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MAGIC & SPELLS COMBAT & DAMAGE (DMG)

Magic (Artefact; Potion; Scroll; Spell): affects 1 Target for 1 Action (+1 Turn Hero Attack (roll to Hit): Success = 1 DMG (1H Weapon; Arrow; Magic;
= the effect can apply, or occur, on this Turn or next). Cast Spell = roll 1D Small or Medium Creature); 2 DMG (2H Weapon; Large Creature); 3 DMG
(1 Action; no Skilled bonus; requires speech; -1D if your Spellcasting Item is not (Monstrous Creature). Enemy Attack (1D roll to Defend, if able; Free Action) =
Held). All magic users can also cast Reveal Magic (Touch). Fail your Spell roll = Block (-1 DMG) or Dodge (avoid all DMG). Fail = Enemy DMG. Surprise: Free
1 Stamina Drain to caster (non-lethal). ‘Touch’ Spell on ‘Self’ = -1D to roll Action (+1D Attack or -1D Defend). Unarmed Attack (0 DMG; 1D): Strike; Push.
Special Attack (-1D): Called Shot; +1 DMG; Combine Action with Move; Fire
HOLY SPELLS: 1 Bless: Touch (+1 Turn), 1 Skill Check +1D. 2 Divine: Touch into Melee (Miss = 1 in 1D per adjacent, roll to hit); Unarmed Disarm or Grapple
(instant), see beyond or within a structure; Near. 3 Heal: Touch
A heroic fantasy hack of John Harper’s ‘Lasers & Feelings’. Designed by Adrian (instant), +1 Stamina. 4 Light: Touch (10 Turns); as if day; Near;
Young (version 2.8; CC BY 4.0) facebook.com/ageofadventurerpg 5 Strike: Melee (instant), Holy Weapon Attack +1 DMG. 6 Ward: GM: RUNNING THE GAME
Welcome brave adventurer to an exciting world of monsters and magic. All you Far (+1 Turn); prevent 1 Target from a Move into your Melee range. Find, create or generate an Adventure. Describe the Scene. Introduce the
need are some six-sided dice (D) and your imagination. Onward To Adventure! ARCANE SPELLS: 1 Armor: Self (+1 Turn), -1 DMG from 1 Attack or source. Encounter(s). Ask the players what they do and how they do it. Determine
2 Darksee: Self (10 Turns) as if day; Near (Goblin: Far). 3 Levitate: the appropriate Skill required, and ask for a Proficiency Check. Only the players
CHARACTER CREATION Self (instant) straight line; Far. 4 Missile: Far (instant), energy bolt, 1 roll dice. Build on the players’ answers and dice results to develop and progress
Select your: DMG. 5 Speak: Near (+1 Turn), to 1 sentient being. 6 Teleport: Self the story. If you need some Random flavor, ask a player to roll 1D = 1 Very
COMMUNITY: 1 Dwarf; 2 Elf; 3 Goblin; 4 Halfling; 5 Human; 6 Orc (instant; must be unrestrained), to a previously visited spot; Far. Good; 2-3 Good; 4-5 Bad (Standard Challenge); 6 Very Bad (Hard Challenge)
ROLE: 1 Archer; 2 Barbarian; 3 Cleric; 4 Rogue; 5 Warrior; 6 Wizard Turn Order (high to low): for each new Scene, players roll 6D (adding the
PROFICIENCY: choose a number from 2 to 5: EQUIPMENT numbers). Enemies roll once (they all act on the same Turn). Players win
A high number means you’re better at Might (physical and martial ties. Hero Turn: you get 1 Action (or 1 Near Move; Far = 2 Actions). Speaking is
A new Hero starts with Basic Gear = Clothing, Backpack, a Pouch and 6
Actions like Attack and Defend; use weapons; sneak; climb; throw). gold pieces (GP). A pouch can hold 50 coins and/or gems. 1GP = 2 silver a Free Action. Delay = act ahead of any lower position (= your new Turn Order)
A low number means you’re better at Mind (mental and complex pieces (SP). Gem/valuable = 1D in GP. Your Patron advances you an additional
