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lntroduction.....„„„„„„.„„„.„„„„„„.„„„.„„„„„„13 Apply RacialAttribute Modifiers „„„„„ 23


What is Role-Playing? „„„„„„„„„„„„„.13 Note Racial Abilities „„„„„„„„„„„„„„„ 23
About ADOM.........„........„........„........„.14 Select a Class„„„„„„„„„„„„„„„„„„„„. 23
The World ofAncardia„„„„„„„„„„„„„14 Multi-Classing .....„.......„ „.........„........„ 24

The Coming of Chaos „„„„„„„„„„„„„„ 15 Hit Dice „„„„„„„„„„„„„„„„.„„„„„„„„. 24


Power Dice 24
The Myth of Creation 15
„„„„„„„„„„„„„„„„„„„„„„„

„„„„„„„„„„„„„„

Abilities and Limitations 25


Rule Number One„„„„„„„„„„„„„„„„„16
„„„„„„„„„„„

Preferred Skill Categories „„„„„„„„„„„ 25


Dice ....„........„........„........„........„........„.16 Saving Throws „„„„„„„„„„„„„„„„„„„. 25
Rounding Fractions „„„„„„„„„„„„„„„16 Experience Points „„„„„„„„„„„„„„„„„ 25
A Note on Gender „„„„„„„„„„„„„„„„„16 TrueWarrior Mages „„.„„„„„„„„„„„„„ 25

Game Overview ....„........„........„........„.16 Level Advancement „„„„„„„„„„„„„„„„ 25

Dual-Classing 25
Learning the Rules „„„„„„„„„„„„„„„„17
......„.........„.........„.......„.

Calculate Experience Modifier 25


Common Terms....„........„........„........„.17
„„„„„„.

Levels 17
........„ .........„ ........„ .........„ .........„ .
Select Alignment „„„„„„„„„„„„„„„„„ 26
Abbreviations .....„.„ ......„ .........„ .........„ . 18 Select Skills „„„„„„„„„„„„„„„„„„„„„. 26

Example of Play „„„„„„„„„„„„„„„„„„ 18 Determine Possessions„„„„„„„„„„„„ 26


Roll Gold ....„.........„.........„.......„„.......„. 26
Character Creation„.„„„.„„„„„„.„„„.„„„„„„21 Buy Equipment ....„ ..„ .....„ . .„ .....„ ..„ ....„ 26
Roll Star Sign & Birthday „„„„„„„„„„„21 Finalize the Character„„„„„„„„„„„„„ 26
Roll Attribute Scores „„„„„„„„„„„„„„.21 Calculate Attribute Mod ifi ers 26 „„„„„„„.

Attribute Explanations „„„„„„„„„„„„. 22 Calculate Armor Class „„„„„„„„„„„„„. 26


Strength ...........„ ......................„ .........„ .. 22
Calculate Hitpoints „„„„„„„„„„„„„„„. 27
Intelligence 22
......„ ..........„ ..........„ .........„ ..

Calculate Power Points „„„„„„„„„„„„. 27


Wisdom„ .. 22
Calculate Age, Weight & Height 27
..........„ ......................„ .........„

„„„„„

Dexterity ...........„ ......................„ .........„ .. 22


Determine Saving Throws 27
Constitution
„„„„„„„„„„

.....„ ..........„ ..........„ .........„ .. 22


Select Languages 27
Charisma
„„„„„„„„„„„„„„„„„.

..........„ ......................„ .........„ .. 22

Appearance ......„ ......................„ .........„ .. 22


Choose N ame „„„„„„„„„„„„„„„„„„„„. 27

Apply Star Sign Modifiers „„„„„„„„„„ 23 Define Background „„„„„„„„„„„„„„„. 27

Check Character Suitability „„„„„„„„. 23 Races„.„„„„„„.„„„.„„„„„„.„„„.„„„„„„.„„„.„„„31


Select a Race„„„„„„„„„„„„„„„„„„„„„ 23
Dark Elves ............................................. 32 Skill Complexity ................................. 107 Determine the Target Number .......... 142 Oil...................................„ .......................153

Advantage & Disadvantage................. 142 Parrying..................................................153


Drakelings ............................................. 34 Skill Levels ...... . .................................... 107
Rolling for Success ...............................143 Two-Weapon Fighting..„„„„„„..„..„....153
Dwarves .. 36 Using Skills . 107
Wrestling................................................153
................ . .............................. .......... ..............................

Gnomes . . 38 The Master Skill Table ... 107 Roll High versus Roll Low .................... 143
Wolfs bane ...........„..„................„.„..„....154
................................ ............... .............. . . .....

Roll High ..........„ ..........„ .....................„.143


Gray Elves 40 Skill Descriptions 108 Morale...... ..... .... . .. ...... .. ....... ... .... 154
Roll Low „..........„ ..„......„ ..........„ .........„.143
.............................................. ...............................
. . . . .. . . . . .

High Elves . 42 General Skills ....................................... 108 Turning the Undead.............................155


Contested Checks . 143
.... ........................................

........ .......................

Humans ... 44 Martial Skills ....................... ................ 109 .


Energy Drain ....................................... 156
Passive Checks . 144
.............. . . ..............................

Armor Skills ..„..„..„..„..„..„„.„..„..„..„. 110


....................................

Hurthlings 46 Healing and Rest 156


Group Checks 144
............................................. .................................

Fighting Styles ..„..„..„..„.. „„.„ ..„..„..„. 110 ......................................

Mist Elves ..... 48 Constitution Point Lasses .................. 156


Weapon Skills „.„ ..„ ..„..„.. „„.„ ..„..„..„. 110 Cooperative Checks 144
............................. . . . . ........

.............................

Orcs 50 Falling Damage 157


Margin of Success . . . . . 145
........................................................ ....................................

Property ............................................................. 117


. . . . . .....................

Ratlings 52 Deafness and Blindness ... 157


Critical Success . . . 145
................................................. .... . . .............

............................... . .

Trolls . 54 Character Details......................................... l 29 Attacking a Vehicle 157


Fumbles 145
......... ............................................ ..............................

................................................

Omens of Birth .. . 130 Repairing a Vehicle . 157


Classes................................................................... 57
....... .....................

....................... . ... ......

Combat and encounters............................ 147


Archer 58 Star Signs ............................................. 130 Dungeon .Adventures ................................... 161
Order of Play 147
....................................................

Dates of Birth... .......... ........................ 130 ........................................

Assassin 60 Mapping 161


. .

S urprise 147
................................................. ...............................................

Multi-Classing 132 ................................................

Light . . . .... 161


Barbarian 62
.....................................

Monster Reactions 147


.............................................. ...... ... ... .......... . . . ......................

Dual Classing . . 132 ..............................

Darkvision 161
Bard 64
..... ... .............................

Initiative 148
....................................................... ............................................

Saving Throws . . . . . .. 134 ...............................................

Doors 161
Beastfighter 66
.. . . . . ................. . ......

Combat . . . . . 148
.......................................... ....................................................

Base Saving Throw ...............................134 ... . . .................................. .....

Chaos Knight ... ... 68 Traps ... 162


Running ............. .. .. .......................... 148
.... . . ............. . . ............. ........................... . . .....................

