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Quickstart

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Kellen Triplett (Order #34893997)
Created by
Anthony Smith

Edited by

Elizabeth Smith, Carl Newbrook

Art by

Doan Trang

Playtesting by

Mark Prince, Peter Adams, Andy Noyland, Chris Richardson,


Carl Newbrook, Barry White, John Stephenson, Andy Hanes,
Adam Jackson, Michael Brimer, Stuart Climpson,
David Radford, Connor Pears

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Kellen Triplett (Order #34893997)
How to play

Core Attributes Target Numbers


Strength - physical power. The target number (TN) is the number
of successes needed to successfully
Toughness - physical resilience. perform a task. Dice typically succeed on
a 4, 5 or 6. The GM will indicate the
Agility - speed, flexibility and stealth. target number of a task.
Precision - finesse and coordination. 1TN - Easy

Mind - intellect and awareness. 2TN - Routine

Spirit - social skill and determination. 3TN - Challenging

4TN - Hard
ATTRIBUTE RANK
5TN - Formidable
1 Abysmal
6TN - Extreme
2 Inept
7TN or more - Epic
3 Average
4 Good Making a Check
5 Great When a character attempts something
and the outcome is in doubt, they roll a
6 Superb number of D6 equal to the appropriate
attribute and count every roll of a 4+ as a
7 Remarkable
success. Compare the number of
8 Exceptional successes against the target number (TN)
– if the number of successful dice equals
9 Supreme or exceeds the target number, the check is
a Success! If the number of successes is
10 Legendary
fewer than the TN the check is a Failure.

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Kellen Triplett (Order #34893997)
Opposed Rolls climbing a cliff face in the rain or picking
a lock at night. Both of these tasks may
When a character wishes to do be difficult but are made even harder by
something that is opposed by another the additional inclusion of rain or poor
character, the TN is set by the opposing lighting. When an action is affected
character’s dice roll. The acting character positively or negatively it alters the score
must equal or exceed the TN set by the needed on the dice for a success.
opposing character for their check to Advantage and disadvantage cancel each
succeed. other out and can stack twice, so an
action suffering from two instances of
disadvantage would only count dice
Fate Die results of a 6 as a success.

When making a check, one of the D6s DISADVANTAGE


rolled should be visibly different by
colour or size to the others. This is the Die result for success is
Fate Die. It behaves like any other die, increased by 1 (5+ = success).
however, a roll of 1 on the Fate Die
ADVANTAGE
results in a setback, while a 6 adds a
bonus. It is possible to succeed with a Die result for success is
consequence or fail but gain a bonus. If a decreased by 1 (3+ = success).
check is failed and the Fate dice rolls a 1,
this becomes a Critical Fail.

Exploding Sixes
Any die that rolls a 6 (including the Fate
die) counts as a success and also explodes.
Pick up the die and roll it again. If it
scores a success add it to the total, if it
rolls another 6 it explodes again. The first
result rolled on the Fate die is the only
one that counts towards setbacks and
bonuses, regardless of additional results
gained through subsequent explosions.

Modifiers
Sometimes, when making a check, the
character will incur an additional penalty
or bonus based on the situation, such as

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Kellen Triplett (Order #34893997)
Edge Skill
Edge can be spent by the player to gain Skill points can be spent to add a single
an advantage, remove disadvantage or die to a check if the task is something that
reroll a failed check as long as the Fate the character would realistically be skilled
dice did not roll a 1. Characters are in. For instance, a rogue may spend skill
awarded Edge by the GM for great points to pick a lock or charm a guard,
roleplaying and for playing their whereas a warrior may use skill points to
character in line with the character's intimidate or land an attack. The
Essence. At the end of a session, a player objective of skill points is to infuse more
retains any unused Edge points up to roleplaying into task resolution. Perhaps
their edge maximum; which is equal to a character can add a skill point to a
the character's spirit attribute. The GM check to hide from pursuers because they
starts each session with a number of Edge were bullied in their youth or because
points equal to the number of they had an abusive father. Only one
players. skill point can be added to a
check. Skill point maximum is
equal to the character's Mind
attribute and they refresh
after a long rest.

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Kellen Triplett (Order #34893997)
Scale Levels Giant

Tiny Things classed as giant are somewhere


between being larger than a building and
Things classed as tiny are the size of a up to a mountain.
human head or smaller.
Dreadnought, capital ship, space station.
Coin, dice, eyeball, flash drive, matchstick,
lighter, mouse, fairy, handheld device, Colossal
grenade.
Things classed as colossal are larger than
Small a mountain.

Things classed as small are somewhere Moon, planetary body, doom-star.


between being larger than a human head
and up to the size of an adolescent
human. Changing Scale
Dog, child, halfling, human limb or torso. The examples given above are assuming
that a typical human is the norm. In a
Medium
campaign in which the players take on
Things classed as medium are the size of unusual roles, such as woodland
an adult human. This is the default scale creatures, the scale norm may need to be
level. redefined. For example:

Human, alien, robot, bike, average-sized


door.

