Aspects of Fantasy
Aspects of Fantasy
IDD Inc
5155 Deeridge Lane
Cincinnati, OH 45247
Contents Grognard
Modern Grognard
Modern Point Buy
16
16
16
CHARACTER ABILITY SCORES & ATTRIBUTES 16
INTRODUCTION 9 PRIMARY AND SECONDARY 16
ABILITY SCORE MODIFIERS 16
BOXED TEXT 10
ABILITIES and ATTRIBUTES DEFINED 17
Appendix N 10
Strength 17
Rules Gear 10
Constitution 17
ITEMS USED IN THE GAME 10
Dexterity 17
Dice 10
Intelligence 17
Miniatures 10
Wisdom 17
Poker Chips 10
Charisma 17
DEFINITIONS 10
FATE POINT REFRESH RATE 17
GameMaster (GM) 10
DESTINY POINTS 18
Non-Player Characters (NPC) 10
Player Character (PC) 10 CHARACTER RACES 18
Stack 10 Ability Score Modifiers 18
Aspect Ideas 18
THE BASICS 10
Vision Type 18
The D20 Mechanic 10
Racial Traits 18
Automatic Misses and Hits 10
CLURICHAUNS 19
Aspects and Fate Points 10
Small but Powerful 19
Round Down 11
Highland Feud* 19
Primary and Secondary 11
Racial Weapon (Mattock) 19
Areas 11
DWARVES 20
Die Steps 11
Born of Stone 20
Exploding Dice 11
Against the Giants* 20
Saving Throw 11
Racial Weapon (Battle axe) 20
TWO SPECIAL RULES 11
Racial Weapon (Greataxe) 20
Say Yes, or Roll the Dice 11
ELVES 21
Let it Ride 12
Elven Blood 21
GAME PLAY BREAKDOWN & TIME 12
Racial Weapon (Long Bow) 21
Session 12
Racial Weapon (Longsword) 21
Campaign 12
Stand Against the Shadow* 21
Adventure 12
GNOMES 22
Scene 12
Heritage of the Gnomes 22
Encounter 12
Against the Giants* 22
Combat Round 12
Enchanted Nature* 22
GOOD & EVIL 12
Racial Weapon (Crossbow) 22
Light Empyrean 12
HALFLINGS 23
Shadow Empyrean 12
Halfling Abilities 23
Grey Empyrean 12
Halfling Luck 23
CHAPTER 1: CHARACTER CREATION 13 Accurate Arm 23
Stern Stuff* 23
QUICK STEPS 13 HUMANS 24
Step 0: Character Concept 13 Destiny 24
Step 1: Generate Ability Scores 13 Adaptability 24
Step 2: Race and Gender 13 ORGARS 25
Step 3: Class and Background 13 Ogre Ancestor 25
Step 4: Derived Stats 13 Thick Skin 25
Step 6: Languages 13 Racial Weapon (Man Cleaver) 25
Step 7: Equipment and EV 13 WITCHBLOODS 26
Step 8: Destiny Points 13 Grim Visions 26
Step 9: Spells and Rituals 13 Elemental Immunity* 26
Step 10: Final Touches 13 Sense Danger 26
THE CHARACTER SHEET 14 Pain and Pleasure 26
Stealer of Souls 26
GENERATE ABILITIES 16
Crazy Grognard 16 CHARACTER CLASSES 27 I
Gianfranco Bongioanni (Order #25758971)
Table of Contents
CLASS PROFILE 27 7. Wizard 38
Hit Die Type/Hit Points 27 RANGER 39
Ability score 27 1. Bounty Hunter 39
Weapon Proficiencies 27 2. Houndmaster 39
Starting Traits 27 3. Huntsman 39
Trait Pool 27 4. Forester 39
Background Traits 27 5. Poacher 40
Starting Equipment 27 6. Woodsman 40
Description 27 ROGUE 40
Racial Restrictions 27 1. Assassin 41
2. Bandit 41
CHARACTER CLASS LISTINGS 28 3. Burglar 41
ADVENTURER 28
4. Grave Robber 41
1. Coachman 28
5. Rake 41
2. Courier 28
6. Ruffian 41
3. Midwife 28
7. Thief 41
4. Party Henchman 29
SPECIAL STARTING ITEMS 42
5. Peasant Hero 29
6. Ratcatcher 29 CHAPTER 2: ASPECTS & FATE POINTS 43
7. Revolutionary 29
8. Scholar 29 ASPECT OVERVIEW 43
BARBARIAN 30 FATE POINT OVERVIEW 43
1. Berserk 30 ASPECT RULES 43
2. Highlander 30 ASPECT BENEFITS - INVOKING 43
3. Sea Raider 30 COMPELLING AN ASPECT 43
4. Shield Maiden 30 Consequence Dice (Optional) 44
5. Steppe Nomad 31 Negotiating a Compel 44
6. Tribesman 31
CLERIC 31 STARTING ASPECTS 45
1. Battle Nun 32 ASPECT CREATION GUIDELINES 45
2. Friar 32 Aspects - Personality 45
3. Exorcist 32 Aspects - Racial Persona 45
4. Militant Cleric 32 Aspects - Props 45
5. Inquisitor 32 Aspects - Story 45
6. Priest 33 Aspects - D20/OSR 45
7. Witch Hunter 33 ASPECT NAMING 46
FIGHTER 33 Making Them Interesting 46
1. Archer 34 CHANGING ASPECTS 46
2. Bodyguard 34 NEW ASPECTS 46
3. Executioner 34 GM ASPECT RULES 47
4. Fencer 34 CREATURE ASPECTS 47
5. Man-at-Arms 34 Knowing a Creature’s Aspects 47
6. Mercenary 34 TEMPORARY ASPECTS 47
7. Pit Fighter 34
KNIGHT 35 OTHER ASPECT RULES 47
1. Knight-Errant 35 AREA ASPECTS 47
2. Hedge Knight 35 EQUIPMENT ASPECTS 47
3. Knight Hospitallar 35
FATE POINTS 48
4. Knight of the Iron Cross 36
FATE POINT REFRESH Rate 48
5. Knight Macabre 36
Villain Fate Points 48
6. Knight of the Dragon 36
7. Knightmaiden of Peranto 36 GROUP ASPECTS 48
8. Knight of the Sylvan Court 36 GAINING A GROUP ASPECT 48
MAGE 37 Group Fate Points 48
1. Conjurer 37 Invoking a Group Aspect 49
2. Hedge Wizard 37 Sample Group Aspects 49
3. Illusionist 38 ROLLING UP ASPECTS 50
4. Necromancer 38 Group Names 51
5. Scholar Mage 38 Losing a Group Aspect 51
II 6. Street Magician 38 RANDOM ASPECT DESCRIPTIONS 51
Fate
Fate is one of the more popular ‘modern’ rulesets out there. The Fate system, with its concepts of both aspects, stunts and
zones, provides a way to streamline combat and social interaction. Aspects can be used to replace certain feats helping to
eliminate ‘feat glut’. They make character flaws really matter, and allow a player to use his character’s concept to really make
a difference in the game. Aspects also provide a way to generate fate points, which are the fuel that powers the Aspects of
Fantasy rules engine. Fate stunts are basically traits in Aspects of Fantasy
Pathfinder/D20
Much of Aspects of Fantasy is based on the D20 ruleset (though there are many changes). Various incarnations of the
D20 system have been around now for over a decade - from Dungeons and Dragons 3.X to the current popular iteration,
Pathfinder. The concepts underlying D20 are widely understood and have been used by literally millions of roleplayers.
Because the D20 rules system has been properly vetted and is widely understood it provides the perfect rules framework
for Aspects of Fantasy.
Other Rules
Concepts you will find in Aspects of Fantasy include exploding dice, primary and secondary ability scores, critical hits and
fumbles, a simplified encumbrance system, et al. All
such rules were chosen to provide a more dynamic
game experience while also easily integrating into the
D20-Fate rules framework.
The final result is a game that provides quick yet
detailed character creation and development, rules
that are familiar and easy to grasp, and a game that is
easy and fun to run.
I hope you enjoy Aspects of Fantasy as much as I
enjoyed writing and playing it. If you have any ques-
tions or feedback, please write to me at sbodemail@
gmail.com. I will be happy to respond. Also, check out
my blog, the Lonely DM (sabode.wordpress.com), for
new material and discussion.
-Steven A. Bode
June, 2014
9
Gianfranco Bongioanni (Order #25758971)
INTRODUCTION
BOXED TEXT
N
As they sang the hobbit felt the love of beautiful things
Throughout Aspects of Fantasy you will find text boxes with made by hands and by cunning and by magic moving
quotes from books or discussions concerning rules. There
through him, a fierce and jealous love, the desire of
are two types of boxes:
the hearts of the dwarves. Then something Tookish woke up
Appendix N inside him, and he wished to go and see the great mountains,
N As discussed in the introduction, works and authors and hear the pine-trees and the waterfalls, and explore
listed in Gygax’s Appendix N and Moldvay’s Red Box the caves, and wear a sword instead of a walking-stick.
heavily influenced Aspects of Fantasy. Boxed text -THE HOBBIT by JRR Tolkien
marked with an ‘Appendix N’ icon contain quotes from
these authors and their works. You will find these quotes
throughout Aspects of Fantasy as both a homage to the roots DEFINITIONS
of the hobby and as a way to inspire readers of the game to GameMaster (GM)
seek out these works on their own.
The GameMaster, or GM, is the moderator, the individual
who runs and controls the game. The GM either creates
Rules Gear the adventure using his or her imagination, purchases
Q
Boxed text marked with a ‘Rules Gear’ icon is where an adventure from a local game store or on the internet,
we delve into the decision making process behind how or does both. He then directs players through the course
or why a rule was created. Discussions around rules of the adventure describing scenes and taking on the role
philosophy and design are also contained within “Rules of individuals that the players may come into contact with
Gear” boxed text, as well as rules options and variants. (hereafter known as Non-Player Characters, or NPCs). While
individuals may question certain decisions made by the GM
Throughout the game you will also see the occasional Author
it should be remembered that as far as the game is concerned
Note which is simply a brief comment concerning the rules
the GM has the final word on rules interpretations and game
and/or rules design.
decisions.
Poker Chips If you roll equal to or higher than the DC (or AC), you succeed.
Otherwise, you fail.
Poker chips in various colors are also used in Aspects of
Fantasy to represent and track different types of points:
Automatic Misses and Hits
White chips - Used to represent normal character fate A natural 1 (the d20 comes up a 1) on a d20 roll is always a
points. failure. It is also potentially a Fumble.
Blue chips - Used to represent party fate points. A natural 20 (the d20 comes up 20) on a d20 roll is always a
success. It is also potentially a Critical.
Red chips - Used by the GM when awarding development
points. Aspects and Fate Points
Black chips - To avoid confusion, black chips are Characters have a set of attributes called Aspects. These are
10 used as GM fate points. descriptors that cover a wide range of elements and should
Q
he’s connected to, and what’s important to him. Aspects Why Die Steps?
replace D20 character elements like alignment and even You will notice throughout Aspect of Fantasy that die
certain feats and ‘built-in’ character limitations. steps are often used for damage bonuses in place of what
By spending what is known as a fate point, an Aspect can has traditionally been a static plus/minus number in D20. There
be ‘invoked’ which means it is used to give a character a are a number of reasons for this. One, less static modifiers, which
bonus die on a dice roll. Aspects can also be ‘compelled’ is a design goal of AoF. Second, we wanted a greater variance
by the GM in which case you receive a penalty of some in damage inflicted. Certain characters in D20, with a couple of
sort but also earn a fate point. Fate points are not just feats and a magical weapon, always do massive damage when
used for invoking aspects, they can also be used to power they hit due to their modifiers. Die steps even this out a bit. On
certain traits and maneuvers.
the other hand, when die steps are used the rules ensure that
In Aspects of Fantasy everything from monsters, to the the potential damage inflicted is higher. For example: In D20, a +2
environment, to equipment, to even adventuring parties longsword does 1d8+2 in damage, at a minimum the longsword
can have aspects that can be invoked or compelled. does 3 points, maximum is 10. In Aspects of Fantasy, a +2 long-
Aspects and fate points are covered in detail in Chapter 2: sword does 1d12 in damage, a minimum of 1 but a max of 12. So
Aspects on page 43. while the minimum is less, the max is more.
Round Down Die step increases/decreases are generally used for magic
weapons and certain traits. Due to issues of scaling, bonuses
Whenever you have to divide an odd number, you always
round down unless the rules explicitly state otherwise.
from ability scores are still added to damage.
Primary and Secondary purchased, their availability is limited and they tend to be
Like most D20 games, all characters have six ability scores. expensive (with the exception of the d20). These dice are
However, there are two types of ability scores, Primary and nice to have but are certainly not required to play Aspects
Secondary. All player characters get two Primary Ability of Fantasy.
Scores (human PCs get three). A character is generally
much better at a skill and more likely to make a saving throw Exploding Dice
when it involves a Primary Ability Score and its associated In certain situations, if you roll the maximum result of a
attribute. die (for example, a “6” on a d6), you get to keep rolling the
die, and adding the next result to your previous total. You
Areas can continue this as long as you keep rolling the maximum
Instead of determining movement by counting squares on a result.
grid, Aspects of Fantasy uses a concept called Areas. This is
an abstract measurement that allows both the players and Some situations put a limit on how often a die may poten-
the GM to determine movement, range increments and rela- tially explode. For example, a damage roll might be listed
tive positioning. as ‘explode (1)’ meaning it can only explode - or be rolled
again - once, even if the maximum result is again rolled. The
Author Note: In the Fate rules system Areas are called abbreviated notation for this on a d6 would be ‘d6 explode
Zones. The name has been changed because we found the (1)’.
term ‘zone’ to be too modern for a fantasy rpg. It’s simply a
matter of personal taste. Saving Throw
Areas are covered in detail in Table 0-1: Die Step Order A saving throw is a chance to avoid a negative consequence
Chapter 5: Areas and Move- of a spell, special attack, triggered trap, etc. Instead of using
ment on page 79. Die Step the D20 Reflex, Fortitude and Will saves, all saves are based
1 off of a character’s attributes. An attribute is determined
Die Steps by taking an ability score’s modifier and adding either your
1d2 level if it is a Primary Ability Score, or half your Level if it
When a damage die is a Secondary Ability Score. Any ability score may have a
1d3
increases by one ‘die step’, corresponding “save”.
it means that the die used is 1d4
the die with the next highest
potential high number. So a
1d5 TWO SPECIAL RULES
d6 that increases by one die 1d6 There are a number of rules in Aspects of Fantasy from what
step becomes a d8. 1d8 has been called the “new school” of game design. Two of
these are listed below:
When a damage die 1d10
decreases by one ‘die step’, 1d12 Say Yes, or Roll the Dice
it means that the die used is
the die with the next lowest 1d8+1d6 (1d14) When determining whether a character can or cannot do an
potential high number. So a 2d8 (1d16) action, always avoid just saying “no.” If characters come up
d6 that decreases by one die with a possible solution to a problem or want to attempt
2d10 (1d20) some sort of action, don’t inhibit them. Doing so just creates
step becomes a d4.
2d12 (1d24) frustration and stifles your players’ creativity. Instead, go
The die step order in Aspects with the flow. Either say “yes” and work with the players to
of Fantasy is listed in Table 3d10 (1d30)
make their solution the correct solution, or prepare for a
0.1: Die Step Order.
die roll to handle the situation. Both of these solutions
Note the die in parenthesis. These are provided as an option are a better way to decide if something is possible
for Die Steps. While most of these dice exist and can be rather than a simple “no.” This rule will give your 11
Gianfranco Bongioanni (Order #25758971)
INTRODUCTION
players a sense of empowerment and excitement. When let otherwise off site. This time between scenes is known as
loose, your players may even surprise you with their ingenu- an interlude and can be any length of time. However, as an
ity and innovation; well, at least sometimes anyway... encounter or event occurs a new scene begins.
There are certain character traits and abilities that can only Grey Empyrean
be used a certain number of times per scene. Magic use is The Empyrean between Light and Shadow, the Grey Empy-
also regulated by scene. rean is represented by the mortal realm and the powers
Interlude: Scenes do not normally need to be tracked of Nature. Certain nature spirits, fey, and elementals are
12 when characters spend time travelling or are considered part of the Grey Empyrean.
Step 6: LANGUAGES
A character starts off with the
‘Common Tongue’ and his racial
tongue if he has one. (See page
120.)
GENERATE ABILITIES Once scores have been assigned add the appropriate racial
modifiers.
The measure of a character’s physical and intellectual
capacity is determined by his or her personal ability scores. Table 1-1: Ability Score Costs
In Aspects of Fantasy, as in most D20 games, characters Score Cost Score Cost
have six ability scores: Strength, Dexterity, Constitution,
Intelligence, Wisdom, and Charisma. The scores of these 7 -4 13 3
ability scores and the modifiers they create affect nearly every 8 -2 14 5
aspect of a character’s skills and abilities. The higher the 9 -1 15 8
score, the greater the capacity. Each ability score generally
ranges from 3 to 18, although racial bonuses and penalties 10 0 16 10
can alter this; an average ability score is 10. 11 1 17 13
The following are the various methods you can use to deter- 12 2 18 17
mine your character’s ability scores:
Options: Add more points to be distributed for more powerful
Cr azy Grognard characters (25) or less points for a grittier campaign (15).
Roll a straight 3d6 for each ability score. What you roll is
Author Note: The nice thing about a point buy system is that
what you get. Add appropriate racial modifiers after each
it evens things out for players. No longer will you have one
ability score roll.
player character in the shadow of another über character
Options: Let players make six rolls of 3d6, then assign that happened to make fantastic rolls for his ability scores.
scores to ability score of choice. The trade off is that characters are often too similar and, as
If a player does not roll a score higher than 13, have him do a consequence, parties of characters can feel artificial and
the six rolls over again. somewhat bland.
Comment: Some people love this method, though you
certainly run the risk of having characters with some very CHARACTER ABILIT Y
low stats.
SCORES & ATTRIBUTES
Grognard
Roll 4d6 six times. For each roll, add the highest 3 dice to de- PRIMARY AND SECONDARY
termine each score and then assign scores to ability scores There are two types of ability scores in Aspects of Fantasy:
of choice. Once scores have been assigned add the appropri- Primary and Secondary. Characters choose 2 ability scores
ate racial modifiers. as their Primary Ability Scores (human characters choose 3).
Options: Re-roll dice rolls of 1. The remaining ability scores are known as Secondary Ability
Scores.
If the sum of all the character’s ability score modifiers is +0,
the player is simply allowed to roll up a new character The distinction is important when determining the outcome
Comment: Like Crazy Grognard, but less chance of really of skill rolls and saving throws. If the skill ability or save
weak characters. (Author Note: This is the method we have ability is the same as one of your Primary Ability Scores
used for years.) then you have a better chance at succeeding than if the
skill or save ability score only matches up with one of your
Modern Grognard Secondary Ability Scores. In addition, you are more likely to
Characters assign a 17 to one ability score and a 15 to a sec- roll a critical and less likely to roll a fumble if a skill ability
ond ability score. Player then rolls 3d6 4 times and assigns matches one of your Primary Ability Scores.
to ability score of choice. Once scores have been assigned For example: Bruce decides he want to play a traditional
add the appropriate racial modifiers. dwarf fighter. He decides that Strength and Constitution will
Options: Re-roll dice rolls of 1. be his character’s Primary Abilities as they best represent a
Comment: This guarantees each player has a couple of good stalwart dwarven warrior.
ability scores, but still injects an element of randomness to Joe decides he want to play a human mage. Since he’s
character creation. human, he gets 3 Primary Ability Scores. Joe wants his mage
character to be a cerebral wizard who is quick and often able
Modern Point Buy to talk his way out of a conflict. With this in mind, he decides
Characters are given a number of points that they can divide on Dexterity, Intelligence, and Charisma as being his mage’s
between their ability scores. The character’s ability scores all Primary Ability Scores.
start at 10. You have 20 points to spend to increase these
scores using the costs shown in the table below. Characters ABILITY SCORE MODIFIERS
can gain more points to spend on other scores by decreasing
For normal characters, each ability score has a modifier
one or more of their ability scores. No score can be reduced
ranging from -5 to +5. Table 1.1 Ability Scores and Attribute
below 7 or raised above 18 using this method.
Modifiers lists these modifiers. The modifier is the number
you add to the ability score’s associated attribute (explained
below).
A positive modifier is called a bonus, and a negative modi-
fier is called a penalty. The modifier is sometimes used with
certain numbers that aren’t die rolls, such as the Strength or
16 Dexterity modifier being applied to damage rolls.
Intelligence
ATTRIBUTES Intelligence is a measure of how well you understand and
Each ability score has an associated attribute. An attribute
assimilate information as well as your ability to use deduc-
score is determined by the ability score’s modifier plus the
tive reasoning. It is used to measure your knowledge, gauge
character’s level. If it is a Primary Ability Score the full level
your aptitude with languages, and determine your ability
is added, if it is a Secondary Ability Score half the character’s
with skills like Spellcraft.
level is added.
The attribute score is normally what is added to a d20 roll Wisdom
when determining the success of a skill check, combat roll Wisdom measure’s your strength of will, common sense, and
or saving throw. ability to focus. It influences such things as perception rolls,
channeling skill checks, and your desire to live.
Primary Attribute
Charisma
Your Charisma score measures both your physical beauty
Primary Attribute = Level + Ability Modifier
and the strength of your personality. The higher your
Charisma, the greater your chance of influencing others.
Charisma also helps determine how many fate points you
Secondary Attribute start out with before every adventure.
CHARACTER RACES
Player characters don’t have to be human, there are a
number of races a player can choose from.
CLURICHAUNS
+2 Strength, -2 Charisma
Description: Clurichauns are fey from the Highlands of Calludon. Known for their
small size and, paradoxically, great strength, clurichauns are organized into clans
and are ruled over by ancient clurichauns known as ‘thanes’. Each clan tends to
congregate in holds, great stone dwellings that are a combination feast hall and
castle. Though expert miners, clurichauns are best known for their brewing and
distilling skills. Their various stouts and ales have long been in demand while
clurichaun whiskey is a valuable commodity. Much of what they brew and distill
stays in their holds, clurichauns being prodigious drinkers. That said, they never
drink wine. Rumor has it that wine is poisonous to a clurichaun but this is not true,
they just hate the stuff.
There are no female clurichauns, the entire race being male. Occasionally a
clurichaun will woo and mate with a female fey like a dryad or even a vampiric
glaistig, such a union sometimes produces a rather ugly little baby clurichaun
which winds up being left on the doorstep of a hold. They grow up quickly and,
barring accident or death in battle, a typical clurichaun can live to be a thousand
years old.
As mentioned, clurichauns are small averaging 2½ to 4ft in height. They always
have red hair and a thick red beard which slowly turns grey as they get older. They
also have rather prodigious noses which they take great pride in. Clurichauns have
a reputation for being loud and rather obnoxious. They are also rather prickly about
their honor. However, they are known for being fiercely loyal to those they consider
their friends and few clurichauns will ever betray a trust.
Size: Small
Speed: 1
Vision Type: Low-Light Vision
Aspect Ideas: Blood feud with Gorslig the Redcap, “Gods I’m parched!”, Hot Temper, “Ya doin’ that because I’m short!?”
RACIAL TRAITS
Small but Powerful
Even though they are small of stature, clurichauns can wield weapons made for medium size folk because of their innate
strength. Clurichauns commonly carry weapons that seem much too big for them to wield effectively.
OTHER RACIAL TRAITS (Choose one)
Highland Feud*
Clurichauns have an ancient feud with the dark fey and grim monsters that haunt the lands of Calludon (with the exception
of the dark hearted Glaistigs whom the clurichauns are strangely quite fond of). A clurichaun character may choose two
of the following creature types: Kelpie, Nuckelavee, Ogre, Redcap, Sluagh, and Spriggan. These are creatures that the
clurichaun is particularly effective against in combat. The damage die of any weapon the clurichaun uses against these
creatures is always two steps higher.
Whiskey
A clurichaun with this trait seems to have an endless supply of whiskey. Even in the direst situation, this clurichaun will
pull out a bottle of spirits and take a swig. For the clurichaun with this trait, whiskey has a special beneficial effect. Once per
day, before or during an encounter, the clurichaun can take a swig from his whiskey bottle to bolster his morale, stamina
and combat abilities. During the encounter, the clurichaun receives a +2 bonus on all saves, his combat, while damage
inflicted increases by two die steps. The ability only lasts for one encounter, once per day.
CLURICHAUN NAMES
Clurichaun names are related to the names used by the men of the Highlands of Calludon, though there is some variation.
Male First Name: Aladair, Aenghus, Brock, Callum, Conran, Dugeld, Fearghas, Fingall, Guinn, Guinoch, Hamish, Kolmac,
Kurk, Lachlan, Lennox, Machan, Tamlach
Surname: Many clurichauns do not have a surname. Those that do usually name themselves after the hold they are from
(which is generally also the clan name). So, for example, clurichauns from Beinnmor Hold, Crailhold, Dunoon Hold,
and Gormstone Keep, might have surnames of Beinnmor (clan name), Crailhold (clan and hold name), Dunoon (clan
name), and Gorm (clan name). Some clurichauns also use a nickname such as: the Rooster, Player of the Pipes,
Firebeard, etc. 19
Gianfranco Bongioanni (Order #25758971)
CHAPTER 1: RACES
DWARVES
+2 Constitution, -2 Charisma
Description: Dwarves are a stout race of miners, craftsmen, and warriors. They
average between 4 to 4½ feet in height and are almost as broad. Hair color is
black, brown, red or blond; skin complexion is fair to ruddy. Male dwarves are
always bearded while dwarf women tend to wear their hair very long. Facial hair
is the pride of a male dwarf. Many braid or fork their beards. Purposely pulling on
a dwarf’s beard is almost guaranteed to enrage him.
They generally live underground in great mountain strongholds. Known for their
steadfast nature and strong sense of honor, dwarves are also known for their
fondness for gold and riches. They have a reputation for being tough and rugged
and can reach 400 years in age.
Size: Medium. Dwarves are shorter than most men and elves but they are gener-
ally quite broad. Dwarves have no special bonuses or penalties due to their size.
Speed: 2
Vision Type: Darkvision
Aspect Ideas: Cantankerous and Grumpy, Deep Hatred for Dragons, Giant Bane,
Gold!, Hard as Stone, Stonework Expert, “Veteran of the Goblin Wars”
RACIAL TRAITS
Born of Stone
A dwarf receives a +4 bonus to all Perception checks, passive or otherwise, to find secret doors made of stone or
stonework traps. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human
can sense which way is up.
Dwarves may re-roll any Constitution save; they must take the second result.
DWARF NAMES
Dwarves normally have both a first name and surname. The surname is either based on their father’s name or it is the
name of their clan. A dwarf’s surname is often changed by a dwarven king or thane if a dwarf has done some great or noble
deed. These deeds are often feats of valor, but they might also refer to a dwarf’s skill at forging weapons or even brewing
beer. Examples of such honorifics might be ‘Ironfist’ for a strong fighter, ‘Stoutheart’ for a brave clansman or clanswoman,
‘Hammermaster” for an expert weapon smith, ‘Hopsmaster” for a skilled brewer, etc.
Male First Names: Balzurgund, Brondin, Gothrik, Gorm, Mim, Nargulzad, Nuri, Orizad, Ternil, Voldur
Female First Names: Belgeth, Oradurra, Mimla, Olgi, Ossa, Salda, Zargeth, Zeda
Surnames: The children of a dwarf named Gorm might be named Brondin Gormsun for a son and Breda Gormsdotra for a
daughter. Clan name examples are: Dunduril, Gimgrun, Mazrit, Oltheim, Velkurzod, Zederhod
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CHAPTER 1: RACES
ELVES
+2 Dexterity, -2 Constitution
Description: Children of the sidhe (shee), elves are fey creatures thinner and
generally smaller in stature than humankind. Their features are aquiline with
pointed ears and eyes of various colors. Hair is black, brown and blond but other
hues are not uncommon including white, red and even green. Skin ranges from
very fair to light brown but yellow and complexions of green and blue are not
unusual. Lithe and graceful, elves are considered attractive in an exotic way by
most humans.
Elves have a powerful bond with both the natural world and spirit world. Their
views and motivations are often quite alien to those of other races and in any
dealings with elves it is perilous to forget this. Human scholars teach that elves
have no souls and elves do not argue the point. However, elves can live for a very
long time often close to a thousand years.
Elves live in small realms often separate and remote from human civilization.
Even those realms that border on the kingdoms of men are difficult to enter as
they are hidden by enchantment and illusion. However, elves often leave the
protection of their homelands to experience the ‘mortal realm’ first hand. These
journeys are known as ‘sojourns’ and are a common practice amongst elves.
Size: Medium
Speed: 2
Vision Type: Low-Light Vision
Aspect Ideas: Melancholy, Voices in the Wind, Fey and Strange, Warrior of Light, Child of the Forest
RACIAL TRAITS
Elven Blood
Elves receive certain benefits from their racial heritage:
Keen Senses: An elf receives a +4 bonus to all Perception checks, passive or otherwise, to detect secret or concealed
doors.
Enchantment Resistance: Elves are immune to magic sleep effects (such as a sleep spell) and paralysis powers (such as
the touch of a ghoul).
ELF NAMES
Elves never create new names. Elven names were first written down in the Elder Days in the Book of Meaning and all Elven
newborns receive one of these names. Elves always have familial surnames, their lineage being a source of pride and status.
Male First Names: Aerendor, Ariss, Galendor, Lydon, Nardulain, Targalel, Tharandor, Vardelion
Female First Names: Arleth, Celbereth, Galidinal, Kerwyth, Lornilas, Maeve, Maladwyn, Nesbereth, Ninaver, Serianel,
Venya
Surnames: Family name examples: Cernalain, Lornadrion, Malderoth, Quedenar, Rigulus, Vinivar, Valendenar
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CHAPTER 1: RACES
GNOMES
+2 Constitution, -2 Strength
Description: Gnomes are a race of woods folk and craftsmen that average 3 to
3½ feet in height with a slighter build than dwarves. Their skin color ranges from
dark tan to woody brown, their hair is fair, noses large, and their eyes are blue
and green. Gnome males prefer facial hair but tend to focus on moustaches and
forked beards, some of the more rebellious go clean shaven. Gnomes love to wear
colorful clothing decorated with intricate stitching. They are a friendly race, though
somewhat reserved and insular. They are particularly fond of practical jokes and
love to recount those chestnuts that they have played on others, as well as those
played on them.
Gnomes are believed to be fey. Ancient tales speak of a journey from the ‘Outer-
realms’ and making pacts with the ‘Lords of Forest and Meadow’ to take refuge in
the forests amongst the trees. The tales are vague about whom these ‘Lords’ were
and what pacts were made; strangely, these tales have a rather grim tone and hint
at things dark and sinister…
Most Gnomes make their livings as craftsmen, though some are miners as gnomes
have a love for colorful gems. They have a fondness for mechanical contraptions
and are credited with developing the crossbow. Their settlements are in forests,
gnomes are known for manipulating how trees grow so that they can live in houses
amongst columns of roots.
Size: Small (Gnomes must use smaller weapons than medium sized races use. See Weapon Size on page 94 for more
information.)
Speed: 1
Vision Type: Low-Light Vision
Aspect Ideas: Animal Friend, Know Dark Secrets, Inquisitive, Master Practical Joker
RACIAL TRAITS
Enchanted Nature*
A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/per scene - Dancing Lights, Ghost
Sound, and Prestidigitation. These are innate abilities that do not require either an Essence points roll or a Spellcraft roll
to be cast. The ‘caster level’ of these spells is equal to one plus the gnome’s Charisma attribute modifier (1 + Charisma
modifier).
HALFLINGS
+2 Dexterity, -2 Strength
Description: Halflings are a small people, averaging about three feet in height
and weighing around 60 pounds. They are fair skinned, but tanned, with curly
brown or black hair on their heads and feet. Their feet grow naturally thick,
leathery soles (equivalent to soft boots), so that they seldom wear shoes.
They usually dwell in hill country as they like to make their dwellings in the
sides of hills for both defense and comfort. Even those halfling structures not
built into the side of a hill are usually half underground. Halflings never have
their own realms but place their settlements close by human or dwarf kingdoms
for protection.
They are the consummate ‘people of the land’, hard workers and master farmers
who can grow crops in even the worst conditions. Halflings tend to be good-
natured, but they are often suspicious of outsiders and distrustful of those of
their own kind who go wandering off on ‘adventures’.
Size: Small. (Halflings must use smaller weapons than medium sized races
use. See Weapon Size on page 94.)
Speed: 1
Vision Type: Low-Light Vision
Aspect Ideas: “Is it lunch time yet?”, Disturber of the Peace, “No one will miss this bauble…”
RACIAL TRAITS
Halfling Abilities
Halflings receive the following racial benefits:
Keen Senses: A Halfling receives a +4 bonus to all Perception checks, passive or otherwise, to detect secret or concealed
doors.
Sure-footed: Halflings may re-roll any Acrobatics or Stealth skill check; they must take the second result.
Halfling Luck
Halfling characters receive an extra Destiny Point during character creation.
OTHER RACIAL TRAITS (Choose two)
Stern Stuff*
Halflings are known for their courage and mental toughness. When a halfling character makes a Fear save he rolls
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CHAPTER 1: RACES
HALFLINGS NAMES
Historically, halfling communities have been located in or near the realms of men and halfling names reflect this. Most
halfling names have a human origin and it would not be unusual for a halfling child to be given a human name outright,
though female halflings are often named after flowers and other natural items of beauty.
Surnames are family names and are also generally of human origin, though many are quite old. No respectable halfling
would go without a family name.
Male Names: Edegar, Faldoc, Haldo, Hansric, Mardoc, Odo, Oswin, Ozmo, Paldin, Sarnwise
Female Names: Daisy, Esmerelda, Flora, Iris, Luna, Marigold, Morndew, Petunia, Rose, Rosamunda
Surnames: Biggelswurt, Burrohouse, Fallo, Grubb, Narfoot, Terwilliker, Thornsby, Toffin, Tolliver
HUMANS
May add +1 to any ability score
Description: Humans are the dominant race in most fantasy worlds. Their skin
color ranges from very fair to deep ebony and cultural differences are wide-
spread. Humans are extremely adaptable, having the ability to adjust to almost
any condition or circumstance. Though short lived compared to many other
races, humans are also very prolific. For these reasons, humans have spread
throughout the world, creating vast empires and mighty kingdoms. To the more
sedentary and longer lived elves, the realms of man seem to be in a constant
state of change, their power and majesty waxing and waning like the phases of
the moon.
Size: Medium
Speed: 2
Vision Type: Normal
Aspects: Human aspects can be as varied as humanity itself.
RACIAL TRAITS
Destiny
In most lands, humans seem fated to dominate and rule. To reflect this, human
PCs receive a +3 fate point bonus to their Fate Point Refresh Rate.
Adap tability
At least in part, human success is due to the race’s ability to adapt to any environment. No matter if it’s snow covered tundra
or blistering hot desert, human hunters, explorers, nomads, and even settlers will be found there. Because of this versatility,
human player characters get three primary ability scores instead of the usual two.
HUMAN NAMES
A quick internet search of medieval names can provide all sorts of inspiration for a human character name. If you don’t want
to jump on the internet and are having problems coming
up with a name, some sample names are provided below:
Nrising."
"That is a fair lord and a great captain of men," said
Legolas. "If Gondor has such men still in these days of
fading, great must have been its glory in the days of its
ORGARS
+2 Strength, +1 Constitution, -2 Dexterity, -1 Intelligence
Description: Long ago, certain Tauton barbarians would prove their valor
and manhood by attempting to seduce and mate with an ogress. The
seducing part was easy; surviving the coupling was something of a chal-
lenge. The children that sometimes resulted from these unions were known
as “ogre bloods”, or orgar. Overtime, these orgar bred amongst themselves
and became a true and distinct race.
These days orgar live in extended clans usually some distance from any
human or ogre settlement. However, it is quite common for lone orgars to
set out for civilized lands to prove their mettle. They hire themselves out as
mercenaries, bodyguards, pigskin players, and other occupations that can
utilize their great strength while not taxing their sometimes limited intellects.
Size: Medium. Orgar are generally much bigger than a typical human aver-
aging between 6 to 7ft in height and are generally very broad. However, they
are just not big enough to be considered Large creatures.
Speed: 2
Vision Type: Darkvision
Language: Common
Aspect Ideas: “<character name> slay!”, “Oi! Where’s the vittles!”, Orgars are
Like Onions, “That nearly put me off me tea...”
RACIAL TRAITS
Ogre Ancestor
An orgar’s ogre blood gives him some advantages:
Big ‘Un: +1 bonus to Encumbrance Rating
Scary Tough: Orgars may re-roll any Strength save; they must take the second result.
Thick Skin
Orgar inherit dense, tough skin from their ogre ancestors. An orgar’s thick skin gives him a natural AC bonus of +2.
OTHER RACIAL TRAITS (Choose one)
Large Weapons*
Even though they are of medium stature, certain Orgar can wield weapons made for large size folk due to their broad size
and strength. See Weapon Size on page 94 for wielding Large sized weapons.
ORGAR NAMES
Orgar names tend to one or two syllables and are related to various human names.
Male: Dag, Dolf, Ivar, Lorg, Mord, Norgu, Olaf, Olf, Orgen, Orik, Osker, Gerr, Torger Urg
Female: Dagmar, Enga, Geta, Helga, Hilfi, Hulda, Miska, Olga, Osta, Ugra, Wolda, Yrr
Surname: All orgar take the name of their first kill along with a descriptive adjective, as an epithet or ‘kill name’. The kill
has to be viewed as a threat, something that gave the orgar a decent fight. Examples include: Bearslayer, Trolldeath, Man
Chopper, Ogrecleaver, etc. If an orgar kills a fellow orgar in a legitimate, or semi-legitimate, duel he will take the fallen
orgar’s first name as part of his ‘kill name’ (so Dagslayer, Olfchopper). Many Orgar wait until they dispatch a certain foe or
type of foe before giving themselves a ‘kill name’.
Orgar always wear some trophy from the foe they dispatched to get their kill name. Bear claws or troll fangs worn on a
necklace, a man’s skull stylishly hanging from a belt, an ogre’s horns mounted on a helm, are all examples of this practice.
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CHAPTER 1: RACES
WITCHBLOODS
+1 Strength, +1 Dexterity, -1 Wisdom, -1 Charisma
Description: Witchbloods are humans with some sort of physical characteristic
that is considered sinister or unnatural. Most Witchbloods are believed to come
into existence by being exposed to dark magics while in their mother’s womb.
Others are believed to have infernal blood, a parent or grandparent succumbing to
the charms of a succubus or incubus.
Witchbloods are recognized by some disfigurement or strange feature that is
believed to reveal the taint within. Such features might be cat-like eyes, a subtle
green skin coloring, horns, a tail, a forked tongue, etc. While witchbloods are
believed to be prone to evil acts and dark pursuits, this need not always be the
case. There are many tales of witchblood knights and even clerics who suppressed
the taint of their blood and became great heroes.
Size: Medium
Speed: 2
Vision Type: Darkvision
Language: Common
Aspect Ideas: Dark Voices, Doomed to Hell, “Every wolf suffers fleas, ‘tis easy
enough to scratch.” I’m Not a Monster, I am a Monster, Strange Family
RACIAL TRAITS
Grim Visions
Witchbloods often have horrible dreams and awful visions. For this reason, the terrors of the real world have little effect on
them. When a witchblood makes a Fear save she rolls two dice and take the highest one as the result.
Elemental Immunity*
The witchblood is much less prone to damage caused by elemental extremes. The character is rarely uncomfortable in even
the warmest and coldest environments. The witchblood has Damage Resistance versus all cold, fire, and electricity based
damage. (See page 169 for more information on Damage Resistance.)
Sense Danger
The witchblood with this trait is rarely surprised due to a precognitive power which warns him of danger just before the
danger presents itself. When the witchblood makes a Perception check to avoid surprise, he may roll two dice and take the
highest one as the result.
Stealer of Souls
You gain vitality from the souls or spirits of those you kill. Once per encounter, when you deliver a killing blow (you take a
creature to 0 hit points or less), you recover 1d3 hit points +1 for every 2 full levels you are. So a 6th level witchblood would
recover 1d3 + 3 hit points. The creature slain must have at least 1 HD. This trait does not increase your hit points beyond
your full normal total.
WITCHBLOOD NAMES
Witchblood names come from the culture they live in, though they may often have nicknames to denote their strange,
oftentimes sinister, looks.
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CHAPTER 1: CLASSES
Q
ARMOR BY CHARACTER CLASS
Tr ait Pool In Aspect of Fantasy there are no limitations to what
A grouping of traits that characters who are members of the armor a character can wear based on class. If a thief
class can choose from whenever they acquire a new trait. wants to wear plate he can, if a wizard wants to don a suit
of chain there’s no prohibition in doing so. However, most
BACKGROUNDS armor types have aspects that can be compelled when a
Backgrounds provide additional traits and initial equipment. character is trying to do something class related.
They also provide certain details about a character’s life
So a thief trying to climb a wall in plate mail should be subject
before the start of a campaign.
to a compel by the armor’s ‘Heavy’ aspect, while a ranger
Background Tr aits trying to be stealthy in full plate would be subject to its
‘Noisy’ aspect.
These are the traits that every starting player character who
chooses this background receives. Heavier armor also has the Spellbane trait which always
penalizes a mage’s Spellcraft skill check.
Optionally, the GM can take the traditional route and put a
hard limit on what armor a character of a certain class can
and cannot wear. These limits are listed below:
Adventurer: Light, Medium
Barbarian: Light, Medium
Cleric: Light, Medium
Fighter: Any
Knight: Any
Mage: None
Ranger: Light, Medium
Rogue: Light
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CHAPTER 1: CLASSES
ADVENTURER BACKGROUNDS
1. Coachman
Traits: Arms Training - Ranged, Intuition OR Precise Shot
Equipment: two weapon packages, suit of studded leather, roll for special item (see Table 1-3: Special Starting Items on
page 42)
Description: Coachmen are those individuals who guide coaches and wagons along dark twisted roads conveying passengers
and property from one place to another. Such a job requires special skills as travel by road can be quite hazardous, roads
are often little more than dirt tracks while bandits and creatures of the night are a constant threat. Given the precarious
nature of their work many coachmen listen to the tales told at roadside inns and set out on their own to find treasure and
seek glory.
2. Courier
Traits: Runaway!, Twitchy
Equipment: one weapon package, suit of studded leather, cloak with heraldic symbol, and roll for one special item (see
Table 1-3: Special Starting Items on page 42)
Description: Couriers deliver messages and special items to patricians, nobles, important dignitaries, powerful wizards,
and anyone else who can afford their services. Many work for certain noble houses while some are employed by trading
companies. A few are even considered servants of a king and wear his livery. Couriers have a rather inglorious and often-
times dangerous job, having the same troubles with overland travel and its inherent hazards as other folk do. Some tire of
the work and take to the road in search of fame and riches.
3. Midwife
Traits: Healing Touch, Sixth Sense OR Spell Warded
Equipment: one weapon package, leather armor, healer’s kit, bag of healing herbs (aspect item, see page 108), and
roll for one special item (see Table 1-3: Special Starting Items on page 42)
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Description: Midwives are women who assist other women during childbirth. They are also recognized as healers and
herbalists and are usually quite knowledgeable about local lore. Not a few are said to possess mystic powers, a reputation
that can be downright dangerous when a witch hunter comes calling. Most midwives in such situations flee their homes for
a harsh life on the road where adventure sometimes finds them.
4. Party Henchman
(With a special nod to Aaron Williams Nodwick comic)
Traits: Experienced Porter OR Arms Training - Self Preservation, Runaway!
Equipment: one weapon package, leather armor, roll for two special items (see Table 1-3: Special Starting Items on page
42)
Description: You have hired out in the past to be a servant for some mercenary company or adventuring party. The pay was
low, the hours long, your employers were lunatics, and there was always the possibility that something unpleasant would
eat you. Now you believe you’ve gained enough experience and skill to strike out on your own. Sure, the hours are still long,
you are still dealing with lunatics, and you still might be some fiend’s dinner, but at least now you get a bigger share of the
loot!
5. Peasant Hero
Traits: Arms Training - Melee, Pluck
Equipment: one weapon package, studded leather armor, roll for one special item (see Table 1-3: Special Starting Items on
page 42)
Description: Born a peasant, this adventurer has performed some act of bravery or feat of arms that has made him a hero to
the common folk. What the act was is up to the player and GM. Perhaps the hero slew or drove off some monster, or perhaps
he thrashed (or even killed) an evil bailiff or hated noble - an act that forced him to flee with a price on his head. Whatever
the event, it has set the peasant on a path much different than one where he grows crops and shovels manure.
6. R atcatcher
Traits: Animal Companion (dog OR weasel), Rat Hacker
Equipment: two weapon packages, leather armor, alchemical smoke pot, roll for one special item (see Table 1-3: Special
Starting Items on page 42)
Description: A ratcatcher is essentially a primitive exterminator who is paid to kill mice, rats, moles, and other vermin.
Such creatures spread disease and filth and are a constant menace to food supplies.
A ratcatcher often uses traps or trained animals to catch his quarry, though he also lies in wait to kill the little beasts when
they make an appearance. Lurking in dark corners and cramped spaces, a ratcatcher becomes used to such environments.
Some forego a life of hunting rodents and use their knowledge and experience to explore dungeons and labyrinths.
7. Revolutionary
Traits: Sneak Attack, Runaway! OR Pluck
Equipment: one weapon package, black cloak with hood or wide brimmed black hat, leather armor, roll for one special item
(see Table 1-3: Special Starting Items on page 42)
Description: Revolutionaries are generally young men and women who are looking to change the established order of
things. Organized revolutionaries are often part of secret society of like-minded individuals. Some are political agitators,
others are religious heretics, and a few are both! Many frustrated revolutionaries turn to assassination and other violent
measures to implement change. Their life spans are typically short and those who wish to avoid a death sentence are often
forced to flee for a life in exile.
What the revolutionary’s actual philosophy is should be determined by the player and GM. At the very least, their beliefs
should be covered by an aspect.
8. Scholar
Traits: Linguist OR Dabbler, Savant
Equipment: one weapon package, leather armor, travel book with pen and quill, satchel of books and scrolls (aspect item,
see page 108), roll for one special item (see Table 1-3: Special Starting Items on page 42)
Description: Scholars are the educated of society who make a living tutoring, writing out legal documents, chronicling town
events, etc. Most have attended a university or similar institution of higher learning. Sometimes a scholar yearns to see
lands and experience events which they can only read about. A few heed these yearnings and head out for a life of adventure.
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CHAPTER 1: CLASSES
BARBARIAN
Hit Die Type: d10 (6)
Prime Ability Score: Strength or Constitution
Weapons Proficiencies: Simple Melee, Simple Ranged, Simple Polearms,
Martial Melee, Martial Ranged
Starting Traits: Arms Training - Melee, Tough
Trait Pool:
Ambidextrous Intimidating Presence
Arms Training – Melee Hero’s Destiny
Battle Rage Intuition
Berserker Rage Iron Thews
Brutal Remain Alive
Charge Second Wind
Cleave Shield Training
Critical Hit Improved Stout
Damage Reduction Tough
Frazetta Armor Weapon Focus
BARBARIAN BACKGROUNDS
1. Berserk
Traits: Battle Rage, Intimidating Presence
Equipment: one weapon package, bearskin cloak
Description: Berserks are barbarian warriors whose unrequited lust for battle and bouts of rage often make them seem
more beast than man. When a berserk goes into battle rage he becomes a fearsome fighter, yowling at the top of his lungs
and seemingly impervious to pain. Though they lack anything approaching combat finesse, they more than make up for this
in brute strength and raw ferocity.
2. Highlander
Traits: Cleave, Second Wind
Equipment: one weapon package, suit of studded leather, tartan kilt and cloak
Description: Barbarians from the Highlands of Calludon, these warriors are often referred to as ‘highlanders’ in recognition
of the rugged land upon which they live. They are tough warriors with fierce reputations. The outward appearance of a
highlander is quite distinctive; he is oftentimes tattooed, usually with the swirling patterns common to his culture. Many
wear tartan cloaks and kilts, the color and type of which is dependent upon what clan the highlander comes from. A few still
practice the ancient custom of putting lime in their hair and spiking it. The favorite weapon of a typical highlander is type
of great sword known as a claymore; many also carry daggers and bows.
3. Sea R aider
Traits: Second Wind, Shield Training OR Brutal
Equipment: one weapon package and a suit of ring
Description: Sea raiders are Vulkagoth barbarians who dwell in the cold, mountainous lands of the North. They venture
out of their harsh realm in dragon prowed ships, to raid and pillage the kingdoms of the south. Periodically, they gather
in great hosts and invade more civilized lands looking for loot and land. These warriors are known for their love of battle.
To a Vulkagoth warrior, nothing is more desirable than a death in battle, his enemies heaped around him, his deeds ever
afterwards sung by the skalds.
4. Shield Maiden
Traits: Cleave, Shield Training
Equipment: one weapon package, suit of studded leather, roll for one special item (see Table 1-3: Special Starting
30 Items on page 42)
N
it is often the women who protect hearth All day he had fought alone with the tigerish fury of a young berserker,
and home from marauders and night
terrors. Not a few become experienced
and many of the enemy had fallen before his murderous wrath. When
warriors. Some of these women are not his old sword broke in his hands, he had fought on with his stub, then
content to be married off and tied to their with rocks clawed up from the snowy ground – finally, with his bare fingers and
hovels; instead, they take up sword and his strong white teeth.
shield and leave their clans to look for a
life of adventure. He had taken a deep wound on the breast, and lesser wounds on on thigh and
shoulder and brow. He was splattered with blood from head to foot, although he
5. Steppe Nomad had staunched the bleeding with snow until the wounds were numb.
Traits: Mounted Archer, Weapon Focus
The Snow Bear warriors had clubbed him down and beaten him to earth and left
(composite bow)
him for dead. That was their only mistake.