Saving ThrowTypes ......................... ...134 . . . .

Secret Doors . . . .162


.

Druid 70 Climbing and Diving.... ...................... 148


Fortitude ...„ ....„..„„..........„.„..„..„........134
..................................................... ................ ................. ... .

Duelist ................................................... 72 Reflex .........„„..„..„„..........„.„..„..„........134 Charging .............................................. 149 Dungeon Survival ................................ 162
Elementalist 74 Will..........................................................134 Set Weapon Against Charge............... 149 City.Adventures.............................................. 165
..........................................

Fighter . . . .......... ...


. . ................. ... . . ........... 76 Special Modifiers........................ .........134 . Evasion and Pursuit ............................ 149
Healer .................................................... 78 Threat Level...... ....................................134
. Defensive Movement ... .. ..... . .......... 149 . . . . .
Wildnerness .Adventures............................. l 67
Merchant . 80 Notation ................................................135 How to Attack ...................................... 150
.. ............................................
Maritime .Adventures.................................. l 69
Alignment 136 Attacking from Behind „..„„„...„..„..„. 150
Mindcrafter ........................................... 82 ............................................

Order and Chaos...................................136 Cover and Concealment ..„„„...„..„..„. 150 experience and .Advancement................. 171
Monk .......... . .......................................... 84
Mons ter Attack Bonus „„.„..„...„..„..„. 150 Experience Points 171
Good and Evil........... ............................136
Necromancer 86
. ...............................

Melee Combat...................................... 150


........................................

The Eternal War ...................................136 Experience Point Modifiers................. 171


Paladin ........................ ..
. ........................ 88 Invisibility ..„..„„„..„„„„„„„„.„..„..„..„ 150
The Nine Alignments . .... ....................136 Experience Awards............................... 171
Peasant 90
. .

..................................................
Ranged Combat ................................... 150 Group Awards „„„„..„„„„„„„„„„..„.„... 171
Corruption ........ .. .
. ... ................... . ........ 138
Priest ...................................................... 92 Mis s ile Weapon Rate of Fire„„...„„....„151 Individual Awards „..„„..„„..„„..„..„„„ 172
Ranger . 94 The Danger System.....................................141 Grenade-Like Missiles„„„„„„„„„„.....„151
. .................................................
Types of Awards................................... 172
Firing into Melee „„„„.„„„„„„„„„„.„„.151
Thief ............................ ..
. ........................ 96 Fate .................................................. . . 141
. .. Experience for Roleplaying „.„„„..„..„ 172
Miss iles that Miss „„„„„„„„„„„„„„„„„151
Weaponsmith ....................................... 98 Types of Checks ................................... 141 Experience for Defeating Monsters .„ 172
Damage ................................................ 152 Experience for Treas ures„.„..„„„..„..„.173
Wizard . 100 Attribute Checks ............ ...... ..... . .. .. 141
Negative Hit Points ......„„„„„„„.„....... 152
. . . .. . .
.... ............................................

Experience for Skill Us e„„.„„„..„..„..„.173


Skill Checks ........................................... 141
Subduing Damage..„..„„„„„„„...„..„... 152
Skills 105 Experience for Special Ability Us e „..„.173
Saving Throws ...................................... 141
....................................................................

Combat Options ................. ................ 152 Experience for Spellcastin g„.„..„..„..„.173


Overview 105
.

.............................................
System Shock Checks.......................... 142 Brawling ...........„ ..........„ ..........„ .........„ 152 Story Rewards ..................................„....173
Skill Points . . 105 Attack Rolls ...... ... .......... .......... ......... 142 Coup De Grace„„„„„„„„„„„„„„„„„„„ 152
............................ ... .........
. . . .

Advancing in Level 173


Skill Categories 106
..............................

...................................
Resolving Challenges 142 Garlic, Mirrors , Holy Symbols„„„„„„„153
The Limits of Advancement.... .... .... .174
..........................

Learning Skills 106


. .. .

.................................... Determine the Type of Check............. 142 Holy Water.......„..........„..........„.........„.153


Magie„„.„ .......................................................... 177 Death .................................................... 264 Ps ychokinetic Sciences „„.„..„„„„„„„. 281
Table Index
Modes ofMagie ................................... 177 Fate ....................................................... 265 Ps ychokinetic Devotions ..„..„„„„„„„.282
T-1: Class Categories ....................................... 24
Aneardian Pantheons......................... 265 Telepathie Disciplines.........................286
Areane Magie ....................................... 177 T-2: Ability Modifiers ...................................... 29
Telepathie Sciences „„.„„„„„„„„„„„„.286
Divine Magie ........................................178 Domain Effects.................................... 265 T-4: Height by Race ......................................... 29
Telepathie Devotions „„„„„„„„„„„„„.288
Spelleasting.......................................... 179 Available Domains............................... 265 T-3: Starting Age by Race ................................ 29
Agriculture „..........„..........„..........„...... 266
Psychoportative Disciplinces .............290
Spell Levels ............................................179 T-5: Weight by Race......................................... 29
Psychoportative Sciences „„„...„..„..„.290
Chaos ......... ..........„ ..........„ ..........„ ...... 266 T-6: Archer Progression .................................. 59
Cantrips.................................................179

Psychoportative Devotions ................„ 292


Corruption „..........„ ..........„ ..........„ ...... 266 T-7: Fighter Progression ................................. 77
Acquiring Spells....................................179
Darknes s ...„..........„ ..........„ ..........„...... 266 T-8: Wizard Progression............................... 103
Saving Throws ..................................... 180 Ancardia ........................................................... 297
Death ......... ..........„ ..........„ ..........„...... 266 T-9: Summoned Familiar.............................. 103
Aneardia .............................................. 297

Reversible Spells .................................. 180 Death ......... „ ..........„ ..........„ ..........„ ...... 266 T-10: Initial Skill Points................................. 105
Casting Spells ...................................... 180 Fire.„ .......... „ ..........„ ..........„ ..........„...... 266
The Drakalor Chain............................ 297 T-11: Skill Check Difficulties ......................... 107
Spell Casting Constraints ....................181 Greed ......... „ ..........„ ..........„ ..........„ ...... 266 The Hamlet ofTerinyo ....................... 298 T-12: Minimum BAB for Martial Skills ........ 109
Powering Spells ...................................181 Knowledge ..........„ ..........„ ..........„...... 266
„ Yggaz, the Fool.....................................298 T-13: Weapon Damage by Skill Level ........... 109
Expending Power Points „„„„„„„„„„„181 Law.„ ..........„..........„ ..........„ ..........„ ...... 266 Rynt, the Village Elder ........................298 T-14: Master Skill Table ..................................112
Life Cas ting„„„„„.„„„„„„„„„„„„„„„„ 182 Life .„.......... ..........„ ..........„ ..........„ ...... 266

Guth'Alak, the Druid ...........................298 T-15: Martia!Armor Skill Effects...................114
Giving in to Corruption „„„„„„„„„„„. 182 Light ........... „ ..........„..........„ ..........„...... 266 Munxip, the Shopkeeper.....................298 T-16: Martial Fighting Style Skill Effects ...... 115
Power Point Recovery „„„„„„„„„„„„„182 Love............„.......... ..........„ ..........„ ...... 266 T-17: Master Experience PointTable ............175

