Warrior & Wizard

March 17, 2018 | Author: ronaldcopley | Category: Armed Conflict, Leisure


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WARRIOR & WIZARDBasic Rules TM A Fantasy Roleplaying and Combat Game by Chris Goodwin System Reference Document v0.10 Playtest Release Copyright 2008 by Christopher A. Goodwin WARRIOR & WIZARDTM is licensed under a Creative Commons Attribution-Share Alike 3.0 United States License. WARRIOR & WIZARD is a trademark of Christopher A. Goodwin. Use of the name WARRIOR & WIZARD to refer to these rules is permitted as long as authorship information is maintained and the document is distributed in accordance with the terms of the license. Produced using Google Documents SPECIAL THANKS TO: Steve Jackson (US) and Howard Thompson. From the United States Copyright Office: The idea for a game is not protected by copyright. The same is true of the name or title given to the game and of the method or methods for playing it. Copyright protects only the particular manner of an author’s expression in literary, artistic, or musical form. Copyright protection does not extend to any idea, system, method, device, or trademark material involved in the development, merchandising, or playing of a game. Once a game has been made public, nothing in the copyright law prevents others from developing another game based on similar principles. Introduction WARRIOR & WIZARD is, as the name implies, a game about people getting into fights wielding weapons or spells. WARRIOR & WIZARD is somewhere between a roleplaying game and a board game, in that each player has a "playing piece" (here called a character) that represents, in some way, a person. WARRIOR & WIZARD uses six-sided dice. You'll need at least three of them, perhaps as many as six or seven (but probably no more than that); these dice will be referred to in the text as "d6" for six-sided die. Two dice will be referred to as 2d6, three dice as 3d6, and so on. Bonuses or penalties to the dice roll are referred to as such; 2d6+1 means to roll two six-sided dice and add one to the total, while 3d6-2 means to roll three dice and subtract two. (Other roleplaying games use dice with differing numbers of sides, and refer to those dice similarly; we use the notation here out of habit, even though d6 are the only die type we use in this game.) The game is suitable for two or more players, and can be played in three modes: player vs. player, player vs. player with a referee (here called a gamemaster or GM) or multiple players cooperating plus a GM. In player vs. player, each player creates a character and fights it out; in a player vs. player with GM situation, the gamemaster controls the environment as well as any additional characters not run by the players (known as nonplayer characters or NPCs); these NPCs can include monsters, if present. If playing cooperatively with multiple players and a GM, one or more players create a character, and one person acts as the gamemaster and creates adventures and NPCs, makes decisions based on tough calls where there might be a question about the interactions between character abilities and the rules, and the like. Types of Games Generally, Warrior & Wizard will be played as either an arena combat game, a dungeon adventuring game, or as a replacement for another fantasy roleplaying game ruleset. Arena games: When creating an arena, it can be sufficient to draw a playing field on hex paper. It's recommended that the area contain plenty of obstacles, and an environment conducive to being used in combat (anything from sand that can be kicked into an opponent's eyes to old, rusted, weapons (or pieces thereof) laying around, bones and body parts from previous combats, bloodstains, etc.). Arena games are good for player vs. player type games, with or without a referee, or as a sideline to a bigger adventure or campaign. Arena games should include a basic goal or victory condition other than just killing off the other side, as well as a beginning setup (including where characters start, their basic weapons and armor, etc.). Wargame-style scenarios can also be treated as arena games, especially with multiple players on a team and a GM. Dungeons: A dungeon is an underground maze or cavern system, usually made up of rooms connected by corridors or passageways, containing monsters to fight against, traps and other hazards to avoid, and treasures to collect. Treasures can be either monetary in nature or magical (these can range from magical weapons to staves containing their own spell effects to ancient artifacts to pretty much anything the GM can think of or import from another game system). Dungeons are usually drawn or mapped out on square-ruled graph paper. Replacement for another game: GMs and players can use adventures as is, converting opponents using the conversion rules at the end of the document. Movement and Distance Combat and movement take place on a hexagonal grid. Two types of distance are referred to in WARRIOR & WIZARD: hexes and multihexes. A hex is simply one space on the map; a multihex refers to one hex plus the six hexes immediately surrounding and touching it. One hex is approximately one yard (or one meter); one combat turn is approximately one second. If using a square grid, one multihex is a group of nine squares arranged three-by-three; it might prove useful to set one multihex to be 10 feet by 10 feet. In a square grid, assume that for lateral movement, one diagonal square is equal to two squares of movement distance, but for areas assume that one space diagonally is equal to one hex (one yard or meter). Characters All characters have four Attributes: Strength, Dexterity, Intelligence, and Movement. In later games, additional Attributes may be added. (Attributes are defined as "those qualities all people possess in differing quantities"; we are well aware this is a circular definition...) Strength (STR): Strength represents two things: a character's physical strength (including lifting ability and ability to deal damage), and his ability to withstand damage. Attacks do damage to a character's Strength (see Combat for more information); the character's current Strength is equal to his normal Strength score minus any damage he has taken. Dexterity (DEX): Dexterity represents a character's quickness, general physical agility, and hand-eye coordination. Characters roll against their Dexterity to hit other characters (see Attribute Checks and Combat). Some weapons, armor, and other conditions reduce a character's Dexterity score; this is referred to as a character's Effective Dexterity. Any time the character rolls against his Dexterity, he always uses his Effective Dexterity. Intelligence (INT): Intelligence represents a character's general reasoning, perception, and memory. Characters roll against their Intelligence to sense things, to remember things that happened in the past, and to figure things out. Movement (MOV): Movement is not quite an Attribute, per se. Human characters begin wounds. Dexterity. or Intelligence Check. the use of Skills. anytime two characters want something different to happen. This means the current value of those Attributes. (Sometimes Attribute Checks will be referred to by the name of the Attribute being checked. as it can change even during combat. the check is a success. modified by injury. encumbrance. such as Strength Check. roll 3d6. a character is either a Wizard or a Warrior. while Warriors are usually physically powerful and great fighters. or Intelligence. Care should be taken when calculating this value. some Attribute . an Attribute Check might be called for. Wounds reduce a character's Effective Strength (see Effects of Damage). or even things like feats of Strength. All characters receive a total of 32 points to allocate between the three Attributes (plus Movement. Character Types For purposes of the game. such as Effective Strength. if you roll less than or equal to the appropriate Attribute.with a Movement score of 10. Wizards have great magical ability. armor. or Effective Intelligence. which may be spent on Attributes as though they were starting points. and inborn abilities. Dexterity. To represent this. Experience: Characters can gain additional Experience Points through adventuring. as well as characters of other races. if desired). Effective Dexterity. while a character's Effective Dexterity can be reduced either directly through the type of armor worn or indirectly through encumbrance (see Encumbrance). Attribute Checks can represent combat. a Warrior is any character who is not a Wizard.) Difficulty: Some conflicts are more difficult than others. and Intelligence. monsters. and other factors can all have an effect on the character's Movement. spells. Attribute Checks Attribute Checks are used in times of conflict. monsters and members of other races may have different Movement scores. and so on. Dexterity Check. Effective Attribute Values: Attributes will sometimes be referred to by their "effective" values. To make an Attribute Check. Optional Advanced Movement Rules: Movement is equal to the character's (Current Strength + Effective Dexterity) / 2 (round up). essentially. Movement can be increased by spending 1 point per +1 to Movement. can have differing minimums or none at all. Human characters have minimum scores of 8 in Strength. attempts to make his Dexterity Check. Opposed Rolls: Occasionally. Many Skills call for an Attribute Check under certain circumstances. each character rolls his Skill or Attribute Check. A character cannot learn a Skill unless his Intelligence is equal to or greater than its INT minimum. the character must have 13 or more Dexterity and Swords before he can learn the other one. For instance. An Attribute Check should only be required if the consequences of failure are as interesting as those of success. Prerequisites: For some Skills a prerequisite is listed. making his margin of success (14 . the mechanical effect is to reduce the chance a character will succeed at his Check. Skills Skills are things that any character can potentially learn how to do. Usually it just means that character gets what he wants. any margin of failure is considered less than any margin of success. Margin of failure is considered a "negative margin of success". or other stress. 5d6. Example: Manfred. whichever one has a higher margin of success wins the check. two characters will be in direct opposition to one another. INT 8: Boating: Boating allows a character to handle a boat or other small watercraft. If you need to know a net margin of success (the amount by which one character beats the other). The margin is the amount by which the character succeeds (margin of success) or fails (margin of failure) at an Attribute Check. A character without this Skill who is attempting to handle a boat must make a 4d6 Dexterity Check every . if a Skill calls for having a Dexterity score of 13 or more. some Skills take up two or more "slots" toward this total. is noted following the Skill's description. conflict. The cost of each Skill. He rolls 11 on 3d6. The Skill List Min. A character can learn a number of Skills equal to his Intelligence. Some checks can be made on 2d6 as well. respectively. with a Dexterity of 14. These are referred to as 4 die checks or 5 die checks.Checks are made using 4d6. Margin: Sometimes you'll want to know how well a character does at an action. though there could be additional consequences depending on the exact circumstances of the conflict. subtract the lower margin of success from the higher. as well as the minimum Intelligence required to learn it. plus the Swords Skill. or more.11) 3. normally an Attribute Check is only required in a situation of combat. The character must have all of the prerequisites in place for a Skill before he can learn it. In circumstances like this. a character with this skill need only roll once per trip. and moving the mount takes actions as if the character were moving himself. essentially. Boating Cost: 1 slot. INT: 8 Farming: Farming gives the character general knowledge in running a farm. Characters without this Skill are at -2 to Effective Dexterity while on a sailing vessel. rolling a 16 or 17 means the rider falls off. Min. combat. Farming Cost: 1 slot. except for casting non-Missile spells. and the mount falls on the rider. each additional factor increases the check by one die: high speed maneuvering. Sex Appeal Cost: 1 slot. high speed over broken terrain. Sailor Cost: 1 slot Sex Appeal: Sex Appeal gives the character +1 on all Attribute Checks regarding interaction with NPCs of the opposite sex. A . injury to rider of 3 or more damage. Running Cost: 2 slots. No roll is necessary for ordinary. add +2 to the character's Movement in all situations where long distance running is a factor. or of the same sex who prefer members of the same sex. A roll may be required once on any trip where high speed travel takes place. Literacy Cost: 1 slot. Swimming: The character knows how to swim. A character without this Skill makes a 3d6 Dexterity Check every Turn or begins to drown. injury to mount of 1 or more damage. On any emergency situation check. a roll of 18 means the rider falls off.5 minutes or capsize. they also may get into various kinds of minor (or not-so-minor!) GM-defined trouble while on a ship. and rolls 3d6. Min. high speed over road hazards. Attacking from the mount is at -4 to Effective Dexterity. INT: 8 Casual Riding: Casual Riding allows a character to ride an animal outside of combat or other stressful situations. Sailor: Sailor is the ability to function and act as a crew member on a sailing vessel. dealing with farm animals. Encumbrance reduces this directly. or in an emergency situation. Casual Riding Cost: 1 slot. Controlling the mount during combat requires a Dexterity Check for each combat move. choose one type of animal to be your mount (any non-flying animal) for one Slot. The character can make a 3d6 Attribute Check against Strength or Intelligence to charm a member of the preferred sex (it's up to the GM exactly what this entails). Literacy: The character knows how to read any languages he can speak. fire. sudden appearance of something. Any one of the following factors calls for an immediate 3d6 Dexterity Check. and all attacks against the character are at +2. day to day travel. any sailing vessel large enough to require crew. and growing crops. When you take this Skill. Running: Running is primarily skill at long distance running. whether actively searching or passively noticing things. he also has some "stage presence. Given time and appropriate facilities and equipment. INT: 9 Bard: Bard allows the character to sing and play a musical instrument. insects. Min. but it never works on intelligent animals or creatures such as dragons. The character must act friendly toward the animal. cart. Bard Cost: 2 slots. if he chooses to be." giving him the ability to get people to sing along. Alertness Cost: 2 slots. Min. or other type of wheeled conveyance. Swimming Cost: 1 slot. Will Cost: 2 slots. at least for a while. success means the animal is friendly toward the character. He can also roll a 3d6 Intelligence Check to notice an ambush before being attacked. The Skill only works on normal Animals with an INT score. INT: 9 Animal Handling: Animal Handling is the ability to train and befriend animals. at the GM's option it can work on some types of enchanted animals. werewolves. INT 9: Alertness: A character with the Alertness Skill rolls 1 die less on Intelligence Checks related to perception. and must be away from other people and animals. Animal Handling Cost: 2 slots Min. chariot. In order to befriend an animal. the character can train animals as well. Training an animal requires weeks if not months. The character may then roll a 3d6 Intelligence Check. under non-combat conditions.character with Swimming only has to make this roll in an emergency situation. Min. if he also has Sex Appeal. He can influence people as per the Sex Appeal Skill. The Skill is applied appropriately to the technology level of the campaign. creatures with an INT of 8 or higher. the character must not be hostile. The character is immune to uses of the Sex Appeal and Charisma Skills. if the tech level is such that both . INT: 9 Casual Driving: The Casual Driver Skill allows a character to drive a wagon. as well as to perform in such a way as to increase tips. and a successful 3d6 Intelligence Check on the part of the trainer. Will: Will grants the character +2 on all rolls used to resist fast talk attempts and spells and other powers that affect the mind (such as Telepathy and the like). though it affects all humans and humanoids. he receives a +2 bonus. or creatures with a human and an animal form. Min. pitons. Casual Riding (All Non-Flying Animals): This Skill is identical to Casual Riding. spikes. etc. The Skill applies against humans and humanoid creatures. if there's a question as to