warrior & wizard
TRANSCRIPT
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WARRIOR & WIZARD
OGL versionBasic Rules
A Fantasy Roleplaying and Combat Game by Chris Goodwin
System Reference Document
v0.10 Playtest Release
Copyright 2008, 2009 by Christopher A. Goodwin
WARRIOR & WIZARD is offered for use under the Open Game License. The entire text of the
game, with the exception of the text of the Open Game License itself, is Open Content.
WARRIOR & WIZARD is Product Identity for purposes of Paragraph 7 of the Open Game
License. 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 theterms of the license.
Produced using Google Documents
SPECIAL THANKS TO: Steve Jackson (US) and Howard Thompson.
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The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). Al l Rights Reserved.
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Warrior & Wizard Copyright 2008, 2009, 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.
IntroductionWARRIOR & 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, aperson.
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 3d6-2means 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
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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. Ifplaying 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 incombat (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 GMcan 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 usingthe conversion rules at the end of the document.
Movement and DistanceCombat 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 multihexrefers 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).
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CharactersAll 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 with a
Movement score of 10; monsters and members of other races may have different Movement
scores. Movement can be increased by spending 1 point per +1 to Movement.
Optional Advanced Movement Rules: Movement is equal to the character's (Current Strength + EffectiveDexterity) / 2 (round up). Care should be taken when calculating this value, as it can change even during
combat; wounds, armor, and other factors can all have an effect on the character's Movement.
All characters receive a total of 32 points to allocate between the three Attributes (plus Movement, if
desired). Human characters have minimum scores of 8 in Strength, Dexterity, and Intelligence; monsters,
as well as characters of other races, can have differing minimums or none at all.
Effective Attribute Values: Attributes will sometimes be referred to by their "effective" values, such as
Effective Strength, Effective Dexterity, or Effective Intelligence. This means the current value of those
Attributes, modified by injury, encumbrance, and so on. Wounds reduce a character's Effective Strength
(see Effects of Damage), while a character's Effective Dexterity can be reduced either directly through
the type of armor worn or indirectly through encumbrance (see Encumbrance).
Experience: Characters can gain additional Experience Points through adventuring, which may be spenton Attributes as though they were starting points.
Character TypesFor purposes of the game, a character is either a Wizard or a Warrior; a Warrior is any character who is
not a Wizard. Wizards have great magical ability, while Warriors are usually physically powerful and
great fighters.
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Attribute ChecksAttribute Checks are used in times of conflict; essentially, anytime two characters want
something different to happen, an Attribute Check might be called for. Attribute Checks can
represent combat, the use of Skills, spells, and inborn abilities, or even things like feats ofStrength, Dexterity, or Intelligence.
To make an Attribute Check, roll 3d6; if you roll less than or equal to the appropriate Attribute,the check is a success. (Sometimes Attribute Checks will be referred to by the name of the
Attribute being checked, such as Strength Check, Dexterity Check, or Intelligence Check.)
Difficulty: Some conflicts are more difficult than others. To represent this, some Attribute
Checks are made using 4d6, 5d6, or more; the mechanical effect is to reduce the chance a
character will succeed at his Check. These are referred to as 4 die checks or 5 die checks,
respectively. Some checks can be made on 2d6 as well.
Margin: Sometimes you'll want to know how well a character does at an action. The margin is
the amount by which the character succeeds (margin of success) or fails (margin of failure) at an
Attribute Check. Example: Manfred, with a Dexterity of 14, attempts to make his DexterityCheck. He rolls 11 on 3d6, making his margin of success (14 - 11) 3.
Margin of failure is considered a "negative margin of success"; any margin of failure isconsidered less than any margin of success. If you need to know a net margin of success (the
amount by which one character beats the other), subtract the lower margin of success from the
higher.
Opposed Rolls: Occasionally, two characters will be in direct opposition to one another. In
circumstances like this, each character rolls his Skill or Attribute Check; whichever one has a
higher margin of success wins the check. Usually it just means that character gets what hewants, though there could be additional consequences depending on the exact circumstances of
the conflict.
SkillsSkills are things that any character can potentially learn how to do. A character can learn a
number of Skills equal to his Intelligence; some Skills take up two or more "slots" toward thistotal. The cost of each Skill, as well as the minimum Intelligence required to learn it, is noted
following the Skill's description. A character cannot learn a Skill unless his Intelligence is equal
to or greater than its INT minimum.
Many Skills call for an Attribute Check under certain circumstances; normally an Attribute
Check is only required in a situation of combat, conflict, or other stress. 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. The character must have all of the
prerequisites in place for a Skill before he can learn it. For instance, if a Skill calls for having a
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Dexterity score of 13 or more, plus the Swords Skill, the character must have 13 or more
Dexterity and Swords before he can learn the other one.
The Skill List
Min. INT 8:
Boating: Boating allows a character to handle a boat or other small watercraft. A character
without this Skill who is attempting to handle a boat must make a 4d6 Dexterity Check every 5minutes or capsize; a character with this skill need only roll once per trip, or in an emergency
situation, and rolls 3d6. Boating Cost: 1 slot. Min. INT: 8
Casual Riding: Casual Riding allows a character to ride an animal outside of combat or other
stressful situations. No roll is necessary for ordinary, day to day travel. A roll may be required
once on any trip where high speed travel takes place. Any one of the following factors calls for
an immediate 3d6 Dexterity Check; each additional factor increases the check by one die: highspeed maneuvering, high speed over broken terrain, high speed over road hazards, combat, injury
to mount of 1 or more damage, injury to rider of 3 or more damage, fire, sudden appearance ofsomething. Attacking from the mount is at -4 to Effective Dexterity, and all attacks against the
character are at +2. Controlling the mount during combat requires a Dexterity Check for eachcombat move, and moving the mount takes actions as if the character were moving himself. On
any emergency situation check, rolling a 16 or 17 means the rider falls off; a roll of 18 means the
rider falls off, and the mount falls on the rider. When you take this Skill, choose one type ofanimal to be your mount (any non-flying animal) for one Slot. Casual Riding Cost: 1
slot. Min. INT: 8
Farming: Farming gives the character general knowledge in running a farm, dealing with farmanimals, and growing crops. Farming Cost: 1 slot.
Literacy: The character knows how to read any languages he can speak. Literacy Cost: 1 slot.
Running: Running is primarily skill at long distance running; add +2 to the character's
Movement in all situations where long distance running is a factor. Running Cost: 2 slots.
Sailor: Sailor is the ability to function and act as a crew member on a sailing vessel; essentially,
any sailing vessel large enough to require crew. Characters without this Skill are at -2 to
Effective Dexterity while on a sailing vessel, except for casting non-Missile spells; they also mayget into various kinds of minor (or not-so-minor!) GM-defined trouble while on a ship. Sailor
Cost: 1 slot
Sex Appeal: Sex Appeal gives the character +1 on all Attribute Checks regarding interactionwith NPCs of the opposite sex, or of the same sex who prefer members of the same sex. 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). Sex Appeal 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. Encumbrance reduces this directly. A character
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with Swimming only has to make this roll in an emergency situation. Swimming Cost: 1 slot.
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). The character is immune to
uses of the Sex Appeal and Charisma Skills, if he chooses to be. Will Cost: 2 slots.
Min. INT 9:
Alertness: A character with the Alertness Skill rolls 1 die less on Intelligence Checks related to
perception, whether actively searching or passively noticing things. He can also roll a 3d6Intelligence Check to notice an ambush before being attacked. Alertness Cost: 2 slots. Min.
INT: 9
Animal Handling: Animal Handling is the ability to train and befriend animals. In order tobefriend an animal, the character must not be hostile, and must be away from other people and
animals. The character must act friendly toward the animal. The character may then roll a 3d6
Intelligence Check; success means the animal is friendly toward the character, at least for awhile.
