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Heroes of Adventure - Players Handbook v0.5
Heroes of Adventure - Players Handbook v0.5
P L AY E R S H A N D B O O K
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IO TE
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V
Table of Contents
1 Rules 4 Equipment
1.1 Introduction…..……..………………………..……05 4.1 Equipment…………….….…….…..……………….39
1.2 Rules.………………..…….……………..…….……06 4.2 Equipment Lists……………….……………………40
1.3 Adventure Example………….…………………….10
5 Crafting & Alchemy
2 Setting 5.1 Crafting…………..….….………..………………….45
2.1 Setting Overview…………….……………………..13 5.2 Alchemy……..……….….………………………….46
2.2 History……………………….……………………..14
2.3 Factions……………………….…………………….15 6 Magic
2.4 World Map…………………….………………..….16 6.1 Magic……………….…..………..………………….49
2.5 Regions……………………….…………………….18 6.2 Spells……………….……………………………….49
6.3 Scrolls……………..….……………………………..50
3 Heroes 6.4 Grimoires………….…….………………………….50
3.1 Heroes…………………….…….…………..………21 6.5 Spell Lists……………….…………….…………….51
3.2 Creating a Hero……………….……………………22
3.3 Skills………………..………….……………………23 7 The Gods
3.4 Advancement………………….……………………23 7.1 The Gods……..…………….……………………….58
3.5 Races…………….……………..……………………24 7.2 Religions……….…………….……………………..59
3.6 Classes………..………………….………………….28
3.7 Backgrounds………………………………………..36 Hall of Heroes……………….…...…….………..………60
Hero Character Sheet……………..….…………………62
Heroes of Adventure is a fantasy adventure game inspired by classic role-playing games from yesteryear.
What is familiar with classic fantasy games What may be different from classic fantasy games
• Characters (Heroes), Classes & Races • Skill dice replace ability scores
• Hit Points (Health) attribute • Critical successes & failures
• Levels, Experience & Character Advancement • Advantage and Disadvantage rolls
• ‘Roll a d20!’ • Equipment slots & wear
• ‘Roll for initiative!’ • Crafting & alchemy system
• Resource management • Reduced ‘power levels’
• A world of adventure to explore • Wounds system
• A bestiary of monsters to encounter • New magic system
• Random encounters • Favours system
• Morale rules • Religion System
• Random Treasure Tables • Character backgrounds and careers
• Adventure creation processes
• Collaborative world-building approach
• Random spark tables for world generation
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Heroes of Adventure PLAYERS HANDBOOK
PLAYTEST VERSION 0.5
3
Chapter 1: Rules
1.1 Introduction Page 05
1.2 Rules Page 06
1.3 Adventure Example Page 10
44
1.1 Introduction
Introduction How to Play
The world is old, civilisation has risen and fallen in the past. Heroes of adventure is a role playing game where players
The land hides many memories and secrets of an ancient take on the role of heroes in a fantasy medieval setting
civilisation. Centuries have elapsed since the time of the who band together to undertake quests. A referee
great invasion and the fall of the Empire. Humanity was presents the world, the story and controls the inhabitants
over-run and civilisation regressed as territories were to the players.
abandoned and fell into ruin or were lost within the growing
creep of the primeval wilderness. The game is played with the referee presenting a scene;
the players then make a decision on their course of action
You are at the dawn of a new age of discovery as human- and the outcome of these actions are determined. Play
kind seeks to rise from this dark age and rebuild their then moves onto the next scene. The players actions and
kingdoms and reclaim lost territories. You are a hero, a rare choices will determine how the adventure plays out.
breed of person who travels through the perilous wilderness
between settlements in search of adventure. Heroes are The majority of the game is narrated by the referee with
travellers, mercenaries, explorers and treasure hunters the players discussing and agreeing their actions. When
surviving by taking on jobs that others refuse to do. the players attempt something risky, uncertain or when
the action is opposed then they may be asked to make a
About Heroes of Adventure check.
• Inspired by classic role-playing adventure games of
A check is made by rolling a d20 die to equal or exceed a
yesteryear
target number (target check) or beat a d20 die roll made
• This book (Players Handbook) and the accompanying
by an opponent (opposed check).
Referee’s Guide contains all the rules you need to play
the game
The game continues until the adventure is completed or
• Semi-compatible with other ‘osr’ (old school revival)
the players are defeated or retreat to survive another day.
type games.
The players can earn rewards for their heroes and may
earn experience points which allows them to raise their
Overview level, learn new skills and undertake more challenging
• Heroes of Adventure is an adventure game for 2+ adventures.
people, set in a fantasy medieval world
• The game is played as an interactive story The game is played in a world known as the Fallen Lands
• A referee acts as narrator of the story and adjudicates which starts as a blank canvas for the players and referee
the rules to develop collaboratively through gameplay and
• Players portray the role of a hero in the world, adventures.
undertaking quests for rewards
• Each session of play ranges from 2-4 hours and The outcome of each adventure should result in some
adventures may take multiple sessions to complete. meaningful change in the setting so the players actions
have consequences in the world.
What You Need to Play
• 2 or more people Playing a Hero
• Players Handbook (for the players) • Portray the role of your hero thinking and acting as
• A character sheet (for each player) your hero would, role-playing is optional
• Referee’s Guide (for the referee) • Play collaboratively with the group, team work is a
• A pre-prepared adventure (for the referee) key to success
• A free starter adventure Lair of the Mutant is available • Ask questions, discover information and use this
here https://nameless-designer.itch.io/lair-of-the- knowledge to devise plans
mutant • The world is a dangerous place, consider risks and
• Dice (d4, d6, d8, d10, d12 & d20) consequences and aim to survive
• Paper, pencil, eraser. • Combat can be unpredictable and deadly, different
solutions exist
• Dice rolls are used to determine the outcome of
physical actions but do not solve investigation and
social interactions, use your judgement.
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CHAPTER 1 | RULES
1.2 Rules
Core Rules Adventuring
When to Check? When attempting something risky/ Actions: Players take one action each turn. Scale of
uncertain or avoiding/opposing something. actions depends upon the phase of play.
Checks: Roll d20 to equal or exceed a target number Time: Exploration turns take 10 minutes and heroes
based on the Target Number Table (Page 7) or roll d20 can explore one room. Combat & Encounter turns
to beat an opponents d20 roll when the action is take a few moments and last 10 mins in total.
opposed. Failure may result in some consequence
such as setback, time or loss of resources. Movement: Players move from room to room when
exploring. During an encounter players can move can
Skills: If a relevant skill is used, add your skill die to one range band per turn.
the roll. Skill dice range from d4, d6, d8, d10, d12
(max. Heroes) or d20 (max. Monsters). Heroes have Distance: For encounters, range bands are used as per
specific skills but Monsters use a general skill die for the Range Band Table (Page 7).
all checks.
Critical Success or Failure: Rolling a natural 20 or Exploring: Managed through asking questions and
beating the target number by 10 or more is a critical describing the scene.
success and results in a more positive outcome.
Rolling a natural 1 or failing by 10 or more is a Traps & Hazards: Will generally be obvious and can
critical failure and results in a worse outcome. be overcome through player interaction. Checks may
be used to overcome or avoid physical affects.
Advantage (ADV) & Disadvantage (DIS): Awarded
at the referee’s discretion based on situational factors. Settlement Visits: Players can rest and re-equip
Roll the check twice taking the highest result between adventures. Detailed movement is not
(Advantage) or lowest result (Disadvantage). tracked and actions take a half day.
Reaction Rolls: Determines the outcome of random Wilderness Travel: Players can typically move 12
or uncertain events outside the players control. miles (2 hexes) per half day and progress is tracked on
Referee rolls a d20, consults the Reaction Table and the wilderness map
interprets the result according to the situation.
Social Interactions: Checks can be used to support
but not decide social interactions, dialogue between
players and referee are encouraged.
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CHAPTER 1 | RULES
7
CHAPTER 1 | RULES
Combat Actions: Combatants may take one action; Stress: Casting spells stresses the caster resulting in a
• Attack (move a range band to engage and attack) temporary loss of 1 health which can only be
• Press (no move, advantage on attacks made and recovered through overnight rest.
received until next turn)
• Parry (no move, disadvantage on attacks made Spell Charge: Spells can be charged by stressing
and received until next turn) yourself 2 or 3 health points to enhance the spell
• Combat manoeuvre (push, pull, trip, grapple, effect as per the Spell Effects Table (Page 8).
referee decides check and outcome)
• Fast Move (move two range bands) Critical Success or Failure: On a critical success the
• Use an item spell is automatically charged. On a critical failure roll
• Use an ability (cast a spell). on the Wild Magic Table (Page 9).
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CHAPTER 1 | RULES
Wounds Table
d20 Condition Outcome (Knocked out until the end of the encounter plus the following)
01 Mortal Wound You cling to life until the end of the encounter to whisper a last few words
02 Fractured Skull Lose 2 health and disadvantage on lore, senses or magic checks permanently
03 Lose Arm/Hand Lose 2 health and use 1 handed items only and disadvantage on combat permanently
04 Lose Foot/Leg Lose 2 health and disadvantage on agility and athletics and moves slowly permanently
05 Internal Injury Lose 2 health and disadvantage on any physical checks permanently
06 Lose an Eye Lose 1 health and disadvantage on senses and ranged combat permanently
07 Broken Ribs Lose 1 health and disadvantage on physical checks for the adventure permanently
08 Head Wound Lose 1 health forever. Disadvantage on lore, senses or magic checks for the adventure
09 Broken Arm/Hand Lose 1 health forever. Use 1 handed items, disadvantage combat for the adventure
10 Broken Foot/Leg Lose 1 health forever. Disadvantage on agility, athletics and move slowly for adventure
11 Punctured Lung Lose 1 health forever. Gasp and wheeze acting once every 2 turns for the adventure
12 Chest Wound Disadvantage on physical checks for the remainder of the adventure
13 Blow to the Head Disadvantage on lore, senses or magic checks for the adventure
14 Arm/Hand Injury Use 1 handed items only, disadvantage combat for the adventure
15 Leg/Foot Injury Disadvantage on agility, athletics and moves slowly for adventure
16 Bruised Ribs Gasp and wheeze acting once every 2 turns for the session
17 Winded Disadvantage on physical checks for the remainder of the session
18 Blurred Vision Disadvantage on lore, senses or magic checks for the session
19 Scarred Suffer a nasty scar (d20, 1-5 head, 6-10 chest, 11-15 L/R arm, 16-20 L/R leg)
20 Lucky Escape Injury not as bad as first thought. Unconscious until the end of the encounter
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CHAPTER 1 | RULES
Our heroes have taken a contract to investigate an Weiland: Looks like we scared something off. Why don’t
abandoned mine near the village of Gravestone. we use a few more of the torches from brackets below to
Referee: You venture further into the mine shaft. The cold better light the pit and scare whatever is below away. We
stone passage-way continues ahead, the only light is can also leave a torch burning in this area.
coming from Talia’s torch. Every ten feet or so you pass the Talia: How difficult is the climb, I have a 50ft rope. Can I
rotten remains of a wooden support beam and you attach it to the bracket on the wall?
carefully pick your way through some loose rock until the Referee: You can attach the rope to the brackets on the
passage opens up into a wide area, at the centre lies a deep wall and it extends to the bottom of the pit which you
pit. assess is about a 30ft drop. If you have the rope, no
Talia: How big is the room and the pit? athletics check is required and it will take a turn for you
Referee: Both the room and depth of the pit extend both to climb down. You’ve now spent a turn exploring
further than the range of your torchlight currently. this room.
