WR&M SRD

Tools

Dice Roller

Random Character

Introduction

Legal & License

Warrior, Rogue & Mage System Reference Document ©2015 Michael Wolf. Some rights reserved. The following attribution must be provided in your text, wherever you put your own copyright, in the same size as your copyright text: This work is based on Warrior, Rogue & Mage (found at http://www.stargazergames.eu/), created by Michael Wolf, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).

What is Warrior, Rogue & Mage?

WR&M is a simple, lightweight role playing game that allows a group of players and a game master (GM) to experience epic adventures in a fantasy world filled with conflict, monsters and wondrous magic. Although WR&M uses the three archetypal roles of classic role playing games in its title, it doesn’t make use of classes.

Players can freely create characters as they see fit without having to press them into the tight corset of character classes. Warrior, Rogue and Mage are actually the characters’ basic attributes, which measure their capabilities in combat, stealth and academics respectively.

This book assumes you are familiar with tabletop RPGs. If you have no idea how a tabletop role playing game is supposed to work, ask your geek friends; they’ll probably know.

Characters

Each player has to create a character in order to play. The player character is his or her representation in the game world. The characters played by the game master are called non-player characters or NPCs. All characters in WR&M are described by their three basic attributes, skills, talents and various other values, which will be explained in detail in this chapter.

Attributes

WR&M uses three basic attributes to describe a character: Warrior, Rogue and Mage. Each attribute is usually ranked from 0 to 6, but monsters and veteran characters may have higher values. If an attribute is ranked at 0 you can't use any related skills. And in the case of the Mage attribute you can't cast even the simplest spell.

  • A character with a high rank in Warrior is the born fighter: strong, tough, fearless. Characters with a low rank in this attribute lack these abilities.
  • Someone with a high Rogue attribute is witty, stealthy and quick with his feet and mind.
  • A highly ranked Mage attribute is a sign of intelligence, strength of will and mental discipline.

Each player character starts with 10 attribute levels that may be freely distributed between the three attributes. No attribute may start higher than 6 though. While highly specialized characters are possible, a well-rounded character with a few levels in each attribute probably works best for new players.

Skills

Each character is also further detailed by a couple of skills. Skills are abilities a character has learned over the years like Riding or Thievery. Skills are not ranked like attributes though. You either have learned a skill, or you don't. Each character starts with three skills of the players choice. Please note that you can't choose a skill if the relevant attribute is ranked at level 0!

Talents

Talents give player characters special abilities that set them apart from mere commoners. You don't have to roll the dice in order to use talents. As soon as a character has acquired a new talent he gets access to a special ability. Some talents may be taken several times.

Hitpoints, Fate and Mana

Hitpoints are a measure of how many hits a character may sustain before going down. A character with 0 HP is considered dead or dying.

Fate can be used to save one's life in certain situations, or take over some narrative control from the GM.

Mana is the raw magical energy that is used by Mages to cast magic spells. Characters can't perform any magic when their Mana is depleted.

Each character starts with Hitpoints equal to 6 plus his Warrior attribute, Fate equal to his Rogue attribute and Mana equal to two times his Mage attribute. You start with at least 1 Fate if your Rogue attribute is at level 0, though.

Armor and Defense

Each character has a Defense stat that is equal to 4 plus half the sum of his Warrior and Rogue attributes rounded down. Worn armor and shields grants a bonus to Defense but raise the Mana cost of spells by their Armor Penalty (AP).

Rules Mechanics

Basic Task Resolution

Every time a character wants to perform an action which has a chance of failing, the GM may ask the player to roll the dice to determine the outcome of said action. The basic task resolution method is the attribute check.

The GM picks the appropriate attribute and decides how difficult the task at hand is. Then the player rolls one six-sided die (also called d6) and adds the relevant attribute's level to the roll's result. If the character knows any skills that might help in that situation, he may add 2 to his result.

The final result is then compared to the difficulty level set by the GM. If the result is equal or higher the task was successful. If not, the task failed.

Optional: If a character knows more than one skill that could be used in a given situation, the GM may allow the player to add another 2 to the result.

Exploding Die

Whenever a player rolls a 6, the die may "explode". This means, the player may roll again and add the second result. If the second result is another 6, you roll again. Only damage rolls and attribute checks where the character owns an appropriate skill are subject to this rule.

