Elestar RPG

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Elestar 

The RPG

Version 1.2

Elestar the RPG 0


By Jonathan Crow

Table of content

Introduction ……………………………………………………………………………. 3
a. Elestar …………………………………………………………………………… 3
b. A role-playing game
……………………………………………………………….. 3
c. A few terms you need to know
……………………………………………………... 4

Character Races ………………………………………………………………………..5


a. Human ……………………………………………………………………………5
b. Elf ……………………………………………………………………………….. 5
c. Dwarf ……………………………………………………………………………. 5
d. Halfling …………………………………………………………………………...
5
e. Himloeg …………………………………………………………………………...
6

Character Classes ………………………………………………………………………7


a. Fighter …………………………………………………………………………….
7
b. Cutpurse …………………………………………………………………………...
7
c. Wizard ……………………………………………………………………………7
d. Priest ……………………………………………………………………………...
7
e. Warrior Monk ……………………………………………………………………...
8
f. Dabbler ……………………………………………………………………………
8
g. Alchemist …………………………………………………………………………..
8

Character Statistics …………………………………………………………………… 9


a. Primary attributes ………………………………………………………………….
9
b. Body Points ………………………………………………………………………..
9
c. Levels
…………………………………………………………………………….10
d. Attribute check
…………………………………………………………………...10

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e. Skills
……………………………………………………………………………..11

Combat …………………………………………………………………………….….. 13
a. Initiative …………………………………………………………………………13
b. Attacking …………………………………………………………………………
13
c. Dodging and parrying
……………………………………………………………...14
d. Shields ……………………………………………………………………………
14
e. Armor
…………………………………………………………………………….14

Spellcasting the Spell ………………………………………………………………… 17


a. Spellcasting and Fatigue Points ...
……………………………………………………...17
b. Spellcasting a “Spell”
………………………………………………………………17
c. Control failure
…………………………………………………………………….18
d. Unraveling
………………………………………………………………………..18
e. Properties of the Spell …………………………………………………………...18
d. Basic Spells …………………………………………………………………….22

Alchemy …………………………………………………………………………….…. 24
a. Potions and scrolls
………………………………………………………………….24
b. Summoning
………………………………………………………………………...25
c. Imbuing Items
……………………………………………………………………..26
d. Golems
………………………………………………………………………….....27
e. Weapon/Armor enhancements
…………………………………………………….....28
f. Rune Mastery
……………………………………………………………………...28

Priests ………………...………………………………………………………….…...30

Cutpurses ……………...……………………………………………………………… 33
a. Failing thieving skills ………………………………………………………………
33
b. Sneak attacks
……………………………………………………………………...34

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c. Cutpurse language
………………………………………………………………….34
d. Gathering information
……………………………………………………………...34
e. Black market ………………………………………………………………………
34
f. Call in a favor
……………………………………………………………………..34
g. Poisons ...
………………………………………………………………………….34

Monks and the Tao …………………………………………………………………….. 35


a. Tao Initiate
……………………………………………………………………….36
b. Tao Seeker
………………………………………………………………………...36
c. Tao Brother
……………………………………………………………………….37
d. Tao Priest …………………………………………………………………………
38
e. Tao Father
………………………………………………………………………...38
f. Tao Master
………………………………………………………………………...39
g. Tao Che Monk ………………………………………..……………………………
39
h. Tao Che Master ……………………………………………….
…………………...40
i. Monk Tao fighting style ……………………………………………………………
41
j. Monk Tao movement ………………………………………………………………
41

Fighters Advanced Skills ...…………………………………………………………….. 42


a. Rank 1 skills ………………………………………………………………………
42
b. Rank 2 skills ………………………………………………………………………
42
c. Rank 3 skills ………………………………………………………………………
43
d. Rank 4 skills ………………………………………………………………………
43

Money and Equipment …………………………………………………………………. 45


a. Social class
………………………………………………………………………...45

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b. Miscellaneous equipment
…………………………………………………………...45
c. Armor prices ………………………………………………………………………
45

Character Profile ……………………………………………………………………….. 46

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1. Introduction

a. Elestar

Welcome travelers! I have lived longer than most people in Elestar. Some would say
that there’s some evil magic at work in me, and who knows, they might be right! Before
I start to digress I would like to introduce you to my beloved world, Elestar!
You see, Elestar is quite an old continent, although it is only a part of the world known as
Aragar, it has become the world for most of us ever since it’s creation quite a few
millennia ago. As a matter of fact, if you happen to be interested in History, you might
want to look around for a book entitled, “The Age of the Empire”, written by a deceased
friend of mine who was known as Oracles.
In the Age of the Empire Elestar had flourished under the steady rule of the Tralese
Dynasty. Two millennia went by without many problems between provinces, and then
came the Dark Age, where Kagslagen the Archlich and his denizens rose to destroy what
had once been a world of peace. The death of the Emperor without a heir brought
dissention between the provinces of Elestar, and the world as we had known it was
shattered. A thousand years went by before the prophecy of the return of the Emperor
was fulfilled. But he did come back, thanks to a small group of heroes known as the
“Protectors of the Empire”, however a thousand years was long enough, and quite a few
provinces had no intention of following this newborn Emperor.
It has been 52 years since the return of Emperor Tralese, who is now 70 years old. Fear
not, for it is a known fact that a true Emperor is endowed with unnatural long life and
supernatural abilities. However, Elestar as we all knew it before the Dark Ages is forever
lost, but there are still many of us who hope to have peace and stability again. This, my
friends, is where you have arrived. So as I said it earlier, “Welcome”, and get ready for
there is much to be accomplished…

Ghil.

b. A Role-Playing Game

Elestar is what you call a Role Playing Game (RPG). It is not a typical game, where you have all the
players competing against each other to see who will win. An RPG is a game where you have players, and
a storyteller (also known as Game Master, GM). A typical game takes place around a table where each
player has a character sheet that represents a specific character living in Elestar. The Game Master (GM)
tells a story (which he will have prepared in advance) involving the characters played by the players.
Those characters are often called Player Characters (PC). The story is not something set in stone for when
Role Playing the GM describes a scene to the players, and the players get to choose how their PC’s will
react to that particular situation. Based on how the PC’s react, and how successful they are, the GM will go
on to describing the next scene. This seems quite obscure so let me show you a little example of how
things could be run.

Example:
GM: You are walking down the trail in the forest, and you notice a little ahead of you that a large tree trunk
bars the way. What do you do?

Talis: I’ll pull out my sword and fasten my shield, and advance carefully.

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Shandra: I’ll start looking around in the woods to see if there’s anything suspicious around.

GM: Talis, as you advance you notice that the trunk has not fallen down haphazardly, but was in fact
shopped at the base purposely. Shandra you notice the glimmer of what seems like a weapon of some sort
high up in a tree about twenty feet to you left.

Talis: I tell Shandra to stay alert, and jump on the tree trunk to get a better view of the other side.

Shandra: I’ll wait to see if the form in the tree decides to attack, and if it does, I’ll channel a “Flying Fist of
Fire” Flux right at it.

GM: Talis, as you prepare to jump up on the tree trunk two men armed with short bow pop up from behind
it and yell, “This is our wood and you must pay the toll if you care to pass!”
Shandra, you notice that the form in the trees has shifted slightly, but it still in the tree. So what will it be?

As you can see, many scenes will be described by the GM, and every time the players will have a chance to
make their PC’s act in response.

So what really is the purpose of this whole thing?


Have you ever watched a movie or read a book thinking, “I would have dealt with this situation
differently”, “That wasn’t very smart!”, “I wish I could be one of those people…”? Well this is it! This is
you chance to not just read a story, but become part of one. When the GM create a story he become more
like a producer, organizing the setting in which the characters will live. The rest of the story will unfold as
you play a major role in developing it, and bringing life to it. This is what Role Playing is… free form
story telling combined with a little bit of acting.

So what do you say? Are you game? If you are read on…

c. A few terms you need to know

GM: The Game Master, or Storyteller, is the producer of the story, who will direct the players by
describing the different scenes in the story, and make sure the game goes on smoothly. If you want to
become a GM, I strongly suggest you read the whole book, for a GM needs to know everything that is
going on, and has authority over the entire game. As a referee you also get to decide if you don’t like
a specific rule, and therefore you can change the rules if you think they aren’t adequate to your
gaming style.

PC: Player Character, are the heroes of the story. Each player will have control over one PC (sometime
more than one depending on the GM and the player), and will be responsible for that PC’s actions
during the story.

CP: The Character Profile is a sheet of paper that contains all the statistics describing your PC. When a
player decides to have the PC perform an action, the GM might require the player to make a skill roll
or attribute roll to determine whether the action is successful. Skills, and Attributes, are some of the
statistics that you will find on the CP.

NPC: An Non-Player-Character is a character that does not belong to a player, and therefore will be
directed by the GM. There are usually many more NPC than there are players in a story. Some NPC
will not be important enough to require a character sheet, others, like major antagonists, might require
a specific character sheet.

Dice:Most RPG’s have an element of randomness involved in them. This represents the potential
variability that occurs when trying to perform a specific action. Try and write your signature twice,
and compare. They won’t look the same. So in order to represent this variability we use dice. In

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Elestar the RPG you will 1 type of dice: 10 sided dice (also known as D10). When rolling more than
one D10 the player always keeps 2 of those (usually the highest rolls), and adds them together to
determine outcomes. If by any chance 2 10’s are rolled, one more D10 can be rolled and added to the
total.

Rounds: When playing a game one has to find a way to define time. A round is defined as the smallest unit
of time for a game. A round is 6 seconds long. When battles are played out they end up being
broken down into combat round (each 6 seconds long).

Turn: A turn equals 10 minutes.

Morality: This is an indication of how your character lives out his life. Is he good hearted (good), or does
he not care much about other people (neutral). Is he compassionate (good), or does he enjoy
watching other people suffer (evil). Does he believe in the balance of good and evil (neutral), or
does he think good will always prevail (good), or maybe that being nice is for the weak of heart
(evil). When creating a character you should decide of your character’s morality.

Attributes: a set of numbers that determine your character’s physical, and mental strengths and weaknesses.

Skills: a set of statistics that determine the character’s area of expertise.

Class: an occupation that the character has decided to choose.

BD: Base Difficulty, which determines the minimum required total needed to succeed in any action.

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2. Character Races

There are five different Races that players can choose from for their character:

a. Human

Humans being the second sons of Ora are blessed with a gift of adaptation and diversity. Although they
have a limited life on Elestar they have the ability to do great things in a short period of time.
They are the most common in the world. They have a huge potential to learn even though their life span
seems short (approximately 70 years). At creation humans will get 5 creation points that will allow them to
either start with an extra 150gp per creation point, start with a magical item with 2 creation points (only one
magical item can be purchased in that way), or start with 2 extra skill points per creation point spent, or
raise an attribute by 1 for 2 points. Human men average 6 feet in height, while women average 5ft 5in.
Because of their short lifespan they tend to make better use of their time, and therefore are able to learn
things a lot faster than any other race. When counting experience points, humans get an extra 20% more
than any other race.

b. Elf

Elves were born of magic and therefore it is that same magic that sustains them and flows in their veins
making them immortal unlike the humans. And unlike the humans they do not feel the need to do great
things in any kind of hurry. They greatly love Elestar for they are bound to it and it’s spell, and therefore
are willing to go to great lengths to rid Elestar of Chaos’ minions.
They are a lot less common. They usually stay in tightly closed communities. Elves cannot get sick and will
not die of old age. After many years of living on Elestar the elves have a calling to build ships and sail to
the east to the elven homeland. Because of their long life span elves tend to not be in as much of a rush as
humans. Elves are by nature very tall people, but a lot more slender than humans. An elven male will stand
6ft5 on average, and weight 180 pound, while their female counterparts stand 6 feet tall, and weight around
150 pounds. Elves have infravision up to 60 ft. Elves also get a + 1 modifier to their Charm and Intellect
(allowing them to reach 5). Elves have always been very attuned to the Spell, which makes them good
Wizards. For this reason an elven Wizard makes all of his Spellcasting rolls with a + 1 bonus, and starts at
level one with 2 extra Spells (see Spellcasting the Spell section for more details). Elves, 1 creation points.

c. Dwarf

Dwarves were born of the very rocks of the mountains of Elestar. Like the mountains they are gifted with
long life, and like the mountains they are tough of skin and immovable. Dwarves tend to be very set in
their ways. Slow to make rash decisions, but unwavering in their friendships.
They are as uncommon as the elves. They average three to four feet in height and are very strong and
solidly build. They have a life span of about 400 to 500 years. Dwarves are short and bulky in nature. Male
and females both stand approximately 4 to 4.5 feet tall, and weight around 100 pounds. They have a strong
resistance to poison and Spells. They get a + 2 modifier to their TGH roll when checking for poison. A
Wizard trying to affect dwarves with their power (only if the power affects the dwarf personally) must roll
their Spellcasting skill at -2. They have infravison up to 60 ft. Dwarves are very tough and therefore get an
automatic +1 bonus to their Toughness attribute. Dwarves make good fighters. Being taught how to fight
from birth they start the game with an extra 2 martial skill levels (see combat section for more details).
There are no dwarven channellers. Dwarves get 2 creation points.