Given time and appropriate facilities and equipment, the character can train animals as
well. Training an animal requires weeks if not months, and a successful 3d6 Intelligence Checkon the part of the trainer.
The Skill only works on normal Animals with an INT score; at the GM's option it can work onsome types of enchanted animals, but it never works on intelligent animals or creatures such as
dragons, werewolves, insects, creatures with an INT of 8 or higher, or creatures with a human
and an animal form. Animal Handling Cost: 2 slots Min. INT: 9
Bard: Bard allows the character to sing and play a musical instrument; he also has some "stage
presence," giving him the ability to get people to sing along, as well as to perform in such a way
as to increase tips. He can influence people as per the Sex Appeal Skill, though it affects allhumans and humanoids; if he also has Sex Appeal, he receives a +2 bonus. Bard Cost: 2
slots. Min. INT: 9
Casual Driving: The Casual Driver Skill allows a character to drive a wagon, cart, chariot, or
other type of wheeled conveyance, under non-combat conditions. The Skill is applied
appropriately to the technology level of the campaign; if the tech level is such that both animal
drawn conveyances and self-powered carriages are available, one type must be chosen at the
time the Skill is purchased. For more details on the circumstances under which Casual Driverapplies, see Casual Riding. Casual Driver Cost: 1 slot. Min. INT: 9.
Casual Riding (All Non-Flying Animals): This Skill is identical to Casual Riding, except thatit applies to all non-flying animals. Characters with Casual Riding need only pay 1 slot to
"upgrade" to this Skill. Casual Riding (All Non-Flying Animals) Cost: 2 slots. Min. INT: 9
Charisma: Charisma grants the character +1 on all rolls made to influence another character,
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including GM rolled reactions, attempts via social Skills or otherwise to interact with others,
etc. The Skill applies against humans and humanoid creatures, but not against animals,unintelligent creatures, demons, and so forth; if there's a question as to whether the Skill applies,
it's up to the GM to determine. Charisma Cost: 2 slots. Min. INT: 9
Climbing: Climbing is the ability to climb mountains and rock walls; it's any climbing whereclimbing gear is used (ropes, spikes, pitons, etc.). This Skill requires a climbing kit to use
effectively. Climbing Cost: 1 slot.
Detect Traps: The character rolls 2 fewer dice when looking for traps, and 1 fewer when
avoiding a trap that has gone off. Detect Traps Cost: 2 slots, or 1 if the character also has
Alertness.
Enhanced Hearing: The character hears much better than normal. He rolls 1 fewer die on all
hearing Perception Checks, and has a chance to hear other characters in situations where they are
normally unable to be heard (such as while attempting Stealth, planning an ambush,
etc.). Enhanced Hearing Cost: 3 slots.
Expert Missilleer: The character gets a +3 bonus to hit with all missile weapons and Missilespells that he knows (or knows how to use). Expert Missilleer Cost: 3 slots
Expert Swimmer: The character is an excellent swimmer, and is skilled in techniques such as
lifeguarding, CPR, and rescue swimming. He is certified to save lives on the water, if in aculture that does so. He can roll a 3d6 Dexterity Check to attempt to rescue a swimmer who is
drowning, and can roll a 4d6 Intelligence Check to attempt resuscitation against a swimmer who
has lost all Strength to drowning, if begun within 3 minutes. Expert Swimmer Cost: 1 slot.
Priest: The character is a priest of his or her religion, ordained by law if in a culture that does
so. He may also have access to priestly spells, if they exist in the campaign (see also the
"Warrior & Wizard: Priest" supplement for more details). The character is also knowledgeablein areas of "priestcraft" -- how to preach, gain converts, administer a temple or a regional church,
etc. Priest Cost: 2 slots.
Professional Skill: Professions not otherwise listed or noted here are covered by the
Professional Skill. The Professional Skill must be defined at the time it is purchased, and must
be defined as a profession appropriate to the setting in which the game takes place. Examplesare provided on the following list:
Beekeeper, Butcher, Carpenter, Hunter, Fisherman, Scribe, Trapper: Cost 1 slot
Baker, Blacksmith, Brewer, Clerk, Cook, Gardener, Potter, Tailor: Cost 2 slotsAccountant, Artist, Calligrapher, Lawyer: Cost 3 slots
The character is capable of making things if his profession calls for it, or otherwise performing
the duties of a profession; if a roll is required, he rolls a 3d6 Attribute Check against theappropriate attribute under normal circumstances, 4d6 under emergency or combat conditions,
and 5d6 under emergency andcombat conditions. In opposed circumstances, he can make a 3d6
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Attribute Check against an opponent's Attribute Check, and the greater margin of success comes
out the winner.
Professional Skill Cost: See above.
Recognize Value: A character with Recognize Value can, upon seeing or examining something,tell whether it is valuable or not. He can't necessarily tell how valuable it is (that's the AssessValue Skill), but he can, for instance, tell valuable wine from vinegar or high value art from
bad. (He may or may not have the ability to gauge the quality of the work, but he does have theability to tell whether or not it is valuable.) Recognize Value Cost: 1 slot
Stealth: The character has the ability to move silently. On a successful 3d6 Dexterity Check,the character cannot be heard by characters with normal hearing. Characters with Enhanced
Hearing can hear the character up to 3 multihexes away, but only if they are actively
listening. On a failed roll, those with Enhanced Hearing can hear the character if they are
passively listening within 3 multihexes; those with normal hearing can hear the character if they
are actively listening and within 3 multihexes. In both cases a successful 3d6 Intelligence Checkis necessary, with a margin of success greater than the Stealth character's Dexterity
Check. Stealth Cost: 2 slots
Tough: A Tough character has had years of rough and tumble combat experience, and has taken
a few hits in his time. He takes one point less damage from every hit in combat. (If the optional
nonlethal damage rules are used, he also takes two points less nonlethal damage.) Tough
Cost: 2 slots. Prerequisite: STR 14+
Very Tough: This character makes the Tough character look like a green troop, wet behind theears. He eats cast iron for breakfast and poops out nails at lunchtime, and is frequently portrayed
by Jack Palance. He takes two points less damage from every hit. (If the nonlethal damage rules
are used, he also takes 4 points less nonlethal damage.) Very Tough Cost: 3
slots. Prerequisites: STR 16+ and Tough.
Min. INT 10:
Acrobatics: Acrobatics allows the character to roll one fewer die on any Attribute Checks
required to keep his balance, maintain footing, avoid falling objects, or other similar feats. Hecan also increase his leaping Movement (....) with a successful 3d6 Dexterity Check. He can also
climb up a rope, or climb a wall, tree, or other obstacle, using a rope, at a rate of 2 hexes per
Turn, with no Attribute Check required (anyone without this Skill must roll a successful 2d6
Dexterity Check, and can only move 1 hex per Turn). Acrobatics Cost: 3 slots. Min.
INT: 10. Prerequisite: Dexterity 12 or more.
Armourer: An Armourer can perform field repairs on and care for arms and armor (other than
Fine weapons, firearms, crossbows, and siege engines) appropriate to the tech level, and can,given facilities and equipment, perform full repairs. He effectively has the Recognize Value
Skill regarding weapons and armor. Armourer Cost: 2 slots. Min. INT: 10
Diplomacy: The character is skilled in the arts of formal negotiation. He is capable of
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negotiating in any situation with no penalties for racial or societal enmity or regardless of the
current level of hostility. He is also familiar with low level diplomatic protocols, and he may becertified as a low level diplomatic functionary in societies that do such. Diplomacy Cost: 1
slot.
Engineer: This refers to military engineering, and covers the ability to build, maintain, and usesiege engines, including the ballista, catapult, trebuchet, etc. The Engineer can also detect
sappers and other types of siege tunnelling and mining. Engineer Cost: 2 slots.
