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Umberto Pignatelli

An RPG in Two Pages


Adventurers! Revised Edition
Lowest Stat +1 (min 1). Her can become higher during the Connections

Player Guide game but resets at the adventure’s start.


Endurance (End). Str+Agi+3. Represents vitality and life
force. When it drops to zero the character is knocked out
(GM decides if he is actually dead or not).
B: You have connections in a certain type of world (crime,
military, business). With a Mnd roll you can obtain info
or resources (up to 10 Coins) from them. Additional rolls
in the same session suffer cumulative -2.
1 - Introduction A: Advantage in Mnd roll for connections, up to 30 Coins
Adventurers! is a complete stand-alone RPG in two pages. 5 - Concept of resources. You can also ask for support (a follower with
This revised edition is expanded and fine-tuned to make The Concept identifies what a hero is and what he does. It 6 Stat points, 1 Skill, lasts one session).
it a more streamlined game. Send your Adventurers into is made up of two parts, a Definition (e.g. Unlucky) and an Crafting
action! Archetype (e.g. Detective), such as Dashing Swordsman, B: Advantage in rolls to fix things and craftsmanship.
Mysterious Mage, or Cop Who Protects Innocents. You A: Create 10 Coins worth of items before adventure or
2 - Character Creation have Advantage on knowledge rolls linked to your Ar- spend 2 Her to craft a minor relic, a permanent item
Name. Identifies your character, choose a cool one! chetype. The GM rewards you with Her points when you bestowing +1 to a Stat for a specific task.
Concept. A brief description of your hero. role-play your Definition (e.g. if you are a Courageous
Stats. Split 6 Points among Stats, calculate Derived Stats. Swordsman and you behave in a courageous way). Healing
Skills. Choose two Skills at Basic level or one Skill at You start with a single Definition, but can acquire others, B: Advantage in healing rolls. Healing cure +1 End.
Advanced level. up to three in total. A: Begin adventure with 1 free Potion. You create extra
Gear. You begin with 30 Coins of gear or a weapon, ar- Archetype cannot be changed unless GM allows it. Potions with a Mnd (-2) roll by spending 1 Her or half the
mor and any two items linked to your Skills or Concept. Potion cost.
6 - Skills Learning
3 - Mechanics Skills define what your expertise areas are and exist in Ba- B: Advantage in knowledge-related rolls (history, geogra-
Action Resolution. Roll 2d6 + Stat, if you score 7 or sic (B) or Advanced (A) form. You must first take a Basic phy, ancient lore, curios).
more your action is successful (Difficulty applies a modi- Skill before improving it to Advanced. A: Spend 1 Her to create a setting “fact” (GM permission),
fier). Focus (F). This Skill can be taken multiple times, each to solve a situation or to grant +3 to a roll.
Opposed Rolls. Roll 2d6+Stat, highest wins. time choosing a different Armor Group, Minion, Power, Luck
“Natural” Rolls. The score right from the dice, without Weapon Group and so on. Typical ones are listed below; B: Advantage when spending Her to reroll.
any modifiers. others will be introduced in various settings. A: Spend 1 Her to gain +2 instead of +1. After spending
Critical Results. Double One is a Critical Failure and Armor Groups. Unarmored, Light, Medium, Heavy, Her, roll a die; on a 6 you recover the Her point.
Double Six is a Critical Success. Power
Heroism. After rolling you can spend 1 Heroism to add Vehicle Groups. Aircraft, Ground Vehicles, Mounts, Minion/Relic (F)
B: You acquire a loyal follower (4 Stats points, 1 Skill) or a
+1 to the result or to reroll from scratch. Spaceships, Watercraft. relic of GM’s choice.
Advantage/Disadvantage. Certain factors (mainly Weapon Groups. Blades, Bows and Slings, Clubs and A: Your follower improves (gets 12 Exp) or you gain a
Skills) give you advantage or disadvantage: roll three dice Axes, Firearms, Polearms, Power, Unarmed. band of Mnd x2 hirelings (2 Stat Points) or the relic be-
and pick the highest (advantage) or lowest (disadvantage) comes more powerful.
two dice. Ambidexterity
Notation. In published scenarios rolls are written like B: When fighting with two weapons you only suffer -2 Att Mobility (F)
this to save space: Mnd (-2, Perception). This means you B: Pick a Vehicle Group. Advantage in rolls to use that
to the secondary weapon. type of Vehicles (riding, driving...), including Maneuvers.
must roll on Mind, with a -2 modifier, and the Perception A: You can fight with two weapons without any penalty.
Skill applies. A: +1 Att, Def and AR when you are fighting in/with the
Armorcraft (F) Vehicle (jousting, dog fights...)
Situation Modifier B: Choose an Armor Group. When wearing armor of that
Group you get +1 to AR and reduce the Encumbrance of Perception
Easy +2 B: Advantage on rolls to notice hidden things, clues, de-
the armor by one. tails. +1 Agi for Initiative only.
Difficult/Very Difficult -2/-4 A: +1 Def with the chosen armor. A successful AR ab- A: Sense incoming danger on a Mnd (-2) roll. +2 Agi for
sorbs one extra damage point. Initiative only.
4 - Stats and Derived Stats Athletics
Stats define characters, they range from -1 to 6. B: Advantage in athletic activities (climbing, swimming). Power
Strength (Str). Physical prowess and vigor. B: You have supernatural powers. You can use Power
A: +1 Def if unencumbered. Natural 11-12 = Critical Suc- Items. Choose one Sphere of Power.
Agility (Agi). Nimbleness and basic defense. cess in Def rolls.
Mind (Mnd). Intellect, ingenuity and knowledge. A: +2 to Power rolls in your Sphere, Strain only happens
Derived Stats are secondary attributes Charisma on a Critical Failure.
B: Advantage in social activities (persuasion, intimidation,
Attack (Att). Depends on weapon and Skills. bargaining...), including Mnd Distractions. Stealth
Defense (Def). Based on Agility, modified by armor. B: Advantage in stealthy actions (move silently, burglary).
A: With a Mnd (-2) roll you encourage/scare all your al- A: +2 Att and x2 Damage vs unaware foes.
Heroism (Her). For player characters, it is calculated as lies/foes: they have +1/-1 to their rolls for the whole scene.

