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  • Core Rules

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    Table of Contents

    ALPHA ARKANA ......................................................... 3

    ATTRIBUTES ................................................................ 6

    THE CHARACTER RACES ........................................ 8

    SOCIAL STATUS ........................................................ 11

    SKILLS AND OCCUPATIONS ................................. 12

    SKILL LISTS ............................................................... 19

    SKILL DESCRIPTIONS ............................................. 21

    HURTING, MAIMING, AND KILLING: ................. 24

    FISTICUFFS AND OTHER FUN THINGS .............. 26

    MAGIC AND SPELLCRAFT .................................... 29

    RELIGIONS AND CHURCHS................................... 36

    EQUIPMENT AND STUFF ........................................ 40

    DICE & DESTINY ....................................................... 45

    WILDERNESS TRAVEL............................................ 49

    EXPERIENCE & ADVANCEMENT ........................ 51

    INDEX........................................................................... 52

    TABLE 1. MOVEMENT RATES ............................................. 6

    TABLE 2. ACTIONS FROM ATTRIBUTES ............................... 7

    TABLE 3. PERSONAL ENCUMBRANCE ................................. 7

    TABLE 4. MAGICAL APTITUDE ........................................... 7

    TABLE 9. SKILL BONUS FROM INITIAL STUDY ................. 12

    TABLE 10. EXPERIENCE SKILL BONUS ............................. 12

    TABLE 11. LETTER CODE FOR NEW SKILLS ..................... 12

    TABLE 12. INITIATIVE MODIFIERS .................................... 24

    TABLE 13. RANGE PENALTIES TO STRIKE ......................... 25

    TABLE 14. MOVEMENT PENALTIES TO STRIKE ................. 25

    TABLE 15. MAGICAL APTITUDE ....................................... 29

    TABLE 16. SPELL DRAIN .................................................. 29

    TABLE 17. MAGICAL REFRESH RATE ............................... 29

    TABLE 18. POWER BY SPELL TYPE ................................... 30

    TABLE 19. LEARNING NEW SPELL MODIFIERS ................. 30

    TABLE 20. NUMBER OF SPELLS AT CREATION .................. 30

    TABLE 21. SPELL CASTING MODIFIERS ............................ 30

    TABLE 22. CRITICAL SPELL SUCCESS ............................... 31

    TABLE 23. FUMBLES WITH POWER ARKANA .................... 31

    TABLE 24. FUMBLES WITH ENERGY ARKANA .................. 31

    TABLE 25. FUMBLES WITH MENTAL ARKANA .................. 31

    TABLE 26. FUMBLES WITH PHYSICAL ARKANA ................ 31

    TABLE 27. GENERAL ADJUSTMENTS FOR ENCHANTMENT 33

    TABLE 28. MATERIAL ADJUSTMENTS FOR ENCHANTMENT

    ................................................................................ 33

    TABLE 29. TIME REQUIREMENTS FOR ENCHANTMENT ..... 33

    TABLE 30. RUNE CRAFTING MODIFIERS ........................... 34

    TABLE 31. POTION DISTILLING MODIFIERS ...................... 34

    TABLE 32. BANISHMENT EFFECTS.................................... 35

    TABLE 33. ALTER WEATHER ABILITY .............................. 37

    TABLE 34. WEAPON COSTS & WEIGHTS .......................... 41

    TABLE 35. ARMOR PROPERTIES ....................................... 42

    TABLE 36. SHIELD PROPERTIES ........................................ 43

    TABLE 37. HELMET PROPERTIES ...................................... 43

    TABLE 38. PRICE MODIFIERS FOR CLOTHING ................... 45

    TABLE 39. DIE ROLL MODIFIERS ...................................... 46

    TABLE 40. PAIN & INJURY ............................................... 47

    TABLE 41. CRITICAL COMBAT SUCCESS ........................... 48

    TABLE 42. MELEE FUMBLES ............................................ 49

    TABLE 43. MISSILE FUMBLES ........................................... 49

    TABLE 44. EXPERIENCE & ADVANCEMENT ...................... 51

    TABLE 45. EXPERIENCE AWARDS .................................... 51

    Authors: Trey Coonrod & Keith Wykowski Cover Art: Rachael Bright Interior Art: Matt McGinn, Rachael Bright Play testers: Deirdre Whitford, Maria Cross, Chris Boge, Matt McGinn First Printing 1999 Copyright 1999 J Keith Wykowski & Trey Coonrod All rights reserved under the Universal Copyright Convention. No part of this book may be reproduced in part or whole, in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews.

    In memory of M. Lee Potter, Jr.

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    ALPHA ARKANA

    No one knows what existed in the beginning. All that is known is that what is now called the Alpha Arkana was the first spell. It was the spell of creation. It was what created the universe. In the moments after the casting of the Alpha Arkana, the newborn universe was awash with magical energy. In these first moments of existence, the beings now called gods became. They were not born. One moment there was nothing but magical, chaotic energy. The next moment these beings existed. It is said that they numbered more than the stars in the sky or more than the grains of sand in a thousand beaches. With existence came consciousness. With their consciousness, they sought to absorb as much of the surrounding magic that they could. Unfortunately, this brought strife. The beings, each striving to gain as much power as they could, began to war among themselves. This war no mortal can imagine. This was a war of survival, for each and every single of these beings. They died at each others hands, the victor gaining in strength and power. There were no alliances. There were no treaties or cease-fires. The surviving beings speak of the war lasting what was for them, an eternity. Eventually there were few left. Of the countless beings that had existed, only eleven remained. Each individual was too powerful for any other to destroy without aid, and none sought to work together. These remaining beings agreed not to end their struggle, but to change it. Instead of attempting to destroy each other, they agreed to create, and play, a game. In creating their game, they first created the area of play. This is our world, called Selan. For the very first time, the eleven beings worked together. The creation of this world required it of them. After the creation of the world, they created the four elements: air, earth, fire, and water. To these elements they each gave a minute fraction of their beings, giving the four elements minds and wills of their own. The four elements were given free reign to shape the world as they chose. Thus were the oceans and continents formed. With the lands and the waters created, the surviving beings next created the plants and animals of the world. One of them, in particular, played a major role in this. Even to this day, he is worshiped as the god of nature. Finally, the ten of the eleven beings sought to create the pawns of their game. They each attempted to create their own, distinct type of creature. Some also worked with others to create more. There were many that were deemed unsuitable to use. The pecks were too weak willed and cowardly. The elves were too unreliable, due to the relatively great power and intelligence that

    they were given. There were many others that were created, and each had some flaw that made them unusable for the game. However, the supposed failures out-numbered the successes. The failures were not destroyed. The deities, as they now called themselves, decided to let their misshapen children roam free, and do as they chose. The few successes that they had are todays major races. Finally, the deities decided upon the rules of their game. No mortal knows how the deities play their game. The deities have never told. All that is known is that the game is still in its early stages. The deities were on the verge of beginning their game, when other beings came to them and their pawns. These beings called themselves angels and demons. They claimed to have been at war with each other longer than the deities had existed. However, despite their long conflict, neither race had ever been able to gain a lasting advantage over the other. They came to the gods both to offer and ask for assistance. The angels came from a world that they called Elysium. They believe in justice and virtue. They do not often interfere with the mortal lives of Selan. When they do, it is considered a portent of great events, both wonderful and terrible. The demons claim to come from a world named Gehenna. In all intents and purposes, they are the direct opposite of the angels. They believe in cruelty, and are instinctively sadistic. They enjoy coming to Selan to interfere with the lives of the mortals. This interference is never for the good. Any person who is powerful enough can summon

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    both angels and demons. They can also be held at bay or driven away. The gods sometimes send one on a specific mission. However, both the angel and the demon races have their own agendas, which have nothing to do with the game of the deities. It should also be noted that the four elements, each of which was given life by the gods, have their own worlds. Each of these worlds is representative of the controlling element. Mortals of Selan can summon small pieces of the elements beings to control. These fragments of the four major elements are commonly called elementals.

    THE DEITIES OF SELAN

    Each of the eleven gods has taken a name for itself, and with the name, a personality and sphere of control. Alrothna is the goddess of knowledge. It is

    believed that she suffered greatly in the war of the deities, for she is always envisioned as being blind, with both hands crippled.

    Khadina is worshipped as the god of death. He is not thought of as evil, because all mortal things eventually die. However, he is the least worshipped of the gods.

    Kreeng is the deity of all things associated with the night and darkness, such as love and romance, as well as murder and theft.

    Lilith is the only deity that is considered evil. She is worshipped as the goddess of pain, suffering, chaos, and treachery.

    Loreth is the god of the natural world. He was the one who created most of the plants and animals of this world.

    Marach is the goddess of oceans, seas, and weather. She is worshipped both by sea men and by farmers.

    Mures is the only deity who is considered to be good. He is worshipped as the god of life and healing.

    Piccor is known as the god of magic and light. It is believed that he is the most powerful of the gods, but does not use his power directly against the others.

    Sullum is worshipped as the god of justice. He is also the patron god of the EGathin Empire.

    Synnia is known as the patron goddess of craftsmen and merchants.

    Toln is the god of war. It is believed that there is a twelfth deity. This being has never made his presence known to either mortal or god. The gods can sense the power of this lost god, but cannot locate it.

