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Character Folio
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Magic Folio
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Equipment Folio
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Savage flower kingdom by Robertson Sondoh Jr


for Experimental Playground, 2013.
Character, Magic & Equipment folio/Heroes Folios by Pierrot 2015.
The hero is the avatar of the player in the game universe. Each player
(except the game master) must build a character before starting the game.

In savage flower kingdom, there are 8 base classes. They are the most
represented in the world. Each class is described by its name, its HP and MP
scores (if no MP score is indicated, then the class can do no magic), the number of
CP it can spend, its starting skills, and its reserved skills.
As always, this list is not exhaustive. If you want to play someone else, create
a new class with the Game Master.

Adventurer Rogue
An adventurer leaves the life of a A skilful ruffian, the rogue specialises
traveller and follows his star. He is not himself in discretion and larceny. Not
much, but can become anything! so strong, and without magic, he will
HP: D6+10 CP: 7 compensate with his dexterity.
Skill: Pick 2 common skills. HP: D6+8 CP: 7
Special: An adventurer may learn any Skill: Locksmith (1), and pick 1 more
skill, even the restricted ones (if he (reserved or not).
meets someone who can teach them to Reserved skills: Dual wielding,
him). pickpocket, Sweet kick in the.
Fighter Priest
A strong warrior, who resolves conflicts A divine warrior, who can ask his gods
with his weapon. He can take a lot of for help. Prayers are less powerful than
punishment, but has absolutely no spells, but he can compensate with the
understanding of magic. strength of his arm.
HP: D6+12 CP: 7
HP: D6+10 CP: 7 MP: 6
Skill: Heavy hitter (1).
Skill: Pick 3 prayers.
Reserved skills: Favoured weapons,
Heavy armour training, martial artist. Reserved skills: Ardent faith, Avenger,
Battle servant, Inquisitor, Miracle,
Peacemaker.
Mage
Weak and fragile, the mage is the
master of spells. He lacks confidence
with a weapon, but his magic can solve
everything.
HP: D6+8 CP: 7 MP: 8
3

Skill: Pick 3 spells.


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Reserved skills: Battle mage, Bold Skill: Pick 2 spells.
caster, Meditation, Specialist, Spell Reserved skills: Ancient, Bowman,
mastery. Elementalist, cat’s eyes.
Dwarf Maid
Small by size, large by bravery and People don’t usually associate
honour, dwarves fight, drink, sing, and servitude and happiness, but the maid
hate all Goblin-kind. does. Her only interest is the pleasure
HP: D6+14 CP: 7 of her master (or mistress), and she
Skill: Goblin rage (1). would do anything to enforce it.

Reserved skills: Axe-man, Hammer- HP: D6+10 CP: 6


man, Red dwarf, White dwarf. Skill: Pick 1 reserved, then 2 more
(reserved or not).
Elf
There are those who fight, and those Special: must choose another party
who cast spells; well, elves are both. member as her master. She must serve
Even if their magic is weaker then the and protect him at all cost, or get -4 to
mage’s, they are more polyvalent. all her rolls.

HP: D6+10 CP: 7 MP: 6 Reserved skills: Cry, Make a sandwich,


Throw!.
Skills are things the hero can do. He gets some upon creation, representing
what he learned before his adventuring days, and learns more as he goes. The
following lists are not exhaustive, and if the GM is okay with that, you can create
new skills as you go.

Some of the skills below (most of them, really) have a * before their name. This
indicate a skill that can be mastered. This means that you can buy it a second
time to improve its effects. You note this by writing (2) after the skill’s name on
your character sheet.

Those skills are accessible to any character class. They can be chosen at
character creation or learned later with experience.
Common skills list
Appraise *Connoisseur *Lucky One
*Area knowledge Drunken master Minor mage
*Athlete *Eagle Eye *Natural Armour
*Aware *Escape artist *Natural Mage
*Berserker Rage Faithful *Negotiator
Blacksmith *Goblin Rage Professional
Blood Magic Hard Bones *Ride
*Brawl Heavy Hitter *Sailing
*charm Linguistics *Strong
Chef *Locksmith Wrestling

Appraise: The hero can roll social *Aware: +1 to physical rolls involving
(TN9) to buy one item at half price detecting, noticing (+2 when
or sell an item at double price. One mastered).
try per merchant per day. *Berserker Rage: +1 to melee attack
*Area Knowledge: The hero knows a roll (+2 when mastered).
lot about one specific type of Blacksmith: The hero may roll
surroundings (City, Forest, Plains, physical (TN9) to repair a broken
Mountains, Desert, Caves, Sea). +1 weapon or piece of armor. If he
to all rolls involving said fails, the try added to the damage
surroundings. You can choose this and the item is lost.
skill several times with as many
different area types, and master Blood Magic: you may use HP as well
each one (+2 if mastered). as MP to cast a spell.
*Athlete: +1 to Physical roll involving *Brawl: you deal 1 extra damage and
jumping, running, swimming and have +1 to your combat roll when
climbing (+2 when mastered). you fight with your fists (+2 when
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mastered).
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*Charm: +1 to all rolls involving degree at which you understand is
seduction and charisma (+2 when left to the GM’s discretion.
mastered). *Locksmith: +1 to a Physical roll
Chef: you are able to turn monster involving lock picking and
into a Lunch Box Meal. At the end identifying locks (+2 when
of combat you may make a mental mastered).
roll against TN 4 + monster’s *Lucky One: You may reroll one bad
Combat stats. If successful you roll per scene (2 if mastered).
gain a Lunch Box Meal. You may
only do this once at end of combat. Minor mage: the hero now has 1MP,
and can cast spells. He doesn’t
*Connoisseur: +1 to all rolls involving automatically learn any spell and
appraising, criticising, or copying a must buy them with experience. A
work of art (+2 if mastered). hero with MP cannot learn this
Drunken master: The hero never skill.
suffers any penalty from being *Natural Armour: Reduce 1 damage
drunk. dealt to you (2 when mastered).
*Eagle Eye: +1 to ranged attack roll *Natural Mage: You get a +1 to you
(+2 when mastered). spell casting roll (+2 when
*Escape artist: +1 to any roll involving mastered).
getting out of physical restrain (+2 *Negotiator: +1 to any roll involving
when mastered). social interaction like negotiation,
Faithful: the hero now has 1MP, and bargaining, flirting, etc (+2 when
can cast prayers. He doesn’t mastered).
automatically learn any spell and Professional: The hero has a job, and
must buy them with experience. A can work between adventures.
hero with MP cannot learn this Before starting the game, this hero
skill. can roll D6 and add that many
*Goblin Rage: Whenever you are Gold to his treasury.
facing a creature related to goblins *Ride: +1 to all rolls involving handling
through name or physical a horse (+2 when mastered).
appearance, you automatically get
a +1 to your attack (+2 when *Sailing: +1 to all rolls involving
mastered). handling a boat or ship (+2 when
mastered).
Hard Bones: All fist attacks make +1
damage, falling damage are divided *Strong: +1 to any roll involving
by two. pushing, pulling, carrying (+2 when
mastered).
Heavy Hitter: You deal an extra +1
damage (+2 when mastered). Wrestling: your Fists (and any Brawl
weapon) gain the critical effect
Linguistics : you can always roll social “Hold”.
(TN10) to try to understand any
language, written or spoken. The
Maybe you noticed most of the classes have skills listed under their
description. Those skill are reserved for this class, and no other class can learn
them (exception is the adventurer, who has no reserved skills, but can learn any
skill, including the reserved ones).
Reserved skills list, by class
Warrior Wizard Inquisitor Elf
*Favoured *Battle mage Miracle Ancient
Weapon Bold caster Peacemaker *Bowman
Heavy armour Meditation Cat’s eyes
training *Specialist Dwarf *Elementalist
Martial artist Spell mastery *Axe-man
*Hammer-man Maid
Rogue Priest Red Dwarf Cry
*Dual wielding *Ardent Faith White Dwarf Make a Sandwich
Pickpocket Avenger Throw!
Sweet kick in the *Battle servant

