conan playtest rules v1-3
TRANSCRIPT
Updated 00:36 – 2nd May
1
Playtest Kit
ALPHA v1.3
2d20 Quick Start
Updated 00:36 – 2nd May
2
Changes of Note
Armor. This version includes a proposed change to Armor - its no longer a
dice pool. Armor now provides bonus Vigor and Injuries. Hit
locations are gone.
Dread Dread has been removed as the increase in difficulties caused by
Resolve damage replaces the mechanic. Fear will be managed
under Resolve.
Repercussions Are now called ‘Consequences’
Skills. Unarmed combat is no more. It’s now folded in with Close Combat
to create Melee combat (although we’re looking for a better name)
Melee combat is used to make attacks. Parry actions are now
made with the new skill Parry. Some of the skills have move
attribute to rebalance attributes and to make the game feel closer
to REH’s vision.
Skills & Effects (by characteristic)
• Agility (Acrobatics, Melee Combat, Stealth) • Awareness (Observation, Insight, Thievery) – also Ranged damage bonus • Co-ordination (Ranged Weapons, Parry, Sailing) • Intelligence (Chirurgery, Craft, Healing, Lore, Linguistics, Siege craft) • Physique (Resistance) – Also Vigor • Strength (Athletics) – Also Close damage bonus • Personality (Animal handling, Command, Counsel, Persuade, Society) – also Scare
damage bonus • Willpower (Alchemy, Sorcery, Survival) – Also Resolve
We’re working on a better ‘flavoursome’ names for many things in the system so please bear with us or make suggestions! CHANGES ARE HIGHLIGHTED IN RED
Updated 00:36 – 2nd May
3
2d20 Quick Start Rules The 2d20 System in Brief:
ROLL TWO TWENTY SIDED DICE: The 2d20 system uses the roll of 2 twenty sided dice to determine the number of successes rolled in combat or skill tests. Usually just one success is required, but some situations or environments may cause the difficult to increase and 2 or more successes required.
ROLL EQUAL OR UNDER YOUR ATTRIBUTE+SKILL:
ach roll of a d20 is made versus a target number of your Attribute + Skill Expertise. Each d20 that rolls equal to or under your Attribute + Skill is a success. If you roll under your Skill Focus (usually between 1-‐3) you gain an extra success.
BUY EXTRA D20’s WITH A THREAT POINT: Players can take a risk and choose to roll up to three more d20’s at the cost of one Threat for each extra d20.
BUY EXTRA D20’s WITH A LUCK POINT OR DECLARE SOMETHING: You have three Luck points, letting you declare something minor or add a d20 to a test, which counts as if it had rolled a 1.
EXTRA SUCCESSES LET YOU DO COOL STUFF: If you have extra successes over and above the difficulty we call this Momentum. You can spend Momentum on extra damage, more targets, doing something better, more dramatic, describing a cool maneuver or something crazy.
THREAT POWERS THE DRAMA: ‘Threat’ points go in to the Threat pool that the GM uses to activate NPC’s before player characters, to activate powers or special abilities of NPC’s, to cause unfortunate environmental or situational changes to the player characters and more.
CONSEQUENCES ON A 20: If a player rolls a 20 this causes a Consequence, these are usually inconvenient things chosen by the GM, (you cause the guard to be suspicious as you talk your way past him, you step out of cover to get the shot and so on). If the player does not roll a success but rolls a Consequence it’s a Critical failure and something worse befalls the character (you accidentally shoot you friend with an arrow you meant for the mercenary he’s fighting). Alternatively in both cases the GM can simply take two Threat points for each Consequence.
DAMAGE IS ROLLED WITH SIX-‐SIDED DICE WHERE ONLY THE 1,2 and 6 COUNT: Combat Dice or [CD]s are six-‐sided dice. You add any results of a 1 or 2 together to find out the damage rolled and ignore any 3, 4 or 5’s. Any 6’s activate weapon abilities, if any. Sometimes a weapon has a fixed bonus. Why [CD]? Sometimes you might need to roll 1d6 to get a result from 1-‐6 so this keeps it clear when your rolling Combat Dice or normal dice.