Equipment: two weapon packages, suit
of leather armor, large fur covered hat For he had not died.
Description: Steppe nomads are horse
warriors who live and fight on the great -BLACK HAWK OF VALKARTH by Lin Carter
grasslands and plains of the world.
They are accomplished horsemen, most
learning how to ride before they can walk. Their skill with a bow is greatly feared. While most steppe nomads are herdsman,
all participate in raiding either against other clans or against the civilized lands that border the steppes.
6. Tribesman
Traits: Battle Rage, Cleave
Equipment: two weapon packages, furs
Description: Tribesmen are those folk who through an accident of geography, or perhaps a rejection of “civilized ways”, are
isolated from most of the world. Tribesmen cleave to old traditions and tribal values encompassing personal strength and
honor. They are woefully ignorant of civilized life and react poorly when they believe their reputation has been besmirched.
However, they value loyalty and friendship and this, combined with their ferocity and skill in battle, makes a typical
tribesman a desirable ally.
CLERIC
Hit Die Type: d8 (5)
Prime Ability Score: Charisma or Wisdom
Weapon Proficiencies: Simple Melee, Simple Ranged, Martial Melee
Starting Traits: Divine Caster OR Smite, Arms Training – Self Preservation
Trait Pool:
Arms Training – Self Preservation Hexen Hound
Aura of Grace Intuition
Capture Alive Leadership
Cheat Death Linguist
Divine Caster Passion
Energy Resistance Savant
Faith is my Armor Second Sight
Ghost Touch Self Sacrifice
Guardian Spirit Superior Channeling
Hand of Fate Smite
Hand of the Divine Spell Warded
Healing Touch Weapon Focus (club or mace)
Description: Clerics are those men and women who are responsible for
performing a religion’s most important rituals and rites. Depending on
the religion, such rituals might include leading the faithful in worship,
performing a wedding ceremony, conducting an exorcism, or even sacri-
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CHAPTER 1: CLASSES
church, others might be sequestered in a place of solitude;
Q
still others might wander the land preaching to the faithful CLERIC BACKGROUNDS
and performing certain works and deeds in the name of The cleric backgrounds are based on a pseudo-medieval
their god or gods Catholic Church that dominates the human realms of
Clerics cast rituals, miraculous spells gifted to them by their the author's campaign world. The Gamemaster is encouraged
deity or deities. At least, that’s what they believe. Clerics of change the names and backgrounds to suit his own campaign
Lights are trained to cast their rituals to help and succor
their followers and destroy the servants of Darkness. Many world. So the Battle Nuns might be the priestesses of a War
take up cudgel and mace to defend their faith while others Goddess, Witch Hunters might be servants of a God of Law
bring their healing arts and the teachings of their deity to who are tasked with putting an end to black magicians, etc.
provide comfort and guidance.
No matter their mission, a cleric who happens to recover treasure of one sort or another is expected to give a good portion
of that wealth to his church or temple. At a minimum, the cleric should donate 50% of any treasure recovered to the coffers
of his church.
Sample Aspects: Blessed, Simple Faith, “With <name of god> all thing are possible”, Punish Sinners, Stoic, Crisis of Faith,
Wield Only Blunt Weapons (‘Will shed no blood’)
CLERIC BACKGROUNDS
1. Battle Nun
Traits: Faith as a Weapon, Healing Touch OR Aura of Grace
Equipment: one weapon package, holy symbol, suit of ring, a nun’s habit (armor worn underneath)
Description: The term ‘Battle Nun’ is the name given by common folk to a Sarmantine Sister of the Mace. Years ago, these
nuns were simple cloistered members of the Convent of St. Sarmantha. However, one dark winter they were besieged in their
convent by a small army of Hob raiders. In response, the sisters took up arms and repulsed three attempts by the Hobs to
storm their convent. After the siege was broken, the abbess of St. Sarmantha realized that her convent was still vulnerable
to further attack. In response, she turned the convent into a true fortress and set about having the maidens in her charge
trained in the arts of war. Since that time, the Sarmantine Sisters of the Mace have gained a reputation as fierce and holy
warriors.
Starting Rituals: Holy Sacraments, Exorcism Ritual OR Healing Ritual
2. Friar
Traits: Aura of Grace OR Wild Empathy, Healing Touch
Equipment: one weapon package, a hooded tunic, healer’s kit, holy symbol, walking staff (equal to a quarterstaff)
Description: Friars are not connected to any parish or monastery; instead, they travel the world living on the charity of
others. They are primarily concerned with spreading the message of Daeus, as well as the teachings of their founder, St.
Oswin. While some use their position and powers to make life comfortable for themselves, most friars are dedicated clerics
who live frugal but spiritually rich lives.
Starting Rituals: Holy Sacraments, Healing Ritual OR Tame the Beast Ritual
3. Exorcist
Traits: Ghost Touch, Sixth Sense
Equipment: two weapon packages, holy symbol, pointed hat, studded leather armor
Description: In places where restless phantoms lurk in eldritch ruins and malicious spirits haunt places of shadow, the
exorcist can be found plying his trade. Like wandering friars, exorcists travel the world practicing their holy vocation.
However, they do not proselytize, their task is to purge the scourge of unlife and banish the evil taint of the infernal. Exor-
cists are seen as a brooding bunch who generally keep to themselves even while in the company of their closest companions.
Their dress usually consists of dark and somber clothing topped off by the exorcist’s traditional hat, a wide brimmed pointed
top affair with a holy symbol affixed to the front.
Starting Rituals: Holy Sacraments, Exorcism Ritual
4. Militant Cleric
Traits: Faith is my Armor, Weapon Focus (club OR mace)
Equipment: one weapon package, holy symbol, suit of ring, black hooded cloak
Description: Militant clerics are priests who are quick to pick up mace and shield to defend the True Faith. Whether it is
to protect their church from the depredations of orcs and trolls, or convert pagans through threats of physical violence,
militant clerics are never afraid to use violence to make sure their peaceful religion thrives and prevails. Most such clerics
are members of a specific order and are usually found in frontier areas or dangerous backwaters where their martial skills
often come in handy.
Starting Rituals: Holy Sacraments, Flames of Retribution OR Exorcism Ritual
5. Inquisitor
Traits: Intimidating Presence, Hexen Hound OR Intuition
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Equipment: one weapon package, holy symbol, red robes, suit of black leather armor
Description: These are the wardens of the Church who are tasked with battling heresy and the forces of darkness. Their
methods can be extreme. Inquisitors believe that the disease of heresy can infect an entire population imperiling thousands
of souls if it is not found and ‘neutralized’. In the same way, they see the agents of evil as a dark plague that must be found
and destroyed. Better to slay the lycanthrope before he infects multiple victims with his taint, better to destroy the vampire
before it wipes out and transforms an entire village with its curse. Their interference in local matters often brings them into
conflict with secular authorities who don’t appreciate church officials interfering in their affairs.
Starting Rituals: Holy Sacraments, Flames of Retribution OR Hex Shield Ritual
6. Priest
Traits: Aura of Grace, Healing Touch
Equipment: one weapon package, healer’s kit, holy symbol, leather armor, grey cloak
Description: Priests are normally assigned to a church or temple where they perform the rites of their religion and minister
to the needs of their congregation. Priests are generally treated with respect by most folk as the powers they command show
they are close to the divine. A priest might be on an adventure to protect his followers, recover treasure to repair his place
of worship, or perhaps his church or temple was destroyed by some evil that he has since sworn to destroy.
Starting Invocations: Holy Sacraments, Healing Ritual
7. Witch Hunter
Traits: Spell Warded, Weapons Training - Melee OR Hexen Hound
Equipment: two weapon packages, suit of studded leather, black cloak with holy symbols and sigils of protection stitched
upon the inner lining
Description: Witch Hunters are generally religious zealots who use divine magic to counter what they believe to be black
magic. Church trained, witch hunters are expected to wander the land much the same way as friars do but, instead of
preaching and ministering to the poor, they combat the forces of witchcraft and deviltry. Like Inquisitors, the independent
nature of witch hunters often brings them into conflict with both secular and religious authorities who feel that witch
hunters infringe on their privileges. But these same authorities are the first to turn to a witch hunter when confronted by
something sinister and supernatural.
Starting Invocations: Holy Sacraments, Hex Shield Ritual
FIGHTER
Hit Die Type: d10 (6)
Prime Ability Score: Strength or Dexterity
Weapon Proficiencies: All
Starting Traits: Arms Training – Melee OR Arms Training - Ranged, Sec-
ondary Maneuvers
Trait Pool:
Description: Fighters are those common folk who have been trained,
at least marginally, for war. Some fight for their lord, others for their
kingdom or empire. Still others fight for gold and loot hiring themselves
out as mercenaries of one sort or another. Many fighters live by a code of
honor; others are no more than simple brigands. All make a living with
the weapons they wield.
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CHAPTER 1: CLASSES
Sample Aspects: Attack!, Battle Cry, Simple Soldier, Came Close to Death, “I love the smell of naptha in the morning!”, Born
Killer
FIGHTER BACKGROUNDS
1. Archer
Traits: Precise Shot OR Ranged Melee, Weapon Focus (choose either one type of bow or crossbow, or a sling)
Equipment: two weapon packages, suit of studded leather, roll for special item (see Table 1-3: Special Starting Items on
page 42)
Description: Archers are experts with ranged weapons, be it a bow or crossbow. Some are freemen who have honed their
skills with a bow or crossbow to protect home and hearth. Others are mercenaries who are paid well for their skills.
2. Bodyguard
Traits: Self Sacrifice, Shield Training
Equipment: two weapon packages, suit of studded leather, roll for special item (see Table 1.2: Special Items)
Description: Warriors charged with protecting a certain person or persons, bodyguards tend to be fiercely loyal to their
charges and most are willing to die for them. Bodyguards might be paid to protect a wizard so he has time to get a spell off,
or they can be the warriors who protect a nobleman and his family. Due to the nature of their job, most bodyguards are
defensive minded, always on the lookout for assassins and always steering clear of places that are perfect for an ambush.
In some noble houses, the position of bodyguard is actually hereditary.
3. Executioner
Traits: Critical Hit Improved, Weapon Focus (executioner’s sword OR greataxe)
Equipment: two weapon packages, suit of leather, 50ft of rope, full hood (black cloth)
Description: Professional executioners are employed by towns or noble families for quick and expedient work. The position
is often hereditary. Many who take up the profession enjoy their work; however, a few tire of the sorrow and death which
their occupation entails and leave the gallows and chopping block to set out for a life of adventure.
4. Fencer
Traits: Finesse, Quick Reflexes OR Panache
Equipment: two weapon packages, suit of studded leather, a scroll case (which contains either a letter of reference from a
master OR a diploma from a fencing school)
Description: You have been trained to fight in a different style than most of your adventuring compatriots. Instead of relying
on strength and the protection of armor, you have been taught to ‘fence’. Fencing is a style of fighting that relies on speed
and wits. While fighting in such a way may not always be superior to the more traditional styles of combat, it suits your
abilities and temperament.
This training is not available everywhere nor is it available to everyone. Normally, a fencer learns his melee techniques from
a fighting school, though some are trained directly by wandering fence masters.
5. Man-at-Arms
Traits: Second Wind, Weapon Focus (any weapon of player’s choice)
Equipment: two weapon packages, suit of ring
Description: Men-at-arms are fighters hired and trained by the aristocracy to guard their castles, patrol their lands, and
fight their wars. Being of common birth, they are not nearly as well equipped as noble born knights; nevertheless, many
men-at-arms become very capable warriors often surpassing in skill the knights they are supposed to support.
6. Mercenary
Traits: Brutal, Opportunist
Equipment: one weapon package, suit of studded leather, roll for one special item (see Table 1.2: Special Items)
Description: A warrior, often of marginal skill, who hires himself out to the highest bidder. Mercenaries are not considered
very trustworthy fighters. They have a reputation for being more concerned with their pay and their own relative health
than the interests of their employer. When not employed they often turn to banditry or the looting of crypts and dungeons.
7. Pit Fighter
Traits: Cheat Death, Weapon Focus (any melee weapon)
Equipment: two weapon packages and suit of leather armor. In addition, a trophy or prize, often gruesome, from the
fighter’s greatest fight or challenge in the pits. This can be anything from the claws of an enraged bear, to the weapon or
shield of a vanquished foe. The GM and player should decide what item is appropriate, though the items cost should not be
valued more than 50gps on the Equipment Tables.
Description: These are the warriors who battle in the bloody fighting pits of many a town or city. These combats are
often against secular and religious law but this does little to stop them. While most combats are to first blood, special
bouts are sometimes fought to the death. Either way, mortality rates amongst pit fighters are quite high and not a
34 few take their meager winnings and leave the pits for a life of adventure.
KNIGHT
Hit Die Type: d10 (6)
Prime Ability Score: Strength or Constitution
Starting Weapon Proficiencies: All
Starting Traits: Arms Training - Melee, Mounted Lancer
Trait Pool:
Arms Training - Melee Leadership
Brutal Mounted Lancer
Charge! Noble Born
Cleave Panache
Critical Hit Improved Second Wind
Hero’s Destiny Shield Training
Intimidating Presence Tough
Iron Thews Weapon Focus
KNIGHT BACKGROUNDS
1. Knight-Err ant
Traits: Noble Born, Shield Training
Equipment: one weapon package, suit of chain, cloak fringed with fur
Description: A knight-errant is a wandering knight who looks for adventure to prove his honor and skill. These are the
knights of many medieval tales. They differ from hedge knights in that they are not actively looking for employment. Some
have the wealth and resources to travel the land and perform valorous deeds. Others are household knights who have been
tasked by their lord to right some wrong or complete some quest.
2. Hedge Knight
Traits: Call of the Wild OR Cleave, Second Wind
Equipment: two weapon packages, suit of iron jack, cloak patched and worn
Description: Hedge knights are mercenary knights who wander the land in search of employment. They are called hedge
knights because, more often than not, they must sleep outdoors ‘under a hedge’. Many hedge knights attend jousts to
display their skill and prowess as well as earn some gold. In lean times, unscrupulous hedge knights may turn to banditry
to make a living. For this reason, these knights are often viewed with suspicion and mistrust.
3. Knight Hospitallar
Traits: Healing Touch, Smite
Equipment: one weapon package, suit of chain, order surcoat and cloak
Description: Hospitallars are members of a military-religious order of knights who are not only skilled warriors but
accomplished healers. After battle, these knights can often be found tending to the sick and wounded. While most
of these knights are tasked with protecting their Order’s castles and lands, many are allowed to wander to both
proselytize and protect the innocent from the forces of darkness. 35
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CHAPTER 1: CLASSES
4. Knight of the Iron Cross
Traits: Cleave, Smite
Equipment: one weapon package, suit of chain, order surcoat and cloak
Description: Knights of a military-religious order dedicated to defending their religion and its followers from threats both
mundane and supernatural. Knights of the Iron Cross often man remote castles in desolate borderlands and distant marches
as the first line of defense against pagan barbarians, raiding ogres or a horde of hobs. They have a reputation for both
steadfast courage and ferocity in battle.
5. Knight Macabre
Traits: Cheat Death, Critical Hit Improved
Equipment: one weapon package, suit of iron jack, order surcoat and cloak
Description: The Knights of St. Guthwold originated as a holy order for those knights suffering from a debilitating disease
such as Leprosy or the Wasting Sickness (diseases often resistant to Remove Disease spells). The Order allowed these knights
to continue to fight for their faith and die with honor. Recently, the Order has begun accepting recruits who are suffering
from some personal trial; such recruits may be unlucky in love or tainted by a family scandal. Others have committed some
sin which they believe can only be atoned by spilling their blood for their faith. This order’s predilection with death has
earned its members the nickname “Knights Macabre”.
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CHAPTER 1: CLASSES
MAGE
Hit Die Type: d6 (4)
Prime Ability Score: Intelligence
Weapon Proficiencies: Simple Melee
Starting Traits: Arcane Focus, Arcane Gift
Trait Pool:
Alchemy Lore of the Stars
Arcane Focus Magic White
Arcane Gift Night Owl
Element Manipulation Pyrotechnic Spells
Energy Resistance Quadrivium
Essence Control Savant
Exploit Weakness Scribe Scrolls
Familiar Second Sight
Guardian Spirit Sixth Sense
Herbs and Spiders Spell Warded
Linguist
Q
Spells: Magic Missile, Protective Ward, Spirit Steed, Unseen
OPTIONAL RULE: STARTING SPELLS
Servant Each magic user background starts out with 4 pre-
Tradition Cantrip: Mage Hand determined spells which are chosen to match the
background’s overall ‘theme’. This was done to streamline
2. Hedge Wizard character creation, making it much easier to quickly create
Traits: Herbs and Spiders, Wild Empathy OR Second Sight a mage character. However, many players want to pick their
Equipment: one weapon package, arcane focus, case own spells. As an optional rule, player characters may choose
(scroll) containing parchments with spells and rituals, mage their 4 starting spells.
pouch, spirit bag 37
Gianfranco Bongioanni (Order #25758971)
CHAPTER 1: CLASSES
Description: Hedge wizard is a somewhat derogatory term for those rural mages who have received little formal training in
casting of spells. Instead, their powers are learned either from another hedge wizard or some fey creature (who normally only
gives such knowledge for a price). Their abilities and powers have ancient roots. Those who underestimate a hedge wizard
do so at their own peril.
Spells: Jinx, Protective Ward, Sleep, Unseen Servant
Tradition Cantrip: Spark
3. Illusionist
Traits: Ignored, Second Sight
Equipment: one weapon package, arcane focus, mage pouch, multi-colored robes, spell book
Description: These mages are practitioners of phantasmal enchantments, spells that deceive the mind and mislead the
senses. As illusionists grow in power they wield spells that pierce the veil of reality and enter the pseudo-realm of dreams.
Other mages are generally of the opinion that illusionists are flaky and weird…
Spells: Cause Fear, Color Spray, Dancing Lights, Sleep
Tradition Cantrip: Prestidigitation
4. Necromancer
Traits: Cheat Death, Sixth Sense OR Guardian Spirit
Equipment: one weapon package, arcane focus, black candles, black robes, mage pouch, spell book
Description: These mages are fascinated with death - or the power that comes from death. Some wish to learn how to
kill easily; others want to unlock the secrets of immortality. All who travel this road do so at their own peril. Practicing
necromancy is a sure way to draw the attention of witch hunters; it also can take a toll physically and spiritually. Speaking
to gibbering spirits, learning forbidden secrets, and casting the most dire of spells can often make a necromancer less than
human.
Spells: Arcane Sphere, Cause Fear, Jinx, Protective Ward
Tradition Cantrip: Ghost Sound
5. Scholar Mage
Traits: Quadrivium, Savant
Equipment: one weapon package, arcane focus, mage pouch, satchel of books and scrolls (aspect item, see page 108),
spell book, skull cap
Description: Scholar mages are educated wizards, those who learn their magic through intense study and practice in a
scholastic setting. Such a setting might be a school of magic or it could be through the instruction of a particularly studious
wizard. Scholar mages have a reputation for being somewhat conservative in their spell selection but they make up for it in
the skills and abilities they picked up from their instruction.
Spells: Arcane Sphere, Identify, Magic Weapon, Shield
Tradition Cantrip: Detect Magic
6. Street Magician
Traits: Twitchy, Pyrotechnic Spells
Equipment: one weapon package, arcane focus, mage pouch, spell book, and roll for one special item (see Table 1-3: Special
Starting Items on page 42)
Description: Street Magicians are those mages who use their Gift to perform magical theatrics. Their performances take
them from town squares to fairs and festivals where the best magicians can earn quite a bit of coin. Some street magicians
perform for the rest of their days; others eventually move on to hone their spellcasting skills and become more respectable
mages of one sort or another.
Spells: Charm Person, Jump, Rabbit from Hat Trick, Shocking Bolt
Tradition Cantrip: Prestidigitation
7. Wizard
Traits: Arcane Focus, Scribe Scrolls
Equipment: one weapon package, arcane focus, mage pouch, spell book, tall pointy hat
Description: Wizards are traditional mages, a person born with the Arcane Gift who is taken in as an apprentice by an
older wizard and trained in the magical arts. Their hands-on experience and personal training often means that wizards are
skilled and powerful spell casters.
Spells: Arcane Sphere, Feather Fall, Mage Armor, Magic Missile
RANGER
Hit Die Type: d10 (6)
Prime Ability Score: Dexterity or Wisdom
Weapon Proficiencies: Simple Melee, Simple Ranged, Martial Melee,
Martial Ranged
Starting Traits: Arms Training – Melee OR Arms Training - Ranged, Hated
Foe
Trait Pool:
Description: Individuals who patrol, scout, and hunt in the wild untamed
lands of the world are a hardy lot that learn the to respect the perils and
dangers of the wilderness as a means of survival. Through training and
experience the ranger gains an affinity for the natural world and is more
apt to sleep with a roof of clouds and stars above his head than one of stone or wood.
Aspect Suggestions: Determined Hunter, Expert Tracker, Introverted, Hatred of Orcs, Hunter’s Eye, Protector of the Forest,
Friend of the Fey
RANGER BACKGROUNDS
1. Bounty Hunter
Traits: Capture Alive OR Critical Hit Improved, Twitchy
Equipment: two weapon packages, suit of studded leather, scroll case with 2+1d3 wanted posters rolled inside
Description: Bounty hunters are stalkers of human prey, capturing or killing those with a price on their head. Obviously,
the profession is a dangerous one as wanted fugitives are often violent and desperate and are not taken down easily. For this
reason, most bounty hunters have at least some ability when it comes to fighting.
2. Forester
Traits: Canny Hunter OR Two-Weapon Fighting, Second Wind
Equipment: two weapon packages, suit of studded leather, and roll for one special item (see Table 1-3: Special Starting
Items on page 42)
Description: A forester is a representative of the aristocracy who keeps their woods and wilderlands free of outlaws,
poachers, and other, darker things. They have the authority to arrest trespassers and law breakers and eliminate all threats.
3. Houndmaster
Traits: Animal Companion (dog), Opportunist OR Wild Empathy
Equipment: two weapon packages, suit of studded leather, and roll for one special item (see Table 1-3: Special Starting
Items on page 42)
Description: The Houndmaster, or Keeper of the Hounds, is in charge of a noble’s hunting dogs. He takes care of the dogs,
accompanies them on the hunt, and assists in finding (and bringing down) the quarry. If a hound gets hurt or is sick it is
the Houndmaster who tends to it. Like many positions in a noble household, the Keeper of the Hounds is often hereditary.
4. Huntsman
Traits: Canny Hunter OR Call of the Wild, Precise Shot
Equipment: two weapon packages, suit of studded leather, hunting horn
Description: A huntsman makes his living hunting wild game for both survival and profit. Skilled with a bow and 39
Gianfranco Bongioanni (Order #25758971)
CHAPTER 1: CLASSES
familiar with areas considered wild and dangerous by most, a huntsman is often called upon to eliminate predators such as
wolves and more dangerous creatures like ogres or nightgrau.
5. Poacher
Traits: Canny Hunter, Runaway!
Equipment: two weapon packages, suit of leather, and roll for one special item (see Table 1-3: Special Starting Items on
page 42).
Description: Poachers are those woodsmen who illegally hunt wild game. Traditionally, forests are claimed by the powerful
noble class as their personal property. By extension, animals from those forests are also considered the property of the
nobility and a typical peasant cannot kill such animals for any reason. Penalties for doing so are severe and can include
amputation and even death. Poachers care little for these rules and laws. One deer can feed a man for a whole winter while
its hide can fetch a nice price at market. To a poacher such rewards are well worth the risk.
6. Woodsman
Traits: Cleave, Second Wind
Equipment: one weapon package, suit of studded leather, and roll for one special item (see Table 1-3: Special Starting Items
on page 42).
Description: Woodsmen are individuals who make their living from woods and forests. The woodsman background denotes
several occupations including woodcutters, trappers, and charcoal burners. These livelihoods give the woodsman greater
freedom than that of a typical peasant; however, with added freedom comes added risk. A woodsman must rely on his own
wits to avoid wild animals, roving monsters and marauding bandits. To survive, a typical woodsman becomes familiar with
the forest in which he works; he also becomes practiced at wielding a weapon of some sort.
ROGUE
Hit Die Type: d8 (5)
Prime Ability Score: Dexterity
Weapon Proficiencies: Simple Melee, Simple Ranged, Martial Melee,
Martial Ranged
Starting Traits: Arms Training - Self Preservation, Sneak Attack
Trait Pool:
Ambush Opportunist
Arms Training - Self Preservation Poison Use
Cheat Death Precise Shot
Dabbler Quick Reflexes
Defensive Roll Roll and Dodge
Evasion Runaway!
Finesse Sneak Attack
Ignored Trap Expert
Intuition Twitchy
Lucky Weapon Focus
Night Owl
Description: Rogues are those individuals who make their way in life
earning a living by breaking the laws and/or moral codes of their respec-
tive societies. Though some may try to do some good or at least behave
in a noble manner, most rogues only look out for themselves. Whether a
rogue is good at heart or selfish and wicked, his life can best be described
as precarious since those who make a living preying on others are not apt
to be appreciated nor left to their own devices.
Aspect Suggestions: Brutal, Cat-like Reflexes, Dark Secret, Greed is Good, Hard Life, Heart of Gold, Member of Go-
40 thenburg Thieves Guild, Scum, Sneaky Git, “Make him an offer he can’t refuse.”
2. Bandit
Traits: Arms Training - Ranged, Capture Alive OR Runaway!
Equipment: two weapon packages, suit of leather and roll for one special item (see Table 1-3: Special Starting Items on
page 42)
Description: Bandits are essentially rural cutthroats and thieves who use threats, intimidation, and an occasional murder
to take what they want from isolated villagers and wandering travelers. Some resort to kidnapping to collect fat ransoms.
Most have their lives cut short at the end of a noose.
3. Burglar
Traits: Evasion, Trap Expert
Equipment: one weapon package, suit of studded leather, thieves tools
Description: Burglars specialize in breaking into businesses and homes and stealing valuables such as gold and jewelry.
Those rogues who specialize in this kind of work become good at climbing up walls and over roofs, as well as opening locks.
4. Gr ave Robber
Traits: Fated, Runaway!
Equipment: one weapon package, leather armor, lantern, shovel, roll for one special item (see Table 1-3: Special Starting
Items on page 42)
Description: Those rogues involved in the odious practice of digging up graves and plundering the dead are known simply
as grave robbers. Some grave robbers just search a corpse for valuables that may have been buried with it; others actu-
ally steal the corpse selling it to some evil wizard or necromancer. The occupation does have its hazards. Those caught
plundering graves can look forward to dancing at the end of a rope, while handling a corpse is often an excellent way of
acquiring some horrid disease. In addition, the dead do not always lie quiet and not a few in this profession go to the local
graveyard and are never seen again…
5. R ake
Traits: Finesse OR Noble Born, Panache
Equipment: two weapon packages, suit of leather, common outfit with a wealth enhancement (see page 106)
Description: A rake is a young man from either a noble or wealthy family who has too much coin in his pouch and too much
time on his hands. Not forced to work for a living, a rake spends most of his time in such illicit pursuits as drinking, dueling,
wenching, and generally raising hell. Most rakes are always on the lookout for entertainment and adventure.
6. Ruffian
Traits: Brutal, Intimidating Presence
Equipment: two weapon packages, suit of leather, roll for one special item (see Table 1-3: Special Starting Items on page
42)
Description: Ruffians are those rogues who often use physical strength and intimidation to get what they want. Either as
enforcers for criminal gangs or as simple muggers, ruffians are known less for their brains and more for their brawn.
7. Thief
Traits: Evasion, Twitchy
Equipment: two weapon packages, suit of leather, thieves tools
Description: Thieves are urban rogues who mostly engage in theft and robbery. Successful thieves are adept at illicitly
purloining all manner of items. Some are soft hearted scoundrels, others are murderous thugs. In larger cities, many thieves
band together into brotherhoods out of self-interest and self-protection becoming quite powerful in the process. These
organizations are commonly referred to as ‘Thieves Guilds”.
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CHAPTER 1: CLASSES
Frog Cookbook: A book about all of the ways you can prepare and cook frogs and toads, with a special
01
chapter on frog legs.
Cart and ol’ Horse: Somehow you have come into possession of a cart and a horse to pull it. The horse is old
02
but surprisingly strong and quite loyal. The cart is big enough to hold a typical adventuring party.
Lodestone: You have a lodestone that hangs from a copper chain. Lodestones are magnetic and when
03
suspended point due north. With a lodestone you never lose your sense of direction.
Key, Skeleton: You are in possession of a skeleton key (see Adventuring Gear on page 104 for more
04
information).
05 Potion of Bull Strength: You have a Potion of Bull Strength, 1d3 doses (mage level 5).
Love Token: A token of a love or lost love’s affection, be it his or her glove, a pendant he or she gave to you,
a lock of his or her hair, etc. This can be used as a bonus aspect (Win My Love Back, Avenge My Love’s
06
Death, “Bring my love back from the dead”, etc.). Instead of starting out with 3 aspects, the love token gives
you 4.
07 Jewelry: A valuable piece of jewelry that you can sell for 200gp.
Pouch of Pix Dust: Enough for four uses. Allows user to slowly fly at a speed of 2 for up to 20 minutes.
08
When the dust starts wearing off the user slowly floats to the ground.
09 Healing Potion: Cure Light Wounds, 1d5 x level of imbiber. 1+1d4 doses.
10 Potion of Invisibility: You have a Potion of Invisibility, one dose (mage level 7).
11 Finely Crafted Dagger: A dagger that is perfectly balanced. Its range is doubled (from EA to Medium).
Antitoxin Potion: An enchanted potion that, once you drink it, you are immune to ANY poison for one
12
encounter.
Religious Talisman: You have a talisman of your religion on you either as a necklace, ring or armband
13 (you choose). The item has a powerful blessing upon it that provides a +2 bonus against undead or demonic
possession.
Enchanted Pipe: A pipe that when used is enchanted to make wondrous smoke ‘rings’ shaped like dragons,
14
birds, fish, etc.
Fey Token: No matter how you acquired this token, it marks you as a fey friend. It gives you a +4 bonus on
15
diplomacy checks when dealing with fey, and a +2 bonus on such checks when dealing with elves.
Lucky Arrow or Bolt: You inherited or were given an enchanted arrow, bolt or bullet depending on the
16 ranged weapon you prefer. The item has a +1 bonus to hit and damage increases +1 die step. The item is
almost always recoverable.
Swan Boat Token: A small (1 inch) silver boat in the shape of a swan. If placed in a suitably large body
of water and the command word is given, it will glow blue and grow into a wooden ship with the prow of a
17
carved swan about 10ft in length. The boat can be commanded to float to any destination, but it is not made
for the open sea and will founder in stormy weather.
Heirloom: Any one melee weapon you start the game with has the Masterwork trait. Masterwork weapons do
18
one-die step higher in damage than a normal weapon of the same type.
Ancient Talisman: This ancient piece of jewelry or coin is stamped with a strange five pointed star. You’re
not sure how it came into your possession, though you wear it on your person because it’s supposed to bring
19
you good luck. It actually provides protection against any monster type listed as chthonic. While wearing this
talisman, you get a +2 bonus to your AC and a +2 bonus to any save versus attacks by chthonic creatures.
Good Luck Charm: As long as you possess it, this charm provides your character with an extra fate point on
20
your Fate Point Refresh total.
42
Gianfranco Bongioanni (Order #25758971)
CHAPTER 2: ASPECTS
& FATE POINTS
ASPECT OVERVIEW a fate point unless he pays to avoid it.
Characters in Aspects of Fantasy have a set of descriptive As mentioned above, an aspect can be used to give you an
attributes called aspects. Aspects cover a wide range of aspect die when that aspect applies to the situation you are
elements and should collectively paint a picture of who the in. In this context, the aspect makes the character better at
character is, what he’s connected to, and what’s important whatever it is he’s doing, because the aspect in some way
to him. Aspects can be: applies to the situation. (You must be able to explain how
the aspect applies.)
Relationships: Protector of Lady Millicent, Blood Brother of
Brondin Gimgrin The GM is the final arbiter of when an aspect is or is not
appropriate. Usually this means the player must invoke an
Beliefs: Daeus is the One True God, Dwarven Culture is
aspect that is appropriate to the situation at hand. If the
Superior, Elves Cannot be Trusted
player wants to invoke an inappropriate-seeming aspect,
Catchphrases: “Huzzah!”, “I have a bad feeling about this…” he should be given a chance to describe how the action is
appropriate to the aspect.
Descriptors: Scruffy but Handsome, Big Oaf
For example: In the ruins of an old dungeon the dwarf merce-
Items: Orb of Valdemar, My Father’s Sword
nary, Ternil Mazrit, finds himself in desperate combat with a
Pretty much anything else that paints a picture of the loathsome troll. Realizing he needs some help, Ternil’s player
character: Fey Blood, Odd Duck, Marked by Destiny tells the GM now would be a good time to use his ‘Battle Cry’
aspect. The GM agrees, the fate point is paid. Ternil yells out
Aspects can be used, or invoked, to provide a bonus dice to his battle cry, “Kaer Limnor!”, which stirs up his dwarven
a d20 roll. This is explained below. pride and bolsters his flagging spirit. He rolls a primary aspect
die - a d8 - along with his d20 attack roll. The primary aspect
FATE POINT OVERVIEW die result is a 6, the d20 result is a 15, for a total of 21 - a
Fate points are basically the fuel for the Aspects of Fantasy hit! Note that Ternil’s player could have waited until after he
engine. They are spent to invoke aspects and can also be rolled his d20 to invoke his aspect, but then he would have
used to power a number of traits. They are given at the start only been able to roll his secondary aspect die - a d4.
of each session; they are also awarded to you when your
aspects cause you problems. Fate points are discussed later COMPELLING AN ASPECT
after we look at aspects. An aspect can also allow a player to gain more fate points,
by bringing complications and troubling circumstances
ASPECT RULES into his character’s life. When this occurs, it’s referred to
as compelling the aspect. When the GM compels someone’s
ASPECT BENEFITS - INVOKING aspect, he’s indicating that the character is in a position
where the aspect could create a problem. The target whose
The primary way you use aspects in Aspects of Fantasy aspect is compelled usually has the choice of spending a fate
is to invoke them. If you’re making a d20 roll which you point and ignoring the aspect, or taking the consequences
believe can benefit from one of your aspects somehow, you and limitations on his choices and receiving a fate point.
can invoke it. In order to invoke an aspect, explain why the When the target accepts the fate point, the aspect is officially
aspect is relevant, spend a fate point, and you can roll an compelled.
aspect die that is added to your d20 roll.
There are several ways an aspect can complicate a charac-
There are two types of aspect dice, primary and secondary.
ter’s life. An aspect may limit actions and choice. If a char-
The type of die used is determined by when the aspect is
acter is given a situation where he would normally have a
invoked.
If the aspect is invoked before the d20 roll is rolled then the
Q
Dice and the Static Modifier Option
primary aspect die is used. This is normally a 1d8. If used
In Aspects of Fantasy, we scaled back static modi-
after a roll is made, the secondary aspect die is rolled.
fiers whenever possible. D20 already has too many
This is normally a 1d4. In both cases the aspect die result
modifiers as it is. In the case of invoking aspects, we opted
is added to the d20 roll.
for a dice roll as it makes invoking an aspect more inter-
An aspect can only be invoked by spending a fate point. esting. Still, we can appreciate that some players may not
Once the fate point is spent it is gone. However, fate points want to roll an extra dice and prefer a static modifier. For
can be earned back (this is covered below). those players and GMs we present the following option:
You can only invoke one aspect per die roll. Instead of a primary or secondary aspect dice, a character
receives a primary modifier of +4 and a secondary modi-
The process of using an aspect begins by declaring that fier of +2 when invoking an aspect. For group aspects (see
one is relevant. Either the player or the GM may make this below) these modifiers are +3/+1.
declaration. Then, determine if the aspect’s relevance is
working for or against the character that has the aspect. These modifiers can be used instead of rolling aspect
As a general rule of thumb, if it’s working for, the owner dice.
spends a fate point. If it’s working against, the owner gains
43
Gianfranco Bongioanni (Order #25758971)
CHAPTER 2: ASPECTS
number of choices, and limiting those choices to
act in accordance with his aspect is going to make Aspect Rules Summary
more trouble for the character, that’s grounds
to compel the aspect. It’s important to note that Invoking an aspect costs one fate point.
an aspect may dictate the type of action, but it Invoking an aspect before a roll is made allows you to roll
usually shouldn’t dictate the precise action, which a primary aspect die (1d8) and add the result to a d20 roll.
is always the player’s decision. In this way, the Invoking after a d20 roll allows you to roll a secondary aspect
compel highlights the difficulty of the choices at die (1d4) and add the result.
hand by placing limits on those choices.
When a GM compels an aspect, a player may pay a fate point
The forester, Harvin of Oakhurst, is scouting down and ignore the compel or he may accept the compel, suffer the
a hallway when he sees a wan light from up ahead. consequences, and receive a fate point.
Moving a little closer he sees three orcs in a room
at the end of the hall talking amongst themselves
around a table. Prudence suggests that Harvin turn around adventure, such as when the GM decides to use a character’s
and warn his party, he is outnumbered and he can only see a personal nemesis as the villain for a session. In such a case
small section of the room - there could be more orcs close by. the GM should remember to give the character a fate point.
But Harvin has the ‘Huzzah!’ aspect and is very tempted to This is technically a compel – it does complicate things – but
rush into the room his axe swinging. The GM points this out more practically it’s more of a “thank you” to the player for
and holds up a Fate Point telling Harvin’s player he’s going to giving the GM a hook to build the adventure around, and is
compel the aspect. Harvin’s player decides that, in this case, done without offering the player the option to buy out of it.
he really wants to avoid the compel so he gives the GM one of
his fate points to stop the compel. He tells the GM that he will Consequence Dice (Op tional)
go back the way he came and warn his allies. Alternately, Author Note: Consequence dice sort of break the idea of
Harvin’s player takes the fate point, yells ‘Huzzah!’, and a compel. Compels are supposed to limit one’s choices, not
rushes into the room axe swinging! impose penalties. But consequence dice are easy to compel
An aspect may also complicate a situation, rather than and can add a sense of drama. If you like the concept use it.
directly limiting a character’s choices. If everything would It’s your game.
be going along normally, and the aspect makes things more Sometimes, a GM may have a hard time coming up with a
difficult or introduces an unexpected twist, that’s also complication on a skill check or combat roll. In such cases a
grounds for a compel. In some cases, complications may GM may roll a consequence die when compelling an aspect.
suggest that certain consequences are mandated, such as The die is rolled by the player and the result is subtracted
failing at a particular action – perhaps the character would from a d20 die roll. Here are the rules on a consequence die:
succeed at a Wisdom save against a Bluff action, but his
Gullible aspect is compelled, forcing a failure if accepted. A consequence die is always a d10.
Sometimes the aspect may add a complication to a story or On a d20 roll with a consequence die, if the player rolls
a natural 20 it is NOT an automatic success, critical,
or potential critical. This is one of the disadvantages of
taking a consequence die.
On a d20 roll with a consequence die, if the player rolls
a natural 1 it is ALWAYS a fumble.
For example: The barbarian, Vorlof Bloodaxe, has the
temporary aspect ‘Weary’ after using his Rage trait against
marauding orcs. Soon after (in the same scene) Vorlof has to
climb a cliff wall to get away from a pack of wargs. Instead of
the GM compelling the ‘Weary’ aspect and not allowing Vorlof
to climb the wall unless his player pays a fate point, the GM
instead decides to assign a consequence die to the Climb skill
check unless paid off with a fate point.
While not allowing the Climb skill check would be a perfectly
legitimate compel, the consequence die makes things more
interesting and adds to the story.
Negotiating a Compel
In play, both the GM and players can initiate compels. When
the GM initiates a compel, the process is very simple. The
GM remarks that the aspect might be appropriate here, and
offers the player a fate point and the player either accepts it
and takes appropriate action or accepts appropriate conse-
quence, or he pays one of his fate points to the GM and
chooses not to accept the consequences of the compel.
In a perfect world, the GM is always aware of all aspects and
always knows when they should be compelled and rewarded.
In practice, the GM is keeping track of a lot of stuff, and
may not realize or has forgotten that a player has an aspect
44 that is appropriate to the situation. When that happens, the
N
He reached it and put his fingers around the hilt. At once it
The GM will then do one of two things: settled in his hand and Elric felt strength seep slowly back into
his aching body. Then he realised that he and the sword were
1. He may hold up a fate point, as if he were compel-
interdependent, for though he needed the blade, Stormbringer,
ling the aspect, offering the player a choice to pay
or be paid. parasitic, required a user - without a man to wield it, the blade was
also powerless.
2. He may defer, offering a brief explanation. The GM
may defer for any reason – but is encouraged to do “We must be bound to one another then,” Elric murmured despair-
this sparingly. ingly. “Bound by hell-forged chains and fate-haunted circumstance.
Well, then-let it be thus so--and men will have cause to tremble and
When a player calls attention to one of his character’s
flee when they hear the names of Elric of Melnibone and Storm-
aspects, it may be as formal as “I think my Greedy
aspect applies here” or it may be more conversational,
bringer, his sword. We are two of a kind--produced by an age which
like “Boy, this is tough. I mean, I am pretty Greedy” has deserted us. Let us give this age cause to hate us!”
(brandishes a fate point). There’s no one way to do Strong again, Elric sheathed Stormbringer and the sword settled
it, and groups are encouraged to fall into whatever against his side.
pattern is most comfortable for them.
- THE WEIRD OF THE WHITE WOLF by Michael Moorcock
STARTING ASPECTS
certain knowledge that a typical member of that race would
As a player, you should think of three words or phrases that have.
describe your character. These often will be related to the
character’s background and class, but this is by no means Aspects - Props
required. Examples for a knight character class might be:
Props are things, places or even ideas – anything external to
Chivalrous Code of Honor the character that isn’t a person. A prop can be useful if it’s
Born to Lead something the character has with him, or if it’s the crux of
a conflict, but it may also imply things about the character.
Avenge the Death of Sir Leonidas
Examples of props would be ‘Heirloom Weapon’ or ‘Lockpicks
A rogue with an assassin background might be: of Master Philch’ or ‘Cross of Friar Enselm’.
Cold Blooded Aspects - Story
Always Complete a Job Some aspects have a story to tell. While aspects like ‘Avenge
Sinister Reputation my Family’s Murder’ or ‘Enemy of the Twilight Coven’ can
Stereotypical ‘dungeon raiding fighter’: be invoked and compelled, they can also be used by the GM
to tell his story. If the GM brings the aspect into an adven-
Huzzah! ture (for example, having the Twilight Coven send a demonic
Loot! assassin against the character) he should reward the player
with a fate point.
Friends in Low Places
Aspects - D20/OSR
ASPECT CREATION GUIDELINES Aspects are also a great way to cover various facets of The
Aspects - Personality World’s Most Popular RPG no matter what edition one is
referring to.
A personality can be anyone important to the character. A
friend, an enemy, a family member, a sidekick, a mentor, an Feats: Aspects can mimic the bonuses of certain feats like
animal companion, a familiar – as long as someone matters Iron Will, Lightning Reflexes, Twitchy, etc.
to the character, he makes an appropriate aspect. A person-
ality aspect is most easily used when that individual is in Alignment: Aspects like ‘Code of Honor’, and ‘Follow the
the scene with the character, but the aspect can come up Rules’ mimic the Lawful alignment well, ‘Anarchist’ or
in other ways, depending upon the individual’s history and ‘Chaotically Inclined’ work for Chaos. Aspects like ‘Merciful’
relationship with the character. For example, if a character and ‘Cold Blooded’ mimic various facets of Good and Evil
has his mentor as an aspect, that aspect might be useful for respectively, albeit in a more nuanced way. An aspect like
things his mentor would have instructed him on, such as his ‘See Things in Shades of Grey’ might reflect a Neutral align-
spellcasting technique or his sword style. ment or amoral outlook.
Class Limitations: Wizard weapon limitations can be repre-
Aspects - R acial Persona sented by ‘I throw a dagger’ – something old school magic
Fantasy races aren’t just humans who have pointed ears or users always seemed to fall back on. The old cleric limitation
are short and stocky, they are folk who have different abili- of using only a blunt weapon can be replaced with an aspect
ties and often have different outlooks on life. Anyone who like ‘Will Not Shed Blood’. Such aspects are optional, but
chooses a race can also choose an aspect that is related to they do a good job of mimicking certain class limitations,
that race; in fact, it might have the race name as part of the either old school or new.
aspect. The name of the race should NOT be an aspect as it
is too broad (as well as boring); however, aspects like ‘Exiled Rules Limitations: Instead of rules limitations like Armor
Dwarf Prince’, ‘Elf of the Fey Court’, ‘Inquisitive Gnome’, and Check Penalties, use Armor Aspects to represent some of
‘Thick Orgar’ are all appropriate. It’s perfectly acceptable the issues a character might have wearing armor, both
to use the racial component of these aspects to do certain pro and con. Instead of setting out a hard rule that
things that a typical member of that race could do or have a certain weapon is faster when used in initiative, 45
Gianfranco Bongioanni (Order #25758971)
CHAPTER 2: ASPECTS
make it an aspect of the weapon. So a short sword has the you take, but if your character’s aspects are bland and
‘Fast’ aspect. More on this below. boring, don’t be surprised when the GM doesn’t have a lot of
situations or even adventures that utilize your aspects.
WHY WOULD I WANT A BAD ASPECT? A few “Bland – Better – Best!” examples are presented here.
You may notice that a number of the aspects listed in the
various examples and sample aspects are “bad” or undesir- Bland Better Best!
able aspects – they indicate a downside for a character, either
in their directly negative connotations, or in their two-edged Strong Strong as an Ox Iron Thewed
nature. Aspects like ‘Drunkard’, ‘Cowardly’, ‘Stubborn’, and
‘Honest’ all suggest situations where the character will have
Dark Past Former Cultist Disciple of the Wyrm
to behave a certain way – making a fool of himself at an
important social function, freezing up at the wrong moment, Trained by Renzo
failing to back down when it’s important to do so, or speaking Swordsman Trained Duelist
Tomasso
truth when truth is the path to greatest harm.
In each of these cases, the “bland” option certainly suggests
So why put such aspects on your sheet if they’re only going to
its uses, but doesn’t really jump off the page as something
make trouble for you? Simple: you want that kind of trouble.
that suggests ‘story’. The “better” option is certainly superior
As touched upon under Compelling an Aspect above, by dint of being more specific; both GM and player can see
on a basic, game-rules footing, “bad” aspects are a direct some potential story hooks in these, and they serve to differ-
line to getting you more fate points – and fate points are entiate themselves interestingly from their blander predeces-
the currency of Aspects of Fantasy. Fate points allow you sors. But the “Best!” options are where it’s at. ‘Iron Thewed’
to invoke your aspects, power certain traits, and activate could easily be the phrase others use to identify the char-
certain maneuvers. From the perspective of playing the game acter, and suggests more applications than simple strength.
to get involved and have fun, there’s nothing but good in this ‘Disciple of the Wyrm’ names the cult the character was once
sort of “bad”. a part of, this causes the GM to come up with some story
ideas around the cult, and starts to put some NPCs onto
Clever players will also find positive ways to use “bad” the map. ‘Trained by Renzo’ gives the player plenty of oppor-
aspects. The Drunkard might get overlooked more easily by tunity for flashbacks to his time with the weaponmaster,
prying eyes as “just a drunk”; someone who’s Stubborn will Renzo Tomasso, which may include lessons and history that
be more determined to achieve his goals. don’t just have to do with fighting styles. It also hints at the
This brings us the “secret” truth about aspects: the possibility of Renzo himself showing up in a story down the
ones that are most useful are the ones that are the most line, or perhaps the duelist who slew Renzo...
interesting. And interesting comes most strongly from So when you pick an aspect, keep these ideas in mind.
aspects that are neither purely good nor purely bad.
As a rule of thumb, when picking an aspect, think of three CHANGING ASPECTS
situations where you can see the aspect coming into play. After you’ve gotten one or more sessions of play under your
If you’ve got one reasonably positive situation and one belt, you might feel like you’ve picked one or more aspects
reasonably negative situation out of that set, you’re golden! that just don’t “feel right”. The GM should be sympathetic to
If they’re all of one type, you may want to reconsider how this. If an aspect doesn’t seem to be working out well for you,
you’ve worded your aspect – try to put a little of what’s feel free to ask your GM if you can change it.
missing in there. Ultimately, though, one aspect that’s “all
good” or “all bad” isn’t that much of a problem, so long as Once you get to 2nd level or above and you want to change
you have a good mix throughout your whole set of aspects. an aspect you can still do so but you have to pay for it with
Development Points (see page 113).
