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Druid Kingdoms

December 6, 2014

Contents
1

Introduction

The Setting

Playing the Game

3.1
3.2
3.3
3.4
3.5

Character Statistics
Skills . . . . . . . . .
Tests . . . . . . . . .
Talents and Traits .
Mutations . . . . . .

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4.1 Initiative . . . . . . . . . . .
4.2 Combat phase . . . . . . . .
4.3 Action descriptions . . . . .
4.3.1 Attack . . . . . . . .
4.3.2 Ranged Attack . . . .
4.3.3 Weapon special moves
4.3.4 Movement . . . . . .
4.3.5 Dodging . . . . . . .
4.3.6 Parrying . . . . . . .
4.3.7 Damage . . . . . . . .
4.3.8 Armor . . . . . . . .

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What is your tribe? . . . . . . . . . . . .


What was your childhood like? . . . . . .
You had a random encounter growing up.
What was your education? . . . . . . . . .
What is your profession? . . . . . . . . . .

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Combat

Character Generation

5.1
5.2
5.3
5.4
5.5

4
4
4
5
5

6
6
7
7
8
9
10
10
11
11
11
13

13
14
14
15
16

Skills

16

Talents, Traits and Mutations

16

Magic

8.1
8.2
8.3
8.4

The basics . . . . . . . . . . . . . . . . . .
Spellcasting . . . . . . . . . . . . . . . . .
Ritualism and spell defence coming soon!
Perils! . . . . . . . . . . . . . . . . . . . .

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17

17
17
18
18

Spells and Sorcery

18

9.1 PROMETHEAN SCHOOL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18


9.2 DIVINATION SCHOOL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
9.3 MISC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

10 Armoury

21

11 Bestiary

21

Introduction

What would the world be like if ancient man discovered magic? What if Gandalf decided to
ditch all that hobbit bullshit and instead took control of Gondor to wage total war against
Sauron? What if you had a fun, tactical yet comprehensive system for roleplaying in such
a world? Fear not, for both these questions have nally been answered. Welcome to Druid
Kingdoms!

The Setting

As of yet, nobody really understands the true nature of magic. Some say it is a manifestation of
superior willpower, others see magical acts as favour from the Gods, and the more industriousminded claim it just another force of nature to be tamed, however there is one common
understanding among the peoples of the world: mankind did not come into existence with
such gifts. Apart from scattered reports of miracles or isolated tribes and villages destroyed
for witchcraft, the reality of magic was only made evident late into our history.
Mankind's age of innocence ended with Alexander the Great, who was the rst to prove the
power of what was usually dismissed as parlour tricks. While Alexander's conquests certainly
left their mark, local cults and customs had started to crystallise in the civilisations of the
world, each viewing and practicing and developing their magics in dierent ways. From the
infamous Greek mastery over re, to the mistrusted soothsayers of Persia, to the cult of the
living dead of the Egyptian peoples, there is no shortage of wonder and mystery in this world.
For now, our story will focus on but a small corner of the world: the Federation of Gaul, in
what would be the year 488 AD in our gregorian calendar. There is still a julian calendar in
popular use around the Mediterranean, however its pages instead read Anno 800, 8 centuries
after the incident known as The Nemesis. It was then that Diogenes of Sinope, a philosopher
whose power could only be described as aberrant, set Mount Olympus on re. With this
lantern he wanted to nally nd a good man. But there was no one there. The people of
Hellas who heard about this thought their gods had nally abandoned them, or had even been
killed outright. Except for one - Nemesis, the great spirit of vengeance that would punish
mankind for its hubris forevermore... or so the legends say. However, the ebb and ow of the
Celtic tribes of Gaul had little to do with greek myth, and more with Roman colonial interests,
viking invasions from the North, civil wars with their German cousins and the shifting of power
to the Council of Druids.
Gaul, today, is a nation divided into ve tribes, each led by a powerful druid in the manner
of a medieval duchy, united by their shared Roman values (not much love for Rome itself
nowadays), in contrast to the more eastern Germani and Belgiae who rejected Roman inuence
and technology. To the north, the aptly named Great Northern Wall stands tall to defend
against viking raids, and to the south their punic Molochean neighbours rarely cause trouble.
The current 'head of state' is the Grand Druid Cervebracix of the Biturges.
The tribes of Gaul consist of the Averni, strong warriors and strategists, the Biturges, the
druids and politicians of the state, the Amoricans, keen sailors and hardy colonists, the Carnutes, masters of engineering and fortication, and last but not least the Aquitani, the most
numerous and cosmopolitan of the Gauls, well-suited for urban intrigue. While essentially a
nation-state, countless other peoples choose to live and work in Gallic lands as well, mostly
greek and punic traders and old Roman families from before independence.

