The pirate section of the game
New skills and classes, so that not everyone is playing a Pirate
New skills
Gunnery
Cartography
Navigation
The Swashbuckler
Light Sword, Defense, Buckler, Lying, Seduction, Any skill
Rank 1: Gains +5 to TN whenever using a buckler with Full defense
Rank 2: Two attacks per round
Rank 3: When ever full defending, you glide your sword against the attacker and deal 1K1 damage to them (no strength added)
Rank 4: The Parry. Burn an attack to do a defensive maneuver like Full defense, but for one attack only.
Rank 5: Three attacks per round
The Sailor:
Sailing, , Navigation, Cartography, Dagger, Athletics, Lore (the Sea), Gunnery
Rank 1: ignore balance penalties
Rank 2: Gain +5 per class rank on any Sailing or Lore (sea) roll
Rank 3: Gain +5 to any Gunnery roll
Rank 4: Two attacks per round
Rank 5: Captain, gain all the Captain skills at rank 3, and the first two class rank abilities
The Captain (you can be this, but you won’t be the captain. Definitely an officer on the ship, but not captain)
Battle, Diplomacy, Cartography, Light swords, Leadership, Gunnery
Rank 1: Ignore balance penalties.
Rank 2: Gain a +5 on any Social skill
Rank 3: Two attacks per round
Rank 4: Gain +10 to any Battle roll involving ship combat
Rank 5: Leader of men, gain up to ten NPC Sailors, Buccaneers, or Pirates
The Buccaneer
Light Swords, Sailing, Defense, Athletics, Gunnery, Lore (the Sea)
Rank 1: Can use Athletics in place of Defense when rolling Full Defense, ignores balance penalties
Rank 2: Gain a +5 to any attack roll or whenever doing some form of daring, swinging on ropes, dagger riding down the sails
Rank 3: two attacks per round
Rank 4: Gain a +5 to TN whenever on a ship
Rank 5: Gain a Fear rating of 20
Okay one last thing
I forgot to put down a few rules that have nothing to do with Character Generation, but tell you what some stuff means.
Essence Points and what you can do with them.
You get Essence points equal to your Essence. Well that makes sense. So what do they do.
Spending One Point
1. Avoid 10 points of damage just taken
2. Convince a commoner to do an action
3. Gain an additional action (not an attack or defense) per round
4 Ignore fatigue or concentration requirements
5 Increase your tn to be hit by 10 for one round
6 Intervene during an attack. Take the bullet as it were
7. Change your initiative - 5 or +5
8. Get one Free Raise
Spending Two Points
1 Avoid 30 points of damage
2 Keep an extra Dice on any roll
3. Reroll the entire attack
4 Switch initiatives with someone else
5. Attempt to speak with a spirit or demon (may not work)
Spending All of your Essence (as long as you have Rank 3 Essence or higher)
1 Completely avoid an attack
2 Get to see a king or major NPC
3 Successfully stare down a major NPC
4. Escape from certain death
How do you get them back?
That depends on your character. You get essence when you do actions that give you a sense of self and security. Examples in our group might be when the assassins kills someone, or when the warrior poet finds a new bit of knowledge, or when the brute beats the hell out of something or someone. It depends more on your personality and less on your class. If your brute love tea, he gets essence when he relaxes with his afternoon tea. If your character love whoring, he gets essence from sex. Whatever. It don’t matter to me, just let me know what it is that you want. The more common the event, the fewer the points back.
RAISES and FREE RAISES
This has been mentioned on some of the characters and I’m sure you want to know what it means. Let’s say you are attacking a guy with a TN or 15. If you hit you do normal damage. However, you can alter the effect by making the attack more difficult. You would raise the TN by 5 points to do certain effects. Each time you Raise it goes up5 points, so 15 would turn into 20 with one raise. You can only raise up to your Essence, unless you have a Rank ability or Advantage that says differently.
With each raise you can either do more damage +1K0 or do specific actions such as disarms and called shots. For example hitting someone in the arm takes 2 raises, while aiming for the head is 4. Head shots are kill or put into coma for rest of life attacks.
Noncombat Raises are easier to figure out. The more specific the information the more raises you naturally put in. Want to know info on a country, easy (no raises) A large town, fairly easy (maybe one raise), a small town, not as easy (two Raises), someone who lived in a small town many years ago and all you have is the name Bill (a crap load of raises)
Free Raises
Each Free Raise gives you +5 on your roll, or one of the effects of a raise.
Types of Actions
Attack -- just a normal attack
Full Attack plus 2 dice to roll, not keep on the attack roll; however, your TN go down to 5 + armor for the round
Defense--- Two options one roll Defense and keep one dice then add it to your TN to be hit, or roll Defense Plus Reflexes keep Reflexes and change your TN to this number. You could roll very high this way, but you could roll less than your normal TN. Regardless of the amount of attacks you have normally, you can not attack and Defend in the same round.
Character Creation
The rules.This game uses D10’s. Take the Skill you want to roll. Add that to the Stat that goes with it. Roll that many dice. Of the dice you rolled take a number equal to the Stat. So if you have a 2 skill and a 2 Stat you roll 4 dice and keep the highest 2. Whenever you roll a ten, you roll it again. Add whatever new number you rolled to the ten. Do this until you stop rolling tens.
