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ALSO AVAILABLE IN PRINT

 Author
Christian Kennig
This edition is published by Chronicle City

Publisher Production Manager


 Angus Abranson Simon Emmins
German Publisher
Uhrwerk Verlag, Erkrath, Germany 
www.uhrwerk-verlag.de

Cover Cover Design


 Alan Lathwell Ralf Berszuck 
Interior Illustrations
Thomas “Brotkopp” Trapp

 English Translation German Version

Translation DTP and Maps


 Andreas Bösche Christian Kennig
Kristel Dierickx
Rolf Elak  Helping Hands, Beta Test
and Proofreading
DTP  Andreas Bösche, Dominik Cenia, Tim
Kristel Dierickx Charzinski, Alexander Chirkoch, Tan
Cron,Rolf Elak, Stefan Falabu, Marc
Maps Kretschmer, Fabian Mauruschat,
Christian Kennig  Andreas Melhorn, Benjamin “Kharand”
Müller, Simay Özdogan, Vedran
Proofreading Pilipović, Christian “Njoltis” Renkel,
Jack “Game Hermit” Berberette Michael Rieger, René Swiecik, Murat
Logan L. Godfrey  Torunlar, Thomas Trapp, Pascal
Bruce Hill “Phönix” Walter, Françoise De Weerdt
Michael Langford and Michael “Stargazer” Wolf 
Jon Sparks
Special Thanks to
Special Thanks To  Andreas Bösche, Dominik Dießlin,
Luca “Wildboar” Volpino Rolf Elak, Thomas Trapp and
Françoise De Weerdt

 Races Tool Kit   Firearms


Marc Kretschmer Michael “Stargazer” Wolf 

Visit us on the net:


http://www.Dungeonslayers.com
 You are encouraged to create non-commercial, digital content or expansions for
Dungeonslayers. To do so, feel free to use the text, rule mechanics, maps and iconic
symbols in this PDF under the license stated below. However, this license expressly
does not apply to the cover motive, any of the logos and the interior illustrations.
 Your creations shall be governed by the following Creative Commons license:

 Attribution-NonCommercial-ShareAlike 3.0 Germany


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Reproduction in whole or in part, processing or dis-


tribution of the work in any form, particularly for
purposes of reproduction by electronic, photome-
chanical or similar means is prohibited without the
 written permission by Christan Kennig, Uhrwerk
 Verlag and Chronicle City.

This edition is printed and distributed, under license,


 by Chronicle City of 58 Woodville Road, New Barnet, Herts,
EN5 5NG, UK. For further information about other Chronicle
City games please check out our website and forums at
http://www.chroniclecity.com
 When I put this small set of rules online The new Dungeonslayers features a lot
in late 2008 for my players and I, no more: Dungeonslayers always stood for
one could have anticipated that within exiting combat, fast paced action, clear
a short time numerous translations and rules and lively adventures.
supplements would be created. Less
than two years later, these humble be- Dungeonslayers can now be more than
ginnings grew into a printed volume of  just beer-and-pretzels Hack’n’Slay type
rules with over 150 pages of content. of game. It was not widely known (due
 What you now see before you is the in part to the games title) that epic
English translation of these rules. campaigns full of dramatic turns, fate-
ful conspiracies and dark machinations
 Without the friendly, active can be run with Dungeonslayers. Hero
community which has formed around classes have been created for long term
Dungeonslayers and their important play, and other features to customize
contributions to the fourth edition, characters emphasize this aspect of
the old-fashioned roleplaying game game play.
 wouldn’t be where it is today. More than
1.000 work hours were contributed to The included Caera setting contains
this edition - this Dungeonslayers is numerous secrets and possibilities for
their Dungeonslayers. It is my hope that adventurers. Game masters will nd a
a similar community will arise around playing eld large enough for months or
the English version.  years of gaming.
The fourth edition adds many useful Regardless if you are a roleplaying new-
details to our old-fashioned roleplaying  bie or a weathered veteran, familiar with
game. Those details were often Dungeonslayers or not: This rule book
requested, but previously required to  will give you everything but a 20-sided
much room to be included. But do not die to make your rst characters and
fear - this is still Dungeonslayers, even send them on the road to adventure.
at its vastly expanded size. The core set
of rules is still at a measly ten pages. Regardless whether the players are
Instead of inating the streamlined sneaking through dark sewers under
system, the surrounding was gently Storm Bluff, wandering the scorching
enhanced without touching the core deserts of Shan’Zasar or exploring the
mechanics of the system. If you already legendary mines of Shimmerstone:
know Dungeonslayers, you will feel at
home quite quickly. Endless adventures await you.
 As a little extra, answers for common
questions are nally supplied. Further- I do wish
more, you will nd tools, optional rules - as always -
and pages full of slayer talents, mighty a lot of fun to all of you.
spells and - of course - monsters. Nasty
monsters.
Christian Kennig, June 2012
 As usual, the rules get right to the point,
no unnecessary uff added.
1. CHARACTERS 1
 Attributes & Traits ............ 1
Combat Values .................. 2
Character Creation ........... 3
Experience ........................ 8
Hero Classes ................... 10