ASPECT NAMING NEW ASPECTS
Once a player decides on an idea for an aspect, he needs to
figure out what aspect name best describes what he intends; As your character goes up in level and gets more experi-
there are usually many possible names for a desired aspect enced, he is allowed to pick up new aspects. These aspects
which can make this choice somewhat difficult. However, should be related to situations that happen during the
most of the time, an aspect is going to be a phrase. campaign (though anything that a player can truly justify is
probably appropriate – pending the GM’s approval). Maybe
A phrase can be anything from a descriptive phrase (‘Strong a character has suffered some sort of wound that can be
as an Ox’) to a simple descriptor (‘Strong’), or even a literal compelled, or a bad experience with some monster may
quote (‘No one is stronger than Balinor!’). Phrase aspects mean you have a hatred for that species, or perhaps you
come into play based on how well the situation matches have gained a nemesis. Aspects like this can really bring a
them; a colorful phrase adds a lot of flavor and innately character and a campaign to life.
suggests several different ways to use it. This potentially
makes phrase aspects some of the most flexible aspects in
the game.
GM ASPECT RULES Temporary aspects are a way of handling events and issues
not really covered by the rules. They are another tool for
CREATURE ASPECTS making the game more interesting.
Like characters, creatures have aspects. Such aspects often
define a creature’s habits and disposition. For example, an OTHER ASPECT RULES
orc has the following aspects: Cannibal, Ill Disciplined, Crea-
ture of Shadow. These aspects illustrate that a typical orc
is an evil creature with unnatural appetites and is hard to
AREA ASPECTS
control. Like a character, a GM can invoke these aspects A GM can take aspects a bit farther, and apply them to
to roll their primary or secondary aspect die. In the same environments and locations. For example, an ancient tomb
way, a character can invoke or compel a monster’s or NPC’s might have the aspect ‘Dark and Chilling’ which might be
aspects, but only if he knows the aspect and only if he has a compelled by a GM when characters are making saving
fate point to spend. throws against Fear. Conversely, the same Area aspect
For example: A character fighting a dragon might invoke the could be invoked by a necromancer who is trying to throw a
dragon’s ‘Weak Spot’ aspect to get the primary or secondary animate dead or cause fear spell. An old dungeon might have
aspect die when trying to hit. He might use an orc’s ‘Poor an aspect called ‘Watch Your Step’ due to loose cobblestones
Discipline’ aspect to compel it to start looting or leave a battle and uneven flooring; this aspect could be compelled by a GM
before combat is over. when a player tries to charge an opponent. A GM does not
The GM does NOT have to spend a fate point to avoid the necessarily have to tell players outright that an area has an
compel. He can decree that the creature will not follow the aspect, but should provide clues if they ask. Sometimes a
compel and the player keeps his fate point; however, he GM might require a Perception check to realize what aspect
is discouraged from doing so. A clever use of compels by a location might have.
player characters should be encouraged. It’s what Aspects of
Listed below are 20 sample dungeon aspects you can use
Fantasy is all about!
in your own campaign. (They are numbered so they can be
Knowing a Creature’s Aspects randomly determined by rolling a d20.)
While some aspects might be already known by the player Table 2-1: Sample Dungeon Aspects
characters (everybody knows that orcs are creatures of dark-
ness and cannibalistic), other aspects might not be common 1. Cluttered Floor
knowledge. A character should make an appropriate Knowl- 2. Cobwebs everywhere
edge skill roll against a DC of 20 to see if they know any of 3. Cramped Tunnel
a creature’s aspects. The knowledge categories Demonology, 4. Damp and Bone-chilling
Fey Lore, Malificia, and Nature are all appropriate depending 5. Deep Shadows
on the creature. A Streetwise roll or Gather Information roll
might be more appropriate for NPCs. 6. Dust-filled
7. Enchanted mist
If successful, the character knows 1-2 aspects; if a critical
8. Gloomy Tunnel
success the character knows all of a creature’s aspects.
9. Hot and humid
On a fumble, the character loses a fate point! 10. Howling wind
11. Loose bricks and crumbling stone
TEMPORARY ASPECTS 12. Low ceiling
Some aspects are temporary and are generally the result of 13. Overwhelming stench
circumstances involving combat, encountering the demonic
14. Roots from the Ceiling
and macabre, or from a spell. The combat maneuver ‘Inflict
Temporary Aspect’ allows combatants to add temporary 15. Scattered old bones
aspects to their foes, the spell gibbering from the void allows 16. Slippery
spell casters to add the temporary aspect ‘Dark Voice’ to a 17. Smoky
foe. Failing a fear save can have lingering effects even after 18. Strange unnatural light
the source of one’s fear is gone, etc.
19. Trickling water
Listed below are examples of temporary aspects. As a general 20. Watch Your Step
guideline, temporary aspects should normally only be avail-
able for invoking or compelling for an encounter or a scene.
EQUIPMENT ASPECTS
Examples of aspects that could be inflicted in combat: Helm
Shift, Skittish Horse, Blood in Eyes, Slightly Concussed, etc. Equipment aspects differ from prop aspects in that equip-
ment aspects are intrinsic to the item while prop aspects
Other optional examples: involve a character’s relation to the item.
Painful Wound: If a character or foe takes a wound that is Rules for armor and weapon aspects are contained in Chapter
equal to his Constitution score the GM could compel this
7 (see page 95 and page 101). These rules assume certain
aspect during any skill or combat related roll for the rest of
the encounter. aspects are inherently built into an item; they are not chosen
by the player. For example, plate armor has the ‘Hot’ aspect
Lurking Horror - If a character was grappled by a chthonic, (since a wearer is more likely to be affected by warm condi-
demonic or undead creature, or failed a Fear save of some tions when wearing such armor).
sort, he might have lingering “issues”. The character might
be jittery or he may feel nauseous. He might just be overly Enchanted weapons and armor also often have
nervous. aspects associated with them. 47
Gianfranco Bongioanni (Order #25758971)
CHAPTER 2: ASPECTS
GAMEMASTER FATE POINT REFRESH RATE = They can be used as normal fate points by individual
party members to power their own traits and activate
Average PC Level + Number of PCs certain maneuvers that require fate points (i.e. the
Double Attack maneuver, an extra Channeling check,
an essence point roll, etc.). Group fate points used in
To help a GM avoid stockpiling fate points, the GM should
this manner only benefit the individual party member,
only spend 1-3 fate points per encounter. This helps spread
but such usage must be approved by the entire party.
out fate Point usage and avoids a ‘piling on’ of aspects and
traits during a specific encounter. It is recommended that group fate points be a different color
to make them easier to identify (we use blue). In addition,
IMPORTANT: When a GM uses a fate point to compel a
they should sit in a pile in the middle of the table.
character’s aspect, that fate point does NOT come from
the GM’s fate point pool, nor does the GM add a fate Group fate points follow the normal fate points rules for
point to his fate point pool if the compel is paid off! session and adventure refresh.
48
Gianfranco Bongioanni (Order #25758971)
CHAPTER 2: ASPECTS
Invoking a Group Aspect roll, but his Initiative is much lower than he would like. He
The real power of a group aspect is that when it is invoked it elects to use the secondary aspect die - 1d3 - to add to his
affects the entire party. Each member of the party receives a initiative.
primary bonus die of 1d6 and a secondary bonus die of 1d3
Dorfell is going to make a Spellcraft roll to throw an Arcane
that can be used for any one d20 roll they make in the same
round the aspect was invoked - as long as the action taken Sphere. This is not a combat roll so he simply uses the primary
has something to do with the aspect. aspect die to add to his initiative.
There are some rules around the use of group aspects: Salizar decides to go “all in”. He adds the group aspect die to
his initiative. He then invokes his own aspect ‘Deadly From
They can only be invoked using group fate points. Afar’ to add an aspect die to his ranged attack.
A majority of the party must be within 2 areas of each
other in order to invoke a group aspect. Those outside Compel a Group Aspect
the area do not get a benefit from the invoked aspect.
A GM can compel a group aspect on an entire party. Most
You cannot invoke a personal aspect when benefiting group compels should affect an entire party and can only be
from a group aspect. avoided if the entire party agrees to spend a group fate point
Group Aspect Example: The Grey Lions are a band of merce- to cancel out the compel. Even though a compel normally
nary adventurers made up of a dwarven fighter name Ternil affects the entire party, only one group fate point is awarded.
Mazrit, an elven ranger named Lydon Regulus, a wizard For Example: The Company of Shadows has the aspect
named Dorfell of the Black Towers, and a rogue named
“Sinister and Dangerous” and are well known in the town
Salizar Menk.
of Thardale. They approach the local Church of Daeus in
During an expedition through the Mournmist Forest, the group Thardale for information, but the GM compels the aspect. Two
stumbles upon a band of orc raiders. The players confer and things can happen:
believe they would like to invoke their group aspect ‘Cohesive
Unit’. The GM and players have already decided that this 1. The party’s aspect is compelled and they receive no help
aspect reflects the group’s disciplined fighting ability and due to their sinful reputation. The party receives one
is normally invoked to provide a benefit to combat rolls and group fate point.
initiative (and can be compelled when the group’s cohesion 2. The party pays off the compel. They can at least make
is somehow disrupted). Since it is the first round of combat
their diplomacy checks to convince the old priest to help
and neither side is surprised the aspect can be used for either
them.
their initiative rolls or initial combat rolls. Here’s how the char-
acters use their bonus:
Sample Group Aspects
Ternil charges and attacks with his axe, he adds the primary Like regular aspects, group aspects are a reflection
aspect die from the invocation - 1d6 - to his melee roll.
of the groups that choose them. Examples of group
Lydon was going to use the primary aspect die for his melee aspects might be: 49
Gianfranco Bongioanni (Order #25758971)
CHAPTER 2: ASPECTS
BAND OF BROTHERS also giving their enemies pause. A group name aspect can be
Party members have become comrades in arms. In their time invoked on various Diplomacy and Intimidation skill checks.
together, the characters have learned what it takes to fight
as a team. Losing a Group Aspect
Player(s) Invoke Example: When fighting together, all Sometimes party members are killed, retire, or just leave.
members can use this aspect for benefits in combat (specifi- Their removal often causes a disruption in party cohesion.
cally, combat related rolls). If too many members leave a party the group dynamic can
completely change.
GM Compel Example: Members of the party will not leave a
comrade behind even if that comrade is dead. Party members Group aspects are lost if the average level of the party goes
always support one another even when one of them does under the average level needed when they received the
something dangerous and/or foolish. aspect. So if the average level of the party goes under 8th
level, the aspect received at 8th level is removed, at least
DYSFUNCTIONAL temporarily, until a new member or members gets familiar
The party has some serious personality conflicts and has with the party (and gain a level).
come close to splitting up in the past. Only their overall A GM can also decide to remove a group aspect for any
success has kept them together. number of reasons, like several characters leave and are not
Player(s) Invoke Example: Players can invoke this aspect replaced, most of the party gets wiped out, etc.
when they are trying to upstage one another.
GM Compel Example: When cooperation is somehow neces-
sary or even vital a GM can compel dissent.
RANDOM ASPECTS
SLAYERS OF ITHKARISS (the Black Wyrm) RANDOM ASPECT DESCRIPTIONS
Group has killed a fearful dragon that has been threatening Below are descriptions of some of the aspects listed in Table
the realm for years. Their deed is sung about and embel- 2.2: Random Aspects Generation Table. These are presented
lished upon by minstrels and storytellers. to give players and GMs some guidance on how aspects
Player(s) Invoke Example: Players can use this aspect for should be used.
diplomacy and intimidation checks. Also use to get combat ANGRY AT THE WORLD
related bonuses against dragons and their ilk.
Your anger simmers just below the surface, waiting for an
GM Compel Example: Players are sought out to slay dragons opportunity to burst forth. Sometimes your anger gives you
and other monsters – a rather hazardous line of work. In the drive to see things through, but more often it leads you
addition, Vezradun, a powerful fire drake who was also the to rash action rather than forethought.
occasional brood mate of Ithkariss, has vowed revenge on
the party. Player Invoke Example: Vent his frustration, usually
through explosive action towards whatever he’s mad at.
HEROES OF THE COMMON FOLK GM Compel Example: Cause the character to lose his temper
Your deeds are talked about in hovels and pubs throughout at an inappropriate moment. Interfere with any action that
the kingdom. Your efforts to protect the common folk have requires calm.
won you reknown.
BATTLE CRY
Player(s) Invoke Example: Players can use this aspect for You have a battle cry that fires your blood, stiffens your
diplomacy and intimidation skill checks. They can invoke
resolve and girds your loins (not necessarily in that order…).
this aspect in combat when attempting to save a defenseless
peasant or burgher. Player Invoke Example: Invoked when charging into battle
or facing an implacable foe. Any roll involving a Fear save.
GM Compel Example: Your hero status amongst the
common rabble has won you few friends amongst the GM Compel Example: Shouting battle cry out when it would
nobility who may treat you with contempt and even outright be better to not draw attention to yourself or your allies.
hostility! Commoners may also seek you out to deal with
dangerous situations.
COWARDLY
The character is a firm believer in protecting his own skin,
WIZARD PATRON either out of meekness, deep self-interest, a healthy aversion
During their adventures the group has gained a wizard ally to pain, or some other motivator.
who hires the group to do a number of odd jobs or undertake Player Invoke Example: Run, hide, or otherwise get away
an occasional quest. from something dangerous.
Player(s) Invoke Example: Players can invoke this aspect Compel Example: Compel the character to flee when he
on certain saving throws (“Old Merwyn told us to watch out really needs to stand his ground.
for Goslic’s fireball spells”) and on certain intimidation and
knowledge checks. FAITH
GM Compel Example: The wizard’s enemies become the You firmly believe in a deity or deities and this belief provides
players’ enemies. Could effect certain diplomacy skill checks. you comfort and succor in times of stress.
GM can use this as a complication in an adventure. Player Invoke Example: Aspect provides support when
faced with unholy terrors. Faith helps you resist pain; it also
Group Names helps you resist possession.
Another possible group aspect for an adventuring party is GM Compel Example: Intolerant of other religious beliefs.
a group or company name. Examples of such a names Fight creatures of shadow when it might be better to fallback.
might be the Grey Lions, the Red Companions, the
Hounds of Hessen, the Raven Company, etc. These “I throw a dagger”
50 names add to a party’s reputation and fame while You generally only wield daggers in combat and you often
ROLLING UP ASPECTS
In case you are hard up for an idea or just want to speed things up, roll d100 several times on the Aspect list below to come
up with some aspects for your character. The aspect names listed below are generally generic, as discussed above in ‘Aspect
Naming’ you should feel free to change the names of these aspects to make them your own:
52
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CHAPTER 3: TRAITS
TRAIT RULES AND NOTES
Q
Traits are what set you apart from the common folk. They
What are Traits?
In many ways, traits in Aspects of Fantasy are
are abilities that make you unique and help you survive a what feats and class abilities are in D20 and
life of adventure. what stunts are in Fate.
Initially, you start off with four traits - two from your starting One of our design goals was to have less overall modi-
class and two from your background. In addition, you also fiers which was often caused by ‘feat glut’ in D20
receive a number of traits based on your race. games. As a general rule, most feats in D20 that
provide a modifier (Improved Initiative, Iron Will, etc.)
Class Trait Pool are assumed to be aspects. Those that provide some
sort of tangible benefit (Cleave, Leadership) were made
Each class also has a list of traits called the Class Trait Pool. into traits.
When you level-up and the new benefit is a trait, you choose
that trait from your class Trait Pool. As long as you meet the Re-roll Traits and Invoke/Compel
requirements, you can select any trait from your class Trait
Pool Certain traits allow you to re-roll a d20 roll. If the original
d20 roll was modified by an aspect die or a consequence die
No trait can be selected more than once unless expressly both the d20 and the aspect or consequence die must be
indicated in the description of the trait. re-rolled.
Table 3-1: Traits and Descriptions
TRAIT FP DESCRIPTION
Alchemy Ability to create potions and special substances
Ambush All sneak attack damage dice explode
Animal Companion You have an animal that provides a number of benefits
Arcane Focus A focus that allows you to roll for essence points twice and take the best roll
Arcane Gift You have the ability to cast arcane spells
Arms Training - Melee +2 to melee, +1 to ranged
Arms Training - Ranged +1 to melee, +2 to ranged
Arms Training - Self
+1 to melee, +1 to ranged, +1 to AC
Preservation
Aura of Grace Add Charisma OR Wisdom ability score modifier to all saving throws
Battle Rage X All melee damage has the explode trait for an encounter
Berserker Rage Receive a ‘DR5/Magic’ when you use Battle Rage
Brutal X Re-roll a melee damage roll
Call of the Wild Receive fate points for journeying through wilderness.
Damage from ranged attack goes up 1 die step. Fate Point to add Wisdom bonus
Canny Hunter X
to ranged damage
Capture Alive Eliminate -4 penalty to subdue, knockout on a critical hit
Charge! +4 to melee, no AC penalty when performing charge maneuver
Cheat Death X Change a critical hit inflicted on you to a normal hit.
Cleave If you bring down a foe, you can attack another foe immediately
Critical Hit Improved X Spend Fate Point to deal additional 1d10 in damage on critical hit
Dabbler Use spell scrolls. Limited spellcasting ability.
Damage Reduction You have an innate ability to ignore some damage
Defensive Roll X Attack that reduces you to 0 HP or less, only does half damage
Divine Caster You have the ability to cast divine (or infernal) spells
Element Manipulation You may replace a spell’s normal damage with different energy type.
Energy Resistance Reduce energy damage by your Con bonus
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CHAPTER 3: TRAITS
TRAIT FP DESCRIPTION
Essence Control Any essence point dice rolled can ‘explode’
Evasion Instead of saving for half damage, you save for no damage
Experienced Porter +3 bonus to encumbrance rating, +1 for each member of party
Exploit Weakness Add Int modifier to damage rolls
Familiar A mage receives an enchanted animal companion
Faith is my Armor X Add Wisdom or Charisma bonus to AC
Fated When fate points refresh, receive an additional +2
Finesse Use Dex instead of Strength on attack rolls with one-handed weapons
Optional Trait: Wear little armor but still receive an AC bonus. In addition, pay a
Frazetta Armor X
fate point to get a DR based on Charisma modifier
Ghost Touch Do normal damage to incorporeal creatures
A spirit guide that provides you with +1 bonus to your Fate Point Refresh Rate,
Guardian Spirit X
fate point to re-roll any saving throw.
Hand of Fate Your fate dice are always one die step higher than normal
Hand of the Divine X No limit on how many Channeling skill checks can be made using fate points
Hated Foe You do extra damage to a particular foe
Healing Touch X You have the ability to heal physical damage
Herbs and Spiders You replenish your mage pouch at no cost
Hero’s Destiny X Change a natural roll of 1 to a natural roll of 20
Hexen Hound You have an innate ability to detect both magic and magic users
Ignored X If randomly picked, have the GM re-roll to pick another
Intimidating Presence X Pay fate point to make an Intimidation skill check as a free action
Intuition X You have the ability to sense trouble. You never fumble a Perception check
Iron Thews Your melee damage is always one die step higher
Jack Of All Trades All of your skill and save fumbles have to be confirmed
Last Best Hope If out of fate points, receive 1d5-1 additional fate points
You bolster your allies against Fear, receive a bonus to your party’s Group Fate
Leadership
Point Refresh Rate, and you can gain followers
Linguist You are a master of languages
Lore of the Stars Once per encounter, add Wisdom bonus to spellcasting rolls
Lucky X Re-roll any d20 roll
Magic of White Spells are more efficacious against creatures of shadow.
Mounted Archer Negate -4 penalty when firing from mount, +1 to ranged combat
Mounted Lancer Do triple damage with a mounted charge, +1 to mounted combat
Night Owl Gain low-light vision or, if you have low-light vision, nightvision
Noble Born Your birthright allows you to re-roll aspect or compel die.
Opportunist X ‘Free hack’ against opponent hit by an ally
Panache Add your Charisma bonus to modify certain d20 rolls.
Pluck X Allies receive a +1 to hit, +1 damage
Poison Use Can use poison without accidently poisoning yourself.
Precise Shot Fire into melee without penalty, suffer normal ranged fumble
Pyrotechnic Spells Spell damage die are always increased by one die type
Quadrivium Increase die type when rolling for Essence points
Quick Reflexes Perform a minor action as a free action
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CHAPTER 3: TRAITS
TRAIT FP DESCRIPTION
Ranged Melee Use a ranged weapon in melee combat
Rat Slayer +2 to Attack and +2 to AC against foes listed as Small or smaller.
Remain Alive You automatically succeed on all death saving throws when unconscious
Roll and Dodge You are not subject to the Block maneuver
Runaway! When leaving combat you are not subject to a ‘Free Hack’
Savant Once per encounter add Int bonus to non-Int related roll
Scribe Scroll You can create spell scrolls
Second Sight +10 to see through illusions. Perception check DC 10 to detect invisible creatures
Second Wind X You recover hit points equal to your Con. modifier +1d6
Secondary Maneuvers X You know how to make your attacks do more than just damage.
Self-Sacrifice When ally is hit, take their damage instead
Shield Training X Make attacks with shield without secondary penalty. +1 AC bonus
Sixth Sense You see dead people
Smite X Add Charisma bonus +1d10 explode points of damage against evil creatures
Deal extra damage anytime your target would be denied a Dexterity bonus, or use
Sneak Attack X
fate point to launch a sneak attack
+4 bonus to all saves and AC when specifically targeted by a spell. Fate point to
Spell Warded X
avoid curses and jinxes
Stout Body type gives you a +1 bonus to AC
Superior Channeling All dice produced by your Channel invocation have the explode (2) trait
Tough Add 10 hit points to your permanent HP total
Trap Expert X For the cost of a fate point you can re-roll any save verse traps
Twitchy X Re-roll initiative
Two-Weapon Fighting Make second attack with off-hand weapon without secondary penalty
Weapon Focus +1 bonus to hit, +1 bonus to damage with one type of weapon
Wild Empathy You can change the attitude of an animal
Arcane Focus Benefit: You receive +1 modifier to your melee attack bonus,
a +1 modifier to your ranged attack bonus, and a +1 bonus
You create an item through which you can focus magical
to your AC.
energy and cast spells. The focus can either be a wand, a
staff, or a crystal of some sort and has an EV of (-). Whatever This trait can only be taken once.
the type of focus, it must be held in the caster’s hand in
order for it to be used. An arcane focus only works for its Aur a of Gr ace
creator. You are blessed by either fate or the Divine with luck and
Requirement: Arcane Gift trait protection.
Benefit: This focus gives you greater control when manipu- Requirement: Wisdom or Charisma must be a primary
lating essence. Anytime you roll for essence points, you can ability score
roll twice and take the best result. Benefit: You add either your Charisma ability score modifier
OR your Wisdom ability score modifier (player’s choice) to all
Note: If your arcane focus is lost for any reason you can
of your saving throws. This includes Wisdom and Charisma
create a new one at the cost of 500gp and one month of
saving throws.
downtime spent crafting the item.
N
strenuous, like breaking down a door, climbing up a ...He seemed more a part of the sun and high places of the
wall, etc. outlands. His slightest movement spoke of steel-spring mus-
cles knit to a keen brain with the co-ordination of a born fight-
Berserker R age ing man. There was nothing deliberate or measured about his ac-
You take raging to a berserk fury sometimes inflicting tions. Either he was perfectly at rest - still as a bronze statue - or
massive damage to your foe. else he was in motion, not with the jerky quickness of over-tense
Requirement: Must have the trait Battle Rage. nerves, but with a catlike speed that blurred the sight which tried
Benefit: You upgrade your Battle Rage trait. When you to follow him.
rage you receive the following: - THE PHOENIX ON THE SWORD by Robert E. Howard
All melee damage you inflict while raging has the
explode trait. Benefit: When you perform the Charge maneuver, you
All other rules for Battle Rage apply. receive a +4 bonus to hit and you take no penalty to your AC.
Normal: You get a +2 bonus to hit but take a -2 penalty to
Brutal your AC for one round.
You are particularly good at hurting your opponents.
Cheat Death
Benefit: You may spend a fate point to re-roll a damage
roll on a melee attack. You must take the second result. A You have a knack for avoiding killing blows.
damage roll means ALL damage dice rolled on a successful Benefit: Anytime you are subject to a melee or ranged
hit. critical hit, you can use a fate point to make it into a normal
hit instead.
This ability can be used on damage dealt by a critical hit
and can be used in conjunction with the traits Critical Hit Cleave
Improved, Secondary Maneuvers (additional damage), etc.
Your strength and combat prowess allow you to wade
Call of the Wild through your foes.
You thrive in a wilderness setting, breathing fresh air, and Requirement: Strength must be a primary ability score.
sleeping under the stars. Benefit: In melee, if you deal enough damage to a creature
Benefit: You exponentially receive fate points while trav- to disable it (typically by dropping it to 0 Hit Points or below),
eling through the wilderness to reach a goal or fulfill a quest. you get an immediate, extra melee attack against another
If you travel at least 30 miles in a wilderness setting you creature within the encounter Area (that you can logically
receive a fate point. If you then travel a further 60 miles get to). The extra attack is made with the same attack roll
you receive a second fate point. An additional 120 miles a modifiers and the same weapon as the first attack (but not
third fate point, and so on until you receive 5 fate points, at aspect dice, thought an aspect can be invoked on each extra
which point the benefit is capped. For example: A ranger PC attack). The character can continue cleaving as long as each
with this trait who travels 210 miles (30, +60, +120) would hit disables a creature and the cleaving limit has not been
receives 3 fate points. reached.
You only receive this benefit while journeying to your desti- Limit: 1 plus an additional 1 for every 3 full levels. So a
nation, not returning. 3rd level fighter would have 2 additional attacks, a 6th level
fighter would have 3 additional attacks, etc.
Canny Hunter Critical Hit Improved
You are an expert hunter, wise in the use any ranged weapon.
You are experienced at delivering deadly blows.
Benefit: The damage dice of any ranged weapon you use
Benefit: When you inflict a critical hit, but before you roll
goes up one die step. So a heavy crossbow that normally
damage, you may spend a fate point to inflict an additional
does 1d10 in damage does 1d12 for you. In addition, you can
1d10 explode in damage on the roll.
spend a Fate Point to add your Wisdom bonus to damage
inflicted by a ranged attack.
Dabbler
Cap ture Alive You have an interest in the arcane arts and like to try your
hand in petty curses and minor tricks. But experimenting
You are skilled at bringing someone down but not killing
in the forces of magic is dangerous business that can end…
them. This is a handy trait for those who rely on ransoms
poorly.
and bounties for their livelihood.
Requirement: Intelligence must be a primary ability score.
Benefit: Two benefits:
No Penalty - You do not take the -4 penalty for attempting Benefit: You can use magic scrolls. In addition, you can
to subdue someone with a normal weapon. attempt to cast spells you discover (and can read) in some
musty tome or ancient folio. However, there are limitations
Critical Knockout - When attempting to subdue someone associated with this trait:
and you roll a critical hit, if the individual is humanoid
and is your level or less (or has the same amount of hit You only ever receive 1d4 essence points.
dice or less), you automatically knock the individual out. When making a Spellcraft skill check to cast a spell,
fumbles and criticals are determined as if your Intel-
Charge! ligence is a secondary ability score (i.e. you automati-
You have been trained to charge into battle and cally fumble on a roll of 1 and you must always confirm
58 deliver a powerful blow. criticals).
Hero’s Destiny
You rarely fumble…
Benefit: Once per session, you can spend a fate point to
change a natural 1 you have rolled on a d20 roll to a natural
20. Depending on the circumstances (i.e. a primary skill roll
versus a secondary skill roll) the 20 is either a critical or a
potential critical.
Hexen Hound
You were born with an uncanny sensitivity towards magic
and can “sniff out” both magic items and arcane magic users.
Benefit: You basically have an innate power which is equal
to a detect magic spell. You must concentrate to use it (a
major action); its range is an Area. This is not truly a spell
but an inborn power; hence, it can always be used and
cannot be dispelled.
You are also sensitive to those who use magic and gener-
ally know when someone is a mage just by looking at them.
You can also make a Wisdom check versus a DC 15 + the
mage’s level to gauge their general ability. (GMs shouldn’t
use specific levels here. Just state if the mage is a novice,
has some ability, seems to be quite powerful, etc.)
If a mage is hiding the fact that he’s a caster, you must make Benefit: The trait provides 2 benefits:
an opposed Wisdom check with the mage. If you win, you see
Sense Trouble – You spend a fate point to activate this benefit.
through the deception.
You either get a hunch that everything is all right, or you get
Ignored a bad feeling about a specific situation (based on the GM’s
best guess relating to the circumstances). In addition, make
For whatever reason, be it a magical ability, fate, or a talent a Wisdom check versus a DC20; if successful, the character
for skulking, you are less likely to be attacked than one of can tell from what general direction the feeling emanates.
your allies. For example, “You get a bad feeling from behind that door...”
Benefit: In game terms, whenever a GM rolls to randomly Perceptive – You never fumble on Perception skill checks
determine when someone in a party gets attacked, if you are
picked you may use a fate point to have the GM reroll and Iron Thews
you are no longer an option. Even when there are only two When you connect in melee, you always hit hard.
choices you may use this trait.
Requirements: Either Strength or Constitution is a primary
Note that if all possible targets have the Ignored trait the trait ability score
is negated and the GM can randomly roll again. However, if
Benefit: Any melee or throwing weapon you wield does a
even one target does not have this trait, that target is the one
die step more in damage. For example, a longsword that
attacked (as long as those with this trait pay their fate point).
normally does 1d8 in damage does 1d10 when you wield it.
Intimidating Presence
For whatever reason, be it a sinister look, grim disposition or
Jack Of All Tr ades
dark reputation, you seem to have a knack for intimidating You are somewhat skilled at practically everything.
others. Benefit: Anytime you roll a natural 1 on a skill check or a
Benefit: Use a fate point to make an Intimidation skill check saving throw you may re-roll the dice. (As a reminder, melee
as a free action (instead of a major action). or ranged attack rolls are not considered skill checks.)
R anged Melee
You are experienced at using a bow
or crossbow even in close combat
situations.
Requirement: Dexterity as a primary
ability score.
Benefit: You can perform a ranged
attack - and even reload - in melee 63
Gianfranco Bongioanni (Order #25758971)
CHAPTER 3: TRAITS
enchantments, and other magical deceptions. Living crea-
tures that use magic to cloak their presence (like fey folk,
witches, etc) can oftentimes be seen by those with second
sight. Shadow Doors and Aether Gates can also be more
easily detected by those with this trait.
Benefit: You receive the following benefits:
You receive +10 bonus to see through all illusions
You can see an invisible creatures with a successful
Perception check against a DC of 10 (instead of a normal
DC of 25). It is effective against mortals cloaked with
magic, grues, and fey. It is not effective against undead
or infernal spirits (though those with Second Sight are
more sensitive to the presence of such creatures).
Note: This is considered a fey power and mortals who have
this trait probably have a fey ancestor or were blessed by
the fey for some reason.
Second Wind
You recover from pain and exhaustion quickly.
Requirement: Constitution as a primary ability score.
Benefit: Once per encounter, you may spend a fate point to
recover a number of hit points equal to your Constitution
modifier +1d6. This trait does not increase your hit points
beyond your full normal total. This trait cannot be used
when a character has 0 or less hit points.
Secondary Maneuvers
You have learned some tricks and techniques in combat to benefits:
make your attacks really count.
Shield Bonus - The AC rating of any shield you use is
In order to use these maneuvers you must successfully hit increased by +1.
your opponent. You still do damage normally; however, for
Shield Buffet - In the same round you successfully hit a foe
the cost of one fate point you may also inflict one of the
with a melee attack, for the cost of a fate point you can push
following maneuvers on your foe. Only one maneuver can be
or knockback a foe up to 10ft if he is your size, 5ft if he is one
used per successful attack. You cannot use these maneu-
size larger, 15ft if your foe is smaller. If your foe gets knocked
vers on a successful free hack.
into something solid he takes 1d6 points of damage.
Dazed - If your foe is equal in level to you (or has the equiva-
lent hit dice) you can force them to be dazed for 1 round Sixth Sense
until your next turn. When dazed, the creature is unable to
You have the ability to see into the Spirit Realm. Entities
act normally. A dazed creature can take no actions, but has
such as chthonics, ghosts, demons, and spirits which are
no penalty to AC.
not always visible to most folk, can often be seen by you.
Additional Damage - Roll an extra die for damage. This die is In addition, you may be subject to strange phenomena,
1d5 and goes up a die step for every two levels you have. For like skulls whispering warnings or glimpses of events that
example: If you are 8th level your extra damage die is 1d12. happened in the past.
This maneuver can be used in conjunction with a critical Benefit: You can see invisible chthonics, undead and infer-
hit but the additional damage is only added to the damage nals with a successful Perception check against a DC of 15.
inflicted from a critical not multiplied. You also are immune to all Fear effects.
Self-Sacrifice Smite
You often put your personal well-being at risk for an ally. You can use the power of your god to deal greater damage
Benefit: As a reaction, whenever an ally in the same Area as to creatures of darkness and those mortals aligned with
you takes a hit in combat, but before damage is rolled, you the Shadow Empyrean (cultists, dark priests, witches, evil
may take the damage instead. You can use this ability even sorcerers, etc.)
if you are surprised. You can only use this ability once per Benefit: When you successfully hit a ‘creature of evil’ you
encounter. This reaction never generates a free hack. may spend one fate point to add your Charisma bonus (if
Under certain circumstances the GM might rule you can’t any) +1d10 explode points of damage.
use this trait. Perhaps you have the stunned condition or This may be done in conjunction with a critical hit, though
you are currently grappled. the damage from Smite is only added to the damage inflicted
In game terms, you jump in front of the ally at the last from a critical not multiplied.
moment to take the hit.
Sneak Attack
Shield Expert If you can catch an opponent when he is unable to defend
You have trained to use your shield as both a defensive himself effectively from your attack you can strike a vital
tool and an offensive weapon. spot for extra damage.
64 Benefits: This training provides the following Benefit: Your attack deals extra damage anytime your target
Q
picks up at a university, the talent displayed by a sword- WHY SKILL RULES?
smith forging a blade, the aptitude of a huntsman to track It has become rather fashionable of late in many
his prey, all are examples of skills. RPGs to just ‘hand wave’ skills and not really provide
In Aspects of Fantasy, you do not pick skills and assign much information on how they should be used (examples,
points at either character creation or when a character levels DC guidelines, etc). We can appreciate this. Frankly, skill rules
up. Instead, it is assumed that as an experienced adventurer
can be somewhat boring and can often be handled with a
you pick up all manner of skills. Of course, depending on
the skill, those who have better physical or mental ability quick die roll modified by the appropriate attribute. Still, we
scores tend to have a better chance at succeeding at a skill. believe that guidelines for using skills should be provided as
In game terms, you have a better chance of succeeding, and skills are an important part of any roleplaying game. De-
succeeding well, at any skill whose key ability score is one of scribing what a skill can and cannot do will help players and
your primary ability scores.
gamemasters alike determine if an aspect can be invoked to
Like all d20 rolls, skill can be modified by invoking or
compelling aspects. modify a particular skill roll. In addition, since we have criti-
cal and fumble rules, some examples of critical and fumble
HOW SKILLS WORK results should be provided with each skill. Hence, skill rules
When your character uses a skill, he isn’t guaranteed are included in Aspects of Fantasy. If you are reading the
success. In order to determine success, whenever you game for the first time you may want to just glance over this
attempt to use a skill you must make a skill check. section to familiarize yourself with it then move on, you can
Skill checks work in the following manner: then reference a particular skill section during the game.
1. The GM determines the difficulty of what needs to be
accomplished. He then sets the Difficulty Class (or DC)
number. Primary Attribute
2. The GM determines what skill is necessary to accom- Critical: If you roll a natural 20, you have rolled a critical.
plish the task, and lets player know what the skill’s key
ability score is. Fumble: If you roll a natural 1 on a skill check using a
primary attribute, you should reroll the skill check (with all
3. Player rolls a d20 and adds the ability score’s Attribute bonuses/minuses for the original skill check including any
Score (as well as any possible modifiers).
bonuses from invoking an aspect). If the second roll indi-
If the result of your skill check is equal to or greater than cates you would have failed the skill check you have rolled a
the difficulty class (or DC) of the task you are attempting fumble. Check the skill for a suggested fumble effect. If the
to accomplish, you succeed. If it is less than the DC, you
second roll indicates you would have succeeded on the skill
fail. Some tasks have varying levels of success and failure
depending on how much your check is above or below the check, you have not fumbled – though you still failed the
required DC. Skills are also subject to criticals and fumbles. skill check.
These are handled differently depending on if the skill’s key
ability score is based off one of your primary ability scores, Secondary Attribute
or one of your secondary ability scores (see below).
Critical: If you roll a natural 20 on skill check using a
Aspects and Skills secondary attribute, you should reroll the skill check (with
all bonuses/minuses for the original skill check including
If a character wants to specialize in a skill, he simply needs
to take an aspect that emphasizes that skill. An aspect like any bonuses from invoking an aspect). If the second roll
Rider of the Steppe could be invoked when using the Riding indicates you would have succeeded on the skill check you
skill, or it could also be invoked when using the Handle have rolled a critical. Check the skill for a suggested critical
Animal skill on a horse, or even when using the Survival effect. If the second roll indicates you would have failed on
skill in certain wilderness areas. the skill check, you have not scored a critical - though you
A GM can require that certain skills are only available to a still succeeded on the skill check.
character if that character has an aspect that is encom-
passed by it. So a GM might not let a rogue make a Craft Fumble: If you roll a natural 1 on a skill check using a
- alchemy skill check unless he has an aspect like Failed secondary ability score, you have rolled a fumble.
Alchemist Apprentice or something similar.
DIFFICULTY CLASS
CRITICALS AND FUMBLES
Skill checks are made against a Difficulty Class (DC). The
You can roll a critical or a fumble on a skill check. How this
is confirmed is determined by whether the key ability score DC is a number - set using the skill rules as a guide-
of the skill matches one of your primary ability scores, or one line - that you must score at or above on your skill
of your secondary ability scores. check in order to succeed.
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Table 4-1: Difficulty Classes by Description Table 4-2: List of Skills and Key Ability Score
Athletics Strength
Average 15
Channeling Wisdom
Difficult 20
Craft Intelligence
Formidable 25 Deception Charisma
Heal
OTHER SKILL RULES Wisdom
You can roll a critical or fumble on an opposed skill check, Ride Dexterity
this should be adjudicated by the GM.
Sneak Dexterity
Trying Again Spellcraft Intelligence
As a general rule, skill checks are only made once. If logic
would dictate that multiple attempts could be made to say, Survival Wisdom
open a lock, then this should be reflected in a lower DC roll
Swim Strength
overall, not more skill checks (see “Let it Ride” on page 12).
Thieving Dexterity
SKILL DESCRIPTIONS
This section describes each skill, including common uses
and typical modifiers. Characters can sometimes use skills ACROBATICS DEXTERITY
for purposes other than those noted here. The format for
skill descriptions is as follows. Characters adept at Acrobatics can balance on precarious
surfaces, land softly when they fall short distances, and
Skill Name: The name of the skill dodge through dangerous melees.
Key Ability Score: The recommended ability score whose
attribute applies to the skill check. Balance
Make an Acrobatics check when moving over a precarious
Check Type Header: What a character (“you” in the skill
surface.
description) can do with a successful skill check and the
check’s DC. Action: Part of a major (move) action.
Action: Notes the type of action required to use the skill
DC: See Table 4-3: Balance DC Listings.
(minor, major, free, etc), or the amount of time required for
a check. Success: A successful check lets you move half your speed
Equipment: Notes if equipment is needed to perform the along the surface as a major action.
skill properly. If so, the penalty is also listed for performing Failure by 4 or Less: A failure indicates you spend your
the skill without equipment. (Author Note: This is an
major action just keeping your balance and do not move.
optional requirement. I like having reasons for characters to
have ‘stuff’ and these items are perfect as aspects: Father’s Failure by 5 or More: A failure by 5 or more indicates you
Smithing Tools, Lucky Lockpicks, etc.) fall.
Instead of a penalty, the GM could rule that the player Taking Damage: If you take any damage while balancing
attempting to perform the skill without the right tools has the you must make another Acrobatics check as a free action to
temporary aspect ‘Improvised Tools’ or something similar. avoid falling.
This can be compelled.
Critical Result: You move at full speed.
Critical Result/Fumble Result: Suggested critical and
fumble results are listed. These are just suggestions and can Fumble Result: You fail miserably. If you fall from a
be overridden by the GM at anytime. height you cannot attempt to reduce falling damage. 67
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If you fall on an unstable surface, you take 1d6 damage.
In addition, items you are carrying may break (see “ITEM
SAVING THROWS” on page 83).
Table 4-3: Balance DC Listings
Surface Acrobatics DC1
Unstable 10
Narrow (less than 1 foot wide) 15 (+5 if unstable)
Very narrow (less than 6 inches wide) 20 (+5 if unstable)
Extremely Narrow (less than 1 inch wide) 35 (+5 if unstable)
Performance
You can use Acrobatics as if it were the Perform skill to
impress an audience. See the Perform skill later in this
chapter.
Success: You can squeeze through a tight space as a major Characters adept at Athletics can climb and jump well.
action.
Failure: Unable to squeeze through. Climb
Action: Part of a major (move) action.
Note: A character can only squeeze out of a tight space if
their head can fit through the space. DC: 15. The DC increases by +4 each for the following special
Critical Result: You squeeze through so quickly you are still circumstances:
able to perform a major action this round. If the surface has no real handholds or footholds
Fumble Result: You are stuck and can do nothing for 1+1d6
rounds as you attempt to extricate yourself. The surface is slippery
Climbing less than 10 feet drops the DC by 5.
T umble
Special Rule: If the character takes damage while climbing,
Tumble allows you to move through an Area occupied by
he or she must make an Athletics check again to avoid
adversaries.
falling.
Action: Part of a major (move) action.
Equipment: Must have the proper equipment or receive a
DC: 20. The DC for this skill check increases by +2 for every -4 penalty.
additional adversary after the first in the Area.
Success: You move through an Area which is blocked by Success: You can climb a wall or steep slope at half your
adversaries. normal movement rate. This is normally 1 move increment
per round (10 - 20ft).
Failure: You are impeded in some way and can’t move
Failure by 4 or Less: You make no progress
through the Area.
Critical Result: You are able to lash out at an opponent as Failure by 5 or More: You fall from whatever height you
you tumble through. Choose an opponent in the Area that attained (unless you are secured with a rope or some other
you can reasonably get to, you can take a free hack at that equipment).
opponent - this counts as your free hack for the round. Critical Result: You climb effortlessly. Double your climb
Fumble Result: You fail miserably, not only are you movement for this round.
stopped, you are stopped prone.
Fumble Result: You fail miserably and fall awkwardly. Any
68 damage dice rolled are explode (1).
CHANNELING WISDOM For example: A typical dwarf character could argue that he
could repair anything metal and easily work stone – it is part
This skill allows you to use your piety and faith to both bolster of his racial persona. For the same reason, an elf character
your resolve and provide comfort to yourself and others. It is could argue that she can easily work wood or repair a bow.
used by clerics to invoke the power of their deity. Through A mercenary character could have picked up armorsmithing
prayer it is used by common folk to ward and protect against while on campaign, but a knight character would probably not
the Powers of Darkness. know any craft skill as the noble born do not sully their honor
engaged in base tasks.
Casting Rituals
The goal is to provide a way for character’s to craft an item
Channeling is used whenever you wish to cast a spell (see
without sweating the details.
“CASTING RITUALS” on page 129 for more information).
Appropriate examples of what sort of crafting you can do
Pr ayer of Protection includes, but is not limited to, the following:
During an encounter with a chthonic, demonic, or undead Alchemy
entity that may have the power of possession, you can pray Armorsmithing
to a deity of the Light for protection.
Brewing
Action: Major action.
Leatherworking
DC: Determined by possessing entity.
Mechanika
Success: You are immune to any possession attempt from a
particular entity for the rest of the scene. Metalsmithing
Stoneworking
Failure: You are susceptible to possession.
Swordsmithing
Critical Result: You are immune to any possession attempt
from a particular entity until the next sunrise or sunset, Woodworking
whichever comes last.
Equipment: If you don’t have the proper tools, you take a -4
penalty on Craft checks.
Making Items
The difficulty, time, and resources required to make an item
depends on its complexity. As a general rule, the cost of the
necessary raw materials to craft an item is 25% of the value
of an item. Once the raw materials have been acquired you
make your Craft check.
Action: Example timeframes are given in Table 4-4.
DC: Example DCs are given in Table 4-4.
Success: You make the item.
Failure by 4 or Less: You make no progress in the time
listed but can continue to work on the item.
Failure by 5 or More: You do not produce a usable end
result and any raw materials are wasted.
Critical Result: You make twice the progress towards
completion with this check; if the check was sufficient to
complete the item anyway, you complete the item in half the
time.
Fumble Result: You spend double the cost and time to
craft the item only to have it end in utter failure. (The
author of this book often fumbles on this roll when
working on projects around the home.) 69
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Table 4-4: Craft Modifiers – Making Items they get to make a Perception check.
Complexity DC Time Examples Failure: Your opponent sees through your disguise. The
consequences are determined by the GM.
Simple 10 1 hr. iron pot, wooden staff
Critical Result: The target is completely fooled by your
Moderate 15 12 hrs. fine garment, lock, weapon disguise. The target no longer gets to make a Perception
Complex 20 24 hrs. plate armor, organ check involving your deception unless circumstances change
greatly.
Advanced 30 60 hrs building, clockwork device
Fumble Result: Your disguise is a complete failure; maybe
your fake beard is falling off, or your fake nose has melted,
and you are oblivious to the fact. All observers immediately
DECEPTION CHARISMA spot the fact that you are disguised without the need for a
Perception check.
Characters adept at Deception can bluff others or disguise
themselves.
Bluff DISABLE DEVICES DEXTERITY
DC: Opposed Perception Check You can disarm or disengage various artifices, including
locks and traps.
Success: When you make a successful Deception skill check
opposed by your opponent’s Perception skill check, you can Open Locks
have the target react as you want, at least for a short time
(usually 1 round or less), or the target believes something You can open or pick locks.
you want him to believe. Action: Major. Intricate or complex locks may require
Failure: Your opponent doesn’t believe your bluff. The multiple rounds at the GM’s discretion.
consequences are determined by the GM. DC: The DC depends on the quality of the lock, as listed in
Modifiers: Favorable and unfavorable circumstances weigh Table 4-5: Open Lock DCs.
heavily on the outcome of a bluff. Two circumstances can Equipment: You should have thieves’ tools. If you do not,
work against you: the bluff is hard to believe, or the action you take a -4 penalty on your check.
the bluff requires goes against the target’s self-interest,
nature, or orders. The GM may offer adjustments to the Success: You open the lock.
target’s Perception skill check (ranging from –10 to +10) to Failure: You fail to open the lock.
reflect these special circumstances.
Critical Result: You gain insight into how the lock works
Critical Result: The target is completely fooled. The target
and can now lock and unlock it as if you had a key.
no longer gets to make a Perception check involving your
bluff unless circumstances change greatly. Fumble Result: You have fouled or jammed the lock. It will
not open even with a key, and must be forced open.
Fumble Result: Your bluff is a spectacular failure. Either
you are caught in a lie, or it’s just a bad bluff. There’s now Table 4-5: Open Lock DCs
no way the target will believe anything you say. OPEN LOCKS
Disguise Yourself Lock Quality Difficulty
You can attempt to disguise your appearance. The general Simple 20
effectiveness of your disguise is only determined when there’s Average 25
a chance for an observer to penetrate your disguise. At that
point, you must make a Deception skill check opposed by Good 30
your opponent’s Perception skill check. Amazing 40
Usually, an individual makes a Perception check to detect
a disguise immediately upon meeting you and each hour Disarm Tr ap
thereafter. Action: Major. Intricate or complex devices may require
multiple rounds at the GM’s discretion.
DC: Opposed Perception Check
DC: Disarming a simple mechanical device has a DC of 10.
The effectiveness of your disguise depends in part on how More intricate and complex devices and traps have higher
much you attempt to change your appearance. The GM may DCs.
make adjustments to the target’s Perception skill check
(ranging from –10 to +10) to reflect circumstances, such as Success: You disable the device.
the appropriateness of the disguise or attempts to imper- Failure by 4 or Less: You have failed to disarm but can try
sonate a specific person. again.
Equipment: If you attempt to disguise yourself without a Failure by 5 or More: You set off the trap.
disguise kit (this includes hair dyes, skin paints, wigs, etc)
you automatically receive a -4 penalty to your disguise Critical Result: You study the trap, figure out how it works,
attempt. and get around it (along with your companions) without
disarming it.
Success: Your disguise has proven effective against that
target. If you don’t draw any attention to yourself, Fumble Result: The trap is sprung and you cannot defend
others don’t get to make Perception checks. If you against it. You are considered surprised, and you automati-
70 come to the attention of people who are suspicious, cally fail any saving throw the trap allows.
Your target’s attitude shifts up three steps. This skill involves the caring, training and motivating of
various animals. It also allows you to train an animal to
Fumble Result: Your diplomacy attempt fails in spectacular
follow your commands. The DC depends on what you are
fashion; perhaps you have even insulted your target. The trying to do.
target’s attitude immediately shifts down two steps. No
retries are possible after a fumble. Command Animal
This task involves commanding a trained animal to
perform a simple, one-word task. 71
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Action: Minor
DC: 10 HEAL WISDOM
Success: The animal performs the task on its next action. With the Heal skill characters can treat injuries, poisons and
Failure: The animal either doesn’t listen to you or just looks diseases, at least up to a certain point.
at you funny. Equipment: With all healing tasks listed below, you must
Critical Result: You receive a fate point which should be have a healer’s kit or medicine bag or you receive a -4 penalty
used for an aspect involving the animal in some way (if at to your skill check.
all possible). Healing Animals: Take a -4 penalty on your check when
Fumble Result: You have managed to either confuse or attempting to perform the Heal action on a creature type
scare the animal; it will no longer follow any commands for other than your own (i.e. a horse or dog).
the rest of the encounter. Table 4-8: Healing Action Summary
Tr ain an Animal Task DC Time
The ability to train domesticated animals to perform various First aid 15 Major Action
tasks.