3
3.1

Playing the Game


Character Statistics

Every character in the game is dened by 3 fundamental overstats, Body, Mind and Magical
Potential (MP).
The Body overstat is divided into 3 stats: Strength (Str), a measure of the raw force your
muscles can produce, Agility (Ag), a measure of how well and precisely you can move, and
Physique (Phy), a measure of the general well-being of your body. The Mind overstat is
also split into 3 stats: Willpower (Will), a measure of, shockingly, your willpower, Perception
(Per), a measure of how well you percieve your surroundings, and Intellect (Int), a measure
of how well you think. Magical Potential is not subdivided like the other two, however the
majority of Player Characters are minimally impacted by it (see Section: Magic for details).
Stats range from 1 to 5, 1 being the bare minimum to survive childhood, and the higher the
better. They are directly allotted by the player (see Section: Character Generation), and the
Body and Mind overstats are then derived by summing their component stats. It follows that
Body and Mind can range from 3 to 15, though one tends to overtake the other. The eect
of permanently raising or lowering a stat is signicant, and can only be achieved through long
and hard work or debilitating setbacks, respectively.
3.2

Skills

In practice, you will often be performing more sophisticated or specialised activities than
merely heaving a boulder or trying to remember a name, and in this situation you must put
your skills to the test. Skills are chosen at character generation and can be further learned and
improved through experience. They are governed by the average of two stats, and just as a
good lockpicker would make a good watchmaker, many skills fall under the same combination
of stats, giving rise to Skill Categories.
Str

Str
Ag
Phy
Int
Per
Will
3.3

Brawling
Athletics
Artice
Leadership

Ag

Acrobatics
Driving
Dexterity
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Phy

Charisma
Endurance

Int

Knowledge
Cogitation

Per

Consciousness

Will

Tests

As much as you might dislike it, there is no way to avoid conict in WK! Because of this,
you will need to roll dice to determine whether you are successful or not in resolving such a
conict. The three most common types of tests are stat tests, skill tests and overstat tests,
and each come in three avours: regular, sustained or opposed. Regular tests simply have a
target number (TN), either known or kept secret by the GM, and at least one of your dice
must be equal or higher to pass. Multiple passing dice add further Degrees of Success (DoS),
however if more than half of your rolled dice come up as 1, the roll is a automatic failure, and
subject to further penalties at the GM's discretion.

Most actions use regular tests. Sustained tests are regular tests that must be repeated every
once in a while at the GM's discretion, often with higher and higher TNs. Sustained tests are
designed for extended actions that require constant eort, such as carrying a heavy weight for
long, or keeping a guard occupied with chit-chat.
Opposed tests are made between two characters, and the highest roll wins. If there is a tie,
the defender (the person being acted upon) wins. Note that opposed tests do not always use
the same stat or skill, so although a tug of war between two characters would be Str vs Str,
lying involves the liar's Deceive skill and the victim's Scrutiny skill.
Stat tests are done by rolling a number of d6 dice equal to their respective stat. A handful
of talents and traits can change the type of die a stat uses to d8, d10, or *gasp* d12! For
example, Zuna the Fat may need to arm-wrestle his arch-nemesis, but with only Str 2 he'd be
rolling a measly 2d6. However his friend Leonidas who has the Bulging Biceps talent and Str
3 would roll 3d8, which gives much better odds.
Sometimes you'll be faced with a combination of factors, which calls for an overstat test. These
are also d6s, but the number of dice you roll is half the sum of the component stats, rounding
down. So, Str 3 + Ag 3 + Phy 1 = Body 3 (7/2) = 3d6, but Str 3 + Ag 3 + Phy 2 = Body 4
(8/2) = 4d6. A character that has reached the peak of his ability (a.k.a. a stat of 5) cannot be
easily beaten. For every stat of 5, the die size of its overstat is increased by 2. So, a character
with Str 5 would roll xd8 instead of xd6 in Body tests. Furthermore, a juggernaut of Str 5,
Phy 5 would instead roll xd10, and an unstoppable force incarnate of Str 5, Phy 5, Ag 5 would
roll 7d12 guaranteed!
Skill tests are similar to stat tests. Once learned, a skill's dice start at d6 and can be raised
to d8, d10, etc. through improvement. The number of dice rolled is given by the average of
the two governing stats, rounding down. So for example, Sven the Silvertongued has Phy 4
and Per 3 and wants to charm a tavern wench. His Charisma is 7/2 = 3, so he rolls 3d6.
Sometimes you want to try your hand at something you're not trained in. In this situation,
the die wouldn't be d6, but instead d4 -2 until the character decides to get formal training.
3.4

Talents and Traits

Sometimes you either got it, or you don't got it. Talents are there for such abilities. They are
bought separately and, unless noted, aren't inuenced by a character's skills and stats. Since
they're all so dierent, their eects will be listed in the Talents section.
Traits are similar to Talents except they can't be bought, only determined when you generate
your character or awarded by your GM in extraordinary circumstances. These often include
dierent behaviours, or ways in which people label you.
3.5

Mutations

Mutations are the eects of magical abuse and accidents. Matter is pervaded by the aether
and horribly disgured as a consequence. Mutations would be gained through perils, exposure
to radioactive magical energy, etc.