2. TALENTS 17

3. RULES 36
Checks .......................... 36
Combat .......................... 38
Damage & Healing .......... 40
Combat Details ................ 41
Optional Combat Rules... 43
Magic .......................... 44

4. SPELLS 46
List of Spells .................... 48

5. EQUIPMENT 76

6. GAMEMASTERING 79 7. ADVENTURES 126 ADDENDUM 148


Dungeons ....................... 79 The Caera Campaign .... 126  A: Treasure Tables ....... 148
Slayer Hazards ................ 82 Lord of the Rats ............ 127 B: Minis & Battle Maps 153
Travel & Transport.......... 84 Treacherous Travels ..... 130 C: Races Tool Kit .......... 154
Languages & Alphabets .. 86 Fortress of Doom ......... 134 D: Fire Arms ................. 156
Manufacturing Goods .... 86 Index ........................ 157
 Awarding XP ................... 86
Extended Checks ............. 87
Treasure ......................... 93 8. CAERA 142  Visit us on the web at
Bestiary ........................ 102
www.dungeonslayers.com
Setting Options ............ 143
 About Caera .................. 143
for character sheets,
The Free Lands ............. 144 adventures and more!
The Almanac ................ 144
Map of the Free Lands . 146
In a role-playing game, players assume long ago, overgrown debris is scattered
the roles of so-called ‘characters’ who among the surrounding trees and bush-
 venture forth together in search of ad- es. From the shadows of what remains
 venture. They are guided by a Game of the archway it does, however, appear
Master (GM), a sort of moderator. as if it is still possible to enter into the
Dungeonslayers is set in your classic rst oor.
fantasy world. The players personify the On a sheet of paper, the Game Master
inhabitants of this world - they may be draws a quick sketch of the clearing
sword wielding ghters, elven archers and the tower ruins and hands the map
or mysterious mages. Because players over to the players.
act together as a group, there is no real E S :  “I signal to the others to take cover
 winner - the goal is to experience the for the time being. I then have a look
mysteries and challenges that were pre- around.”
pared in advance by the GM. D F:   “Uh, c’mon. If there’s anyone in
The Game Master’s task is not only to there I’m sure they’ve already noticed
develop the adventure plot ahead of the us... let’s go!” (To the GM:) “Belga draws
actual role-playing session. He also as- her axe and walks towards the tower.”
sumes the roles of the other inhabitants E S : (sighs)
and beings of the fantasy world during H W : “The Dwarf is right. We follow, I
the actual game - maybe that of the grim go last.”
necromancer, a friendly merchant, ser- E S :   “But rst I ready my bow and
 vile stable boy or even that of a mighty arrow.”
dragon - and through vivid descriptions D F:  “I stop at the entrance and take a
 brings the world that surrounds the careful look into the tower.”
players’ characters to life. The actual
GM: “You look through the archway
game story develops through the dialog
and see what must have once been a sin-
 between Game Master and players and
gle, large room. Now, however, it rather
thus the adventure unfolds.
resembles a sunny, overgrown, inner
courtyard. Debris from the upper sto-
ries is scattered among the knee-high
EXAMPLE OF A ROLE-PLAYING SESSION  bushes, thick shrubs and gnarled trees.
”(The GM rolls the dice - a Perception
The following dialog gives you a pretty Check for Belga in order to nd out
good idea of how a role-playing ses- whether the Dwarf can see the stairs
sion works. The game takes place in a at the back of the room. But the check
relaxed atmosphere - snacks and drinks  fails): “You see nothing unusual.”
are already on the table, as are the play- D F:  “Hmmm...”
ers’ character sheets. The following per-
H W :  “What are you waiting for?
sons take part:
Go-Go-Go.”
E S :  “After you, Miss Belga. I will cover
The Game Master (GM)
 you.”
Player 1: Dwarf Fighter (D F)
D F:   “Don’t shoot me in the back! (To
Player 2: Elf Scout (ES ) the GM) I go in, my axe ready.”
Player 3: Human Wizard (H W ) G M:  “As you enter, a startled bird ies
up through the open roof then every-
G M:  “It is late afternoon as you emerge thing goes quiet again. Somewhere in
from the forest. Ahead of you, on a the distance you hear a woodpecker.”
small hill, you can now see the weath- D F:   “Are there any tracks? You, Elf,
ered ruins of an old, square stone tower. come on over and check out the ground.”
The upper levels must have collapsed
E S :   “I stroll over to her and check for us away. Let’s take a careful look rst,
tracks.” it’s probably just a small cellar.”
G M: “Do a Check +4.” D F :  “Let me us my Dark Vision to take
E S : (throws a die to Read Tracks) a look. That way we won’t have to worry
“Yes, successful!” about our light stirring up trouble. (To
G M: “You indeed discover what are the GM)  Belga sneaks down the stairs
clearly tracks. The grass is trampled, carefully and looks if she sees anything.”
