Adventuring. Action Checks. Player s Handbook. - Chapter 5 -

Size: px
Start display at page:

Download "Adventuring. Action Checks. Player s Handbook. - Chapter 5 -"

Transcription

1 Player s Handbook - Chapter 5 - Adventuring Ree-Gal stopped where he was, ready and alert. All was silent, nothing could be heard over the gentle sound of the falling snow. And there it was again. That scent he caught just moments ago. The scent of creatures alien to this part of the world. Whatever they were, they were neither simbarah, nor the cursed hundanan that lived to the south. Action Checks There are many different types of actions that a character can attempt as they take part in a story. The basics (found at the beginning of this book) covers how a character completes an action by making action checks. This section provides a few example action checks and the attributes most likely to be used. Alchemy (INT): Identify and make special alchemical items. Appraise (INT): Estimate the value of an item. Arcane Magic (INT): Casting an arcane spell. Balance (DEX): Move across narrow or uneven surfaces without falling. Bluff (CHA): Successfully lie or fool another into thinking what you wish. Climb (STR): Scale vertical surfaces or slopes. A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper. Diplomacy (CHA): Influence the thoughts and attitudes of others to gets the desired result. Disguise (CHA): Used by an individual to alter their appearance and/or mannerisms to appear to be someone they are not. Divine Magic (WIS): Casting a divine spell Gather Information (CHA): Pick up rumours, news and a general understanding of the local customs and traditions. Heal (WIS): Apply first aid and treat the effects of poison and disease. Intimidate (CHA): Used to force a change in the behaviour of another by force of personality. Knowledge (INT): Recall facts or information related to a discipline the character has trained in. Lift (STR): Lifting or pushing a heavy object. Listen (WIS): Detect sounds that would otherwise be missed or identify the source of sounds that are detected. Melee Attack (STR): Attacking with a melee weapon. Perform (CHA): Entertain others by acting, singing, playing a musical instrument, storytelling or even acting like a clown. Ranged Attack (DEX): Attacking with a ranged weapon. Ride (DEX): Successfully ride and steer a mount. Rope Use (DEX): Do something with a rope. This can be to bind another individual, tie a firm knot, tie a trick knot, tie a rope around themselves one handed, or even splice two ropes together. Saving Throw (Varies): Avoiding the harmful effects of a hazard. Sense Motive (WIS): Use of intuition to determine the true motive of another individual. Spot (WIS): Detect characters or creatures who are hiding or are difficult to see. Spot is also used to detect someone in disguise. Swim (STR): Swim across a body of water, or try to avoid drowning. Swing (STR): Use hand holds to swing along whist hanging above the ground. Handle Animal (CHA): Domesticate wild animals and train domesticated animals. 50

2 Chapter 5: Adventuring Saving Throws GAME SYSTEM There will be times when a character encounters a hazard that puts their life at risk. These could be a falling block of stone, a poisonous dart, or a magical attack aimed at them. When encountered, the character may be allowed an action check to avoid the effects of the hazard. These action checks are called saving throws. Types of Saving Throws There are six basic types of saving throw, one for each attribute. Which attribute the saving throw uses depends on the nature of the hazard: STR: Constriction, Paralysis DEX: Breath Weapon, Energy Beam, Falling, Trap CON: Disease, Energy Drain, Poison, Toxic Gas INT: Illusions & Phantasms WIS: Confusion, Petrification, Polymorph CHA: Death Attack, Charm, Fear Sometimes a saving throw will reduce the damage the hazard inflicts by half. Where this happens the saving throw entry will have (½) listed after it. A creature can voluntarily fail a saving throw to accept the effect of a Risking Life & Limb At some point or another characters will find themselves in life threatening situations: The monstrous beast that lairs in the caverns the player characters have entered looks at them, thinking they are it s next meal. In the city a gang of thugs that has just jumped out of the shadows hold their weapons menacingly seeking to rob the player characters of their possessions. High in the mountains a character swings from the tattered remains of a rope bridge that once spanned the gorge they are trying to cross. These are a few examples of the different dangerous situations a character may find themselves in. After all, what would an adventure be without some risk or danger. Injury & Death Injury and death are two hazards that a hero always faces when embarking upon an adventure. How much punishment a character can suffer is dependent on their hit points and vitality. The more hit points and/or vitality a character has the more physical damage they can suffer before they die from their wounds. Each time a character suffers an injury they temporarily loose a number of hit points. How many depends on the type and severity of the injury. The Effects of Damage When a character suffers from injury or wounds, damage is taken from their hit points first and their vitality second. If damage suffered is enough to wipe out more than the character s remaining hit points all additional damage carries over to their vitality. A character s hit points can never go into a negative value. Fatigue: A character with 0 hit points is fatigued and suffers a -2 penalty to all action checks. A character recovers from this state when they are on 1 or more hit points. A character on 0 hit points who continues to suffer injury takes damage to their vitality. At this point they are taking actual physical wounds and run a very real risk of dying. A character s vitality can be reduced to negative numbers. If a character ever finds their vitality reduced to 0 or lower, they are knocked unconscious and are on the verge of dying: Knocked Unconscious: If their vitality is exactly 0, then the character is knocked unconscious. On Death s Door: If their vitality is below 0, but not sever enough to kill them outright (see Death below), the character is still alive but only a step away from death. Unless the character is given first aid treatment, they will die within 3d+2 minutes from bleeding. Death: A character who is reduced to a negative number of vitality equal to or greater than their CON is dead. The amount of physical injury they have suffered is too much for their body to survive, and they die straight away. Example: a character with a CON of 12, who is reduced to 0 vitality is unconscious but in no serious threat of death. If the character was reduced to -1 vitality they are dying but still have a chance of recovering if they receive first aid. If they were reduced to -12 vitality 51

3 Player s Handbook or worse they are dead. Damage Types RULE SYSTEM There are four types of damage a character can suffer from. These are listed below: Standard Damage: Standard damage is the type of damage most attacks and hazards cause. This is applied first to a characters hit points, and then to their vitality. Non-Lethal Damage: Non-lethal damage is only ever applied to a character s hit points, never deducted from their vitality. If a character is on 0 hit points and they suffer non-lethal damage, they do not lose any vitality, they are knocked unconscious. Penetrating Damage: Penetrating damage is dealt directly to a creatures vitality regardless of how many hit points they still have. Creatures without a vitality score are immune to this type of damage. Attribute Strain: Some attacks and hazards, be they magical attacks, poisons or diseases, do not effect a character s hit points and vitality. Instead they effect their attribute scores. This is applied as attribute strain. For every 3 points of attribute strain a character suffers from (rounded up), they suffer a -1 penalty to all action checks using that attribute. If one of a character s attributes suffers more strain than the attribute score, the character either dies (if it is Constitution strain) or falls unconscious (if it is one of their other attributes). Attribute strain recovers at a rate of 1d3 points each day, at the same time First Aid First aid is used to try and save a dying character. If a character has less than 0 vitality, another character can attempt a (WIS-12) to stabilise them. The injured character regains no vitality, but they do not suffer the risk of automatically dying within the next 9 to 20 minutes. They may now heal at the normal rate. Knocked Unconscious If a character is knocked unconscious they remain unconscious for 5d minutes. When the character recovers and comes around they are able to move and act as normal, though they may still suffer the effect of fatigue if they are still on 0 hit points. Blindness Sometimes a character will find that their eyes have been targeted by an attack. It could be a venomous attack from a spitting cobra or the effects of a spell. Regardless of how blindness is inflicted, its effects are generally the same. A character can be partially or fully blinded: Partially Blinded: The character has suffered serious damage to their sight and is only able to distinguish general shapes and colours. Their sight is blurry at best. A character in this state suffers a -2 penalty to all dice rolls to hit when attacking, and suffers a -2 penalty to their AR. Fully Blinded: The character is completely blind and suffers a -4 penalty to all dice rolls to hit when attacking, and suffers a -4 penalty to their AR. Non-magical blindness heals naturally if the eyes are given proper treatment and the damage is temporary. If this is the case (the Game Master has final say on this) the characters sight recovers naturally over a period of 1d months if partially blind, or 2d months if fully blind. Permanent blindness can only be reversed through the use of magic. Magical blindness can only be healed through the intervention of magic, or the magical effect used to cause the blindness comes to a natural end. Disease Another hazard and danger, diseases generally inflict hit point damage and/or impose penalties to certain action checks. Though some rare flesh eating illnesses cause vitality damage instead. The exact effects of the disease vary depending upon the disease in question. The exact time to recover fully from the effects of the disease depends entirely upon the disease itself. Magical intervention is always preferred to natural healing as spells and magic items can heal and restore the character to full health instantaneously. Treat Disease: To treat a disease means to tend a diseased character. Every time the diseased character makes a (CON-CL) to recover or resist the disease, the character attempting to treat them makes a (WIS- CL). The diseased character uses the character s result in place of his or her CON action check to recover if the result of character s WIS action check is higher. 52