IN SUMMARY: • GM decides the Difficulty (number of successes required) to perform an action • Player chooses to spend LUCK or THREAT POINTS to get extra D20’s • Player rolls d20’s trying to roll under their Attribute + Skill Expertise on each dice • Every d20 rolled under a characters Attribute +Skill Expertise = one success • Every d20 rolled under a characters Skill Focus adds another success • If a player gets as many successes as the Difficulty they past the test. • If a player gets more successes than Difficulty these extra successes are spent as
Momentum.
Updated 00:36 – 2nd May
4
Example: Garn the Gorgeous desires to leap onto his horse's back. The GM assigns a Difficulty of 2. Garn's Attribute + Skill Expertise is 15. His Skill Focus is 3. Garn spends 2 THREAT to add another 2 d20s. He rolls four d20s. The d20s come up 2,13,15, and 18. Garn needed a 15 or less to succeed, so three of his four dice are successes. One of those successes (the 2) is lower than his Skill Focus, so it counts as two successes. Garn has four successes, two more than the Difficulty. These two surplus successes become Momentum. Garn jumps onto his horse's back and can spend two momentum to do so really, really well; perhaps pushing his horse into a gallop escaping his would be pursuers…
More Detail:
Risk
While all players roll a minimum of 2d20 on every test they attempt, they have two resources they can call upon to improve this dice pool. The first of these are LUCK POINTS. LUCK POINTS are limited resources. A character only has three they can use in any given session. When spent, a Luck point allows a character to make minor declarations about the plot, heal all vigor damage, or add one or two successes to a skill test. For each Luck point spent to add successes, the character gains an extra d20 that has already rolled a natural 1, scoring one success, or two if the character has any ranks of Skill Focus for that skill. Luck points must be spent before any dice are rolled for the test, and if they would generate enough successes by themselves to succeed, the character may choose not to roll any additional dice, avoiding any risks of Repercussions (see below).
The second resource a character can use are THREAT POINTS. Each character has an unlimited pool of Threat points, and each one spent allows the player to roll one extra d20. No more than three additional d20s may be purchased in this way, and THREAT POINTS come with two distinct risks. The first risk is Consequence, which are described in more depth below, but in brief: each natural 20 rolled creates additional problems for the character, and the more dice rolled, the more chance of these problems arising. The second risk is retaliation. When the player chooses to pay a Threat point, the player hands that point to the GM, who may use his (limited) pool of Threat points to fuel NPC special effects, interrupt the Player characters’ actions, or cause other problems later.
Consequence
A Consequence is a negative side effect caused by the roll of a 20 on a d20. Example Consequences include becoming off balance, drawing unnecessary attention, leaving yourself exposed to retaliation, or some other incidental problem. The more Consequences rolled the larger the effect. If a GM cannot think of a suitable Consequence (or doesn’t want to create one now), he may choose add 2 THREAT POINTS to his pool for every 20 rolled and move on. Example Consequences are listed in the attached adventure but these are not exhaustive.
A character suffers a Consequence whenever a 20 is rolled on a skill test.
Types of actions
Characters get three types of actions: Standard actions, Restricted actions and Free actions.
1 Standard Action Each Turn, plus:
1 Restricted Action and 1 Free Action OR Unlimited Free Actions (within reason!)
Updated 00:36 – 2nd May
5
A character can make one standard action each turn, along with either: one restricted and one free action, or unlimited free actions. Standard actions include skill tests of all sorts including combat, Restricted actions include actions where some degree of concentration is needed such as moving in combat, Free actions include instinctive actions such as talking. A list of example actions is included in the adventure.
Combat
As combat features heavily in this adventure, additional focus is presented on the Combat rules. Combats are run using the rules presented on page one but there are some important distinctions that need to be drawn.
Initiative
Player characters can choose the order in which they act. Each character completes his turn, action moves to the next player character, and when all player characters have acted in that round, then the NPCs act. The GM can spend Threat to make an NPC act earlier in a round if he wishes. For this playtest, the number of Threat points this costs for each creature is listed in the adventure.