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Adventurers! Revised Edition
Survival 9 – Recovery Power Situation Modifier
B: Advantage in outdoor activities (notice, tracking, rid- Sleep. 8 hours of rest restores Str+1 End.
ing...). In the wild, find a Meal with a Mnd (+2) roll. Healing. A Mnd roll restores 1 lost End, 2 with a Critical Permanent -6 and 1 Her permanent loss
A: Advantage in Att and Def against animals. If you have a Success (max number of healing attempts a character can
beast Minion it gains 8 Exp. receive per day is Str+1). Spheres of Power
Heroism. GM awards Her during the game for overcom- Damage. You can make melee and ranged attacks (Mnd,
Weaponcraft (F) Range Mnd x10) with this Power. If you have a Power
B: Choose a Weapon Group. You gain advantage in Att or ing foes and obstacles and good role-play, in particular of
your Concept Definition. Her resets at the scenario’s start. Weapon you roll with +1 Att.
Def (choose at turn start) with weapons of that Group. Empower (D, R).You can buff/debuff creatures and
A: Advantage in Att and Def with your Weapon Group.
Natural 11-12 = Critical Success in Attack rolls. 10 – Gear items, giving +1/-1 to one type of roll (e.g. Att, Def). Giv-
Gear is described in the Gear Sheet. Ask the GM what ing +2/-2 is a Difficult Action.
7 – Optional Character Creation Rules is available in the setting you are playing. Firearms, in Healing. You can heal a number of End equal to your
particular, may be restricted. Gear special effects are man- Mnd (min 1). Healing yourself is a Difficult Action.
Point Buy Characters. Characters begin with Stats at 0 Illusion (D, R-2).You can craft illusions including false
and no Skills. They have 30 Experience Points to spend to aged through keywords.
Att/Def of weapons/armor are based on the Stats of the opponents (same stats as Summoning, but End = spell-
upgrade their heroes Negative Stats (i.e. -1) grant +3 Exp/ caster’s Mnd/2, rounded up).
negative Point. user. So a character with Agi 3 using a dagger has Att 3.
Ammo. Ranged weapons come with 20 ammo (refilled at Investigation (D).You can detect hidden or invisible
Coins for Stat Points. You can double your starting things and gather knowledge beyond normal means. In
Coins by renouncing 1 Stat Point. You can receive 1 ad- the beginning of the scenario).
Cost. Expressed in generic “Coins” (real currency de- addition You use Mnd in place of Agi for Initiative.
ditional Stat point by reducing your starting Coins to one Mind Control (D, R). You can enslave the minds of
fifth. If you are using the Point Buy rules, double money pends on the setting).
Shields are considered weapons, because they can be other beings. Self-harming orders require an immediate
costs 3 Exp and reducing coins grants 3 additional Exp. opposed roll to maintain control.
Races. By default adventurers are humans. If you want to used off-hand for push attacks. If you have Weaponcraft
(Shields) you can use it in Def rolls to enhance your Protection (D). You can create wards and protec-
play alternative races you can take inspiration from these: tions. You can make Def rolls using Mnd, gain AR 4/6,
Dwarves. 5 Stat Points, +1 End, Night Vision. Elves. 5 Stat chances to deflect blows, even if you don’t attack with it.
and can bestow this protection on others. With Mage
Points, +1 to Power rolls and +2 to rolls to resist Powers.
Small Folk. 5 Stat Points, Str from -2 to 5, +1 Her. 11 – Powers Armor you gain +1 extra Def and +1 to AR.
Powers are supernatural abilities certain adventurers have. Summoning (D).You can call up creatures from some-
8 – Combat They are divided into Spheres, each with its own effects. where to obey you. Normal creatures (4 Stats Points,
Initiative. Characters act in descending order of Agility. The exact description and nature of a Power is left to the 1 Skill/Special Ability) are called without penalty,
Ties are resolved with opposed Agi rolls. player. By default, Powers affect a single target, but they Powerful ones (6 Stats Points, 2 Skills/Special Abilities)
Actions. During his turn a character can move up to can be modified during use. Settings define what Power are Difficult to call and Very Powerful (9 Stats Points, 3
10+Agi yards (half if Encumbered) and can perform an Spheres are available. Skills/ Special Abilities) are Very Difficult.
action (attack, use a Power etc…). Power Roll. To use a Power characters make a Power Transmutation (D, R). You can shapeshift creatures
Attack. Attacker rolls 2d6+ Att, Defender rolls 2d6 + roll, which is a Mnd roll with the modifiers below. and objects, altering their nature. Shapeshifted creatures
Def. If Attacker wins he deals 1 Damage (Dmg) +1 per 2 Strain. If the Power roll is a natural 2-4, whether it suc- can have from half to the original number of Stat Points.
points higher than Defender he scored. ceeds or not the hero suffers Strain, losing 2 End with a 12 – Advancement
Ranged Attacks. As above, you suffer no penalty if tar- natural 2 and 1 with 3-4. If you have a Focus you can use
it to absorb Strain. Characters are awarded Experience (Exp) which is
get is in Range of the weapon. Beyond Range, you suffer spent to improve Stats and gain new Skills.
-2. No ranged attack is possible beyond Range x2. Powers with Limitations. If the player takes a Limita-
Damage (Dmg). Damage is subtracted from End. tion for his Power, chosen when acquiring it (i.e. affects Advancement Exp Cost
Armor Roll (AR). If the Defender is hit and wears ar- only undead, works only by night...), he rolls with advan-
mor, he can make an AR to reduce Dmg, rolling a die and tage. Raise a Stat up to +3 4
applying the armor’s effect. Duration (D). Effects of Powers with a Duration usually Raise a Stat from +4 to +6 6
Attack Critical Success. +1 Dmg. last a scene (GM’s choice), others are permanent.
Defense Critical Success. Defender makes an imme- Resisted (R). Some Powers can be resisted, i.e. opposed Gain 1 End or Her 2
diate free attack (melee only). by the target’s Mnd roll. If the target wins, the Power Gain a new Basic Skill 3
Attack Critical Failure. You fumble with your doesn’t work. R-X means that resisting rolls have a -X
weapon and lose the next attack. modifier. Upgrade a Basic Skill to Advanced 4
Defense Critical Failure. You give a dangerous open- Gain a new Concept Definition (max 3) 1
ing to your opponent, giving him a free attack. Power Situation Modifier
Two-Weapon Fighting. You make two attacks, but the Area Effect -2/Burst 5 Change a Concept Definition (once per 0
main attack suffers -1 and the secondary attack suffers -3. Intense -2/+1 Dmg scenario
The Ambidexterity Skill offsets these penalties. Cover Art by Mariusz Gandzel - file background by Lord Zsezse Works.
Duration (day/week) -2/-4