Espionage: The character is skilled in low level forms of intelligence gathering. In high tech
societies he knows radio callsigns, encryption methods, messaging schedules, and the like; in
low tech societies, he is better at keeping an ear open and catching gossip, but is alsoknowledgeable in codes, ciphers, and message drops. Either way, he is also skilled at analyzing
the intelligence data he gathers, and extracting useful information from it to pass along to his
superiors. The Espionage Skill does not include assassination methods, silent movement, or
combat skills of any kind. Espionage Cost: 2 slots.
Expert Flying: The Expert Flying Skill reduces a flying character's combat penalties to zero. A
character with this Skill has no penalties at all in combat due to flying, regardless of the type ofattack used. Expert Flying Cost: 2 slots. Min. INT: 10. Prerequisite: Flying Skill.
Fencing: The character is an expert swordsman, studied and skilled in formal sword combat;
Fencing is essentially a martial art form. The character can only use Fencing if his EffectiveDexterity is 14 or higher. In sword combat, the character does double damage on a roll of 5-7
and triple damage on a roll of 3-4. Fencing Cost: 3 slots. Prerequisites: Dexterity 14+,
Effective Dexterity 14+, Weapon Familiarity with Swords.
Flying: The Flying Skill reduces a flying character's combat penalties. Characters without this
Skill who are themselves flying (via spell or other means) are normally at -2 to hit with melee
weapons and spells, and -4 to hit with thrown and missile weapons. A character with Flying hasthese penalties reduced by 2; in other words, he is at no penalty to hit with melee weapons and
spells, and -2 to hit with thrown and missile weapons. This Skill has the same cost for Wizards
and Warriors. Flying Cost: 2 slots. Min. INT: 8. Prerequisites: Either having the Flightspell, or knowing someone who has the Flight spell, or having an item of some kind that
provides the ability to fly. Flying creatures and members of flying races know this Skill at no
cost!
Lockpicking: Lockpicking allows a character, given enough time and the appropriate tools, to
pick a lock. This is normally only taught by thieves; the character must either be a member of
the Thieves' Guild, or know a thief, to learn this Skill. Locks are rated in numbers of dice,representing the level of Attribute Check the character must succeed at to pick the lock;
characters without this Skill roll twice as many dice. Lockpicking Cost: 1 slot.
Martial Arts I: This is a basic, formally studied unarmed combat form. The Skill representsmultiple forms, and the player can choose which the Skill is intended to represent. The character
does one extra point of damage when fighting bare-handed. In order to use any Martial Arts
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Skills, the character must either be unarmored or wearing armor no heavier than cloth. Martial
Arts I Cost: 2 slots. Prerequisites: DEX 13+
Mimic: Mimic allows the character to mimic sounds with his voice. He can mimic specific
voices and accents, as well as other sounds he is familiar with (for instance, having Naturalist
Skill allows the character to mimic animal sounds). Human or humanoid listeners make a 4d6Intelligence Check to avoid being fooled (rolled by the GM); animals roll 2d6. Every attempt to
mimic a voice or sound is a separate roll. Mimic Cost: 2 slots.
Naturalist: The character is knowledgeable about herbs, animals, naturecraft, and so forth. He
is skilled at wilderness survival and recognizing creatures; he can recognize any normal plants,
animals, and monsters (but not necessarily those specially created by the GM). If he also has theAlertness Skill, he gets a 3d6 Intelligence Check (5d6 if he's running or fighting) to recognize an
ambush in an outdoor area. Even if he fails this roll, he still has a chance to dodge the
attack. Naturalist Cost: 2 slots.
Remove Traps: This Skill allows a character to, when disarming a trap, roll the trap's ratednumber of dice on a Dexterity or Intelligence Check. Characters without the Remove Traps Skill
roll twice that many dice. Remove Traps Cost: 1 slot. 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). The character rolls a 3d6 Dexterity Check; failure gives the victim(s) orviewers a 3d6 Intelligence Check (with a bonus equal to the margin of failure) to detect the
attempt (or see how the trick was done). Sleight of Hand Cost: 2 slots, or 1 slot if the character
has the Lockpicking Skill.
Tracking: Tracking allows the character to tell what kinds of creatures frequently pass through
an area. On a successful 3d6 Intelligence Check (rolled by the GM) he can tell what kinds of
creatures have been through recently, and on a 4d6 check can follow a trail (characters withoutthe Tracking Skill roll 5d6 to follow a trail). Tracking Cost: 1 slot.
Trading: The character is good at making deals and has some general business knowledge. Heis at +1 on all rolls involving trade. On a particularly good roll (margin of success 5 or more) he
can sell an item for up to twice its value, or buy one for as low as half its value (if the target also
has Trading or the Assess Value Skill, or has some particular knowledge of the item in question,he can make an opposed Intelligence Check). Trading Cost: 2 slots. Min. INT: 10
Min. INT 11:Architect/Builder: The character can design, build, and act as a construction foreman on large
building projects such as houses, cathedrals, castles, and other buildings. He can also determine
the best place to construct a building, taking into account factors such as flooding, the type ofground, and the like. He is skilled with reading plans and maps, and has the equivalent of the
Recognize Value Skill regarding buildings and real estate. He can also determine potential
weak spots in a building, given either the plans or some time to walk around and examineit. Architect/Builder Cost: 2 slots Min. INT: 11. Prerequisite: Literacy
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Artisan: An Artisan is capable of building small mechanical objects and gadgets; he is alsocapable of disarming traps (if you already have the Remove Traps Skill, Artisan costs only one
slot). He is also capable of acting as an Armourer as regards crossbows and siege
engines. Besides removing traps, the Artisan can also build them; the amount of time required is
two hours for every die in all of the checks required to see, dodge, and remove the trap (forexample, a trap that required a 3d6 check to detect, a 4d6 check to dodge, and a 4d6 check to
remove, would take (3 + 4 + 4) x 2 = 22 hours to build). Cost and availability of materials are up
to the GM. Artisan Cost: 2 slots. Min. INT: 11
Casual Riding (Flying Animal): This Skill is identical to Casual Riding, except that it applies
to a flying animal of some kind. The only difference is the higher INT requirement, because ofthe additional factors involved in flying. Choose one type of flying animal to be your
mount. Casual Riding (Flying Animal) Cost: 1 slot. Min. INT: 11.
Chirurgeon: The Chirurgeon is a skilled physician. He can heal up to 2 points of damage to
any character (lethal or nonlethal, though not STR loss due to spellcasting), immediately after thecombat or incident in which the damage was incurred. He must have a medical kit. Two or
more chirurgeons cannot pool their efforts to heal a character of more than 2 points. Each use ofChirurgeon Skill takes 5 minutes. A character with both Naturalist and Chirurgeon is an herbal
healer, and can use herbal medicines; in an outdoor area he can gather the appropriate herbs and
plant medicines to do the trick, rather than needing his medical kit (GM's option as to whether
they're available, though the default should be "yes"). Chirurgeon Cost: 2 slots.
Combat Driving: Combat Driving allows a character to drive a wheeled conveyance of some
kind, appropriate to the campaign's technology level, under combat conditions. See below under
Combat Riding for more information on the circumstances under which this Skill
applies. Combat Driving Cost: 2 slots. Min. INT: 11. Prerequisite: Casual Driving Skill.
Combat Riding: Combat Riding allows a character to ride an animal in combat or emergencysituations, to keep the animal from spooking in these situations, and to more effectively control
the animal. The Combat Rider need not make a check if only one of the factors listed in Casual
Riding is present; two or more is a 3d6 Effective Dexterity Check, and every additional twofactors increases the check by one die. The Combat Rider can attack while mounted at no
additional penalty, and he is skilled at controlling his mount with leg pressure and voice
commands only; it therefore costs him no actions to move his mount. Combat Riding applies toall animals the character is capable of riding. The character is also capable of training the
animals he is familiar with as if he had Animal Handling, and is capable of treating them as if he
were a Veterinarian. Combat Riding Cost: 2 slots. Min. INT: 11. Prerequisite: Any
Casual Riding Skill.