Step one: Stats and Rings
The rings are Fire, Water, Air, Earth, and Essence
Four of the rings have Stats that are associated with them. Fire has Intelligence and Agility. Water has Perception and Strength. Air has Charisma and Reflexes. And Earth has Willpower and Stamina. Essence has no Stat attached and is handled differently than the rest. Both Rings and Stats have a numerical value. Stats can have a value of 1-10, and rings are equal to the lowest Stat associated with it. So if you have an Agility of 8 and an Intelligence of 2, your Fire ring is equal to 2. Your class level is primarily based on your Rings.
What do the Stats do you ask? Very well I’ll tell you.
Intelligence--how smart you are. Skills Lore, and anything mental.
Agility--How precise you are. Skills most combat and physical skills
Perception--your ability to see. Skills investigate is the main one.
Strength--how strong you are. Damage is based on this and the weapon you use
Charisma--how good looking, nice, forceful presence, smooth talking. Skills many of the social skills are based on this
Reflexes--how fast and defensive you are. Any form of defense is based on this, as well as initiative.
Willpower--how tough you are to crack. Not many skills, but used against many spells and social skills
Stamina--how long you can hold out. Not many skills for this, but used to stop the effects of poison, or exhaustion.
Each character starts with 2 in each Stat and a 2 Essence. Then you can place 1 point into any Stat, but not into Essence. At character creation no Stat can be higher than 3.
Fame is how well you are known in the world. Characters with high fame are easily recognized and can use their fame to sway people. Use of disguises can temporarily change your fame rank. Fame start at rank 1. Sometimes it is best not to be known.
Step two: Classes.
There are many classes further down the page. Pick one, each gives you a bonus to one of your Stats. Each one also gives you a group of skills, each at rank 1. Most classes have a group of five techniques that your character can use. At character creation you have access to the Rank 1 technique. As you gain Experience, you will get access to the rest.
So you want to be a wizard? You pain in the ass. Writing down spells will take me a bit. PM figgin if you’re interested. If not, I’m not going to spend the time doing it.
Step three: Bonus Points 25.
Increase a Stat 8 points
Increase Essence 12 points
Increase Skill 1 point
Increase Fame 5 points
You can also gain advantages and get disadvantages at this point. Disadvantages add to the amount of Bonus points you have, while advantages cost points. You can only get 10 points of disadvantages. And you can only raise Skills and Stats up to rank 3 at Character Generation.
Step four: Determining wounds
Multiple your Earth rank by 2. You have 8 boxes to fill with that number. These boxes are called wound levels, and they are 0, -1, -2, -3, -4, Down, Out, Dead. Each negative effects how well you can do physical and at time mental skills. You roll less dice based on the negative that is associated with each wound level. When you take damage past dead, guess what, you’re dead.
Step five: Determining TN and initiative.
Your TN is equal to your Reflexes x5. If you wear armor there are two basic types Light (+5 to TN) and Heavy (+10 to TN) Heavy Armor also gives you -5 to all physical skills. Your initiative is a D10 + your reflexes.
Step six: Outfit
I don’t really care what you have. Just take a look at the weapon and armor section below and pick what you want. Other items, just ask and maybe I’ll let you have them.
Step seven: Determining Class Level
Find the sum of all your Rings. Multiply that number by ten. Add up all your skills. Add these two number up and consult the following chart.
Rank 1 0-150
Rank 2 151-175
Rank 3 176-200
Rank 4 201-225
Rank 5 226-up
Advantages (cost points)
Able Drinker (1 point)
You can really put the liquor away. This can be due to a naturally high constitution, or just a lot of experience. No matter how much you have to drink, liquor has no effect on you.
Absolute Direction (1 Point)
You can never get lost. You always know which way is north. There are places that are so magical that even you can be misled. Be careful.
Aligned to an Element (6 Points)
You are aligned to one element, gaining a bonus to using that element and a detriment to use another. Pick an element and it’s opposite. Fire/Water. Earth/Air. You get +5 to cast spells with that element, and TN’s for people to cast spells on you are increased by 5. However, you get a –5 to cast spells from the opposite element, and your TN is 5 less against that element.
Allies (1 Point per informant, 2 Points per Minor, 4 Points per Major)
You have friends with similar views. Characters can take this advantage as many times as they wish. Informants get you information, but only at the right price. Minor Allies can get you a little money, food, shelter, and anything cheap and legal. Major Allies can get you hard to find items, illegal items, or do things such as getting an audience with the king. Each Ally should be created from the beginning, not all Allies have the same personality or can obtain the same things.
Ambidextrous (8 Points)
You can use both hands without penalty. Characters without this advantage get –10 to their actions.
Benton’s Blessing (3 Points)
Benton, The God of Love shines upon you. You are well liked. There is something about you that is appealing to others. People automatically are a little nicer to you, and you Keep an additional die whenever rolling for persuasion.
Balance (2 Points)
You have catlike balance. You roll (not keep) an additional die whenever performing actions that involve balance.
Blackmail (Fame of the Blackmailed Person, Minimum 1)
You have information on someone. Because of this information, you have sway over this person’s actions. Keep in mind, no one likes to be blackmailed.
Bland (2 Points)
You are unassuming with average build and features. You do not stick out in a crowd. People tend to not notice you in a crowd, or remember you if they did. The advantage of this is that you get + 10 on any attempt to hide in a crowd or to disguise yourself. (Note: this does not help you to disguise yourself as someone else, or to hide in shadows) However, this Advantage also makes it difficult to gain Fame and recognition. People, even your own friends, tend to over look you. (Note: You can not take this and Benton’s Blessing, or any other looks and personality related advantage or disadvantage)
Blood of the Elementals (5 Points)
You are a descendant of an ancient race of elementals. Because of this you are rendered resistant to cold or heat. You are unaffected by weather related effects due to extreme cold or heat. You can live in the worst desert or the coldest mountain comfortably. This still means you must have water and food though. Your TN against Fire and Ice Spells is always at a +10
Citation (4 Points)
You have been honored in some way. Awards, Medals, Ribbons, Titles, or some other form of recognition was given to you for something you’ve done. You gain 10 points of Fame. You may not take the Scoundrel or Bland Advantages.