Automatic Success

When the risk of failing is extremely low, or the task is only of minor importance to the story, and the character has the appropriate skill, the GM may decide that no roll is necessary.

Unopposed Check

If the task at hand is not actively opposed, the player has to beat a difficulty level determined by the GM.

Difficulty DL
Easy5
Routine7
Challenging9
Hard11
Extreme13

Opposed Check

When two characters are in direct competition, the opposed check method is used. The DL of the active character is determined by a roll made by the passive character.

Example: A thief wants to sneak past a guard unnoticed. The guard then rolls a d6 and adds his Mage attribute and the +2 bonus if he owns the Awareness skill to the result. This result then is the DL for the thief's attribute check.

Optional: Instead of rolling, you can just add 3 to the relevant attribute (and the skill bonus) to get the DL.

Circumstantial Modifiers

There are circumstances which can make tasks harder or easier to perform than usual: The lack of tools makes it harder to craft something, a master crafted weapon grants a bonus to an attack, or bad lighting conditions make it easier to hide in the shadows. The GM may add circumstantial modifiers to any DL if appropriate.

Using Fate

A character can spend one of his Fate points to do the following (GM approval needed):

  • Ignore an attack that would have killed the character
  • Change a minor detail in the game world. (e.g., your character knows the NPC, or there is a shop with the equipment you need).
  • Reroll a single die roll or add +2 to a single check

Fate doesn't regenerate automatically, so players are advised not to waste their Fate. GMs are meant to grant players Fate for heroic actions, good role playing and certain goals their characters achieved.

Combat

Initiative & Actions

Whenever combat occurs, player characters and non-player characters act in turns. At the start of combat, the sequence in which the two sides in the conflict act is determined. This is called initiative. In most cases common sense dictates the initiative. If unsure roll a die for each side. The side with the higher result acts first.

Optional: A character with the Awareness skill may add +2 to the initiative roll.

Combat Actions

Combat turns are pretty short, so characters can only perform a few actions. Running a short distance, drawing a weapon, attacking a foe, casting a spell are reasonable actions that can be performed during one turn.

Attack Roll

When a character tries to hit another character in close or ranged combat, his player has to roll the dice to determine if he has hit. Attack rolls work like any other attribute check but the DL is always the target's Defense stat plus any applicable modifiers.

Attack rolls are subject to the "exploding die" rule if the character has the appropriate skill and that each additional success after the first adds +1 to the damage caused. Please refer to the Magic chapter for magic attacks.

Example: A thief wants to backstab a guard with a dagger. The skill list determines that when using a dagger the Rogue attribute applies. The thief knows this skill, so he may also add the +2 modifier to his attack roll.

Damage and Healing

After having scored a hit, you determine the damage caused. Damage is determined by the weapon used. See the weapon list for details. Please note that damage rolls are always subject to the "exploding die" rule.

The victims hitpoints are reduced by a number of points equal to the damage caused. If the hitpoints drop to 0, the character is dead or dying. A character's HP may never drop below 0.

Optional: Characters who were reduced to under half their maximum hitpoints are considered seriously wounded and get a -3 modifier on all checks.

Healing

A character heals hitpoints equal to his highest attribute per day of rest. Only light activities are allowed during that time. If a character takes part in a combat, chase or a similar activity he may only heal a single hitpoint that day. Characters with the Herbalism skill may use his abilities to speed up healing. When treated by such a character, you get +2 HPs per day of rest.

Magic

Using Magic

Characters with a Mage attribute of 1 or higher have access to spells. Spells can be found or bought. These spells must first be transferred to a character's personal spell book before they can be used.

To cast a spell from the book, the character has to make a roll versus the DL or the spell. If successful, his mana pool is reduced by the amount listed for the spell.

Magic Implement

A character who wants to focus on magic usually owns a magic implement (staff, gauntlet, ring, etc.). Magic implements are used to store spells that the magic user can later cast without having to spend any mana from his personal pool.

Magic implements have to be charged with mana before they can be used. As long as it is powered it also grants a thaumaturgy bonus equal to its level. An implement can hold 10 mana per level of the item.

For each mana stored in the implement, the caster has to spend two from his personal pool. Implements may be charged in multiple sessions.

