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    The Drifting SagaAn indie tabletop RPG system

    Written by Joseph Maxwell

    Table of Contents

    1. Ability Scores12. The Base Mechanic1

    3. Character Creation2

    4. Races: A Primer25. Character Fluff3

    6. Skills4

    7. Archetypes78. Weapons and Armor8

    9. Gear

    10. Combat

    11. Magic

    1. Ability Scores

    Strength is a measurement of acharacters raw physical might.

    Endurance is a measurement of acharacters physical hardiness and

    stamina.

    Intellect is a measurement of a

    characters raw mental capabilities and

    ability to learn new things.

    Wisdom is a measurement of a

    characters ability to apply knowledge

    learned as well as their common sense.

    Agility is a measurement of a

    characters raw alacrity, be itreflexes, footwork, or dexterity.

    Prowess is a measurement of a

    characters accuracy and skill whentheir speed is applied.

    Charisma is a measurement of acharacters social abilities as well as

    their force of personality.

    2. The Base Mechanic

    Based off of the Storytelling System

    used by White Wolfs various

    tabletop roleplaying games(Vampire: the Masquerade, etc.), the

    base mechanic of The Drifting Saga

    is to try and beat an opposingnumber of successes or a target

    number (TN).

    All skills have a corresponding

    ability score as well as a number of

    ranks; both ability scores and skills

    can have a maximum of 5 ranks.

    Each rank in a skill plus its

    corresponding ability score results in

    the number of 10-sided dice beingrolled (i.e. someone with a Strength

    rank of 2 and a skill that usesStrength with 3 ranks would roll

    5d10).

    In order to win at an opposed roll,each person participating in the

    opposed roll must beat the others

    number of successes. Each successis equal to a 6~10 on the d10 (a 50%

    chance per die).

    If a character gains more failures

    (1~5 on the d10) than successes,

    something bad is bound to happen;this is called a Critical Failure. The

    number of failures must exceed half

    the dice rolled rounded up (for

    instance, rolling 4 failures with 5dice will result in a Critical Failure).

    What happens is up to the Game

    Master (GM), but its almost alwayssure to be bad.

    On the other hand, every time acharacter rolls a 10 on their d10s,

    they gain something called a Boost.

    For each 10 rolled in an initial roll,

    another d10 is rolled after (i.e.

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    rolling a pair of 10s results in rolling

    an extra 2d10 after your initial roll).

    Any successes gained in theadditional roll are then added on to

    existing successes.

    If all parties involved in an opposed

    roll tie in a number of successes,

    nothing happens. Whoever rollsmore successes, however, will have

    their chosen effect work. (For

    instance, someone who gets more

    successes while attacking hits theirtarget, but one who fails has their

    attack successfully avoided).

    3. Character CreationIn order to create a character, a

    player must do the following:

    Think of a character concept

    Assign a characters fluff

    (things that do not pertain tostats but are necessary, such

    as height, weight,

    appearance, etc.)

    Assign a characters ability

    scores; each player has 7

    points which they may assignto a characters scores, but no

    ability score may exceed a

    rank of 3 during creation. All

    ability scores already startwith a rank of 1.

    Assign a characters skills;

    each character has 30 pointsto invest in skills, but they

    are not allowed to have any a

    higher rank in any skill than 3

    during creation. All skillsstart at a rank of 0.

    Purchase a characters

    equipment; each characterhas 50 silver to buy items

    with.

    If applicable, assign acharacters beginning magic:

    each character that has at

    least 3 ranks in Wisdom and

    at least 1 rank in a magic-related skill can use magic. A

    character starts with two

    spells upon creation to usefrom that category equal to

    their ranks (i.e. a character

    cannot choose a Level 3 spellfrom a desired magic school

    if they only have 2 ranks in

    that schools skill).

    Write a brief back story about

    your characters past.

    Submit the character for

    approval.

    When the character isapproved, play!

    All players are allowed to play up to

    three characters; an exception applies to

    staff members, who can play variousNPCs (Non-Player Characters) in

    addition to their own three PCs (Player

    Characters).

    4. Races: A Primer

    All races are mostly cosmetic, but startwith a free rank in one chosen ability

    score from their description as well as a

    special ability. Below is a brief

    description of each.