Clear Thinker (2 Points)
It isn’t easy to trick you. Any attempt to befuddle, confuse, or lie to you get a + 10 to it’s TN.
Cold Bastard (2 Points)
All Attempts to woo or sway you with pleas of compassion or love fall on deaf ears. You have a heart of stone. These attempts gain a +10 to their TN’s.
Combat Reflexes (6 Points)
You are one of the best fighters in the world. You never lose in one on one fights. When rolling initiative you can switch your roll with who ever is going right before you.
Commission (Varies)
You are a professional soldier. Regardless of who you work for (i.e. royal guards, town militia, or the military) your livelihood is based on the army and your fellow soldiers. You are always well equipped. You need not worry about food or shelter. But you are required to be ready to fight for your country at a moments notice. This advantage point cost depends on your rank in the army.
1 point—Private You are the lowest on the totem pole. You fight in squads of 10-50. 4 Potch a month
2 points—Corporal You are an enlisted man, and under direct command of your sergeant. 8 Potch a month
4 points—Sergeant You are a noncommissioned officer, in charge of 10-50 men. 20 Potch a month
6 points—Lieutenant You are an officer with several sergeants under your command. All together you are responsible for around 100 men. 50 Potch a month.
8 points—Captain You are an officer that is in charge of a whole division. You have 5 Lieutenants under you and command 500 men. 75 Potch a month.
Sneaky Bastard(5 Points)
You are very good at being bad. Or at least sneaky. You gain an invisible rank 1 in every Low Skill. You must gain rank 1 in a skill, if you wish to move on to rank 2.
Dangerous Beauty (2 Points)
Damn you’re sexy! You gain 3 dice to roll not keep on any attempt to seduce or tempt someone to do something for you.
Daredevil (4 Points)
Whenever you do something daring and risky the GM rolls a die. If it’s even, you get a +10; if odd, you get nothing.
Death Trance (3 Point)
You understand that death has no hold on you. Whenever faced with death, you go into a trancelike state that renders you immune to the effects of Fear.
Ear of the King (5 Points)
You have a semi-direct line to the royal courts of the land. You must clearly define what your connection is before this advantage can be brought into play. You have slight sway over someone of importance. And your Fame is considered higher than it really is.
Elemental Attunement (2 Point)
You can feel the ebbs and flows you magic around you. With a successful Charisma roll (TN set by GM) you can sense Magic in the area.
Faith (5 Points)
You are a devout believer in some religion. The gods, if they exist, smile upon you. Or maybe not. This Advantage could or could not do anything. GM’s can use it if they want to. Each GM can do different thing with it. Or nothing at all.
Forbidden Knowledge (1-10 Points)
You have knowledge that should be kept from the world. The more point you put into this Advantage the more important or deadly the information is. It could be a secret or an ancient relic of mass destruction. For every point you put into this Advantage you also gain ranks in Lore on your secret.
Greater Destiny (4 Points)
You are destined for greatness. The GM will decide what you are destined for. Until you achieve your destined goal, once a game you can’t be killed. Taking Hit Points that would kill you sends you to Out instead.
Hands of Stone (5 Points)
You punch hard. Very hard. Your unarmed attacks keep 2 dice of damage instead of 1.
Hero of the People (4 Points)
The people just love you. You get shelter, work, a little food, and the police of the area never really bother you. Just don’t lose their respect.
Indomitable Will (3 Points)
You are a stout soul, set in your ways and hard to convince, you can stand in a room of bickering nobles and never feel the need to side with any of them. You roll two additional dice on any Contested social rolls.
Inheritance (1 Point per 500 Potch --Max 10 Points)
Someone has left you with something of great value. It could be a trust fund, or an ancient relic worth a great deal. The cost of this advantage depends on the value of your inheritance.
Inner Gift (6 Points)
You were born with supernatural abilities. You can pick one of the following: Animal Speech, Empathy, Danger Sense, Precognition, or Psychometry. Animal Speech allows you to hear the thought of natural beasts and for them to have a better sense of your thoughts. This does not give you command over beasts, nor does it mean that all animals are smart enough to have an intelligent conversation. Empathy allows you feel the emotions of others. You can tell if they are sad or happy. It is possible for someone to master this talent and sense if someone is lying to them or not. Danger Sense is a form of Precognition that gives you the ability to never be surprised. Precognition allows you to gain knowledge of events that have yet to happen. They can be as clear or vague as the GM wishes. Psychometry is the ability to feel the emotions of people on the items they own. You may feel the hated on a bloodied knife or the love on a wedding dress.
Kharmic Tie (1-5 Points)
You and someone else have forged a bond of trust and friendship. You and they have the ability to roll but not keep dice equal to the points you put into this Advantage every day. You must have 3 points of Kharmic Tie to gain a Unite Attack.
Keen Senses (2 Points)
You have acute senses. Yes, they are cute
You gain an additional die to roll on anything involving the senses.
Leadership (7 Point)
You can bestow limited benefits on those who follow you. Those who follow you gain a +1 skill rank on any skill you use that round, provided that you have at least a rank 3 in that skill and you have a higher ranking in that skill than your followers.
Luck (3, 6, or 9 Points)
You have uncanny good luck. You are allowed to re-roll any roll once, twice, or three times per game.