whether the Skill applies. and rescue swimming. and is skilled in techniques such as lifeguarding. Enhanced Hearing: The character hears much better than normal. it's up to the GM to determine. Expert Swimmer Cost: 1 slot. see Casual Riding. This Skill requires a climbing kit to use effectively. He rolls 1 fewer die on all hearing Perception Checks. INT: 9 Climbing: Climbing is the ability to climb mountains and rock walls. INT: 9 Charisma: Charisma grants the character +1 on all rolls made to influence another character. Enhanced Hearing Cost: 3 slots. He is certified to save lives on the water. it's any climbing where climbing gear is used (ropes.animal drawn conveyances and self-powered carriages are available. Charisma Cost: 2 slots. Expert Missilleer: The character gets a +3 bonus to hit with all missile weapons and Missile spells that he knows (or knows how to use). except that it applies to all non-flying animals. etc. and 1 fewer when avoiding a trap that has gone off. attempts via social Skills or otherwise to interact with others. but not against animals. . Casual Riding (All Non-Flying Animals) Cost: 2 slots. For more details on the circumstances under which Casual Driver applies. Characters with Casual Riding need only pay 1 slot to "upgrade" to this Skill. unintelligent creatures. Min. Expert Missilleer Cost: 3 slots Expert Swimmer: The character is an excellent swimmer. and so forth. INT: 9.). Detect Traps Cost: 2 slots.). if begun within 3 minutes. Min. including GM rolled reactions. one type must be chosen at the time the Skill is purchased. Casual Driver Cost: 1 slot. and has a chance to hear other characters in situations where they are normally unable to be heard (such as while attempting Stealth. and can roll a 4d6 Intelligence Check to attempt resuscitation against a swimmer who has lost all Strength to drowning. CPR. or 1 if the character also has Alertness. etc. planning an ambush. Detect Traps: The character rolls 2 fewer dice when looking for traps. demons. if in a culture that does so. Climbing Cost: 1 slot. He can roll a 3d6 Dexterity Check to attempt to rescue a swimmer who is drowning. Clerk. Potter. Fisherman. he rolls a 3d6 Attribute Check against the appropriate attribute under normal circumstances. for instance. tell whether it is valuable or not. Examples are provided on the following list: Beekeeper. (He may or may not have the ability to gauge the quality of the work. Lawyer: Cost 3 slots The character is capable of making things if his profession calls for it. Scribe. Calligrapher. Blacksmith. and must be defined as a profession appropriate to the setting in which the game takes place. and 5d6 under emergency and combat conditions. 4d6 under emergency or combat conditions. Professional Skill Cost: See above. Tailor: Cost 2 slots Accountant. In both cases a successful 3d6 Intelligence Check is necessary. In opposed circumstances. The character is also knowledgeable in areas of "priestcraft" -. he can make a 3d6 Attribute Check against an opponent's Attribute Check. but only if they are actively listening. Trapper: Cost 1 slot Baker. if they exist in the campaign (see also the "Warrior & Wizard: Priest" supplement for more details). Hunter. those with Enhanced Hearing can hear the character if they are passively listening within 3 multihexes. the character cannot be heard by characters with normal hearing. Cook. gain converts.Priest: The character is a priest of his or her religion. The Professional Skill must be defined at the time it is purchased. Gardener. administer a temple or a regional church. and the greater margin of success comes out the winner. Recognize Value: A character with Recognize Value can. Butcher. but he does have the ability to tell whether or not it is valuable.how to preach. upon seeing or examining something. On a successful 3d6 Dexterity Check. He can't necessarily tell how valuable it is (that's the Assess Value Skill). Stealth Cost: 2 slots .) Recognize Value Cost: 1 slot Stealth: The character has the ability to move silently. but he can. Artist. He may also have access to priestly spells. Professional Skill: Professions not otherwise listed or noted here are covered by the Professional Skill. On a failed roll. ordained by law if in a culture that does so. Carpenter. or otherwise performing the duties of a profession. Characters with Enhanced Hearing can hear the character up to 3 multihexes away. etc. those with normal hearing can hear the character if they are actively listening and within 3 multihexes. tell valuable wine from vinegar or high value art from bad. Priest Cost: 2 slots. with a margin of success greater than the Stealth character's Dexterity Check. if a roll is required. Brewer. (If the nonlethal damage rules are used. He can also increase his leaping Movement (. Espionage: The character is skilled in low level forms of intelligence gathering. (If the optional nonlethal damage rules are used. firearms. including the ballista. using a rope. or other obstacle. Prerequisites: STR 16+ and Tough. he is better at keeping an ear open and catching gossip. messaging schedules. maintain. and can only move 1 hex per Turn).. He is capable of negotiating in any situation with no penalties for racial or societal enmity or regardless of the current level of hostility. The Engineer can also detect sappers and other types of siege tunnelling and mining. but is also knowledgeable in codes. Armourer: An Armourer can perform field repairs on and care for arms and armor (other than Fine weapons.) Tough Cost: 2 slots. He takes one point less damage from every hit in combat. and message drops. Prerequisite: Dexterity 12 or more. and is frequently portrayed by Jack Palance. Engineer Cost: 2 slots.) Very Tough Cost: 3 slots. Min. Armourer Cost: 2 slots. Engineer: This refers to military engineering. he also takes two points less nonlethal damage. INT: 10 Diplomacy: The character is skilled in the arts of formal negotiation. or other similar feats. catapult. He effectively has the Recognize Value Skill regarding weapons and armor. Min.Tough: A Tough character has had years of rough and tumble combat experience. perform full repairs. in low tech societies. he also takes 4 points less nonlethal damage. given facilities and equipment. INT 10: Acrobatics: Acrobatics allows the character to roll one fewer die on any Attribute Checks required to keep his balance.) with a successful 3d6 Dexterity Check. and can. etc. avoid falling objects. and he may be certified as a low level diplomatic functionary in societies that do such. ciphers. wet behind the ears. and use siege engines. or climb a wall... Diplomacy Cost: 1 slot. with no Attribute Check required (anyone without this Skill must roll a successful 2d6 Dexterity Check. and siege engines) appropriate to the tech level. encryption methods. Prerequisite: STR 14+ Very Tough: This character makes the Tough character look like a green troop. and covers the ability to build. In high tech societies he knows radio callsigns. Either way. Acrobatics Cost: 3 slots. and the like. trebuchet. He can also climb up a rope. tree. He is also familiar with low level diplomatic protocols. He takes two points less damage from every hit. and extracting useful information from it to pass . and has taken a few hits in his time. at a rate of 2 hexes per Turn. INT: 10. Min. crossbows. maintain footing. he is also skilled at analyzing the intelligence data he gathers. He eats cast iron for breakfast and poops out nails at lunchtime. or combat skills of any kind. or having an item of some kind that provides the ability to fly. in other words. He can mimic specific voices and accents. Espionage Cost: 2 slots. given enough time and the appropriate tools. In sword combat. Fencing is essentially a martial art form. the character must either be unarmored or wearing armor no heavier than cloth. Min. Every attempt to mimic a voice or sound is a separate roll. the character must either be a member of the Thieves' Guild. INT: 10. Characters without this Skill who are themselves flying (via spell or other means) are normally at -2 to hit with melee weapons and spells. formally studied unarmed combat form. Expert Flying Cost: 2 slots. Lockpicking Cost: 1 slot. characters without this Skill roll twice as many dice. Martial Arts I Cost: 2 slots. Expert Flying: The Expert Flying Skill reduces a flying character's combat penalties to zero. Mimic Cost: 2 slots. Prerequisite: Flying Skill. The Skill represents multiple forms. The character can only use Fencing if his Effective Dexterity is 14 or higher. Weapon Familiarity with Swords. A character with this Skill has no penalties at all in combat due to flying. Flying: The Flying Skill reduces a flying character's combat penalties. Martial Arts I: This is a basic. he is at no penalty to hit with melee weapons and spells. and the player can choose which the Skill is intended to represent. Prerequisites: Dexterity 14+.along to his superiors. to pick a lock. representing the level of Attribute Check the character must succeed at to pick the lock. . This Skill has the same cost for Wizards and Warriors. This is normally only taught by thieves. and -2 to hit with thrown and missile weapons. Flying Cost: 2 slots. silent movement. The character does one extra point of damage when fighting bare-handed. Prerequisites: Either having the Flight spell. Fencing Cost: 3 slots. In order to use any Martial Arts Skills. Prerequisites: DEX 13+ Mimic: Mimic allows the character to mimic sounds with his voice. Effective Dexterity 14+. INT: 8. and -4 to hit with thrown and missile weapons. or knowing someone who has the Flight spell. the character does double damage on a roll of 5-7 and triple damage on a roll of 3-4. having Naturalist Skill allows the character to mimic animal sounds). Locks are rated in numbers of dice. as well as other sounds he is familiar with (for instance. regardless of the type of attack used. Min. to learn this Skill. Flying creatures and members of flying races know this Skill at no cost! Lockpicking: Lockpicking allows a character. animals roll 2d6. The Espionage Skill does not include assassination methods. Fencing: The character is an expert swordsman. Human or humanoid listeners make a 4d6 Intelligence Check to avoid being fooled (rolled by the GM). studied and skilled in formal sword combat. A character with Flying has these penalties reduced by 2. or know a thief. Remove Traps: This Skill allows a character to. Prerequisite: Detect Traps Sleight of Hand: Sleight of Hand allows the character to pick pockets as well as palm small objects and perform "magic tricks" such as card tricks and the like (though it grants no ability to perform actual spells). Tracking Cost: 1 slot. He is also capable of acting as an Armourer as regards crossbows and siege . build. He is skilled at wilderness survival and recognizing creatures. and so forth. Min. and act as a construction foreman on large building projects such as houses. roll the trap's rated number of dice on a Dexterity or Intelligence Check.Naturalist: The character is knowledgeable about herbs. and monsters (but not necessarily those specially created by the GM). taking into account factors such as flooding. Remove Traps Cost: 1 slot. failure gives the victim(s) or viewers a 3d6 Intelligence Check (with a bonus equal to the margin of failure) to detect the attempt (or see how the trick was done). Tracking: Tracking allows the character to tell what kinds of creatures frequently pass through an area. he still has a chance to dodge the attack. On a particularly good roll (margin of success 5 or more) he can sell an item for up to twice its value. On a successful 3d6 Intelligence Check (rolled by the GM) he can tell what kinds of creatures have been through recently. and the like. he can recognize any normal plants. Architect/Builder Cost: 2 slots Min. animals. He is skilled with reading plans and maps. or buy one for as low as half its value (if the target also has Trading or the Assess Value Skill. If he also has the Alertness Skill. He is at +1 on all rolls involving trade. naturecraft. he is also capable of disarming traps (if you already have the Remove Traps Skill. the type of ground. INT: 10 Min. and on a 4d6 check can follow a trail (characters without the Tracking Skill roll 5d6 to follow a trail). he can make an opposed Intelligence Check). Naturalist Cost: 2 slots. or 1 slot if the character has the Lockpicking Skill. Characters without the Remove Traps Skill roll twice that many dice. he gets a 3d6 Intelligence Check (5d6 if he's running or fighting) to recognize an ambush in an outdoor area. or has some particular knowledge of the item in question. Even if he fails this roll. Trading Cost: 2 slots. Sleight of Hand Cost: 2 slots. He can also determine potential weak spots in a building. INT 11: Architect/Builder: The character can design. animals. Trading: The character is good at making deals and has some general business knowledge. when disarming a trap. cathedrals. and other buildings. castles. given either the plans or some time to walk around and examine it. Prerequisite: Literacy Artisan: An Artisan is capable of building small mechanical objects and gadgets. INT: 11. Artisan costs only one slot). The character rolls a 3d6 Dexterity Check. He can also determine the best place to construct a building. and has the equivalent of the Recognize Value Skill regarding buildings and real estate. The character is also capable of training the animals he is familiar with as if he had Animal Handling. Cost and availability of materials are up to the GM. the amount of time required is two hours for every die in all of the checks required to see. Chirurgeon: The Chirurgeon is a skilled physician. if the character with this Skill wins. eye contact. The character gets +1 on any social interaction rolls with any character who would . in an outdoor area he can gather the appropriate herbs and plant medicines to do the trick. Choose one type of flying animal to be your mount.. Prerequisite: Casual Driving Skill. and remove the trap (for example. INT: 11. a trap that required a 3d6 check to detect. he also knows which fork to use when. He can heal up to 2 points of damage to any character (lethal or nonlethal. If the GM wins. He must have a medical kit. A character with both Goldsmith and Armourer Skill can craft silver weapons (swords. rather than needing his medical kit (GM's option as to whether they're available. See below under Combat Riding for more information on the circumstances under which this Skill applies. though not STR loss due to spellcasting). daggers. the Artisan can also build them. Min. Artisan Cost: 2 slots.) Detect Lies Cost: 2 slots. INT: 11 Casual Riding (Flying Animal): This Skill is identical to Casual Riding. Intelligence (the GM rolls both sides). Detect Lies: The character has the ability to detect whether another character is lying. and a 4d6 check to remove. etc. Combat Riding Cost: 2 slots. Each use of Chirurgeon Skill takes 5 minutes. etc. Intelligence vs. he lies about whether or not the other person is lying. and every additional two factors increases the check by one die. celebrities. The Combat Rider need not make a check if only one of the factors listed in Casual Riding is present. any number of dances appropriate to the society. The Combat Rider can attack while mounted at no additional penalty. bullets. INT: 11. arrowheads. except that it applies to a flying animal of some kind. two or more is a 3d6 Effective Dexterity Check. Chirurgeon Cost: 2 slots. Goldsmith Cost: 2 slots. Prerequisite: Recognize Value High Society: This is the ability to fit in with the upper crust of society. Combat Driving Cost: 2 slots. Combat Riding applies to all animals the character is capable of riding. Prerequisite: Any Casual Riding Skill. A character with both Naturalist and Chirurgeon is an herbal healer. to keep the animal from spooking in these situations. Two or more chirurgeons cannot pool their efforts to heal a character of more than 2 points. dodge. immediately after the combat or incident in which the damage was incurred. Combat Riding: Combat Riding allows a character to ride an animal in combat or emergency situations. Min.). Besides removing traps. etc. Goldsmith: Goldsmith is the ability to craft jewelry and other small objects out of gold. because of the additional factors involved in flying. silver. and so on. under combat conditions. only that the other person is lying. it therefore costs him no actions to move his mount. INT: 11. The only difference is the higher INT requirement. and can use herbal medicines. The character knows the appropriate protocols for dealing with heads of state. a 4d6 check to dodge. would take (3 + 4 + 4) x 2 = 22 hours to build). breathing.engines. and he is skilled at controlling his mount with leg pressure and voice commands only. Min. he knows the other person is lying. Combat Driving: Combat Driving allows a character to drive a wheeled conveyance of some kind. and numerous other factors. Casual Riding (Flying Animal) Cost: 1 slot. though the default should be "yes"). and is capable of treating them as if he were a Veterinarian. (This Skill won't tell him what the truth is. old money. appropriate to the campaign's technology level. Min. based on body language. Roll a 3d6 opposed check. jewels. and to more effectively control the animal. He is capable of living off the land. what he plans to have the enemy do. each member must roll a daily 3d6 Intelligence Check or take 1 point of damage due to exposure. if he is the party leader) gets +1 on any initiative rolls. Veterinarian Cost: 2 slots.. sword and main gauche. a character without this skill can fight with two weapons that are part of a combination. Two Weapon Fighting: A character with this Skill has the ability to fight with a weapon in each hand. Veterinarian: This is the equivalent of Chirurgeon Skill. He can make camp. The character (and his party. The character can use this in combat at any scale from single to about battalion size. build a seagoing vessel of any size from small boat up to capital ship. tell edible plants from toxic. . The character can have the GM roll a 5d6 Intelligence Check to determine what the enemy (NPC) will do. Prerequisites: DEX 13+. Outdoorsman Cost: 1 slot. Two Weapon Fighting Cost: 3 slots. A character with both Tactics and Captain is eligible to command a warship.. net and trident. and is considered to specialize in naval tactics.) Shipbuilder Cost: 2 slots. unless there is at least one Outdoorsman in the party. anticipate what the enemy will do. the GM must tell the player. insufficient food and rest. and more equipment such as cranes and other heavy construction equipment. etc. and "push troops". High Society Cost: 1 slot..see this as favorable. Prerequisite: Naturalist. Wilderness travel is at half speed unless half the party or more have Outdoorsman Skill. Outdoorsman: The Outdoorsman is knowledgeable at outdoor survival. against the same or different targets. skills for all weapons used. and works exactly as that Skill does. if the party lacks appropriate camping equipment. rations. etc. build a fire in the rain. or 1 slot if the character already has Chirurgeon (a character spends 3 slots for both). paired cesti). The character can: ● ● ● Attack with both weapons. The first attack is at normal value. though -2 with anyone who is unimpressed with high society. equipment. Parry (defend) with both. truthfully. More to the point. Prerequisite: Animal Handling. sword and spiked buckler. etc. given time. Tactics: This is the ability to formulate battle plans. Tactics Cost: 1 slot. the second is at -4. etc. also. if the roll succeeds. Two Weapon Fighting can be used in combination with the Fencing talent and appropriate weapons (two rapiers or a rapier and main gauche). and is an expert at camping and surviving. more time. A character with both Diplomacy and this Skill can be posted as a diplomatic functionary to another court or government. Attack with one weapon and parry (defend) with one. (Larger vessels require larger numbers of Shipbuilders. he can fight with two weapons that aren't part of a combination (combinations are sword and dagger. used on animals. Shipbuilder: A character with Shipbuilder Skill can. snare or hunt small game animals. materials. Assess Value Cost: 1 slot. If the character knows an item is magical and knows what the enchantment is. INT: 12 Captain: This is the ability to command a ship. except that the character does 2 points of damage in combat. intelligent and non-. flying and non-. or he can hide in bizarre areas where no one would think to hide. if there is any cover at all he can hide behind it. The character can also throw a target. this acts like a shield rush. With a successful 4d6 Intelligence Check he can "break a tail" if there is someone following him. A Captain with Tactics Skill can command a warship. races and creatures. the character can hide in an area even when there is a chance someone might be able to see him. INT 12: Assess Value: A character with Assess Value can determine the value of an item. the character must be wearing leather. Prerequisite: Naturalist. He can recognize all plants. Expert Naturalist: The character with Expert Naturalist rolls one fewer die than a Naturalist in all situations related to Naturalist Skill. Expert Stealth: This is the ability to "hide in plain sight". plus at least two years on a ship. Martial Arts II Cost: 2 slots. respectively. but this Skill doesn't provide him any abilities to detect magic (though if it's a unique item with a reputation he may well know some. cloth. most.Min. and knows numerous facts about them. The character must be able to examine the item. he is at a -1 penalty. Prerequisite: Stealth Martial Arts II: Exactly like Martial Arts I. he can also make good guesses about creatures he has never before seen or heard of (4d6 Intelligence Check). but doesn't use a shield. the character can determine the value to within about 10%. any kind of vessel that takes a crew. Min. civilian or navy. Expert Stealth Cost: 3 slots.) To use Expert Stealth. or no armor. Characters with Casual Riding who meet the INT Minimum need only pay 1 slot to "upgrade" to this Skill. Prerequisite: Sailor. He can peek around corners and through windows and slightly-open doors without being seen. On a successful 3d6 Intelligence Check. (Without this Skill these checks are on 5d6 and 7d6. Expert Naturalist Cost: 3 slots. if he can't handle it but can view it. and if he can neither handle nor view it he is at -3 at best. or with a margin of success of 3 or greater within 1%. With successful 3d6 Intelligence Check. The character might be able to detect some types of hidden damage. or all of its abilities). much less look. Having a Captain grants the party +1 to initiative in any combat involving ships. Captain Cost: 2 slots. Min INT: 12. Casual Riding (All Animals) Cost: 2 slots. except that it applies to all animals. . he can determine its market value. Prerequisite: Recognize Value Casual Riding (All Animals): This Skill is identical to Casual Riding. preferably by handling it. and uses the rules for shield rush. though he won't necessarily know how to fix it. the other character rolls one additional die on their Intelligence Check. or if the item is alchemical. Mathematics Cost: 2 slots (the same for Wizards and Warriors). if the weapon was crafted by an apprentice or journeyman trained by a Master Armourer. He effectively has the Assess Value Skill as regards weapons. he can make silver weapons of Fine quality. Master Armourer: A Master Armourer is an extremely skilled and experienced Armourer. Prerequisite: Artisan Mathematics: This is knowledge of mathematics at all levels. He can always tell whether a weapon is magical. Ventriloquist Cost: 2 slots. or if reassembling an item that has been disassembled it takes a quarter the time. Prerequisite: Literacy . given the necessary equipment and facilities. He can make weapons of Fine quality. as well as at universities and other centers of learning. and by making a 4d6 Intelligence Check.Prerequisite: Martial Arts I. Chemist Cost: 3 slots. and is necessary for many scientific disciplines. Master Artisan Cost: 2 slots. He can make gunpowder weapons. Master Thief Cost: 2 slots. Min. Master Thief: The character is a master thief. he can identify the master! Master Armourer Cost: 2 slots. When lying. He can make gunpowder and other reasonably well known chemical formulae. The character rolls 1 fewer die when picking a lock or a pocket. With a margin of success of 3 or more. if he is also a Goldsmith. and on a successful 3d6 Intelligence Check he can identify the region where the weapon was made. even to someone with Detect Lies. Prerequisite: Mathematics Master Artisan: A Master Artisan is an expert in his craft. he can identify that it is an alchemical formula. Sleight of Hand Ventriloquist: This is the ability to make your voice come from somewhere else. On a successful 3d6 Intelligence Check. He can make or duplicate any weapon available at his technology level. Requires a successful Intelligence Check. he can also craft "blanks. Mathematicians are also capable of performing research and teaching in mathematical and scientific disciplines. crossbows. He can make anything an Artisan can. he can identify the enchantment. A Mathematician has all of the social advantages of a Scholar in the mathematical and scientific communities. at Fine quality. he will be able to identify which one. The character also knows the Thieves Cant." or weapons of sufficient quality to take an enchantment. A Mathematician can improve his profits by 10% through knowledge of accounting techniques. -1 for every multihex from you to where you want your voice to come from. if the weapon was crafted by a Master Armourer. Failure means no one is fooled. When building things (including traps) it takes half the time it would take an Artisan. Prerequisites: Lockpicking. he can identify a chemical formula. and siege engines. Prerequisite: Armourer. INT 13: Chemist: A Chemist is capable of identifying and creating chemical formulae (as opposed to alchemical). a disguise takes about an hour to apply. he can make a good guess as to the origin of most artifacts and magical items. On a successful 3d6 Intelligence Check. Given the appropriate materials. The Skill assumes an ability to react appropriately under emergency (though not necessarily combat) conditions. Prerequisite: Pilot Skill. Any character with this Skill can buy the Chemistry Skill at a cost of one less slot. the alchemist can. He is capable of teaching and performing research. Prerequisite: Literacy Strategy: This is knowledge of strategy and military science. Disguise: The character is capable of altering his appearance in order to deceive others. create any of the listed potions or other formulae. Pilot Cost: 2 slots. Prerequisites: Tactics. or technological in nature. Min. A generic disguise (such as a soldier or a homeless person) takes about five minutes and requires no roll.Scholar: The character is well studied and knowledgeable in the methods and protocols of academia. The GM rolls an Intelligence Check for the . magical. INT: 14. or 5d6 under combat and emergency conditions. A party that contains a Strategist recieves +2 on all Initiative in combat. Strategy Cost: 2 slots. A character with Captain and Strategy is capable of commanding a fleet. and (with a 3d6 Intelligence Check) recognize uncommon ones. This is a higher level than Tactics. given the appropriate equipment. and laboratory. Piloting: Piloting is the ability to fly a conveyance of some kind. On a 4d6 Intelligence Check. Alchemy has the same cost for Wizards and non-Wizards (3 slots). or ground troops and psychological operations). identify an alchemical potion by type and function. Min. Pilots don't need to roll an Attribute Check at all in non-emergency situations. materials. INT 14: Alchemy: Alchemy allows the character to brew potions and other magical and alchemical formulae. INT: 14 Combat Pilot: Combat Pilot allows a character to fly an airborne conveyance against other aircraft in combat conditions. Combat Pilot Cost: 1 slot. or (if the item is a chemical formula rather than alchemical) identify that it is chemical rather than alchemical. the ability to coordinate disparate operations groups (such as air and ground. and the like. even if he doesn't speak them. a Wizard with the Alchemy Skill doesn't pay any extra for Chemistry. this is to disguise oneself as a specific person. whether animal drawn. plus two years' military experience. knowledge of supply lines. 4d6 in combat conditions. Alchemy Cost: 3 slots. with a successful 3d6 Intelligence Check. and roll 3d6 in all noncombat emergency situations. and is at +1 in all social situations involving academics or other scholars. it involves coordination of troop movements at battalion level and above. Min. Scholar Cost: 3 slots. He can also. due to their similarity. See under Casual Riding and Combat Riding for the types of conditions under which this might apply. He can automatically recognize all common languages in use. the Theologian should receive about two times the bonuses. The degree to which a person attempts to disguise himself can increase the difficulty of the roll. and tells him whether or not he succeeds. Theologian Cost: 2 slots. or type of weapon. Prerequisite: Thrown Weapons Uncommon Thrown Weapon. some weapons either can't be used unskilled or can potentially injure the unskilled user (this is noted in the weapon's description). The Theologian is extremely knowledgeable in the history. to a higher degree. and knows how to use it in combat at no penalty. and rituals of his own religion and. Weapon Skills (Min. the same sex and species is 3d6. A Master Chirurgeon can brew a Healing Potion as if he were an Alchemist. as does having the Mimic Skill. INT 7 8 8 Notes Except club (no skill required) Uncommon Missile Weapon Uncommon Thrown Weapon. Costs and Minimum Intelligence scores for the various weapon groups are listed in the table below: Skill Axe/Mace/Hammer Blowgun Bola Slots 2 1 1 Min. of similar or allied religions. two of either or both can't work together to add their healing abilities). Prerequisite: Priest. customs. Master Chirurgeon: A Master Chirurgeon has all of the abilities of a Chirurgeon. Prerequisite: Thrown Weapons Weapon Category Boomerang 1 8 Bows Common Melee Weapons 2 3 7 9 . Master Chirurgeon Cost: 2 slots. INT varies): Weapon Familiarity: The character is familiar with a weapon. Changing to a radically different species (such as a human attempting to impersonate a dwarf or a giant) adds 1d6. often. Attempting to use a weapon in combat without knowing how to use it incurs a -4 penalty on all rolls to hit. and if a Priest has access to any kind of bonuses or powers. Prerequisite: Chirurgeon Theologian: This provides the same benefits as Priest. (Note that healed damage is not cumulative between Master Chirurgeons and/or Chirurgeons. and attempting to impersonate the same characteristic as one possessed by the viewer adds an additional 1d6. Disguise Cost: 2 slots.character. Using appearance altering magic or powers reduces the difficulty by 1d6. The character is more highly ranked in his church hierarchy. while changing one of these is 4d6 and both 5d6. and can heal one additional point of damage with or without a medical kit. Common Missile Weapons Crossbow Guns 3 1 2 9 7 8 Weapon Category Refers to pre-modern firearms. Weapon Category Regular cost for Wizards Uncommon Thrown Weapon Regular cost for Wizards Uncommon Melee Weapon. Part of Common Melee Weapons Regular cost for Wizards Thrown Spells Thrown Weapons 1 2 8 8 . Prerequisite: Pole Arms Prerequisite: Pole Arms Knife Lasso Longbow Missile Spells Naginata 1 2 1 1 1 7 8 7 8 8 Net and Trident Pistols Pole Arms Quarterstaff Rifles Sha-Ken Shield Shortbow Shotguns Sling Small Arms Swords 2 2 8 7 1 2 1 1 1 1 1 1 8 7 8 8 8 7 7 8 Refers to modern pistols Uncommon Melee Weapon Refers to modern rifles Prerequisite: Thrown Weapons Refers to modern shotguns. Weapon Category Weapon Category (includes Knives). Crossbows. Disengaged: A character who is not in another character's Threat Zone is Disengaged. More information on weapons. Boomerang. Thrown Knife. Pole Arms. including using them in combat. Fighting First. Grenades. may be found in the Combat section. Common Small Arms: Pistols (incl. etc. Common Missile Weapons: Includes Bows. Sha-Ken. Submachine Guns. Engaged: A character who is in another character's Threat Zone is Engaged. power level. Knives. The character doing the Engaging need not necessarily himself be Engaged. Naginata. Slings. Quarterstaff. Engage a dragon (seven hexes or more).. due to large disparities in size. prone. Net. Min. dead. Also called the character's "front hexes". fallen. It is possible that a character may be unable to Engage another. by himself. the character knows how to perform basic field maintenance and some extremely minor repairs. The cost of any of the "Common" groups is reduced if you have any of the component groups. Weapon Familiarity Cost: See table. a normal human (one hex) is unable to.. Familiarity with a weapon also provides some effective Armoury skill when using that weapon. Common Thrown Weapons: Thrown Rock. has no Threat Zone. etc. Cestus.The weapon categories are as follows: Common Melee Weapons: Includes Axe/Mace/Hammer. Uncommon Melee Weapons: Each of the following is its own Skill and must be bought separately: Blowgun. INT: See table. Lasso. Shotguns. some necessary definitions: Threat Zone: The hex immediately in front of a character. Bola. Characters who are Disengaged have much more freedom of movement than characters who . though two characters who are facing one another and are in each other's Threat Zones are both Engaged with each other. Swords. by the cost of the component groups. Spear Thrower. A character who is unconscious. Rifles. surprised. Revolvers). and the two hexes immediately adjacent to that hex. 3. the character ahead always moves first. a character does this on his turn. Characters go in order of their Effective Dexterity scores. In a chase. If two characters are tied. The initiative order determined during this Phase holds for the rest of the combat turn. with the exception of chases (situations where one character is moving and another character is trying to catch him -. Players determine which character goes first. then another's. Combat Actions: This includes fighting and casting spells. Initiative: Determine who goes first. If he moves. each of them makes a Dexterity Check. Actions are not simultaneous. 