12 autohit, 2 automiss
Stats 42 points, min 4 max 10 1
STR Damage, Fortitude, EP + Carry/Min Req 2
DEX Attack, Defence, Reflex + "Action Points 3
CON HP, EP, Fortitude + regen 4
INT Attack, Reflex, Damage +"Skill Points" 5
WIS Defence, Will, MP + Crit Range (alternate 6
CHA HP, MP, Will + + XP modifier (min 0 XP 7
8
If beat roll by 10 or more = crit 9
If fail roll by 10 or more = blunder 10
11
Attack 12
Defence 13
Reflex 14
Fortitude 15
Will 16
Regen 17
+6 per Health (HP) affected by stats at level 1 only 18
+6 per E
sndurance (EP) When low, affects FOR, REF, Wil respecti 19
+6 per Mentality (MP) Low EP & MP also affects Attack & Defe 20
Encumbrance affects Attack, Defence, Reflex, skills
Combat in order of AP; if tied then in order of Reflex and then EP
Base Action Points = 12 (seconds)
Difficulty Stat Points Opponents stats
Opponents
(mi resources (min 5)
Impossible 24 +3 all stats +15
Brutal 30 +2 all stats +10
Hard 36 +1 all stats +5
Core 42 - -
Reasonable 48 -1 all stats -5
Easy 54 -2 all stats -10
Trivial 60 -3 all stats -15
Primary
-6 5
-5 Combat
-4 Skills
-3 Mysticism
-2
-1
0 Playable races
1 Human
2 Dwarf +1 CON, -1 DEX
3 Half-Elf +1 CHA, -1 CON
4 Gnome +1 INT, -1 STR
5 Halfling +1 DEX, -1 STR
6 Half-Orc +1 STR, -1 CHA
7
8
9
10 Melee Ranges
11 Close (e.g. Touch, Dagger, Grapple), <1m of oppon
12 Short (e.g. Longsword, Mace), within 1-2m of oppon
13 Medium (e.g. Spear, Greatsword), within 2-3m of oppo
Long (e.g. Pike, Glaive), within 3-5m of opponent
resources (min 5)
Secondary Tertiary also affects HP, EP, MP by same value (not affected by INT)
3 1 (total modified by INT, in order, min 1)
change focus at level up
Sorcery (DEX + INT)
Move Speed Healing (CON + WIS)
1 m/s Elementalism (STR + WIS)
0.75 m/s Darkvision Spirit Magic (WIS + CHA)
1 m/s Blood Magic (CON + CHA)
0.75 m/s Darkvision Necromancy (INT + WIS)
0.75 m/s Darkvision Enchantment (INT + CHA)
1 m/s
Untrained skills Trained skills
Bash doors require at least 1 point investment
h, Dagger, Grapple), <1m of opponent
sword, Mace), within 1-2m of opponent
r, Greatsword), within 2-3m of opponent
Glaive), within 3-5m of opponent
e value (not affected by INT)
5
Starting HP 25
EP 25
MP 25
Spellbook (can learn new spells), somatic components, prepare spells
Long casting time, material components, can be disrupted
Elemental source to be more effective, medium casting time
Can restore MP with successful cast, high chance of spirit anger/backfire
Uses HP, uses blood (own, ally, opponent possibilities)
Very long casting times (rituals), expensive/rare material components
Somatic components, short casting time,
XP table Max XP per combat? E.g. rank * 100
1 0
least 1 point investment 2 2,000
3 5,000
4 9,000
5 14,000
6 20,000
7 27,000
8 35,000
9 44,000
10 54,000
11 65,000
12 77,000
13 90,000
14 104,000
15 119,000
16 135,000
17 152,000
18 170,000
19 189,000
20 209,000
3 1
20 15
20 15
20 15
r combat? E.g. rank * 100
286 14
714 36
1,286 64
2,000 100
2,857 143
3,857 193
5,000 250
6,286 314
7,714 386
9,286 464
11,000 550
12,857 643
14,857 743
17,000 850
19,286 964
21,714 1,086
24,286 1,214
27,000 1,350
29,857 1,493
Pre-history
Land of monsters - mythical, magical, scary. Many now consider it to be nonsense, but bone
Orcs - cave dwelling, neanderthal like existence. Life just about survival. Oral tradition of st
Gradually Orcs became stronger and began to overcome monsters, extend their living spac
Families become tribes, tribes become villages
No organisation beyond villages - considered at war with each other. Still plenty of monster
Hunting existence, forests widespread. Warriors, some shamans
As monsters are overcome, Goblins (lesser cousins of Orcs) also start to gain footholds and
Some tolerance of other tribes, battles become less frequent
Settled period of c300 years as fewer monsters remain and orcs / goblins tribal/hunting exis
Have their own shamanistic/spiritual traditions and worship of "gods"
Essentially primitive/savages
Deep in the mountains near the core of continent, troglodytes underground/cavern existenc
Evolve into branches - duergar (precursor dwarves), svirneblin (precursor gnomes) and dark
Live off lichens/fungi/cannibalism/vermin/bats/underground fish
Underground water sources and rivers highly prized
Very infrequent monsters of the deep
Legend - Faxlor, god and father of the short races, gives gifts to his children. Intelligence. C
Races become civilized and morph into dwarves, goblins and halflings. Tolerant and co-ope
Dwarves - crafting and metallurgy. Gnomes - scientific and research. Halflings - trading and
Gods for each race, figure that each race is descnded from
Elves - ship crash. All descended from there, mainly half-elves now
e nonsense, but bones and fossils are found…
al. Oral tradition of storytelling. First fragments of history
end their living space
till plenty of monsters around.
o gain footholds and more of a presence. Historically forest/tree dwelling
ns tribal/hunting existence
ound/cavern existence. Affinity to fire/volcanoes. Blind / heat sensing
sor gnomes) and dark cousins (precursor halflings). Very few in number and isolated/keep to themselves
ldren. Intelligence. Craft. Fireworking. Sight. Civility.
Tolerant and co-operative towards each other as only life they know. Start crafting and reach surface, thoug
alflings - trading and cooking
p to themselves
reach surface, though still live underground.
STR Very Light (-1) Light (0) Medium (1)
1 2 4 7
2 3 7 10
3 5 10 15
4 7 15 22
5 11 22 33
6 17 33 50
7 25 50 75
8 33 67 100
9 44 89 133
10 59 119 178
11 79 158 237
12 105 211 316
13 140 281 421
14 187 375 562
15 250 499 749
16 333 666 999
17 444 888 1,332
18 592 1,184 1,776
19 789 1,578 2,368
20 1,052 2,105 3,157
Heavy (2) Max (3)
9 11
13 16
20 25
30 37
44 56
67 83
100 125
133 167
178 222
237 296
316 395
421 527
562 702
749 936
999 1,249
1,332 1,665
1,776 2,220
2,368 2,960
3,157 3,946
4,209 5,262