Magic Resistance (2, 4, or 6 Points)
You are highly resistant to Magical effects Of one Element. Your Magic Defense is increased +5, +10, or +15 for that Element.
Membership (3, 4, or 5 Points)
You are a member of some sort of organization. Depending on what organization you pick this advantage can give you contacts, supplies, or revenue. You and the GM should make up the organization, what it does for you, and how much it cost to take.
Noble (5 or 10 Points)
You are a member of the royal family in good standing. What you get from this advantage depends on the amount you spend.
5 points Minor Noble. You have a small house, with 5 servants and a small amount of serfs who work your lands. You get 100 Potch a month.
10 points Major Noble. You have a large estate with at least 15 servants and a small town of serfs who work your lands. You get 500 Potch a month.
Ordained (4 Points)
You are a member of a religious origination. This gives you a great deal of influence within your circle. You gain Lore (Your Religion) Rank 3. You also get an additional die to roll on any social situation with people of your own faith. You get three meals a day, all of your basic needs are taken care of, and 30 Potch per month.
Patron (Varies)
You have a talent that someone likes. Perhaps you’re an artist, playwright, exceptional swordsmen, or just really likeable. Someone likes you so much they give you money, so that you can support yourself. Patrons are different from Allies in that they don’t really care about you. Some Patrons might never meet you; just send you money. The cost of this Advantage depends on the wealth and frequency of your patron.
Wealth
1 point-10 Potch
2 points-20 Potch
4 points-40 Potch
Frequency
1 point-Once per Month
2 points-Twice per Month
4 points-Once per Week
Precise Memory (3 Points)
You have a phenomenal ability to remember facts and figures. Your mind records information easily, but does not make you infallible. Neither does it give you any unusual ability to understand the information, nor learn new skills and languages. To remember a piece of information you have seen in your life you must make an Intelligence check at a TN of 10 or higher determined by the GM.
Quick (3 Points)
You are faster than most people. When determining initiative you roll, but not keep an additional die.
Quick Healer (3, 7, 12, 18 Points)
You regain wounds as if your Stamina was 1, 2, 3, 4 points higher. After character creation you are allowed to buy this advantage. It cost 3 points to get the first, then 4 points for the next, then 5, and so on.
Read Lips (2 Points)
With a successful Perception Roll you can read the lips of anyone that you can see the face of clearly. It requires a base TN of 15 in perfect conditions. Distance, poor lighting, or trying to read the lips of
Scoundrel (3 points)
You’ve got a bad reputation. But in a good way. Women want you, little boys want to grow up to be you. You’re the bad boy of the neighborhood, and everybody knows it. Your Fame Starts the game at –10. As long as you never do anything too evil you won’t get Infamy Points. As long as you don’t turn into a goody too shoes, your Fame works in reverse going from –10 to –11 and so on.
Servants (4 Points)
You have one or more servants in your employ from the start of the game. They work for you, and as such need to be paid. They are either Henchmen (4 points/1) or Thugs (4 points/5). Henchmen can have a class rank, an average of 2 in each ring, 6 points in skills max of 3 in any one skill. Thugs have no class rank, 1 point in each ring, 4 points of skill max of 2 in any one skill.
Silent (3 Points)
Your movements make no noise. You can sit for hours without speaking. Your just really quiet. You gain an additional die to roll not keep on all Stealth rolls.
Small (2 Points)
This is both a disadvantage and an advantage. You are much smaller than the average person. You get to keep an additional die on Stealth. However you can never use your highest die on any physical damage you inflict.
Strength of the Earth (2, 4, or 8 Points)
You can ignore pain and the effects of damage. You ignore the wound penalty for each level of Strength of the Earth that you have.
Strong like the Hulk(2 Points)
All of your Damage rolls are at +1 rolled dice, not kept.
True Friend (Variable)
True friendship is a rare thing. There is someone out there who will do almost anything to help you. The cost of this advantage depends on the your friends influence and devotion.
Influence
1 point—A person of minor influence (merchant, town guard)
3 points—A person of fair influence (rich merchant, minor royalty, town Sheriff)
5 points—A person of great influence (Princes, Guild Masters, maybe the King)
Devotion
1 point—Your friend will go out of his way to help you, as long as it’s legal and safe.
3 points—Your friend will go out of his way to help you as long as he/she doesn’t think it’s committing suicide.
5 points—Your friend will gladly give up his/her life for yours.
Two Weapon Style (8 Points)
You have been trained to fight with two weapons at the same time. Your primary hand is at –10 and your off hand is at –15. All extra attacks gained from class ranks are also at –10. The Ambidextrous advantage lowers this to –0 and –5 on off hand attacks.
Voice (2 Points)
Words have great power, your words more so than others. You gain a free raise on any roll that involves you speaking.
Way of the Land (2 Points)
You know this land like the back of your hand. You never get lost there.
Disadvantages (gives points)
Antisocial (1 or 3 Points)
You are uncomfortable around others. This can come in many forms, shyness, speech impediments, or depression. You withdraw yourself from other people, even those you’ve known for long periods of time.
1 points—you keep one fewer dice on all Social roles
3 points—you keep two fewer dice on all Social roles
Bad Fortune (1 point)
Random bad luck. Roll a D10.
1—Someone loves you and will destroy any relationship you have to make room for their affections.
2—Disfiguring Scar. You look real creepy.
3—You always seem to lose things. GM can take away one small item from you per game.
4—Allergy. You are highly allergic to one common item. GM’s choice.