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Adventurers! Revised Edition
5 – Heroism and Experience
GM GUIDE
Judging Death. When a character drops to 0 End he is
defeated. The GM must decide when he is dead or only Adventurers receive 1-2 Her in game when they:
knocked out. Death should occur only in extreme cases • Overcome a very difficult obstacle
(i.e. headshot, falling in a volcano etc…) or when the • Defeat a particularly strong opponent
1 – Introduction player behaved in an unwise way.
• Role-play well
This guide shows you how to run a game of Adventurers!, Attacker Situation Modifier • Role-play, or are hindered by, their Concept’s Definition
to expand the game and to design your own items, mon- Players should receive 1-4 Heroism per session.
sters and treasures. Higher Ground +2
Adventurers receive Experience:
2 – Action Resolution Multiple Attackers +1/Extra Attacker • At the end of each session (1 Exp)
What Stat Should I Roll On? Choosing the right Stat to Visibility/Cover -1 to -4 • At the end of the adventure (1-2 Exp)
roll on can be tricky. Examples: • When they achieve a major goal (1 Exp)
Str. Bashing a door, lifting a rock, resisting poison.
4 – Hazards
Agi. Avoiding traps, tightrope walking, sneaky moves. Here is a list of the most typical dangers of an Adventu- 6 – Personalizing and Skinning
Mnd. Remembering info, persuading, noticing clues. rers! game. X means a modifier to the roll. Adventurers! is a generic game; to enjoy it fully, players
Teamwork. Heroes can cooperate in certain actions. Cold/Heat (X). In extreme weather heroes must roll on and GMs must customize the Powers, Minions, Items and
Choose a Leader, the others are Helpers. Helpers make an Str hourly or lose 1 End. Specific gear grants a +2. Relics to reflect their specific setting.
unmodified Stat roll; if successful the Leader gets +1 to Darkness (X). Characters in darkness suffer X penalty, Power Groups. In certain settings not all powers are
his roll. from -1 to -4, to all rolls where seeing is important. available to all characters. GM should define a list of avai-
Helper’s Critical Failure: -2 to the Leader’s roll. Drowning. A character can safely hold his breath for lable ones for types of heroes. Example:
Long Tasks. Very complex tasks require multiple succes- Str+2 rounds (min: 1). After this period he must make a Technomancy. Technomancers can use ancient devices
ses to be achieved. Each round the heroes roll, if suc- Str (-2) roll per round or suffer 1 Dmg. to produce magic-like effects. They need a Power Item
cessful they gain a Success Token (2 with a Critical Suc- Falling. Causes 1 Dmg per 3 yards of fall. Agi roll to (any one) to use their abilities.
cess). When they reach the minimum number required halve damage (Athletics applies). Technomancy Spheres: All except Summoning and
(see below) the action is resolved. Sometimes a Long Task Fear (X). Certain creatures and events cause fear. Cha- Transmutation
must be done in a limited time and/or number of rolls. racters must make a Mnd roll or suffer -2 to all rolls until Damage (Energy Blast). The character’s Power Item emits
the source of fear is removed. a fiery beam.
Action’s Length Tokens Fire (X). If exposed to fire make a Def roll to avoid 1 Illusion (Holograms). The Power Item can produce quasi-
Short 2 Dmg; if the roll is a natural 2-4 the victim catches fire - solid holograms. Limit: illusions have End 1.
putting out the fire requires an Agi (-2) roll. Protection (Phasing Device). The character goes “out of
Medium 4 Hunger and Thirst. Characters suffer from hunger after phase” avoiding attacks. Can be used to make short range
Long 6 two days and from thirst after one. Make a Str roll or suf- teleport jumps, rolling at -2. Limit: personal only.
fer 1 Dmg and lose 1 Str (regained when they eat/drink). Minions. Minions are under the player’s control. They
3 – Advanced Combat Options Illness (X). Exposed heroes roll Str with a modifier to receive half the Experience the owning character does.
Narrative Combat. Encourage the players to describe avoid infection. Maladies can be cured with a Mnd roll Minions must have a background. Examples below refer
their moves and actions in narrative terms. If they attempt using the Healing Skill. Some illnesses require an additio- to creatures in the Creature Cards.
some cool special move don’t be shy about giving them nal roll to avoid getting worse. Examples: Cat Familiar. For a wizard hero, see Familiar.
bonuses from +1 to +2 to Att or Def. Cerebral Parasites (-1). Spread by the bites of some Domesticated Wolf. For a ranger hero, see Wolf.
Aiming/Evaluating Opponent. Studying an enemy for bats. Effect: -2 Mnd. After 15 days make a Str (-2) roll or Faithful Squire. For a knight hero, see Warrior.
a full round grants +1 Att to next attack against him (max permanent madness. Duration: 1 month. Relics, Holdings and Items. Relics can be granted by
two rounds of aim possible). Debilitating Fever (+1). Contracted from mosquito the Relic Skill or found as treasure/rewards in an adventu-
Distractions. You can try to fool, distract or intimidate bites in swamps. Effect: -2 Str. Duration 2 weeks. re. Some of them are cursed.
an opponent with an opposed Mnd or Agi roll. If you win Poison (X). Resisting poison requires a Str roll with a Ancient Amulet. +2 base Heroism.
the opponent suffers a -2 penalty to Att or Def till your modifier. The victim must roll each Time Interval; until Knightly Panoply. Warhorse, heavy armor, shield and
next action. he succeeds, he suffers the effect each Time Interval. Poi- spear, all blessed by a priest.
Tactics. During combat you can reduce Att or Def by 2 sons are counteracted with a Mnd roll using the Healing Magical Sword. +1 Att, +1 Dmg, critical failure: 2-3.
(but not below 0) to gain +1 Att, Def, Dmg, or an extra skill. Examples: Shop in the City. Run by a clerk, generates 3d6x2
attack (Atk). The modifiers last till your next action. Snake Poison (-2). Effect: Lose 1 End. Time Interval: 1 Coins between adventures.
Example. You can reduce your Def 3 to 1 to obtain +1 Att minute. Duration: 1 hour or until victim dies. Small Ship. Manned by minimal crew (6 sailors).
(wild attack), reduce your Att 4 to 2 receive Def +1 (total Spider Venom (-1). Effect: Lose 1 Agi. At -2 Agi the Focus. Gems, prayer beads.
defense), reduce your Def 2 to 0 to obtain +1 Dmg (mighty victim is paralyzed, at -5 she is dead. Time Interval: 10 Power Armor. Wizard’s robe, magic jewel.
blow), reduce your Att 2 to 0 to perform an extra attack minutes. Duration: 1d6 hours. Power Weapon. Staff, wand, sacrificial dagger, holy
(flurry of blows). symbol, ancient technological device, gizmo.
Power Shield. Rune-engraved shield, magic bracers,