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d. Halflings

Halflings were created with the life essence of Elestar. They are very gifted in tending to the earth and love
nature. Living in sedentary communities in Northeastern Elestar they get along just fine on their own, and
rarely feel the need to travel or seek allies.
These good little fellows are quite an interesting race. Somehow most people think of them as little kids,
but they are far from that. Most halflings never stand taller than 4 feet, averaging instead around 3.5 feet.
They love to eat, and therefore, tend to be a little chubby around the edges. One noticeable thing about
them is that they hardly ever wear shoes. Their hairy little feet have very thick soles, and are all that they
need to move around. Because of this halflings have an inherent ability to move without making a sound.
Although these people are small they are made of much harder stuff than what they look. So don’t be
fooled by the looks. A halfling has more to him than you can expect. For attribute determination purposes
they have a +1 modifier to nimbleness, although their strength can never exceed a 3. They get the same
resistance to Spellcasting as the dwarves do. They are, however, very hard to poison. A halfling will make
all his TGH check at + 4 when trying to resist poison. Halflings being inherently very curious and stealthy
tend to make good Cutpurses. When playing a halfling Cutpurse you get an automatic + 1 to stealing, and
+2 to sneak, and hide (see thief section for more details). Halflings get 2 creation points.

e. Himloeg

The sons, and daughters of Eglohim, “The crying God” are an interesting kind. Their story is too long to
relate here, but know that they are similar to human, but smaller in stature. They have dark skin, with large
glazed eyes. They see very little in daylight, but are so attuned to all the sounds of the world that they can
direct themselves without trouble. In darkness, however, they can see just fine, and for this reason they
prefer to remain underground in great caves. For attribute determination purposes they have a +1 modifier
to intellect. Himloegs are both very musically and intellectually inclined. They enjoy the sound of music
resounding in the caves. They also love to play with concoctions, potions, and machines. When playing a
Himloeg Alchemist you get an automatic + 2 to all you Alchemy rolls (see alchemy section for more
details). Himloeg get 2 points.

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3. Character Classes

Once the race has been picked, the player gets to choose what class he wants his character to be. The
character class is similar to his occupation. It determines what area of expertise that particular character
favors.

a. Fighter

Are you a pirate, or a gladiator, maybe a soldier, or just a mercenary? All you know is that you were taught
to use your weapons well. When the time comes, and you have to face the odds, you always do it with your
trusted weapons that have become deadly extensions of your arms. More so than just hitting, to you
fighting, is finding ways to outsmart your opponent so you can gain the upper hand. A Fighter is a person
who has spent most of his life learning how to best use his fighting skills. He is the only one who can truly
master the art of fighting with a weapon, and for that reason, only he has access to the Fighting special
skills (section 11, page 38). The most important attributes for a Fighter are his strength, his toughness, and
his nimbleness. The fighter specializes in Martial skills.

b. Cutpurse

From simple ruffian to noble merchant, from deadly assassin to expert spy these are the men people call
Cutpurses. Why Cutpurse? Well a little bit of profit never hurts anyone, and if obtaining this profit means
taking it from someone else, oh well… They are the masters of disguise, and deceits. People look at them
with disdain, but often end up relying on them to save their lives. They are the people who are seen but yet
unseen. Cutpurses have their own little abilities that set them apart. Their strengths lie more in their ability
to obtain what they want than it does in fighting. They are, however very important to most group of
adventurers. If you like a character who doesn’t fight much, but has high skills in stealing, hiding, setting
traps, opening locks, gathering illicit information, and obtaining things other people can’t, then the
Cutpurse is your man. The most important attributes for a Cutpurse are his nimbleness, his intellect, and his
charm. The Cutpurse specializes in Thievery skills.

c. Wizards

“Mind over Matter”, “Order vs. Chaos”, “Can you see the Spell”. Yes there is such a thing as the Spell. It
surrounds and envelops everything in this world, for the world is made of it. Wizards are the some of the
few gifted people who can see the Spell or at least parts of it. Their strength lies in Spellcasting the Spell,
with their mind through their body. A Wizard is able to spell Spells, which are minor reflections of the
Greater Spell created by the all-knowing gods. A Wizard’s strongest asset is his sight for he needs to see
the Spell to be able to spell his own. If a Wizard is blindfolded he cannot spell (except for self-affecting
spells). If you plan on playing a Wizard, make sure to thoroughly read the Spellcasting the Spell section
(section 6). The most important attributes for a Wizard are his intellect, and his toughness. The Wizard
specializes in Intellectual skills. Wizards have the Spellcasting skill as a specialty as well.

d. Priest

Who needs to fight or to steal? Who needs to see the Spell, and be able to spell when you are the servant of
a living god? Devotion to your deity is all that matters to you. In exchange you get to have a god on your
side. Who could ask for more? Even the dead must obey to the gods. And you, the servant of a god, are
granted miracles, the power of life and death, and the power to become better than any man could ever
hope to become. As a priest all you need is to devote your life to the service of your deity, and he will
provide the necessary gifts to help you accomplish his biding. The most important attribute for a priest is
his intellect. Priests have no specialty skills. Priest have the devotion skill as a specialty.

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e. Disciple of Tao

Some think they are priests, others think they are warriors. In reality they are both. These men are taught
the discipline of the Tao. They believe in the power of Energy also known as Che. All life has energy in it
and through hard training the Monk is capable of controlling the flow of energy in his body. Some very
powerful monks also have the ability to control the energy in other life forms. Monks have they own skill
section where they learn to control this inner strength. The most important attribute for a monk is probably
his nimbleness, but his strength and intellect are also very important. Disciples of Tao specialize in Martial
skills.

f. Dabbler

These guys are the know it all of Elestar. They dabble in a little bit of everything. And since they do try
and get involved in everything, they end up being quite average at everything, but not really good at
anything. They have limited Spellcasting and Alchemical abilities. They get 5PP’s per level for Spells, and
can use Alchemy for first level items (see section 6 and 7 for more details). If there is one thing a Dabbler
is good at, it’s knowing where something came from. For that reason, they have a lore skill to identify any
object and its use (starts at 2 and increases by 1 for every levels). All attributes are important to the
dabbler, since he would like to be good at everything. The Dabbler like the priest has no specialty skill,
and has access to the Spellcasting and alchemy skills (although those can never exceed level 10), but at the
cost of 2 for 1.

g. Alchemist

These peculiar people are endowed with a strong knowledge of the elements and how they work together.
Alchemists find ways to funnel the Spell into objects bringing life into some, and power into others. They
are great crafts people who can forge magical objects, and weapon, as well as construct Golems (living
automatons). They have the knowledge of Grids, which they use to funnel energy from the Chaos and
summon beasts to their help. Never underestimate a fully armed Alchemist. The most important attribute
for an Alchemist is his intellect. Alchemists specialize in Intellectual skills. The Alchemy skill is of course
a specialty skill for such an Alchemist.

h. Artisan

It’s the mason and the goldsmith. It’s the farmer and the merchant. It’s the Wizard and the armor smith.
These make up the bulk of the general population of Elestar. They are indispensable to a well rounded
economy. Most of them really haven’t spent much effort in developing other skills, but spend their whole
life dedicated to perfecting a few skills and use those to make a living out of them. For a lot of people, it is
a matter of stature. They are born into this caste and they will do what their father, and grandfather, and
great grandfather did before. Still a few special cases have existed of artisans who picked up the sword and
became heroes. You may very well be one of those! Artisans specialize in craft skills.

Example:
Talis, a human, was born to be a fighter; so I will assign fighter as his class of choice, although his
occupation will be bouncer at the Three Silver Keg Inn.

Elestar the RPG 11


4. Character Statistics

a. Primary Attributes:

Every character has a set of primary attributes that define his physical and mental qualities.
- Strength (STR): represents ones physical ability to lifting and handling heavy objects, as well
as how much damage he can inflict when hitting something/someone.
- Toughness (TGH): represents ones endurance and resistance to pain, poison, and sickness.
- Intellect (INT): represents ones amount of knowledge accumulated as well as ones ability to
deal with that knowledge, including the ability to distinguish right from wrong.
- Nimbleness (NIM): represents ones quickness, dexterity, and flexibility all together.
- Charm (CHR): represents ones ability to deal with people.
- Perception (PER): represents ones ability to hear or see details.

Choosing your character’s attributes is a very important part of character creation. It will determine how
well your character can perform, and often which class is preferable (see the character class section for
more details). The first step in determining your character’s attributes depends on you. You have 20 points
to distribute any way you want in each attribute. The minimum in any given attribute is 2; while the
maximum at creation is 5 (certain races can attain a 6 due to racial modifiers). The average human being
has a 3 in any given attribute.

Example: Talis as I said was born to be a fighter because he is as strong as an Ox and tougher than steel.
Since I wanted him to be very strong and tough I decided that out of my ten points I would put 4 in strength
(STR) and 5 in toughness (TGH). I then gave the remaining attributes 3, 3, 2, and 3 for a grand total of 20
points.

Attributes:
Strength (STR): 4
Toughness (TGH): 5
Nimbleness (NIM): 3
Intellect (INT): 3
Charm (CHR): 2
Perception (PER): 3

b. Body Points (BP):

Every Character has a set number of BP. This represents the amount of life force the character has. When a
character runs out of BP he falls unconscious. If the character has a negative number of BP left he must
make a TGH check every round. If the roll is below the number of negative BP he dies, however if he rolls
equal or above that number he lives, but looses another BP the next round and must make another roll.
A character’s initial BP is equal to 20+TGHx2, and he gets to add his TGHx2 to his BP every time he
increases in level.

There is a point at which a character’s BP will stop increasing because he has reached the limit at which his
body can develop. This limit is equal to 50+TGHx10.

Recovering BP’s:
If BP's are lost, the character recovers them at the rate of TGH per day spent resting, or one point per day
spent without extraneous effort. There are, of course, miracles that can allow a character to regain BP a lot
faster.

Elestar the RPG 12


Example: Talis has a TGH of 5 and he is a fighter so he gets 30BP at first level. When he reaches level 2
he will gains another 10BP due to his TGH. If wounded he would regain 5BP per day of resting or 1BP
per day spent without extraneous effort. The max BP Talis will ever have is 50+5x10=100 BP.
c. Levels

This determines the level of expertise a character has in his field of studies. Each time a character finishes
an adventure he is given a certain amount of skill-ups based on how well the mission was accomplished.
The table below shows when the character gains a new level of expertise:

Level Chart 2:
Level 1: 0-9
Level 2: 10-19
Level 3: 20-29
Level 4: 30-39
Level 5: 40-49
Level 6: 50-59
Level 8: 60-69
Level 9: 70-79
Level 10: 80-89

Every extra level is gained with 10 skill-up points.

For example, Talis being just created starts with no experience at level 1. As soon as he receives 10 skill-
up points he will raise to level two, and so forth and so on.

For every three levels obtained (levels 4, 7, 10…) the character gets to increase one attribute of his/her
choice by one point. A person cannot increase an attribute beyond 6. However it is possible, with magic to
get an attribute that exceeds your racial ability.

d. Attribute check:

When a player wants his character to do something that requires the use of an attribute he rolls a number of
D10s equal to hit attribute and adds the top two rolls together. In order to succeed at the task, the total must
exceed the BD (Base Difficulty) of that particular task.
In some cases the activity might be easier or more difficult than the norm. The table below provides
different BD’s based on the difficulty of the task.

Difficulty BD Comment
Easy 10 A child could do it…
Moderate 15 If you’ve done it before, you should be able to do it again! You haven’t done
it before? Never mind you can still probably do it…
Difficult 20 You know the skill or you are very talented, don’t try and fool anyone!
Very Hard 25 Are you top in you profession? Then maybe you can do this
Impossible 30+ I heard about a guy who did that once…seriously I did!

For example, Talis is trying to jump over a chasm as he is running away from an angry Minotaur. The GM
tells him to roll a STR check to see if he makes the jump. Talis rolls his 4D10 and gets 10, 4 , 6, 3 for each
respective roll. Adding the top two rolls (10, and 6) gives him a total of 16, which means he would succeed
without any modifiers seeing at jumping over a chasm of Moderate difficulty (BD 15). Had the gap been
three time Talis’ size he might have had a BD of 20, and his roll of 16 would have turned out to be a
failure. Now you might think it’s unfair to have BD’s that go up to 30, when the most you can get with
2D10’s is 20. Not to worry, should Talis have spent time training on jumping, he would have had a much
better chance at succeeding in the action. That is where skills come into play.

Note to the GM: feel free to change these modifiers should you consider them inadequate.

Elestar the RPG 13


Loss of Attribute:
There are certain conditions that would reduce your attributes. If an attribute is reduced to 0 it’s a bad
thing. Following is a list of the effects on the character should a particular attribute be reduced to 0:

Strength: Paralysis
Toughness: Coma
Nimbleness: Paralysis
Intellect: Loss of consciousness
Charm: Trolls look better than you
Perception: Loss of all senses

e. Skills:

Since you’re playing a hero it is assumed that he will have spent enough time training developing certain
skills that he believes are necessary to survive in the harsh environment of Adventuring Life. For this
reason, when creating a PC, a player will have to pick specific skills in which he wants his character to be
trained. Following is a list of skills that can be learned.

Skill Char (Attribute/Category):


Armor smiting (NIM/C) Juggling (NIM/G)
Acrobatics (NIM/G) Language (INT/I)
Acting (CHR/A) Leather working (NIM/C)
Alchemy (INT/S) Listening (PER/G)
Ancient history (INT/I) Martial Arts – MA (STR/M)
Animal training (INT/G) Masonry (INT/C)
Armor Smithing (NIM/C) Mountaineering (INT/G)
Art (INT/I) Musical instrument (NIM/G)
Astronomy (INT/I) One-handed Blunt Weapons – 1HB (STR/M)
Bartering (CHR/G) One-handed Edged Weapons – 1HE (STR/M)
Bar tending (CHR/G) Pole arms – PA (STR/M)
Brewing (INT/C) Poisons (INT/T)
Carpentry (INT/C) Public Speaking (CHR/I)
Climbing (STR/A) Ranged weapon – RW (NIM/M)
Combat Reflexes (NIM/M) Reading lips (INT/T)
Detecting Traps (PER/T) Religion (INT/I)
Devotion (INT/S) Riding land based (NIM/A)
Dodge(NIM/A) Riding air based (NIM/A)
Setting/Disarming Traps (NIM/T) Rune Mastery (INT/S)
Pick Locks (NIM/T) Running (TGH/A)
Direction sense (INT/G) Sailing (INT/G)
Disguise (INT/T) Search (PER/G)
Diving (NIM/A) Secret passage detection (PER/T)
Forgery (NIM/T) Shipwright (INT/C)
Etiquette (CHR/I) Siege Weapon – SW (PER/M)
Firearms - FA (NIM/M) Sign language (NIM/G)
Fire building (NIM/G) Tanning (INT/C)
First aid (INT/I) Sneaking (NIM/A)
Gem cutting (NIM/C) Survival (INT/G)
Gem upraising (PER/C) Swimming (TGH/A)
Glass blowing (NIM/C) Tailoring (NIM/C)
Heraldry (INT/I) Thrown weapons – TW (NIM/M)
Herbalism (INT/I) Tracking (PER/G)
Hiding (NIM/G) Two-handed Blunt Weapons – 2HB (STR/M)
History (INT/I) Two-handed Edged Weapons – 2HE (STR/M)
Hunting (PER/G) Hand tricks (NIM/T)

Elestar the RPG 14


Tight rope walking (NIM/A)
Ventriloquism (CHR/G)
Weapon smithing (NIM/C)
Weather prediction (INT/I)
Spellcasting (INT/S)

Elestar the RPG 15


Here it is folks! Most of those skills are self explanatory, and if you don’t know what it means… get a
dictionary and educate yourself!
If you happen to think of something that isn’t on the list just feel free to add it onto there.

