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Statblock:

Mov: Movement, in inches

MA: Melee Aptitude

RA: Ranged Aptitude

Str: Strength. Added to weapon damage

Def: Defence. Reduces damage

HD: Hit Die. A plus indicates an amount added to the maximum number on the hit die

Will: Used to cast and resist magic

CR: Courage

Arm: Armour. Attack roll is a check against this

Turn:

2 actions. Repeating an action counts as a “focussed action,” adding a bonus die to the roll required. Ex:
attack roll, spell roll, movement or skill.

Bonus dice and penalty dice cancel out.

Actions are:

Move
Attack
Cast a spell
Use a Skill
Brace (penalty die to all attacks)
Swap Weapon/Use Item

Combat:

Melee is MA vs Arm. Equal or higher is a hit. Damage is weapon die plus strength, minus defence. Excess
is hp loss

Ranged is RA vs arm. Equal or higher is a hit. Damage is weapon die. Cover is light: Penalty die or Heavy:
penalty die, person in cover gains +2 defence

Magic: Casting is Will, resisting is will. Casting in combat incurs a penalty die.

Skills:
Most classes 1, mages 2, rogues 3. Usual roll is d20 plus skill rank, but an unskilled person may attempt
to do so with a penalty die.

Sample Monster:

Skeleton

Arm: 11
HD: d4
MA: 1
RA: 0
Str: 1
Def: 1
Will: 0
Cr: 4

Undead: Does not test courage.

Goblin:
Arm: 13
HD: d4
MA: 1
RA: 2
Str: 1
Def: 0
Will: 0
CR: 5

Strength in Numbers: Gains +1 MA if they outnumber foe in combat.

Building a Hero:

Begin with base stats for class. May add up to eight points, though no skill may be boosted more than
three times.

Skills are class dependant

Mages get three spells, Priests 2, Paladins 1

Gear is simple enough. One weapon (Rogues 2, Fighters/paladins this or an armour), One Armour
(Clerics two), one miscellaneous.

Base Stats example:


Fighter:

Arm: 10
HD: d10
MA: 1
RA: 1
Str: 1
Def: 1
Will: 0
CR: 7
Skills: 1
Gear: Any
Talent: Tactical Awareness- Once per battle, may take a second turn immediately after their current one
has finished.
Master of Arms: Swapping Weapons does not cost an action.

Paladin:

Arm: 10
HD: d10
MA: 1
RA: 0
Str: 0
Def: 1
Will: 0
CR:8
Skills: 1
Spells: 1
Gear: Any Armour, Any Weapon
Talent: Leader- Allies within 6’ may use their leadership
Blessed Touch- Once per battle, may restore d4 hp to an ally in base contact as an action.

Mage:
Arm: 10
HD: d8
MA: 0
RA: 1
Str: 0
Def: 0
Will: 2
CR: 7
Skills: 2
Spells: 3
Gear: Basic Weapons, No Armour
Talent: Arcane Adept- Once per battle, may reroll a failed will check to cast a spell

Rogue:
Arm: 11
HD: d8
MA: 1
RA: 1
Str: 0
Def: 0
Will: 1
CR: 6
Skill: 3
Gear: Light Weapons and Armour
Talent: Hide Away- When targeted by a ranged attack or spell, may Immediately move 3”. Any modifiers
(cover) or range is measured after this move. If move out of range, shot may measure to another target
or count as having missed.
Fighting Dirty: If outnumbering opponent, +2 STR

Priest:

Arm: 10
HD: d8
MA: 0
RA: 0
STR: 0
Def: 1
Will: 1
Cr: 7
Skill: 1
Spells: 2
Gear: Light Weapons, Any Armour
Talent: Blessed Guardian- On start of cleric’s turn, one ally within 3” (not including the cleric) regains a
lost hit point.

Barbarian

Arm: 10
HD: d12
MA: 1
RA: 0
Str: 2
Def: 0
Will: 1
Cr: 7
Skills: 1
Gear: Any Weapon, light or medium armour
Talent: Relentless- Once per battle, when dropped to 0 hp, live on with d4 hit points restored
Anger- If taken damage since previous turn, may use both actions to attack.

Spells:

Chosen by level. On levelling up, clerics and mages get another automatically. Concentrate means lasts a
turn, and next turn must use an action to either end the spell or continue it. Can only concentrate on
one spell at a time.

Mages: Arcane Missile (cast 10+, 2d4-will damage), Electric Jolt (10+, d8-will damage), Arcane Shield 12+
(self, armour increased by d6 once per battle), Quicken 10+ (Concentrate, self or 6” movement boost for
free and +1 armour class), Arcane Vision 10+ (see invisible for a turn, self or 6”), Dazzle (12+, 12,” lose
an action), Unlock 12+ (unlocks), Fire Fan 13+, up to three enemies within 6, d6-will damage each)

Clerics: Healing Light (Cast 12+, d4 healing, base contact or self), Blessing (Cast 10+, within 6”, cleric and
allies in range gain a +1 to any rolls), Divine Shield (Cast 14+, 6” range, concentrate, recipient gains +2
defence), Impede the Unholy (Cast 12+, Undead, Fiends within 12” make a courage test or lose an
action), Cure Ailment (Cast 12+, touch, end an ongoing negative condition), Inspiring Sermon (Cast 11+,
allies within 6” reroll failed leadership tests, concentration).

Paladin: Healing Light, Smite (Cast 11, next attack gains free boost and deals an additional d4 damage, if
it manages to deal any damage), Mark for Justice (Cast 11, mark single creature within 6”, all allies
receive +1 to their to hit rolls against that foe).

Skills:
Athletics- Physical feats requiring strength; climbing, lifting, etc.
Acrobatics- Physical feats requiring finesse; balancing, shimmying, etc.
Mechanical- Traps and Locks
Charisma- Influencing Folks
Search- For goods and people
Hide- You know what this is
Survival- Tracking and navigating wilderness, finding food or supplies
Arcane Knowledge- Ancient stuff, alchemy, etc.
Smithing- Repairing gear, working metal generally
Luck- Some events
Beast Taming- Dealing with non-sapient creatures

Morale:

Ally falls within 6”


Drop Below half health
Try to initiate melee combat with certain creatures
Events
Roll leadership. Failing means shaken. At start of turn, shaken creatures test again. If success, rally- take
one action this turn, lose shaken. If fail, flee the table.

Gear:

LA: +2 ac
MA: +4 AC
HA: +6 AC, -1 mov, always counts as untrained in hide skill

Shield: +1 ac, one handed

Light Weapon: d6 damage


Martial Weapon: d8 damage
Heavy Weapon: d10 damage

Bow/light crossbow: range 18”, d6 damage


Warbow/heavy crossbow: Range 24”, d8 damage
Hurled Weapon: One use only, range 6”, d6 damage, adds strength.

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