The Paths to Valhalla. aths to. alhalla. Zephyr Table Games RPG. By Scott Nelson

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1 P V alhalla Sa m ple file aths to Zephyr Table Games RPG By Scott Nelson 1

2 2

3 Sa m ple file Picture 1 An Advanced Superhero 2044 system By Scott Nelson Copyright 2013 Contributors Contributors: Jeff Barnes, Eric Nelson and Mike Spoto. Play testers: Julie Nelson, Samantha Nelson, Thomas Nelson, Josh Spanos, Paul Spoto, Sean Spoto, Casey Wood. Copyright 2013, Version 1.1 Zephyr Games Author Scott Nelson comments and questions to zephyrquestions@cox.net 3

4 This Book Picture 4 This book is about high fantasy, but its origins are steeped in the far RPG past. The idea this game is based on were gleaned from a game that was published in That game was called Superhero 2044, by Donald Saxman, published by Gamescience and Lou Zocchi. Our little group played Superhero 2044 for many years and as we found a rule we thought was needed, we created it. Our Superhero system was not based on a book of rules, but rules based from characters. Each hero was a set of rules, a system. That lead to an ever expanding set of rules. Some made it into the game, some did not. Thus we expanded the basic book, making what I hope will be a fun game for others to play. Although this isn t a game of Superhero s it is a game of Hero s. What does that have to do with this book? I m glad you asked, as I was editing Advanced Superhero 2044, I kept thinking that it could be fleshed out into a good fantasy system, by removing the high-tech equipment and references. So I started the Fantasy project and most changes could be backwards compatible for the Superhero system, I like simple elegant solutions like that. And the results I think should speak for itself enjoy. Introduction This book assumes a few things, rightly or not: That you know about role-playing games That you have played one before That you like to customize your game That you like to have fun doing the above things What I m trying to say is that I ve provided a framework for you to play with. It could be played by a beginning player because there are aspects that are simpler than other game systems. The amount of reading is much smaller and there are far fewer books to complicate the game for a novice player or GM. There are plans for the full magic system to be published (what you see here is just example spells), an updated version of Advanced Superhero 2044 and a characters book after that, with examples of all the previous books characters. Dice rolls Above all have fun with it! Most rolls called for in this game are 1d20 or better rolls. Such as saves, to hit rolls, surprise saves, etc. Damage rolls are in d6, multiple dice give a more average bell curve, but if you prefer to use the other types of dice such as d4,d8 and d12 there is a table near the end of the book with equivalent dice. Optional rules Throughout this book there are sections that will state that they are OPTIONAL. Although the system works great without these rules, using most of them (if you are an experienced GM) can make the system more flexible and interesting. Consider carefully each optional rule and decide for yourself if you want to use any one (or more) options. 4

5 Half Actions Immediate Actions (optional) Table of Contents Using Actions Contributors...3 Standard Actions This Book...4 Act Defensively Introduction...4 Activate magic item Dice rolls...4 Attack (step and attack) Optional rules...4 Attack aggressively Table of Contents...5 Bind weapon (or shield) Character Creation...9 Block (with shield) Attribute points...9 Brace Weapon (sholder) Special Bonus...9 Defensive Attack Attributes...9 Disarm Attribute Minimums...10 Dodge (an attack) Attribute Saves...10 Sacrifice Ability Descriptions:...11 Grapple break file Sacrifice (attribute points):...11 Grapple Choke Grapple hold ple Create your own Sacrifices...13 Area-of-Knowledge (AoK) points...14 m Skill points...16 Grapple pin Grapple weapon Immediate Action Sa Starting Maximums (optional)...16 Maximum-Stamina Attack One-skill (one level only skill) (optional)...16 Move Skills and Attribute saves...16 Move half and act defensively Skills use...16 Move half and attack Skill Descriptions...17 Parry (attack) Power sets...19 Pickup weapon Healer...19 Ready equipment/weapon Berserker...19 Save an Action Armsmaster...19 Sprint Magic Shaper...20 Stand Light Elves...20 Roll with the hit (reduce damage taken) Dark Elves...20 Archaic Ranged weapon actions Tree Cat...20 Aim Far East Martial Artist...20 Aim and Attack How to Play the Game...22 Attack (ranged) Actions...22 Move half while ready Saving Actions

6 Ready Weapon (ranged) Archaic Marksman Actions Move half and Attack Move half and Ready Quick Ready and Attack Ready and Attack Martial actions Acrobatic stand Block (attack with shield) Dodge (an attack) Leap and attack Parry (an attack) Quick strike (attack) Minor complication Major complication Unnatural Healing complications (optional) Endurance recovery Hit Locations (optional) Limb loss (optional) Falling Damage Knockback (optional) Stunning damage (save) Jumping Size, height, move and reach Lifting and carrying Invisibility and Darkness Roll with the hit (reduce damage taken) Shield attack Martial unarmed combat actions Grapple choke Grapple (one arm hold) Nerve strike Penetrating strike Illumination and Darkness Trip Combat Invisibility Darkness Reaction (NPC) Saving Throws Miscellaneous Perception and Search Surprise Helpless Attacking Stunned Melee attacks Contested table Melee modifier notes Ego (or Mental attack) Modifiers Reach (weapon) To Hit (Ranged Attack) Modifiers Miscellaneous Notes Damage Bonus Stamina (hand-to-hand) Damage Types of Protection (armor, magic or abilities) Healing Temporary Vigor and Endurance loss Vigor recovery Sleep (lack of) Wildernesscraft Starvation Weapons and Equipment Weight Money Everyday costs Equipment (making) (optional) Tools Equipment list Livestock Animal senses Mounted Combat

7 Magical equipment Dark Alchemy Weapons (melee) Weapons (ranged) Cultural differences Weapon descriptions Far East Weapons (Chinese and Japanese weapons).. 52 Ancient Armor Early Firearms Early Firearm descriptions Gunpowder Bow and Crossbow notes Repair of Equipment Skill 3 spells Skill 4 spells Skill 5 spells Skill 6 spells Magic devices Use of magic devices Expendable charms (one use magic devices) Magic talisman, devices and relics Creature and Monster special Sacrifices Melee Attacks Ranged Attacks Regeneration Example Monsters Creating Armor and weapons (optional) Creating weapons and AoK (optional) Weapon materials (optional) Weapon Failure (optional) Creating armor and AoK (optional) Superior Armor (optional) Shields (optional) Fairy Folk (210 points) Armor (and shield) Failure (optional) After the Adventure (optional) Wildmen (210 points) Beastmen (210 points) Night Stalker (235 points) Mist Monster (210 points) Undead Were creatures Game setting The Vikings ( ) Alchemy (optional) Viking Ships Merchant (optional) Blacksmith (optional) Living expenses (optional) Magic Area-of-Knowledge and Skills Shaping spells Active and memorized spells Distractions Casting Spells Spells that can be scaled Skill 0 spells Skill 1 spells Skill 2 spells Norse neighbors Rurik Dynasty ( ) Kievan Rus Byzantine Empire ( ) Macedonian dynasty and resurgence ( ) The Norse Mythos The Gods of Asgard The Nine Worlds and the cosmological Tree Yggdrasil 88 Adventures Game Mastering Making the Adventure an adventure Experience (after the adventure) Sacrifice purchase

8 Status References Example characters Dice Conversions

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