Twyat Pare, the Sheriff .......................299


Divine Spells & Holy Symbols ............ 182 Luck ...............„......„..........„ ..........„ ...... 266 T-18: Damage by Life- Casting .......................181
The Townsfolk ..................................... 299
Overcharging Spells ............................ 183 Madnes s ................ „ ..........„ ..........„...... 266 T-19: Overcharging Spells ............................. 182
Magic ..........„..........„ .......... ...... 266 Appendix A: Spell Index........................... 300 T-20: Chance to Break Charm Monster..... 200
Cumulative Spell Effects..................... 183 ......... „ „

Murder ..........„..........„ .......... ...... 266 T-21: Charm Person Save Intervals ............. 200
Conflicting Spells ................................ 183 ......„ „

Nature ..........„..........„ ...... 266 Appendix B: MindcraftIndex................... 304 T-22: Clenched Fist Damage......................... 201
Spell Details ......................................... 183
........ „ .......... „

Poison ..........„ ..........„ ..........„ ...... 266 T-23: Confusion Effects.................................204


Appendix C: Skill Index............................ 305
........ „

Spell-like Abilities................................183 T-39: Contact Other Plane Parameters ........206


Protection ..„ ..........„..........„ ..........„ ...... 266
Magieal Researeh.................................183 Strength .... ..........„..........„ .......... ...... 266
„ „
Appendix D: Resources.............................. 305 T-24: Monster Summoning !.. ...................... 231
Researching Speils............................... 184 Trade..........„ ..........„..........„ ..........„ ...... 266 T-25: Monster Summoning II ...................... 232
Print...................................................... 305
Creating Magical Items ...................... 184 Travel .........„ ..........„..........„ ..........„ ...... 266 T-26: Monster Summoning III..................... 232
Movies .................................................. 305
Creating Golems.................................. 184 War „ ..........„ ..........„ ..........„ ..........„ ...... 266 T-27: Monster Summoning IV ..................... 232
Online ................................................... 305
Weather.....„ ..........„..........„ ..........„ ...... 266 T-28: Monster Summoning V....................... 232
Creating Special Results ..................... 184
Appendix e: Licensing................................ 306 T-29: Monster Summoning VI ..................... 232
Druid Spells (Spell Level 1-7) ..............186 Mindcraft 271 T-30: Monster Summoning VII.................... 233
Product Identity .................................. 306
..........................................................

Priest Spells (Spell Level 1-7) ...............187 Minderaft Is Not Magie ......................271 T-31: Passplant ............................................... 234
Designation of Open Game Content .306
Wizard Spells (Spell Level 0-4) .......... 188 Using Power Points .............................271
T-32: Prismatic Sphere .................................. 239
OPEN GAME LICENSE. Version i.oa306
Wizard Spells (Spell Level 5-9) ...........189 T-33: Prismatic Spray .................................... 239
Minderaft Saving Throws ...................271
Appendix f: Content of the GMG ..... 308 T-34: Druidic Reincarnation......................... 243
Spell Deseriptions ...............................194 Minderaft Diseiplines .........................271 T-35: Druidic Reincarnation......................... 243
More information about the world of
Religion 263 Coneentration .................................... 272 T-36: Secret Chest .......................................... 247
Ancardia ...............................................308
.............................................................

Foundations........................................ 263 Simultaneous Power Use .................. 272 T-37: Sleep ...................................................... 248
Exploring the World............................308
Zero Power .......................................... 272 T-38: Summon Sylvan Beings....................... 253
Pantheons ............................................ 263 Items & Artifacts .................................308 T-40: Variable Domain Effects ..................... 265
Immortals ............................................ 263 Minderafting Diseiplines .................. 274 Monsters, Monsters, Monsters ..........308 T-41: Ancardian Gods & Goddesses ............. 267
Domains............................................... 264 Psychometabolic Discipline ............... 274 Background Information on the War
Priests................................................... 264 Ps ychometabolic Sciences „„„.„..„„„„ 274 Between Order and Chaos..................309
Druids................................................... 264 Ps ychometabolic Devotions „..„„„„„„ 275 Chaos & Corruption ............................ 309
Chaos .................................................... 264 Clairsentient Disciplines .................... 277 Choices, Choices, Choices .................. 310
Corruption ........................................... 264 Clairs entient Sciences „„„.„.„..„..„„„. 277
The Raad to Immortality .................... 3 10
Clairs entient Devotions„„............„„„. 279
Andor Drakon...................................... 264 More Amazing Art ............................... 310
Psychokinetic Disciplines................... 281
.ÄNC.ÄRDIA

.Appendix f: Content of the GMG Background Information on the War Between Order and Chaos
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ancardia is a land threatened (or already tarn asunder) by the war between Order and Chaos (de­
pending on the timeframe your campaign is set in). In The GMG you will find extensive informa­
he upcoming ADOM RPG Game Master's Guide (GMG) contains a ton ofextra content relat­ tion on the war itself, its major players and factions as well as the dark means used by Chaos in
T ed to ADOM and the world ofAncardia as well as highly useful for general gaming. Here we its attempt to conquer Ancardia.
briefly summarize what you can expect:

Chaos e5 Corruption
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

More information about the world of Äncardia


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
A main staple of the ADOM computer game for more
The GMG will contain more information about the world of Ancardia, its city states, how Chaos than 20 years has been its corruption system: Chaos
affected the development ofthe world over millenia, major NPCs and so much more! more or less slowly corrupts you by actually infusing
its own essence into your body and soul. At first its pur­
exploring the World ple shine just seems disconcerting but then you feel
its power - as you are slowly transformed into
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

All the rules for exploring dungeons, the wilderness of Ancardia and the vast oceans are con­
something eise. A third eye might appear on
tained in the GMG. As well as commentary about other planes of existence and the various di­
your head (or your body), giving you the capa-
mensions ruled by all kinds ofgodlings, quasi-deities and other immortals.
bility to see through illusions and the invisibili­
ltems e5 Ärtifacts ty, maybe you start to sense beings in other places, grow another
powerful arm, become covered in scales granting resistance to
The GMG contains the descriptions for hundreds of items and dozens of artifacts as well as
damage, grow babbling mouths that occasionally spew forth pow­
guidelines for creating even more!
erful spells or are changed into a lean and incredibly fast creature...
the road to power is varied. And something... eise... awaits you at the
Monsters, Monsters, Monsters
end ofthe road ...
Hundreds ofmonsters, many ofthem peculiar to the world of Ancardia, all fully statted, wait for The GMG will present 10 levels of corruption powers, rules for
you. Scale your challenges from level 1 to 36! accumulating Corruption Points (CP) and the changes they bring.
Will you choose the fast path to power and might by siding with Cha­
os or try to resist... and for how lang?
Choices, Choices, Choices mere mortal. The GMG lays out the rules for
striving for immortality and becoming a god
Alternate character generation systems
in your own right. Ifyou can survive the com­
(leaner, more complex, it's your choice), al­
petition!
ternate attribute generation systems, rules
for upping the deadliness of combat so that
even a minor peasant might be able to kill a ���.� ..���.����...��............................
The GMG will feature another ton of gor­
dragon with a lucky shot (although it would
geous, relevant & amazing full color art, tru­
be a legendary deed to achieve this) and so
ly turning ADOM RPG into the most mod­
much more wait for you!
ern OSR roleplaying game so far. Marvel at
The Road to lmmortality the fantastic landscapes and beings coming
to life through vivid full page imagery as well
The gods ofAncardia are immortal... but not
as many smaller graphics illustrating Ancar­
unkillable. Even Andor Drakon, the mighty
dia, its inhabitants and the forces ofChaos!
Lord of Chaos, is said to once have been a
r� �
\
1
t