Revive 15 Major Action
Action: Perform, Fetch and Work take just 2 weeks, all other
commands take 4 weeks. Treat poison 15 Major Action
DC: 20 Treat disease 15 10 minutes
Success: You train a domesticated animal so that it can
perform one of the various commands listed below. First Aid
Failure: You fail to properly train the animal with the You use first aid to save a dying character (i.e. a character
command you have chosen. at 0 hit points).
Critical Result: The training is completed in half the time.
Action: Major
Fumble Result: The animal bites, bucks, tramples, trips,
DC: 15
claws or otherwise causes you harm. You not only suffer
physical injury, your confidence and pride also take a hit. Success: Character being treated receives a +4 bonus on his
In game terms, at the start of your next adventure you begin next death saving throw.
play with one less fate point. Failure: You provide no help.
Table 4-7: Animal Commands Critical Result: Equal to one death saving throw success for
the character being treated.
Command Description
Fumble Result: Equal to one death saving throw failure for
Attack The animal attacks apparent enemies. You may point the character being treated.
to a particular creature that you wish the animal to
attack, and it will comply if able. Revive
Come The animal comes to you, even if it normally would Action: Major
not do so. DC: 15
Defend The animal defends you (or is ready to defend you if Success: You can remove the dazed or stunned condition
no threat is present), even. from a character. A successful check removes the condition.
Down The animal breaks off from combat or otherwise backs Failure: You do not remove the condition.
down. Otherwise, an animal continues to fight until it
must flee (due to injury, a fear effect, or the like) or its Critical Result: You remove the condition AND heal 1d3 hit
opponent is defeated. points.
Fumble Result: Your ministrations have made the char-
Fetch The animal goes and gets something. If you do not
acter worse. If he was dazed, he is now stunned. If he was
point out a specific item, the animal fetches some ran-
stunned, he remains so but for double the duration. The
dom object.
condition cannot now be healed by you.
Guard The animal stays in place and prevents others from ap-
proaching. Treat Disease
Heel The animal follows you closely, even to places where it You can tend to a character infected with a treatable disease.
normally wouldn’t go. Every time the diseased character makes a Constitution
Perform The animal performs a variety of simple tricks, such as save check against disease effects (after the initial contami-
sitting up, rolling over, roaring or barking, and so on. nation), you can first make a Heal check.
Seek The animal moves into an area and looks around for Action: 10 minutes
anything that is obviously alive or animate. DC: 15
Stay The animal stays in place, waiting for you to return. Success: If your check succeeds, you provide a +4 bonus on
It does not challenge other creatures that come by, the diseased character’s Constitution save.
though it still defends itself if it needs to. Failure: No bonus added to the save.
Track The animal tracks the scent presented to it. (This re- Critical Result: The diseased character’s Constitution save
quires the animal to have the scent ability) automatically succeeds.
Work The animal pulls or pushes a medium or heavy load. Fumble Result: The patient’s saving throw automatically
72 fails.
Detect Invisibility
The Perception skill is used to detect characters or creatures
who are invisible.
74 Action: Free
PERFORM CHARISMA
25
Memorable performance. Audience
This is an abstract skill representing your character’s enthusiastic.
ability to entertain and command attention. What methods,
instruments, or techniques you use to perform should be 30 Masterful performance. Audience awed.
based in part on aspects, racial persona, class persona, etc.
For example, a dwarf might try and entertain by yodeling Failure: Audience is not impressed or entertained. Failing
(dwarves being expert yodelers), a wizard might use ‘street a performance check could have negative consequences for
magic’ to amaze an audience, a gnome might tell bawdy the performer. Audiences, especially drunken audiences,
jokes, a rogue might perform acrobatic feats, etc. Depending might show their disapproval by throwing objects - such as
on the performance, certain ability scores might be used mugs, bottles, rotten produce, even rocks - at the performer.
instead of Charisma. For example, an acrobatic performance
or juggling performance would use the Dexterity attribute Critical Result: Your performance has given you a local
for the Perform skill check, a wizard who uses the prestidigi- reputation as a great performer - even if this is not neces-
tation cantrip might use his Intelligence attribute. (In both sarily true. In addition, you receive a fate point.
instances, a GM might also assign modifiers based on the Fumble Result: Your performance is abysmal. Prepare to be
performer’s Charisma ability score.) pelted, taking 1d6 in damage. If you perform for this audi-
ence again, your check is at a -10 modifier. In addition, you
now have an aspect called ‘Lousy Entertainer’ which can be
compelled any time you again perform in the area.
PROFESSION WISDOM
This is an abstract skill representing your ability to find
work during ‘down time’ between adventures. For example, a
fighter or barbarian might do guard work, a wizard might act
as a tutor or cast his spells for a noble patron, a rogue may
do some ‘independent jobs’ or do work for the local thieves
guild, etc.
Find Work
Action: Not applicable. A single check generally represents
a month of work.
DC: 10. The DC on this roll represents your ability to find
work.
Success: You are able practice your trade and make a decent
living, earning a couple of gold pieces per day of dedicated
work. You know how to use the tools of your trade, how
to perform the profession’s daily tasks, how to supervise
helpers, and how to handle common problems.
Failure: You are unable to find work.
Critical Result: For whatever reason, you made an addi-
tional 10+1d10 in gold pieces. Maybe you did a ‘special job’
for an employer or maybe you received some sort of bonus.
Fumble Result: For whatever reason you are unable to find
work in this locale for 1+1d3 months. Make no Profession
rolls for that length of time as you have no chance for
employment. You are no longer affected by this result
if you leave the locale. 75
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CHAPTER 4: SKILLS
Fumble Result: You slip and fall off your mount! If it’s a
RIDE DEXTERITY horse, you take 1d8 in damage and you are prone.
Characters adept at Ride know how to ride and handle
a mount. This normally refers to a horse, but includes
donkeys, mules, even flying mounts like gryphons and SNEAK DEXTERITY
pelgraines. Routine tasks such as ordinary movement, and
You attempt to hide and move silently, avoiding detection by
easy riding maneuvers like staying in the saddle during a
battle or guiding a mount with your knees, don’t require a all but the most observant.
skill check. Special – Size Category: Apply the following modifier from
your size category to your Sneak checks to represent the
Make a check only when some unusual circumstance exists difficulty and ease of noticing smaller and larger targets,
(such as inclement weather or an icy surface) or when you respectively:
are riding in a dramatic situation (being chased or surprised,
for example, or trying to reach a destination in a limited Fine +20, Diminutive +15, Tiny +10, Small +5, Medium +0,
amount of time). Large -5, Huge -10, Gargantuan -15, Colossal -20.
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N
The slopes of Otz and the distant Valley of Lost Souls held nothing to compel my interest then; but, towering far above me,
the tower's carved wall riveted my keenest attention...
I glanced below. A hundred feet beneath lay jagged granite boulders at the brink of a frightful chasm upon which the tower
abutted; and if not upon the boulders, then at the chasm's bottom, lay death, should a foot slip but once, or clutching fingers lose
their hold for the fraction of an instant.
But there was no other way and with a shrug, which I must admit was half shudder, I stepped to the window's outer sill and began
my perilous ascent.
To my dismay I found that, unlike the ornamentation upon most Heliumetic structures, the edges of the carvings were quite
generally rounded, so that at best my every hold was most precarious.
Fifty feet above me commenced a series of projecting cylindrical stones some six inches in diameter. These apparently circled
the tower at six-foot intervals, in bands six feet apart; and as each stone cylinder protruded some four or five inches beyond the
surface of the other ornamentation, they presented a comparatively easy mode of ascent could I but reach them.
Laboriously I climbed toward them by way of some windows which lay below them, for I hoped that I might find ingress to the
tower through one of these, and thence an easier avenue along which to prosecute my search.
At times so slight was my hold upon the rounded surfaces of the carving's edges that a sneeze, a cough, or even a slight gust of
wind would have dislodged me and sent me hurtling to the depths below…
-WARLORD OF MARS by Edgar Rice Burroughs
Fumble Result: The circle is flawed and will not work prop-
SPELLCRAFT INTELLIGENCE erly, and you don’t realize it. Play out...
In Aspects of Fantasy, the skill associated with the casting of Tr anslate Arcane Recipes
spells and the wielding of magic is Spellcraft. A spellcaster’s
The Spellcraft skill is used to translate arcane recipes which
Intelligence attribute (and other modifiers) determines how
are formulae for creating potions. For more information, see
effectively he can throw a spell. The skill is also used for
“Using Arcane Recipes” on page 108.
learning spells.
Casting Spells
SURVIVAL WISDOM
Spellcraft is used whenever you wish to cast a spell (see
Arcane Casters in “Chapter 9: MAGIC RULES” on page 122 Characters adept at Survival can survive, and even thrive, in
for more information). the wilderness.
Retry: If you fail a Survival check, you can retry after one
Deciphering Scrolls hour (outdoors) or 10 minutes (indoors).
The Spellcraft skill is used to decipher magic scrolls. For
more information, see “Deciphering Scrolls” on page 110. Severe Weather Protection
DC: 15
Dr aw a Magic Circle Success: You can gain a +2 bonus on your Constitution
You know how to create a magic circle on the ground and save against severe weather while moving up to half your
imbue it with power. This skill is necessary for certain overland speed, or a +4 bonus if stationary. You may grant
summoning spells. the same bonus to one other character for every point your
check result exceeds 15.
Action: 5 minutes (if you spend an hour creating the circle
all DCs are halved). Failure: Bonus is not obtained.
Critical Result: Thanks to your skill and efforts, neither you
DC: The DC is based on the surface you are drawing the nor anyone in your party suffers any ill effects from weather
circle on: for the next 2 days.
Table 4-12: Magic Circle DCs Fumble Result: You not only fail, but you now doubt your
Surface Difficulty abilities. You receive a temporary aspect ‘Doubt my wilder-
ness skills’ which cannot be eliminated until the character
Smooth stone floor 10
succeeds on his next Survival skill check.
Even ground 15
Rough surface/sand 20 Tr acking
DC: See Tables 4-12 and 4-13 below.
Success: Magic circle is successfully created. Success: You can track creatures in the wilderness. You
must make another Survival check every time the tracks
Failure: The circle is not right. It is too oval, it doesn’t meet become difficult to follow. While tracking, you move at half
properly, the glyphs aren’t correct, etc. You may try again. your normal speed (or at your normal speed with a –5 penalty
Critical Result: You draw the circle in half the time OR if on the check, or at a run with a –20 penalty on the check).
you have to make an opposed Wisdom roll to keep a creature The DC of the check is based on the quality of the ground
out of the circle you get a +10 when doing so for as long as and the prevailing conditions, as shown on the following
you use the circle. You decide which benefit to take. table:
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Table 4-13: Tracking DCs Holding Breath underwater
Surface Difficulty If you are underwater, either because you failed a Swim
check or because you are swimming underwater intention-
Very soft ground 5 ally, you must hold your breath. You can hold your breath
Soft ground 10 for a number of rounds equal to double your Constitution
Firm ground 15 score, but only if you do nothing other than swim or take
free actions. If you take a major action or a minor action, the
Hard Ground 20 remainder of the duration for which you can hold your breath
is reduced by 1 round. (Effectively, a character in combat
The Tracking DC can also be modified by the following can hold his or her breath only half as long as normal.) After
conditions: that period of time, you must make a DC 10 Constitution
Table 4-14: Tracking Condition Modifiers check every round to continue holding your breath. Each
round, the DC for that check increases by 1. If you fail the
Conditions DC Modifiers Constitution check, you begin to drown (see below).
Every 3 creatures in group being tracked -1 Critical Result: You either automatically succeed at your
Creature is small +1 next Swim skill check or you move double your swim speed
(character decides).
Creature is large -1
Fumble Result: You do not move and immediately begin to
Every 24 hrs since trail was made +1 drown as if you failed your Constitution check for holding
Every hour of rain since trail was made +1 your breath.
Tracked group hides trail (and moves at Drowning
+5
half speed)
When you finally fail your Constitution check, you begin to
drown. In the first round, you fall unconscious (0 hp). In the
Failure: You lose the tracks. You can try and find them
following round, you drop to half your negative hit points
again after one hour (outdoors) or 10 minutes (indoors) of
and are dying. In the third round, you drown.
searching.
Critical Result: You see the tracks so clearly that you
can move at full speed while tracking. Alternately, you can THIEVING DEXTERITY
discern a key piece of information while looking at the tracks
(exact numbers, number of wounded, etc). Characters adept at Thieving can escape bonds, pick pockets,
cut purses, and perform certain related tricks.
Fumble Result: You permanently lose the tracks, no retry.
Escape From Restr aints
SWIM STRENGTH Action: One Hour
DC: 25
Characters who can swim know how to keep themselves
afloat and travel in water. Success: You can escape a pair of manacles or ropes over
the course of an hour.
Armor: Wearing armor while swimming is never a good idea. Critical Result: You escape in one minute instead of one
You receive a -5 penalty to all swim checks if wearing light hour.
armor (padded, leather, studded leather), a -10 penalty if
wearing heavy armor (ring, mail, brigandine, jack, and Fumble Result: For whatever reason, you are stuck. You
can’t make another skill check attempt for 2d3 hours.
plate). Make an Acrobatics skill check (DC 15) to get out of
Alternately, you are seen trying to escape your bonds and
your armor in water - this is a major action.
you are now restrained in such a way that the DC is 35.
Swim Check Pickpocket/Cutpurse
Make a Swim check once per round while you are in the This can be either picking someone’s pouch or cutting some-
water. one’s purse.
DC: 10 Action: Major Action
Success: Success means you may swim at up to one-half DC: 20
your speed (as a major action) or at one-quarter your speed Success: You take something from another person in reach
(as a minor action). as a major action. Alternately, you “plant” something on
Failure by 4 or less: You make no progress through the someone without the target knowing about it.
water. Failure: You failed. Your target may perceive your effort if
Failure by 5 or more: If you fail by 5 or more, you go they make a successful Perception skill check versus your
failed Thieving skill check result.
underwater.
Critical Result: You automatically win the opposed
Table 4-15: Water Condition
Perception skill check, unless that check is also a critical.
Condition Difficulty You also manage to either steal two items from a pocket, or
Calm Water 10 cut off two items from a target’s belt.
Rough Water 15 Fumble Result: You are caught ‘in the act’, your target does
not need to make a Perception check. In addition, there are
Stormy Water 20
78 witnesses...
Q
THE PROBLEMS WITH ENCUMBRANCE Your movement rate is generally determined by how much
Realistically, you should add the weight of all the you are carrying. The more you are loaded down the slower
items you are carrying, determine if your character you move. In Aspects of Fantasy, character encumbrance
can handle the weight, and proceed. However, in all the years is tracked but in a very abstract way. This is done using
I’ve run and played rpgs encumbrance has almost never a character’s Encumbrance Rating and an item’s Encum-
come up. In my experience, most game groups find the whole brance Value (EV).
process to be a hassle and simply don’t bother figuring out Encumbr ance Value
encumbrance. However, this is hardly ideal. People should be
In the Armor, Weapons and Equipment Lists (see page
penalized for overloading on supplies, armor and weapons.
94), items are listed with an EV. If an item has an EV of
That’s where the encumbrance rating and value rules come ‘L’ (for Lightweight} it is considered too small and/or light to
in. These rules are an easy, abstract way to determine have an encumbrance value of its own. However, every five
encumbrance without sweating the details. ‘L’ items equals 1 full Encumbrance Point (EP) for an EV of 1.
The system is actually a modified version of the encum- If an item just has a dash (-) listed for its EV it is never
brance system presented in the OSR rpg, Lamentations counted for purposes of encumbrance (within reason of
of the Flame Princess. course). Larger items have an EV listed in points, for example:
79 a great sword has an EV of 1, and suit of mail has an EV of 2.
Q
Table 5.1: Encumbrance Rating). There are two consequences AREAS AND OLD SCHOOL MOVEMENT
of this: While the idea of Areas may seem different, it’s re-
How encumbered you are affects how far you can move ally not. Before the advent of D20 most of us paid
per turn. lip service to exact measurements but we were essentially
Every EP you are over your Encumbrance Rating is always using “Areas”. As an example, during an ‘old school’
subtracted from your Dexterity ability score. game a GM might have said something like: “Joe, your
character is around 20ft away from the troll while the elf is
MOVEMENT around 40ft. Both of you should be able to reach the troll
and attack this round.” Areas essentially function the same
Speed way, providing general points of reference for where a char-
Your speed is how many Areas you can move in a round. acter is located, so now I might say: “Joe, your character
Speed is found in a character’s racial profile and is generally and the elf are in the same Area as the troll though the elf
based on size - medium characters have a speed of 2, small is a little farther away. Both of you will be able to reach the
a speed of 1, etc. A character can move up to his speed and
troll and attack this round.”
still perform the Engage maneuver.
ATTACK ROLL
An attack roll represents your attempts to strike your
AC Touch = 10 + shield bonus + Dexterity modifier
opponent. When attacking a foe you roll a d20 and add your
appropriate attack bonus to the number rolled. If that result + size modifier + other
equals or exceeds your foe’s Armor Class you have success-
fully hit your foe.
DAMAGE
Damage When your attack succeeds, you deal damage. The type of
If you successfully hit an opponent, roll the appropriate weapon used determines the amount of damage you can
damage for your weapon and add any modifiers to damage potentially inflict. Damage reduces a target’s current hit
you may have. Damage is deducted from the target’s current points.
hit points.
Minimum Damage: If penalties reduce the damage result
Melee Attack Bonus to less than 1, a successful hit still deals 1 point of damage.
Your Melee Attack Bonus is your Strength attribute, plus Strength Bonus: When you hit with a melee or thrown
whatever modifiers you receive from certain traits. weapon add your Strength modifier to the damage result
(positive or negative).
R anged Attack Bonus Dexterity Bonus: When you hit with a ranged weapon, add
Your Ranged Attack Bonus is your Dexterity attribute, plus any positive Dexterity modifier you may have to the damage
whatever modifiers you receive from certain traits. result, negative modifiers do not get subtracted.
Armor Class
HIT POINTS
Your Armor Class (AC) represents how hard it is for oppo-
nents to land a solid, damaging blow on you. It’s the attack Hit points (often abbreviated as ‘HPs’) are an abstract
roll result that an opponent needs to roll to hit you. Your AC measure of a character or creature’s resilience, fortitude,
is equal to the following: and luck.
As mentioned in Character Creation, at first level your
starting hit points equals the highest value on your class
Armor Class = 10 + armor bonus + shield bonus +
hit die plus any Constitution modifiers. Once a character
Dexterity modifier + size modifier + other goes up a level, he either rolls the Hit Die Type of his class or
takes the default HP amount of his class. The method used
is determined by the GM. The number rolled or the number
Other Modifiers taken is the amount of hit points you add to your hit point
total. In addition, you also add your Constitution modifier
Other factors may modify your AC. For simplicity, all of these
to this total, either positive or negative. No matter what the
bonuses stack:
result, a character’s HP total always goes up by at least +1.
Enhancement Bonuses: Enchanted armor makes your AC
better (unless the enchantment is actually a curse). NATURAL 1 AND NATURAL 20
Deflection Bonus: Magical deflection effects ward off Automatic Misses and Hits
attacks and improve your AC.
A natural 1 (the d20 comes up 1) on an attack roll is always
Natural Armor: Natural armor is defined as the a miss. It does not matter what the modifiers were or even if
81 tough hide, scales, chitin, etc that might make up an Aspect was used. It may also be a Fumble.
Q
NO CRITICAL HIT IMMUNITY If the only roll a combatant can make in order to succeed is
Critical Hits (and Fumbles) are an integral part of a natural 20, the result cannot be a critical. If the only roll a
Aspects of Fantasy. Unlike many D20 games, you will combatant can make in order to fail is a natural 1, the result
not find a character or creature trait that provides immunity cannot be a fumble.
to critical hits. Instead, critical hits are simply considered to
be extremely good hits, no matter what manner of creature SAVING THROWS
is struck. When you are subject to an unusual attack or magical effect,
you generally get to roll what is known as a Saving Throw
A natural 20 (the d20 comes up 20) is always a hit. It may to avoid or reduce the effect. In Aspects of Fantasy, Saving
also be a Critical. Throws are based on ability scores.
Saving Throw Difficulty Class
CRITICALS The Difficulty Class (DC) for a saving throw is determined by
Criticals in combat are similar to criticals on skill checks. the attack itself.
The differences are noted below.
If you roll a natural 20 on an attack roll die you may have BASE SAVE BONUS
scored a critical hit. In Aspects of Fantasy, a saving throw is very similar to a skill
Melee Attack: On a melee attack (or other melee maneu- check. Like a skill check, a saving throw is based on your
vers), if your Strength attribute is a primary attribute and ability score attributes.
you roll a natural 20, you have scored a critical hit; you do To make a saving throw, roll a d20 and add the appropriate
not need to make a second roll to confirm the critical. attribute. If the total is equal to or greater than the DC, the
If your Strength attribute is not a primary attribute, you save is successful. If it is less, the save fails.
have to confirm the critical. Even if you fail to confirm the
critical you still hit. Saving Throw Criticals & Fumbles
Like skill checks and attack rolls, a saving throw always fails
Ranged Attack: On a ranged attack (or other ranged maneu- on a natural roll of 1, and always succeeds on a natural roll
vers), if your Dexterity attribute is a primary attribute and of 20. Also like skill checks and attack rolls, saving throws
you roll a natural 20, you have scored a critical hit; you do are subject to the critical hit and fumble rules. If a saving
not need to make a second roll to confirm the critical. throw ability score is based on one of your primary ability
If your Dexterity attribute is not a primary attribute, you scores a 20 is critical success, while a 1 means you have to
have to confirm the ranged critical. Even if you fail to confirm confirm a fumble. If based on a secondary ability score the
you still hit. opposite is true.
Result: A critical hit indicates you do the maximum damage Saving throw criticals and fumbles are not detailed since
of the weapon you are wielding plus you roll the damage of they encompass so many variable events. The GM should
the weapon, then you add modifiers. determine the appropriate result. For example:
A critical success on a damage save might mean you take
CRITICAL DAMAGE = no damage when you should have taken 1/2 damage.
Max Weapon Damage + Weapon Damage + Modifiers A fumble on a damage save might mean you take
maximum damage plus all of your items have to make
saving throws (see below).
FUMBLES A critical save versus a monster’s paralysis power might
mean you are immune to that particular monster’s
If you roll a natural ‘1’ on an attack roll you may have power.
fumbled.
A fumbled save versus a monster’s paralysis power
Melee Attack: On a melee attack, if your Strength attribute might mean a temporary aspect like Nerve Damage or
is a primary attribute and you roll a natural 1, you have to Stiff Joints that can be compelled.
confirm a fumble. Note that even if you do not fumble, you A fumbled save on a fall means your gear might be
still fail. damaged or destroyed. See “Item Saving Throws” below.
If your Strength attribute is not a primary attribute, you
fumble automatically. SAVING THROW TYPES
Ranged Attack: On a ranged attack, if your Dexterity attri- There are six different kinds of saving throws each corre-
bute is a primary attribute and you roll a natural 1, you have sponding to an ability score:
to confirm a fumble. Note that even if you do not fumble, you
still fail. Strength
Strength is used in saves against constriction and spells like
If your Dexterity attribute is not a primary attribute, you Web.
fumble automatically.
Result: For both melee and ranged fumbles, you can Constitution
take no other actions in this round or the next round Constitution saves test your overall fortitude. Used for
as you suddenly find yourself tripped up and on the avoiding disease, energy drain attacks, and attacks involving
defensive. poison.
82
Gianfranco Bongioanni (Order #25758971)
CHAPTER 6: COMBAT
initiative result and then proceeds, in descending
order, from there. Each round uses the same
initiative order. When a character’s turn comes up
in the initiative order, that character performs his
entire round’s worth of actions.
INITIATIVE
Every round, each combatant gets to do something.
The combatants’ initiative checks determine the
order in which they act, from highest to lowest.
At the start of a battle, each combatant makes
an initiative check. The players each roll for their
characters while the GM rolls for everyone else. An
initiative check is basically a Dexterity attribute
check.
The GM determines in what order characters act,
counting down from the highest initiative total to
the lowest. Each character acts in turn, with the
initial check applying to all rounds of combat.
Usually, the GM writes the names of the char-
Dexterity acters down in initiative order to move quickly from one
These saves test your reflexes. Used for breath weapon character to the next each round. (Author Note: Another
attacks, area attacks, and traps. option is index cards. Write the combatants on each card,
then each time their is an encounter put them in the order
Intelligence of their initiative.)
Intelligence saves are used to avoid the effects of certain If two combatants have the same initiative check result, they
spells, enchantments and illusions. act in order of highest Dexterity attribute first. If there is still
a tie, roll a die, with the highest roll going first.
Wisdom
These saves reflect your strength of will. Used for a number
of saves including fear, confusion, gaze attacks polymorph INITIATIVE CHECK =
and death (see “Death Saving Throw” on page 91).
d20 + Dexterity Attribute + Miscellaneous Modifiers
Charisma
Charisma is used for saves involving charm spells and Opponent Initiative
seduction powers.
To make things easier, the GM typically makes a single
initiative check for opponents. That way, each player gets a
ITEM SAVING THROWS turn each round and the GM also gets one turn. At the GM’s
Not only an adventurer but an adventurer’s gear is also option, however, he can make separate initiative checks for
susceptible to being broken, ignited, frozen, etc. different groups of opponents or even for individual foes. For
If a player character makes a saving throw, his or her gear is instance, the GM may make one initiative check for a villain
assumed to pass all its saving throws automatically. Gener- and another for all of his minions.
ally, even if a character fails a saving throw his items should
not require a save - only fragile/easily damaged items should Joining a Fight
require a roll. The only time most items would require a If characters enter a fight after it has begun, they roll initia-
saving throw is if the character fumbles his save. tive and act whenever their turn comes up in the existing
order.
For the sake of simplicity, if an item must make a saving
throw, simply roll against a DC10 for each item. If the item First Round Rules for Reach and
makes the save it is unaffected, if it fails it is affected (which
generally means it is broken). The GM can assign modifiers Missile Weapons
to this roll where he deems it appropriate. For example, if a There are a couple of exceptions to these initiative rules
character falls down a pit the GM might require a DC 5 for a when dealing with either the Reach trait or missile weapons:
shield, but a DC 15 for a potion flask made of glass.
Reach Trait and Polearms
Enchanted items made of metal should be immune to
random destruction and should not have to make an item When a combatant has the Reach trait, either through the
saving throw. use of a weapon (i.e. halberd) or as part of its profile (i.e.
Fomorian), and their opponent does not, in the first round
COMBAT ROUND only the combatant with Reach may attack before their oppo-
nent, even if their opponent has a higher initiative score.
Each round represents about 6 seconds of time in the game
world. In the real world, a round is an opportunity for each This only applies if the opponent without Reach tries to
character to take an action. Anything a person could reason- engage first.
ably do in 6 seconds, your character can do in 1 round. This special attack is considered a reaction and counts
Each round begins with the character who has the highest as the major action for that round for the combatant
with the Reach trait. 83
Gianfranco Bongioanni (Order #25758971)
CHAPTER 6: COMBAT
Missile Weapons ACTIONS
If a character has a missile weapon in hand and is not The things characters can do during combat are broken
surprised, his ranged attack bonus is also added to his or down into actions, described in this section.
her initiative roll for the first round only, allowing the char-
acter to potentially attack first even if he goes later.
ACTION TYPES
For example: Lydon is exploring the ruins of a castle, his The three types of actions are major, minor, and free. In addi-
long bow in hand, an arrow nocked. He happens upon an ogre tion, there is a special type of action known as a reaction. In
coming down a corridor straight at him. Neither are surprised. a normal round, you can perform a major action and a minor
Lydon’s initiative is a 12, the ogre gets a 14; however, Lydon
action, or two minor actions. You can also perform as many
has ranged attack bonus of 10. Adding that amount gives
free actions and reaction actions as your GM allows.
Lydon an initiative of 22 if he decides to fire his bow as his
first round action. Actions Types in a round:
one major action and one minor action
SURPRISE two minor actions
When combat starts, if you are not aware of your enemies
but they are aware of you, you’re surprised. If you know I. MAJOR ACTION
about your opponents but they don’t know about you, you A major action is your primary action for the round. You can
surprise them.
move, make an attack, use a trait, throw a spell or perform
other similar actions. Note that you can normally only
Determining Awareness perform one of these actions so, for example, you can either
Sometimes all combatants on a side are aware of their attack or move but not both. However, certain actions like
enemies, sometimes none are, and sometimes only some Engage and Charge, allow you to do both in the same round.
of them are. Sometimes a few combatants on each side are
aware and other combatants on each side are unaware. Examples of major actions include: aid another, aim, cast
spell, channel ritual, charge, coup de grace, engage, grapple,
The GM determines who is aware of whom at the start of a melee attack, move, ranged attack, remove helm, retreat,
battle. The GM may call for Perception checks to see how taunt, etc.
aware the characters are of their opponents.
II. MINOR ACTIONS
The Surprise Round Minor actions are generally quick actions that don’t take a
If some, but not all, of the combatants are aware of their lot of effort but do take up at least some time.
opponents, a surprise round happens before a regular round Examples of minor actions include: command, draw a
begins. The combatants aware of their opponents can act weapon, open a door, pick up an item, stand up, etc.
in the surprise round, so they roll for initiative. In initiative
order (highest to lowest), combatants who started the battle III. FREE ACTIONS
aware of their opponents each take a major or minor action,
Free actions consume very little time and, over the span of
not both. If no one or everyone is surprised, a surprise round
the round, their impact is so minor they are considered to
doesn’t occur.
take no real time at all. You can perform one or more free
Combatants caught by surprise at the start of battle must actions while taking another action. However, the GM puts
use their flat-footed AC during the surprise round. reasonable limits on what you can do for free.
The next round, everyone is now aware of each other and Examples of free actions include: cease to concentrate on
those combatants who have not rolled initiative, do so. maintaining a spell, drop an object, drop to a prone position,
hold and react, speaking a sentence or two, etc.
Some examples of how surprise works:
The characters enter a roadside inn and immediately IV. REACTIONS
spot members of a notorious group of bandits they have A reaction is something that happens in response to some-
been tracking. The bandits notice the characters at the thing else, like a reflex. While a free action is a conscious
same time. Threats are made, insults are shouted out. choice made on your turn to act, a reaction is a reflex or au-
Both sides are aware; neither is surprised. The char- tomatic response that can occur even when it’s not your turn
acters and the bandits make initiative checks, and the to act. A saving throw is an example of a reaction, something
battle begins.
you instinctively do to avoid danger. Some maneuvers, pow-
The characters enter a dark, cold tomb and fail to notice ers, and traits are usable as reactions.
the shadow lurking in the corner. When the creature
Examples of reactions include: block, free hack, sacrifice
rushes out to attack, the characters are surprised and
shield, etc.
do not get to act in the surprise round.
The characters are in an ancient temple running down
a dimly lit corridor when they run almost headlong
COMBAT ACTIONS
into a band of cultists rounding a corner. Two of the Combat actions normally should be declared by the players,
cultists and three of the characters make their opposes and decided by the GM, prior to the initiative die being rolled.
Perception checks indicating they heard something right Certain actions, of course, are so integral to the game that
before both groups met and are not surprised. They can methods for their resolution are set forth as rules. Examples
roll initiative and can take a major action. Those who of these actions are: melee attacks (including unarmed
missed their Perception checks are surprised and combat), ranged attacks, and negotiation/diplomacy. Each
84 cannot act in the surprise round. one of these common actions is described below.
85
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CHAPTER 6: COMBAT
Table 6-3: Maneuver Listing
MANEUVER FP DESCRIPTION
Aid Another Help an ally attack, defend or with a skill check
Aim Skip a turn to get a +4 to ranged attack
Block Stop opponent from engaging ally in combat
Called Shot Hit opponent in a specific spot at a -5 penalty, hands/head at a -10
Cast Spell Throw a magic spell
Channel Ritual Channel a religious ritual
Charge Run to get into melee with an opponent not in the same Area
Counterspell Disrupt a mage’s attempt to cast a spell
You automatically inflict a critical hit on a helpless foe. For a fate point,
Coup de Grace X
you kill them outright
Defensive Fighting X +3 bonus to your AC but no attacks. Fate Point to add to bonus
Disarm Knock an item out of an opponent’s hand(s) with a -10 penalty
Double Attack X Use a fate point to launch an additional attack or maneuver
Engage Get into melee with an opponent in the same Area
Fighting Retreat You fight while falling back, avoiding a ‘Free Hack’
Free Hack A free attack under certain circumstances
Grapple Attempt to wrap-up and pin an adversary
Hold and React Hold your action to go later in the round
Inflict Temporary Aspect Attempt to hobble your opponent with a temporary aspect
Invoke Aspect X Use an aspect to get a die roll bonus
Parry Opposed roll to block an opponent’s attack
Ranged Combat - Firing Into Melee Attempt to fire into melee with potential consequences
Ranged Combat - Splash Weapons Throw a weapon with a splash or burst effect
Retreat Leave combat with the utmost haste
Sacrifice Shield X Lose shield and a fate point to avoid damage
Taunt You goad an opponent into attacking you
Unhorse Knock an opponent off of a mount
COMBAT ACTIONS - MANEUVERS attack of +4. If you aim to hit an immobile object, you get a
+6 bonus on a ranged attack.
Aid Another However, while aiming you use your flat-footed AC. Once you
Action Type: Major aim, your next major action must be to make the attack.
In melee combat, you can help an ally attack or defend by Taking either a major or minor action spoils your aim and
distracting or interfering with an opponent. If you’re in posi- you lose the aiming bonus.
tion to make a melee attack on an opponent that is already
engaged with an ally, you can attempt to aid your friend Block
as a major action. You make an attack roll against AC 10. Action Type: Reaction (Minor)
If you succeed, your friend gains either a +2 bonus on his In certain circumstances, if an opponent is moving towards
next attack roll against that opponent OR a +2 bonus to AC an ally, you can intercept that adversary and engage in
against that opponent’s next attack (your choice), as long as combat even before your initiative turn. You must meet the
that attack comes before the beginning of your next turn. following conditions in order to perform a block:
Multiple characters can aid the same friend, and similar
bonuses stack. You are not currently surprised
You are not currently engaged in melee combat
Aim You have not already performed an action this combat
Action Type: Major round (besides using Hold and React).
You can only use this ability if performing a ranged You must be in the same Area.
attack. By taking a major action to aim and line up If you meet these conditions you can ‘block’ the opponent
86 an attack, you get a bonus to hit when you make the from getting to your ally, engaging him in melee. You cannot
Engage
Action Type: Major
The engage maneuver is what you employ to initially get
into melee. The engage maneuver allows you to move
within the encounter Area you are in and attack a foe in
the same Area as a major action.
Fighting Retreat
Action Type: Major
You may retreat backward out of combat, maintaining
your defense and avoiding a free hack, although your
opponent may follow if not otherwise engaged. You can
only move at a walk when using the fighting retreat
maneuver.
Free Hack
Action Type: Reaction
Under certain circumstances you can get a free attack
on an opponent. You can only perform one free hack
per round no matter what the circumstance. Here are a
couple of scenarios where a free hack can occur:
When an opponent performs the Retreat maneuver
while engaged in melee combat.
fighting. However, he can attempt to attack with a small
When an opponent attempts the Coup de Grace
blade (short sword or smaller) but at a -10.
maneuver while engaged in melee combat.
When an opponent attempts to fire or reload a sling, bow Other actions, like Spellcraft skill checks, may be
or crossbow while engaged in melee. attempted but these are also at a -10.
When an opponent attempts to cast a spell or channel a Someone who is grappled loses their Dexterity bonus to
ritual while engaged in melee. AC, if they have one.
Other scenarios may be appropriate for a free hack as deter- You can inflict damage to your target equal to your
mined by the GM. unarmed strike, a natural attack, or an attack made with
a small one-handed weapon (short sword or smaller).
Gr apple
Action Type: Major Hold and React
You can attempt to grapple an opponent. A grapple attack Action Type: Reaction
ignores all armor; however, the person being grappled not Hold and react simply allows you to delay your initiative.
only keeps any Dex bonuses to AC they may have, but can When you delay, you voluntarily reduce your initiative for
add any Strength bonuses they may have to their AC as well. the rest of the combat. When your new, lower initiative count
Anyone attempting a grapple must have both hands free. comes up later in the same round, you can act normally.
You can specify this new initiative total or just wait until
You cannot attempt to grapple someone or something
a size category greater than yours. So a medium-sized sometime later in the round and act then, fixing your new
opponent cannot grapple a large-sized opponent. initiative at that point. At the GM’s discretion, you can
perform your actions as a Reaction.
If the opponent is armed, the grapple attempt is at a
penalty of -5. (Creatures with claws or fangs are consid- Hold and React is useful if you need to see what your allies or
ered armed.) enemies are going to do before deciding what to do yourself.
The price you pay is lost initiative.
As a minor action, a grappled character can attempt to break
a grapple by successfully making an opposed Strength attri- Inflict Tempor ary Aspect
bute roll against the opponent that inflicted the grapple. If
successful, the character can now perform a major action, if Action Type: Major
unsuccessful the character is still grappled. You make an attack that instead of inflicting damage
somehow hinders your enemy’s ability to fight or use his
Grapple Affects:
skills. You might throw sand in his eyes, partially stun him,
A successful grappling attack restrains the or otherwise leave him less effective than normal. In most
88 target and generally prevents him from moving or cases, this maneuver is a good way to simulate a wide variety
Q
rendering him helpless. PARRY?
Penalty: You take a –5 penalty on your attack roll. So why do we have an opposed roll in combat? We
already have Defensive Fighting (which provides a
Benefit: You inflict a temporary aspect on your foe. This
static bonus). The reason is simple, we wanted to provide
aspect can invoked (or compelled) for the rest of the
encounter or until the opponent receives healing of any kind. a way for characters to invoke melee related aspects defen-
In addition, the first time this aspect is invoked or compelled sively. The Parry maneuver provides a way to use your
during the encounter it can be done so for free, no fate point aspects to protect yourself in combat.
required.
Example: Dagno attempts to throw dirt into the face of an orc engaged in combat, randomly determine who has been hit.
to apply the temporary aspect, ‘Dirt in Eyes’. His attack is This supersedes the normal ranged fumble.
successful. His ally, Fearghus, goes next. Fearghus’ player Precise Shot Trait: If you have the Precise Shot trait you
decides to invoke the aspect to get the bonus die for his attack don’t take the -4 penalty nor are you subject to the fumble
on the orc. He does not pay a fate point to do so. The next listed above.
player who invokes the aspect does have to pay a fate point
to do so. R anged Combat - Splash Weapons
Examples of a temporary aspect include: Low Blow, Dirt in Action Type: Major
Eyes, Blood in Eyes, Stunning Blow, etc. Players are encour- In Aspects of Fantasy, splash weapons encompass the
aged to be creative. following: flasks of alchemist’s fire and vials of holy water.
Critical: If you score a critical hit, the aspect becomes a The range of these weapons is 1, with a max range of 2.
condition affecting your foe. For the rest of the encounter, In talking about splash damage, ‘close by’ is roughly 5-10ft
your foe suffers a either -4 penalty to his attacks OR a -2 from the target point.
penalty to his AC. The player who inflicted the temporary
aspect chooses which. When the splash weapon attack is announced, the player
indicates where he wants the missile to hit; this can either
Fumble: You suffer a normal melee fumble. be a target spot or an actual creature. This then becomes
the target point. A rule of thumb is that a target spot has an
Invoke Aspect AC 15, a target creature uses its normal AC against touch
Action Type: Free attacks.
Fate Point: Yes
If the attack hits, any creature that is either hit directly
You may invoke an aspect. You do this by explaining why or on top of the target spot takes the splash weapon’s
the aspect is relevant, spending a fate point, and then rolling full damage, any creature close by takes splash damage.
an aspect die that is added to your d20 roll. Invoking is a
If the attack roll misses by 5 or less and there are crea-
free action. (For more information, see “ASPECT RULES” on
tures close by the target spot, one of those creatures get
page 43.)
hit by splash damage (this should be randomly deter-
mined by the GM).
Parry
If the attack misses by more than 5 than the weapon
Action Type: Major (Reaction)
harms no one, though it might start a fire or cause some
Instead of attacking your for, you can concentrate on other hazard.
blocking one of his attacks. Whenever you are attacked and
have not yet taken your turn, you can make an opposed roll Once a container hits, it normally breaks immediately.
versus an attack. The possible results are: However, the GM might rule that the item gets a saving throw
if it lands on a soft surface like a grass field (DC10-15).
If you tie or beat your attacker’s roll you block the attack.
Critical: On a critical hit, any creature taking full damage
If you fail and your attacker’s result indicates a hit - you takes max damage + normal damage (like a normal critical).
are hit. Splash damage does not do critical damage.
If you fail, but your attacker’s result is less than your Fumble: You drop the splash weapon. You and anyone close
AC, you are not hit (but you just lost your default major by takes splash damage.
action for the turn).
Critical Success: You not only block your opponent’s attack, Retreat
you manage to hit your opponent! Roll normal damage. Action Type: Major (move)
Fumble: As a normal melee fumble. Sometimes, “discretion is the better part of valor”, and
a combatant will choose to exercise said discretion at top
R anged Combat - Firing Into Melee speed.
Action Type: Major A retreat means a combatant takes a major action to leave
If you shoot or throw a ranged weapon at a target engaged the area of combat, usually at a run. If a character is in
in melee with a friendly character, you take a -4 penalty on melee combat and runs away, his or her opponent(s) may
your attack roll. Two characters are engaged in melee if they make an immediate Free Hack.
are enemies of each other and either threatens the other.
(An unconscious or otherwise immobilized character is not Sacrifice Shield
considered engaged unless he is actually being attacked.) Action Type: Reaction
Fumble Rule: When shooting into melee combat, if you roll Fate Point: Yes
a confirmed fumble you have hit an ally. If multiple allies are By spending a fate point, you may catch one 89
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CHAPTER 6: COMBAT
successful melee attack on your shield, declaring it riven (if a
wood shield) or bashed (if a metal shield). The shield is there- 90% concealment +6 AC
after destroyed and useless. Using this maneuver halves the
damage taken from an attack. If the shield grants a magical Cover
bonus to Armor Class, it absorbs all damage when it is Cover is protection behind something that can actually block
forfeited. This maneuver can be declared after a successful incoming attacks, such as a wall or arrow slit. Cover bonuses
hit and damage has been rolled, but before any other attack. are as follows:
Note that this maneuver cannot be used against weapons
with the Shieldwrap trait (flails are examples of Shieldwrap Cover Modifier
weapons). It also cannot be used against critical hits.
25% cover +2 AC
Taunt
50% cover +4 AC
Action Type: Major
Through the use of insults and provocative statements and 75% cover +7 AC
gestures, you have the ability to cause an opponent to focus
solely on you. Assuming that you share a language with the 90% cover +10 AC
target, are within 2 Areas, and can be heard by the target,
you may spend a major action to taunt an opponent.
Fighting With T wo-Weapons
You make an opposed Charisma OR Intelligence attribute
check against your target’s Wisdom attribute. If you succeed, Provides little benefit unless you have the trait Two-Weapon
you cause the target of the taunt to focus its anger and its Fighting or the Throw trait. However, you can transfer a
weapon from one hand to another as free action in case you
attacks against you.
are disarmed.
A taunt can be attempted against a specific target any
number of times. Firing From Mount
When firing from a moving object such as a horse, you
Unhorse receive a -4 penalty to your ranged attack roll. The Mounted
Action Type: Major Archer trait negates this penalty.
You can attempt to knock someone off their mount in place
of a melee attack.
Laying Prone
A character lying on the ground gains a +4 bonus to Armor
The attack is at a -10 penalty. If the weapon you are Class against ranged attacks, but takes a -4 penalty to AC
wielding has the unhorse trait, the penalty is halved to against melee attacks.
-5.
If your unhorse attack is successful, your target falls Rear Attack
from whatever creature he is riding. The target may An attack from directly behind an opponent negates the
make a Riding skill check to Fall Softly and take no benefit of a shield, negates dexterity bonuses, and is made
damage (see “Fall Softly” on page 76). Otherwise he at +2 to hit. The GM should determine when a rear attack is
takes 1d10 damage and is prone. appropriate.
COMBAT MODIFIERS
The following situations modify a combatant’s AC or ability
to hit. These modifiers stack.
Concealment
Concealment is anything that obscures an opponent’s vision,
such as tree limbs, smoke, or even darkness, but does not
physically block incoming attacks (which would be consid-
ered Cover rather than Concealment; see below). The GM
must decide at what percentage a combatant is concealed.
Concealment Modifier
25% concealment +1 AC
50% concealment +2 AC
75% concealment +4 AC
90
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CHAPTER 6: COMBAT
INJURY AND DEATH determines if you come closer to death or cling to life, the
Wisdom attribute represents your will to live. Like all d20
Your hit points measure how hard you are to kill. No matter rolls, you can invoke aspects on death saving throws.
how many hit points you lose, your character isn’t hindered
in any way until you drop to 0 hit points. The death saving throw has a DC 15. If you succeed, you
stabilize and no longer take any damage. If you fail, you take
What Hit Points Represent an additional 1d5 in damage which is added to your current
Hit points abstractly represent several variables: the ability negative hit points. If this takes you under your negative hit
to take physical punishment, the ability to turn a serious point total you are dead.
blow into a less serious one, and even luck. These variables
tend to be enhanced the more experience and training a Critical Failure: You take 5 +1d5 points in damage
character has. Critical Success: You stabilize and actually regain 1d3 hit
points.
LOSS OF HIT POINTS
The most common way that your character gets hurt is to Stabilizing
take damage and lose hit points. Damage doesn’t slow you You can heal a character or creature by using a healing spell
down until your current hit point total is 0 (though you
or potion (which can be administered by someone else even if
might be subject to Temporary Aspects, see page 47).
a character is unconscious). If neither are available, you can
Negative Hit Point Total attempt a healing skill check to stabilize a character. This is
Characters can take damage past 0, these are known as done by making a DC 15 healing skill check. If successful,
negative hit points. A character’s negative hit point total is the wounded character is still unconscious but no longer
equal to their Constitution ability score. So a character with makes death saving throws.
a Constitution of 11, has a negative hit point total of 11.
If the wounded but stable character takes any additional
Drop to 0 Hit Points or Less damage he is no longer stable and the process starts all over
again.
When you lose all of your hit points you are either dead or
you are unconscious.
Creatures
Death Creatures and most NPCs are normally not subject to these
When you are reduced to 0 hit points and there is damage rules. Once they drop to 0 hit points they are dead. However,
remaining, you are dead if the remaining damage is greater a GM could rule that a creature or NPC in a ‘villain role’ (see
than or equal to your negative hit point total. “Villain” on page 166) would be subject to these rules and
For example: Mansomar the Brave has 5 hit points and takes may survive dropping to 0 hit points or less.
18 points of damage. After Mansomar’s hit points are reduced
to 0 hit points, there are 13 points of damage remaining. Ability Score Damage
Mansomar’s negative hit point total is 15 so he is still alive In certain circumstances, you may lose ability score points.
but his negative hit points are at -13. If he take 2 more points This is usually occurs due to poison or disease.
of damage Mansomar is dead.
Ability Score Healing
In Aspects of Fantasy, there are no spells that can restore
life to a dead character. Destiny Points can save a character; Once you stop taking ability score damage, you may start
however, they are a finite resource. healing such damage naturally. Lost ability score points
return at the rate of 1 point per night of rest (8 hours) for
Falling Unconscious each affected ability score. Complete bed rest restores 2
If you are reduced to 0 hit points or less but you don’t die, points per day (24 hours) for each affected ability score.
you are unconscious and can take no action.
If you regain any hit points in this state but you are still at RECOVERY AND HEALING
negative hit points, you are (barely) conscious. You can take After taking damage, you can recover hit points through
free actions like talking, but you can do nothing else. natural healing or through magical healing.
Death Saving Throw
Natur al Healing
Whenever you start your turn at negative hit points and are
not stabilized, you must make a successful Wisdom saving With a full night’s rest (8 hours of sleep or more), you recover
throw known as a death saving throw. This saving throw 1 hit point per character level; for example, if you’re 7th level
you recover 7 hit points. Any significant interruption
during your rest prevents you from healing that night.
N
The Lombards and Gepids came on at a slow dogtrot. They
were equipped with regular Imperialist mail shirts, but they If you undergo complete bed rest for an entire day and
were still strange-looking men, with the backs of their heads night, you recover twice your character level in hit points.
shaven and their front hair hanging down on each side of their faces
in two long, butter-greased braids. They carried swords, and some Magical Healing
had immense two-handed battle-axes. As they got closer, they began Various abilities and spells can restore hit points.
to scream insults at the Goths, who understood their East-German
dialects well enough and yelled back. Healing Limits
The attackers poured howling over the barrier... You can never recover more hit points than you
- LEST DARKNESS FALL by L.Sprague de Camp lost. Magical healing won’t raise your current hit
points higher than your full normal hit point total. 91
Gianfranco Bongioanni (Order #25758971)
CHAPTER 6: COMBAT
In order to be proficient in a weapon’s use, you must have Arrows Free Action
the appropriate weapon group in your class profile. Bolts Major Action
For example: If a character wants to be proficient with a Bullets (Sling) Minor Action
halberd, he needs the Martial Polearms weapon group in his
class profile. So if he is a fighter he is proficient in the halberd Generally speaking, ammunition that is expended is consid-
since the halberd’s weapon group - Martial Polearms - is in ered destroyed or lost. The exception to this are arrows, if
his class profile. However, if he is a cleric or wizard he cannot an arrow attack misses there is only a 50% chance that the
be proficient with a halberd since neither class profile has the arrow is destroyed or lost.