    THE HISTORY OF SELAN

    What happened in the formative times of

    the world is known only in myth and legend. There are few actual facts that are known, and these are jealously guarded secrets. However, what is known is that there was once a mighty empire, jointly ruled by two of the most ancient and powerful of races: the dwarves and the elves. The dwarves and the elves had created a vast underground empire. No one knows for sure how far it had reached, but it hypothesized that it would have covered at least a third of the surface world. Together the two races built their mighty fortresses and palaces using armies of slaves from all other races. For thousands of years their empire grew. With it grew their egos, and their lust for even more power. The elves strove to expand their magical powers to the utmost, creating most of the spells in use today and many that have been forgotten. They worked with the fabric of creation to shape the world around them. The dwarves, on the other hand, decided to follow the road of science and technology. They invented, designed, and built colossal machines of steam, and clockwork. Their lives were rooted in the physical aspects of reality, and they strove to rebuild a world of logic. The two races began to argue which way was better. Relatively soon, within a couple of hundred years, there was a definite schism between the two races. The allies became bitter enemies. Thus followed a war that was long by any standards. No one knows how it was fought, or what weapons were used. What is known is that each race inflicted so much damage upon the other that neither would ever become a major power in the world again. Much knowledge, magic, and technology were forever lost in their war. Eventually, the war was ended when the surviving elves were forced to the surface world, and the remaining dwarves moved deeper underground. The elves sought to rebuild their former power. They found that the surface world was ruled by hundreds of city-states of varying sizes and abilities. The elves set about conquering some of the smaller city-states, and then signing peace treaties with the larger and more powerful ones. The elves, which live for thousands of years, made plans of betrayal and treachery that would not come to fruition for a few hundred years. This suited them, for they were a patient people.

    Within a couple of thousand years, they had built for themselves a vast empire whose influence stretched over more than half of the known world. During this time, they secretly sought to destroy any bit of advanced technology, which had come so close to annihilating them. For the most part they were successful. Several times had explosive black powder been discovered, and several times had there been villages, towns, and even cities that had been reduced to dust, with not a single soul surviving. The surface empire of the elves lasted for several elven lifetimes. During this time, they had mighty cities built all across the land. Once again slaves of all races did the actual construction. And again, the elven rulers sought to expand their knowledge of the magical world. Unfortunately, they also grew bored, and turned to cruelty and sadism to pass the time of their long existence. Thousands of slaves died at the whim of their elven masters, who would perform vile experiments upon them to

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    satisfy their boredom. Their cruelty became the elves undoing. The rebellion began at a small chateau that one elf lord had had built to get away from the cities. No one knows the exact details of what happened, and the legends and myths are too numerous and varied to give any clue. What is known is that a gladiator he owned killed the elf lord. The gladiator then raised an army, and marched forth to inflict as much damage to the Elven Empire as he could before he was killed, or so he believed. There are two reasons that the Elven Empire fell. The first, and more obvious, is due to their own internal politics. None of the elven lords thought that he or she should have to quell this latest rebellion, and they bickered and negotiated on the subject until it was almost too late. At this point, the rebel army was literally at the front gates of their capital. The second reason for the fall of the Elven Empire is not quite so obvious to the majority of the populace of the world. There were constantly rebellions rising up against the elves. However, all of these lost momentum and were quickly destroyed within a year or two. To the elves, a race that lives for thousands of years, two years is inconsequential. The elven lords all believed that this was just another small rebellion, and was hardly worth mentioning. The Great Rebellion, as it has been called, used the indecision and hesitation of the elven masters to their advantage. The leader, today known as Tahlin, was able to find, and convince, a great wyrm dragon to aid him. Tahlin also called upon the gods to aid him and his army, but it is said that only Sullum answered. Curiously, the

    records also tell of a wandering craftsman that forged Tahlin a suit of armor, a sword, and a shield, and then wandered off, never to be seen again other than in stories. Legend claims that when Tahlin had all three together, he could defeat an entire army alone. No one knows for sure, for the three items were lost upon Tahlins death. The Great Rebellion was fought over fifteen years. At the end of it, the last of the elf lords were either killed or scattered across the world. Tahlin returned to where the rebellion had started, and founded a city there. That city became the capital of the new empire, and was called EGath. The new empire has stood for 2326 years. A human emperor rules it with his family, who claims that Tahlin was their ancestor. This claim has gone undisputed for as long as any person can remember. However, all is not well in the world. The EGathin Empire, as it is named, is only a fraction of the size of the old elven empire. The rest of the land has been claimed by city-states of varying sizes, or has been reclaimed by wilderness. Also, for over 1500 years, the rulers of the empire have treated only humans, motul, and goblins as citizens. All other races are considered to be below them. Racism and prejudice run rampant throughout the major cities of the empire. As yet, slavery is still outlawed, but that may change. For now, the EGathin Empire is strong and mostly beneficial in nature. However, there are always problems and catastrophes that occur, and that must be dealt with. Wars must be fought, assassinations must occur or be prevented, and trade must flow to all corners of the world.

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    THE CHARACTERS OF THE GAME

    Each player must create a character in order to play. Like in any good movie or novel, the more thought and time that is placed into the character the more alive that character will seem. Each character will have several characteristics that will determine his or her abilities. These are detailed below.

    ATTRIBUTES

    A characters attributes determine his or her abilities before, or without, skills, equipment, or magic. They describe, among other things, how strong, fast, and intelligent the character is. The attributes are:

    AGILITY (AGL): A measure of a characters poise,

    grace, and general fleetness of foot and leg.

    AWARENESS (AWA): This attribute determines how aware a character is of his or her surroundings.

    DEXTERITY (DEX): This is a measure of a characters hand-eye coordination and sense of touch.

    HEALTH (HEA): This attribute rates a characters physical health and fitness.

    INTELLECT (INT): This attribute measures a characters intelligence, memory, and general mental power that can be used to solve problems.

    STRENGTH (STR): This is a measure of the raw physical power that a character has.

    WILLPOWER (WIL): This is a measure of a characters force of will. It is used to stand up to frightening situations and to save against spells.

    The above attributes are determined by rolling 8D10, once for each attribute. The values rolled are placed in whichever attribute desired by the player. However, there are three attributes that are also needed, but these have some strange aspect about them, which is why they are determined separately. BEAUTY (BEA): A measure of how attractive a

    character is. This attribute is based upon

    a humans sense of beauty. This attribute cannot be increased through

    the use of skill slots during the game. This attribute is determined by rolling 9D10, + racial modifiers.

    CHARISMA (CHA): This attribute is a combination of a characters leadership ability and like-ability. The higher a characters charisma, the greater the chance that people will do what he or she wants. This attribute starts at 35+1D10, + racial modifiers. This attribute changes during the game at the discretion of the game master.

    LUCK (LUC): Luck is an intangible attribute. It will affect almost all die rolls that a player will make for his or

    her characters. This attribute cannot be

    changed through the use of skill slots during

    the game. It is determined by rolling 9D10, + racial modifiers.

    SENSES & OTHER CHARACTER

    CHARACTERISTICS

    Once a characters attributes are determined, there are a few other characteristics that must be determined. The initial values are based upon the attributes of the character.

    DAY VISION: This is how far the character can see. In

    actual play, the character can see farther than this value, but this is only as far as the GM needs to draw out the map. The characters day vision is based upon the characters race.

    NIGHT VISION: This is similar to the characters day vision. The difference is that this is used during nighttime, or when there is very little light. There must be at least some light to be able to use night vision. This sense will not work if there is no light at all.

    HEARING: This is the characters sense of hearing. It is a modifier to the characters AWA attribute. To use, the character must take of his or her AWA attribute, and apply the modifier. This is the percent chance that the character has to hear a sound that he or she is not actively listening for. The modifier is based upon the race of the character.

    SMELL/TASTE: This is the characters ability to smell or taste something. It is used exactly like the characters sense of hearing. The modifier is also based upon the characters race.

    INJURY POINTS (IP): This is the amount of physical abuse and injury a character can withstand before falling into a coma and dying. It is equal to a characters HEA attribute, plus 1d10 + 1/10

    th HEA

    at certain levels. MOVEMENT (MOV): This determines how far a character

    can move in one round. It is measured in feet per round (FPR). Each value should be rounded to the nearest 5 ft.

    Table 1. Movement Rates

    NO. OF FEET MOVEMENT

    AGL + HEA 2 Run

    AGL + HEA 2 x .75 Trot

    AGL + HEA 4 Jog

    AGL + HEA 8 Walk

    NUMBER OF ACTIONS: Some characters will be able to

    perform more actions in a round than others. To

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    determine the number of actions that a character can make in one round, add together the characters AGL+DEX. Then consult the table below. More actions will be gained as the character grows in experience.

    Table 2. Actions from Attributes

    AGL + DEX INITIAL ACTIONS

    02 150 1 151 + 2

    CARRY WEIGHT: This is the number of pounds

    a character can carry. The more a character carries, the slower he or she can move. The chart below shows the amount that can be carried, the maximum the character can move and a penalty to the number of actions that the character can make.

    Table 3. Personal Encumbrance

    LBS. CARRIED MAX. MOV ACTION PEN.

    STR + HEA 4 Run -0

    STR + HEA 2 Trot -0

    STR + HEA x .75 Jog -1

    STR + HEA Walk -2

    HEALING INJURY: When characters become

    injured, they must spend time healing and recuperating. Healing spells and potions only heal injury. They do nothing for fatigue, soreness, and stiffness. During an adventure, all of the injury taken should be added together for each character. This is called Accumulated Injury. At the end of the adventure subtract the characters Health from this total. The remainder is the total accumulated injury that must be healed before the adventurer is in top physical condition. For each day of complete and total rest, the character will heal 1D10 + 1/10 HEA injury points. Actual current injury is healed first, accumulated is healed second.

    MAGICAL ABILITY: Magic is very real in this

    game. Many occupations rely upon some sort of magical skill. To determine how much magical ability that a character has, add together his or her INT+WIL. Note that the Cast Spells appropriate to the arkana must also be known to cast spells.

    Table 4. Magical Aptitude

    INT + WIL INITIAL ARKANAS

    02 130 None 131 150 1 Arkana 151 170 2 Arkana 171 190 3 Arkana

    191 + 4 Arkana

    Physical Spells are spells that affect a persons body or the

    physical aspect of objects. Such spells include healing injury, temporarily increasing a physical attribute, or causing a physical object to crumble.