2. though for the other Phases the characters act in Effective Dexterity order. Movement: Characters take their movement actions. if it looks like a chase then it is one). see below under Combat Movement for more information. and go first in order from highest to lowest margin of success. Combat Movement Characters move in Initiative order. Spell Upkeep: If applicable. Initiative: During the Initiative phase. but fails to announce he is performing upkeep. first one character's action happens. even if a character's Effective Dexterity changes during the turn. before moving.this isn't a strict game definition. if so. 4. characters don't do anything.are Engaged. Important General Rule of Thumb: Regarding combat movement and actions. from high to low. a character . only the stated actions occur. Spell Upkeep: Some spells require spending additional Strength in order to maintain an ongoing effect. the character with the higher margin of success goes first. Phases: A combat turn is broken up into the following Phases: 1. Optional Advanced Initiative System: All characters make a Dexterity Check. During each Phase. any spell that required upkeep to continue for this turn fails. (In other words. if he was Engaged with more than one character. An Engaged character is Engaged regardless of his own facing. or ready a weapon. the main difference between a Step and a Shift is that a Shift is done while Engaged. Engaged Characters: During the Movement Phase. if a character performs a Shift action while Engaged (thus moving one hex) and then somehow stops being Engaged for any reason (the character Engaging him dies. Shift: The character may move up to one hex. For instance.can perform any action which his movement during the Turn and current circumstances allow. Combat Actions When it comes to combat. or anything else) he is now treated as a Disengaged character who has moved one hex. or kneeling position. falls over. a character is considered to be in one of two states: Engaged or Disengaged. the adjacent hex he moves to must be in all opponents' threat zones. or cast a spell. costs the character's full Movement for the Turn. Full Move: The character can move up to his full Movement. or drop. If he was Engaged with only one character. Disengaged Characters: During the Movement Phase. characters who are Engaged are much more limited in their choices. he may move to one adjacent hex in his opponent's threat zone. or dodge.) It costs the same amount of Movement as a Step (one hex in either case). An Engaged character can make one of the following types of movement actions: ● ● ● Stand up: This is identical to a Disengaged character's Stand up movement action. only characters who are Disengaged may move freely. A Disengaged character can make the following types of movement actions: ● ● ● ● ● ● Stand up: Standing up. During the Combat Actions Phase. prone. to another hex in which his Engagement status does not change. from a fallen. A Delay action can be performed after moving any amount up to half of the character's Movement score. Half Move: The character can move up to half of his Movement (round up). A character who is anywhere but in another character's threat zone is Disengaged and may move freely. or attack with a ready melee weapon or barehanded if he has a target. Jog: The character can move up to two hexes. Stand still: And use no movement. the salient feature is that another character is capable of attacking him. to wait and see what else happens during the turn. and must be done from an Engaged position to another Engaged position with the same character. disappears. A character who moves into another character's threat zone (which means the hex directly in front of that character and the two hexes on either side of it) becomes Engaged and must stop moving immediately. and can perform any of the actions available to a Disengaged character that has only moved one hex. Delay: The character can choose to temporarily end his movement. he could shoot with a missile weapon if he has it ready. a character who is Disengaged may perform one of the following actions (note in all instances the Move portion of the action has already occurred during the Movement Phase): . Step: The character can move one hex. he must be Engaged with all of the characters he was Engaged with before. Move one hex and shoot: A character who has moved no more than one hex may shoot with a missile weapon he has ready. Full move. . up to his full Movement score may do nothing else during the turn. Move two hexes and ready. A character who has not moved during the Turn may shoot at a charging enemy with a ready missile weapon. A character who has moved no more than half of his Movement may perform a Dodge action. and/or a shield. drop and/or pick up weapons. He may do nothing else. Charge and attack. A character who has moved more than half. the situations in which he can't will be specified. ready weapon. He then drops the weapon. Disengage: A character who has not moved during the Turn may attempt to move out of an opponent's threat zone. to a prone or kneeling position (the player specifies which) Half move and Dodge. and pick up any dropped weapons in his hex. A character can almost always do this.● ● ● ● ● ● ● ● ● ● Stand up: A character who is prone. A character who has moved no more than half of his Movement may drop to the ground. A character who has moved no more than two hexes may ready a weapon that is not currently ready. Shift one hex and switch: A character who has moved no more than one hex may drop a weapon he has in hand. Move one hex and disbelieve: A character who has moved no more than one hex may attempt to disbelieve an illusion (see below under Disbelieving Illusions). Half move and drop. A character who has not moved during the Turn may drop any weapon(s) he has in hand. Stand still and shoot a charging enemy. Take a breather: (Optional) A character can recover 1d6 nonlethal damage and do nothing else. and ready a new non-missile weapon. Shift one hex and cast: A character who Shifted during his Movement Phase may cast a spell. or fallen may stand up during the turn and do nothing else. A character who has already stood up during the turn may do nothing else. Shift one hex and attack: A character who has moved no more than one hex may attack with a non-missile. Move one hex and cast: A character who has moved no more than one hex may cast a spell. Stand still. He drops all weapons he has in hand that are not small HTH weapons. A character who has moved no more than half of his Movement may attack with any ready weapon except a missile weapon. Shift one hex and attack hand-to-hand: A character who Shifted during his Movement Phase may attack barehanded or with a small HTH weapon. Shift one hex and disbelieve: Identical to the "move one hex and disbelieve" action for a Disengaged character. A character who is Engaged may perform one of the following actions (note again that all movement related to these actions has already occurred during the Movement Phase): ● ● ● ● ● ● ● ● ● ● Stand up. kneeling. Shift one hex and defend: A character who has moved no more than one hex may perform a Defend action. in order to Dodge. Skill. if a target wearing Plate armor (with an armor value of 5) is hit for an attack dealing 8 points of damage. he takes (8-5) 3 points. move one hex away from the opponent. any non-ranged attack). Special note: A character who performs a Step action into another character's threat zone (thus becoming Engaged) may be treated as if he performed a Shift action. wounds. This uses up all of his movement for the turn. Attack: The character attacks another with a non-ranged attack (ready melee weapon or barehanded). a character must have a ready weapon in hand with which to parry or block the incoming attack.. and other factors. armor. dropped prone or to his knees may stand up. modified by his weapon. his attack roll is at -1 per point of difference. to a hex outside of the opponent's threat zone. Defend or Dodge: These both act exactly the same. the attacker rolls 4d6 to hit him instead of 3d6. against ranged attacks (missile attacks or thrown weapons. including ranged Spells). against hand-to-hand or melee combat (i. On a successful check. For example. Defend is used by a character who is Engaged. outside of his threat zone. been knocked down. . subtract the value of any armor. A Disengage action occurs during the Combat Actions phase rather than Movement. the character must be able to move. To Disengage. In order to Defend.e. he hits the target and rolls the weapon's damage.The actions are further explained below: Stand up: A character who has fallen. Attacking The attacker rolls a Dexterity Check. or other protective abilities from the amount of damage." actions. If he wishes to attack you he may do so. Damage When a character is damaged in combat. protective Spells.. If a target is Dodging or Defending. the result is the amount of damage the character takes. while Dodge is used by a character who is Disengaged. and can perform any of the "Shift and. Disengage: The character attempts to move one hex. regardless of your relative Effective Dexterity scores. if your Effective Dexterity is greater than his. Shoot: The character attacks another with a ready missile weapon. unless otherwise specified. a character loses 1 Movement for every 2 damage he takes (this is calculated from Strength loss. he recovers 1d6 nonlethal damage each turn. Strength loss from spellcasting is considered to be Nonlethal damage. lethal or nonlethal. A character who goes unconscious essentially spends every turn taking a breather. the character falls down automatically. he is instead moved back one hex. A character that takes 5 or more points of damage in a single Turn has his Effective Dexterity reduced by 2 for the next Turn only. He becomes conscious once he recovers more STR than the amount of lethal damage he has taken (note that that's greater than. When a character's Effective Strength reaches 1 as a result of damage. and healing spells heal Lethal damage first. if the total is 8 damage before armor but less than that after. will continue). As in the Optional Spellcasting Damage Rule. A character that takes 8 or more damage in a single Turn falls down. There are four types of attacks: ● ● ● ● Stunning. Other characters are at +3 to hit a character who is taking a breather. the character can make a Dexterity Check at -2 (no penalty if he has the Acrobatics Skill) to avoid falling down. then his breather is spoiled and he does not recover. This means he does nothing else during the turn. he dies. Optional Nonlethal Damage Rule: Damage is divided into two types: Lethal and Nonlethal. and spells that are not specified. or any spells that cost 0 STR for upkeep. If the damage is figured after armor. no fighting. A character can take a breather.Effects of Damage A character's Effective Strength is equal to his regular Strength minus the amount of damage he has taken. he falls unconscious. during the Turn. but only dies when his Lethal damage equals his Strength score. he does nothing else and recovers 1d6 worth of nonlethal damage. when it reaches 0. If he takes any damage at all through armor. do their full damage as Lethal. If using the Optional Movement Rules above. no movement. a character falls unconscious when he has taken a total amount damage (Lethal and Nonlethal) equal to his Strength. don't recalculate Movement for Strength then apply this as additional penalty!). and the same amount as Nonlethal All other attacks. If this roll is successful. which do 1/3 of their damage as Lethal and 2/3 as Nonlethal Damaging. not . which do all of their damage as Nonlethal only Bludgeoning. Armor stops Lethal damage first. no spending STR on maintaining spells (though any spells that aren't up for upkeep this turn. which do all of their damage as Lethal. which do all of their damage as Lethal Shock. Dice are additive to this. (for example. it takes 1 minute per additional STR loss to wake up. 3 points/1d6-3. a character who has taken 2 lethal damage has to recover to 3 STR or better before he becomes conscious). 1d6+2 with an additional +1 becomes 1d6+3 or 2d6-3. is now at -2 STR. 1d6+3 and 2d6-3) usually the better choice is fewer dice with the bonus. 1d6-2. Since he has taken 4 lethal damage he has to recover to greater to 5 or more STR. When a value falls on the cusp between some number of dice +3 and one more die -3. 2 points/1d6-4.greater than or equal to. This table can also be used to determine base damage done by Strength value. Example: A character with 10 STR who has taken 12 damage. 1d6. while 1d6-3 with +4 in bonuses becomes 1d6+1. 1d6+3 with an additional +4 in bonuses becomes 1d6+7 which becomes 2d6+1. A punch is considered a bludgeoning attack. the two dice column 12 plus the bonus. For instance. the progression is: 1 point. Standard Damage Progression When converting bonuses to dice. 1d6-1. A character who has gone unconscious due to taking a total of more than half his STR in lethal damage won't wake up during this combat. (For example. a character with 10 Strength (read the One die column at +4) does 2d6-2 bludgeoning damage with a punch. and so on. an additional +1 makes it 2d6-2. the 0 dice column is simply Strength equal to the listed bonus. 4 lethal and 8 nonlethal. while any other attack does damage by weapon type. so he has to recover at least 7 STR worth of nonlethal damage. while the one die column is equal to 6 plus the bonus. and so on.) . a full dice value +1 goes to the top of the next column. and he has to be receiving some kind of assistance. See the following table: Damage Progression Table Bonus: +1 +2 +3 +4 +5 +6 0 dice 1 point 2 points/ 1d6-4 1d6-3 1d6-2 1d6-1 1d6 One die 1d6+1 1d6+2 1d6+3/ 2d6-3 2d6-2 2d6-1 2d6 Two dice 2d6+1 2d6+2 2d6+3/ 3d6-3 3d6-2 3d6-1 3d6 Three dice 3d6+1 3d6+2 3d6+3/ 4d6-3 4d6-2 4d6-1 4d6 When adding bonuses to values that already have bonuses or penalties. while a character with 14 Strength would do 2d6+2. 