5—Evil Eye. One of your eyes is discolored. People whisper about you and think you are possessed.
6—One day you will roll one very important roll. And you will Fail. You can’t use Luck, nor does the GM need to ask you to roll. You will Fail. Accept it.
7—You have an unknown enemy. Your enemy will reveal himself in time, but by then it might be too late to stop him. hee heeeee ha Ha HAAA!!!!!!!!!
8—Gambling debt. You owe a lot of money. You have to pay it off. Soon.
9—You haven’t gotten the hang of a few of your skills. Half of your skills are at –5 to use. You may spend 1 Experience point per skill to remove this Bad Fortune.
10—No bad fortune. Yet. GM may come up with whatever he wishes. Whenever he wishes.
Bad Reputation (2 Points)
You have already earned yourself a bad name. You start the game with 10 Infamy Points. People recognize you, but they probably won’t like you.
Benton’s Curse (3 Points)
You are not liked by anyone. People will avoid you. At best they might courteous. All social rolls are at a –10.
Black Sheep (6 points)
You have done something so bad that your entire race/family and your home town/country hate you. They will give you no help. They will actively try to kill you. And they will hunt you down.
Bounty (2, 4, or 6 Points)
You are accused of a crime. Whether you did it or not is unimportant. The points you get from this Disadvantage is based on how much a bounty you have.
2 points—Minor Crime. 100-500 Potch reward. TN to recognize you 25
4 points—Serious Crime. 1000 Potch reward. TN to recognize you 15
6 points—Violent Crime. 2000 Potch reward. TN to recognize you 10
Brash (2 Points)
You’re a hothead. You must make a Willpower roll TN 20 to not attack someone who upsets you. Friend or Foe.
Can’t Lie (3 Points)
Simply put, you can’t lie. If you try, you fail.
Compulsion (2, 3, or 4 Points)
You have an uncontrollable urge that gets you into trouble. It might be drink, women, gambling, or the like, but you must make a Willpower roll everyday or go seek it if you can.
2 points—TN 15
3 points—TN 20
4 points—TN 25
Coward (3 or 6 points)
Anyone that you’ve heard of frightens you in battle. Anyone with a higher Fame, with high Infamy, or that has a Fear effect gives you a –5 on all skills against them. If you take the 6 point version you are effected by all monsters and anyone with Infamy. Your negatives on skills increases to –10 as well.
Dark Fate (3 Points)
You are destined to bring about great pain to those around you. Perhaps you will betray them, cause someone’s death, or just accidentally destroy the world. The fates will make sure of it. Once per game you can die and come back to one wound from death. This last until you fulfill your Dark Fate.
Dependant (1, 2, or 3 Points)
You have someone completely dependent on you. Who they are is up to you, but they must be completely helpless without you.
1 point—Adult
2 points—Elderly
3 points—Child
Driven (2 Points)
You have a goal that you must fulfill. The goal is decided at character creation and you will do anything to see it though.
Epilepsy (5 Points)
You have epilepsy. Stress and flashing lights can cause a seizure. People tend to consider someone who has a seizure as possessed by a demon. Whenever you are in a stressful situation you must make a Willpower roll at a TN of 15 or go into seizure. You can then make a Willpower roll at a TN of 20 each round to try to come out of it.
Fascination (2 Points)
There is one thing in this world that you think is the greatest thing ever. You would very much like to experience it first hand. Fascination is a good way to start an adventure, as you feel you must journey out to see the object of your fascination.
Frail Mind (3 Points)
You have no Willpower. Any task that effects your Willpower get a +10 on there rolls.
Greedy (1-4 Points)
You care about one thing. Money. For each point you have in Greedy you give free raises to anyone attempting to bribe you.
Gullible (3 Points)
You believe everything you hear. Attempts to convince you to do something have a TN of 5.
Insensitive Bastard (3 Points)
You don’t give a crap about anybody. You must spend Essence just to help anyone.
Jealousy (1 Point)
Pick an NPC. You must out do him as often as possible. You just can’t let him beat you. You can’t.
Lame (3 Points)
You have a crippled leg. All Agility rolls are at –10, as well as any rolls involving leg strength.
Lechery (Varies)
For each point you put toward Lechery you give anyone else a free raise to seduce you.
Lost Love (2 Points)
You lost someone important to you. That doesn’t mean they’re dead, they just aren’t with you anymore. Whenever your lost love comes up, or whenever you think about them you are unable to roll one die from all actions. This lasts until you spend a Essence, you are then immune to the Lost Love Disadvantage for an hour.
Low Pain Threshold (5 Point)
If you get wounded you use the next highest Wound penalty.
Meddler (2 Points)
You just can’t resist getting into other peoples business. You tell people how to do things and ask what they are doing all the time. People find you annoying. Your Etiquette and Court based skills are at –10.
Missing Eye (3 Points)
Somewhere down the line you lost an eye. All Perception rolls are at –5, as well as melee attack rolls. Ranged attack rolls are at –10 up to 50’ away and –15 beyond that.
Missing Limb (3 Points)
You are missing a hand, arm, foot, or leg All test that involve the missing area are at –10.
Nemesis (+2 Points)
Can only be taken if you have sworn enemy. When ever you face your enemy you can not use Essence.
Obligation (2 or 4 Points)
You owe someone a favor. 2 point is a small favor, 4 is a major one. You don’t have to do it. But you will lose Fame and gain the Enemy and Black Sheep Disadvantages for no points.
Ogre Blood (8 Points)
You have come amount of Ogre blood. You can’t Spend Essence.