Talia: I will carefully walk a circuit around the room and The referee waives the need for an athletics check as they
the pit looking for any other exits or anything of interest. I have a secure rope in place. As a turn has elapsed the referee
have my dagger drawn and torch in hand. makes a random encounter check. The target number to
avoid a check starts at 1 and goes up a point each turn. The
Weiland: I will follow sharing Talia’s torchlight and have referee rolls a d20 (4). Nothing occurs but the target number
my longsword and shield at the ready. rises to 2 after the next turn.
Referee: The room is circular in shape and surrounds a Weiland: I will throw down two more torches from the
deep pit approximately 30 feet in diameter. You notice brackets near the tunnel we saw that shape dart away from
there are various bony remains of animals scattered and then climb down. Talia, you keep an eye out and if you
around the floor and a small trail of dried blood leading to see anything shout and I will climb back up.
the edge of the pit.
Talia: I will light one more torch in this room and grab the
Talia: I’m going to listen and see if I hear anything down remaining two and leave them close to the edge of the pit
the pit. I have senses d4 skill. in case we need to use them.
The referee knows there’s something lurking in the pit and Referee: Weiland climbs down the floor of the pit to find
thinks there’s a moderate (target 10) chance of hearing this. various remains of animals at the bottom of the pit. The
He makes a secret roll on behalf of the player so as not to floor is marked with dried blood and you can see a tunnel
spoil the outcome and gets a 8 + 2 = 10, a success. the height and width of a man leading into darkness.
Referee: Talia, you edge cautiously towards the pit and Weiland: I pick up one of the torches on the ground and
listen. You can hear a quiet thumping and crunching throw it at the face of the tunnel to see if I can see
sound followed by another ‘whooshing’ sound from below. anything inside before drawing my sword and shield
Weiland: I’m going to grab a torch from one of the waiting for Talia to climb down (Talia nods agreement).
brackets, light it and drop it down the pit. What do I see? Referee: Ok, you are about ten feet away from the tunnel
Referee: The torch drops for a few seconds and lands with and the light from the torch shows the tunnel extends
a small thump on the ground, shadows flicker and you see further into darkness but there is no movement. Talia
the movement towards a tunnel at the base of the pit. climbs down as another turn elapses.
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CHAPTER 1 | RULES
1212
CHAPTER 2 | SETTING
13
CHAPTER 2 | SETTING
2.2 History
Unknown: Time of the
Primals
14
CHAPTER 2 | SETTING
2.3 Factions
The Church (Major) Sentran Empire (Major)
Organisation Type: Established Religion, Political Organisation Type: Politcal, Military
Philosophy: Faith, Spread the word Philosophy: Superiority, Rebuild the glorious empire
Reputation: Well-Known Reputation: Feared
Goals: Goals:
• Popularise the worship of Sunnos • Build the Second Empire
• Establish a church in every settlement • Conquer all the regions
Resources: Resources:
• Acolytes, Missionaries, Priests & High Priests • Sentran Imperial Army
• Established Churches presence in key settlements • Technology & knowledge
Description: Description
• The Church is the most popular religion in the land • Covers the lands of people of New Sentra and it’s
worshipping the Sun-God Suunos, the protector power base at the City of Lanatus
• The Faith was popularised by the Sentran Empire who • They seek a return to the glory days of the First
once had a presence in every key settlement Empire
• Different factions exist within this church structure • Agents of Empire are said to have infiltrated many
such as the Whitecloaks, a militaristic order of towns, settlements and strongholds in the Fallen
templars and the Brotherhood, defenders of humanity Lands preparing for the return of the new empire.
against chaos and magic who live by the mantra “we
walk in the shadows, so others don’t have to” who have
a murky reputation.
Goals: Goals:
• Defend humanity from supernatural threats • Preserve the old ways, the worship of Reeva
• Recruit members with the ‘gift’ • Unearth the ancient primal powers
Resources: Resources:
• Seven High Mages wandering the lands in secret • Druids, Wardens
• The Acropolis, home of the Magi in the Misty Isles • Good will of rural/borderland villages in Farlands
Description Description:
• Descendants of the seven ancient Magi who guided • Followers of the ‘old ways’ who recognise and respect
and protected humanity in ancient times nature and the elder powers of the land
• They form the only known cabal of sorcerers who live • Have a strong affinity with the Goddess Reeva
a reclusive life away from civilisation in the Mystic • Seek to unearth the powers of the primals and return
Isles. to more traditional ways
• Oppose the politics and rule of The Church.
15
2.4 World Map
distance: 1 hex = 24 mile
Northern Territories
New Sentra
Skard Territories
16
Broken Lands
Wildlands
Farlands
Misty Isles
17
CHAPTER 2 | SETTING
2.4 Regions
New Sentra Misty Isles
• Population: Human dominant • Population: Human dominant
• Settlement Types: Towns, Fortified Outposts, Villages • Settlement Types: Villages, Fishing Villages
• Religion: Church of Suunos • Religion: The Old Ways
• Factions: Church of Suunos, Sentran Imperial Army, • Factions: Order of Magi
Sentran Nobility
• An archipelago of hilly isles surrounded by a haunting
• A coastal region bordering the western sea, home to permanent mist, it is a place of mystery
the former Sentran Empire, a place of glory and • This is a place of solitude, the many isles hiding a
decadence network of caves, passages and secrets
• Lanatus, the city of whispers stands proudly atop a • The isles are protected by natural barriers of reefs and
large plateau. Once the heart of the old Empire rocks behind which sit large man-made coastal towers
• The surroundings lands are comprised of hills, valleys, overlooking the vast ocean expanse
plains and forests punctuated with strongholds and • The Misty Isles is sparsely populated, the human
towns crossing major trade routes population is considered reclusive by outsiders
• The ruling nobility proclaim their Sentran heritage • The land includes a number of islands guarded by
and dream of the days of the Empire forts and outposts, many small fishing villages and
• Disillusioned commoners work tirelessly, unhappy small trading posts exist on the coast
with the class divide • The people of the lands follow ancient traditions and
• The Church of Suunos is present in every settlement. respect the old ways.
‘The Faith’ is a powerful political influence in Sentran
society.
• An overgrown wilderness expanse hiding many • A vast area of steppe-lands breathing fire and smoke
isolated settlements controlled by territorial lords who which extends north to the icy mountains at the edge
maintain an uneasy alliance of the world
• The land ranges from the alpine mountainous areas to • Volcanic mountains spits ash and dust, clouding the
the north through to the hills, valleys forests and lands in darkness. Rugged terrain comprised of rocky
moorlands to the south steppes, foothills, plateaus and canyons with cursed
• The hills and mountains hide many old mines and megalithic structures jutting from the ground formed
cave complexes which venture below of obsidian rock
• Disused roads and overgrown paths lead east and • The land is home to many nomadic tribes and savage
north, abandoned from the days of the Empire humanoids who roam these harsh lands, only the
• Lowland area of marshes, wetlands and bogs to the strong survive. They converse in the ‘broken tongue’
south • Many dangerous monsters, mutants and twisted
• This region has a reputation for being a lawless place. creatures prowl these lands.
18
CHAPTER 2 | SETTING
Farlands
• Population: Human
• Settlement Types: Towns, Villages, Fortified
Settlements
• Religion: Old Ways,
• Factions: Local Lords
19
Chapter 3: Heroes
3.1 Heroes Page 21
3.2 Creating a Hero Page 22
3.3 Skills Page 23
3.4 Advancement Page 23
3.5 Races Page 24
3.6 Classes Page 28
3.7 Backgrounds Page 36
2020
CHAPTER 3 | HEROES
3.1 Heroes
Heroes Class
• A hero is the character you control in the game • Each class has a different career option which can
• A Character Record Sheet (Page 62) is used to record influences their skills, abilities and equipment
your hero’s attributes, skills, abilities and equipment. • The referee may limit magic using classes (i.e. Clerics,
• Heroes are considered a cut above a normal folk with Druids and Mages) to one of each type per group to
the potential to achieve great things. account for the rarity of magic in the setting.
• Barbarians are wild, uncompromising warriors
Hero Description fuelled by aggression
• Clerics are priests, witch-hunters, crusaders and
• A hero has a number of statistics known as attributes leaders blessed with holy powers of their deity
which is a measure of the hero’s capability in different • Druids are explorers, wardens of the wilderness and
areas keepers of the old ways
• Race describes the hero’s species, this determines their • Knights are champions, leaders and justice seekers.
starting attributes • Mages are scholars, explorers, historians and
• Class/Career describes the hero’s profession and practitioners of the magic arts
background, this influences their attributes, grants • Rangers are hunters, woodsman, scouts and
class abilities and determines their starting equipment wilderness survivalists
• Level (LVL) is a measure of the heroes experience • Rogues are thieves, adventurers and treasure-hunters
rated from 1 (start) to 10 (maximum). The higher the • Warriors are men-at-arms, mercenaries and sell-
level the more capable the hero swords who fight for coin.
• Health (HLT) is a score representing how much
physical injury or stress they can endure before
dying when this falls to zero
• Defence (DEF) is a score which reflects the
target number required to hit the hero in combat
and is dependent upon your race, armour worn
and level
• Piety (PTY) is a score representing favour within
your deity and is depleted when you call divine
favours. Not all characters will elect to follow a
God and gain piety points
• Skills describe the hero’s talent and training in
three areas; traits; physical and knowledge.
These are rated from 0 (untrained) to d4, d6, d8,
d10 and d12 (maximum). You add your skill die
to any check when using this particular skill
• Equipment; weapons, armour and equipment
carried by the hero
• Abilities are special feats heroes can perform and
is linked to their class.
Race
• Humans are the dominant species although
other races can be unlocked during the game
• The referee may limit the number of non-human
heroes to 1 of each type per group to account for
their rarity
• Northmen are descendants of the dwarven race
who reside in their great mountain forts
• Wildfolk are descendants of the elven race who
now live in isolation in the wilderness
• Wildlings are rare off-spring of both human and
wildfolk with no natural home and often travel.
21
CHAPTER 3 | HEROES
The player decides that the hero was a former soldier who
once witnessed the destruction of a hamlet by some
fearsome beasts which they fought briefly. He has sworn to
destroy these creatures if he encounters them again.