Making an Attack
Under most circumstances, an attack is a skill test with a basic difficulty of 1, though the circumstances of the attack may increase this. Melee combat attacks use the Melee combat skill. Ranged attacks use the Ranged combat skill for bows, crossbows, and thrown weapons, and Siegecraft for siege weaponry.
Parrying/Dodging/protecting another
A Player character or Nemesis NPC may make as many Defensive actions as they wish. While the first defensive action is free, It costs a Threat point to take a second defensive action. This increases to 2 threat points for a third and 3 threat points for a fourth. Defensive actions change the test from being a test against a set difficulty (usually 1) to being an opposed test (to see who gets the most successes). ACROBATICS is used to dodge ranged attacks and PARRY is used to parry melee attacks.
Sidebar/
Opposed test; Both parties roll their skill tests and compare results. The character with the best result may spend momentum as normal. Any unique difficulties faced by one party count as bonus momentum equal to the degree of difficulty. Player characters win ties – they’re the protagonists, after all.
/Sidebar ends
Sidebar/
Bonus momentum; Some talents and equipment grant bonus momentum. Each bonus momentum acts as if an additional regular success was rolled by the character. Bonus momentum can only be used if the character rolls at least one success or pays a Luck point.
/Sidebar ends
Damage
Updated 00:36 – 2nd May
6
If an attack is successful a character rolls damage. Combat Dice [CD]s are six sided dice that only roll damage on a 1 or a 2 and any 6’s trigger special effects the weapon might have. Damage is written in a formula like 1+[cd]4 this means that the character rolls 4 combat dice and adds the result to 1. Particularly strong or perceptive characters may have bonus damage that they can add to this. For example a Sword with 1+[cd]4 rolling a result of 1, 2, 4, 5 would equal 1+2 rolled damage, plus 1 fixed damage. The 4 and 5 give no result. The total is 1+2+1 = 4 damage.
Character may have a Damage Bonus – this is additional Combat Dice rolled alongside the weapon damage.
Cover
Cover is written in the same formula as a weapon. When a character has cover the result of the cover roll is subtracted from the damage dealt. Cover tends not to get in the way of melee combat although the GM may rule that Cover is afforded to characters should they feel the situation warrants it. Eg a spear user fighting from a parapet
Armour
There are five main classifications of Armour; Minimal, Light, Medium, Heavy and Ponderous. These types each have different rules about how much protection they offer and represent a wide variety of armour types. For example Mails & Brigandine covers everything from a light chainmail suit to a heavy brigandine jacket to a ladder of sharpened bones piercing boiled rhino hide. The look of armour is entirely down to player preference and GM prerogative. Armour does not include Shields which are covered in Weapons
When a character wearing armour takes an Injury the armour is sundered. This means that a smith test equal to the number of times the armour has been sundered is required to return the armour to temporary service. When a character gets the chance to ‘carouse’ this resets the armour as a part of upkeep. Characters will often replace their armour with that of the enemy when given the chance.
Siderbar/
Optional rule.
For a more rollicking ride with more dependence on armour allow the injury reset to occur when characters make camp.
/Sidebar
Minimal Armour
Many armors are simply layered cloth, leather or furs. These heavy fabrics are easy to don and seldom weigh a great deal. It takes only a restricted action to provide full protection. Minimal armour should be available most of the time to most characters but circumstances like imprisonment may limit this.
Examples, Loincloth of Mammoth hide, Pauldrons and Greaves, Plate over a single limb
Light Armour
A step up from heavy clothing Light armour chooses sturdier materials such as boiled leather breastplates and combines these with heavy fabrics to provide a good practical level of protection for very little cost. Light armour takes a standard action to don although characters in a rush can
Updated 00:36 – 2nd May
7
spend a restricted action to gain the same degree of protection that minimal armour provides. Light armour is Hot to wear and in climates where the sun bears down characters may find the GM increasing the difficulty of physical actions.