    Humans are pretty darn obvious;

    just look in a mirror and youll knowwhat one is. They are to be found

    just about anywhere, and are the

    most common race on Terrestria.

    They start with a bonus to any twochosen ability scores. Because they

    gain two ranks in any chosen ability

    scores instead of one, they do notpossess special racial effects.

    Elves are lithe, wise humanoids withpointy ears who hail from the forests

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    of Terrestria, lovers of the arts as

    well as lovers of knowledge. They

    start with a bonus to either Agility orWisdom. They also gain an

    additional d10 to try and resist sleep-

    inducing effects.

    Dwarves are short, stout humanoids,

    with males oft possessing long,rugged beards. They hail mainly

    from mountainous regions, and are

    hard at work but even harder at play.

    They start with a bonus to eitherStrength or Prowess. They also gain

    an additional d10 to try and resist

    poison-based effects.

    Hobbits are your typical Tolkien

    variety; short peoples of habit withhairy feet. They are typically found

    in hilly plains. They start with a

    bonus to either Prowess or Charisma.

    They also gain an additional d10 rollto any and all Resolve skill

    challenges, regardless of ranks in

    Resolve.

    Gnomes are similar to hobbits, being

    short folk. However, they are skilledmachinists and are more willing to

    adventure than your average hobbit. Like

    hobbits, they are usually found in hillyplains. They start with a bonus to either

    Endurance or Intellect. They also gain an

    additional d10 roll to any and all Use

    Device skill challenges, regardless ofranks in Use Device.

    Nereids are a race of sea nymphs,mostly female, that are able to reproduce

    with any race to form children of either

    their partners race or more nereids.They are commonly found in port cities

    on islands, or other areas close to large

    bodies of water, and are very

    interdependent, if not lusty, folk. They

    start with a bonus to either Intellect or

    Charisma. They also gain an additional

    d10 roll to any and all Diplomacy skillchallenges, regardless of ranks in

    Diplomacy.

    Lizardmen are essentially humanoids

    that resemble ancient dinosaurs, most

    commonly raptors and tyrannosaurs.They are usually to be found in badlands

    and savannahs, and are on the whole a

    tribal race. They start with a bonus to

    either Strength or Intellect. They alsogain an additional d10 to try and resist

    disease-based effects.

    Felixians are humanoids with traitsof big cats, mainly tigers; for a good

    example of their appearance, look upthe character Tigra from Marvel

    Comics. They are usually found in

    rainforests and jungles, and are

    typically self-reliant. They start witha bonus to either Agility or

    Charisma. They also gain an

    additional d10 roll to any and allFortitude skill challenges, regardless

    of ranks in Fortitude.

    Vulpines are essentially humanoids that

    resemble the foxes, either the red fox or

    the arctic fox. They, like elves, can oftbe located in forests, and are wise people

    skilled at the ancient ways of magic.

    They start with a bonus to either Intellect

    or Prowess. They also fain an additionald10 roll to any and all rolls in one

    magic-related skill, chosen upon

    character creation, regardless of ranks inthe chosen skill.

    5. Character Fluff

    Character fluff includes:

    Height

    Weight

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    Age

    Hair Color

    Hair Style

    Eye Color

    Clothing

    Morality (good, neutral or evil) Ethics (lawful, neutral or chaotic)

    Patron deity (see The World: A

    Primer section)

    Anything else you see fit (with

    reason)

    6. Skills

    Each skill is as follows: its name, the

    ability score associated with it (inparentheses), and a brief description of

    what it is used for. They are subdivided

    into a few different categories, eachcategory written in italics.

    Survival Skills

    Forage (Wisdom) - Allows oneto forage for food. Opposes a

    TN.

    Tracking (Wisdom) Allows oneto follow footprints or otherwise

    locate a creature in the

    wilderness. Opposes a TN.

    Geography (Intellect) Allows

    one to have an understanding of

    their surroundings when out innature. Opposes a TN.

    Notice (Wisdom) Allows one

    to perceive something that isusually not noticeable. Opposes

    the Dexterity skill (in the case of

    avoiding being pick pocketed),

    the Notice skill, or a TN.

