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Ancient World Character Catalog: Appendix A: Weapons/Armor

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0% found this document useful (0 votes)
9 views2 pages

Ancient World Character Catalog: Appendix A: Weapons/Armor

Quick play FRPG rules

Uploaded by

David Violago
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Ancient World Character Catalog

Find one unit healing herbs per day. Rope IQ11-F2


APPENDIX A: WEAPONS/ARMOR Navigation 3/IQ For binding or climbing. For binding, a target of
Each entry shows damage rating / heft. Move extra instruction per day. ST20 or less cannot move. If target passes a
Stalker/Stealth 3/DX 4/ST, the rope vanishes.
BLADES (MELEE)
Character gets free unopposed turn. Wall IQ11-F2
Dagger d6 (d6+2 grappling)
Survival 3/IQ Creates a 1-space solid wall. Cannot cast on
Cutlass d6+2/10
Character requires no daily ration. occupied space.
Short Sword 2d6-1/11
Tracker 3/IQ Fire-3 IQ12-F3
Broad Sword 2d6/12
Identify, follow, erase tracks. Three-space contiguous fire.
Great Sword 3d6-1/14 (2 hands)
Shadow-3 IQ12-F2
CLUBS & AXES (MELEE) TRADE SKILLS Three-space contiguous shadow.
Alchemist 3/IQ Wall-3 IQ13-F4
Club d6/8 (can be thrown)
1XP to make potion. Heals (level) damage. Three-space contiguous wall.
Tomahawk d6+1/9
Animal Handler 3/IQ Super Rope IQ15-F5
Morning Star 2d6+1/13
Prevent wild animal attack. Tame beast. Rope spell for creatures up to ST40.
Battle Ax 3d6/15 (2 hands)
Bard/Storyteller 3/IQ Shadow-7 IQ15-F3
POLE ARMS (MELEE) Gives 1 karma point (per bard level) to each Seven-space contiguous shadow.
Pole arm strike first, even in foe's turn! character per day, to be used in this day. Fire-7 IQ16-F4
Spear 2d6-1/11 (missile) Craftsman 3/IQ Seven-space contiguous fire.
Halberd 2d6/12 (2 hands) Earn skilled labor rate per day working. Wall-7 IQ16-F6
Medic 3/IQ Seven-space contiguous wall.
MISSILE WEAPONS Heal 1 damage point per level for damage in
Sling d6-2/8 current combat. Used after combat is over. ENCHANTING SPELLS (Static)
Bow d6/9 (2 hands) Merchant 3/IQ Enchanting affects the properties or behavior
Long Bow d6+2/11 (2 hands) Purchase or sell goods at 10% discount or of objects.
Cross Bow 2d6/12 (2 hands/reload) profit per merchant level. Blur IQ8-F2
ARMOR & SHIELDS Sailor 3/DX Makes the target difficult to hit. All attacks are
Cloth 1/0 Handle boats and ships. 4/DX to hit the target.
Leather 2/1 Scholar 3/IQ Slow IQ8-F2
Chainmail 3/2 Read one instruction ahead. Suffer 1 Fatigue. Slows down the target. The target can only
Plate 5/3 Thief 3/DX move 1/4DX rounded up.
Buckler 1/0 One try at picking a lock or disarming a trap. Assist IQ9-F1
Shield 2/1 Take one item from store or NPC. If caught, 2x Adds +1 to any of the target's attributes for the
Tower Shield 3/2 guards ST10 DX10 IQ10 attempt to capture current encounter. Can use on self.
thief for punishment. Clumsiness IQ9 *
APPENDIX B: SKILLS Drops the target's DX-1 for every fatigue the
Skills APPENDIX C: MAGIC caster spends.
Skills allow or assist an action. For example, Dynamic and Static Spells Confusion IQ9-F1
Swimming allows you to swim. Charisma Dynamic spells are an action. Static spells Drops the target's IQ-1 for the encounter. Spell
assists a character in manipulating an NPC. remain for the duration of the battle. Static can be stacked.
spells cannot be stacked--casting the same Speed IQ10-F2
ATHLETIC spell again yields no additional effect. Increases target's movement=DX.
