Post by phantomdoodler on Sept 6, 2011 6:16:30 GMT -5
CHARACTERISTICS
Every PC has what are known as characteristics. There are six of these, and they are described below.
Fighting: This score represents how well your character fights in hand-to-hand or ranged combat. The higher the score the more likely it is your character will hit an opponent in a fight.
Psyche:The Psyche score represents your character's ability to use magical or psychic abilities. A low score means you will struggle to do anything magical or psychic, while a high score will allow you to use such powers with relative ease.
Endurance: Your Endurance score is a measure of your physical power and toughness. The higher your Endurance is, the more physically strong and resilient you are. Those with high Endurance are able to perform amazing feats of power.
Charisma: The Charisma score represents how persuasive and likeable you are. Those with high Charisma scores are more likely to make friends and are able to use smooth talking to get what they want.
Stealth: Your Stealth score is a measure of how sneaky a PC is. Its is the ability to move without being heard or seen, pick locks, disable traps and so on. Stealth also measures a characters general agility and reflexes, as well as their perception skills.
Knowledge: Your Knowledge score shows how intelligent your character is. The higher this score, the more your character knows.
Each of these scores is rated with a numerical value between 0 and 10. Beginning characters will generally have a score between 1 and 6. These can and will change over time as your character gets injured or gains experience, but they can never go below 0 or above 10
WILLPOWER
Another characteristic that all PCs have is Willpower. Willpower is a measure of how much mental strength and psychic power the character has; the higher the score, the more power they can draw upon to cast spells, use magical items or use psychic abilities. A character’s Willpower score is equal to double their Psyche score. Thus, a magician would have a Willpower score of 12 while a warrior would only have 4. Each time a character casts a spell, they must reduce their Willpower score by 1. The same applies when using a scroll, or any other item that requires Willpower to activate. If a character has a Willpower score of 0, they may not cast spells or do anything else that requires Willpower until their score rises above 0. A character regains 1 point of Willpower every hour of game time, though they may never have more Willpower than their starting Willpower score.
RACES OF MAGNAMUND
DWARF
The Drodarin Dwarfs of Magnamund are stout, brave and stubborn folk, known for their ingenuity in the field of weapon and armour design, and their extremely potent alcohol (the infamous Bor Brew).
Characteristics: -1 Psyche, +1 Endurance, -1 Stealth
Special Rules: Dwarves may see in the dark. They also add +1 to Fighting rolls, when attacking Cenerese Druids and their allies.
MOUNTAIN GIAK
Giaks are a race of greeny grey-skinned, aggressive creatures bred for their ferocity and discipline in battle. Hardened by the intense fires of Helgedad, Giaks are able to exist in extreme conditions, can see in utter darkness, and are immune to most non-corrosive toxins. They are a formidable foe, but are easily broken if they lack a commanding presence.
Although rare, Giak characters may be possible, especially in an "evil" campaign. Giaks are loosely divided into Mountain Giaks, representing the stronger and hardier of the breed, and Swamp Giaks, who are smaller, weaker are more numerous, and found in more isolated pockets of Magnamund.
Characteristics: +2 Fighting, -2 Psyche, +1 Endurance, -2 Charisma, -2 Knowledge
Special Rules: Giaks are able to see perfectly well in the dark, being able to see in the infrared spectrum. In addition, Giaks possess strong bones which provide them +1 Defence and +1 Health point. In addition, Giaks are immune to all non-corrosive poisons.
OGRON
Distantly related to Dwarves and Kloons, Ogrons are huge, blue-skinned barbarians. Physically, they are intimidating, sporting tribal tatoos and exotic hairstyles, and are formidable warriors - they can be found serving as mercenaries across magnamund, where their ferocity and size is an obvious advangtage. However, Ogrons are a deeply spiritual people, who worship powerful ancestral spirits tied to their lands. They, like the other Drodarin race, share a hatred of the Cenerese race, who almost succeeded at wiping out the Drodarin race altogether.
Characteristics: +1 Fighting, -1 Psyche, +2 Endurance, -2 Charisma, -2 Stealth, -2 Knowledge
Special Rules: Ogres are huge, standing around 9 feet tall, meaning they are extremely tough. They gain +2 Defence and +2 Health Points. Ogrons, despite their hardiness, are particularly susceptible to alcohol, and suffer -4 to all Strength rolls to resist the effects. Owing to their highly oxygenated blood, Ogrons are able to breathe underwater for up to 30 minutes.
PATAR
The Patar are a human-like Drodarin race, who were partly responsible for creating the deadly Cenerese plague that wiped out the Drodarin people, thousands of years ago. Since then, they have vowed to live lives devoted to healing and curing diseases. In northern Magnamund, they are more commonly known as Redeemers, silent monks wearing black robes and wooden fish symbols.
Characteristics: -2 Fighting, +1 Knowledge
Special Rules: Patar are dedicated healers and have an in depth knowledge of the healing arts. With a successful Knowledge roll (Difficulty 10), a Patar may heal one per person per day, restoring 1-3 Health (roll 1 dice and halve the result).
NOODNIC
Noodnics are a race of intelligent, bipedal rodents, that inhabit the maze of tunnels, beneath the Hammerdal mountains in Durenor. Standing around 2` tall, Noodnics come in a variety of fur colours, and wear any scraps of clothing they can steal from the larger folk using their tunnels. They are expert scavengers, existing be stealing trinkets, or making items from what they find.
Characteristics: -1 Fighting, -2 Endurance, +2 Stealth
Special Rules: Noodnics may see in the dark. They also add 2 to all Stealth rolls when they are picking pockets or sneaking.