4 Chapter 5: Adventuring Healing A character can recover from injury by one of three methods. All three of these methods result in the injured character recovering a number of hit points and vitality. No matter which method is used. A character can never recover more than their total hit points/vitality. Natural Healing The rate that a character heals depends on what type of damage they are recovering from: Hit Points: All living creatures heal at a natural rate of 1 hit point per level per day. A 1st level character will recover 1 hit point per day, a 12th level character will recover 12 hit points per day. Vitality: Living creatures recover vitality at a rate of 1 point per day. Both types of damage can recover at the same time when healing naturally. To keep things simple lost hit points and vitality are always recovered at midnight. Long Term Care Providing long-term care means treating a wounded person for a day or more. This require a (WIS-10) and if successful the patient recovers hit points and vitality damage at twice the normal rate. Giving Long Term Care: A character giving long term care can tend up to six patients at a time. For this to work the character doing this needs a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Magical Healing The fastest and most effective means of recovering from damage is through the use of spells or magic items. Which type of damage and how much is healed depends on the spell or magic item used. Healing Wounds: If a spell heals wounds, all healing is applied to vitality before they are applied to hit points. If the magic used to heal the character s vitality heals more than the damage suffered, all additional healing caries over and is applied to their hit points. 53

5 Player s Handbook Combat Almost every story has some scope for combat. In a world filled with monsters being able to protect yourself is an essential survival trait. Fortunately, the characters have a reasonable chance of surviving a fight... that is to say better than the average person. When Combat Begins When the characters find themselves in a situation where they have to fight their way out, the Game Master first describes the scene, giving details of the surrounding area and where everyone is in relation to each other. This is important as these facts will determine what a character can do as the fight breaks out. Surprise Before anything can happen though, the Game Master may require that any of the participants check to see if they were caught unawares when the scene started. This involves one or more of the participants making a surprise check. If this check fails, then the participant starts the combat unaware of their opponents and is surprised. Making a Surprise Check: A surprise check is made by rolling a (WIS-10). If any of the participants is aware of their opponents at the start of the scene, then they are not required to make an action check. These participants are ready to act and are not surprised. They effectively passed the action check automatically. It is quite possible for some of the participants to require an action check to determine if they are surprised, where as others do not. Exactly who (if anyone) needs to make a surprise roll depends upon how the combat scene starts and where the participants are and what they are doing. The Effects of Surprise: If a participant is surprised, then for the first round of combat they are unable to take an action, and the opponent attacking them gains a +3 bonus to all attacks made against their DR. Initiative Once the scene is set, all participants need to roll for initiative. Initiative (or initiative rank) is the order in which each participant acts within the combat scene. Rolling Initiative: To determine their initiative rank each participant rolls 3d and adds their DEX modifier. The Game Master notes down these results. These results form the initiative sequence which dictates the order that everyone acts, with the highest value going first. In the event of a tie, a second initiative roll is made between those who are tied to determine the order they act within their initiative rank. It is important to note that even though some players can roll the same initiative rank, there are no simultaneous actions. All the effects of an individual s action are fully resolved before the next individual acts. The Game Master usually rolls a single initiative regardless of the number of participants they are controlling. This is to help speed up the game and stop it degenerating into loads of dice rolls before combat starts. Unlike player characters, the Game Master does not need to re-roll initiative between the individuals under their control if they tie with each other. The Game Master is just advised to use commonsense and put them in which ever order that makes sense. Once initiative is determined and noted by the Game Master, the combat scene is ready to begin. The Combat Round A combat scene is broken down into a series of rounds. Each round represents about 6 seconds in the game world. Each round a character can complete 2 or more actions. These include: 1 major action 1 minor action 1 or 2 free actions When a character s turn comes up in the initiative sequence that character performs his entire round s worth of actions. If the character has multiple attacks, then they make all these attacks at this time. If an effect, such as a spell, spans multiple rounds, the effects ends just before the same initiative rank it began on. The First Combat Round: In the first round of any combat all participants are flatfooted and lose any adjustments they get to their DR. All attacks made against an opponent in the first round of combat is made against a TN of 10 instead of their DR (see single attack below). Standard actions a character is likely to perform in within a round of combat include the following. 54

6 Chapter 5: Adventuring Single Attack (Major Action) Attacking an opponent in combat is a major action and involves the character trying to hit an opponent with a weapon or an unarmed strike. A major action allows a character to make a single attack against an opponent. Using a melee weapon: Attacking an opponent with a melee weapon requires a (STR-DR). Using a Ranged weapon: Attack an opponent with a ranged weapon requires a (DEX-DR). Unarmed Strike: An unarmed strike requires the attacker to make a (STR-DR) if their opponent is trying to defend themselves. A medium-sized character deals 1d3 points of non-lethal damage with an unarmed strike, which may be a punch, kick, head butt, or other type of attack. A Small character deals 1d2 points of non-lethal damage. Seekers do more damage than this because they have learnt how to increase the damage of their strikes through channelling their ki. Flatfooted Opponents: All attacks made against an opponent whilst they are flatfooted are made against a TN of 10 instead of their DR. Combatants are flatfooted on the first round of combat, and each subsequent round they are not trying to defend themselves. Using an Off-Hand: If a character uses a weapon in their off-hand they suffer a -2 penalty to their attack rolls to hit with that weapon. Shield Bash (Minor Action) An opponent can be bashed with a shield, using it as an off-hand weapon. This is a minor action, and the attacking character suffers a -2 penalty to the action check to make the attack. If used this way, the shield is a martial bludgeoning weapon, and the character looses the DR modifier the shield gives until their initiative rank in the next round. The amount of damage a shield does depends on the size of the character: Coup de Grace (Major Action) A character can use a melee weapon to deliver a coup de grace to a helpless foe. A character can also use a bow or crossbow, provided the character is adjacent to the target. The attacker automatically hits and scores double damage. If the target survives the damage, the target must make a (CON-10) or die. A character can t deliver a coup de grace against an opponent that is immune to sneak attacks, such as a construct. Multiple Attacks (Major + Minor Action) If a character is able to make multiple attacks, they may combine both their major and minor actions to make multiple attacks against their opponent. All attacks are made at the same time, and are made against the DR of the opponent or a TN of 10 if they are flatfooted (see standard attack above). Multiple Weapons: If a character decides to use two weapons, one in each hand, suffer a -2 penalty with their standard weapon and a -4 penalty with the weapon in their off-hand. Tactical Movement (Minor Action) As a minor action a character can choose to move a set number of feet equal to their speed. (For example, a character with a speed of 30, may move up to 30 feet in a single round). A character may move, then use their major action, or use their major action then move. They may not split their move in half and perform a major action in the middle of two half move actions. Full Movement (Major + Minor Action) A character may use their major action to move again if they are using their minor action to make a tactical move. This results in the character moving twice as far as they would normally in a round, sacrificing a major action to do so. Table Shield Damage Character Size Small Shield Large Shield Small 1d2 1d3 Medium 1d2+2 1d3+2 Large 1d2+4 1d3+4 55