Actions like Healing; Magic; pick a lock; detect; resist; charm; track). 6GP. Carry Capacity (in Slots) = your Proficiency number +6 (-1D if over; +12 GM: QUICK ADVENTURE GENERATOR
NAME & HOMELAND: like Marcellos of the Merciless Mountains max). 1 Item = 1 Slot (excludes Basic Gear, Transport, and Medium Sizes or
larger). Candles/Oil/Torches = each unit is 1-use; burns for 1 hour; Catch Fire on YOUR PATRON THE… 1 Barbarian Chieftain; 2 Grand Wizard; 3 Elder
GOAL: like find a specific Fabled Magical Artefact, or achieve a particular Quest
1D roll equal or less than Fire DMG (= 1 DMG at end of each Turn, until doused). Cleric; 4 Master Archer; 5 Thieves Guild; 6 Warrior Lord
APPEARANCE: provide an image, or description, of your Character
1H = 1-Handed. 1P = 1-Person (or 12 Slots). Sell Items at 50%. *Animal or HAS GIVEN YOU A QUEST TO… 1 Defeat the Monster/Villain; 2 Deliver the
LANGUAGES: All Adventurers know Common. Non-Humans also know their
Minion Actions = roll 1D; 1 is success (Hero to equip and upkeep, as applicable) Object/Subject; 3 Destroy the Object; 4 Protect/Defend the
Community language. Encounters may only know their own unique language.
Community; 5 Recover the Object; 6 Rescue/Capture the Subject
1GP Items: Animal* Small, like a Snake (3GP Medium, like a Dog; 6GP Large, SO ADVENTURE INTO THE… 1 City (Citadel/Temple); 2 Dungeon (Cavern/
SKILLS, STAMINA & HERO POINTS like a Horse 2P). Candles (10). Holy Water (1). Lantern (requires Oil Crypt); 3 Forest (Mountains/Hills); 4 Island (Port/Seas); 5 Jungle
or Candle; Near). Oil (10). Provisions (10; food and water; 1 per day, (Swamp/Marshland); 6 Tundra (Desert/Snow)
Might SKILLS: Archer = Launched Weapons (Far Range Attack, like or Stamina -1). Rope (coil). Tinderbox. Torches (10; 1 DMG; Near). OF… 1 Chaos; 2 Doom; 3 Fear; 4 Havoc; 5 Malice; 6 Terror
Bow); 1H Throw (Near Range Attack, like Dagger). Barbarian = 2H 3GP Items: Acid (1 DMG). Armor (+1 Stamina); Arrows (10; 1 DMG; reuse 1/6). BUT BEWARE THE 1 Demon/Devil; 2 Evil Priest/Cultists; 3 Evil Wizard/Witch;
Weapons (Melee Attack, like 2H Axe); 2H Throw (Near Range Cart (3P; need Horse). Grapnel. Lock Picks. Shield (+1D Block; 1H). 4 Monstrous Being/Horde; 5 Necromancer/Undead; 6 Warlord/Tyrant
Attack, like 2H Spear). Dwarf = Resilience (versus Elements; 1D to Throwing Darts (10; 1 DMG; reuse 1/6 Near). Weapon (1H or 2H).
resist Poison). Elf = Acrobatics (balance; ride; leap); Athletics 6GP Items: Artefact recharge (+1). Healing Kit (10 uses, regardless of result; +1 GM: ENCOUNTER TABLE
(run; swim; climb). Rogue = Sneak (silent movement; pick pockets; Stamina; Standard Challenge; -1D Self). Minion* (per Quest; random
Flank, if able, to gain Surprise). Warrior = 1H Weapons (Melee Community). Poison (automatic; specify = 1 DMG instant, or -1D for For each Encounter (Enemy, Trap or Obstacle), select 1 Level from each
Attack, like 1H Sword); Unarmed (1D to Melee Attack; 1 DMG like 1D Turns). Potion (Self; automatic). Scroll (select Language; speak; column in the table below (as applicable). Stamina (S) = based on Size (+1
Punch; 0 DMG like Grapple or Disarm; cannot Block weapons) 1-use regardless of result; Standard Challenge; no Drain; Far). Spell Armor; +1 Shield; +1 Boss). Also use for Enemy DMG. Actions (A) = the number of
-casting Weapon or Item (1H or 2H; like Holy Mace, or Arcane Staff). Attacks or Targets (per Turn). Also use for Enemy Loot (number of Items or coins).