A character can only store spells he knows in a magic implement. A magic implement can store spells up to its level (e.g., a level 3 implement may store one 3rd circle spell, or one 2nd and one 1st, or three 1st circle spells).

Mana Regeneration

A character gets back his full mana pool for a good night's sleep and receives mana equal to his Mage attribute for one hour of meditation. Magic potions may also regenerate mana.

Casting Spells & Spell Circles

In order to cast spells a character needs at least Mage level 1. The thaumaturgy skill is helpful, but not necessary. The range of all spells is the line of sight if the spell description does not say otherwise. Spells are divided into four circles. A caster that wears armor needs to add the AP of the armor worn to the mana cost.

Circle Mana Cost DL
1st15
2nd27
3rd49
4th813

Mana Burning

A spell caster may choose to burn additional mana to improve the spell's effects. Each level of mana burn costs half the initial mana cost and raises the spells DL by one. The effects of the mana burn are listed with each spells description. Please note that you have to use mana from your personal pool for mana burning even if you cast a spell from an implement.

Sustaining Spells

If a spell can be sustained, it's listed in the spells description. In order to sustain a spell over longer period of time, the caster has to concentrate which penalizes all of his actions by a modifier of -1. The mana cost for sustaining the spell is listed with the spell's description.

Variant: Warrior, Rogue, & Scholar

If you want to run a more low-magic game, you can make the following changes: The Mage attribute is replaced by the Scholar attribute. All skills that used Mage before now use the Scholar attribute.

In order to cast spells a character needs to buy a new talent called “Spellcaster” which gives access to 1st circle spells. Spell casting works as usual. All other talents that affect your magic abilities need Spellcaster as a prerequisite now. When the character levels up, he can acquire “Advanced Spellcaster” which grants him access to the remaining spell circles.

Spell List

1st Circle Spells

FrostburnTouch attack that causes 1d6-2 damage. Each level of mana burn raises the damage by +1.
Healing HandHeals 1d6 HP. The caster has to touch the person he wants to heal. Each level of mana burn heals an additional hitpoint.
Magic light Caster creates a magic light on the tip of his staff or other weapon, that illuminates a 10 yards radius much like a torch. Mana burn can be used to add one or more of the following effects: Ball of light, Colored light, Light beam (15 yards), Flash (blinds for 1d6 rounds). The magic light shines for 1 hour or until dispelled. It can be sustained for 1 additional mana per hour.
Sense MagicCaster can sense magic in a 3 yards radius. Each level of mana burn adds another yard to the radius.
TelekinesisCaster may remotely move one item up to 1kg. Each mana burn adds another kilogram of weight. Lasts 1 min, sustained for 1 mana/min.

2nd Circle Spells

Create food and waterThe spell creates one daily ration of food and water for one person.
Healing LightHeals 1d6 HP. Each level of mana burn heals two additional hitpoints.
IdentifyAllows the caster to identify one magic property of an item. Each level of mana burn identifies one additional property.
LevitationCaster may slowly float up and down for up to 3 minutes. Sustained for 1 mana/min. Provides no horizontal propulsion.
Lightning boltMissile attack that causes 1d6+2 damage (+2 per level of mana burn).
Magic ArmorA magic bubble around the caster absorbs any damage until its HP are depleted or dispelled. Bubble has 4 hitpoints, each mana burn adds 4.

3rd Circle Spells

Chain LightningAs lightning bolt, but attacks multiple enemies within 5 yards of each other. Max 3 targets. Damage increased by mana burns.
Walk on AirCaster may walk on air as if it were solid ground for up to 3 minutes. Sustained for 1 mana/min.
FireboltMissile spell causes 3d6 damage in a 3-yard radius. Mana burn improves damage by +2 or radius by 2 yards.
Enchant weaponTemporary enchantment grants wielder +2 on attack rolls and damage. Lasts one combat encounter. Mana burn adds +1 to both.
StasisTouch-attack puts target into stasis. Cannot move, attack or be attacked. Lasts a number of hours equal to successes rolled.

4th Circle Spells

Summon Earth ElementalSummons Earth Elemental under control. Destroyed when HP depleted or dispelled.
Magic stepTeleport up to 10 yards in any direction. Mana burn adds 10 yards. Needs clear image of destination in mind.
Use moongateOpen moongates at special places (like stone circles) for instant travel. Closes slowly after 2 mins. Opens once every 6 hours.
Return to lifeRevive one fallen character as long as body is intact and warm. Recovers 2 HP. Mana burn increases healing by 2 HP.
Summon Phantom SteedCalls phantom steed mount for 24 hours. Needs no rest, can walk on water. Cannot be sustained; must be resummoned.