22
CHAPTER 3 | HEROES
23
CHAPTER 3 | HEROES
Human Attributes
• Health: 5
• Defence: 8
• Languages: Common
• Skills: Pick 1 Trait, 1 Physical & 1 Knowledge
• Abilities: None
• Starting Age: 20-40 years
Human Description
Humans are the most varied in terms of appearance and
personality and their population is the most widely
distributed across the Fallen Lands. All humans speak the
common tongue of the land.
Human demography is largely rural with people living in
the many isolated strongholds, towns, steadings, villages
and hamlets across the lands.
Travel has been historically limited between settlements
due to the many perils of wilderness travel but it is now
the start of a new age with settlements recently starting to
expand their territories, explore the borderlands for
resources and develop trade routes with other settlements.
As the most common of the humanoid races. There are
no restrictions on the number of human heroes in a
party.
Human Equipment
Roll d6 to determine an unusual item you carry:
1. A pouch of elementium dust
2. A pouch of hercanium dust
3. A spyglass
4. A lucky charm (re-roll any die once, single use)
5. A magic lodestone
6. A potion of healing
Human Upbringing
Roll d6 to describe your upbringing:
1. As an craftsman’s apprentice, gain agility skill
2. Worked with people, gain command skill
3. Working the fields, gain fortitude skill
4. Living on the streets, gain senses skill
5. Training in self-defence, gain strength skill
6. Following some teachings, gain will skill
24
CHAPTER 3 | HEROES
Northmen
Descendants of the Dwarven race, dwell in the Northern Territories
Northmen Attributes
• Health: 10
• Defence: 8
• Languages: Common, Dwarven
• Skills: Crafting, Fortitude, Strength, Languages
(Common, Dwarven), Traps, Will
• Abilities: Dark Vision, Iron Skin, Long-Lived
• Starting Age: 40-80 years
Northmen Description
Northmen are shorter and stockier than humans with a
natural strength and toughness and a lifespan of up to 200
years. Northmen are hardy creatures with earth coloured
skin and dark coloured hair with males favouring beards
and facial hair. They also possess the dark vision ability.
Driven from their ancient homelands centuries ago, they
are predominantly found in remote fortified settlements in
the hills and mountains of the northern territories. They
are proud warriors, explorers, craftsman and builders who
live in clans which are comprised of many individual
families. Northmen have superior knowledge of alchemy,
mining, crafting and technology. Evidence of this
knowledge is seen through the use of munitions and tools
when mining, exploring and developing their
underground fortresses.
Northmen are uncommon and it is recommended that
only one northmen hero exists in a party at one time. Northmen Abilities
• Darkvision: The ability to see in the dark up to
Northmen Equipment medium range band (60ft)
Roll d6 to determine an unusual item you carry: • Iron Skin: Damage resistance, all injuries are reduced
1. Flask of Mountain Stout by 1 point
2. Dwarven Flares x5 • Long-Lived: Have a lifespan of up to 200 years (x2
3. Flask of Dwarven Fire human age).
4. Dwarven Explosive
5. Heavy Crossbow + Dwarven Incendiary Bolts x5
6. Hercanium Steel Dagger d6
Northmen Upbringing
Roll d6 to describe your upbringing:
1. Worked at the forge, gain crafting skill
2. An alchemists apprentice, gain alchemy skill
3. Patrolling the tunnels, gain melee combat skill
4. Exploring deep chasms, gain athletics skill
5. A diplomat or traveller, gain languages skill
6. Studied with the oathkeepers, gain lore skill
25
CHAPTER 3 | HEROES
Wildfolk
Descendants of the immortal elves, the eldest of the humanoid races
Wildfolk Attributes
• Health: 8
• Defence: 10
• Languages: Common, Elven
• Skills: Agile, Athletics, Languages (Common, Elven),
Magic, Ranged Combat, Senses, Wilderness Survival
• Abilities: Alertness, Meditative Trance, Very Long-
Lived
• Starting Age: 50-100 years
Wildfolk Description
Wildfolk are are a dying race due to low birth rates and
decreasing life-spans compared to their true elf ancestors.
They are slender graceful humanoids in appearance with
fair hair and pointed ears and have a life-span of up to 400
years.
They are creatures of the wilderness and have a strong
affinity with magic and reside within tribal communities
deep within the wildlands, generally avoiding contact with
other races. They speak a derivation of the elven tongue
and are taught the common tongue of the land to enable
them to communicate with other races should the need
arise.
Wildfolk heroes are very long-lived; possess the meditate
ability and have keen senses.
Due to their rarity, it is recommended only one wildfolk
hero exists in a party at a time.
Wildfolk Equipment
Roll d6 to determine an unusual item you carry.
1. Elven Leven Bread (nourishing, lasts 4 days)
2. Pouch of Moondust (treat as invisible spell)
3. Pouch of Glitterdust (lights 30ft area for 1hr)
4. Selenite Crystal (advantage on meditative trance)
5. An elven cloak, advantage on stealth checks Wildfolk Abilities
6. An elven shortbow, d6 advantage on damage • Alertness: Advantage on senses checks
• Meditative Trance: Once per session may rest for 1
exploration turn (10 mins) and recover d4 health
Wildfolk Upbringing • Very Long-Lived: Have a lifespan of up to 400 years
Roll d6 to describe your upbringing: (x4 human age).
1. A woodcrafters apprentice, gain crafting skill
2. Traveller of the Fallen Lands, gain languages skill
3. Skilled archer, gain ranged combat skill
4. Deep forest ranger, gain wilderness skill
5. Apprentice to a spell-weaver, gain magic skill
6. Studied as a lore-keeper, gain lore skill
26
CHAPTER 3 | HEROES
Wildlings
The off-spring of Humans and Wildfolk
Wildling Attributes
• Health: 5
• Defence: 9
• Languages: Common, Elven
• Skills: Agile, Athletics, Languages (Common, Elven),
Magic, Ranged Combat, Senses
• Abilities: Adaptable, Long-Lived
• Starting Age: 30-50 years
Wildling Description
Wildlings (also known as Half-Bloods or Half-Elves) come
from two different worlds but do not belong to either.
Wildlings share the physical characteristics of both human
and wildfolk parents although the dominance of traits can
vary and their heritage may not always be obvious.
They are generally found within wildfolk settlements,
generally born as the off-spring a human who has
wandered far from home and a curious wildfolk. Their
existence is tolerated but they have a tendency to travel
due to a general mistrust or lack of acceptance by the
wildfolk tribe members.
Wildlings are inquisitive and adaptable; at creation they
may learn a class ability from any class. They are also long-
lived, living for up to 200 years and speak both the
common and elven languages.
Due to their rarity, it is recommended that only one
Wildling hero exists in a party at a time.
Wildling Equipment
Roll d6 to determine an unusual item you carry.
1. Elven Leven Bread (nourishing, lasts 4 days)
2. Pouch of Moondust (treat as invisible spell)
3. Pouch of Glitterdust (lights 30ft area for 1hr)
4. Cold Iron dagger (d4 damage, x2 vs. magic/fey)
5. An elven cloak, advantage on stealth checks
6. Ironwood staff, d4 advantage on damage Wildling Abilities
• Adaptable: Select a class ability from any class of your
Wildling Upbringing choosing
Roll d6 to describe your upbringing: • Alertness: Advantage on senses checks
1. A dubious background, gain pilfer skill • Long-Lived: Have a lifespan of up to 200 years (x2
2. A traveller and entertainer, gain lore skill human age).
3. A trainee artisan, gain crafting skill
4. An acolyte, gain religion skill
5. A hunter or forager, gain wilderness survival skill
6. Studied with Wildfolk spell-weavers, gain magic skill
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CHAPTER 3 | HEROES
Beast Master
Description: Living outside of a settlement feeling a
greater empathy with nature bonding with the animals and
spirits of the land which have guided and protected you.
Attributes: (Skill) Animal Handling; (Ability) Animal
Companion; (Equipment) Net, Whip
Background: Mark your settlement on the world map.
Name a former battle companion you lost contact with.
Berserker
Barbarian Attributes Description: A warrior amongst your people known for
your recklessness in battle when you release that burning
• Health: +8 rage and let the bloodlust wash over you in battle.
• Skills: Melee Combat, Strength
• Abilities: War Cry Attributes: (Skill) Fortitude; (Ability) Intimidate;
• Equipment: Hide Armour, Battle-Axe, 100sp (Equipment) Hand-Axe, Performance Drugs.
Background: Mark your settlement on the world map.
Barbarian Class Abilities Name a monster with whom you had a vicious encounter
with in the past.
Start with War Cry and one more ability based on your
career. A new ability is chosen at each new level.
Highlander
• Animal Companion, gain an animal companion. It Description: A fierce warrior of your clan notorious for
can follow simple commands their fearsome appearance in battle, daubed with war-
• Charge, charge and attack an enemy from medium paint and boldly clothed in the colours of their clan.
range as an action (None or light armour only)
Attributes: (Skill) Fortitude; (Ability) Charge;
• Combat Reflexes, advantage on initiative checks
(Equipment) Greatsword, Warpaint.
• Dodge, use your next action to make an agility check
greater than the attackers roll to avoid a hit in combat. Background: Mark your settlement on the world map.
Half damage on a failure (None or light armour only) Name a warrior you defeated and whose sword you use.
• Great Cleave, you can attack all opponents close to
you as a single attack Outlander
• Fast Attack, you may attack twice as a single action.
Description: You served your tribe as a warrior and
• Intimidate, force a morale check against a medium or
hunter leading a primitive life. You have some marking or
smaller sized opponent once per session
item related to your tribe.
• Iron Skin, gain 1 point of damage resistance
• Mighty Blow, make a melee attack. On a hit damage Attributes: (Skill) Wilderness Survival; (Ability) Totem
roll is made at advantage Magic; (Equipment) Fishing Kit, Gold Nugget (50sp).
• Totem Magic, learn and use totem magic abilities. Background: Mark your settlement on the world map.
• Tough, advantage on fortitude checks Write down the name of an enemy tribe.
• War Cry, once per session make a war cry which gives
you advantage on your next two actions. Choose a Name
Sample names include; Kronan, Cullyn, Wulfram, Slayne,
Barrak, Sunya, Scathyk, Aewyn, Skelhag, Grunhild.
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CHAPTER 3 | HEROES
Cleric
Divine-touched people in the service of their patreon. Clerics operate in many guises
such as priests, witch-hunters, monster-hunters, investigators, crusaders or prophets
Choose a Career
Choose (or roll d4 for) a career from; Faithless; Priest;
Witch Hunter or Zealot.
Faithless
Description: You feel the calling of an elder power from
the time of the ancients. You have ventured out into the
world to seek your destiny.
Attributes: (Skill) Lore; (Ability) Rune Magic;
(Equipment) Amulet of Protection (ADV, 3 uses), Dagger.
Background: Name and describe the elder power that
calls you.
Priest
Cleric Attributes Description: You have chosen to step beyond the simple
monastic orders of the temple and venture forth into the
• Health: +4 Fallen Lands in service of your patreon.
