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24XX Dying Sun 1.1 SPREADS
24XX Dying Sun 1.1 SPREADS
24XX Dying Sun 1.1 SPREADS
fantasy tales. But then came the ARCANE WARS, fist of the Sorcerer-Kings, rulers of the few
when the Archmages toppled kingdoms and their remaining city-states. But not you: You are a
Defiling Sorcery desecrated the land into a broken wastelander, a survivor, and maybe even the only
wasteland. Now, even the Sun is dying. hope for those in need under the DYING SUN.
32: Krosh, 33: Kryss, 34: Lazra, 35: Mirath, 36: Muth, 41: Näl, 42: Parn, 43: Radurak, 44: Rayn, 45: Rhan, 46: Ribic, 51: Rül, 52: Shari, 53: Shuleh, 54: Solzak, 55: Strom, 56: Taarna, 61: Teyn, 62: Twil, 63: Tyr, 64: Zhyrr, 65: Zohr, 66: Zyl
RULES CHARACTERS GEAR MAGIC
use gems (◈) for currency. You begin with d4 ◈.
PLAY: Players describe what their characters do. ► Choose your character’s class. ► Metal is too scarce to use as coin. Wastelanders ► Magic takes its energy from the life essence
The GM advises when their action is impossible, of everything around the caster. A magic-user
demands a cost or extra steps, or presents a risk. WARRIOR: An adept fighter, a barbarian of the
Jagged Wastes, a gladiator of the arena of Zihm or knows how to tap just enough, to power their
Players can revise plans before committing so as MATERIAL: Weapons and armor are usually made spells in a safe way.
to change goal/stakes. Only roll to avoid risk. a brigand in search of bloody battle.
of Low quality readily-available materials like
Increase Melee (d8) and Warfare (d8). Bone, Chitin, Stone, Leather, Furs, etc. These SPELLS must be tattooed on the caster's
ROLLING: Roll a skill die — d6 by default, higher Warriors are the only ones who can wear up to 5 tend to break easily on roll results of Disasters or body and recited at the time of execution. To
with a relevant skill, or d4 if hindered by injury or pieces of armor without being hindered. Setbacks. create a Spell, generate a formula with a d6:
circumstances. If helped by a risky stunt (push Items of Medium quality (Strong Bone or Hide, 1-2: Effect+Element, 3-4: Element+Form, 5-6:
Roll d8 on the Random Weapons table twice, and
hard, hindering your next roll) or circumstances
twice ◈ to buy/repair.
get 3 random pieces of armor. or even Bronze)only break on Disasters, but cost Effect+Form. Then define it with the following
(high ground, or an injured foe), roll an extra d6; if tables, extrapolating function from its name.
helped by an ally, they roll their skill die and share
the player chooses so, but costs 5x◈.
WANDERER: A natural-born explorer, a scoundrel High quality material like True Steel only breaks if
the risk. Take the highest die. 1 Transforming 6 Deceiving
from the streets of Tarnath, an expert guide or an
errant adventurer of the Red Wastelands. 2 Attracting 7 Mending
EFFECT
1-2 Disaster. Suffer the full risk. GM When generating random weapons/armor, first 3 Paralyzing 8 Disintegrating
decides if you succeed at all. If risking Increase Marksman (d8), Survival d8) and
roll for quality (d10): 1-6: Low; 7-9: Med; 10: High. 4 Revealing 9 Repelling
death, you die. Tracking (d8).
Wanderers always have good odds (are helped) 5 Shielding 10 Spawning
WEAPON: roll as instructed by your class.
0◈
3-4 Setback. A lesser consequence or when rolling to avoid getting lost in the wilds or 1 Acid / Poison 6 Shadow / Void
0◈
partial success. If risking death, you’re being surprised by an ambush or trap. 1 Club / Staff
ELEMENT
2 Mind / Soul 7 Air / Wind
1◈
injured. 2 Blowgun / Sling
Roll d6 on the Random Weapons table, and get 3 Fire / Heat 8 Thunder / Ray
1◈
2 random pieces of armor. Begin with an extra 3 Dagger / Shiv / Knife
5+ Success. The higher the roll, the better. 4 Flesh / Body 9 Stone / Earth
1◈
ranged weapon of your choice. 4 Bow / Kunais
5 Water / Ice 10 Time / Age
2◈
If success can’t get you what you want (our blades 5 Spear / Billhook / Pitchfork
2◈
can't pierce the beast's hide!), you’ll at least get WARLOCK: A clandestine wielder of magick, a 6 Hammer / Hand-Axe / Short Sword 1 Armor / Shield 6 Cloud / Fog
3◈
useful info or set up an advantage. fugitive defiler or a rebel spellcaster fighting 7 Flail / Great Axe / Long Sword 2 Arrow / Bolt 7 Cloak / Zone
FORM
against the will of the Sorcerer-Kings. 8 Warhammer / Halberd / Zweihänder 3 Aura / Sphere 8 Touch / Grasp
LOAD: Carry as much as makes sense, but more Increase Spellcasting (d8) and Rituals (d8). 4 Blast / Beam 9 Trap / Prison
than two bulky items (or more than 3 pieces of ARMOR: Can only use one piece on each body
nbut also the leap into electronic typesetting, remaining essentially unchanged. It was popularised in the 1suo with the release of Letraset sheets containing Lorem Ipsum passagwse and more recently with desktop publish