    Knowledge Skills

    Gather Information (Intellect) Allows one to gather

    information on a subject.

    Opposes a TN.

    Supernatural (Intellect)

    Allows one to recallinformation learned regarding

    magic and monsters. Opposes

    a TN.

    Machinery (Intellect)

    Allows one to recall

    information learned regarding

    the inner workings of modernmachines. Opposes a TN.

    Streetwise (Intellect) -

    Allows one to recallinformation learned regarding

    rumors, urban legends, and

    well-known local peoples.Opposes a TN.

    Religion (Intellect) - Allowsone to recall information

    learned regarding religiousrites, rituals, myths, and

    legends. Opposes a TN.

    Legends (Intellect) - Allowsone to recall information

    learned regarding ancient,

    non-religious tales andlegends. Opposes a TN.

    Social Skills Diplomacy (Charisma) Allows

    one to speak and act

    diplomatically to alter the

    attitude of an NPC or to convincethem to do something. Opposes

    the Determination skill.

    Threaten (Charisma) Allowsone to threaten an NPC into

    doing something against their

    will. Opposes the Determination

    skill. Deception (Charisma) Allows

    one to successfully deceive

    someone through a bluff or bylying. Opposes the Discern Lies

    skill.

    Determination (Charisma)

    Allows one to stand their ground

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    and not waver in their actions or

    opinions, regardless of anothers

    attempts to change them.Opposes the Diplomacy (and

    Threaten skills.

    Disguise (Charisma) Allowsone to assume another persons

    ways, thus disguising their true

    identity. Opposes the DiscernLies or Perception skills, based

    off of the GMs discretion.

    Perception Skills

    Discern Lies (Charisma)

    Allows one to realize untruths

    being told to them. Opposes the

    Deception and Disguise skill (thelatter at the GMs discretion).

    Locate (Wisdom) Allows oneto locate something out of plain

    sight or a hiding being. Opposes

    a TN or the Stealth skillrespectively.

    Listen (Wisdom) Allows one to

    understand their surroundings

    through subtle noises, or toeavesdrop on whispered

    conversations. Opposes a TN.

    Deftness Skills

    Lock-picking (Prowess)

    Allows one to successfully pickopen a lock. Opposes a TN.

    Medical (Wisdom or Prowess;

    see text) Allows one to eitherdiagnose an illness and to treat

    illnesses or injuries (treating

    injuries is based off of Prowess).

    Opposes a TN. Repair (Prowess) Allows one

    to repair a device of some sort.Opposes a TN.

    Disarm Trap (Prowess) Allows

    one to successfully disarm a

    traps mechanics. Opposes a TN.

    Acrobatics (Prowess) Allows

    one to maintain or regainbalance, jump skillfully, or

    otherwise employ poise. Opposes

    a TN.

    Athletics (Strength or Enduranceat GMs discretion) Allows one

    to swim, climb, run or otherwise

    perform a task that requiresphysical strength and hardiness.

    Opposes a TN.

    Dexterity (Prowess) Allowsone to perform sleight of hand, to

    pickpocket without being

    noticed, or to escape bonds.Opposes the Notice skill (in the

    case of pick pocketing) or a TN. Stealth (Prowess) Allows one

    to move silently, hide, orotherwise avoid being noticed.

    Opposes the Notice skill (for

    stealthy movement) or the Locateskill (for hiding).

    Use Device (Prowess) Allows

    one to use a special device,mechanical or magical, with

    ease. Opposes a TN.

    Offense Skills

    Swordplay (Prowess)

    Allows one to strike

    successfully with a bladedweapon such as a sword or

    dagger. Opposes the Dodge

    skill.

    Cudgel (Strength) Allows

    one to strike successfully

    with a top-heavy weapon

    such as an axe or mace.Opposes the Dodge skill.

    Marksmanship (Prowess)

    Allows one to strikesuccessfully with a ranged

    weapon such as a bow or

    crossbow. Opposes theDodge skill.

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    Polearms (Prowess) Allows

    one to strike successfullywith a long shafted weapon

    such as a spear or a staff.

    Opposes the Dodge skill.

    Hand to Hand (Agility)

    Allows one to strike

    successfully with either a

    hand to hand weapon such asa steel claw, or with unarmed

    strikes. Opposes the Dodge

    skill.