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Adventurers! Revised Edition
ring of arcane defense, force projector. deal damage but constricts her. The victim must make Veteran. +1 End, one additional Skill.
Potions are made with the Healing (A) Skill. A healer a Str (X) roll each turn or suffer 1 Dmg. She can break
knows one potion recipe per Mnd point, others can be free by winning an opposed Str roll (the constrictor has 9 – Vehicles
found during the game. Advantage). Stats and Piloting. Vehicles have Stats like characters
Blade Poison (-1). Smeared on weapons. Effect: lose 1 Entangle (X). The monster’s attack doesn’t harm the (see Creature Cards), representing both crew and vehicle.
End. Time Int: 1 round. Dur: 6 Rounds, Cost: 8 Coins. victim but immobilizes her unless she wins an opposed They are piloted with Agi rolls. If the pilot’s Agi is higher
Explosive Potion. Att: Agi+1, Range 5, +2 Dmg, Burst roll on X. Those entangled suffer -3 to all physical actions, than the vehicle’s, use the pilot’s. Ranges of weapons aren’t
3, can set Fire (-1), Cost: 12 Coins. including Att and Def. They can break free by winning in yards but in abstract units, relative to the vehicle’s scale.
Sleeping Draught (-2). Poured in food. Effect: fall another opposed roll (which takes a full round). Repair. A Mnd (Crafting) roll fixes one End lost by a
asleep for 1d6 hours. Time Int: 5 min, Cost: 6 Coins. Extra Attacks (X, Y). The monster makes X additional vehicle, two with a Critical Success. Each roll requires a
attacks, with Y modifier number of hours equal to the vehicle’s full End (there’s no
7 – Scale Fear (X). The creature causes fear. See Hazards. limit to the number of repair attempts that can be made).
Adventurers! rules can be used to handle characters, Group (X attk, Y). This creature is a swarm or a large A vehicle reduced to 0 End is wrecked.
vehicles, armies and large organizations in a uniform way. group of creatures. It can make X attacks per round, but Maneuvers. During fights the pilot of a vehicle can per-
They all use the same Stats and mechanics, only they have its strength is in numbers; for each Y End lost, it suffers form a maneuver (i.e. loops, braking and so on). He must
a different meaning. The Str of a character is his muscle specific penalties. roll on Agi (-2) (Mobility applies). If successful the vehicle
power, while the Str of an army identifies its fighting pro- Initiative (X). The creature is very fast or slow and recei- receives +2 to Att or Def roll till the pilot’s next action.
wess as a military force. ves a modifier to all Initiative rolls. With a natural 2-4 the maneuver is awkward and the vehi-
This is represented in game by the Scale (see table) and Invulnerability. The creature can’t be harmed by nor- cle suffers -2 to Att and Def till the pilot’s next action.
the Scale Weapon Special Abilities. Relationships between mal means. Usually it has one or more Weaknesses which Pursuits and Dogfights. During Pursuits the fugitive
creatures of the same Scale are handled with the normal can be exploited to defeat it. and the pursuers make opposed Long Tasks (usually 4
rules (for example mass battles). A creature’s attacks are Infection (X, Y). If someone is killed by an enemy with Tokens), based on Agi (Mobility applies). The first one
considered made at its Scale. A creature cannot directly Infection, roll two dice, if the total is X or more, he comes to succeed at the Long Task accomplishes his goal: the
affect another with a bigger Scale, unless it has a special back to un-life after Y, as the same basic type of undead fugitive shakes off the pursuer or the pursuer catches the