Martial Polearms weapon group.
WEAPON SIZE
Nonproficiency: If a character is not proficient with the
Every weapon has a size category. This designation indicates
weapon he or she is using, the character suffers a -4 penalty
the size of the creature for which the weapon was designed.
on attack rolls.
Using medium sized creatures (humans, elves, dwarves) as
Melee a base, if the weapon has been made for a small creature
the damage it inflicts goes one die step lower, if it was made
Melee weapons are weapons used in close quarters combat. for a large creature it goes one die step higher. So a dagger
Such weapons are less than 7ft in length and never have the does 1d4 when wielded by a medium size human, 1d3 when
Reach trait. wielded by a small gnome, and 1d5 when wielded by a large
troll.
R anged
Ranged weapons are projectile weapons or weapons that Inappropriately Sized Weapons
have been specifically designed to be thrown. A creature can’t make optimum use of a weapon that isn’t
Reach properly sized for it. A cumulative -2 penalty applies on
attack rolls for each size category of difference between the
Reach weapons are polearms 7ft in length or greater. They
size of its intended wielder and the size of its actual wielder.
are wielded differently than your typical melee weapon. Most
If the creature isn’t proficient with the weapon the -4 nonpro-
of these weapons have the Reach trait.
ficiency penalty also applies.
IMPROVISED WEAPONS Author Note: The GM can allow exceptions to these rules.
For example, a medium short sword might easily be wielded
Improvised Melee Weapons by a halfling (being more like a long sword to the small half-
Sometimes objects not crafted to be weapons none- ling). Conversely, the GM could rule that the short sword is
94 theless see use in combat - people fight with anything too awkward for the halfling’s smaller hands.
WEAPONS TABLE
Table 7.2: Weapon Listing
Weapons Cost Damage Range EV Type Hands Weapon Traits Weapon Aspects
SIMPLE MELEE
Axe, Hand 4 gp 1d6 — L S 1
Cleaver 1 gp 1d4 — L S 1
Club — 1d5 — L B 1 OneTwo
Cudgel, Brassbound 2 gp 1d6 — L B 1 OneTwo
Dagger 2 gp 1d4 EA — P/S 1 Throw Fast
Dagger, Punch 15 gp 1d6 — L P 1 AP, Fast
Dagger, Sacrificial 4 gp 1d5 — L P/S 1 Fast
Gauntlet 4 gp 1d3 — — B 1 Fast
Gauntlet, Spiked 6 gp 1d4 — L P 1 Fast
Long Knife 7 gp 1d5 — L S/P 1 Fast
Poniard 5 gp 1d4 — — P 1 Conceal Fast
Sap 1 gp. 1d5 — — B 1 Stun
Shortspear 1 gp 1d6 EA L P 1 Throw Fast
Sickle 4 gp 1d5 — L S 1
Staff, Wizard’s — 1d5 — L B 2 Fast
Sword, Peasant 4 gp 1d6 — L S 1
Sword, Short 12 gp 1d6 — L S/P 1 Fast
Unarmed Strike — 1d3 — n/a B 1 Stun Easy, Fast
Wooden Stake — 1d4 Close — P 1 Throw
SIMPLE POLEARMS
Fork, Military 5 gp 1d8 — 1 P 2 Reach, Charge Long
Longspear 4 gp 1d6 — 1 P 2 Reach Long
Pitchfork 2 gp 1d6 — 1 P 2
Scythe 9 gp 1d10 — 2 P/S 2 Reach Long
Spear 2 gp 1d6 EA 1 P 2 Throw
Spear, Boar 7 gp 1d8 — 1 P 2 Charge
Quarterstaff 1 gp 1d6 — L B 2 Double Weapon Fast
SIMPLE RANGED
Crossbow, Hand 40 gp 1d3 EA L P 1 Easy
Crossbow, Heavy 55 gp 1d10 Med 1 P 2 Slow Reload AP, Easy
98
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Chapter 7: EQUIPMENT
WEAPON DESCRIPTIONS Crows Beak: This weapon consists of a long spike and
hammer mounted atop a long pole. The weapon is primarily
Notes and descriptions for weapons found on Table 7-2:
used to break open armor with its spike or ‘beak’.
Weapon Listing are listed below. Note that ‘splash weapons’
are described under Special Substances and Items. Cudgel, Brassbound: This is a stout stick, bound in brass
or copper, it functions as both a walking staff and a weapon
Arrows: Ammunition for bows. Arrows come in a leather for self-defense.
quiver that holds 20 arrows. An arrow that hits its target
is destroyed; one that misses has a 50% chance of being Dagger: Common bladed weapon that can also be thrown.
destroyed or lost.
Dagger, Punch: A short bladed weapon that is wielded using
Axe, Battle: An axe specifically designed and reinforced for an H-shaped horizontal hand grip which allows a wielder to
combat. “punch” with it. Also known as a katar.
Axe, Bearded: A weapon used by northern barbarians. The Dagger, Sacrificial: Dagger with a long, wavy blade. Often
cutting edge of the axe head extends below the width of the associated with cultists and evil sorcerers.
butt, this is referred to as the “beard”.
Axe, Hand: A light axe used as a tool and for self-defense.
Axe, Throwing: A light hand axe balanced for throwing.
Bear Claws: Weapon consisting of a bar with four blades
attached. The bar is held in the palm, the blades between Dart: A ranged weapon that is thrown by hand. Darts are
the fingers. The blades are used like the wielder has claws. tipped with an iron spike and are fletched for balance.
Bill: The blade of this polearm is a curved or hooked chop- Falchion: A type of sword, normally used one handed, with
ping blade with a spiked projection on the back of the blade. a heavy single-edged blade and a straight back. The blade
The spike is commonly used for unhorsing a mounted oppo- has a convex curve which broadens considerably towards
nent. the point.
Bolts: Also known as quarrels, ammunition for a crossbow. Flail: Based off of an agricultural threshing tool, a flail is a
Bolts are shorter but heavier than a typical arrow. They jointed weapon consisting of steel studded wood head joined
come in a leather case that holds 20 bolts. A bolt that is by chain links to a wooden handle.
used is destroyed. Flail, Military: A military flail is similar to a standard flail
Bow: This is the common bow. You need at least two hands but is longer and, consequently, has Reach.
to use any bow, regardless of its size. You can use a bow Fling Stones: Palm sized, oval shaped stones that are
while mounted. smoothed for throwing. Good for skipping across water or
Bow, Composite: Powerful recurved bow used by Hyrkani ‘braining’ a sneaky goblin.
nomads. You can use a composite bow while mounted. Fork, Military: A polearm that is an extension of the
Bow, Elf: Legendary weapon made by the elves, a typical elf common peasant pitchfork. It usually has three tines.
bow takes years to create. This bow is 5-6ft in height and Gauntlet: Essentially an armored glove worn with a suit of
is generally too unwieldy to use while mounted. An elf bow heavy armor. It not only protects the hand, it lets you deal
does not require the ‘strongarm’ trait. lethal damage rather than nonlethal damage with unarmed
Bow, Long: This bow is 5-6ft in height and generally made strikes. A strike with a gauntlet is otherwise considered an
from a single piece of wood. It is too unwieldy to use while unarmed attack. The cost and weight given are for a single
you are mounted. gauntlet. Plate mail and full plate come with gauntlets.
Bullets, Sling: Ammunition for a sling made of iron or lead. Gauntlet, Spiked: As the name suggests, this is a gauntlet
with spikes placed where the wielder’s knuckles are located.
Sling bullets come in a leather pouch that holds 10 bullets.
The cost and weight given are for a single gauntlet. An attack
Cleaver: Normally not a battlefield weapon, the cleaver is a with a spiked gauntlet is considered an armed attack.
chopping tool for cutting meat. The weapon might be carried
Glaive: A simple polearm with a broad blade attached. Can
by a butcher or peasant for self-protection.
be used to chop and thrust.
Club: Weapon consisting of a stout wood log, sometimes
Greataxe: A large axe made for war and wielded with two
hardened by the heat of a fire. Used by those who have no
hands.
other options (vagabonds, poor peasants, orcs, etc.).
Greatclub: A club big enough that it has to be wielded with
Club, Knobbed: A crafted wood club with knobs of brass or
two hands.
iron. The knobbed club is used two handed.
Greatsword: Encompassing such weapons as the claymore
Crossbow, Hand: Essentially a one-handed crossbow.
and zweihander, greatswords are large two handed blades
Damage potential is minimal, but used in conjunction with
that can deliver terrible blows.
poison these weapons can be effective.
Halberd: Probably the most well-known polearm, the halberd
Crossbow, Heavy: Also known as an arbalest, a heavy
consists of an axe head forged with a spike on top. The whole
crossbow is drawn back by turning a small winch. Loading a
is mounted on a 7ft shaft. The halberd can be used for chop-
heavy crossbow is a major action (Slow Reload(1)).
ping with its axe head or for thrusting with its spike.
Crossbow, Light: Mechanical ranged weapon, you draw a
Javelin: A light spear primarily used for throwing.
light crossbow back by pulling a mechanical lever. Loading a
light crossbow is a minor action (Slow Reload(0)). Lance: Essentially a spear, a lance is stouter and 99
Gianfranco Bongioanni (Order #25758971)
Chapter 7: EQUIPMENT
longer and is generally used for cavalry charges. A
N
lance deals double damage when used from the back His restless life had made him less painstakingly law-abiding
of a charging mount. While mounted, you can wield a than most of his countrymen, and he didn’t hesitate to untie
lance with one hand. the bundle and spread it out. He found quite a bit: a byrnie long
Long Knife: The long knife has a single edged blade enough to reach his knees; a conical crimson-plumed helmet, visorless
that is slightly curved. Many commoners carry this but with a noseguard; a dagger; assorted belts and thongs; the quilted
weapon for everyday protection. underpadding for armor. Then there were some changes of clothes,
Longblade, Elven: A light blade with hand protec- consisting of breeches, full-sleeved shirts, tunics, jerkins, cloaks, and
tion, many elves use this elegant weapon. However, so on. Where the cloth was not coarse, gaily dyed linen, it was silk
some elves still prefer the cutting power of the long- trimmed with fur. Going around to the left side of the horse, he wasn’t
sword. Amongst humans, these blades have gained in surprised to find a sword and shield hung on the breeching. The shield
popularity and are highly prized. was of conventional heraldic form, about four feet long, and obviously
new. When he took the canvas cover off its surface, which was a thin
Longspear: Quite simply, a spear with a longer shaft
to provide reach. steel overlay on a wooden base, he saw a design of three golden lions
alternating with three red hearts on a blue background.
Longsword: Also known as a war sword or a hand-
and-a-half sword, the longsword is between 4 and 4½ -THREE HEARTS AND THREE LIONS by Poul Anderson
feet in length and generally has a handle that is long
enough to be gripped with two hands if need be.
often converted to a weapon.
Mace and Chain: A type of flail, but with a spiked metal ball
attached to the chain. Sling: A ranged weapon that is used to fling stones or lead
bullets. You can fire, but not load, a sling with one hand.
Mace: A hand weapon that consists of a wooden handle with
a metal head that is often flanged. Spear: Essentially a blade mounted on a pole, this common
weapon is used by noble and peasant alike.
Mattock: A mattock is a versatile tool, used for both digging
and chopping. It can also be wielded as an effective weapon. Spear, Boar: A heavy, stout spear used to hunt its namesake.
Boar spears have a broader blade than a regular spear, they
Maul: Another tool that might be used as a weapon by peas- also have a crossbar below the blade to prevent a speared
ants and laborers. The maul is a heavy two handed hammer animal from coming up the blade and attacking the wielder.
made entirely of wood. It is normally used for pounding posts
and stakes into the ground. Staff, Wizard’s: A staff used by wizards to focus their power.
Sometimes it has to be used for the more mundane task of
Morningstar: Essentially, a mace with spikes. hitting someone over the head...
Partisan: A polearm with a spear like head and tines to Strike, Unarmed: A Medium character deals 1d3 points of
either side for disarming a foe. nonlethal damage with an unarmed strike. A Small char-
Pick: A digging implement modified and reinforced for war. acter deals 1d2 points of nonlethal damage. The damage
These weapons are good at punching holes through armor. from an unarmed strike is considered weapon damage for
the purposes of effects that give you a bonus on weapon
Pitchfork: An agricultural tool used to move loose mate- damage rolls.
rial like hay and dung. Often grabbed by peasants looking
for a weapon, pitchfork wielding mobs can often be found Sword, Executioner: Sword specifically designed to lop off
storming the castle of some evil lord or wicked sorcerer. the heads of the condemned. These swords are designed for
two handed use; their blades do not come to a point but are,
Poleaxe: Versatile polearm about 5ft in length with an axe instead, squared off..
head in front, a hammer head on the back, and a spike
protruding from the top. Sword, Peasant: Cheaply manufactured sword that is
oftentimes forged by a village blacksmith instead of a true
Poniard: A thin dagger without sharp edges used for weaponsmith. Effective for self-defense.
thrusting.
Sword, Short: This sword is about 2ft in length. It is very
Quarterstaff: A quarterstaff is a simple piece of wood – often effective in close quarters fighting.
weighted at the ends - about 5ft in length.
Throwing Stars: Small multifaceted blades made for
Sap: The sap is a small, easily-concealed club consisting throwing. Mostly a nuisance weapon.
of a leather-wrapped lead weight attached to the end of a
leather-wrapped rigid shaft, with a lanyard or strap on the Trident: Weapon often used by seafaring communities. A
end opposite the weight that is attached to a user’s wrist. trident has three metal prongs at the end of a 4-5 ft long
Used by muggers and press-gangs to knock out their targets. shaft.
ARMOR AND SHIELDS actually distributed evenly across a wearer’s body and con-
sequently does not have this aspect.)
ARMOR TRAITS Compel: Anytime a dexterous activity is required by someone
equipped with this armor, this aspect can be compelled.
Attire
When you wear most armor, it makes you look like your Hot
ready for battle, something the local authorities often frown One of the big disadvantages of armor is that the wearer can
upon. Trying to get through a city gate wearing chain or get quite warm wearing it. When down in a cool dungeon or
plate mail can be difficult, walking through city streets in cave this shouldn’t be much of an issue; however, outdoors
such armor might get you arrested. However, armor with on even a warm day a combatant may find himself fighting
the Attire trait can be worn as everyday clothes without too heat and fatigue when wearing this type of armor.
much notice or comment. Some armor with this trait, such
Compel: After several rounds of combat under a hot sun, or
as a leather (buff) coat or brigandine, can be worn to social
in the stifling lair of a fire giant, or in the lava filled cave of a
functions.
fire drake - these situations are all a good time for a compel
on the Hot aspect of the armor. Compel examples include:
Blade T urning Wearer suffers the fatigued or even the exhausted condition,
While effective against most weapons, plate armor was main- wearer loses a turn as he must rest, etc.
ly developed to turn bladed weapons.
Benefit: For the cost of one Fate Point you can subtract 4 Noisy
from one die roll of an opponent who uses a bladed weapon Armor can be noisy; various plate armors rattle and clink
against you. This can be done AFTER a hit is confirmed, but making it difficult for a wearer to move quietly. (Chainmail
before damage is rolled. However, this trait cannot be used actually just rustles and is not very noisy at all.)
against a natural roll of 20. Compel: When a wearer is trying to be sneaky or move
silently.
Spellbane
Armor with the ‘Spellbane’ trait is not conducive to arcane ARMOR & SHIELD DESCRIPTIONS
spell casting. Its general bulk makes it difficult to perform Brigandine: Commonly worn armor made up of small over-
the sharp gestures required for most spell casting, while the lapping plates of metal which are sewn between two pieces of
iron in the armor disrupts a spell’s formation. cloth. These coats are often stylishly decorated.
Detriment: If an arcane spellcaster is wearing armor with Buckler: This small metal shield is worn strapped to your
this trait, subtract 1 + the EV value of the armor from all forearm. You can use a bow or crossbow without penalty
Spellcraft skill checks used to cast spells. while carrying it. You can’t use a buckler as an offensive
weapon.
ARMOR ASPECTS Full Plate: Armor made of segmented steel plates that basi-
Like weapons, armor can also have aspects. This is a good cally covers the wearer from head to foot. If a full suit is
way to abstractly simulate some of the advantages and purchased, it will include gauntlets, a full helm, or a thick
disadvantages of wearing certain types of armor. These layer of padding that is worn underneath the armor. Each
aspects are added to the aspects a player already has and suit of full plate must be individually fitted to its owner by a
are generally only compelled under certain conditions. master armorsmith, although a captured suit can be resized
to fit a new owner at a cost of 100 + (1d5x100) gp.
Heavy Furs/Hide: The skins of animals, often used by both barbar-
Armor with this aspect can be cumbersome. (Plate armor is ians and peasants as armor.
Table 7-3: Armor and Shield Listing
Armor
Armor Cost EV Traits Aspects
Bonus
Furs/Hide 3 gp +1 L Attire Hot
Padded 5 gp +1 L Hot
Leather 10 gp +2 L
Leather Coat 15 gp +2 L Attire
Studded Leather 30 gp +3 L
Ring mail 60 gp +4 1 Spellbane Heavy
Mail 150 gp +5 2 Spellbane Heavy, Hot
Iron Jack 80 gp +5 3 Spellbane Heavy, Hot, Noisy
Brigandine 300 gr +6 1 Spellbane, Attire Hot
Plate mail 800 gp +7 3 Spellbane, Blade Turning Hot, Noisy
Full Plate 1,500 gr +8 2 Spellbane, Blade Turning Hot, Noisy
Buckler 12 gr +1 L
Shield, Light 7 gr +1 L
Shield, Heavy 14 gr +2 1 Spellbane
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Iron Jack: Large plates of iron riveted to or in-between
leather or heavy cloth. This armor is often made up of old
GOODS AND SERVICES
pieces of plate armor. For this reason, it is often used by Cost: This value is the weapon’s cost in gold (gp), silver (sp),
poor knights who have inherited old plate or mercenaries or copper (cp) pieces.
who have scavenged armor off the battlefield. A cheap alter-
Encumbrance Value (EV): This column gives the encum-
native to plate, it is bulky and offers less protection.
brance value of the weapon.
Leather: Light armor made up of worked and reinforced
Table 7-4: Listing of Goods and Services
leather.
Adventuring Gear
Leather Coat: Also known as a buff coat.
Item Cost EV
Mail: Also known as chainmail, mail is made up of inter-
locking metal rings that can be formed into strong and flex- Backpack (empty) 2 gp L
ible suits of armor. Bandolier 2 gp L
Padded: Armor made up of padding sewn between heavy Bedroll 2 sp L
cloth. Normally worn underneath other types of armor, it is Bell 2 gp —
often used as cheap armor by poor mercenaries and feudal
levies. Blanket, common 5 sp L
Blanket, winter 1 gp L
Plate Mail: Transitional armor between mail and full plate,
plate mail is made up of iron plates connected and reinforced Block and tackle 5 gp L
with mail. Boots 7 gp L
Shield, Heavy: You strap a shield to your forearm and grip Brazier, small 3 gp L
it with your hand. A heavy shield is so heavy that you can’t Brazier, tripod 5 gp 1
use your shield hand for anything else.
Bucket (empty) 5 sp L
Shield, Light: You strap a shield to your forearm and grip it
with your hand. A light shield’s weight lets you carry other Case, map or scroll 1 gp —
items in that hand, although you cannot use weapons with Chain (10 ft.) 25 gp 1
it. Chalk, 1 piece 1 cp —
Studded Leather: Light armor made up of worked leather Chest (empty) 3 gp 1
reinforced with studs of iron.
Cloak 3 gp L
Shields and Mages Crowbar 2 gp L
All shields, whether they have the Spellbane trait or not, also Deck of Cards 4 gp —
do not allow a wizard to gesture properly when casting a Dice (bone) 1 gp —
spell. This inflicts a -10 penalty to their Spellcraft skill check.
Dog, guard 30 gp —
Doorstop, wood 1 cp —
Doorstop, lead 7 cp L
Firewood (per day) 1 cp 1
Fishing net, 25 sq. ft. 5 gp 1
Flask (empty) 5 cp —
Flint and steel 1 gp —
Grappling hook 3 gp L
Hammer 1 gp L
Horn, hearing 9 gp L
Horn, hunting 15 gp L
Ink (1 oz. vial) 6 gp —
Inkpen 1 sp —
Key, Skeleton 85 gp —
Knife, eating 1 gp —
Ladder, 10-foot 3 gp 3
Lock (includes padlocks)
Very simple 20 gp —
Average 40 gp —
Good 80 gp —
Amazing 300 gp —
Manacles/Fetters 20 gp L
Mirror, small glass 9 gp —
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Oil: A pint of oil burns for 6 hours in a lantern. Alchemical Smoke Pot: A smoke pot can fill an entire Area
with smoke in one round. The smoke provides a +4 conceal-
You can pour a pint of oil on the ground to cover an area ment AC bonus to anyone in the Area. However, anyone in
roughly 5 feet square, provided that the surface is smooth. the Area must also make a DC15 Constitution save or they
If lit, the oil burns for 2 rounds and deals 1d3 points of fire are at a -2 penalty to all ‘to hit’ rolls and all skill checks
damage to each creature in the area. due to coughing and choking. This lasts until the individual
Ram, Portable: This iron-shod wooden beam gives you a affected leaves the cloud or until the smoke dissipates.
+2 circumstance bonus on Strength checks made to break Smoke from a smoke pot dissipates after 4 rounds.
open a door and it allows a second person to aid you without
having to roll, increasing your bonus by an additional +2. Temporary aspects can be compelled while a character is in
the smoke and 1d4 rounds afterward. Two examples of such
Rope, Hempen: This rope has can be broken with a DC 25 aspects would be: ‘Stinging Eyes’ and ‘Hacking Cough’.
Strength check.
Alchemist’s Fire: Also known as naptha this fiery, sticky
Rope, Silk: This rope can be broken with a DC 30 Strength concoction explodes when exposed to air.
check. It is so supple that it provides a +2 circumstance
You can throw a flask of alchemist’s fire as a splash weapon
bonus on any Dexterity skill check that uses rope.
(see “Ranged Combat - Splash Weapons” on page 89).
Snowshoes: Footwear that allows you to walk through the
Alchemist’s Frost: Similar to alchemist’s fire, this is a sticky
snow without a movement penalty. These shoes are made of
substance that freezes when it touches flesh or something of
a hardwood frame and hide lacings.
about the same temperature. It generally only harms flesh.
Spyglass: Objects viewed through a spyglass are magnified You can throw a flask of alchemist’s frost as a splash weapon
to twice their size. (see “Ranged Combat - Splash Weapons” on page 89).
Stretcher: A stretcher allows two people to share the burden Antitoxin: If you drink antitoxin, you get a +5 alchemical
of carrying one heavy object. bonus on Constitution saving throws against poison for one
Stretcher, Foldup: A gnomish invention, this stretcher scene.
collapses and folds up to less than a third of the size of a Holy Water: Holy water damages undead creatures and evil
regular canvas stretcher when stored or carried. outsiders almost as if it were acid. A flask of holy water can
Vial: A vial holds 1 ounce of liquid (as much as one potion). be thrown as a splash weapon (see “Ranged Combat - Splash
The stoppered container usually is no more than 1 inch wide Weapons” on page 89).
and 3 inches high. To use it against an incorporeal creature; you must open the
flask and pour the holy water out onto the target. Thus, you
Light Sources can douse an incorporeal creature with holy water only if
Candle: A candle dimly illuminates a ½ Area radius and you are in the same Area with it. Doing so is a ranged attack
burns for 1 hour. with a range of close, maximum range encounter area.
Lamp, Common: A lamp clearly illuminates a ½ Area radius, A direct hit by a flask of holy water deals 2d4 points of
provides shadowy illumination out to a full Area radius, and damage to an undead creature, an infernal creature, or a
burns for 6 hours on a pint of oil. You can carry a lamp in chthonic beastie. Each such creature within 5 feet of the
one hand. point where the flask hits takes 1 point of damage from the
splash.
Lantern, Bullseye: A bullseye lantern provides clear illu-
mination in a cone up to 2 Areas in length and shadowy Churches sell holy water at ‘cost’ making no profit;
illumination up to 3 Areas in length. It burns for 6 hours on however, they don’t just give it to anyone (though
a pint of oil. You can carry a bullseye lantern in one hand. a small monetary contribution of say an additional 105
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Chapter 7: EQUIPMENT
10gps should ‘smooth things over’). Clothing
Tindertwig: A very handy gnomish invention, tindertwigs Enhancements multiply the value of a common outfit. These
are wood matches. Creating a flame with a tindertwig is enhancements are calculated separately, from the lowest
cost to the highest. For example, if you purchase a common
much faster than creating a flame with flint and steel (or a
outfit with a travel enhancement it will cost you 15gp (5gp X
magnifying glass) and tinder. Lighting a torch with a tinder-
3). If you then want a winter enhancement with that outfit it
twig is a major action, and lighting any other fire with one is will cost you 45gp (15gp X 3).
at least a major action.
Common Outfit: A catch-all for every occupation’s normal
Tools and Aspect Items everyday mode of dress. This outfit is includes a shirt, a skirt
or pants with a belt, shoes, undergarments, and headwear
These tools help characters perform various skills. Some of (hat) of some sort.
these items can be used as Aspect Items, items that have
Travel Enhancement: This enhancement replaces shoes
aspects that can be invoked.
with boots, a wool version of a skirt or breeches, a shirt with
Some of these items allow characters to perform certain a vest or jacket, and an ample cloak with a hood.
skills. While a skill may often be performed without the Wealth Enhancement: This enhancement is designed
appropriate tools there’s always a penalty for doing so specifically to be expensive and to show it. Precious metals
(usually a -4 to the skill check). Optionally, the GM could and gems are worked into the clothing. Without this sort of
rule that the player attempting to perform the skill without outfit there will be places - noble courts, the gatherings of
the right tools has the temporary aspect ‘Improvised Tools’ patricians - where you will not be able to go.
or something similar which can be compelled. Winter Enhancement: A cold weather enhancement
includes a wool coat, wool cap, heavy cloak, thick pants or
Alchemist’s Portable Lab: An alchemist’s portable lab
skirt, and boots. When wearing an outfit with the winter
seems to always have the perfect tools for making alchemical
enhancement, a character normally does not have to make
items. For this reason, this item can be used as an aspect saving throws to avoid the effects of cold weather.
(‘Portable Lab’) and invoked on any Craft (alchemy) skill
check. Food, Drink, and Lodging
Artisan’s Tools: These special tools include the items Inn: Poor accommodations at an inn amount to a place on
needed to pursue any craft. Without them, you have to use the floor near the hearth. Common accommodations consist
improvised tools (–4 penalty on Craft checks or a temporary of a place on a raised, heated floor, the use of a blanket and
aspect), if you can do the job at all. a pillow. Good accommodations consist of a small, private
room with one bed, some amenities, and a covered chamber
Climber’s Kit: Tools for climbing: a small pickaxe/hammer, pot in the corner.
crampons, pitons, and rope. As such this kit provides a +4
bonus on any Climb skill checks. Meals: Poor meals might be composed of bread, baked
turnips, onions, and water. Common meals might consist of
Disguise Kit: The kit is the perfect tool for disguise. If you bread, chicken stew, carrots, and watered-down ale or wine.
don’t have a disguise kit you receive a -4 penalty on all Good meals might be composed of bread and pastries, beef,
Disguise skill checks (or a temporary aspect). A disguise kit froglegs, peas, and ale or wine.
is exhausted after ten uses.
Mount Gear
Healer’s Kit: It is the perfect tool for healing. If you don’t Barding, Medium Creature and Large Creature: Barding
have a healer’s kit you receive a -4 penalty on all Heal skill is a type of armor that covers the head, neck, chest, body,
checks (or a temporary aspect). A healer’s kit is exhausted and possibly legs of a horse or other mount. Barding made
after ten uses. of medium or heavy armor provides better protection than
light barding, but it has a higher EV as well. Barding can be
Holy Symbol, Silver or Wooden: A holy symbol focuses made of any of the armor types found on Table 7-3: Armor
energy of the light empyrean. A cleric uses it as the focus for and Shield Listing.
his invocations. Each religion has its own holy symbol.
Armor for a horse (a Large nonhumanoid creature) costs four
Unholy Symbols: An unholy symbol is like a holy symbol times as much as armor for a human (a Medium humanoid
except that it focuses the power of the shadow empyrean creature). If the barding is for a pony or other Medium
and is used by cultists and other worshippers of darkness mount, the cost is only double, and the EV is the same as for
and evil. Medium armor worn by a humanoid.
Feed: Horses, donkeys, and mules can graze to sustain
Mage Pouch: A spellcaster with a mage pouch is assumed themselves, but providing feed for them is much better.
to have all the material components and focuses needed
for spellcasting, except for those components that have a Saddle, Military: A military saddle braces the rider and
specific cost and focuses that wouldn’t fit in a pouch. Such provides stability. As such it can be used as an aspect that
can be invoked on any Ride skill checks. If you’re knocked
items will be mentioned in the spell description. (See “Magic
unconscious while in a military saddle, you have a 75%
Rule - Mage Pouch” on page 124 for rules on mage pouches.)
chance to stay in the saddle (compared to 50% for a riding
Spellbook, Wizard’s (Blank): A spellbook has 100 pages of saddle).
parchment, and each spell takes up one page per spell level. Saddle, Pack: A pack saddle holds gear and supplies. It
Thieves’ Tools: This kit contains the tools you need to holds as much gear as the mount can carry.
use the Disable Device skill. Without these tools, you Saddle, Riding: The standard riding saddle supports a rider.
take a –4 circumstance penalty on Disable Device If you’re knocked unconscious while on a riding saddle, you
106 checks (or a temporary aspect). have a 50% chance to stay in the saddle.
Aspect enhancers are abstract items that may or may not The brewer of a potion needs a decent work area, often
be able to help a character in certain situations. Unlike an warded against supernatural entities. The area should have
item like lockpicks which always help a character pick locks, a fireplace or other source of heat as well as a number of
these items have limited use and utility. glass and clay containers. In addition, he needs ingredients.
The costs for materials and ingredients are subsumed in the
Each time these items are used, they allow a character to cost for brewing the potion: 25 gp × the level of the spell ×
re-roll an aspect die. Of course, the aspect die re-rolled the level of the caster.
should have been invoked for a skill roll related to the aspect
enhancer. What skill rolls are appropriate is listed under the All ingredients and materials used to brew a potion must be
enhancer. fresh and unused. The character must pay the full cost for
brewing each potion.
Each of these items should be written on a character sheet
with 5 boxes marked next to them. Each time they are used, The creator must normally know the spell to be placed in the
the box should be marked (whether the roll was successful potion, though he may also have an arcane recipe (see below).
or not). Once all 5 boxes are marked the item needs to be He must also provide any material components required.
replenished at the cost listed. Offensive spells like magic missile and burning hands are not
appropriate as potions, but defensive spells like mage armor
SATCHEL OF BOOKS AND SCROLLS or invisibility are appropriate, as are the various self directed
Related Skills: Any knowledge skill roll spells like bulls strength, healing, etc.
Description: This is a bag of notes, obscure scrolls, and a Brewing a potion takes 1 full day.
couple of worn books. Each use indicates the character look-
ing over and learning information whether it’s relevant or Material components are consumed when the creator begins
not. Being ‘used up’ indicates that all knowledge and infor- working. The act of brewing triggers the prepared spell, the
creator must make a successful Spellcraft roll as he would
mation has been read, learned and memorized by the user
a normal spell of the same level. Success means the potion
and there is nothing new to find.
has been created properly, failure means the brewer has lost
BAG OF HEALING HERBS ½ of his materials for brewing the potion and must start over
Related Skills: Any healing skill roll. again.
Description: Bag of strange and exotic healing herbs that Brewing Criticals and Fumbles: A critical success
might help heal a patient - or at least do them no harm! means the potions effects are determined as if the potion
was brewed by a mage 1d3 levels higher than the brewer.
SPIRIT BAG A fumble means there is an essence explosion that causes
Related Skills: Any spellcraft skill roll, or a saving throw damage to the potion brewer. This damage is: ((1d6 explode)
versus possession. X level of the spell being placed in the potion).
Description: Small bag of odd ingredients that are supposed
to be efficacious in concentrating spiritual energy. Spirit
Arcane Recipes
bags contain strange and exotic herbs, ashes of the dead, Some potions are created using arcane recipes. These
ground-up crystals and gemstones, etc. recipes are different for each alchemist and wizard and are
almost never for sale. (An alchemist who has a recipe for a
healing potion is hardly going to risk his livelihood by selling
MAGIC ITEMS or sharing the recipe.)
Listed here are the various magic items that characters may On the rare occasion when an arcane recipe is found, it is
create, find, and sometimes purchase during their adven- normally written in code and needs to be deciphered. This
tures along with the rules to use such items. requires either a read magic spell or a successful Spellcraft
check (normally a DC 25).
MAGIC ITEM ASPECTS Deciphering an arcane recipe with a Spellcraft check can
Like other equipment, magic items can have aspects. A take up to 1 day. Success means the potion can now be
potion created by an evil witch might have a negative aspect created by the alchemist or mage. Failure means starting
like “Vile Ingredients” which might be compelled to cause over.
the imbiber to be nauseated soon after he drinks the potion.
A scroll created by a necromancer might have the aspect Decipher Criticals and Fumbles: A critical success means
“Written in Ghoul Ichor” that can be compelled to cause the that the spellcaster has improved upon the potion somehow;
reader to be fatigued after its use. A healing potion created a fumble means the recipe cannot be deciphered.
by a holy priest might have the “Touched by a Saint” aspect
Using Arcane Recipes
which would give the imbiber a temporary aspect that can
be invoked against creatures of darkness soon after drinking An arcane recipe follows all rules for potion creation. The
the potion. alchemist must still make a Spellcraft roll against the DC
listed for the recipe. Sample arcane recipes and associated
Not all magic items will have aspects; however, a GM is DCs:
encouraged to add aspects to various magic items to rein-
force that such items are interesting, mysterious and some- Bull’s Strength DC 18
what unpredictable. Healing DC 21
Extra Healing DC 27
MAGIC POTIONS
The DC usually matches the casting DC of the spell on the
Brewing Potions recipe, but this is not always so. Recipes for the same type of
108 In order to create a potion you must have the traits: potion may have different DCs.
All wands have a keyword that must be spoken in order Weapons come in two basic categories: melee and ranged.
for a spell to be triggered. Only individuals with the Arcane Weapons listed as melee weapons that have the throw trait
Gift and Dabbler traits can actually focus the power of the receive enhancement bonuses to both melee and ranged
keyword to use a wand. If anyone else speaks the keyword attacks.
nothing will happen.
MAGIC WEAPON TRAITS
Wands created to store spells in this manner CAN also be
used as an arcane focus. To make a wand an arcane focus, Some magic weapons have special traits. A weapon with
you must have the trait Arcane Focus. You must also spend a special trait must also have at least a +1 enhancement
250gps and spend a month to enchant and ‘tune’ the wand. bonus. Weapons cannot possess the same trait more than
(See “Arcane Focus” on page 57 for more information.) once.
Endless Ammunition
MAGIC ARMOR Only bows and crossbows can be made into endless ammu-
In general, magic armor protects the wearer to a greater nition weapons. Each time an endless ammunition weapon
extent than non-magical armor. Magic armor bonuses is nocked, a single non-magical, ephemeral arrow or bolt
are enhancement bonuses that range from +1 to a is spontaneously created by the magic, so the weapon’s
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wielder never needs to load the weapon with ammuni-
tion. Depending on the enchantment, the ammunition
either glows faintly or looks like a typical arrow or bolt.
If the wielder attempts to load the weapon with other
ammunition, the created arrow or bolt immediately
vanishes and the wielder can load the weapon as
normal. This ability does not reduce the amount of
time required to load or fire the weapon. The created
arrow or bolt vanishes if removed from the weapon; it
persists only if fired. Unlike normal bow and crossbow
ammunition, these arrows and bolts are always destroyed
when fired.
Flaming
Upon command, a flaming weapon is wreathed in fire that Skirglass
deals an extra 1d6 points of fire damage on a successful
Skirglass weapons are made of a semi-transparent crystal
hit. The fire does not harm the wielder. The effect remains
until another command is given. Weapons with this trait which is as strong as steel yet supple and beautiful to
also provide illumination when the flame is activated. How behold. Such weapons were created by the Sidhe (Shee)
much illumination depends on a weapon’s size (see ‘Light millennia ago. In the present day, skirglass weapons tend
and Vision’ on page 114 for more information). to be quite rare as they were not common even amongst
the Sidhe and the knowledge of how to make them was not
Light Giver passed to their progeny the elves. These weapons are always
The weapon glows with enough light that it can provide magical and tend to be intricately etched with glyphs and
illumination for an entire party. How much illumination runes. Skirglass weapons range in power between +3 to +5.
depends on the weapon’s size (see ‘Light and Vision’ on page All enchanted skirglass weapons have the Light Giver trait.
114 for more information). Weapons with this trait tend to Many are imbued with other special traits.
glow with a soft, white fey-light. This trait can sometimes be
activated and de-activated with the use of a command word, WONDROUS ITEMS
but not all weapons with this trait have this ability.
Wondrous Items is a catch all category for any item that
Returning doesn’t fall into the other groups. Anyone can use a won-
This special ability can only be placed on a weapon that can drous item. Listed below are some sample wondrous items:
be thrown. A returning weapon flies through the air back Boat, Folding: A folding boat looks like a small wooden box
to the creature that threw it. It returns to the thrower just about 12 inches long, 6 inches wide, and 6 inches deep when
before the creature’s next turn (and is therefore ready to use it is inactive. In this mode, it can be used to store items just
again in that turn). Catching a returning weapon when it
like any other box. Yet when the proper command word is
comes back is a free action. If the character can’t catch it,
or if the character has moved since throwing it, the weapon given, the box unfolds itself rapidly in the space of a single
drops to the ground in the place from where it was thrown. round to form a boat 10 feet long, 4 feet wide, and 2 feet in
depth. A second command word causes it to unfold even fur-
Warning ther into a ship 24 feet long, 8 feet wide, and 6 feet deep. The
As soon as a certain type of creature comes within ½ a folding boat cannot unfold if there isn’t enough open space
mile of the weapon it will glow with a blue, green or red fey- for it to occupy once unfolded. Any objects formerly stored in
light. Sample creatures could be dragons, grau, orcs, trolls, the box now rest inside the boat or ship.
undead, etc. A weapon with this trait can only warn of one
In its smaller form, the boat has one pair of oars, an anchor,
type of creature.
a mast, and a lateen sail. In its larger form, the boat has
a deck, single rowing seats, five sets of oars, a rudder, an
SPECIAL MATERIALS anchor, a deck cabin, and a mast with a square sail. The
Certain rare and mysterious metals and materials are some- boat can hold 4 people comfortably, while the ship carries
times used in the creation of weapons and armor. Examples 15 with ease.
are listed below:
A third word of command causes the boat or ship to fold
Admantium itself into a box once again, but only when it is unoccupied.
Metal mined from certain meteoric rock, admantium is an Elven Cloak: These cloaks of famed elven design are
extremely hard metal. Metal weapons made from admantium
enhanced to reflect the wearer’s surroundings, aiding him in
are almost unbreakable and receive a +1 bonus to hit due to
the metal’s strength and cutting power. Due to the quantity blending in with any terrain.
involved, armor is rarely made from admantium. When this plain gray cloak is worn with the hood drawn up
around the head, the wearer gains a +5 bonus on Stealth
Orichalcum checks.
A metal that, like admantium, is made from meteoric rock. Its
natural colors are green and yellow; the metal is as strong as Luck Token: These charms are made of crystal into which
iron. The dwarves consider orichalcum to be cursed and will is carved sigils and glyphs. They are generally attached to
not work it. Certain scholars associate orichalcum with the a necklace and worn around the bearer’s neck. These
Lords of the Void and cults that worship these blasphemous stones provide +1 or +2 fate points each time fate
gods often have blades and masks made from the metal. points are renewed. 111
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CHAPTER 8: GM SECTION
Table 8-1: Level Progression
EXPERIENCE POINTS
LEVEL BENEFIT TOTAL XP
Experience points (XP) are awarded by the GM for slaying
1st Level Character Benefits 15
monsters, recovering treasure, and completing missions and
quests. Aspects of Fantasy uses a much abbreviated form of 2 nd
Level New Trait 30
the experience point system found in most D20 games. In 3 Level
rd
New Aspect 50
the author’s opinion, the GM gets the same general results +1 Fate Point Refresh
with this system as he would using systems that are heavy 4th Level +1 Ability Score Increase 70
on bookkeeping, all the while saving on time and tedious 5 Level
th
New Trait 90
effort.
6th Level New Aspect 120
+1 Fate Point Refresh
ENCOUNTERS COMPLETED 7th Level +1 Ability Score Increase 150
The general rule of thumb is that each full encounter consti-
8 Level
th
New Trait 180
tutes 1-3 experience points awarded to each character. Here
9 Level
th
New Aspect 210
are some examples of full encounters and their associated
+1 Fate Point Refresh
experience points:
10th Level +1 Ability Score Increase 240
1 XP: The party encounters an equal - or somewhat greater
11th Level New Trait 280
- number of enemies with the same number of hit dice as the
12 Level
th
New Aspect 320
average level of the party.
+1 Fate Point Refresh
2 XP: More powerful enemies. Half the number of the party 13th Level +1 Ability Score Increase 360
but with more hit dice and effective traits.
14 Level
th
New Trait 400
3 XP: A villain and his minions or one powerful monster (4+ 15th Level New Aspect 440
levels higher than the party average). +1 Fate Point Refresh
2-3 XP: Awarded for completing a quest or accomplishing a 16th Level +1 Ability Score Increase 490
certain goal (like completing an adventure). 17th Level New Trait 540
18 Level
th
New Aspect 590
This is very general and a GM can adjust accordingly.
+1 Fate Point Refresh
Certain encounters which may not grant XP on their own,
might be combined to award 1 XP. For example, a GM could 19th Level +1 Ability Score Increase 640
decide that a couple of traps and a ‘nuisance’ encounter 20 Level
th
New Trait 690
with some goblins could be worth 1 XP. Characters
don’t have to kill monsters and enemies to receive XP
N
from an encounter: successfully using negotiation and Fafhrd grinned. As a tinkling gust of distant song came by,
trickery can also award characters full XP. he asked the dark air that carried it, “Now why aren’t we
warmly cushioned somewhere inside tonight, well drunk
LEVELING UP and sweetly embraced?”
Once a character receives a certain number of experi- For answer the Gray Mouser drew from his belt a ratskin pouch
ence points, he advances a level. However, the amount and slapped it by its drawstrings against his palm. It flattened as it
of XP allocated should never advance a character more hit and nothing chinked. For good measure he writhed at Fafhrd
than one level per gaming session. As a rule of thumb, it the backs of his ten fingers, all ringless. Fafhrd grinned again and
should take at least two to three adventures for a char- said to the dusky space around them, which was now filled with
acter to advance a level (with the exception of 1st level). the finest mist, the fog’s forerunner, “Now that’s a strange thing.
We’ve won I know not how many jewels and oddments of gold
Upon obtaining a certain amount of experience points and electrum in our adventuring - and even letters of credit on the
a character may advance a level. The amount of XP Guild of the Grain Merchants. Where have they all flown to? - the
required is listed in Table 8-1: Level Progression. All credit-letters on parchment wings, the jewels jetting fire like tiny
character classes use the same advancement table. red and green and pearly cuttlefish. Why aren’t we rich?”
Once enough experience points are acquired to advance The Mouser snorted, “Because you dribble away our get on worth-
a level, the character must train for the number of less drabs, or oftener still pour it out for some noble whim - some
weeks equal to the level reached before receiving the plot of bogus angels to storm the walls of Hell. Meantime I stay
benefits of that level. For example, a 6th level cleric, upon poor nursemaiding you.”
acquiring the experience points necessary to reach 7th - SWORDS IN THE MIST
level, must train for 7 weeks before receiving the The Third Book of Fafhrd and the Gray Mouser
benefits of that level. Once training is completed, by Fritz Leiber
112 the character gains the benefits of leveling up.
Q
DEVELOPMENT POINTS
When you level up, you should mark the following on
Development points were created with the following two
your character sheet:
goals in mind:
Level Benefit - Receive a new benefit. This could be:
1. Provide a way of to reward players for actively participating
a new trait, an additional fate point, a new aspect or
and adding to the game.
an ability score increase. What benefit is received for
advancing to a certain level is listed in Table 8-1 above. 2. Circumventing what remains of the class system in Aspects of
Fantasy.
Additional Hit Points - You receive additional hit points
based on your class, plus/minus any Con modifiers (but We have been asked why we didn’t combine experience points with
always at least 1 hp). development points - both have a similar function in that they pro-
vide a way for characters to advance. The reason is simple, while
Level Bonus Increase (Attributes) - At least some of
your attributes will receive a level bonus increase of +1. similar, both provide advancement in different ways. We didn’t
If you leveled to an even number all of your primary and want characters hoarding experience points instead of buying fate
secondary attributes receive a level bonus increase, if points and making language rolls. We WANT characters to actively
it’s an odd level only your primary attributes receive a purchase fate points using development points. We found making
level bonus increase. everything an experience point discourages such transactions.
When an ability score has received a level bonus increase,
the corresponding attribute should be increased as well.
Language Roll
Attack Bonuses - The bonuses for both melee and ranged
1 DP to make a language roll. You can invoke an aspect on
attacks may be increased if a your Strength and/or Dexterity
this roll if appropriate (in which case you will have one less
attributes have been increased.
fate point at the start of your next adventure).
Spells/Rituals - Mages receive a new spell everytime they
level. This spell cannot be greater in level than half a mage’s Aspect Change
level rounded up. 1 DP to change an Aspect. This allows you to change an
Clerics gain a new ritual when they level up 3 times. They aspect from one you no longer think is valid or applicable
simply choose what ritual they want. to one that is. For example: Adelbrecht has an aspect called
‘Naive Idealist’. However, after participating in a series of
See the Chapter 9: Magic Rules on page 122 for more infor-
dark and dangerous adventures which saw a number of his
mation on gaining spells and rituals.
compatriots killed, Adelbrecht’s player believes this aspect
is no longer valid. He spends a DP to change the aspect to
DEVELOPMENT POINTS ‘Haunted Realist’.
Characters not only receive experience points after an adven-
ture, they also receive development points (DP). Develop-
ment points are awarded for something the PLAYER does to
add to the game: good roleplaying, problem solving, singing
a song in character, even helping out by tracking initiative
or bringing pizza.
Each action should be worth 1 DP. As a general rule, devel-
opment point awards should never be more than half the
experience points awarded.
Development points can be awarded during gameplay but
can’t be spent until after an adventure or whenever a GM
decides to award XP. (Usually a GM will give a player a red
poker chip or some other marker to represent the develop-
ment point awarded.)
A player does not have to spend his development points but
can save them up to a maximum of 20 DP.
Fate Points
1 DP for one fate point.
Hit Points
1 DP for a temporary hit point. Simply stack the DPs next
to your character sheet. When your character takes damage
these must be the first hit points that are eliminated. Once
gone, they are gone permanently. 113
Gianfranco Bongioanni (Order #25758971)
Chapter 8: GM SECTION
Weapon Proficiency LIGHT AND VISION
10 DP to become proficient in any one weapon you are nor-
In a dungeon, the party’s light source is, of course, crucial.
mally not proficient with. This only allows you to be profi-
Torches may be blown out by gusts of wind or extinguished
cient with one weapon type, not an entire weapon group.
by water or even magic. Various light sources are listed in
For example, the mage Ariss can become proficient with a
“Table 7-4: Listing of Goods and Services” on page 102. A
longsword, but not the Martial Melee weapon group .
quick reference on the illumination they provide is listed
Alternate Trait below in Table 8-2: Light Source Illumination.
15 DP to choose a trait that is not in your trait pool. You can Also listed is the illumination provided by magical weapons
only spend these points when it is time to choose a trait, i.e. with either the Light Giver (LG) or Flaming trait. Three
2nd level, 5th level, 8th level, etc. You must still meet the sample weapons are given, these should give the GM an
requirements for the trait in order to take it. idea of how much illumination is provided by weapons of the
The traits Arcane Gift and Divine Caster cannot be acquired same general size with these traits.
using development points.
Table 8-2: Light Source Illumination
Author Note: This does not allow you to choose an extra
trait! It simply provides a way for characters to pick a trait Light Source Illumination
they normally would not have access to.