    The Mental Arkana spells affect the mind or the senses of one or more beings. Such spells include paralysis, blindness, illusion, or the ability to see or hear better than normal.

    Energy Spells harness the powers of nature for fantastic, and often destructive, purposes. These spells include such things as causing explosions and hurling lightning bolts.

    The spells of the Power Arkana are potentially the most powerful. These spells combine aspects of the other three Arkana. Power spells include teleportation, flight, or causing another spell to become permanent.

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    THE CHARACTER RACES

    In this game, there are many races of

    sentient beings. Some are available to the players as character races. This section covers information on those races. The races available are: Goblins are considered to be the quickest of all of

    the known races. However, they are easily distracted, and usually too trusting for their own good.

    Humans are by far the most numerous of the races. Their kingdoms and territories stretch over more than half of the land area in the world.

    Legyre are large feline creatures, resembling humanoid cougars. They prefer to live in hills and forests, but are not strangers to cities. They are carnivorous.

    Motul are often described as big, dumb, and ugly. The problem is that they are quite intelligent, although somewhat clumsy. They are humanoid, and prefer to go about their business at night.

    Nogashim are warriors, born and bred. They are very strong and tough. However, they despise magic, and those who use it.

    Secota are humanoid mouse-like creatures. Quick-witted and cunning, they would rather avoid trouble. However, they will not back down from a challenge and will fight in unconventional ways.

    Vartith are canine beings. They prefer the outdoors, but can be found in cities and towns. They generally have a pack mentality, and can be very loyal to their friends.

    Each race will have modifiers to their attributes. The standard, normal bonus is +10. Below are listed the races, with their attribute bonuses and other natural abilities. Also listed are the occupations that are available to the race.

    GOBLINS

    Physical Description: The average goblin stands about 3 tall, and weighs about 85 lbs. They are short squat humanoids with an incredible range of skin colors. The average goblin is a dark green hue, but pink, blue, and yellow goblins have all been identified. The coloration of a goblin never changes through life and seems to be a part of family heritage. Personality / Culture: Goblins tend to be very carefree and have a certain lack of self-control. Extremely curious, they have a fascination for shiny objects and the newest discovery. Their attention span is very short and can often be derailed by something more interesting. The goblin temperament ranges from cute and carefree to nasty, brutish and short. Most of the difference is upbringing and society more than any inherent hostility towards the world in general. Most goblins on Selan live in the EGathin Empire with the humans and motul. They follow the same laws, have the same customs, and enjoy the same privileges as the others. Their height does earn them more than a little derision from other citizens, but many have learned that short guys fight dirty. Occupations: Archer, Bandit, Explorer, Healer, Minister, Ninja, Ranger, Rogue, Scout, Seafarer, Sorcerer, Spy, Thief, Warrior, and Winju.

    Table 5. Racial Attribute Modifiers

    Race AGL AWA BEA CHA DEX HEA INT LUC STR WIL

    Goblins +15 +10 +5 +10 +15 +15 +5 +10 +5 +10

    Humans +10 +10 +10 +10 +10 +10 +10 +10 +10 +10

    Legyre +15 +10 +10 +5 +12 +10 +6 +10 +12 +10

    Motul +5 +10 +5 +10 +0 +20 +13 +10 +15 +12

    Nogashim +10 +10 +5 +5 +10 +15 +5 +10 +15 +15

    Secotah +12 +14 +5 +11 +15 +5 +13 +10 +0 +13

    Vartith +12 +13 +5 +8 +12 +11 +5 +10 +12 +12

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    HUMAN

    Physical Description: Humans range in height anywhere from 5 to 66 and weigh an average of 160 lbs. Their skin tones are almost as varied as the goblins but tend to be more subdued and earthy. Colors range from an albino white to a dark shade of ebony, with all sorts of tans and browns. Personality & Culture: The EGathin Empire is the predominant habitat of humans on Selan. Full members of the Empire, they take great pleasure in exercising and maintaining that power. Very serious and disciplined, humans often take great pains to maintain traditions and customs that seem to be a part of themselves. Rumors have surfaced that this very single-minded outlook may not be a racial trait and may only be true for those living in the empire. Occupations: Humans can be any occupation listed.

    LEGYRE

    Physical Description: Legyre resemble cougars. The average legyre stands about 60 tall, and weighs about 180 lbs. Their bodies are covered in tan, light brown, dark brown, or black fur. Their eyes are any shade of green, yellow, blue, or violet. They do not have tails. Personality & Culture: Not fans of large sprawling cities, they do live in small towns, villages, and communities. A portion of the racism shown towards them originates from their belief in situational ethics. This extremely loose sense of honor does not appeal to the other races, especially the motul.

    Occupations: Archer, Bandit, Civil Enforcer, Druid, Explorer, Guard, Minister, Ninja, Rogue, Scout, Seafarer, Sorcerer, Spell Sword, Thief, Winju, and Warrior.

    MOTUL

    Physical Description: Motul are a large humanoid race. Their hair is either black, or a shade of gray or white. Their skin is any shade of gray, dark green, maroon, or dull yellow. Their eyes are always black. They stand about 70 tall, and weigh about 250 lbs. Personality & Culture: The EGathin Empire is the predominant habitat of motul on Selan. Full members of the empire, they are considered the most noble and honorable of the empires inhabitants. They are also the least racist towards non-citizen races such as the vartith and secotah. Occupations: Adept, Bandit, Civil Enforcer, Druid, Guard, Healer, Minister, Minstrel, Protector, Ranger, Seafarer, Sorcerer, Spell Sword, Warrior, and Wizard.

    NOGASHIM

    Physical Description: The nogashim are large reptilian creatures. They stand at least 6 tall, and weigh about 180 lbs. Nogashim are covered in scales, which are usually a shade of blue, green, or gray. Their eyes are always golden. Personality & Culture: These primitive tribal warriors originate from the Dragons Mouth desert. Their life in this harsh brutal landscape mirrors their culture. Very territorial and suspicious, they have little reason for leaving their homes. However when they do venture outside their lands most other races stay out of their way. Occupations: Archer, Bandit, Guard, Ninja, Protector, Ranger, Scout, Seafarer, and Warrior.

    SECOTA

    Physical Description: These large rat-like beings stand about 56 tall, and weigh about 95 lbs. Their fur, which covers their entire bodies except for their tail, palms of hands and feet, can be various shades of brown, black, and in rare cases, white. Their large eyes are usually some shade of brown or black, although blues, greens, and pinks do appear once in a long while. Personality & Culture: Within the EGathin Empire the Secotah are thought of as lying, cutthroat

    Table 6. Racial Senses

    Race Day Vision Night

    Vision Hearing

    Smell &

    Taste

    Goblins 150 ft 5 ft + 10 + 5

    Humans 100 ft 0 ft + 5 + 0

    Legyre 120 ft 60 ft + 10 + 5

    Motul 60 ft 120 ft + 5 + 0

    Nogashim 100 ft 20 ft + 15 + 5

    Secotah 100 ft 100 ft + 15 + 10

    Vartith 100 ft 100 ft + 10 + 10

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    creatures both in business and in war. They will use every dirty trick, any lie, any trap that they can think of to gain the upper hand in any situation. Preferring to use traps and natural defenses rather than fight, they are also considered to be worse than cowardly. Occupations: Adept, Archer, Civil Enforcer, Healer, Minister, Minstrel, Ninja, Rogue, Scout, Sorcerer, Spy, Spell Sword, Thief, Winju, and Wizard.

    VARTITH

    Physical Description: They generally stand 58 to 63 and weigh close to 170 lbs. Their short covering of fur tends to conceal a very muscular and limber form. Resembling wolves, the Vartith have been confused with the far more feral and dangerous werewolves. Their fur is usually gray, white, or brown with a section of differing fur right in front of their chest. Personality & Culture: The Vartith live in a very tribal culture. Clans, tribes, and oral traditions reach back before the time of the Elven Empire. They are far from nave, being very wary of intruders, strangers, and anything unknown. Once

    their loyalty is gained, and it is rarely given, the Vartith will fight to the death to protect their friends. Music with a strong beat or percussion is always at their festivals, ceremonies, and gatherings. These events often involve large numbers of clansmen and are loud boisterous affairs. Vartith in the empire still love their entertainment and try to ignore their current situation by drinking and enjoying what they can. Occupations: Archer, Bandit, Civil Enforcer, Druid, Explorer, Guard, Healer, Minister, Minstrel, Protector, Ranger, Rogue, Scout, Sorcerer, Spell Sword, Thief, and Warrior.

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    SOCIAL STATUS

    After the player

    determines which race her character will be, roll on the following tables to discover the characters social status. These tables are designed to help flesh out a characters childhood history and adolescence.

    The first roll is a 2d10 roll for the social status of the character. This is her station in life based upon her parents. This is the current social status of the parents just before beginning the adventuring career. If a table requires a re-roll, consider that the social status before the change to the current status.

    Escaped Slaves were either raised in

    captivity or have been condemned by the state for a crime. In either situation the character has escaped from that predicament days or weeks before the campaign begins. Escaped slaves will never begin with any standard occupational equipment. Serfs are a step above escaped slave. Their parents are very poor peasants tied to the land given them by their lords. Freemen & Craftsmen are one of the most common social classes to become adventurers. They are wealthier and more prestigious than the serfs are.

    Gentry are the minor functionaries of the government. They keep the day to day tasks running smoothly and easily. The nobility is the ruling class and rarely allows their children to adventure outside the safety of their homes. Each begins with shiny new weapons and armor if the occupation grants such.

    Each background is based off of the lifestyles and how the inhabitants gain wealth and food. After the background is determined, roll a final time to discover the beginning wealth of the character.