Detect Lies: The character has the ability to detect whether another character is lying, based on
body language, breathing, eye contact, and numerous other factors. Roll a 3d6 opposed check,
Intelligence vs. Intelligence (the GM rolls both sides); if the character with this Skill wins, heknows the other person is lying. If the GM wins, he lies about whether or not the other person is
lying. (This Skill won't tell him what the truth is, only that the other person is lying.) Detect
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Parry (defend) with both.
Two Weapon Fighting can be used in combination with the Fencing talent and appropriateweapons (two rapiers or a rapier and main gauche). Two Weapon Fighting Cost: 3
slots. Prerequisites: DEX 13+, skills for all weapons used.
Veterinarian: This is the equivalent of Chirurgeon Skill, used on animals, and works exactly as
that Skill does. Veterinarian Cost: 2 slots, or 1 slot if the character already has Chirurgeon (a
character spends 3 slots for both). Prerequisite: Animal Handling.
Min. INT 12:
Assess Value: A character with Assess Value can determine the value of an item. On asuccessful 3d6 Intelligence Check, the character can determine the value to within about 10%, or
with a margin of success of 3 or greater within 1%. The character must be able to examine theitem, preferably by handling it; if he can't handle it but can view it, he is at a -1 penalty, and if he
can neither handle nor view it he is at -3 at best. The character might be able to detect sometypes of hidden damage, though he won't necessarily know how to fix it. If the character knows
an item is magical and knows what the enchantment is, he can determine its market value, but
this Skill doesn't provide him any abilities to detect magic (though if it's a unique item with areputation he may well know some, most, or all of its abilities). Assess Value Cost: 1
slot. Min INT: 12. Prerequisite: Recognize Value
Casual Riding (All Animals): This Skill is identical to Casual Riding, except that it applies toall animals, flying and non-. Characters with Casual Riding who meet the INT Minimum need
only pay 1 slot to "upgrade" to this Skill. Casual Riding (All Animals) Cost: 2 slots. Min.INT: 12
Captain: This is the ability to command a ship; any kind of vessel that takes a crew, civilian or
navy. A Captain with Tactics Skill can command a warship. Having a Captain grants the party+1 to initiative in any combat involving ships. Captain Cost: 2 slots. Prerequisite: Sailor,
plus at least two years on a ship.
Expert Naturalist: The character with Expert Naturalist rolls one fewer die than a Naturalist inall situations related to Naturalist Skill. He can recognize all plants, races and creatures,
intelligent and non-, and knows numerous facts about them; he can also make good guesses
about creatures he has never before seen or heard of (4d6 Intelligence Check). Expert
Naturalist Cost: 3 slots. Prerequisite: Naturalist.
Expert Stealth: This is the ability to "hide in plain sight". With successful 3d6 Intelligence
Check, the character can hide in an area even when there is a chance someone might be able tosee him; if there is any cover at all he can hide behind it, or he can hide in bizarre areas where no
one would think to hide, much less look. He can peek around corners and through windows and
slightly-open doors without being seen. With a successful 4d6 Intelligence Check he can "break
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a tail" if there is someone following him. (Without this Skill these checks are on 5d6 and 7d6,
respectively.) To use Expert Stealth, the character must be wearing leather, cloth, or noarmor. Expert Stealth Cost: 3 slots. Prerequisite: Stealth
Martial Arts II: Exactly like Martial Arts I, except that the character does 2 points of damage
in combat. The character can also throw a target; this acts like a shield rush, and uses the rulesfor shield rush, but doesn't use a shield. Martial Arts II Cost: 2 slots. Prerequisite: Martial
Arts I.
Master Armourer: A Master Armourer is an extremely skilled and experienced Armourer. He
can make weapons of Fine quality; if he is also a Goldsmith, he can make silver weapons of Fine
quality. He can make or duplicate any weapon available at his technology level; he can also craft"blanks," or weapons of sufficient quality to take an enchantment. He can always tell whether a
weapon is magical, and by making a 4d6 Intelligence Check, he can identify the
enchantment. He effectively has the Assess Value Skill as regards weapons, and on a successful
3d6 Intelligence Check he can identify the region where the weapon was made; if the weapon
was crafted by a Master Armourer, he will be able to identify which one. With a margin ofsuccess of 3 or more, if the weapon was crafted by an apprentice or journeyman trained by a
Master Armourer, he can identify the master! Master Armourer Cost: 2 slots. Prerequisite:Armourer.
Master Thief: The character is a master thief. The character rolls 1 fewer die when picking a
lock or a pocket. The character also knows the Thieves Cant. When lying, even to someonewith Detect Lies, the other character rolls one additional die on their Intelligence
Check. Master Thief Cost: 2 slots. Prerequisites: Lockpicking, Sleight of Hand
Ventriloquist: This is the ability to make your voice come from somewhere else. Requires a
successful Intelligence Check, -1 for every multihex from you to where you want your voice to
come from. Failure means no one is fooled. Ventriloquist Cost: 2 slots.
Min. INT 13:
Chemist: A Chemist is capable of identifying and creating chemical formulae (as opposed to
alchemical). He can make gunpowder and other reasonably well known chemical formulae,
given the necessary equipment and facilities. On a successful 3d6 Intelligence Check, he canidentify a chemical formula, or if the item is alchemical, he can identify that it is an alchemical
formula. Chemist Cost: 3 slots. Prerequisite: Mathematics
Master Artisan: A Master Artisan is an expert in his craft. He can make anything an Artisan
can, at Fine quality. He can make gunpowder weapons, crossbows, and siege engines. Whenbuilding things (including traps) it takes half the time it would take an Artisan, or if reassembling
an item that has been disassembled it takes a quarter the time. Master Artisan Cost: 2
slots. Prerequisite: Artisan
Mathematics: This is knowledge of mathematics at all levels, and is necessary for many
scientific disciplines. A Mathematician has all of the social advantages of a Scholar in themathematical and scientific communities, as well as at universities and other centers of
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learning. Mathematicians are also capable of performing research and teaching in mathematical
and scientific disciplines. A Mathematician can improve his profits by 10% through knowledgeof accounting techniques. Mathematics Cost: 2 slots (the same for Wizards and
Warriors). Prerequisite: Literacy
Scholar: The character is well studied and knowledgeable in the methods and protocols ofacademia. He is capable of teaching and performing research, and is at +1 in all social situations
involving academics or other scholars. He can automatically recognize all common languages in
use, and (with a 3d6 Intelligence Check) recognize uncommon ones, even if he doesn't speakthem. On a 4d6 Intelligence Check, he can make a good guess as to the origin of most artifacts
and magical items. Scholar Cost: 3 slots. Prerequisite: Literacy
Strategy: This is knowledge of strategy and military science. This is a higher level than
Tactics; it involves coordination of troop movements at battalion level and above, knowledge of
supply lines, the ability to coordinate disparate operations groups (such as air and ground, or
ground troops and psychological operations), and the like. A character with Captain and
Strategy is capable of commanding a fleet. A party that contains a Strategist recieves +2 on allInitiative in combat. Strategy Cost: 2 slots. Prerequisites: Tactics, plus two years' military
experience.
Piloting: Piloting is the ability to fly a conveyance of some kind, whether animal drawn,
magical, or technological in nature. The Skill assumes an ability to react appropriately under
emergency (though not necessarily combat) conditions; Pilots don't need to roll an AttributeCheck at all in non-emergency situations, and roll 3d6 in all noncombat emergency situations,
4d6 in combat conditions, or 5d6 under combat andemergency conditions. Pilot Cost: 2 slots.