KLOON
Related to Dwarfs, Kloons are shorter than their Drodarin cousins although Kloon males do not have facial hair. Kloons are extremely intelligent, and have a thirst for knowledge unparalleled amongst the races of Magnamund. Indeed Kloons are sought out across Magnamund, as advisors, chief librarians, sages, scholars, scientists and priests. They tend to have very little time for fools.
Characteristics: -1 Fighting, -1 Endurance, -1 Stealth, +2 Knowledge, +1 Charisma
Special Rules: Kloons may see in the dark.
SZALL
Szalls are a weak and cowardly type of Giak, that escaped into the wastelands of northern magnamund, where they have since settled as farmers and fishermen. Physically, they appear similar to Giaks, but have lost many of that species abilities - unlike the giak spawn, they are also able to mate, which over the generations, has weakened their original Giak frames, and mentality
Characteristics: -1 Fighting, -1 Endurance, +2 Stealth, -1 Charisma
Special Rules: Szalls may see in the dark. They also add 2 to all Endurance rolls to resist diseases.
KUNDI
The Kundi are a race of primitive ape-like humanoids that inhabit the cloud-realm of Azanam. Owing to their unusual ability to perceive into the astral realm, they have been systematically hunted to near extinction, by the Shadakine Empire. Physically, they are powerfully built, and have prehensile tails.
Characteristics: +1 Endurance, -1 Knowledge, -1 Charisma
Special Rules: Kundi have the ability to see into the astral realm, and are able to see astral entities, shadow gates etc, on a successful Discipline roll (Difficulty 10). Kundi are also adept at climbing and may add 2 to all Endurance rolls involving climbing.
CHARACTER TYPES
The following character types are available:
ALCHEMIST
ARCHER
ASSASSIN
BARBARIAN
BATTLEMAGE
BESERKER
HERBWARDEN
DUELLIST
GUNNER
ILLUSIONIST
KAI LORD
KNIGHT
MAGICIAN
MARTIAL ARTIST
NECROMANCER
PRIEST
RANGER
SAGE
SCAVENGER
TEMPLAR
THIEF
TROUBADOUR
WARRIOR
New/Altered Character Types:
HERBWARDEN
The Herbwardens of Bautar are devoted to studying goodly druidic powers, and are adept at life magic - they focus on curing and creation. Herbalish see themselves are wardens of nature, and they worship natural spirits.
Characteristics: Fighting 2, Psyche 6, Endurance 2, Charisma 3, Stealth 3, Knowledge 5. Starting Health: 12 plus 1 die. Starting Willpower: 12
Weapons and Armour: Herbwardens may use daggers, clubs, sickles or staves. They may not wear any armour or use shields.
Starting Equipment: backpack, bedroll, herbwarden robes, flint and steel, 2 days rations, sickle, short sword, flask of healing potion, waterskin, 10 Gold Crowns
Special Rules:Herbwardens can use special skills chosen from the list below. Starting characters may choose any four skills from the following:
Green Purge
Herbwardens are expertly trained to defend their own people and their beloved homeland. When fighting Darkspawn, Cenerese Druids and any creatures that are native to Ruel (e.g., Vazhag Dholdaarg, Plague Hounds, and Ruel War-dogs), Herbwardens may add +2 to all fighting rolls.
Herbcraft
Herbwardens are masters of herbs and may collect herbs and plants in order to make potions and salves, similar to an Alchemist, but using natural methods, rather than magical means. In order to make a potion, a herbwarden needs access to a mortar and pestle, glass vials and quantities of various herbs and plants. Making a potion requires an hour of preparation and a successful Knowledge roll, with a difficulty based on the potion being made (see below). Whether the test is successful or not, the target must spend a point of Willpower. If a herbwarden does not have access to these raw ingredients, they will need to first forage in an appropriate environment. This requires an hour and a Knowledge roll, equal to the difficulty of the potion, although the character must be in the correct environment to start with. On a successful roll, the character will find enough raw ingredients to produce a single potion. Alternatively, a character may purchase the herbs for 10-60 Gold Crowns.
Each time this skill is chosen, select two recipes from the following:
Graveweed Concentrate (Difficulty 18): Made from the thorny briar known to grow in graveyards, the drinker of this black, foul smelling potion loses 3-18 Health (roll 3 dice).
Karmo (Difficulty 17)
Larnuma Oil (Difficulty 12): This oil, expelled from the seeds of the Larnuma fruit, a bright purple fruit found in southern Magnamund, has healing properties when rubbed into the skin. When doing so, the target recovers 1 Health point after each minute of game time, for the next 2-12 minutes (roll 2 dice).
Oede Herb Tea (Difficulty 13): The drinker of this potion, brewed from the golden leaves of the extremely rare Oede plant, regains 4-9 Health (roll 1 die plus 3). In addition this potion also heals the limbdeath disease if the character is suffering from it.
Potion of Alether (Difficulty 13): Made from the crushed orange berries of the Alether plant, when drunk, this potion provides a +2 bonus to Fighting for the next 5 minutes of game time.
Tincture of Calecena (Difficulty 13): Made from the spores of the Calecena mushroom, anyone drinking this potion will suffer terrible hallucinations for the next hour. While effected, the character will be unable to do anything except try and escape imaginary terrors or lash out at illusionary foes.
Potion of Gallowbrush (Difficulty 13): Made from a dark red briar (also as Sleeptooth), the drinker of this potion falls into a deep sleep for an hour of game time. Only aftacking the drinker will wake him.
