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Norbert

G. Matausch

To Kerstin and Charlotte.

Thank you,
John Harper
and thank you to the author of the
Streets of Marienburg hack.

All illustrations creative commons, by Ivan Bilibin


(exception page 12, illustration taken from the truetype font jungodingbats)
I used the fonts Subway, Arial, and Arial Narrow.
Cover art: unknown comic book artist
Proudly made with a mac, using Pixelmator and Pages.

Play more games!


April 2015
Norbert G. Matausch
(analogkonsole.wordpress.com)

OM Shri Ganeshaya Namah

RULES SUMMARY

FIGHTERS get athletics. Choose two special


abilities: Skirmish, Tough, Slay, Hardy.

CHARACTER CREATION

HALFLING SCOUTS get Stealth. Choose two


special abilities: Lucky, Reflexes, Scout, Volley.

ATTRIBUTES: roll 2d6 for each. on a 6-, the


value is 0. On a7-9,the value is +1. On a 10 or
11, the value is +2. On a 12, the value is +3.

HIGH ELF SPELLSWORDS start with the skill


Awareness. Choose two special abilities: Slay,
Reflexes, Sorcery.

Choose one skill in addition to any granted by


your class.

MAGITEK ENGINEERS get Crafting and


Mechanics. You get Engineer and choose one
additional special ability: Gadgetry, Lucky.

You have 1 Hit Die (d6) + extra hit dice equal to


your CON. Roll all your hit dice and keep a
number equal to your level to determine your hp.
when you rest and consume a ration/ waterskin/
wineskin, you may re-roll your hp. If you are
attended by a healer, roll an extra hit die.

MONKS get meditation and heal. You get Heavy


Hands/Feet and Mind Shield. Additionally, you
get one healing Sorcery spell per level. You can
use this spell only for yourself. You are not
allowed to wear weapons or armor.
PALADINS get decipher and leadership. You get
Slay and choose one other special ability: Tough,
Turn, Vision.

Character Classes
ADVENTURERS get survival. You are Lucky.
Choose one additional special ability: Daring,
Getaway.

RANGERS get survival. choose two special


abilities: Pet, Scout, Volley, Wild.

ALCHEMISTS get Crafting. You start with three


magical formulas. You get Alchemy and choose
one other special ability: Daring, Expert, Lucky

ROCKMEN get survival. You are slow and heavy,


so you get a -1 on rolls. You get Rockskin and
choose one additional special ability: Hardy,
Brawny.

BARBARIANS get athletics. You get Berserk and


choose one other special ability: Tough, Slay,
Hardy, Brawny

SORCERERS get lore. You start with three


spells. You get Sorcery and choose one other
special ability: Illusions, Warded, Vehemence.

BARDS get music and singing. You get Pacify


and choose one additional special ability: Turn,
Tinker.

SUMMONERS get lore. You begin with two


bound demons. You get Summon and choose
one other special ability: Get away, Lucky,
Warded.

BEASTMASTERS get athletics. You get Wild and


choose one additional special ability: Familiar,
Instinct.

STRANGERS get culture. You get Expert and


choose one additional special ability: Expert,
WTF?

CLERICS get decipher and heal. Choose two


special abilities: Bless, Cure, Turn, Vision.

THIEVES get stealth. Choose two special


abilities: Backstab, Lucky, Reflexes, Tinker.

DRUIDS get survival. You get Sorcery (only


nature-based spells) and start with three spells.
You choose one other special ability: Daring,
Familiar, Wild, Shifting.

MUSCLE WIZARDS get lore. You get Wizardry


and Magic-fueled hit points. Choose one
additional special ability: Slay (stops working for
the rest of the day if you are exposed to the
Warp, see the chapter on Wizardry), Full-contact
magic. All your spells have a maximum range of
3 meters.

DWARVEN PRIESTS get decipher. Choose two


special abilities: Tinker, Hardy, Skirmish, Vision.
DWARVEN WARRIORS get Lore. Choose two
special abilities: Tough, Slay, Hardy, Tinker.

WIZARDS get lore. You get Wizardry and choose


one other special ability: Warded, Vehemence.

which sheer chance is the only factor in the


outcome.

WOOD ELF ARCHERS get lore and one Sorcery


spell per level. Choose one additional special
ability: Volley, Wild, Reflexes.

