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Table Of Contents

Chapter One: Creating Characters
Talents
Talent Pools
Creating Your Character
Naming Your Character
Birthplace
Parents
Choosing Talents
Initial Character Talents
Creating New Talents
General Talent Scores
Starting Equipment
Chapter Two: Talents and Weaknesses
Accident Prone (Weakness)
Acrobatics
Aircraft Pilot (type) (S)
Alchemy
Animal Aversion (Weakness)
Animal Handling
Animal Reflexes
Animal Senses
Arcane Languages
Artisan
Berserk
Blacksmith
Carpentry
Climbing
Color Blind (Weakness)
Damage Resistance
Danger Sense
Directional Sense
Disfigurement (Weakness)
Distrusted (Weakness)
Endurance Loss (Weakness)
Fame
Fear of Animals (Weakness)
Fear of Heights (Weakness)
Fear of Magic (Weakness)
Fear of Water (Weakness)
Foppish (Weakness)
Forgery
Gambler (Weakness)
Glutton (Weakness)
Goldsmith
Herbalism
Gunsmith (S)
Hypnotism
Information
Language
Lockpicking
Lore
Madness (Weakness)
Magic Endurance
Magic Sense
Medicine
Mind Control
Minstrel
Miserly (Weakness)
Natural Magic
Navigation
Necromancy
Night Blind (Weakness)
Nocturnal (Weakness)
Observation
Obsession (Weakness)
Personal Magnetism
Phobia (Weakness)
Physical Laws
Picking Pockets
Poison Endurance
Rash (Weakness)
Reading/Writing
Sailing
Siegecraft/Engineering
Sleight of Hand
Stamina
Strength
Summoning
Survival
Swimming
Taciturn (Weakness)
Telepathy
Throwing
Tone Deaf (Weakness)
Tracking
Transmutation
Trapping
Two-Weapon Fighting
Weakness to Drink (Weakness)
Weakness to Women/Men (Weakness)
Weapon
Weather Sense
Will
Chapter Three: The Resolution Chart
Table Organization
Column Shifts
The Colors of Success
Opposed Tests
Not Using the Chart
Chapter Four: Combat
Enemies and Foes
Types of Combat
Using Talent Pools
Resolving Attacks
The Combat Turn
Steps in the Combat Turn
Being Taken Off Guard
Declaring Action
Initiative
Aiming
Firearms
Combat Modifiers
Damage
Weapon Bonuses
Strength Bonuses
Armor and Shields
Damage and Healing
Damage Points
Specific Wounds
Healing
Mass Combat
Mass Combat Rounds
Morale
Modifiers
Chapter Five: Magic
Who Can Use Magic
Learning Magic
Prerequisites
Study
Obsession
Magical Weaknesses
Spells
Types of Magic
Magical Talent Ratings
Magic Resistance
Chapter Six: Hazards
Falling
Fire
Drowning
Poison
Traps
Chapter Seven: Movement
Types of Movement
Movement
Travel
Fatigue
Animal Movement
Long-Distance Travel
Vehicles
Operating Vehicles
Vehicular Movement
Vehicular Maneuvers
Vehicular Combat
Vehicular Damage
Chapter Eight: Life in a Sword-and-Sorcery World
Money
Equipment
Weapons
Weapons of Desperation or Circumstance
Armor
Glossary
Employment
Dealing With NPCs
Chapter Nine: Improvement and Ultimate Goals
Expertise
Thrills
Honor
Chapter Ten: Man and Beast
A Bestiary
List of Special Abilities
Humans
Animals and Other Creatures
A Rogues’ Gallery
Dural Besh
Jackal the Reaver
Galya Eyepiercer
Tolgan
Appendix: Optional Rules
Alternative Damage Systems
Alternative 1: Talent Damage
Alternative 2: Damage Saves Damage Checks
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Zefrs Combined Twocol

Zefrs Combined Twocol

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Published by Philippe Tromeur

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Published by: Philippe Tromeur on May 18, 2012
Copyright:Attribution Non-commercial

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