Ancient (Elf) The hero is young for an *Bowman (Elf) +1 to hit with bows (+2
elf, but old for a human or dwarf. if mastered).
When he meets someone, he can Cat’s eyes (Elf) The hero can see in
roll Social (TN9 or GM’s choice) to the dark just as in plain day.
know one of his ancestors (GM’s
choice). Cry (Maid) The made can re-do any
one roll by crying to the GM. The
*Ardent Faith (Priest) +1 to prayers new roll stands, no matter what,
casting rolls. even if worse. Can be used once a
Avenger (Priest) The priest gets +1 to scene
all his Arm and Eye prayers, but *Dual wielding (Rogue) The Rogue can
cannot learn nor cast any Heart fight with two weapons at once.
prayers (if he already know some, When he does, he can attack twice
he must forfeit them). This is not per turn, but his opponents have
compatible with Inquisitor nor +2 DEF (+1 if mastered).
Peacemaker.
*Elementalist (Elf) +1 to all spell
*Axe-man (Dwarf) +1 to hit with Axes casting rolls to cast elemental
(+2 if mastered). spells.
*Battle mage (Wizard) all attack spells *Favoured Weapon (Warrior) the
of the wizard deal 1 more damage. warrior can choose a weapon type.
*Battle servant (Priest) The priest has When he fights with it, he deals 1
+1 to all prayer casting rolls done more damage and gets +1 on his
in combat. Combat roll. You can choose this
Bold caster (Wizard) The mage can skill several times with as many
lower the TN of his spell by –2 by different weapons, and master each
one.
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paying 2MP instead of 1.


*Hammer-man (Dwarf) +1 to hit with
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hammers (+2 if mastered).


Heavy armour training (Warrior) The prayers (if he already know some,
warrior can wear any armour he must forfeit them). This is not
without losing initiative ranks. compatible with Avenger nor
Inquisitor (Priest) The priest gets +1 to Inquisitor.
all his Word and Eye prayers, but Pickpocket (Rogue) can roll Physical
cannot learn nor cast any Hand (TN9) to steal something from
prayers (if he already know some, someone.
he must forfeit them). This is not Red Dwarf (Dwarf) Before attacking,
compatible with Peacemaker nor the dwarf can decide to add up to
avenger. [his DEF score] points to his attack
Martial artist (Warrior) your Fists (and roll and / or his damage roll (he
any Brawl weapon) gain the critical can split the points between the 2
effect “damage x2”. Reserved to rolls as he wishes, but must do so
warriors. before rolling to hit). His DEF score
Make a Sandwich (Maid) During a is lowered by the same amount
non-combat scene you may make a until the beginning of his next
sandwich. Reduce 1 item/1 HP and round.
choose which sandwich you wanted Sweet kick in the (Rogue) When an
to create and make a Social roll attack is successful, you can chose
against the sandwich TN. Choripán to inflict no damage; the target has
Sandwich (TN 7, when consume –2 to all its to hit rolls for the rest
heals 1d6 HP) or Barros Jarpa of the fight.
Sandwich (TN 7, when consume *Specialist (Wizard) When choosing
recovers 1d6 MP) or Vegemite this skill, the wizard must choose a
Sandwich (TN 9, when consume spell category (This is noted as
gives a different result, see table “Specialist (fire 1)”). He has +1 to
below). cast spells from this category, and
Roll Effect if he gets a critical when casting a
This sandwich is rotten and bad. spell from this category, he doesn’t
1
If consume, -1d6 HP pay any MP. This skill can be
2-3 Similar to Choripán Sandwich chosen multiple times with as
Similar to Barros Jarpa many categories, and each version
4-5
Sandwich can be mastered.
This sandwich give the user 1
6 random skill for 1 scene. The Spell mastery (Wizard) The mage can
skill is forgotten after that scene. augment the TN of his spells by +2
Meditation (Wizard) The mage can to make them last twice as long, or
forfeit his turn to have +2 to his deal double damage.
casting roll next turn. He cannot do Throw! (Maid) During combat maid
that if he is under attack. can throw 1 or more items to a
Miracle (Priest) The priest can forfeit target. Make a combat roll against
his turn to cast a prayer on the target DEF. If you're successful, roll
next even if he has no MP left (If the 1d6 plus number of item thrown for
prayer has a variant cost, it is damage.
considered as a 1MP prayer). White Dwarf +1 to all social rolls
Peacemaker (Priest) The priest gets +1 involving younger dwarves, in
to all his Heart and Hand prayers, respect for his old age.
but cannot learn nor cast any Arm
These tables may be used to build a canvas on which to invent a past for your
hero. You’ll have to stuff it, and sometime tweak it to make it work. You can roll
and take what the dice gave you, or you can choose, or any mixture of those you
see fit.

A- How old is he?


Human Elf Dwarf Kobold
1 Kid 10-16 20-50 15-20 5-7
2-3 Young 17-30 51-75 21-40 8-15
4-5 Prime 31-55 76-100 41-70 16-25
6 Elder 56-70 101-200 70-100 26-40
Dying of old age 80-90 300-400 120-150 45-50

B- What about his family?


Elves never roll for extraction (elves have no social class), and kobolds should add +2 to
the roll (kobolds have no cities).
a1 Extraction? a2 Raised? a3 Parents
1 Unknown family 1 City, slums 1 Both alive
2-3 Lower class (a4) 2 City, Upper town 2-3 One alive
4-5 Middle class (a4) 3-4 Country village 4-5 Both dead (D6 years)
6 Small Nobility (a5) 5 in the Wild 6 Orphan (young)
6 on the road (a6)

a4 Family trade a5 If Noble a6 On the road


1 Unskilled worker 1-2 Knight 1-2 Street performer
2-3 Farmer 2-4 Baron 3 Itinerant craftsman
4 Craftsman 5 Count 4 Outlaw
5 Soldier 6 Marquis 5 In hiding
6 Something strange 6 Vagabond

Elves are never Half breed (elven women can’t conceive with other races), Neither are
kobolds (kobold women are, well, you know).
b1 If human b2 If Dwarf
1-3 Pure human 1-4 Pure Dwarf
4 Half Elf (Elven father) 5 Half Human (Human Father)
5 Half Dwarf (Dwarf father) 6 Half Goblin (Goblin Father)
6 Half breed (genitors unknown)

Elves always have one less sibling (who are never born dead), kobolds and lower class
extraction human always have double.
c1 Siblings c2 Sex c3 Age c4 Living?
1 Only child 1-2 Male 1 Older (very) 1 Born dead
2-3 1 sibling 3-5 Female 2 Older (little) Dead (D6
2-3
4-5 2 siblings 6 Twin 3-4 1 year older years Ago)
6 3 siblings 5 Younger (little) 4-6 Alive
6 Younger (very)

C- What did he do?