7 Player s Handbook 56

8 Chapter 5: Adventuring 5-foot Step (Free Action) If a character does not move - they use their minor action to do something other than move, they may take a single 5-foot step. This is often used by characters who wish to press forward with an attack (perhaps trying to force their opponent backwards), or by character wishing to make a fighting retreat (retreating backwards without showing their back to their opponent). A 5-foot step can be made either before or after the character acts, but must be made during their initiative rank. Using a Device or Class Ability (Major Action) Instead of attacking, a character may choose to use a device or item of equipment - or attempt to use a class ability such as casting a spell, turning an undead creature, or picking a lock. Common sense must be used when determining what a character can accomplish in a single round of combat. Examples of each condition are given below: Ideal: Road travel, clear wide trails, clear weather, light rain. Poor: Desert, hills, wooded areas, moderate undergrowth, steep slope, mud, strong winds, heavy rain, light snow, darkness, or fog. Very Poor: Thick undergrowth, swamps, mountains, heavy snow, ice, or blinded. These distances assume that a character is travelling outdoors in the wilderness. If the character is exploring a location such as the back-streets of a city or a dungeon the distance travelled is in feet as opposed to yards. Example: A character with a speed of 30 travelling in ideal conditions can move 300 yards in a single minute when travelling across the wilderness. However, when travelling in ideal conditions through a city or dungeon complex they move 300 feet each minute. Communicate (Free Action) A character may shout a warning, or give a brief set of orders (no more than 2 or 3 words) as a free action. This may only be attempted once in a round of combat. Getting About It is inevitable that at some point the characters will need to travel. Getting from A to B is based upon the movement rate of the character. All the character races in Chapter 3 have a base speed rating (Spd) of 30. This represents the standard speed for an unencumbered character. So long as the character is not carrying anything, or is only carrying a light load, their speed rating stays at 30. If they become encumbered this drops to either 20 or 10 depending on their current load. This can even drop down to 0 if a character is carrying too much and is overloaded. How many yards a character can move each minute is determined by their speed rating and the conditions they are facing as they are travel (see Table 5-2). If the character is facing multiple conditions always use the worst condition to calculate the distance travelled. Table Distance Travelled Each Minute Travel Condition Spd 30 Spd 20 Spd 10 Ideal 300 yds. 200 yds. 100 yds. Poor 250 yds. 150 yds. 50 yds. Very Poor 200 yds. 100 yds. 25 yds. Pace How far a character moves each minute assumes that a character is moving at a standard pace. Characters may move at a faster rate than this by hustling, running, or sprinting: Walk: A walk represents unhurried but purposeful movement at 300 yards per minute for an unencumbered human. Hustle: A hustle is a movement at about double the normal pace. An unencumbered character can hustle 600 yards per minute. A character can hustle for a number of minutes equal to double their CON. After this they are required to make a (CON-10) for every additional minute they wish to hustle. Failure means they are winded and can move no faster than a normal walk for 10 minutes. Run: Moving three times your character s move rate is a running pace. An unencumbered character can move 900 yards in single minute. Characters carrying a heavy load cannot run. A character can run for a number of minutes equal to their CON. After this they are required to make a (CON-15) for every additional minute they wish to run. Failure means they are winded and can move no faster than a normal walk for 15 minutes. 57

9 Player s Handbook Dwarves & Kithkiri GAME SYSTEM Dwarf and Kithkiri characters have a shorter build than Elves and Humans. This means that they are unable to reach the top speeds that humans and elves can reach. This is reflected in the game by their inability to move at a sprint pace. Dwarves however do have an added benefit. The amount of time that a dwarf character can hustle or jog Sprint: Moving four times your character s move rate is a sprint pace. An unencumbered character can move 1,200 yards in single minute. Characters carrying a medium or heavy load cannot sprint. A character can sprint for a number of minutes equal to half their CON (rounded up). After this they are required to make a (CON-20) for every additional minute they wish to sprint. Failure means they are winded and can move no faster than a normal walk for 20 minutes. Table Pace Pace Duration * Save TN Winded for... Hustle CON x minutes Run CON x minutes Sprint CON x ½ minutes * Duration is the number of minutes the pace can be maintained before a saving throw is required Movement in Combat In combat a character may move a number of feet each round based on their speed rating (see Table 5-4). Table Distance Each Combat Round Travel Condition Spd 30 Spd 20 Spd 10 Ideal 30 ft. 20 ft. 10 ft. Poor 25 ft. 15 ft. 5 ft. Very Poor 20 ft. 10 ft. 5 ft. 58

10 Chapter 5: Adventuring A Day s Travel In a day of normal walking, a character walks for about 8 to 10 hours. The character spends the rest of daylight time making and breaking camp, resting, and eating. Table 5-5 shows how far a character can travel in a single day. A character must rest 1 day for every 5 days of travel. Table Walking (one Day) Travel Condition Spd 30 Spd 20 Spd 10 Ideal 24 miles 16 miles 8 miles Poor 20 miles 14 miles 7 miles Very Poor 10 miles 7 miles 2 miles Forced March Table 5-5 assumes that the character is taking sufficient time to rest and take breaks to eat food. However, a character may engage in a forced march, pushing themselves without taking breaks. Table 5-6 shows how far a character making a forced march can travel in a single day. A character who travels at forced march must rest for 24 hours after a day s forced march. Table Forced March (One Day) Travel Condition Spd 30 Spd 20 Spd 10 Ideal 36 miles 25 miles 12 miles Poor 30 miles 20 miles 10 miles Very Poor 15 miles 15 miles 5 miles Pace Mounts can hustle, run and sprint for longer periods than characters. The duration is extended by 2 minutes instead of 1 minute for each successful saving throw. Table 5-7 Pace of Mounts Pace Duration * Save TN Winded for... Hustle CON x minutes Run CON x minutes Sprint CON x minutes * Duration is the number of minutes the pace can be maintained before a saving throw is required Mounts & Forced March Mounts follow similar rules as characters when being pushed into a forced march. Mounts will travel twice as far as characters when in ideal travel conditions, but only travel the standard distance for a forced march if in poor or very poor conditions. Load Mounts can carry double the amount for each load based on their STR. Likewise a mount can drag or pull double the standard amount. Water Transport Instead of choosing to ride a mount, a character may choose to use a form of water transport. The different types of transport available are listed in Table 5-8 Mounted Movement When travelling great distances or needing to move very fast, characters may choose to use a mount. Mounts follow the same basic rules as characters regarding their base speed and the loads they are carrying. Speed Mounts such as horses and telekren are built for speed and have a standard speed rating of 60, travelling double the speed of characters. This however only extends to ideal travel conditions. If a mount is travelling in poor or very poor travel conditions they must slow down to the same speed as characters or else run the risk or slipping or tripping. Table 5-8 Speed of Water Transport Transport Barge Galley Keelboat Longship Raft Rowboat Sailing Ship Warship Max Speed 1½ miles per hour 4 miles per hour 1 mile per hour 3 miles per hour 1 mile per hour 1½ miles per hour 2 miles per hour 2½ miles per hour Rafts, barges, and keelboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 mph) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, so add an additional 42 miles to the daily distance travelled. 59