Equipment

Each character starts with 200 silver pieces (SP) to purchase equipment. Every character can wield every weapon. Spellcasting characters may wear armor, but the armor penalty of the armor worn raises the mana cost of each spell cast.

Weapons

Weapon Skill Damage Cost (SP)
AxeAxes1d65
BowBows1d64
CrossbowBows1d6+38
DaggerDaggers1d6-22
Dragon pistolFirearms1d6+418
Dragon rifleFirearms2d625
HalberdAxes1d67
LongbowBows1d6+28
MaceBlunt1d65
SpearThrown1d63
StaffBlunt1d62
SwordSwords1d65
Throwing starThrown1d6-22
Two-handed weapon*2d610
WarhammerBlunt1d65

Bow: Max range 80 yards. DL for target 40+ yards away increased by 4. 10 arrows = 2 SP.

Crossbow: Takes one turn to reload. 10 bolts = 2 SP.

Dagger: Thrown or melee. Thrown skill max range 20 yards.

Dragon pistol: Max range 20 yards. DL for target 10+ yards away increased by 4. Reload takes one turn. 10 shots = 4 SP.

Dragon rifle: Max range 40 yards. DL for target 20+ yards away increased by 4. Reload takes one turn. 10 shots = 4 SP.

Halberd: Reach of 2 yards.

Longbow: Max range 120 yards. DL for target 60+ yards away increased by 4. 10 arrows = 2 SP.

Spear: Max range 20 yards. Melee uses Spear skill.

Throwing star: Max range 20 yards.

Two-handed weapon: Swords, axes, maces and warhammers exist in larger versions. Appropriate skill used.

Armor

Armor Defense Armor Penalty (AP) Cost (SP)
Clothes003
Padded cloth108
Leather2115
Scale3223
Lamellar4335
Chain5470
Light plate6590
Heavy plate75120
Golem armor8**
Small shield+1+25
Large shield+2+412
Tower shield+3+615

Light and heavy plate: Plate armor must be fitted to the wearer. Ill-fitted plate armor reduces all rolls by 2.

Golem armor: Created by armor smiths of a bygone era. Incredibly tough, grants a bonus of 1d6 to all weapon damage. Casting is impossible when using golem armor. (Rumors say some golem armors act as magical implements). Not available for sale.

General Equipment

Adventurer's Kit5 SP
Backpack4 SP
Cask of beer6 SP
Cask of wine9 SP
Donkey or Mule25 SP
Iron Rations (1 wk)14 SP
Lantern5 SP
Lock pick2 SP
Noble’s clothing12 SP
Normal clothing3 SP
Ox cart7 SP
Packhorse30 SP
Pickaxe3 SP
Pole 3 yards1 SP
Rations (1 wk)7 SP
Riding horse75 SP
Rope (10 yards)2 SP
Saddle & bags8 SP
Torch1 SP
Travel clothing5 SP
Warhorse150 SP
1st circle scroll25 SP
2nd circle scroll50 SP
3rd circle scroll75 SP
4th circle scroll100 SP
Spellbook20 SP
Implement (1st)35 SP
Implement (2nd)70 SP
Implement (3rd)140 SP
Implement (4th)250 SP

Adventurer’s Kit: Contains flint and tinder, a water flask, a blanket, a bed roll and a small tent.

Torch: Can be used as an improvised weapon. Use Blunt skill. Damage is 1d6-2 for unlit, 1d6-1 for lit. Flammable enemies may be set ablaze.

