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Wyvern Trust Role Play System

Version 2.1 1-3 Players rule book

Contents
Basic combat..............................................................................................................................3
Hit points and death...................................................................................................................3
Calls and effects.........................................................................................................................3
In Game Business.....................................................................................................................5
Potions........................................................................................................................................8
Weapons.....................................................................................................................................9
Character creation....................................................................................................................10
Base Classes...............................................................................................................................1
The Fighter.............................................................................................................................2
Fighter level 1....................................................................................................................3
Fighter level 2....................................................................................................................3
Fighter level 3....................................................................................................................3
The Cleric...............................................................................................................................4
Cleric Level 1.....................................................................................................................5
Cleric Level 2.....................................................................................................................5
Cleric Level 3.....................................................................................................................5
The Mage...............................................................................................................................6
Mage Level 1......................................................................................................................7
Mage Level 2......................................................................................................................7
Mage Level 3......................................................................................................................7
The Rogue..............................................................................................................................8
Rogue Level 1....................................................................................................................9
Rogue Level 2....................................................................................................................9
Rogue Level 3....................................................................................................................9

Basic combat
Hit points and death
Calls and effects
Man Down
Man down is only used when a person is injured OOC, play will be immediately halted by a referee as
the downed person is checked on. If you are a first aider when man down is called it is your
responsibility to check on the injured party and access the situation.

Time freeze
Time freeze is used to set up encounters, perhaps moving in monsters which could surprise a group of
players, moving important plot pieces or even just to get the crew where they need to be. Only
Referees may call this kind of call. If you hear this call you must stop, close your eyes and hum lightly.

Time halt
Time halt is used in different situations to time freeze, you must stop, you may keep your eyes open. In
a time halt your character is still conscious of what happens in the halt, a referee may use a time halt to
relay important plot information (such as magical effects or the appearance or disappearance of the
NPC or monster). Certain players may also be able to call this effect as part of their characters, If a
player calls this effect you must take any damage or spell effects that they do to you during this period.

Time out
Usually used to signal the end of play, it denotes that no IC actions may be taken after the point of the
call being made. Only the Referee in control of the event, or a person authorised to do so by that
person may call this call.

Time in
Usually used to start play, this call denotes that you may start to act IC. This call can be used to restart
play after a Time freeze, Time halt, Time out and a Man down call; it may also be used with a
countdown, Anyone who called the effect which stopped play or the referee in control of the event may
call time in.

Drop
Drop is both an IC and OOC call, When it is used you must fall to the ground as if incapacitated, You
will probably be talked to by a referee to explain the reason for the call being made, however some

reasons may be that you were not following the rules, you were fighting in an un-safe manner or that a
plot effect has happened to your character.

In Game Business
As your character you can own a business that will earn you a stable income while youre out adventuring and saving the world! You dont actually
have these skills yourself, but you employ a person who does. Now each business has a cost to set up, but the income that you will receive is greater,
and some of them even have something a little extra for you, like potions, or weapons.
Be inventive with this, if you want to do something talk to a Referee and we will see what we can do.
And just to give you an Idea of how much Copper, Silver and gold are worth:
1 Copper =
0.50
1 Silver =
10 Copper =
5.00
1 Gold =
10 Silver =
50.00
Level I

Level II

Level III

Level IV

Level V

Alchemist

Cost: 2,650 Gold


Income: 40 Gold
Create Potion 1

Cost: 3,700 Gold


Research: 800 Gold
Income: 80 Gold
Creat Poison 1

Cost: 5,000 Gold


Research: 1,100 Gold
Income: 130 Gold
Create Potion 2

Cost: 8,000 Gold


Research: 1,400 Gold
Income: 250 Gold
Create Poison 2

Cost: 10,250 Gold


Research: 1,800 Gold
Income: 480 Gold
Create Potion & Poison 3

Baker

Cost: 1,000 Gold


Income: 15 Gold

Cost: 1,600 Gold


Research: 300 Gold
Income: 30 Gold

Cost: 2,400 Gold


Research: 450 Gold
Income: 60 Gold

Cost: 3,500 Gold


Research: 700 Gold
Income: 120 Gold

Cost: 5,000 Gold


Research: 1,000 Gold
Income: 270 Gold

Blacksmith

Cost: 1,400 Gold


Income: 20 Gold
Normal Locks, Weapons, Shields
and Armour

Cost: 2,500 Gold


Research: 600 Gold
Income: 40 Gold
Weapons and Armour Immune to
Shatter and Crush