11 Player s Handbook Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ( Wizards ). All Rights Reserved. 1. Definitions: (a) Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b) Derivative Material means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) Product Identity means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) Trademark means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) Use, Used or Using means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) You or Your means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPY- RIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

12 Appendix: Legal 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Wyverns & Warlocks Game Master s Primer. Copyright Andrew J Sneath. All rights reserved. Wyverns & Warlocks and Laughing Bard Games (and all associated logos) are trademarks owned by Andrew J Sneath. Pathfinder Roleplaying Game Reference Document. 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC. Pathfinder Roleplaying Game Core Rulebook. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary , Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary , Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Monte Cook s Arcana Unearthed. 2003, Monte J. Cook. Monte Cook s Arcana Evolved. 2005, Monte J. Cook. Product Identity: All material within the book not included within the Tome of Horrors, Tome of Horrors II, Tome of Horrors III, or the System Reference Documents is Product Identity, and protected by this license. Product Identity also includes all artwork, logos, and the Wyverns & Warlocks(TM) brand name. END OF LICENSE 141

THE CLASS HACK For Use With The Black Hack

THE CLASS HACK For Use With The Black Hack L L L THE CLASS HACK L For Use With The Black Hack L 10 OSR First Edition Classes for THE BLACK HACK L - developed by - Mark Craddock With a huge thank you to David Black, Peter Regan, and Tim Baker. Cover

More information

A 5E Primer To. Pistols. One Dwarf Army Games

A 5E Primer To. Pistols. One Dwarf Army Games A 5E Primer To Pistols One Dwarf Army Games WRITTEN BY GEORGIOS CHATZIPETROS ONEDWARFARMY.COM This e-book contains all the open game content from Zane s Guide to Pistols, a sourcebook of modern and magical

More information

Combined Armoured Fighting Vehicle Forces

Combined Armoured Fighting Vehicle Forces Combined Armoured Fighting Vehicle Forces The core Battlefield Evolution: World at War rule-book focuses on Infantry army lists. Armoured Fight-ing Vehicles (AFV) play a supporting role and are limited

More information

Zero Edition Fantasy

Zero Edition Fantasy Zero Edition Fantasy The Samurai Class for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures LEONARU SAMURAI A NEW CHARACTER CLASS PUBLISHED BY Taxidermic Owlbear

More information

Supplemental Lore. Additional Class for Swords & Wizardry. Bard. Bard Class abilities

Supplemental Lore. Additional Class for Swords & Wizardry. Bard. Bard Class abilities Additional Class for Swords & Wizardry Bard Part skald and part minstrel, the Bard is both a master musician as well as a keeper of legends and lore. Bards are knowledgeable in many areas and the ancient

More information

A Baker's Dozen of Witch Hexes

A Baker's Dozen of Witch Hexes A Baker's Dozen of Witch Hexes Azukail Games A Baker's Dozen of Witch Hexes Credits Written by Adrian Kennelly Interior Image: Gary Dupois Cover and page backgrounds by Lord Zseze Works Published by Azukail

More information

Runesmithing Expanded The Animator Archetype Interjection Games

Runesmithing Expanded The Animator Archetype Interjection Games I. G. Ru n e s m i t h i n g Ex p an d e d T h e A n i m at o r A r c h e t y p e B r ad l e y C r o u c h Animator (Runesmith Archetype) Animation (Su): At 1st level, an animator has learned how to charge

More information

Great City original writing, design and development team Lou Agresta, Rone Barton, Tim Hitchcock, John E. Ling, Greg Oppedisano, Brendan Victorson.

Great City original writing, design and development team Lou Agresta, Rone Barton, Tim Hitchcock, John E. Ling, Greg Oppedisano, Brendan Victorson. Great City original writing, design and development team Lou Agresta, Rone Barton, Tim Hitchcock, John E. Ling, Greg Oppedisano, Brendan Victorson. Written by Lou Agresta, Rone Barton, Liz Courts, Tim

More information

DramaSystem Character Creation Cap System by Justin Alexander May 28 th, 2018

DramaSystem Character Creation Cap System by Justin Alexander May 28 th, 2018 DramaSystem Character Creation Cap System by Justin Alexander May 28 th, 2018 Hillfolk includes some brief notes on how to decouple the DramaSystem and use the entire thing as a cap system, using a traditional

More information

Supplemental Lore (White Box)

Supplemental Lore (White Box) Illusionist Additional Class for S&W :White Box Illusionists are a magic-user sub-class who specialize in magical illusions. An intelligence and dexterity of 15 are required to qualify for this class.

More information

First Edition Barbarian. The Barbarian Character Class for OSR Campaigns

First Edition Barbarian. The Barbarian Character Class for OSR Campaigns First Edition Barbarian The Barbarian Character Class for OSR Campaigns Leonaru 2014 What is a Barbarian? Barbarians are tribal warriors that grew up in places far off form civilisation. Not spoiled by

More information

Elana Yuna Cosplay Gladiator

Elana Yuna Cosplay Gladiator Elana Yuna Cosplay Gladiator d20 3.5e, inspired by the artwork, created April-2009, artwork used without permission. Human Fighter (thug) 6, Rogue (soldier) 4 Chaotic Good Medium Humanoid (human) Background:

More information

14: Dragon Disciple. Written By Michael R. Kimmel NEW FEATS

14: Dragon Disciple. Written By Michael R. Kimmel NEW FEATS undefeatable 14: Dragon Disciple LPJ9562 NEW FEATS The following feats are all considered draconic bloodline feats and may be taken as bonus feats whenever you gain a bloodline feat. You must meet the

More information

ZERO EDITION FANTASY

ZERO EDITION FANTASY ZERO EDITION FANTASY The Alchemist Class for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures LEONARU ALCHEMIST A NEW CHARACTER CLASS PUBLISHED BY Taxidermic Owlbear

More information

Athletics - climb, jump, and swim.

Athletics - climb, jump, and swim. mini_screen5ev2.fm Page 1 Monday, March 16, 2015 8:45 AM Strength skills Athletics - climb, jump, and swim. Dexterity skills Acrobatics - balance and tumble Sleight of Hand - pick pockets and manual trickery.

More information

By Night Studios: Basic Combat System Overview

By Night Studios: Basic Combat System Overview By Night Studios: Basic Combat System Overview System Basics: An evolution from the previous rules, there are many aspects of By Nights Studio s system that are at once familiar, and also at the same time

More information

10: ROGUES. Written By Michael R. Kimmel NEW FEATS BITE BACK (COMBAT) APPRENTICE MAGICIAN BREAK AND ENTER BACK-TO-BACK FIGHTING (COMBAT)

10: ROGUES. Written By Michael R. Kimmel NEW FEATS BITE BACK (COMBAT) APPRENTICE MAGICIAN BREAK AND ENTER BACK-TO-BACK FIGHTING (COMBAT) undefeatable 10: ROGUES LPJ9580 NEW FEATS APPRENTICE MAGICIAN You have carefully studied and practiced your magical abilities. Prerequisites: Int 13+, Minor Magic rogue talent Benefit: You may cast each

More information

Mummy s Mask Part 1 The Half Dead City Monster Stat Blocks for PFS

Mummy s Mask Part 1 The Half Dead City Monster Stat Blocks for PFS Mummy s Mask Part 1 The Half Dead City Monster Stat Blocks for PFS Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e),

More information

DRACONIANS IN PATHFINDER

DRACONIANS IN PATHFINDER DRACONIANS IN PATHFINDER DRACONIAN TRAITS Disease Immunity (Ex) All draconians possess immunity to disease. Dragon Sight All draconians possess darkvision 120 ft., low-light vision, blindsense 60 ft.,

More information

Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices.

Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices. Errata, Clarifications, and FAQ Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices. Chapter 1: Wizards and Warbands Shooting Stat The

More information

Heroes of High Favor: HALF-ORCS. A d20 Supplement by Benjamin R. Durbin. Sample Pages. Credits

Heroes of High Favor: HALF-ORCS. A d20 Supplement by Benjamin R. Durbin. Sample Pages. Credits Heroes of High Favor: HALF-ORCS A d20 Supplement by Benjamin R. Durbin Sample Pages Open Gaming Content This product is produced under the terms of the Open Gaming License v1.0a and the d20 System License

More information

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points Primo Victoria A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points The Rules Creating Armies The first step that all players involved in the battle

More information

The Basic System. Stun Points (SP) Natural Abilities

The Basic System. Stun Points (SP) Natural Abilities Star Wars: Force War Conversion Notes: When creating characters for Star Wars using The Basic System, you might need to do some conversions. Remember, some Feats now become skills. See the skill list for

More information

Perram s Goblins. Introduction. Team Tactics. Treasure and Gold

Perram s Goblins. Introduction. Team Tactics. Treasure and Gold Perram s Goblins Introduction In Know Direction Pathfinder Podcast episode 62 (available at http://www.35privatesanctuary.com/), we discussed how to make low level monsters a higher level challenge. Specifically

More information

Bloat Cave of the Man-Flies

Bloat Cave of the Man-Flies written by Jason Owen Black a 1st to nd level adventure for use with the black hack developed by David Black featuring artwork by Jason Owen Black featuring cartography by Dyson Logos Bloat Cave of the

More information

Race. Human. Dwarf. Racial Bonus +2 to any ability score. Bonus Feat At 1 st level, human PCs start with two feats instead of one.

Race. Human. Dwarf. Racial Bonus +2 to any ability score. Bonus Feat At 1 st level, human PCs start with two feats instead of one. Races The major races included in the 13 th Age Archmage Engine include humans, dwarves, elves, gnomes, half-elves, half-orcs, and halflings. Your character need not be limited to these races, however.

More information

Druid. Druid Level Progression. Experience Level Hit Dice (1d6) 200,

Druid. Druid Level Progression. Experience Level Hit Dice (1d6) 200, The following is the Druid class taken from the Cyclopaedic Musings document. Cyclopaedic Musings focuses on bringing later additions to the Classic gaming in line with the rules presented in Labyrinth

More information

Supplemental Classes & Class Abilities

Supplemental Classes & Class Abilities ANCIENT AUGURIES (A MICROLITE74 VERSION 2.0 SUPPLEMENT) - 1 - A number of rules supplements were published for that very first ( 0e ) fantasy roleplaying game published back in 1974. All those supplements

More information

Throughout All instances of Mezoquan changed to Mezoqua. Page 34 The Vile Rhetoric chaplain class feature should read:

Throughout All instances of Mezoquan changed to Mezoqua. Page 34 The Vile Rhetoric chaplain class feature should read: PURE STEAM TM CAMPAIGN SETTING CORE RULEBOOK FIRST PRINTING Errata Update 1.7 Release Date: 10/2015 UPDATES class chart. In the last sentence of the first paragraph, change each instance of volcanic to

More information

Fire as She Bears. Sample file

Fire as She Bears. Sample file Fire as She Bears Author: Lou Agresta & John Ling Additional Design: James MacKenzie, Ernest Mueller & David Poesner Developers: Lou Agresta, Greg Vaughan Producers: Lou Agresta, Bill Webb Editors: Lou

More information

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Character Sheet Dev Ashish Warlock,99 Character Name Level Class Paragon Path Epic Destiny Total XP Human Medium Male 4 lb. Unaligned Race Size Age Gender Height Weight Alignment Deity Adventuring Company

More information

CONDITIONAL MODIFIERS

CONDITIONAL MODIFIERS CHARACTER NAME PLAYER NAME FACTION CLASS GENDER ALIGNMENT DEITY LEVEL RACE AGE HEIGHT EYES HAIR NAME STR STRENGTH HP HIT POINTS NON LETHAL WOUNDS ELEMENTAL RESISTANCE REDUCTION TERITY CON INT INTELLIGENCE

More information

SO WHAT S FOR SALE, ANYWAY? IV. A Pathfinder Roleplaying Game Compatible GM S RESOURCE by Julian Neale

SO WHAT S FOR SALE, ANYWAY? IV. A Pathfinder Roleplaying Game Compatible GM S RESOURCE by Julian Neale SO WHAT S FOR SALE, ANYWAY? IV APathfinderRoleplayingGameCompatibleGM SRESOURCEbyJulianNeale R AGING S WAN P RESS T HE L ONELY C OAST The furthest flung outpost of a mighty kingdom, turbulent waters and

More information

2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A.

2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A. 2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A. by Hasbro, Inc., Pawtucket, RI 02862. Distributed in

More information

Adventures. New Kingdoms

Adventures. New Kingdoms Adventures in the New Kingdoms Role Playing in the fallen empires of the Kale - Book 4 - Blood & Combat version 1.0 (Wild Die 48hr Edition) 2009 Dyson Logos Adventures in the New Kingdoms Book 4 Page 1

More information

Tiny Quest: Races: Choose one of the 4 races, which has the listed effect: * Human: Class skills +1.

Tiny Quest: Races: Choose one of the 4 races, which has the listed effect: * Human: Class skills +1. Tiny Quest: Basics of Tabletop RPG's: A tabletop RPG is a roleplaying game played with other people. One of those people takes on the role of the GM, who creates the world and controls all the characters

More information

Damage / Current HP. Crit: x2 1-Hand, B. Crit: 19-20/x2 Rng: 10' Light, P/S. Alertness. Crit: 19-20/x2 Rng: 120' 2-Hand, P

Damage / Current HP. Crit: x2 1-Hand, B. Crit: 19-20/x2 Rng: 10' Light, P/S. Alertness. Crit: 19-20/x2 Rng: 120' 2-Hand, P Icobus Basilisk Player: Chris Kanute Male Human (Taldan) Oracle 3 - CR 2 Chaotic Good Humanoid (Human); Deity: Azathoth; Age: 18; Height: 5' 10" ; Weight: 135lb.; Eyes: Green; Hair: Red; Skin: Pale Ability

More information

Read Aloud. Into the Darkness. Room 1: The Silent Dead.