    Defense Skills

    Dodge (Agility) Allows one toavoid a physical attack or

    projectile-based spell. Opposesthe Swordplay, Cudgel,

    Marksmanship, Polearms andHand to Hand skills or an

    opponents magic skill as

    appropriate.

    Fortitude (Endurance) Allows

    one to shrug off harmful physical

    effects, such as fatigue or

    poisons. Opposes a TN.

    Resolve (Intellect or Charisma,

    depending on effect) Allowsone to shrug off harmful magical

    effects, usually as an opponents

    spell. Opposes an opponents

    magic skill as appropriate.

    Magic Skills

    Evocation (Wisdom) Allowsone to call forth the power of the

    elements through magic.

    Protection (Wisdom) Allows

    one to call forth magic whichprotects life.

    Conjuration (Intellect) Allows

    one to call forth magic whichsummons forces or beings.

    Necromancy (Intellect) Allowsone to use magic that unleashes

    the power of unlife.

    Illusion (Charisma) Allows one

    to use magic that alters thesenses.

    Transmutation (Charisma)

    Allows one to use magic that

    alters the physical properties ofsomething.

    Life Skills

    Instrumental (Prowess) Allows

    one to successfully play an

    instrument to a certain degree ofskill. Opposes a TN.

    Sing (Charisma) Allows one to

    successfully sing a song to a

    certain degree of skill. Opposes a

    TN. Brewing (Intellect) Allows one

    to successfully brew drinks or

    magical potions. Opposes a TN.

    Construction (Strength) Allows

    one to successfully build a stablelarge object, from a campsite to a

    small building. Opposes a TN.

    Woodworking (Prowess) Allows one to craft an object

    from wood. Opposes a TN.

    Smith (Strength) Allows one tocraft an object from metal.

    Opposes a TN.

    Masonry (Strength) Allows oneto craft something from stone.

    Opposes a TN.

    Cooking (Intellect) Allows one

    to successfully prepare food.Opposes a TN.

    Example TNs

    Trivial task- 1 success

    Very easy task- 2 successes

    Easy task- 3 successes

    Somewhat easy task- 4 successes

    Moderate task- 5 successes

    Somewhat difficult task- 6successes

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    Difficult task- 7 successes

    Very difficult task- 8 successes

    Heroic task- 9 successes

    Superhuman task- 10 successes

    7. ArchetypesAn archetype, in tabletop RPGs, is a

    term used to describe character plans

    used to provide examples in RPGs thatdont have a class system. Below are a

    few examples of archetypes for The

    Drifting Saga. Note that all archetypesskills are set to a rank of 2.

    Warriors are skilled weapon

    fighters, whether they are soldiers,

    mercenaries or other types of combatspecialists.

    Skills: Tracking, Gather

    Information, Streetwise, Threaten,

    Determination, Locate, Medical,Repair, Athletics, (Swordplay,

    Cudgel or Polearms),

    Marksmanship, Dodge, Fortitude,Smith, and Masonry.

    Rogues are specialists in terms of

    practical skills, especially onesassociated with larceny.

    Skills: Tracking, Notice, Gather

    Information, Streetwise, Diplomacy,Deception, Discern Lies, Locate,

    Listen, Lock-picking, Disarm Trap,

    Dexterity, Stealth, (Swordplay,Marksmanship, or Hand to Hand),

    and Dodge.

    Wizards are talented at using

    various types of magic, and are oftwise beyond their years as well.

    Skills: Forage, Gather Information,Supernatural, Religion, Legends,

    Determination, Discern Lies, Use

    Device, Polearms, Resolve,Evocation, Conjuration, Illusion,

    Transmutation, and Brewing.

    Druids are one with the spirits of

    nature, capable of communing withthem to evoke their magic.

    Skills: Forage, Geography, Notice,

    Supernatural, Religion, Locate,Listen, Medical, (Cudgel,

    Marksmanship or Polearms)Fortitude, Resolve, Evocation,

    Protection, Transmutation, and

    Woodworking.