Min. INT 14:
Alchemy: Alchemy allows the character to brew potions and other magical and alchemicalformulae. Alchemy has the same cost for Wizards and non-Wizards (3 slots). On a successful
3d6 Intelligence Check, the alchemist can, given the appropriate equipment, materials, and
laboratory, create any of the listed potions or other formulae. He can also, with a successful 3d6Intelligence Check, identify an alchemical potion by type and function, or (if the item is a
chemical formula rather than alchemical) identify that it is chemical rather than alchemical. Any
character with this Skill can buy the Chemistry Skill at a cost of one less slot, due to theirsimilarity; a Wizard with the Alchemy Skill doesn't pay any extra for Chemistry. Alchemy
Cost: 3 slots. Min. INT: 14
Combat Pilot: Combat Pilot allows a character to fly an airborne conveyance against other
aircraft in combat conditions. See under Casual Riding and Combat Riding for the types ofconditions under which this might apply. Combat Pilot Cost: 1 slot. Min.INT: 14. Prerequisite: Pilot Skill.
Disguise: The character is capable of altering his appearance in order to deceive others. Given
the appropriate materials, a disguise takes about an hour to apply; this is to disguise oneself as a
specific person. A generic disguise (such as a soldier or a homeless person) takes about fiveminutes and requires no roll. The GM rolls an Intelligence Check for the character, and tells him
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whether or not he succeeds. The degree to which a person attempts to disguise himself can
increase the difficulty of the roll; the same sex and species is 3d6, while changing one of these is4d6 and both 5d6. Changing to a radically different species (such as a human attempting to
impersonate a dwarf or a giant) adds 1d6, and attempting to impersonate the same characteristic
as one possessed by the viewer adds an additional 1d6. Using appearance altering magic or
powers reduces the difficulty by 1d6, as does having the Mimic Skill. Disguise Cost: 2 slots.
Master Chirurgeon: A Master Chirurgeon has all of the abilities of a Chirurgeon, and can heal
one additional point of damage with or withouta medical kit. (Note that healed damage is notcumulative between Master Chirurgeons and/or Chirurgeons; two of either or both can't work
together to add their healing abilities). A Master Chirurgeon can brew a Healing Potion as if he
were an Alchemist. Master Chirurgeon Cost: 2 slots. Prerequisite: Chirurgeon
Theologian: This provides the same benefits as Priest, to a higher degree. The character is more
highly ranked in his church hierarchy, and if a Priest has access to any kind of bonuses or
powers, the Theologian should receive about two times the bonuses. The Theologian is
extremely knowledgeable in the history, customs, and rituals of his own religion and, often, ofsimilar or allied religions. Theologian Cost: 2 slots. Prerequisite: Priest.
Weapon Skills (Min. INT varies):
Weapon Familiarity: The character is familiar with a weapon, or type of weapon, and knowshow to use it in combat at no penalty. Attempting to use a weapon in combat without knowing
how to use it incurs a -4 penalty on all rolls to hit; some weapons either can't be used unskilled or
can potentially injure the unskilled user (this is noted in the weapon's description). Costs andMinimum Intelligence scores for the various weapon groups are listed in the table below:
Skill Slots Min. INT Notes
Axe/Mace/Hammer 2 7Except club (no skill
required)
Blowgun 1 8Uncommon Missile
Weapon
Bola 1 8
Uncommon Thrown
Weapon. Prerequisite:
Thrown Weapons
Boomerang 1 8
Uncommon Thrown
Weapon. Prerequisite:Thrown Weapons
Bows 2 7
Common Melee
Weapons3 9 Weapon Category
Common Missile 3 9 Weapon Category
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Weapons
Crossbow 1 7
Guns 2 8
Refers to pre-modern
firearms. Weapon
Category
Knife 1 7Regular cost forWizards
Lasso 2 8Uncommon ThrownWeapon
Longbow 1 7
Missile Spells 1 8Regular cost for
Wizards
Naginata 1 8
Uncommon Melee
Weapon. Prerequisite:Pole Arms
Net and TridentPrerequisite: Pole
Arms
Pistols 1 8Refers to modern
pistols
Pole Arms 2 7
Quarterstaff 1 8Uncommon Melee
Weapon
Rifles 1 8 Refers to modern rifles
Sha-Ken 1 8Prerequisite: ThrownWeapons
Shield 1 7
Shortbow 1 7
Shotguns 1 8Refers to modern
shotguns.
Sling
Small Arms 2 8 Weapon Category
Swords 2 7
Weapon Category
(includes
Knives). Part of
Common MeleeWeapons
Thrown Spells 1 8 Regular cost for
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Wizards
Thrown Weapons 2 8
The weapon categories are as follows:
Common Melee Weapons: Includes Axe/Mace/Hammer, Knives, Pole Arms, Swords.
Common Missile Weapons: Includes Bows, Crossbows, Slings.
Uncommon Melee Weapons: Each of the following is its own Skill and must be boughtseparately: Blowgun, Bola, Boomerang, Cestus, Lasso, Naginata, Net, Quarterstaff, Sha-Ken,
Spear Thrower.
Common Small Arms: Pistols (incl. Revolvers), Rifles, Shotguns, Submachine Guns.
Common Thrown Weapons: Thrown Rock, Thrown Knife, Grenades.
The cost of any of the "Common" groups is reduced if you have any of the component groups,
by the cost of the component groups. More information on weapons, including using them in
combat, may be found in the Combat section.
Familiarity with a weapon also provides some effective Armoury skill when using that weapon;
the character knows how to perform basic field maintenance and some extremely minorrepairs. Weapon Familiarity Cost: See table. Min. INT: See table.
FightingFirst, some necessary definitions:
Threat Zone: The hex immediately in front of a character, and the two hexes immediatelyadjacent to that hex. Also called the character's "front hexes". A character who is unconscious,
dead, fallen, prone, surprised, etc., has no Threat Zone.
Disengaged: A character who is not in another character's Threat Zone is Disengaged.
Engaged: A character who is in another character's Threat Zone is Engaged. The character
doing the Engaging need not necessarily himself be Engaged, though two characters who arefacing one another and are in each other's Threat Zones are both Engaged with each other. It is
possible that a character may be unable to Engage another, due to large disparities in size, power
level, etc.; a normal human (one hex) is unable to, by himself, Engage a dragon (seven hexes or
more).
Characters who are Disengaged have much more freedom of movement than characters who are
Engaged; see below under Combat Movement for more information.
Phases:
A combat turn is broken up into the following Phases:
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1. Initiative: Determine who goes first.
2. Spell Upkeep: If applicable.
3. Movement: Characters take their movement actions.
4. Combat Actions: This includes fighting and casting spells.
During each Phase, only the stated actions occur. Actions are not simultaneous; first onecharacter's action happens, then another's.
Initiative: During the Initiative phase, characters don't do anything. Players determine whichcharacter goes first. Characters go in order of their Effective Dexterity scores, from high to
low. If two characters are tied, each of them makes a Dexterity Check; the character with the
higher margin of success goes first.
The initiative order determined during this Phase holds for the rest of the combat turn, even if a
character's Effective Dexterity changes during the turn.
Optional Advanced Initiative System: All characters make a Dexterity Check, and go first inorder from highest to lowest margin of success.
Spell Upkeep: Some spells require spending additional Strength in order to maintain an ongoing
effect; if so, a character does this on his turn, before moving. If he moves, but fails to announce
he is performing upkeep, any spell that required upkeep to continue for this turn fails.
Combat Movement
Characters move in Initiative order, with the exception of chases (situations where one character
is moving and another character is trying to catch him -- this isn't a strict game definition; if it
looks like a chase then it is one). In a chase, the character ahead always moves first, though for
the other Phases the characters act in Effective Dexterity order.