Examples, Padded Jerkins, Cuir bouilli Laminar, Sleeveless mail vest, Linothaurax and similar.
Medium Armour
Medium armour adds metal protection to the mix and covers everything from Brigandine to chainmail. Medium armour is Hefty, difficult to hide and tends not to accommodate carrying a lot of other equipment. If entering a battle carrying much more than their weapons the GM should enforce a +1 difficulty penalty for all physical actions. It takes a restricted and a standard action to don Medium armour though it will provide protection equal to minimal armour if only a restricted action is taken. These actions do not have to come from the same character.
Examples, Mail Haubark, lorica squamata, Any light armour reinforced in some manner
Heavy Armour
Often Synonymous with Plate armour, Heavy armour includes protection where the martial skill of the wearer is not taken for granted. Many times a character can barely move and will feel confined by its weight. Heavy armour automatically imposes a difficulty penalty of 1 on all physical actions except Animal handling, Melee Combat and Parry. Donning heavy armour takes Two standard and Two Restricted actions but these actions need not all come from the wearer. If only a restricted action is taken it offers the same protection as minimal armour.
The advantage of heavy armour is that it can endure 2 injuries before being sundered.
Examples, Platemail, Cavalry plate
Ponderous Armour
Plates Big Brother is Ponderous armour. This is the armour of kings and Generals who are expected to lead from the saddle. Ponderous armour is often twice as heavy as Heavy armour and walking in it can be a tiring affair. All Physical skill tests except animal handling are at +2 difficulty. Immobile armour takes Four standard actions and Four restricted to properly wear. . If only a restricted action is taken it offers the same protection as minimal armour.
Type Style Examples Vigor bonus
Injuries Wt Don Cost
Minimal Armour Padded Silk Jacket / Conan’s dress loincloth
1 1 None 1 res. 0
Light Armour Boiled Leather Breastplate, Grecian Hoplite
3 1 Hot 1 std 5
Medium Armour Chainmail Hauberk, Full suit of Brigandine
5 1 Hefty 1 res +1 std
10
Heavy Armour Suit of plate armour, Suit of Rhino Hide
7 2 Heavy 2 res + 2 std
15
Ponderous Armour Heavy suit of Plate with reinforced plates over vital areas
9 2 Immobile 4 res + 4 std
20
NPC’S and Armour.
While many NPCs might wear armour, only Nemesis class characters gain its full protection. Elite NPCs gain the armors vigor bonus and Minions gain half the vigor bonus rounded down.
Updated 00:36 – 2nd May
8
Momentum spends
In combat common momentum spends include
1 Momentum Reroll any or all damage dice 1+ Momentum Add 1 to the damage roll 1+ Momentum Roll 1 extra damage dice 2 Momentum Inflict half damage to a second random location.
Armour is rolled as normal. 2 Momentum Leap on the back of an angry animal. 2 Momentum Take an additional standard action, increasing the
difficulty of that action’s test by one. 3 Momentum Change a hit location to a preferred hit location. The GM should feel free to encourage their players to come up with their own momentum spends If a GM thinks that a cost is too expensive they are empowered to change the cost to better suit their game. Options listed above as costing 1+ Momentum may be purchased multiple times on a single test.
Out of combat Momentum spends might include
1 Momentum Athletics test Save a person climbing with you from falling 1 Momentum Lore test Ask the GM one question relating to the test, which the GM must answer
truthfully. 1 Momentum Stealth test Wave a character past a sentry 3 Momentum Persuade test Convince an innkeeper to give all the PCs VIP treatment. 5 Momentum Linguistics test Identify the street that an NPC lives on from a single sentence.
The momentum pool
Just as the GM should not hold up action for too long trying to think of Consequences players struggling to think of a good way to use momentum can place the momentum in the momentum bank. It costs 1 momentum to place any momentum in the bank. Any player can spend momentum from the bank so long as that player scores a single success on a skill roll and the GM thinks that other players could influence their action.