Cost: 3,500 Gold


Research: 800 Gold
Income: 80 Gold
Advanced Locks, Enchanted
Weapons, +1 Armour

Cost: 5,000 Gold


Research: 1,000 Gold
Income: 160 Gold
Silver / Cold Iron Weapons.
Mithril Armour

Cost: 7,000 Gold


Research: 1,200 Gold
Income: 320 Gold
Master Locks, Dwarf Armour,
Through / Crush Weapons

Carpenter

Cost: 1,000 Gold


Income: 15 Gold
Like Ikea Furniture

Cost: 1,600 Gold


Research: 300 Gold
Income: 30 Gold
Normal Furniture Store Furniture

Cost: 2,400 Gold


Research: 450 Gold
Income: 60 Gold
Ornate Furniture

Cost: 3,500 Gold


Research: 700 Gold
Income: 120 Gold
Very Strong, Durable
Masterpeices

Cost: 5,000 Gold


Research: 1,000 Gold
Income: 270 Gold
One of works of art

Farming

Cost: 1,000 Gold


Income: 15 Gold

Cost: 1,600 Gold


Research: 300 Gold
Income: 30 Gold

Cost: 2,400 Gold


Research: 450 Gold
Income: 60 Gold

Cost: 3,500 Gold


Research: 700 Gold
Income: 120 Gold

Cost: 5,000 Gold


Research: 1,000 Gold
Income: 270 Gold

Level I

Level II

Level III

Level IV

Level V

Fishing

Cost: 1,000 Gold


Income: 15 Gold
1 Boat

Cost: 1,600 Gold


Research: 300 Gold
Income: 30 Gold

Cost: 2,400 Gold


Research: 450 Gold
Income: 60 Gold
2 Boats

Cost: 3,500 Gold


Research: 700 Gold
Income: 120 Gold

Cost: 5,000 Gold


Research: 1,000 Gold
Income: 270 Gold
3 Boats

Jewellers

Cost: 2,650 Gold


Income: 40 Gold

Cost: 3,700 Gold


Research: 800 Gold
Income: 80 Gold
Can hold notes

Cost: 5,000 Gold


Research: 1,100 Gold
Income: 130 Gold
Can hold one shot potion or
poison

Cost: 8,000 Gold


Research: 1,400 Gold
Income: 250 Gold
As previous or can hold one spell
charge

Cost: 10,250 Gold


Research: 1,800 Gold
Income: 480 Gold
Can hold upto 3 potion or spells in
any combination