• Skills: Religion, Magic
• Abilities: Arcane Magic Attributes: (Skill) Melee Combat; (Ability) Shield Expert;
• Equipment: Robes, Staff, Holy Symbol, 100sp (Equipment) Chainmail, Mace, Wooden Shield.
Background: Name your temple and location. Name a
Cleric Class Abilities fellow Priest who was once an acolyte with you.
Start with Arcane Magic and one more ability based on
your career. A new ability is chosen at each new level.
Witch Hunter
Description: Trained by an faction devoted to the
• Arcane magic, learn and use arcane magic spells protection of humanity through the hunting of evil,
• Bless, once per session bless an object or person chaotic or undead creatures and users of the dark arts.
which gives advantage on next use Attributes: (Skill) Melee Combat; (Ability) Turn Undead;
• Dark magic, learn and use dark magic spells (Equipment) Leather, Longsword, Crossbow, 20 Bolts.
• Exorcise, once per session you may use an arcane
Background: Name and describe your mentor who
magic check to remove a magical affect (i.e. curse).
trained you. Name and mark the location of your order.
• Form magic, learn and use form magic spells
• Light magic, learn and use light magic spells
• Matter magic, learn and use matter magic spells Zealot
• Rune magic, learn and use rune magic spells Description: Trained as an acolyte for a secretive religious
• Shadow magic, learn and use shadow magic spells order. You acted in service of your patreon performing a
• Shield Expert, gain an additional +1 defence when variety of roles as guide, missionary, spy and protector.
using a shield Attributes: (Skill) Command; (Ability) Dark Magic;
• Time magic, learn and use time magic spells (Equipment) Cloak, Dagger, 2x Gas Bombs.
• Turn Undead, make a will based combat attack on
all undead within medium range to force a morale Background: Mark your home settlement and name your
check once per session. mentor who trained and guided you.
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CHAPTER 3 | HEROES
Druid
Druids are an order of protectors who follow the old ways, commanding the ancient
powers of the land. Attuned to nature with an affinity to the Earth Goddess
Choose a Career
Choose (or roll d4 for) a career from; Guardian; Seeker;
Shaman or Warden.
Guardian
Description: Trained in the druidic arts and keeper of the
old ways. A Guardians role is to protect the people of the
lands, their customs and history from great evil.
Attributes: (Skill) Religion; (Ability) Suggestion;
(Equipment) Holy Symbol, Paralysing Darts x5
Background: Name your mentor and mark the regional
area where your order operates.
Seeker
Druid Attributes Description: A nomadic traveller who seeks knowledge of
the ancients. New regions provided opportunities for
• Health: +4 mysteries to be revealed and new insights to be gained.
• Skills: Lore; Magic
• Abilities: Arcane Magic Attributes: (Skill) Wilderness; (Ability) Ghost Walker;
• Equipment: Robes, Staff, 100sp (Equipment) Leather Armour, Shortsword, Lodestone
Background: Mark your home settlement and the location
Druid Class Abilities of a potential adventure site on the edge of civilisation.
Start with Arcane Magic and one more ability based on
your career. A new ability is chosen at each new level.
Shaman
Description: Born with a strange talent and trained by the
• Air magic, learn and use air magic spells local wise-person. You served the settlement as counsellor,
• Animal magic, learn and use animal magic spells prophet, healer and custodian of cultural traditions.
• Arcane magic, learn and use arcane magic spells Attributes: (Skill) Will; (Ability) Animal Magic;
• Earth magic, learn and use earth magic spells (Equipment) Dagger, Dreamsleep Compound.
• Light magic, learn and use light magic spells
Background: Name your home settlement and the name
• Nature magic, learn and use light magic spells
of your mentor. Choose a religion to worship.
• Ghost walker, blend into the background and
disappear when not engaged in combat. Can use once
per session Warden
• Shape change, once per session transform into a small Description: You found a deeper spiritual connection
animal for 10 minutes/1 encounter with the forces of nature and served as hunter, guide and
• Suggestion, once per session on a successful magic vs protector of the frontier settlement.
will check, target follows a simple one word command
Attributes: (Skill) Wilderness Survival; (Ability) Totem
that does it no harm
Magic; (Equipment) Shortbow, Arrows x20, Dagger.
• Telepathy, once per session on a successful magic vs
will check, can read the mind of a person or monster Background: Mark the location of your home settlement.
• Totem magic, learn and use totem magic spells Name a rare version of a common animal which has acted
• Water magic, learn and use water magic spells. as your spirit guide in the past (i.e. White Stag).
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CHAPTER 3 | HEROES
Knight
Armoured soldiers, masters of martial combat and champions of the people. Often
associated with religious organisations and live by the strength of their reputation
Choose a Career
Choose (or roll d4 for) a career from; Vassal Knight;
Fallen Knight; Crusader or Paladin.
Vassal Knight
Description: Served as a vassal knight in the service of
your lord/lady. You were trained in the art of combat and
answered the call of battle once summoned.
Attributes: (Skill Lore; (Ability) Mounted Combat;
(Equipment) Horse, Lance
Background: Name the person you once served and mark
their settlement location.
Fallen Knight
Knight Attributes Description: Formerly a sworn knight, through some
• Health: +6 misfortune you are without a master and now travel the
• Skills: Melee Combat; Command Fallen Lands looking for employment and adventure.
• Abilities: Shield Expert Attributes: (Skill) Guile; (Ability) Mounted Combat;
• Equipment: Longsword, Chainmail, Shield, 100sp (Equipment) Mule, Spear
Background: Name your former master, and their
Knight Class Abilities location. Decide why you no longer serve them.
Start with Shield Expert and one more ability based on
your career. A new ability is chosen at each new level. Crusader
Description: A soldier of God, you were trained to seek
• Corrupt, learn and use dark magic spells
out and defeat evil through skill of battle and arms.
• Fast Attack, two melee attacks as a single action
Nothing shall stand in the way of justice and vengeance.
• Indomitable Will, advantage on will checks
• Inspire, once per session, inspire companions who Attributes: (Skill) Religion; (Ability) Killing Blow
gain advantage on actions for 1 turn (Equipment) Horse, Lance
• Killing Blow, if your attack kills an enemy you may Background: Name your mentor who trained you and
automatically attack another within short range mark the location of your chapter house.
• Mighty Blow, damage at advantage on a hit
• Mounted Combat, advantage on hit and damage
rolls when riding a horse in battle
Paladin
• Protect, as an action defend a person close to you Description: A trained warrior of law and order, the
for a turn. Attacks against them are at disadvantage holiest of knights. Your purpose is to protect the people of
• Rune Knowledge, learn and use rune magic the lands, righting wrongs and serving justice.
• Shield Expert, gain an additional +1 defence when Attributes: (Skill) Religion; (Ability) Inspire; (Equipment)
using a shield Cold Iron Dagger, Greatsword, Horse.
• Squire, gain a 1st level NPC follower. You may
Background: Name your chapter house and mark their
choose this ability more than once
location. Name a comrade who fought with you.
• Virtuous, learn and use light magic spells.
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CHAPTER 3 | HEROES
Mage
Mages are scholars, explorers, investigators, historians, seekers of ancient knowledge and
practitioners of the sorcerous arts
Choose a Career
Choose (or roll d4 for) a career from; Magi; Sorcerer;
Warlock or Witch/Necromancer.
Magi
Description: The bloodline of the elders course through
your veins. You were taken from your family at a young
age to train as an initiate with a secret order.
Attributes: (Skill) Languages (Ancient); (Ability) Rune
Magic; (Equipment) Lodestone.
Background: Mark your settlement where you were taken
from and the name the order where you were an initiate.
Sorcerer
Mage Attributes Description: Gifted as a child with a talent. Few realised
you had an aptitude for the arcane arts. Mentored by
• Health: +2 someone who recognised your potential but kept this
• Skills: Lore, Magic secret.
• Abilities: Arcane Magic
• Equipment: Robes, Dagger, 100sp Attributes: (Skill) Alchemy & Medicine; (Ability) Choose
one mage ability; (Equipment) Alchemy Kit
Mage Class Abilities Background: Name your home settlement and name your
mentor and add them as a contact.
Start with Arcane Magic and one more ability based on
your career. A new ability is chosen at each new level.
Warlock
• Arcane magic, learn and use arcane magic spells Description: Trained as a soldier but discovered a latent
• Air magic, learn and use air magic spells talent for the arcane arts which you have kept hidden from
• Chaos magic, learn and use chaos magic spells others whilst you learn and develop these powers.
• Dark magic, learn and use dark magic spells Attributes: (Skill) Melee Combat; (Ability) Form Magic;
• Earth magic, learn and use earth magic spells (Equipment) Leather, Longsword, Hercanium Dust.
• Fire magic, learn and use fire magic spells
Background: Mark there you trained as a soldier and the
• Form magic, learn and use form magic spells
name of a friend who shares knowledge of your powers.
• Matter magic, learn and use matter magic spells
• Rune magic, learn and use rune magic spells
• Shadow magic, learn and use shadow magic spells Witch/Necromancer
• Time magic, learn and use time magic spells Description: You had a gift of occult practices from an
• Water magic, learn and use water magic spells. early age. You were mentored by a local witch-woman in
your settlement who taught you the dark arts.
Attributes: (Skill) Alchemy & Medicine; (Ability) Dark
Magic; (Equipment) Cold Iron Dagger, Vial of Poison.
Background: Mark your settlement and name your
mentor and describe one of their powers.
Choose a Name
Sample names include; Dedsinat, Merlin, Morvana,
Hemlock, Kellan, Rowenna, Sereci, Wyllow, Palatine.
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CHAPTER 3 | HEROES
Ranger
Rangers are hunters, woodsman, scouts and provide expertise in wilderness
surroundings. They are lightly armoured and are highly skilled with ranged weapons
Choose a Career
Choose (or roll d4 for) a career from; Bounty Hunter;
Hunter; Pathfinder or Scout.
Bounty Hunter
Description: You specialise in the hunting and capture of
fugitives using your skills to pursue them through the
wilderness or within settlements.
Attributes: (Skill) Athletics; (Ability) Alertness;
(Equipment) Manacles, Chain, Gas Bombs x2
Background: Mark your home settlement and name a
fellow bounty hunter you have worked with in the past.
Hunter
Ranger Attributes Description: A skilled hunter amongst your people whose
role was to protect the village against beasts of the
• Health: +6 wilderness both natural and mythic.
• Skills: Ranged Combat, Wilderness Survival
• Abilities: Woodcraft Attributes: (Skill) Agility; (Ability) Aimed Shot;
• Equipment: Leather Armour, Shortbow, Arrows x20, (Equipment) Armour Piercing Arrows x5
Dagger, 100sp Background: Mark your home settlement. Name a
monster you had a vicious encounter with in the past.
Ranger Class Abilities
Start with Woodcraft and one more ability based on your
Pathfinder
career. A new ability is chosen at each new level. Description: You resided on the edge of civilisation and
built a reputation for ranging deep within the wilderness,
• Agile, advantage on agility checks exploring ancient trails beyond the realm of man.