Potion of Graveweed (Difficulty 16): Made from the thorny briar known to grow in graveyards, the drinker of this black, foul smelling potion loses 2-12 Health (roll 2 dice).
Potion of Laumspur (Difficulty 11): This bitter tasting potion, made from the bright red flowers of the Laumspur plant, can heal 1-6 Health (1 die) when drunk. Laumspur is the most common healing herb in Magnamund, and as such, most places selling healing potions do not mention that they come from the Laumspur plant.
Potion of Senara (Difficulty 11): Made from the large acorn-shaped buds of the yellow flowering Senara bush, anyone drinking this potion will recover 1-6 Willpower (roll 1 die).
Rendalim Elixir (Difficulty 13): This powerful milky white healing potion was originally created by famed Durenese Herbwarden Madim Rendalim, using laumspur and a handful or other ingredients. The drinker of this potion regains 2-12 Health (roll 2 dice).
Sabito Pills (Difficulty 13)
Temeris Potion (Difficulty 19)
Tincture of Graveweed (Difficulty 13): Made from the thorny briar known to grow in graveyards, the drinker of this black, foul smelling potion loses 1-6 Health (roll 1 die), and suffers -2 to all Characteristics for the next 2-12 hours (roll 2 dice).
Hunter
Adopting the mindset of a bear or wolf, the Herbwarden can transform themselves into a natural predator. This requires a point of Willpower and a successful Psyche roll (Difficulty 11). If successful, the Herbwarden gains +1 to all Fighting rolls when attacking unarmed or with a melee weapon, and inflicts +1 damage, for the duration of one entire combat.
Lore of the Land
The Herbalish are excellent sages and lorekeepers, particularly concerning flora and fauna, and may add +2 to all Knowledge rolls that involve the natural world.
Natural Ward
Once per day, the Herbwarden may place a Nature Ward on themselves or others. This requires a point of Willpower, and a successful Discipline roll at a difficulty of 14. The target gains an additional 5 points of Health, which may not be healed - it lasts until the target is injured.
Primal Surge
Once per adventure a Herbwarden may regain half their Willpower
Terror to Behold
Though peaceful, the Herbwardens are the keepers of mighty secrets and many lesser creatures fear them for their knowledge. Herbwardens with this ability will never be attacked by an enemy who has a lower Fighting attribute.
Watcher of the Skies
So in tune with nature are Herbwardens of Bautar, that they can predict the weather with a high degree of certainty, and are able to manipulate it to a minor degree. At a cost of 1 Willpower and with a successful Discipline test (Difficulty 12), the Herbwarden will be able to predict what the weather will do in the immediate location for the next day. Then by expending 1 Willpower, they can alter the present weather in a subtle way, such as drawing rain out of an overcast sky, or cause the clouds to part to allow the sun to shine. These effects last for a single scene.
KAI LORD
The Kai Lords of Sommerlund are blessed with psychic abilities, and live their entire lives dedicated to battling the forces of evil, and protecting their homeland from the forces of the Darklords.
Characteristics: Fighting 5, Psyche 4, Endurance 3, Charisma 3, Stealth 3, Knowledge 2. Starting Health: 13 plus 1 die. Starting Willpower: 8
Weapons and Armour: Kai Lords may use any weapons, except for firearms, and wear light armour- they may also use shields.
Starting Equipment: Light armour, backpack, bedroll, Kai Tunic and clothing, flint and steel, 2 days rations, dagger, any one weapon, waterskin, 10 Gold Crowns
Special Rules: Kai Lords can use psychic abilities known as Kai Disciplines. Starting characters must choose any 2 Kai Disciplines from the following:
Animal Kinship
This discipline enables a Kai Lord to communicate with any normal animal. At a cost of 1 Willpower, and a successful Psyche roll at Difficulty 10, the Kai Monk may able to guess the intentions and feelings of an animal encountered. If the test is 12 or greater, the Kai Monk can fully understand its language and the animal ca understand the Kai Monk.
Kai Lords may also make a Knowledge (difficulty 11) to recognise the abilities, behaviour and habits of animals.
Camouflage
This discipline allows the Kai Lord to blend in with their environment . At a cost of 1+ Willpower the Kai lord may add +1 per Willpower spent, to either to a single Stealth roll when moving silently, hiding or using a disguise, or to a Charisma roll when trying to act and sound like a native. You may not increase such a test by more than your Psyche score.
A Kai Lord may also use this ability to sense the location of the nearest safe shelter, be it a cave or abandoned house. This requires a successful Psyche roll (Difficulty 10).
Healing
At a cost of 1 Willpower, a Kai Lord may make a Psyche roll ( Difficulty 11), to heal 1-6 Health (1 die). Used on others, only 1 Health may be restored for each use.
Additionally, a Kai Lord may make a Knowledge roll (Difficulty 10) to recognise any potion, drug or herb encountered.
Hunting
The Kai Lord with this discipline may make a Stealth roll (Difficulty 10), in order to hunt and forage for food in the wilderness. If successful, they find enough food to feed 1-3 people (roll 1 die and halve the result, rounding down). However this discipline may not be used in deserts or wasteland.
In addition,Kai Lords may also make a Knowledge (Difficulty 11) to recognizing the abilities, behaviour and habits of animals.
Mindblast
A Kai Monk with this discipline may launch a psychic attack at a target. This requires the Kai Monk to spend 1 Willpower and a make successful Psyche roll at a Difficulty 12. If successful, the target is stunned for one round. A stunned target cannot take an action and must reduce their Defence by 2.