    Scholars,while not pure warriors orspell users, dabble in various talents

    that prove useful while adventuring.Skills: Geography, Notice, Gather

    Information, Supernatural,Machinery, Legends, Diplomacy,Deception, Discern Lies, Lock-

    picking, Medical, Disarm Trap,

    (Cudgel, Polearms or Hand toHand), (Evocation, Protection,

    Conjuration, or Illusion), and

    Brewing.

    Bards are traveling minstrels, well-versed in lore and talented at various

    aspects of adventuring and urban

    life.Skills: Notice, Gather Information,

    Streetwise, Legends, Diplomacy,Threaten, Deception, Determination,

    Disguise, Lock-picking, Acrobatics,

    Dexterity, (Swordplay orMarksmanship), Illusion, and

    (Instrumental or Sing).

    Yojimbo are traveling warriors of

    the Far East, so named due to theircommon profession as bodyguards.

    Skills: Tracking, Notice, Diplomacy,Threaten, Determination, Locate,

    Listen, Medical, Athletics,

    Swordplay, (Marksmanship orPolearms), Hand to Hand, Dodge,

    Fortitude, and Resolve.

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    Assassins are hired killers, capable

    of stalking their quarry and strikingthem dead without detection.

    Skills: Forage, Tracking, Notice,

    Gather Information, Diplomacy,Deception, Disguise, Locate, Listen,

    Lock-picking, Acrobatics, Athletics,Marksmanship, Hand to Hand, and

    Dodge.

    Warlocks dabble in the darker arts

    of magic, sometimes consorting withevil spirits to learn their spells.

    Skills: Supernatural, Legends,Gather Information, Threaten,

    Deception, Determination, UseDevice, Locate, Cudgel, Polearms,Evocation, Conjuration,

    Necromancy, Transmutation, and

    Brewing.

    Seekers are those who seekperfection of body, mind and spirit,

    and are adept at various adventuring

    skills.Skills: Forage, Notice, Supernatural,

    Religion, Legends, Diplomacy,Discern Lies, Locate, Listen,

    Medical, Dexterity, (Swordplay,

    Cudgel, Marksmanship orPolearms), Hand to Hand, Dodge,

    and (Fortitude or Resolve).

    8. Weapons and Armor

    Before listing the weapons andarmor of The Drifting Saga, I find it

    important to list how they even work

    to begin with.

    A weapons damage dice means,

    after succeeding against a targetsdefense skill, the number of dice you

    roll afterward. The number of

    successes rolled equal the amount of

    HP damage you cause to a target

    (more about HP in the combat

    section). Spells that cause HP

    damage also will have a similardamage dice listing.

    Armor, as you would expect, helpsprotect one from damage taken. If it

    is worn, a character taking damage

    will then have their own armor dicethat they roll, which works akin to

    damage dice. The number of

    successes rolled out of the armor

    dice reduces the number of successesan opponent gets on his or her

    damage dice, and the resulting

    difference is equal to damage caused

    to the defender. Note that thedamaged received cannot go any

    lower than zero points.

    For instance, say a character is struck

    with a long sword. The long sword

    has damage dice equal to Strength orAgility +2 (meaning the dice rolled

    are equal to the users Strength or

    Agility rank, whichever is greater,plus 2). Say the character being

    attacked is wearing leather armor,

    which has armor dice equal to onesAgility +1.

    The attackers total damage dice is,in this example, 4 (2 from his sword,

    plus 2 from his Strength as his

    Agility is a 1), and the defenders

    total armor dice is also 4 (3 comingfrom Agility and 1 from the armor).

    If the attacker was to roll 2 successes

    and the defender was to roll 1success, the defender would only

    take 1 point of damage from the

    difference.

    Finally, a shield will increase the

    users Dodge roll by a number of

    dice equal to the shields Dodge

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    bonus. Note however that a shield

    cannot be used in conjunction with

    two weapons or a two-handedweapon.

    With weapons and armorsmechanics explained, its time to

    present the weapons and armors

    themselves. The format for each itemis as follows: their name first (with

    [2H] in a weapons name to note it

    is purely two-handed), followed by

    damage dice and damage type inparentheses (for weapons), armor

    dice (for armor), or Dodge bonus

    (for shields), and then finally their

    price.