    Table 7. Random Social Class

    Die Roll Social Class (2d10) Background (2d10) Wandering (1d10)

    1 ---- ---- Mercenary Band 2 Escaped Slave Farming Village Mercenary Band 3 Escaped Slave Farming Village Minstrel Band 4 Serf Farming Village Actors 5 Serf Farming Village Artisans 6 Freeman City Dweller Charlatans 7 Freeman City Dweller Merchants 8 Freeman City Dweller Merchants 9 Freeman City Dweller Evangelists 10 Craftsman Forest / Wilderness Brigands 11 Craftsman Forest / Wilderness ---- 12 Craftsman Fishing Village ---- 13 Craftsman Fishing Village ---- 14 Craftsman Fishing Village ---- 15 Craftsman Mining Village / Town ---- 16 Craftsman Mining Village / Town ---- 17 Gentry Nomad / Gypsy ---- 18 Gentry Nomad / Gypsy ---- 19 Nobility Seagoing Nomad ---- 20 Nobility Roll on Wandering ----

    Table 8. Starting Money in Silver Talons

    Backgrounds Social Status

    Slave Serf Freeman Craftsman Gentry Nobility

    Farming Village 1 2 1d10 1d10 2d10 4d10 5d10 City Dweller 3 4 1d10 3d10 5d10 8d10 12d10 Forest / Wilderness 1 1d10 1d10 1d10 3d10 5d10 Fishing Village 1 2 1d10 1d10 3d10 4d10 5d10 Mining Village / Town 2 3 1d10 2d10 4d10 6d10 10d10 Nomad / Gypsy 1 1d10 1d10 3d10 3d10 Re-roll Seagoing Nomad 1 1d10 2d10 3d10 3d10 Re-roll Mercenary Band 2 3 2d10 3d10 4d10 5d10 8d10 Minstrel Band Re-roll 1d10 1d10 3d10 4d10 Re-roll Actors Re-roll 1d10 1d10 2d10 4d10 Re-roll Artisans Re-roll 1d10 2d10 3d10 4d10 Re-roll Charlatans 2 3 1d10 2d10 4d10 6d10 Re-roll Merchants 1 2 2d10 3d10 5d10 6d10 Re-roll Evangelists 0 1 1d10 1d10 1d10 1d10 Re-roll Brigands 2 3 2d10 2d10 2d10 Re-roll Re-roll

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    SKILLS AND OCCUPATIONS

    Each character begins the game with 15 skills: 3 A code skills, 3 B code skills, 4 C code skills, and 5 D code skills. A skills are those that the character is best at, and are easiest to improve, followed by B skills, then C skills, and lastly, D skills. Skills are rolled with percentile dice, and scoring under the skills rating, or percent. At the start of the game, the character may not have very high ratings, but these can be increased over time. When the character is created, all of his skills are equal to of the skills applicable attributes added together, and divided by the number of attributes used. For example, most Combat skills use only 2 attributes: DEX and LUC. To determine the base percent of one of these skills, take of the characters DEX, and of the characters LUC, add them together, and divide by two. The resulting number is the skills base percent. Other skills will require the use of three or even four attributes. When the base percent is calculated, a bonus is added. This bonus is dependent upon the letter code of the skill.

    Table 8. Skill Bonus from Initial Study

    Skill Code Initial Bonus

    A +20

    B +15

    C +10

    D +5

    An A code skill will receive an initial bonus of +20. B code skills will receive an initial bonus of +15. C skills will gain +10, and D skills will receive +5. This is an initial bonus only, and is not added to skills that the character gains during the course of the game. Also, each character will have three slots. Each slot can be used to increase 1 attribute or skill a certain amount.

    Table 9. Experience Skill Bonus

    Skill Letter Code Bonus

    A Skills + 5

    B Skills + 4

    C Skills + 4

    D Skills + 3

    Attributes + 3

    Each slot can add +5 to an A skill, or +4 to a B or C skill, or +3 to a D skill or attribute.

    How the player uses the slots is up to him or her. More slots will be gained as the character raises in experience levels.

    NEW SKILLS

    During the course of the game, characters will want to acquire new skills. Spending 1 slot can do this. The initial skill rating of the skill is equal to the of the attributes applicable, averaged together. The letter code of the skill is also determined by the base percent of the new skill.

    Table 10. Letter Code for New Skills

    BASE PERCENT LETTER CODE

    23 + A

    18 22 B

    10 17 C

    9 or less D

    Once the base percent and letter code have been determined, the character may also use another slot to increase the skill.

    INCREASING SKILLS

    Whenever a character has gained enough experience points, he or she will raise in level. At each level, he or she will gain 7 slots. Each slot can be used to increase a skill or attribute by the indicated amount, based upon the letter code of the skill. Treat all attributes as D code skills. Only 1 slot can be used in each skill, once per level. For example, a warrior character has just gained a level. He decides to increase his skill with swords, which is an A code skill. He can use 1 slot to increase his skill by +5 percent. However, he cannot use another slot in this skill until he has reached the next level. He can increase up to 7 skills and/or attributes in this way. Any SKILL that a slot has not been spent on will automatically increase by +2.

    SPECIALIZATIONS

    Characters can choose to specialize in a certain aspect of a skill, such as specializing in using long swords over swords in general. When specializing, the character has a bonus to his or her skill, but only when the specialization is being used.

    To gain specialization, the character must spend slots. The first slot spent will grant a bonus of +2. Every additional slot will give an additional bonus of +1. No more than 1 slot can be spent in a single specialization at each level, although a player can use multiple slots to specialize in multiple skills. The maximum that a specialization can be raised to is +15.

    OCCUPATIONS

    What follows is a list of occupations. The player must choose one for his or her character. Attributes: These are the two attributes that are most

    important to the occupation. The player may

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    divide 10 points between the two attributes, any which way he or she chooses.

    Spell Craft Type: This rating describes what type of spell casting ability the occupation has. Types A are the most powerful, B readily adapt to magic, and C must are the least powerful.

    Extra Actions: Each occupation will gain extra actions as the characters rise in ranks. Each occupation will gain extra actions at different levels.

    A+B Skills: This is a list of skills that must be placed into the characters A or B skills.

    C Skills: This is a list of skills that must be placed into the characters C skills.

    D Skills: This is open to any skills that the character may wish to choose.

    Equipment: This describes any equipment that the character class will automatically have. Anything beyond what is listed must be bought with the characters own money.

    ADEPT

    Adepts are masters of magic. They spend all of their time improving and expanding their knowledge of all things magical. They would rather spend their time learning new spells than working and making money. While not very powerful in the way of physical might, they can, and will use their magic to perform any task that they wish, including destroying anything that gets in their way. Adepts will learn any Arkana of magic. Attributes: INT + WIL Spell Craft Type: A Extra Actions: 7, 15, and 24 A+B Skills: Learn Spells, 4 Magic skills, and 1 skill

    of choice. C Skills: 2 Magic skills, 1 Knowledge skill, and 1

    skill of choice. D Skills: Any 5. Equipment: The adept begins the game with a

    small backpack, a small belt pouch, a sleeping bag, flint and steel, 1 weeks worth of provisions, 50 ft of rope, and 3 torches. The character also has a number of 1-use scrolls, whose total spell powers cannot exceed 8. The adept also begins the game with a number of rune stones whose total spell powers cannot exceed 8.

    ARCHER

    Archers are specially trained soldiers. They are taught to use the bow, crossbow, and

    thrown weapons better than they can use melee weapons. Their philosophy is to strike from a distance, because in personal combat one can get hurt. Archers typically choose the Defensive Tactics skill as their primary A or B skill of choice, as well as Climbing and Camouflage. For hand weapons, archers prefer small to medium sized weapons that require the use of one hand, as opposed to larger weapons. Attributes: DEX + STR Spell Craft Type: C Extra Actions: 6, 15, and 23 A+B Skills: Bow Weapons, Thrown Weapons, Riding, 1

    Combat skill, 1 Physical skill, and 1 Wilderness skill.

    C Skills: 3 Combat skills and 1 skill of choice. D Skills: Any 5. Equipment: The character begins the game with a small

    backpack, a small belt pouch, flint and steel, 1 weeks worth of provisions, 50 ft of rope, a sleeping bag, and 3 torches. The archer character also starts off with 1 bow or crossbow. The character will also have 1 quiver of ammunition. Roll 1D10:

    1 Short Bow

    2 3 Long Bow 4 5 Re-curve Bow 6 7 Light Crossbow 8 9 Medium Crossbow 10 Compound Bow

    There is also a chance that the archer will have 1 suit of armor. Roll 1D10:

    1 2 No Armor 3 5 Padded Armor 6 8 Leather Armor

    9 Cuir-bouilli Lamellar

    10 Studded Leather

    BANDIT

    Bandits are also known as highwaymen. They attack people and caravans on roads to steal what they need or want. They are a combination of a thief and ranger, combining skills of each. Bandits prefer to attack from hiding, often setting ambushes for unwary travelers. Bandits will use any weapon they want. Attributes: AWA + STR Spell Craft Type: C Extra Actions: 6, 14, and 22 A+B Skills: Camouflage, Riding, 2 Combat skills and 2

    Wilderness skills. C Skills: 2 Combat skills, 1 Wilderness skill, and 1 skill of

    choice. D Skills: Any 5. Equipment: The bandit begins the game with a small

    backpack, flint & steel, a small belt pouch, enough provisions for 1 week, 50 ft of rope, a sleeping bag, 3 torches, 2 weapons (which he must have

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    skill for). There is a chance that he or she will have a suit of armor. Roll 1D10.

    1 3 No Armor 4 5 Padded Armor 6 7 Leather Armor 8 9 Cuir-bouilli Lamellar 10 Studded Leather

    CIVIL ENFORCER

    Members of this occupation are either part of a police force, or part of the local criminal guild. Either way, they use their skills to get what they want. In the case of the police force, this is preventing crime and solving disputes. Members of the criminal guild usually strive for the same goals. However, they work outside of the law, and usually against the police force. They also charge (extort) for their services. Keep in mind that not all members of the police force are good, and not all criminals are bad. Attributes: CHA + STR Spell Craft Type: C Extra Actions: 6, 15, 23 A+B Skills: Brawling, Defensive Tactics,

    Interrogate, Streetwise, 1 Combat Skill, and 1 Skill of choice.