4
4.1

Combat
Initiative

To determine who goes rst, all characters roll initiative. To roll initiative, you roll a 2d10, and
add perception to the rst die and add agility to the second. Each character has two actions
each round, and the turn when they happen is dictated by the two d10 rolls. For example,
Hobosius rolled a 2 and a 7. He then adds his perception score of 4 to the rst result, making
it a 6, and his agility score of 3 to his second result, making it a 10.
Hobosius can't choose which die gets which score; the rst die always gets perception, and
the second one agility. He'll act on turns 10 and 6. Turns happen from the biggest number to
the smaller, so whoever rolls higher, acts rst. If two characters have the same result, they're
acting on turn 10, whoever has the higher agi+per score wins the tie. If there's still a tie,
either ip a coin or favor the player character. If a character rolls a natural 10, he gets to act
thrice, his rst two actions happen when they would happen normally, and his third action
happens on the last turn.
If a character rolls a natural 10, he gets to act thrice, his rst two actions happen when they
would happen normally, and his third action happens on the last turn.
4.2

Combat phase

Each combat round a player can act. But not all actions are equal. There are free actions,
which require very little time and eort from the character, standard actions, full actions
and reactions. A full action is an action that requires more time and/or more concentration
from the character than a standard one. A character can do one full action each round, or
two standard actions, and as many free actions as the GM allows. Reactions, like dodging
or parrying, are like free actions that are limited by your wits and training. By default, a
character gets one reaction to use any time between rounds. A character can't do the same
standard action on the same round (for example, attack twice), but he can sacrice one of his
standard actions to gain another reaction, with a -2 penalty on it OR gain a +2 bonus to his
standard reaction, OR gain a +2 bonus on his rst action.

Examples o f a c t i o n s :

Full action

| Standard a c t i o n | Free a c t i o n

| Reaction

F u l l move
Intense attack
Reloading xbow
Charging
Changing weapon

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Half move
Drawing weapon
Getting up
Standard a t t a c k
Shoot ( x )bow

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Dropping prone
Looking
Talking / Shouting
Saying , "Kurwa ! "
Dropping weapon

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Dodge
Parry
S h i e l d Block
Overwatch
S e t t i n g o f f a trap

4.3

4.3.1

Action descriptions

Attack

Short Sword
Damage 2+1S , Range S/ I
Weight M o d i f i e r 0
Parry M o d i f i e r +1 ( f o r the parry r o l l )

Attacks

| Type | Acc | Dmg | S p e c i a l

Slash
| ( S ) | +0 | +0 |
R e t r e a t i n g S l a s h | ( S ) | 1 | +0 | +parry f o r a t t a c k e r
Thrust
| ( S ) | 1 | +0 | Chainmail AR/2
Aimed Thrust
| (F) | 3 | +2 | Chainmail AR/2

After you attack, if you succeed, your opponent can use his reaction to either dodge or parry
the attack. If you fail the attack, your opponent can use his reaction for a counterattack. A
counterattack is a regular attack, picked from the attack types available to his weapon, but it
uses up the reaction and it can't be an intense attack.
In case the opponent failed his dodge/parry and you hit him, you roll for damage (See that in
the damage section).
In addition, weapons have a range statistic, which determines how useful they are at dierent
engagement ranges of which there are 3: Long, Short and Immediate. A weapon can attack in
its own range and the adjacent ones(so a long weapon can attack at long and short range, and
a short weapon attacks at all ranges). However, attacking outside its own range comes with a
penalty of -2 on the attack roll. Some weapons are hybrid ranged, like the above short sword,
and have 2 range signiers. This means they attack without penalty at those two ranges, but
cannot attack at the third.
To determine initial engagement range take the higher of the combatants ranges(common
sense restrictions apply). A person with a weapon of shorter range than the opponent he is
charging/attacking will usually want to get in closer. On a charge attack DoS after reductions
from dodge/parry can be used to get closer at a cost of 2 dos per range. This can reduce the
DoS to 0, negating the hit.
Once engaged to increase/decrease range requires a manouvering half action. This is an
opposed agility roll reduced by weapon weight. On manouverers success, he moves the engagement one tick in the direction of his choice. On the defenders success, he gets to make a
free attack(which can be dodged as regular).

4.3.2

Ranged Attack

Ranged attacks work somewhat in similar fashion to melee. You roll your weapon skill against
a TN of 5, and a single DoS makes the attack successful. There are some dierent points,
however: Ranged attacks cannot be parried with a weapon, dodging a ranged attack has a
much higher TN of 8, there's a loss of a single DoS for every 30 meters of distance to the target
and if the target is under cover, there's a loss of a single DoS for every level of cover he is. The
GM has a nal say on what gives which level of cover, but there's light cover, like tall grass,
or poor light, which subtracts one DoS, medium cover, a forest or swamp, which subtracts
two, and heavy cover, like a thick forest at night, which subtracts three DoS. A shield counts
as cover, depending on its size. A buckler doesn't count as cover, a medium shield counts as
one level of cover, and a tower shield counts as two levels of cover.