Magic Items

RunebladeRune covered sword ignores any armor. Attack rolls are made against basic Defense.
Holy SwordGold-hilted, silvery blade is bane against the undead, inflicting 2d6 damage to skeletons, zombies, vampires, etc.
Warmage armorPlate armor from the Imperium uses special enchantments allowing casters to wear it without penalty. AP is 0.
Healing potionRed bubbling liquid heals 1d6 HP when quaffed.
Mana potionBlue bubbling potion restores 1d6 Mana points when quaffed.
Gauntlets of Titanic StrengthLarge gauntlets cause 2d6 damage when used for unarmed attacks.
Feathered cloakCovered by raven feathers that slow falls; wearer sustains no damage from a fall.
ChangestaveWhitewood stave extends/retracts on command, from palm-sized up to 10 yards. Used as baton/staff in combat, walking stick, pole for boats, or bridging gaps. Same traits as staff in combat.
Enchanted armor Unusually durable. Grants +1 Defense bonus and reduces Armor Penalty by 1. Roll 1d6 (1-4: Armor, 5-6: Shield). Then 1d6 for actual type (Armor: 1 Leather, 2 Scale, 3 Lamellar, 4 Chain, 5 Light Plate, 6 Heavy Plate; Shield: 1-2 Small, 3-5 Large, 6 Tower).

Game Mastering

Running WR&M

WR&M leaves a lot of room for interpretation. Not everything is covered, and GM fiat plays a major role. It’s a perfect toolbox; if something is missing, add it. If something bothers you, change it or drop it.

Start Slow, Then Go Epic

Start things slow to get a feel for the rules and lethality of combat. Avoid total party kills in the first session. Later, turn it up. WR&M is epic fantasy with powerful artifacts and lost technologies.

GM Rulings Instead of Rules

It's much faster if the GM makes rulings during a dispute. Lengthy discussions destroy the mood. The GM always has the last word. Look it up after the game if it still bothers you.

Setting the Mood with Music

Playing epic music (movie/game soundtracks, heavy metal, horror) in the background enhances the mood and immersion, as long as everyone is comfortable with it.

Character Advancement

Characters don’t have levels or experience points. The GM decides when they advance (usually after a successful adventure). When advancing, they may do the following:

  • Raise one attribute by one.
  • Add 1d6 to either HP or Mana (Optional: Add exactly 3 points instead of rolling)
  • Gain an additional skill
  • Gain a talent (Talents should be harder to get, perhaps requiring a sidequest/trainer)

Non-Combat Hazards

Hazard Damage
Fall1d6 per 3 yards of fall
Suffocation/drowning1d6 per round
Mild poison1d3 initial, 1 dam./rnd. until successful Warrior check vs. DL 7.
Lethal poison1d6 initial, 2 dam./rnd. until successful Warrior check vs. DL 11.
Fire1d6 per round exposed to flames

App. 1: Skills & Talents

Skills

Skill Attribute Description
AthleticsWarriorTraining in swimming, running and jumping.
AxesWarriorTraining with axes and polearms.
Blunt WeaponsWarriorTraining in all blunt weapons incl. maces and staves.
RidingWarriorTraining in riding on horses and other common mounts.
SpearsWarriorTraining with spears and lances.
SwordsWarriorTraining with all kinds of swords, including two-handed ones.
UnarmedWarriorTraining with unarmed fighting.
AcrobaticsRogueDancing, contortion, climbing, tightrope walking, tumbling.
BowsRogueSkill for using bows and crossbows.
DaggersRogueTraining with daggers and knives.
FirearmsRogueTraining in the usage of exotic firearms.
ThieveryRogueTraining in roguish arts like picking locks and pockets.
Thrown WeaponsRogueProficiency with thrown weapons like shuriken.
AlchemyMageTraining in creating potions and salves.
AwarenessMageMeasure of a characters awareness of his surroundings.
HerbalismMageKnowledge of plants. Can heal critically wounded.
HermeticismMageSkilled with arcane spells and rituals.
LoreMageGeneral knowledge.
ThaumaturgyMageProficiency with divine spells.

Talents

Armored casterReduce armor penalty by 2. May be taken more than once.
Blood mageSubstitute mana with hitpoints when casting spells.
ChampionSelect a cause. +2 bonus on attack/damage against enemies of cause. May take multiple times.
ChannellerAdd your Mage attribute level to your magic attack damage once per combat.
CraftsmanTrained in a craft like blacksmithing, carpentry. May be taken more than once.
Dual-wieldingWield a weapon in off-hand without penalty. Does not grant an extra attack.
FamiliarHave a small animal pet that can do some simple tricks.
HenchmanFollowed by a henchman that carries your equipment/treasure.
HunterCan live off land. Given time, provides enough food for a party of four.
LeadershipTalented leader; may command troops.
Lucky devilReroll any roll once per scene (or combat).
Massive attackAdd your Warrior attribute level to melee attack damage once per combat.
Precise shotAdd your Rogue attribute level to ranged attack damage once per combat.
SailorTrained in steering a boat; no penalties fighting on sea vessel.
Sixth SenseRoll dice before ambush, if 4+ you're not surprised and act first.
Tough as nailsEvery damage taken is reduced by 2.