there appears to be a highly frequent- GM: “Check on Sneaking.”
ed path running past the debris and D F : (rolls dice) “Hey, success, a nice
through the grass and bushes.” change!”
H W : “From animals maybe?” G M : “Cool. Belga is as quiet as a mouse
E S :  “What sort of tracks are they?” and sneaks down the stairs. The stairs
G M: “Roll the dice again - but this time lead into a small, dark cellar room - 4
 without the +4 bonus.”  by 4 meters maybe. The room appears
E S : (rolls the dice again to Read Tracks to be empty with the exception of some
but this time the check is failed) “Nope.” old, moldy barrels beside the base of the
G M: “Okay. Nothing then. But the bent stairs. An opening on the opposite wall,
 branches on the bushes and the at- leads to a passageway that ends at a
tened grass tell you at least that some-  wooden door. The passageway is about
thing seems to be passing frequently 3 meters long. Everything looks pretty
and that it doesn’t care much. But you deserted.”
don’t have a clue what it could be.” D F :   “I signal to the others that every-
E S :  “It’s hardly a deer.” thing is okay and take position in the
H W :  “Maybe a bear or something like middle of the room.”
that?” E S :   “I light my torch then follow the
D F:  “Or a bunch of dumb oafs.” Dwarf.”
H W :  “We should be careful. Is there H W :  “Me too. But rst I prepare my
anything else unusual?” magic spell ‘Blessing’.”
GM: “Indeed there is. From where you D F :  “Good idea!”
are at the entrance you can see that E S : “What’s inside the barrels?”
at the rear there are old, coarse stone D F :  “Dunno. Didn’t look.”
stairs leading down. The path that the E S :  “Once I am downstairs, I head over
Elf discovered appears to be leading ex- to the barrels. What sort of barrels are
actly towards it.” they?”
(The GM draws the path and the stairs GM: “They are very old, large, rotten
into the players’ map). timber barrels. Maybe they contained
D F:  “Okay. Let’s go and nd out what’s  beer in the past.”
down there.” D F :  “Dwarven beer?”
H W :  “What sort of a tower was this G M : “Who knows.”
once?” H W : “Can we please keep going? What
G M: “Roll Mind plus Intellect plus your about the door over there in the small
rank in Education - if you have that passageway?”
talent.” E S :  “I look into one or two barrels.”
H W : (rolls the dice) “Success!” GM: “There is nothing in them. Only
G M:  “This is denitely not the work of dust and rotten timber.”
Dwarves. Your wizard rather suspects D F :  “Okay - the passageway, the door.
that this tower was once built by human Goin’ there.”
hands. Perhaps one of the old border E S :   “We follow. Is it possible to stand
towers of Gorma, the Fallen Realm.” side by side?”
H W : “That would be at least 400 years G M : “Nope.”
ago!” H W : “I’m in the back.”
D F:  “Can we go down now?” D F :   “A wooden door, right? Is there a
E S :  “I light a torch.” keyhole, bolt or latch?”
H W : “No, wait! If there is something or G M : “Nothing. But it’s rickety and rid-
someone down there, the light will give dled with holes.”
H W : “Uh - does that mean that all the D F: (rolls Defense) “Successful - a 13.”
time it would have been possible to see GM: “It doesn’t penetrate - the arrow
our torch light from the other side ...?”  just bounces off Belga’s armor without
G M: “If there is somebody there, yes.” causing any harm.”
D F : “Oh great. I kick the door in!” H W : “It’s my turn now - I cast Blessing
ES : “No, wait ...!” on us.”
GM: “Too late. Belga kicks the door E S :   “And I shoot over Belga’s head at
open.” the Goblin on the left (rolls dice) - yes,
ES : (sighs) successful! A Coup! 19 points damage.”
D F : “What do I see?” G M : (rolls dice) “Through the eye and
GM: “Behind the door is another cel- into the brain. With an unnatural jerk,
lar similar in size to the room you just the Goblin goes down. Now Belga.”
came from. The oor is littered with D F:  “I run over to them and hit the rst
lthy blankets and leftover foodstuffs. guy I can get at.”
 You face four small creatures with their G M: “That’s no problem for Belga. Roll
short bows pointed directly at you -  your dice.”
Goblins! They have obviously been D F: (rolls dice) “Uh, damn it - only a 6.”
 waiting for you to open the door.” G M : (rolls dice)  “But the Goblin fum-
ES : “Bingo.”  bles: the force of Belga’s axe throws him
D F : “I smash their heads!” to the ground and he suffers 6 points
GM: “In the correct order of Initiative, damage.”
please. You are surprised. Therefore the D F:  “Ha!”
Goblins go rst with +10. And they be-
gin to shoot right away.”  We will leave this game session now.
Having gained a bit of insight into how
D F : “Yeah, sure.”
the game is played, it is now time to nd
G M : (rolls the dice a few times) “Belga
out more about the actual Dungeon-
is lucky! Only one arrow is on target -
slayers rules.
make a Defense roll.”
CHARACTERS     S
    R
    E
    T
    C
    A
    R
    A
    H
    C