Short Bow
Damage 2 , S1
Weight M o d i f i e r 0 ( f o r the d e x t e r i t y r o l l i n the quick draw phase )
Parry M o d i f i e r 3 ( f o r the parry r o l l )

Attacks

| Type | Acc | Dmg | S p e c i a l

Quick Shot
| ( S ) | +0 | +0 |

F u l l Draw

| (F)

| +2

| +1

| Chainmail AR/2

4.3.3

Weapon special moves

( S ) = Half a ct io n , (F) = F u l l a ct i on , (R) = Reaction


AR = defender ' s Armour Rating
Attacks

| Type | Acc | Dmg | S p e c i a l

Daggers

| Short and weak but f a s t .

Thrust
| ( S ) | +0 | +0 |
Slash
| ( S ) | +1 | +0 | 2xAR1 ( good a g a i n s t unarmoured )
Aimed Thrust
| ( S ) | 4 | +0 | AR/2 ( good a g a i n s t heavy armour )

Swords

| Good f o r p a r r y i n g (+parry ) .

Slash
| ( S ) | +0 | +0 |
R e t r e a t i n g S l a s h | ( S ) | 1 | +0 | +parry f o r a t t a c k e r
Thrust
| ( S ) | 1 | +0 | Chainmail AR/2
Aimed Thrust
| (F) | 3 | +2 | Chainmail AR/2

Axes

| I f p a r r i e d by s h i e l d , r o l l d6 ; s h a t t e r s h i e l d on 5+.

Chop
| ( S ) | +0 | +0 |
Upward S l a s h
| ( S ) | +1 | 1 |
Disarm
| ( S ) | 1 | +0 | You go f o r the arms .

Berserk Charge

|
| (F)
|

| +0

| +2

| I f hit , enemy cannot parry .


| Enemy r o l l s a g a i n s t i n t i m i d a t e .
| I f he f a i l s , he must f a l l back .

Bludgeons

| Can dent P l a t e m a i l : R o l l d6 .
| On 5+, h i t l o c a t i o n g e t s AR1 u n t i l r e p a i r e d . ( t h i s s t a c k s )

Strike
Heavy S t r i k e
Disarm

|
|
|
|
Concussive Blow |

(S)
(S)
(S)

| +0
| 1
| 1

| +0
| +1
| +0

|
|
|
|
|

P l a t e and Chainmail AR3


P l a t e and Chainmail AR/2
You go f o r the arms .
I f hit , enemy cannot parry .
Stuns t a r g e t on hit , h a l v i n g t h e i r turn .

(F) | 2 | +0

Spears / Polearms | Very long range .

Thrust
| ( S ) | +0 | +0 |
Swipe
| ( S ) | +1 | 1 |

Pinning Stance

Furious Thrust

| (F)
|
| (F)

| Free a t t a c k i f enemy t r i e s to c l o s e i n .
| I f hit , the enemy i s pushed back .
| +2 | +2 | Chainmail ARd5

Shields

| Weak a t t a c k but ++parry .

S h i e l d Block
S h i e l d Bash
Shove

| (R)
| (S)
| (F)

| It ' s l i k e parry but you can use i t u n t r a i n e d .


| +0 | 1 |
| +0 |
| Knocks enemy back Str /2 metres .

Short Bows

| Can do m u l t i p l e Quick Shots per round .

Quick Shot
| ( S ) | +0 | +0 |

F u l l Draw

| (F)

| +2

| +1

| Chainmail AR/2

Long Bows

| Longest range .

Quick Shot
| ( S ) | +0 | +0 |
Arcing Shot
| ( S ) | 2 | +0 | +50% range .

F u l l Draw

| (F)

| +2

| +1

| Chainmail AR/2

Crossbows

| Fast to shoot , long to r e l o a d .

Half r e l o a d
| (S) |
|
| Can only make h a l f s h o t s .
F u l l Reload
| (F) |
|
|
Half shot
| ( S ) | +0 | 1 | Range i s halved .
Shoop
| ( S ) | +1 | +0 |

Overwatch

4.3.4

| (R)

| +0

| +0

| Can pop moles when they turn the c o r n e r .

Movement

How much a character can move in a turn in meters is 6+his agility score, being double that
If the action is a full movement action. Also, during any non-movement action, you can move
3 meters at the cost of a -2 penalty on that action.
4.3.5

Dodging

Examples o f dodge TNs

Regular a t t a c k
Arrow
Magic Arrow
Fireball
DOOM

|
|
|
|
|

TN
TN
TN
TN
TN

5
8
10
14
20

10

4.3.6

Parrying

Parrying is using your weapon to deect an attack. The parry skill completely negates the
attack with just one DoS, but you need a melee weapon to parry with and you can only parry
melee attacks. On top of that, intense attacks are harder to parry, due to the increased eort
and concentration invested on it. A regular parry roll is TN 6; a parry roll against an intense
attack is TN 8. If the character is wearing a shield, he can opt to parry with the shield instead.
A parry roll TN with a shield is lowered by the shield rating.
4.3.7

Damage

To calculate damage add the modiers for attack type, enchantment and the DoS threshold.
The DoS threshold is additional damage from a rather well performed attack. If the character,
after the dodge/parry roll, still has enough DoS to hit the DoS thresholds listed on the weapon,
he deals additional damage.
A character with armor is aorded protection in the form of the armors stat.