Cost: 5,000 Gold

Gladiator Stable
Horse Rearing

Cost: 1,000 Gold


Income: 15 Gold

Cost: 1,600 Gold


Research: 300 Gold
Income: 30 Gold

Income: 130 Gold

Cost: 8,000 Gold


Research: 1,400 Gold
Income: 250 Gold

Cost: 10,250 Gold


Research: 1,800 Gold
Income: 480 Gold

Cost: 2,400 Gold


Research: 450 Gold
Income: 60 Gold

Cost: 3,500 Gold


Research: 700 Gold
Income: 120 Gold

Cost: 5,000 Gold


Research: 1,000 Gold
Income: 270 Gold

Cost: 20,000 Gold


Research: 7,500
Income: 2,250 Gold [Per
Quarter]
One Miedium Discovery. See
Dan

Cost: 30,000 Gold


Research: 7,500
Income: 3,000 Gold [Per Quarter]
One Major Discovery. See Dan

Cost: 10,000 Gold

Lab

Income: 1,000 Gold [Per


Quarter]
One Minor Discovery. See Dan

Lumber

Cost: 1,000 Gold


Income: 15 Gold

Cost: 1,600 Gold


Research: 300 Gold
Income: 30 Gold

Cost: 2,400 Gold


Research: 450 Gold
Income: 60 Gold

Cost: 3,500 Gold


Research: 700 Gold
Income: 120 Gold

Cost: 5,000 Gold


Research: 1,000 Gold
Income: 270 Gold

Mining

Cost: 1,000 Gold


Income: 15 Gold

Cost: 1,600 Gold


Research: 300 Gold
Income: 30 Gold

Cost: 2,400 Gold


Research: 450 Gold
Income: 60 Gold

Cost: 3,500 Gold


Research: 700 Gold
Income: 120 Gold

Cost: 5,000 Gold


Research: 1,000 Gold
Cost: 270 Gold

Restaurant

Cost: 1,000 Gold


Income: 15 Gold

Cost: 1,600 Gold


Research: 300 Gold
Income: 30 Gold

Cost: 2,400 Gold


Research: 450 Gold
Income: 60 Gold

Cost: 3,500 Gold


Research: 700 Gold
Income: 120 Gold

Cost: 5,000 Gold


Research: 1,000 Gold
Cost: 270 Gold

Tailor

Cost: 1,000 Gold


Income: 15 Gold

Cost: 1,600 Gold


Research: 300 Gold
Income: 30 Gold

Cost: 2,400 Gold


Research: 450 Gold
Income: 60 Gold

Cost: 3,500 Gold


Research: 700 Gold
Income: 120 Gold

Cost: 5,000 Gold


Research: 1,000 Gold
Cost: 270 Gold

Cost: 5,000 Gold

Cost: 8,000 Gold


Research: 1,400 Gold
Income: 250 Gold

Cost: 10,250 Gold


Research: 1,800 Gold
Cost: 480 Gold

Theatre

Income: 130 Gold

Level I
Transportation

Cost: 1,000 Gold


Income: 15 Gold
Transport over land within 100
miles of HQ

Level II
Cost: 2,500 Gold
Research: 1,200 Gold
Income: 60 Gold
Transport over land in country

Level III
Cost: 7,000 Gold
Research: 4,000 Gold
Income: 200 Gold
1 Cargo Boat

Level IV
Cost: 14,000 Gold
Research: 6,000 Gold
Income: 500 Gold
2 Cargo Boats and 1 Frigate

Level V
Cost: 30,000 Gold
Research: 15,000 Gold
Cost: 1,200 Gold
5 Cargo Boats and 3 Frigates

Illegal Business All Require in game Roleplay to establish and maintain You may get arrested or attacked by rivals.
Narcotics

Cost: 100 Gold


Income: 50 Gold
Transport over land within 100
miles of HQ

Pirating

Pirate Boats are more powerful than Cargo Boats but not as
powerful as Frigates

Research: 800 Gold


Income: 100 Gold

Research: 2,500
Income: 250 Gold

Research: 5,000
Income: 565 Gold

Research: 7,000
Income: 750 Gold

Cost: 7,000 Gold


Research: 4,000 Gold
Income: 250 Gold
1 Boat

Cost: 14,000 Gold


Research: 6,000 Gold
Income: 600 Gold
3 Boats

Cost: 30,000 Gold


Research: 15,000 Gold
Cost: 1,400 Gold
8 Boats

Your income will come in on a weekly basis

Potions
Below we have a copy of all the potions in the game, what level they are, what they do, how much they
cost to make, and how much they cost to buy
Potion Name

Effect

Duration

Make
Cost

Buy Cost

Level 1 Potion
Grims Gift
Sapling
Strength
Cure 1
Slick 1
Holy Powder
Heal 1
Loud
Solid

+1 Armour Class
+1 Hit Point
2 Hand Strikedown
Cure Poison 1
+1 to Escape Artist
Weapon deals Holy
Cure 1 Hit Point of Damage
Immune to Mute
Immune Strikedown