    S
In the game of Dungeonslayers, each
player takes on the role of a character.
MIND (MND):     T
    N
    E
    L
The Mind value represents a charac-     A
Throughout the course of his or her life,     T
ter’s intelligence and determines how
the character may advance all the way
 well the character can inuence others.
to level 20. While doing so, the player
MND primarily affects a character’s
 will have the opportunity to improve his
knowledge, perception and magical
or her character’s skills and abilities.
powers.
Once a character reaches Level 10, he or
Traits: Intellect & Aura
she may choose a so-called Hero Class,
    S
 which will allow the character to spe-     E
    L
cialize and which will grant access to     U

individual special abilities.  THE 6 TRAITS     R

There are two corresponding traits for


ATTRIBUTES & TRAITS each of the three attributes (Body, Mo-
 bility and Mind) for a total of six traits.
    S
    L
Every Dungeonslayer has nine core val-     L
Body : Strength & Constitution     E
    P
ues: 3 Attributes and 6 Traits. Higher Mobility : Agility & Dexterity      S
 values are better than lower values. Mind: Intellect & Aura

 THE 3 ATTRIBUTES  While attributes will hardly ever change


once character generation is complete,
it is possible to increase the value of     T
    N
Every character has three attributes: traits later on in the course of the game.     E
    M
    P
Body , Mobility   and Mind. Initially,     I
    U
these values range between 4 and 8.     Q
Later on in the course of the game it will STRENGTH (ST):     E

only be possible to increase these values This trait indicates how strong a char-
on a few, very rare occasions. acter is and how hard he or she can hit.
The higher a character’s ST, the greater     G
the amount of damage that can be in-     N
    I

BODY (BOD): icted in close combat.


    R
    E
    T
    S
This attribute represents a character’s     A
    M
tness, strength and build. A high
BOD value represents a higher stamina CONSTITUTION (CO):     E
    M
    A
and increases the character’s damage Is the character able to withstand sub-     G

resistance. stantial combat damage, disease or poi-


Traits: Strength & Constitution son? The Constitution value is primar-
ily required to determine how well the
character can ward off damage.     E
    R
MOBILITY (MOB):     U
    T
    N
The Mobility value indicates how ath-     E

letic a character is. The MOB attribute AGILITY (AG):     V


    D
    A
is of particular importance when deter- Does the character have fast reexes or
mining the speed of a character. is he a good athlete? A high AG value
Traits: Agility & Dexterity  ensures that a character will not lag be-
hind his companions.