Where we invent afictional character to begin our adventures with...

ir�1 �
haracter creation is a s ple an logical
C process with a total of e1ght mam steps
Summary
(summarized in the box to the right). Same
ofthese steps may contain smaller sub steps. I. Roll Star Sign & Birthday
Once you get accustomed to both the rules 2. Roll Attribute Scores
and the character creation process it will take a. Apply Star Sign Modifiers
about 10-20 minutes to create a new charac­ b. Check Character Suitability
ter. Until then you should reserve more time. 3. Select a Race
All subsequent sections in this chapter ex­ a. Apply Racial Ability Modifiers
plain the details. b. Note Racial Abilities
4. Select a Class
a. Multi-Classing
Roll Star Si n e!f Birthday b. Calculate Experience Modifier
5. Select Alignment
he Stars of Ancardia are powerful. They
T influence the lives ofheroes and villains 6. Select Skills
7. Determine Passessions
alike For all player characters the first char­
a. Roll Gold
acter generation step is to determine the star
b. Buy Equipment
sign under which a character was born, fol­
8 . Finalize the character
lowed by the specific birthday. Details can
a. Calculate Ability Modifiers
be found in section „Star Signs" starting on
b. Calculate Armor Class
page 130.
c. Calculate Hit Points
d. Calculate Power Points
e. Calculate Age, Height & Weight
Roll Attribute Scores f. Determine Saving Throws
g. Select Languages
oll 4d6 seven times. Drop the lowest die
R for each roll and record the sum of the h. Choose Name
i. Choose Background
remaining dice. Assign each of the scores to
one of the seven attributes (Strength, lntel­ preference. Note that low Attribute Scores
ligence, Wisdom, Dexterity, Constitution, might bar you from selecting certain rac­
Charisma, Appearance) according to your es (see section „Select a Race" starting on
Where we introduce the core rule used to resolve all risky actions...

fate Attribute Checks


Attribute Checks usually are a last ditch re­
henever the outcome ofa situation de­
W
sort in resolving conflicts. If no skill or oth­
pends on Fate (luck), dice are rolled to er special ability applies, the Game Master
resolve the situation. The Game Master is the can call for an attribute check to resolve a sit­
final arbiter getting to decide whether dice uation. Running down slippery stairs might
need to be rolled. call for a Dexterity check, forcefully open­
Note that this only should happen in ing the stuck door might require a Strength
uncertain circumstances. Actions where fail­ check, and so forth. The Game Master de­
ure is highly unlikely or insignificant (open­ cides which attribute to use based on how
ing a door, descending a stairway, picking up the Players approach challenges. Attribute
an item, eating food) do not require die rolls. Checks are resolved using the "Roll Low" me­
In challenging circumstances a die roll chanic described in section „Roll Low'' start­
might be called for (e.g. when the door from ing on page 143.
the example above is stuck and the PC is in
a hurry, when the stairs are slippery and the Skill Checks
PC is running at high speed or when an orc is
Skill Checks are used whenever a Player
trying to grab an item before the player can
Character tries to apply learned knowledge.
do so). Such challenges will be resolved by a
Disarming the needle trap from the example
check.
above e.g. would call for a Skill Check using
All checks are handled by rolling a d2o
the "Trap Lore" skill. Skill Checks are resolved
-the danger die -once or twice.
using the "Roll Low" mechanic described in
section „Roll Low'' starting on page 143.
T es of Checks Saving Throws
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

esolving uncertainty calls for an attri­ Saving Throws are called for whenever the
R bute check, a skill check, a saving throw, Player Character needs to evade some nasty
a system shock check or an attack roll. These effect - e.g. to resist the effects of poison or
five types ofchecks encompass all activities a the lure of a Charm Person spell. The type of
Player Character can engage in. Saving Throw will be dictated by the specific
situation. Saving Throws are resolved using
Where we introduce the limitless powers ofthe mind...

character or creature may be used again and


Mindcra� ls Not Ma ic again, as lang as there are a sufficient num­
ber of PPs remaining, or the mindcrafting
indcraft operates similarly to, but not
M on the same principles as, magic. Mag­ character or creature has regenerated a suffi­
cient number ofPPs to use the power. Mind­
ie draws on sources of power "outside" the
crafting characters and creatures regenerate
spellcaster (divine spellcasters receive ener­
PPs with an undisturbed meditative period
gy from their deities, and arcane spellcast­
(usually about an hour) after a full-night (8
ers call upon the mystical energy Ancardians
hours) ofrest.
simply call Mana). Mindcraft, by compari­
son, is the power of the unlocked potential
of the mind, and its ability to access the fun­
damental nature ofbeing and the world that
Mindcra� Savin Throws
stems from it.
Due to the inherent differences be­
Ä mindcrafting saving throw represents
the chance for the victim of a mind­
tween mindcraft, arcane and divine powers
crafting attack or a mindcrafting discipline
it is not possible to multi-dass or dual-dass
to avoid or !essen the effects of the attack
any dass with arcane or divine spellcasting
mode or the discipline. Saving throws ei­
capabilities with the Mindcrafter dass. The
ther are Will saving throws if targetting the
character in question simply will not be able
mind or Fortitude saving throws iflaunched
to pick up the powers ofthe other dass.
against the physique ofan opponent.

Usin Power Points


Mindcra� Oisci lines
Ä discipline is an ability from the five
indcrafting abilities rely on a "reserve"
M of personal energy. Rules-wise the
game uses power points (PPs) to represent groups of mindcrafting powers. Each
that reserve. PPs are used to power all forms group ofdisciplines is divided into two sub­
ofmindcrafting abilities. When a mindcraft­ groups: a group of major abilities (known
ing ability is used, it depletes PPs from the as sciences) and a group of minor abilities
mindcrafting character's reserve. Any mind­ (known as devotions). The cost to activate
crafting ability possessed by a mindcrafting any individual mindcrafting ability requires
Where we are introduced to the Ancient Domains OfMystery...