These rules are yours to bend to your will! You


may find it natural to expand, redact, and modify
them as you your game goes on. We advise
keeping an open mind and lively discussion of
possibilities at the table.

YOGIS get lore. You start with three non-violent


spells. You get Sorcery and choose one other
special ability: Hardy, Illusions, Warded,
Prestige, Pacify. Additionally, you get Simulate
Death (once per day, you can lower your heart
beat and body temperature and appear not to
breathe; this lasts 1d6 minutes per level).
You lose half your experience points if you resort
to physical, verbal or magical violence.

ABILITIES
Alchemy: You can imbue magic within a
potion, salve, or item. You start with three
alchemical formulas.
Affluent: When your purse is empty, you can
attempt to make purchases with the promise of
paying the money back at a later date.
Allure: When you seduce someone, you can
make them reveal intimate secrets about
themselves despite their better judgment. You
can also attract someones attention with only
a glance.
Appraise: You can tell the approximate value
of artwork and trade goods once you've
inspected them.
Backstab: Add +3 damage to melee attacks
when the target is unaware of your presence.
Bargain: Once per day, you can halve the
price of a purchase thanks to the different
tradesmen you know, or the guilds you have
contacts with.
Berserk: When you are outnumbered, add +1
to the damage you inflict and +1 armor, but you
must make an effort to not immediately resort
to violence in heated situations.
Bless: with holy water, you can anoint items so
they are considered holy and magical +3
damage vs. Evil for a short time
Brawny: +1 melee and thrown weapons
damage, can re-roll damage once per attack
Cloaked: When you are under the cover of
darkness, you get +1 armor.
Connected: You can attempt to obtain favors
from nobles, whether getting a loan, an
invitation to a party, or introductions to other
important people.
Contort: You are able to escape from bonds or
squeeze into small or tight places.
Cutpurse: When you pick pockets or conceal
things on your person, you can do so quickly
while running.
Cure: You can neutralize poisons, remove
curses and heal wounds without a touch.

Make your own class: choose a class skill and


two special abilities.

ROLLING THE DICE


When you attempt something risky, sum 2d6
and add one of your attribute scores, based on
the action youre taking. (The gm will tell you
some of the possible consequences before you
roll, so you can decide if its worth the risk or if
you want to revise your action.)
A total of 6 or less is a miss; things dont go well
and the risk turns out badly. A total of 7-9 is a
partial success; you do it, but theres some cost,
compromise, retribution, harm, etc. A total of 10
or more is a full success; you do it without
complications. and a total of 12 or more is a
critical success; you do it perfectly to some extra
benefit or advantage.
SKILLS: if you have an applicable skill, you cant
miss. a roll of 6 or less counts as a partial
success, but with a bigger compromise or
complication than a 7-9 result.

THE DIE OF FATE


Sometimes the GM will roll the die of fate to see
how the situation is established. low numbers
are ill-fortune, high numbers are good fortune (or
at least not misery). the die of fate might be
rolled to establish the weather, indicate a
random npcs general attitude, or to determine if
a wandering monster appears. the gm may also
roll the die of fate if the pcs take some action for

Damnation: You can attempt to inflict curses


or ailments upon others, either with eye
contact or through a fetish.
Daring: Once per day, you can ignore the
damage or effects of an environmental hazard.
Diplomat: You can enter negotiations, bargain,
or parley, even with the most disagreeable of
people, as long as they are intelligent enough
to understand you.
Disguise: When you use costumes and
makeup, you can attempt to convincingly
imitate other people, or ensure your own
identity is unrecognizable.
Divination: When you gaze into a crystal or a
bowl of holy water, you can attempt to see
events either far away, in the past, or in the
future.
Duelist: You treat any one-handed weapon as
Light.
Engineer: With the Crafting skill, you can
create and repair mechanical devices and
firearms.
Expert: Once per day, you can turn a Miss into
a Partial Success.
Familiar: You have an animal companion,
such as a crow, rat, cat, snake or spider,
magically bonded to you. You can see through
its eyes, and hear what it hears.
Full-contact magic: you can channel spells
through your fists in melee. If you hit
successfully, you can send one Wizardry spell
through your fists into your opponent. You
remain unharmed, even if that spell affects and
area around you.
Gadgetry: You try to solve any problem with
gadgets you build. Anytime you attempt
something risky, you roll +INT (youre using a
gadget designed for exactly that problem). A
Miss means the gadget does not what it should
(GMs discretion). At Level 3, you design a
device that replicates a Sorcery spell three
times a day. At Levels 6 and 9, you each get
one additional device that replicates another
Sorcery spell.
Getaway: Once per day, you can automatically
flee a location sprinting, dodging, and
ducking to avoid pursuit.
Guarded: Once per day, you can redirect any
attack against you to one of your Hirelings.
Hardy: Add +6 to your hit points.
Heavy Hands/Feet: you do 1d6 unarmed
damage. On level 3,5,7 and 9, you get an
additional +1 damage.
Hunter: Add +3 damage to ranged attacks
when the target is unaware of your presence.

