Delvers of truth!
Salvagers of the memory of the world!
Seekers of the limits of the tangible reality!
You will not find answers here,
only more questions.
So, go deep if you dare.
Just remember.
As Above, so Below.Now the Land of the Warp is
riven by powers beyond mortal
ken. Whatever god may once
have watched over this doomed
world has long since turned
away. Science and learning
are shunned as the agents of
a barely remembered, now-
incomprehensible cataclysm. A
hollow religion’s iron-clad fist
forces ignorance on the remnants
of humanity as they live, mutate
and die beneath a shattered,
ever-shifting sky. 1
1, Text from Wyrd Science Magazine. Written by Walton Wood.Index
Rules
Human Attributes
Tests
Difficulty Modifiers
Difficulty Assesment Of An Action
Complications
Willpower
Hit Points
Combat
Npc Level
Levels
Special Damage Effects
Slashing
Bashing
Piercing
Hit Location Table
Combat Distances
Create Your Character
Personality Flaws
Background Table
Skills
Equipment
Coinage
Weapons
Armor
Mounts
General Goods
Food
Services & Lodging
Clothing
The Tenet
Table For Partial Mutations
Table For Complete Mutations
Table For Mutant Flaws
Complications With Artifacts
Gifts From The Void
Taint Effects
Riddles
RRR
an
SowecoveconmaanananRules
Agility: This relates to
the character’s movement,
coordination, balance and grace.
It is used for Dodging, making
Ranged Attacks and Stealth.
Most of the physical activities
that require nimbleness rather
than strength are tested with
this attribute.
Might: The physical power,
resistance, health and stamina
of the character. This attribute is
used for Melee Attacks and feats
of strength. It is also indicative of
the character’s total Hit Points.
Resistance tests against disease,
poison and Warp effects are also
performed with this stat.
Lore: ‘his measures a character's
knowledge and wisdom. It is
indicative of his/her capacity to
learn and recall. Lore tests are
performed frequently during
the game session to determine
proficiency in a particular task
related to Skills, Concept and Gifts.
Willpower is equal to half the Lore
attribute number rounded down.
Wits: A character’s capacity
for quick, inventive thought
and social interaction. He/she is
cunning, has a knack with words
and is persuasive. It also covers
perception and risk assessment
of a situation. Both Initiative and
Surprise tests are performed with
this attribute.
Human attributes
range from $ to 10.
Attribute Assessment
8 = Good
9 = Very good
10 = Excellent
5 = Poor
Mediocre
7 = Regular
Tests
When a Player wants his/her
Character to do something, he/
she must first describe how he/
she wants to do it and his/
her intention. Then the Game
Master will indicate the attribute
corresponding to that action. The
player must then roll 2d6 (two
six-sided dice). If the result is
equal to or less than the attribute
number corresponding to that
action, then the action is carried
out successfully, and the Game
Master narrates the outcome.
Tf the result is greater than the
attribute number, then the action
fails and there will likely be a
consequence described by the
Game Master.
Any successful result equal to or
greater than 8 will be considered
a Critical Success. These
outstanding successes involve
a highly effective action that
must be described accordingly
by the Game Master. In combat,
a Critical Success causes a roll
in the Hit Location Table and a
Special Effect according to the
type of damage caused.
To sum it up, the higher the result
obtained in the 2d6 roll withoutsurpassing the corresponding
attribute number, the better the
overall performance of the action.
Difficulty Modifiers
As expected, some actions are
more difficult than others. Riding
a terror bird for the first time
across the dangerous paths of
the Wurmspine is not the same as
riding the family’s mastodon on a
well-known road towards Citadel.
Fighting a petty crook in an alley
is not as challenging as fighting a
city guard. Modifiers that directly
affect an attribute when making
a roll are used to express these
variable difficulties.
Difficulty Assesment
of an Action
‘These modifiers affect the attribute
before the dice roll.
Easy +1
Medium+0
Hard -1
Very Hard -2
Almost Impossible -3
What is a scene? Like in theatre, a
scene is a situation placed within a
context. It is a small narrative unit
within a larger narrative. A fight
on a crumbling terrace in Citadel,
bartering in the marketplace or a
seedy meeting in a tavern are all
examples of scenes.
Complications
Whenever a player rolls a 1/1 or
6/6 result on his/her main action,
a complication arises. Perhaps that
merchant the players are bartering
with has become suspicious of the
PCs, ormaybe that successful daring
jump resulted in a strained knee
that requires a Might test to avoid
suffering some minor damage and
a temporary limp. Complications
may require another roll or incur
a minor direct consequence at the
GM discretion.
Ifthe PC rolls a 1/1, the action will
be barely successful and will cause
acomplication.
Ifthe PC rolls a 6/6, the action will
fail miserably and will also cause a
complication.