1 Encounter
1 Encounter
1 Encounter
Instant
1 Hour
1 Encounter
Instant
1 Encounter
1 Encounter

1 Silver
1 Silver
2 Silver
3 Silver
1 Silver
25 Copper
1 Silver
12 Copper
12 Copper

2 Silver
2 Silver
4 Silver
6 Silver
2 Silver
5 Silver
2 Silver
24 Copper
24 Copper

Level 2 Potion
Grims Boon
Forest
Power
Hellfire Oil
Cure 2
Slick 2
Heal 2
Dark
Move
Insomnia
Thorn
Sly
Parry 1
Altar Form
Shapeshift
Shock
Teleport

+2 Armour
+2 Hitpoints
1 Hand Strikedown
Weapon has Conflagaration
Cure Poison 2
+3 to Escape Artist
Cure 2 Hit Points
Hide in Shadows
Immune to Halt
Imme to Sleep
See Magic Fang Spell
Minor Invisibility
Ignore first blow of combat
As Shapeshift Spell
As Shapeshift 2 Spell
Deal 6 Hits through on touch
As Spell

1 Encounter
1 Encounter
1 Encounter
1 Encounter
Instant
1 Hour
Instant
1 Hour
1 Encounter
1 Encounter
1 Encounter
As spell
Use
1 Encounter
1 Encounter
1 Use
As Spell

2 Silver
24 Copper
4 Silver
8 Silver
6 Silver
2 Silver
2 Silver
4 Silver
25 Copper
4 Silver
5 Silver
5 Silver
25 Copper
8 Silver
1 Gold
5 Silver
15 Silver

4 Silver
46 Copper
8 Silver
16 Silver
12 Silver
4 Silver
4 Silver
8 Silver
5 Silver
7 Silver
1 Gold
1 Gold
5 Silver
15 Silver
2 Gold
1 Gold
3 Gold

Level 3 Potion
Grims Treasure
Pandora
Pheonix
Fix
Cure 3
Slick 3
Shiva
Parry 2
Boulder
Phantom
Life force
Form
Mountain

+3 Armour
+3 Hit Points
As Cheat Death Skill
Cure Disease
Cure Poison 3
+5 to Escape Artist
Your touch causes Freeze
Ignore first 2 blows of Combat
Ignore first 5 points of damage
Stay invisible even if you attack
Regen 1 hit per 10 seconds
As Shapeshift 3
Ignore first 10 points of damage

1 Encounter
1 Encounter
Use
Use
Use
1 Hour
1 Encounter
Use
Use
1 Encounter
1 Encounter
1 Encounter
Use

5 Silver
5 Silver
15 Silver
15 Silver
25 Silver
5 Silver
6 Gold
12 Silver
1 Gold
4 Gold
3 Gold
3 Gold
20 Silver

1 Gold
1 Gold
3 Gold
3 Gold
5 Gold
1 Gold
10 Gold
24 Silver
15 Silver
8 Gold
5 Gold
5 Gold
35 Silver

Weapons

Character creation
Character Creation is simple enough, you just need to decide what you want to be? What do you really
want to do as a character? Do you want to be able to go blow to blow with the greatest warriors or
spend your time sneaking about a wood? Maybe you want to cause utter destruction with magic?
Or are you having problems structuring yourself? Thats what this page is for, its to give ideas and
help you work out all you need to make a balanced and awesome character.
Name:
This bit is simple; all you need is a name
Race:
A little bit more difficult, as this will affect how you play your character.
Do you want to be a Squeeky Goblin, an elf, dwarf, beastkin or maybe an orc. This
depends entirely on you, just remember what ever you choose you will need Physical
representations to show everyone else what you are. Beastkin need make to look like
beasts, elves need ears, orcs and goblins should be green, either with face paints or
masks
Country:
Where you come from will also help you play your character, maybe
youre from the Vaticarno and hate Damascus, so you would dislike working with a
Damasun {See The World for more details of the countries}
Class:
What do you want to do? Mage and use magic? Cleric and heal people
while being good at fighting, or a full on fighter, slaying anything that gets in your way!
Where do you want to go with your character? Druid, assassin, Slayer, Paladin? The
possibilities are endless! {See Classes for more details on what you could be and what
you will get as a result}
Background:
What happened in your past? What made you become a mercenary?
What made you join the group that you are with now? Writing a Background is good
because it means our Plot team can bring things in specific to you! Maybe you stole some
royals pendant and guards are keeping an eye out for you if you ever return? Maybe you
pissed off an assassin?
If you need Ideas you can also talk to our plot team who will help you come up with a
good idea and help you get it down on paper.
Backgrounds give you experience to help level your character up.