Important General Rule of Thumb: Regarding combat movement and actions, a character can
perform any action which his movement during the Turn and current circumstances allow. Forinstance, 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, falls over,
disappears, or anything else) he is now treated as a Disengaged character who has moved onehex, and can perform any of the actions available to a Disengaged character that has only moved
one hex; he could shoot with a missile weapon if he has it ready, or cast a spell, or ready a
weapon, or drop, or dodge, or attack with a ready melee weapon or barehanded if he has a target.
Disengaged Characters: During the Movement Phase, only characters who are Disengagedmay move freely. A Disengaged character can make the following types of movement actions:
Stand up: Standing up, from a fallen, prone, or kneeling position, costs the character'sfull Movement for the Turn.
Step: The character can move one hex.
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Jog: The character can move up to two hexes.
Half Move: The character can move up to half of his Movement (round up).
Full Move: The character can move up to his full Movement.
Delay: The character can choose to temporarily end his movement, to wait and see what
else happens during the turn. A Delay action can be performed after moving any amountup to half of the character's Movement score.
Engaged Characters: During the Movement Phase, characters who are Engaged are muchmore limited in their choices. 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.
Shift: The character may move up to one hex, to another hex in which his Engagement
status does not change. (In other words, he must be Engaged with all of the characters hewas Engaged with before. If he was Engaged with only one character, he may move to
one adjacent hex in his opponent's threat zone; if he was Engaged with more than onecharacter, the adjacent hex he moves to must be in all opponents' threat zones.) It costs
the same amount of Movement as a Step (one hex in either case); the main difference
between a Step and a Shift is that a Shift is done while Engaged, and must be done froman Engaged position to another Engaged position with the same character.
Stand still: And use no movement.
Combat Actions
When it comes to combat, a character is considered to be in one of two states: Engaged or
Disengaged. A character who moves into another character's threat zone (which means the hexdirectly in front of that character and the two hexes on either side of it) becomes Engaged and
must stop moving immediately. An Engaged character is Engaged regardless of his own facing;
the salient feature is that another character is capable of attacking him.
A character who is anywhere but in another character's threat zone is Disengaged and may move
freely.
During the Combat Actions Phase, 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):
Stand up: A character who is prone, kneeling, or fallen may stand up during the turn
and do nothing else.
Take a breather: (Optional) A character can recover 1d6 nonlethal damage and do
nothing else.
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Move one hex and shoot: A character who has moved no more than one hex may shoot
with a missile weapon he has ready.
Move one hex and cast: A character who has moved no more than one hex may cast aspell.
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).
Move two hexes and ready. A character who has moved no more than two hexes mayready a weapon that is not currently ready.
Half move and drop. A character who has moved no more than half of his Movement
may drop to the ground, to a prone or kneeling position (the player specifies which)
Half move and Dodge. A character who has moved no more than half of his Movement
may perform a Dodge action.
Charge and attack. A character who has moved no more than half of his Movementmay attack with any ready weapon except a missile weapon.
Full move. A character who has moved more than half, up to his full Movement scoremay do nothing else during the turn.
A character who is Engaged may perform one of the following actions (note again that allmovement related to these actions has already occurred during the Movement Phase):
Stand up. A character who has already stood up during the turn may do nothing else.
Stand still and shoot a charging enemy. A character who has not moved during theTurn may shoot at a charging enemy with a ready missile weapon. He then drops the
weapon. A character can almost always do this; the situations in which he can't will bespecified.
Stand still, drop and/or pick up weapons. A character who has not moved during theTurn may drop any weapon(s) he has in hand, and/or a shield, and pick up any dropped
weapons in his hex. He 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, ready weapon.
Shift one hex and defend: A character who has moved no more than one hex may
perform a Defend action.
Shift one hex and switch: A character who has moved no more than one hex may drop
a weapon he has in hand, and ready a new non-missile weapon.
Shift one hex and attack hand-to-hand: A character who Shifted during his MovementPhase may attack barehanded or with a small HTH weapon. He drops all weapons he has
in hand that are not small HTH weapons.
Shift one hex and cast: A character who Shifted during his Movement Phase may cast a
spell.
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Shift one hex and disbelieve: Identical to the "move one hex and disbelieve" action for
a Disengaged character.
Disengage: A character who has not moved during the Turn may attempt to move out ofan opponent's threat zone.
The actions are further explained below:
Stand up: A character who has fallen, been knocked down, dropped prone or to his knees may
stand up. This uses up all of his movement for the turn.
Shoot: The character attacks another with a ready missile weapon.
Attack: The character attacks another with a non-ranged attack (ready melee weapon or
barehanded).
Defend or Dodge: These both act exactly the same; Defend is used by a character who is
Engaged, against hand-to-hand or melee combat (i.e. any non-ranged attack), while Dodge isused by a character who is Disengaged, against ranged attacks (missile attacks or thrown
weapons, including ranged Spells). In order to Defend, a character must have a ready weapon in
hand with which to parry or block the incoming attack; in order to Dodge, the character must be
able to move. If a target is Dodging or Defending, the attacker rolls 4d6 to hit him instead of3d6.
Disengage: The character attempts to move one hex, to a hex outside of the opponent's threatzone. A Disengage action occurs during the Combat Actions phase rather than Movement. To
Disengage, move one hex away from the opponent, outside of his threat zone. If he wishes to
attack you he may do so, regardless of your relative Effective Dexterity scores; if your Effective
Dexterity is greater than his, his attack roll is at -1 per point of difference.
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, and can perform any of the"Shift and..." actions.
Attacking
The attacker rolls a Dexterity Check, modified by his weapon, armor, wounds, Skill, and other
factors. On a successful check, he hits the target and rolls the weapon's damage.
Damage
When a character is damaged in combat, subtract the value of any armor, protective Spells, or
other protective abilities from the amount of damage; the result is the amount of damage thecharacter takes. For example, 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.
Effects of Damage
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A character's Effective Strength is equal to his regular Strength minus the amount of damage hehas taken. When a character's Effective Strength reaches 1 as a result of damage, he falls
unconscious; when it reaches 0, he dies.
A character that takes 5 or more points of damage in a single Turn has his Effective Dexterityreduced by 2 for the next Turn only.
A character that takes 8 or more damage in a single Turn falls down. If the damage is figuredafter armor, the character falls down automatically; if the total is 8 damage before armor but less
than that after, the character can make a Dexterity Check at -2 (no penalty if he has the
Acrobatics Skill) to avoid falling down. If this roll is successful, he is instead moved back onehex.
If using the Optional Movement Rules above, a character loses 1 Movement for every 2 damage
he takes (this is calculated from Strength loss; don't recalculate Movement for Strength then
apply this as additional penalty!).
Optional Nonlethal Damage Rule: Damage is divided into two types: Lethal andNonlethal. There are four types of attacks:
Stunning, which do all of their damage as Nonlethal only
Bludgeoning, which do 1/3 of their damage as Lethal and 2/3 as Nonlethal
Damaging, which do all of their damage as Lethal
Shock, which do all of their damage as Lethal, and the same amount as Nonlethal
All other attacks, and spells that are not specified, do their full damage as Lethal. Strength loss
from spellcasting is considered to be Nonlethal damage. As in the Optional Spellcasting
Damage Rule, a character falls unconscious when he has taken a total amount damage (Lethaland Nonlethal) equal to his Strength, but only dies when his Lethal damage equals his Strength
score.
Armor stops Lethal damage first, and healing spells heal Lethal damage first, unless otherwise
specified.
A character can take a breather; he does nothing else and recovers 1d6 worth of nonlethal
damage. This means he does nothing else during the turn; no movement, no fighting, nospending STR on maintaining spells (though any spells that aren't up for upkeep this turn, or any
spells that cost 0 STR for upkeep, will continue). If he takes any damage at all through armor,
lethal or nonlethal, during the Turn, then his breather is spoiled and he does not recover. Othercharacters are at +3 to hit a character who is taking a breather.