Candle Dimly illuminates a ½ Area
MAXIMUM LEVEL (OPTIONAL) Clearly illuminates a ½ Area, dimly
Like a normal D20 game, Aspects of Fantasy is designed to Lamp, Common
illuminates out to an Area
handle characters up to 20th level. However, we have never
been fans of unlimited leveling. Everyone reaches their po- Clearly illuminates in a cone up to
Lantern, Bullseye 2 Areas, dimly illuminates out to 3
tential at some point in their life, why shouldn’t player char-
Areas
acters? For this reason, the maximum level option has been
provided. Clearly illuminates an Area, dimly
Lantern, Hooded
Basically, with this option, once a character reaches 12th illuminates out to 2 Areas
level plus his Intelligence modifier, he has reached his maxi- Clearly illuminates a ½ Area, dimly
mum level. He can no longer advance an additional level. Rushlight
illuminates out to an Area
For example: The mage, Niros Salarin, has an Intelligence
ability score of 19 giving him an Intelligence modifier of +4. Clearly illuminates a ½ Area, dimly
Torch
illuminates out to an Area
His maximum potential level is 16. Note that this limit is not
static, if Niros’ Intelligence ability score is increased to 20 -
thereby increasing his Intelligence modifier to +5 - his maxi- Dagger, Flaming Dimly illuminates a ½ Area
mum potential level becomes 17.
Characters who reach their maximum level may still be Dagger, LG Dimly illuminates an Area
awarded development points, but these points can only be
used for fate points, language rolls, hit points, and aspect Longsword,
Dimly illuminates an Area
changes. Flaming
Limiting level advancement in this way provides a number Clearly illuminates a ½ Area, dimly
Longsword, LG
of benefits: illuminates out to an Area
It gives characters a finite goal. Greatsword, Clearly illuminates a ½ Area, dimly
Intelligence is no longer a ‘dump stat’ for most player Flaming illuminates out to an Area
characters. Clearly illuminates an Area, dimly
Character development is kept sane in a number of Greatsword, LG
illuminates out to 2 Areas
ways.
It’s the rule we use in our own campaign. Note that light sources can be seen from much further away
than the radius of illumination they shed. Approaching light
FALLING will warn intelligent creatures of the approach of surface-
dwellers, perhaps giving them a chance to prepare an
It is inevitable that at some point a character will fall into a ambush. If the party’s light source is visible to creatures
pit, off a wall, or over a cliff. Damage from falling is deter- in the dungeon, the GM should adjust Perception checks
mined as follows: accordingly.
For every 10ft a character falls he takes 1d6 points of
damage. LOW-LIGHT VISION
A character who makes a successful Acrobatics skill Common to most fey (including elves), individuals with low-
check against a DC15 ignores the first 10ft of damage. light vision have eyes that are so sensitive to light that they
can see twice as far as normal in dim light. Low-light vision
After 70ft a character must make a Constitution saving
throw or he is killed by the fall, no matter what the is color vision. A spellcaster with low-light vision can read a
damage result. The DC of the save is: 20 + 1 for every scroll as long as even the tiniest candle flame is next to him
10ft fallen. as a source of light.
For example: A character that falls 110 feet takes Characters with low-light vision can see outdoors on a
11d6 in damage and must make a Constitution save moonlit night as well as they can during the day. Low-light
of 31 to avoid instant death(!). vision has no effect in areas of complete darkness.
114
Gianfranco Bongioanni (Order #25758971)
Chapter 8: GM SECTION
Poisons delivered by injury and contact cannot inflict more 9-10 Both of the above results.
than one dose of poison at a time, but inhaled and ingested
poisons can inflict multiple doses at once. Crafters with the Poison Use trait do not risk poisoning
themselves when using Craft to make poison (though they
Each additional dose extends the total duration of the poison can still fumble and ruin their creation).
(as noted under frequency) by half its total duration. In
addition, each dose of poison increases the DC to resist the Sample Poisons
poison by +2. This increase is cumulative. Multiple doses The following samples represent just some of the possibili-
do not alter the cure conditions of the poison, and meeting ties when creating poisons:
these conditions ends the affliction for all the doses.
For example: Nicodemus, a disreputable rogue, is bit three DRAKESBILE
times in the same round by a trio of gloom spiders, injecting Type: poison (contact)
him with three doses of spider venom. The unfortunate rogue Save: Constitution DC 18
must make a DC 18 Constitution save for the next 8 rounds
(4 + 2 + 2). Fortunately, just one successful save cures Nico- Onset: 1 round; Frequency: 1/minute for 6 minutes
demus of all three doses of the poison. Cure: Save
Effect: 1d3 Constitution ability score damage
Using Poisons Cost: 925gp
Applying poison to a weapon or single piece of ammunition
Description: Named for the burning pain it causes, this
is a major action.
poison is produced using the flower of the rare Purple Lotus.
Application: Whenever a character applies or readies
Temporary Aspect: Burning Pain
a poison for use he must roll a d20, on a roll of 1 he has
exposed himself to the poison - this is considered a fumble. HEMLOCK
If the character’s Dexterity is a secondary attribute, he is
Type: poison (ingested)
exposed to the poison. If Dexterity is a primary, he must
confirm the fumble by making a Dex attribute roll versus Save: Constitution DC 20
a DC of 20. If he fails, the fumble is confirmed and he is Onset: 10 minutes; Frequency: 1/minute for 6 minutes
exposed to the poison. Cure: Save
If exposed to the poison, the character must save against the Effect: 1d6 Dex ability score damage, creatures reduced to
poison as normal. This does not consume the dose of poison. 0 Dexterity suffocates
Characters with the Poison Use trait do not risk accidentally Cost: 650gp
Description: Created from the hemlock plant, hemlock is
a neuromuscular poison that causes trembling, loss of co-
ordination and, ultimately, the fatal paralysis of the upper
respiratory system.
Temporary Aspect: Nerve Damage
SHADOWSPIT
Type: poison (injury)
Save: Constitution DC 17 117
Gianfranco Bongioanni (Order #25758971)
Chapter 8: GM SECTION
Onset: immediate; Frequency: 1/round for 6 rounds leprosy can prove difficult to contract (hence the low initial
Cure: Save DC), few overcome the disease once infected.
Initial Effect: 1 Str ability score drain Leprosy results in skin lesions, extreme nasal congestion,
Cost: 250gp and wounds that do not heal. These wounds slowly cause
a rotting away of skin and other tissues. The ravages of
Description: A thick, inky black poison that is applied to the disease start at the victim’s outer extremities (fingers,
blades. Often used by orcs. toes, nose, etc) and proceed inward. Eventually these rotted
Temporary Aspect: Pain Flares Up extremities develop secondary infections which cause them
to drop off. The more advanced the disease, the more horrific
WYVERN POISON in appearance a victim becomes.
Type: poison (injury) When exposed to leprosy, a character must make a DC 10
Save: Constitution DC 17 Constitution save to avoid being afflicted by the disease. If he
Frequency: 1/round for 6 rounds fails, once the affliction’s incubation time passes and symp-
toms begin showing, the save to avoid the diseases affects
Cure: Save
increases to DC 22. Suffering from a slow deterioration,
Effect: 1d4 Con ability score damage particularly hardy lepers can remain quite active for years
Cost: 2000gp after first exhibiting signs of the disease.
Description: Harvested from the poison gland of a wyvern, TETANUS
this is a favorite poison of assassins – when they can get it.
Type: disease, injury
Temporary Aspect: Occasional Nausea
Save: Constitution DC 14
DISEASE Onset: 1d6 days; Frequency: 1/day
From a plague devastating a remote village, to the touch of Effect: 1d4 Dexterity damage and 50% chance stiffened jaw
a rotting zombie, disease is a serious threat to adventurers. muscles prevent speech for the next 24 hours.
The diseases listed below should add an interesting facet to Description: Tetanus is characterized by the contraction of
any fantasy/medieval campaign. the muscles of the skeleton. Infection generally occurs when
a dirty (contaminated) weapon causes a cut or deep punc-
Most diseases can be cured by saving throws or by spells ture wound. As the infection courses though a victim’s body,
such as remove disease or rituals like sacred touch. However, muscle spasms develop in the jaw (thus the name “lockjaw”)
certain diseases might have an affliction spell resistance and elsewhere in the body.
(see above) which makes them harder to cure using spells
or rituals. The filthy weapons of grimlocks, goblins, and orcs are often
sources of tetanus.
Sample Diseases
The following examples represent just some of the diseases INSANITY
characters might encounter: Insanity is an affliction visited upon those who suffer some
sort of extraordinary physical, mental, or spiritual trials.
COMMON COLD Insanity can also be caused by exposure to particularly potent
Type: disease (contact or inhaled) sources of unhinging horror, madness, or alien terrors, such
Save: Constitution DC 12 that the mind simply cannot withstand them. Insanity is a
mind-affecting effect. A propensity for developing an insanity
Onset: 1d3 days; Frequency: 1/day
can be genetic leading to certain families and clans gaining a
Cure: Save reputation for madness.
Effect: Target is tagged with a temporary aspect related to
the cold. Examples of aspects are ‘Chills’, ‘Hacking Cough’, Going Insane
etc. In-game, a person has a chance of going insane every time
Description: The common cold is the most common infec- he suffers a tremendous shock to one of his mental ability
tious disease to affect mankind (and most other races in a score scores - Intelligence, Wisdom, or Charisma. Every time
fantasy world). Symptoms include various forms of misery a creature is reduced to a score of 0 in one of these scores,
such as a cough, runny nose, sore throat, and fever. there is a chance he goes insane. Either roll on Table 8-6:
Insanity List or select an insanity appropriate to what
Elves are immune to the common cold. caused the victim’s ability score to be reduced to 0. You
should make the victim’s saving throw in secret - he should
LEPROSY not know the result, nor the type of insanity that might
Type: disease (contact); afflict him. These effects should play out naturally. Some
insanities (like phobias) take days or even months to trigger
Save: Constitution DC 10 negates, or have effects - for a time they could simply be a temporary
Constitution DC 22 to avoid effects Aspect until the insanity becomes permanent. Other insani-
Spell Resistance: 10 ties (such as paranoia) are immediately obvious.
Onset: 2d4 weeks; Frequency: 1/month Insanity can also be the result of a fumbled Fear save. (See
Effect: 1d2 Charisma damage. If the victim’s Charisma page 115 for more information.)
ability score is reduced to 3 or less, he suffers a further 1d6
At your option, a creature can run the risk of going insane
Dexterity damage as toes and fingers begin to fall off.
under extremely unusual situations, even when his mental
Description: Leprosy is spread by victims of the ability scores are unharmed. A character suffering from
disease through direct - even casual - contact. While long imprisonment might need to make a save against
118
Gianfranco Bongioanni (Order #25758971)
Chapter 8: GM SECTION
developing agoraphobia or claustrophobia. Someone repeat- Description: The horrors one may encounter can sometimes
edly betrayed by allies might have to make a save against cause the mind to shut down and shut out what it doesn’t
developing paranoia. A poor soul whose mind is possessed want to remember. In the process, the person who suffers
by a powerful demon might have to make a save upon being from this insanity loses much of his memory.
exorcized to keep from becoming psychotic.
DELUSION
Insanity can also be inflicted via magic. The spell Insanity
can afflict a target with multiple forms of insanity. Bestow Type: Insanity
Curse can also inflict a single insanity on a foe, although in Save: Wisdom DC 20
this case the insanity is also a curse. Onset: 1d6 days
If you become afflicted with a form of insanity you are already Effect/Description: A delusion causes an individual to hold
suffering from, the current DC of that insanity increases by a belief even when obvious evidence indicates that the belief
+5. is flawed and untrue. As a mental disorder, delusions can
cause someone to believe they are someone or something
Curing Insanity they obviously are not, i.e. Ferdrik the peasant who believes
All insanities have a DC that represents the insanity’s himself to be Duke Ferdrik III of Fresslund.
strength. An insanity’s DC indicates the Wisdom save you
HOMICIDAL MANIA
need to roll in order to resist contracting the insanity when
you are initially exposed to it; this DC is also what you need Type: Insanity
in order to make a recovery. Recovering from an insanity Save: Wisdom DC 20
naturally is a lengthy process - once per week, you make Onset: 1d10 days
a Wisdom save against the insanity’s current DC. If you
succeed on this save, the insanity’s DC is reduced by a Effect: The individual must make a DC20 Wisdom save once
a week, if he fails he must kill.
number of points equal to your Charisma bonus (minimum
of 1). You continue to suffer the full effects of the insanity Description: The individual has an insatiable urge to kill
until its DC is reduced to 0, at which point you are cured and will do everything in his power to do so.
and the insanity vanishes completely.
HYPOCHONDRIA
Spells such as remove insanity or rituals like sacred touch
Type: Insanity
cures a target of all insanity.
Save: Wisdom DC 20
Insanity Aspects Onset: 1d3 days
Even if their saves are successful, characters might want to Effect: At the beginning of each session the individual with
take one of these insanities as an Aspect. Insanity Aspects this mental disorder must make a DC20 Wisdom save. If
are simply a milder form of the insanity which doesn’t inflict failed, the individual will believe himself suffering from some
permanent penalties on the character, but can be compelled illness and should be tagged with a temporary aspect like
and – in certain situations – invoked. ‘Sickly’ or “I feel horrible”.
PHOBIA
Type: Insanity
LANGUAGES
Save: Wisdom DC 17 Characters begin play being fully fluent in their racial tongue
and the Common Tongue if they are not human. However,
Onset: 1 day characters do not choose additional languages during char-
Effect: A phobic character is -2 to all rolls when the source acter creation. Instead, upon encountering a new language,
of his or her phobia is made obvious. If a phobic character is characters roll to see if they know the language or not.
directly confronted by his phobia he must make a Fear save
verse a DC 17. LANGUAGE ROLL
Description: The character suffers from a strong and When a character comes into contact with another language
completely irrational fear of some substance, creature, or have them make a d20 roll versus the language DC. Add
situation (which is oftentimes commonplace). The following the character’s Intelligence attribute. If the character rolls
is a small list of certain types of phobias: at or above the DC he knows the language having learned it
sometime in his past. If the roll fails he does not know the
1. Acrophobia - Heights language.
2. Alektorophobia - Chickens By default, the DC for this roll is DC10. However, if the
language is somewhat obscure the DC is 15. If the language
3. Allurophobia - Cats
is considered exotic the DC is 20. If it is an ancient, dead
4. Algophobia - Pain language the DC is 25 or even 30. Modern day equivalents
for an English speaker might be:
5. Arachnophobia - Spider
Spanish, French, German – DC10
6. Claustrophobia - Enclosed Spaces Russian, Turkish – DC15
7. Cynophobia - Dogs Farsi, Japanese – DC20
8. Hemophobia - Blood Aramaic – DC25
Sumerian – DC30
9. Necrophobia - Death
Sample languages from the author’s own campaign world are
10. Nyctophobia - Night
provided as a guideline. The DCs provided are for a typical
11. Ophidiophobia - Snakes human adventurer. Other races might have different DCs,
dwarves might have a DC10 for Nom, witchbloods might
12. Pyrophobia - Fire have a DC10 for Shadowtongue, etc.
This list is by no means exhaustive as there are literally Example of a Language Roll: Ternil and Ariss enter a roughly
hundreds of phobias. However, if you quickly need a random worked cave. An opening to their left leads to a dimly lit
phobia roll 1d12 on the list above. chamber from which echoes harsh voices speaking a guttural
and ugly tongue. The speakers are orcs and the language is
SCHIZOPHRENIA Shadowtongue. Neither Ariss nor Ternil have ever rolled to see
Type: Insanity if they know Shadowtongue. Both characters make an Intelli-
Save: Wisdom DC 17 gence attribute check. Ariss is 4th level and one of his Primary
Attributes is Intelligence which is an 18. So Ariss’s Intelligence
Onset: 1d6 days
attribute is an 8 (+4 for level, +4 Int bonus). Shadowtongue
Effect: –4 penalty on all Wisdom and Charisma-based skill has a DC of 15. Ariss rolls a 12 on a d20, with his +8 bonus
checks; chance of becoming confused (see below). his total is 20, more than enough. Ariss knows Shadowtongue
Description: A schizophrenic character has lost his grip on and writes it on his character sheet under ‘Languages’.
reality, and can no longer tell the difference between what Ternil is also 4th level, but Intelligence is a Secondary Attribute
is real and what is not. The individual becomes increasingly and his Intelligence is 10, so his Intelligence attribute is only
unstable and will oftentimes hear voices. These constant a 2 (+2 for ½ level, +0 Int bonus). He rolls an 11 to which is
hallucinations cause the schizophrenic to appear erratic, added his Intelligence attribute of +2 for a total of 13. Not
chaotic, and unpredictable to others. Each time a schizo- enough to equal or beat the DC of 15. Ternil does not know
phrenic character finds himself in a stressful situation Shadowtongue. (Ternil’s player might want to write this down
(such as combat) he must make a Wisdom save against his on the back of his character sheet.)
insanity’s current DC. Failure indicates that the character is
stunned for 1d6 rounds. Language Limits
The maximum number of languages a character can know
SUICIDAL MANIA
is 5 + Int modifier. So a character with an Intelligence of 7
Type: Insanity can potentially know a maximum of 3 languages (5 - 2 Int
Save: Wisdom DC 15 modifier), someone with an Intelligence of 18 can know 9. An
Onset: 1 day character with the Linguist trait does not have a limit on how
many languages she can know (see page 62).
Effect/Description: The character is driven to self-
harm. He or she may never flee from combat or any Development points can be used to learn languages (see
120 kind of dangerous situation. Faced with a pit or page 113).
Sample Languages
Here is a sample list of the languages available in the author’s campaign:
Auld Draken (DC25): The ancient, complex tongue of the dragons. The language is quite difficult to learn and speak.
Brennish (“Common Tongue”) (N/A): Tongue originally spoken in Brennland and the Cernin Peninsula. Spread dur-
ing the Brennish Protectorate and used by the Merchant League as their Trade Tongue – or ‘Common Tongue’. All start-
ing characters know this language.
Deepspeak (DC15): Tongue of the virbolg and other creatures which inhabit the lightless places underground.
Elvish (DC20): Melodious tongue of the elves and their sires, the shee. Also spoken by many fey folk, though those who
are dark and cruel in nature tend to speak the Shadowtongue.
Fomorku (DC20): Debased form of High Fomorian, the primitive nature of the language matches the decline of the
fomorian race.
Gammer (DC10): The language of the goblins and hobs is basically a form of Elvish, though many goblins now speak a
debased form of Brennish or the Shadowtongue. Certain fey, such as the loathsome redcaps, speak a form of Gammer.
Gnoll (DC 15): Harsh, barking tongue of the gnolls. Though it does not match any other tongue in terms of origin or
syntax, it is not very complex.
High Fomorian (DC30): Ancient, dead tongue of the fomorian giants. Known by only a few elven sages and dwarven
loremasters.
Infernum (DC 20): Language of demons, devils and other evil spirits.
Jotun (DC25): This is the language of the jotun (the greater giants). It is a slow, laborious tongue; most mortals have
neither the time nor fortitude to learn Jotun.
K’zruvik (DC30): Foul, inhuman tongue used by gibbering cultists and insane scholars to call upon the Lords of the
Void. This strange tongue is also spoken by grimlocks and other foul entities. Loathsome tomes filled with forbidden
spells written in K’zruvik can sometime be found in ancient tombs and forgotten ruins.
Kellic (DC10): Language spoken in parts of Caledon and Malkwydd, as well as in the island kingdom of Malmuden.
Language is also spoken by certain fey, including the clurichauns.
Ipthos (DC25): This is the tongue of Erygia, an ancient desert kingdom that existed millennia ago. Its people were ruled
by sorcerer kings who mastered many dark and arcane arts. Ipthos is a dead language, but is still used in certain spells
and magic rites.
Khuzada (Dwarven) (DC15): This is the deep, sonorous tongue of the dwarves. It is also spoken by their evil kin, the
duergar.
Laventi (DC10): The language of the old Lorlamin Empire and the liturgical language of the Holy Sidnostik Church.
Most scholars and wizards use Laventi for their various writings.
Nithic (DC20): The tongue of the nith nomads.
Nordrik: (DC 15): Tongue spoken in the lands of the vulkagoths.
Nom (DC15): Language of the gnomes (though gnomes almost always speak the dominant tongue of the kingdom where
they reside). It is related to Khuzada but is much more melodic.
Paerani (DC10): This is the language of the kingdoms of Coranth and Dalmaria. It is also the dominant tongue of the
Pelantine Empire.
Runik (DC15): Related to Kellic, Runik is the language spoken by the Rune Kings of Malmuden and is used in their
magic rituals. The language was said to have been first used by the Druids of the Moon, a mystical sect which once
ruled the Malmuden Isles and the Kingdom of Malkwydd.
Shadowtongue (DC15): The tongue of the Shadow Empyrean, spoken by dwimmerlokes, orcs, svart alfar, demons,
devils and other dark entities. In addition, this language is used for summoning and the casting of dark spells.
Tautonspiel (DC10): The language of the tautonik barbarians. The tongue is still spoken by many in the Middenreik
and the Vale States. The tongue is related to Nordrik, the tongue of the vulkagoths.
Ursk (DC15): The language of the Urskov Empire and surrounding realms.
Vilantean (DC22): The language of the ancient Vilantean Empire, a great realm across the Grantanic Ocean that was
swept away in the Great Deluge around two thousand years ago. Though a dead language, Vilantean is often spoken
when invoking spells and many old, crumbling spell books are written in this language.
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CHAPTER 9: MAGIC RULES
GENERAL RULES
Q
There are two kinds of spells in Aspects of Fantasy, Arcane MAGIC USING SKILL CHECKS
spells and Divine spells (or rituals). Arcane spells are cast by So why use Spellcraft and Channeling skill checks for
magic users while divine rituals are cast by clerics. Arcane arcane and divine magic? After all, it does add an ex-
magic is said to come from the aether, the spiritual energy tra die roll and a little more complexity to the game.
that encompasses the physical world. Magicians can tap
The reason is simple, we wanted a magic system that allowed
into the aether, gather it, and manipulate it into a spell.
Conversely, divine magic is made up of energy gifted by a the mage and cleric to invoke aspects when using the powers
god or gods. This energy is manipulated by a priest and cast they are most associated with. Skill checks to cast spells and
as a ritual. rituals allow mages and clerics to do that.
Saving Throws
Many spells, be they divine or arcane, have saving throws ARCANE CASTERS
associated with them. When an individual is targeted by a To cast Arcane Spells, you must have the trait Arcane Gift.
spell, he can sometimes lessen its effects with a successful Only those with this trait can tap into the aether and manip-
saving throw. ulate the forces of magic. Arcane spells are acquired as a
result of long study and diligent practice. To cast a spell,
A saving throw against a caster’s spell has a DC of 10 + the
the magic user must have the spell scribed in his or her
level of the spell + caster’s relevant ability modifier (Intel-
spell book and have memorized it. Because of the potential
ligence for a mage, Wisdom/Charisma for a cleric).
consequences of Vexes (magic fumbles, see “Table 9-5: Vex
Each spell’s description will note if a saving throw is appro- Effects” on page 127), mages always write their spells in a
priate or not. If it is appropriate, it will also note what ability spellbook and often carry a smaller version of their spellbook
score should be used for the saving throw. with them.
Q
The number of essence points a mage has at the start of
In most D20 games, spells often fail completely if the a scene is determined by his casting level plus the roll of
target of the spell makes his saving throw. Success is an essence point die. What type of die is rolled for essence
points is determined by a mage’s caster level and is listed on
thus determined by one roll. However, in Aspects of Fantasy, Table 9-1: Essence Point Die Per Caster Level.
magic users already make a Spellcraft roll to determine suc-
cess. It’s thus a little unfair for a spellcaster to make an often Essence points are reset to 0 at the start of each scene with
one exception: if any of the mage’s spells with a duration
difficult Spellcraft skill check only to have the spell fail anyway other than permanent are still in effect from a previous
when the target makes his saving throw. For this reason, while scene, those essence points are subtracted from the essence
spells still have associated saving throws, a successful saving point die roll, even if the spell’s duration ends during the
throw only mitigates the effects of a spell, it does not negate current encounter.
the spell. For example, in most D20 games the effects of a
Sleep spell are negated on a successful save - the target does Essence Points = Caster Level + Essence Point
not fall asleep. In AoF, the target of a sleep spell becomes Fa- Die Roll
tigued on a successful save.
Thus, almost all successfully cast offensive spells in Aspects Fate Points and Essence
of Fantasy have some effect even if a spell’s overall effect is Once per scene, a you can spend a fate point to roll an
lessened by a successful save. essence point die and add the result to your current number
of essence points.
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Table 9-1: Essence Point Die Per Caster Level
Q
THE ESSENCE POINT SYSTEM
Caster Level Essence Point Die The magic system used in Aspects of Fantasy is based
1 1d3 in part on systems presented in various other D20
products. The idea behind this system is that players no lon-
2-3 1d4
ger have to wait until their mage has rested for 8 hours be-
4-5 1d5 fore they get their spells back. In a typical D20 game, players
6-7 1d6 often camp or ‘hole up’ somewhere waiting for their magic
users spells to be reset, a wholly artificial meta-game con-
8-9 1d8 trivance. AoF eliminates this practice by using a dynamic
10-11 1d10 spell point system which has the added benefits of making
spellcasters more flexible and the casting of magic a bit more
12-13 1d12
unpredictable.
14-15 2d12
16-17 3d12 SPELLCRAFT MODIFIERS
18-19 4d12 You must be fully committed mentally and physically to cast
20-21 5d12 a spell. Anything that might distract you makes it that much
harder to work magic.
For Example: At the start of an scene Ariss Firethorn, 6th level The following are distractions or impediments that modify
mage (wizard), rolls 1d6 and adds the result to an amount your Spellcraft skill check. All of these modifiers stack:
equal to his level. He rolls a 3 and adds it to the amount of his
level giving him 9 total essence points for the current scene.
However, he still has a superior mage armor spell in effect
from a prior scene. Superior mage armor is a 3rd level spell, so
Ariss subtracts 3 from his essence points giving him a starting
total 6 essence points.
N
Thrang twisted about. He saw Mazirian and came charging level of the spell plus a mage’s intelligence. It normally
on all fours, venting roars of wild passion. Mazirian later takes 5 days to learn a spell, with the following modi-
wondered if the ghoul had cast some sort of spell, for a fiers:
strange paralysis strove to bind his brain. Perhaps the spell lay in Add one day per level of the spell.
the sight of Thrang’s raging graywhite face, the great arms thrust
Subtract one day per point of a mage’s Intelligence
out to grasp. modifier.
Mazirian shook off the spell, if such it were, and uttered a spell
For example: The wizard Eldenwhite attempts to
of his own, and all the valley was lit by streaming darts of fire, learn the Lightning Bolt spell. It is a 3rd level spell so it
lashing in from all directions to split Thrang’s blundering body in normally would take 8 (5 + 3) days to learn. However,
a thousand places. This was the Excellent Prismatic Spray - many- Eldenwhite’s Intelligence is 18 so he has a modifier of
colored stabbing lines. Thrang was dead almost at once, purple +4. Hence, it will take the wizard 4 (8 - 4) days to learn
blood flowing from countless holes where the radiant rain had the spell.
pierced him. Author Note: Normally, learning a spell is done during
-THE DYING EARTH by Jack Vance down time, in between adventures. These detailed rules
are provided and become relevant when you suffer a
‘Spell Forget’ due to a vex effect.
Mage Pouch
Almost all castings require material components of some Adding Spells to a Spellbook
sort to help focus and mold a spell. While casting spells can Mages can add new spells to their spellbooks through two
be done without material components, doing so imposes -10 methods.
penalty to the Spellcraft check.
Instead of tracking all the components needed to cast a spell, Spells Gained at a New Level
casters are assumed to be carrying a mage pouch with all
Mages perform a certain amount of spell research between
necessary components. This mage pouch abstractly handles
adventures. Each time a character attains a new level, he
material spell components in the game. It only has to be
gains one spell of his choice to add to his spellbook. This
‘restocked’ when a caster levels up. As the caster levels up
free spell cannot be greater in level than half a mage’s level
he is able to cast more spells, as well as cast more powerful
spells. For this reason, a caster’s mage pouch gets more rounded up. So a 3rd or 4th level mage, can only learn a 2nd
expensive as he goes up in level. The cost is 50gp x the level level spell, a 5th and 6th level mage can only learn 3rd level
of the caster. If for some reason a caster cannot pay the full spell, and so on.
amount his Spellcraft checks suffer. For every 1/5 of the A mage can choose any spell of the appropriate level listed in
price a caster cannot pay, he receives a -2 penalty to all of this book as his free spell, unless the GM forbids it.
his Spellcraft skill checks.
For example: Melchior, a 5th level caster, has fallen on hard Spells Copied from Another’s Source
times and is only able to buy 150gp worth of components for A mage can also add a spell to her book whenever she encoun-
his mage pouch. Since a 5th level caster must normally pay ters one on a scroll (though not a magic scroll – see below)
250gp for his components Melchior receives a -4 penalty to or in another mage’s spellbook. This is one of the primary
his Spellcraft skill checks. He suffers this penalty until he can
reasons a magic user risks his life in old haunted ruins and
purchase the additional components for 100gp.
trap filled tombs, the chance to find some forgotten spell or
eldritch ritual.
Cantrips
Cantrips are essentially minor enchantments that are No matter what the spell’s source, the mage must know the
learned during a mage’s apprenticeship. Each background language in which the spell is written. Next, he must spend a
has an associated cantrip which can be used by a mage with day studying the spell. At the end of the day, he must make a
that background at any time. A cantrip does not require Spellcraft check (DC 15 + spell’s level). If the check succeeds,
a Spellcraft skill check nor essence points to use and can the magic user understands the spell and can copy it into
essentially be used at anytime. her spellbook (see Writing a New Spell into a Spellbook,
below). The process leaves the spellbook that the spell was
Mages can learn the spells listed under cantrips, but as 1st
copied from unharmed.
level spells, not as cantrips (that is why they are listed as
‘Cantrip/1’ in the spell lists). Only the cantrip listed for a If the check fails, the mage cannot understand or copy the
mage’s background can be used by a mage as a cantrip. spell. He cannot attempt to copy that spell again until he
Optional Rule: A mage can choose an additional cantrip gains another level. Once a spell has been copied it can be
from the list of cantrips every 4 levels. So a 4th level mage learned.
can choose a 2nd cantrip, at 8th level a 3rd cantrip, and so
on. Writing in a Spellbook
No matter the source, once a mage understands a new spell
GAINING & LEARNING SPELLS he can record it into his spellbook.
One does not just learn a spell by reading and memorization,
Time: The process takes 24 hours, regardless of the spell’s
though that is certainly important. You have to use inflec-
level and should be done in one sitting.
tion where appropriate when speaking a spell, make sure
the mind is focused on the words spoken, and perform Space in the Spellbook: A spell takes up one page of the
the proper somatic movements when and where re- spellbook per spell level. By tradition, a spellbook has 111
124 quired. pages.
01. Confidence: Your success has given you confidence. Receive a Fate Point.
Spirit Wind: A strange spirit wind surrounds you for the rest of the scene.
02. Not only does it cause your cloak to move about you ominously, it gives
you a +4 bonus to your AC versus missile weapons.
Aether Surge - Doubled: One of the spell’s traits is doubled. This can
03. be range, area of effect, duration, or damage. Caster decides what trait
is doubled.
Spell Burn: No essence points are used in the casting of this spell. If this
04.
is the last spell cast in the scene, you receive a Fate Point.
Electrical Side Effect: If the spell is an offensive spell that inflicts damage
on a target, you do an additional 2d8 in electricity damage to each target
05
of the spell. If it is any other type of spell you receive Damage Resistance
versus electricity until the next sunrise or sunset, whichever comes later.
Flame Side Effect: If the spell is an offensive spell that inflicts damage
on a target, you do an additional 2d10 in fire damage to each target of the
06.
spell. If it is any other type of spell you receive Damage Resistance versus
fire until the next sunrise or sunset, whichever comes later.
Expertly Cast Spell: All variable effects, such as damage and duration,
are maxed out. If the spell normally allows a saving throw, the saving
07.
throw automatically fails. If this is not appropriate for the spell cast,
receive a fate point.
Aether Surge - Tripled: One aspect of the spell is tripled. This can be
10. range, area of effect, duration, or damage. Caster decides what aspect is
tripled.
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01. Bloody Eyes: Your eyes bleed. This strange, somewhat disquieting effect lasts for an hour. No other effect.
Nimbus of Light: You glow with a strange light that makes you easy to see and hit. The effect lasts for the
02.
entire scene. Anyone targeting you with a ranged attack received a +2 bonus while the affect lasts.
Demon’s Breath: All food within the same Area you are in goes bad. Meat spoils, wine turns to vinegar, even
03.
the water that is being carried goes green.
04. Spell Pall: Caster cannot throw the spell he just threw until the next sunrise or sunset, whatever is later.
Essence Thunder: Magic inversion causes a noise comparable to a thunderclap, scaring the crap out of your
05
mates and alerting everyone (and everything) within a mile of your presence.
Magic Flux: Caster takes 1d3 points of damage per level of the spell cast as he receives the equivalent of an
06.
electric shock.
08. Spell Fatigue: You cannot cast any spells for 1d5 rounds.
09. Backlash: Magic backlash causes caster to be stunned for the rest of the encounter.
Spell Blindness: You are blinded by a backlash of power from the failed spell. This lasts for the rest of the
10.
scene.
Sulfuric Miasma: A horrid greenish cloud reeking of brimstone and other loathsome smells is summoned,
11. and it is centered on the caster. Equal to a Stinking Cloud (see page 158) spell cast by a 5th level mage
(DC17).
Severe Magic Flux: An aether flux causes you to take 1d6 points of damage per level of the spell cast. You
12.
are also dazed for 1 round.
Face Blast: A bright flash of magic explodes in your face. You sustain 1d10 in damage and are blinded for
13.
the rest of the scene.
Spell Forget: Spell sucks the memory of itself from your mind. You have to relearn the spell, a process that
14.
can take days. (See “Learning & Relearning Spells” on page 124.)
Spell Forget plus Fatigue: Spell sucks the memory of itself from your mind. You have to relearn the spell.
15.
In addition, you are fatigued for the rest of the scene.
Spell Forget plus Stunned: Spell sucks the memory of itself from your mind. You have to relearn the spell.
16.
In addition, you are stunned for the rest of the scene.
Spell Forget plus Magic Flux: Spell sucks the memory of itself from your mind. You have to relearn the spell.
17.
In addition, you receive internal damage equal to 1d4 points of damage per level of the spell cast.
Turned to a Toad: You turn into toad for the rest of the scene, laying amongst your robes and equipment.
18. Your AC is 2, Strength is 3, Dex is 11, Charisma is 1. All other stats remain the same and you have the same
number of hit points. You can’t throw spells or talk while in froggy form. Good luck…
Essence Backlash: Raw essence explodes around you. Receive 1d8 points of damage per level of the spell
19
cast.
Lightning Backlash: Lightning from the spell cast explodes around you. Receive 1d10 points of damage per
20.
level of the spell cast.
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Chapter 9: Magic Rules
Less than or equal to casting Spell successfully cast. Both mages lose essence
Successful
result equal to the essence cost of the spell.
Less than or equal to casting Spell not successfully cast. Both mages lose essence
Unsuccessful
result equal to the essence cost of the spell.
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N
Running his prayer beads through his fingers, the
DIVINE CASTERS cleric began to chant. Like the symbols he had
Clerics serve as conduits for the Power of the Divine; at least, drawn which were without meaning to Milo, so
that is what they and their followers believe. While there are were the words Milo was able to distinguish, slurred and
similarities between the two, divine casting is different from affected as they were by the intonation Deav Dyne gave
arcane casting as it tends to be much more limited in scope them. But then the ritual the cleric used might be so old
and power. However, it is also much more reliable.
that even those who recited such words to heighten their
Clerics do not ‘cast spells’; instead, they cast rituals. Clerical own trained power of projection and understanding did
rituals are acquired as a result of faithful religious service. not know the original meaning either.
Not all clerics are followers of a God or Gods of Light. Some -QUAG KEEP by Andre Norton
cultists and dark priests are also divine casters who receive
their powers from dark gods, demon princes and even the
Dwellers in the Void. Then, as a major action, the cleric attempts a skill check
using the Channeling skill to cast the rite. Each rite has a
Channeling DC. If the skill check is successful, the invoca-
CASTING RITUALS tion succeeds. If the skill check fails, the invocation fails. In
In most respects, casting Divine spells is the same as casting both cases a Channeling check is expended for the day.
Arcane Spells with the following exceptions:
All Channeling skill checks take a major action to cast unless
Divine casters must have the Divine Caster trait, instead otherwise noted.
of the Arcane Gift trait.
Rituals all have associated rites listed under them. If a
Criticals and Fumbles
cleric knows a ritual he also know the ritual’s rites. Like all skill checks in Aspects of Fantasy, a Channeling
check is subject to the rules governing criticals and fumbles.
A cleric calls upon his faith and makes a Channeling
If the divine caster rolls a critical, he rolls on Table 9-7:
skill check to cast Divine rituals and rites.
Critical Divine Effects (see page 130); if he fumbles, he rolls
Divine casters do not receive cantrips. on Table 9.8: Soul Burn Effects (see page 131).
Divine casters do not make an Essence Points roll per Channeling Modifiers
encounter; instead, a divine caster can only successfully
The following are distractions or impediments that modify
cast a certain number of rites per day (see Divine Casting
your Channeling skill check. All of these modifiers stack. As
Limitations below).
a general rule, it is much easier to cast a ritual than to cast
Divine Casters do not use spell pouches; however, they a spell. Armor does not disrupt invocations and most invoca-
do use their holy symbol as a focus (see Channeling tions do not require any material components.
Modifiers below).
Casting Defensively: If you want to invoke a rite without
provoking a free hack by an opponent you may do so, but at
Divine Casting Limitations a -10 to your Channeling skill check.
As mentioned, divine casters do not make Essence Point
rolls. Instead, they are limited to making a certain number Injury: If you take damage in the same round you try to
of Channeling skill checks per day. For Clerics of Light a day cast a rite (before you cast), you must modify your Chan-
starts and ends at dawn, for cultists and Clerics of Shadow neling skill check by half the damage taken. So if you take 12
it’s dusk. The number of Channeling checks that can be points of damage your Channeling check is modified by a -6.
made are: 1 + Wisdom or Charisma ability Score (player’s Casting Actions: Besides concentrating, you must be able
choice) + (1 per 2 full levels) to do the following actions to cast a ritual:
speak
CHANNELING CHECKS
= 1 + Wisdom or Charisma Ability Score + (1 per 2 full forcefully present holy symbol
levels) If you cannot do one of these actions take a -10 penalty to
your Channeling roll. If you cannot do either of these actions
If the caster makes a Channeling skill check and fails, he you cannot cast a ritual.
does not successfully call upon the divine and cast the
ritual. Failure still counts as a check. He may try again the Gaining Rituals
next round until successful or until he‘s out of Channeling
checks. Successful or not, once the caster uses all of his Clerics memorize their invocations, they do not use
spellbooks.
Channeling skill checks, he cannot cast another ritual until
the next day, with the following exception... Ritual Gained: Clerics start out with two rituals which are
determined by their character background. Every 3 levels
Channeling and Fate Points thereafter, they may choose a new ritual. So a cleric would
Once per scene, you can spend a fate point to make an addi- choose a new ritual at 3rd level, 6th level, 9th level and so
tional Channeling skill check. The fate point is spent whether on. When a cleric learns a ritual he also learns all associated
the check is successful or not. This Channeling check does rites listed for the ritual.
not count as one of your checks for the day.
Meditation and Pr ayer
Channeling Skill Check To cast rituals, the cleric must spend at least an hour
First, the cleric must chooses a ritual then an associated rite a day in prayer and meditation. The time this is done
to cast. The cleric selects from among the rituals he knows. is usually associated with some daily event (like 129
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Chapter 9: Magic Rules
morning vespers, noon prayer, etc). If some event prevents until the ritual is successfully cast and compel the effects to
a character from praying at the proper time, he must do so be weaker than expected.
as soon as possible. If the character does not stop to pray at
the first opportunity, he must wait until the next day before Note again the difference between something that is condi-
he can cast any rituals. tional and something that is permanently in affect. Casting a
ritual of Light in a cathedral will always add a bonus to any
ASPECTS & CASTING RITUALS Channeling attempt to cast rituals of Light. If a dark priest
Like magic, aspects can be used to help demonstrate the should attempt to cast a ritual of Darkness in the same
mystery of the divine, be it the Powers of Light or Darkness. cathedral he would always suffer a penalty for doing so.
For example, a cleric that does a Channeling skill check
when the first rays of the sun peak over the horizon might Aspects also can be used to discourage ‘meta-gaming’ with
be able to invoke the aspect ‘Morning Light’, while a cultist clerical magic. Characters who use up all of their Chan-
might be able to invoke aspects associated with a moonless neling attempts then immediately camp out or return to
night (‘Night of Darkness and Evil’) or the first hour of the
day (the ‘Witching Hour’). town so they can ‘recharge’ might find their deity displeased
with their temerity. In such situations, the GM could compel
Conversely, a cellar used by a dark cult might have an Area
aspects like ‘Sin of Pride’ or ‘Deity is Displeased’. In some
aspect like ‘Pit of Evil’ that could be compelled when a cleric
of Light attempts a Channeling skill check there. Such ways, this also helps bring the cleric’s deity and religion “to
compels could be a consequence die or the GM could wait life” instead of just being a source of rituals.
Table 9-7: Critical Divine Effects
01. Inspiration: You receive a +4 bonus to your next Channeling skill check.
God Touched: You have drawn the notice of either your God or one of his minions. All of your ritual related
02.
healing and damage dice have the explode(1) trait until the next sunrise or sunset, whichever comes later.
Divine Surge - Doubled: One effect of the ritual has been doubled. This can be range, area of effect, duration,
03.
healing or damage. Caster decides what effect has been doubled.
Inspire Allies: Your allies feel the presence of the divine after you cast your ritual and are suitably inspired.
04.
They receive a +2 bonus to all d20 rolls for the rest of the scene.
Bolt from the Blue: If the invocation is an offensive spell that inflicts damage on a target, you do an addi-
tional 2d8 in Light damage (or Shadow damage if cultist) to each target of the spell. If it is any other type
05
of invocation you receive Damage Resistance versus electricity until the next sunrise or sunset, whichever
comes later.
Flames of Perdition: If the invocation is an offensive spell that inflicts damage on a target, you do an addi-
06. tional 2d10 in Light damage (or Shadow damage if cultist) to each target of the spell. If it is any other type
of ritual you receive Damage Resistance versus fire until the next sunrise or sunset, whichever comes later.
Expertly Cast Ritual: All variable effects, such as damage and duration, are maxed out. If the ritual normally
07.
allows a saving throw, the saving throw automatically fails.
Presence of the Divine: You have come to the attention of your God. You receive a +4 bonus to your Chan-
08.
neling skill checks until the next sunrise (for clerics of Light) or the next sunset (for clerics of Shadow).
09. Blessed: You are blessed by your deity. In game terms, you receive a Fate Point.
Divine Surge - Tripled: One effect of the spell has been tripled. This can be range, area of effect, duration,
10.
healing or damage. Caster decides what effect has been tripled.
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Table 9-8: Soul Burn Effects
Holy Eyes: Your eyes glow with the holy light of your god. The effect lights up an entire Area in front of the
character. Closing one’s eyes only dims the light to around 1/2 an Area. The affect lasts for roughly one
01.
hour. Anyone targeting you with a ranged attack receives a +2 bonus while the affect lasts. This effect can be
compelled by your enemies, but it can also be invoked by you on Intimidation skill checks.
02. God Touch: Caster takes 1d3 points of damage as he receives the equivalent of an electric shock.
Nimbus of Holy Light: You glow with a holy light, lighting up an entire Area. There’s no way to hide the
light. The affect lasts for roughly one hour. Anyone targeting you with a ranged attack receives a +4 bonus
03.
while the affect lasts. This effect can be compelled by your enemies, but it can also be invoked by you on
Intimidation skill checks.
04. Backlash: Backlash from mishandled divine energy causes you to be stunned for 1d3 rounds.
Spell Fatigue: You cannot use Fate Points to make additional Channeling skill checks for the rest of the day
05.
(until the next sunrise or sunset – whichever comes later).
Stigmata: You mimic some sort of wound inflicted on your god or one of his saints or servants. If there is no
06. such wound, then the cleric bleeds from his eyes. You take 1d6 in damage from the stigmata. The signs of
the stigmata disappear either during the next sunrise or sunset, whichever comes first.
Divine Thunder: Ritual causes a noise comparable to a thunderclap, alerting everyone (and everything)
07.
within a mile of the presence of the divine.
08. Deaf: You are suddenly deaf until healed (DC15 Heal check) or a heal rite is cast upon you.
Divine Displeasure: You have done something to displease your god while calling upon his or her divine
09. favor. Perhaps you were thinking impure thoughts or perhaps you were not in the right frame of mind. For
this reason, you can make no Channeling skill checks for this scene and the next.
10. Blindness: You are blinded for 1d3 rounds by the divine energy coursing through your body
Sickened: Channeling the divine strains your stamina and gives you a very bad headache. You are dazed
11.
for the rest of the encounter.
Glimpse of the Divine: While attempting to channel the divine you have a vision of the divine; at least, that
12.
is what you believe. You suffer from the stunned condition for the rest of the encounter.
Sacrifice Yourself: Your failed Channeling attempt feeds on some of your own stamina. Take 1d10 points
13.
of damage.
14. Divine Disconnect: You cannot cast a ritual until the next sunrise or sunset, whichever comes first.
15. Weary: Focusing the power of the divine has suddenly left you weak. You are now fatigued.
Nausea: Focusing the power of the divine overwhelms your stamina and makes you sick and dizzy. You are
16.
nauseated for the rest of the scene. (See “Nauseated” on page 93.)
Exhausted and Spent: Trying to control the will of the Divine has left you completely exhausted. You now
17.
suffer from the exhausted condition.
Soul Flux: Backlash causes you to take 1d10 hit points in damage and you are dazed for the rest of the
18.
encounter.
Rapture: While manipulating the power of your deity, you find yourself in the grasp of the divine. You have
strange visions while also experiencing an ‘out of body’ experience. Your comrades see you fall prone, start
19.
gibbering in strange tongues, and generally acting very weird. You are essentially helpless for the entire
scene.
True Stigmata: Like the 06 result, except the caster receives 1d12 in damage. Due to the pain involved, you
20. are at a -2 on all d20 rolls for as long as the ‘true stigmata’ lasts. The true stigmata disappears either during
the next sunrise or sunset, whichever comes first.
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CHAPTER 10: SPELLS & SPELL
DESCRIPTIONS
MAKE SPELLS MAGICAL Mage Panache
Magic in Aspects of Fantasy is based on the fantasy works Let mages do the simple stuff magically, or do ordinary
that helped shape the early fantasy rpg hobby; specifically, actions in an extraordinary way. So a necromancer can kill a
the magic described by Jack Vance, Frank Bellairs, and mouse by touching it, a conjuror never gets wet in a normal
Michael Moorcock. In these works magic evokes a sense of rainstorm, a pyromancer should be able to light his own pipe
wonder and awe. It is something to be feared and respected with a simple word, etc. The trick here is to not let a wizard
by both caster and non-caster alike. While some of these do something that he could not do by normal means. The
elements are built into the rules (aspects, criticals and idea is to enhance the mystery of magic in the game, not the
fumbles, etc) there are other ways to encourage this sort of magical power of the mage.
magic in your own game, listed below are some recommen-
dations for doing so. Of course, all of these recommendation SPELL DESCRIPTION NOTES
are optional; however, by adding some of these concepts into CASTING TIME: Most spells require a major action to cast.
your game you help make sure that magic does not become For this reason, casting times are only listed for those spells
a mundane and tedious rules exercise. whose casting time requires more or less time than a major
action.
Spell Names
RANGE: How far a spell can be thrown. Here are the normal
Give your arcane spells unique names. While the spell names values one finds under range:
that are provided in the lists below are generic, players and
GMs alike are encouraged to come up with their own names Caster: The spell is thrown just on the spellcaster and can
for spells. While most mages know about Burning Hands move with him.
and understand the arcane theories and principles behind Close: The spell can affect anyone or anything within melee
how the spell works, the way each mage learns and casts range, usually around 10ft.
the spell can be very different. Wizards often add their own
style, methods and components to the casting of a spell. Encounter Area: Can only affect a target within the Encounter
When they commit these changes Area the wizard is located in.
to paper they often rename Medium: The spell can affect a
the spell - usually after target outside the encounter
themselves in some way. So area but still fairly close. This
the conjuror Eladrin might usually translates to around
name his Burning Hands spell 200ft.
Eladrin’s Hands of Deadly Flame
because he uses charcoal as the Long: A mage can affect a target at
main component and the flames a distance, generally over 200ft,
produced are blue instead of red… but less than 1000ft.
The GM can also make spell names more inter- TARGET: Normally this either the caster, an indi-
esting. Certain well known spells might be named vidual or individuals, or an Area (or part of an
Area).
after the spellcaster most associated with that spell.
For example, in the author’s campaign the ‘Sleep’ Cone: Sometimes the target area is a cone or fan
spell is known as ‘Calethrin’s Somnambulant shaped area originating from the spellcaster. What
Slumber’, so named for a wicked mage named Calethrin targets this can affect is adjudicated by the GM. For a
the Lecher who used the spell to kidnap young maidens. more random result, a good rule of thumb is 2 targets +
1d6 for medium targets or 1 target + 1d3 large targets.