    C Skills: Notice Ambush, Realize Worth, and 2 skills of choice.

    D Skills: Any 5. Equipment: The civil enforcer character owns a

    small backpack, a small belt pouch, flint & steel, provisions for 1 week, 50 ft of rope, a sleeping bag, and 3 torches. He or she also has a set of brass knuckles, and 1 other weapon that he or she must have skill in. There is also a chance that he or she will own a suit of armor. Roll 1D10.

    1 3 No Armor 4 6 Padded Armor 7 8 Leather Armor 9 10 Cuir-bouilli Lamellar

    DRUID

    Druids are those persons who worship and protect nature. They dislike sportsmen, but many druids realize that people need meat to survive. Druids are versed in the arts of healing and making medicines out of herbs and plants. Most druids study the magical Arkana of Physical and Power spells. Attributes: AWA + WIL Spell Craft Type: B Extra Actions: 7, 14, 21 A+B Skills: Foraging, Herbalism, Sense Aura, First

    Aid, and 2 Wilderness skills of choice. C Skills: 3 Magic skills, and 1 skill of the players

    choice. D Skills: Any 5. Equipment: The druid character begins the game with a

    small backpack, a small belt pouch, flint & steel, 50 ft of rope, a sleeping bag, 3 torches, enough provisions for 2 weeks, and 1 bag of medicinal herbs.

    EXPLORER

    There are vast tracts of land that are unsettled or unexplored. The explorers job is to wander the land, making maps, locating good places to build cities, and to lay down trails. Kingdoms employ most, although there are many who work freelance. Attributes: AGL + HEA Spell Craft Type: C Extra Actions: 6, 25, 23 A+B Skills: Climbing, Swimming, Riding, Orienteering, and

    2 skills of the players choice. C Skills: Navigate, Sailing, and 2 skills of the players

    choice. D Skills: Any 5. Equipment: The explorer begins the game with a medium

    backpack, a small belt pouch, flint & steel, 50 ft of rope, a grappling hook, a sleeping bag, 3 torches, and 2 weeks of provisions.

    GUARD

    This occupation is a form of warrior. They have been trained to guard a person, place, or thing. Their training revolves around awareness and stamina. They do

  • -15-

    not look for trouble, mainly because trouble finds them on the job. When guards do fight, they fight defensively, trying to protect themselves and who or what they are guarding. Attributes: AWA + HEA Spell Craft Type: C Extra Actions: 6, 15, 23 A+B Skills: Notice Ambush, Notice Traps,

    Defensive Tactics, and 3 Combat skills of choice.

    C Skills: Riding, Interrogate, and 2 skills of choice. D Skills: Any 5. Equipment: The guard character begins the game

    with a small backpack, a small belt pouch, flint & steel, provisions for 1 week, 50 ft of rope, a sleeping bag, and 3 torches. The guard also begins the game with 1 suit of armor and 1 weapon. The weapon can be any that the character has skill in. For the armor, the player should roll 1D10.

    1 Padded

    2 3 Leather Armor 4 5 Cuir-bouilli Lamellar 6 7 Studded Leather 8 9 Cuir-bouilli Studded 10 Chain Mail

    HEALER

    Healers will heal almost anyone, without expecting payment in return. This makes them very popular among the poor, who will usually go out of their way to find, or help, a healer. Healers do not believe in fighting, although many will learn the Defensive Tactics skill. Healers will almost always study spells from the Physical Arkana. Very few will study Energy spells, for almost all of those spells cause injury and damage. Attributes: AWA + INT Spell Craft Type: B Extra Actions: 6, 15, 23 A+B Skills: Sense Aura, Sense Disease, Sense

    Injury, First Aid, Herbalism, and 1 skill of the players choice.

    C Skills: 2 Magic skills, and 2 skill of the players choice. D Skills: Any 5. Equipment: The healer character begins the

    game with a medium backpack, a small belt pouch, flint & steel, 50 ft of rope, a sleeping bag, 3 torches, 2 pouches of provisions, 1 bag of medicinal herbs, 1 healing pouch. The healer also begins with a number of healing potions whose total powers of spells cannot exceed 5. This can be 1 5

    th power spell potion, or 5

    1st power spell potions, etc. There is also

    a slight chance that the healer will have 1

    suit of light armor. Roll 1D10.

    1 7 No Armor 8 9 Padded Armor 10 Leather Armor

    MINISTER

    Ministers are active members of the church of one of the deities. Each minister will have special powers or abilities, which are dependent upon which deity he or she is a disciple of. Each church also has certain drawbacks and obligations that MUST be adhered to by the minister character. To see what powers and restrictions each church has see the section titled Religions and Churches.

    Attributes: CHA + WIL Spell Craft Type: B Extra Actions: 7, 14, 21 A+B Skills: Lore: (whatever the characters religion is), and

    any that are allowed/given by their church. C Skills: Astrology, 1 Social skill, 1 Knowledge skill, and 1

    skill of choice. D Skills: Any 5.

    Equipment: The minister begins the game with a holy symbol of his or her church, a prayer book of his or her church, a small backpack, a small belt pouch, flint & steel, provisions for 1 week, 50 ft of rope, a sleeping bag, and 3 torches. Any other equipment that the character will have is dependent upon his or her church.

    MINSTREL

    The minstrel is a wandering musician. They travel from place to place, plying their trade for money, fame, and new songs. However, due to the nature of their chosen trade, they also gain information about the lands that they travel through. Although most of it is rumor, or common knowledge, the minstrel can often figure out what is truly happening. Minstrels that have made names for themselves are sometimes invited to work at a nobles court. Attributes: AWA + CHA Spell Craft Type: C Extra Actions: 6, 15, 23 A+B Skills: Play Instrument, Singing, Negotiate,

    Streetwise, and 2 skills of choice. C Skills: Language, Lore, and 2 skills of choice. D Skills: Any 5. Equipment: The minstrel begins the game with a medium

    backpack, a medium belt pouch, flint & steel, 1 weeks worth of provisions, a sleeping bag, 2 torches, a set of nice clothing (for performances), an instrument, and 1 knife. Also, there is a chance that the character will have a light suit of armor. Roll 1D10.

    1 4 No Armor 5 7 Padded Armor

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    8 10 Leather Armor

    NINJA

    Ninjas are either assassins or thieves, depending on who is asked. They are trained for stealth and combat. When on a mission, ninjas prefer to not attract attention to themselves. For this reason, many become masters of disguise. When they fight, ninjas will use any weapon at hand, preferring one-handed weapons. If no weapon is to be found, they will use their own bodies. A typical ninja philosophy is Hit them first, hit them fast, hit them where it hurts. For a ninja, anything goes in combat. Attributes: AGL + DEX Spell Craft Type: C Extra Actions: 5, 11, 17, 23 A+B Skills: Martial Arts, Defensive Tactics, 1

    Combat skill, and 1 Covert skill. C Skills: 1 Covert skill of choice, 2 Combat skills of

    choice, and 1 Physical skill of choice. D Skills: Any 5. Equipment: The ninja character begins the game

    with a small backpack, a small belt pouch, flint & steel, enough provisions for 1 week, 50 ft of rope, a sleeping bag, and 3 torches. He or she also owns 2 weapons that he or she must have skill in, and there is a chance that he or she will own a light suit of armor. Roll 1D10.

    1 2 No Armor 3 5 Padded Armor 6 8 Leather Armor 9 10 Cuir-bouilli Lamellar

    PROTECTOR

    Protectors are the soldiers of the churches. They place the welfare of their churches above the welfare of the empire. They can guard temples, priests, caravans, or be sent to convert people of other beliefs. They are devout worshipers of their chosen religion, although they do not gain any special abilities. However, they are given free room and board, and training. Attributes: STR + WIL Spell Craft Type: C Extra Actions: 6, 15, 23 A+B Skills: Lore:(whatever the characters church

    is), Riding, Defensive Tactics, and 3 Combat skills of the players choice.

    C Skills: Interrogate, 1 Language skill, and 2 skills of the players choice.

    D Skills: Any 5. Equipment: The protector character begins the

    game with a small backpack, a small belt pouch, flint & steel, enough provisions for 1 week, 50 ft. of rope, a sleeping bag, 3

    must have skill in, and a suit of armor. For the armor, roll 1D10.

    1 3 Leather Armor 4 7 Cuir-bouilli Lamellar 8 9 Studded Leather 10 Cuir-bouilli Studded

    RANGER

    Rangers are outdoorsmen. They prefer life in the wild, where their skills and abilities can be put to good use. Rangers do hunt, but only when they need to. This means that rangers will hunt for food, and not for sport. Many view rangers as more combative and physical druids. This is not so. They do share some of the same beliefs, but rangers are more practical. Rangers want to preserve wild, but will use it to live off of. Rangers often become proficient in the use of the bow and one-handed weapons. Attributes: HEA + INT Spell Craft Type: C Extra Actions: 6, 15, 23 A+B Skills: 2 Combat skills, 1 Physical skill, 3 Wilderness

    skills. C Skills: 1 Physical skill, 1 Wilderness skill, and 2 skills of

    the players choice. D Skills: Any 5. Equipment: The ranger begins the game with quite a bit of

    equipment. He or she automatically has a medium backpack, a sleeping bag, flint & steel, a small belt pouch, enough provisions for 2 weeks, 50 ft of rope, 3 torches, a hatchet (used as a tool), 2 weapons, and there is a chance that he or she owns 1 suit of armor. For the armor, roll 1D10.