Acrobat 3/DX Multi-Space Spells Slippery Floor IQ10-F1
+1DX to dodge or climb. Fall damage -1d6. A mage who knows a multi-space spell knows Character is spell hex fights at 4/DX.
Riding 3/DX all lesser versions. A mage knowing a lesser Leather Flesh IQ11-F2
Swimming 3/ST version knows the greater version when his IQ Gives target 2/0 armor. Cannot be stacked
COMBAT SKILLS increases to the appropriate level. with other armor spells.
Each level gives +1DX and +1 damage. Staffs/Wands Reverse Missiles IQ11-F3
HTH: +1ST/DX Hand-to-Hand/Unarmed. A new staff begins with capacity = mage's IQ. All missiles attack shooter instead.
Ax: +1 with Ax, Mace, or Club. A mage increases his staff's capacity by using Slippery Floor-3 IQ11-F2
Bow: +1 with Bow, or Crossbow. 1XP for each point of capacity, up to his IQ. 3-space contiguous slippery floor.
Knife: +1 with Dagger. Freeze IQ12-F4
CREATION SPELLS (Static)
Pole Arms: +1 with Spear or Halberd. Freezes target for the encounter. Each turn,
Creation creates physical objects.
Sling: +1 with Sling. target breaks spell by winning IQ. If frozen
Fire-1 IQ9-F2
Sword: +1 with Sword. character attacked, spell is broken.
Burns two damage points on anyone in or
Invisibility IQ12-F4
SOCIAL SKILLS passing through the target space. Armor does
Target is 5/DX to hit.
Charisma 3/IQ not protect. Wild animals will not enter fire.
Mage Sight IQ12-F3
Control non-hostile NPC. No suicidal actions. Flash (Dynamic) IQ10-F3 See through any visual obstruction; see
Leadership 3/IQ Blinding flash. Everyone on the board except
invisible characters.
Add leadership rating to all friendly the caster suffers DX-1. Cannot be stacked. Flight IQ13-F4
characters' attributes during battle. Shadow IQ9-F1
Target flies with movement of 12 hexes.
Language 3/IQ Creates a one-space shadow in the target
Slippery Floor-7 IQ13-F3
Elvish, Orcish, Sorcerer's Tongue, Literacy. space. All attacks into or out of the space are
7-space contiguous slippery floor.
at 4/DX.
SURVIVAL SKILLS Transfer IQ13-F6
Naturalist 3/IQ
Mage transfers his being into a local animal. Shock Shield IQ F1 Summon Warrior IQ10-F3
He retains his IQ, DX, spells and skills. d6 damage (no armor) to other characters in ST12 DX12 IQ8; Sword 2d6, Shield 2/1.
Stone Flesh IQ13-F4 the mage’s space. Summon Bear IQ11-F5
Gives target 4/0 armor. Cannot be stacked Avert-3 IQ11-F4 ST30 DX11 IQ5; Attack 3d6; Fur 2/0
with other armor spells. Caster moves three contiguous characters Summon Gargoyle IQ13-F5
Dispel Magic IQ14-F4 away. ST20 DX11 IQ8; Fly 16 hexes; Claws 2d6;
Dissolves any single spell by winning IQ Magic Fist-3 IQ11-F4 Skin 4/0.
against the caster. If caster absent, Mage must Magic Fist-1 for three contiguous hexes. Summon Giant IQ14-F5
win IQ against the level of the spell. Blast IQ12-F2 ST45 DX10 IQ8; Move 8; Club 3d6+3; Tower
Spell shield IQ14-F4 Does d6 damage to other characters in the Shield 3/0.
Protects target from direct spells. caster's hex and every hex adjacent. No Teleport IQ15-F1
Death IQ16 * armor. Teleports one character to any hex on the
Gives the target one damage point per fatigue Shatter Weapon IQ12-F3 board. Cannot teleport into solid objects.
point the mage spends. Shatters the target weapon. No effect on Summon Small Dragon IQ15-F6
magical weapons. ST30 DX13 IQ16; Flying 16 hexes; Attack
HEALING SPELLS (Dynamic) Fireball-1 IQ12-F3 2d6+2; Fireball 2d6+2; Scales 3/0.