Base Classes

10

All player characters start with one global hit point and the ability to use a
one handed weapon up to 42 inches, and a shield. Note for spell casters,
your hand must be free to direct a spell.

The Fighter
You hear something? Russ looked to
his fellow guard, the pale moon light
glinted of the braised edges of their
thick plate armour. Jamison brandished
his weapon around the corner, the long
swords tip tracing round the dark
corner of the ally way I didnt...but
youve always been sharper on the
uptake Russ. The pair moved into the
ally, pulling up their large kite shields
and brandishing them towards the
darkness...
A howl made both the guards eyes snap
to the point in the dark and in a flash of
movement a large wolf bounded from
the darkness the creature had fire in
its eyes, its fur flee bitten and in places
missing from the sickness that infected
its body. Jamison locked up in fear, but
his comrade reacted in time, smashing
the creature into his shield lifting it of
its paws and into the wall, with a
singular movement his sword lanced
through the air, pinning the creature to
the wall through its skull.
I owe you one Russ Jamison looked
to the proud figure of his comrade
Jamison...you owe me more than one He jested, Tavern?

The fighter is the first step on the path of martial combat, preferring the art of sword, mace or
axe to that of magic or the gods.
Stronger and tougher than their other counterparts, these characters commonly come from
likewise tough backgrounds, Guards, Farmers, Bandits... these characters are strong and bold,
but dependent on where they wish to go, they can become anything they wish a secondary
healer, a leader or just a powerhouse of combat.

11

Fighter level 1
+1 Global hit You feel a little tougher than before... Those sword blows dont feel quite so bad .
Your character gains one global hit point.
Wear Heavy armour Any suit of armour is like a second skin
Your Character may wear light, medium and heavy armour.
Use large Weapon Youve learnt a few skills, with a combination of skill and strength you wield a two handed
weapon
You gain the ability to use weapons longer than 42 inches, Weapons up to 84 inches in length.
Ranged Weapon use No target is too far away with your trusty bow in hand...
You gain the ability to use a bow, gun or even crossbow, to be able to use these weapons however you must first
be checked by a ref to see if you are safe, Bows and guns cause through damage.
Projectile use Throwing knifes? Hammers? Axes? No problem
You may throw coreless weapons to cause a single point of damage.

Fighter level 2
+1 Global hit Again you feel stronger you know youre on the path to greatness.
As before, your character gains a global hit point.
Armour mastery The skill in your armour has improved, youre able to squeeze a little more out of your
armour than others.
Any armour you are wearing increases its armour value by one. The armour mastery only applies once for the
purposes of Armour stack.
Minor Shield mastery Your shield use has improved; People find it hard to break your defences...
Your shield is immune to a single shatter effect.
Regeneration 1/5mins Your body seems to have become used to combat, repairing quicker than normal.
Every five minutes you regain one global hit point.

Fighter level 3
+1 Global hit Your body is evolving to become a engine of war.
As before, your character gains a global hit point.
Expert Shield mastery You are a master of shield use.
Your shield is immune all shatter and all crush effects.
Weapons proficiency Your use of weapons enables you to avoid their destruction.
Any weapon you hold becomes immune to a single shatter effect.
Armour stack Your so used to armour you can stack a lighter set of armour under another.
You may wear a set of armour under another, You may only stack one set of armour, you may wear two sets of
the same armour apart from heavy (which must have a lighter set on top) The armour mastery only applies once
(to ether the heavies set of armour or the armour of your choice if they are the same).
Mighty rush You use a burst of adrenaline to knock a target to the ground.
The first strike of a combat you may call Strikedown.