Illusions: You can create illusions to make


someone see something that isnt there, or
mesmerise them so they believe something
that isnt true.
Inspire: You can attempt to sway public
opinion with your song, stories, or rhetoric.
Instinct: You can re-roll DEX when reacting to
dangerous situations.
Linguist: You can speak and read all civilized
languages.
Lookout: When you take the lead in the city or
a dungeon, you always spot your targets
before they spot you.
Lucky: Once per day, you can turn any Miss
into a Success instead.
Magic-fueled hit points: you have additional
hit points (as many as your Power score). For
each Wizardry spell you use, you lose 1 or 2 of
those additional hp.
Mind Shield: you are immune against fear,
charm and sleep spells.
Opportunist: When you and your allies
overpower your opponents, you inflict +2
damage.
Pacify: you can attempt to pacify or charm
(demi)intelligent creatures with your voice.
Perform: When you entertain a crowd, you can
earn d6s per Level each day. However, should
any die roll a 1, the audience turns nasty and
you wont be allowed to perform for at least a
week without having rotten vegetables thrown
at you.
Pet: You have a loyal and effective animal
companion.
Prestige: Everyone knows who you are. Halve
the price of any Hirelings, as they seek your
employ in order to gain later favors or
advantages.
Reflexes: You always act first, and can react
when suddenly surprised.
Rockskin: You have rock-hard skin (Armor 2).
Rover: When you run through the wilderness,
you do so without leaving obvious tracks or a
trail.
Sailor: You can crew a sailing vessel, and
never feel ill due to stormy seas.
Sapper: When using blackpowder explosives
or artillery, add +1 die to damage, discarding
the lowest result.
Schemer: When you bribe or blackmail others,
you can do so subtly or through third parties,
without drawing too much unwanted attention
to yourself.
Scout: When you take the lead in the
wilderness, you always spot your targets
before they spot you.

Shifting: When drinking the blood of an animal


you can attempt to take its form, leaving your
possessions behind. However, it is a feat of
willpower to revert to your original self,
particularly the longer you stay a beast.
Skirmish: +1 damage and worn armor counts
as one type lighter.
Slay: +2 melee damage.
Sleuth: When you search for clues, you can do
so quickly and while on the move. You can
always tell when someone is lying, though you
may not know the cause of their deception.
Sorcery: You are able to cast spells that, while
limited in scope, are much safer than the raw
magical power of Wizardry. You start with three
spells.
Strategy: When you are in combat, you can
attempt to predict the movements, positions,
and strengths of your enemies.
Summon: You can call forth demons to seek
their counsel...or so you can bind them to
serve you. You start with two bound demons
that you can call upon.
Surgeon: With the Treatment skill, you can try
to mix new medicines or bring someone back
from the brink of death. Talented: Add +1 Skill.
Tinker: When you pick locks or disable traps,
you can do so quickly and unnoticed while in
plain sight.
Tough: Add +1 armor, from being badass.

Tracker: When you attempt to identify and


follow tracks, you can do so quickly while on
the move.
Trick: You can attempt to distract or delay your
opponent with your antics.
Turn: You can attempt to hold undead at bay
with the power of your faith and a holy symbol
Vehemence: When you use damaging magic
effects, add +1 die to Damage, discarding the
lowest result.
Vision: Drink holy water to commune with your
deity for divine guidance.
Volley: Add +2 damage to any ranged attack.
Warded: When you are using magic, your
protective wards keep you safe, granting +1
Armor.
Wild: You can converse with and attempt to
command animals.
Wizardry: You can create magical effects
drawn from the raw power of Chaos. Such
effects are powerful and wondrous, and not
limited in scope like Sorcery. However, the
risks of weaving such energies have hazards,
both extreme and varied. You start with a
Power score equal to your base Hit Dice +WIS.
WTF?: you get a bonus to roll against
opponents that haven't fought against you.
This bonus is lost after the first confrontation.
As long as an opponent has not yet battled
against you, you are granted this bonus.