2-handed 2-handed 2-handed 2-handed 2 handed. Length Notes 1d6-1 1d6-1 1d6 2d6-2 2d6-1 2d6 2d6+1 3d6-2 3d6-1 3d6+1 9 10 11 12 13 13 14 16 Short Short Medium Medium Medium Medium Medium Medium Medium Medium Thrown 2-handed 2-handed 1d6 1d6 1d6+1 2d6-1 1d6+2 2d6 2d6+1 2d6+2 3d6 9 9 10 11 11 12 13 14 15 Medium Medium Medium Medium Short Medium Medium Medium Medium Thrown Thrown Thrown Thrown Thrown 2-handed 2-handed 1d6-1 1d6+2 2d6-1 2d6+2 1d6 1d6+2 3d6-1 2d6+1 or as Spear 9 11 13 15 10 10 13 12 Medium Long Long Long Medium Long Long Long Thrown Thrown. Special Missile Weapons: Thrown Rock Sling Short Bow 1d6-4 1d6-2 1d6-1 9 Thrown 2-handed . Weapons Table Weapon Name Knives: Dagger Main-Gauche Swords: Rapier Cutlass Short Sword Broadsword Bastard Sword (1-hand) Bastard Sword (2-hand) 2-handed Sword Great Sword Axe/Mace/Ham mer: Club Hatchet Hammer Mace Small Axe Pick Morningstar Great Hammer Battleaxe Pole Arms: Javelin Spear Halberd Pike Axe Trident Naginata Cavalry Lance Pike Damage STR Min.Weapons The weapons available to characters in WARRIOR & WIZARD are listed in the table below. .Horseman's Bow Longbow Light Crossbow Heavy Crossbow Other Weapons Quarterstaff Net Cestus Whip Lasso Fighting Boomerang Nunchaku Spear Thrower Blowgun Dart Burning Torch Improvised Weapon Wizard's Staff Flask of Oil Poison Gas Bola Shuriken Arquebus Flintlock Pistol Grenade Petard Gunpowder Bomb 1d6 1d6+2 2d6 3d6 10 11 12 15 2-handed 2-handed 2-handed 2-handed 1d6+2 1d6-3 (See Notes) 1d6-1 (See Notes) 2d6 1d6+1 +2 to thrown spear Poison Poison (See Notes) (See Notes) 1d6 (See Notes) (See Notes) (See Notes) 1d6-2 3d6+3 1d6+2 (See Notes) (See Notes) (See Notes) 11 10 8 8 11 8 (See Notes) - Medium Short Long Thrown Thrown Medium STR Minimum is STR for spear thrown Thrown Damage based on STR Medium Short/Medium - Medium See below under Fire Damage See below under Improvised Weapon See below under Wizard's Staff See below under Fire Damage See below under Poisons See below under Bola Thrown.this refers to the name of the weapon. See below under Shuriken See below under Firearms See below under Firearms See below under Firearms See below under Firearms See below under Firearms Legend Weapon Name . it dissipates harmlessly in that case.the minimum STR required to wield the weapon effectively. until it's put out . A shield must be either slung on the back or dropped in order to use a two-handed weapon. -1 for 3 to 4 multihexes.) For a target on fire: ● ● One limb only (such as the arm): 1d6-4 per Turn. it could hit any of those other characters. If the attack misses its primary target. choose the order in which characters are targeted randomly. a weapon that is on fire does +2 damage. A thrown spell is treated identically. or with the weapon-specific Skill. at standard penalties for ranged combat. see for yourself the next time you start a fire. Thrown weapons take a penalty of -1 to hit for every hex between the attacker and the target. (Even for things like newspaper. a flaming weapon probably won't set the target on fire. except that it has no chance of hitting another target if it misses its intended. and he sets the Pole Arm to meet the charge. Missile Weapons: A missile weapon takes a -1 penalty for every two multihexes (or. until it's put out Half the body: 1d6-2 per Turn. Roll an Effective Dexterity Check for each character in the path. up to a maximum of +3 damage. one normally needs to apply the flame for a few seconds to get it to burn. the attack takes a -1 penalty for each character. Realistically. with a corresponding -1 to hit. six hexes) between the attacker and the target. A weapon may be used by a character with less STR. etc.Damage . If a character with a Pole Arm is attacked by someone Charging. Generally. . he gets +2 to his Effective Dexterity to hit the Charger. When attacking into a brawl. Two-Handed Weapons: Two-handed weapons require both hands. Strength Minimum: This refers to the minimum Strength necessary in order to use the weapon. A thrown weapon that misses its target might hit someone else. Weapon Length: Long weapons can attack an opponent up to two hexes away. Thrown Weapons: A thrown weapon may be thrown by a character with the Thrown Weapons Skill. starting with the one closest to the attacker. the attack does double damage. a burning torch is treated as if it were a club that is on fire. and the last three hexes of the attacker's movement are in a straight line (no facing changes). A character with more Strength can do more damage. if the target is highly flammable (doused in gasoline or the like) the chance is 50/50 on a successful hit. Short weapons can only attack in the same hex in hand-to-hand combat or into the next hex at a -1 penalty. see below under Attacking Into Melee for more information. a successful check means the attack misses its unintended targets. and at -1 to damage for every 2 STR less. There is no penalty against targets in the same multihex or up to two away. Attacking Into Melee: If the path taken by a thrown or missile weapon passes through any hexes occupied by other characters. -2 for 5 to 6.the number of dice rolled to determine the weapon's damage STR Min. Medium weapons can attack into the next hex. see below under Strength Minimum. at +1 for every 2 STR higher. or into a hand-to-hand brawl in a single hex. Fire Damage: Fire damage is based on the size of the fire and the amount of exposure to it. but he is at -1 to hit for every 1 STR less. Pole Arms: If a Charge and Attack action is used with a Pole Arm. and does double damage. 5d6 for whole body). 4d6 for half body. and is assumed to be worn under all other armor types. and Throws: These attacks all work similarly. or none of this damage. Running while on fire fans the flames. Slams. drop. A character moving through a burning hex takes 1d6-4 damage. The target then rolls a 3 die Strength Check (based on his unwounded Strength). Any time a character is hit in combat. subtract the armor's defense value from the amount of damage rolled. Shield Rush. medieval-type armor protects with half its value. he receives a penalty equal to the difference. (If using the Optional Nonlethal Damage Rules. Armor: Each type of armor is rated with a defense value. Firearms: This includes guns (both early and modern) and various kinds of bombs (grenades and the like). one Turn of running turns one burning limb into a half-body burn. +2 per additional hex moved through. takes 1d6 damage per turn he stays there. (A Martial Arts throw may substitute a Dexterity Check for a Strength Check. probably is not at the hot coals stage). add +1d6 to the damage (note that a hex that has just caught on fire. Cloth/Padded Armor stops 1 Lethal and 2 Nonlethal. until it's put out. stays put in a burning hex.● Whole body: 1d6 per Turn. The character must succeed on an Intelligence Check to avoid running (3d6 for one limb. Stop. A character must succeed on a 3d6 Intelligence Check to move into or stay in a burning hex. if he fails this check. A character who. or fireball. the character takes one full Turn of burning unless someone is helping. In a throw. and roll can put out a fire in one Turn. while a shield rush is the same thing only leading with the shield.) If the target is stronger than the attacker. If the fire has burned down to hot coals.) . Armor protects against all. he is down on the ground. If the character is immolated. running while burning increases whole body damage by +2 per Turn. The result is the amount of damage the character takes. or is inside a hex of fire (via the spell. Against burning attacks such as a torch. if weaker. damage stopped is Lethal damage first. armor provides its full value. In all cases. If the character is wearing armor and is dunked or soaked in gasoline or some other flammable liquid that runs inside the armor and coats the character. some. the attacker must make a successful attack roll. armor won't protect against this. because of a spell or other reason. for some reason. attempting to stop running while already doing so is at +1 die. etc. all armor types thus stop 2 Nonlethal damage in addition to their full Lethal value. he receives a bonus to his Strength Check equal to the difference. being inside a burning building. the attacker actually grabs a target and tosses him. depending on the circumstances. A character who stops in a burning hex takes 1d6-2 damage. flaming arrow.). A slam is just running into someone with a shoulder or body mass. and a half-body burn into a full body burn. any non-fireproofed. A dagger held in the left hand can be used to parry or block attacks as well. prevents shield from being slung on back See notes for Main Gauche Movement Penalty -4 -4 -4 -3 -2 -0 Notes 1 -1 or -2 Contents Main Gauche or Dagger 1 0 Encumbrance: Encumbrance can reduce a character's Effective Dexterity as well as his movement. while a shield slung on the back protects against attacks from behind only (the hex directly behind the character). (If using the Optional Movement Rules. Besides providing defense.) Armor Type: Fine Plate Plate Armor Half Plate Chainmail Leather Padded (Cloth) Tower Shield Large Shield Small Shield Spiked Buckler Full Backpack Defense Value: 6 5 4 3 2 1 3 2 1 1 DEX Penalty -2 -3 -2 -1 -1 -0 -1 0 0 0 Weight (kg) 25 25 20 15 8 7 15 10 5 6 1d6-2 damage if used as a weapon. Stops 1 hit from behind. armor is also heavy and binding. A shield held in the "ready" position protects against attacks from the character's front zone (the three front hexes). Penalties to Effective Dexterity are cumulative with the type of armor worn. the Dexterity penalty determines the movement reduction. (If using the Optional Advanced Movement Rules. and reduces both a character's ability to move and his Effective Dexterity score. movement loss does accumulate based on Dexterity penalties as well.) . movement penalties are not.A shield can be used to block attacks. and Special. Creatures of both Image and Illusion need character sheets (in part so that the lack of one is not a tipoff to other players that the construct is one of these!). An Image can never do damage. STR squared in kg Maximum lift. The INT minimum is as normal. full swimming movement allowed.sight. sound. and those hexes must be within the caster's line of sight (exception: a wizard can cast a Creation into an area under Shadow). though. and smell at the minimum.. -1 to Effective Dexterity -6 to Movement. whether Illusion. and Shadow. Creation spells have a limited range. The caster can see through the eyes of his Creations (Illusions. and Summoning. Thrown. Detection. his disadvantage is that all Skills cost a Wizard double the number of Skill slots to learn (with certain exceptions noted in the Skill descriptions). A Created creature of any kind (again. if they have eyes. Attempting to move through an Image also causes it to disappear. but does not itself disappear. or summons a creature. Missile. wall. though it acts fully under the caster's mental control.Amount Carried Effects 0-2x STR in kg 2-3x STR in kg 3-4x STR in kg 4-5x STR in kg 5-7x STR in kg None. that being in the caster's multihex plus each of the multihexes that touches it. the moving character . A Creation must appear in an empty hex (the exceptions are Rope. Images. while the subtypes are Control. this can be a living creature. after that Turn it can do everything normally. etc. a spell counts as a Skill for that character and takes three Skill slots. both are under the mental control of their caster. or Summoned) suffers from "creation sickness" and cannot move or fight during the Turn in which it was created. shadow. A Wizard can learn a number of spells equal to his INT. and Illusions/Images. Images must be of a single. Max of 10 minutes. -2 to Movement -4 to Movement. Spells. Images are effectively holograms having full sensory components -. -1 STR every 2 minutes (nonlethal/fatigue). an Image or Illusionary creature suffers from "creation sickness". Images and Illusions: Both Images and Illusions are magical phantasms. a character is either a Warrior or a Wizard. Like all Creations. Character can move 1 hex with 4d6 Effective Strength check. an Illusion causes an Image to disappear. simple object. or if it touches or hits anything (in combat or not). Warriors may learn spells. There are four basic types and three subtypes of spells. and Creations can appear in hexes occupied by them). Like all Creations. Image. whether real or illusory. -2 to Effective Dexterity -6 to Movement. No penalties. these can appear in occupied hexes. Creations are under the mental control of their caster. and Summoned creatures). otherwise no movement allowed. Two Images cause each other to disappear. and disappears if it is touched or hit. Magic As mentioned previously. Fire. and the caster can see through the eyes of Images and Illusions. but must be one object (for instance. the unreal made real by magic. The main types are Creation. and will never try to break this control. a 7-hex Image cannot be an Image of seven creatures). not unlike Skills for Warriors. but if it turns out not to be an image. These are described as follows: Creation: A Creation Spell either creates an object or substance. the Image disappears. like images. The caster himself must believe. openly in a game with a GM) rolls a 3d6 Intelligence Check for the character attempting to disbelieve. Thrown: A Thrown Spell. of Illusionary features will. as will a character who runs headlong into an Illusionary wall. Missile: A Missile Spell attacks a target with a projectile of some kind. a character falling into an Illusionary pit will fall down. A Summoned being subject to a Control spell acts in all respects as if the caster of the Control spell were the one who Summoned it. The caster (secretly. characters touching. An Illusion has no physical reality. for this reason. Instead. any Illusionary damage taken recovers at the same rate as fatigue/nonlethal damage (though it is still considered lethal. For instance. humans. it stays. or if it was not an Illusion (and the caster should not let on one way or the other). Illusionary attacks affect targets exactly as their real counterparts. and such a creature is under his mental control. and dragons may attempt to disbelieve. and the spell or weapon continues unchecked. act as if they are real. An illusion of a living creature acts exactly as the creature. for instance. it otherwise does not reach the target. the victim can still die by taking Illusionary plus real damage in excess of his Strength). nor can they attempt to disbelieve illusions. an Illusionary character will be burned by fire (whether real or Illusionary). are under the mental control of the caster. when its Summoner is killed or goes unconscious (at the end of a turn. Illusions of obviously imaginary creatures are not permitted. is a projectile that is actually physically thrown by the Wizard. as the name implies. humanoids. An Illusion may be disbelieved by an intelligent (sapient) creature. If a Missile spell or ranged weapon hits an Image. or ends in such a way as the victim knows it was an Illusion. the projectile moves to the target either magically or under its own power. to the extent they are able. otherwise the Illusion fails. An illusion of a real person has a 32-point character sheet written up for it (it can be higher if it is of someone the target knows. that character now spends upkeep to maintain the Summoning. Illusions. the caster may see through the eyes of a Summoned being. and otherwise fully controls the creature. when dismissed by its Summoner. Like other Creations. After the Illusion is disbelieved. player game. in that case it has the stats the target knows it to have). If successful (and the Illusion was in fact an Illusion) the Illusion disappears. The wizard may always target himself with a Thrown spell. but being fully mental constructs. Illusionary damage can kill a character. in a player vs. A Summoned creature disappears immediately (returning to its place of origin) when it is killed. but upon being touched it doesn't disappear. and might have its own character sheet. Summoned creatures can never cast spells of their own. and must make a 4d6 Dexterity Check to avoid falling over (the target must itself make a 3d6 Dexterity Check or fall). Summoning: Summoned creatures are brought in from elsewhere to serve the caster. If not. or when the Summoner fails to perform required upkeep on the spell. or if the caster is an NPC the GM rolls secretly. this is an exception to the general rule that Creations always disappear immediately).stops in the hex right next to the target. because of the Illusion being in the mind. or otherwise falling afoul. An Illusion must always be of something that exists somewhere. at least in part. and the character is permanently (not Illusionarily) dead. can harm and even kill targets who believe in them. . It generally follows natural law and acts in accordance with reality. in an Illusion he is casting. smell. the victim receives a 3d6 Intelligence Check to avoid being controlled. he loses that much Strength.) All attacks against the target are . including requiring him to pay the STR Cost to maintain. (It's Thrown. On a successful casting. the GM rolls an Intelligence Check for the caster. without revealing the dice result. and the fact that the creature disappears when the spell ends. STR Cost listed in the form "X + Y per Turn" means it costs X to cast and Y to keep the spell going for one Turn.) The Spell List: Min. treating the victim as if he were a Summoned creature. etc.) Detection: For all Detection type spells (usually a subtype of Special or Thrown). A spell that lists both a Duration and a STR Cost per some time frame has a base duration equal to that listed. which can include the caster. whether that movement is a Step (while Disengaged) or a Shift (while Engaged). and allow the caster to take control of an animal or humanoid. On a successful roll.) Spell Stat Block: Name: This is the name of the spell Type: Creation/Summoning. (This is the Spell Upkeep listed as phase 2 of combat. Thrown. (Summoned creatures under Control act in all respects as if the Controller had cast the original Summon. the target of the spell. the caster takes control. if he succeeds. During combat. A character can fall unconscious or even die as a result of casting too many spells! (See also the Optional Nonlethal Damage Rule. out of combat a character can cast spells at will. when the Control ends. for other creatures. the GM tells the player the truth about what the spell detects. and if he fails. or Special STR Cost: This is how much it costs to cast the spell. when the character casts the spell.Special: Special Spells are anything that is not one of these three. Spellcasting and Damage: All spells have a Strength cost. Missile. Casting a spell: In general. the caster loses 1 Strength. INT 8: Blur Type: Thrown STR Cost: 1 + 1 per Turn to maintain Blur makes it harder for others to see. Control: Control spells are a