    A
    R
    E

1
    A
    C
 TRAITS & COMBAT VALUES

DEXTERITY (DX): INITIATIVE (MOB + AG):


In addition to representing actual man- Initiative (INI) determines how
ual dexterity, Dexterity also inuences quickly a character may act during com-
a character’s accuracy with ranged  bat. Some weapons and armor items
 weapons. modify this value.
 Abbreviation: INI

INTELLECT (IN):
Intellect is a measure of how clever, at- MOVEMENT RATE (MOB/2+1):
tentive, and deductive a character is. The Movement Rate (MR) indi-
For Mages, Intellect dictates the power cates the number of meters a character
their of spells. may move in one combat round.
 Abbreviation: MR 

AURA (AU):
 Aura determines the character’s ap- MELEE ATTACK (BOD+ST+WB):
pearance and charisma. A high value in Melee Attack (MAT) is a close
this trait is also important for the effec- combat attack against an opponent. The
tiveness of many magic spells.  Weapon Bonus (WB) of the character’s
melee weapon is added to this value.
 Abbreviation: MAT

COMBAT VALUES
RANGED ATTACK
The Combat Values are always based on (MOB+DX+WB):
the current Attributes and Traits values This combat value (RAT) is used for at-
plus any modications from equipment, tacks with ranged weapons. The Weap-
primarily the Weapon Bonus (WB) and on Bonus (WB) of the ranged weapon is
the Armor Value (AV). If any of these added to this value.
 values change, the respective combat  Abbreviation: RAT
 values change as well.

 Example: SPELLCASTING
 Kalthor, the Fighter, (BOD 8, ST 4) car-
ries a longsword (WB+2); his Melee (MND+AU-AV+SM):
 Attack value is therefore 14 (=8+4+2). Mages use this value (SPC) to cast their
 Later on, Kalthor “nds” a two-handed magic (except targeted spells). Armor
sword (WB+3) and decides to use this other than cloth lowers this number by
weapon from now on. His Melee Attack its Armor Value (AV). Each spell will
value is now 15 (=8+4+3). also have a Spell Modier (SM) which
is added to this Spellcasting value when
casting that particular spell.
HIT POINTS (BOD+CO+10):  Abbreviation: SPC
This combat value represents the
amount of damage a character may suf-
fer before he or she loses consciousness  TARGETED SPELLCASTING
or dies. (MND+DX-AV+SM):
 Abbreviation: HP Mages use this Combat Value (TSC) to
cast targeted spells at their opponents.
DEFENSE (BOD+CO+AV): The Spell Modier (SM) of the active
Defense may reduce the damage spell is added, AV is deducted from this
a character suffers. An armor item in-  value.
creases the Defense value by its Armor  Abbreviation: TSC
 Value.
 Abbreviation: DEF

2
CHARACTER CREATION     S
    R
    E
    T
    C
    A
    R

CHARACTER CREATION ELVES     A


    H
    C
Elves, with their pointed ears and slen-
der build, make strong ghters, agile
The rst step in the character genera- scouts or talented mages.
tion process is determining the race and  Racial Bonus: AG, DX or AU 
class of your character.  Racial Abilities: Fleet Footed (Sneak-
    S
ing +2), Night vision, Immortal (Elves     T
    N
 Example: hardly age once they have reached     E
    L
adulthood; death comes by force only)     A
 Let’s use an Elven Wizard as our exam-     T
 ple, as this race/class combination cov-
ers all aspects of character generation.
HUMANS
The adaptable Humans produced many
different cultures and are equally well
1. CHOOSING RACE suited to become Fighters, Scouts or
Mages.
    S
    E
    L
    U
 Racial Bonus: Any one trait      R
By default, every character belongs to  Racial Abilities: 1 free talent point 
one of the three races: Elves, Humans
or Dwarves. However, the played set- Elves and Dwarves receive special racial
ting will ultimately determine which abilities which are recorded on the char-
races will be available to players. acter sheet. Humans, on the other hand,
receive a Talent Point instead of a racial
ability. The Racial Bonus will be used     S
    L
DWARVES later on during attribute allocation.
    L
    E
    P
The tough, bearded and often grumpy     S