Combat Complications examples
(The GM may simply choose one or
roll a d6)
The Character...
1- Falls.
2- Drops an item.
3 - Damages his/her weapon (stone,
bone and obsidian are rendered
useless).
4-Is exhausted. Loses 1 Willpower.
5S - Hurts a nearby ally or himself/
herself for minimum damage.
6 - Becomes dazed. -1 to all rolls on
the next round.Willpower is both a powerful
resource for players and a variable
stat that is equal to half the Lore
attribute number rounded down.
It can be spent to reroll one
single dice in a result. Spending
Willpower must always be
declared before rolling the dice
for an action.
Willpower tests are performed by
rolling 2d6 equal to or below 5 +
the remaining Willpower points.
‘These tests are required by the
Game Master when attempting
to resist personality flaws, mind-
affecting magicks and fear. A
character without Willpower left
will have a difficult time resisting
his tendency to drink heavily or
that Confusion spell a sinister
sorcerer is preparing for him.
Willpower is a dynamic measure
of a character’s determination
and mental resilience. Players
should be careful when spending
it. A character with no remaining
Willpower will feel exhausted and
all of his/her actions will receive
a-1 penalty until he/she recovers.
PCs can replenish one single
Willpower point after having a
comfortable sleep.
Hit Points of a PC are equal to
the Might attribute number. PCs
can recover 1 single Hit Point
after having a comfortable sleep.
Some particularly gruesome
wounds might require Might
tests to heal over time.
WOUNDED characters that have
lost half or more of their Hit Points
receive a -1 to all their actions.
HEAVILY WOUNDED characters
that have 1 Hit Point left receive -2
to all their actions.
INCAPACITATED characters
with zero Hit Points left will die
unless their wounds are treated
in 1d6 rounds.
Treating wounds will stop
bleeding and restore 1 HP. This
requires a successful Lore test
and can only be attempted once
per wound received. PCs without
the Herbalist skill will receive a -2
difficulty to the action.
COMBAT is a fast and dramatic
experience that must be
roleplayed accordingly. Players
should be eloquent with their
actions and intentions; Game
Masters should be descriptive
about the consequences. In
Warpland, only the players
roll; neither the enemies nor
the Game Master.
An Action is
blocking, casting,
treating wounds, etc.
An Action is NOT dodging,
shouting, moving, etc.
attacking,
sprinting,
MOVEMENT: During combat,
a PC can move twice his/her
Agility in feet while performing
an action, or four times if he/shesprints (forfeiting his/her action).
Combat is divided into rounds.
At the start of each round, each
Player must take a Wits test
for Initiative. Those who are
successful start before the enemy,
and those who fail go after.
During each round, Players
take turns to act according to
their Initiative test results. The
GM should decide turn order
considering dice rolls and
context—prioritizing always both
drama and momentum.
Melee attacks are made with Might.
Ranged attacks are made with
Agility.
Dodges are made with Agility.
To successfully DODGE an
enemy’s attack, the PC must roll
a result equal to or below his/her
Agility stat. Remember that only
players roll, so whenever a PC
is attacked, he/she must take a
Dodge test to avoid damage.
BLOCKING an enemy attack is an
action that can be performed only
if the PC has won Initiative. This
action requires a Might test and
it works just like a Dodge when
assessing damage.
DAMAGE is included in the
Attack and in the Dodge test.
When a PC attacks, Damage is
determined by the highest rolled
dice plus additional bonus
modifiers for the weapon that is
being used. (See page 22.)
When a PC fails to dodge an
enemy’s attack, damage is equal
to the difference between the
total dice result and the Player
Character’s Agility stat plus
additional bonus modifiers for
the weapon that is being used. A
6/6 on the Dodge roll will trigger
Special Damage Effects.
After crossing the river, Athor, the
character interpreted by Mathew,
comes face to face with a Morlock,
a Level 0 creature, wielding a crude
stone axe. ‘Ihe Game Master calls
for an Initiative test.
Athor has Wits 7; Mathew rolls 2d6
and gets 42, a total number of 6. A
success! He gets to act first.
He decides to attack the Morlock
with his knife. He must roll a result
below his Might (8) to successfully
hit his enemy.
Mathew rolls 23, a total number
of 5. Another success! ‘the highest
rolled dice is 3, so he deals 3
Damage plus an additional 1 for
his weapon modifier, in this case, a
knife. Athor’s attack has delivered
a total of 4 Damage to the Morlock.
The Game Master describes howthe knife is buried in the belly of
the subhuman, making him howl
in pain.
The Morlock now retaliates with his
stone axe. The damage received has
exceeded half his Hit Points, so he is
now considered Wounded and this
grants a +1 bonus to Athor to all
actions against the Morlock.