The letters in parenthesis refer to the Attribute associated with the skill as well as the actual category the
skill falls under (Crafting, Intellectual, Athletics, Martial, Thievery, General, and Special).

Note: Skills categorized “S” are Special skills that can only be used by specific classes.

Skill points and Skill Levels:


Every Character starts off with 50 skill points that he gets to distribute between skills of his choice (see
skill chart below for more details on specific skills). At creation a player cannot increase a skill more than
5 levels. They have only recently attained the status of hero after all!

Each class has their own specialty skill (except for Dabblers who have none) as stated in the character class
section.

The cost, in skill points, to increase a specialty skill is one for one. The cost of a specialty skill that is not
associated to your class is three for one. The cost of General, Athletics, and Crafting skills are two for one.
For priests all skills are considered general and therefore cost 2 for 1.

Example: Now that I have the attributes figured out for Talis, I’m going to pick some skills that I think are
appropriate. Remember I have 50 points to spend at the beginning.

Thrown Weapon (NIM/M): 3


Martial Arts (STR/M): 4
1-handed Blunt (STR/M): 5
Combat Reflexes (NIM/M): 4
2-handed Edge (STR/M): 3
Jump (STR/A): 4
Run (TGH/A): 3
Sneak (STR/A): 2
Swim (TGH/A): 3
Ride (NIM/A): 2
First Aid (INT/I): 1

Gaining more Skills Levels:


At the end of every session the Storyteller can allot anywhere from 3 to 8 skill-up rolls to players (This may
vary depending on the Storyteller). These roll may be used to increase any skill or learn new skills. The
player chooses which skill to assign a skill-up roll to, rolls 2D10 (-0 for specialty skill, -3 for general skill,
-6 for other class specialty skill) and totals them. He then subtracts the character’s current skill level to that
total, and if the result is positive, the character’s skill is increased by one. A skill can only increase by one
point between sessions, however a player can use multiple skill-up rolls on the same skill should the first
skill-up attempt fails.

After the end of the first session the Storyteller give everyone 6 skill points to use. Talis decides to use his
first skill-up roll to increase his 1-handed blunt weapon skill that is currently at a 5. He rolls 2D10 and
gets 2 and 7 resulting in a total skill-up roll of 2+7-0(specialty skill)-5(current skill)=4. The positive result
indicates that his skill increases to 6. He then attempt to skill-up riding and roll a 1 and a 4 resulting in a
skill-up roll of 1+4-3(general skill)-2=0. BUMMER! His roll isn’t positive so his skill would not increase,
but Talis is determined to increase his riding and still has 4 skill-ups attempts so he rolls again for riding
and this time gets an 8 and a 10 resulting in a skill-up roll of 14. SUCCESS! His riding goes up to 3. he
can’t raise those skills again until after next session, but can work on other skills with his other 3 skill-up
rolls.

Note to the GM: It is possible for a GM to give a bonus to a skill-up roll for someone who may have used a
skill in a very meaningful way. However that bonus is a one time use and should not exceed +4.

Skill Roll:
Every skill that your PC knows has an attribute associated with it. Should the GM decide that a skill would
be appropriate for a specific task, he might ask the player to make a skill roll rather than an attribute roll.
In this case the character rolls the number of D10s equal to the attribute associate with that skill and then
adds the skill value to the top 2D10s.

Back to our example: If you remember Talis and his jump, he failed the DB of 20 when he rolled a 16 on
his STR roll. If you consider that he has a jumping skill of 4 associated with the STR used for the jump, his
total becomes 20, which results in a success.

Opposed Rolls:
Sometimes a PC’s task might work against another PC or NPC. A Cutpurse is trying to hide from an angry
noble he robbed. In this case an opposed roll is made between the two of them. Both players make an
attribute/skill check, and whoever rolls the highest defeats the other. A tie means the struggle goes on to the
next round.

Note on Weapon Skills: As you might have noticed every combat oriented skill has a dash and a code next to it. The
reason for that is so that you know, when you go to buy a weapon, which martial skill you will need to use to fight with
that particular weapon.

A quick summary of where we’re at with the creation of Talis the fighter.

Name: Talis
Race: Human
Class: Fighter
Morality: Good
Attributes:
Strength (STR): 4
Toughness (TGH): 5
Nimbleness (NIM): 3
Intellect (INT): 3
Charm (CHR): 2
Perception (PER): 3

Starting Skills:
Thrown Weapon (NIM/M): 3 Run (TGH/A): 3
Martial Arts (STR/M): 4 Sneak (STR/A): 2
1-handed Blunt (STR/M): 5 Swim (TGH/A): 3
Combat Reflexes (NIM/M): 4 Ride (NIM/A): 2
2-handed Edge (STR/M): 3 First Aid (INT/I): 1
Jump (STR/A): 4

Elestar the RPG 17


Combat

This is the part where the good guys and the bad guys beat on each other, usually until one of them gives in or dies.
Fighters pay attention to this part. Other player also, but this part is more interesting to fighters, since this is what
they like to do. Combat is divided into combat round in which all characters involved in it get to have their part of
the action until another round comes around.

a. Initiative (weapon speed + combat reflex skill):

To determine who will act first in a round each player involved adds the weapon speed of the weapons his character
is using to his character’s Combat Reflexes skill roll. The character with the lowest result is the first to declare his
action. Any player with a higher initiative may at this point decide to interrupt that player one’s action. The
exception to this is on the first round where the weapon speeds are subtracted rather than added to the Initiative.
If a character decides to, he may forgo his action during the current round to have the highest initiative during the
next round. In the case of more than one person forgoing their action, the character that had the highest initiative in
the current round will have the highest one in the next round.
The initiative roll is re-rolled every round, with the exception of action delay stated above.

b. Attacking (martial skill + STR or NIM - Armor) and Avoiding (Skill +STR or NIM + AR):

Attacking works the same way as any other opposed skill roll. The attacker uses his chosen Martial Skill, while the
defender uses any relevant skill he could use to get out of the way (as in dodge or combat reflexes) or parry the
attack (using another weapon skill), to which he also adds his Armor Rating (AR). If the attacker beats the defender
the difference between the two rolls is added to the weapon damage for a total damage dealt to the defender.

Depending on the amount of damage dealt the attacker can add some additional effects to the wounds inflicted.

Massive Damage Chart:


Damage Dealt TGH check Result
≤ TGH+10 None Minor cuts and bruises that heal quickly

> TGH+10 DB 10 Attacker chooses between Minor Fracture (-1 NIM or STR)
≤ TGH+13 or Bleeding (1BP/rd)
Defender receives a -1 to all actions until healed.
Failed TGH roll result in loss of action for a round
Minor Miracle to heal instantly, or First Aid DB 10 and a week
of rest to restore attribute loss, or for wound to close

> TGH+13 DB 15 Attacker chooses between Serious Fracture (-2 NIM or STR)
≤ TGH+16 or Bleeding (3BP/rd)
Defender receives a -2 to all actions until healed.
Failed TGH roll results in loss of consciousness
Moderate Miracle to heal instantly, or First Aid DB 15 and a month
of rest to restore attribute loss, or for wound to close

> TGH+16 DB 20 Attacker chooses between Crushed Limb (-3 NIM or STR)
or Severed Limb (5BP/rd)
Defender receives a -4 to all actions until healed.
Failed TGH roll results in a coma and eventually death
Major Miracle to heal instantly, or First Aid DB 20 and 3 months
of rest to restore attribute loss or for stump to heal up.
Note on repeated wounds:
Wounds are cumulative, which means a person having suffered a Minor Fracture and a Serious Fracture could have
his STR reduced by 3, or his NIM reduced by1 and his STR reduced by 2.

Example: Talis hits an Orc with his morning star and does 12 points of damage. The Orc has a TGH of 3 and is
wearing a chain shirt (AR 3). The damage is serious! Talis chooses to inflict a serious fracture against the Orc and
reduces his STR by 2. The Orc has then rolls a TGH check and gets a 17 which means the Orc doesn’t loose
consciousness, but is now down to rolling only 1D10 for his attacks.

There are of course special types of attacks or conditions that may modify the condition of your attack. The
following chart covers some of those. More can be made up at your own discretion.

Special Types of Attacks:


Grabbing :When grabbing no damage is dealt. A held person is at -2D10 for the purpose of any skill
roll, but can attempt to break loose by rolling an opposed skill roll against the grappler.
Tripping : The victim ends up prone if it looses. It takes an action to stand back up.
Attack while prone : -3 to attack total
Attack prone person : +3 to attack total
Surprise attack : +5 to attack total
Flanking : When more than one person is attacking a person, the attackers have the choice of doing
separate attacks (in which case they just do their normal attacks), or they can cooperate.
If they cooperate one attack is rolled using the best attackers skill, and he gets to add +2
to his roll for each person cooperating with him. If he succeeds, roll damage for that
attacker using his weapon (the other attacker are simply trying to distract the defender
from the real threat).

c. Shields:

A shield can be used to help parry attacks. A buckler offer an AR of 1, a medium shield and AR of 2, a large shield
an AR of 3.
Hobbits, Himloegs, and Dwarves can’t use large shields for anything other than for cover.
A person using a shield and parries is assumed to parry with the shield, however the downside of using a shield is
that when you are attacking your martial skill for the attack is reduced by the AR of the shield due to encumbrance.

Example: Talis, having decided that he wanted to be a fighter, has used his starting points mostly for fighting skills.
He also buys a medium shield, increasing hi AR by 2 whenever he uses the shield for defense. The downside is that
when he wants to attack his attack will be reduced by 2 because of the encumbrance.

d. Armor:

Armor is very useful to protect a character from certain death. The protective quality of armor determines how much
damage is absorbed by it.

Armor Chart:
No armor : No modification applied to damage.
Leather armor : 1 AR, -1 to all Athletic/Thieving skills
Chain armor : 2 AR, -1 to all Athletic/Thieving skills, and -1 to Martial Skills when attacking
Scale armor : 3 AR, -2 to all Athletic/Thieving skills, and -2 to Martial Skills when attacking
Plate armor : 4 AR, -3 to all Athletic/Thieving skills, and -3 to Martial Skills when attacking

Optional Rule on Armor and Shield Wear:


Armor and Shields are not indestructible!!! Shields come in two forms: wooden and metal. Wooden shields can
take 10 direct hits before they become useless and need fixing, while metal shields can take 20 direct hits before
they need mending. A shield takes a direct hit when the opponent missed by the AR of the shield (assuming the
shield was being used). The same rule applies to armor. Leather can take 15 direct hits, chain can take 20 direct
hits, scale can take 25 direct hits, and plate can take 30 direct hits. However unlike shields armor takes a direct hit
each time the defender suffers damage. “Broken” armor becomes too uncomfortable to wear to use effectively in
combat.

Example: Talis fully equipped walks around with a large wooden shield and a chain mail, armed with a wicked
morning star that his uncle gave him as a coming of age gift. He gets in a fight with a goblin who swings at him but
misses by 1 point on his attack roll. Talis’ shield bares the brunt of that attack (the shield lost one structure point).
Because Talis is using a shield and wearing chain mail his attack skill is reduced by 4 giving him a skill of 1 for the
purpose of attack.

Weapons Chart (type / speed / damage / price):


Arrow (flight): spec / spec / 6 / 1gp for 20 Horse lance: PA / -3 / 10** / 5gp
Arrow (sheaf): spec / spec / 8 / 1gp for 20 Javelin: TW / -2 / 6 / 1gp
Ballista: SW / -8 / 20 / 500gp Long sword: 1HE / -2 / 8 / 10gp
Bardiche: PA / -3 / 10 / 20gp Mace: 1HB / -2 / 8 / 3gp
Battle-axe: 2HE / -2 / 8 / 15gp Morning star: 1HB / -2 / 8 / 15gp
Bear hands: MA / +0 / 2 / free Pike: 2HPA / -3 / 10** / 2gp
Bow, Composite: RW / -3 / arrow type / 60gp Spear: PA / -2 / 8 / 5gp
Bow, short: RW / -2 / arrow type / 30gp Trident: PA / -3 / 10 / 15gp
Bow, Long: RW / -3 / arrow type / 50gp Saber: 1HE / -2 / 8 / 10gp
Catapult: SW / -10 / 25 / 750gp Scimitar: 1HE /-2 / 8 / 15gp
Club: 1HB / -1 / 6 / free Short sword: 1HE / -1 / 6 / 7gp
Crossbow, light: RW / -5 / 8* / 40gp Sling shot: RW / -2 / 4 / 1sp
Crossbow, heavy: RW / -7 / 10* / 80gp Spiked club: 1HB / -2 / 8 / 1sp
Dagger: 1HE / -1 / 4 / 1gp Staff: 2HB / -3 / 8 / 1sp
Darts: TW / -1 / 4 / 3bp (thrown 2 at a time) Throwing Axe: TW / -1 / 6 / 1gp
Flail: 1HB / -2 / 8 / 10gp Two-handed battle-axe: 2HE / -3 / 10 / 20gp
Great Scimitar: 2HE / -3 / 10 / 20gp Two-handed sword: 2HE / -3 / 10 / 20gp
Halberd: PA / -3 / 10 / 15gp Two-handed warhammer: 2HB / -3 / 10 / 15gp
Heavy Flail: 2HB / -3 / 10 / 20gp Warhammer: 1HB / -2 / 8 / 10gp
* Crossbow bolts bypass the armor defense bonus doing full damage to the target (that includes TGH
check). 12 bolts cost 1gp.
* * Double damage when charging or being charged at.