Describe Spells DURATION: This refers to the length of time that the spell’s
Encourage both mage and cleric players to describe the magic remains “magical.” Thus a permanent duration means
successful casting of their spells. For example, instead of a that the spell creates an enchantment that lasts until coun-
wizard player mumbling “I fire a magic missile at the guy”, terspelled. A spell with instantaneous duration is a spell that
he might instead say, “I raise my hand towards my foe, causes a permanent change in the world, but one that no
murmur words of eldritch power, and 3 small stars glowing longer requires a spell to maintain.
blue, green and purple fly from my hand and eviscerate my
SAVING THROW: Indicates if a saving throw is allowed. Also
target.”
under “saving throw”, the notation “half” indicates that if
Being descriptive in this way adds to the verisimilitude of the saving throw is passed, the spell takes half-effect. For
the encounter. While the first statement gets the job example, the saving throw of a fireball indicates half damage.
done, the second emphasizes that the mage wields If a target makes his saving throw, he takes half the damage
132 powers that are mysterious and dangerous. shown on the damage die.
Saving Throw: None Effect: One personal rune or mark, all of which must fit
within 1 square foot.
This spell turns the bones or bodies of dead creatures
Duration: Permanent
into undead skeletons or zombies that follow your
134 spoken commands. The spell actually awakens the Saving Throw: None
This spell allows you to inscribe your personal rune or they have cause to doubt the apparent sounds. Players must
mark, which can consist of no more than six characters. state such disbelief, while the GM will make such determina-
The writing can be visible or invisible. An arcane mark spell tions for monsters and NPCs based on the plausibility of the
enables you to etch the rune upon any substance without audible glamour.
harm to the material upon which it is placed. If an invisible
mark is made, a detect magic spell causes it to glow and be Baleful Polymorph 5
visible, though not necessarily understandable.
Range: Encounter Area
The trait second sight and the spells see invisibility and true Target: One creature
seeing allow the user to see an invisible arcane mark. A read
magic spell reveals the words, if any. The mark cannot be Duration: Permanent
counterspelled, but it can be removed by the caster. Saving Throw: Con negates (see below), Int partial; see text
If an arcane mark is placed on a living being, normal wear As polymorph, except that you change the subject into a
gradually causes the effect to fade in about a month. Small or smaller animal of no more than 1 HD. Examples
include a frog (a favorite of evil witches), rat, weasel, etc. If
Arcane mark must be cast on an object prior to casting
instant summons on the same object (see that spell descrip- the new form would prove fatal to the creature (i.e. turning
tion for details). the target into a fish while on land), apply a +4 bonus on the
save.
Arcane Sphere 1 If the spell succeeds, the subject must also make an Intel-
Range: Medium ligence save. If this second save fails, the creature loses
Target: One creature its extraordinary, supernatural, and spell-like traits, loses
its ability to cast spells (if it had the ability), and gains
Duration: Instantaneous
the aspects, special traits, and Intelligence, Wisdom, and
Saving Throw: None Charisma scores of its new form in place of its own. It still
This spell cause a sphere of glowing energy, about the size of retains its class and level (or HD), as well as all benefits
an apple, to form in your hand. This can be hurtled at a foe deriving therefrom (such as attack bonuses, save bonuses,
which it hits unerringly. and hit points).
An arcane sphere does a base amount of damage which is Incorporeal or gaseous creatures are immune to being poly-
determined by the caster’s level, and is shown in the table morphed, and a creature that is a shapechanger can revert
below. to its natural form as a major action.
The base damage is 1d6 for a 1st level mage. All damage dice
rolled for this spell have the explode trait. Bestow Curse 4
Range: Encounter Area
Level Damage Dice
Target: Creature you can see
1-2 1d6
Duration: Permanent
3-4 1d8
Saving Throw: Dexterity to avert gaze and be slowed for 1
5-6 1d10
rd.
7-8 1d12
You place a curse on the subject using the ‘evil eye’. You
9-10 1d8+1d6 (1d14) must be able to see the target and the target must be able
11-12 2d8 (1d16) to see you.
13-14 2d10 (1d20) Choose one of the following three effects.
15-16 2d12 (1d24) -6 decrease to an ability score (minimum 1).
17+ 3d10 (1d30) -4 penalty on attack rolls, saves, ability checks, and skill
checks.
Audible Glamour 2 Each turn, the target has a 50% chance to act normally;
Range: Medium otherwise, it takes no action.
Duration: Encounter Subject experiences intense clumsiness. Attempting to
Area of Effect: Hearing distance from targeted point run will result in an immediate fall to a prone position.
Anything held in hand (or claw, etc) will be dropped. A
Saving Throw: See below
successful saving throw per scene allows the affected
This spell is, as its name suggests, the creation of illusory creature to act as if under the influence of a slow spell in
sounds. The caster designates a focal point for the spell, order to avoid the curse’s full effects.
which must, of course, be within the spell’s range. The focal
point can be moved by the caster at will until the spell’s You may also invent your own curse, but it should be no
duration expires. The spell can create any type of sound, more powerful than those described above.
but the maximum volume of the noise depends upon the If the target successfully saves he is slowed for 1 round and
caster’s level. A third level caster can produce the noise of
is immune to this spell from this specific caster until the
4 people shouting (or acting more quietly). Each additional
next sunrise or sunset, whichever comes first.
caster level allows the caster to add the sound of four more
people into the illusion. As a benchmark, the sound of an The curse bestowed by this spell cannot be counter-
explosion or landslide would require a caster level of approx- spelled, but it can be removed with a remove curse
imately 8th. Listeners are only entitled to saving throws if spell or rite.
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Chapter 10: Spells
Blight 5 It is treacherous in the extreme to deal with demons, for
Range: Touch they are intelligent and ruthless. They are not, however,
unreliable; since the caster knows the fiend’s true name,
Target: One plant or plant creature it is compelled to abide by any agreements it might make,
Duration: Instantaneous although it might be able to twist the spirit of the agreement
Saving Throw: Constitution half; see text while still abiding to the letter of it.
Certain spells such as spirit-rack can be (and often are) used
This spell withers a single plant of any size. An affected plant
to strengthen the magic user’s hand in any negotiations with
creature takes 1d6 points of damage per level (maximum
a demon.
15d6) and may attempt a Constitution saving throw for half
damage. A plant that isn’t a creature doesn’t receive a save Dealing with demons in this manner is considered the
and immediately withers and dies. blackest of magic and a caster risks his soul when casting
this enchantment. Using this spell even once gains the
This spell has no effect on the soil or surrounding plant life. caster an aspect like ‘Powerful Diabolist’ or ‘Hell Bound’ (GM
Bull’s Strength 2 decides). The aspect can be compelled when dealing with
animals (who will react negatively towards you) or creatures
Range: Touch of Light who may sense the corruption within you.
Target: Creature touched
Duration: Scene
Call Lesser Demon 3
Casting Time: 10 minutes
Saving Throw: None
Range: Encounter Area
The subject becomes stronger. The spell grants a +2 enhance-
ment bonus to a character’s Strength attribute, adding the Target: One summoned demon of up to 5th level
usual benefits to melee attack rolls, melee damage rolls, Duration: Instantaneous
saves, and other uses of the Strength attribute.
Saving Throw: Wisdom negates
Burning Hands 1 By casting this spell, you summon a lesser demon of 5th
level or less. There is a belief among mages that this spell
Range: Encounter Area
was deliberately created by the demonic court and allowed
Target: A roughly ‘cone-shaped’ burst directly in front of the to pass into the hands of mortal spellcasters to tempt and
caster, that can affect up to 6 enemies in an Area. What ultimately corrupt their souls.
targets are affected is determined by the GM.
The demon targeted for summoning gets a Wisdom save. If
Duration: Instantaneous the save succeeds, the creature resists the spell. If the save
Saving Throw: Dexterity half fails, the creature is immediately drawn to your location and
While casting this spell, the magic user touches his or her appears where you designate.
thumbs together, and a sheet of flame explodes from his or You may ask the demon to perform one task for you, and the
her fingers to burn opponents. Any creature in the area of demon may ask for some service or payment in return. The
the flames takes 1d4 points of fire damage per caster level more demanding the task requested, the greater the return
(maximum 5d4). Flammable materials burn if the flames favor asked by the summoned demon.
touch them. A character can extinguish burning items as a
major action. Examples of payment:
A dozen snow white doves must be given to the demon
Cacodemon 7 who proceeds to eat them live after the bargain is made
Casting Time: 6 hours (and only at night) A finger from the mage’s left hand
Range: Encounter Area
Duration: See below
Target: One summoned creature
Saving Throw: None
This spell summons a demon or other fiend (such as a ch-
thonic creature) from the Shadow empyrean into the mate-
rial world. In order to cast the spell, the caster must know
the fiend’s true name, information that is often contained in
forbidden tomes of lost lore.
The spell cannot summon the lesser sorts of demons that
have no personal names, nor is it powerful enough to
summon members of the so-called demonic court. The spell
provides no protection whatsoever against the wrath of the
summoned creature - and make no mistake, the summoned
creature will be extremely resentful of the caster’s temerity.
In general, this spell is cast only with multiple protections
against the summoned fiend, such as a pentacle to contain
the demon and a magic circle to protect the magic user. The
exact nature of any discussions or negotiations with
creatures of the nether planes is, of course, a matter
to be handled in the course of the game, with the GM
136 deciding what the fiend is thinking and how it acts.
N
The tree had not been used much since the Seven Princes’ Detect Magic Cantrip/1
War, and it had not been used at all after the grandfather Range: Encounter Area
of the present Duke Anselm abolished the death penalty in Target: Caster
his lands. That is why Prospero was shocked and horrified to see a
Duration: Scene (concentration)
body dangling from one dead limb. He was relieved a minute later,
though still puzzled, when he saw that it was a crude straw dummy Saving Throw: None
in a ragged brown robe. A piece of paper was pinned to its chest, The caster of this spell is able to detect all enchanted
and when he got close enough to read it, Prospero was shocked objects, creatures, or other things within an Area by
sight, seeing them surrounded by a pale glowing light.
again. The word “Wizard” was written there in the three principal
Only the caster sees the glow.
languages of the South, and under it were large ugly runes that
not many people knew about. They were used when one magician Casting this spell grants a +4 bonus when attempting
wanted to destroy another. to locate hidden magical objects.
-THE FACE IN THE FROST by John Bellairs At the GM’s discretion, certain strong magical
emanations allow the caster to not only detect
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Gianfranco Bongioanni (Order #25758971)
Chapter 10: Spells
You can use the fire trapped object without discharging it, Saving Throw: None
as can any individual to whom the object was specifically A 3-foot-long, blazing beam of red-hot fire springs forth from
attuned when cast. Attuning a fire trapped object to an in- your hand. You wield this bladelike pillar as if it were a hand
weapon. Attacks with the flame blade disregard all armor.
dividual usually involves setting a password that you can
The blade deals 1d8 points of fire damage +1 point per two
share with friends. caster levels (maximum +10). Since the blade is immaterial,
Note: Magic traps such as fire trap are hard to detect and your Strength modifier does not apply to the damage. A flame
disable. A rogue (only) can use the Perception skill to find a blade can ignite combustible materials such as parchment,
fire trap and Disable Device to thwart it. The DC in each case straw, dry sticks, and cloth.
is 29 + level of caster. The spell does not function underwater.
Glass-steel 7 Fog: Fog fills all corridors, obscuring all sight, including
darkvision, beyond close range. A creature within close
Casting Time: 6 hours (see below) range has concealment (attacks have a -4 penalty). Crea-
Range: Touch tures farther away have total concealment (-10 penalty, and
Target: One object the attacker can’t use sight to locate the target).
Duration: Permanent Saving Throw: None
Saving Throw: None Arcane Locks: All doors in the warded area are arcane
This spell grants a glass object the strength of steel, while locked.
retaining its transparent properties. The weight of the object Saving Throw: None
can be no more than 10lbs per caster level. All saving throws
Confusion: Where there are choices in direction - such as a
are made with the assumption that the item is made of steel.
corridor intersection or side passage - a minor confusion-type
The spell takes six hours to cast. It must either be cast effect functions so as to make it 50% probable that intruders
wholly during the day, or wholly at night. If cast during the believe they are going in the opposite direction from the one
day, the glass appears crystal clear. If cast at night, the glass they actually chose. This is an enchantment, mind-affecting
takes on a blue, purple or smoky sheen. effect.
Saving Throw: None
Globe of Invulner ability 6
This spell functions like lesser globe of invulnerability, Lost Doors: One door per caster level appears as if it were
except that it also excludes 4th-level spells and spell- a plain wall.
144 like effects. Saving Throw: Intelligence to disbelieve (if interacted with)
Headsmen’s Caress 5
Range: Medium
Target: One creature
In addition, you can place your choice of one of the following Duration: Instantaneous
five magical effects.
Saving Throw: Constitution for half damage
1. Place Dancing lights in four corridors. You can des-
When you successfully cast this spell, arm extended, you
ignate a simple program that causes the lights to
repeat as long as the guards and wards spell lasts. project a thin arc of energy towards a single target. The arc
Saving Throw: None does 3d8 explode in damage.
2. A magic mouth in two places. If the target fumbles his Constitution save, the arc has sliced
Saving Throw: None through the target’s neck and beheaded him. Depending on
the target, this is usually a fatal occurrence...
3. A stinking cloud in two places. The vapors appear in the
places you designate; they return within 10 minutes
if dispersed by wind while the guards and wards spell
Heart Devourer 8
lasts. Range: Encounter Area
Saving Throw: Constitution negates; see text for stinking Target: One living creature
cloud Duration: Instantaneous
4. A gust of wind in one corridor or room. Saving Throw: Constitution partial
Saving Throw: Constitution negates You can slay any one living creature by magically tearing his
5. A suggestion in one place. You select an area of up to heart from his chest. The mage can do this from a distance,
5 feet square, and any creature who enters or passes with the heart flying into the caster’s outstretched hand. The
through the area receives the suggestion mentally. target can avoid death with a successful Constitution save,
Saving Throw: Wisdom negates. instead taking 3d6 points of damage +1 point per caster
The whole warded area radiates strong magic. level.
Ice Storm 4
Range: Medium
Target: 1 Area or 2 depending on effect, see
below.
Duration: 1 round
Saving Throw: None
The caster may evoke one of two different forms
of ice storm with this spell: a hailstorm or a sleet
storm.
The hailstorm is a vicious barrage of huge hail-
stones that pound into an entire Area, throwing
up bits of shrapnel-like ice fragments as the hail
shatters. Any creature within the area suffers
3d10 hit points of damage with no saving throw.
The sleet storm is a maelstrom of frozen rain in
two full Areas, blinding all creatures in these
areas and making the footing so slippery that
all movement is cut by 50%. Also, any creature
attempting to move while in the sleet storm must
make a Dexterity save (DC20) or they will slip
and fall prone.
Anyone hit by a sleet storm may also be sub-
ject to the temporary aspect ‘storm blinded’
which can be compelled by the GM.
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Gianfranco Bongioanni (Order #25758971)
Chapter 10: Spells
Incendiary Cloud 8 spell on someone else, neither you nor your allies can see the
Range: Medium subject, unless you can normally see invisible things or you
employ magic to do so.
Target: Cloud spreads to fill an entire Area up to 20ft high
Items dropped or put down by an invisible creature become
Duration: Scene
visible; items picked up disappear if tucked into the cloth-
Saving Throw: Dexterity half; see text ing or pouches worn by the creature. Light, however, never
An incendiary cloud spell creates a cloud of roiling smoke becomes invisible, although a source of light can become
shot through with white-hot embers. The smoke obscures all so (thus, the effect is that of a light with no visible source).
sight as a fog cloud does. In addition, the white-hot embers Any part of an item that the subject carries but that extends
within the cloud deal 4d6 points of fire damage to everything more than close range from it becomes visible.
within the cloud on your turn each round. All targets can Of course, the subject is not magically silenced, and certain
make Dexterity saves each round to take half damage. other conditions can render the recipient detectable (such as
The cloud moves away from you at ½ an Area per round. stepping in a puddle). The spell ends if the subject attacks
Figure out the cloud’s new spread each round based on its any creature. For purposes of this spell, an attack includes
new point of origin, which is ½ an Area farther away from any spell targeting a foe or whose area or effect includes
where you were when you cast the spell. By concentrating, a foe. (Exactly who is a foe depends on the invisible char-
you can make the cloud (actually its point of origin) move acter’s perceptions.) Actions directed at unattended objects
as much as one Area each round. Any portion of the cloud do not break the spell. Causing harm indirectly is not an
that would extend beyond your maximum range dissipates attack. Thus, an invisible being can open doors, talk, eat,
harmlessly, reducing the remainder’s spread thereafter. climb stairs, summon demons and have them attack, cut the
As with fog cloud, wind disperses the smoke, and the spell ropes holding a rope bridge while enemies are on the bridge,
can’t be cast underwater. remotely trigger traps, and so forth. If the subject attacks
directly, however, it immediately becomes visible along with
Insanity 7 all its gear.
Range: Medium Spells and rituals such as call of purification that specifically
Target: One living creature affect allies but not foes are not attacks for this purpose,
even when they include foes in their area.
Duration: Instantaneous
Fate Point Rule: You can remain invisible after you attack
Saving Throw: Wisdom to be stunned until the start of your next turn.
The affected creature is afflicted with 1 randomly determined
insanity per 5 levels of the caster. A Wisdom save negates Invisibility, Greater 4
though the victim of the spell is still stunned for one rd. Target: Caster or creature touched
Remove curse does not remove insanity, but certain rites Duration: Encounter
under rituals of purification do. Saving Throw: None
Instant Summons 6 This spell functions like invisibility, except that it doesn’t end
if the subject attacks.
Casting Time: Minor action
Range: See text Invisibility, Mass 7
Target: One object that has an EV of 2 or less Range: Long
Duration: Permanent until discharged Targets: Any number of creatures, no two of which can be
more than medium range apart
Saving Throw: None
This spell functions like invisibility, except that the effect is
You call some nonliving item with an EV of 2 or less from
mobile with the group and is broken when anyone in the
virtually any location directly to your hand.
group attacks. Individuals in the group cannot see each
First, you must place your arcane mark on the item (so you other. The spell is broken for any individual who moves more
must know this spell). Then, when you cast this spell, the than medium range from the nearest member of the group.
item appears instantly in your hand. (If only two individuals are affected, the one moving away
If the item is in the possession of another creature, the spell from the other one loses its invisibility. If both are moving
does not work, but you know who the possessor is and away from each other, they both become visible when the
roughly where that creature is located when the summons distance between them exceeds medium range.)
occurs.
Invisibility Sphere 3
The item can be summoned from another plane, but only if
no other creature has claimed ownership of it. Area: Close range (10ft-radius) emanation around the crea-
ture or object touched.
Invisibility 2 This spell functions like invisibility, except that this spell
Range: Caster or touch confers invisibility upon all creatures within close range
(10ft) of the recipient. The center of the effect is mobile with
Target: You or a creature or object weighing no more than
the recipient.
100 lb. per level
Those affected by this spell can see each other and themselves
Duration: Encounter up to 5th level, a Scene thereafter
as if unaffected by the spell. Any affected creature moving
Saving Throw: None out of the area becomes visible, but creatures moving into
The creature or object touched becomes invisible, vanish- the area after the spell is cast do not become invis-
ing from sight, even from darkvision. If the recipient is a ible. Affected creatures (other than the recipient) who
creature carrying gear, that vanishes, too. If you cast the attack negate the invisibility only for themselves. If
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Gianfranco Bongioanni (Order #25758971)
Chapter 10: Spells
damage.
The armor targeted by this spell must have metal compo-
nents in order for it to work, so leather armor and padded
armor are not affected but studded leather is.
A successful Strength save halves damage (to a minimum
of one hit point of damage) for a single round but does not
provide the creature with further immunity. A new save
must be made each round a target is in the area of effect,
regardless of how briefly.
When the spell expires, the spikes on the interior of the
armor disappear and the armor may be worn normally.
Jinx 1
Range: Encounter Area
Target: One creature
Duration: Encounter
Saving Throw: None
You throw a jinx on your target. If the jinx is successful, the
target has the ‘Jinx’ temporary aspect. This aspect can be
compelled by you and your allies for the rest of the encounter,
causing the target to roll a consequence die. In addition, the
first time the Jinx is compelled it is a free compel, it does not
cost a fate point. A creature can only be subject to one jinx
spell at a time.
If the target’s level is higher than that of the caster, the jinx
automatically fails and the target only receives a -1 penalty
to its next d20 roll.
Jump 1
Range: Touch
Target: Creature touched
Duration: Encounter to 5th level, a Scene thereafter
Saving Throw: None
The subject jumps up to an Area either vertically or
horizontally.
Knock 2
Range: Area
Target: One door, box, or chest within an Area
the spell recipient attacks, the invisibility sphere ends.
Duration: Instantaneous; see text
Iron Maiden 4 Saving Throw: None
Range: Encounter Area Knock opens stuck, barred, or locked doors, as well as those
Target: 5 targets in Area subject to a hold portal spell. If successfully cast, knock
Duration: Concentration (up to 1 round per level) opens up to two means of closure. This spell opens secret
Saving Throw: Strength for half doors, as well as locked or trick-opening boxes or chests. It
also loosens welds, shackles, or chains (provided they serve
Creatures caught in this spell’s area of effect suffer continuing
damage as their metal armor sprouts spikes on its interior. to hold something shut).
At the end of each round that a target is in the area of effect, Exceptionally well made locks often cannot be opened by
he suffers one hit point of damage per point of Armor Class this spell unless cast by a powerful mage. As a general rule,
that is provided from worn armor. Magical bonuses to Armor a 5th level caster can open a good quality locks, 10th level
Class do not count, only the physical Armor Class of the
casters can open Amazing quality locks. Locks that have
original object is used to determine damage sustained. Thus,
a suit of ring mail causes 4 points of damage per round while been warded in some way often are immune to a knock spell.
a suit of full plate causes 8 hit points of damage per round, In all other cases, the door does not re-lock itself or become
regardless of any enchantments on either suit of armor. stuck again on its own. Knock does not raise barred gates or
Note that Armor Class provided by shields does not similar impediments (such as a portcullis), nor does it affect
contribute to this total for purposes of calculating ropes, vines, and the like. The effect is limited by the area.
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Gianfranco Bongioanni (Order #25758971)
Chapter 10: Spells
Levitate 2 a target once more.
Range: Caster or Encounter Area Attacking with these missiles is a major action and pre-
Target: You or one willing creature or one object (total weight cludes casting another spell. The missiles remain active for
up to 100 lb. per level) the spell’s full duration and, as long as the caster retains
concentration, they may attack any target within range.
Duration: Scene
Saving Throw: None Mage Armor 1
Levitate allows you to move yourself, another creature, or Range: Touch
an object up and down as you wish. A creature must be Target: Creature touched
willing to be levitated, and an object must be unattended or Duration: Scene
possessed by a willing creature. You can mentally direct the
recipient to move up or down as much as ½ an Area (20 ft) Saving Throw: None
each round; doing so is a minor action. You cannot move the An invisible but tangible field of force surrounds the subject
recipient horizontally, but the recipient could clamber along of a mage armor spell, providing a +4 armor bonus to AC.
the face of a cliff, for example, or push against a ceiling to Unlike mundane armor, mage armor does not have an
move laterally (generally at half its base land speed). encumbrance value. Since mage armor is made of force,
A levitating creature that attacks with a melee or ranged incorporeal creatures can’t bypass it the way they do normal
weapon finds itself increasingly unstable; the first attack has armor.
a -1 penalty on attack rolls, the second -2, and so on, to a
maximum penalty of -5. A full round spent stabilizing allows Mage Armor Superior 2
the creature to begin again at -1. Range: Touch
Target: Object touched This spell is the same as the Mage Armor spell above except
it last for 2 scenes.
Duration: Scene
Fate Point Rule: For the cost of a fate point the mage can
Saving Throw: None extend this spell an additional scene.
This spell causes an object to glow like a torch, shedding
bright light in a 1/2 Area (and dim light for an entire Area) Mage Hand 1/Cantrip
from the point you touch. The effect is immobile, but it can Range: Encounter Area
be cast on a movable object. Target: One non-magical, unattended object with an EV of
The spell’s effect is neutralized by the counteracting effect of 1 or less
a darkness spell. Duration: Instantaneous
Lightning Bolt 3 Saving Throw: None
Range: Medium You point your finger at an object and can lift it and move it
Affect: 1ft bolt up to medium range at will from a distance. As a move action, you can propel the
object as far as 15ft in any direction, though the spell ends
Duration: Instantaneous
if the distance between you and the object ever exceeds the
Saving Throw: Dexterity half spell’s range.
You release a powerful stroke of electrical energy that deals
1d8 points of electricity damage per caster level (maximum
Magic Circle 3
10d8) to each creature within its line. The bolt begins at your Casting Time: One minute
fingertips. Range: Spell centered on caster
The lightning bolt sets fire to combustibles and damages ob- Target: 10ft radius from caster
jects in its path. It can melt metals with a low melting point,
Duration: Until sunrise or sunset, whichever comes first
such as lead, gold, copper, silver, or bronze. If the damage
caused to an interposing barrier shatters or breaks through Saving Throw: Wisdom negates (see below)
it, the bolt may continue beyond the barrier if the spell’s All creatures within the circle gain the effects of a protective
range permits; otherwise, it stops at the barrier just as any ward spell. In addition, no demonic or chthonic summoned
other spell effect does. creature that has HD equal to the caster’s level or below can
enter the circle. The caster can keep higher level summoned
Lingering Magic Missiles 4 creatures out of the circle, but must make an opposed Wis-
Range: Medium dom attribute roll each round to do so. Once the caster loses,
Target: Up to five creatures, all of which must be in the the summoned creature breaks the circle. Nevertheless, the
same Area deflection and resistance bonuses and the protection from
Duration: Concentration (up to 1 round/level) mental control still apply even if the circle is broken.
Saving Throw: None The magic circle invocation requires that a physical circle
with several glyphs be drawn with chalk as the spell is cast.
In all regards but one, this spell acts the same as the lower This circle is empowered by the invocation once it has
level magic missile spell. Missiles created with this spell,
been completed.
however, do not disappear when they strike their target, but
instead return to the caster and orbit him harmlessly until This spell is not cumulative with the protective ward
his next action, at which time they may be directed against spell and vice versa. 149
Gianfranco Bongioanni (Order #25758971)
Chapter 10: Spells
Mage’s Magnificent Mansion 7 Magic Mouth 2
Range: Medium Casting Time: 1 minute
Target: Creates extradimensional mansion, up to one Area Range: Encounter Area
(or room) in size per level Target: One object
Duration: Sunrise or sunset, whichever comes later Duration: Permanent until discharged
Saving Throw: None Saving Throw: None
You conjure up an extradimensional dwelling that has a This spell imbues the chosen object with an enchanted
single entrance on the plane from which the spell was cast. mouth that suddenly appears and speaks its message the
The entry point looks like a faint shimmering in the air that next time a specified event occurs. The message, which
is 4 feet wide and 8 feet high. Only those you designate may must be twenty-five or fewer words long, can be in any
enter the mansion, and the portal is shut and made invisible language known by you and can be delivered over a period
behind you when you enter. You may open it again from of 10 minutes. The mouth cannot utter spells, use command
your own side at will. words, or activate magical effects. It does, however, move
according to the words articulated; if it were placed upon a
You can create any floor plan you desire to the limit of the statue, the mouth of the statue would move and appear to
spell’s effect. The place is furnished and contains sufficient speak. Of course, magic mouth can be placed upon a tree,
foodstuffs to serve a nine-course banquet to a dozen people rock, or any other object.
per caster level. A staff of near-transparent servants (as
many as two per caster level), liveried and obedient, wait The spell functions when specific conditions are fulfilled
according to your command as set in the spell. Commands
upon all who enter. The servants function as unseen servant
can be as general or as detailed as desired, although only
spells except that they are visible and can go anywhere in
visual and audible triggers can be used. Triggers react to
the mansion.
what appears to be the case. Disguises and illusions can
Since the place can be entered only through its special fool them. Normal darkness does not defeat a visual trigger,
portal, outside conditions do not affect the mansion, nor do but magical darkness or invisibility does. Silent movement or
conditions inside it pass to the plane beyond. magical silence defeats audible triggers. Audible triggers can
be keyed to general types of noises or to a specific noise or
When guests and patrons enter the mansion they find spoken word. Actions can serve as triggers if they are visible
themselves in a magnificent foyer with numerous chambers or audible. A magic mouth cannot distinguish aspects, traits,
beyond. The atmosphere is normally clean, fresh, and warm, level, Hit Dice, or class except maybe by external garb.
thought each mansion matches somewhat the personality
and inclinations of its creator. For example, the mansion of a The range limit of a trigger is Medium range. Regardless of
range, the mouth can respond only to visible or audible trig-
necromancer might be a bit chill with black the predominant
gers and actions in line of sight or within hearing distance.
color throughout; his servants might appear as ghosts. In
contrast, the manse of a pyromancer might be a bit warm, Magic Weapon 1
its walls red and yellow; his servants might appear as dark
skinned bedouins with their eyes ablaze with fire, etc. Range: Touch
Target: Weapon touched
Fate Point Rule: Once per session, if a mage player with
this spell thinks up a detailed and/or interesting description Duration: Scene
of how his manse appears, he or she should be given a fate Saving Throw: None
point. Magic weapon gives a weapon a +1 enhancement bonus on
attack rolls and the damage die of a weapon is increased by
Magic Missile 1 one die step.
Range: Medium You can’t cast this spell on a natural weapon, such as an
Targets: Up to five creatures. All must be in the same Area. unarmed strike.
Duration: Instantaneous
Malediction 3
Saving Throw: None
Range: Touch
A missile of magical energy darts forth from your fingertip Target: Living creature touched
and strikes its target, dealing 1d4 points of force damage.
Duration: Instantaneous
The missile strikes unerringly, even if the target is in melee
combat or has less than total cover or total concealment. Saving Throw: Wisdom for 1d5 damage
Specific parts of a creature can’t be singled out. Inanimate You utter a dire curse over the body of a dying creature,
objects are not damaged by the spell. allowing you to consume its waning life force. You feel a
sudden surge of vitality; your senses tingle with a greater
For every two caster levels beyond 1st, you gain an additional awareness.
missile - two at 3rd level, three at 5th, four at 7th, and the
maximum of five missiles at 9th level or higher. If you shoot Upon casting this spell, you touch a living semi-intelligent
multiple missiles, you can have them strike a single creature creature (Intelligence of 5 or above) that has 0 or fewer hit
or several creatures. A single missile can strike only one points. If the target fails its saving throw, it dies and you gain
creature. You must designate targets before you roll damage. 1 temporary Fate Point for every 5 levels possessed by the
target (minimum 1, maximum 3). These fate points last until
Fate Point Enhancement: You can spend a fate point the next sunrise or sunset, whichever comes later.
to represent a superior casting of the spell. Instead of
You can only successfully consume one life force per day.
dealing 1d4 points of damage per missile, the damage
150 inflicted goes up a die step to 1d6. If the target successfully saves, it still takes 1d5 points of
If you dismiss the phase door, creatures in the passage are The subject gains the Strength, Dexterity, and Constitu-
harmlessly ejected out the far exit, if there is one, or out the tion scores of the new form but retains its own Intelligence,
sole exit if there is only one. Wisdom, and Charisma scores. It also gains all extraordinary
special attacks possessed by the form but does not gain the
You can allow other creatures to use the phase door by setting extraordinary special traits possessed by the new form or any
some triggering condition for the door. Such conditions can supernatural or spell-like abilities. For example, a subject
be as simple or elaborate as you desire. They can be based transformed into a dragon could fly using the dragon’s wings
on a creature’s name or identity, or even certain aspects may and attack using its tail, but not its breath weapon. What
work, but otherwise must be based on observable actions or aspects the subject has is determined by the GM.
qualities. Intangibles such as level, class, aspects and hit
points don’t qualify. Incorporeal or gaseous creatures cannot be polymorphed,
and a shapechanger like a werewolf or werebear can revert
Planar Journey 6 to its natural form as a major action.
Range: Touch
Power Word Blind 7
Target: Eight willing creatures joining hands Range: Medium
Duration: Instantaneous Target: One creature with 200 hp or less
Saving Throw: None Duration: See text
You move yourself and other willing creatures to another Saving Throw: None
plane of existence or alternate dimension. If several willing You utter a single word of power that causes one creature
persons link hands in a circle, as many as eight can be of your choice to become blinded, whether the creature can
affected by the planar journey at the same time. Precise hear the word or not. The duration of the spell depends
accuracy as to a particular arrival location on the intended on the target’s current hit point total. Any creature that
plane is nigh impossible. From the Material Plane, you can currently has 201 or more hit points is unaffected by power
reach any other plane, though you appear 5 to 500 miles word blind.
(5d100) from your intended destination.
Note: Planar journey transports creatures instantaneously Hit Points Duration
and then ends. The creatures need to find other means if 50 or less Permanent
they are to travel back.
51–100 Encounter
Fate Point Rule: You may re-roll the 5d100 roll, you must
take the second result. 101–200 1d4+1 rounds
Polar R ay 8 Power Word Kill 9
Range: Medium Range: Encounter Area
Target: One Creature Target: One living creature, see below
Duration: Instantaneous Duration: Instantaneous
Saving Throw: None Saving Throw: None
A blue-white ray of freezing air and ice springs from your
You utter a single word of power that instantly kills one
hand. The ray deals 1d6 points of cold damage per caster
creature of your choice, whether the creature can hear the
level.
word or not. Any creature that currently has 101 or more hit
Polymorph 4 points takes 3d6 explode in damage but is otherwise unaf-
fected by power word kill.
Range: Touch
Target: Willing living creature touched Power Word Stun 8
Duration: 1 minute per level Range: Medium
Saving Throw: None Target: One creature with 150 hp or less
This spell functions like alter self, except that you change Duration: See text
the willing subject into another form of living creature. The Saving Throw: None
new form may be of the same type as the subject or any of
You utter a single word of power that instantly causes one
the following types: animal, dragon, chthonic, fey, giant,
humanoid, magical beast, monstrous humanoid, ooze, creature of your choice to become stunned, whether the
plant, or vermin. The assumed form can’t have more creature can hear the word or not. The duration of the spell
152 depends on the target’s current hit point total. Any creature
Prestidigitation 1/Cantrip
Range: Close
Effect: Minor magic effects in a small area.
Duration: Scene
Saving Throw: Intelligence; see text R aise Death Hulk 8
Prestidigitations are minor tricks that novice spellcasters Casting Time: 1 hour
use for practice. Once cast, a prestidigitation spell enables Range: Up to one mile deep
you to perform simple magical effects for an entire scene.
Target: One sunken ship
The effects are very minor and mainly consists of: sleight
of hand tricks, changing an item’s color, wispy illusions of Duration: Instantaneous
a minor sort, flash and sparkle effects, fancy smoke rings, Saving Throw: None
levitating items without an EV, etc.
One of the most awesome feats any necromancer can hope
If a caster gets inventive and uses prestidigitation to target a to perform is the raising of a sunken ship from the sea floor,
foe in some way, the target gets an Intelligence save to avoid complete with undead crew, to be brought to the surface
any negative effects. under the total control of the practitioner. Such death hulks
are the stuff of legend, kept afloat through powerful magics
Author Note: A mage that casts prestidigitation can invoke and dark enchantments, despite the great holes in their
this cantrip/spell as an aspect on perform and diplomacy hulls through which the sea flows freely. Animated skeletons
skill rolls. and zombies patrol the deck, performing all the tasks they
did in life and forming a frightening boarding party when the
R abbit From Hat Trick 1/Cantrip ship goes into battle.
Range: Caster
A sunken ship must be in range of the spellcaster for this
Target: Caster’s hat spell to have any effect. Raise death hulk will cause the ship
Duration: Immediate to rise to the surface of the sea, where it will be magically
Saving Throw: None seaworthy and under the full control of the necromancer. A
destroyed death hulk cannot be raised from the sea again.
This spell allows a caster to pull a rabbit from a hat. The Regardless of the amount of times this spell is cast, only a
rabbit will generally be your run of the mill type bunny with single death hulk may be controlled at any one time by a
big floppy ears and a cute little tail. While the spell may not
single caster.
seem all that effective it can help in dissuading any hungry
pursuers who may decide to have rabbit stew rather than Any type of ship may be raised this way and it will
roast manfolk. It also may help when an individual is going have a full complement of crew, usually zombies, 153
Gianfranco Bongioanni (Order #25758971)
Chapter 10: Spells
Table 10.3: Scrying Modifiers You blast your enemies with fiery rays. You may
fire one ray, plus one additional ray for every
Knowledge Wisdom Save Modifier four levels beyond 3rd (to a maximum of three
None1 +10 rays at 11th level). Each ray deals 2d10 explode
points of fire damage.
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0 The rays may be fired at the same or different
targets, but all bolts must be aimed at targets
Familiar (you know the subject well) –5 within the same Area and fired simultaneously.
Connection Wisdom Save Modifier
Likeness or picture –2
Scrying 4
Casting Time: 1 hour
Possession or garment –4
Range: See text
Body part, lock of hair, bit of nail, etc. –10
Effect: Magical sensor
1
You must have some sort of connection to a creature you have no knowledge of.
Duration: Scene
though skeletons may also appear if the ship has lain at the Saving Throw: Wisdom negates
bottom of the sea for more than a year. The Games Master
is the final arbitrator of the ship type and the nature of its You can see and hear some creature, which may be at
any distance. If the subject succeeds on a Wisdom save,
crew.
the scrying attempt simply fails. The difficulty of the save
While this spell requires a number of components, the main depends on how well you know the subject and what sort
component is not carried in a necromancer’s mage pouch. To of physical connection (if any) you have to that creature.
successfully cast this spell, the necromancer must acquire Furthermore, if the subject is on another plane, it gets a +5
the corpse of a sea captain. The corpse is consumed in the bonus on its Wisdom save.
casting.
If the save fails, you can see and hear the subject and the
subject’s immediate surroundings (Encounter Area centered
Read Magic 1/Cantrip on the target). If the subject moves, the sensor follows.
Range: Caster
As with all scrying spells, the sensor has your full visual
Target: Caster acuity, including any magical effects (i.e. darkvision, low-
Duration: Scene light vision, etc.)
Saving Throw: None If the save succeeds, you cannot attempt to scry on that
By means of read magic, you can decipher magical inscrip- subject again until the next sunrise or sunset, whichever
tions on objects - books, scrolls, weapons, and the like - that comes later.
would otherwise be unintelligible. This deciphering does not
This spell requires a special focus. It has to be a mirror of
normally invoke the magic contained in the writing, although
finely wrought and highly polished silver costing not less
it may do so in the case of a cursed scroll. Furthermore, than 1,000 gp. The mirror must be at least 2 feet by 4 feet.
once the spell is cast and you have read the magical inscrip-
tion, you are thereafter able to read that particular writing Scrying, Greater 7
without recourse to the use of read magic. You can read at
the rate of one page (250 words) per minute. Duration: Sunrise or sunset, whichever comes first
This spell functions like scrying, except as noted above. Addi-
Using read magic bypasses the “Language” rules (page 120). tionally, all of the following spells function reliably through
You don’t know a language if you have to use read magic to the sensor: detect magic, read magic, and tongues.
read it.
Secure Shelter 4
Remove Curse 4
Casting Time: 10 minutes
Range: Touch
Range: Encounter Area
Target: Creature or item touched
Target: Create 20ft square structure
Duration: Instantaneous
Duration: 2 hours per level
Saving Throw: None
Saving Throw: None
Remove curse instantaneously removes all curses on an
You conjure a sturdy cottage or lodge made of material that
object or a creature. Remove curse does not remove the curse
is common in the area where the spell is cast. The floor is
from a cursed shield, weapon, or suit of armor, although the
level, clean, and dry. In most respects the lodging resembles
spell typically enables the creature afflicted with any such
a normal cottage, with a sturdy door, two shuttered windows,
cursed item to remove and get rid of it. Certain special curses
and a small fireplace; however, it will always have a caster’s
may not be countered by this spell or may be countered only ‘personal touches’. So a necromancer’s shelter might have
by a caster of a certain level or higher. a door made of bone and the overall look of a sepulcher, a
Remove curse counters and dispels bestow curse. pyromancer’s shelter might smell of smoke and brimstone,
a gnome wizard’s might look vaguely like a mushroom and
Scorching R ay 2 have carvings of smiling faces and animals that wink when
you look at them, etc (the caster should use his imagination).
Range: Medium
Effect: One or more rays The shelter has no heating or cooling source (other than
natural insulation qualities). Therefore, it must be heated
Duration: Instantaneous as a normal dwelling, and extreme heat adversely affects
154 Saving Throw: None it and its occupants. The dwelling does, however, provide
Terror 4
Range: Encounter Area
Summon Elemental III 5 Target: Area in front of caster
Range: Encounter Area Duration: 1 round/level or 1 round; see text
Target: One summoned elemental Saving Throw: Wisdom partial, see text
Duration: Encounter An invisible emanation of terror causes each living creature
Saving Throw: None in the Area in front of the caster to become afraid and subject
to the rules for fear, see page 115.
As summon elemental I, except that you summon a Large
elemental instead. If the Wisdom save succeeds and the caster’s level is greater
than or equal to the level of the target, the target is dazed for
Summon Elemental IV 7 1 round. If the target’s level is greater than the caster and his
Wisdom save succeeds, he is unaffected by the terror spell.
Range: Encounter Area
Target: One summoned elemental Tongues 3
Duration: Encounter Range: Touch
Saving Throw: None Target: Creature touched
As summon elemental I, except that you summon a Huge Duration: Scene
elemental instead. Saving Throw: None
Summon Elemental V 9 This spell grants the creature touched the ability to speak and
understand the language of any intelligent creature, whether
Range: Encounter Area it is a racial tongue or a regional dialect. The subject can
Target: One summoned elemental speak only one language at a time, although it may be able to
understand several languages. Tongues does not enable the
Duration: Encounter
subject to speak with creatures who don’t speak. The subject
Saving Throw: None can make itself understood as far as its voice carries. This
As summon elemental I, except that you summon an Elder spell does not predispose any creature addressed toward the
elemental instead. subject in any way.
Using tongues bypasses the “Language” rules (page 120).
Sunburst 8 You don’t know a language if you have to use tongues to
Range: Long speak it.
Area: 4 Area radius (a 160ft radius area)
True Seeing 6
Duration: Instantaneous
Range: Touch
Saving Throw: Dexterity partial; see text
Target: Creature touched
Sunburst causes a globe of searing radiance to explode
Duration: Scene
silently from a point you select. All creatures in the globe are
blinded and take 6d6 points of damage. A creature to which Saving Throw: None
sunlight is harmful or unnatural takes double damage. A You confer on the subject the ability to see all things
successful Dexterity save negates the blindness and reduces as they actually are. The subject sees through normal
the damage by half. and magical darkness, notices secret doors hidden 159
Gianfranco Bongioanni (Order #25758971)
Chapter 10: Spells
by magic, sees the exact locations of creatures or and on your turn each round to
objects under blur or displacement effects, sees all creatures in the Area. In addi-
invisible creatures or objects normally, sees tion, the wall deals 2d6 points of
through illusions, and sees the true form of fire damage +1 point of fire damage
polymorphed, changed, or transmuted things. per caster level (maximum +20) to
Further, the subject can focus its vision to any creature passing through it.
see into the Ethereal Plane and Spirit Realm The wall deals double damage to
(but not into extradimensional spaces undead creatures.
like those created by a mage’s magnifi-
If you evoke the wall so that it appears
cent mansion). The range of true seeing
where creatures are, each creature
conferred is up to Medium range.
takes damage as if passing through the
True seeing, however, does not wall. If any 5-foot length of wall takes
penetrate solid objects. It does not 20 points of cold damage or more in 1
negate concealment, including that round, that length goes out.
caused by fog and the like. True
seeing does not help the viewer see Wall of Force 5
through mundane disguises, spot Range: Encounter Area
creatures who are simply hiding,
Target: Wall whose diameter can encompass
or notice secret doors hidden by
up to one full Area; see below
mundane means. In addition, the
spell effects cannot be further Duration: 1 round per level
enhanced with known magic, Saving Throw: None
so one cannot use true seeing
A wall of force spell creates an invisible wall of force. The wall
through a crystal ball or in conjunction with clairaudience/
clairvoyance. cannot move, it is immune to damage of all kinds, and it is
unaffected by most spells. However, disintegrate and simi-
Unseen Servant 1 lar spells and artifacts can immediately destroy it. Breath
weapons and spells cannot pass through the wall in either
Range: Encounter Area
direction, although dimension door, disaperate, and similar
Effect: One invisible, mindless, shapeless spirit effects can bypass the barrier. It blocks ethereal creatures as
Duration: Sunrise or sunset, whichever is later well as material ones (though ethereal creatures can usually
Saving Throw: None get around the wall by floating under or over it through ma-
terial floors and ceilings). Gaze attacks can operate through
An unseen servant is an invisible, somewhat mindless, spirit a wall of force.
that performs simple tasks at your command. It can run
and fetch things, open unstuck doors, and hold chairs, as The caster can form the wall into a flat, vertical plane whose
well as clean and mend. The servant can perform only one area is up to one 10ft square per level. The wall must be
activity at a time, but it repeats the same activity over and continuous and unbroken when formed. If its surface is
over again if told to do so as long as you remain within range. broken by any object or creature, the spell fails.
It can open only normal doors, drawers, lids, and the like.
It has an effective Strength score of 2 (so it can lift around Water Breathing 3
20 pounds or drag around 100 pounds). It can trigger traps Range: Touch
and such, but it can exert only 20 pounds of force, which Target: One living creature per level
is not enough to activate certain pressure plates and other
devices. It can’t perform any task that requires a skill check Duration: Sunrise or sunset, whichever comes last
with a DC higher than 10 and all such skills are considered Saving Throw: None
secondary skills to the unseen servant. Its speed is 1. This spell grants the ability to breathe underwater. The spell
The servant cannot attack in any way; it is never allowed an does not make creatures unable to breathe air.
attack roll. It cannot be killed, but it dissipates if it takes 6
points of damage from area attacks. (It gets no saves against Web 2
attacks.) If you attempt to send it beyond the spell’s range Range: Medium
(measured from your current position), the servant ceases Effect: Webs in a 20ft-radius spread (about half an Area)
to exist.
Duration: Scene
Wall of Fire 4 Saving Throw: Dexterity negates; see text
Range: Medium Web creates a many-layered mass of strong, sticky strands.
Target: Opaque sheet of flame that shoots out up to Medium These strands trap those caught in them. The strands are
range or a ring of fire with a radius of up to one full Area; similar to spider webs but far larger and tougher. These
masses must be anchored to two or more solid and diametri-
either form is 20ft high
cally opposed points or else the web collapses upon itself
Duration: Concentration + 1 round per level and disappears. Creatures caught within a web become
Saving Throw: None entangled among the gluey fibers. Attacking a creature in a
An immobile, blazing curtain of shimmering violet fire springs web won’t cause you to become entangled.
into existence. One side of the wall, selected by you, sends Anyone in the effect’s area when the spell is cast must make
forth waves of heat, dealing 2d4 points of fire damage a Dexterity save. If this save succeeds, the creature has
to creatures within Close range and 1d4 points of fire somehow dodged the strands and is unaffected.
damage to those past Close range but within the same If the save fails, the creature is entangled and can’t move
Area. The wall deals this damage when it appears (they receive no Dex bonus). However, the subject can break
160
Gianfranco Bongioanni (Order #25758971)
Chapter 10: Spells
loose by spending a major action on their turn making a strange barely audible murmuring, or perhaps the soft
DC 20 Strength check or a DC 25 Thieving check. Once tinkle of wind chimes. ‘Whispers’ are often combined
loose (either by making the initial Dexterity save or a later with the ‘Wind’ effect above to add noise to the wind.
Strength check or Thieving check) the creature is unaffected
by the web. 3. Flame Effect - Causes open flames (such as candles,
wood fires, etc) in the area of the spell to either dim or
Anyone moving into the webbing must make a Dex save or flare up.
be entangled.
4. Strange Glow - This effect surrounds the caster with a
The web provides total cover to anyone on the other side of barely discernible glow. This can be warm and inviting
the web (not in the web). or eerie and somewhat sinister.
The strands of a web spell are flammable. A magic flaming 5. Temperature - This effect causes individuals within the
sword can slash them away as easily as a hand brushes area of the spell to suddenly feel a temperature change.
away cobwebs. Any fire can set the webs alight and burn This can be a sudden chill or warming of the air.
away half the webbing in 1 round, and the rest the next
round. All creatures within flaming webs take 2d4 points of These are just a few of the powers possible, other effects may
fire damage from the flames. be determined by the player and the GM but the spell should
never cause any true harm.
Wizard’s Presence 2 The spell can also be used as temporary aspect that may be
Range: Encounter Area used to modify Intimidate checks, Diplomacy checks, even
Target: Area centered on caster Spellcraft checks depending on the nature of the effects.
Duration: Scene For example: A necromancer wishes to convey a sinister or
Saving Throw: None foreboding presence for an Intimidate check. Upon entering
a tavern, he causes all firelight to dim and summons a fetid
This spell is used to impress upon others that a man of
magic has entered their midst. Upon casting this spell the wind to rush in through the door...
wizard causes fires to dim, winds to howl through a room, Another wizard wants to impress a noble and his court to
etc. While the spell’s general characteristics are particular modify a Diplomacy check. Upon entering the noble’s court,
to each wizard, every version of the spell has two general the wizard causes a cool summer’s breeze accompanied by
“powers” or “effects”. Examples of these are:
the distant sound of horns to blow into the hall.
1. Wind - This effect causes a wind to suddenly blow
through the room. Perhaps it is a warm wind with a faint Additional effects of the spell should be determined by the
whiff of brimstone, a cold wind with the subtle rot of GM, though it should be able to subdue a tavern full of noisy
the tomb, or a pleasant wind with the fragrance of rose revelers or impress a group of armed men enough to at least
petals. give them pause.