Overconfident (3 Points)
No one can defeat you. In life or in battle, you are the best. Why deny it? And you don’t. At any time when you could back down from a competition or fight you must make a Battle + Perception roll at TN 30 or you don’t back down.
Permanent Wound (5 Points)
You were wounded long ago. You always are at the first wound penalty.
Phobia (Varies)
You have intense fear of something. For each point you put into this Disadvantage you give yourself a –5 on all actions when confronted with your fear.
Soft Hearted (2 Points)
You won’t kill. It goes against everything you believe in. You must make a Willpower roll at a TN of 20 in order to take a life. Once you’ve killed someone, your actions are at –10 for the next 24 hours.
Sworn Enemy (2-5 Points)
Someone wants you dead. You’ve always hated each other; and some day you will kill him, or he will kill you. At 2 points he is your rank. Each point after that increases his rank above yours.
True Love (3 Points)
There is someone in this world that you truly love. However, they often put you in position of danger or conflict. They will place you somewhere between duty and love. You must spend Essence in order to choose duty over your love.
Unluck (3, 6, or 9 Points)
You are unlucky. For every three points of Unluck you get you allow the GM to ask you to re-roll your last action.
Vane (1 Point)
You’re the best looking guy around. And everyone should know it. You let people know how pretty you are. But you love it when they tell you how pretty you are.
Weakness (5 Points)
You were born with a deficiency in some Trait. Lower one of your traits 1 point. This might lower your Ring to 1.
Classes
Assassin +1 Reflexes
Athletics, Defense, Sabotage, Poison, Stealth, Light Sword, Dagger
1. Keep dice equal to Class Level rank on Stealth
2. Unaware opponents have TN 5 with no limit on raises
3. Increase your TN 10 or 20 and Decrease Your attack by same
4. Spend Essence Turn invisible for minutes equal stamina
5. Spend Essence Walk through walls
Killer +1 Agility
Athletics, Hunting, Light Sword, Poison, Stealth 2, Any Warrior
1. Increase your TN and Decrease your attack by the same amount max Class Level rank x 5
2. Full attack on unaware opponents 2 attacks
3. Disappear initiative must be 5 points higher roll Agility vs. perx5
4. + Stealth to Hit and Dam Add Stealth x2 on Damage vs. unaware
5. If someone misses you, you gain free attacks on them max Agility
Saboteur +1 Intelligence
Acting, Sabotage, Athletics, Locksmith, Poison, Stealth, Any non High Skill
1. + TN equal Stealth, also when near distraction keep all Stealth dice
2. Every ten minutes studying location roll and keep any infiltration skills
max Class Level rank
3. Know when spotted, always roll initiative when ambushed
4. Roll twice on any Stealth Sabotage Skills keep the better roll No Attacks
5. Essence Disappear Stealth + Agility Vs Perception + Investigation
The Avenger +1 Willpower
Pole arm, Defense, Ride, Hunting, Any Sword, Lore (Taint of Evil), Medicine?
1. Add Class level to TN and Damage
2. Roll Charisma to Detect the Taint of Evil
3. When Full Attacking gain Two Attacks
4. Can now Spend Two Essence Points on any Roll
5. Down and Out become –4; Dead becomes –5; After that can stay alive for rounds equal to Essence with –6, -7, -8, and so on Wound levels
Battle Rider +1 Reflexes
Ride 2, Defense, Any Sword, Battle, Pole Arm, Any High or Warrior
1. All Class Skills are + 1k1 when Mounted
2. Switch initiative with TN to be Hit
3. Gain Damage Reduction equal to Class
4. 2 Attacks. If you kill someone while Mounted, it does not count as an Attack per Round
5. Once per Round, re-roll any dice that are less than the Trait used. Example, on an attack with an Agility of 5 you would re-roll any 4, 3, 2, or 1.
Mounted Scout +1 Perception
Battle, Defense, Ride, Hunting, Any Sword, Stealth, Bow
1. When on you may use (Reflexes + Class) x5 as TN to be Hit instead of normal TN or Defense roll. You can also use Stealth while Mounted.
2. You can run for extended times without tiring your mount.
3. Gain Advantage Absolute Direction; Roll Perception + Class on all Perception Rolls
4. 2 Attacks per Round
5. When you Ambush someone use Agility + Sword + Stealth keep Agility for your to hit roll. Anyone trying to detect you must drop dice equal or lower than your Air Ring
Mounted Warrior +1 Strength
Defense, Hunting, Any Sword, Ride 2, Pole Arm, Bow
1. When Mounted add Ride to any Warrior Skill
2. When on Full Defense you may use (Reflexes + Defense + Sword Skill) x5 as TN to be Hit instead of normal Defense roll or TN.
3. 2 Attacks per Round
4. When Mounted if you raise to Attack and miss, but would have hit had you not put in Raises, you hit but without the benefit of the raises.