Mindshield
A Kai Monk with this discipline can erect a mental shield to protect them from mindforce attacks, reducing all such attacks by 2 damage. This Discipline also negates the effects of Mindblast.
Mind Over Matter
The Kai Lord has the ability to move small objects (up to the weight of around 2lbs) with their mind. This requires 1 Willpower, and a Psyche roll at a Difficulty of 13. They must be able to see the object and must maintain eye contact with the object at all times. This power cannot be used to snatch a weapon out of someone’s hand, but it could be used to pull a sword out of a scabbard. The Gamesmaster will judge the approximate weight of an object.
This discipline may also be used to perform an intricate manipulation, such as picking a lock or untying a rope. This requires 1 Willpower and a successful Psyche roll at a Difficulty of 15.
Sixth Sense
A Kai Lord with this Discipline may detect any danger lurking nearby, whether from an invisible enemy, a trap, or if a target intends them harm. This requires 1 Willpower and 1 Psyche roll against a Difficulty of 12. The proximity to the danger will indicate what the Kai Lord senses - from a vague impression if the danger is remote, to an acute sense if the danger is immediate.
This discipline may also be used to reveal the purpose of an object, or stranger. Again, this requires 1 Willpower and a Discipline roll against a Difficulty of 10. Only general details are given though, not personal information. A Kai Lord could identify where a weapon was forged, but not who owned it.
Tracking
A Kai Monk with this discipline may spend 1+ Willpower, gaining +1 per Willpower spent, to a single Stealth roll involving tracking, in a wilderness setting. You may not increase such a test by more than your Discipline score.
Additionally, a Kai lord can use it to make the correct choice of path in the wilderness, or use their tracking sense to locate a specific person, location or object, in a settlement. This requires 1 Willpower and a Psyche roll at a Difficulty of 12. If successful, success, the kai Lord will know the direction and approximate distance to their quarry - they will need to use this a few times if the area they are searching is large.
Weaponskill
This discipline enables the Kai Monk to fight with enhanced reflexes and coordination. The Kai Monk must choose one type of weapon they have skill training in, such as a Sword or Bow. When using that type of weapon, they inflict +1 to all Fighting rolls made with it.
GUNNER
Gunners, armed with primitive firearms, are given the task of defending the mountain kingdoms of Bor.
Characteristics: Fighting 6, Psyche 2, Endurance 4, Charisma 2, Stealth 3, Knowledge 4. Starting Health: 14 plus 1 die. Starting Willpower: 4
Weapons and Armour: Gunners may use all one-handed weapons, and firearms, may wear medium armour, but may not use shields.
Starting Equipment: Medium armour, Bor Musket with 10 shots of boom powder, backpack, bedroll, flint and steel, 2 days rations, dagger, any axe, waterskin, 25 Gold Crowns
Special Rules: Tower-Gunners know a number of special techniques involving the use of firearms. Select one from the following:
Accuracy
When using a Firearm, once per combat you may reroll a Fighting roll. You must accept the result of the second result however.
Explosives
You are familiar with all aspects of explosives, including demolition and sapping, and may make a Knowledge roll (Difficulty 12) to create a powder-based explosive. Explosives require a Knowledge roll (Difficulty 10) to set accurately, and if successful, inflict 1-6 damage to anyone within a few yards. You may combine multiple explosives, creating a bigger blast; each further explosive adds 1 to the damage inflicted. Creating explosives requires access to a chemical laboratory and several hours work.
Gunbutting
You may use a Bor Musket to attack foes in hand to hand combat, without suffering an unarmed penalty to damage.
Incoming Fire
If carrying a loaded Bor Musket, you may attempt to blast an arrow intent on causing you or an ally harm. This requires a Fighting roll with a Difficulty equal to the attackers roll. If you succeed, the attack is blocked by your fire.
Rapid Reload
You may attempt to load a firearm and fire it in the same round. This requires a Fighting roll (Difficulty 12). If successful, you may immediately make an attack with the now loaded firearm!
Smoke Shot
A Tower-Gunner may pack a Musket with twice the normal amount of gunpowder. When fired, the character is surrounded by a smokey haze, that makes fighting very difficult, subtracting 2 from all Fighting rolls to be hit. The character themselves is not effected by this penalty, and the smoke cloud dissipates after 1-3 rounds (roll 1 die, halving the result). Smoke Shot cannot be used with Rapid Reload.
Fire Shot
The Tower-Gunner may pack a Musket with 3 charges of gunpowder. When fired, the shot produces a burst of flame, inflicting 1-6 additional damage (roll 1 die) to flammable targets. Fire Shot cannot be used with Rapid Reload.
Shattershot
The Tower-Gunner may pack a Musket with 3 charges of gunpowder. When fired, the concussive force of the attack will inflict an addition 1-6 damage (roll 1 die) to inanimate objects, undead or constructs. Shattershot cannot be used with Rapid Reload.
Thundershot
The Tower-Gunner may pack a Musket with 5 charges of gunpowder. When fired, the resounding boom generated by this attack can stun the target. They must make an Endurance roll against the difficulty of your attack roll, or be stunned for 1-3 rounds (roll 1 die and halve the result), during which they may only defend against attacks. Thundershot cannot be used with Rapid Reload.
Sharpshooting
When using a firearm, if you spend a round aiming at a target, you may add 2 to your next Fighting roll.
Sniper's Eye
When using a Bor Musket, you may inflict +2 damage.