2. Whispers - The sound is not overly loud; it might be
a low keening, a creepy human-like moan of despair, The wizard may end this spell at will.
161
Gianfranco Bongioanni (Order #25758971)
Chapter 10: Spells
Q
CULTISTS, DARK PRIESTS & THEIR RITUALS
The rituals listed assume that clerics are servants of
Light and are not priests in the service of dark gods
or cultists. If the GM would like to create dark priests as foes
or interesting NPCs, two rituals are provided: ritual of dark-
ness and shadow and the ritual of putrefaction. Other rites
may be created by the GM using the rites provided. For ex-
ample, a cultist worshipping a fire god might use a variant of
the flames of retribution ritual.
DIVINE RITUALS
RITUAL LIST
1. Exorcism Ritual
2. Flames of Retribution
3. Healing Ritual
4. Hex Shield Ritual
5. Holy Sacraments
6. Ritual of Darkness and Shadow*
7. Ritual of Purification
8. Ritual of Putrefaction* Infernal Banishment DC 20
9. Tame the Beast Ritual Target - Infernal creatures in Area
Same damage as turn undead, the cleric affects infernal
10. Unholy Sacraments* (demonic) creatures with this rite.
* These rituals are performed by cultists and evil priests Dismiss the Shadow DC 23
Target - See below
RITUAL DESCRIPTION NOTES Same damage as turn undead, the cleric affect chthonics and
Ritual descriptions and notes are similar to those given creatures of Shadow (certain dark fey, evil spirits, etc) with
for spells, except that rituals are made up of various rites. this rite.
Where the range, duration, target, and/or saving throws are
all the same for each rite in a ritual, they will be listed under FL AMES OF RETRIBUTION
the ritual. Where they are different, they will be listed under Duration: Instant
the rite. The cleric uses the fires of the divine to deliver fiery retribu-
All rites take a major action to cast unless otherwise noted. tion to enemies of the faith.
Burning Disarm DC 15
LIST OF RITUALS Range - Area, Target - One creature, Saving Throw:
Dexterity
EXORCISM RITUAL This spell causes a metal object to instantly become red hot.
Range: Area A creature holding the item may attempt a Dexterity save
to drop it and take no damage (even if it is not their turn),
Duration: Instant
otherwise the hot metal deals 1d4 points of fire damage per
Saving Throw: None caster level (maximum 5d4). Circumstances that prevent the
This is the ritual used by clerics to turn away and/or destroy creature from dropping the item (such as a locked gauntlet)
supernatural enemies of the Faith. mean the creature gets no saving throw. The heat does not
harm the item, and it does not get hot enough or last long
Detect Darkness and Shadow DC 15 enough to ignite flammable objects. The item cools to its
Target - Caster previous temperature almost instantly.
Cleric can detect emanations of the Shadow Empyrean An individual that takes more than 1/2 their Con ability
within the Area the cleric is in. The ritual detects creatures score in damage from this ritual should receive the aspect
of Shadow, not danger, so it will be useless to discover such ‘Burned Hand’ until healed.
things as a mindless trap or a poisoned glass of wine.
Flame Strike DC 28
Turn Undead DC 15 Range - Medium, Target - One creature, Saving Throw -
Target - Undead creatures in Area Dexterity for 1/2 damage
A cleric can channel the energy of the divine to deal damage A flame strike produces a vertical column of divine fire
to undead. The ritual causes 1d8 + 1d8 points of damage roaring downward. The spell deals 1d6 points of damage
for every two cleric levels (so 3d8 at 2nd, 4d8 at 4th, per caster level (maximum 15d6). Half the damage is fire
5d8 and so on) to any undead creature in the same damage, but the other half results directly from the power of
Light and is therefore not subject to being reduced by resis-
162 Area as the cleric. There is no save.
tance to fire-based attacks.
Call of Purification DC 28
Range - Area, Target - Caster and allies
The cleric lifts up his holy symbol and calls out a prayer.
Immediately, any ally in the same Area as the cleric is no
longer affected by the following temporary adverse condi-
tions: ability damage, confused, dazed, exhausted, fatigued,
nauseated, paralysis, slowed, and stunned. In addition,
blindness, deafness, and paralysis conditions and negative
aspects that are temporary in nature are also removed.
Remove Curse DC 25
This rite is identical to the 4th level spell of the same name,
see page 154.
Contagion of the Leper DC 30 words and actions in the most favorable way. You can try
to give the subject orders, but you must win an opposed
Range - Area, Target - Living creature, Duration - Perma-
Charisma check to convince it to do anything it wouldn’t
nent until cured, Saving Throw - Constitution negates, see
ordinarily do. (Retries are not allowed.) An affected animal
below
never obeys suicidal or obviously harmful orders, but it
The subject contracts leprosy. The disease is contracted might be convinced that something very dangerous is worth
immediately (the onset period does not apply). Use the doing. Any act by you or your apparent allies that threatens
disease’s listed frequency and save DC to determine further the charmed animal breaks the spell. Note that the animal
effects. For more information see Diseases - Leprosy, page understands you, mostly through empathy and a sort of
118. spiritual connection. For this reason, the animal may not
On a successful saving throw the target does not contract understand very complex commands, the GM should deter-
leprosy, though he still feels nauseated for a round (until mine what commands are too complex.
the cleric’s next turn). An individual who makes his saving Successful Save: If the animal successfully saves, it has the
throw cannot be targeted by this rite for the rest of the scene. temporary aspect “Somewhat Confused” for 1 round (until
the cleric’s next turn).
Blight DC 33
Range: Touch, Target: One plant or plant creature, Dura- Charm Animal, Mass DC 33
tion: Instantaneous, Saving Throw: Constitution half; see Targets - One or more animals, no two of which can be
text outside the same Area, Duration - One day/level, Saving
This spell withers a single plant of any size. An affected plant Throw - Wisdom for a temporary aspect
creature takes 1d6 points of damage per cleric level (maxi- This spell functions exactly like charm animal, except that
mum 15d6) and may attempt a Constitution saving throw for mass charm animal affects a number of animals whose
combined levels do not exceed twice your level, or at least
half damage. A plant that isn’t a creature doesn’t receive a
one animal regardless of level. If there are more potential
save and immediately withers and dies.
targets than you can affect, you choose them one at a time
This spell has no effect on the soil or surrounding plant life. until you choose an animal with too many levels.
Charm Animal DC 18
Targets - One animal, Duration - One hour/level, Saving
Throw - Wisdom for a temporary aspect; see text
This charm makes an animal regard you as its trusted friend
and ally (treat the target’s attitude as friendly). If the animal
is currently being threatened or attacked by you or your
allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed
animal as if it were an automaton, but it perceives your
165
Gianfranco Bongioanni (Order #25758971)
CHAPTER 11: CONVERSIONS &
CREATURES
CREATURE & NPC ROLES
N
Sometimes he thought that dim white shapes stalked
Creatures and Non-Player Character (NPCs) are the primary
him between snow and steam. For a long while he
source of interaction and conflict in most roleplaying games.
Many should be setup just like a character; at the very least
could not be sure. There came a time when there
they should have aspects to give them flavor and make them was no longer any doubt. He had come, treading delicately,
memorable. out of a cloud of mingled steam and snow, and he looked
up along the tilt of the plain, and a great white thing stood
Listed below are some tips and tricks for creating and there watching him.
converting monsters for Aspects of Fantasy. In addition, at
the end of the chapter a dozen creatures are included to Stark stopped. The thing continued to watch him. And a cold
provide both examples and challenges. beast-thought touched his mind, saying,
I am Flay.
ROLES
He was big. The ridge of his spine would have reached Stark’s
Creatures and NPCs have certain roles within an adventure
shoulder. His withers were high and powerful. The thick neck
or story. Roles often influence how powerful a creature is.
In Aspects of Fantasy, these roles can be divided into three drooped with the weight of the massive head. Stark saw
broad categories: Minions, Foes and Villains. the eyes, large and unnaturally brilliant, the broad heavy
muzzle, and the fangs, two white cruel rows of them, sharp
Minion as knives. Flay stretched out a foreleg like a tree-trunk and
Minions are zero level NPCs and monsters, common folk and unsheathed tiger claws. He tore five furrows in the frozen
weaker creatures who can actually can die when stabbed by ground and smiled, lolling a red tongue.
a dagger or pierced by an arrow. They can have aspects and I am Flay.
may even be important to the story being told, but the role
they ultimately play is that of the victim or someone that The eyes were bright. Bright. Hell-hound eyes.
needs protection. In the case of creatures, they are generally Swift panic overcame Stark, loosened his muscles, weakened
fodder that can be dispatched with ease.
his joints, dropped him helpless on the ground with cold
If a minion is damaged in any way, the minion is either nausea in his belly and a silent scream in his brain.
knocked unconscious (non-lethal damage) or dying (lethal
I am Flay.
damage). Attackers can choose what effect, or even a lesser
effect, if desired. And this is how they kill, Stark thought, with the fleeting
remnants of sanity. Fear. A bolt of fear as deadly as any mis-
Not all creatures start out as minions. While a 1st level knight
would not treat a goblin as a minion, a 4th level knight prob- sile. This is how they were bred to kill. The size, the fangs and
ably would. What creature or NPC is considered a minion is claws, are only camouflage. They do it with their minds. He
ultimately determined by the GM. could not draw his knife.
Flay sauntered toward him. And now the other shapes were
Foe visible on the tilting plain, the pack, six, ten, a dozen, he
A typical version of a creature or NPC. They tend to have couldn’t count them, bounding and leaping, running…
average hit points and are ‘typical’ of their race and/or class.
Creatures who are ‘foes’ tend to match what is written up in -THE GINGER STAR by Leigh Brackett
their creature profiles.
ADVENTURES
Aspects of Fantasy works fine with most published adven-
tures. During playtesting, we used adventures from Path-
finder and the World’s Oldest Roleplaying Game and various
166 OSR games with little trouble. The trick is getting the
Q
QUICK NPC STATS
listed in minutes or hours are converted to Scenes.
So If you want a quick NPC, just do the following:
Saving Throw: As mentioned in the rules on spell casting
Determine level, primary attributes, and an aspect or
rules, even if a spell has a saving throw, there should still be
two. Make primary attributes +3 (ability scores 16). Second- some consequence for a caster successfully casting a spell.
ary attributes assign a -1 or 0 (ability scores 9 or 10). Add
levels to attributes. You may even give the NPC a fate point RITUALS
to power an aspect. DC: To make things simple, use the level of the cleric spell
For example: You need quick stats for Jurgen the Smith. His and match to the DCs provided to come up with the DCs for
primary attribute is Strength and he has the aspect ‘Compe- new rites:
tent Village Smith’. Jurgen is level 0 so his primary attribute Table 11-1: Cleric Spell DC Conversion
score is +3. The GM assigns a fate point to Jurgen but just for
LEVEL DC LEVEL DC
use with his aspect.
1 DC 10-15 6 DC 35
monsters and challenges right and making sure the recom- 2 DC 19 7 DC 39
mended level of the adventure matches up with the relative 3 DC 23 8 DC 43
power level of the group in Aspects of Fantasy.
4 DC 27 9 DC 47
In general, AoF adventuring parties tend to be somewhat more
5 DC 31
powerful than what you find in a typical D20 game. Aspects
of Fantasy parties have an advantage as they have aspects, All other guidelines for rituals match the guidelines for
fate points, abilities powered by fate points and traits. Of spells, listed above.
course, the GM can call on his own fate points, creature
aspects and traits, as well as compels, but the characters Author Note: The philosophy behind spell and ritual design
tend to have the advantage. Add to this exploding dice, die is simply ease of play. Instead of tracking rounds and
steps, minion rules, etc and power levels are simply higher counting squares, the spell gets cast and play continues...
overall. For these reasons, add 1-2 levels to an Aspects of
Fantasy party when determining the recommended adven- CREATURES AND NPCs
ture level for a D20/Pathfinder adventure.
For example: A D20 adventure made for a 6-7th level party
Aspects for Creatures and NPCs
would work fine for a 4-5th level Aspects of Fantasy party. Start here. Creatures all have aspects. They can describe
what a creature’s motivations are, its personality, as well as
Low level adventures (1-2nd level) should be increased in its strengths and weaknesses.
some way to make them a bit more of a challenge.
Minions might have 1-2 aspects, foes 2-4, villains 4-5 or even
SPELLS AND RITUALS 6. These aspects can be invoked by the GM or, if a character
knows a creature’s aspects, he can compel that aspect. (For
SPELLS more information on using creature and NPC aspects, see
Spells in Aspects of Fantasy can easily be taken from other “CREATURE ASPECTS” on page 47.)
D20/Pathfinder sources. Here are some guidelines:
Fate Point Tr ait
Level: Overall level remains the same.
Many creatures have traits powered by fate points. Most of
Casting Time: The casting times for most spells have been these powers were created to streamline encounters while
converted to major actions. The spell is cast and goes off in also making them more interesting and, in some cases, more
the same round. Original casting times are kept and listed strategic. Not every creature has to have a fate point trait,
when they are minor actions or when a spell takes several but even a group of minions might have one under certain
minutes to cast. circumstances.
Range: Ranges generally convert to one of the following
ranges: Their use is limited in that these traits can only be activated
by the GM using fate points from his or her fate point pool.
Close: The spell can affect anyone or anything within melee
range of 10ft. Hit Point Conversion
Encounter Area: Can affect a target within the Encounter Hit dice and hit points generally remain the same, though
Area the mage is located in. So within 40-50ft. weaker monsters might have hit dice that are a lower step
Medium: This converts to anything up to 200ft. than normal (d6 instead of d8) and more powerful monsters
have hit dice that are a higher step than normal (d10 instead
Long: Listed ranges over 200ft but less than 1000ft are of d8). Each hit die is modified by a creature’s Constitution
converted to Long. modifiers.
Higher ranges are possible, these should be a straight
conversion. Ability Score Conversion
Target: What’s being affected, whether it’s a small object or Primary Attributes
an Area. ‘Area of affect’ generally take up an Area, 1/2 an Most monsters have two primary attributes (though
Area, or multiple Areas. more powerful creatures will have three or even four).
Duration: Unless the rounds are very limited in number, Simply decide what the attribute is and determine
this normally rounds up to just an Encounter making the the associated attribute score as follows: 167
Gianfranco Bongioanni (Order #25758971)
Chapter 11: CREATURES
Creature T ypes
PRIMARY ATTRIBUTE SCORE =
Creatures are categorized and divided by their ‘type’. Such types
Level + Ability Score Modifier share certain common characteristics like mindset, species,
origin, etc.
Secondary Attributes Angelic: Creatures of the Light Empyrean. Entities of justice and
light who can take both physical and spiritual form.
Most other creature attributes are secondary; the attributes
for these stats are as follows: Animal: An animal is a non-humanoid creature, usually a verte-
brate. Most animals included in Aspects of Fantasy either lived
on our own world in historical times, are larger versions of such
SECONDARY ATTRIBUTE SCORE = creatures, or are very similar to such creatures.
1/2 Level + Ability Score Modifier Chthonic: Aberrations that originate from the Void Realm. Gener-
ally, these creatures have bizarre - often horrifying - anatomies,
abilities that are strange and ‘otherworldly’, and alien mindsets.
No Attribute Construct: A construct is an animated object or artificially
Some creatures have no ability scores for certain attributes. constructed creature.
For example, a Glorp (a type of ooze creature) does not have Dragon: A dragon is a reptilian creature, usually winged, often
a Wisdom score, instead it simply has a “-” representing with magical or unusual abilities.
a null value. Creatures without an ability score normally
cannot perform a skill related to that attribute nor can they Elemental: An elemental is a creature composed of one of the
be affected by spells or other hazards that require the related four classical elements: air, earth, fire, or water.
attribute to be rolled for a saving throw. Fey: Fey are creatures that have some connection to the Twilight
Realm. This type of creature often has supernatural abilities and
Undead and Constitution connections to nature or to some other force or place. Most,
In most D20 games, undead do not have a Constitution though not all, fey are human-shaped.
ability score because, it is argued, Constitution measures a Infernal: Creatures of the Shadow Empyrean. Entities of evil who
creature’s living vitality. Since undead are, well, dead they can take both physical and spiritual form. Generally referred to
do not get a Con score. That is not the case in Aspects of demons, daemons, devils, etc.
Fantasy. Constitution measures a creature’s vitality whether
it is living or (un)dead. Giant: A giant is a creature of humanoid shape and great strength.
Most giants are at least Large in size.
In the case of ethereal undead their Constitution attribute
always equals their Charisma attribute. If one is a primary Humanoid: A humanoid usually has two arms, two legs, and
attribute the other is as well. one head, or a humanlike torso, arms, and head. Humanoids
are usually Small or Medium-size, with few or no supernatural or
Movement and Areas extraordinary abilities.
Areas for creatures are handled the same way they are for Magical Beast: A creature of this type is similar to a animal but
player characters. If a creature’s normal base movement is can have an Intelligence score higher than 2. Magical beasts
between 30ft - 40ft, his base move is 1; between 41ft - 60ft it usually have supernatural or extraordinary abilities.
is 2; 61ft – 80ft it is 3; and so on. Monstrous Humanoid: A monstrous humanoid has some
humanoid and some monstrous or animalistic characteristics.
Offense
Ooze: An ooze is an amorphous or mutable creature, usually
Most melee and ranged attack bonus numbers are figured like
created through magic, either on purpose or through spells gone
character attack bonuses taken from attributes. However,
awry.
certain traits may also come into effect; for example, at least
one natural attack could be modified by the Weapon Focus Plant: This type encompasses all vegetable creatures, including
trait (claws or bite) while certain humanoids like orcs and both normal plants and plant creatures.
hobs would at least have one of the Arms Training traits. For Shapechanger: This type of creature has a stable body but can
the sake of profile brevity, these traits are not always listed. assume other forms.
Undead: Undead are once-living creatures animated by spiritual
CREATURE PROFILE or supernatural forces.
Creature stats, listings and write-ups are all organized in the Vermin: This type includes insects, arachnids, arthropods,
same way. Some of the listings are described below: worms, and similar invertebrates.
Size
always. Some creatures are at a higher level than their hit
Every creature falls into one of six size categories. These
dice would indicate due to a number of positive traits and
are: Tiny, Small, Medium, Large, Huge, and Gargantuan.
Size becomes important when determining how much space abilities, some are at a lower level due to a lack of traits or
a creature takes up in an Area. For example, only around some disadvantage.
two huge or one gargantuan creature would fit in an Area.
Certain combat maneuvers are also affected by an attacker Initiative
and/or target’s size. Amount added (or subtracted if negative) from a creature’s
Level initiative roll. This is generally a creature’s Dexterity ability
A creature’s level is a measure of its overall power score bonus, though some traits might also affect initiative.
and ability. As a general guideline a creature’s level Of course, a creature might also have an aspect that can be
168 matches a creature’s hit dice amount, but not invoked to modify.
Cleave
Many creatures have the trait,
Cleave. For more information on
this trait, see page 58.
Creature Finesse
Creature uses its Dexterity attri-
bute instead of its Strength attri-
bute when determining its melee
attack bonus.
Damage Resistance
and Immunity
If a creature has Damage Resistance
listed for a type of damage (i.e. Fire
Resistance, Cold Resistance), it
takes only half damage from that
Defense and Offense type of damage.
These two sections of a creature’s profile give a quick synopsis
of a creature’s defensive and offensive capabilities and traits. If a creature has damage immunity listed for a type of dam-
Traits are then further detailed below under the profile. age, it is unaffected by that damage.
If a creature just has general Damage Resistance and/
Multiple Attacks or Damage Immunity the creature is resistant or immune
Creatures often have multiple attacks listed per round. to ALL damage. Such resistance or immunity can normally
Those with multiple attacks do not suffer a penalty for an be overcome by enchanted weapons and/or certain damage
off-hand attack. types. The magic bonus/damage type required to overcome
this resistance or immunity is included with the listing (i.e.
Ability Scores (Attributes) Damage Resistance (+1 or cold), Damage Immunity (+2 or
Ability scores are listed with the associated attributes shown fire)).
in parenthesis.
Damage Vulner ability
Aspects If a creature has damage vulnerability listed for a type of
As mentioned, all creatures have aspects. Generally, the damage, the damage is doubled.
more powerful the creature the more aspects it has, though
this need not always be the case. Double Attack Tr ait
Creatures with this trait may perform the Double Attack
Tr aits and Qualities maneuver.
Creatures have abilities that are detailed here. Any trait that Creatures normally have this trait if they meet the following
has ‘(fate point)’ listed after it is powered by the GM spending requirements. The creature must be 5th level and logically
one of his fate points; otherwise, it can’t be used. have one of the following traits: Arms Training - Melee, Arms
Training - Ranged, or Weapon Focus. Optionally they could
TRAITS AND SENSES have an aspect that is similar one of those traits.
The extra attack costs the GM one fate point and can be used
Listed below are some common traits and abilities that
certain creatures have. The following rules are standard and even if the creature has multiple attacks. All other rules for a
are referenced (but often not repeated) in a creature’s profile. Double Attack maneuver apply, see page 87.
It will be noted if the creature can only make this attack with
CREATURE TRAITS a Weapon Focus or type of Arms Training. This is noted as
part of the trait as follows:
Ability Damage Double Attack - Melee (fate point)
Some attacks or special traits cause ability damage or drain,
Double Attack - Ranged (fate point)
reducing the designated ability score by the listed amount.
Ability damage can be healed naturally. Ability drain is per- Double Attack - Claw (fate point)
manent and can only be restored through magic. Double Attack - Sword (fate point) 169
Gianfranco Bongioanni (Order #25758971)
Chapter 11: CREATURES
Fear point so that the svart alfar avoids half-damage from the spell.
Many creatures, especially undead and demonic creatures,
can cause fear.
Unlife
An affected opponent can resist the effects with a successful A creature with this trait is one of the undead, horrific
Wisdom save (DC 10 + 1/2 terrifying creature’s levels + crea- entities who live in a twilight world of madness and horror.
ture’s Charisma modifier). An opponent that succeeds on Those creatures that have this trait do receive some benefits
their fear saving throw is generally immune to that creature’s from being dead:
terrifying presence for a full day. (For more information, see Undead do not breathe, eat, or sleep. Any effects that
“FEAR” on page 115.) must be inhaled or cause sleep do not affect undead.
Author Note: Even if fear is not listed in a creature’s profile, Immunity to all mind-affecting effects (charms, compul-
a GM could rule that certain creatures cause fear under sions, morale effects, or illusions).
certain circumstances. For example, a 1st or 2nd level char- Immunity to death effects, disease, paralysis, and
acter who has never encountered an undead creature before poison, nor are they subject to fatigue effects.
might be subject to fear when first encountering a zombie. A Immunity to being stunned.
6th level party might be subject to fear when stumbling upon
a dhole for the first time. Undead are immediately destroyed when reduced to 0
hit points, they have no negative hit points.
Incorporeal
An incorporeal creature has no physical body. As a conse- CREATURE SENSES
quence, it takes half damage from all sources. The exceptions Senses are listed at the bottom of a creature profile. The
to this are: holy/unholy weapons, ‘ghost touch’ weapons, number listed after the sense is the range in Areas.
and spells that specifically say they do full damage to incor-
poreal creatures. Blindsight
Other incorporeal characteristics: Some creatures possess blindsight, the extraordinary ability
to use a non-visual sense (or a combination of senses) to
An incorporeal creature has no natural armor bonus operate effectively without vision. Such senses may include
but has a deflection bonus equal to its Charisma bonus sensitivity to vibrations, acute scent, keen hearing, or echo-
(always at least +1). location. This ability operates out to a range specified in the
An incorporeal creature can enter or pass through solid creature description.
objects up to 5ft thick. Blindsight never allows a creature to distinguish color or
An incorporeal creature’s attacks pass through (ignore) visual contrast. A creature cannot read with blindsight.
natural armor, armor, and shields, although certain
Blindsight creatures are unaffected by gaze attacks, blinding
spells (such as mage armor) work normally against it.
attacks, and blur affects. Invisibility and concealment (even
An incorporeal creature moves silently and cannot be magical darkness) are irrelevant to a creature with blind-
heard with Perception checks if it doesn’t wish to be. sight. Deafening attacks might thwart blindsight if it relies
However, an individual with Second Sight might sense on hearing.
the creature (Perception check).
Darkvision
Nauseate
Creature has the ability to see in the dark. Darkvision is the
In some way, either through odor or by its very appearance, extraordinary ability to see with no light source at all, out to
the creature causes other creatures to become nauseated. a creature’s normal range of vision. This trait does not detect
(For more information, see “Nauseated” on page 93.) colors and is of little help while searching or making minute
examinations, so a creature may prefer to use a torch. The
Spell Resistance presence of light does not spoil darkvision.
Spell resistance is a special defensive ability normally pos-
sessed by certain outside entities (angels, demons, chthon- Low-Light Vision
ics, etc). It provides the following benefits: Creatures with low-light vision have eyes that are so sen-
When a mage specifically targets a creature with this sitive to light that they can see twice as far as normal in
trait he must add +10 to the DC of the Spellcraft roll. dim light. Low-light vision is color vision. A spellcaster with
The trait acts as an aspect that can be invoked for any low-light vision can read a scroll as long as even the tiniest
saving throw involving magic, even if the spell does not candle flame is next to him as a source of light.
specifically target the creature with the spell resistance Creatures with low-light vision can see outdoors on a moonlit
trait. night as well as they can during the day.
If the creature successfully makes a magic-related saving
throw, even if not directly targeted, they may spend a Mistsight
fate point to avoid any effect from the spell. The creature can see through fog, mist, and murky water as
if they were perfectly clear, ignoring any concealment penal-
For example: A demon with spell resistance is targeted by
ties for these sight impediments, up to its normal range of
a confusion spell. The creature makes it’s saving throw,
meaning it will still be stunned for 1 round instead of confused. vision.
The GM may spend a fate point to avoid the stunned affect. Tremorsense
Second example: A svart alfar with spell resistance is A creature with tremorsense is sensitive to vibrations in
in an Area targeted by a fireball spell. She makes her the ground and can automatically pinpoint the location of
Dexterity saving throw, meaning she will just take anything that is in contact with the ground. The ability’s
170 half-damage. However, the GM may spend a fate range is specified in the creature’s descriptive text.
SAMPLE CREATURES those that make this mistake often regret it, for the bloody
bones is far worse than the undead creature it resembles.
BLOODY BONES It is unknown if these creatures can speak. A bloody bones
Medium Undead Level 4 prefers to hide in the shadows and wait for its prey to pass
nearby. It then leaps to the attack, entwining its opponents
Initiative: +3 Speed: 2
with its tendrils and clawing its prey until dead.
DEFENSE
Senses: Darkvision (2)
AC 17 (+1 Dex, +6 natural)
Organization: Solitary or gang (2–5)
HP 28 (4d8+12)
Defensive Traits: Fire Resistance, Slippery, Unlife
BOG BEAST
OFFENSE
Large Monstrous Humanoid Level 4
Melee: 2 claws +8 (1d6+3)
Initiative: +2 Speed: 2
Ranged: 4 tendrils +5 (grab)
DEFENSE
Offensive Traits: Tendril, Rend (2 claws, 1d6+4), Superior
AC 17 (+8 natural, -1 size)
Grab (fate point)
HP 36 (4d10+16)
ABILITIES (ATTRIBUTES)
OFFENSE
Primary Attributes: Strength and Wisdom
Melee: 2 claws +11 (1d8+6 plus disease)
Strength (17) 7, Dexterity (12) 3, Constitution (16) 5
Intelligence (12) 3, Wisdom (14) 6, Charisma (16) 5 Offensive Traits: Disease (Filth Fever), Double Attack - Claw
(fate point), Nasty Claws (fate point)
ASPECTS
ABILITIES (ATTRIBUTES)
Hate the Living, Foul Tendrils, Vile Tomb Dweller
Primary Attributes: Strength and Constitution
TRAITS AND QUALITIES Strength 20 (9), Dexterity 11 (2), Constitution 18 (8)
Slippery: A Bloody Bones vile form makes it impossible to confine Intelligence 5 (-1), Wisdom 12 (3), Charisma 9 (1)
or grapple the creature. No confinement spells like Web will affect ASPECTS
the creature, and it is immune to all grapple attempts.
Night Predator, Creature of the Swamp, Great Smelly Beast
Tendril: A bloody bones can fire up to 4 sinewy tendrils from its
body at a time, launching at any target in the same Area. Tendril TRAITS AND QUALITIES
attacks resolve as ranged touch attacks. Disease: Anyone who has been successfully hit by a bog beast
claw must make a Constitution save (DC 18). If the save is failed
A successful tendril attack means a character is wrapped in a they contract Filth Fever (see below).
tendril and pulled roughly towards the bloody bones where he can
be attacked next round. While wrapped in a tendril a character Filth Fever
does not get his dexterity bonus. Contact - Injury; Save - Constitution DC 18
Onset - 1d3 days; Frequency - 1/day
A character can escape on a Strength save (DC 22, major action)
Effect 1d3 Con and 1d3 Dex damage from fever and severe
or he can attack the tendril. These tendrils are quite strong (10 hp)
cramping. Those with the disease have the temporary aspect
with an AC of 20, but can be severed with a slashing weapon. If the ‘Sorely Distressed’.
tendril is currently wrapped around a target, the tendril takes a -4
penalty to its AC. Severing a tendril deals no damage to a bloody Rend: If the bog beast inflicts 2 successful claw attacks on the
bones. same target, it inflicts an additional 1d8+6 points of damage as it
Rend: If the bloody bones inflicts 2 successful claw attacks on the pulls and tears flesh.
same target, it inflicts an additional 1d6+4 points of damage as it Nasty Claws (fate point): For the cost of a fate point, damage
pulls and tears flesh. from any one claw attack can be given the explode trait. This can
Superior Grab: (fate point) On a successful tendril attack, a bloody be done after damage has been rolled.
bones can pin the arms of a target so that it cannot use them. The
target can still attempt a Strength save to break free - but the DC is Description: A great, hairy, fur-covered humanoid with
higher (DC 28, major action). clawed hands and feet and around 8 feet tall. Two, long,
upright tusks protrude from its mouth. Its eyes are dull
brown and its fur is brownish-black.
Description: A bloody bones appears as a skeletal humanoid
with bits of desiccated muscle and sinew hanging from its Information: Bog beasts make their homes in fetid swamps
slick reddish black bones. Four long, sinewy tendrils writhe and bogs and feed on creatures that dwell there. They are
from its midsection which seems to still secrete a vile, foul nocturnal hunters and a bog beast’s hunting area usually
smelling blood. Its eye sockets are hollow and show no covers a large expanse of ground several miles around its
pupils, only two red points of evil light. lair. A bog beast stands over 8 feet tall and weighs around
1,100lbs. It makes its lair amid overgrown swamp mounds
Information: Bloody bones are evil undead creatures that
and attacks just about any creature that travels too close
haunt caverns, caves, and other desolate places. Their true
to its lair. They seem to be able to communicate with one
origins are unknown, but they are believed to be the cursed
another through a series of guttural grunts and growls,
undead remains of those who desecrate churches and
but do not speak any known language. Bog beasts are
other holy places and/or those who murder clergy. From a
not tool users and do not normally wield weapons,
distance, they are likely to be mistaken for skeletons, but 171
Gianfranco Bongioanni (Order #25758971)
Chapter 11: CREATURES
TRAITS AND QUALITIES
they always attack with their claws and always fight to the
death. A creature killed by a bog beast is dragged back to its Slime Glop: Once per encounter, the dhole can spit out a glob of
sticky acidic slime which it normally uses to start a tunnel. The glop
lair, where it is devoured.
can be spit up to 1000ft and covers an entire Area. Those caught
Organization: solitary or pack (2–5) underneath must make a Dexterity save or take 2d10 in acidic
Senses: Darkvision (2) damage in the first round and 1d10 in the second from the slime.
Swallow Whole: If the dhole hits a target by +5 or greater than the
Author Note: Change fur color and habitat and a bog beast
number needed, he has not only hit the target but has swallowed
could be a sasquatch or a yeti.
him whole. Every round swallowed the target automatically takes
2d12+2 in damage, 1/2 from being crushed and 1/2 from acid.
DHOLE (PURPLE WORM) Cutting Free: A swallowed creature can try to cut its way free by
Gargantuan Chthonic Level : 16 inflicting 30hp in damage with any slashing or piercing weapon.
Initiative: +6 Speed: 2 The dhole’s interior AC is 20.
DEFENSE Author Note: Being eaten inside a dhole would be a pretty terri-
fying experience, at the very least a GM might assign a temporary
AC 26 (–2 Dex, +22 natural, –4 size) aspect like ‘I’m being EATEN!’ and compel accordingly.
HP 216 (18d10 + 126)
Description: Dholes are massive, slimy worm-like creatures,
Defensive Traits: Spell Resistance
that can grow to over 200ft in length and 15ft in diameter.
OFFENSE Those few who have encountered the creatures and survived
Melee: bite +29 (3d10+12) describe their hides as being purple on top like a bruise
fading to a putrescent white on their underside; for this
Offensive Traits: Slime Glop, Swollow Whole, Double Attack - reason, dholes are often referred to as purple worms.
Bite (fate point)
ABILITIES (ATTRIBUTES) Information: Not much is known about dholes. They are
almost never encountered above ground except on the
Primary Attributes: Strength and Constitution darkest of nights having an aversion to light, though it does
Strength 35 (28), Dexterity 6 (6), Constitution 25 (23) them no real harm. It is believed they dwell in massive grot-
Intelligence 1 (3), Wisdom 8 (7), Charisma 8 (7) toes deep underground subsisting directly on minerals and
what organic matter they can acquire.
ASPECTS
It Hungers!, Creature of the Cavern Depths, Terrifyingly Massive Certain scholars whisper that these creatures are not truly
from this world but are summoned here by dark sorcerers to
destroy their enemies. After a time, the magic that brings a
dhole here fades and they return to their own worlds, dead
planets that they’ve riddled with their incessant tunneling.
Few dead specimens have been observed as the acid slime
that permeates a dhole’s system - and helps them tunnel -
leads to rapid decay after their deaths. What does remain is
often a rich treasure trove of undigested gems and metals
Organization: solitary
Senses: Darkvision (2) and Tremorsense (4)
ETTIN
Large Giant Level: 6
Initiative: +2 Speed: 2
DEFENSE
AC 18 (-1 size, -1 Dex, +8 natural, +2 hide)
HP 52 (6d10 + 22 (+10 Toughness))
Defensive Traits: Rarely Surprised (fate point), Toughness
OFFENSE
Melee: 2 spiked clubs +14 (2d6+6)
Ranged: 2 large rocks +4 ranged (1d10+6) Range: Medium
Offensive Traits: Two-Weapon Fighting, Double Attack - Melee
(fate point)
ABILITIES (ATTRIBUTES)
Primary Attributes: Strength and Constitution
Strength 23 (12), Dexterity 8 (2), Constitution 15 (8)
Intelligence 6 (1), Wisdom 10 (3), Charisma 11 (3)
ASPECTS
Horrible Smell, Two Heads Better Than One, Heads Don’t
172 Always Agree, “SMASH ‘N PULP!!”
GHOUL
Medium Undead Level: 3
Initiative: +5 Speed: 2
DEFENSE
AC 14 (+2 Dex, +2 natural)
HP 13 (2d8 + 4)
Defensive Traits: Unlife; Fire Resistance
OFFENSE
Melee: 2 Claws +3 (1d8+1 plus paralysis), Bite +2 (1d6+1 plus
paralysis and disease)
Ranged: +5
Offensive Traits: Paralysis, Charnel Bite (fate point), Disease
ABILITIES (ATTRIBUTES)
Primary Attributes: Dexterity and Constitution
Strength 13 (2), Dexterity 15 (5), Constitution 14 (5)
Intelligence 13 (3), Wisdom 14 (3), Charisma 14 (3)
ASPECTS
Abomination, Eater of the Dead
Two-Weapon Fighting: An ettin fights with a club and likes to Paralysis: 1d4+1 rounds, Charisma Save (DC 13), elves are
throw large rocks from each hand. Because each of its two heads immune to this effect. A paralyzed character is frozen in place
controls an arm, the ettin can attack with two weapons at the same and unable to move or act. A paralyzed character has effective
time. Dexterity and Strength scores of 0 and is helpless, though they are
still aware of what goes on around them.
Rarely Surprised: (fate point) With its two heads an ettin is rarely
surprised. If it loses a Perception check for surprise, it may use a Disease - Anyone who has been successfully bitten by a ghoul
fate point to switch the result so that it is not surprised. must make a Charisma save (DC 13). If the save is failed they
Toughness: An ettin is thick and tough, because of this he receives contract Ghoul Fever (see below).
+10 hit points to his starting hit point total. Ghoul Fever
Bite - Injury; Save - Charisma DC 13
Description: An ettin is a two headed giant that breeds Onset - 1 day; Frequency -1/day
true. This vile creatures never bathes if it can help it, which Effect 1d3 Con and 1d3 Dex damage
usually leaves it so grimy and dirty its skin resembles thick,
gray hide. They wear animal skins for warmth and protec- Individuals with ghoul fever have the aspect ‘Fevered Dreams’
tion; invariably, these are filthy and vermin infested. One
often smells an ettin long before he encounters the creature.
For this reason, ettin often make sure they are upwind of
any potential prey. Adult ettins are about 13ft tall and weigh
5,200lbs. They live about 75 years.
Information: Ettins are vicious and unpredictable hunters.
They are related to the fomorians and are probably the result
of some sorcerous transformation. An ettin’s two heads are
somewhat autonomous, they have their own personalities
and motivations and often don’t get along.
Though ettins aren’t very intelligent, they are cunning
fighters. They prefer to ambush their victims rather than
charge into a straight fight, but once the battle has started,
an ettin usually fights furiously until all its enemies are
dead.
Languages: Common
Organization: Solitary, gang (2–4), troupe (1–2 plus 1–2
brown bears), band (3–5 plus 1–2 brown bears), or colony
(3–5 plus 1–2 brown bears and 7–12 orcs, or 9–16 goblins)
Senses: Low-light Vision (2)
173
Gianfranco Bongioanni (Order #25758971)
Chapter 11: CREATURES
indicating the nightmares and strange thoughts they have while
they have the disease.
A humanoid who dies of ghoul fever and is not buried in conse-
crated ground rises as a ghoul at the next stroke of midnight. A
humanoid who becomes a ghoul in this way retains none of the
abilities it possessed in life. It is not under the control of any other
ghouls, but it hungers for the flesh of the living and behaves like a
normal ghoul in all respects.
Charnel Bite (fate point): For the cost of a fate point, a ghoul can
take a major action and devour the flesh of a humanoid who has
been dead under 12 hours. In doing so, he receives a +2 clarity
bonus on all melee rolls and all saves for an entire encounter.
175
Gianfranco Bongioanni (Order #25758971)
Chapter 11: CREATURES
Description: See below
Information: More than any other race, orcs are the most
closely identified with the Powers of Darkness. They have a
universal reputation for being wicked and cruel, delighting
in the torment of others. Orcs are nocturnal creatures that
live in tunnels and caves. They despise the sun and venture
forth during the day only under extreme duress. Orcs
constantly fight amongst each other and only the strongest
and most powerful leaders can keep them in line. Orcs can
potentially live a very long time - quite possibly centuries -
though few make it past age 30 due to their violent culture
and dark natures.
There are no female orcs. Instead, these creatures have
the horrific ability to mate and produce offspring with any
medium-size female creature and often target animals
like pigs and goats for their evil lusts. The creature born
from such a union is an orc, but it often has the look of its
animal parent. For this reason many orcs present a porcine
appearance or have muzzle like faces and often have tusks.
However, no matter what their parentage, all orcs have long
pointed ears and horrid red slitted eyes. Skin color ranges
from gray, to green, to greenish black. Size can range from
4ft to 6ft. Description: This gaunt, vaguely insect-like creature stands
The origins of the orc race are murky, though it is certain around 9ft tall, its skin is grey and coarse, its head long and
they are a race created through sorcery and dark magic. hairless. A phrint’s eyes are a deep black, it has two slits for
Strangely, an orc’s pointed ears and potential long life span a nose and a perversely elongated face. Its teeth are fanged.
show evidence of a fey or even elven influence of some sort. Phrint wear tattered dark cloaks and are known to wear wide
Languages: Common, Shadowtongue brimmed hats. These strange and wicked creatures often
have evil smiles on their faces when they are in the middle of
Organization: Orcs are socially organized around warring melee combat. They are always armed, usually with a large
tribes which have repulsive names like the Clan of the Vile sword made out of curiously worked iron, though they also
Eye or the Blood Skull tribe. Tribes seldom work together use weapons they have scavenged from prey. They tend to
unless united under strong (and fear inducing) leadership. prefer weapons which are used two handed.
Senses: Blindsight (4) Information: Phrint are very agile being able to climb cliffs
and walls with ease. They are also extremely fast and can
PHRINT attack three times per round with a weapon. They are night
hunters and can blend in well with shadows and terrain and
Large Humanoid Level: 7
can be difficult to detect, especially since phrint have the
Initiative: +12 Speed: 4 ability to stand in the same position for hours on end.
DEFENSE Phrint are a mystery to other races and are notorious for
AC 20, touch 16, flatfooted 14 (+6 Dex, +4 natural) their aberrant and capricious natures. For example, there are
stories of phrints leaving solitary travelers alone and instead
HP 42 (6d8+18) attacking large parties of mercenaries or Nith nomads. They
Defensive Traits: Cold Resistance seem to enjoy stalking their victims and are adept at causing
OFFENSE as much fear as possible, leaving their prey emotionally and
physically exhausted. Phrint cause mounts to bolt for no
Melee: 3 x Melee Attack +14 (Great Sword 1d12+4) apparent reason, make furtive noises while hidden, wake
Ranged: +13 sleeping prey, all in an effort to illicit terror. They have been
known to stalk and prey upon parties of travelers, picking off
Offensive Traits: Creature Finesse, Double Attack - Melee (fate
a party member then leaving some body part for the victim’s
point), Multiple Attacks
companions to find. No matter the circumstances, a phrint
ABILITIES (ATTRIBUTES) will almost always end its depredations before the first light
Primary Attributes: Strength and Dexterity of morning as it prefers to be hidden in its lair during the
day. However, phrint are not negatively affected by the sun.
Strength 17 (10), Dexterity 21 (12), Constitution 16 (6)
While these creatures use weapons and other tools, they
Intelligence 10 (3), Wisdom 6 (1), Charisma 12 (4)
never speak except for the occasional howl while hunting.
ASPECTS
Organization: Phrint are always found alone. Their preferred
Psycho-killer, Superb Stalker, Mysterious Origin environments are stony badlands, old ruins and dungeons
which have convenient places to lair during the day. Though
TRAITS AND QUALITIES
normally solitary, it is assumed the phrint have some hidden
Multiple Attacks: Phrint are extremely quick and agile. They settlement or settlements since no young phrint have ever
attack three times per round and can divide up their attacks against been seen nor could their curious swords have been forged
multiple foes in the same Area. in the wild. Phrint are also believed to be neuter giving rise
Weapon Finesse: Phrints use their Dexterity attribute to much speculation as to how they perpetuate their species.
when determining their melee attack bonus.
176 Senses: Darkvision (2)
TROLL
Large Humanoid Level: 7
Initiative: +4 Speed: 2
DEFENSE
AC: 20 (+1 Dex, +10 natural, –1 size)
HP: 72 (6d10+42)
Defensive Traits: Stone Healing 5 (while touching solid stone),
Warded by Holy Ground (weakness), Vulnerability to Sunlight
(weakness)
OFFENSE
Melee: 2 claws +14 (1d6+7) and bite +13 (1d8+7); OR
large two-handed weapon +15 (1d12+7) and bite +13 (1d8+7)
Offensive Traits: Rend and Tear (2 claws, 2d6+10), Cleave,
Acid Puke (fate point), Double Attack - Melee (fate point)
ABILITIES (ATTRIBUTES)
Primary Attributes: Strength and Constitution
Strength 23 (13), Dexterity 12 (4), Constitution 24 (14)
Intelligence 6 (1), Wisdom 9 (2), Charisma 6 (1)
ASPECTS
Vicious Brute, Born of Stone, Ancient Creature of Darkness
WRAITH
Medium Undead (Spirit) Level: 8
Initiative: +10 Speed: 2 (fly)
DEFENSE
AC 15 (+3 Dex, +2 natural)
HP 42 (7d8+14)
Defensive Traits: Incorporeal, Powerless in Sunlight, Unlife
OFFENSE
Melee: Incorporeal Touch +11 (2d6+1 explode)
Ranged: N/A
Offensive Traits: Cause Fear and Terror (fate point), Create
Spawn, Creature Finesse, Touch of Death, Unnatural Aura
ABILITIES (ATTRIBUTES)
Primary Attributes: Dexterity and Wisdom
Strength 11 (4), Dexterity 15 (10), Constitution 13 (5)
Intelligence 12 (5), Wisdom 17 (11) , Charisma 13 (5)
ASPECTS
Creature of Shadow, Bringer of Death, Tormented and Insane
178
Gianfranco Bongioanni (Order #25758971)
INDEX Starting Guidelines 46
Temporary 48
Weapon 96
Athletics Skill 69
A Attack Roll 82
Ability Damage 169 Attributes 17
Ability Score Conversion 167 Automatic Hits 10, 82
Ability Scores 11, 16 Automatic Misses 10, 82
Defined 17
Generation Methods 16 B
Grognard Methods 16 Background Traits 28
Modern Point Buy 16 Barbarian Class 29, 31
Modifiers 16 Base Save Bonus 83
Acrobatics Skill 68 Blinded 93
Action Types 85 Blindsight 170
Adding Spells to Spellbook 125 Block 87
Adventure Conversion 166 Blood Bones 171
Adventurer Class 29 Bluff 71
Adventure Timeframe 12
Adventuring Gear 105 C
Afflictions 117
Aid Another 87 Called Shot 88
Aim 87 Campaign 12
Animal Companion 56 Cantrips 125
Appendix N 9 Casting DCs 124
Arcane Critical Effects Table 127 Casting Rituals 88, 130
Arcane Fumble Table 128 Casting Spells 77, 88, 123
Arcane Recipes 109 Changing Aspects 47
Area Aspects 48 Channeling and Fate Points 130
Areas 11, 80 Channeling Modifiers 130
Armor and Shield Table 102 Channeling Skill 70
Armor Aspects 102 Channeling Skill Check 130
Armor Character Class Option 28 Character Class Profile 28
Armor Class 82 Character Races
Flat-Footed 82 Clurichaun 19
Modifiers 82 Dwarves 20
Touch 82 Elves 21
Armor Traits 102 Gnomes 22
Arms Training Traits 58 Halflings 23
Aspect Enhancers 108 Humans 24
Aspects Orgars 25
Afflictions 117 Witchbloods 26
Area 48 Character Sheet 14
Armor 102 Charge 88
Casting Rituals 131 Charge Damage 96
Casting Spells 126 Class
Changing 47 Adventurer 29
Compelling 44 Barbarian 31
Creature 47, 167 Cleric 32
Dungeon 48 Fighter 34
Enhancers 108 Knight 36
Equipment 49 Mage 38
GM 47 Ranger 40
Group 49 Rogue 41
Insanity 120 Class Trait Pool 54
Invoking 44 Cleric Class 32
Items 107 Clurichauns 19
New 47 Combat Actions 85
NPCs 167 Combat Criticals 83
179 Random Generation Table 51 Combat Fumbles 83
Q
Qualities Weapon 96
Quick NPC Stats 167
R
Racial Traits 18
Random Aspects Generation Table 51
Range 80, 86
Ranged Attack 86
Ranged Attack Bonus 82
182 Ranged Combat
T
Taunt 91
Temporary Aspects 48
Temporary Hit Points 92
Thieving Skill 79
Throwing a Melee Weapon 96
Tools and Aspect Items 107
Tracking 78
Trait
Spell Resistance 170
Trait Descriptions 56
Trait List Table 54
Trait Pool 28, 54
Traits
Armor 102
Background 28
Fate Point 167
Magic Armor 111
Magic Weapon 111
Starting 28
Weapon 96
Tremorsense 170
Troll 177
U
Unconscious
Unhorse 91
Unlife 170 183
Gianfranco Bongioanni (Order #25758971)
APPENDICES
LIST OF MANEUVERS
MANEUVER FP DESCRIPTION
Charge Run to get into melee with an opponent not in the same Area
Fighting Retreat You fight while falling back, avoiding a ‘Free Hack’
Inflict Temporary Aspect Attempt to hobble your opponent with a temporary aspect
Armor Listing
Armor Cost Bonus EV Traits Aspects
Furs/Hide 3 gp +1 L Attire Hot
Padded 5 gp +1 L Hot
Leather 10 gp +2 L
Leather Coat 15 gp +2 L Attire
Studded Leather 30 gp +3 L
Ring mail 60 gp +4 1 Spellbane Heavy
Mail 150 gp +5 2 Spellbane Heavy, Hot
Iron Jack 80 gp +5 3 Spellbane Heavy, Hot, Noisy
Brigandine 300 gr +6 1 Spellbane, Attire Hot
Plate mail 800 gp +7 3 Spellbane, Blade Turning Hot, Noisy
Full Plate 1,500 gr +8 2 Spellbane, Blade Turning Hot, Noisy
Buckler 12 gr +1 L
Shield, Light 7 gr +1 L
Shield, Heavy 14 gr +2 1 Spellbane