This of course means that players with one spare momentum cannot bank it. What do you do in these situations? Describe the character leaving the person they just ‘Persuaded’ smiling (perhaps they’ll remember them favorably next time) , or you looked impressive with that last strike, if you finished off an enemy maybe the other minions might think about running? When you can give the player a little bonus for getting a bonus momentum if there’s nothing obvious to spend it on. But don’t take up time doing this, just describe their flare in performing the action and move on.
Range and movement
In action scenes, areas are divided into zones -‐ simple divisions based on noteworthy features in the area. These zones are used when determining how far a character can move or attack, as well as for other purposes where distance is a factor. Zones may have a range of terrain effects, depending on what sort of environments they represent -‐ a zone filled with shipping crates may provide cover, while one filled with waist-‐high water might be more difficult to cross. The zone a character is currently in -‐ as well as all objects and creatures in that zone with him -‐ are regarded as Close range. All zones immediately adjacent to the character's current zone, and all creatures and objects within,
Updated 00:36 – 2nd May
9
are considered to be Medium range. All zones beyond that are at Long range, with some particularly distant zones considered Extreme range.
A character can move anywhere within Close range as a free action, Medium range as a Restricted action, or Long range as a Standard action. If a zone contains some form of “difficult terrain” the GM may require an Athletics skill test to enter, leave, or cross that zone. Failure may mean that the character is delayed or harmed in some way.
Injury
Every player character has two separate trackers for physical wounds, Vigor and Injury. Vigor is a set of points equal to a character’s Physique, plus any ranks of Resistance Expertise he possesses. A character can “heal” vigor quickly and easily. A character can make a HEALING (HEALING is a skill that lets you heal simple wounds) test as a standard (difficulty 1) action to recover one Vigor, plus one more for each Momentum spent. If a character takes 5 or more damage in one hit, after reductions for Soak, then that character suffers an Injury. Injuries need the CHIRURGERY skill to recover with the difficulty equal to the number of Injuries the character is suffering from. Injuries are much more serious with each injury increasing any Physique, Strength, Agility, or Coordination skill test difficulties by one. A character who suffers four Injuries is dying, and unable to act, and will die if he takes any more damage.
For example a character with two injuries now increases all Physique, Strength, Agility, or Coordination based skill tests by 2 levels of difficulty (meaning their minimum difficult is now 3).
Resolve
Every player character has two separate trackers for mental wounds, Resolve and Trauma. Resolve is a set of points equal to a characters Willpower, plus any Discipline Expertise ranks he possesses. A character can “heal” Resolve quickly and easily. A character can make a Counsel test as a standard (difficulty 1) action to recover one Resolve, plus one more for each Momentum spent. If a character takes 5 or more Resolve in one hit that character takes a Trauma. Trauma needs the Counsel skill to recover with the difficulty equal to the number of Trauma taken. Trauma are much more serious with each Trauma increasing any Awareness, Intelligence, Willpower or Personality skill test difficulties by one.
For example, a character with two traumas now increases all Awareness, Intelligence, Willpower, or Personality based skill tests by 2 levels of difficulty (meaning their minimum difficult is now 3).
Reading a character sheet.
On the next page is an example character sheet. The notes in boxes show how the constituent parts are used in this Basic adventure. Note 1 The Target number for various skills is made up of the Attribute and expertise that character has in that skill. In brackets is the skills Focus score. Note 2: Damage bonuses are extra Combat dice added to weapons damage rolls. Presence Combat Dice Bonus will be discussed in a future playtest pack. Note 3: Vigour & Resolve. Any damage taken is subtracted from these scores. Each character has 3 Luck points to spend. Note 4: Talents, Each talent has its own rules Note 5: Weapons, Each weapon has a damage value and certain special effects
Updated 00:36 – 2nd May
10
Pregens NAME Utha the thug AGILITY 10
Acrobatics 13(1) Close combat 15(2) Unarmed Combat 14(2) Stealth 10
AWARENESS 9 Observation 9 Insight 9 Thievery 11(1)
CO-‐ORDINATION 9 Ranged Weapons 10(1) Sailing 9
INTELLIGENCE 7 Lore 8(1) Linguistics 8(1) Alchemy 7 Craft 9(1) Siege craft 7 Survival 9(1) Healing 10(1) Chirurgery 7
WILLPOWER 10 Discipline 13(1)
Sorcery 10 PERSONALITY 8
Animal Handling 11(1) Society 11(1) Persuade 9(1) Command 8
Counsel 8 PHYSIQUE 11
Resistance 14(2)
STRENGTH 12 Athletics 15(2)
Ranged Damage Bonus +[cd]1 Melee Damage Bonus +[cd]3 Presence +[cd]0 Vigour 14 Resolve 13
Talents Leverage 1 On any test to lift or move an inanimate object where the character generates at least one success, he may immediately roll an additional number of d20s equal to his rank of Leverage. Any successes generated on these additional dice are added to the initial success total.