At fourth level the Fighter goes into: Kensei, Paladin, Ranger, Slayer or Warlord.

12

The Cleric
The Undead have reached the inner temple
Hamilton... The Priest looked up from his
preparations, slotting the golden helm onto his
Thank you brother... tell the others I will be their
shortly. Whispering a prayer and lifting his heavy shield
mace he walked from the room.

brother
head
and

The undead, Grisly remains of the departed reanimated


for nefarious purposes, were streaming through the
broken front gates.
The first one to break the line was a ghoul... a hellish
imitation of life, it ran on all fours, Heading straight for a
young boy, he turned, his white blonde hair bouncing as
he stumbled... Looking in horror as the creature
launched through the air above him, its claws
centimetres in front of his face.
But all that touched his skin was ash, Brother
Hamiltons eyes raged with golden power... his mace
glowing like a golden beacon of hope as it
completely destroyed the body of the creature, Run
boy I will handle this.

The Cleric, Bastion of hope and conduit of the power


the gods. Clerics Start life as support casters, but
can quickly become a main stay of combat.

now

of

The cleric is the healer, No person can do it better. They are also the first
to gain access to dismiss (the ability to destroy undead or other creatures
not of this world). Clerics, dependent on god or goddess can be kind,
courteous and good natured, Evil clerics can be the worst of all evil
fuelled by the belief in their gods they do terrible acts without the thought
of right or wrong.

13

Cleric Level 1
Cure Light wounds (1hit/min) x20 You channel your power into the body, curing its ailments.
Twenty times a day you may use a spell to being to heal damage on the target touched, every minute under the
chant they will regain a single global hit point.
Wear Medium Armour Not used to full armour yet, you don lighter protections to keep you out of harms way.
You may wear Light or Medium armour.
Cure Self (heal self total of 10 hits/day) Channelling your power inwards you heal your ailments.
At will you may heal yourself of damage by saying a small chant, Everyday you may heal your body by ten
points of damage. Note you have ten PER DAY not per use, for example Jimmy the cleric may heal by two
points in the morning and three in the afternoon, He now has only five points of healing remaining for the night.
Dismiss rank 1 x15 Summoning a blast of holy energy you destroy a creature from the beyond.
Fifteen times a day, you may try to destroy a creature instantly by dismissing it. This spell only works on rank 1
creatures, when cast you must shout I dismiss you rank one!

Cleric Level 2
Wear Heavy Armour Any suit of armour is like a second skin
Your Character may wear light, medium and heavy armour.
Use large weapon - learnt a few skills, with a combination of skill and strength you wield a two handed
weapon
You gain the ability to use weapons longer than 42 inches, Weapons up to 84 inches in length.
+1 Global Hit - You feel a little tougher than before... Those sword blows dont feel quite so bad .
Your character gains one global hit point.
x10 Cure Poison 1 The snakes bite holds no venom for thee
Ten times a day you instantly purge all level 1 poisons in a person's body

Cleric Level 3
+1 Global Hit - Again you feel stronger you know youre on the path to greatness.
As before, your character gains a global hit point.
Armour Mastery The skill in your armour has improved, youre able to squeeze a little more out of your armour
than others.
Any armour you are wearing increases its armour value by one.
x15 Cure Medium wounds (1 hit/30seconds) You can see the skin knitting back together beneath your hands
Fifteen times day you lay your hands over a casualty and cure one hit point per thirty seconds
Dismiss Rank 2 Your dismiss becomes more powerful as you rise in your Gods favour
You now call dismiss 2 rather than dismiss 1, it is more powerful.
x5 Bless (Weapon deals holy/1 encounter) You channel the power of your God into your weapon.
Five times a day you may strike with holy damage with any weapon you hold for the duration of the encounter.
Dismiss Wedges
You may wedge up with other characters with the dismiss power.
There must be a minimum of 3 of you in the wedge, with no maximum number
You add up all of your ranks in dismiss to give on large dismiss value.
i.e. Lithuin, Myra and Lucas are all level 3 clerics with Dimiss rank 2. They wedge together and call Dismiss rank 6