A character who goes unconscious essentially spends every turn taking a breather; he recovers1d6 nonlethal damage each turn. He becomes conscious once he recovers more STR than the
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amount of lethal damage he has taken (note that that's greater than, not greater than or equal to; a
character who has taken 2 lethal damage has to recover to 3 STR or better before he becomesconscious). Example: A character with 10 STR who has taken 12 damage, 4 lethal and 8
nonlethal, is now at -2 STR. Since he has taken 4 lethal damage he has to recover to greater to 5
or more STR, so he has to recover at least 7 STR worth of nonlethal damage.
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; it takes 1 minute per additional STR loss to wake up,
and he has to be receiving some kind of assistance.
Standard Damage Progression
When converting bonuses to dice, the progression is: 1 point, 2 points/1d6-4, 3 points/1d6-3,
1d6-2, 1d6-1, 1d6. Dice are additive to this; 1d6+2 with an additional +1 becomes 1d6+3 or
2d6-3, an additional +1 makes it 2d6-2, and so on. When a value falls on the cusp between somenumber of dice +3 and one more die -3, (for example, 1d6+3 and 2d6-3) usually the better choice
is fewer dice with the bonus.
See the following table:
Damage Progression Table
Bonus: 0 dice One die Two dice Three dice
+1 1 point 1d6+1 2d6+1 3d6+1
+22 points/
1d6-41d6+2 2d6+2 3d6+2
+3 1d6-31d6+3/2d6-3
2d6+3/3d6-3
3d6+3/4d6-3
+4 1d6-2 2d6-2 3d6-2 4d6-2
+5 1d6-1 2d6-1 3d6-1 4d6-1
+6 1d6 2d6 3d6 4d6
When adding bonuses to values that already have bonuses or penalties, a full dice value +1 goes
to the top of the next column. For instance, 1d6+3 with an additional +4 in bonuses becomes
1d6+7 which becomes 2d6+1, while 1d6-3 with +4 in bonuses becomes 1d6+1.
This table can also be used to determine base damage done by Strength value; the 0 dice columnis simply Strength equal to the listed bonus, while the one die column is equal to 6 plus the
bonus, the two dice column 12 plus the bonus, and so on. A punch is considered a bludgeoning
attack, while any other attack does damage by weapon type. (For example, a character with 10Strength (read the One die column at +4) does 2d6-2 bludgeoning damage with a punch, while a
character with 14 Strength would do 2d6+2.)
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Weapons
The weapons available to characters in WARRIOR & WIZARD are listed in the table below.
Weapons Table
Weapon Name Damage STR Min. Length Notes
Knives:
Dagger 1d6-1 - Short Thrown
Main-Gauche 1d6-1 - Short
Swords:
Rapier 1d6 9 Medium
Cutlass 2d6-2 10 Medium
Short Sword 2d6-1 11 Medium
Broadsword 2d6 12 Medium
Bastard Sword (1-
hand)2d6+1 13 Medium
Bastard Sword (2-hand)
3d6-2 13 Medium
2-handed Sword 3d6-1 14 Medium 2-handed
Great Sword 3d6+1 16 Medium 2-handed
Axe/Mace/Hammer
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:
Club 1d6 9 Medium Thrown
Hatchet 1d6 9 Medium Thrown
Hammer 1d6+1 10 Medium Thrown
Mace 2d6-1 11 Medium Thrown
Small Axe 1d6+2 11 Short Thrown
Pick 2d6 12 Medium
Morningstar 2d6+1 13 Medium
Great Hammer 2d6+2 14 Medium 2-handed
Battleaxe 3d6 15 Medium 2-handed
Pole Arms:
Javelin 1d6-1 9 Medium Thrown
Spear 1d6+2 11 Long Thrown, 2-handed
Halberd 2d6-1 13 Long 2-handed
Pike Axe 2d6+2 15 Long 2-handed
Trident 1d6 10 Medium
Naginata 1d6+2 10 Long 2-handed
Cavalry Lance 3d6-1 13 Long
Pike 2d6+1 or as Spear 12 Long 2 handed; Special
Missile Weapons:
Thrown Rock 1d6-4 - Thrown
Sling 1d6-2 -
Short Bow 1d6-1 9 2-handed
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Horseman's Bow 1d6 10 2-handed
Longbow 1d6+2 11 2-handed
Light Crossbow 2d6 12 2-handed
Heavy Crossbow 3d6 15 2-handed
Other Weapons
Quarterstaff 1d6+2 11 Medium
Net 1d6-3 10 Thrown
Cestus (See Notes) - ShortDamage based on
STR
Whip 1d6-1 8 Long
Lasso (See Notes) 8 Thrown
Fighting Boomerang2d6 11 Thrown
Nunchaku 1d6+1 8 Medium
Spear Thrower+2 to thrown
spear(See Notes)
STR Minimum isSTR for spear
thrown
Blowgun Poison -
Dart Poison -
Burning Torch (See Notes) - MediumSee below under
Fire Damage
Improvised Weapon (See Notes) Short/Medium
See below under
Improvised
Weapon
Wizard's Staff 1d6 - MediumSee below under
Wizard's Staff
Flask of Oil (See Notes)See below underFire Damage
Poison Gas (See Notes) See below under
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Poisons
Bola (See Notes)See below under
Bola
Shuriken 1d6-2Thrown. Seebelow under
Shuriken
Arquebus 3d6+3See below underFirearms
Flintlock Pistol 1d6+2See below underFirearms
Grenade (See Notes)See below underFirearms
Petard (See Notes)See below under
Firearms
Gunpowder Bomb (See Notes)See below under
Firearms
Legend
Weapon Name - this refers to the name of the weapon.
Damage - the number of dice rolled to determine the weapon's damage
STR Min. - the minimum STR required to wield the weapon effectively; see below underStrength Minimum.
Strength Minimum: This refers to the minimum Strength necessary in order to use theweapon. A weapon may be used by a character with less STR, but he is at -1 to hit for every 1STR less, and at -1 to damage for every 2 STR less. A character with more Strength can do more
damage, at +1 for every 2 STR higher, with a corresponding -1 to hit, up to a maximum of +3
damage.
Weapon Length: Long weapons can attack an opponent up to two hexes away; Medium
weapons can attack into the next hex; Short weapons can only attack in the same hex in hand-to-
hand combat or into the next hex at a -1 penalty.
Thrown Weapons: A thrown weapon may be thrown by a character with the Thrown Weapons
Skill, or with the weapon-specific Skill. Thrown weapons take a penalty of -1 to hit for every
hex between the attacker and the target. A thrown weapon that misses its target might hit
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someone else; see below under Attacking Into Melee for more information. A thrown spell is
treated identically, except that it has no chance of hitting another target if it misses its intended; itdissipates harmlessly in that case.
Missile Weapons: A missile weapon takes a -1 penalty for every two multihexes (or, six hexes)
between the attacker and the target. There is no penalty against targets in the same multihex orup to two away, -1 for 3 to 4 multihexes, -2 for 5 to 6, etc.
Two-Handed Weapons: Two-handed weapons require both hands. A shield must be eitherslung on the back or dropped in order to use a two-handed weapon.
Pole Arms: If a Charge and Attack action is used with a Pole Arm, and the last three hexes ofthe attacker's movement are in a straight line (no facing changes), the attack does double
damage. If a character with a Pole Arm is attacked by someone Charging, and he sets the Pole
Arm to meet the charge, he gets +2 to his Effective Dexterity to hit the Charger, and does double
damage.