Two-gun Mastery
When armed with two loaded Bor Pistols, you may fire twice in the same round.
Every PC has what are known as characteristics. There are six of these, and they are described below.
Fighting: This score represents how well your character fights in hand-to-hand or ranged combat. The higher the score the more likely it is your character will hit an opponent in a fight.
Psyche:The Psyche score represents your character's ability to use magical or psychic abilities. A low score means you will struggle to do anything magical or psychic, while a high score will allow you to use such powers with relative ease.
Endurance: Your Endurance score is a measure of your physical power and toughness. The higher your Endurance is, the more physically strong and resilient you are. Those with high Endurance are able to perform amazing feats of power.
Charisma: The Charisma score represents how persuasive and likeable you are. Those with high Charisma scores are more likely to make friends and are able to use smooth talking to get what they want.
Stealth: Your Stealth score is a measure of how sneaky a PC is. Its is the ability to move without being heard or seen, pick locks, disable traps and so on. Stealth also measures a characters general agility and reflexes, as well as their perception skills.
Knowledge: Your Knowledge score shows how intelligent your character is. The higher this score, the more your character knows.
Each of these scores is rated with a numerical value between 0 and 10. Beginning characters will generally have a score between 1 and 6. These can and will change over time as your character gets injured or gains experience, but they can never go below 0 or above 10
WILLPOWER
Another characteristic that all PCs have is Willpower. Willpower is a measure of how much mental strength and psychic power the character has; the higher the score, the more power they can draw upon to cast spells, use magical items or use psychic abilities. A character’s Willpower score is equal to double their Psyche score. Thus, a magician would have a Willpower score of 12 while a warrior would only have 4. Each time a character casts a spell, they must reduce their Willpower score by 1. The same applies when using a scroll, or any other item that requires Willpower to activate. If a character has a Willpower score of 0, they may not cast spells or do anything else that requires Willpower until their score rises above 0. A character regains 1 point of Willpower every hour of game time, though they may never have more Willpower than their starting Willpower score.
RACES OF MAGNAMUND
DWARF
The Drodarin Dwarfs of Magnamund are stout, brave and stubborn folk, known for their ingenuity in the field of weapon and armour design, and their extremely potent alcohol (the infamous Bor Brew).
Characteristics: -1 Psyche, +1 Endurance, -1 Stealth
Special Rules: Dwarves may see in the dark. They also add +1 to Fighting rolls, when attacking Cenerese Druids and their allies.
MOUNTAIN GIAK
Giaks are a race of greeny grey-skinned, aggressive creatures bred for their ferocity and discipline in battle. Hardened by the intense fires of Helgedad, Giaks are able to exist in extreme conditions, can see in utter darkness, and are immune to most non-corrosive toxins. They are a formidable foe, but are easily broken if they lack a commanding presence.
Although rare, Giak characters may be possible, especially in an "evil" campaign. Giaks are loosely divided into Mountain Giaks, representing the stronger and hardier of the breed, and Swamp Giaks, who are smaller, weaker are more numerous, and found in more isolated pockets of Magnamund.
Characteristics: +2 Fighting, -2 Psyche, +1 Endurance, -2 Charisma, -2 Knowledge
Special Rules: Giaks are able to see perfectly well in the dark, being able to see in the infrared spectrum. In addition, Giaks possess strong bones which provide them +1 Defence and +1 Health point. In addition, Giaks are immune to all non-corrosive poisons.
OGRON
Distantly related to Dwarves and Kloons, Ogrons are huge, blue-skinned barbarians. Physically, they are intimidating, sporting tribal tatoos and exotic hairstyles, and are formidable warriors - they can be found serving as mercenaries across magnamund, where their ferocity and size is an obvious advangtage. However, Ogrons are a deeply spiritual people, who worship powerful ancestral spirits tied to their lands. They, like the other Drodarin race, share a hatred of the Cenerese race, who almost succeeded at wiping out the Drodarin race altogether.
Characteristics: +1 Fighting, -1 Psyche, +2 Endurance, -2 Charisma, -2 Stealth, -2 Knowledge
Special Rules: Ogres are huge, standing around 9 feet tall, meaning they are extremely tough. They gain +2 Defence and +2 Health Points. Ogrons, despite their hardiness, are particularly susceptible to alcohol, and suffer -4 to all Strength rolls to resist the effects. Owing to their highly oxygenated blood, Ogrons are able to breathe underwater for up to 30 minutes.
PATAR
The Patar are a human-like Drodarin race, who were partly responsible for creating the deadly Cenerese plague that wiped out the Drodarin people, thousands of years ago. Since then, they have vowed to live lives devoted to healing and curing diseases. In northern Magnamund, they are more commonly known as Redeemers, silent monks wearing black robes and wooden fish symbols.
Characteristics: -2 Fighting, +1 Knowledge
Special Rules: Patar are dedicated healers and have an in depth knowledge of the healing arts. With a successful Knowledge roll (Difficulty 10), a Patar may heal one per person per day, restoring 1-3 Health (roll 1 dice and halve the result).
NOODNIC
Noodnics are a race of intelligent, bipedal rodents, that inhabit the maze of tunnels, beneath the Hammerdal mountains in Durenor. Standing around 2` tall, Noodnics come in a variety of fur colours, and wear any scraps of clothing they can steal from the larger folk using their tunnels. They are expert scavengers, existing be stealing trinkets, or making items from what they find.
Characteristics: -1 Fighting, -2 Endurance, +2 Stealth
Special Rules: Noodnics may see in the dark. They also add 2 to all Stealth rolls when they are picking pockets or sneaking.