Cleric goes into: Druid/Incanter/Paladin/Warlord


14

The Mage
Stop and give us your money
Grimnar said to the robed stranger.
Grimnar and his gang and been
tracking this stranger through the
woods for the best hour. She had
peculiar exotic looking clothes on, with
expensive looking rings and bracelets.
Odd then that she should be walking
alone through the Drakenwald The
darkest forest in Dresden, where even
the Magisteriums mighty Peace
Keepers feared to tread at night, home
to all the vagabonds and criminals
escaping from a Magisterium
sentencing.
Just passing through mister the
voice said, young and velvety
betraying the young girls age.
And yer can keep goin on yer way as
soon as yer give me and my men all
yer jewellery, someone as beautiful as
ye dont need it anyway spat
Grimnar, brave in his superior
numbers
I cant do that, these rings are very precious to me reasoned the girl
then we have a problem says Grimnar darkly
yes we do the girl unexpectedly replies with a mischievous grin
Grimnar did not even have time to reach for his sword before the woman a huge
ball of fire in the palm of one hand, hurling it towards his men, from her left hand
she bought forth crackling lines of electricity that sprang forwards into his chest.
The encounter only lasted mere moments, but all that remained was one
exotically dressed girl and 10 charred corpses.

The Heavy casting class. Bringing forth aggressive and defensive spells to bare against foes.
Play a mage if you have a good head for rules. You wont have as many hit points as other
classes, and you should avoid getting in the middle of combat, but if you like standing back
and viewing the scene, helping your group tactically with spells then this is the class for you

15

Mage Level 1
Wear Light Armour Unable to summon the strands through anything too thick you don light armour
You can wear and cast through Light Armour.
Use Large Weapon - learnt a few skills, with a combination of skill and strength you wield a two handed
weapon
You gain the ability to use weapons longer than 42 inches, Weapons up to 84 inches in length.
x15 Strikedown You summon magic into a physical blasts which knocks your foes down
Fifteen times a day you can cast strikedown. The targets torso must touch the floor, or they kneel for 3 seconds.
x10 Magic Missile 1 You summon magic onto the physical plane as a missile of pure energy
Ten times per day you can unleash a Magic Missile 1. This ranged attack deals one damage as if delivered by an
enchanted weapon.
x10 Mend I see the strands that should hold this object in place
Ten times a day you can cast mend, which fixes shatter or crushed items as well as broken armour
Use Magical Circle You summon forth power from ancient lodestones of magic scattered around the world
You can use ritual and transport circles.

Mage Level 2
x8 Magic Missile 2 Your grip on magic increases and you can bring more energy into reality
Eight times a day you unleash a Magic Missile 2. This ranged attack deals two damage as if delivered by an
enchanted weapon.
x10 Repel Channelling your rage you send your foes reeling
Ten times a day you repel one foe. They must run away from your for ten seconds
x10 Quake You shake the earth around you
Ten times a day you can cast Quake. Allies and foes within 10 feet of you are struck down
x10 Fumble You animate the targets weapon, seemingly giving it a life of its own
Ten times a day you can cast Fumble. The foe must drop their weapon to the ground; they cannot catch it on the
way down, if the weapon is Tethered on it must be left to hang for three seconds.
x5 Create Light By my power I create light
Five times a day you can create a light to illuminate you. (This lets you switch on a torch)

Mage Level 3
+1 Global Hit - You feel a little tougher than before... Those sword blows dont feel quite so bad .
Your character gains one global hit point.
x10 Halt By my power I hold you still
Ten times a day you cast halt. Your target cannot move for ten seconds.
x10 Shatter In a shocking act of violence you summon magic so strong it breaks metal
Ten times a day you can cast shatter. This breaks weapons, shields, belt buckles, the possibilities are endless
x5 Blind You create a blinding flash of pure white magic
Five times a day you can make one foe blind. The target cannot see for ten seconds.

