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Arcanum: World of Arator Core Rule Book Version 1.0

1

Arcanum: World of Arator Core Rule Book and

Character Class Codex (Version 1.0)

These are the core rules for the Realm of Arator adventure setting. All rules within this

book are needed in terms of how the game is played. This book will explain various

aspects of the game that are not covered in other volumes such as Creature Compendium,

The Gods of Arator, etc.

The basis of this volume revolves around how battles, combat, and stats are primarily

used within the game as well as spells. Even though the magic of Arator is fully

explained sphere by sphere in its own book Magic of Arator, this book will explain how

spells work when in and out of combat.

All the basic mechanics of the game are explained in this core rule book as well as other

features that are important to the game in order to be played.

The Basics: How to Play the Game

The World of Arator is played very similar to other role playing games with storytelling

and pen and paper.

A calculator is also essential to add and subtract the various bonuses, damage done, and

percentages that are present in the game.

The World of Arator can also be used in conjunction with D20 system. All one needs is

the 20 sided dice and that is all. The 20 sided dice can be used to figure out how much

time remains in between player, NPC, and monster cool down times for their talents,

powers, and abilities. For example, if a warrior just used their trip and kill talent it cannot

be used again for another 60 seconds. To figure out how much time remains for that same

talent to be used again, the game master should have the player roll the 20 sided dice. If

the number is 6 or over then 60 seconds has transpired and they get to use that talent

again. If the number is 5 or lower, then not enough time has passed and the player will

have to wait for their next turn in which the talent will then be automatically available.

This also applies to monsters and NPCS that the game master controls. Each number on

the 20 sided dice would represent increments of 10 (there for a 1 is 10 seconds, 2 is 20

seconds, etc.) If the game master is controlling a monster that uses a special ability that

cannot be used again for 120 seconds for example, then they must roll a 12 or higher for

it to be used on the GMs turn, if 11 or lower than the GM must wait on their next turn to

use that monsters ability. Character classes and most monsters and beasts have numerous

talents with cool down times. Since all character classes have ten different special talents

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Arcanum: World of Arator Core Rule Book Version 1.0

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below level 50 and then an additional five more after level 50 along with their specialties

and normal attacks, they can opt to use these other methods of combat powers while the

talent they just used cools down. In such cases, a dice roll is not even required and the

GM can just allow the player to use the talent again at the GMs own discretion. If the

player opts out of the rolling the dice to see how much time is needed to pass to use that

ability again, then they must use other talents in that given round or turn until the GM

says they can use the other talent once more. However, if the player or the GM feels they

need or wants to use a talent at a particular moment and they are waiting for it to become

available again, then a dice roll is required.

20 Sided dice are available at any role playing or basic game store, and can also be found

easily online. The World of Arator currently does NOT come with dice.

The game master is the rule keeper and story teller, and must keep track of all elements of

the game being played. To make World of Arator fun for players, the game master should

be flexible with the aspects of the game, but not so much so as to make things too easy.

The World of Arator is a huge setting, with an expansive world and hundreds of different

places, monsters, beasts, NPCS, and more to populate that world with. A good GM is

able to incorporate their own stories within this game world using the given rules,

regions, and monsters successfully.

If a GM is unsure as to how to proceed with a certain aspect of the game, they can refer

to the many supplemental volumes that add to the game such as the Races of Arator, The

Gods of Arator, Magic of Arator, and the Creatures of Arator.

The World of Arator was made to be flexible and easy to play. Even though much of the

material can be quite in depth, much of it is self explanatory.

All one needs to begin a game within World of Arator is a good story, a couple of

players, and a lot of imagination.

Getting Started: Making a Character and Example

Combat

Making a character in the world of Arator is meant to be fun and creative. Players should

really put some thought into the characters they make as they will be extensions of

themselves within the game.

To begin creating a character, one should choose their race first (see below for possible

options) and then the class they wish to be. Some races are restricted to what classes they

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can or cannot be but all races will have what is called a preferred class or a class that

fits that race the best. Preferred classes do not offer any additional bonuses or perks

currently to the game, but they do offer players the chance to play to the best of its

abilities.

In order to figure out a characters stats, health, armor, and weaponry, we will use a level

1 fighter as an example.

Begin by assigning your character a name, then depending on their class and race, you

can begin to figure what starting stats they will have.

In this example, our level 1 fighter starts off like ALL character classes with a base 5

points in all their stats; however, since our character is a fighter they automatically gain

+2 to their Stamina, weapon skill, fighting skill, and agility. This bonus is also applied

each time our fighter levels. There for, our fighter will have 5 points in perception,

intelligence, wisdom, strength, charisma, and will power but will have 7 points in agility,

weapon skill, fighting skill, and stamina. Health is determined by the formula mentioned

below by taking 100 points that all character classes receive as a base + stamina score (in

this case 5 points) and then + the fighters health bonus percentage as a class which is

+50%. There for our fighter will have roughly 160 health points at level 1. Health points

can be gained by leveling of course, as well as additional bonuses which can be earned by

jewelry, armor, and weapons (but should not be applied at such low levels and should be

earned by the player at the GMs discretion.)

Now since our fighter is a battle class they will have physical energy points as well and

this is determined by taking the characters stamina score (7 points) and multiplying it by

the characters level (which is only 1) then that number is doubled so in this example the

fighter will have 14 points of physical energy to spend. This of course is not that much, it

is meant to be that way because characters are just starting out and are meant to be weak

in the beginning and then grow stronger as they level and progress.

In the start of any characters life within the world of Arator, weapons, armor, magical

items, and other treasure is crucial to survival. The World of Arator does not have any

restrictions for players in terms of what weapons they wish to start with on the exception

that they cannot start off as being magical in nature.

There for, in this example, since our fighter gains a base +5% damage bonus by dual

wielding any form of one handed weapon in either hand, we will start them off with a

pair of standard short swords that as a base deal 10 damage on each strike. We will also

give this fighter starting leather armor with a 10 durability rating.

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The game master should allow players to have any form of standard weapon that the class

is allowed to have at the start of the game. There for a warrior can have a standard two

handed weapon, a gladiator can have normal rated gauntlets, etc. All classes are also

allowed to start the game with a long ranged weapon such as a bow and arrow, crossbow,

firearm, or a wand (for spell casters).

For information on how weapons and armor work for the game please refer to the

Weapons and Armor of Arator supplement book. This book will give game masters all

the information they need on base weapon and armor durability, damage rating, and

magical properties. If the game master does not wish to use the Weapons and Armor of

Arator book, they can simply add their own base damage and durability to weapons and

armor (within reason).

Now that our fighter is almost set to start an adventure, let us take a