9

See table a1 to know how many times you must roll on table a2. For each result on a2, roll
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on the corresponding table. Some results won’t make sense, reroll or ignore them.
a1 How Much did he do? a2 What happened?
Human Elf Dwarf Kobold 1 Love (b1)
Kid 1 roll 3 rolls 2 rolls no roll 2 Sick (b2)
Young 2 rolls 4 rolls 3 rolls 1 roll 3 Adventure (b3)
Prime 3 rolls 5 rolls 4 rolls 2 rolls 4 Work (b4)
Elder 4 rolls 6 rolls 5 rolls 3 rolls 5 Crime (b5)
Raised on the road, roll 1 more time. 6 Nothing notable

b1 Love b2 Sick or injured


1 Kobold 1 Ended well Bad
1,2
2-3 Human 2 Ended bad (alive) (1 roll on c2)
4-5 Dwarf 3 Ended bad (dead, c3) Very bad
3,4
6 Elf 4 Involved (complicated) (2 rolls on c2)
If you’re into that: 1-3, 5 Involved (exclusive) Nearly died
5,6
other sex; 4-6, same sex 6 Family (D3 kids, c1) (D6 rolls on c2)

b3 adventure b4 Work b5 Crime


1 Fought a wizard 1-2 Farm work 1 Pickpocket (c4)
2 Fought in a war 3-4 Manual labor 2 Heist (c4)
3 Explored a Dungeon 5 Intellectual Labor 3 Small time Crook (c4)
4 In the Underworld 6 Soldier 4 Highwayman (c4+1)
5 In the Dark Lands Anyway, roll d6: if you roll 5 Big Time Crook (c4+2)
6 In the Abyss 1 or 2, roll on b2. 6 Murder (c4+3)

On c1, You can roll once for the family or once for each member; On c2, you roll once for the
sequelae, and once for localisation; on c3, roll once for each dead person; on c4, roll d6:
odd, you paid your debt, roll on left side; Even, you ran, roll on right side.
c1 Family c2 Sequelae
1 Involved (close) 1 Scars 1 Arm (d6: Odd, left;
2 Involved (Kind of) 2 Scars from treatment 2 Leg even, right)
3 No more contact 3 Stiff limb 3 Head
4 Lost (searching) 4 Recurring Pain 4 Torso
5 Lost (lost hope) 5 Sterile 5 Groin
6 Dead (c3) 6 Amputated 6 Back

c3 Dead c4 Justice
1 murdered 1 Fine (paid) 1 Fine (D6 x 10G)
2 Sickness 2 Fine (paid, indebted) 2 Fine (D6 x 100G)
3 Accident 3 Prison (2d6 years, done) 3 Prison (2d6 years)
4 Natural causes 4 Prison (4d6 years, done) 4 Prison (4d6 years)
5 Justice (hanged) 5 Corporal punishment (c2) 5 Corporal punishment (c2)
6 in a war 6 Exile (pending) 6 Hanging

C- What pulled him to a life of adventure?


1 Necessity He needed a job, someone needed adventurers.
2 Circumstances He was thrown out of his community and left alone.
3 Revenge Someone wronged him badly, and he wants payback.
4 Ambition Riches and fame, bitches!
5 Supporting A loved one was in the business, he joined in.
6 Boredom He wanted some excitement in his life.

You should by now have a pretty good grasp on your hero, his motivation and his
history. This should help you define an attitude tou’ll enjoy roleplaying.
Magic is a splendid tool, and a powerful weapon. Only a few people are capable
of unchaining its true potential, its terrible power. There are two kind of magic:
the one from the spheres, called Spells; and the one from the gods, called Prayers.
The first kind is the domain of the Wizards and sorcerers, even if Bards and
Hourries can use it to a lesser extent. Its study is difficult and exclusive, so the
practitioners are usually poorly skilled in any other field. Spells are quick and
powerful, the wrath of the spheres being brought down to earth.
The second Kind is reserved for the divine servants, Paladins, witch doctors
and Priests, above all else. It gives far less immediate power than spells, but
leaves more time for the caster to train his other skills.

Spells are divided in categories. There are many of them, but we will concentrate on the major groups for now.
Those are: Life, Death, Magic, Spirit, and the four elemental groups, Fire, Thunder, Ice, and Void. This doesn’t
impact the choice of spells of a wizard, but is used to work out some skills and Monster skills, like magic
masteries or immunities.
Spell list, by Category
Life Death Magic Spirit
Change life Decay Burn Magic Dream
Cure Defoliant Detect Magic ESP
Heal False life Identify Magic Forget
Life Leech Negate magic Memory laps
Mass Heal Open Grave Steal Magic Peace of mind
Mutate Pain Wild magic Suggestion

Fire Thunder Ice Void


Berserk Gang Barrier Air Elem. Destruction
Fireball Electrocute Blur Elem. Negation
Fire Control Fly Calm Elem. Protection
Fire Ring Glow Drowning Gravity
Firetrap Levitate Fog Hole
Flame Lightning Bolt Freeze Infinite Weight
Fuse Magnet Illusion Magic flow
Melt Shock Invisibility Magic Leak
Passion Slow fall Preserve No time
Power Boost Sort of life Soak Second Chance
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Strength Speed Stone blood Thinking Twice