subtype of Thrown spells. so it is applied to a target. the spell dissipates and the victim doesn't remember being controlled. and an additional cost for upkeep beyond that.) Duration: This is the spell's duration in Turns. above. on a failure he lies (by generating either a false positive or a false negative). in a Combat Turn a character can move up to one hex and cast a spell. (Spells with an upkeep or maintenance cost but no duration listed are assumed to last for 1 Turn. hear. Detect Magic Type: Thrown (Detection) STR Cost: 1 Detect Magic can tell whether a target is magical. or 2 if target's full STR is 20 or greater The target drops whatever he is carrying in one hand. Drop Weapon Type: Thrown STR Cost: 1. or other jewelry. Light Type: Thrown STR Cost: 1 Duration: 1 day . The GM secretly makes an Effective Dexterity check for the caster. any Perception Checks against the target of the spell are at -4 as well.at a -4 penalty. if he fails. though it can't identify any spells. the caster detects no magic. Does not affect rings. Does not affect objects with Immunity to this spell. whether the target is magical or not. only things held in the hand. Image Type: Creation STR Cost: 1 Duration: 1 minute Image creates a one-hex image (see Images and Illusions for more details). amulets. end the spell before its duration ends. casting approximately as much light as a torch. it explodes. but don't halve movement again. The caster may. but must cast the spell again for more light. and even though it is considered a weapon he need not drop it in order to cast spells. Multiple castings of Slow Movement increase the spell's duration. who gets a 3d6 Strength or Dexterity Check to avoid this. Break Weapon. the fist does 1d6-2 damage for every point of STR spent on casting it. Staff Type: Special STR Cost: 5 The Staff spell turns any piece of wood into a Wizard's Staff. without paying any Strength to cast it (it's assumed he has cast it before beginning play. and recovering between then and now). Slow Movement Type: Thrown STR Cost: 2 Duration: 4 Turns Slow Movement halves a target's Movement for 4 Turns. anywhere within the wizard's line of sight. A Magic Fist that does 6 or more points of damage to before armor can trip the target. Magic Fist Type: Missile STR Cost: * Magic Fist creates a telekinetic fist in the air that can be used to attack with. A staff never prevents a wizard from casting a spell. if he wishes. The caster can choose the color. A wizard who knows the Staff spell may automatically begin the game with a staff if he wishes. A staff is affected by Drop Weapon. doing 3d6 damage to .Light causes a small object (fist sized or smaller) to glow. It can otherwise be used as if it were a fist. If someone other than its owner touches a Wizard's Staff. and other spells that affect weapons or wood. Avert Type: Thrown STR Cost: 2 + 1 per Turn Avert causes the target to move a minimum of 2 hexes away from the caster for every Turn the spell is active. The target can move closer to the caster during the Turn. If the victim is unable to move because of an obstacle of some kind. The victim will. if necessary.) If the Aided Attribute is Strength. Clumsiness Type: Thrown STR Cost: * Duration: 3 Turns (1 if target's STR is 30 or greater) Clumsiness reduces the target's Effective Dexterity by 2 for every 1 STR used in its casting. (The target can be the caster himself. INT 9: Aid Type: Thrown STR Cost: * Duration: 2 Turns Aid adds 1 to the target's STR.whoever touched it. but must end the Turn at least two hexes further than his closest point. disengage from combat to continue to move away. he must succeed at a 3d6 Effective Dexterity check or fall down. or INT for every 1 STR used in the casting. Confusion . any Strength not used for casting spells or taken in wounds disappears after 2 Turns. Min. DEX. at the caster's choice. Darkness Type: Special STR Cost: 1 per multihex distance + 1 per Turn past base duration Duration: 3 Turns and up Darkness darkens any light sources within range of the caster. The spell does not permit vision through or inside a hex under the Shadow spell. for instance). though they generate no light while Darkness is active. Dark Vision Type: Thrown STR Cost: 3 Duration: 1 hour The target of Dark Vision can see in any level of darkness up to total (except for magical darkness and the like). Any light-creating spells in the area continue as well. plus one per Turn duration above 3. It affects light only. combustion. for 4 Turns. . but he can maintain any spells he has already cast. though none outside of that (so it is next to useless outdoors during the daytime. for instance.Type: Thrown STR Cost: * Duration: 3 Turns Confusion reduces the target's Effective Intelligence by 2 for every 1 STR used in its casting. if a Wizard spent 4 Strength on a casting of Darkness. the laser would cease to function for the spell's duration). he could cast it to affect 3 multihexes of distance and one Turn past 3 Turns. etc. The spell can affect any or all light sources within the area. though any heat generated as a direct consequence of the light is (if the spell is cast to affect a laser. The target can't use any spells or Skills that have a minimum INT requirement greater than his Effective Intelligence. heat. until the spell ends. at no penalty. fuel or energy consumption. The Strength cost to cast Darkness is 1 per multihex of range. remain unaffected. It can be used in two modes: area and directional. fuel.Detect Life Type: Special (Detection) STR Cost: 2 + 1 per additional multihex Detect Life reveals to the caster any life forms within the spell's range. in this case. the spell can focus on a single multihex or even a single hex. Reveal Magic Type: Special STR Cost: 1 + 1 per Turn Reveal Magic reveals any secret protection spells or magic items actively in use and in line of sight within 5 multihexes of the caster. Also reveals the presence of any spells cast on an area. Summon Wolf Type: Creation . As with Detect Magic. it shows all life forms (including plants but not including microbial life or small insects) within 2 multihexes of the caster's multihex (+1 per additional Strength spent). +1 per additional multihex. Lasts for a minimum of one full Turn after it is no longer maintained. if he wishes. its continued duration is based on factors including available oxygen. The spell does not differentiate between the spells. the GM rolls for the caster and reveals the results only on a successful check. etc. the wizard can use this for any purpose from lighting a torch or pipe to filling an entire hex with burning doom. of any size up to one full hex. Fire Type: Creation STR Cost: 1 + 1 per Turn Fire creates a fire. The caster may. the cost is 2 for up to 2 multihexes range. only that there is a spell there. Used in an area. once it is no longer maintained. it won't tell the caster which spell is which. such as Slippery Floors or Sticky Floors. also focus the spell on a single type of life form. Used directionally. though it doesn't consume these things while it is being maintained. The magical fire lasts as long as it is maintained. (See Bestiary section for Wolf stats. Images. INT 10: Damage Shield Type: Thrown STR Cost: 2 + 1 per Turn Damage Shield is thrown at a target (which can be the caster). and Illusions. Dazzle Type: Special STR Cost: 3 Dazzle causes a psychic flash effect against all sighted creatures within 5 multihexes of the Wizard's multihex (but not the Wizard himself nor anyone inside that radius). see Summoned Creatures section for more details on summoning. this damage is not stopped by armor or shields. The spell affects all creatures that can see. plus 2 Strength per additional multihex. . including Summoned creatures. though it does not provide details of the creature's intent. It can also detect magical traps and other hostile spells placed on an area (though it does not detect the Ward spell). Costs 3 Strength to detect any enemies within 2 multihexes of the caster's multihex. All flashed creatures are at -3 to Effective Dexterity for 3 Turns. All other creatures in the target's hex take 1d6 damage at the end of each turn the spell continues.) Min. Detect Enemies Type: Special (Detection) STR Cost: 3 + 2 per additional multihex distance Works exactly as Detect Life except that it detects only creatures with hostile intent toward the caster.STR Cost: 2 + 1 per Turn Summon Wolf causes a wolf to appear. Trackers get a 4d6 Intelligence Check to avoid the spell. divide the distance between him and whatever he is trying to see by 100 for all visual perception purposes except direct combat. before adjustments for armor and the like. Haste Type: Thrown STR Cost: 2 Duration: 4 Turns Haste doubles the target's base Movement for up to 4 Turns. The caster and anyone with him are unaffected by this spell. Anyone passing through an area with this spell on it for a second or subsequent time has a 50% chance of being affected by it again. Casting the spell again increases the duration rather than doubling movement again. though they still need to successfully track their quarry. fork.Far Sight Type: Thrown STR Cost: 1 Duration: 5 minutes The target of Far Sight can see a hundred times farther than normal. Hide the Trail Type: Special STR Cost: 4 Duration: 1 day. Hide the Trail causes anyone attempting to follow a trail through it to take the wrong path. or intersection up to one multihex in area or seven hexes in length). or until ended by the caster/the caster's death Placed on an area (a crossroads. It does not protect anyone who is within direct sight of the tracker(s)! Lock/Unlock Type: Thrown STR Cost: 2 . Ward Type: Special STR Cost: 2 Duration: 1 day . or made through one. Summon Myrmidon Type: Creation STR Cost: 2 + 1 per additional Turn A myrmidon appears.The Lock/Unlock spell can be used to either lock a door so it can't be unlocked normally. Shadow Type: Creation STR Cost: 1 Duration: 1 minute Shadow creates a 1-multihex sphere of complete darkness. are at a -6 penalty. cliff. even in the air. but can be centered anywhere within the wizard's line of sight. A lock that has been locked with the Lock spell can still be picked. or to unlock any single lock including one that has been locked with the Lock spell.) Trip Type: Thrown STR Cost: 2. or 4 if target has 30+ STR The target falls over. This is normally centered on a ground hex. The spell does no damage directly. etc. attacks against targets inside are at -4. each application of the Lock spell adds one die to the Dexterity Check required to pick the lock (or one die to the Strength Check required to break it down!). see Summoned Creatures section for more details on summoning. once created it doesn't move. Attacks by characters inside a Shadow. he must make a 4d6 Dexterity Check to avoid falling in. The Unlock spell will either unlock one single lock or will negate one use of the Lock spell. (See Bestiary section for Myrmidon stats.. but if the target is next to a pit. The door must be physically capable of opening in order for Unlock to open it. making a hemisphere 2 hexes high in the center. It does not affect living (summoned) beings. The general look and feel of the wall is up to the caster. but all Created Walls are made out of the same material. the object disappears. it will join that wall. then only 1 hex of the object disappears.Placed on an area (up to one multihex or seven hexes in length). a Create Wall cast at an occupied hex fails. Create Wall Type: Creation STR Cost: 2 Duration: 1 minute Create Wall creates one hex worth of wall. The spell ends if the wizard moves more than 15 hexes away from the Warded area. The animal makes a 3d6 Intelligence Check to avoid its effects when the spell is first cast. nor images or illusions of living creatures greater than 1 hex. if cast at a created object larger than 1 hex. If cast at any other created object of 1 hex or smaller. Illusion . Min. the caster can cast as many Ward spells as he has STR to cast. Ward will alert the caster (even if asleep or otherwise occupied) if any creature enters or passes through the Warded area. Create Wall can't be used to entomb another character by creating the wall in his hex. INT 11: Control Animal Type: Thrown STR Cost: 2 + 1 per Turn The wizard takes control of one normal animal. Destroy Creation Type: Thrown STR Cost: 1 Destroy Creation destroys 1 hex worth of created object. creating whatever junction is necessary to attach. including summoned animals (but not images or illusions). The caster will know the creature's general intent as well. If it is cast in a hex next to where a wall was already created. the rope entangles its victim. The attacker rolls to hit the character with this spell. the missile automatically his the attacker. reducing his Effective Dexterity by 2 plus an additional 1 per Turn (making it -3 on the . (See Images and Illusions for more information. the subject of Persuasiveness rolls one fewer die on any tasks regarding persuading another character to do something. Upon successful casting. chosen by the caster. It affects missile spells and thrown and missile weapons (but not thrown spells). the illusion may be up to 1 hex in size. entangling rope. He also gets +2 on any reaction rolls.Type: Creation STR Cost: 2 Duration: 1 minute Creates an illusion of anything. Reveal/Conceal: Coming soon. Reverse Missiles can be cast secretly (see Secret Spells for more details).) Persuasiveness Type: Thrown STR Cost: 2 + 1 per Minute Duration: 1 minute For the duration of the spell. if the hit is successful. Rope Type: Creation STR Cost: 2 Duration: Until removed (see description) Rope creates a writhing. Reverse Missiles Type: Thrown STR Cost: 2 + 1 per Turn This spell causes any missiles fired at its target to reverse and hit the character who fired them. This is in all respects normal sleep. see the section on Summoning for more info as well. Summon Bear Type: Creation STR Cost: 4 + 1 per Turn Summons a bear. not even remove the rope. but also the jingling of armor. This spell does not affect creatures with 20 or more normal Strength (see also the Giant Rope spell). Only prevents direct sounds related to movement -. It does not stop noises or sounds made deliberately by the target unrelated to movement. If successful. It acts as if it were a summoned snake (see Summoned Beings). weapons. Recasting the spell before the duration ends causes the staff to remain a snake for another six turns without reverting. the rope disappears and the spell ends (all penalties go away as well). A target who is standing when hit with Sleep will fall down.) . Sleep Type: Thrown STR Cost: 3 Puts the target to sleep.). It can move and/or fight immediately after it appears. A character whose Dexterity is reduced to 2 or lower by this spell falls down and can do nothing at all.second Turn. etc. (See the Bestiary section for bear stats. -4 on the third. If killed. then making a 3d6 Effective Dexterity Check. the sounds of bumping into walls or other large objects. The victim (or anyone else) can remove the rope by doing nothing else. Staff to Snake Type: Thrown STR Cost: 3 Duration: 6 Turns The Wizard's Staff turns into a snake (see Bestiary for staff snake stats). and the target will awaken normally after several hours unless awoken first. the snake reverts immediately to a staff. Silent Movement Type: Thrown STR Cost: 1 + 1 per Turn The target of the spell moves completely silently. etc. though broken. Does not work on characters who normally have 20 STR or more. characters can talk or make other sounds.it stops footsteps. or coins. in the wizard's hex. and will only drain in increments of 5 Strength. Drain Strength Type: Special STR Cost: 0 (see description) Drain Strength drains a target's life force into the caster.Min. including due to spellcasting. or otherwise under duress). thrown. rounded down. or any nonlethal damage if using the Optional Nonlethal Damage rules). A broken weapon does half damage. and Analyze Magic will tell the character about such spells if they are present. The caster may specify specify the type of spell (such as beneficial. INT 12: 3-Hex Fire Type: Creation STR Cost: 2 Creates up to 3 connected hexes of fire (see the Fire spell and the Fire Damage section for more details). etc. from lowest INT to highest. 