Large Tiny - Insect.

Things classed as large are somewhere Small - Mouse, bird.


between being larger than an adult
Medium - Cat, fox.
human and up to double the size of an
average human. Large - Dog, wolf.
Troll, ogre, mecha, power-loader, boat, car, Giant - Human.
truck.
Colossal - Bigger than a human.
Huge

Things classed as huge are somewhere


between being larger than double the size
of an average human and up to the size of
a building.

Kaiju, battleship, starship, submarine.

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Kellen Triplett (Order #34893997)
Scale Difference Larger

Smaller Gain +1 damage for each scale of


difference and all attacks that deal basic
Gain +1 evasion for each level of damage from smaller targets are
difference and advantage to all agility considered glancing blows.
checks opposed by a larger target, such as
dodge and disengage. Entities that are
smaller by 1 level receive an additional
disadvantage penalty to perform a Larger by 2 or more scale levels
counter attack.
Entities that are larger by 2 or more levels
than a terrain obstacle, can move through
the obstacle, destroying it in the process.
Smaller by 2 or more scale levels If an entity that is larger by 2 or more
levels wishes to move out of combat, they
An object that is smaller by 2 or more do not roll a disengage check. Instead, all
levels does not count as cover and does engaged enemies must roll a 4TN agility
not grant the obscured bonus. Entities check to get out of the way or they get
that are smaller by 2 or more levels can trampled for damage equal to half of the
not perform a counter attack. larger entities strength, rounding up.

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Kellen Triplett (Order #34893997)
Evasion Adjacent Range 1
Characters have an evasion score based Close combat range. 1 inch/square.
upon their Agility attribute, indicating
how difficult they are to hit in combat.
When a character is attacked and they do
not use a dodge or counter attack Immediate Range 2
reaction, their evasion score indicates the
base number of successes the attacker Reach attack range. 2 inches/
must equal or exceed to land a successful squares.
hit.

Short Range 3
1-3 Agility 1 Evasion
Move action range. 3 to 4 inches/
squares.
4-6 Agility 2 Evasion

Medium Range 4
7-10 Agility 3 Evasion
Sprint action range. 5 to 8 inches/
squares.

Range
Long Range 5
Anyworld uses range bands as an abstract
measurement of distance. The unit of Disadvantage to ranged attacks. 9 to
measurement could be different based 16 inches/squares.
upon the scale of the combat encounter.
For instance, combat with spaceships
might use astronomical units whereas a
combat using cars might use metres. Try Extreme Range 6
not to get hung up on these details and
just apply the ranges as best you can. 2x Disadvantage to ranged attacks.
17+ inches/squares.

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Kellen Triplett (Order #34893997)
Combat Actions Free Action

On a character's turn, they can perform a Attribute checks that are required to fulfil
move action and an attack action in any a move action, such as climbing or
order. jumping, are considered free actions.
Other free actions would include
speaking a few words and changing or
readying a weapon.
Move Action

A character can move up to short range.


Movement that enters and exits the Combat Order
adjacent range of an enemy, results in the
enemy gaining a free close combat attack. Who goes first?

At the start of the combat, all participants


roll their Agility attribute. The character
Attack Action with the highest score goes first. In the
case of a tie, the player with the highest
A character may attack an enemy target Agility attribute wins. If the result is still
in close combat or at range, using a a tie then compare the fate dice result, if
standard attack or an ability. it is still a tie each tied participant rerolls
the fate die.

Reaction
Hold Action
The character can perform any number
of reactions however some reactions, On the character's turn they may hold
such as dodges and counters are limited action, this allows them the opportunity
to being used once per turn. to interrupt the subsequent combat order
with their full turn. If the character does
not use their turn in the subsequent
combat order, they gain advantage to the
Interaction next attack action or interaction they
take.
The character can make a single
interaction per turn in place of an attack
action. This is typically an attribute
check, such as a precision check to open
a lock, or a mind check to hack a
terminal. Sometimes an interaction may
not require a check, such as when using a
consumable to heal or to reload a
weapon.

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Kellen Triplett (Order #34893997)
Movement Climbing
When a character performs a move Characters can move over obstacles that
action, they may move up to Range 1 are smaller than them without issue.
Short (4 inches if using miniatures or 4 Moving over an obstacle that is of equal
squares if using a battle map). size counts as a difficult environment.
Climbing an obstacle that is one or more
sizes larger than the character also counts
as a difficult environment and requires a
Sprinting
challenging agility check. On a success,
A character may trade in their attack the character may move up to short range
action for a second move action. This vertically. On a failure, the character may
additional move can end with the only move up to immediate range
character adjacent to an enemy but they vertically.
cannot attack, as they used their action to
sprint.
Charging
If a character ends their initial move
Difficult Environment
action adjacent to an enemy, they gain +1
When making a move action, if the damage to their next attack.
character passes through something that
is difficult to traverse, they may not then
use a sprint action. Substantial debris, an
overgrown thicket or a crumbling stone
walkway would all be considered a
difficult environment.