Ranges for Ranged/Thrown Weapons:

Weapon type Base Range Sheaf Arrow


Ballista 120 n/a
Bow, Short 60 80
Bow, Long 90 100
Bow, Composite 120 120
Catapult 200 n/a
Crossbow, Light 50 n/a
Crossbow, Heavy 80 n/a
Dagger 10 n/a
Darts 10 n/a
Javelin 20 n/a
Sling Shot 30 n/a

Up to base range is normal attack roll. Up to range x 2 it’s –1 to the attack roll, up to range x 3 it’s –2 to
the attack roll, up to range x 4 it’s –4 to the attack roll. Range x 4 is the maximum range that a weapon can
shoot.
5. Spellcasting the Spell

“Before the world was born, there was Ora. Chaos surrounded Ora, and Ora ordered the
Chaos and formed the Pattern. From Chaos sprang the world as we know it now.”
Extract from the book of Knowledge.

Ghil once told me,


“The spell is like a huge fresco, outside of time, and space that has all of Ora’s creation
written on it. When Ora created his sons he gave the responsibility of safeguarding the
Pattern to his son, Magus (MA-jus).”

Wizards as you may have realized, have a gift. They have the ability to sense the Pattern around them, and
they can alter portions of the Pattern through great mental effort. When a Wizard does that it is told that he
casts a spell.

a. Casting a “Spell” (skill + INT):

Every spell has a resulting casting difficulty based on the amount of power the caster attempts to harness.
This amount is represented in Power Levels (PL). The higher the Power Level of the spell, the more
spectacular the effects would be. Similarly to using other skills the Power Level equates to a set Base
Difficulty to cast the given spell. The BD of a spell is equal to the PL+10.

Example: Shandra is a level 1 Wizard who has 5 in her Spellcasting skill. She decides she wants to spell a
simple level 1 Spell. Since she has an INT of 5 she would roll 5D10 and keep the top two and add 5 to the
total to get her Spellcasting roll. She rolls 3, 5, 1, 8, 10 and keeps the 8 and the 10 to which she adds 5,
resulting in a total roll of 23. This indicates that she easily succeeds in casting the given spell since all she
needed was an 11.

b. Spellcasting and fatigue:

Spell casting is a serious mental exercise that can take a toll on a person’s mind. For this reason, for every
spell cast beyond the first in any given 5 minutes the spellcaster must suffer a cumulative -2 to his
spellcasting skill roll. Not casting for five minutes will remove all negatives to spellcasting.

Example: Talis’s friend Shandra has just cast a spell in combat and must cast another spell. Because she
didn’t wait five minutes she suffers a -2 to that second spell. If she has to cast a third spell in combat she
would suffer a -4 to the skill roll.

c. Spell Failure:

Failure to cast a spell can be a serious matter. After all you are attempting to harness the power that affect
the very fabric of the world. While a mild failure doesn’t strain the brain too much (although for the
purpose of multiple castings within a 5 minute period a failure counts just as a spell successfully cast), a
dramatic failure could be catastrophic. If a spellcasting roll is failed by more than 5 points but less than 10
points the spell caster must make a Moderate (BD15) TGH roll to avoid loss of consciousness. If the
spellcasting roll is failed by 10 or more, there is no TGH roll. The spellcaster automatically falls
unconscious. Also, the resulting difference is considered damage done to the spellcaster.
Example: Shandra failed a Pick Up Here
d. Unraveling:

When a Wizard learns how to cast a spell, he also learns how to unravel that spell. For this reason, should a
Wizard want to undo, another Wizards spell (after it was done, or while it is being done) he must make an
opposed Spellcasting roll against the other. If he beats his opponent, he can unravel the spell that was cast
by expending the same amount of FP’s that were used. Just remember that this works just like Spellcasting
a Spell, which means that failure results in damage.

Note: Should a Spell be already in place, the GM should also make sure to record the modified roll it took
to spell that particular spell, just in case a player decides to try and unravel it.

e. Components of the Spell

As stated earlier Spellcasting follows the rule of 5. 5 components, Object, Being, Time, Area, and Range
which when combined can create some scary results. For each component added to a spell the level of the
spell is raised by one, which raises all components to that level. However, by shear will, the Wizard can
increase the level of a spell without necessarily adding another component. Indeed their effect changes
based on the level of the spell.

Note to Storyteller: Discretion is advised when letting players create their own Spells. It is purposefully
left open, but it is up to the storyteller to decide if an effect is acceptable or not.

 Object
This component is necessary to affect objects of various sizes.
- Level 1: Small objects no more than 1 cubic feet.
- Level 2: Medium sized object (chest, door, bush, barrel)
- Level 3: Large object (Tree, small hut)
- Level 4: Very Large objects (House, Tower)
- Level 5: Gigantic Objects (Castle, Hill)
- Level 6: Titanic Objects (Valley, Lake, Forest)

 Being
This component is necessary to affect any being, be it animal, insect or humanoid. It can only be included
in conjunction with the use of Object.
- Level 1: 1 sense affected, no attribute change
- Level 2: 2 senses affected, attribute changed by 1
- Level 3: 3 senses affected, attribute changed by 2
- Level 4: 4 senses affected, attribute changed by 3
- Level 5: 5 senses affected, attribute changed by 4
- Level 6: 5 senses affected, attribute changed by 5

 Time
This component is necessary to increase the duration of a spell. Instantaneous or near instantaneous spells
have no time component associated to them.
- Level 1: 1 minute
- Level 2: 10 minutes
- Level 3: 1 hour
- Level 4: 1 day
- Level 5: 1 week
- Level 6: 1 month
- Level 7: Permanent

 Area
This component is necessary to increase the area of effect of a spell. Spells without this component must
be targeted on a single Object/Being.
- Level 1: 5 feet radius
- Level 2: 10 feet radius
- Level 3: 30 feet radius
- Level 4: 100 feet radius
- Level 5: 500 feet radius
- Level 6: 1 mile radius
- Level 7: 10 miles radius

 Range
This component is necessary to increase the range of a spell. Spell without this component requires the
Wizard to touch the Object/Being he wants to affect.
- Level 1: 10 feet
- Level 2: 50 feet
- Level 3: 100 feet
- Level 4: 1 mile
- Level 5: 100 miles
- Level 6: 1000 miles
- Level 7: No limit
Some spells are intended for offense, and are capable of damaging things or people. The damage of a spell
is linked to the BD required to create the spell as well as the skill employed by the Wizard himself.
Therefore, a second level spell will result in 11 points of damage minimum (10+1 for exceeding the BD of
10 by 1). A Wizard can purposefully increase the level of a spell (even without including another
component) in order to make the spell more complex or harder to resist. The catch is that is requires a
higher skill roll and will be more exerting.

f. Resisting Change

In the case that a spell will affect someone, be it due to the Area component, or the Being component that
person/creature may attempt to resist change (or in the case of Area simply try to get out of the way). The
BD necessary to resist a spell depends on the level of the spell as described in the Spell chart above (in
section b). In most cases it would be a character’s toughness that would be used to resist, but in some cases
a different attribute or even a skill may be more appropriate. If the spell includes the range component and
is intended for damage, the target must use an appropriate skill to dodge the attack and succeed in an
opposed roll with the Wizard instead. If the target wins they suffer no damage, but if they fail, they suffer
not only damage equal to the BD, but also damage equal to the difference between the opposed rolls.
Similarly when trying to avoid damage from an area effect spell the target must defeat the Wizard’s skill
roll in order to avoid the damage dealt, although in some cases there is no cover, or the area of effect is just
plain too large in which case the target would only suffer half damage from defeating the Wizard
(storyteller discretion on that one).

Note: The protective value of armor remains when the Being component is not used within a spell.
g. Examples of Spells

Fist of Fire: This level 1 Spell will allow the Wizard to punch someone and do 5 points of damage with his
punch instead of the normal 2 points of damage. The catch is that he must also succeed at punching the
poor sod, who will more than likely not want to agree with such treatment. The Spellcasting BD for this
small spell is 5, and the Wizard gains 1 point of fatigue for it. Technically a Wizard could create flames on
his hands without any difficulty since it would have none of the actual components (making it in essence a
level 0 spell), however, the flames would be harmless, but could be used for intimidation.

Flying Fist of Fire: This level 1 Spell will do 5 points of damage to a person up to 10 feet away. The target
would of course get the opportunity to use an appropriate skill (dodge, dive, martial arts, parry with a
shield) to make an opposed roll in order to avoid the attack altogether. If the Wizard wins the oppose3d
roll he gets to add the difference in the rolls to the damage he inflicts. By making it level 2 he could
increase the range to 50 feet also.

Ignite: This simple 1st level Spell will allow the Wizard to take a small flammable object such as a torch
and ignite it by touch. (This Spell can be used to ignite a person’s clothes, but would require a touch
attack).

Exploding Fist of Fire: This level 2 Spell uses both range and area (range of 50 feet, and area of 10 feet).
This time the flaming fist will fly up to 50 feet and explode on impact on an area of 10 feet in radius,
inflicting 10 points of damage to all within the area. Any potential target may attempt to use an appropriate
skill to get cover from the incoming fist. If they defeat the Wizard’s Spellcasting roll they don’t suffer any
damage.

Curse of the body: This level 2 Spell requires the Wizard to touch his target, but in doing so, if the victim
cannot make succeed at a BD15 TGH check they will have one attribute reduced by 1. The spell will last
for all of 10 minutes.

Pain from within: This level 2 Spell does not require touch for it affect any being within 50 feet chosen by
the Wizard. The victims body is reeked with pain inflicting 10 points of damage unless the victim succeeds
at a TGH check with BD10. No armor can protect against such a vicious attack.

Torchlight: This level 1 Spell allows the Wizard to have his hand burst in magical flames that do no
damage to him, but will provide the lighting of a torch for a minute. Most Wizards use the 2 nd level version
of this spell, which lasts 10 minutes.

Lighting Orb: This level 3 Spell is used by the more experienced Wizards in replacement of the torchlight
spell. Indeed is creates a round orb of light that levitates around the Wizard (remains within 100 feet) and
provides a 30 feet radius clearing of light for an entire hour.

Fly: This level 3 Spell allows the Wizard to make one person fly for one hour.

Shield: This level 3 spell lasts for an hour and will absorb 15 points of one type of damage dealt to him (he
must choose the damage type upfront). Many times has such a spell saved a Wizard’s life. This shield can
also be given to another person that would be anywhere within 100 feet.
Blessing of the Body: Similarly to Curse of the Body, the Wizard may increase one attribute for one
person for 10 minutes. This is a level 2 Spell, but could be made level 3 for the purpose of increasing
duration to a full hour, in which case the attribute would be raised by 2 instead of 1.

Invisibility: This level 3 Spell is used to turn a person invisible for a full hour. It affects sight, smell and
hearing to anyone trying to detect the target. Similarly an object the size of a tree could be made invisible
using this spell.

Create Shelter: This level 4 Spell will create a house out of thin air. The house will be empty inside, but
will remain there for 1 day before disappearing.

Clairvoyance: This level 4 Spell allows the Wizard to see up to 1 mile away as if he was there. The Spell
will last for one full day.

Teleport: This spell is quite useful to most Wizards, and is commonly used as a means of traveling. It
allows the Wizard to travel great distances almost instantaneously. The level of the Spell dictates the
length of the trip, but since it affects a human being it must be at least level 2 (that would allow for a 50
feet teleport).

Charm: Charm spells are by far the most difficult to produce since they require total control of another
being. For this reason they are level 5, but last for an entire week. They are of course extremely difficult to
resist (INT check with BD 25). The Wizard does not even need to touch his target for this. In fact the
target could be anywhere within voice reach of the Wizard.

Quake: This is by far one of the most powerful Spells ever to be used. It can affect an entire valley.
Anyone in the valley would suffer 30 points of damage if they failed to win the opposed roll against the
Wizard (which at this level is very unlikely).

Part Water: With this level 6 spell the Wizard could technically part the waters of an entire lake, so as to
walk through on dry land.

Gate: This is the ultimate spell change that can be created by a Wizard. This level 7 spell allows the
Wizard to literally transport himself and as many targets as he chooses within his line of sight to another
plane of existence. The transportation is permanent and another gate spell would be required to transport
the people back.
8. Alchemy

Alchemists are quite a peculiar people. They use their ability to alter the spell through potions, scrolls,
summoning grids, golems, and miscellaneous items. An Alchemist cannot spell the Spell like Wizards can.
He can however create items that are capable of funneling a Spell created by a Wizard into them. This is a
highly valued ability since it is the only way to actually create magical items. The drawback to this is that
for the making of potions, scrolls, golems, and summoning grids, the alchemist requires a substantial
amount of money to get the necessary components. Creating miscellaneous items however is easy for an
Alchemist. All he really needs is the item itself, the necessary time to prepare the item for the funneling, a
Wizard willing to spell a Spell for him, and enough skill to succeed in funneling the Spell. The minimum
equipment necessary for funneling is a cauldron, but an Alchemical lab usually works better (that’s why
you get a +2 to your roll when you’re in an Alchemy lab).

GM note: Should a player decide to play an Alchemist, while there aren’t any Wizards in the adventuring
party, make sure that he has access to Wizards who are willing to help in the fabrication of certain items.
However, make sure to make him pay for the labor as well as the components.