Warm Wind Stone Skin Time Laps
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Alphabetic Spell List
Air (Ice, TN7) The target can breathe Drowning (Ice, TN9) The target begins to
whatever the circumstances. drown as its lungs fill with air. It must
roll Physical (TN7) or loose d6 life; on
Barrier (Thunder, TN7) Caster creates an the second round, TN9, then 11 on the
immobile invisible barrier for number of third, etc. until it dies, the spell stops or
turns based on how many MP you is dispelled, or it falls unconscious. This
spend. Enemy cannot attack you when spell cost 1MP for each round it will
the barrier is up. last.
Berserk Gang (Fire, TN8) the target becomes Electrocute (Thunder, TN8) The caster
so enraged that it charges the closer touches the target, who takes d6
available target, attacking 2 times a damage, but has +1 Combat until the
turn, dealing +2 damage and his DEF end of the fight.
lowered by 5! This lasts for 5 rounds.
Elemental Destruction (Void, TN9) Up to 50
Blur (Ice, TN8) The target gets +2 DEF, +3 pounds of simple matter (earth, water,
Vs ranged Attacks. air, fire, mud, paint, etc.) vanishes to
Burn Magic (Magic, TN10) The target loses nothingness.
d6+2 MP, and as much HP. Elemental Negation (Void, TN10) Defines a
Calm (Ice, TN8) The target stops circular zone three metres in diameter.
immediately all aggression and becomes None of the selected element can get
calm and rational (at its own level, so inside the circle. Lasts 5 rounds.
don’t expect to discuss anything Elemental Protection (Void, TN11) The
complex with an orc). The effect is target is immune to all spells from the
permanent, but the target can become selected element. Lasts 5 rounds.
angered again the normal way.
ESP (Spirit, TN7) Caster is able to read
Change life (Life, TN13) A plant becomes an another’s mind. The target must be
animal, or reverse. The spell doesn’t present near the caster.
change the aspect : you can have a
yucca tree sniffing a trail, or a dog False life (Death, TN13) The target dead
sleeping all day and slowly growing body becomes a Zombie or Skeleton
when you water it. (according to its shape) under the
caster’s control. The created undead
Cure (Life, TN*) Remove any poison or stays until killed or dispelled.
illness from the target’s body. TN is the
TN of the resistance check for that Fireball (Fire, TN9) The caster creates fire
particular poison or disease. If there are from his/her hand and releases it at 1
several, add them up!!. target. If successful, it deals 1d6
damage. It can also be used to scares
Decay (Death, TN7) A none living target ages weaker monster.
of d6 x 10 years for each MP us ed.
Fire Control (Fire, TN10) The caster can give
Defoliant (Death, TN9) Target plant dies and a simple order to a fire (Move/ Stop/
withers. If target was a savage flower, it more/ less).
takes 2d6 damage.
Fire Ring (Fire, TN9) Everybody in the row of
Detect Magic (Magic, TN7) Caster detects the caster, or any adjacent row suffers
magic around him/her. 2d6 damage.
Dream (Spirit, TN12) The caster can send a Firetrap (Fire, TN9) Fire burst from the floor
dream to a distant target he knows (at under the target’s feet. Target must test
least the name and face). The dream physical (TN9) or take d6 damage. The
can tell anything, but it cannot be more fire keeps burning for three turns.
logical or self-explanatory than any
normal dream.
Flame (Fire, TN10) The caster touches a expresses itself on a zone 3 centimetres
weapon, and it begins flaming. It does across for one twenty-fourth of a
+d6 damage and is considered dealing second. This is sufficient to break (or at
fire damage. Cannot be cast on wooden least make a hole) in anything.
weapons (club, rod, staff).
Invisibility (Ice, TN 9) Caster touches a
Fly (Thunder, TN9) The caster can fly, target and makes target invisible for
carrying up to 1 comrade with him. He 1d6 turns.
can cover long distances very quickly.
Leech (Death, TN9) 1 target loses d6HP and
Fog (Ice, TN10) The place fills up with a very caster recovers as much HP.
dense fog (you cannot see your fingers
when reaching out). Levitate (Thunder, TN10) Caster may move
target up and down but not horizontally
Forget (Spirit, TN10) The target mage forgets at will for 1 turns.
one of his spell until he can take one
hour to study it again in his Life (Life, TN15) 1 target is revived (if freshly
grimoire.Fuse (Fire, TN9) Two items dead) or gets all her HP back (if alive).
come attached together. This is Lightning Bolt (Thunder, TN11) Caster
irreversible. This doesn’t work on living releases a bolt of lightning from his/her
flesh. hand. If successful, it deals 2d6
Freeze (Ice, TN9) the target gets frozen for damage.
d6 rounds, loses as many HP, and can Magic flow (Void, TN7) The caster loses X
do nothing until defrost. MP and the target gets X MP.
Glow (Thunder, TN7) Caster touches an item Magic Leak (Void, TN7) the duration of a
or person and makes it glow for 1d6 currently active spell is reduced by one
turns. round per invested MP.
Gravity (Void, TN8) The weight of the target Magnet (Thunder , TN9) The target (which
is multiplied by 5; it must roll physical can be alive) is now a magnet and draws
(TN10) to move or act. all metal from 20 metres around.
Heal (Life, TN9) 1 target recovers d6HP. Mass Heal (Life, TN10) As many targets as
Hole (Void, TN9) a hole opens in reality and MP used recover d6HP each.
creates a vacuum which attracts Melt (Fire, TN13) 1 square metre of rock per
everything in a 25 metres radius and PM used melts in lava, dealing 2d6 dam
crushes everything that touches it. It to whoever stands in it.
will take D6 rounds for it to be closed.
Memory laps (Spirit, TN9) The target forgets
Identify Magic (Magic, TN7) Caster identifies a memory for d6 hours, after which it
magical item or target. Caster can also could come back if jumped.
identify the type of magic being used by
someone else (like attack & defensive Mutate (Life, TN13) A plant becomes a
spells, magical traps, etc.) Savage Flower; the cost depends on the
size of the plant (1: small, knee-high; 2:
Illusion (Ice, TN*) This spell creates an medium, belt-high; 3: Big, human-like;
illusion roughly the size of a man. It can 4: very big, tree-size).
be anything, is not tangible, and doesn’t
move, smell, nor make any noise. At Negate magic (Magic, TN*) An ongoing spell
TN9, it lasts for 1 minute per invested stops working. The cost and TN are
MP. On a TN11, it lasts one hour per those of the spell the caster wants
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invested MP; at TN 13, it lasts a day per interrupted.


invested MP.
No time (Void, TN11) The caster and
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Infinite Weight (Void, TN12) A vertical force everyone he touches, plus everything
of twenty four hundred million tons they have on them, is transported 21
hours forward in time. For them it felt Speed (Thunder, TN7) The target gains one
21 seconds. place in the initiative scale.
Open Grave (Death, TN13) All remains in Steal Magic (Magic, TN9) 1 target loses d6
the area rise as dead things and attack MP, caster recovers as much MP.
everything alive in sight, including the
caster. This spell costs 1MP per risen Stone blood (Ice, TN9) The target’s blood
dead thing, so it depends ion the GM’s freezes, making small ice chunk
will (or 2d6). running through its veins. The target
suffers d6 damage each round for d6
Pain (Death, TN8) The target feels an rounds.
intense and localised pain for [MP
invested] rounds. Stone Skin (Ice, TN 8) Caster touches 1
target. Target temporarily a +2 to their
Passion (Fire, TN9) The target suddenly feels Defence score for 1 scene.
love and lust altogether towards a
random person or creature of the Strength (Fire, TN7) The target gains +1
opposite sex. Lasts until broken, or Physical and deals +1 damage for 1
until the morning after consummation. scene.