Mind SKILLS: Cleric = Holy Spells (1D to cast); Religion (lore). Dwarf
Challenge (C) = the number of Successes a Hero needs against the Encounter eg
= Detect (spot traps; find hidden; listen; avoid Surprise Attacks); overcome a Trap or Obstacle; Attack, Defend or affect. Forced Entry: (S) = Size
Goblin = Darksee (as if day; automatic Free Action; Near Range); PROFICIENCY CHECKS required to DMG Structure; 0 = Breached. Encounter level (E) = (S) x (A) x (C).
Underground (lore). Halfling = Hide (find cover; avoid detection); Roll 1D: +1D Skilled (see ‘Skills’); +1D Prepared (you have the required For Scene balance, total Enemy (E) = 6 x (the total number of Heroes and Allies).
Willpower (resolve; Defend against Mind Attacks; resist Curses). Item; or say how you used your previous Action to aide this one); +1D Help
(an Ally used their Action to say how they Helped and succeeded their (S)tamina or Size DMG (A)ctions (C)hallenge Example for 3 x Heroes
Human = Languages (2 from any Communities); Parley (persuade;
con). Orc = Pathfinder (track; navigate; nature lore); Survival (find Proficiency Check with 1D); -1D Improvise (you lack the required Item). 1 Small eg Minion 1 1 1 Standard 3 x Enemy (S1, A2, C1)
shelter; forage). Rogue = Tinker (disable and set traps; pick locks; Now compare each die result to your Proficiency number 3 Medium eg Humanoid 1 or 2 2 2 Hard = E6 (E2 each x 3);
fix Items). Wizard = Arcane Spells (1D to cast); Sorcery (lore) 6 Large eg Giant 2 3 - 1 x Enemy (S6, A1, C2)
⇩ if you’re using your Might you want to roll equal or under your Proficiency 9 Monstrous eg Dragon 3 - - = E12. Total = E18
STAMINA POINTS are equal to your Proficiency number (maximum).
At zero you are dying (or unconscious if non-lethal DMG, or at Attacker’s
⇧ if you’re using your Mind you want to roll equal or over your Proficiency
GM: CAMPAIGN PLAY
discretion, or if from Spell Drain). 1 attempt can be made to Heal 1 point
within 10 Turns or you die! At below zero you are dead! Heal 1 Stamina 0 Fail = you don’t succeed; and the GM may determine that things get worse Success = Fortune & Glory. PATRON REWARD: +6GP per Starting Hero.
HERO POINTS: +1D each. TREASURE (roll 1D): 1-3 = Gold & Valuables:
with a Healing Kit, Artefact, Potion, Scroll or Spell; or a full night’s rest. 1 Success = required versus Standard Challenges (like Help, or resist Curses) total GP value of 6D per Hero; 4-5 = Magical Artefact: (one only; 30GP value);
HERO POINTS (start with 0; maximum 6; cannot gain any points above 6). 2 Successes = required versus Hard Challenges has 1D charges; rechargeable to 6 (maximum); activate with a Mind Standard
Spend 1 Hero Point to: (1) +1D to a Proficiency Check; declare prior to roll; Challenge; 1 charge used regardless of result (1 in 6 chance it is Fabled and no
(2) re-roll all your dice and keep the new result (like Proficiency Checks,
3 Successes = critical success; and the GM explains some extra benefit
Check is required; 150GP value); 6 = Gold, Valuables & Magical Artefact!
Minion Actions, your Turn Order), or (3) gain special insight into what’s If you roll your number exactly AND the Action succeeds: +1 Hero Point
going on. Ask the GM a specific question and they will answer you honestly. (maximum 1 point gained regardless of the number of Successes) Tip Jar: Ko-fi.com/adrianyoung

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