• Aimed shot, spend a combat turn aiming, then Attributes: (Skill Melee Combat; (Ability) Dodge;
make a ranged attack at advantage, damage is (Equipment) Bedroll, Animal Trap, Wolfsbane, Travel
doubled Rations.
• Alertness, advantage on senses checks
Background: Mark the location of your settlement. Mark
• Animal Bond, advantage on animal handling
the starting point of an ancient trail you have discovered.
checks
• Dodge, use your next action to make an agility check
greater than the attackers roll to avoid a hit in combat. Scout
Half damage on a failure (None or light armour only) Description: You were trained as a scout for a military
• Dual Wielding, make a bonus attack in combat faction specialising in ranging, reconnaissance, ambush
with a second light weapon in your other hand and skirmish based combat.
• Evasion, +1 to defence wearing light or no armour. Attributes: (Skill) Agility; (Ability) Skirmish;
• Quick Shot, two ranged attacks as a single action (Equipment) Spyglass; Smoke Bombs x2.
• Reaction Shot, bonus ranged attack before combat
starts unless you were surprised Background: Name the faction you fought with and name
• Skirmish, melee attack and move if not using heavy your former commander.
armour. Does not provoke opportunity attack
• Totem magic, learn and use totem magic abilities Choose a Name
• Woodcraft, advantage on wilderness survival Sample names include; Fenric, Crow, Falyn, Natalya, Erin,
checks. Jehnna, Kali, Darrow, Kerr, Rojan, Tomas, Quinn.
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CHAPTER 3 | HEROES
Rogue
Rogues are adventurers, treasure-hunters, explorers and people of questionable
repute who rely on their specialist skills to support an adventuring party
Choose a Career
Choose (or roll d4 for) a career from; Bard; Delver; Knave
or Swashbuckler.
Bard
Description: You are a traveller, a story-teller, someone
who trades in words and knowledge and have an interest
in discovering knowledge, secrets, lore for re-telling or
trade.
Attributes: (Skill) Command; Guile (Ability) Silver
Tongue; (Equipment) Musical Instrument, Spell Scroll.
Background: Mark your settlement and two other
settlements you have visited.
Delver
Rogue Attributes Description: A treasure-seeker, historian or lore-master.
• Health: +4 You joined expeditions which visited ancient ruins and
• Skills: Agile, Languages (Sign), Pilfer, Senses sites seeking to discover the mysteries and legends of the
• Abilities: Lucky past.
• Equipment: Leather Armour, Dagger, 100sp Attributes: (Skill) Open Locks; Traps (Ability) Locksmith;
(Equipment) Lodestone, Specialist Tools.
Rogue Class Abilities Background: Mark the location of an adventure site which
Start with Lucky and one more ability based on your you have heard about but yet to explore.
career. A new ability is chosen at each new level.
Knave
• Agile, advantage on agility checks Description: You had a tough upbringing and did what
• Aimed shot, spend a combat turn aiming, then you needed to do to survive, moving from place to place
make a ranged attack at advantage, damage is when needed.
doubled
Attributes: (Skill) Pilfering; Open Locks(Ability) Dodge;
• Alertness, advantage on senses checks
(Equipment) Vial of Poison, Specialist Tools.
• Burglar, advantage on athletics checks
• Critical Strike, surprise melee attacks and damage Background: Mark a settlement you had trouble with the
rolls are both made at advantage law in the past. Name a contact who operates from here.
• Dodge, use your next action to make an agility check
greater than the attackers roll to avoid a hit in combat. Swashbuckler
Half damage on a failure (None or light armour only)
Description: You are a gambler, trickster, swordsman and
• Dual Wielding, make a bonus attack in combat
charlatan often moving from settlement to settlement in
with a second light weapon carried in your other
search of coin.
hand
• Evade, disengage from combat without incurring an Attributes: (Skill) Melee Combat; Guile (Ability) Dual
opportunity attack Wielding; (Equipment) Rapier, Gambling Dice.
• Locksmith, advantage on any open locks checks Background: Mark two settlements; one you are on good
• Lucky, once per session gain a free re-roll terms and one you are on unfriendly terms.
• Silver Tongue, advantage on any guile checks
• Traps Expert, advantage on traps checks. Choose a Name
Sample names include; Matt, Coltan, Kamira, Finn, Keldar,
Kira, Ley, Jack, Harald, Fay, Oslow, Milarn.
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CHAPTER 3 | HEROES
Warrior
Fighters, mercenaries, soldiers, sell-swords trained in the art of melee combat.
Warriors are the strong arm of the party specialising in combat
Choose a Career
Choose (or roll d4 for) a career from; Gladiator; Monster
Hunter; Folk Hero or Soldier/Mercenary.
Gladiator
Description: You were forced to survive in the fighting
pits of Sentra where you honed your skills as an armed
combatant and learned a number of fighting techniques.
Attributes: (Skill) Athletics; (Ability) Combat Reaction;
(Equipment) Spear, Net, Hercanium Dust.
Background: Name the settlement where you fought and
the name of a comrade who fought with you in the pits.
Monster Hunter
Description: You specialised in the hunting of beasts and
Warrior Attributes creatures from the wilderness. You have a wide range of
• Health: +6 combat skills and techniques you can employ.
• Skills: Melee Combat, Strength Attributes: (Skill) Ranged Combat; (Ability) Precise
• Abilities: Second Wind Attack; (Equipment) Crossbow, Quarrels x20.
• Equipment: Leather Armour, Longsword, Shield,
100sp Background: Mark your home settlement and name a
monster which you fought in the past but did not defeat.
Warrior Class Abilities Folk Hero
Start with Second Wind and one more ability based on Description: You come from a humble background but
your career. A new ability is chosen at each new level. through some event in your past rose to prominence and
became known as a local champion or hero.
• Blind Fighting, ignores disadvantage on melee
Attributes: (Skill) Command; (Ability) Mighty Blow;
combat checks when fighting in the dark
(Equipment) Great Sword or Great Axe
• Combat Mastery, may split your melee skill check
over attack and damage (d8 = d4,d4) Background: Name the settlement you were a member of
• Combat Reaction, advantage on initiative checks and the event which gave rise to your local fame.
• Fast Attack, you may attack twice as a single action
• Great Cleave, you can attack all opponents engaged Soldier/Mercenary
with you as a single attack Description: You were either a trained soldier, a hired
• Lucky, once per session gain a free re-roll sellsword, or a former member of some military order or
• Master Craftsman, advantage on crafting checks war-band.
• Mighty Blow, make a melee attack. On a hit Attributes: (Skill) Will; (Ability) Shield Expert;
damage roll is made at advantage (Equipment) Spear; Raincape, Bandages.
• Precise Attack, feint one turn and then make a
melee attack at advantage on attack and damage Background: Name the group you were a member of and
• Second Wind, once per session rest for 1 turn the name of a fellow comrade.
outside of combat and recover d4 health
• Shield Expert, gain an additional +1 defence when Choose a Name
using a shield Sample names include; Alric, Brutus, Atilus, Ragnar, Voltar,
• Surge Attack, once per session attack at advantage Frida, Katya, Hannica, Kelwyn, Aleyna, Drex, Taerg, Timul,
and damage is doubled. Weiland, Cullyn, Col.
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CHAPTER 3 | HEROES
3.7 Background
• This section provides some optional tables to help you Appearance Table
create your hero’s background and describe their
d20 Background (“I look…”)
appearance and personality
• Background Tables: Roll or choose entries on each of 01 Young, Youth
the following tables; origin; appearance; feature; 02 Old, Ancient
personality; ambition; life event and secret to 03 Slender, Lean
generate some ideas for your heroes background, 04 Stout, Rotund
appearance and personality
05 Athletic, Muscular
• You do not need to use every result and can discard
ones you do not like or you may come up with your 06 Skinny, Scrawny
own descriptors if you have a particular concept or 07 Tall, Lanky
idea for your hero 08 Short, Tiny
• Create Backstory: Use this information to write a one 09 Large, Towering
sentence background story and one sentence
10 Strong, Brawny
description of your hero on your Hero Character Sheet
• World Building: Add any additional agreed 11 Scrawny, Gaunt
information to the World Map or Setting Notes. 12 Rugged, Weathered
13 Small, Skinny
14 Smooth, Soft-Skinned
15 Hard, Tough
16 Well Built, Stocky
17 Beautiful, Comely
18 Ugly, Scarred
19 Dirty, Unclean, Unwashed
20 Gaunt, Haggard
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CHAPTER 3 | HEROES
37
Chapter 4: Equipment
4.1 Equipment Page 39
4.2 Equipment Lists Page 40
3838
CHAPTER 4 | EQUIPMENT
4.1 Equipment
Overview Inventory
• Equipment covers the tools of the trade for an • A hero can carry 12 items (+1 per strength skill die)
adventurer and includes weapons, armour and in their inventory slots
equipment • When you carry more than this, you are impaired (act
• The selection and management of these resources is an at disadvantage). You may carry double this allowance
important element of the game as a maximum
• The silver piece is the default currency in the Fallen • 6 items are considered ready to use (including carried
Lands and all costs are listed in silver pieces items and any armour worn). Other items are in your
• Coins can be exchanged as follows; 1 gold piece pack and take a turn to ready for use
(uncommon) = 10 silver pieces (common) = 100 • Very small items (handful of coins, trinkets) are not
copper pieces (common). tracked. 500 coins equates to 1 item slot.
Weapons Usage & Wear
• Weapons have a damage die rating (d4, d6, d8 etc), • Some equipment may be consumed immediately
this is deducted from an opponents health in combat when used (i.e. potion or a scroll)
• Weapons may also have features which grant specific • Some equipment has a usage score which is depleted
benefits in certain situations through use (i.e. arrows, alchemy kit)
• In combat, weapons cause double damage on a • Weapons, armour or equipment are damaged on a
critical success and are damaged on a critical failure critical failure, with rolls made at disadvantage
• 50% of ranged weapon ammunition (arrows, bolts, • Items with special properties (i.e. magic items) lose a
darts) can be recovered and re-used after combat. special feature when damaged
• If a critical failure occurs on a damaged item, it is
Armour broken beyond repair
• Armour has a defence score (i.e. +1, +2) which is • Damaged items may be repaired at a settlement for
added to your defence score to make you harder to hit 25% of their cost to their starting maximum.
in combat
• Only one item of each armour type (body and shield)
can be used at the same time Wear Example
• Some creatures have tough natural skin which is
• Weiland the Warrior is fighting a small group of
represented by a damage resistance (DR) score which
Wretches armed with his longsword. He attacks but rolls
is deducted from any damage
a natural 1, a critical failure
• Armour and shields marked with the heavy feature
• Weiland longsword is damaged and damage rolls (d8)
causes agility, magic and athletic skills to be made at
will be made at disadvantage
disadvantage due to their bulk and weight
• During the next turn of combat he strikes a Wretch and
• Shields may be sacrificed to negate all damage on a
rolls d8 damage at disadvantage. He rolls a 4 and a 3
single attack.
and takes the lower of the results
Equipment • In the next turn of combat Weiland attacks with his
damaged longsword and rolls another natural 1. His
• Equipment may be needed to perform a skill check damaged longsword is now broken and unusable. Time
(i.e. lock picks, open locks) to use another weapon.