way to do so. The commonest is a Scale Weapon (Scale), that killed him. If the roll is a Critical Success the victim fugitive. During rounds of Pursuit normal attacks are
which can damage opponents of a different Scale. comes back as a Lord of the same species. made, but whoever has the higher number of Tokens has
Example. A tank, Scale (Vehicle) is only damaged by Life Drain. Each time the monster causes an End loss to advantage in one roll of choice.
another Vehicle or a Scale Weapon (Vehicle), for example a a foe, it gains that many End itself.
panzerfaust. A tank’s attacks are made at Vehicle Scale. Pack Fighter. This creature is good at fighting in a 10 – Mass Battles
Attacks against Smaller Scale Opponents. A Scale group. It grants +1 Att to allies for Multiple Attackers, and You can use the following rules to handle large battles
attack can affect an opponent up to one Scale smaller (e.g. adds the Multiple Attackers bonus to Def as well. with hundreds of opponents. Armies have the same stats
Vehicle against Character): it suffers -2 Att but deals +2 Poison (X). The creature delivers a particular type of as characters, Str, Agi, Mnd but are on Army Scale. Com-
Dmg, Greater Scale attacks ignore lower Scale armor. poison (See Hazards). bat is run as for characters but armies usually have the
Regeneration (X). The creature can make a Str (X) roll Group Special Ability. The length of a Mass Battle combat
Scale Example each round, on a success it regenerates 1 End. round is several hours. Leaders’ capabilities are subsu-
Character Hero, horse, typical NPC. Resistance/Weakness (X, attack type). The creature med in the Mnd of the army, but hero-led armies can use
Vehicle Carriage, car, plane, small spaceship. receives a X modifier to Def against a specific attack type. the leading hero’s Mnd and Her. Heroes can affect the
Scale (X). The creature has a Scale other than Character. outcome of a battle with their deeds, each deed giving a
Large Vehicle Warship, dreadnought, large spaceship. Spread Illness (X). The creature spreads a particular modifier to the Att or Def of the army for a battle round.
Army Legion, tank division, rebel band. illness (see Hazards).
Undead. Undead have a Weakness (-1) versus anything Heroes’ Actions Modifiers
Organization State, guild, cult, corporation, news
network holy (water, symbols, places and so on). They don’t need Intelligence (Stealing enemy plans) Advantage in Att
to eat, sleep or breathe. roll, +2 Initiative
8 – Creature Special Abilities 8 – Customizing Creatures Deed (killing a champion) +1 to +4 Att
Creatures are detailed on Creature Cards. Heroism of cre- Position (fortification, higher +1 to +4 Def
atures doesn’t follow the normal rules and is assigned by the Creatures Stats on Cards represent average specimen. You ground)
GM. Here is a list of the creatures’ Special Abilities. can customize them, applying the following templates.
Champion. Her = Mnd+1, End+2. Surprise (night attack) Additional Atk
Area Attack (X, Y). The monster attacks with Att X all
targets in Burst Y. It rolls for Att only once. Chief. +1 Str, +1 Mnd, Her = Mind, Advanced Charisma. Morale (flying the banner on the +1 to +3 Her
Giant. +1 Str, +2 End. front lines)
Charge (X). If the creature can move at least 10 yards
before attacking it receives X Att modifier and the blow Fanatic. +1 Att, 1 extra Atk, -2 Def. Recovery is handled as per the character rules, represen-
has special effects. Undead/Construct. +1 Str, +2 End, Resistance, We- ting the army medics curing wounded soldiers and routed
Constrict (X). If the monster hits the victim it doesn’t akness. troops rejoining the ranks. Ignore the Sleep rules and the
Strong. +1 Str, +1 Def, +3 End. use of the Healing skill.