Read Aloud. Into the Darkness. Room 1: The Silent Dead. Into the Darkness Once each player has selected a hero, you're ready to begin. Refer to the map printed on this page as you play. Use the battle mat to show your players what their characters see as the

More information

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3 Table of Contents TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3 GAME OVERVIEW 3 Exception Based Game 3 WINNING AND LOSING 3 TAKING TURNS 3-5 Initiative 3 Tiles and Squares 4 Player Turn

More information

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. SANDMAN CR 3 NE Medium outsider (earth, elemental, extraplanar) Init +5; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +7 Aura sleep (20 ft., DC 14) AC 15, touch 11, flat-footed 14 (+1 Dex,

More information

DUNGEON CRAWLER LABYRINTH

DUNGEON CRAWLER LABYRINTH Gifted Vision inc 2015 Welcome to Dungeon Crawler Labyrinth! Deep in the crust of Ara lies twisting tunnels that only the denizens of the deep know, and there lie the untold treasures of all of the would-be

More information

THE SHADOW CRYPTS- MODULE A5

THE SHADOW CRYPTS- MODULE A5 PDF SAMPLE THE SHADOW CRYPTS- MODULE A5 PDF SAMPLE This sample includes a variety of pages to better show the overall content of our products. DUNGEON ADVENTURE CREDITS Design and Development: Epic Quest

More information

PROFILE. Jonathan Sherer 9/30/15 1

PROFILE. Jonathan Sherer 9/30/15 1 Jonathan Sherer 9/30/15 1 PROFILE Each model in the game is represented by a profile. The profile is essentially a breakdown of the model s abilities and defines how the model functions in the game. The

More information

Initiative. Hit-Points

Initiative. Hit-Points Name Classes/Levels Character Level Race Alignment Height Weight Description Campaign Ability Scores STR CON MOD Temp Score Temp Initiative ifier Misc HitPoints HitDice Max Wounds Healing ( / ) Nonlethal

More information

Pathfinder Roleplaying Game Advanced Player s Guide

Pathfinder Roleplaying Game Advanced Player s Guide Pathfinder Roleplaying Game Advanced Player s Guide First Printing Update 1.0 Release Date: 12/01/10 Updates An alchemist can draw and drink an extract as a standard action. Page 27 in the Alchemy class

More information

DWA R F! CLERIC! Cool! Here are some of the things you can do: You gain 1d10 HP at every level!

DWA R F! CLERIC! Cool! Here are some of the things you can do: You gain 1d10 HP at every level! DWA R F! Cool! Here are some of the things you can do: You gain 1d10 HP at every level! You can wield a battleaxe, club, dagger, handaxe, longsword, mace, short sword, spear, two-handed sword, warhammer,

More information

Classic D&D Skills. A d% System. Rules by: Havard Frosta and Brian Mathers. When you are attempting any non-combat action, roll a d% below a number.

Classic D&D Skills. A d% System. Rules by: Havard Frosta and Brian Mathers. When you are attempting any non-combat action, roll a d% below a number. Classic D&D Skills A d% System Rules by: Havard Frosta and Brian Mathers Basic Mechanics When you are attempting any non-combat action, roll a d% below a number. Unskilled (Ability Check): Roll below your

More information

THE TEMPLE OF TRAYTH- MODULE A4

THE TEMPLE OF TRAYTH- MODULE A4 PDF SAMPLE THE TEMPLE OF TRAYTH- MODULE A4 PDF SAMPLE This sample includes a variety of pages to better show the overall content of our products. DUNGEON ADVENTURE CREDITS Design and Development: Epic

More information

Starting Wealth: 5d6 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less.

Starting Wealth: 5d6 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less. Holy Knight The compassion to pursue good, the will to uphold law, and the power to defeat evil these are the three weapons of the holy knight. Few have the purity and devotion that it takes to walk the

More information

ATTENTION ORGANIZERS!

ATTENTION ORGANIZERS! ATTENTION ORGANIZERS! PLEASE READ ALL THE ENCLOSED MATERIALS CAREFULLY! Players can bring their character from D&D Neverwinter Game Day! The Game Day adventure, Gates of Neverdeath, served as a prelude

More information

Gamma World Character Generation By: Paul S. Williams( ) For Gamma World 3 rd Ed. Master s of the Earth Campaign

Gamma World Character Generation By: Paul S. Williams( ) For Gamma World 3 rd Ed. Master s of the Earth Campaign Gamma World Character Generation By: Paul S. Williams( gammahammer@yahoo.com ) For Gamma World 3 rd Ed. Master s of the Earth Campaign Character Generation Process 1. Step 1: While rolling up your character

More information

How to Zombie Guide Written by Luke Raymond Thiessen

How to Zombie Guide Written by Luke Raymond Thiessen How to Zombie Guide Written by Luke Raymond Thiessen Table of Contents 1.0 Game Terms... 3 2.0 Costumes... 3 3.0 Behavior... 3 4.0 Combat... 4 4.1 Basics... 4 4.2 Special Terms... 5 4.3 Infection... 6

More information

Another boardgame player aid by

Another boardgame player aid by Another boardgame player aid by Download a huge range of popular boardgame rules summaries, reference sheets and player aids at www.headlesshollow.com Universal Head Design That Works www.universalhead.com

More information

Gear Krieg. Roleplaying Game Bonus NPCs: Generic Sniper Generic Field Medic Betsudotai Commando NKVD Commissar. By Paul Lippincott

Gear Krieg. Roleplaying Game Bonus NPCs: Generic Sniper Generic Field Medic Betsudotai Commando NKVD Commissar. By Paul Lippincott Gear Krieg Roleplaying Game Bonus NPCs: Generic Sniper Generic Field Medic Betsudotai Commando NKVD Commissar By Paul Lippincott Gear Krieg: Bonus NPCs Page 2 of 6 Generic Sniper These silent, deadly attackers

More information

BRONZE EAGLES Version II

BRONZE EAGLES Version II BRONZE EAGLES Version II Wargaming rules for the age of the Caesars David Child-Dennis 2010 davidchild@slingshot.co.nz David Child-Dennis 2010 1 Scales 1 figure equals 20 troops 1 mounted figure equals

More information

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. Gray Ooze XP 1,200 N Medium ooze Init 5; Senses blindsight 60 ft.; Perception 5 AC 5, touch 5, flat-footed 5 ( 5 Dex) hp 50 (4d8+32) Fort +9, Ref 4, Will 4 Defensive Abilities ooze traits; Immune cold,

More information

Armor Token Pool. Granted by Armiger class (a la Mellowship Slinky)

Armor Token Pool. Granted by Armiger class (a la Mellowship Slinky) Armor Token Pool Granted by Armiger class (a la Mellowship Slinky) The Armiger gains Armor tokens. An armiger spends these tokens to power Armor abilities and may not possess more than his armiger level

More information

MONSTER FACTORY EXTRAS

MONSTER FACTORY EXTRAS MONSTER FACTORY EXTRAS (These monsters were not included in the Monster Factory article that first appeared in Gaming Frontiers in 2002.) BY CHRIS DOLUNT Sirenian Zebra The Zebra is an animal native to

More information

DUNGEON THE ADVENTURE OF THE RINGS

DUNGEON THE ADVENTURE OF THE RINGS DUNGEON THE ADVENTURE OF THE RINGS CONTENTS 1 Game board, 1 Sticker Pad, 8 Character Standees, 6 Plastic Towers, 110 Cards (6 rings, 6 special weapons, 6 dragons, 48 treasures, 50 monsters) 2 Dice. OBJECTIVE

More information

GETTING STARTED. STAR WARS D6: New Player Starting Guide. Become Your Character. Use Your Imagination. Keep Things Moving. Combat As Last Resort

GETTING STARTED. STAR WARS D6: New Player Starting Guide. Become Your Character. Use Your Imagination. Keep Things Moving. Combat As Last Resort If you re new to the Star Wars Roleplaying Game, this section will get you ready to play in a couple of minutes. You ll be playing a character a person who lives in the Star Wars universe. While playing,

More information

A 5E Primer to Shotguns One Dwarf Army Games

A 5E Primer to Shotguns One Dwarf Army Games Mortars & Miniguns Modern and Magical Weapons for Fifth Edition Games A 5E Primer to Shotguns One Dwarf Army Games WRITTEN BY GEORGIOS CHATZIPETROS ONEDWARFARMY.COM This e-book contains all the open game

More information

The Card-Mage A Homebrew D&D 3.5e Base Class, by Tristan Payne.