Athor tries to dodge the attack
using his Agility (7, adjusted to 8
because of the enemy’s wounds).
Mathew rolls 46, a total number of
10, a miss! The difference between
his total dice result and his adjusted
Agility is 2. The stoneaxe has a +2
damage modifier. The attack deals
a total of 4 Damage to Athor. The
Game Master describes how the
axe slashes the flesh of his right leg.
Things are not looking good for
Athor. The Game Master then asks
for another Initiative test.
NPC Level
Each Non-Player Character has
a Level (instead of attributes).
PCs receive a penalty (to their
attribute) equal to the Level
whenever they test against that
NPC; this means it affects Social
Interaction, Initiative, Attacks,
Dodge tests, etc.
Levels
Level 0: Commoners. Simple
folk. Morlocks. Small animals.
Petty thieves.
Level 1: City guards, Professional
thieves. Skull Riders. Morlock
chieftains. Big animals.
Level 2: Veterans. Chimeras.
Warlords. Lictors. Minor demons.
Level 3: Heroes and champions.
Liches. Demons. Legendary
monsters of the realm.
Morale Tests are done by the GM
against a number equal to 5 +
NPC level.
Druuna, the character interpreted
by Lisa, is trying to convince a
Lictor that she isn’t involved with a
wanted technocrat.
‘The Game Master asks Lisa to take
a Wits test with a -2 modifier to the
attribute because the Lictor is a
Level 2 NPC.
Lisa’s character has Wits 8—
brought down to 6 in this action
after applying the NPC level
modifier. She rolls 2/5, a total dice
result of 7. She fails.
The Game Master describes the look
of incredulity in the Lictor’s face,
who then orders the city guards to
seize her immediately.
Special Damage Effects come
into play when rolling a Critical
Success in an attack. That is a total
successful result of 8 or more on
the 2d6 roll when a PC attacks ora
6/6 when dodging an NPC attack.Slashing
Bleeding. The victim will suffer
1 additional damage in each
subsequent round until the
wound is treated (a Lore test with
-2 difficulty unless the character is
askilled Herbalist).
Bashing
Knockdown. The victim falls to
the ground, suffering -2 to all
actions until he/she spends an
action to get up.
Piercing
Penetration. The attack willignore
the victims armor protection.
Use the Hit Location Table to aid
the combat narrative of Special
Damage Effects. If damage
exceeds more than half the total
Hit Points, the victim is maimed
or crippled for life.
Hit Location Table
Rolla d6
1-Leg
2- Abdomen
3- Torso
4-Left arm
5- Right arm
6 - Head (+1 dmg)
PCs may aim at a specific body
location with a -1 penalty.
Remember, not all the areas of the
body are protected by armor.
Combat Distances
Close combat 0- Sft_-1 to Ranged Attacks
Nearby 6 - 60ft No modifiers
Far 61 -100ft -1 to Ranged Attacks
Very far 101 - 150ft -2 to Ranged Attacks
Create Your
Character
1-Think of a concept. Then
choose a name and describe your
character’s appearance.
2-Choose a Personality Flaw and
write down your Proverb. That
is a recurring phrase that sums
up your character’s ideals and
life philosophy.
3-Distribute 8 points among
your four attributes, which start
at a base of 5.
4-Choose 1 skill for each point
greater than 5 in Lore. Write
down the equipment you own
according to your chosen skills
and concept.
5-Roll a d20 on the Background
Table. If you decide to be a
Mutant, go to Gifts from the Warp.
6-For Wealth, roll 1d6 x 10
copper pieces.
Remember! Rules exist
to support gameplay.
Attention should be
focused on the story.10
Personality Flaws
Personality Flaws must be
resisted with Willpower tests.
The Game Master should make
a note of using these when the
situation demands it.
Additionally, he/she — may
occasionally and discretionally
reward 1 Willpower point to a
player who actively interprets a
character’s flaw. If a PC spends
all their Willpower, he/she is
obliged to represent his/her
character’s flaw to the fullest on
the following scene.
Pick one from the list or make
up your own.
Addicted Lazy
Bad-tempered = Masochist
Compassionate Melancholic
Coward Naive
Cruel Pessimist
Delusional Phobic
Fanatical Repulsive
Greedy Savage
Hedonist Superstitious
Honorable Thrill-seeker
Joker Trickster
Kleptomaniac Vain
Background Table
Roll a d20 or make up your own
1-An embittered —_ warlord
considers you a menace.
2-Your village was ravaged by
Morlocks.
3-You are blamed for burning a
Temple of the Light.
4-A creature from the abyss
slaughtered your family before
your eyes.
5-You owe a large sum of gold to
a powerful merchant from Zur.
6-You are the son ofan infamous
witch.
7-A warlock is hunting you.
8-You have disgraced a great
warrior who wants to recover
his honor.
