NC 4 0 -10
Magic- Hybrid IN P 12 1 6 56
Common Skills
Climbing ST S 2 2 1 9 49 1
Culture 0.25 S 2 2 1 40 1
Perception IN NC 8 12 1 6 46 1
Lore- Heraldry 0 Physician IQ IN NC 6 0 6 26 0
Lore- Legends 3 Stealth AG NC 8 0 3 23 0
Swimming AG ST S 2 0 6 26 0
Potential Start Current Barter CH 0 3 23 0
Language 30 22 22 Diplomacy CH IN WP 0 6 26 0
Lore Potential 11 3 5 Character Skills
Riding WP P 2 1 9 59 1
Equipment
Special Items Weight Location Oratory CH S 2 2 0 3 23 0
Dancing AG NC 2 6 1 3 43 1
Points Spent 3
Option Point Record 9
Points Spent 9
Resist Domination
Repel Curse
Sense Magic