• Equipment can be used to give an advantage to a skill
check (i.e. rope, climb).
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CHAPTER 4 | EQUIPMENT
Weapons & Armour Features • Grip, use 2 handed, increase damage die by 1
• 2H, requires use of both hands. • Heavy, dis. agility, athletics and arcane checks
• Auto, auto damage until opponent breaks free • Mounted, double damage when mounted.
• Bash, if attack misses by 1, does half damage. • Range; short 30ft; med 60ft; long 120ft; far 240ft
• Bleed, advantage on damage on a natural 19. • Reach, can attack from second rank.
• Cleave, hit two opponents next to each other • Set, first strike when first engaged.
• Conceal, weapon can be hidden • Slow, takes an action to reload
• Cover, advantage against ranged attacks • Sneak, auto damage until opponent breaks free.
• Durable, not damaged on first equipment wear • Stun, act at disadvantage next turn.
• Fast, advantage on initiative check. • Trap, opposed check to break free.
40
CHAPTER 4 | EQUIPMENT
41
CHAPTER 4 | EQUIPMENT
42
CHAPTER 4 | EQUIPMENT
43
Chapter 5: Crafting
5.1 Crafting Page 45
5.2 Alchemy Page 46
4444
CHAPTER 5 | CRAFTING & ALCHEMY
5.1 Crafting
Crafting Equipment Crafting
• Crafting is the ability to create or customise weapons, • Access to a forge will be required to craft something
armour or equipment using crafting components 1. Choose Item: Select the item (weapon, armour or
• Crafting components have some special effect which equipment) to be modified and the components which
grants the item an additional benefit. will be applied to the item
2. Crafting Check: Make a crafting check against a target
of 10 to apply one component
Crafting Components • For each additional component used, increase the
• Components are generally found or scavenged during target by +5. Different components can be used to
adventures and are rarely traded create multiple effects
• They may be naturally occurring elements (such as • Success: On a success the item is created as expected.
rocks or metal ores); harvested from creatures (bone Apply the first component effect. Effects can be
or chitin) or may be elements which have fallen from stacked to create more powerful items
the skies (stones) • Flaw: On a failure the item is created as a success but
• A list of components and suggested effects are detailed is also flawed and suffers equipment wears on a
in the Crafting Component Table natural 1 or 2 when used
• The referee will have the final say over the allowable • Masterwork: On a critical success, apply an additional
component and item combination to ensure the bonus effect
crafting makes sense along with the specific • Mishap: On a critical failure a major mishap occurs
mechanical advantage of the suggested effect (i.e. and the item and all components are destroyed.
applying hercanium steel “upgrade use” to a weapon
may increase its attack or damage die but applied to
armour may increase its defence score). Item Wear
• When a crafted item is used and a critical failure
(natural 1) occurs then remove one of the items
effects.
Crafting Components Table
d20 Name/Description Effect 1 Effect 2 Effect 3
01 Hercanium steel, invincible steel Upgrade use Upgrade use Advantage use
02 Null Stone, smooth plain anti-magic stone Magic resistance Magic resistance Bane vs. Magic
03 Bright steel, lightweight and strong Lightweight, Fast Upgrade use Upgrade use
04 Elemental stone, magic stone of a fallen star Magic power Magic power Magic power
05 Moonstone, shimmering meteor stone Emits light Lightweight, Fast Upgrade use
06 Cold Iron, iron forged at lower temperatures Bane vs. Fey Bane vs Demons Bane vs Magic
07 Demon Steel, found in molten lava deposits Fire damage Fire resistance Upgrade use
08 Orichalcum, green hued coppery metal Resistant to magic Magic effect Upgrade use
09 Eldritch Steel, dark mottled swirling steel Magic effect Magic effect Upgrade use
10 Obsidian, dark volcanic glass, brittle Flawed Upgrade use Upgrade use
11 Solar steel, sun metal, light, glowing Lightweight, Fast Upgrade use Bane vs. Undead
12 Skeletal Bones, of an immortal creature Upgrade use Upgrade use Upgrade use
13 Chitin, exoskeleton/bones of some creature Upgrade defence Cumbersome Upgrade defence
14 Deep Rock, tough, malleable stone, heavy Cumbersome Advantage damage Upgrade use
15 Ragmar Ore, flammable rock and powder Explosive damage Upgrade use Upgrade range
16 Xyon Crystal, luminescent crystal Magic effect Magic power Upgrade use
17 Wytchleaf, tough, flexible, plant material Weightless Stealth Resistance
18 Feywood, durable and flexible wood Upgrade use Upgrade range Upgrade use
19 Dark Metal, dull metal from Shadowlands Non-reflective Bane vs. Living Ice damage
20 Heartstone, small red pulsing crystal stones Health effect Magic power Magic effect
45
CHAPTER 5 | CRAFTING & ALCHEMY
5.2 Alchemy
Alchemy Alchemy Components
• Alchemy is the ability to create potions or other d20 Name/Description Element
alchemical concoctions using alchemy components
01 Snowleaf Air
• Potions are single use consumable items.
02 Nightshade Leaf, Devil Weed Death
03 Sour Berries Energy
Alchemy Components 04 Witchroot Essence
• Components contain an element which can be used to 05 Ash Root Fire
create a potion. They may be naturally occurring 06 Hazel Berries Form
elements found in the wilderness or harvested from
07 Everspring Waters Heart
monsters
• A list of components and elements are detailed in the 08 White Flower Leaf Life
Alchemy Components and Monster Components Table. 09 Ice Lichen Lightning
10 Mage Root Senses
11 Serpent Root Speed
Alchemy Creation
12 Lake Lillies Water, Essence
• Potions are created by mixing components which
13 Angel Spores Air, Energy
contain the required elements
• An alchemy kit is required and empty vial is required 14 Moonshadow fruit Death, Heart
to create a potion. Using a laboratory allows the check 15 Sun Blossom Senses, Form
to be made at advantage 16 Red Moss Fire, Energy
1. Choose Components: Select the components to be 17 Highland Dew Heart, Speed
used. A minimum of two components are required.
18 Winter Feverweeds Air, Lightning
2. Alchemy Check: Make an alchemy check against a
target of 10 to create a potion 19 Gloom Cap Form, Death
• For each additional component used, increase the 20 Holy Water Life, Water
target by +5. Multiple components may increase the
potions potency
• Success: On a success the potion is created as expected Monster Components
• Flaw: On a failure a weaker version of the potion is
d20 Name/Description Element
created
• Mastery: On a critical success, a more potent version 01 Whirlwind Dust, Harpy Feather Air
of the potion is created 02 Giant Scorpions Blood Death
• Mishap: On a critical failure a major mishap occurs 03 Bear Fur, Ogres Blood Energy
and all the components are destroyed 04 Giant Ants Gland, Fir Needler Essence
• Effect: The referee will have the final say over the
05 Phoenix Feather Fire
potions effect.
06 Gelatinous Mass, Sludge Beast Form
07 Clay Men remains Heart
Potion Creation Example 08 Griffon Feather,Golem remains Life
• Dedsinat the Mage (Alchemy d6) has two components; 09 Fiery Gunk remains Lightning
the rare White Flower leaf (life) and Holy Water (heart) 10 Dire Wolf Claw, Banshees Blood Senses
• He attempts to create a potion of healing and makes an
11 Feys Wings, Gt.Crocodile Scale Speed
alchemy check (d20 + d6 skill) against the target of 10
with a result of 7 12 Water Weird remains Water
• He fails. The referee determines a weaker healing potion 13 Tempests Feather Lightning, Air
is created which only heals d4 health. 14 Trolls Blood Heart, Energy
15 Basilisk Claws Lightning, Death
16 Fire Demons scales Fire, Senses
17 Ascendants Blood Life, Energy
18 Manticores Feathers Air, Energy
19 Wood Weird remains Form, Essence
20 Hydras Blood Speed, Death
46
CHAPTER 5 | CRAFTING & ALCHEMY
Potions Table 1
d20 Name Elements Effect
01 Acid Fire + Lightning Burns through materials (equipment wear) and health (d6) each turn
02 Adhesive Lightning + Water Powerful glue, sticks objects together. Target 10 to break
03 Monster Bane Essence + Monster part Forces morale check on monster
04 Monster Scent Essence + Monster part Attracts monster to location if within far range
05 Courage Senses + Fire Advantage first action and to all will & morale checks for encounter
06 Cure Disease Life + Heart Cures disease
07 Cure Poison Life + Heart Cures poison
08 Dark Vision Senses + Air Gives 60ft of darkvision for encounter/exploration turn
09 Disease Death + Heart Fortitude 10 save or impaired and cannot recover health until cured
10 Drunkenness Senses + Fire Fortitude 10 save or impaired for rest of day, recovers over-night
11 Grease Speed + Water Makes small area slippery. Agility 10 checks to avoid falling/lose grip
12 Healing Life + Heart Recover d6 health loss through injury
13 Poison Death + Heart Fortitude 10 save or impaired, lose d4 health overnight each day
14 Sleeping Senses + Energy Target makes a will 10 save or sleeps for d6 hours
15 Smoke Air + Water Creates a billowing cloud of smoke
16 Solvent Water + Fire Dissolves adhesive and weakens hard materials
17 Speed Speed + Air Gain a free action each combat turn for an encounter
18 Strength Fire + Energy Advantage to strength and combat checks for encounter
19 Vitality Life + Senses Recovery d6 health loss through stress
20 Water Breathing Water + Form Can breathe underwater for exploration or encounter turn
Potions Table 2
d20 Name Elements Effect
01 Ageing Death x2 + Energy Age d10 human years or equivalent permanently
02 Charm Essence + Senses Will 10 save or be attracted to next person they see
03 Clairvoyance Senses + Essence Sense events in a general direction far (240ft) distance away
04 Climbing Speed + Air Advantage on climb checks for encounter/exploration turn
05 Fire Breath Fire + Form Ranged fire breath attack at short range in an arc causing d12 dam
06 Flight Air + Form Can levitate, fly or water walk for for encounter/exploration turn
07 Freezing Air + Lightning Fortitude 10 or victim/object frozen for d6 hours, keeps vitals stable
08 Fury Fire + Heart Gain temporary d10 health and adv. on melee combat for encounter
09 Ghost Form Air + Form Move through objects for encounter or until they interact w/person
10 Growth Energy + Heart Target grows to giant size. Advantage on strength based actions
11 Invincibility Energy + Heart Game temporary damage resistance of +3 for encounter
12 Invisibility Air+ Form Target is invisible for encounter or until they interact with person
13 Paralysis Energy + Death Fortitude 15 or paralysed for encounter
14 Petrification Lightning + Form Turns stone to flesh or flesh to stone permanently
15 Polymorph Form + Monster part Turn into medium sized or smaller creature for the encounter
16 Prophecy Senses + Essence Gains visions of the future. Referee will provide clues on a subject
17 Resistance Heart + Effect (i.e. fire) Resistance to effect (i.e. fire) giving advantage on saves for encounter
18 Sharpness Speed + Lightning Apply to weapon, advantage on damage for encounter
19 Shrink Energy + Heart Target shrinks to tiny size. Advantage on agility based actions
20 Youth Life x2 + Energy De-age d10 human years or equivalent permanently
47
Chapter 6: Magic
6.1 Magic Page 49
6.2 Spells Page 49
6.3 Scrolls Page 50
6.4 Grimoires Page 50
6.5 Spell Lists Page 51
4848
CHAPTER 6 | MAGIC
Opponent
Level
Up to 3 Up to 6 Up to 10
3 Spell Description 4 Spell Check
49
CHAPTER 6 | MAGIC
Spell Casting example Referee: The Beastman rolls a (d20 + d6 monster skill) for
Dedsinat the Adept Mage (Level 3, Health 11) is exploring a 12 and the Minotaur rolls (d20 + d8 monster skill) for a
an ancient tomb when he is confronted by a primitive 14. Wisps of shadow leap from from your hands and snake
Beastman (Level 3, Health 12) and a fearsome Minotaur and twist their way towards the creatures grabbing and
(Level 4, Health 30). Dedsinat wins initiative and can act holding them. They are both held but can try and break
first in this encounter. free by beating your 17 score on their turn.