The following sections will discuss in more details the building of the alchemist’s items.

a. Potions & Scrolls:

When the Alchemist makes a potion or a scroll all he needs is a Cauldron, a fire, the components, and a
Fluxer willing to help. He then spends a number of days preparing the mixture necessary to for the potion
or the scroll (you can’t make them in advance in the hopes you’ll run into a Wizard; once ready the Wizard
must act immediately). For a potion the mixture will become the potion once recovered into a flask,
whereas for the scroll, a piece of parchment will be put into the mixture to collect the energy necessary for
funneling the Spell into it. The number of preparation days depends on the level of the Spell he intends to
funnel (1 day per level of the Spell). The resulting potion or scroll will have the same effect as the Spell.
For example, an Alchemist might spend two days to create a potion of Mind Bend. To successfully create
the item, though, he must succeed at rolling his Alchemy roll (the Alchemy roll modifier is the same as the
Wizard’s modifier). Should he fail his alchemy roll, a roll must be made on the Alchemy failure table
below:

Alchemy Failure Chart (roll a D10):


1–3 : Nothing happens! The components are lost
4–7 : Minor explosion! The Alchemist looses all the components, and suffers 1D10 points of damage.
8–9 : Large explosion! Both the components and the cauldron are lost. The explosion does 2D10
points of damage to the Alchemist and Wizard.
10 : Major failure! Roll again… If result is 10 Alchemist and Wizard both suffer XD10 where X is
the level of the Spell, otherwise the result is similar to a Large explosion.

Potion & Scroll Component Cost

Level Cost (gp) Alchemy roll modifier and Effect


I 100 Same as the equivalent level I Spell
II 200 Same as the equivalent level II Spell
III 400 Same as the equivalent level III Spell
IV 800 Same as the equivalent level IV Spell
V 1600 Same as the equivalent level V Spell
VI 3200 Same as the equivalent level VI Spell

Level 7 spells cannot be funneled due to their immense power.


For example, Gashpa is a friend of Shandra and also an apprentice Alchemist with a 3 in his Alchemy skill.
He decided to recruit Shandra’s help to make a potion of Strength. This Shandra feel comfortable
channelling the “Blessing of the Body” Spell, and is willing to assist. Gashpa buys all the necessary
components (200gp) and spends a day preparing the potion. Shandra will have to make a successful
channelling roll, and Gashpa will have to make his Alchemy roll with the same BD, since it goes off of the
same chart as Shandra.

Note on Using Scrolls and Potions:


Anyone can use a potion, however only Alchemists can use scrolls. Since it requires the proper enunciation
of the words written on the scroll. This is a little safeguard Alchemists created for themselves. There is
one exception to the rule. If the Alchemist wants to, he can teach another character the proper enunciation
of the inscriptions on the scroll. This is often considered a sign of great trust.

b. Summoning:

The Alchemist, with the help of a metal smith, can build summoning grids that allow him to control the
summoning property of the Spell with great precision, and therefore, pull creatures from the Chaos into his
own world, and have them perform simple tasks for him (often the alchemist will ask for the creature to
protect him from any attackers). A grid is usually small enough that it will fit in someone’s pocket. When
the Alchemist wants to summon a creature he throws the grid on the ground, and the grid will grow in size
until it opens a portal to the Chaos. When the portal opens, creatures summoned will step out of the grid
under the control of the Alchemist. The only way to prevent the summoning is to destroy the grid before
the right time has come. Using a summoning grid requires the proper knowledge, and therefore requires an
Alchemy roll from the Alchemist. Similarly to the potions the modifier for his roll goes off of the same
table used by the Wizards. Should he fail the roll he must roll another D10, and on a 10 the creatures will
come out and attack him instead. It is a known fact that creatures created from the essence of Chaos have
extremely unpredictable behaviors. A grid takes 1 week per level of difficulty to build and imbue with
magic. Following is a chart of the different summoning grids, the level of difficulty for control, their cost,
if you don’t have the raw materials, the actual raw materials, and the effects they have if you succeed in
your Alchemy roll.

Alchemists Summoning Grids

Grid Difficulty Cost (gp) Fabric Effect


I 200 1cubic feet Can summon a level I creature from the Chaos for as long as 1D10 rd
of Iron + 1 rd/level. The creature will try its best to accomplish a simple
order that the alchemist will tell him. The summoning takes 1 round
to take effect.
II 500 1cubic feet Can summon a level II creature or two level I creatures from the
of Bronze Chaos for as long as 1D10 rd + 2 rd/level. The summoning takes 2
rounds to take effect.
III 1,000 1cubic feet Can summon three levels of creatures from the Chaos for as long as
of Silver 1D10 turns + 1 turn/level. The summoning takes 3 rounds to take
effect.
IV 2,000 1cubic feet Can summon four levels of creatures from the Chaos for as long as
of Gold 1D10 turns + 2 turn/level. The summoning takes 4 rounds to take
effect.
V 8,000 1cubic feet Can summon five levels of creatures from the Chaos for as long as
of Platinum 1D10 hours + 1 hour/level. The summoning takes 1 turn to take
effect.
VI 16,000 1cubic feet Can summon six levels of creatures from the Chaos for as long as
of Mithril 1D10 days + 1 day/level. The summoning takes 1 hour to take effect.
Note on Summoning Grids:
Grids are magically imbued by their creators, and when they open a portal, all of this energy is drained
from the grid to summon forth the creatures from the Chaos. For this reason, once a grid has been used
(regardless of the success), it will require 12 hours before it can be used again.

As an example, lets go back to Gashpa. Gashpa, being a poor apprentice, ended up stealing a grid from his
old master. He managed to acquire an iron Grid, which means that whenever he wants he can throw his
grid down, and roll his Alchemy roll to see if he can control it.
The modifiers to his roll will be 3 (alchemy skill), which means he can automatically summon a level 1
creature that will stay 1D10 + 1 rounds under his control. If he had a bronze grid he could try and use it to
summon a level 2 creature or 2 level 1 creatures, but the BD would be a 10 instead of a 5 (still, quite an
easy task assuming he’s intelligent).

c. Imbuing Items:

Similarly to making Potions and Scrolls the Alchemist can create items that he can use to absorb Spells.
This will allow him to store one type of Spell into an item indefinitely. Once stored the wielder of the item
can discharge the Spell as if he was a Wizard. The number of Spells an item can hold depends on the item
itself. Just remember that you can only put one type of Spell into an item. Mixing Spell on an item creates
vary nasty effect, which we will discuss later. Before the item can store anything it must be prepared (the
appropriate runes must be carved on the item, and it must be staged in the right mixtures in order to gather
the energy necessary to funnel the Spells. This means an Alchemy roll similar to the one used for potions
and scrolls. The exception to this is that this time the Alchemy roll is made before the Wizard’s roll, and
the item can be prepared in advance (no limitation on how far in advance). The preparation time depends
on the level of the Spell it will be capable of holding (1 week preparation per level of the Spell). Then all
that is necessary is for the Wizard to hold the item in his hands and spell the Spell. The item will do the
rest. This offers a whole new world of opportunity since that means that any Wizard who can get a hold of
a prepared item can put a Spell in it. Well, there is a catch! Should the level of the Spell channeled into the
item not match the level of the item, the item will explode doing 1D10 damage per level of the Spell on a
30 feet radius. A similar effect occurs if a Wizard attempts to store a Spell in an item containing a different
Spell in it. This gets worse! Should the item have charges already in it, the exploding item will also do
1D10 damage per charge on a 30 feet radius. Do not mess around with an imbued item if you don’t know
how it was made.
On the other hand a courageous Alchemist could attempt to absorb a Spell targeted on him by attempting to
make an opposed Alchemy roll versus the Wizard’s Spellcasting roll. Should the Alchemist succeed the
item would absorb the Spell. This again is given that the item has the right level of imbue on it, and no
different Spell already stored.

Following is a chart stating the items and their capacity.


Items to be Imbued:

Item Name Object Capacity Preparation Cost


Staff 25 charges 1,250gp per Spell level
Jewel 10 charges 500gp per Spell level
Ring 15 charges 750gp per Spell level
Wand 10 charges 500gp per Spell level
Small Weapon 10 charges 500gp per Spell level
Medium Weapon 15 charges 750gp per Spell level
Large Weapon 20 charger 1,000gp per Spell level
Garment 10 charges 500gp per Spell level
Miscellaneous 5 charges 250gp per Spell level

Example: we call our dear friend Gashpa, who managed to win some money gambling at the Three Keg
Inn. Well at least that’s what he says… He decided that he wanted to have a nice ring that would allow
him to create a torchlight effect because he’s afraid of the dark. So he spends a whole week preparing the
ring using his Alchemy skill. He carves the runes on the inside and outside of the ring, buys all the
components to prepare the staging mixture (750gp for a level 1 Spell), and prepares the ring for a week in
his cauldron. A few weeks later Shandra comes home from an adventure and Gashpa brings her the ring.
She takes the ring, spells the “Torchlight” Spell 5 times into it, which is absorbed by the ring, and gives the
ring back to Gashpa. He now has a ring that he can use 5 times to create a torchlight effect.

Note on Item Activation:


When an Alchemist Imbues an item with the power to absorb Spell he also decides of the specific way that
item must be handled in order to discharge a Spell charge from it. Maybe the item is a lamp and it needs to
be rubbed… hmm…

d. Golems:

To put it simple, Golems are fabricated automatons. They often resemble humanoids, and are created of
specific substances. With an alchemist’s touch a Golem can be animated and made to perform simple
duties. To create a golem the alchemist must gather the necessary components (see table below for
expenses). Once he has those components he uses them to build the golem. The only problem with
building a Golem is that it takes a little more than just alchemy. Sewing for a flesh golem, smiting for a
metal golem, sculpting for a stone and clay golem, gem cutting for a crystal golem. Unfortunately that is
not the end of his trouble. To activate the golem the alchemist must succeed in an Alchemy roll with a
modifier based on the type of Golem built. Should he fail the roll he must roll a D10. On a 10 the golem
explodes doing 1D10 damage per level of the Golem.
Golem Chart:

Type Level Alchemy roll BD Cost (gp)


Clay 1 5 250
Flesh 2 10 500
Iron 3 15 750
Stone 4 20 1,000
Bronze 4 20 1,000
Silver 5 25 2,000
Gold 5 25 5,000
Crystal 6 30 10,000
Mithril 6 30 30,000

Note on Golem Control:


When an Alchemist creates a Golem he gives that Golem an order to perform (like follow and protect me,
or attack anyone who entered this room without saying, “Hi Rudolf” first). Once the Golem is activated it
will do everything in its power to follow that order. It is impossible for the Alchemist to change that order,
which means that if you create a Golem you should be careful of what you ask. The order must be simple
because Golems cannot understand anything complicated regardless of the cost it took to build them.

e. Weapon/Armor Enhancements:

An Alchemist can use his Alchemy skill to enhance weapons, and armors. This is something completely
independent of the item imbue skill. To enhance a weapon or armor, he must make have an already made
weapon/armor in perfect condition, buy the necessary components to combine with the item, and then use
his Alchemy skill to perform the task (use same table as Fluxers for modifiers based on level of
enhancements). On a failed Alchemy roll, roll a D12. On a 12 the weapon/armor explodes doing 1D10
damage per level of the weapon/armor enhancement, otherwise the weapon and components are lost, and
new ones have to be purchased.

Weapon and Armor Enhancements:

Component Cost (in gp)


Enhancement Level/BD Weapon
and Armor
Shields
+1 1/5 3,000 4,000

+2 2/10 6,000 8,000

+3 3/15 9,000 12,000

+4 4/20 12,000 16,000

+5 5/25 15,000 20,000

+6 6/30 18,000 24,000


What do Enhancements Do?
Weapons give you a bonus to damage, while armor enhancements reduce the amount of damage done by
any physical attack. On the other hand shield enhancements reduce the chance of you being hit by
subtracting to the attacker’s roll.

f. Rune Mastery:

Rune Mastery is an art long lived in Elestar. It is a combined art between Alchemists and Wizards.
Alchemists have the ability to imbue power in certain inks so as to allow Wizards to script such runes and
pour their power into them. There are different Inks that can be used to produce runes. Each ink has it’s
own attunement to the spell and therefore is able to absorb more or less power.

 Regular Ink (5gc per rune) can usually absorb up to a level 2 Spell into it.
 Silver Ink (10gc per rune) can absorb up to a level 3 Spell into it.
 Animal Blood* (10gc per rune) can absorb up to a level 3 Spell into it.
 Human Blood* (20gc per rune) can absorb up to a level 4 Spell into it.
 Gold Ink (20gc per rune) can absorb up to a level 4 Spell into it.
 Mithril Ink (50gc per rune) can absorb up to a level 5 Spell into it.
 Gleiverniv Ink (500gc per rune) can absorb up to a level 6 Spell into it.
 Dragon Blood* (500gc per rune) can absorb up to a level 6 Spell into it.
 Unicorn Blood* (500gc per rune) can absorb up to a level 6 Spell into it.
 Proxy’s Blood* (priceless) can absorb any Spell cast at it.

*When blood is used to create a Spell, a pint must be used. A human being had 10 pint of blood in his
blood stream, which means retrieving 1 of them will remove 1/10 th of his BP, which will have to be
regained according to the BP recovery rules. The blood must be used within a month in order to work,
although there are ways of conserving blood to maintain its potency.

When etching a rune the Wizard usually states the condition under which the power of the rune shall be
released. The rune will keep the Spell forever until the condition is met. Once a Rune is etched it cannot
be removed, but its power can be annulled (see Unraveling Spells in the Wizard section). Once the Spell is
released or annulled, the rune can be recharged with the exact same Spell.