Peace of mind (Spirit, TN12) This spell eases Suggestion (Spirit, TN10) The caster
a target’s bad memory of a particular suggests a course of action, and the
event. The target remembers the event, target thinks of it as a good idea. This
but is now comfortable with it. This can doesn’t guarantees that he will do as
even cure phobia or madness in some told.
cases. Thinking Twice (Void, TN9) The X next
Power Boost (Fire, TN 9) Give a +2 to one seconds will feel like X minutes to the
ability of your choice for 1 turn. caster, where X is invested MP. Only his
mind is accelerated, but it gives him
Preserve (Ice, TN10) Up to 50 pounds of time to observe and think more about
organic matter per invested PM is the situation.
preserved from decay until the spell is
broken. Time Laps (Void,TN10) Target misses its
turn.
Second Chance (Void, TN15) The caster is
send back in time 21 seconds ago. Warm (Fire, TN7) The target item becomes
hot and hotter for each PM used (1,
Shock (Thunder, TN9) Each enemy in warm; 2, hot; 3, blazing; 4, burning).
contact loses d6 HP.
Wild magic (Magic, TN10) Whenever the
Slow fall (Thunder, TN7) The target suffers target casts a spell, it must roll d6; on
no damage from a fall. 4-6, the spell works as usual. On 1-3 it
produces a random effect (see the wild
Soak (Ice, TN7) The target item gets wet. magic rule).
Sort of life (Thunder, TN13) The target Wind (Thunder, TN8) Everybody present
statue becomes a Golem under the (including the caster) must roll Physical
caster’s control. The created Golem (TN 10) or fall to the ground and stay
stays until killed or dispelled. there for 3 rounds.
Prayers, like spells are divided in categories. There are many of them, but we will concentrate on the major
groups for now. Those are: Arm, Heart, Eye, Word and Hand. This can impact the choice of prayers for a
Priest if he serves a particular god.

Prayer list by categories


Arm Heart Eye Word Hand
Exorcism Appease Blind Alarm Create Flesh
Holly fire Animal friend. Detect lies Another Solution Create Food
Make Way Bless Detect Magic Holly word Create Holy Water
Prot. from evil Bless All Detect Undead Idea Enchant food
Prot.fromundead Dead fusion Glow Memory lapse Ench. Weapon
Rightful Fury Healing Hide Messenger Endure
Smite Beast Life Locate Rosette stone Purify Food
Smite Undead Mass Heal See Aura Speak with dead Sleep fast
Threat Mercy True vision Taboo Travel fast
Ye who enter One mind Unseen Writing on the wall Travel safe

Alarm (Word, TN8) Cast on a chest or a Create Flesh (Hand, TN12) attaches back a
door, the caster will be aware if severed limb, on a dead target or a live
someone opens it. Lasts until triggered. one. The caster must be in possession
of the limb.
Animal friendship (Heart, TN7) The target
animal considers the caster as someone Create Food (Hand, TN7) create a meal. If
he knows and doesn’t have a beef with. consume it will heal 1d6 HP.
Another Solution (Word, TN10) Must target Create Holy Water (Hand, TN7) create holy
a hero or creature who has to take an water. Holy water when sprinkle (melee)
ability test. The target can use another to an undead target, it will suffer 1d6
ability instead. damage.
Appease (Heart, TN8) The target is “cured” Dead fusion (Heart, TN10) The caster can
of all fear or doubt or any negative summon the spirit of the dead and let
feeling it may have at the moment. This them possess him in order to use a skill
doesn’t prevent them from coming back he doesn’t own for as long as he wants.
though. As long as the spell is maintained, the
caster loses 1HP per round.
Bless (Heart, TN 9) The target has +1 to any
abilities of your choice for 1 turn. Detect lies (Eye, TN8) The caster knows if
the answer to his next question is a lie.
Bless All (Heart, TN 11) all ally +1 to any
abilities of your choice for 1 turn. Detect Magic (Eye, TN7) Caster detects
Requirement: Must pick Bless prayer magic around him/her.
15

first before acquiring this prayer.


Detect Undead (Eye, TN7) Caster detects
Blind (Eye, TN 13) 1d6 target is blind for undead around him/her
Page

1d6 turn. Targets cannot move or attack


during those turn.
Enchant food (Hand, TN9) This prayer must Make Way (Arm, TN9) All adversaries will
target one meal worth of food. The move out of the target’s way for 3
enchanted food produces enough rounds.
nourishment for five people. It will
conserve normally. Mass Heal (Heart, TN9) As many targets as
MP used recover d6HP each.
Enchant Weapon (Hand, TN10) The target
weapon gets +1 damage and gets Memory lapse (Word, TN10) This prayer
Critical results on 12 or 11, against evil removes one memory from the target’s
adversaries. Lasts until sunset. brain.

Endure (Hand, TN9) The target can endure Mercy (Heart, TN9) The target cannot die
extreme climatic conditions, without this round. If it should it has 1 HP
any discomfort. Lasts a day. instead.

Exorcism (Arm, TN12) A creature from Messenger (Word, TN10) Summons a bird
another sphere gets send back home. (parrot, crow, or mynah) which will
remember a message of 20 words or
Glow (Eye, TN 7) Caster touches an item or less, and bring it to anyone the caster
person and makes it glow for 1d6 turns. wants to. The bird will travel as fast as
he can, but long distance might take
Healing (Heart, TN7) the target heals 1d6 time. For 1 more MP, the bird will ask
HP. for an answer, and bring it back to the
Hide (Eye, TN9) Must be cast on an item, caster.
which becomes invisible, smells One mind (Heart, TN11) As long as the
nothing, does no noise, etc. The item priest doesn’t do anything but pray, the
cannot be found, not even by the caster whole hero group is immune to all
(unless he casts the spell again) nor by forms of control.
someone using the locate prayer.
Protection from evil (Arm, TN7) All evil
Holly fire (Arm, TN9) If the target is evil, it creatures (or people) attacking the
takes 2d6 damage. If it is good, the target will have –1 combat and deal 1
caster takes d6 damage. less damage. Lasts 3 rounds.
Holly word (Word, TN12) The caster can give Protection from undead (Arm, TN7) all
one target one order. The order must be Undead attacking the target will have –1
one word only, and the target must be combat and deal 1 less damage. Lasts 3
able to do it (so sorry, but DIE won’t rounds.
work). The exact effect of each order will
be left to the discretion of the game Purify Food or Water (Hand, TN7) purify
master. food from poison or strange anomaly.
Idea (Word, TN8) The caster has an idea (the Rightful Fury (Arm, TN9) The caster has + X
Game Master reminds him of a detail he combat and + X damage against one
forgot, or judged not important, but is). specific evil adversary, where X is
invested MP.
Life (Heart, TN13) The target is revived (if
freshly dead) or gets all her HP back (if Rosette stone (Word, TN9) The caster can
alive). read all written languages for 10
minutes.
Locate (Eye, TN*) This prayer will give the
caster the direction in which to find See Aura (Eye, TN9) The caster sees
what he seeks, as well as an estimate of people’s auras, and so knows if they are
the distance. It can be used to track evil, good, or neutral towards him.
items, people or places. The TN depends
on the difficulty (Game master’s Sleep fast (Hand, TN9) The target falls
appreciation, between 7 and 12). asleep for one hour, but will feel as
having slept 8 hours.
Smite Beast (Arm, TN11) when this spell is
cast, target beastly creature suffers 2d6
damage.
Smite Undead (Arm, TN11) when this spell
is cast, target undead creature suffers
2d6 damage.
Speak with the dead (Word, TN8) For 1MP,
the caster can speak with a fresh corpse
for one minute. For 2MP, he can speak
with a decayed corpse and for 3MP with
a mummified corpse.
Taboo (Word, TN12) The caster can forbid
someone to do something (such as
“don’t go there”, “don’t attack him”,
etc.), and the target must comply. Lasts
1 day per MP spent.
Threat (Arm, TN9) The target will move to
engage the caster in combat as soon
and fast as possible.
Travel fast (Hand, TN8) For each invested
MP, a travel is shorten by 10% (in
travelling hours). This travel cannot be
interrupted, and must be done in one
go. This is not a time manipulation; this
represents the caster’s faith guiding him
through the shortest way.
Travel safe (Hand, TN10) There will be no
encounter roll for the next 12 hours.
True vision (Eye, TN9) The caster can see in
the dark as he could in plain light. He
can also see invisible or hidden things.
Lasts 3 rounds.
Unseen (Eye, TN10) Everything in a zone of
10m² goes unseen from the outside. The
setting is still visible though.
Writing on the wall (Word, TN15) The caster
must imagine a simple fact about the
target, and the prayer makes it real (like
“this monster fears fire” or “this guy has
no moustache”). The effect lasts 3
rounds per MP invested.
Ye who enter here (Arm, TN12) A target per
MP invested looses all courage and
must roll Mental (TN12) or have to flee
17