Dedsinat: I’m going to cast the Deathgrip spell from my Dedsinat: Great, it might buy me some time to escape.
Dark Magic domain which I am proficient in. Referee: The Beastman attempts to break free and rolls a
Referee: Both monsters are within medium range of the (d20 + d6 monster skill) for a 19! A success, the Beastman
spell. Which one are you casting the spell against? breaks free and closes the distance towards you from
medium to short range as its action. He will be able to
Dedsinat: I can cast a standard spell against the Beastman engage you next turn if you stay where you are.
(Level 3) only but if I charge the spell (cost of 2 health) I
can cast this against both monsters. I’m going the charge The Minotaur tries to break free and rolls a (d20 + d8
the spell (deducts 2 health) and summon the shadowy monster check) for a 13. He fails and is still held by the
wisps of dark magic to grip and hold these foul beasts. power of your magic. The creature snorts and stamps its
feet as it angrily stares towards you. That’s the end of the
Referee: Ok, roll your arcane magic check and I will roll turn, what would you like to do now.
an opposed monster skill check for each one individually
as there are two different monsters. Dedsinat: I’m going to use my action to retreat away from
the Beastman.
Dedsinat: (Rolls a d20 + d8 arcane magic) I get a 13 + 4 =
17 in total.
50
CHAPTER 6 | MAGIC
51
CHAPTER 6 | MAGIC
Chaos Magic Spells Dangerous wild magic linked to rifts between realities, mutations and warping.
Blackfire (Range Medium | Affects 1 | Impact d6)
A swirling black fire engulfs a victim. Make an Magic vs. Agility check to injure the opponent, treat as magic attack
Blood (Range Medium | Affects 1 | Size Medium | Level 3 | | Impact d6 | Time Encounter)
Target infused with bubbling chaotic blood, when injured adjacent people suffer d6 damage. Magic vs Fortitude to cast
Corruption (Range Medium | Area 20x20ft | Time Encounter)
Creates a cloud of pestilence. Magic vs. Fortitude or be diseased and impaired
Drain (Range Medium | Affects 1 | Level 3 | Impact d6)
Touch a victim to drain d6 health of their health and add to the casters. Magic vs fortitude to succeed
Lure (Range Medium |Affects 1 | Size Medium |Time Encounter)
Bewitches a target to do their bidding (danger excluded). Magic vs. will to succeed, target can resist each turn
Mask (Range Medium | Affects 1 | Time Encounter)
Target changes form by way of an illusion into something they have seen. Magic vs. will to succeed
Portal (Range Medium | Affects 1 )
Target slips between dimensions and appears 2 range bands away. Magic vs target 10 (self) or agility (resisted)
Summon (Range Medium | Affects 1 | Level 3| Time Encounter)
Summons 1 randomly determined level 2-3 creature of chaos which attacks nearest person. Magic vs target 10 succeed
Transference (Range Medium | Affects 1 )
Caster transfers a magic power/ability between two inanimate objects. Magic vs target 10 to succeed
Vortex (Range Medium | Affects 1| Size Medium | Levels 3 | Impact d6 )
Caster drags victim 1 range band towards selected point causing d6 damage. Magic vs strength to succeed
(Miracle) Convoke (Costs permanent deduction of 2 health)
Summons Level 10 creature of chaos to fulfil a stated purpose upon which it is released onto the mortal plane until destroyed
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CHAPTER 6 | MAGIC
Dark Magic Spells The Shadowlands and the realm of the dead.
Animate (Range Medium | Affects 1 | Size Medium | Time Encounter)
Animates a corpse or skeleton which acts under casters command. Magic 10 check to succeed
Absorb (Affects 1 | Size Medium | Level 3)
Drain an ability of an opponent through touch on a successful Magic vs. will check
Darkness (Range Medium | Area 20x20 | Time Encounter )
Creates a cloud of unnatural darkness (actions disadvantage) on a successful Magic 10 check
Darkvision (Range Medium | Affects 1 | Time Encounter)
Grants ability to see in the dark up to 60ft on a successful Magic 10 check
Deathgrip (Range Medium |Affects 1 | Size Medium |Level 3 | Time Encounter)
Wisps of shadow grip an opponent and holds them. Magic vs strength check to succeed. Target can resist each turn
Death Knell (Range Medium | Area 20x20 | Size Medium | Level 3)
Creates a thunderous sonic discharge. Magic vs. fortitude or causes disadvantage to magic, mind, senses checks
Fear (Range Medium | Affects 1 | Size Medium | Level 3 | Time Encounter)
Creates a supernatural fear causing them to act at disadvantage against the caster. Magic vs. will to succeed. Can resist
Life Drain (Affects 1 | Size Medium | Level 3)
Touch a victim to age them 5 years (or equivalent) and add years to the casters. Magic vs fortitude to succeed
Speak with Dead (Range Medium | Affects 1 | Time Encounter)
Caster may ask one question (affects = no. of questions) of a skeleton or corpse. Magic 10 check to succeed
Withering Blow (Affects 1| Size Medium | Level 3 | Impact d6 )
Make a magic attack against an opponent to cause damage and impaired through disease. Magic vs agility to succeed
(Miracle) Nightfall (Costs permanent deduction of 2 health)
Shrouds an area the size of a settlement into a permanent state of darkness which cannot be dispelled
Earth Magic Spells Elemental power of the land, and linked to the Fey Wild realm.
Gravity (Range Medium | Affects 1 | Size Medium | Level 3 )
Cast a force of gravity on a target so actions and move disadvantaged. Magic vs Strength check. Target can resist each turn
Grow (Range Medium | Affects 1 | Size Medium | Level 3 | Time Encounter)
Enlarges a person, animal, plant or object one size up. Magic check of 10 or vs. Magic if opposed
Pollen (Range Medium |Area 20x20ft | Time Encounter)
Creates a cloud of pollen. Magic vs fortitude check or suffer disadvantage on magic, mind, senses checks by sneezing
Shrink (Range Medium | Affects 1 | Size Medium | Level 3 | Time Encounter)
Shrinks a person, animal, plant or object one size down. Magic check of 10 or vs. magic if opposed
Speak with Plants (Range Medium | Affects 1 | Time Encounter)
Caster may ask one question (affects = no. of questions) of a plant. Magic 10 check to succeed
Tangle (Range Medium | Area 20x20ft | Size Medium | Level 3)
Vines grasp opponents. Magic vs Strength/Agility check to free themselves or held. Vines have 5 health
Tremor (Range Medium | Area 20x20ft | Size Medium | Level 3 | Impact d6)
Creates a powerful tremor throwing targets into the air. Magic vs Agility check to succeed
Tunnel (Range Medium | Area 20x20ft )
A tunnel or hole is created where there was earth on an Magic 10 check. Tunnel can be any variation of 20x20ft size
Wall (Range Medium | Area 20x20ft )
An earth wall is created on a Magic 10 check. Wall can be any variation of 20x20ft size. Wall has 20 health
Wood Skin (Range Medium | Affects 1 | Time Encounter)
Increases armour save by one skill die (1 affect). Magic 10 check to succeed
(Miracle) Earthquake (Costs permanent deduction of 2 health)
Creates an intense seismic disturbance which affects an entire settlement, destroys buildings and creates cracks and fissures
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CHAPTER 6 | MAGIC
Fire Magic Spells The fiery planes of hell and elemental power of fire, rage and destruction
Bolt of Fire (Range Medium | Affects 1 | Damage d6)
Creates a ball of flame to injure a target. Make a Magic vs. Agility check to succeed, treat as magic attack
Bind Demon (Range Medium | Affects 1 | Size Medium | Levels 3 | Time Encounter)
Force your will upon a demon, it will follow your simple commands that do not put it in peril. Magic 10 check to succeed
Blast (Range Medium | Area 20x20ft| Size Medium | Levels 3 | Impact d6)
Summons a destructive blast of fire that shakes and injures anyone in its area. Magic vs. agility to succeed
Flame Blade (Range Medium |Affects 1 | Time Encounter)
Creates a magical fire on a melee or ranged weapon which adds d4 fire damage to the weapon. Magic 10 check to succeed
Heat (Range Medium |Affects 1 | Time Encounter )
Heats an inanimate object making it hard to touch, combustible items start to burn (d4 fire). Magic 10 check to succeed
Hell Fire (Range Medium | Area 20x20ft | Impact d6)
Summons a storm of flaming rocks injury those within. Magic vs. agility to succeed
Protection from Fire (Range Medium | Affects 1 | Time Encounter)
Grants protection from fire. All fire based attacks against the target are at disadvantage. Magic check 10 to succeed
Ring of Fire (Range Medium | Area 20x20ft | Impact d6)
Creates a ring of fire around the caster. Anyone entering the ring takes d6 damage. Magic check 10 to succeed
Summon Elemental (Range Medium | Affects 1 | Size Medium | Time Encounter)
Summons a fire spirit that acts at the casters will on an Magic 10 check (Fire Spirit; Health 5; Damage d4)
Swarm of Fire (Range Medium | Area 20x20ft | Impact d6 | Time Encounter)
A swarm of fire flies (HLT 10) causes d6 damage to anyone in the moveable area. Magic vs agility check to succeed
(Miracle) Enthral Demon (Costs permanent deduction of 2 health)
Summons Level 10 creature of chaos to fulfil a stated purpose upon which it is released onto the mortal plane until destroyed
Form Magic Spells The power of form, inner power and transcendence
Astral Form (Range Medium | Affects 1 | Time Encounter | Levels 2-3 | Size Medium)
Turns target into an astral form. Magic check 10 or vs. Magic to succeed. Target can resist each round
Dexterity (Range Medium | Affects 1 | Time Encounter)
Target gains advantage on agility and ranged combat checks for the encounter. Magic check 10 to succeed
Fortitude (Range Medium | Affects 1 | Time Encounter)
Target gains advantage on fortitude and armour save checks for the encounter. Magic check 10 to succeed
Intellect (Range Medium | Affects 1 | Time Encounter)
Target gains advantage on mind, magic or lore checks for the encounter. Magic check 10 to succeed
Regenerate (Range Medium | Affects 1 | Time Encounter)
Target possesses superhuman healing and regenerates 1 health per combat turn. Magic check 10 to succeed
Senses (Range Medium | Affects 1 | Time Encounter)