forces of Order, seeking to control nature as


Äncardia they do morality. The rumblings of Chaos,
ever churning, ever changing, railing against
ages have lang theorized and populated
S parchment with their ideas about the or­ constants, laws and limits. And Nature itself,
neither static nor shapeless, which the intel­
igin ofthis world. Was Ancardia always here,
ligent races, in their limited understanding,
unchanging and predictable, as sure as the
call Balance.
sun rises and the moon wanes, all the way
Ancardia teems with life and possibil­
back to the past beyond the Mists of time?
ities. Around every corner lurks adventure,
Today, many races of intelligent and bestial
riches, fame; behind every rock hides death,
creatures populate Ancardia. They are born,
doom and despair. Gaethra continues to
they learn to walk or crawl, they try to leave
dream, and his dream promises never to re­
their mark upon the world, and inevitably,
main static, as within it is contained the very
they die. Was the world itself born? Was it
struggle between Chaos and Order them­
made? Was it imagined by a Creator? Dreamt
selves. As such, this description of the world
by a formless God? Will it, one day, come to
is just a temporary one. Take from it, adven­
an end?
turer, what you will.
Ancient legends speak of Gaethra, the
God of Creation, who shaped the entire Uni­
verse from a tear. The story comes closer
to the poetry of bards than to the machina­
The Orakalor Chain
tions of sages, but it is recorded in the sag­ l t is at the borders ofcivilization where ad­
es' dry scrolls nonetheless. lt is known that all venture, and adventurers, are to be found.
who live wonder about the past, and weave Can you open a tavern on a town that has a
their dreams about the future. And even Ga­ tavern-keeper? What destitute farmer hopes
ethra, for whom death is wholly meaning­ to be king in his own kingdom? Who will,
less, dreamt. For the story continues: after while within sight of his neighbors, plumb
forming the Universe, Gaethra slept, and its the depths ofdepravity to find magical power
dream created this world. beyond understanding? No potter's daugh­
From that dream came every creature, ter is a heroine in her own hometown - at
of every temperament, color and shape. The least not before she has sought her fame else­
men, elves, drakelings, dwarves, gnomes and where. That is why so many adventurers,
hurthlings; the orcs, ratlings and trolls. The as we call those people who cannot be con-
.ÄNC.ÄRDIA

tent with a simple life, come to the Drakalor Yggaz believes he won or lost said battle, and Twyat Pare,. the Sheriff still - there is no shortage of work between
Mountains. up to the adventuring party whether they be­ . . . crops and the children. And the boys and girls
There are many origin stories to the lieve anything he says. Yet there might be
·R�·����·��i�i���·� ·i·� i��·���· ·�� i��<l· h��· ·�i gh� ofTerinyo are the busiest beings in town, by
hand to decent folk like those found in Ter­
name -like ofhow a Titan and a great Drag­ something eise more mysterious behind Yg­ the looks ofit -you will hardly see one stand­
inyo. Her other hand, however, also extends
on fought and slew each other and their gaz's mostly harmless exterior. ing still for more than a moment. Within the
to unsavory characters who favor a life based
corpses lay jagged along the earth, silent as town's families, however, children are the
stone. The truth hardly matters. You are here, Rynt, the Village elder on thieving, raiding, and murder -or worse.
most willing to talk to adventurers. Perhaps
This reality of frontier life shapes the sher­
so it is more pressing to detail what it is you T"�;i�;;; i"� ·�;� ·;i�h"i� ·�·�·�hi�g ·b·�� ·h·�·�d ·�·�;i� iffs single-minded purpose. He walks tall
it is the very idea of a life without farms -
are to find. and simple wisdom. Rynt is the town's re­ whatever it be, boys and girls alike will glad­
in Terinyo, yet raider bands, marauding orc
The mountains themselves form a lang pository ofsaid accumulated knowledge. Old ly stop chasing the birds to speak to a strang­
tribes and secret goblin camps trouble his
and winding chain. lts highest peaks are im­ to the point of needing a cane to walk, Rynt er, especially if you have any apples. And
sleep. What's more, there are more human
possibly tall, so much so that they would be mostly keeps to the small village hall near when that wide-eyed child speaks, the drama
settlements in the Drakalor Chain, and ru­
impassable without magic beyond the abil­ the center of town (a center, it must be said, of Terinyo unfolds: what family's grain was
mors have come ofone derelict town harne to
ities of simple mortals. At first glance, any­ rather close to the edges). Whatever physical taken by raiders, what little girl's dog went
more than just bandits, but a cunning crime
thing or anyone with any sense would leave prowess he had to leave to his younger years, astray, and how many days it has been since
lord. lt is then no surprise that the sheriff is
this inhospitable place to the beasts that in­ the village elder's mind is sharp as a tack. He someone's seen the carpenter. Who heard
looking for recruits. Can he count on your
habit it. But! A lone, narrow, yet well-trodden has, through extensive experience, learned the druid whisper of"Kay-oss", how raids are
swords, battle axes, and bows?
path is to be found for those who dare to look. to deal with adventurers' incessant prod­ to blame for the shortage at Munxip's. 1 know

. .. . . . . . . . .. . .. . .
And it leads inside the Drakalor Chain, open­ more, and the apples are so juicy, stranger -
ding and endless thirst for information with The Townsfolk
ing into a large central valley. Here, at the bor­ naught but a smile and a pipe. He also has a . . .. .. ... .. . . .... .... . .............. . . . . . . . .
. . . . . . . . . .
but hey, do you have any candy?
ders of what is reliably known and mapped, Simple life is hardly simple. Farmers are har­
few ideas ofhis own about why so many ad­
is where adventurers of every known race dy, resilient folk, wise to the comings and go­
venturers never return to Terinyo...
come to make a name ... or die trying. ings ofseasons, weather, animals, and crops.
Guth'A.lak, the Druid Their few idle thoughts are occupied with the
. . . next thing that needs be done - work never
1ii·� g�·��� �·��b�·d fig�;� ��·�· ·b·�· f��·�·d ·��·��d·�
The Hamlet of Terinyo ing close to any of the large trees around
stops on a farm. City folk might deem them
unrefined, but farmers know pretty words
Terinyo. Wild birds routinely land on his
uch as the Drakalor Chain does not seem feed no chickens. Farmers' wives are busier
S built for men, yet is man one of Ancar­ shoulders, and squirrels almost act like he is
another tree - none of which seems to alter
dia's most stubborn and resourceful crea­
the almost disquieting aura of serenity ema­
tures. Testament to this is the humble village
nating from the man. There is something in
of Terinyo. Here, though surrounded by a
his eyes, however, betraying a deep preoccu­
forest where it is rumored huge grizzly bears
are the least of your worries, an adventurer pation with the Balance of Ancardia.
might feel a sense of temporary ease. Birds
chirp, farmers toil and complain, children ..... ..... .. ..... .. .. ... .. ... .. .. .. ... .. ..... .. ... .. .... ... .. .. .. .. ...
Munxip, the Shopkeeper
.

play in small ponds. The shopkeeper smiles Should you approach his shop, you will hear
at the jingle ofcoin. All is well with the world. the characteristic clap of two sausage-fin­
gered hands meeting around the front of a