On the t a b l e r o l l d6+(4 x wounds)+damage taken armor r o l l

1 10 Flesh wound . You take a hit , but there ' s not much a d v e r s e e f f e c t .
11 14 I t h u r t s ! You take a h i t i n a nerve , next turn you have 3 to a l l a c t i o n s .
15 18 That a c t u a l l y h u r t s ! As above , but you a l s o gain f a t i g u e .
19 22 The blood ! You take a f a i r l y bad h i t and s t a r t b l e e d i n g .
I f h i t i n the l e g s , 3 on a l l dodging / e t c and reduced movement speed .
I f head or arms 3 on a l l a t t a c k s . I f t o r s o you g et both e f f e c t s !
23 28 The h i t body part g e t s badly mangled ; arm broken , eye gouged out , e t c .
You s t a r t b l e e d i n g ; r o l l T/ f a t i g u e / sth to keep from k e e l i n g over .
2 9 : Lose the body part . This can mean death .
3 0 : This means Death .

Provisional fatigue rules: If your fatigue is greater than your BODY stat, you take a -3 on
all actions. If your fatigue reaches 3x your BODY or higher you fall unconscious until it is
reduced below BODY. If your fatigue reaches 4x BODY or higher, you die.
Bleeding and blood loss: Each combat turn spent bleeding increases fatigue by one. You can
spend your entire turn(mins light movement) to staunch the bleeding, which prevents fatigue
loss for that turn. Stopping the bleeding requires bandaging by someone with MEDICAE and
requires a multiturn action during which you both cannot be interrupted. Outside of combat,
bleeding causes one fatigue every 3 minutes.
4.3.8

Armor

Armor plays an important role in a character's life. It protects him from death. The heavier
the armor, the more protective it is, but also the more cumbersome. Some also restrict how
much you can move each round, and how stealthy you can be.

11

Armour t a b l e :

Regular c l o t h e s
Leather armour
Chainmail
Platemail
Cursed C u i r a s s o f Rl ' ye

|
|
|
|
|

AR
AR
AR
AR
AR

d4
d6+1
d6+3
d10+4
d20 8

12

Character Generation

The rst thing to do when generating a character is to distribute stats. Every character starts
with 1 in every stat, and you have 15 points available to spend on increasing them. Increasing
a stat by one rank costs as many points as the desired rank, so increasing your Str from 1 to
2 costs 2 points, and increasing Per from 2 to 4 costs 7 points (3p + 4p). Unspent points are
discarded, so it's encouraged to nd a combination that spends every point.
When you're satised with your purchases, you may pick from a character chart. Each playable
civilisation has its own chart, so we'll be using the Gaul chart. Pick one answer for each
question, apply stat bonuses and write down skills, etc., then move to the next one. Choices
that lead to alternate charts will have to be LARP'd.
5.1

What is your tribe?

Averni

Biturges

Amoricans

Warlike and proud, most of the


archetypical Gallic warriors are
Arvernians. Living in southwestern Gaul, the Arverni were
also the ones who attacked the
borders of Rome the most in the
past. Their "capital city" is Gergovia.

The Gauls of the central regions, they were known as the


most political and spiritual tribe,
mostly due to their high population of druids. The Bituriges
are skilled alchemists, and their
druids made way for Gaul's rst
"political class".

+1 Str

+1 Int

Skills: Sailing, Swimming,


Talents: Syracuse Tech

Aquitani

Carnutes

Mystery

+1 Will

+1 Fate
Talents:

Living on the crossroads of many


peoples and by the ocean shore,
the Aquitani are considerably
more cosmopolitan than many
of their Gallic cousins, as they
have seen and talked to many
strangers of all kinds.
Skills: Gossip, Nation Lore, [1]
Awareness

Another warlike tribe, but also


mildly political. The Carnutes
were perhaps inferior warriors to
the Arverni, but they made up
for that with better (albeit still
not up to par) engineering, especially concerning fortication.

13

Formerly living on the northern shores, then transplanted to


the southern shores, the Armoricans have proven to be excellent
sailors and navigators, and make
for good colonists due to a strong
culture of resettlement.

Nobody really knows where you


come from, maybe not even yourself, but you ended up living in
Gallic lands. Sadly, your kind is
frowned upon over here.

Outcast

5.2

What was your childhood like?

Chieftain's Kid

You were lucky enough to be one


of the many ospring of a local
chieftain. What you lack in experience, you make up for in inuence.
Talent: Noble

Smith's Apprentice

You were trained by the best in


town. From the Lutetian Swirl
technique to imitation Damascus
Steel, you can smith it all.
Skill:

Smithing [Weapon/Arm.]