on it’s next turn.


Page
This chapter covers new skills, reserved for the Priest and Wizard. Other
casting class don’t have access to them, for they don’t give their entire life to the
magical side of their training, and thus cannot pretend to such a level of mastery.

Skills reserved for the Wizard


*Specialist: When choosing this skill, the wizard must choose a spell category
(This is noted as “Specialist (fire 1)”). He has +1 to cast spells from this
category, and if he gets a critical when casting a spell from this category, he
doesn’t pay any MP. This skill can be chosen multiple times with as many
categories, and each version can be mastered.
*Battle mage: all attack spells of the wizard deal 1 more damage.
Meditation: The mage can forfeit his turn to have +2 to his casting roll next turn.
He cannot do that if he is under attack.
Spell mastery: The mage can augment the TN of his spells by +2 to make them
last twice as long, or deal double damage.
Bold caster: The mage can lower the TN of his spell by –2 by paying 2MP instead
of 1.

Skills reserved for the priest


*Ardent Faith +1 to prayers casting rolls.
Peacemaker: The priest gets +1 to all his Heart and Hand prayers, but cannot
learn nor cast any Arm prayers (if he already know some, he must forfeit
them). This is not compatible with Avenger nor Inquisitor.
Avenger: The priest gets +1 to all his Arm and Eye prayers, but cannot learn nor
cast any Heart prayers (if he already know some, he must forfeit them). This is
not compatible with Inquisitor nor Peacemaker.
Inquisitor: The priest gets +1 to all his Word and Eye prayers, but cannot learn
nor cast any Hand prayers (if he already know some, he must forfeit them).
This is not compatible with Peacemaker nor avenger.
Miracle: The priest can forfeit his turn to cast a prayer on the next even if he has
no MP left (If the prayer has a variant cost, it is considered as a 1MP prayer).
*Battle servant: The priest has +1 to all prayer casting rolls done in combat.

Rituals
As we all know, spells and prayers are short version of long ceremonies and
rituals. That’s the reason they sometime fail. If a Wizard or Priest wants to be
really sure to achieve a magic result, he can always come back to the long,
fastidious complete version.
To perform a ritual, the hero needs a quiet room and a bunch of components
(that will get destroyed). He then performs the appropriate chants and rune
writing, and after that, the spell automatically works to full effect. The ritual form
of a spell or prayer takes [TN x ¼ of an hour], so one hour and 45 minutes for a
mere TN7 spell, and up to three hours and a half for a powerful TN15.
Being a crowd accelerate things; for each participant on top of the caster, the
ritual time is reduced by ¼ of an hour. The assistants don’t need to be Wizards /
Priests, but if they are not, they must roll mental (TN7) or don’t give any benefit at
all. For this purpose, paladins and witch-doctors are priests, and bards and
hourries are wizards.
His rule can apply to all and every spells and prayers, even if it has no sense to
do it for an attack spell.

Here are new Items, usually associated with magic. They are easy enough to
find in all big cities of the world, but the prices can vary wildly.

Pr Type Description
A priest holding a Holy symbol can reroll one of the dice of all
10 Holy symbol
his prayer casting rolls.
A wizard holding a Magic Focus can reroll one of the dice of all
10 Magic focus
his spell casting rolls.
Everything you need to do a ritual: candles, chalk, incense
10 Components
and even a rat or frog, to sacrifice.

A Holy symbol is usually the emblem of the God the priest worships. In the
case of a syncretist priest, a sun or moon of gold or stone will do the trick.
A Magic focus can be pretty much anything, from a little staff with feathers
and chains hanging, to a ring with a beautiful stone, or a skull with paintings on
the forehead.
Components are sold as a package. You need one pack per ritual.

19
Page
The equipment is an important part of the life of an adventurer. A well
prepared group can be the difference between victory and a thousand years of
darkness and a well-stocked shop can be the source of this ultimate victory. The
present folio gives an idea of what can be found in general on the shelves of the
shops and the stalls of every market in the known world.

In the following pages, you’ll find lists and description of common items, goods
and services with their prices indicated. As you can imagine, some things are
more frequent in a part of the world or another, so you, as a Game Master,
shouldn’t be afraid to change prices or availability as you see fit.
You’ll eventually come to the time a hero wants to buy something that is not
on the lists. Use them to imagine, use common sense and all will be fine.

There are many currencies in the world, each nation as its own, but the world
being a smaller place than it used to be, some kind of normalisation happened.
May you use “Petals” from the Peninsula or “Crowns” from the Baronies, they are
all worth more or less one Gold; so the prices are all given in Gold for
simplification purpose.
There are two major exceptions to this rule. The Underworld, where Orcs use a
two-level currency system: They got “Teeth” (worth 1G) and “Claws” (worth half-a-
G). Those are not really coins, but chunks of precious metal, named after their
weight; And the Labyrinth, where people use a variety of coins and bills in various
denominations, the closest equivalent being the “sovereign”, which is roughly
worth seven eighth of 1G.

On the following page, you will find a table that describes 37 weapons. The
columns are Pr (the price you pay when you buy the weapon), Hands (number of
hands needed to use the weapon), Ran (the range of the weapon; 0 is melee,
everything else is ranged), Dam (the dice to roll to deal damage in combat), Skill
(the skill that works with such weapon) and critical (the effect of a critical hit).