Heal Wounds IQ10-Fx 3d6-1 damage. Ignites flammable objects and Summon Dragon IQ16-F9
Target heals one damage per 1xF expended. makes the target space a fire hex. ST60 DX14 IQ20; Flying 20 hexes; Attack 4d6,
Reverse Death IQ14-* Fireball-3 IQ14-F6 Fireball 4d6; Scales 5/0.
Revives a character killed in the current battle 3d6-1 for three contiguous hexes. Raise the Dead IQ18-*
to ST1. Cost = ST of character revived. Lightning-1 IQ14-F4 Summon dead character to possess living
Channel Energy IQ16-* 4d6 damage. host. Spirit retains DX, IQ, skills and magic,
Transfers damage points from one character Magic Fist-7 IQ14-F6 and adopts the host's ST. Direct spell against
to another. Direct spell if target is hostile. 2d6-2 for seven contiguous hexes. host. Cost = IQ of rejuvenated spirit.
ILLUSION SPELLS (Static) Avert-7 IQ15 3F 20241001
Illusions/images are imaginary. Images vanish Moves 7 contiguous characters away.
on contact. Illusions do damage until Fireball-7 IQ16-F9
disbelieved or killed. A character winning 3d6-1 against 7 contiguous hexes.
IQ/mage's IQ disbelieves the illusion. Lightning-3 IQ16-F8
Image-1 IQ8-F1 4d6 against three contiguous hexes.
Creates a one-hex object seemingly real. Lightning-7 IQ18-F12
Illusion-1 IQ11-F2 4d6 against seven contiguous hexes.
Creates one-hex object. Exists until killed or MORPHING SPELLS (Static)
disbelieved by character win IQ vs mage.
Mage assumes the DX, shape and abilities of
Sleep-1 IQ11-F3 the creature, but retains his IQ. Mage returns
Target immediately falls asleep. Wakes when to human form when willed or unconscious.
attacked or shaken. Mage cannot cast spells while in guest form.
Image-4 IQ13-F2
Werewolf IQ11-F2
Four-space contiguous image. STx1 DX12, move 8, Bite d6+1; Skin 1/0.
Mind Control IQ13-F5 Werebear IQ13-F4
Mage succeeds by winning IQ against target. STx3 DX11, Bite/Claws 3d6; Skin 2/0. Damage
No suicidal actions. Each turn, target can
reduced 1/3 in human form.
recover by winning IQ. Weregoyle IQ15-F4
Illusion-4 IQ14-F3 STx2 DX11; Claws 2d6, Skin 4/0, flight 16
Four-space contiguous illusion. hexes. Damage reduced 1/2 in human form.
Sleep-4 IQ14-F4
Weredragon IQ17-F8
Four-space contiguous sleep. STx4 DX13; Attack 2d6+2, Fireball 2d6+2;
Image-7 IQ15-F4 Scales 3/0; Move 16 flying. Damage reduced
Seven-space contiguous image. 1/4 in human form.
Illusion-7 IQ16-F5
Seven-space contiguous illusion SEEING SPELLS (Dynamic)
Sleep-7 IQ16-F8 Mage is cognizant of events, objects and
Seven-space contiguous sleep. conditions in distant places or time.
Reveal Magic IQ9-F1
KINETIC SPELLS (Dynamic) Detect all local magic.
Kinetics are magic strikes and the ability to Read Mind IQ12-F1
move objects. Magic fist/fireball/lightning are Read one "Talk" option ahead.
missiles and cannot be resisted as direct See Future IQ14-F2
spells. Read all options, one instruction ahead.
Magic Fist-1 IQ8-F2
Does 2d6-2 damage. SUMMONING SPELLS (Static)
Drop Weapon IQ8-F1 Summoning calls a remote being. The being
Target drops weapon. Costs F2 if target has appears within two spaces of the caster and
ST30+. does nothing the turn it appears. A caster can
Avert-1 IQ9-F2 have only one summoned creature at a time.
Caster moves one character away. The being disappears if willed away, or if the
Trip IQ10-F2* caster is incapacitated. Summoning is static.
Knocks target down. Target loses turn. Costs Summon Wolf IQ9-F3
F4 if target is ST30+. ST11 DX12 IQ6; Move 8; Bite d6+1; Fur 1/0.

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