Druid's Protege
Biturge only!

Perhaps you showed great


promise, or perhaps you were
just lucky, but you were raised
and taught by a Druid, a pillar
of the Gallic state!
Skills: Channeling, Literacy
Unlock Magical Potential!

Farmhand

You were blesssed enough to


work on a turnip farm for most
of your life, maybe a sugar beet
plantation if you were really
lucky.
Skill: Animal Husbandry
5.3

Orphan

Deckhand

Abandoned by fate, you turned


to your wits to survive.

Skill:

Streetwise

Amorican or Aquitan only!

Whether in port or on the seven


seas, you've lived a salty life.

Skills:

Navigation

You had a random encounter growing up.

You ran away form your parents


or masters. Ignore restrictions
from questions 1 and 2. Yes, you
can go back and change your answer!
Talent: Fugitive
You were overcome with a deadly
plague, but survived somehow.
-1 Body stat of choice
Skill: Disease Resistance

You were abducted by Germans


and sold into nazi slavery. If Noble, you may roll d6. On a roll of
5 or 6, you were ransomed.

A magical accident (likely your


own incompetence) has corrupted you.

Chart -> Slave

LARP rolling for a minor mutation.

Your village was burnt to the


ground by James Earl Jones, or
a reasonable facsimile.
Choose an enemy.
Talent: Hatred [enemy]

You boarded a colonist ship and


sailed o to a faraway land

14

Chart -> Seafaring nation


Talent: Outlander

5.4

What was your education?

For skills separated by /, you may pick only one of them. Noble Education bonus only applies
to Chieftain's Kids, duh!
Engineering
Carnute only!

You went to engineering school


and learned about construction
and machinery, especially siege
weaponry.
Weapon [1], Construction, Cartography, Siege Weapon
[1]
Skills:

Noble Education:

You went overseas to study


the nest architecture in the
Mediterranean. Inevitably, either Egypt or Greece.
Skills: Greek Lore / Egyptian
Lore

Roman Academy

As the old colonial saying goes,


Si fueris Galliae, Romano vivito

You pursue a life of higher


culture, mind diplomacy, and the
inevitable petty scheming.
Skills: Nature Lore [2], Lore:
Rome, Charm, Literacy

more.

Noble Education:

You decide to leave the poseurs


behind and went to study in the
Eternal City itself!
Spell:

tricks.

2 minor Roman mind

The Art o' War

Merchants' Guild

If there's one thing the Gauls are


good at, it's war. With veteran
instructors, countless manuals on
strategy and tactics, and never a
shortage of brigands and raiders
to practice on, a life of battle
doesn't sound so bad!
Skills:
Weapon [2], Tactics
/ Horsemanship / Awareness,
Climb / Sprint / Survival

If you feel the best way to get


ahead in life is at the expense of
your fellow man, and a life in the
army sounds too tiring, well it's
a merchant's life for you!

Noble Education:

Noble Education:

You were tutored by the Terminator. Choose another skill from


Art o' War.

Gossip / Literacy,
Maths, Barter, Cartography /
Scrutiny
Skills:

As a member of the upper crust


yourself, you know how best to
barter with other nobles.

15

Druidism
Protege or Noble only!

Well, you've been groomed for


this your whole life (or at least,
you'd like to think so). Time to
put on the thorny hat and study.
Skills:

tion

Herbalism, Concentra-

Talent: Politician
Spell: minor Mentalism
Noble Education:

You kept pestering your father


to get you into Druidism, but
with no talent or training, was
it worth it?

None
No Nobles

What, you didn't go to school?


Well, you're in good company.
At least you had plenty of time to
train the really important skills
in life.
Weapon [1], pick 3 nonspecialist skills
Skills:

5.5

What is your profession?

Thief

Cutthroat

No Nobles!

No Nobles!

Skills:

Skills:

Intimidate, Dag-

Talent:

Backstab

Sneak, Climb /
Acrobatics, Pickpocket /
Lockpick

ger

Bragos

Segoto

Skills: Parry, Wrestle


Talent: Fear Resistance
Item: Chainvest

Skills:

Ritualist

Alchemist

Ambassador

Druids only!

Druids only!

Druids only!

Rituals, Spell Def. / Detect Magic


+1 MP

Skill: Alchemy
Talent: Poison Resistance
Item: Potions [2]

Trader

Artisan

Skills:

Nation Lore [1], Barter,


Weapone [1] / Charm / Lie,
Item: Mo' Shekels
Skills:

vate

Command, Moti-

Talent: Leader
Item: Regalia

Skills: Charm, Command


Talent: Inuential

Engineer

Smithing / Instrument /
Dance, Sing / Tinker, Barter /
Masterwork
Item: Tool / Instrument
Skills:

Skills

Talents, Traits and Mutations

16

Carnutes only!