Certain Wizards have attained such a mastery of runes that they are able to etch runes that will never loose
power, but instead will recharge themselves instantly after releasing their power. In order to create such a
Rune, the Rune Master must spend 10 times the fatigue points of the normal spell and then succeed at a
very hard Rune Mastery skill roll (BD 30).
8. Priests

Priests are very special characters who have been called by a Deity. They get miracles granted by their god
in exchange for a life of devotion. Priests have Prayer Points (PP) instead of Accumulating Fatigue. A
priest gets 3 Prayer Points per level per day. No less, No more! Hey you’re a priest; you’re used to a life
of restrictions. Priests need line of sight to accomplish their miracles and unless stated otherwise the range
of the miracles they do is equal to their eyesight (about 200 yards). OK so what’s the perk of playing a
stinking Priest!
Well, unlike the Wizards the Priests do not need to learn how to use any of their powers. These are a gift
from their all-knowing deity. There are there are no failures for miracles, however every miracles has a
level attributed to it, and the same modifiers that apply to a Wizard’s Spellcasting roll applies to a Priests
Devotion Roll (which goes off of the priests Devotion skill). A successful Devotion Roll means the Deity
is willing to comply with the supplication of its follower and the miracle is granted. All the miracles are
listed below:

Miracles Level Description


Assist Channeller/Priest 1 This miracle allows the priest to mentally assist another channeller/priest
adding 1 to the channeling roll of that person. This miracle will last for 1
round/level.
Detect Evil 1 This miracle allows the priest do detect evil in a person/object. The miracle
will last for 1d10 turns + 1 turn/level.
Detect Poison 1 This miracle allows the priest do detect poison in a person. The miracle will
last for 1d10 turns + 1 turn/level.
Heal Minor Cuts 1 This miracle allows the priest to heal minor cuts. Stop bleeding of
1BP/Round instantly. The priest will also heal 6 BP‘s with this miracle.
Holy Strength I 1 With this miracle the Deity imbues his priest with an unnatural strength. The
priest’s strength attribute in creases by one. The miracle will last for 1d10
rounds + 1 round/level.
Holy Word 1 With this miracle the priest can give a one word order to a person/creature.
The person targeted must comply with the order during the next round unless
he succeeds in making an opposed INT check with the priest. Note: You
cannot order a person to die. If you do he will just fall unconscious for one
round.
Inspire 1 With this miracle the priest can bless all friendly person, allowing them to
make their attributes checks and attack rolls at + 1. The miracle will last for
1d10 rounds + 1 round/level.
Protection from Evil I 1 With this miracle the priest surrounds himself with a holy aura that makes
evil creatures cringe. Any evil person/creature trying to attack the priest will
suffer a - 1 on his attack roll. The miracle will last for 1d10 rounds + 1
round/level.
Repel Undead I 1 With this miracle the priest imbues his holy symbol with a light only visible
by undead. 1d10 Level 1 or 2 undead will automatically try to get as far away
from the priest as they can. They will not come close to the priest as long as
he holds the holy symbol up.
Bless 2 Same as Inspire but all friendly person gets a + 2 on their checks. This is not
cumulative with inspire.
Faith Shield I 2 With this miracle a small transparent shield will appear on the priest's arm.
The shield will work like a normal small shield. The shield will remain for 2
hours/level.
Heal Moderate Cuts 2 Same as Heal Minor Cuts but 12 BP are healed and will stop 2BP/round of
bleeding instantly.
Holy Armor I 2 This miracle creates a protective shield around the priest that is equivalent to
leather armor in terms of BP absorption. The armor will last for 1 hour/level.
Not cumulative with other armors.
Light 2 With this miracle the priest creates a small sphere of light that will radiate on
a 30x30x30 ft area. The ball will remain for 1d 10 turns + 1 turn/level.
Mend Bones I 2 With this miracle the priest can heal any broken bones in a person/ creature's
body. The bones healed will take 2 days to heal. The priest needs 2 full
rounds to do this miracle.
Ray of Faith I 2 When using this miracle the priest hold up his holy symbol and out of it
comes a shocking ray. The priest can target any one thing with it. The ray will
inflict 8 points of damage, and will do an additional 8 to undead. Armor is of
no use against the damage, but a person may attempt to dodge the bolt using
any appropriate skill.
Repel Undead II 2 Same as Repel Undead I but 1d10 level 3 or 4 creatures will be repelled.
Silence 2 This miracle creates a bubble of silence that will not let any sound from
within the bubble to reach the outside and vice versa. The bubble remains for
1turn/2 level of the priest.
Slow Poison 2 This miracle will slow the circulation of poison in a person's blood, delaying
its effect for 1 hour/level of the priest.
Destroy Undead I 3 With this miracle the priest holds up his holy symbol and will destroy up to
his level + 2 levels of undead in front of him. This miracle will only affect
level 1 and 2 undead creatures. For example: a level 5 priest can destroy 2
level 2, and 1 level 1 undead when using this miracle.
Faith Shield II 3 Same as Faith Shield I but the size is that of a medium shield.
Fear of the Holy 3 With this miracle the priest surrounds himself with an aura that scares people
away. Any person (who isn't a friend of the priest) looking at the priest must
make an INT check or run as far away as they can from the priest. The aura
will remain for 1d12 rounds + 1 round/level.
Heal Major Cuts 3 Same as Heal Minor Cuts but 18 BP are healed and 4BP/round of bleeding
instantly.
Hold person 3 This miracle will immobilize the person of the priest’s choice unless they
make an INT check. The person will remain immobilized for 1d10 rounds + 1
round/level.
Holy Strength II 3 Same as Holy Strength I but STR goes up by 2.
Protection from Evil II 3 Same as Protection from Evil I but the protection has a 20 ft radius around the
priest.
Protection from Undead 3 When using this miracle the priest wards away any undead level 1 through 5
from a 10 ft radius area around him. Any undead trying to attack the priest
when in this area must make an INT check before he can do so. Otherwise,
the undead can simply not attack the priest.
Repel Undead III 3 Same as Repel Undead I but 1d10 level 5 or 6 creatures will be repelled.
Counter Poison 4 This miracle rids a person/liquid of any kind of poison.
Destroy Undead II 4 Same as Destroy Undead I, but level 3 and 4 undead are affected.
Faith Shield III 4 Same as Faith Shield I but the size is that of a large shield.
Holy Armor II 4 Same as Holy Armor I but the armor is equivalent to a chain mail.
Mend Bones II 4 Same as Mend Bones I but the bones will only take 2 hours to heal.
Ray of Faith II 4 Same as Ray of Faith I but the ray inflicts 16 points of damage/level, and an
extra 16 to undead creatures.
Reattach Severed Appendage 4 With this miracle the priest can reattach any severed appendage to a
person/creature's main body. The appendage/limb will not be usable for
another 2 hours after the miracle.
Repel Undead IV 4 Same as Repel Undead I but 1d10 level 7 or 8 undead will be repelled.
Transfer Wound 4 With this miracle the priest can transfer all the wounds of another person onto
himself. Be very careful with this. Never transfer more than your priest can
take. This miracle takes 1 full turn to take place. Severed limbs wounds do
not transfer.
Word of Recall 4 With this miracle the priest can instantly transport back himself and anyone
holding hands with him to his sanctuary. If in another dimension there is a
20% chance that the miracle will fail.
Destroy Undead III 5 Same as Destroy Undead I, but level 5 and 6 undead are affected.
Expel Evil 5 With this miracle the priest creates a 20 ft radius circular area around him that
will expel evil. Any evil person/creature/thing trying to enter the area must
succeed in making an INT check. This miracle can also be used to take a
curse (bad Flux) off an item.
Hammer of God 5 With this miracle the priest calls upon his god. The sky will open up and a
huge hammer will come and strike a person of the priest's choice for 25
points of damage. The person targeted may roll an appropriate opposed skill
to try and avoid the hammer. Armor counts in reducing damage.
Holy Item 5 With this miracle the priest can create a holy weapon that will inflict double
damage on undead or evil persons/creatures if wield by a priest or a holy
warrior of the church. The miracle requires the use of a sanctuary and one
whole week of prayer. The priest can also do potions of heal minor cuts, heal
major cuts, regeneration, mend bones I and II, slow poison, and counter
poison with this miracle.
Holy Strength III 5 Same as Holy Strength I but STR goes up by 3.
Protection from Evil III 5 Same as Protection from Evil I but the protection has a 30 ft radius around the
priest and evil creatures/persons get a -2 to their attack rolls.
Protection from Undead II 5 Same as Protection from Undead I, but the priest can affect undead level 6
through 10.
Regeneration 5 With this miracle the priest can regenerate a person's BP at the rate of 1
BP/round. Any severed appendage/limb that is still an open wound will re-
grow and be fully usable at the end of the miracle.
Awake 5 If a person is in a coma due to massive damage, this miracle will awake him
instantly.
Repel Undead V 5 Same as Repel Undead I but 1d10 level 9 or 10 undead will be repelled.
Destroy Undead IV 6 Same as Destroy Undead I, but level 7 and 8 undead are affected.
Gate 6 With this miracle the priest can open a portal that will lead him anywhere
(even in another dimension). The portal will remain for 1 round/level or less
depending on the will of the priest.
Holy Armor III 6 Same as Holy Armor I but the armor is equivalent to a full plate.
Quest of Many 6 When 10 or more priests gather for a purpose great things can happen (to the
GM’s discretion)!
Repel Undead VI 6 Same as Repel Undead I but the priest is only limited to repelling undead that
are his level or lower.
Resurrection 6 With this miracle the priest can bring back a person from the dead given that
the whole body is available. The resurrection takes 6 rounds and requires a
sanctuary and the approval of the church. The person resurrected will be at 1
BP, and will have to rest for a number of days equal to the number of hours
that he was dead.
Wrath of God 6 This miracle is similar to the Hammer of god (damage wise) but instead the
sky opens up and a flow of lava falls down onto a 50 ft radius circular area,
and will affect anyone in the area. Victims may attempt an appropriate
opposed skill roll to try and dive out of the way and only suffer ½ of the
damage. Armor helps reduce damage as well.
9. Cutpurses

Cutpurses are often considered the low lives of society for all of the dirty business they get into. This,
although true in some cases, is not always the case. Many thieves, and bandits make a very good living off
of the misfortune of others. It isn’t rare to find a wealthy merchant who used to be a cutpurse and retired
having made a nice fortune. The specialty skills of thievery only cost 1 skill point per skill level for such
characters. There isn’t much else to say about such miscreants, but a few notes must be brought to the
forefront for a player to read before his character embarks in that line of works.

Armor Restrictions:

a. Failing thieving skills

Setting and disarming traps:


If setting the trap is failed then the trap will not work. With a failed attempt to disarming a trap the thief
must make a NIM check to avoid the consequences. Sometimes he might not be the only one to suffer the
consequences of a trap…

Opening locks:
Do a second roll using a D10. A natural one on the D10 will jam the lock shut or open depending whether
the thief is trying to unlock or lock.

Disguise:
A failed disguise roll allows a perception check for every person who looks at him. A thief looking at him
will automatically see through the disguise if the roll is failed.

Note on Stealing, Hiding, and Sneaking:


Since those three skills use opposed rolls, the opponent winning means failure of the skill. In the case of
theft, if the target wins by more than 5 points, he notices the blunder.

b. Sneak attacks

Cutpurses have a knack for finding the easiest, and best way to inflict as much pain as possible to their
targets. This does however require a little bit of preparation. When a Cutpurse succeeds in sneaking up on
someone he has the opportunity to do a sneak attack. Sneak attacks are deadly in the sense that they
completely negate armor protection, which makes it all the more painful. Many people succumbed to a
well-placed sneak attack.

c. Cutpurse’s language

Cutpurses have a special language that they developed. It is an intricate combination of finger movements
that allows them to communicate silently without drawing too much attention. This language is also known
as the Bartering language. A cutpurse who uses the bartering language is much more likely to get a better
price on an item he wants to purchase. This translates as a +2 modifier to any bartering skill roll. Only
Cutpurses, and merchants (who often started as Cutpurses) know this sign language, however there are
some rare cases in which a Cutpurse might teach the language in exchange for a huge favor. This is a very
risky thing since teaching the language to a non-Cutpurse is punishable by death according to most
Cutpurses.

d. Gathering information
When coming into a town it is often the custom, for a Cutpurse interested in doing “business”, to ask for
permission at the local Cutpurse Guild. This often helps running into very nasty altercations between
adventurers and local Cutpurses. This gives Cutpurses quite an important advantage since they can easily
ask people for information that is not public knowledge. When attempting to gather information, a
Cutpurse simply has to make himself known to a local Cutpurse Guild, and make a CHR roll to which he
adds his level. Oh! Money helps also by the way, +1 to your roll for every 100gp spent.

e. Black market
Ah… that famous place they go to gamble, and buy things that aren’t really supposed to be bought. Should
an adventuring group arrive in a town in search of something that is not normally available in town, given
that there is a Cutpurse Guild in town, the Cutpurse in the group can make a CHR roll (similar to the
Gather information roll) to have the opportunity to buy such an item.
This is usually the only way to obtain poison since poison is illegal in just about any town.

f. Call in a favor

This is another of those very useful bonuses to being a Cutpurse. You have a lot of friends. Now of course
this is not something that can be easily abused. But in moments of need, the Cutpurse can send a message
to his Guild and they will do whatever it takes to help their fellow Cutpurse. Now don’t expect this to be
free. A favor given means a favor expected, and when the Cutpurse calls in a favor, it means that he ends
up owing a favor to the guild. This favor must be returned before you can call in another favor. This way
you cannot abuse of the system.

g. Poison

This skill has two purposes: one is to create poisons, and the other is to discern them (which can also be
done through the use of herbalism). Similarly to Spells poisons have different attributes that makes them
what they are: potency, detectability, onset time, and duration.