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Adventurers! Revised Edition

Gear List Weapon


Bomb
Att
Agi+1
Cost
8
Notes
+2 Dmg, -2 AR, Range 15,
Burst 10, Scale Weapon
Weapon Att Cost Notes (Vehicle)
Unarmed Group Weapon Modifications
Brawling (Agi/Str-1) - Accurate +1 x2 Modification
Martial Arts Agi/Str - Weaponcraft (Unarmed) Sharp - x3 Modification, melee only,
required – Balanced +1 Dmg
Blades Group Armor Def Cost Notes
Dagger Agi 3 Range 5 Unarmored Agi - With Armorcraft (Unar-
Greatsword Str 12 2H, +1 Dmg, -1 AR, Enc 1 mored): AR 4
Rapier/Saber Agi 7 Deflect in melee only, Light Armor Agi 5 Enc 1, AR 5/6
Penetrating Medium Armor 4/Agi-1 8 Enc 2, AR 4/5
Sword Agi/Str 7 Balanced Heavy Armor 3/Agi-2 20 Enc 3, AR 3/4/6
Clubs and Axes Group Power Armor Mnd-1 15 Power Item, AR 4/6
Axe/Mace Str 5 -1 AR
Armor Modifications
Greataxe Str 8 2H, +1 Dmg, -1 AR, Enc
1, Unwieldy 1 Well-Fitting - x2 -1 Enc
Polearms Group Resistant - x3 +1 AR
Power Weapon Mnd 15 Power Item, Range 15 Miscellaneous Item Cost Notes
Staff Agi 2 2H, Deflect in melee only Backpack 3 Allows you to carry extra items (or to
Spear Agi 4 2H, Deflect in melee only, ignore 4 Enc of items not worn)
Penetrating, Range 10 Book of Lore 8 +2 to Mnd on knowledge rolls in one
Shields Group specific field
Shield Str-2 6 Enc 1, Deflect Focus (Weak/Av/Strong) 3/6/9 Absorbs 1/2/3 Strain and is then
Power Shield Str-2 12 Power Item, Deflect destroyed
Slings and Bows Healing Kit 7 +1 to Healing rolls
Bow Agi 7 2H, Range 20 Craft Kit (Base/Adv) 8/16 +1/+2 to a specific type of craft rolls.
Crossbow Agi+1 15 Range 30, Slow 1 Advanced Kit has Enc 2.
Sling Agi 4 Range 15 Lantern 5 Light in 6-yard radius, enough oil for
Firearms Group 4 hours
Black Powder Pistol Agi 6 +1 Dmg, -1 AR, Slow 1, Lockpicks 6 +1 to Agi rolls to pry locks open
Range 15 Meal 2 Eat to recover 1 End (max 2/day)
Blunderbuss Agi+1 12 +2 Dmg, -1 AR, Slow 2,
Range 30, 2H Oil Flask 2 Refills Lantern, Range (10), can be set
afire
Pistol Agi+1 8 +1 Dmg, -1 AR, Range 20
Rope 3 20 yards long, Enc 1
Rifle Agi+1 15 +2 Dmg, -2 AR, Range 40,
2H Antidote 8 Cure a specific poison
Machine Gun Agi 20 +1 Dmg, -1 AR, Range 30, Healing Potion 10 Drinker instantly recovers 4 End
Burst 5, 2H

1
Adventurers! Revised Edition
Miscellaneous Item Cost Notes with a Str/Agi balanced weapon means Att 2+1=3).
Str/Agi/Mnd Potion 15 +2 to a Stat. Duration: 1 hour
Encumbrance
Encumbrance is handled in two optional ways:
Keywords Encumbrance Points (Enc). You can carry Enc. points up to Str wi-
2H. The weapon requires two hands to be used (you cannot also use a thout being Encumbered, Str+2 max Enc. While Encumbered you suffer
shield or an off-hand weapon). -1 to Agi and Str rolls.
AR X1/X2…Xn. When you wear this armor roll a die. If you roll at least Equipment Slots. Every character can have any combination of three
X1 you reduce the damage suffered by one, if you roll at least X2 by two weapons/shields, one suit of armor and up to six items (ten with a back-
and so on. pack). Very small trinkets and Coins don’t count.
Example: Heavy Armor has AR 3/4/6. If you roll 3, reduce Dmg by 1, with
4-5, reduce Dmg by 2 and with 6 reduce Dmg by -3.
Burst X. This attack affects all targets in X yards of radius from the main
target. All target in the area must make a Def roll, while the attacker
makes a single Att roll.
Deflect. If the Defense dice score a double (e.g. 2, 2) you reduce Dmg
suffered by 1, with a double 6 you deflect the entire Dmg. Multiple items
with Deflect stack. Some items grant Deflection only against certain types
of attack.
Enc X. This item has an Encumbrance value of X.
Modification: A modification is a particular ability you can apply to an-
other item of a specific type. It influences the price. Normally an item can
only have one Modification.
Penetrating. If the Attack dice score a double (i.e. 2, 2) you gain +1 Att.
With a double 6 you also gain +1 Dmg.
Power Items. Power items are special implements (magic wands and
staffs, psionic circlets, mage robes and so on) which require a Power Skill
to be used.
Unwieldy X. Using this weapon lowers the user’s Def by X.
Range X. How far you can attack with this weapon without penalties.
Expressed in yards.
Slow X. A slow weapon requires X rounds to be recharged, during which
you cannot use it.
Scale Weapon X. Creatures are divided into five scales: Character, Vehi-
cle, Large Vehicle, Army, Organization. A weapon with Scale Weapon (X)
can damage creatures up to that Scale.
X/Y. As in Str/Agi, use the better Stat to calculate Att.
Balanced. Applies on X/Y weapons. If X=Y, +1 Att. (I.e. Str 2, Agi 2,
2
Name Concept Name Concept
Str Agi Mnd Att Def End Her Str Agi Mnd Att Def End Her
Gear Gear
Skills Skills
Notes Notes
Name Concept Name Concept
Str Agi Mnd Att Def End Her Str Agi Mnd Att Def End Her
Gear Gear
Skills Skills
Notes Notes
Falcon Ghost Familiar
Str Agi Mnd Att Def End Her Str Agi Mnd Att Def End Her Str Agi Mnd Att Def End Her
-1 4 0 4 4 2 0 - 1 3 3 1 2 1 0 2 2 1 2 3 1
Gear. Beak/Claws (Agi-1, -1 Dmg). Gear. Telekinetic Attack (Mnd, Range 10). Gear. Bite/Claws (Agi-1, -1 Dmg).