Literacy, Mechanics,
Tactics/Maths
Item: Tech Item [1]
Skills:

8
8.1

Magic
The basics

This operates mostly on the base I've written down earlier, but with a few modications.
For all your magic-oriented needs, you will need 3 stats - willpower, magicool potential and a splash of
physique
- MP and Will tie together to create the 'magical' skill category - some magical skills for now are Detect
Magic, Channeling and Ritualism.
- Concentration is another skill useful for spellcasting, but this one's in Endurance, not Magix
- Magical potential works like every other attribute: xDy, starting at d6, and going up to d10 or d12 via
appropriate increases. However, the X value wouldn't be increasable barring extraordinary circumstances.
Only 'mage' characters get to buy magical potential at the start and have access to magic skills - normal
dudes are oblivious to their potential, and the GM will roll it at randum if the PCs decide to have themselves
checked at some time.
- Magical Potential is the measure of how much magical energy your character can freely use up and
absorb before he starts overowing with dangerous power uctuations.
8.2

Spellcasting

- To cast a spell, your character will need power. To do that, he rolls a Channeling test with which he invites
streams of magic into his body. Every success on the Channeling roll vs a TN of 4 gives you 'mana' equal
to your MP.
Example: Galdanf the wizard has 3 MP. He rolls 4d8 for channeling and gets 2, 6, 4 and 7
for 3 successes. His available mana for the next turn is 9 (3x3). - The mana would be used as

a resource to materialise spells. These spells would have three possible power thresholds: minimal, optimal
and maximal, each with a dierent cost. All these would have diering eects, mostly on scale and strength.

Example: A reball's min/op/max thresholds would be 12/18/24. Min would cause a barely
explosive bolt of re doing 1d6 dmg in 1m radius. Op would be a proper exploding reball
doing 2d6 dmg in a 5m radius + setting things on re. Max would be a ery inferno that
could set a barn ablaze. Galdanf has 9 mana, which means he can't even cast the reball on
minimum. He will have to channel again. - Channeling is a dangerous thing, eectively turning the

wizzard into an arcane power plant. Once he is done channeling and wants to shoop the spell, he needs to
roll concentration vs Papa Diogenes. The rst TN for this would be 5. Each subsequent channel, however,
would add 5 to the TN. Channeling more times than your magical potential would start cooking your brian
and cause damage. [Perils roll still needs a share of rening]
Example: Galdanf has channeled once. If he wanted to cast the spell right now, he'd roll
concentration vs 5 or suer the Perils of Uncle Diogenes. However, he has channeled for a
second time to get enough mana for a full reball. On casting, the TN vs perils will now be
10.
- Combat-wise, channeling and casting are both single actions, and ideally, a player should be able to

channel twice a turn. For instance, one channel would be enough to materialise a re arrow, two channels
would give you enough for a reball, and three would allow for a ery holocaust.
- The caster would also need to roll Concentration before casting/channeling if under pressure - on re,
drowning, suocating, etc.
- Critical failure on the channeling roll (half or majority of 1s) means you cut o your connection to the
aether temporarily. Rest for a while and meditate to get it back.

17

8.3

Ritualism and spell defence coming soon!

8.4

Perils!

Spells and Sorcery

All spell values follow the general formula of minimal|optimal|maximal. All ranges are in metres.
9.1

PROMETHEAN SCHOOL

Zeno ' s Pursuer :


A t r a i l o f f i r e f o l l o w s the t a r g e t , c a u s i n g d6 | 2 d6 | 3 d6 damage to e v e r y t h i n g
i t passes , without e v e r r e a c h i n g him . Test WP to not move .
Range : 1 0 | 1 5 | 2 5
Mana Cost : 6 | 1 2 | 1 8
Diogenes ' Rebuke :
E x t i n g u i s h e s a l l f i r e s i n an area , d e a l i n g 0 | d6 | d6+2 damage to a l l
extinguished objects / people .
Area o f E f f e c t : 5 | 1 0 | 1 5
Mana Cost : 4 | 6 | 1 0
H e r a c l i t u s ' E x c e l l e n t Demonstration :
A f i r e s t o r m e n g u l f s a wide area , c e n t e r e d on the c a s t e r ,
c a u s i n g 2d6 | 3 d6 +2|3 d10+3 damage to a l l t h o s e w i t h i n . The c a s t e r t a k e s
no p h y s i c a l damage but immediately r o l l s p e r i l s on the Promethean t a b l e .
Area o f E f f e c t : 1 0 | 2 0 | 3 0

Mana Cost : 1 2 | 2 0 | 2 8

A r i s t o t l e ' s P r i s m a t i c Spray :
The c a s t e r p r o j e c t s many s w i r l i n g t r a i l s o f d i f f e r e n t c o l o r e d f i r e towards
the t a r g e t , d e a l i n g d6 +1|2 d6 +1|3 d6+2 damage .
Range : 1 0 | 1 5 | 2 0

Mana Cost : 5 | 1 0 | 1 5

Protagoras ' Measure :