Target gains advantage to senses and search checks. Magic check 10 to succeed
Shape Change (Range Medium | Affects 1 | Time Encounter | Size Medium | Level 3)
Target shape-changes into a creature of the same or one size smaller. Magic 10 to succeed or arcane magic if opposed
Speed (Range Medium | Affects 1 | Time Encounter)
Target can take two actions per combat turn. Magic check 10 to succeed
Summon Elemental (Range Medium | Affects 1 | Size Medium | Time Encounter)
Summons a fire spirit that acts at the casters will on a Magic 10 check (Fire Spirit; Health 5; Damage d4)
Steel Skin (Range Medium | Affects 1 | Time Encounter)
Increases armour save by one skill die (1 affect). Magic 10 check to succeed
(Miracle) Alter Form (Costs permanent deduction of 2 health)
You may permanently alter your form to another creature of a similar size
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CHAPTER 6 | MAGIC
Light Magic Spells The power of the sun, light and life and realm of the Celestials
Bane (Range Medium | Affects 1 | Time Encounter | Level 3 | Size Medium)
A supernatural fear causes target to act at disadvantage against the caster. Magic vs. Will check to succeed. Can resist each turn
Bless Weapon (Range Medium | Affects 1 | Time Encounter)
Blesses a weapon with a holy power to give it advantage in combat. Magic check 10 to succeed
Bolt of Light (Range Medium | Affects 1 | Impact d6)
Casts a bolt of holy light. Magic vs Agility check to succeed. Undead and Chaos creatures suffer double damage
Command (Range Medium | Affects 1 | Time Encounter | Level 3 | Size Medium)
Commands a target to do their bidding (danger excluded). Magic vs. will to succeed, target can resist each turn
Courage (Range Medium | Affects 1 | Time Encounter)
Inspires a companion giving them advantage to actions. Magic 10 check to succeed
Cure (Range Medium | Affects 1 | Time Encounter | Level 3 |Size Medium)
Cures the target of a poison or disease. Magic 10 check to succeed
Heal (Range Medium | Affects 1 | Impact d6)
Heals the target of wounds. Magic 10 check to succeed
Holy Strike (Affects 1 | Impact d6)
Make a melee based attack to cause an extra d6 damage (x2 to Undead, Chaos). Magic vs. Agility to succeed
Shield of Light (Range Medium | Affects 1 | Time Encounter)
Creates a shield of light causing all ranged attacks to be at disadvantage. Magic 10 check to succeed
Turn Undead (Range Medium | Affects 1 | Time Encounter | Size Medium | Levels 3)
Undead flee from caster. Magic vs will check to succeed
(Miracle) Resurrect (Costs permanent deduction of 2 health)
Bring a dead creature back to life
55
CHAPTER 6 | MAGIC
Nature Magic Spells The power of living plants and beings, linked to the lands of the Fey Wild
Animal Form (Range Medium | Affects 1 | Time Encounter | Level 3 | Size Medium)
Target changes into an animal of the same or one size smaller. Magic 10 to succeed or vs Magic if opposed
Animate Plant (Range Medium | Affects 1 | Time Encounter)
Animates a plant which acts under the casters command. Magic 10 check to succeed
Forest Lights (Range Medium | Area 20x20ft | Size Medium | Level 3 | Time Encounter)
Summons small faerie lights which transfix the target. Magic vs Will check or be transfixed that turn
Force (Range Medium | Affects 1 | Time Encounter | Level 3 | Size Medium | Impact d6)
Magical force moves a medium sized object one range band. Magic vs Strength to resist
Healing Berries (Impact d6 berries)
Creates d6 berries which heal 1 health each, must be consumed within the hour. Magic 10 check to succeed
Insect Plague (Range Medium | Area 20x20ft | Size Medium | Level 3 | Time Encounter)
Plague of insects swarm an area. Magic vs Fortitude check or actions taken at disadvantage. Swarm (Health 10)
Sight (Affects 1 | Time Encounter)
Caster can temporarily see through the eyes of a nearby animal (within distant range). Magic 10 check to succeed
Speak with Animals (Range Medium | Affects 1 question | Time Encounter)
Caster speaks with a plant and can act 1 key question. Magic check 10 to succeed
Summon Animal (Range Medium | Affects 1 | Size Medium | Level 3 | Time Encounter)
Caster can sense and summon an animal to their location to follow simple commands. Magic 10 check to succeed
Transport (Range Medium Target | Affects 1 Person)
Target teleports up to distant range through magic connecting plants. Magic 10 or arcane magic (if opposed)
(Miracle) Monument (Costs permanent deduction of 2 health)
Creates or grows a plant or rock based object the size of a settlement to the casters desired form or shape
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CHAPTER 6 | MAGIC
Water Magic Spells Elemental powers of the seas, oceans and realm of the Under-Seas.
Breathe (Range Medium | Affects 1 | Time Encounter)
Target may breathe underwater. Magic 10 check to succeed
Cloud Fog (Range Medium | Affects 20x20ft | Time Encounter)
Creates a fog cloud which obscures visions, actions at disadvantage. Magic 10 check to succeed
Control Water (Range Medium | Area 20x20ft | Time Encounter)
Control a body of water and bend it to your will (i.e. stop, flow, clear a path). Magic 10 check to succeed
Create Water (Range Medium | Affects 1 flask)
Creates a flask size body of water. Magic 10 check to succeed
Healing Waters (Range Medium | Affects 1 | Impact d6)
Turns a small water source into healing waters which can be used to heal d6. Magic 10 check to succeed
Purify (Range Medium | Area 20x20ft)
Purifies a nearby water source until this is used. Magic 10 check to succeed
Transmutation (Range Medium | Affects 1| Time Encounter)
Target merges with a water element. Impact and fire attacks at disadvantage, move fast in water. Magic 10 check
Water Wall (Range Medium | Area 20x20ft | Time Encounter)
Creates a powerful wall of water to slow/stop opponents (Health 20, Armour Save d2). Magic 10 check to succeed
Water Walk (Range Medium | Affects 1| Time Encounter)
Target may walk on water. Magic 10 check to succeed
Wave (Range Medium| Affects 1 | Size Medium | Impact d6)
Creates a wave pushing back a human sized object a range band (d6 if impact). Magic vs strength check to succeed
(Miracle) Tidal Wave (Costs permanent deduction of 2 health)
Creates a tidal wave from a nearby body of water which causes destruction across a settlement sized area
57
Chapter 7: The Gods
7.1 The Gods Page 58
7.2 Religions Page 59
58
CHAPTER 7 | THE GODS
7.2 Religions
The Faith The Old Ways
Suunos the Sun-God, Protector of human-kind Reeva, Mother Earth, Power, Nature
The Ways The Ways
• Pray to Suunos at the start or end of a session (1) • Pay respect to a druidic shrine (1)
• Pay homage to a shrine or church of Suunos (1) • Do not disturb the lair/territory of natural beasts (1)
• Defend the innocent from harm (2) • Protect creatures from the power of nature (2)
• Consecrate a place of evil (3) • Re-discover the hidden ways of travel (3)
• Single handedly defeat a creature who is undead or • Find one of the primeval world trees (3)
born from chaos (3) • Re-discover the ancient Dragons (5)
• Establish a church of Suunos (5)
Divine Favours
Divine Favours • Animal Friendship; religion 10 check to befriend an
• Bless; target 10 check to bless a person giving them animal in short range (1)
advantage on a check during this session (1) • Entangle; religion 10 check to summon vines which
• Turn Undead; religion vs. undead monster check entangle a single opponent (DEF 10, HLT 2) (1)
within medium range to force a morale check (1) • Hidden Move; religion 10 check to move a range band
• Healing; religion 10 check to heal d4 health points (1) away from an opponent and disappear (1)
• Favour; religion 10 check to grant a single re-roll • Influence; make an opposed religion vs will check to
during this session to someone (1) influence an opponent to your viewpoint (1)
• Courage; religion 10 check to grant all allies within • Shape-Change; religion target 10 check to shape-
short range advantage on their next check (2) change into the form of an animal for encounter (2)
• Cure Ailment; religion 10 check to cure disease or • Portent; religion 10 check to gain three re-rolls or
poison (3). advantage checks for an encounter later in the session.
Player narrates the warning based on referee hints (3)
59
HALL OF HEROES
60
HALL 0F HEROES
61
HEROES of ADVENTURE Character Record Sheet
Player Name
Character Name
Race
Class/Career
Level/XP
max max max
Skills
Traits skill die used Physical skill die used Knowledge skill die used
Inventory Abilities
1. Left 1.
2. Worn 2.
3. Right 3.
4. Ready 4.
5. Ready 5.
6. Ready 6.
7. Pack 7.
8. Pack 8.
9. Pack 9.
10. Pack 10.
11. Pack
12. Pack Background/Description
13. Str d4
14. Str d6
15. Str d8
16. Str d10
17. Str d12
62
Notes
63
The world is old, civilisation has risen and fallen in the past. It has been nearly five centuries
since the invasion of the army of darkness, the fall of the first empire and near destruction of
civilisation. Since that time, human-kind retreated to places of safety abandoning territories
and settlements which fell into ruin and were lost within the growing creep of the wilderness.
Human-kind endured and survived and now seeks to rebuild and grow, re-claim lost
territories and expand their influence. However, the world is a dangerous place, fearsome
beasts still roam and hunt in the wildlands, the forces of chaos still exist and human-kind can
be its own worst enemy with conflict and dispute occurring as often as trade and negotiation
between territories.
You play the role of a hero who lives in this new time of discovery and exploration looking to
make your way in the world. You may adventure for profit, knowledge or power; seek to
establish new territories; discover the secrets of the pre-empire world or protect humanity by
finding and defeating of the forces of chaos.
The Players Handbook provides the rules and information for players to create their own
heroes and play the game of Heroes of Adventure.
F A N TA S Y A D V E N T U R E G A M E
SYSTEM DESIGN
THE NAMELESS DESIGNER
H T T P S : / / N A M E L E S S - D E S I G N E R . I T C H . I O / H E RO E S - O F - A DV E N T U R E
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