X���3.� ..��� .. f.�.?.� .................................... barrel-looking ehest. Munxip knows every­


one in town - and if you are in town, then
If an adventurer falls in the forest and no­
he wants to get to know you. ls it rations you
body hears him, does he make a sound? This,
have need for? Torches? A rope? Yessirrah,
and other such questions, can be answered by
come right in. And ifit be the eyes ofa farm­
Yggaz. A twinkle in his eye as he nurses a bot­
er's daughter troubling your heart, Munx­
tle, he might regale aventurers with the tale
ip has just the right ox-yoke to get on her fa­
ofhow he once wrestled a frag for a kingdom.
lt is wholly up to the Game Master whether ther's good side.
range no langer incur any penalty. Archers of level 9+ often establish archery
Sharpshooter: Starting at level 4 causes dou­ schools (if oflawful alignment) or form rov­
ble damage when shooting an enemy by ing bands or groups working as mercenaries
surprise. Applies only to the first shot in or guards (ifofneutral or chaotic alignment)
an encounter. Damage is tripled at level 8, although there are no restrictions to this. In
quadrupled at level 15, quintupled at level both cases an archer attracts 2d6 loyal pupils
25 and sextupled at level 35. aspiring to learn his mastery.
Multiple Attacks: Gains one extra missile at­
tack per round at level 5, two extra missile
Level HD BAB Abilities
attacks per round at level 10, three extra
1d6 +0/+1 Deadshot, +1 MSP
missile attacks at level 20 and four extra
2 2d6 +0/+2 Quick Draw, +1 MSP
missile attacks at level 30.
3 3d6 +1/+3 Falcon's Eye, +1 MSP
Eagle's Eye: At level 7 shots at lang range no
4 4d6 +1/+4 Sharpshooter (x2), +1 MSP
langer incur any penalty. 5 5d6 +2/+5 Multiple Attacks (+1), +1 MSP
Elemental Charge: At level 9 can select one 6 6d6 +2/+6 +1 MSP

elemental kind of damage (fire, light­ 7 7d6 +3/+7 Eagle's Eye, +1 MSP

ning, cold or acid [earth]). Once per level 8 8d6 +3/+8 Sharpshooter (x3), +1 MSP

per day a missile can be charged with this 9 9d6 +4/+9 Elemental Charge (1), +1 MSP

type of energy. This must be announced 10 9d6+3* +4/+9 Multiple Attacks (+2), +1 MSP

before shooting. If the shot hits it causes 11 9d6+6* +4/+9 +1 MSP


efore we move out, practice loading the crossbow. The young man yawns loud and does not try +Id damage. At level 18 a second type ofel­ 12 9d6+9* +4/+10 Range Mastery (20%), +1 MSP
to hide it. The Master-bowman twirls his moustache and says nothing of it. Click-clack. Boy'sfa­ emental energy can be selected, a third at 13 9d6+12* +5/+10 +1 MSP

ther's here today. Came with a new servant. Today, we hunt sparrows. Aim high, in the trees. level 27 and the fourth at level 36. 14 9d6+15* +5/+10 +1 MSP

The grey-moustached man knows his place. He comes close to the boy and he mentions the steps. It's all in Range Mastery: Increases all ranges by 20% 15 9d6+18* +5/+10 Sharpshooter (x4), +1 MSP

the grip. He walks back afew paces. Looks at the boy miss. Bands a bit tense still -look how your father at level 12, by 50% at level 24 and by 100% 16 9d6+21* +5/+11 +1 MSP

shoots. As the sun grows hotter, the boy's shot a squirrel. Father says to Jan out-quieter that way. Four qui­ at level 32. 17 9d6+24* +6/+11 +1 MSP

et crossbows walk slow in theforest. Hey! Father! I hit one! The boy turns his head. Near his father, the ser­ 18 9d6+27* +6/+11 Elemental Charge (2), +1 MSP

vant is loading his own. Father proudly walksforth. Click-clack. Towards his son. Father, wait! That man's 19 9d6+30* +6/+11 +1 MSP
aim-A bolt cuts through the air. There's a groan and a body thumps down to the ground. Birds fly off. The 20 9d6+33* +6/+12 Multiple Attacks (+3), +1 MSP

new servant lies dead on the ground, crossbow bolt in his back. Master-bowman walks forth, coming out of 21 9d6+36* +7/+12 +1 MSP

the shrub. Boy, it's all in the grip. 22 9d6+39* +7/+12 +1 MSP

23 9d6+42* +7/+12 +1 MSP

A rchers are masters at striking at range - are favored. Gains one Martial Skill Point 24 9d6+45* +7/+13 Range Mastery (50%), +1 MSP

I"' with bows, crossbows, slings, anything (MSP) per level (including Ist) that can be 25 9d6+48* +8/+13 Sharpshooter (x5), +1 MSP

that isn't nailed down. They discovered lang used on missile weapon skills, the Light 26 9d6+51* +8/+13 +1 MSP

ago that the best way to win is to never get Armor skill, the Unarmored Combat skill 27 9d6+54* +8/+13 Elemental Charge (3), +1 MSP

close. and the Single Weapon skill. 28 9d6+57* +8/+14 +1 MSP

29 9d6+60* +9/+14 +1 MSP

Class features Special Ä.bilities 30

31
9d6+63*

9d6+66*
+9/+14

+9/+14
Multiple Attacks (+4), +1 MSP

+1 MSP
Prime Attribute: D EX Expert Shooter: The first BAB number is 32 9d6+69* +9/+15 Range Mastery (100%), +1 MSP

Alignment: Any used for melee attacks, the second BAB 33 9d6+72* +10/+15 +1 MSP

Weapons & Armor: Starts trained in all sim­ number is used for all ranged attacks. 34 9d6+75* +10/+15 +1 MSP

ple weapons, all missile weapons and light Deadshot: Shots at short range receive a +2 35 9d6+78* +10/+15 Sharpshooter (x6), +1 MSP

armor. bonus to hit and damage. 36 9d6+81* +10/+16 Elemental Charge (4), +1 MSP

HD/HP: 1d6/+3 Quick Draw: Can ready his missile weapon T-6: Archer Progression
Skill Categories & Skills: Common, Athlet­ for shooting without losing an action.
The Constitution modifier no langer is ap­
ic, Martial skill and Subterfuge categories Falcon's Eye: At level 3 shots at medium
*

plied to the extra HP gained.


frames lack in height they make up in resil­ Stone Sense (Ist, 7th and ISth level): Dwarves
ience and strength. They adorn severe fac­ are able to detect stone traps, concealed
es with lang and thick beards. Hair, skin and and secret doors, depth in the under­
eyes vary in color, but their hair is thick, their ground, direction of movement while un­
skin rough to the tauch, and their eyes see derground and the age ofstone construc­
quite well underground. tions if they focus for one turn. At level
1 they need to succeed at a WIS check at
Their Role in Äncardia disadvantage (-ID), at level 7 the check is
unmodified and at level 15 and above they
ages say Dwarves are not the oldest race
S in Ancardia -yet their one salient trait is have advantage (+IA) on the check.
Enemy of the Darkfolk (3rd level): By level
their stone-like conservativeness. Dwarven
3 Dwarves have become expert warriors
runes are so made as to carve them in stone'
against various darkfolk races. Specifi­
and those runes oft record dwarven names'
cally they receive +I to hit and +I to dam­
such as Granite-Beard and Gold-Wit. They
age (even with spells) for every full 3 levels
are meant to embody a trait and received
they gain when fighting goblins, hobgob­
at the age of adulthood. Dwarven society is
lins, orcs, trolls, ogres and giants.
similarly static, with children continuing the
Smell Precious Metals (7th level): Starting