Attacking Into Melee: If the path taken by a thrown or missile weapon passes through any
hexes occupied by other characters, or into a hand-to-hand brawl in a single hex, the attack takesa -1 penalty for each character. If the attack misses its primary target, it could hit any of those
other characters. Roll an Effective Dexterity Check for each character in the path, starting with
the one closest to the attacker, at standard penalties for ranged combat; a successful check means
the attack misses its unintended targets. When attacking into a brawl, choose the order in whichcharacters are targeted randomly.
Fire Damage: Fire damage is based on the size of the fire and the amount of exposure toit. Generally, a weapon that is on fire does +2 damage; a burning torch is treated as if it were a
club that is on fire. Realistically, a flaming weapon probably won't set the target on fire; if the
target is highly flammable (doused in gasoline or the like) the chance is 50/50 on a successful
hit. (Even for things like newspaper, one normally needs to apply the flame for a few seconds toget it to burn; see for yourself the next time you start a fire.)
For a target on fire:
One limb only (such as the arm): 1d6-4 per Turn, until it's put out
Half the body: 1d6-2 per Turn, until it's put out
Whole body: 1d6 per Turn, until it's put out.
Stop, drop, and roll can put out a fire in one Turn; the character takes one full Turn of burningunless someone is helping. Running while on fire fans the flames; one Turn of running turns one
burning limb into a half-body burn, and a half-body burn into a full body burn; running while
burning increases whole body damage by +2 per Turn. The character must succeed on anIntelligence Check to avoid running (3d6 for one limb, 4d6 for half body, 5d6 for whole body);
attempting to stop running while already doing so is at +1 die.
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A character moving through a burning hex takes 1d6-4 damage, +2 per additional hex movedthrough. A character who stops in a burning hex takes 1d6-2 damage. A character who, for
some reason, stays put in a burning hex, takes 1d6 damage per turn he stays there. If the fire has
burned down to hot coals, add +1d6 to the damage (note that a hex that has just caught on fire,
because of a spell or other reason, probably is not at the hot coals stage). A character mustsucceed on a 3d6 Intelligence Check to move into or stay in a burning hex.
Armor protects against all, some, or none of this damage, depending on thecircumstances. Against burning attacks such as a torch, flaming arrow, or fireball, armor
provides its full value. If the character is immolated, or is inside a hex of fire (via the spell,
being inside a burning building, etc.), any non-fireproofed, medieval-type armor protects withhalf its value. 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, armor won't protect
against this.
Firearms: This includes guns (both early and modern) and various kinds of bombs (grenadesand the like).
Shield Rush, Slams, and Throws: These attacks all work similarly. A slam is just running into
someone with a shoulder or body mass, while a shield rush is the same thing only leading with
the shield. In a throw, the attacker actually grabs a target and tosses him. In all cases, the
attacker must make a successful attack roll. The target then rolls a 3 die Strength Check (basedon his unwounded Strength); if he fails this check, he is down on the ground. (A Martial Arts
throw may substitute a Dexterity Check for a Strength Check.) If the target is stronger than the
attacker, he receives a bonus to his Strength Check equal to the difference; if weaker, he receivesa penalty equal to the difference.
Armor:
Each type of armor is rated with a defense value. Any time a character is hit in combat, subtract
the armor's defense value from the amount of damage rolled. The result is the amount of damagethe character takes. (If using the Optional Nonlethal Damage Rules, damage stopped is Lethal
damage first. Cloth/Padded Armor stops 1 Lethal and 2 Nonlethal, and is assumed to be worn
under all other armor types; all armor types thus stop 2 Nonlethal damage in addition to their fullLethal value.)
A shield can be used to block attacks. A shield held in the "ready" position protects against
attacks from the character's front zone (the three front hexes), while a shield slung on the back
protects against attacks from behind only (the hex directly behind the character).
A dagger held in the left hand can be used to parry or block attacks as well.
Besides providing defense, armor is also heavy and binding, and reduces both a character's
ability to move and his Effective Dexterity score. (If using the Optional Movement Rules, the
Dexterity penalty determines the movement reduction.)
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Armor
Type:
Defense
Value:
DEX
Penalty
Weight
(kg)
Movement
PenaltyNotes
Fine Plate 6 -2 25 -4
Plate Armor 5 -3 25 -4
Half Plate 4 -2 20 -4
Chainmail 3 -1 15 -3
Leather 2 -1 8 -2
Padded
(Cloth)1 -0 7 -0
Tower
Shield3 -1 15 -
Large
Shield2 0 10 -
Small
Shield1 0 5
SpikedBuckler
1 0 6 1d6-2 damage if used as a weapon.
Full Backpack 1 -1 or -2 ContentsStops 1 hit from behind, preventsshield from being slung on back
Main Gauche or
Dagger1 0 See notes for Main Gauche
Encumbrance:
Encumbrance can reduce a character's Effective Dexterity as well as his movement. Penalties toEffective Dexterity are cumulative with the type of armor worn; movement penalties are not. (If
using the Optional Advanced Movement Rules, movement loss does accumulate based onDexterity penalties as well.)
Amount Carried Effects
0-2x STR in kg None. No penalties; full swimming movement allowed.
2-3x STR in kg -2 to Movement
3-4x STR in kg -4 to Movement. -1 to Effective Dexterity
4-5x STR in kg -6 to Movement. -2 to Effective Dexterity
5-7x STR in kg-6 to Movement. -1 STR every 2 minutes (nonlethal/fatigue). Max of 10minutes.
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STR squared in kgMaximum lift. Character can move 1 hex with 4d6 Effective Strength check,
otherwise no movement allowed.
MagicAs mentioned previously, a character is either a Warrior or a Wizard. A Wizard can learn a number of spells equal
to his INT, not unlike Skills for Warriors; 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). Warriors may learn spells; a spell counts as a
Skill for that character and takes three Skill slots. The INT minimum is as normal, though.
There are four basic types and three subtypes of spells. The main types are Creation, Missile, Thrown, Spells, and
Special, while the subtypes are Control, Detection, and Illusions/Images, and Summoning. These are described as
follows:
Creation: A Creation Spell either creates an object or substance, whether real or illusory, or summons a
creature. Creation spells have a limited range, that being in the caster's multihex plus each of the multihexes that
touches it, and those hexes must be within the caster's line of sight (exception: a wizard can cast a Creation into an
area under Shadow). The caster can see through the eyes of his Creations (Illusions, Images, and Summonedcreatures), if they have eyes. Creations are under the mental control of their caster, and will never try to break this
control. A Creation must appear in an empty hex (the exceptions are Rope, Fire, and Shadow; these can appear in
occupied hexes, and Creations can appear in hexes occupied by them). A Created creature of any kind (again,
whether Illusion, Image, or Summoned) suffers from "creation sickness" and cannot move or fight during the Turn
in which it was created; after that Turn it can do everything normally.
Images and Illusions: Both Images and Illusions are magical phantasms, the unreal made real by magic. Like all
Creations, both are under the mental control of their caster, and the caster can see through the eyes of Images and
Illusions. Creatures of both Image and Illusion need character sheets (in part so that the lack of one is not a tipoff to
otherplayers that the construct is one of these!). Like all Creations, an Image or Illusionary creature suffers from
"creation sickness".
Images must be of a single, simple object; this can be a living creature, shadow, wall, etc., but must be one object(for instance, a 7-hex Image cannot be an Image of seven creatures). Images are effectively holograms having full
sensory components -- sight, sound, and smell at the minimum. An Image can never do damage, though it acts fully
under the caster's mental control, and disappears if it is touched or hit, or if it touches or hits anything (in combat or
not). Two Images cause each other to disappear; an Illusion causes an Image to disappear, but does not itself
disappear. Attempting to move through an Image also causes it to disappear, but if it turns out not to be an image,
the moving character stops in the hex right next to the target, and must make a 4d6 D