Special Abilities. Perception, Strike to the Eyes (Falcons often take -2 Att to Special Abilities. Fear (-1), Invulnerability, Undead Weakness (Corpse, 0). Special Abilities. Soul Link (A character suffering Strain can decide to make
deal +1 Dmg). his familiar lose End instead of himself).
Notes. An insubstantial soul. If enraged can throw objects around in a deadly
Notes. Falcons and other birds of prey can be very good companions for storm. He is immune to physical attacks but finding his body and destroying Notes. A small beast, usually a cat, a dog or a raven, sharing a strange bond
adventurers. it lays him to rest. with an arcane character. Some of them are demons in disguise.

Goblin Goblin band Golem/robot


Str Agi Mnd Att Def End Her Str Agi Mnd Att Def End Her Str Agi Mnd Att Def End Her
-1 2 0 2 2 2 0 -1 2 1 3 2 8 2 4 0 0 4 3 7 0
Gear. Dagger (Agi, Range 5). Gear. Assorted Weapons (Agi, Range 10). Gear. Metal Fists (Agi/Str), Metal/Stone Body (AR 3/5/6).

Special Abilities. Stealth Special Abilities. Chief (While the chief is alive, the band gains +1 Att. Killing Special Abilities. Resistance (+4, Physical attacks).
him requires an Att (-2) dealing 2 Dmg. Dmg can be from two different attacks),
Notes. A small hungry humanoid, treacherous and hostile. They see well in Group (3 Atk, 3/End lost: -1 Att and Def). Notes. A statue animated by magic or a living automaton powered by
darkness and are mischievous. They love to kidnap babies. technology. Golems are often armed with huge versions (+1 Dmg) of normal
Notes. A large group of goblins, at least a dozen, led by a nasty chief. Kill the weapons, while robots are fitted with high-tech ranged weapons.
chief and the rest of the band will break and rout.

horse minotaur oGre


Str Agi Mnd Att Def End Her Str Agi Mnd Att Def End Her Str Agi Mnd Att Def End Her
3 2 0 0/2 2 4 0 5 2 0 5/2 1 9 1 5 1 -1 4 2 7 1
Gear. Hooves (Agi, Warhorses only). Gear. Great Axe (Str, 2H, +1 Dmg, Enc, -1 AR, -1 Def), Horns (Agi). Gear. Huge Club (Str-1, 2H, +1 Dmg), Thick Skin (AR 4).

Special Abilities. None. Special Abilities. Charge. (+2 Att, +1 Dmg), Extra Attacks (1 Atk, 0). Attacks Special Abilities. Extra Attacks (1 Atk, -2). Club sweep hitting multiple
with axe and horns in the same round. opponents.
Notes. A faithful mount. Warhorses are trained to fight and have +1 in Str
and Agi. Cost: 10 Coins, 25 for a warhorse. Notes. A hulking humanoid with a bull’s head and a bad temper. Minotaurs Notes. An enormous, brutish humanoid, ugly and stupid. Ogres are often
often roam in mazes and have a fondness for young virgins, as both mates and man-eaters. They can do lot of damage with their enormous clubs.
food.
shapeshiFter ship, small ship, medium
Str Agi Mnd Att Def End Her Str Agi Mnd Att Def End Her Str Agi Mnd Att Def End Her
2 3 3 3 3 7 3 0 2 1 0 2 5 1 2 2 1 2 2 7 1
Gear. Razor Sharp Claws (Agi, -1 AR). Gear. Crew (Str). Gear. Crew (Str), Cannons (Agi, Range 100, +1 Dmg, cannot be used in close
combat), Reinforced Hull (AR 5).
Special Abilities. Advanced Stealth, Advanced Power (Transmutation, self Special Abilities. Scale (Vehicle).
only). Special Abilities. Scale (Large Vehicle).
Notes. A small merchant vessel, without any weapons. Its best defense is
Notes. This creature is a fantasy doppelganger or a dangerous alien speed, to evade enemies. Crew: 3-10 mariners. Cost: 100 Coins. Notes. A medium vessel, a typical frigate or pirate ship. Crew: 15-30
shapeshifter. It can mimic the appearance and mannerisms of specific beings. mariners. Cost: 300 Coins.
Some shapeshifters have special weaknesses (for example, hurt by the touch
of silver).