App. 2: Optional Rules

Non-human Player Characters

ElfSlender, beautiful, pointed ears. Exceptional talent for magic.
Racial talents: Exceptional Attribute (Mage), Sixth Sense, Weak
DwarfShorter, stockier, thick beards. Very strong/tough fighters.
Racial talents: Exceptional Attribute (Warrior), Craftsman, No Talent for Magic
HalflingVery short, peaceful lives far away, but exceptional talent for thievery.
Racial talents: Exceptional Attribute (Rogue), Hunter, Weak
LizardmanIntelligent, hot/dry areas, scales double as armor. Lack strong emotions, keen logic.
Racial talents: Natural Armor (Defense 2), Tough as Nails, Outcast
GoblinSmallest greenskin (1 yard). Green skin, long pointed ears, razor teeth, high voices. Knack for tinkering.
Racial talents: Tinkerer, Lucky Devil, Weak
OrcLarger than humans, strong, savage but strong sense of honor. Sometimes accompanied by black wolves.
Racial talents: Berserker, Exceptional Attribute (Warrior), Outcast

Racial Talents

BerserkerGo berserk during combat: +2 Warrior and damage. Ignore damage effects temporarily. Mage drops to 0. Must attack nearest enemy in melee. Check Mage DL 5 at end to stop, or pass out/attack allies.
Exceptional AttributeRoll two d6 instead of one when using the relevant attribute; keep the highest.
Natural ArmorGrants Defense as long as no other armor is worn.
No Talent for MagicRoll two d6 for casting and take lowest. Mana costs doubled.
Tinkerer+2 bonus repairing, dismantling or using mechanical traps, firearms, golems.
WeakStarts with 3+Warrior HP. When levelling, gets 1d6-2 HP (min 1).
OutcastConsidered outcast in societies. Social interaction checks with other races modified by -3.

Dual-wielding & Multiple Attacks

If GM approves, taking the "Double Attack" talent (requires Dual-wielding) allows an additional attack with the off-hand weapon in one round. Both weapons must be of the same type (both melee or both ranged). Cannot dual-wield two-handed weapons.

Mounted / Vehicle Combat

Make a maneuver check (e.g., riding) to perform combat actions. Success allows action. Failure means falling or crashing. Driving straight isn't a maneuver unless fighting.

Example DLs: Walk (-), Canter (5), Gallop (9), Tight Turn (7), Sudden Stop (9), Jump Obstacle (7).

Ritual Magic

With GM approval, casters can perform ritual magic for higher circle spells. Takes a long time. If minimum time is spent, casting DL reduced by 1. Double time = DL reduced by 2.

Circle Minimum Time Max Participants
1st1 min3
2nd5 min6
3rd15 min9
4th1 hour12

Multiple casters can pool mana. Blood Mages can convert participant HP to Mana (x2 mana gained for sacrifices).

App. 3: Bestiary

Defense listed is unarmored. Armor/shield bonuses in parenthesis.

Common NPCs

Apprentice Mage

W:2, R:3, M:5 | HP: 8, Mana: 10 | Def: 6
Skills: Alchemy, Blunt, Thaum.
Talents: Familiar
Spells: Frostburn, Healing Hand

Bandit

W:5, R:3, M:2 | HP: 11, Mana: 4 | Def: 10 (+2 leather)
Skills: Axes, Bows, Riding
Weapons: Axe, crossbow.

Commoner

W:2, R:2, M:1 | HP: 8, Mana: 2 | Def: 6
Simple clothes, knife.

Cutthroat

W:3, R:5, M:2 | HP: 9, Mana: 4 | Def: 10
Skills: Daggers, Thievery, Thrown
Talents: Dual-wield
Weapons: Dagger, shuriken.