MAGIC

EXAMPLES
Balm of the Sea: The user can apply this balm
three times, and will be able to breathe
underwater for ten minutes.
Dragons Breath: The user drinks this foul potion
once, and will able to breathe fire at an enemy,
doing 2d6 damage.
Bracers of the Giant: Once the user drinks a vial
of quicksilver, these bracers provide +1d6
damage to his melee attacks for one minute.

ALCHEMY
Alchemy works similarly to spells, except that the
magic is contained within a physical form,
typically a potion or an object. Creating an
alchemical object can be quite risky because of
the various chemicals and explosive fumes
involved, but using one is not inherently
dangerous, and usually does not require a roll.
It costs 100s in caustic chemicals, herbs, and
purified minerals, and requires a day to prepare.
If you have an Alchemists Kit, then it only costs
25s and takes four hours.

SORCERY
Spells are the most reliable way to harness the
powers of magic specific rituals and formulas
that bind and form magical energies into very
specific, distinct effects. Sorcery essentially
allows you to perform actions that would
otherwise be mundane if you had the correct
training, tools or sufficient time, but instead you
do it through arcane means.

Alchemists start with three magical formulas,


and may learn more through research or
experimentation. These formulas are built much
like spells, picking one option from each of the
following.
The Preparation is... (pick one)

Sorcerers start with three spells, and may learn


more through their studies or adventures.
Casting a spell is not always risky, but it depends
on the situation and how long it takes for the
effect to manifest. Each should have an
appropriately arcane-sounding name, and
choose one option from each of the following:

A potion, that can be consumed only once


A salve or balm, that can be applied up to
three times
An object, that grants its effects only once to
each user
An object, that needs 2 hit points of human
blood to be used
An object, that needs to be doused with holy
water to be used
An object, that requires quicksilver to be
consumed before use

Casting (pick one)


Quick: Manifests immediately after casting,
and its effect is instant or momentary
Slow: Manifests the turn after casting, and it
lasts as long as you concentrate
Incantation: Takes a minute to cast, and it lasts
for no more than an hour
Ritual: Takes five minutes to cast, and lasts
one hour per 2 hit points sacrificed

The user will... (pick one)


+1 armor for one minute
+1 to a single Attribute for one minute
Add +d6 damage to either melee or ranged
attacks for one minute
Benefit from an Ability for one hour
Benefit from a Skill for one hour Inflict 2d6
magical damage against a nearby target (3d6 if
vulnerable)
Instantly heal, +1 Recovery die
Know the answer to one question
Not feel pain
Perform a superhuman feat (flying, breathe
underwater) for ten minutes

Target (pick one)


Everyone in the immediate area,
conspicuously
Yourself, subtly
Someone you touch, intently
Someone close by, loudly
See next page for effects.

Effect (pick one)

SUMMONING

+1 armor
+1 or -1 to an Attribute
Benefit from a Skill
Benefit from an Ability
Inflict 1d6 magical damage (+2 if vulnerable)
Magically perform a mundane task instantly
Magically perform a mundane task at range
The function of a mundane item worth no more
than 10C
Increase or decrease a particular
environmental effect

Calling forth and binding a demon is often a


quick route to gain great power. The act of
summoning can be dangerous, depending on
the circumstance, and requires that you know
the name of the demon you wish to conjure, and
one of the following:

By drinking a dose of quicksilver, the Sorcerer


can extend the duration of his spells by one rank
(instant duration becomes concentration,
concentration becomes an hour, etc.), or
quickens the time it takes to cast by one rank.

One hour of uninterrupted ritual


A dose of quicksilver
A magic item containing the bound demon
A sacrifice worth 5 hit points
A magic circle drawn with emerald powder

Once summoned, you can converse with it and


ask it questions, for demons possess many
secrets unknown to mortals. You can also
attempt to bind it. Binding is always risky, as the
demon will try to take every advantage of unwary
mortals, It requires a circle to be drawn in gold
powder during an hour-long ritual, as well as one
of the following:

EXAMPLES
Ghostly Candle: Slowly cast, the caster holds
out his hand as if he had a lamp, illuminating the
area.
Sigmars Hunt: After a ritual, the caster gains the
use of the Scout ability for one hour per 2 hit
points he has sacrificed.
Righteous Fury: With a quick touch of his hand,
the caster inflicts 1d6 damage upon an enemy,
as if he carried a sword.
Speak the Mind: Slowly cast, the caster can
speak to people from afar with only the power of
his mind.