KLOON
Related to Dwarfs, Kloons are shorter than their Drodarin cousins although Kloon males do not have facial hair. Kloons are extremely intelligent, and have a thirst for knowledge unparalleled amongst the races of Magnamund. Indeed Kloons are sought out across Magnamund, as advisors, chief librarians, sages, scholars, scientists and priests. They tend to have very little time for fools.
Characteristics: -1 Fighting, -1 Endurance, -1 Stealth, +2 Knowledge, +1 Charisma
Special Rules: Kloons may see in the dark.
SZALL
Szalls are a weak and cowardly type of Giak, that escaped into the wastelands of northern magnamund, where they have since settled as farmers and fishermen. Physically, they appear similar to Giaks, but have lost many of that species abilities - unlike the giak spawn, they are also able to mate, which over the generations, has weakened their original Giak frames, and mentality
Characteristics: -1 Fighting, -1 Endurance, +2 Stealth, -1 Charisma
Special Rules: Szalls may see in the dark. They also add 2 to all Endurance rolls to resist diseases.
KUNDI
The Kundi are a race of primitive ape-like humanoids that inhabit the cloud-realm of Azanam. Owing to their unusual ability to perceive into the astral realm, they have been systematically hunted to near extinction, by the Shadakine Empire. Physically, they are powerfully built, and have prehensile tails.
Characteristics: +1 Endurance, -1 Knowledge, -1 Charisma
Special Rules: Kundi have the ability to see into the astral realm, and are able to see astral entities, shadow gates etc, on a successful Discipline roll (Difficulty 10). Kundi are also adept at climbing and may add 2 to all Endurance rolls involving climbing.
CHARACTER TYPES
The following character types are available:
ALCHEMIST
ARCHER
ASSASSIN
BARBARIAN
BATTLEMAGE
BESERKER
HERBWARDEN
DUELLIST
GUNNER
ILLUSIONIST
KAI LORD
KNIGHT
MAGICIAN
MARTIAL ARTIST
NECROMANCER
PRIEST
RANGER
SAGE
SCAVENGER
TEMPLAR
THIEF
TROUBADOUR
WARRIOR
New/Altered Character Types:
HERBWARDEN
The Herbwardens of Bautar are devoted to studying goodly druidic powers, and are adept at life magic - they focus on curing and creation. Herbalish see themselves are wardens of nature, and they worship natural spirits.
Characteristics: Fighting 2, Psyche 6, Endurance 2, Charisma 3, Stealth 3, Knowledge 5. Starting Health: 12 plus 1 die. Starting Willpower: 12
Weapons and Armour: Herbwardens may use daggers, clubs, sickles or staves. They may not wear any armour or use shields.
Starting Equipment: backpack, bedroll, herbwarden robes, flint and steel, 2 days rations, sickle, short sword, flask of healing potion, waterskin, 10 Gold Crowns
Special Rules:Herbwardens can use special skills chosen from the list below. Starting characters may choose any four skills from the following:
Green Purge
Herbwardens are expertly trained to defend their own people and their beloved homeland. When fighting Darkspawn, Cenerese Druids and any creatures that are native to Ruel (e.g., Vazhag Dholdaarg, Plague Hounds, and Ruel War-dogs), Herbwardens may add +2 to all fighting rolls.
Herbcraft
Herbwardens are masters of herbs and may collect herbs and plants in order to make potions and salves, similar to an Alchemist, but using natural methods, rather than magical means. In order to make a potion, a herbwarden needs access to a mortar and pestle, glass vials and quantities of various herbs and plants. Making a potion requires an hour of preparation and a successful Knowledge roll, with a difficulty based on the potion being made (see below). Whether the test is successful or not, the target must spend a point of Willpower. If a herbwarden does not have access to these raw ingredients, they will need to first forage in an appropriate environment. This requires an hour and a Knowledge roll, equal to the difficulty of the potion, although the character must be in the correct environment to start with. On a successful roll, the character will find enough raw ingredients to produce a single potion. Alternatively, a character may purchase the herbs for 10-60 Gold Crowns.
Each time this skill is chosen, select two recipes from the following:
Graveweed Concentrate (Difficulty 18): Made from the thorny briar known to grow in graveyards, the drinker of this black, foul smelling potion loses 3-18 Health (roll 3 dice).
Karmo (Difficulty 17)
Larnuma Oil (Difficulty 12): This oil, expelled from the seeds of the Larnuma fruit, a bright purple fruit found in southern Magnamund, has healing properties when rubbed into the skin. When doing so, the target recovers 1 Health point after each minute of game time, for the next 2-12 minutes (roll 2 dice).
Oede Herb Tea (Difficulty 13): The drinker of this potion, brewed from the golden leaves of the extremely rare Oede plant, regains 4-9 Health (roll 1 die plus 3). In addition this potion also heals the limbdeath disease if the character is suffering from it.
Potion of Alether (Difficulty 13): Made from the crushed orange berries of the Alether plant, when drunk, this potion provides a +2 bonus to Fighting for the next 5 minutes of game time.
Tincture of Calecena (Difficulty 13): Made from the spores of the Calecena mushroom, anyone drinking this potion will suffer terrible hallucinations for the next hour. While effected, the character will be unable to do anything except try and escape imaginary terrors or lash out at illusionary foes.
Potion of Gallowbrush (Difficulty 13): Made from a dark red briar (also as Sleeptooth), the drinker of this potion falls into a deep sleep for an hour of game time. Only aftacking the drinker will wake him.
