Warrior, Rogue & Mage

What is WR&M?
Warrior, Rogue & Mage is a simple, lightweight roleplaying game that allows a group of players and a game master to experience epic adventures in a fantasy world filled with wondrous magic.
No Classes
Although WR&M uses three basic fantasy RPG classes in its name, it doesn't make use of classes. Players are encouraged to create their characters freely without having to fit them into archetypal roles. Warrior, Rogue and Mage are actually the character's basic attributes, which measure their capabilities in combat, stealth and academics respectively.
Products
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| Core Rulebook Pages: 41 File size: 7.5 MB Author: Michael Wolf |
From the Imperial Forges Pages: 7 File size: 3.6 MB Author: Colin Chapman |
From the Imperial Forges 2 Pages: 7 File size: 4.7 MB Author: Colin Chapman |
| The core rulebook contains the complete game rules, including character creation, combat, magic, equipment and monsters, as well as a complete fantasy setting, the Fallen Imperium of Vaneria. | From the Imperial Forges contains over 20 unique magical items for your WR&M game. These items have been designed by ENnie-nominated designer Colin Chapman (http://radioactiveapedesigns.com) known for his post-apocalyptive roleplaying game Atomic Highway! |
From the Imperial Forges 2 contains 19 unique magical items for your WR&M game created by Colin Chapman. |
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| Discovered Lore Pages: 8 File size: 4.6 MB Author: Andrew Modro |
The Art of Combat Pages: 6 File size: 4.2 MB Author: Michael Wolf |
From the Imperial Library Pages: 39 File size: 5.5 MB Author: Brian Brousseau |
| Discovered Lore contains six new playable races for your Warrior, Rogue & Mage campaign. Smash your foes as a hulking Mountain Giant or explore the depths of the oceans as a member of the ancient merfolk. In addition to that this book provides you with new magic items and a set of sample characters that can be used as starting player characters or as NPCs. | The Art of Combat contains alternate armor rules, new talents and rules for dodging and parrying attacks which help you to make combats in WR&M even more exciting without adding too much complexity. | From The Imperial Library contains several variant magic systems, new and revised spells and talents. It’s the perfect supplement for players and GMs who want to turn WR&M’s magic to eleven! |
Miscellaneous downloads
- Character, Spell, Equipment and Variant sheets (PDF)
- Character, Spell, Equipment and Variant sheets (printer-friendly, PDF)
- Warrior, Rogue & Mage, Core Rules (4-paged "Early Draft" edition, PDF)








April 20th, 2012 - 18:22
I am glad you enjoy the game! I usually improvise adventures myself, so I have no written ones you can download. Sorry.
June 27th, 2012 - 19:25
Do you wonderful folks have any interest in continuing with WR&M supplements? It’s the primary system in our household now, and we’ve adapted it for other genres; science fiction, translations of other systems, you name it.
If you lack the time to compose material but are willing to skim through notes, I’d love some feed back too!
June 27th, 2012 - 20:06
Currently no additional supplements are planned. But feel free to share your ideas on the forums.
August 9th, 2012 - 23:15
didn’t these used to be on Drivethrurpg? If not, why not put them up there?
ANd, have you thought about making 1 big book (you’ve got 108 pages there, so a 100-ish page document would work) and then making it available for print on demand?
I’d definitely buy the a POD of this.
August 10th, 2012 - 04:16
@johnkzin: Regarding DriveThruRPG: http://www.stargazergames.eu/2012/04/19/important-announcement/
Regarding making it one big book: That’s not as easy as it sounds, this I have to do a complete new layout, rewrite a few things etc. And at this moment I don’t have the time to do something like this. Sorry.
September 14th, 2012 - 04:13
Since I say this game I felt in love with it, it’s easy to understand and easy to teach, planing on staring a campaign soon with my friends on Puerto Rico. Thanks for making a great game.
October 30th, 2012 - 14:42
We’ve started playing WRM, and came across some confusion last night around touch spells. The rules don’t seem to indicate whether touch spells assume a roll to hit, ala D&D, or whether the only roll required is the casting roll itself.
Did you have a specific approach in mind for those when you wrote these rules?
At the moment our GM settled on a roll to hit using Mage vs Armour. I’m more inclined to do Mage vs. base defense, but was curious what your thoughts would be.
Steve´s last [type] ..DayZ – Day 2
October 30th, 2012 - 15:00
The touch spells are actually an oversight on my part. If I ever do a 2nd edition I’ll need to clarify how making a touch attack works.
The way I’d do it right now would be to let the caster make a casting roll to activate the spell. After that a roll Mage vs. base defense is needed to touch the target and release the spell. If the touch attack was not successful the spell is not lost and you can try again next turn. You don’t need to roll Mage vs. base defense if the target is unaware of the attack.
October 30th, 2012 - 15:39
Okay. Lines up with my thoughts, which is a nice bonus. Thanks for the speedy reply.
Steve´s last [type] ..DayZ – Day 2
April 7th, 2013 - 03:00
I found an old 4 page version from 2010 and immediately made up a google docs character generator. This evening i found the updated version and began printing it. You design some good stuff there. I appreciate the effort. I play the fantasy trip/melee/wizard alot and find this a good alternative. Ill keep you posted on my play progress. Thanks again!
Joel