A Warpstone
A portion of the spirit or demons flesh
Signing a contract with the demon
A sacrifice worth 20 hit points

When the demon is Bound, it can be summoned


once a day to perform a single deed, typically
answering questions or using baleful magic (as
controlled by the GM) without any risk to the
Summoner. Anything beyond that will require
some very tricky negotiations, as the demon will
do anything to twist your requests to its own evil
desires. Summoners start with two bound
demons.

10

WIZARDRY

Each point of Power you end up spending can


create one of the following effects:

Being able to directly harness the energies of


magic makes a Wizard particularly powerful...but
it comes with great risks. unlike Sorcery,
channelling pure magic is limited only by the
Wizards own ability to endure the power being
gathered into his body.
Wizards have a Power score equal to their base
Hit Dice +WIS. For example, a 1st Level Wizard
with +2 WIS would start with 3 Power. When you
direct magical energies into a coherent effect,
you will spend Power to create the effect.
As a default, your magic will be slow (manifests
the turn after it is cast), affects a single target
within line of sight, and lasts for one minute. By
adjusting these limitations, you can increase or
decrease your available Power.

+1 POWER

-1 POWER

Affects only yourself


or a touched target

Affects everyone
adjacent to the target
or everyone within
the area

Effects are
instantaneous or only
last a few moments
Sacrifice 5 hit points
of blood or ingest two
vials of quicksilver
Inhale a pinch of
warpstone powder
Requires an hourlong ritual
Requires a fetish
made from the
targets hair

Control mindless undead equal to your INT


Control the actions of the target
Create an environmental condition
Dispel an environmental condition
Grant +1 bonus to any action
Grant +2 bonus to one Attribute
Grant a supernatural ability
Inflict -1 penalty to any action
Inflict -2 penalty to one Attribute
Inflict 2d6 magical damage (3d6 if vulnerable)
Instantly heal, +2 Recovery dice
Know the answers to three questions
Raise mindless undead equal to your Hit Dice

You dont want to spend all of your Power on


effects, however, since it also determines how
many dice you get to roll+INT when casting! If
you are fortunate enough to roll more than 2d6,
keep only the two highest results.

The success of wizardly magic is also different


from normal, because of the terrible energies the
caster is toying with:

Target can be
anywhere, as long as
you have a sample of
their blood

A Miss means the magic will still work, but under


the complete control of the GM, who will
describe the disaster that follows. You will also
have been exposed to the Warp.

Lasts for one hour

A Partial Success means the magic will work as


desired, but with some unforeseen consequence
or side-effect, as well as exposure to the Warp.

Lasts as long as you


concentrate

If you Succeed, your magic will work as desired.

Lasts as long as you


sacrifice 5 hit points
of blood every hour

A Critical Success means your magic will work


as desired, but because of the excess of energy,
it will have unforeseen effects as determined by
the GM. This could be bad or good, depending
on the whims of the Die of Fate.

Manifests
immediately

11

Exposure to the Warp

When you have been exposed to the Warp, roll


+CON:

The Warp is the manifestation of pure, unbridled


Chaos. The more one plays with forces beyond
their imagining, the more vulnerable they
become to being corrupted by the demonic
energies flowing through their bodies.

A Miss means your body contorts in the energies


of Chaos, and suffers a Warp Mutation (see next
page)
A Partial Success means you are permanently
scarred with the Taint of the Warp (see next
page). Hopefully none of your allies will notice...

The most common ways of being exposed to the


Warp are:

If you Succeed, you are merely Touched by the


Warp (see next page). The effects should abate
eventually...

Ingesting or inhaling Warpstone


Having Warpstone in your possession for at
least a week
Being cut with Warpstone or Warpstone-laced
weapons
Being exposed to uncontrolled or demonic
magics
Continued use of Wizardry

A Critical Success means you resist the Warp,


and remain free from the clenches of Chaos for
the time being...