It is impossible to cover each and every cool weapon that ever existed, also,
use common sense. A tulwaar, for example, would be a sabre; this table, without
being exhaustive, presents enough examples for you to improvise.
Page 21
Pr Weapon Hands Ran. Dam. skill Critical
0 Fist 2 0 2 Brawl
3 Fighting gloves 2 0 D6 Brawl Stun
5 Iron fist 2 0 D6+1 Brawl Stun
8 Spiked fist 2 0 D6+2 Brawl Stun
3 Knife 1 0 D6-2 FW:Sword Damage x2
5 Short sword 1 0 D6 FW:Sword Damage x2
8 Broadsword 1 0 D6+1 FW:Sword Damage x2
10 Great sword 2 0 D6+2 FW:Sword Damage x2
5 Rapier 1 0 D6 FW: Sword bleed
8 Sabre 1 0 D6+1 FW: Sword bleed
10 Long sabre 2 0 D6+2 FW: Sword bleed
3 hatchet 1 0 D6-2 FW:Axe Damage x2
5 axe 1 0 D6 FW:Axe Damage x2
8 battle axe 1 0 D6+1 FW:Axe Damage x2
10 Great axe 2 0 D6+2 FW:Axe Damage x2
12 Double edged axe 2 0 D6+2 FW: Axe Damage x2
2 Club 1 0 D6-2 FW : Mace Stun
10 Flail 1 0 D6+3 FW : Mace Stun
5 Mace 1 0 D6 FW:Mace/ Stun
8 Spikedmace 1 0 D6+1 FW:Mace Stun
5 hammer 1 0 D6 FW:Hammer Stun
8 WarHammer 1 0 D6+1 FW:Hammer Stun
10 Maul 2 0 D6+2 FW:Hammer Stun
5 Staff 2 0-1 D6 FW: Staff Stun
8 Nailed staff 2 0-1 D6+1 FW: Staff Stun
5 Spear 1 0-3 D6 FW: Staff Damage x2
12 Bladed staff 2 0-1 D6+2 FW: Staff Stun or bleed
10 Pole arm 2 0-1 D6+3 FW: Staff Damage x2
5 Short bow 2 0-4 D6 FW: Bow Damage x2
8 Long Bow 2 1-5 D6+1 FW: Bow Damage x2
10 Cross bow 2 0-6 D6+3 FW: Bow Damage x2
5 Whip 1 0-1 D6-1 FW: Whip Strangle or disarm
8 Barbed whip 1 0-1 D6 FW: Whip Strangle or disarm
10 Sword whip 1 0-1 D6+1 FW: Whip Strangle or Bleed
3 Throwing dagger 1 0-3 D6-2 FW: Thrown Damage x2
5 Boomerang 1 1-4 D6 FW: Thrown Stun
3 Ninja stars 1 1-3 2 FW: Thrown bleed

A roll of 12 is always a hit and generate a bonus result. The profile of each
weapon describes the effect of a critical hit when using this particular weapon. If
two possibilities are indicated, you can choose.
Damage x2: roll for damage as usual, but double the result before applying it to
your opponent’s HP.
Stun: You deal your damage as usual, and the opponent is stunned.
Hold: you can catch your opponent and hold him, which gives your allies the
opportunity to strike him easily. They still roll combat, but, if they don’t get a
fumble, they hit (if they get a fumble, they hit you!). You cannot attack again
as long as you maintain the hold. The target can roll Physical against (TN is
your DEF) to set himself free.
Bleed: this weapon does slashing damage, and your opponent loses one HP on top
of your normal damage now, and one more HP on each subsequent round.
Disarm: Your opponent loses his weapon (if applicable; a tiger cannot lose his
claws…)
Strangle: You deal your damage as usual and you strangle your opponent (use the
suffocate rule). You cannot attack again as long as you maintain the
strangling. The target can roll Physical against (TN is your DEF) to set himself
free.

Brawl Weapons: Those weapons are side of its handle. It gives you
the hero’s fist, really. They use the the opportunity to attack
Brawl skill (instead of Favored immediately if your opponent
Weapon). misses his own attack. This is
Swords: The most frequent weapons in on top of your normal attack.
the realms. There are many type of Maces: Favoured by priests for its less
swords, and some of them have lethal and bloodsheding nature, the
special rules. mace is nevertheless a terrible
- Great sword: This massive piece of weapon when handled right. Some
metal is really heavy. The maces have special rules.
damages are important, but you - Club: This is a piece of wood, no
lose one rank in initiative when more, no less. You can find one
using it in the woods for free, but if you
- Rapier: This sword is very special want a good one, correctly
in this it has no edge, and only shaped and more sturdy, you
delivers piercing hits. It is very can buy it for the indicated price
light and give one rank in (it is more a bat than a club
initiative. then).
- Sabres: the sabre and Great sabre - Flail: It is a mace with a chain
are swords with only one edge, between the handle and the
and their blade is slightly head. More difficult to use than
curved. They slash more than a regular mace, it deals a lot
cut, and are quicker than your more damage. The question is:
standard sword. They add one to whom? When using a flail,
rank in initiative. you have a –1 malus to your
Axes: Favored by dwarves, those combat roll to hit; if you ever get
weapons are the second choice of a fumble while using this, you
most fighters in the realms. Some hit yourself!
axes have special rules. Hammers: in the category “I love to
- Great axe: This thing is heavy, fight with tools”, i give you the
23

and as such you lose one rank hammer. Dwarves love hammers
in initiative when using it. almost as much as they love axes.
Page

- Double edged axe: this axe has But nobody else does.
two heads, back to back on both
- Maul: a fancy name for a very big- be used at close quarters. If you
Ass two-handed hammer. It is are attacked in melee while
pretty heavy and you lose one wielding this weapon, you fight
rank in initiative when using it. with your fists and DEF is at –2.
Staves: Staffs is but a piece of wood, You need an arrow to fire.
roughly the size of a man. It is said - Crossbow: technologically far
monks in the west master it to a more advanced, the crossbow
very remarkable level. All staves does more damage but is slower:
have a range of 0-1 (except the when you fired on a round, you
spear, see below), representing the must spend one action to reload
advantage of the length of the the thing (It fires one time out of
weapon; they are still melee weapon two rounds). You need a bolt to
though. fire.
- Nailed staff: A staff with big nails Whips: Originally meant to goad
in it, to augment the impact. horses and donkeys, whips can be
When using this weapon, you used as weapons by well-trained
get a Critical on 12 and 11. fighters. The range for all whips is
- Spear: A staff with a blade (single 0-1 to represent the reach of the
or double edged) fixed at one weapon; they are melee weapons
hand. The spear can be used in though.
melee (in which case its range is - Whip: Kind of a rope really, except
0-1), but can also be thrown (in it is smaller as it goes. It is
which case its range is 2-3). If difficult to handle, so you have –
you throw it, you lose it, but can 1 to your combat roll when
recover it at the end of the fight. using this.
- Bladed staff: It’s a spear, with a - Barbed whip: the same, but with
blade on each end. It is difficult chunks of metal stuck in the
to use but the damage are weaving. It is difficult to handle,
important. When using this so you have –1 to your combat
weapon, you get a Critical on 12 roll when using this.
and 11. If you ever get a fumble - Sword whip: strange hybrid
while using this, you hit between a sword and a whip,
yourself! this thing is really best kept in a
- Pole arm: A spear with a complex drawer. The damage is terrible
head and a longer pole. The for it slashes and cause bleeding
damage are impressive, but it is as soon as it hits (see Critical hit
a very cumbersome weapon. effects), but you have –2 to your
When using it you lose 1 rank in combat roll, and if you ever
initiative, and if fighting at range fumble, you hit yourself.
0, you get –1 damage and –1 to Throwing weapons: This category
your combat roll. regroups all things that are
Bows: Bows are the only reliable and supposed to be thrown. When you
effective ranged weapons in the throw them, you lose them until the
realms. end of the fight when you can
- Short bow: this small bow does recover them.
little damage but can be fired at - Dagger: this thin knife is the base
range 0 (melee). You need an throwing weapon. It can also be
arrow to fire. used as a melee weapon (a lousy
- Long bow: Bigger, better damage one but still). When you land a
and longer range, but to big to critical, if you do the maximum
damage (so 8, 4x2), you got your attack again on the third. If you
target in the eye and it dies (of are attacked in melee while
course, it take more than a wielding this weapon, you fight
gouged eye to kill say, a dragon, with your fists and DEF is at –2.
but that will work on all - Ninja stars: small metal pieces
humanoid sized creatures). shaped like snowflakes or stars,
- Boomerang: this curiously shaped those can be thrown really fast.
piece of wood comes back when You can attack twice when you
you throw it! When you use this use this. If you are attacked in
weapon, you have –1 to your melee while wielding this
combat roll; you throw it one weapon, you fight with your fists
round, it comes back in your and DEF is at –2.
hand on the next, and you can