Dwarves prefer the life of a Fighter, but RACE RACIAL ABILITIES


they are also very well suited for other Fleet Footed, Nightvision,
classes. Elf
Immortal
 Racial Bonus: ST, CO or DX  Human 1 Talent Point
 Racial Abilities: Dark Vision, Lon- Dark Vision, Longevity,     T
gevity (slower aging once adulthood is Dwarf     N
Tough     E
reached), Tough (Defense +1)     M
    P
    I
 Example:     U
    Q
On the character sheet we note un-     E
der Race “Elf” and record the racial
abilities Fleet-Footed, Nightvision and
 Immortal.
    G
    N
    I
    R
    E
    T
    S
    A
    M
    E
    M
    A
    G

    E
    R
    U
    T
    N
    E
    V
    D
    A

    A
    R
    E

3
    A
    C
CHARACTER CREATION

2. CHOOSING CLASS 4. DETERMINE TRAITS


 You must now choose one of the three  We are now free to distribute 8 points
available classes: Fighter, Scout or among the six traits.
Mage.  While it is possible to have traits with
 When playing a Mage, you must choose a value of zero, no trait may exceed a
 whether you would like to play a Heal-  value of 4 at this time.
er,  Wizard or Sorcerer. This choice
 will determine the type of magic spells  Example:
that the character will be able to use. Of the 8 points available to us, we al-
locate 2 each to the traits Constitu-
tion and Aura, 3 to Dexterity and 1 to
FIGHTER  Intellect:
These are the guys for the dirty work.
During melee, you will usually nd Body: 6 Mobility: 6 Mind: 8
them right in the fray. They are easily Strength: 0 Agility: 0 Intellect: 1
identied by their heavy armor and bru- Constitution: 2 Dexterity: 3 Aura: 2
tal weapons.
Class Bonus: ST or CO

SCOUT 5. RACIAL & CLASS BONUS


Swiftness and stealth are a Scout’s area
of expertise. They prefer ranged com-
 bat; bows or crossbows are their indis- Every character has two points that may
pensable companions.  be allocated to certain traits based on
Class Bonus: AG or DX  his or her class and race. These points
may be used to raise a trait to a  value
greater than 4. The chart below pro-
MAGE  vides a quick reference to racial and
class trait bonuses.
These characters master the art of mag-
ic, not melee. They try to avoid being in
the thick of battle.
Class Bonus: IN or AU RACE RACIAL BONUS
Elf Agility, Dexterity or Aura +1
Healer - predominantly defensive spells Human Any one Trait +1
 Wizard - offensive and defensive spells Strength, Constitution or
Sorcerer - predominantly offensive spells
Dwarf
Dexterity +1
CLASS CLASS BONUS
Fighter Strength or Constitution +1
3. DETERMINE ATTRIBUTES Scout Agility or Dexterity +1
Mage Intellect or Aura +1
 You have 20 points to distribute be-
tween the three attributes Body , Mo-
 bility   and Mind  - note: no value may
exceed 8.  Example:
 As an Elven Mage, we increase both
 Example:  Dexterity and Aura by 1 each and
We give Mind a value of 8. We then change the two values accordingly:
split the remaining points between
 Body and Mobility by allocating 6 Body: 6 Mobility: 6 Mind: 8
 points to each. Strength: 0 Agility: 0 Intellect: 1
Constitution: 2 Dexterity: 4 Aura: 3

4
CHARACTER CREATION     S
    R
    E
    T
    C
    A
    R
    A
    H

6. THE FIRST MAGIC SPELL  Example:


On the second page of the character
    C

sheet we take note of our basic equip-


Mages will now learn one Level 1 magic ment (simple clothing, steel, int and
spell. tinder, a water skin, blanket and kit-
bag) and then purchase a rune embroi-     S
    T
The magic spells that are available to the dered robe (AV +0, Aura +1) for 8 Gold     N
    E
character depend on whether the char-  Pieces and a quarterstaff (WB +1, TSC     L
    A
+1) for 5 Silver Pieces.     T
acter is a Healer, Wizard or Sorcerer:
We’ll keep the leftover coins - you never
know when a bit of small change may
HEALER SPELLS - LEVEL 1: come in handy.
 Bestow Defense, Blind, Calm
 Animal, Consecrate Water, Detect
8. COMBAT VALUES
    S
    E
 Magic, Enchant Weapon, Healber-     L
    U
ries, Healing Aura, Healing Touch,     R
 Light, Resist Poison, Rout Undead,
The formulas used to determine the
 Sternutation
Combat Values are always based on the
character’s current attribute and trait
 values. They must be adjusted immedi-
ately in case any changes to these values
WIZARD SPELLS - LEVEL 1: occur:     S
 Bestow Scent, Cantrip, Detect/Iden-     L
    L
    E
tify Magic, Enchant Weapon, Fire
 Beam, Light, Magic Lock, Open
COMBAT VALUES:     P
    S