D
12

Warp Mutations (roll 2d6)

Taint of the Warp (roll 2d6)

Your body is wrecked with boils and


disease, -1 CON

Your tongue becomes forked like a


serpents

Your bones and muscles ache with


every move, -1 STR

Your eyes glow bright and red

You become bloated and heavy,


tripling your weight, -1 DEX

Eyeballs sprout upon one of your


limbs

Your legs become those of a beast

All of your hair falls out permanently

Massive horns sprout from your


forehead

Your fingers twist and elongate, like


terrible claws, 1D6 damage

Your teeth become razor sharp, and


tusks burst from your jaw

All flowering plants and herbs wilt in


your presence

Your arms grow long and rubbery,


dotted with hideous warts

Lower animals will never approach


you, willing or not

A long, reptilian tail sprouts from your


hindquarters

Your body exudes the smell of rotting


fish

10

Your voice cracks glass and spoils


milk, -1 CHA

10

Yo u r b o d y s h r i n k s o r g r o w s
significantly

11

Your eyes grow cloudy, and your


mind enfeebled, -1 WIS

11

The color of your skin becomes dark,


like the deep ocean

12

Your mind snaps, and you suffer


delusions, -1 INT

12

Clothes you wear start to smoulder


and burn after a few hours

Touched by the Warp (roll 2d6)


2

All food and drink in the area spoils

Your nose bleeds profusely, lose 1 hit point

Your breath becomes cold and foul

Your hair becomes singed and smells of smoke

Your eyes turn white, and your voice sounds like the wind

All lower animals in the area become panicked

The skin on your body exfoliates, leaving you feeling raw and sore

You cannot use magic for several minutes

10

You forget your name and where you are for a few moments

11

You involuntary urinate

12

Your nails and hair suddenly grow to twice their original length

EQUIPMENT

Fancy Items (20s each): mirror, lantern,


spyglass, sand timer, board game, elaborate
clothes, holy symbols and other charms.

You start with 60 silver pieces


Light Weapon (10s): d6. may be wielded as a
secondary weapon, allowing you to re-roll
damage once per attack. includes daggers, short
swords, and hand axes.
Martial Weapon (30s): d6+1. must be wielded in
main hand. includes long swords, hammers,
axes, spears etc.
Great Weapon (40s): d6+2 damage. uses two
hands. includes two-handed swords, battle-axes
and pole arms.

Fire Oil (20s per flask): sets an area on fire


(d6+1 damage/round for 3 rounds unless
extinguished). fills a lantern 10 times.
Boats: rowboat (50s) to galley (200,000s).
Carts: cart (30s) to wagon (100s).
Taverns: 1s to sleep, 1s to eat, 1s to get drunk.
Property: house (1,000s) to manor (100,000).
Horses: mule (30s), horse (100s), warhorse
(1,000s).

Shortbow (10s): d6. also slings etc.


Bow (30s): d6+1. also crossbows, pistols etc.
Heavy Bow/Gun (50s): d6+2 damage if firing
from a stationary position. includes arbalests and
muskets.
Light Armor (30s): armor 1.
Full Armor (60s): armor 2. always has a helm.
Makes it very hard to run, move quietly, swim,
leap etc.
Shield (10s): +1 armor.
Adventuring Gear (2s each): 20ft rope, iron
spike, chalk, parchment, flint/steel, torches (4),
tent, dice, caltrops (slows pursuers), bandages,
travel rations, waterskin, wineskin.
Tools (5s each): crowbar, hatchet, animal trap,
lockpicks, pen & pot of ink, fishing pole, shovel,
grappling hook, pickaxe, collapsible pole.
Occult Items (10s each): quicksilver (per dose),
pouch of bone dust, vial of holy water (one use),
vial of blood, ritual incense and oils, pouch of
gold dust (400s), pouch of warpstone powder
(1000s), small warpstone (2000s)

14

HIRELINGS
Cost per day
Torch Bearer (2s): 3hp, knife.
Guide (5s): 6hp, knife, lantern, rope.
Armsman (20s): 12hp, spear, shield, light armor.
Expert (20s): 6hp, skill 4, dagger, bow.
Champion (60s): 18hp, full armor, halberd,
sword, shield, dagger.

TYPICAL MONSTERS
Human scale: 4hp, 1d6+1 damage
Elites, warriors, magical beasts: 2d6 damage
Major magic: 3d6 damage
Pretty much anything from Basic D&D and of
course Dungeon World works.