5. Re-roll any roll. More to the point Re-roll every roll you want, once.
Bodyguard +1 Willpower
Defense, Investigation, Any Sword, Bow, Any Weapon, Any High, Any
Warrior
1. Full Def intercept a number of attacks equal to Essence
2. Spend any amount of Essence to raise TN 5 or 10 on full Def
3. Essence to know what direction a person will be Only one person a day
4. 2 Attacks
5. Opponent rolls fewer Damage dice equal your Water min 1
The Dragoon + 1 Agility
Any Warrior, Athletics, Defense, Any Sword, Hunting, Pole arm, Any High
1. + 10 leap TN’s Full Attack leap +10 Full Def Leap +5 TN
2. Dragoon doesn’t declare actions until everyone else does
3. 2 attacks second must be a leap can use rank 1 technique
4. -10’ per Class Level on falling damage
5. 3 attacks 2 can be leaps
The Guard +1 Agility
Battle, Defense 2, Any Weapon, Any Sword , Bow, Any High or Warrior
1. Add Class Level rank to each wound level
2. If Full Def this round gain highest initiative next
3. Your TN increases by opponent’s armor
4. 2 attacks
5. Spend Essence Force someone to be unable to use a technique you’ve seen in
the past
Barbarian +1 Reflexes
Battle, Heavy Sword, Wrestling, Club, History, Any 2 Warrior not Defense
1. Full Attack cause Fear equal Class Level rank +1
2. Full Attack 2 attacks
3. Full Attack + initiative dice equal Class Level Rank
4. 2 attacks Full Attack 3 attacks
5. Full attack ignore Wound Penalties
Berserker +1 Stamina special do not gain techniques like everyone else
For rounds equal to Earth x2 he ignores wound penalties and rolls and Keeps damage equal to his Class Level. After that he is considered Incapacitated for Rounds equal to his Earth x2
Boar Spearman or Trident +1 Strength
Athletics, Defense, Hunting, Boar Spear , Pole arm, Any Warrior
1. Boar spear Full attack strike a # opponent in 5’ area Max 1 +Class Level
Damage divided evenly
2. Boar spear Contested Strength to force opponent to act last in following
round
3. Full Def with Boar Spear and you get a free attack
4. Same as Rank 1 but each takes half damage
5. Can use rank 2 on opponents equal to 1 + Class Level
Brute +1 Strength
Athletics, Defense, Brawl, Heavy Sword, Pole arm, Any Low
1. Lower initiative to increase attack roll by same number
2. May re-roll any Strength roll
3. Armor provides no TN bonus vs. your attacks
4. Armor has no soak against your attacks
5. 2 attacks
The Knight +1 Stamina
Battle, Defense, Wrestling, Heavy Sword, Club, Athletics
1. Add Earth to hit and Dam. Ignores armor penalties
2. Spend Essence. Roll Earth to ignore the damage equal to the number you rolled when hit Can’t gain any hit points from this, just ignore damage
3. 2 attacks
4. Sacrifice 3 wounds to keep on an attack or damage Ignores 10 points
5. Spend Essence Take an action even if at Down out Dead.
Pirate +1 Agility
Athletics, Battle, Sailing, Commerce, Defense, Light Sword, Any Warrior
1. Gain plus + to all weapon skills. Ignore balance penalties
2. Spend Essence Full attack without lowering TN
3. 2 attacks
4. + TN equal Water ring x 5
5. When using two small weapons make one attack with both to do DR +1k1
and free raises equal to Water.
The Mystic Fighter +1 Reflexes
Defense, Any Sword, Bow, Pole arm, Any High, Any Magic, Meditation
1. Add Essence to Hit and Damage, Spend all Essence at once if want to
2. Spend Essence to get Magic Resistance +5
3. Spend Essence to another action. Can not attack and full defend
4. 2 Attacks per round
5. Substitute Essence with any Trait
Investigator +1 Perception or Charisma
Law, Lore (History), Any Lore, Etiquette, Investigation, Any High, Poison or Herbalist
1. Spend any amount of Essence on Charisma and Perception
2. Gain Free raises equal to Class Level Rank on Charisma and Perception
3. No need roll Invest law History unless you want raises
4. If you’ve seen a Class Level rank ability people must spend a Essence to use
it against you
5. No one can lie to you. If their Charisma is higher than your Charisma they lie
but you can tell
The Warrior Poet +1 Willpower
Bard, History, Calligraphy, Poetry, Any Sword, Any Lore, Any High, Any Warrior
1. Lower initiative to increase TN by same number. Gain free raise in Lore per Class Level
2. Opponent with lower Fame rolls one fewer die to attack you
3. If you have Lore that pertains to opponent you gain 2 attacks
4. Teach Temp +1 skill 1 day max pupils equal to Class Level
5. Opponent with lower Fame - 1 attack per turn
Archer + 1 Agility Special No 4th or 5th rank in this school.
Bow 2, Defense, Fletcher, Hunting, Stealth, Lore Area
1. Free raise and + 50’ range per Class Level rank with bow
2. Bow Attacks equal Class Level rank
3. One attack hits automatically
4.
5.
Falconer +1 Charisma
Animal Handling (Falconry), Hunting, Long sword, Short sword, Mediation, Lore (Wilderness)