Potency: a measure of how harmful the poison is and how difficult it is to resist.
- Level 1: 10 points of damage and TGH check with BD10 to resist
- Level 2: (15 points of damage or –1 to an attribute) and TGH check with BD12 to resist
- Level 3: (20 points of damage or –2 to an attribute) and TGH check with BD14 to resist
- Level 4: (25 points of damage or –3 to an attribute) and TGH check with BD16 to resist
- Level 5: (30 points of damage or –4 to an attribute) and TGH check with BD18 to resist
- Level 6: (35 points of damage or –5 to an attribute) and TGH check with BD20 to resist

Detectability: a measure of how easy it is to detect the poison


- Level 1: BD 5
- Level 2: BD 10
- Level 3: BD 15
- Level 4: BD 20
- Level 5: BD 25
- Level 6: BD 30
Onset Time: a measure of how fast acting the poison is
- Level 1: 1 week
- Level 2: 1 day
- Level 3: 1 hour
- Level 4: 1 minute
- Level 5: 1 round
- Level 6: Instantaneous

Duration: a measure of how long the poison effect lasts


- Level 1: 10 minute
- Level 2: 1 hour
- Level 3: 1 day
- Level 4: 1 week
- Level 5: 1 month
- Level 6: Permanently

Any combination of these attributes can be found in nature and harnessed into a poison. The key is to make
the proper mixture. The difficulty to do such a mixture is represented by a BD the thief must roll while
making the poison. The BD equals 2 time the combined levels of the effects wanted so that at the
minimum, a poison would require a BD of 8 to make (being the combination of all 4 level 1 attributes) or a
maximum a BD of 48 (usually impossible to make).

The fabrication of poison requires some equipment (costing 150 gold coins) and the actual plants/extracts
to create the poison (usually costing 10 gold coins per level of poison). So that the cheapest poison would
cost 80 gold coins to make, while the most expensive would cost 480 gold coins. These are not absolutes
and should vary greatly depending upon availability. In fact keep in mind this is the cost of making, not the
sale cost.

Note on poison and armor: It must be noted that unless a poison coated weapon does damage the poison will not
penetrate and therefore be able to take its effect.
10. Monks and the Tao

Every monk must follow the rules of the “Tao”, also known as fate. A monk believes that nothing happens
randomly. According to all monks the “Tao” shapes their destiny.

The Rules of the Tao


Nothing happens randomly.
Let the Tao shape your destiny.
The Che is in all living entity.
Do not abuse the Che.
Be humble.
Never use the Che for selfish purposes.
Always try to help those in need.
Do not attach yourself to worldly possessions.
The pursuit of power is vain; it only brings harm.

The monks have a very strict hierarchy. The level of a monk in this hierarchy usually determines the level
of power and knowledge he has attained for until a monk reaches the next level he does not have access to
the scrolls that hold the knowledge of higher skill nor should he be trained in such skill. Here is a list of the
levels in the monk hierarchy as well as the skills that they obtain during those.

Tao Ranking (PC level) Tao Skills


Tao Initiate (0) Jump, Quick Stand, Metal Jacket I, Detect Poison, Che Strength I, Endurance
Tao Seeker (1-3) Run, Sure Foot, Immovable Rock, Self Heal I, Deflection, Controlled Drop
Tao Brother (4-6) Metal Jacket II, Spider Run, Che Strength II, Che Fist, Swallow’s foot, Slow Poison
Tao Priest (7-10) Swan Steps, Neutralize Poison, Haste, Che Push, Control Pain
Tao Father (11-15) Self Heal II, Heal I, Slumber, Metal Jacket III, Avoid
Tao Master (16-20) Paralyze, Focus, Levitate, Weapon Catch, Bone Master
Tao Che Master (20-29) Regenerate, Che Strength III, Che Touch, Strength of Many, Arrow Fist
Tao Che Grand Master (30 +) Fly, Heal II, Stoneskin, Tao Hit, Weapon Break, Total Che Control, Haste 2

All player Monks starts at level one with all of the Initiates skills, and one skill from the Seeker. As you
might have guessed Initiates are not the type to be found outside the temple. That is why you start as a
Seeker. For every level that a player attains he may gain one new skill at his Tao level or below. Sometimes
a monk might find some scrolls or a master that will allow him to train and gain extra skills from his Tao
level or lower. Since the knowledge of the Tao skills is closely related to the understanding of the Tao, it is
forbidden for a monk to try and learn a skill from a Tao level that is higher than his ranking. A lot of power
greedy monks follow the wrong path, by learning Tao skills that are not allowed to them. Those monks are
either exiled from the temples or killed. It is dangerous for an evil man to control such immense powers.
The PC level is what dictates what Tao Rank you belong to.

Following is a list of the monk Tao skills and their descriptions:


a. Tao Initiate:

Che Strength I:
The Monk has enough control over his energy that he can focus it in one feat of strength. In game terms,
the monk increases his strength by one when performing any action requiring this attribute. He can
perform such a task once per day per level (hence 5 per day at level 5).

Detect Poison:
Through a lot of herbalism studying the monks have become adept at detecting poisons in food and
beverages. This skill was developed to help protect the Masters from being killed by evil subordinates who
wanted to take their place. In game terms, the monk can make an INT check or Herbalism skill roll with a
bonus of +5 every time to detect the presence of poison in food, or beverages (beware some poisons are
very hard to detect!).

Endurance:
The monks developed this skill during the years of drought and war. The monks have such control over
their body energy that they can go for long period of time without rest or food. In game terms, a monk only
requires three hours of sleep a night to be refreshed, and only requires one meager meal a day or one good
meal every two days to sustain himself.

Flying Kick:
This is a special form of attack that requires 20 ft of working space. The Monk jumps up and kicks his
opponent. The jump gives the Monk a lot more power in his move, but if he fails he could end up falling
behind his target. In game terms, the monk rolls his normal attack but declares a flying kick. If he hits his
intended target he adds his STR attribute to the normal damage and the opponent must do a STR, NIM
check to avoid falling over. If the monk misses, he must pass a moderate NIM check to avoid falling,
thereby taking 1D10 points of falling damage himself (this is where Controlled Drop comes in handy).
Regardless of whether he fails or not, the opponent, if he isn’t knocked over, will have a bonus of + 2 to his
next attack on his opponent.

Jump:
With this skill the Monk can concentrate his Che into one large leap. When using this skill, the player does
not need to make jump rolls for anything up to his height (high jump) or three times his length (long jump).

Metal Jacket I:
The monks treat their body harshly in training in order to strengthen it. The result is a particular resistant
body. In game terms, the monk with this skill has a skin so tough it gives him a protection equivalent to that
of leather armor (-2 to damage).

Quick Stand:
This is a skill developed by monks who often ended up on the ground. When a monk falls he can use the
quick stand method to instantly jump back on his two feet (a normal person would have to spend an action
getting back up).

b. Tao Seeker:

Controlled Drop:
Monks are known to being capable of jumping off from great highs and land without hurting themselves. A
monk who knows this skill can fall or jump from up to 30 ft + 2ft/level without harming himself.

Deflection:
The quick reflexes of a monk have become legendary when a Master monk, named Julen, fought ten
bandits armed with bows and swords, when he only had his bare hands. The bandits all fired at him and he
managed to hit all the arrows aside with his hands. He then went on to fight them in hand-to-hand combat,
and defeated them swiftly. With this skill, a monk may deflect 1 projectile/level (by projectile I mean,
arrow, bolt, dagger, axe… not catapult boulder, or ballista bolt). To do so he must pass a NIM + Level
check for every projectile he intends to deflect. The BD for the first arrow is 10, and any subsequent arrow
deflected increases the BD by 2.

Immovable Rock:
A monk can attune his energy to that of the ground making him practically immovable. When a monk
knows this skill he can only be toppled if on a D10 he rolls under the amount of opponents attacking him
simultaneously. This skill is very useful against the flying kick attack.

Prone Fighting:
This is the ability to fight when you are on the ground, with no negative modifiers.

Run:
This skill allows the Monk to focus his Che into one huge sprinting effort. He can double his movement
rate for as long as his TGH x 10 minutes. After that he starts suffering 5BP for every 10 extra minutes until
he falls unconscious. Once he’s done he must rest for a number of days equal to the number of hours he
spent running.

Self Heal I:
Monks are known to control the energy in their body to help their body rebuilt itself faster. A monk who
knows this skill can heal himself for 1 BP/level. This action takes 5 rounds, and can only be attempted once
a day.

Sure Foot:
Have you ever seen a monk trip? When a monk knows this skill, he cannot be tripped, whether it’s by
people or nature. A monk will never have to make any NIM check to avoid falling over when he is walking
or running.

c. Tao Brother:

Che Fist:
This is the first step of energy control for an offensive attack. It is designed to take the wind out of an
opponent in order to incapacitate him. The monk must first attack. If he succeeds, the opponent must make
TGH check opposed to the Monks INT to avoid being knocked unconscious. Regardless of whether the
opponent falls unconscious or not, he still takes the damage.

Che Strength II:


This skill is the same as Che Strength I, but instead the monk gets to increase by two.

Metal Jacket II:


This skill is the same as Metal Jacket I, but the monk’s skin becomes as hard as chain mail (- 3 to damage).

Slow Poison:
Monks having a vast knowledge of herbs and poisons are skilled in focusing the energy in their body to
fight poison. With this skill a monk can delay the effect of poison by 1 hour/level. After that the monk will
suffer the same consequences as any other person.

Sparrow’s Steps:
A monk can attune his energy with the ground in order to make his movement easier. With this skill the
monk can walk and run over sand (even quick sand) as if it was as solid as a rock. This, he can do, once a
day, for only 1 round/level.

Spider Run:
In my life I’ve seen some strange things! But one of the strangest was looking at a small bald man run up a
fifty feet wall as if he was on solid ground. A monk with this skill can run up or along a 90 degree surface
for as far as 30 ft + 2 feet/level. He better have either something to catch at the top, or the controlled drop
skill if he doesn’t want to hurt himself using this skill. This skill can only be used three times a day.

d. Tao Priest:

Che Push:
I’ve seen a monk push a 600 lbs rock around as if it was a 3 years old child! A monk can use his energy and
focus it in one big push. With it he is capable of moving up to 100 lbs/level up to 10 ft per level. This skill
is often used in combat against a group of people. The monk will often send one person flying into a group
to topple them all (in which case the person pushed must make an opposed STR check or be propelled 20
feet back, and end up prone). It often helps to make a hasty escape. This skill can only be used three times a
day and must be combined with an attack roll.

Haste I: Once a day the Monk can concentrate his Chi into speeding his entire body up. For 1D10 rounds
+1 round per level the monk can perform two actions a round.

Meditate:
I always thought a monk’s weakness is the fact that he needs to sleep. I changed my mind when I heard of
an assassin who got killed when he tried killing a monk in his sleep. The assassin found out too late that
this monk never sleeps. The monk was in some meditative state that allowed him to restore his body and
mind, without loosing awareness to his surrounding. With this skill the monk can spend four hours a night
meditating to recover his strength. During his meditation he is still aware of his surroundings.

Neutralize Poison:
This skill is similar to the Neutralize Poison. The Monk can negate the effect of anyone poison one a day.

Swan’s Steps:
This skill is similar to the Sparrow’s Steps skill, except that the monk can walk or run over water.

e. Tao Father:

Avoid:
This ability is similar to the Deflection skill except that the monk can dodge large objects due to his
increased speed.

Heal I:
This skill is the same as the Self Heal I skill, except the monk can actually heal another person with it.

Metal Jacket III:


This skill is the same as the Metal Jacket I skill, but it grants the monk with a protection equivalent plate
armor (- 5 to damage).

Self heal II:


This skill is identical to the self heal I skill, but it can heal 2 BP’s/level.

Slumber:
Monks are known to have an extensive knowledge of the body (humanoid’s body only). With this
knowledge they are able to find pressure point on the body that give them a certain control over the
intended target. With this skill a monk can touch a person and instantly put him to sleep. This, however,
requires a very precise attack. For this reason, for this skill to be successful the monk must succeed in a
melee attack with a – 6 modifier. No check is possible for the victim of this power.
f. Tao Master:

Bone Master:
Having learned so much about the anatomy a monk can use this skill to help reset broken bones. Once a
day, a monk can draw energy from all around him and focus it into a limb, allowing him to repair any
broken bones in that limb. The target of the skill must remain still for one hour after that, and cannot do any
strenuous exercise for the next two weeks, or the bones will break again.

Focus:
With this skill master monks are able to focus all of their body energy in one single point, making this point
incredibly strong. In game terms a monk using this skill must succeed in a moderate INT. If he does, he can
neglect the 10 points of damage done by any one attack, or he can bend one bar, or break up to 10 bricks or
wooden planks with his bare hands. This skill requires ones full energy and concentration. The monk who
uses it will not be able to dodge any other attacks during that time. This skill can only be used once a day
(if the INT check failed the monk may attempt his skill again until successful).

Levitate:
With this skill a monk can make his body fly up into the air vertically (vertical movement only). He can
remain in this floating position for as long a 1D10 round + 1 round per rank. A monk can only use this
skill only 3 times a day, for it is very draining.

Paralyze:
This skill is similar to the slumber skill. The difference is that the monk knows the location of certain
nerves that he can press on to totally immobilize his opponent. Again these nerve spots are very small and
require very precise attacks. The same attack restrictions apply.

Weapon Catch:
This skill is similar to the Deflection skill. The monk can instead catch the missiles thrown at him. He can
also, in melee combat, use his palms to catch a blade swung at him (only applicable on bladed weapons).
He must do an attack roll using his bare hand fighting skill. If his attack exceeds that of his opponent, the
monk blocks the attack. In that case the attacker must make an opposed STR check every round to free his
weapon from the monk’s grip. If he fails to block the blade, the monk will suffer 1.5 times the damage of
the weapon.

g. Tao Che Master

Arrow Fist:
In some cases throwing a weapon at a monk could be a bad thing. I have heard of a man who got killed
trying to shoot at a monk with his bow. The monk cached the arrows in midair, and threw them back at the
attacker. This skill is usually combined with Weapon Catch. A monk can throw a missile weapon back to
his attacker. He can use half his level as a fighting skill to add to his attack roll. The monk can only throw
one weapon at a time using this skill unless the weapon design allows for more than one throw in a round
(like darts). This does not count as one of the monk’s action for the round.