Rigorous Training 1 The character generates one additional success on any Athletics test that generates at least one success.
No Mercy When making a Close combat attack, a character may re-roll One damage dice The new die roll must be accepted.
ARMOUR Head (1-2), Right arm (3-5), Left arm (6-8), Torso (9-14), Right Leg(15-17),Left Leg(18-20) HEAD Helm with Leather Cap [CD]2 TORSO Mail hauberk over Heavy cloth [CD]2 ARMS Mail hauberk over Heavy cloth [CD]2 LEGS Mail Leggings over Heavy cloth [CD]2 WEAPONS Spiked Maul, 1+[cd]4 Knockdown. Target must make a Diff X Athletics test where X is the number of Icons rolled Vicious 1. Every icon rolled causes 1 point of damage. Reach. Throwing Axe, 1+[cd]4 Short range. Weapon can be used at close range as a thrown weapon or in melee
Pregen 1
1 4 1
2
3
4
5
Updated 00:36 – 2nd May
11
Name: Utha theThug AGILITY 10
Acrobatics 13(1) Melee combat 15(2) Stealth 10
AWARENESS 9 Observation 9 Insight 9 Thievery 11(1)
CO-‐ORDINATION 9 PARRY 13(2) Ranged Weapons 10(1) Sailing 9
INTELLIGENCE 7 Lore 8(1) Linguistics 8(1) Craft 9(1) Siege craft 7 Healing 10(1) Chirurgery 7
WILLPOWER 10 Alchemy 7 Discipline 13(1)
Sorcery 10 Survival 12(1)
PERSONALITY 8 Animal Handling 11(1)
Society 11(1) Persuade 9(1)
Command 8 Counsel 8
PHYSIQUE 11 Resistance 14(2)
STRENGTH 12 Athletics 15(2)
Ranged Damage Bonus +[cd]1 Melee Damage Bonus +[cd]3 Presence +[cd]0 Vigour 14 Resolve 13
Talents Leverage 1 On any test to lift or move an inanimate object where the character generates at least one success, he may immediately roll one additional d20. Any successes generated on this additional dice are added to the initial success total.
Rigorous Training 1 The character generates one additional success on any Athletics test that generates at least one success.
No Mercy When making a Melee combat attack, a character may re-roll One damage dice The new die roll must be accepted.
EXAMPLE WEAPONS (excluding bonus damage) Punch 1+[cd]2 Length of chain 1+[cd]3, Pick axe (2 handed) 1+[cd]3, vicious 2 Heavy rock 1+[cd]3,thrown Shovel 1+[cd]3, Hammer 1+[cd6]3
Updated 00:36 – 2nd May
12
Pregen 2 NAME Maria AGILITY 11
Acrobatics 15(2) Melee combat 16(5) Stealth 12(1)
AWARENESS 9 Observation 12(1) Insight 10(1) Thievery 9
CO-‐ORDINATION 9 Parry 13(2) Ranged Weapons 10(1) Sailing 10(1)
INTELLIGENCE 8 Lore 9(1) Linguistics 9(1) Craft 9(1) Siege craft 8) Healing 9(1) Chirurgery 8
WILLPOWER 10 Alchemy 10
Discipline 12(1) Sorcery 10 Survival 11(1)
PERSONALITY 7 Animal Handling 8(1)
Society 8(1) Persuade 8(1) Command 8(1) Counsel 7 PHYSIQUE 12
Resistance 13(1) STRENGTH 10
Athletics 12(1)
Ranged Damage Bonus +[cd]1 Melee Damage Bonus +[cd]3 Presence +[cd]0
Vigour 13 Resolve 12 Talents No Mercy When making a Melee combat attack, a character may re-roll One damage dice The new result must be accepted.