    1 2 No Armor 3 4 Padded Armor 5 8 Leather Armor

    9 Cuir-bouilli Lamellar

    10 Studded Leather

    ROGUE

    Rogues are either thieves with combat skills, or warriors with covert skills. They prefer use their skills for missions that require finesse as well as power. Some rogues can be quite charismatic and swashbuckling, while others can be little more than bullies. Rogues prefer one-handed swords to other weapons. Attributes: DEX + HEA Spell Craft Type: C Extra Actions: 6, 12, 18, 24 A+B Skills: Streetwise, 3 Combat skills and 2 Covert skills. C Skills: 1 Social skill, 1 Physical skill, and 2 skills of

    choice. D Skills: Any 5. Equipment: The rogue begins the game with a small

    backpack, a large belt pouch, flint & steel, provisions for 1 week, 50 ft of rope, a sleeping bag, 3 torches, and 2 weapons, which the

  • -17-

    character must have skill in. The character also has a set of lock picks. There is a chance that the character will have a suit of light armor. Roll 1D10.

    1 2 No Armor 3 4 Padded Armor 5 6 Leather Armor 7 8 Cuir-bouilli Lamellar 9 10 Studded Leather

    SCOUT

    The scout character is trained to make accurate observations of a place in as little time as possible, and without being seen. They usually work with an army, reporting to the commander of the army about terrain, fortifications, and troop positions. However, they also will work for any group that is in need of advance information. Attributes: AGL + AWA Spell Craft Type: C Extra Actions: 6, 12, 18, 24 A+B Skills: Orienteering, Hide, Camouflage,

    Stealth, and 2 skills of choice. C Skills: Climbing, Tracking, and 2 skills of choice. D Skills: Any 5. Equipment: The scout character begins the game

    with a small backpack, a small belt pouch, flint & steel, 50 ft of rope, a sleeping bag, 3 torches, 1 week of provisions, and 2 weapons of the characters choice. There is also a chance that the character will have a suit of light armor. Roll 1D10.

    1 3 No Armor 4 6 Padded Armor 7 8 Leather Armor 9 10 Cuir-bouilli Lamellar

    SEAFARER

    Seafarers make their living working on ships. They travel quite a bit, and are often able to see the world. There are actually three types of seafarers: Marines, who are employed by military navies for combat at sea; Pirates, who fight and steal from ships that they come across; and sailors, who are the average crewmembers. They dont usually see much combat action, but are indispensable to sea captains. Attributes: AGL + STR Spell Craft Type: C Extra Actions: 6, 14, 22 A+B Skills: Climbing, Navigate, Sailing, Swimming, and 2

    skills of choice. C Skills: Gambling, Predict Weather, and 2 skills of choice. D Skills: Any 5. Equipment: The seafarer character begins the game with

    a small backpack, a small belt pouch, flint & steel, enough provisions for 1 week, 50 ft of rope, a sleeping bag, 3 torches, and 1 weapon. There is a chance that the character will also have 1 suit of light armor. Roll 1D10.

    1 4 No Armor 5 6 Padded Armor 7 8 Leather Armor 9 10 Cuir-bouilli Lamellar

    SORCERER

    Sorcerers are wandering magic users. They rarely stay in one place for long. They are probably the most adventuresome of the major spell casters. Sorcerers will study any Arkana of magic, although the Mental Arkana is a popular one. Attributes: DEX + INT Spell Craft Type: A Extra Actions: 6, 15, 23 A+B Skills: 3 Magic skills, 1 Combat Skill, 1 Covert skill,

    and 1 skill of choice. C Skills: 1 Wilderness skill, 1 Physical skill, and 2 skills of

    choice. D Skills: Any 5. Equipment: The sorcerer begins the game with a small

    backpack, a small belt pouch, flint & steel, provisions for 1 week, 50 ft of rope, a sleeping bag, 2 torches, and 1 weapon that he or she has skill in. He or she also has a number of 1-use scrolls whose total spell powers cannot exceed 6. Also, the sorcerer has a number of rune stones whose total spell powers cannot exceed 4. Finally, there is a chance that the sorcerer will have 1 suit of armor. Roll 1D10.

    1 5 No Armor 6 8 Padded Armor 9 10 Leather Armor

  • -18-

    SPY

    Spies are gatherers of information. They will use any means they deem necessary to gain what they need, or want, to know. Most prefer to sneak into a home or office to gain what they want, while a few have been known to abduct a person and use torture. Spies can find work in large cities, usually being paid to use their skills against merchants or local nobility. Attributes: CHA + DEX Spell Craft Type: C Extra Actions: 6, 12, 18, 24 A+B Skills: Defensive Tactics, 1 Combat skill, and

    any 4 Covert skills. C Skills: 1 Combat skill, 1 Covert skill, 1 Guild OR

    1 Knowledge skill, and 1 skill of choice. D Skills: Any 5. Equipment: The spy begins the game with a small

    backpack, 1 large belt pouch, 1 small belt pouch, flint & steel, provisions for 1 week, 50 ft of rope, a sleeping bag, 3 torches, and 1 weapon. To determine if the spy character has any armor, roll 1D10.

    1 4 No Armor 5 7 Padded Armor 8 10 Leather Armor

    SPELL SWORD

    Spell swords are warriors who have been taught to use magic in combat. Many generals and lords fear Spell Swords, yet will pay almost anything to gain their allegiance. A single squad of Spell Swords can turn the tide in major battles. Spell Swords will almost always study spells from the Arkana of Energy, followed by the Physical Arkana. Attributes: DEX + WIL Spell Craft Type: B Extra Actions: 6, 12, 18, 24 A+B Skills: Riding, Defensive Tactics, Sword

    Weapons, 2 Combat skills of choice, and 1 skill of choice.

    C Skills: Learn Spells, 1 Magic skill of choice, and 2 skills of choice.

    D Skills: Any 5. Equipment: The spell sword character

    automatically owns a small backpack, a small belt pouch, flint & steel, provisions for 1 week, 50 ft of rope, a sleeping bag, 3 torches, 1 sword of the players choice, and 1 other weapon of choice. Also, there is a chance that the character will have a suit of armor. Roll 1D10.

    1 No Armor

    2 3 Padded 4 5 Leather Armor 6 7 Cuir-bouilli Lamellar 8 9 Studded Leather 10 Cuir-bouilli Studded

    THIEF

    Thieves are those people who steal, rob and cheat others for money. There is really no such thing as the typical thief. Some may be pickpockets living on the street, some may be successful cat burglars, and some may use lies to try to make people give them money. Thieves prefer to avoid combat. When they must fight, they prefer to use small weapons, such as daggers, clubs, and short swords. Attributes: AWA + DEX Spell Craft Type: C Extra Actions: 6, 14, 22 A+B Skills: Hide, Stealth, 2 Covert skills, 1 Combat skill,

    and 1 Guild OR 1 Knowledge. C Skills: 1 Combat skill, 2 Covert skills, and 1 skill of

    choice. D Skills: Any 5. Equipment: The thief starts off with 1 set of lock picks, 2

    small belt pouches, 1 large belt pouch, 1 small backpack, flint & steel, provisions for 1 week, 50 ft of rope, a sleeping bag, 2 torches, and 1 small weapon. To determine if the character has any armor, roll 1D10.

    1 5 No Armor 6 8 Padded Armor 9 10 Leather Armor

    WARRIOR

    Warriors are the mercenaries of this game. They can and will use any weapon and armor that they can. Warriors rely upon their strength and combat skills in life. This is not to say that warriors are required to have a low or average intelligence. Some of the greatest military minds in history were normal warriors. Attributes: HEA + STR Spell Craft Type: C Extra Actions: 6, 15, 23 A+B Skills: Defensive Tactics, Ride Animal, and 4 Combat

    skills of the players choice. C Skills: 2 Combat skills of choice, 2 other skills of the

    players choice. D Skills: Any 5. Equipment: The warrior character automatically owns a

    small backpack, a small belt pouch, flint & steel, enough provisions for 1 week, 50 ft of rope, a sleeping bag, 3 torches, and 3 weapons. Also, there is a chance that the character will have a suit of armor. Roll 1D10 and look below:

    1 No Armor

    2 3 Padded Armor

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    4 5 Leather Armor 6 7 Cuir-bouilli Lamellar

    8 Studded Leather

    9 Cuir-bouilli Studded

    10 Chain Mail

    WINJU

    Winju are spell casters who have also been taught to fight. They combine their fighting skills with their spell abilities, casting spells among their attacks. They are a secretive people, not liking to share their secrets with others. Winju prefer to learn spells of the Energy Arkana above others, with the Physical Arkana of spells being second. Attributes: AGL + WIL Spell Craft Type: B Extra Actions: 6, 14, 22 A+B Skills: Learn Spells, 3 Magic skills of choice,

    1 Combat skill, and 1 skill of choice. C Skills: Martial Arts, and 1 Combat skill of choice. D Skills: Any 5. Equipment: The winju character begins the game

    with a small backpack, a small belt pouch, flint & steel, 50 ft of rope, a sleeping bag, 1 weeks worth of provisions, 3 torches, and 1 weapon that the character has skill in. For armor, roll 1D10.

    1 2 No armor 3 5 Padded Armor 6 8 Leather Armor 9 10 Cuir-bouilli Lamellar

    WIZARD

    Wizards are spell casters who use their powers for personal gain. They will try to sell their abilities to the highest bidder. They are not very adventuresome, preferring to stay in large towns and cities, where their abilities can be used for any that might want them. Providing that they are paid enough. Wizards can often be found in the company or employ of nobles and the wealthy. Wizards study the Power Arkana and usually the Energy Arkana next. Attributes: CHA + INT Spell Craft Type: A Extra Actions: 7, 15, 24 A+B Skills: 4 Magic skills, 1 Knowledge, and 1 skill

    of choice. C Skills: 2 Knowledge skills, 1 Social skill, and 1

    skill of choice. D Skills: Any 5. Equipment: The wizard character begins the

    game with a small backpack, a small belt pouch, 50 ft of rope, enough provisions for 1 week, flint & steel, a sleeping bag, 3 torches, and a number of 1 use scrolls

    whose total spell powers cannot exceed 7.