Potion of Graveweed (Difficulty 16): Made from the thorny briar known to grow in graveyards, the drinker of this black, foul smelling potion loses 2-12 Health (roll 2 dice).
Potion of Laumspur (Difficulty 11): This bitter tasting potion, made from the bright red flowers of the Laumspur plant, can heal 1-6 Health (1 die) when drunk. Laumspur is the most common healing herb in Magnamund, and as such, most places selling healing potions do not mention that they come from the Laumspur plant.
Potion of Senara (Difficulty 11): Made from the large acorn-shaped buds of the yellow flowering Senara bush, anyone drinking this potion will recover 1-6 Willpower (roll 1 die).
Rendalim Elixir (Difficulty 13): This powerful milky white healing potion was originally created by famed Durenese Herbwarden Madim Rendalim, using laumspur and a handful or other ingredients. The drinker of this potion regains 2-12 Health (roll 2 dice).
Sabito Pills (Difficulty 13)
Temeris Potion (Difficulty 19)
Tincture of Graveweed (Difficulty 13): Made from the thorny briar known to grow in graveyards, the drinker of this black, foul smelling potion loses 1-6 Health (roll 1 die), and suffers -2 to all Characteristics for the next 2-12 hours (roll 2 dice).
Hunter
Adopting the mindset of a bear or wolf, the Herbwarden can transform themselves into a natural predator. This requires a point of Willpower and a successful Psyche roll (Difficulty 11). If successful, the Herbwarden gains +1 to all Fighting rolls when attacking unarmed or with a melee weapon, and inflicts +1 damage, for the duration of one entire combat.
Lore of the Land
The Herbalish are excellent sages and lorekeepers, particularly concerning flora and fauna, and may add +2 to all Knowledge rolls that involve the natural world.
Natural Ward
Once per day, the Herbwarden may place a Nature Ward on themselves or others. This requires a point of Willpower, and a successful Discipline roll at a difficulty of 14. The target gains an additional 5 points of Health, which may not be healed - it lasts until the target is injured.
Primal Surge
Once per adventure a Herbwarden may regain half their Willpower
Terror to Behold
Though peaceful, the Herbwardens are the keepers of mighty secrets and many lesser creatures fear them for their knowledge. Herbwardens with this ability will never be attacked by an enemy who has a lower Fighting attribute.
Watcher of the Skies
So in tune with nature are Herbwardens of Bautar, that they can predict the weather with a high degree of certainty, and are able to manipulate it to a minor degree. At a cost of 1 Willpower and with a successful Discipline test (Difficulty 12), the Herbwarden will be able to predict what the weather will do in the immediate location for the next day. Then by expending 1 Willpower, they can alter the present weather in a subtle way, such as drawing rain out of an overcast sky, or cause the clouds to part to allow the sun to shine. These effects last for a single scene.
KAI LORD
The Kai Lords of Sommerlund are blessed with psychic abilities, and live their entire lives dedicated to battling the forces of evil, and protecting their homeland from the forces of the Darklords.
Characteristics: Fighting 5, Psyche 4, Endurance 3, Charisma 3, Stealth 3, Knowledge 2. Starting Health: 13 plus 1 die. Starting Willpower: 8
Weapons and Armour: Kai Lords may use any weapons, except for firearms, and wear light armour- they may also use shields.
Starting Equipment: Light armour, backpack, bedroll, Kai Tunic and clothing, flint and steel, 2 days rations, dagger, any one weapon, waterskin, 10 Gold Crowns
Special Rules: Kai Lords can use psychic abilities known as Kai Disciplines. Starting characters must choose any 2 Kai Disciplines from the following:
Animal Kinship
This discipline enables a Kai Lord to communicate with any normal animal. At a cost of 1 Willpower, and a successful Psyche roll at Difficulty 10, the Kai Monk may able to guess the intentions and feelings of an animal encountered. If the test is 12 or greater, the Kai Monk can fully understand its language and the animal ca understand the Kai Monk.
Kai Lords may also make a Knowledge (difficulty 11) to recognise the abilities, behaviour and habits of animals.
Camouflage
This discipline allows the Kai Lord to blend in with their environment . At a cost of 1+ Willpower the Kai lord may add +1 per Willpower spent, to either to a single Stealth roll when moving silently, hiding or using a disguise, or to a Charisma roll when trying to act and sound like a native. You may not increase such a test by more than your Psyche score.
A Kai Lord may also use this ability to sense the location of the nearest safe shelter, be it a cave or abandoned house. This requires a successful Psyche roll (Difficulty 10).
Healing
At a cost of 1 Willpower, a Kai Lord may make a Psyche roll ( Difficulty 11), to heal 1-6 Health (1 die). Used on others, only 1 Health may be restored for each use.
Additionally, a Kai Lord may make a Knowledge roll (Difficulty 10) to recognise any potion, drug or herb encountered.
Hunting
The Kai Lord with this discipline may make a Stealth roll (Difficulty 10), in order to hunt and forage for food in the wilderness. If successful, they find enough food to feed 1-3 people (roll 1 die and halve the result, rounding down). However this discipline may not be used in deserts or wasteland.
In addition,Kai Lords may also make a Knowledge (Difficulty 11) to recognizing the abilities, behaviour and habits of animals.
Mindblast
A Kai Monk with this discipline may launch a psychic attack at a target. This requires the Kai Monk to spend 1 Willpower and a make successful Psyche roll at a Difficulty 12. If successful, the target is stunned for one round. A stunned target cannot take an action and must reduce their Defence by 2.