The following table describes protections; the columns are Pr (the price you pay
when you buy it) and Description (the effect of the protection).

Pr Type Description
3 Shield Reduce damage by 1
8 Spiked shield Reduce damage by 1, opponent that miss takes 1 damage.
3 Leather armour DEF +1
5 Scale armour DEF +2
8 Mail armour DEF +3, -1 initiative
10 Plate armour DEF +4, -2 Initiative
12 Spiked armour DEF +2, -1 initiative, opponent that miss takes 1 damage.

The word armour is here used as a contraction of “suit of armour”; it includes the
cuirass, the helmet, the greaves and the gauntlets. It is sold as a whole.

Shields: shields use one hand, so you - Mail armour: A suit of chainmail
can’t use a shield if you wield a is pretty heavy and while it gives
double handed weapon. good protection, it slows its
Spikes Shield: reduce damage by wearer by one initiative rank.
one. If your adversary misses - Plate armour: a hundred pounds
his attack, he hurts himself on of metal on your back. It’s so
the spikes and loses 1HP. cumbersome you lose 2
Armours: Armours are the main initiative rank while wearing it.
protection for a warrior. They augment - Spiked armour: A scale armour
the DEF score of the wearer by the with spikes everywhere on its
amount indicated. surface. If an opponent misses
its attack, he hurts himself on
25

the spikes and loses 1HP.


Page
The following table describes Random equipment; the Pr column indicates the
price you pay when you buy it.

Pr type Pr type Pr type


5 Arrow / Bolt (x20) 18 Pony or Mule (equip.) 3 Clothes
3 Rope (15 metres) 20 Horse (equipped) 8 Clothes (warm)
5 Torch 50 War horse (equipped) 15 Clothes (luxurious)
10 Lantern (full) 15 Cart 5 Coat (warm)
2 Oil (a phial) 35 Small Boat 3 Hat
7 Tent (for one) 10 Jewellery (silver or bronze)
2 Backpack 10 Tool kit 25 Jewellery (gold, with stones)
3 Lighter (silex) 10 Writing kit
2 Gourd (empty) 10 Painting kit 1 Wine (1 gourdfull)
1 Pouch (small) 10 Disguise kit 5 Lunch box
2 Sheath (leather) * Music instrument
2 Quiver (leather) 5 Blank book
* Map

Torch: A torch will burn for 6 hours, ones are furs, and made to travel in
less if the wind is strong. the higher mountains.
Lantern and Oil: a full lantern will Coat: Can be worn on top of a suit of
burn for 12 hours. One phial of oil armor, to keep yourself warm.
fills an empty lantern. Jewellery: The price depends on the
Gourd: A gourd holds roughly 2 pints metal and the finish. This can go
of liquid . It can be filled with any even higher than indicated.
fluid, or water in any well or spring Tool Kit: Tools can be used to pick
(water is not polluted in Savage locks, build stuff, repair stuff, etc.
Flower Kingdom). Writing kit: Feather, ink powder,
Mounts: Pony and horse come with a bowl, and sheets of paper. All you
saddle; mule comes with two need to write (if you know how…).
saddlebags and a carrying saddle; Painting kit: Brushes, palette,
Warhorse comes with saddle and watercolors. Now you just need a
armor. museum…
Cart: A cart should be pulled by a Disguise kit: include make up, false
horse or two mules (that you must beard, false eyebrows, color lenses,
also buy). It can carry as much as and fake scars.
four people with equipment. Music instrument: You can buy a
Boat: a small boat can carry up to 10 flute (3G), a Lyre (5G), a mandolin
people above calm waters, like a (10G), or a little drum (7G).
river or a lake. It is not made to Map: The price depends on quality; an
take sea. old outdated map will cost 8G,
Clothes: Those are complete clothing, whether a recent updated map will
shirt, pants, and shoes. The cost as much as 20G.
current ones are made of linen, Lunch box: A meal for one person that
luxurious ones are of silk, warm doesn’t go bad. Eating it gives
d6HP.
The following table describes Random equipment; the Pr column indicates the
price you pay when you buy it.

Pr type Pr type
2 Inn, full board, 1 person for a week 2 Repairing armour
2 Inn, full board, 4 persons, a night 1 Repairing weapon
5 A guide, a week 2 Mercenary, a day
1 Girl, 1 hour 10 Mercenary, a week
5 Girl, full night 2 Doctor (stitching)
10 Bank, vault, per year 5 Doctor (surgery)

Inn: you can rent a room for one to be brought to you (it takes time,
night, or for one week. As for many of course).
things, the more the merrier and Repairs: Blacksmiths can repair
the lesser the price. The indicated broken pieces of armor and even
prices include two meals a day. weapons sometimes. When you
Guide: a guide will help the heroes bring a broken item to the
find their way in the wild, or in a blacksmith, roll d6: on 1or 2, the
big city. As travels are long, you item is beyond repairs.
cannot rent him for less than a Mercenary: Cities are full of retired
week. soldiers, repentant ruffians, and
Girl: Well, I’m sure you get my drift… other blades for sale that would be
Bank: Sometimes a hero needs to leave happy to find work. Whether you
thing behind, and sometimes, he need a bodyguard, an enforcer, or
needs those back. Renting a safe in want to raise an army, this is the
a bank authorises the heroes to place to start.
stock their unwanted things and, Doctor: The regeneration rules being
as bankers are all part of the same what they are, it seems pointless to
guild, you can ask for your things signify the doctor’s prices. But who
knows?

*Favoured Weapon: the warrior can choose a weapon type. When he fights with it,
he deals 1 more damage and gets +1 on his Combat roll. You can choose this
skill several times with as many different weapon, and master each one.
Reserved to warriors.
*Brawl: you deal 1 extra damage and have +1 to your combat roll when you fight
with your fists (+2 when mastered).
Martial artist: your Fists (and any Brawl weapon) gain the critical effect “damage
x2”. Reserved to warriors.
Wrestling: your Fists (and any Brawl weapon) gain the critical effect “Hold”.
27

Blacksmith: The hero may roll physical (TN9) to repair a broken weapon or piece
of armor. If he fails, the try added to the damage and the item is lost.
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