Deflection Characters with this talent pay one less (to a minimum of 0) Threat point in order to take a Parry Response Action.
Riposte After successfully executing a Parry Response Action, characters with this talent may immediately pay one Threat point to make a standard melee attack against the foe they parried. Momentum remaining from the Parry action may be carried over to this melee attack.
WEAPONS (excluding bonus damage) Punch 1+[cd]2 Length of chain 1+[cd]3, Pick axe (2 handed) 1+[cd]3, vicious 2 Heavy rock 1+[cd]3,thrown Shovel 1+[cd]3, Hammer 1+[cd6]3
Updated 00:36 – 2nd May
13
Pregen 3
NAME Temurbek the crafty
AGILITY 9 Acrobatics 11(1) Melee combat 10(1) Stealth 10(1)
AWARENESS 11 Observation 14(1) Insight 12(1) Thievery 13(1)
CO-‐ORDINATION 10 Parry 11(1)
Ranged Weapons 15(5) Sailing 11(1)
INTELLIGENCE 12 Lore 14(1) Linguistics 14(1) Craft 15(3) Siege craft Healing 14(1) Chirurgery 13(1)
WILLPOWER 9 Alchemy 9
Discipline 12(1) Sorcery 9 Survival 9
PERSONALITY 10 Animal Handling 12(1) Society 11(1) Persuade 11(1) Command 10
Counsel 10
PHYSIQUE 8 Resistance 8
STRENGTH 7 Athletics 8(1)
Ranged Damage Bonus +[cd]2 Melee Damage Bonus +[cd]0 Presence +[cd]2 Vigour 8 Resolve 12
Talents
Natural Craftsman The character may re-roll any dice that did not generate a success on the initial roll when making a Crafts test, but must accept the new result.
Prodigious Designer Any time the character chooses to design a new item or structure — or modify an existing design — he may reduce the difficulty of the Crafts test by One step. This may eliminate the need for a test.
Improvised Tool The character has the vision to recognise alternative uses of common items. With success on a Challenging D2 Crafts test, the character can adapt existing items at hand to solve a problem. This adaptation is only good for a single use. Any Momentum from the test can be spent to provide an additional use per point of Momentum. After the final use has been completed, the item is ruined for both the alternative use and its originally intended use.
WEAPONS (excluding bonus damage) Punch 1+[cd]2 Length of chain 1+[cd]3, Pick axe (2 handed) 1+[cd]3, vicious 2 Heavy rock 1+[cd]3,thrown Shovel 1+[cd]3, Hammer 1+[cd6]3 Prison-Crafted Sling 1+[cd]3 Medium range. Ammunition can be constructed with the Improvised tool talent.
Updated 00:36 – 2nd May
14
Pregen 4
NAME Makda the young master
AGILITY 10 Acrobatics 12(1) Melee combat 11(1) Stealth 14(3)
AWARENESS 12 Observation 15(3)
Insight 14(2) Thievery 17(5)
CO-‐RDINATION 9 Parry 11(1) Ranged Weapons 11(1)
Sailing 10(1) INTELLIGENCE 8 Lore 11(1)
Linguistics 8 Craft 9(1) Siege craft 8 Healing 8 Chirurgery 8
WILLPOWER 9 Alchemy 9 Discipline 10(1)
Sorcery 9 Survival 9
PERSONALITY 7 Animal Handling 8(1)
Society 7 Persuade 8(1) Command 7 Counsel 7
PHYSIQUE 11 Resistance 11 STRENGTH 10 Athletics 14(2)
Ranged Damage Bonus +[cd]1 Melee Damage Bonus +[cd]3 Presence +[cd]0 Vigour 11 Resolve 10
Talents Scout The character may re-roll one d20 when making a Stealth test, but must accept the new result.