Journeyman Mage

W:3, R:3, M:5 | HP: 12, Mana: 10 | Def: 6
Skills: Alchemy, Blunt, Lore, Thaum.
Talents: Familiar, Channeller
Spells: Frostburn, Healing Hand, Lightning

Knight

W:6, R:2, M:3 | HP: 16, Mana: 6 | Def: 10 (+6 plate, +1 shield)
Skills: Lore, Polearms, Riding, Swords
Talents: Leadership, Henchman

Priest

W:3, R:3, M:5 | HP: 12, Mana: 10 | Def: 6
Skills: Awareness, Blunt, Lore
Talents: Champion
Spells: Healing Hand, Create Food/Water

Soldier

W:5, R:3, M:2 | HP: 10, Mana: 4 | Def: 10 (+3 scale, +2 shield)
Skills: Athletics, Firearms, Swords
Weapons: Sword, dragon rifle.

Town Guard

W:5, R:3, M:2 | HP: 11, Mana: 4 | Def: 10 (+3 scale)
Skills: Bows, Polearms, Swords
Weapons: Halberd, sword, crossbow.

Animals

BearW:8, R:4, M:0 | HP: 20 | Def: 10 (+2 fur)
Attack: 2x paws 1d6+4, Bite 2d6
Bird of preyW:2, R:6, M:0 | HP: 4 | Def: 9 (+3 flying)
Attack: Beak (no explode) 1d6/2
Cat, largeW:4, R:8, M:0 | HP: 12 | Def: 8
Attack: 2x claws 1d6+2, Bite 1d6+3
Cat, smallW:2, R:8, M:0 | HP: 5 | Def: 8
Attack: 2x claws (no explode) 1d6/2
DogW:4, R:2, M:0 | HP: 6 | Def: 7
Attack: Bite (no explode) 1d6
Fire beetleW:4, R:4, M:0 | HP: 8 | Def: 8 (+3 chitin)
Attack: Fire spray (Rogue) 1d6, 10 yards
Giant beetleW:4, R:4, M:0 | HP: 14 | Def: 8 (+3 chitin)
Attack: Bite 1d6+2
Giant leechW:3, R:6, M:0 | HP: 15 | Def: 8
Attack: Venomous bite 1d6-2 (mild poison)
Giant ratW:4, R:2, M:0 | HP: 12 | Def: 7
Attack: Bite 1d6
Giant spiderW:6, R:6, M:0 | HP: 24 | Def: 8 (+4 chitin)
Attack: Venomous bite 1d6+2 (mild poison)
HorseW:5, R:5, M:0 | HP: 12 | Def: 9
Attack: Bite (no exp.) 1d6
Warhorse: +1d6+4 HP, trample 2d6
Venomous snakeW:2, R:6, M:0 | HP: 6 | Def: 8
Attack: Bite (no exp.) 1d6/2 + poison
WolfW:4, R:4, M:0 | HP: 8 | Def: 8
Attack: Bite 1d6
WorgW:6, R:6, M:0 | HP: 25 | Def: 10 (+2 fur)
Attack: Bite 1d6+3

Magical Creatures & Undead

DrakeW:8, R:6, M:2 | HP: 35 | Def: 11 (+4 scales)
Attack: Bite 1d6+3, 2x claws 1d6+2
Fire DrakeW:8, R:6, M:2 | HP: 38 | Def: 11 (+4 scales)
Attack: Bite 1d6+1, 2x claws 1d6, flame breath (Rogue) 2d6
Elemental, EarthW:10, R:2, M:0 | HP: 40 | Def: 10
Attack: 2x stone fist 2d6+2
Golem, warW:10, R:0, M:3 | HP: 20 | Def: 9 (+5 plating)
Attack: steel fist 2d6 or normal weapons
Golem, workW:10, R:0, M:2 | HP: 20 | Def: 9 (+2 plating)
Attack: steel fist 2d6
SkeletonW:3, R:3, M:0 | HP: 9 | Def: 7 (+1 rust armor)
Ignores half damage from all but blunt/axes.
ZombieW:6, R:0, M:0 | HP: 12 | Def: 7

App. 4: Character Creation Summary

  • Distribute 10 attribute levels among the three attributes Warrior, Rogue, and Mage. No attribute may be higher than six.
  • Pick three skills
  • Pick one talent
  • (Optional : Choose a non-human race and write down racial talents)
  • Calculate HP, Fate, Mana and Defense:
  • Purchase starting equipment for 250 SP.
  • Fill out character sheet.