1. Charisma substitutes any Perception roll; Add Class Level Rank to
Charisma rolls total
2. 2 attacks
3. Falcon Gains an attack
4. Spend Essence Charisma roll versus (highest Class Level + # opponents) x 5 Gain 3 attacks
5. Falcon attacks twice
Hunter +1 Stamina
Athletics, Long Sword, Short Sword, Bow, Lore (favored Enemy), Stealth 2
1. + 5 TN per Class Level Rank Versus Favored Enemies One enemy per
Class Level rank
2. Sense Favored enemies 10’ per Class Level rank
3. 2 attacks versus Favored enemies
4. Essence Turn invisible. Can’t move.
5. 3 attacks Favored Enemies
Ranger + 1 Any
Defense, Long sword, Short Sword, Bow, Stealth, Mediation
1. TN whenever holding 2 weapons TN is +5
2. 2 attacks
3. Spend Essence to help or hinder spells cast on your by 5 points
4. Killing someone does not count as an attack per round
5. 3 attacks
Forest Killer +1 Intelligence
Defense, Long Sword , Short Sword, Bow, Poison, Stealth, Lore Wilderness
1. Roll and keep 2 dice for initiative
2. TN to hit someone who missed you is 5 + armor
3. Roll attack versus weapon skill times 5 to disarm 2 raises you get weapon
4. 2 attacks
5. Declare Raises after rolling attack
Actor +1 Charisma
Acting, Etiquette, Lying, Locksmith, Poison, Communication, Stealth
1. Roll and Keep Class Level Rank when influencing and persuading
2. Backstab TN 5 no limit to raises
3. Persona 1
4. Persona 2
5. Persona 3
Agent +1 Perception
Defense, Etiquette, Intimidation, Light Sword, Law, Any High, Any Warrior
1. + Perception to TN and attack rolls
2. Free Raise on Perception and Charisma; Free Raise on anyone who has
tried to hit you this round
3. When on full def opponents must drop dice lower than your Perception
4. Contested Perception gain 2 attacks Second attack TN 5 + armor
5. Spend Essence Contested Perception opponent TN drops to 5 and may only
be a standard attack
Sheriff +1 Intelligence
Etiquette, Streetwise, Light Sword, Investigation, Bow, Law, Stealth
1. Add Perception x2 to TN to be hit
2. Spend Essence Make raise to get twice the effect of raise on Inv. or Law
3. When fighting criminals with a death sentence roll additional dice equal Class
Level Rank
4. 2 attacks
5. No need roll Inv or Law unless you want raises
Spy +1 Charisma
Sabotage, Etiquette, Investigation 2, Lying, Stealth, Any Skill
1. Contested Charisma; Gain a number of free raises for every 5 points you win on any roll
against them. Max Class Level rank +2
2. Pick any non weapon starting skill add 3K1 to all rolls with that skill
3. Make Per + Investigation with a TN equal class level x5 gain extra attack on that opponent
4. Contested Charisma gain one piece of info he didn’t want to give
5. Spend 2 Essence Contested Willpower choose next type of attack for
opponent: Standard, Full Attack, or Full Defend
Thief +1 Agility
Athletics, Stealth, Locksmith, Lying, Bow, Streetwise, Any skill
1. Unaware Opponents Roll Class Level rank but not keep on Dam
2. When in no armor add Class Level and Athletics to TN
3. If someone misses you, you gain + 5 initiative + 10 to hit that person next round
4. 2 attacks
5. Free raises on stealth and athletics equal to difference of your skill and theirs
Skills
High Skills
Artist (Pick one)
Musician, Composer, Drawing, Sculpting, Writing, Painting, Poetry, Dancing, Singing, Oratory, Bard, Calligraphy
Communication
Etiquette
Diplomacy, Fashion, Manipulation, Heraldry, Politics, Gather Information
Medicine
Diagnosis, Autopsy, First Aid, Surgery
Survival
Tracking
Animal Handling
Lore (Pick Any One Topic)
Meditation
Research
Streetwise
Law
Investigation
Ride
Merchant Skills
Craft
Armor Making, Herbalist, Locksmith, Weaponsmith, Engineer, Fletcher
Appraisal
Commerce
Magic Skills
Spell Research
Occult Lore
Astrology
Low Skills
Athletics
Acting
Disguise
Stealth
Pick Pocket
Sabotage
Engineering, Explosives
Poison
Brew Poison
Intimidation
Torture
Traps
Lying
Seduction
Opening Locks
Gambling
Warrior Skills
Light Sword Attack
Heavy Sword Attack
Axe and Club Attack
Pole Arm Attack
Dagger Attack
Whip Attack
Brawl Attack
Bows
Defense
Battle
Leadership
Ride
Survival
Animal Handling
Weapons
Light Swords
Saber 2k2
+ 1k0 Damage when on horse
Short sword 2k2
Rapier 2k2
+ 5 Initiative
Cutlass 3k2 -1k0 to hit
Heavy swords
Broad sword 3k2
2 hands
Zweihander 3k3
2 hands –10 initiative
Long sword 3k2
Claymore 4k2
2 hands -1k0 to hit -10 initiative
Falchion 3k3
2 hands
-5 to hit
Axes and Clubs
Light Club 1k3
Ignores armor
Hammer 2k3
Axe 1k4
Battle Axe 3k3
2 hands
Quarter Staff 0k2
Pole arms
Javelin 0k2
30’ range
Spear 2k2
+ 1k0 initiative
Halberd 2k3
+ 1k0 initiative
Pike 4k2
+ 1k0 initiative
Lance 2k3 on horse 2k2 on ground
Trident 3k2
5’ / Str Range + 1k0 initiative
Boar Spear 4k2
+ 1k0 initiative
Daggers
Knife 2k1
Main Gauche 1k2
Assassins knife 1k1
Easy conceal TN 30-40 find
Whips
Whip 0k1
Will TN 5 + 5 for each raise to cry out in pain
Free Raise Disarm
Bows (bows have a fixed strength of 2 for damage)
Short Bow 60 foot range, can be easily carried
Longbow 180 foot range, can’t be easily carried
Arrows
Standard 1k2
Humming 0K1 signal device
Armor piercing 0K2 ignores armor
Flesh cutters 2K3 Armor gives twice the protection
Shields
Large shield 0k2 +10 to TN vs. ranged add skill to Defense
Small shield 1k1 + 5 to TN vs. ranged add skill to Defense
Buckler 0k1 Add skill to Defense
Light Armor +5 to TN
Medium Armor +10 to TN -5 to hit
Heavy Armor +15 to TN -10 to hit