9-You are responsible for the
death of a most respected holy
man.
10-You were once a proud priest,
but your faith was stolen from
you by a terrible sight.
11-You were imprisoned for
years in the dungeons of Citadel.
12-You have murdered a member
of the Council of Citadel.
13-You have betrayed your
friends and loved ones.
14-You served as a slave for the
Iron Lords in the infamous peat
bogs of Sunno.
15-Your mother has been lost to
the corruption of the Taint.
16-For some reason, a Lictor is
looking for you.
17-You were kidnapped by Skull
Riders when you were a child.
18-You witnessed firsthand the
calamities of the Rot.
19-A Spectator has been
following you all your life for
unknown reasons.
20-Your father was a feared and
respected Watcher.Skills measure what your
character knows and owns. A
Player Character that wishes to
accomplish a task in which he/she
is unskilled will receive a Very Hard
(-2) modifier to the corresponding
attribute. For each number greater
than § in Lore, a player character
can choose one skill.
Technocrat Warrior
Bard Travelers
Thief Hunter
Merchant Beastmaster
Healer Disciple
Ascetic Professional
Priests Fool
Warlock
Equipment
Weight Categories:
1-Light
(daggers, potions, cudgels, etc.)
2-Medium
(swords, clubs, shields, light
armor, etc.)
3-Heavy
(two-handed weapons, medium
armor, etc.)
4-Very heavy
(mauls, full metal armor, etc.)
Reach provides a +1 to Initiative
tests
Ranged weapons can be used at
all combat distances with their
appropriate difficulty modifiers.
Small weapons (and punches)
receive a -1 to Initiative tests
against regular-size weapons.
‘Thrown weapons can be used up
to the Nearby combat distance
(60ft).
Shields confer +1 to armor and
provide +1 bonus to Blocks.
Slow provides a -1 negative
modifier to Initiative tests.
Coinage
All coinage in the land is made up of
crude copper stamped with designs
corresponding to the city they were
issued in. Gold jewelry iscommonly
used in sizable trades, with varying
values depending on its weight
and craftsmanship.Jade, a precious
stone that can be found where Warp
lightning has struck obsidian, is also
accepted for commercial exchange
and is considered a protection
against curses.
A small jade stone, called a
“thumb ‘’, is worth 100-150 cp.
A medium-size jade stone, called
a ‘‘fist’’, is worth 200-300 cp.
A big jade stone, called a
“head "’, is worth 400-600 cp.
A gold earring is worth 300 cp.
A gold ring is worth 450 cp
A gold bracelet is worth 550 cp.
A gold circlet is worth 600 cp.
A gold torc is worth 800 cp.
11WEIGHT PRICE
2 140
Battle axe * +3 Slashing. Two-handed. 3 250
Bolas +1 Bashing. Thrown (if aimed at legs, automatic knockdown). 1 25
Bow +1 Piercing. Range. 1 120
Buckler +1 to Block. Off hand. 1 60
Club +2 Bashing. Two-handed. 2 20
Cudgel +1 Bashing. Small. 1 20
Dagger +1 Piercing. Small. Thrown. 1 65
Fhil +1 Bashing. Ignores shields. 2 80
Greatsword" +2 Slashing or +1 Piercing. Reach. +1 Block. Two-handed. 3 430
Hatchet +1 Slashing. Small. Thrown. 1 50
Mace * +2 Bashing. 2 90
Maul +3 Bashing. Two-handed. Slow. 4 30
Morning star * +2 Piercing. Two-handed. 2 140
Shield +1 Block. +1 Armor. Off hand. 2 95
Short spear +1 Piercing. Thrown. Two-handed. 1 75
Sling +1 Bashing. Range. 1 10
Spear +1 Piercing. Reach. Thrown. Two-handed. 2 130
Staff +1 Bashing. Reach. Two-handed. 2 25
Sword * +2 Slashing or +1 Piercing. +1 Block. 2 350
THE USAGE DIC!
- When you use an expendable item like - Items that are almost empty use a d4.
rations, arrows, crystal shards, etc., roll the - Whenever you roll 1 or 2, you must
usage dice once. downgrade the usage dice of that item. This
- Items at their full capacity use a d8. a simple and effective way of keeping track of
- Items at half their capacity use a d6. all the consumable goods.
ARMOR DAMAGE REDUCTION WEIGHT PRICE
Light armor: hide, bone and leather 1 2 90
Medium armor: leather combined with metal parts 2 3 350
Heavy armor: full metal plates 3 4 650
Cap, bone or leather composite 1 (head) 1 90
Helmet, metal 2 (head) 1 220
War mask, metal 3 (head) and -1 to Perception tests 2 300
MOUNTS CARRYING CAPACITY PRICE & LOCATION
“Auroch—~=~*~*~*~<~*«