family trade for generations upon genera­
at level 7 Dwarves become able to smell
tions. Dwarves who break with tradition and
precious metals (silver, gold, platinum,
travel new roads often find that their rigid
s Dwarves have b� en wroughtfrom the mou� tain. Non-Dwarves call it legend, but it is as true as mithril, adamantium and eternium) at
worldview is at odds with that ofall other An­
-� the deep metal veins ofthe earth. The stone is our ancestry, mettle and nature. lt is no story, no cardian races. They are puzzled by Gnomes'
a range of 10 feet per level. This requires
elf-bard's forlorn song: I was born of a Dwarf, but my forefathers sprung from the bowels of the one turn ofconcentration.
. playful spirit, suspicious of Human inten­
mountain. lt was a thunderous, difficult birth, one which shook mother whole, from the peak to the roots. In Tough as a Rock (nth, I9th and 27th level):
tions, and always at war with the Orc, who
the tremor �nd rumbling scream of the stone the first dwarves were pried off of the first cavern walls. They With growing experience Dwarves be­
they see as invaders and as aberrations.
were more lrke the stone than we are-strong and tough, offew words, slow to act. I admire those traits. Yet come tougher and tougher until their skin
the great Architect had his plans, and so Morodwyn came to mother in that ancient hour. With a crackfrom
the sky and a flash he connected with her. Lightning quick was his road down the stone's metal veins. And Racial features receives a rock-like quality. At level 11 they
gain Damage Resistance (2), at level 19
within the first �avern there was a great flash as he struck those first Dwarves. They were chiseled, trans­ Attribute Modifiers: +2 CON, -1 INT, -1 CHA, this increases to Damage Resistance (4) to
formed, and desrgned. So you see, from a union ofOrderly Light and the Mountain we come. Who but fools -1 APP finally become Damage Resistance (6) at
choose to stray from the path set in metal and stone?-Silver-Quill, Dwarven scribe Racial Hit Die: 1d10 level 27.
Spoken Languages: Dwarvish, Common
Culture the metal makes metalcraft sacred as well Tongue, Gnomish. Orcish, Trollish
Speak with Stones (3Ist level): Dwarves now

Ä s mithril veins hug the stone and are


can speak with stones at will.
- fire reshapes the ore as pick reshaped the Racial Skills: One free skill level in Moun­ Summon Earth Elemental (3Sth level): By
rod<. The Architect is Light in the Ore, and taineering and Mining each. One free
not easily pried, so it is difficult to ren­ now the Dwarf has become so attuned to
as such ores that shine are more sacred than skill level in either Armorsmithing, Black­
der apart Dwarven life from religion. Their the mountains themselves that he once
ones which are dull. Mithril is strength of smithing, Brewery, Stonemasonry or
one major god is Morodwyn, the Architect, per month can summon a 16 HD earth ele­
will, just as Silver is speed and Gold embod­ Weaponsmithing.
who still inhabits the metal that hides in the mental that serves him for one day.
ies wisdom. Non-Dwarves call this religion,
stone. Dwarven mining for ore is a work of
great reverence and painstaking caution.
or hard-headed folly; dwarves see just one Special Äbilities
great design. Morodwyn is an Orderly god Resistance to Poison and Diseases (Ist and
They know well: mine too much, and the
- dwarves who worship Balance are treated 23rd level): Dwarves are tough. They gain
mother would give birth again, crushing all
with suspicion and Chaotic dwarves exiled. advantage (+IA) on checks to resist both
as she wrought out new sons. There is wis­

Physical Äppearance
dom in metal but the roots ofdwarf strength the effects of poison and diseases. At lev­
el 23 they turn completely immune to poi­
0 warves are a short race, four and a half
lie in stone. The digging is sacred, for it is a
sacrifice of that which inhabits all Dwarves. sons and diseases.
And believing Morodwyn still speaks from feet at the tallest. What their stocky Infravision (Ist level): Dwarves posses m­
fravision up to a range of60 feet.
Multiple Attacks: Gains 3/2 attacks per round more than crawl around at 1/3 speed - spe­
at level 5, 2 attacks per round at level 10, cifically they are not able to fight, bandage
5/2 attacks per round at level 20 and 3 at­ themselves, use items or do anything that
tacks per round at level 36. requires concentration or prolonged exer­
Lordship: Starting at level 9 a Fighter can set­ tion). Starting at level 12 they only final­
tle down and build a castle (for which he ly die when their hitpoints fall below their
will have to pay himself). Usually he will be negative Fighter dass level.
able to receive a grant ofland (roughly 30
square miles in diameter) as well as the ti­
Level HD BAB Abilities
tle of Baron from the local ruler in recog­
1d8 +1 Sattle Fury, +1 MSP
nition ofhis bravery (or as a token ofdef­
2 2d8 +2 Bravery, +1 MSP
erence to his brutal might). Within weeks
3 3d8 +3 +1 MSP
he will attract 20-200 (2od10) Fighters of
4 4d8 +4 Natural H ealer (1/2), +1 MSP
level 1 who will serve him loyally as lang
5 5d8 +5 Multiple Attacks (3/2), +1 MSP
as they are well-treated. These will be led
6 6d8 +6 H ard to Kill (conscious), +1 MSP
by one captain (Fighter 5). The captain will 7 7d8 +7 +1 MSP
be supported by one sergeant (Fighter 3) 8 8d8 +8 Natural H ealer (1/3), +1 MSP

per 30 soldiers. After the castle is built, an 9 9d8 +9 Lordship, +1 MSP

additional 30-300 (3od10) peasants will 10 9d8+3* +9 Multiple Attacks (2), +1 MSP

start settling in the surrounding area. The 11 9d8+6* +9 +1 MSP


he sun hits her eyes through the helmet's noseguard. The armor feels heavier after a day's forced Fighter can tithe each peasant the amount 12 9d8+9* +10 H ard to Kill (-level), +1 MSP
march - as do shield and spear. She makes out the enemy spearpoints through the glimmer, on of 1 GP per year in compensation for his 13 9d8+12* +10 +1 MSP
the hill. A hand slaps her on the shoulder; the veteran speaks. Think back to the training, girl. protection. 14 9d8+15* +10 +1 MSP

lt don't help with the shakes, but it helps with the rest. The horses and their decorated men gallop back Hard to I<ill: Fighters become increasingly 15 9d8+18* +11 +1 MSP

from the field. The Prince now speeds back on his horse towards the line. The soldier hears the Prince's voice, more difficult to kill. At level 6 they no lan­ 16 9d8+21* +11 Natural H ealer (1/4), +1 MSP

but yet not the words. Then the Prince draws his sword. Screams eruptfrom the men all around the young ger fall unconscious when their HP drop 17 9d8+24* +11 +1 MSP

soldier. She hears her own voice shout the name and the claim. The sun hits herface, bellowing voices, over­ to zero or below (although they can't do 18 9d8+27* +12 +1 MSP

lapping words, and the spear now points forward. She thinks back to training. Talk is a prelude to battle. 19 9d8+30* +12 +1 MSP