Life of Crime When the character generates at least one success on a Persuade or Lore test to relate to or interact with the criminal element, he may immediately roll one additional d20 and add the result to the skill test.
Know the Risks The character may re-roll one d20 when making a Thievery test, but must accept the new result.
WEAPONS (excluding bonus damage) Punch 1+[cd]2 Length of chain 1+[cd]3, Pick axe (2 handed) 1+[cd]3, vicious 2 Heavy rock 1+[cd]3,thrown Shovel 1+[cd]3, Hammer 1+[cd6]3
Updated 00:36 – 2nd May
15
Pregen 5 NAME Afktagha AGILITY 10
Acrobatics 13(1) Melee combat 11(1) Stealth 11(1)
AWARENESS 11 Observation 14(2) Insight 14(2) Thievery 14(1)
CO-‐ORDINATION 9 Parry 12(1)
Ranged Weapons 12(1) Sailing 9
INTELLIGENCE 10 Lore 11(1) Linguistics 11(1) Craft 11(1) Siege craft Healing 11(1) Chirurgery WILLPOWER 8
Alchemy 8 Discipline 9(1) Sorcery 8
Survival 11(1) PERSONALITY 12
Animal Handling 13(1) Society 14(1) Persuade 17(5) Command 13(1) Counsel 13(1) PHYSIQUE 9
Resistance 9 STRENGTH 7
Athletics 8(1)
Ranged Damage Bonus +[cd]2 Melee Damage Bonus +[cd]0 Presence +[cd]4 Vigour 9 Resolve 9
Talents Charismatic The character’s Presence bonus rating is increased by +[CD]1.(this is factored in)
Naturally Charming The character has a warm personality and a winning smile. People trust him. A successful Persuade test yields one additional point of Momentum.
Sixth Sense The character may re-roll one d20 when making an Insight test, but must accept the new result.
WEAPONS (excluding bonus damage) Punch 1+[cd]2 Length of chain 1+[cd]3, Pick axe (2 handed) 1+[cd]3, vicious 2 Heavy rock 1+[cd]3,thrown Shovel 1+[cd]3, Hammer 1+[cd6]3
Updated 00:36 – 2nd May
16
Pregen 6 NAME Aestertorius AGILITY 11
Acrobatics 14(2) Melee combat 14(2) Stealth 12(1)
AWARENESS 7 Observation 8(1) Insight 8(1) Thievery
CO-‐ORDINATION 12 Parry 14(2)
Ranged Weapons 13(1) Sailing
INTELLIGENCE 8 Lore 9(1) Linguistics 9(1) Craft 9(1) Siege craft Healing 9(1) Chirurgery 9(1)
WILLPOWER 9 Alchemy
Discipline 11(1) Sorcery
Survival 10(1) PERSONALITY 9 Animal Handling 11(2)
Society 10(1) Persuade 14(3) Command 14(3) Counsel
PHYSIQUE 10 Resistance 12(1) STRENGTH 10 Athletics
11(1)
Ranged Damage Bonus +[cd]2 Melee Damage Bonus +[cd]0 Presence +[cd]4 Vigour 12 Resolve 11
Talents Professional The character has learned to issue orders in such a way that they are clear to the recipient, with little margin for misinterpretation. The character may re-roll one d20 when making a Command test, but must accept the new result.
No Mercy When making a Melee combat attack, a character may re-roll One damage dice The new result must be accepted.
Specialist (Swords) When using Swords, each Threat point paid to gain additional dice provides two dice instead of one. This does not change the maximum number of dice that can be obtained from Threat.
WEAPONS (excluding bonus damage) Punch 1+[cd]2 Length of chain 1+[cd]3, Pick axe (2 handed) 1+[cd]3, vicious 2 Heavy rock 1+[cd]3,thrown Shovel 1+[cd]3, Hammer 1+[cd6]3
17