    SKILL LISTS

    This is a list of skills, and the applicable attributes. They are grouped into general areas of interest. In the attribute column, there will be two or more attributes listed. For each attribute, take the of each attribute, add them together, and divide by the number of attributes. This is the base percent for new skills. If Skill Points have already been placed into a skill during character creation, then the amount is added to the skill points.

    2 Attributes: ( first attribute + second attribute) 2

    3 Attributes: ( first attribute + second attribute +

    third attribute) 3

    4 Attributes: ( first attribute + second attribute +

    third attribute + fourth attribute) 4

    COMBAT SKILLS

    All warriors and men-at-arms use these skills. These are the skills of fighting and warfare, which are used upon the field of battle (whether that field is a dungeon, a street, or a barroom doesnt really matter).

    SKILL NAME ATTRIBUTES

    Axe Weapons DEX + LUC

    Blunt Weapons DEX + LUC

    Bow Weapons DEX + LUC

    Brawling AGL + DEX + LUC

    Defensive Tactics AGL + DEX + LUC

    Knife Weapons DEX + LUC

    Martial Arts AGL + DEX + LUC

    Notice Ambush AWA + LUC

    Pole Arms DEX + LUC

    Sword Weapons DEX + LUC

    Thrown Weapons DEX + LUC

    Unarmed Combat AGL + DEX + LUC

    2-Handed Misc. DEX + LUC

    2-Handed Swords DEX + LUC

    COVERT SKILLS

    Those who use covert skills are in the espionage business. These skills include such things as stealth, hiding, and picking locks.

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    SKILL NAME ATTRIBUTES

    Disguise CHA + DEX + INT + LUC

    Forgery DEX + INT + LUC

    Hide AGL + INT + LUC

    Interrogate CHA + INT + LUC

    Notice Traps AWA + LUC

    Palming DEX + LUC

    Pick Locks DEX + LUC

    Pick Pockets DEX + LUC

    Stealth AGL + INT + LUC

    Streetwise CHA + INT + LUC + WIL

    GUILD SKILLS

    Craftsmen use these skills. The majority of these skills are taught to apprentices. They can be used to earn a normal, LEGAL, income.

    SKILL NAME ATTRIBUTES

    Carpentry DEX + INT + LUC + STR

    Early Engineering INT + LUC

    Leather Working DEX + INT + LUC

    Metal Working DEX + INT + LUC + STR

    Sailing AGL + LUC + STR

    Stone Working DEX + INT + LUC + STR

    KNOWLEDGE SKILLS

    These skills employ the characters intelligence and intuition. They are not normally used during the course of an adventure, as more often than not they require a single place to work, such as a library.

    SKILL NAME ATTRIBUTES

    Alchemy INT + LUC Astrology INT + LUC Astronomy INT + LUC First Aid AWA + DEX + INT + LUC Geology INT + LUC Herbalism INT + LUC Language INT + LUC Lore INT + LUC Mathematics INT + LUC Navigate AWA + INT + LUC Realize Worth AWA + INT + LUC Sense Disease AWA + INT + LUC Sense Injury AWA + INT + LUC

    MAGIC SKILLS

    These skills are the fort of all those who use magic and cast spells. To be able to learn any of the Cast Spells skills, the character must have an INT and WIL that, added together, equal at least 131.

    SKILL NAME ATTRIBUTES

    Banishment LUC + WIL

    Cast Energy Spells LUC + WIL

    Cast Mental Spells LUC + WIL

    Cast Physical Spells LUC + WIL

    Cast Power Spells LUC + WIL

    Concentration LUC + WIL

    Enchantment INT + LUC + WIL

    Geomancy AWA + INT + LUC + WIL

    Learn Spells INT + LUC

    Naturalism AWA + INT + LUC + WIL

    Necromancy AWA + INT + LUC + WIL

    Rune Crafting DEX + INT + LUC + WIL

    Scrying AWA + LUC + WIL

    Sense Aura AWA + LUC + WIL

    PHYSICAL SKILLS

    Physical skills involve the use of the entire body. While not required, it is best if the character has better than average physical attributes, especially HEA, for these skills can quickly tire a person.

    SKILL NAME ATTRIBUTES

    Climbing AGL + LUC + STR

    Gymnastics AGL + LUC

    Ride Animal AGL + HEA + LUC

    Swimming HEA + LUC + STR

    SOCIAL SKILLS

    These skills are used in everyday life. The majority of common folk will have at least one of these skills, usually two or three. These skills can be used to earn a regular income.

    SKILL NAME ATTRIBUTES

    Art DEX + INT + LUC

    Cooking INT + LUC

    Dancing AGL + HEA + LUC

    Etiquette CHA + INT + LUC

    Gambling INT + LUC

    Negotiate CHA + INT + LUC

    Play Instrument DEX + LUC

    Sewing DEX + INT + LUC

    Singing HEA + INT + LUC

    Teaching CHA + INT + LUC + WIL

    WILDERNESS SKILLS

    Wilderness skills are used away from towns and

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    cities. Their use makes life easier for people traveling and exploring.

    SKILL NAME ATTRIBUTES

    Camouflage AGL + INT + LUC

    Fishing AWA + LUC + WIL

    Foraging AWA + INT + LUC

    Orienteering AWA + INT + LUC

    Predict Weather INT + LUC

    Set Snares DEX + INT + LUC

    Tracking AWA + INT + LUC

    MASTER SKILL LIST

    SKILL NAME ATTRIBUTES TYPE

    Alchemy Int + Luc KNO

    Art Dex + Int + Luc SOC

    Astrology Int + Luc KNO

    Astronomy Int + Luc KNO

    Axe Weapons Dex + Luc CBT

    Banishment Luc + Wil MAG

    Blunt Weapons Dex + Luc CBT

    Bow Weapons Dex + Luc CBT

    Brawling Agl + Dex + Luc CBT

    Carpentry Dex + Int + Luc + Str GLD

    Camouflage Agl + Int + Luc WLD

    Cast Spells Luc + Wil MAG

    Climbing Agl + Luc + Str PHY

    Concentration Luc + Wil MAG

    Cooking Int + Luc SOC

    Dancing Agl + Hea + Luc SOC

    Defensive Tactics Agl + Dex + Luc CBT

    Disguise Cha + Dex + Int + Luc COV

    Early Engineering Int + Luc GLD

    Enchantment Int + Luc + Wil MAG

    Etiquette Cha + Int + Luc SOC

    First Aid Awa + Dex + Int + Luc KNO

    Fishing Awa + Luc + Wil WLD

    Foraging Awa + Int + Luc WLD

    Forgery Dex + Int + Luc COV

    Gambling Int + Luc SOC

    Geology Int + Luc KNO

    Geomancy Awa + Int + Luc + Wil MAG

    Gymnastics Agl + Luc PHY

    Herbalism Int + Luc KNO

    Hide Agl + Int + Luc COV

    Interrogate Cha + Int + Luc COV

    Knife Weapons Dex + Luc CBT

    Language Int + Luc KNO

    Learn Spells Int + Luc MAG

    Leather Working Dex + Int + Luc GLD

    Lore Int + Luc KNO

    Martial Arts Agl + Dex + Luc CBT

    Mathematics Int + Luc KNO

    SKILL NAME ATTRIBUTES TYPE

    Metal Working Dex + Int + Luc + Str GLD

    Naturalism Awa + Int + Luc + Wil MAG

    Navigate Awa + Int + Luc KNO

    Necromancy Awa + Int + Luc + Wil MAG

    Negotiate Cha + Int + Luc SOC

    Notice Ambush Awa + Luc CBT

    Notice Traps Awa + Luc COV

    Orienteering Awa + Int + Luc WLD

    Palming Dex + Luc COV

    Pick Locks Dex + Luc COV

    Pick Pockets Dex + Luc COV

    Play Instrument Dex + Luc SOC

    Pole Arms Dex + Luc CBT

    Predict Weather Int + Luc WLD

    Realize Worth Awa + Int + Luc KNO

    Ride Animal Agl + Hea + Luc PHY

    Rune Crafting Dex + Int + Luc + Wil MAG

    Sailing Agl + Luc + Str PHY

    Scrying Awa + Luc + Wil MAG

    Sense Aura Awa + Luc + Wil MAG

    Sense Disease Awa + Int + Luc KNO

    Sense Injury Awa + Int + Luc KNO

    Set Snares Dex + Int + Luc WLD

    Sewing Dex + Int + Luc SOC

    Singing Hea + Int + Luc SOC

    Stealth Agl + Int + Luc COV

    Stone Working Dex + Int + Luc + Str GLD

    Streetwise Cha + Int + Luc + Wil COV

    Swimming Hea + Luc + Str PHY

    Sword Weapons Dex + Luc CBT

    Teaching Cha + Int + Luc + Wil SOC

    Thrown Weapons Dex + Luc CBT

    Tracking Awa + Int + Luc WLD

    Unarmed Combat Agl + Dex + Luc CBT

    2 Handed Misc. Dex + Luc CBT

    2 Handed Swords Dex + Luc CBT

    SKILL DESCRIPTIONS

    Alchemy- The precursor to modern day chemistry, alchemy is the science of attempting to transform one substance into another. This skill is needed to create potions, both magical and non-.

    Art- The characters ability at creating various forms of artwork. This includes drawing, painting and sculpting.

    Astrology- This skill allows the character to predict future events by using the sun, stars, planets, and other celestial bodies, and their movements, as references. This skill rarely works more often than every once in a while.

    Astronomy- The more scientific version of astrology. This skill studies the celestial bodies, and can be used to predict certain phenomenon.

    Axe Weapons- This combat skill allows the character to effectively use weapons that have a short, heavy cutting edge.