Ä Fighter is a soldier, one that ran or


20 9d8+33* +12 Multiple Attacks (5/2), +1 MSP

Skill Categories & Skills: Common, Athlet­ 21 9d8+36* +13 +1 MSP

killed to live. Adventuring Fighters sell ic and Martial skill categories are favored. 22 9d8+39* +13 +1 MSP

their sword-lore or work for themselves. Gains one Martial Skill Point (MSP) per 23 9d8+42* +13 +1 MSP

They are well acquainted with the use of ar­ level (induding Ist). 24 9d8+45* +14 +1 MSP

mor, shields and weapons ofall kinds. That is 25 9d8+48* +14 +1 MSP

how they solve their problems. Special .Abilities 26 9d8+51* +14 +1 MSP

All kinds of Fighters exist: mounted 27 9d8+54* +15 +1 MSP


Battle Fury: Gains one attack per level against 28 9d8+57* +15 +1 MSP
knights, vicious gladiators, seafaring raiders
opponents with less than 2 HD. This does 29 9d8+60* +15 +1 MSP
and so on. They all can be modeled with the
not alter the sequence of either "move, 30 9d8+63* +16 +1 MSP
Fighter dass and an appropriate selection of
then attack" or "attack, then move". 31 9d8+66* +16 +1 MSP
skills and fighting styles.
Bravery: Starting at level 2 gains advantage 32 9d8+69* +16 Natural H ealer (1/5), +1 MSP

Class features
(+IA) on all saving throws to resist fear. 33 9d8+72* +17 +1 MSP

Natural Healer: Fighters recover quick­ 34 9d8+75* +17 +1 MSP

Prime Attribute: STR ly from damage they receive. At level 4 it 35 9d8+78* +17 +1 MSP

Alignment: Any takes them 1/2 time to heal naturally, at 36 9d8+81* +18 Multiple Attacks (3), +1 MSP

Weapons & Armor: Starts trained m all level 8 it takes only 1/3 the normal time, at T-7: Fighter Progression

weapons, shields and armor types. level 16 is takes 1/4 the normal time and at
* The Constitution modifier no langer is ap­
HD/HP: 1d8/+3 level 32 it takes I/5 the normal time.
plied to the extra HP gained.
pointed tops to their ears, and light-colored Speak With Plants (nth level): High Elves
hair, often auburn or gold. Their irises arnber now are able to speak with plants at will.
or purple, they possess a beauty often regard­ Speak With Elements (ISth level): High Elves
ed as striking or even as fearsorne. now can speak with the elernents (e.g. wa­
ter torrents, rain, fog, wind) at will.
Their Role in Äncardia Lightning Speed (I9th level): High elves gain
+io' rnovernent rate and +3 to initiative.
igh Elves rnostly keep to the forests
H which they call their harne, but ofall el­ Light Sprint (23rd level): The footsteps of
High Elves at this point becorne so light
ven races, they are the ones rnost cornrnon­
that they can even cross water or fragile
ly seen arnong others; yet this fact does not
ice while rnoving at running pace. They
rnake thern well liked. They are generally
can cross up to one yard per level before
seen by non-elves as detached and haughty
breaking in. Note that they even rnight
at best. Their great zeal in protecting their
be able to cross rnagrna if they sornehow
land has also seen thern in conflict and war
were protected frorn the heat.
with other races throughout the years. While
Lightning Strike (27th level): High Elves gain
sorne adrnire their grace and good looks frorn
an extra rnelee and rnissile attack.
afar, often High Elves are rnet with distrust.
Move through Trees (3Ist level): Thrice per

Racial features day High Elves now can teleport through


trees to any location they know. To do so
erk up your ears and listen, young one; open your eyes and see. Keep it in the memory, as you Men Attribute Modifiers: +I INT, +I WIS, +2 DEX, they step into a specific tree at the start
say; or as we say, hold it in the heart-if you can. I lived the years of two of your lives as a child. I -2 CON, -1 CHA, +3 APP location and instantly and without er­
was careless and free; all the mothers within the great tribe showed me love the way rain gives its Racial Hit Dice: ld6 ror ernerge frorn anoth-
life to the flowers and leaves. When I asked the grown men about the elven ways, they would laugh and then Spoken Languages: Elvish, Cornrnon er tree at the destina­
say there is plenty of time. In my third of your lives I was brash and so young, still not near myfull height Tongue, Gnornish, Dwarvish, Orcish tion location. They rnust
and as green as a sapling. I ran naked with deer through the trees and leapt over a stag's glorious horns to Racial Skills: Two free skill levels chosen have previously touched
become an adult. I was crowned with fresh leaves; I feltfoolish young pride. I felt first pangs of love like dry frorn Singing, Dancing, Musician, Artist. the trees (or parts) in
thorns digging intofair skin; yes, in your years, that was quite lang ago. I then learned of our ways; they are One free skill level in either Longsword, question.
not written down in dry scribbles, but passed down in songs and thus held in the heart. In myfourth of your Shortsword or Lang Bow. Eternal Memory
lives I left my trees and tribe and I traveled the world. I walked long and learned much of the young races' Experience Modifier: -15% (3Sth level):
ways. Some held an odd charm, but were fleeting, like fresh morning dew in high sun. Finally I returned; I
chose mates, which bore many fair daughters and sons. Many of your lifetimes have passed us since then. Special .Abilities The rnern­
ory of High
As once I took the bow and the sword and I fought, now I lift up the lyre and sing of our ways: love, children, Attuned to the Forest (Ist level): High Elves
Elves of this
song, life and remembrance. Perhaps that is the secret to life lasting langer than blinking your eyes. Put -

gain advantage (+IA) when trying to hide


to parchment by Mathos of the Red Banner, from the mouth of an Elf level be­
or rnove silently while in the forest.
c o rn e s

Culture life, and the children are raised by the tribe


Darkvision (Ist level): High Elves can see in
the dark like in a brightly rnoonlit night
so acute that

l t is unclear if High Elves get their narne as a whole. Their gods ernbody nature and
abstract concepts and are often featured in
(colors dare darnpened).
they nev­
er again will
frorn the ancient, tall trees in their forests Magically Attuned (Ist level): High Elves re­
sang. Though High Elves can follow Order, forget any-
or frorn their own striking height. Their thin ceive +I PP per level.
Balance or Chaos, and Evil as well as Good, thing they
frarnes are nirnble but relatively frail, and Light Step (3rd level): High Elves no langer
their rnotives can be hard to grasp for those have seen,
they have great talent for rnagic. Their lives seern to exert weight onto the ground
beings who live shorter lives. heard or read.
are incredibly lang, easily reaching a thou­ (although their physical weight doesn't
They gain a +2
sand Ancardian years. High Elven society is
rooted in the great forests which their tribes
Physical Äppearance change), effectively causing thern to no
langer leave any traces (even when e.g.
bonus to both
Intelligence
igh Elves are quite slender and tall,
H growing to a height of alrnost seven
call harne; they are extrernely protective of rnoving through rnud or fresh snow).
and Wisdorn.
their trees and land. The rnen and warnen Speak With Animals (7th level): High Elves
alike will take several rnates through their feet. They are extrernely fair skinned, have now are able to speak with anirnals at will.

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