The Card-Mage A Homebrew D&D 3.5e Base Class, by Tristan Payne. The Card-Mage A Homebrew D&D 3.5e Base Class, by Tristan Payne. NOTE: Class requires player to use a standard 52 deck-of-cards, (+2 Optional Jokers). Recommended Abilities: CHA (Spell-casting modifier),

More information

Gibbering Ambush. 1 Gibbering Ambush (EL 3) The 2CGazette March, Created for 2CGaming s Patreon - the 2CGazette:

Gibbering Ambush. 1 Gibbering Ambush (EL 3) The 2CGazette March, Created for 2CGaming s Patreon - the 2CGazette: Gibbering Ambush The 2CGazette March, 2017 Written By Steven Gordon Produced By 2CGaming Created for 2CGaming s Patreon - the 2CGazette: www.patreon.com/2cgaming OPEN GAME LICENSE Version 1.0a The following

More information

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

The Paths to Valhalla. aths to. alhalla. Zephyr Table Games RPG. By Scott Nelson P V alhalla Sa m ple file aths to Zephyr Table Games RPG By Scott Nelson 1 2 Sa m ple file Picture 1 An Advanced Superhero 2044 system By Scott Nelson Copyright 2013 Contributors Contributors: Jeff Barnes,

More information

D&D 5th Edition: THE WITCHER CLASS

D&D 5th Edition: THE WITCHER CLASS D&D 5th Edition: THE WITCHER CLASS Indeed, naught is more repulsive than these monsters that defy nature and are known by the name of witcher, as they are the offspring of foul sorcery and witchcraft.

More information

Sacred Sites. The Sites. Gabriel s Aerie. Summer s Barrow. Introduction

Sacred Sites. The Sites. Gabriel s Aerie. Summer s Barrow. Introduction Table øf Contents INTRODUCTION Sacred Sites 4 CHAPTER ONE Gabriel s Aerie 7 BY CHRIS JONES CHAPTER TWO Summer s Barrow 36 BY RICK NEAL CHAPTER THREE The Necropolis 61 BY JAMES MALISZEWSKI CHAPTER FOUR

More information

Introduction. Contents

Introduction. Contents Introduction Side Quest Pocket Adventures is a dungeon crawling card game for 1-4 players. The brave Heroes (you guys) will delve into the dark depths of a random dungeon filled to the brim with grisly

More information

ATARU STRIKER SEEKER QUICK DRAW PARRY JUMP UP CONDITIONED REFLECT QUICK STRIKE DODGE ATARU TECHNIQUE PARRY QUICK STRIKE REFLECT IMPROVED PARRY

ATARU STRIKER SEEKER QUICK DRAW PARRY JUMP UP CONDITIONED REFLECT QUICK STRIKE DODGE ATARU TECHNIQUE PARRY QUICK STRIKE REFLECT IMPROVED PARRY ATARU STRIKER Ataru Striker Bonus Career Skills: Athletics, Coordination, Lightsaber, Perception Force Sensitive only CONDITIONED PARRY JUMP UP QUICK DRAW Conditioned from Athletics and Coordination checks.

More information

Dragon Dice V4.0 FAQ

Dragon Dice V4.0 FAQ Dragon Dice V4.0 FAQ FAQ Version: 1.01 Date Issued: September 30th 2018 Welcome to Dragon Dice, where you ROLL TO VICTORY using the dice in your armies to conquer your foes! This FAQ document supports

More information

Concealment. Ambush. (total) Ambush (darkness) Cover. Bog. Cover (soft) Concealment. Cover (total)

Concealment. Ambush. (total) Ambush (darkness) Cover. Bog. Cover (soft) Concealment. Cover (total) Ambush The monsters gain a +4 circumstance bonus to all Hide and Move Silently checks prior to initiative. Concealment (total) gain the benefits of total concealment (hiding in shadows, etc.), unless they

More information

DARK CREEPER Death Throes (Su) Poison Use (Ex) HUMAN ZOMBIE

DARK CREEPER Death Throes (Su) Poison Use (Ex) HUMAN ZOMBIE DARK CREEPER CN Small humanoid (dark folk) Init +3; Senses see in darkness; Perception +4 AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size) hp 19 (3d8+6) Fort +3, Ref +6, Will +1 Weaknesses light

More information

Realms of Adventure. A Fantasy Roleplaying Game. By James Patrick Updike

Realms of Adventure. A Fantasy Roleplaying Game. By James Patrick Updike ple m Sa file Realms of Adventure A Fantasy Roleplaying Game Sa m ple file By James Patrick Updike i Realms of Adventure A Fantasy Roleplaying Game by James Patrick Updike Realms of Adventure 2009 James

More information

CR1 N Small magical beast Init +6; Senses blindsight 90 ft., darkvision 60 ft., low light vision; Perception +4

CR1 N Small magical beast Init +6; Senses blindsight 90 ft., darkvision 60 ft., low light vision; Perception +4 Godsmouth Heresy Monsters Darkmantle CR1 N Small magical beast Init +6; Senses blindsight 90 ft., darkvision 60 ft., low light vision; Perception +4 AC 15, touch 13, flat footed 13 (+2 Dex, +2 natural,

More information

Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring

Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring Of Dungeons Deep! Table of Contents (1) Components (2) Setup (3) Goal (4) Game Play (5) The Dungeon (6) Ending & Scoring (1) Components 32 Hero Cards 16 Henchmen Cards 28 Dungeon Cards 7 Six Sided Dice

More information

Q: How do I get a copy of the Game System License? A: You can access the Game System License at

Q: How do I get a copy of the Game System License? A: You can access the Game System License at Dungeons & Dragons 4 th Edition Game System License FAQ February 27, 2009 This FAQ answers questions about the D&D 4E Game System License (GSL), System Reference Document (SRD) and the supporting documents.

More information

The Triquetra. By: MACE

The Triquetra. By: MACE The Triquetra By: MACE An important artifact has been stolen from a secret monastery. It is Redrick's Chalice. As legend has it, this is the cup that King Redrick mixed medicine in for his dying son. His

More information

1. INTRODUCTION TWERPS

1. INTRODUCTION TWERPS . INTRODUCTION Welcome to TWERPS, The World's Easiest Role-Playing System. To play, you'll need a Gamemaster (GM), at least one Player, some paper and pencils, and some 0-sided dice (d0). Now start playing..

More information

The Halls of Durrag-Dol

The Halls of Durrag-Dol The Halls of Durrag-Dol N E K A V S H A Group Quest This Quest can be played as a single adventure or as part of a campaign. The Halls of Durrag-Dol In the First War, Dimrond-a-Durrag, Earl King of Clan

More information

8: DRUIDS. Written By Simon Rocquette And Louis Porter Jr. NEW FEATS ARBOREAL [GENERAL] ATTUNED [DRUID] CARPENTER [METAMAGIC]

8: DRUIDS. Written By Simon Rocquette And Louis Porter Jr. NEW FEATS ARBOREAL [GENERAL] ATTUNED [DRUID] CARPENTER [METAMAGIC] undefeatable 8: DRUIDS LPJ9594 Written By Simon Rocquette And Louis Porter Jr. NEW FEATS ARBOREAL [GENERAL] The character was literally born in the trees and wilderness. As a result, they are highly adept

More information

THE RULES 1 Copyright Summon Entertainment 2016

THE RULES 1 Copyright Summon Entertainment 2016 THE RULES 1 Table of Contents Section 1 - GAME OVERVIEW... 3 Section 2 - GAME COMPONENTS... 4 THE GAME BOARD... 5 GAME COUNTERS... 6 THE DICE... 6 The Hero Dice:... 6 The Monster Dice:... 7 The Encounter