Mage goes into: Battlemage/Druid/Warlock

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The Rogue
Freya held herself perfectly
still as the guard walked
past. She was hidden
perfectly in the shadows, you
could walk within arms reach
of her and youd never no.
Not that you ever would want
to walk within arms reach of
Freya, she was as beautiful
as she was deadly, her twin
Werewolf bone daggers
glistening with a thin layer of
poison applied to them.
. . . .8, 9, 10 Freya counted in
her head, giving the guard
time to move on. Without
making a whisper she glided
out of the shadows and sped
down the hallway, rounding a
corner straight into the line
of sight of an oncoming
guard.
Time seemed to slow around
Freya, she felt the air reverberate as the guard began to take a deep breath in,
like a professional sprinter her feet leapt into action, powering her towards the
left hand wall.
Without breaking her stride Freya began to run up and along the wall, hawk like
eyes on the guard as he all too slowly drew his sword. Without a feeling of
remorse Freya pushed off of the wall and flew through the air, flipping over the
guard knives effortlessly slicing across his throat. In silence he fell to the ground
and Freya sped off towards the treasure room.

Rogues are the shadows in the night, masters of skill Rogues are able to undertake challenges
that no one else quite simply as the skill not cunning to do. Later on they can focus upon
becoming dealers of death in the night, melding out of the shadows, harvesting a soul and
then disappearing, not even leaving behind a memory.
The rogue class will suit you if you want to have lots of aspects to your character fighting,
sneaking, skills, using potions. You will be wanting to stay out of the thick of combat and
instead pick your targets skilfully, moving up unannounced towards them and slaying them
before they have a chance to strike back.

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Rogue Level 1
Wear Medium Armour Not used to full armour yet, you don lighter protections to keep you out of harms way.
You may wear Light or Medium armour.
Ambidexterity I can co-ordinate my attacks unlike you halfwits
You can use a one handed weapon in each hand
Ranged Weapon use No target is too far away with your trusty bow in hand...
You gain the ability to use a bow, gun or even crossbow, to be able to use these weapons however you must first
be checked by a ref to see if you are safe, Bows and guns cause through damage.
Projectile use Throwing knifes? Hammers? Axes? No problem
You may throw coreless weapons to cause a single point of damage.
Detect/Disarm/Set Traps +1 I think I can see how this works, now if I just use my tools maybe I can stop it
You add one to your detect/disarm traps skill. This means that at any point you may call detect traps [your
rank] the monsters will then whisper to you where any traps are within 25ft of you. Then if you have tools and a
high enough rank you can disarm the trap and keep it for yourself.

Rogue Level 2
Conceal Item Theyll never find this here, hidden in my shoe
You can conceal items so that only characters with the search skill can find treasure on your unconscious body
Detect/Disarm Traps +1 That last one singed off my eyebrows, I wont let that happen again
You add one to your detect and disarm traps rank
Escape Artist +1 Those idiots didnt know I was double jointed
You add one to your escape artist rank, used for breaking out of prisons or being tied up.
+1 Global Hit - You feel a little tougher than before... Those sword blows dont feel quite so bad .
Your character gains one global hit point.
Use Poison 1 Feeling a little ill are we?
You can make and use level 1 poisons (see poison lore sheet available from warrg hq). Poisons can be ingested,
breathed in or put on a blade and hit into a targets body, for this last method to work you must hit the target
through armour.

Rogue Level 3
+1 Global Hit - Again you feel stronger you know youre on the path to greatness.
As before, your character gains a global hit point.
Escape Artist +1 And they said Id never use this tiny capsule of Grease
You add one to your escape artist rank
Search Ill find treasure wherever it is
You can find treasure even if it is concealed on a person
Appraise hmmm let me say, ah yes I know the market price for this
Looking at an item for 30 seconds and then asking a monster reveals to you the rough monetary value of an item
Immune to Fumble You cant fumble my weapon, Ive tied it on
Your weapon is immune to fumble
Through from behind If Im very quiet, maybe I can slip my knife between those metal plates
If a target is unaware or Immobilised, you may call Through.

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