3-Hex Shadow Type: Creation STR Cost: 2 Creates up to 3 connected hexes of shadow (see the Shadow spell for more details). For every 5 full Strength drained from the target. The target must either be willing or under the wizard's control (tied up. one weapon (including a shield or wizard's staff) in that character's hand breaks. If not. It also only drains from one single target. . Blast Type: Special STR Cost: 2 Every creature. or in any hex adjacent to the wizard. while a broken wizard's staff is useless. all damage both done and regained is nonlethal (fatigue or exhaustion. never fractions thereof.). takes 1d6 damage. Break Weapon Type: Thrown STR Cost: 3 Cast at another character. friend or foe. but will do nothing otherwise. Analyze Magic Type: Special (Detection) STR Cost: 4 Tells the character about exactly one spell cast on an object. Does not affect magical items created with Immunity to Breakage. the wizard regains 1. the GM lies. harmful. under a Control spell. the GM truthfully explains the spell. The spell will never kill a target. if successful. Each casting tells the character about one spell. creation. always. The GM rolls a 3d6 Intelligence Check for the caster without revealing the result. Invisibility. Any attacks against him are at -6. or in ordinary darkness. Rainstorm Type: Creation STR Cost: 4 Duration: 1 minute Rainstorm creates a 1-multihex rain cloud. Remove his figure or counter from the map. Does not affect creatures with 30 STR or more. magical or not. and into his rear hex (directly behind him) as if it were a side hex. Invisibility Type: Thrown STR Cost: 3 + 1 per Turn The target of the spell becomes invisible and cannot be seen. Invisibility destroys it. See the Fire Damage section for more details. or Shadow (any). Freeze Type: Thrown STR Cost: 4 Duration: 2d6 Turns The victim cannot move or take any voluntary actions for the duration of the spell (but can see and hear. The cloud is under the mental command of the caster and can move at up to 1 hex per Turn. Invisibility also does not prevent the target from being heard. The rain puts out all fires. and is useless in darkness (except against creatures that can see in the dark). The effects of Invisibility are not cumulative with other sense affecting spells. and prevents Fireballs. Magesight Type: Thrown STR Cost: 2 + 1 per Turn The target of the spell can see objects or items under the following spells: Blur. He is completely frozen in place. and dragon fire from passing through it. lightning. disbelieve illusions.Eyes Behind Type: Thrown STR Cost: 3 + 1 per Turn The character can see into side hexes (the two hexes behind to the left and right of him) as if they were front hexes. if directed at the correct hex (attacks aimed elsewhere have no effect). Repair Type: Thrown STR Cost: 6 . Fireball Type: Missile STR Cost: 1 per 1d6-1 damage Does 1d6-1 fire damage to the target for every 1 Strength spent. and all of his movement becomes hidden (see Hidden Movement) until the spell ends. Cast on an illusion or image. or take any other actions that require no movement to achieve). as if they were never broken (in fact it will also repair incidental damage. broken items. any spells or enchantments in the item dissipate. but the Staff spell can be recast on it. but the spell does not replace or restore spells or enchantments.) Min. (A repaired wizard's staff is just a stick.) Control Person . simple (defined as having few or no moving parts). but never living creatures. multiple wizards working together to cast Repair are additive. nicks and scuffs and so on). the item is as if it were never broken. three can repair up to 6kg. and so on. 4-hex Image Type: Creation STR Cost: 2 Duration: 1 Minute Creates an image of anything up to four connected hexes in size.Repair can repair small. Control Elemental Type: Thrown (Control) STR Cost: 3 + 1 per Minute (doubled if target is STR 30 or greater) Control Elemental places any elemental under the mental control of the caster. after repair. Also note that when a magical item breaks.) It can repair broken items that are mundane or magical. (Two wizards can repair up to 4kg. Any item up to 2kg in mass can be repaired by use of this spell. except that it creates three connected hexes of wall. (See also the Control Person spell and the Control Spells section for more information. INT 13: 3-hex Wall Type: Creation STR Cost: 4 Works exactly as the Wall spell. the die roll value is reduced. A Curse is normally not visible. but if he fails he is under the wizard's control. Flight Type: Thrown STR Cost: 3 + 1 per Turn . and everything he is wearing and carrying.) Curse Type: Thrown STR Cost: * Duration: Until removed Curse affects the target with a curse. Reveal Magic or Detect Magic can tell that a spell has been cast. An image or illusion disappears immediately if targeted by this spell. The target may make a 3d6 Intelligence Check to avoid being controlled. is immune to fire damage.Type: Thrown (Control) STR Cost: 3 + 1 per Turn Control Person places any human or humanoid target (either normal or summoned) under the mental control of the caster. and an Analyze Magic will tell that it is the Curse spell. the penalty reduces the target number. damage rolls. Fireproof Type: Thrown STR Cost: 3 + 1 per Turn. and the target won't necessarily know he has been cursed. the amount of the curse is 1 per 2 STR spent on the spell by the caster. any other rolls). and for any roll in which the target wants to roll high. for any roll in which the target wants to roll low. (See also the Control Spells section for more information. Lasts until removed or dispelled by an appropriate spell. per hex of the target's size The target. The penalty always works against the target. Every point in the curse is a 1 point penalty on all dice rolls by the target (Attribute Checks. It takes a 3d6 Effective Dexterity Check to even stand up in a slippery hex. Attacks by a flying character without the Flying Skill are at -2 for melee attacks or missile or thrown spells. Images and illusions are affected by Slippery Floor. Images and illusions are affected by Sticky Floor. This defense is cumulative with all armor or other magical defense the character has. Anyone in the area must make an Effective Dexterity check to avoid falling (3d6 if standing still. so a missile attack by a flying character against a flying target would be at -8! Slippery Floor Type: Thrown STR Cost: 3 Duration: 1 Minute Slippery Floor turns one multihex worth of floor slippery. Anyone who moves into the sticky area must stop immediately. with the exception of another Stone Flesh or an Iron Flesh spell. 4d6 if moving). and vice versa. as will simply hitting the character with a weapon (on a successful 3d6 .Flight gives the target the ability to fly with a base flying Movement score of 12 (reduced normally by encumbrance). A character may crawl out without having to roll. A Sticky Floor cast on an area of Slippery Floor will fail. Sticky Floor Type: Thrown STR Cost: 3 Duration: 1 Minute Sticky Floor turns one multihex worth of floor sticky. further movement through the sticky area is at a Movement rate of 1 (or 2 for characters with 30 or more normal Strength). Stone Flesh Type: Thrown STR Cost: 2 + 1 per Turn The target of the Stone Flesh spell has 4 natural defense against all attacks. and -4 for missile attacks and thrown weapons. Stone Flesh is not obvious. Attacks against flying creatures are at -4. though. Reveal Magic will reveal the spell. this penalty is cumulative with the other penalties. Intelligence Check). (See Bestiary for Gargoyle stats. Tunnel Type: Thrown STR Cost: 10 . all telekinetic weapon use is at an additional -4 penalty.) Telekinesis Type: Thrown STR Cost: 2 per Turn Allows the caster to move objects with his mind. but needs to have the weapon skill to use them effectively. The spell is capable of affecting anything the caster can see or touch. see Summoning section for details on summoned creatures. Summon Gargoyle Type: Creation STR Cost: 4 + 1 per Turn gargoyle remains Summons a gargoyle. The telekinesis point can "float" or fly anywhere within line of sight. The wizard can use weapons via Telekinesis. except move. He can do anything else. Stop Type: Thrown STR Cost: 3 Duration: 4 Turns The target's Movement is reduced to 0 for the duration of the spell. The victim gets a 4d6 Dexterity Check to avoid this fate. (See Images and Illusions for more information. or (with the appropriate Skill) sculpt stone. Min. regardless of size. and most larger creatures with one hex taken out of them will also die.) Dispel Illusion Type: Special STR Cost: 5 Dispels all Illusion spells within 5 multihexes of the caster. affect smaller area. and the caster can also control the shape of the tunnel. INT 14: 4-hex Illusion Type: Creation (Illusion) STR Cost: 3 Creates an illusion up to 4 hexes in size.) The spell can be used on a living being to cause part or all of the creature's flesh to disappear.Duration: Permanent Tunnel turns one hex of rock or other material into air. if the caster wishes. the amount of damage taken by the target depends on the degree to which he missed the roll (missing by 5 or more results in instant death). be used to shape. (The spell can. this will kill all creatures of 1 hex in size. The spell can. especially in conjunction with Freeze or other similar spells. including the caster's own. and even then can partially avoid it. cut. the total volume of material removed is up to one full hex. if the caster wishes. Fresh Air Type: Thrown STR Cost: 2 + 1 per Minute . A target that has been affected by the Freeze spell cannot resist! GMs may wish to control the use of this spell. Spell Shield Type: Thrown STR Cost: 3 + 1 per Turn Spell Shield protects the target from any hostile spells. summoned or created beings. or to remove a Thrown spell that is already in place. All Thrown. Lightning Bolt Type: Missile STR Cost: 1 per 1d6 damage Lightning Bolt creates a bolt of lightning that arcs to a target (which may be a character or inanimate object) and damages it. Remove Thrown Spell Type: Thrown STR Cost: 2 Dispels any Thrown spell. illusions.The target of Fresh Air can breathe normally despite any circumstances that would dictate otherwise -. does not protect against damage from weapons. Destroys all magic items carried by a target killed or destroyed by the spell. surrounded by smoke or poison gas. If a target is destroyed. Missile. Only protects against the direct effects of spells. and no other type. (Note that many protective and other types of spells are of the Thrown type.being underwater.) It can be used to counter an incoming Thrown spell. etc. Affects only Thrown spells. its caster pays 1 STR). and their caster pays the full STR cost for all spells cast (exception: for Death Spell. Summon Giant Type: Creation (Summoning) STR Cost: 4 + 1 per Turn . further damage continues through to the next target. or the Magic Rope or Slippery Floor spells. and Special spells cast directly at the target fail. Summons a giant. (See Bestiary for giant stats, and Summoning section for more information.) Min. INT 15: 7-hex Image Type: Creation (Image) STR Cost: 4 Creates an Image of up to 7 hexes in size (which may be in any configuration chosen by the caster, as long as they are connected). See also the Images and Illusions section for more information. 7-hex Shadow Type: Creation STR Cost: 3 Acts exactly as the Shadow spell, except that it affects 7 hexes (which may be in any configuration chosen by the caster, as long as they are connected). Giant Rope Type: Creation STR Cost: 5 Acts as a Rope spell against creatures with 20 or more normal Strength. Against smaller creatures, it acts as two Rope spells that must each be removed (one at a time) before the victim is free. Iron Flesh Type: Thrown STR Cost: 3 + 1 per Turn The target of Iron Flesh gains 6 natural defense against all attacks; the spell is in other respects identical to Stone Flesh and works the same way. Multihex Avert Type: Thrown STR Cost: 3 + 1 per Turn Acts as an Avert spell against all of the targets in a single multihex. All of those characters act as if they are affected by Avert. Summon Small Dragon Type: Creation (Summoning) STR Cost: 5 + 1 per Turn Summons a small dragon under the control of the caster. (See Bestiary for small dragon stats; see Summoning section for more information.) Teleport Type: Special STR Cost: 1 per multihex traveled Teleport causes the caster to disappear from where he is and reappear somewhere else, without passing through the hexes in between. Teleport is not stopped by any barrier. If the caster teleports to a hex that is occupied by a solid object, he dies (as does the object, if it was alive). If the caster can see his target hex he can made a 3d6 Dexterity Check to avoid a solid object that does not take up the full hex (such as a person), but any creature of larger than one hex takes up all of every hex it occupies. An Illusion in the hex counts as a solid object for these purposes, but an Image does not (it disappears instead). Min. INT 16: 7-hex Fire Type: Creation STR Cost: 4 Like the Fire spell; creates an area of fire up to 7 hexes (these hexes may be in any configuration chosen by the caster, as long as they are connected). See also the Fire Damage section for more information. 7-hex Illusion Type: Creation (Illusion) STR Cost: 5 Creates an illusion of anything up to 7 hexes in size (these hexes may be in any configuration chosen by the caster, as long as they are connected). See also Images and Illusions for more information. 7-hex Wall Type: Creation STR Cost: 6 Works as the Wall spell, creating 7 hexes worth of wall (these hexes may be in any configuration chosen by the caster, as long as they are connected). Does not fill an occupied hex with wall, although the spell may be used to surround and entrap a target with walls. Death Spell Type: Thrown STR Cost: * Both the caster and the target immediately lose an amount of STR equal to the lower of both character's Strength scores. This means the target with lower STR dies (even if it is the caster), and the target with higher STR loses as much STR as he had. Spell Shield (q.v.) stops this spell, but no other spell does. Multihex Sleep Type: Thrown Summon Large Dragon Type: Creation (Summoning) STR Cost: 5 + 2 per Turn Summons a large dragon under the control of the caster. except that it affects every creature of up to 20 Strength in a single multihex (except the caster. Bear STR 30 DEX 11 INT 6 MOV 8 Attacks: Bite for 2d6+2 Armor: 2 natural defense Size: 2 hexes This is an ordinary bear. hungry. attacked themselves. The monsters are here for characters to fight. an animal will generally just go about its business. see Summoning section for more information. if applicable) or any single creature of up to 50 Strength. frightened.) BESTIARY This is the monster section. Animal Motivations: Some monsters are listed as having "animal motivations". Bears are unlikely to have treasure.STR Cost: 8 As Sleep. Some of these monsters may be summoned via the appropriate spell. Some. and have normal animal motivations. . or under some kind of magical control or compulsion. Unless any of these conditions apply. Animals won't generally attack unless cornered. may even have treasure for them to take. injured. defending young (especially mothers). depending on where they are encountered. (See Bestiary for stats for large dragon. Dragonskin is capable of being made into armor by a skilled tanner and armourer. Greater demons are. They are intelligent. but some may be of other colors. if bound properly. but there doesn't seem to be a correlation between dragon color and breath weapon type. Size: 1 hex Greater Demon STR 100 DEX 14 INT 20 MOV 20 flying or teleport anywhere within LOS Attacks: Claws for 4d6 Armor: Demonic flesh provides 4 natural defense. cunning. but beware the wording! Dragon Dragons are winged reptiles capable of flight. and dragon droppings (fewmets) are one source of saltpeter (used in the making of gunpowder). . and immense. They are difficult to trick. large. Size: 2 hexes Demons are pretty much pure evil. There are at least three types of dragons: small. Some dragons have different types of breath weapons. and wary. Lesser Demon STR 50 DEX 13 INT 16 MOV 16 flying or teleport anywhere within LOS Attacks: Claws for 2d6 Armor: Demonic flesh provides 3 natural defense. capable of granting wishes. Most dragons are greenish in hue.Demon There are two types of demons commonly encountered: lesser and greater. and their flesh provides 7 natural defense. They will probably know every spell. Gargoyle STR 20 DEX 11 INT 8 MOV 8 ground. 4 ground Attacks: Claws for 2d6. have breath weapons that do 6d6 or more damage.Small Dragon STR 20 DEX 13 INT 12 MOV 12 flying. breath weapon for 3d6 damage Armor: Dragon flesh provides 2 natural defense. and do not appreciate being awoken! They can't be summoned. Immense Dragon Don't bother statting out immense dragons. 16 flying Attacks: Fist or claws for 2d6 damage. They are even more intelligent than younger dragons. might not be able to claw (but if they do they do 4d6). Size: 7 hexes Large dragons are 12-18 feet in length. they have ST scores in the hundreds. . Size: 4 hexes Small dragons are 8-10' in length. Large Dragon STR 50 DEX 14 INT 14 MOV 18 flying. and many dragons have Skills and/or spells (summoned dragons will use neither). If the characters try to kill one. Small dragons are young. mountains grow up around them as they sleep for hundreds or thousands of years. are highly intelligent (20+). They are highly intelligent though do not generally use spells. They are plot devices. breath weapon for 4d6 or more Armor: The large dragon's skin provides 4 natural defense. they increase dramatically in size as they grow older. 