    Banishment- This skill is used to cause otherworldly creatures and undead to either halt, run away in fear, or be returned to their plane of origin.

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    Blunt Weapons- Characters with this skill can effectively use weapons that are designed to inflict injury by using a crushing force. Such weapons include clubs, hammers, maces, and flails.

    Bow Weapons- This combat skill includes all varieties of bows and crossbows.

    Brawling- This skill is used in hand to hand fighting. It is the most basic and simple of the three weaponless fighting skills.

    Carpentry- This skill is required to design and create wooden furniture and other items made of wood.

    Camouflage- This skill allows the character to hide in an outdoor environment. The character must remain stationary for this skill to be effective.

    Cast Spells- This is the skill that is needed to cast, or use, any spell. The spell must be one that the caster knows.

    Climbing- This skill allows the character to move from point A to point B on a vertical surface.

    Concentration- This skill is important for magic users who find themselves in combat situations. Because it takes a minimum of one full round to cast a spell, there is a chance that the spell caster will be harmed. With a successful use of this skill, the caster will be able to ignore what is happening around him or her, and be able to also ignore any harm that is inflicted upon their person, allowing them to cast their spell.

    Cooking- The characters ability to prepare and serve food.

    Dancing- The characters skill at dancing in an eye-catching way. Failed rolls will make the character appear to be clumsy.

    Defensive Tactics- This is the characters ability to defend themselves. This is an important skill to have if the character is a warrior-type, because it makes the character harder to strike.

    Disguise- This skill measures a characters ability to temporarily alter his or her appearance.

    Early Engineering- This skill is required to create and build large equipment, such as catapults. Thieves use this skill to disarm traps that they find.

    Enchantment- This skill is required to make enchanted objects. Such objects include weapons with bonuses to strike, armor with bonuses to its protective rating, and other miscellaneous items with special abilities. Any attempted use of this skill requires vast amounts of time.

    Etiquette- This skill is the characters knowledge of the proper way things are done. It includes courtly manners, speech, attitudes, and protocol.

    First Aid- This is a characters skill at healing themselves and others. It includes binding, stitching, and setting broken bones.

    Fishing- This skill allows the character to catch fish for meals.

    Foraging- This skill allows the character to find edible plants, roots, and herbs in the wild.

    Forgery- This is the characters skill at creating false documents. It is also used to recognize documents that have been falsified.

    Gambling- This skill allows the character to effectively bet money on games of chance, and win.

    Geology- This skill measures a characters knowledge of rocks and soil. It can be used to help determine where to erect a building, or where to sink mines for various purposes.

    Geomancy- This ability allows the character to draw magical energy from the surrounding area. This energy can be used instead of, or with, the characters own magical energy. With a successful skill roll, the character can cast spells without penalty for a number of rounds equal to 1/10 of the skill used. This skill can only be attempted once per hour.

    Gymnastics- This is the characters ability to perform feats of agility, such as flips, cartwheels, rolls, etc.

    Herbalism- This skill was used before modern medicines were used. It allows the character to create and use medicines and poultices from herbs and other natural substances.

    Hide- This skill is the characters ability to hide in an urban or indoor environment. The character must remain stationary. If the character wishes to move about without drawing attention to him, then he must have the Stealth skill.

    Interrogate- This is the ability to extract information from a person who does not wish to give it.

    Knife Weapons- This skill allows the character to use small bladed weapons in combat.

    Language- This is the characters ability to speak a language. It must be taken for each language desired to be known. Literacy begins at a Language skill of 20%.

    Learn Spells- This skill is required to learn any sort of spell. Learning a spell requires at least five days, straight, of constant study.

    Leather Working- This skill is required to make items out of leather, such as pouches, clothing, and leather armor.

    Lore- This skill is a general knowledge of a certain subject. The higher the skill, the more the character knows of the subject.

    Martial Arts- This skill requires 3 A, 3 B, or 3 C skills. This is a highly specialized form of Hand to Hand fighting that offers several special abilities that are not available normally.

    Mathematics- This skill allows the character to perform various mathematics functions, beyond 2+2=4. It is very useful when used with Astronomy and Early Engineering.

    Metal Working- Working with metal. Allows the character

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    to create armor, weapons, and other equipment made out of metal.

    Naturalism- This ability allows the character to draw magical energy from the plant-life in the area. This energy can be used instead of, or with, the characters own Spell Points. However, if all of a plants energy is taken, the plant will die. With a successful skill roll, the character can cast spells without penalty for a number of rounds equal to 1/10 of the skill used. This skill can only be attempted once per hour.

    Navigate- This skill allows the character to be able to find his or her way by using simple instruments, such as a compass.

    Necromancy- This skill allows the user to draw magical energy from dead and dying people. If a person is still alive, then he or she must have 25% or less of his or her IP before any energy can be drawn from him or her. With a successful skill roll, the character can cast spells without penalty for a number of rounds equal to 1/10 of the skill used. The maximum amount that can be drawn is 2 times the targets IP.

    Negotiate- This is the characters ability to make compromises, especially in business. It can also be used to try to talk a person into some action.

    Notice Ambush- This skill allows the character to be aware of any potential ambushes, or sites of possible ambushes.

    Notice Traps- This skill allows the character to be aware of any traps that he or she may come across. This skill cannot be used to disarm traps.

    Orienteering- This skill measures a characters ability to find his or her way in the wilderness, without the use of instruments.

    Palming- This is the ability to pick up and conceal

    small items upon ones person without being noticed.

    Pick Locks- This is a characters ability to open any sort of mechanical lock with out using the key.

    Pick Pockets- This is a characters ability to take small items out of another persons pocket or pouch without attracting attention.

    Play Instrument- This skill allows a character to play a musical instrument. This skill must

    be acquired for each instrument that the character wishes to learn to play.

    Pole Arms- This skill allows a character to effectively use any sort of pole arm in combat. Such weapons include staffs, spears and halberds.

    Predict Weather- This skill is the characters ability to accurately predict the weather in the near future.

    Realize Worth- This skill is useful to merchants, and other people who deal in merchandise. With this skill, the character will be able to accurately estimate the monetary value of an item.

    Ride Animal- This skill is the characters ability to ride an animal. This skill must be acquired for each type of animal that the character wishes to be able to ride. The most common riding animal is the horse.

    Rune Crafting- This skill is used to create and power runes. For more information on this skill, see the section on Magic.

    Sailing- This is the characters ability to pilot a sailing vessel.

    Scrying This skill is not common amongst most adventurers. It requires either a crystal ball or some other pre-spelled item that uses a form of clairvoyance. This skill will allow the user to get the most out of a specific crystal but cannot goad the device into performing better than it was designed.

    Sense Aura- All spells and enchanted items radiate a magical aura. Characters that possess this skill can detect this aura.

    Sense Disease- This skill is used to determine if a person is sick in some physical way, such as having a cold or the plague.

    Sense Injury- This skill is used to determine the extent of a persons injuries, and what would be the best course of action to heal him or her.

    Set Snares- This skill allows the character to set, or find, snares in the wilderness. Snares are a form of

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    trap used to capture animals. They usually immobilize them, but not always.

    Sewing- This skill is used when a person wants to make an article of clothing.

    Singing- This skill is the characters skill at singing. (Gee, that was simple!)

    Stealth- This is the ability to move about without attracting attention to oneself.

    Stone Working- This skill is required to work with stone and other earthen materials. This skill includes building with, and carving stones of various shapes and sizes.

    Streetwise- This skill allows a character to know where to go in a town or city to find or sell information or equipment that is not available on the open market.

    Swimming- This skill allows a character to move from point A to point B in a liquid environment.

    Sword Weapons- This skill is required to effectively use all single-handed weapons that use a long edge to inflict injury.

    Teaching- This skill is required to be able to impart ones knowledge onto another person.

    Thrown Weapons- These weapons are used by throwing them over a distance, inflicting injury before the target can come close to the thrower. This skill includes throwing spears, daggers, and javelins.

    Tracking- This skill allows a person to follow the trail made by another person or animal in the wilderness. It also includes hiding ones own trail, making it harder to be followed.

    Unarmed Combat- This skill requires the use of 2 skill slots in any single letter code. It is the trained skilled at fighting without a weapon, although it is not as powerful as Martial Arts.

    2 Handed Miscellaneous Weapons- These weapons include two-handed versions of smaller crushing or axe weapons.

    2 Handed Sword Weapons- This skill is needed to use large swords that require two hands to use.

    HURTING, MAIMING, AND KILLING:

    A LOOK AT COMBAT

    Combat is fighting. It is not pretty, nor glamorous, nor very often chivalrous. It is doing what must be done for whatever reason.

    Combat occurs in segments of time called rounds. Each round is 6 seconds, with 10 rounds to a minute. Each combat round is divided into 3 segments: Initiative, 1

    st

    Action, and Remaining Actions.

    INITIATIVE

    In the Initiative segment, each party involved must roll 1D10, +/- modifiers. Whichever party rolls highest, gets to act first, followed by who ever rolled the next lowest, etc.

    Optionally, each individual in the fight could roll for initiative separately, with the character with the highest roll acting first, and working down to the lowest. However, while this may be a bit more realistic, it also has a nasty habit of slowing down game play to a crawl.

    Modifiers to initiative can be applied, and can be due to various reasons and circumstances. A few such circumstances are listed below. These are optional, and do not include everything that could possibly happen.

    Table 11. Initiative Modifiers

    CIRCUMSTANCE MODIFIER

    Had initiative in previous round +1, maximum of +3

    Attacking from ambush Automatic gain

    Being attacked from ambush Automatic loss

    Heavy casualties -1 to 3 Afraid of opponent -3

    THE FIRST ACTION

    The 1st Action segment is when most beginning

    characters will do everything that they can do. In this segment, each member of the party may perform 1 action. This may be making an attack, moving about, or what ever.

    Characters may only mov