spaceship, small spaceship, medium skeleton


Str Agi Mnd Att Def End Her Str Agi Mnd Att Def End Her Str Agi Mnd Att Def End Her
1 2 1 2 2 5 1 3 3 2 3 3 9 2 1 2 -2 2 2 4 0
Gear. Laser Cannon (Agi, Range 10), Energy Shields (AR 5/6). Gear. Batteries of Laser Cannons (Agi, Range 200), Boarding Team (Str, Gear. Old Sword (Agi/Str), Battered Shield (Str-2, Deflect, Enc 1).
Range 50, Agi (-2) roll to board enemy vessel. Damage inflicted isn’t
Special Abilities. Scale (Vehicle). structural, but only to the enemy crew. It is automatically restored if the enemy Special Abilities. Resistance (+2, cutting/impaling weapons), Undead,
ship is captured), Energy Shields (AR 4/5/6). Weakness (-2, blunt weapons).
Notes. A small spaceship, used by smugglers, traders and explorers. Lightly
armed, but with a skilled pilot it can be a worthy opponent. Crew: 2-6 spacers. Special Abilities. Extra Attacks (2 Atk, 0, batteries can shoot multiple times. Notes. A skeleton, animated by dark magic. Not very strong, but can be
Cost: 150 Coins. Cannot shoot while deploying a Boarding Team), Mobility (Spaceship), Scale very fast. Some of them, after being killed, return to un-life in 2d6 minutes.
(Large Vehicle). Smashing their bones to fine dust prevents this.

Notes. A corvette, a heavy transport or another medium sized ship. Crew:


25-75 spacers. Cost: 500 Coins.

snake, constrictor snake, poisonous spider, Giant


Str Agi Mnd Att Def End Her Str Agi Mnd Att Def End Her Str Agi Mnd Att Def End Her
4 2 0 3 3 6 0 0 2 0 2 2 2 0 2 2 0 2 2 4 0
Gear. Grapple (Agi+1). Gear. Bite (Agi). Gear. Bite (Agi, poison), Web Spitting (Agi, Range 10, Entangle).

Special Abilities. Constrict (-2), Stealth. Special Abilities. Poison ((-1), Eff: 2 Dmg, Time Int: 1, round, Dur: 10 Special Abilities. Entangle (-2), Poison ((-1), Eff: 1 Dmg, Time Int: 1 min,
rounds). Dur: 10 mins).
Notes. A large boa or other constrictor. It lurks among the trees and other
shady places, looking for prey. Notes. A poisonous snake, like a rattlesnake, cobra or cottonmouth Notes. A giant spider, lurking in deep caves and dark woods. Some of them
are very good jumpers, while others use their webs to create complex traps. In
fantasy settings, some arachnids are intelligent (Mnd: 1) and can speak.
swarm troll Vampire
Str Agi Mnd Att Def End Her Str Agi Mnd Att Def End Her Str Agi Mnd Att Def End Her
3 3 0 3 5 3 0 4 1 0 4 1 6 1 3 3 3 4 4 10 4
Gear. Bite (Agi). Gear. Claws (Agi/Str), Rubbery Skin (AR 5). Gear. Bite ((Agi/Str)+1).

Special Abilities. Group (3 Atk, per 1 End lost: -1 Att/Def). Special Abilities. Regeneration (0, Cannot regenerate fire or acid damage). Special Abilities. Invulnerability, Infection (9, 1 night, the victim wakes up as
a Vampire), Life Drain, Power (Mind Control), Undead.
Notes. A crawling mass of insects or other similar critters. The profile can be Notes. An ugly, furry humanoid with rubbery skin. Almost immortal, it
used for rats, ants, bugs and so on. regenerates wounds and can even re-attach lost limbs. Notes. A prince of darkness, this bloodsucking undead is gifted with powers
of mesmerism and can transform victims into thralls.

warrior wolF Zombie


Str Agi Mnd Att Def End Her Str Agi Mnd Att Def End Her Str Agi Mnd Att Def End Her
2 2 0 3 2 7 0 1 2 1 2 2 3 0 3 -1 -2 2 0 7 0
Gear. Sword(Agi/Str, Balanced), Shield (Str-2, Deflect, Enc 1), Light Armor Gear. Bite(Agi/Str). Gear. Claws ((Agi/Str) -1).
(AR 5/6, Enc 1).
Special Abilities. Pack Fighter. Special Abilities. Initiative (-2), Undead.
Special Abilities. Weaponcraft (Blades).
Notes. A large canine with sharp fangs. Usually roams the wilds in large Notes. A rotting corpse, back from the grave. Slow and dumb, but gifted with
Notes. A man-at-arms, soldier, bandit or someone similar, well-trained and packs. Can be an excellent Minion. an unholy energy.
equipped. Gear can vary.

Str Agi Mnd Att Def End Her Str Agi Mnd Att Def End Her Str Agi Mnd Att Def End Her

Gear. Gear. Gear.

Special Abilities. Special Abilities. Special Abilities.

Notes. Notes. Notes.


Voodoo 7 Pirates Voodoo 7 Pirates Voodoo 7 Pirates
by Gilbert Gallo by Gilbert Gallo by Gilbert Gallo

Voodoo 7 Pirates Voodoo 7 Pirates Voodoo 7 Pirates


by Gilbert Gallo by Gilbert Gallo by Gilbert Gallo

Voodoo 7 Pirates Voodoo 7 Pirates Voodoo 7 Pirates


by Gilbert Gallo by Gilbert Gallo by Gilbert Gallo

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