Mindshield
A Kai Monk with this discipline can erect a mental shield to protect them from mindforce attacks, reducing all such attacks by 2 damage. This Discipline also negates the effects of Mindblast.
Mind Over Matter
The Kai Lord has the ability to move small objects (up to the weight of around 2lbs) with their mind. This requires 1 Willpower, and a Psyche roll at a Difficulty of 13. They must be able to see the object and must maintain eye contact with the object at all times. This power cannot be used to snatch a weapon out of someone’s hand, but it could be used to pull a sword out of a scabbard. The Gamesmaster will judge the approximate weight of an object.
This discipline may also be used to perform an intricate manipulation, such as picking a lock or untying a rope. This requires 1 Willpower and a successful Psyche roll at a Difficulty of 15.
Sixth Sense
A Kai Lord with this Discipline may detect any danger lurking nearby, whether from an invisible enemy, a trap, or if a target intends them harm. This requires 1 Willpower and 1 Psyche roll against a Difficulty of 12. The proximity to the danger will indicate what the Kai Lord senses - from a vague impression if the danger is remote, to an acute sense if the danger is immediate.
This discipline may also be used to reveal the purpose of an object, or stranger. Again, this requires 1 Willpower and a Discipline roll against a Difficulty of 10. Only general details are given though, not personal information. A Kai Lord could identify where a weapon was forged, but not who owned it.
Tracking
A Kai Monk with this discipline may spend 1+ Willpower, gaining +1 per Willpower spent, to a single Stealth roll involving tracking, in a wilderness setting. You may not increase such a test by more than your Discipline score.
Additionally, a Kai lord can use it to make the correct choice of path in the wilderness, or use their tracking sense to locate a specific person, location or object, in a settlement. This requires 1 Willpower and a Psyche roll at a Difficulty of 12. If successful, success, the kai Lord will know the direction and approximate distance to their quarry - they will need to use this a few times if the area they are searching is large.
Weaponskill
This discipline enables the Kai Monk to fight with enhanced reflexes and coordination. The Kai Monk must choose one type of weapon they have skill training in, such as a Sword or Bow. When using that type of weapon, they inflict +1 to all Fighting rolls made with it.
GUNNER
Gunners, armed with primitive firearms, are given the task of defending the mountain kingdoms of Bor.
Characteristics: Fighting 6, Psyche 2, Endurance 4, Charisma 2, Stealth 3, Knowledge 4. Starting Health: 14 plus 1 die. Starting Willpower: 4
Weapons and Armour: Gunners may use all one-handed weapons, and firearms, may wear medium armour, but may not use shields.
Starting Equipment: Medium armour, Bor Musket with 10 shots of boom powder, backpack, bedroll, flint and steel, 2 days rations, dagger, any axe, waterskin, 25 Gold Crowns
Special Rules: Tower-Gunners know a number of special techniques involving the use of firearms. Select one from the following:
Accuracy
When using a Firearm, once per combat you may reroll a Fighting roll. You must accept the result of the second result however.
Explosives
You are familiar with all aspects of explosives, including demolition and sapping, and may make a Knowledge roll (Difficulty 12) to create a powder-based explosive. Explosives require a Knowledge roll (Difficulty 10) to set accurately, and if successful, inflict 1-6 damage to anyone within a few yards. You may combine multiple explosives, creating a bigger blast; each further explosive adds 1 to the damage inflicted. Creating explosives requires access to a chemical laboratory and several hours work.
Gunbutting
You may use a Bor Musket to attack foes in hand to hand combat, without suffering an unarmed penalty to damage.
Incoming Fire
If carrying a loaded Bor Musket, you may attempt to blast an arrow intent on causing you or an ally harm. This requires a Fighting roll with a Difficulty equal to the attackers roll. If you succeed, the attack is blocked by your fire.
Rapid Reload
You may attempt to load a firearm and fire it in the same round. This requires a Fighting roll (Difficulty 12). If successful, you may immediately make an attack with the now loaded firearm!
Smoke Shot
A Tower-Gunner may pack a Musket with twice the normal amount of gunpowder. When fired, the character is surrounded by a smokey haze, that makes fighting very difficult, subtracting 2 from all Fighting rolls to be hit. The character themselves is not effected by this penalty, and the smoke cloud dissipates after 1-3 rounds (roll 1 die, halving the result). Smoke Shot cannot be used with Rapid Reload.
Fire Shot
The Tower-Gunner may pack a Musket with 3 charges of gunpowder. When fired, the shot produces a burst of flame, inflicting 1-6 additional damage (roll 1 die) to flammable targets. Fire Shot cannot be used with Rapid Reload.
Shattershot
The Tower-Gunner may pack a Musket with 3 charges of gunpowder. When fired, the concussive force of the attack will inflict an addition 1-6 damage (roll 1 die) to inanimate objects, undead or constructs. Shattershot cannot be used with Rapid Reload.
Thundershot
The Tower-Gunner may pack a Musket with 5 charges of gunpowder. When fired, the resounding boom generated by this attack can stun the target. They must make an Endurance roll against the difficulty of your attack roll, or be stunned for 1-3 rounds (roll 1 die and halve the result), during which they may only defend against attacks. Thundershot cannot be used with Rapid Reload.
Sharpshooting
When using a firearm, if you spend a round aiming at a target, you may add 2 to your next Fighting roll.
Sniper's Eye
When using a Bor Musket, you may inflict +2 damage.
Two-gun Mastery
When armed with two loaded Bor Pistols, you may fire twice in the same round.