6 ground Attacks: Claws for 3d6. Occasionally males are encountered with the pride.Armor: Stony skin provides 4 natural defense. they will be highly aggressive in this case. in the latter. they act solely under the control of the summoning wizard. plus armor type (giant size armor provides an additional +1 defense) Size: 3 hexes or more Giants are very large humanoids. . Lion STR 24 DEX 14 INT 6 MOV 12 Attacks: Claws or bite for 2d6 damage Armor: 1 natural defense Size: 2 hexes Most frequently encountered are hunting lionesses. they fight to protect their castle. or as a summoned being. Giant STR 50+ DEX 8 INT 8 MOV 15 ground Attacks: Fist for Strength bludgeoning damage. Lycanthrope For stats see the appropriate animal form. Size: 2 hexes Gargoyles are encountered either as the protector of a castle or keep. or giant sized weapon (+6 to damage per +3 hexes in size) Armor: 1 natural defense. They may be 15 feet tall or taller. plus modifications below. expelled from the pride. or (rarely) ill or insane males. and are frequently mistreated. In the former case. Males can also be encountered in gladiatorial arenas. Unlikely to have treasure and have normal animal motivations. may be encountered hunting on their own or in pairs. and are almost always persona non grata in small towns and villages. lycanthropes in animal form are not necessarily berserk killers.This is a human that can change into an animal form. stressed. These protections and abilities do not apply in human form. changing back to human form. (Combat doesn't necessarily count as extreme stress. etc. They have the normal motivations of the animal. In animal form. and may do so during other times when under extreme stress. The human form does not suffer INT loss. and one at the next full moon. or in a strong tea every night until the next full moon) gives the character another STR check. Upon reaching INT 7 it will begin to forget it was ever human. Lycanthrope characters who are hungry. werecat. lycanthropes are often hunted by those who don't understand them. frightened. Contrary to popular belief.) When under such stress the lycanthrope makes a 2d6 Intelligence Check to avoid switching forms. . it loses 1 INT per week it doesn't change back. The character automatically changes to animal form from sunset to sunrise on the nights of the full moon. Known lycanthrope types are: werewolf. wererat. Applying wolfsbane (via a poultice directly to the wound. although in either form damage inflicted on the lycanthrope by silver weapons does not heal normally (this damage heals at the rate of 1 point per week. Lycanthropy (the "curse" or disease that turns a person into a lycanthrope) is transmitted via bite. wereboar. Despite being merely humans who can shapechange into animals. and remaining that way for half the time spent in animal form. will restore all of the animal form's lost INT. any bite attack that does 1 point of damage to a human or humanoid character (after defenses) requires a 3d6 STR check after the fight is over. or 1 per day if under Spending too much time in animal form can cause deleterious effects on the lycanthrope's intelligence. though being wounded for half or more of the character's STR does. it also regenerates 1 point of (lethal) damage per Turn (any damage caused by silver weapons excepted). werebear. and +1d6 if it's within three days either side of the full moon. the lycanthrope has 2 INT less than its human form plus 3 natural defense that does not protect against silver attacks. any curse removal or disease curing magic can definitively cure the character -. and eats well that night (and especially right before sunset) it is more likely to find somewhere safe to sleep out the night than it is to go hunting. +1d6 if it's nighttime. These are not permanent losses. Lycanthropes automatically take animal form during nights of the full moon. with the added bonus of the human side's socialization.if applied before the next full moon. and at INT 6 it will not attempt to turn back to human. If a lycanthrope stays up late the night before the full moon. are as likely to attack humans as a normal animal. Failing this check causes the character to become a lycanthrope. those encountered in other situations may have some appropriate armor type. When encountered in situations other than summoning. Small STR 8 DEX 13 INT 4 MOV 6 Attacks: Bite for 1d6-1 Armor: None Size: Small (<1 hex) Due to its small size. This is an ordinary wolf. Summoned myrmidons will have no armor. Snake. Wolf STR 10 DEX 14 INT 6 MOV 12 Attacks: Bite (1d6+1 damage) Armor: 1 natural defense. and may have variation in attributes. the myrmidon may be equipped with other arms and armor. with animal motivations.Myrmidon STR 12 DEX 12 INT 8 MOV 10 Attacks: Broadsword for 2d6 Armor: None Size: 1 hex This is an ordinary human warrior. . Unlikely to have any treasure. Snakes have normal animal motivations and are unlikely to have treasure. attacks against this creature are at -2. using other combat mode (magic for warrior. and/or for successfully defending +1 point for winning the fight 1 point for. if all of the following conditions apply: (a) the Skill is DEX-based. Skill or Attribute Checks or for avoiding a fight through noncombat spell or Skill use or Attribute Checks +1 point good roleplaying bonus +1 point for a situation in which good roleplaying results in the character's defeat. or buy bonuses to spell or Skill use. for Skills like Thrown Spells and Missile Spells).EXPERIENCE POINTS Characters gain Experience Points from adventuring. Experience Points can be spent to improve Attributes. buy new spells or Skills. weapons for wizard) getting multiple hits in on one or more targets 1 point for making one or more noncombat Attribute Checks (whether or not related to Skills or spells) +1 point for doing so for making multiple spell. Spending points Buying a new Skill costs ((20 . (b) the character's DEX is higher than the Skill's minimum INT. +1 for winning a conflict through use of noncombat spell. magic for wizard) +1 point for getting multiple hits in on one or more targets. which are awarded at the end of an adventure. Points: 1 point for being involved in a fight using primary combat mode (weapons for warrior. . or requires a DEX Check (including combat Skills that use DEX). Skill or Attribute Checks on multiple occasions.character's INT) + Skill's minimum INT) * number of Slots the Skill costs You may substitute DEX for INT in here. and (c) the Skill is not a magical Skill or apply to magical combat (in other words. a character can buy bonuses that apply to casting a spell. the character must be Literate. The character's maximum number of Skills or spells no longer apply when buying additional Skills. This does not apply to rolls to hit with Thrown or Missile Spells.character's INT) + spell's minimum INT). the Attribute point costs 20 Experience Points. To buy a bonus that applies to both the basic and advanced versions of a Skill.Buying a new spell costs ((20 . or bonuses to either. These costs apply to all characters.) In order to learn new spells. the character must already have that version of the Skill. If the new Attribute point would bring the character's total points into the 31-40 range. If it would bring the character into the 41-50 range. advanced. Buying either a new Skill or a new spell requires some way to learn the spell (which means access to either someone who knows the spell. Bonuses cost 3 points times the Skill's slot cost for +1. The bonus must not duplicate an existing Skill. Buying Skill bonuses Characters can buy bonuses to Skills. Multiply the cost by 3 if the character doesn't already have at least one spell. The cost in Experience Points is equal to the spell's INT minimum for +1. if sufficient time passes during an adventure for training to occur. whether Warrior or Wizard. to a maximum of +3 to one Skill. it costs 40 . to a maximum of +3. If the Skill has an improved. assuming the character has access to the appropriate teachers and materials during that time. or expert version. Buying Spell bonuses: Similar to Skill bonuses. (It doesn't have to be noncombat time. plus time spent in training. spells. or a spellbook or scroll in which the spell is written). You may not substitute DEX for INT when buying a spell. Improving Attributes Characters can buy up their Attributes with Experience Points. spend points based on the highest slot cost of all of the Skills in the chain. . the converted character should have the Will Skill. When converting a character to Warrior & Wizard. except that it generally takes weeks (to buy bonuses) or months (to buy a new Skill or spell or increase Attributes). etc. Most games break these into two separate attributes. it costs 10 points.) Movement: Determine the character's Movement score as if he were a beginning Warrior & Wizard character. Intelligence represents all of a character's mental capabilities. or to buy up an Attribute. If the character is low enough points that it would bring him into the 21-30 range. Conversions Converting characters to Warrior & Wizard should prove to be fairly simple. but the character must specify if he's working on Strength. use the average of the character's Strength and Constitution or Health-type attributes. It's assumed that an active adventuring life will give the character opportunities to train up his Dexterity or Intelligence. In the 51-60 range it costs 80 Experience Points. Dexterity: Most games use a single Dexterity attribute. to buy bonuses to a Skill or spell. average them together. Strength represents a character's general health and ability to take damage as well as physical lifting power. average them together. And so on. and to 20 or less would cost 5 Experience Points. There are no hard and fast rules for how much time it takes to buy a new Skill or spell. Here are notes for converting Attributes based on numeric ranges: . coordination. In games that have separate attributes to reflect these capabilities.Experience Points. Intelligence: In Warrior & Wizard. Here are some guidelines: Strength: In Warrior & Wizard. agility. including willpower and social ability. (If the original character has a higher willpower-type stat. in Warrior & Wizard he should have Charisma. if the original character has a higher social stat. When converting characters from games that use more than one attribute to represent a character's reaction time. or ignore them. If converting them. or not. or Skills that cover similar areas. This will result in characters having Warrior & Wizard attributes closer to 10 than in the original game. converting the skills of characters from these games should be a matter of finding Warrior & Wizard Skills with the same or similar names. Other Abilities: If characters have other. or some other method. Skills: Many other roleplaying games are skill-based. spending points. you can either require the character to stop at 32 points (this is recommended) or allow the other characters sufficient extra points. When converting from games that don't use skill lists. divide the result by 2. Use the same method as for 3-18 (subtract 10. 0-20: These games use 0 to represent the lowest possible human score and 20 to represent the human maximum. specialized abilities. 8-14: These games don't use 8 as the minimum or 14 as the maximum. 3 is the lowest. they might be based on rolling dice to determine the attributes. You can. add 8 to the attribute. Other games: You'll want to massage the original attributes in such a way as to produce numbers where 8 is a low human value and 14-15 is very high. Use the listed values. as the Skills the original character possesses. but in them 8 is considered very low and 14 very high. if you wish. if the converted total is higher. it's recommended to require either Skill . allow the players to buy Skills using their IQ-based slots as if they were starting Warrior & Wizard characters.3-18: These games use attributes with a 3-18 range (that is. Spells: Don't worry about a strict conversion of spells. When converting. and 18 is the highest). 1-5 or 1-6: These games use lower numbers to represent the range of human ability. require the character to choose spells as similar as possible to the ones he had in the original game. subtract 10 from the base attribute. If the converted character has an Attribute point total of less than 32. and add 10). you can either find some way to convert them. and add this value to 10. allow the character to choose spells as if he were a starting Warrior & Wizard character. instead. if the original character was a wizard or other magic using type of character. you can give the character enough extra points to make up the difference. or simply allow the lucky character his extra points. divide by 2. To determine the Warrior & Wizard value. Intelligent monsters will generally have scores in the 8-14 range. Some games rate monsters with attributes similarly to characters. Natural defenses: Many monsters will have natural armor in the 1-2 range. or other kinds of natural weaponry. they are more commonly limited in uses to a few times per day. If the original game doesn't. you can simply convert the values as if they were characters.2 hexes) will have Strength scores in the 15-20 range. and flying Movement rates will tend to be about one and a half to twice normal character movement rates. Larger creatures can easily have attacks upwards of 2d6. creatures that are harder to kill may have 3 or more (monsters with 5-6 defense will be very hard to kill and should be very rare). For instance. with two exceptions: monsters that are small. 3 hexes or more) can easily have 30+ Strength. Strength points that only reflect damage value and not physical strength or power). more agile. It can be useful to compare the original damage value to a weapon's damage to find the monster's damage. Monsters that are somewhat larger than humans (such as trolls and ogres -. Natural attacks: Many monsters will have claws or large talons. in that case. some monsters might be able to throw a natural Fireball attack. it might be best to simply jot down a quick conversion and move on. Dexterity: Dexterity scores will tend to approximate human scores. goblins. nor are smaller monsters necessarily quicker. up to a total of 6 dice per day. and harder to hit will generally have higher scores. Converting Monsters When converting monsters.) Intelligence: Intelligence will tend to be somewhat subjective. Monsters that approximate human size (including humanoids such as orcs. while others might take extra damage from some attack types. . Other special abilities: Try to correlate them to spells or other abilities within the game. and the like) might have Intelligence scores of 15-30 or more. extremely useful or powerful abilities should take more slots. Very small monsters (including animals such as cats and dogs) will have attacks in the 1d6-4 to 1d6 range. demons. slower and lumbering will have lower scores. and monsters that are larger. Monsters with animal intelligence will have Intelligence scores of 6 or lower (bright animals such as primates and cetaceans may have scores in the 7-8 range. however. Very small monsters (the size of large dogs or smaller) will have Strength scores of 8 or lower. Monsters a lot larger than humans (twice human height/eight times human mass or larger. Some monsters might take half damage from some attack types (or from everything but some attack types). while very intelligent and/or powerful monsters (such as dragons. that larger monsters are not necessarily slower or less dexterous. Don't try to overthink it. and so forth) will have comparable Strength scores. (Note. some additional guidelines are in order.or spell slots. Some monsters have wings or other natural flight ability. Instead of requiring Strength to fuel these abilities. bite attacks. it may be more useful to use the following guidelines: Strength: Strength depends largely on the monster's size. or in some cases even if it does. Some monsters that are harder to kill might have this reflected by a higher Strength (or hit point) score rather than natural defenses. GMs can give very small monsters that may be harder to kill additional "hit points" (effectively. or more if they are truly sapient and/or magically enhanced). 0 United States License. WARRIOR & WIZARD is a trademark of Christopher A. Use of the WARRIOR & WIZARD trademark is under a separate license. Goodwin.Legal Stuff WARRIOR & WIZARDTM System Reference Document Copyright 2008 by Christopher A. WARRIOR & WIZARDTM is licensed under a Creative Commons Attribution-Share Alike 3. . Goodwin.
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