D i s p e l s a l l i l l u s i o n s and r e v e a l s hidden s e c r e t s .
Area o f E f f e c t : 5 | 1 0 | 1 5

Mana Cost : 8 | 1 1 | 1 5

18

9.2

DIVINATION SCHOOL

Xerxes ' Ambition :


The Magus e n t e r s a t r a n c e and i s a b l e to s e e the q u i c k e s t path to h i s heart ' s d e s i r e .
Quickest does not mean s a f e s t , but the more p ower fu l the s p e l l ,
the more d e t a i l s are r e v e a l e d about the path .
Mana Cost : 5 | 1 0 | 2 0
Glimpse :
O f f e r s an immediate glimpse i n t o the f u t u r e , adding a +1|+2|+4 bonus to the next r o l l .
Mana Cost : 5 | 1 0 | 1 5
Omae wa Mo S h i n d e i r u :
The c a s t e r i s a b l e to s e e the manner o f the t a r g e t ' s death and r o l l s p e r s u a s i o n
( at 0|+2|+4) to d e s c r i b e i t i n g r e a t d e t a i l , d e m o r a l i z i n g the t a r g e t .
Range : 1 0 | 2 0 | 3 0

Mana Cost : 7 | 1 4 | 2 1

Zoro aster ' s Moonlit Eye :


D i f f e r e n t phases o f the moon r e v e a l 1 | 2 | 4 d i f f e r e n t t r a i l s
i n t o the f u t u r e that can be f o l l o w e d .
Mana Cost : 6 | 1 5 | 2 4
Eschaton ' s Resolve :
The c a s t e r e n t e r s i n t o a t r a n c e and i s a b l e to s e e the incoming Apocalypse c l e a r l y .
S t e e l i n g h i m s e l f , he removes a l l f a t i g u e p e n a l t i e s and g e t s
a +1|+2|+4 bonus f o r a l l h i s r o l l s i n the next turn .
Mana Cost : 1 0 | 1 6 | 2 5

19

9.3

MISC

A e t h e r i c Resonator :
The c a s t e r emits a p u l s e o f a e t h e r i c energy that bounces o f f nearby o b j e c t s w i t h i n
the area o f e f f e c t , a l l o w i n g him to map out h i s s u r r o u n d i n g s .
Magical o b j e c t s w i l l i n t e r f e r e with t h i s e f f e c t .
Area o f E f f e c t : 5 0 | 1 5 0 | 5 0 0

Mana Cost : 5 | 1 2 | 2 5

Kine S h i e l d :
A t e l e k i n e t i c b a r r i e r i s r a i s e d around the c a s t e r , f a c i n g one way .
I t s s i z e depends on the s p e l l ' s power 1m x 0 . 5m| 2m x 0 . 5m| 2m x 2m.
This b a r r i e r a c t s both as cover and as a hard to p e n e t r a t e s h i e l d .
Mana Cost : 6 | 1 2 | 2 0
Minor T e l e k i n e s i s :
Nuff s a i d . Max weight to p i c k up i s MP x0 . 5 | 2 | 5 kg .
Range : 1 0 | 2 5 | 5 0

Mana Cost : 3 | 8 | 1 2

Fool ' s Gold :


Produces 2 0 | 1 0 0 | 5 0 0 f a l s e c o i n s that w i l l l a s t f o r 1 | 5 | 1 5 minutes .
Mana Cost : 3 | 1 0 | 1 8
Allay S u s p i c i o n :
These are not the d r o i d s you are l o o k i n g f o r .
Deceive someone m a g i c a l l y with a 2d6 | 3 d6 | 4 d8 d e c e i v e r o l l .
Mana Cost : 4 | 1 0 | 2 0
Much Luck :
A random r o l l w i l l r e c e i v e a p o s i t i v e m o d i f i e r o f +1|+2|+3.
Area o f E f f e c t : 5 | 1 5 | 2 0

Mana Cost : 4 | 6 | 8

Such S k i l l :
Re r o l l 1 | 2 | 3 d i c e on a f a i l e d t e s t .
Mana Cost : 4 | 8 | 1 2
I n t e r e s t i n g Times :
A l l r o l l s made on the next turn w i l l r e c e i v e p o s i t i v e or n e g a t i v e m o d i f i e r s ,
determined randomly , f o r f r i e n d s and f o e s a l i k e w i t h i n an area . R o l l 2d6 :
One o f the d i c e determines the mod type (1 3 pos . , 46 neg . ) , the o t h e r the mod i t s e l f .
Area o f E f f e c t : 5 | 1 5 | 2 5

Mana Cost : 5 | 1 2 | 2 0

Immolate :
S a c r i f i c e a l i v i n g t h i n g i n FIRE . I f the next s p e l l you c a s t i s over the
s a c r i f i c e ' s MP x4 | x3 | x1 , i t a u t o m a t i c a l l y s u c c e e d s at whatever l e v e l you choose
without r o l l i n g p e r i l s .
Mana Cost : 6 | 1 2 | 2 0
20

10

Armoury

11

Bestiary

21

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