Hit Points  BOD+CO+10


Defense  BOD+CO+AV 
Initiative MOB + AG
SORCERER SPELLS - LEVEL 1: Movement Rate  MOB/2+1
Cantrip, Detect/Identify Magic, Melee Attack   BOD+ST+WB     T
    N
 Enchant Weapon, Fire Beam, Ranged Attack   MOB+DX+WB     E
    M
 Magic Lock, Open Spellcasting  MND+AU-AV      P
    I
    U
Targeted Spellcasting     Q
    E
MND+DX-AV 
 Example:
Our Elven Wizard learns the spell Fire  Example:
 Beam, which is available to Wizards We’ll now determine the ve combat
    G
with Level 1 or higher. values. In doing this, we shall also take     N
    I
into account the SM (Fire Beam: Tar-     R
    E
    T
geted Spell Casting +1) and our equip-     S
    A
ment bonuses (AU +1, Targeted Spell     M
Casting +1).     E

7. EQUIPMENT Our calculations result in the following


    M
    A
    G

combat values:
Initially, all characters own simple
clothing, steel, int and tinder, a water
18 8 6 4 7 10 12 14     E
    R
skin, two healing herbs, a blanket and a     U
    T
 backpack or kitbag, as well as 10 Gold  Hit Points 18, Defense 8, Initiative 6,     N
    E
Pieces (GP), which they may now use to  Movement Rate 4m, Melee Attack 7,     V
    D
purchase more equipment.  Ranged Attack 10, Spellcasting 12 and     A
Lists with goods and their respec- Targeted Spellcasting 14.
tive prices can be found from page 76 You can nd a detailed breakdown of
onward. the values of our example character on
 page 7.
    A
    R
    E

5
    A
    C
CHARACTER CREATION

 TALENTS FOR FIRST LEVEL


9. CHOOSING A TALENT
CHARACTERS Every character receives one Talent
Point (TP); Humans therefore already
ALL CLASSES: have 2 TP now.
TPs can be saved or they can be spent
 Alertness on Talents (see page 17), provided that
 Artisan the character meets the class and level
Charming requirements of the respective talent.
Dodge Every talent costs 1TP.
Education
 Example:
Endurance
Our Elven Wizard acquires the talent
Expertise
 Education which is available to every
Lightning Reexes
 Level 1 character for one talent point.
Lucky Devil
This character is now technically
Play Instrument
complete. Now it’s time to add some
Rascal
 personality.
Recuperation
Resist Magic
Riding
Servant of Darkness
Servant of Light
Swim
10. FINISHING TOUCHES
FIGHTERS: Last but not least, we shall now deter-
mine the gender of our character and
Blocker
give him or her a name.
Close Combat
Every character is procient in his na-
Dual Wielding
tive language  and receives an addi-
Parry 
tional point to learn another language
Steadfast
or alphabet; when choosing languag-
es/alphabets, players should not forget
SCOUTS: about the common language of the set-
 Acrobat ting. Characters with MND 6+ auto-
Hunter matically master all alphabets of their
Marksman  beginning languages (see page 86).
Stealth  We nally note that the character is at
Swift Level 1, has zero Experience Points (XP)
Thievery  and Progress Points (PP). We also note
how many Talent Points (TP) the char-
ALL MAGES: acter has left.
 Working with the Game Master, you
 Alchemy  can also work out where your character
Reassess Magic originates from, how he grew up and
Rune Lore  why he left in search of adventure, what
Spellchanger his beliefs are and what he values.
Is he a reliable follower or will he decide
HEALERS: on the spot with whom his loyalty rests?
 Armored Mage Especially the last couple of questions
Caregiver may only become apparent later on in
Manipulator the game and they may even change
over the course of time.
Either way, the character is now ready
SORCERERS: for the rst adventure!
Fire Magic

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