XP AND LEVELS
As you level up you get rewards according to the table below.
LEVEL

HIT DICE

SKILLS

ATTRIBUTES

ABILITIES

1+CON

1+1

---

+1

3
4

+1
+1

+1

6,000

+1

+1

21,000

+1

28,000
+1

+1

10,000
15,000

+1 (MAX +3)

9
10

3,000

+1 (MAX +3)

7
8

+1d6
+1

XP TOTAL

1,000

5
6

DAMAGE

+1
+1 (MAX +3)

36,000
+1d6

45,000

You get 1 XP for each silver piece worth of


treasure or coin that you loot from the
dungeon. You also get XP for defeating
enemies and completing quests (10 XP for
something easy up to 200+ for a really tough
one) but mainly its about the looting.

15

NAMES
True names have power. If you tell someone your true name, they can attempt to have you raised from
the dead if you met your end before your time. Choose a true name below.
Abibah
Abuakar
Acenath
Adar
Adara
Adjo
Afsaneh
Akhivar
Alaaleh
Aleand
Alexios
Amaht
Andrel
Andromde
Andronikos
Anhuri
Anoshiravan
Anu
Anvean
Aram
Aram
Arcus
Ardent
rds
Ariane
Arnar
Arsalan
Aruhai
Asha
smundur
Aurn
Awidam
Awita
Awrahim
Azadeh
Azita
Azur
Bahareh
Balishar
Bra
Bari
Bennu
Boury
Bragon
Brance
Brimi
Brutlas
Cadme
Cambel
Canter
Caul
Ceron
Christoph

Chrysothme
Clance
Clard
Cleite
Colius
Couvlas
Cyrene
Damrina
Dana
Darwishi
Darya
Delara
Demophon
Dhr
Djadao
Dom Ashur
Dra
Ducell
ande
Eilina
Eilram
Einhildur
Elizdi
piers
Erasm
Erix
Esfandiyar
tenou
Eumel
Eupendre
Eymundur
Falur
Faraz
Farrokh
Farzin
Fereshteh
Fjla
Freyds
Fra
Fukayna
Ghazaaleh
Hamid
Hamun
Hanif
Hano
Harud
Hasau
Hosor
Ibenr
Icare
Ioannes
Ishaq
Jaleh

Jamila
Jibade
Jna
Jrek
Kahotep
Kakra
Kamraan
Kaa
Knan
Kra
Kassai
Kathkr
Keiva
Kemnebi
Khadon
Khannah
Khenti
Khnan
Khojasteh
Kiana
Kring
Koths
Klul
Kurosh
Laetitia
Lrus
Lstal
Laudius
Leili
Leontios
Linea
Luyun
Lyra
Macharia
Magni
Maibe
Makarios
Markita
Masika
Mbizi
Mede
Mehrshad
Meht
Menry
Meyem
Mirza
Montess
Mr
Mortio
Morug
Muntutep
Mykiri
Nbi

16

Nabirye
Najja
Nashiram
Nsu
Nava
Nawar
Nephele
hlendu
Nilzem
Ninsina
Niphon
Nirar
Nkosi
Nomti
Noretta
Octadia
Omid
Onuris
Ort
Orset
Osaze
Oseye
Ouranie
Pla
Pandare
Panya
Parya
Pasipha
Perdix
Pierroc
Pollux
Rka
Ramak
Rashomta
Rasui
Rehema
Remmao
Rhildur
Romrama
Rnar
Rrik
Sagira
Sahand
Sahra
Samaneh
Sefu
Sliyl
Sesut
Setareh
Shaahin
Shadi
Shahkam
Shahla

Shahruz
Sharokina
Shun
Sinon
Sinuh
Skjldur
Skli
Sokkwi
Solk
Somer
Sna
Soraya
Suriya
Suten
Syar
Tahmatan
Tajie
Taraneh
Thalia
Theodoros
Theodoulos
Theoris
Thersandre
Thomer
Ubaid
lfds
lfrn
Umayma
Valds
Vaude
Vaunt
Vauphria
Verbela
Vercy
Villem
Vinid
Vornan
Walidah
Wardius
Wester
Yahya
Yomadan
Yosol
Yrsa
Zahiel
Zahir
Zahra
Zain
Zaliki
Zari
Zhila
Zuberi
ura

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