Che Strength III:


This is the same as Che Strength I, but instead the monk gets to increase by 3.

Che Touch:
With this skill the monk can touch a person and force his body to do movements that he dictates. This skill
requires the monk to do a very precise attack to the back of the targets neck (- 6 modifier to the attack). If
successful the monk can order around his target for as long as 1 round/Tao rank. This skill requires the
monk’s full concentration. He cannot do anything else during that time.
Regenerate:
This Skill is similar to the Heal skill but the monk can regenerate one BP/minute, until fully healed. This
requires the monk’s full concentration. He cannot do anything else during that time. This will use up a lot
of the monk’s body energy. Therefore, he can only do this once a day.

Haste II:
This skill is the same as the Haste I skill except that it lasts for 1 hour per level of the monk.

h. Tao Che Grand Master:

Fly:
This skill is similar to the Levitate skill except that the monk can actually fly in any direction (using a base
movement of 30). This skill can only be used once a day, for it is very extraneous.

Heal II:
This skill is the same as the Heal I skill except that he can heal 2 BP’s/level.

Stone Skin:
At this level of control the monk is able to make his body so hard that only magical weapon can damage
him. When a person attacks a monk who has this skill, the only damage he does is the magical bonus of the
weapon. Magical attacks, however, still do damage (or weapons imbued with channeling powers).

Tao Hit:
This skill is the same as the Che Fist skill, but if the opponent fails his check he dies instantly. This attack
can only be done once a day. This skill is know by only the most powerful monks in the land, and is not
taught to anyone who might make a bad use out of it. According to the Laws of the Tao, “one should never
have to get to the point where he is forced to use such skills.”

Total Che Control:


With this skill the monk has so much control on the surrounding energy that he no longer has to use the
Avoid skill with physical elemental powers (Fireballs, Shards, Bolts…) targeted towards him. He can just
deflect them away with a brush of his hand. He can co this a number of times equal to half his level.

Weapon Break:
This skill is the same as weapon catch, but the monk gets to then make a STR check to break the weapon in
half. If the weapon has magical bonuses to it, the monk will suffer a –1 modifier for every + 1 weapon
bonus.
i. Monks Tao Fighting style:

Monks can do more damage using Bare Hand fighting skills than what any other character class could. This
damage depends on their level:

Tao Fighting Chart:


Level 1-2 : 4 points of damage.
Level 3-5 : 6 points of damage.
Level 6-8 : 8 points of damage.
Level 9-11 : 10 points of damage.
Level 12-14: 12 points of damage.
Level 15-19: 15 points of damage.
Level 20+ : 20 points of damage.

j. Monks Tao Movement:


Monks are trained to attune their body to the nature surrounding them. This attunement greatly improves
their speed since they never risk tripping, or falling accidentally. This movement enhancement is
explained by the following chart.

Monks Tao Movement Chart:


Level 1-2 : +10 to base movement.
Level 3-5 : +15 to base movement.
Level 5-9 : +20 to base movement.
Level 10-15: +25 to base movement.
Level 16 + : +30 to base movement.
11. Fighter’s Advanced Skills

If you intend to play a fighter, pay very close attention to this section of the rules. Most people think that
playing a fighter is boring, because all that is required to them is to hit and kill. Likely so, there is a lot of
truth in that statement. This game is designed to help make the hit and kill more interesting for fighters, by
introducing skills that fighters can train in, and allow them to do special attacks and moves. At creation a
player gets to pick 2 rank 1 skills, and thereafter gets to choose another skill every time he goes up another
level so that by the time he reaches level 15, he should have knowledge of all the skills.
The level the fighter must reach before he can be trained in them rates the difficulty of those skills.
Here is a list of skills and their description.

a. Rank 1 Skill (fighter levels 1 through 4):

Disarm:
This is one of my favorite skills. The fighter must make an attack against his opponent with a – 3 modifier
to the roll. If he succeeds the opponent must win an opposed STR check to avoid dropping the weapon.

Faint:
This is a common move done by a lot of fighters. You pretend to make a move in a particular direction, but
your attack comes from a different one. In game terms the fighter can do an opposed weapon skill roll with
his opponent to try and faint an attack. If the fighter wins, he gets a + 1 bonus on his attack roll. This skill
can only be used on one opponent at a time.

Fend:
Fighters who prefer using polearm class weapons often use this tactic. The fighter who has a polearm class
weapon can more easily keep his opponent(s) at bay. In game terms, if a fighter has a polearm class weapon
and his opponent(s) does not, then as long as his opponent fails to hit him his opponent will be at –1 due to
having difficulty reaching.

Prone Fighting:
With this skill the fighter can use his weapon skill to fight even when he is down without the negative
modifier. A fighter who could never remain standing during a fight because of bad eye-feet coordination
developed this skill.

Shield bashing:
This skill allows the fighter to add a second attack with his shield instead of using it to parry. The shield
does 4 points of damage and the fighter gets half of his current weapon skill to add to the attack. Having the
advantage of an extra attack is good, but be aware that you loose the ability to defend yourself (attackers
don’t have the negative modifier to their attack roll against you).

Rapid Reload:
This skill allows you to use a crossbow every round rather than use one every other round due to reloading
time.

Charge:
If riding an animal the rider is able to add the animal’s STR attribute to the damage dealt to his opponent if
he indeed does any damage.

Beat:
With this attack the fighter purposely attacks another player’s shield. If the attack is successful two things
occur. All the damage dealt goes to the shield instead of the player, and the opponent loose the protection
of the shield for the rest of the round and the following round.
b. Rank 2 Skill (fighter levels 5 through 8):

Dual Weapons:
This skill is very common within the fighter class. Every experienced fighter knows how to wield two
weapons at the same time, allowing him to do two attacks in one single round. In game terms the fighter
can use two medium size (no longer than a long sword) weapons to attack with both in the same round. If
the weapons employed are the same, the player gets a –3 on both attacks. If the weapons are different, the
fighter gets a –5 on both attacks. It is more common to see a fighter with identical weapons than two
different.

Close Combat:
If the fighter uses small weapons (short sword or smaller) against an opponent fighting with medium or
long weapons, then he can use this skill. Similarly a fighter using a medium weapon against a long weapon
can use it as well. Upon successful attack, the fighter closes in and the opponent now fights at –1 until he
gets a successful attack back and fends him off.

Leaping Attack:
Fighters often use this attack at the beginning of combat to try and take the advantage on their opponent, as
well as make a decisive strike. This skill requires at least 20 feet of working space. The fighter rolls his
attack normally. If he hits he will get to add his STR attribute to the damage, however if he misses he will
end up on the ground, and unless he has the prone fighting skill he will have to spend the next round getting
back up. This attack can only be done once in a combat, when entering melee.

Weapon Fist:
This skill allows the fighter, given that he has no shield on his off arm, to do use his fist as a secondary
attack. The advantage of this attack over the dual weapons is that he gets to use his unarmed skill at a –2
for this second attack.

Rapid Shooting:
This skill allows the fighter to shoot a bow or use a thrown weapon (for throwing of course) twice in a
single round. If he does so, both attacks suffer a –3 on the roll.

c. Rank 3 skills (fighter levels 9 through 12)

Fix:
This skill is used at the beginning of combat, when both opponents circle around trying to judge each
other’s strengths and weaknesses. The fighter can lull his opponent in a false sense of confidence and make
him lower his guard. In game terms when entering combat the fighter can make an opposed INT check with
his opponent, and if he wins, his opponent not only will not be able to parry or use his shield during the
first round of combat, but he will not even be able to retaliate during that round. This skill can only be used
against one opponent.

Scare:
How many times have I seen a fighter enter combat with a frightful scream and crush his opponent just
with the sound of his voice? This skill is used as the fighter enters combat with any number of opponents.
He rolls an opposed CHR check against his opponents. The opponents defeated on the opposed check must
flee for 1 round/level of the fighter.

Exploit Weakness:
Fighters are often trained to exploit opponent’s weaknesses. This attack is one form of exploit. The fighter
must first succeed in an opposed INT check against his opponent (which he can do only once a round).
Upon winning on the check, the fighter can then try to exploit the opponents weakness, giving him a + 1 to
all subsequent attacks for the remainder of the combat.
Riding Shot:
This skill allows the fighter to shoot or throw a weapon while riding an animal, without having to make a
riding roll.

Blind Fighting:
With this skill the fighter learns to locate his foes even while blinded or in the dark. Instead of getting a –5
to hit attack, he only suffers a –2.

Counterattack:
This special skill allows a fighter who is experienced enough to use a person’s attack against them. If the
fighter chooses to parry an attack and wins the opposed roll by more than 5, he can use the difference
between the rolls as an attack bonus for an immediate retaliation. This action is immediate and doesn’t
count for any of your actions that round.

d. Rank 4 skills (fighter levels 13 +)

Weapon Break:
This skill allows a fighter to try and break an opponent’s blade (only works on bladed weapons) with his
own weapon. He must make an attack against the weapon with a – 3 modifier to the roll. If he succeeds he
can make a moderate STR check (modified by any magical bonus the weapon has) to break the weapon in
two.

Tornado Hit:
This skill is one of the fighter’s most prized skills. With it he can do, in one round, one attack against all
opponents in a 20 feet radius around him using his weapon skill repeatedly for each single attack. This is
without a doubt the best skill a fighter can have. It is, however, very difficult to implement. For this reason,
he cannot do anything else during that time, which includes parrying or dodging.

Roll with the hit:


This special skill allows the fighter to avoid getting hit too hard in combat. Once per round he may attempt
a moderate NIM check to roll with the hit and only suffer half of the damage he should have received.

Warrior’s Brawn:
This is a prized skill amongst heroes. It allows the fighter to continue to fight even though he should
normally be unconscious. As long as the fighter makes his TGH checks while in negative BP he remains
conscious and can continue to fight.

Warrior’s Heart:
The fighter who has reached this level of discipline is not easily stirred by fear. For this reason he cannot
fail a fear test.
Money and Equipment

There are three social classes: lower, middle, and upper class. Every starting character, at creation, must
roll 2D10’s to determine what social class he starts in:

a. Social class

- Lower: 1-7 Starting money: 3D10*10 GP


- Middle: 8 -18 Starting money: 5D10*10 GP
- Upper: 19-20 Starting money: 10D10*10 GP

b. Miscellaneous equipment
Blanket: 2bp Pouch (large): 2bp
Chain (10 ft): 1sp Pouch (small): 1bp
Chalk: 1bp Rope (60 ft): 1sp
Donkey: 5gp Scroll: 1sp
Harness: 2gp Scroll case: 2sp
Horse (draft): 20gp Shield (large): 3gp
Horse (war): 50gp Shield (medium): 2gp
Lantern: 1sp Shield (small): 1gp
Lock -pick set: 30gp Tent: 2gp
Magnifying glass: 200gp Torch: 1bp
Oil flask: 2bp Dry rations (1 week): 2gp
c. Armor prices

Leather Chain Scale Plate

- Plastron: 10gp 50gp 200gp 800gp


- Arm grieves: 2gp 10gp 50gp 100gp
- Leg grieves: 3gp 15gp 60gp 120gp
- Helmet: 5gp 10gp 100gp 400gp
- Gauntlets: 3gp 15gp 70gp 150gp
- Boots: 5gp 20gp 50gp 100gp
Character Profile

Character Name: Player Name: Race: Class: Age:


Size:
Morality: Religious Belief: Social Class: Special: Weight:
Good / Neutral / Evil Gender:
Attributes: Character Background:
Strength:
Toughness:
Nimbleness:
Intellect:
Perception:
Charm:

Martial Skills: Experience: Level: Body Points: Fatigue Points:

Ranged (nim): ___________


Thrown (nim): ___________ Other Skills: Armor Type: Shield Type:
1Hand Edge (str): _________
1hand Blunt (str): _________ ___________________ Damage: Damage:
2hands Edge (str): ________
2 hands Blunt (str): _______ ___________________ Base Difficulties: Resisting Change
Polearms (str): ___________
___________________ Level 1/Very Easy: 5 Level 1: BD8
Unarmed (str): ___________
Firearms (nim): __________ Level 2/Easy: 10 Level 2: BD10
___________________
Siege Weapons (per): ______ Level 3/Moderate: 15 Level 3: BD12
___________________ Level 4/Difficult: 20 Level 4: BD14
Thieving Skills: Level 5/Hard: 25 Level 5: BD16
___________________ Level 6/Very Hard: 30 Level 6: BD18
Craft Poisons (int): ________
Level 7/Impossible: 35 Level 7: BD20
Detect Poison (per): _______ ___________________
Detect SP (per): __________
___________________ Damage Chart:
Detect Traps (per): ________
Disarm/Set Trap (per): _____
Disguise (per): ___________ ___________________ Damage TGH Check Outcome
Forgery (nim): ___________ 1-5 None Nothing
___________________ 6-10 BD8 -1BP/rd -1 to rolls
Hand Tricks (nim): _______
minor cuts and bruises
Pick Lock (nim): _________ ___________________ 11-15 BD10 -2BP/rd -2 to rolls
Pick Pocket (nim): ________
minor fracture
Special Skills: ___________________
16-20 BD12 -4BP/rd -3 to rolls
Devotion (int): ___________ ___________________ serious fracture
21-25 BD14 -6BP/rd -5 to rolls
Spellcasting (int):
___________ ___________________ Loss of limb
Alchemy (int): ___________
26-30 BD16 Coma and death unless
___________________ First
Rune Mastery (int): _______
Aid done within TGH
rounds
31+ BD18 Instant Death
Class Specific Skills/Powers:

Equipment: Magical Items:


Money Carried: Money in Treasure: Jewels/Gems/Art:
Platinum Pieces: Platinum Pieces:
Gold Pieces: Gold Pieces:
Silver Pieces: Silver Pieces:
Bronze Pieces: Bronze Pieces:

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