More information

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Ginn & Tonique Page Character Sheet Player Name Ginn & Tonique 8,000 Character Name Level Class Paragon Path Epic Destiny Total XP Kalashtar Medium Ioun Race Size Age Gender Height Weight Alignment Deity

More information

Shaun Austin Jim Hartman

Shaun Austin Jim Hartman RULEBOOK Shaun Austin Jim Hartman V 1.3.1 Copyright 2005 Shaun Austin & Jim Hartman Lost Treasures Introduction Lost Treasures is a simple two player game where each player must hire a party of adventurers

More information

Class: Level: Height: 5' 8" Weight: 170 Class: Level: Hair: Black Eyes: Brown Class: Level: Skin: Tan Size: Medium

Class: Level: Height: 5' 8 Weight: 170 Class: Level: Hair: Black Eyes: Brown Class: Level: Skin: Tan Size: Medium Tlilpotonqui Name: Race: Human Alignment: Origin/Birthland: Chichimenca Religion: Xbalanque LG Class: Cleric Level: 2 Gender: M Age: 32 Class: Level: Height: 5' 8" Weight: 7 Class: Level: Hair: Black Eyes:

More information

Sixtacular System Reference Document

Sixtacular System Reference Document Sixtacular System Reference Document OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights

More information

Wyre of Shadowglade Preview. By Nate Petersen

Wyre of Shadowglade Preview. By Nate Petersen Sa m ple file Wyre of Shadowglade Preview By Nate Petersen 1 Shadowglade: Wyre of Shadowglade Preview Author: Nate Petersen Cover Frame: John C. Walborn Cover Illustration: Anthony Cournoyer Interior Illustration:

More information

Tonight you sit quietly in a dark corner of the Inn s large common room, with a cup of ale and a piece of hard, brown bread in front of you.

Tonight you sit quietly in a dark corner of the Inn s large common room, with a cup of ale and a piece of hard, brown bread in front of you. For 2-5 players ages 4+, including at least one adult Average game time: 30-40 minutes for one map level Heroes & Treasure is a fantasy role-playing game system that can be used with a number of different

More information

Table of Contents. Written by Zadmar.

Table of Contents. Written by Zadmar. ~ 1 ~ Table of Contents Introduction 3 New Rules 3 Skill-based trappings 3 New Edges 4 Flexible Power 4 Gestalt Spellcaster 4 Freeform Spellcaster 4 Background Creation 5 Always Active 6 Backlash 6 Free

More information

WRITTEN BY ED TEIXEIRA INTERIOR ARTWORK BY JAMES SMYTH COVER BY PAUL KIME DIGITALLY EDITED BY CRAIG ANDREWS

WRITTEN BY ED TEIXEIRA INTERIOR ARTWORK BY JAMES SMYTH COVER BY PAUL KIME DIGITALLY EDITED BY CRAIG ANDREWS ple m Sa file ple m Sa file file ple m Sa WRITTEN BY ED TEIXEIRA INTERIOR ARTWORK BY JAMES SMYTH COVER BY PAUL KIME DIGITALLY EDITED BY CRAIG ANDREWS TABLE OF CONTENTS 1.0 INTRODUCTION 1 2.0 NEEDED TO

More information

not stopped, they will soon overwhelm us all! You must lead the fight or the world is surely doomed! - Walter P Matherson What is in the Expansion?

not stopped, they will soon overwhelm us all! You must lead the fight or the world is surely doomed! - Walter P Matherson What is in the Expansion? Our fight against the elder gods continues to rage. Even now, they are gathering their forces and extending their powers. Their cults hide in the shadows, rarely emerging into the light, yet their grip

More information

Hunger Games. Disney Princess Edition. A GM- LESS story game for the hour RPG contest. By Scott Slomiany

Hunger Games. Disney Princess Edition. A GM- LESS story game for the hour RPG contest. By Scott Slomiany Hunger Games Disney Princess Edition (based on a what if scenario as presented at the website io9.com) A GM- LESS story game for the 2013 24- hour RPG contest. By Scott Slomiany BGGeek/RPGGeek user name:

More information

ILLUSIONIST ILLUSIONIST

ILLUSIONIST ILLUSIONIST L O S T C L A S S E S O F F A N T A S Y Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderrpg for more

More information

Sample file ADDITIONAL CREDITS

Sample file ADDITIONAL CREDITS A VARIANT PLAYER S HANDBOOK BY MIKE MEARLS Requires use of the Dungeons & Dragons Third Edition Core Books, published by Wizards of the Coast, Inc. This book utilizes updated material from the v. 3.5 revision.

More information

Sample file. Written by Ken St. Andre. Covers by David Schumacher and Jarek Gach. Interior illustrations by Jeff Freels. Edited by M. E.

Sample file. Written by Ken St. Andre. Covers by David Schumacher and Jarek Gach. Interior illustrations by Jeff Freels. Edited by M. E. STRANGE DESTINIES Written by Ken St. Andre Covers by David Schumacher and Jarek Gach Interior illustrations by Jeff Freels Edited by M. E. Volmar Published by Outlaw Press, Inc. 1 Copyright 2009 by James

More information

Active Shooter. Preparation

Active Shooter. Preparation Active Shooter Active Shooter - an individual actively engaged in killing or attempting to kill people in a confined and populated area; in most cases, active shooters use firearms(s) and there is no pattern

More information

Polyhedron. PlAytest 2.0

Polyhedron. PlAytest 2.0 Enemies & NPC Codex PlAytest 2.0 Designed by Dustin Ahonen & BriAn hagen COMPATIBLE WITH D&D FIFTH EDITION, system reference Document 1.5 MAss Effect is the property of Bioware and Electronic Arts Incorporated.

More information

Str 9, Dex 15, Con 18, Int 10, Wis 12, Cha 17 Skills: Concentration +8, Escape Artist +4, Hide +4, Jump +1, Spellcraft +7

Str 9, Dex 15, Con 18, Int 10, Wis 12, Cha 17 Skills: Concentration +8, Escape Artist +4, Hide +4, Jump +1, Spellcraft +7 Page 1 of 8 Manrat, Eldritch Draft 0.4pub. Author Patric L. Rogers ( morpheus_unbound@patric.net ). Eldritch manrats are the result of rats eating the flesh of a dead half-god. There are actually two distinct

More information

Johnny Comes Marching Home

Johnny Comes Marching Home DHR1202 Johnny Comes Marching Home Just like re-loadin a shootin iron, developin full-fledged scenarios for your Old West gamin experience can take some time. Don t fret none this quick loadin Buckshot

More information

PROFILE. Jonathan Sherer 9/10/2015 1

PROFILE. Jonathan Sherer 9/10/2015 1 Jonathan Sherer 9/10/2015 1 PROFILE Each model in the game is represented by a profile. The profile is essentially a breakdown of the model s abilities and defines how the model functions in the game.

More information

AVAILABLE NOW IN THE GREEN RONIN ONLINE STORE

AVAILABLE NOW IN THE GREEN RONIN ONLINE STORE AVAILABLE NOW IN THE GREEN RONIN ONLINE STORE Avian Creature: An Advanced Bestiary Web Enhancement Avian Creature Design: Matthew Sernett Editing: Penny Williams Development: Robert J Schwalb Art Direction

More information

Blackguard/Necromancer Spell List:

Blackguard/Necromancer Spell List: Blackguard/Necromancer Spell List: Minor Life Tap: Damages a Living creature for 5 points of damage and heals you for 2 Hit Points. Open Lock: Able to instantly unlock any lock that has a level of 3 or

More information