    It should be noted that weapons arearmor are categorized. Weapons are

    categorized by the skill associated

    with their attack rolls (opposed by a

    defense skill to determine whether ornot damage can be potentially

    caused). Armor is categorized by its

    armor type: light, medium, or heavy(more on those a bit later in this

    section).

    Weapons

    Swordplay

    Fighting knife- Strength orAgility (Slash or pierce)- 1

    silver

    Short sword (Slash or

    pierce)- Strength +1- 5 silver

    Long sword (Slash or pierce)-

    Strength or Agility +2- 7

    silver Rapier (Pierce)- Agility +1- 5

    silver

    Great sword (Slash orpierce)- Strength or Agility

    +3- 12 silver

    Cudgel

    Club- Strength (Bludgeon)- 1

    silver

    Mace- Strength +1 (Bludgeon)- 4silver

    War hammer- Strength +2

    (Bludgeon)- 9 silver Morning star- Strength +2

    (Bludgeon and pierce)- 12 silver

    Maul- Strength +3 (Bludgeon)-15 silver

    Hatchet- Strength +1 (Slash)- 3

    silver

    Battle axe- Strength +2 (Slash)- 7

    silver

    Great axe- Strength +3 (Slash)-12 silver

    Marksmanship

    (Note: Ammunition is used up upon asuccessful attack; single weapons such

    as throwing knives are also considered

    ammunition in addition to arrows andbolts)

    (Note 2: Marksmanship weapons have

    reach; see the combat section for moreinformation)

    Bow- Prowess +1 (Pierce)- 6

    silver (1 silver for 10 arrows)

    Crossbow- Prowess +2 (Pierce)-

    12 silver (1 silver for 5 bolts)

    Throwing knife- Prowess(Pierce)- 1 silver for two knives

    Polearms

    (Note: Polearms weapons have reach;

    see the combat section for more

    information)

    Staff- Strength or Prowess(Bludgeon)- 2 silver

    Spear- Strength or Prowess +1

    (Pierce)- 4 silver

    Partisan- Strength or Prowess +2

    (Pierce)- 8 silver

    Halberd- Strength +2 (Slash orpierce)- 10 silver

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    Hand to Hand

    (Note: Hand to Hand weapons, with theexception of the claw strike, can stun a

    foe; see the combat section for more

    information)(Note 2: Only lizardmen, felixians,

    vulpines and some monster can use a

    claw strike)

    Unarmed strike- Strength,

    Agility or Prowess rounded up

    (Bludgeon)- n/a

    Claw strike- Strength, Agilityor Prowess rounded up (Slash)-

    n/a

    Steel Claws- Strength, Agility or

    Prowess +1 (Slash or pierce)- 6silver

    Knuckle dusters- Strength,Agility or Prowess (Bludgeon)- 3

    silver

    Armor

    Light Armor

    Cloth armor- Agility- 2 silver

    Leather armor- Agility +1- 5

    silver

    Buckler- +1 to Dodge- 4 silver

    Medium Armor

    Chainmail- Agility or Endurance

    +1- 15 silver

    Steel cuirass- Agility or

    Endurance +2- 22 silver

    Brigandine- Agility or Endurance+3- 30 silver

    Shield- +2 to Dodge- 8 silver

    Heavy Armor

    Banded armor- Endurance

    +4- 45 silver

    Full plate armor- Endurance

    +5- 70 silver

    With weapons and armors explained, it

    should be noted that one should not

    immediately jump into using theheaviest of armors that they can. The

    heavier the armor category, the more

    certain skills will be hampered by it. Assuch, the number of dice rolled when

    doing a skill challenge will decrease if

    the armor is worn.

    Below will be the penalties applied to

    various skills by armor, categorized by

    armor types. Medium armor lowers theseskills rolls by 1 die, and heavy armor

    lowers the rolls by 2 dice:

    Lock-picking

    Acrobatics

    Athletics (when swimming)

    Stealth

    Dodge

    Evocation (due to arcane gestures

    needed to cast this type of magic)

    Conjuration (due to arcane

    gestures needed to cast this type

    of magic)

    9. Gear

    Miscellaneous items, useful for bothadventuring and urban living, are listed

    here by their names followed by their

    price. Tools effects will be listed inparentheses after their price.