Hazardous Environment
Much like a difficult environment, a
hazardous environment stops the
character from using a sprint action,
however, it also requires a 4TN check
pass through. In certain circumstances,
the check could be made using any of
the attributes but most of the time a
toughness check will be appropriate. If
the check is failed the character loses a
wound level. Being in water, lava, a
poison gas cloud or space would all be
considered a hazardous environment.

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Kellen Triplett (Order #34893997)
Making an Attack Close Combat Defence
Roll a number of dice equal to the Each round, when being attacked in close
characters Strength or Precision attribute combat, the defender may attempt a
to attack an enemy in close combat, single Dodge and a single Counter
depending on the weapon being used. To attack. After using these reactions, the
attack from range, use the characters character must use their base evasion as
Precision attribute. their defence to any further close combat
attacks.

Ranged Combat Defence


Dodge
When being attacked by a ranged attack,
the defender uses their evasion score. If The character rolls their agility attribute
the ranged attack roll equals or exceeds to oppose the attacker's attack check. If
the defender's Evasion score, the attack is they succeed they take no damage but if
successful. Evasion is modified by the they fail their Toughness check is made at
range of the attack and surrounding disadvantage. Each additional success
cover. Each additional success over the over the character's dodge check adds +1
target's modified evasion score adds +1 damage.
damage.

Counter Attack
The defender opposes the attacker’s roll
by making their own attack check but at
disadvantage. The attack check that rolls
the most successes lands a hit. Each
additional success over the opponent's
check adds +1 damage.

Counter Ties
If the defender makes a counter attack
and both the attacker and defender roll
the same result with at least 1 or more
successes they are considered to have
locked weapons. Roll the attack again,
but this time the defender is no longer at
disadvantage. If both characters roll no
successes the attack is a miss.

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Kellen Triplett (Order #34893997)
Critical Hits Fumbled Hits
When rolling to hit in combat, a 6 on the A 1 on the Fate die when making an
Fate dice results in a critical hit. If the attack results in a fumbled hit. Roll a d6.
damage is not saved by the target's
Toughness check the defender only gets
to roll 2d6 on the damage table instead of 1 Broken Weapon
3d6.
The weapon is broken and can’t be
used until it is repaired.
Critical Save
When rolling Toughness a roll of a 6 on 2-3 Dropped weapon in melee or
the Fate die results in a critical save which Out of ammo when shooting
cancels the effects of a critical hit.
The attack is completed but no more
attacks can be made with the weapon.
If a character possesses Ammo then
they can spend an interaction to
reload or pick up a dropped melee
weapon.

4-6 Glancing blow

Only add +1 to the damage for


every two extra successes scored
on the hit.

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Kellen Triplett (Order #34893997)
Obstructed Ambushing
Anything that obscures a clear view of the At the start of a combat, if one side
target incurs a +1TN penalty to the ambushes the other, the unsuspecting
ranged attack. side makes their combat order check at
disadvantage, while the ambushing side
makes their check with advantage.
Shooting into Combat
Targets locked in combat are considered Surprise Attack
obstructed. In addition, if the shot is
missed and the fate dice rolls a 1 the If a character launches an attack while
attack hits the opponent that the initial remaining hidden or attacks a target from
target was fighting. behind, the attack check gains advantage.

Assisting Defenceless
When a character wishes to assist another There are multiple ways that a character
character with an action that is not an can be made defenceless, such as being
attack they roll the same attribute, grappled, knocked down or bound. A
adding any successful dice to the assisted defenceless character is considered to
actions dice pool. During combat, a hold have rolled 0 successes on their defence
action may be required to roll the assist against melee attacks and has a base
first. evasion of 0 against ranged attacks.
While defenceless they are not
considered an active combatant.
Outnumbering
If multiple characters are engaged in close Knocked down
combat with a single opponent, the
attackers gain advantage on their attack If a character is knocked down, they are
checks. If the combat is not clearly one- considered defenceless and must spend
sided and involves multiple participants their move action on their next turn to
on both sides then no bonus is gained. stand up.
Characters whose adjacent range is
extended due to a weapon or ability
count as assisting when determining the
combatants involved in a combat.

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Kellen Triplett (Order #34893997)
Unarmed Combat Grappling
When a character makes an unarmed The character makes an unarmed close
close combat attack they may roll combat attack using strength opposed by
strength for bare-fist brawling or the targets strength. If the character
Precision for martial arts. Unarmed succeeds they manage to hold the target,
attacks deal 2 damage. stopping them from moving or taking
action other than attempting another
opposed strength check to break free.
Once free the character can act as
Stun Damage
normal. Both the grappled target and the
When a character wishes to take out an grappler become defenceless.
enemy without dealing them damage
directly, they make an attack at
disadvantage while using an appropriate Disengaging
weapon. On a successful hit, the attack
deals 1 damage + extra successes but To disengage from combat, all engaged
bypasses armour. If the toughness check active combatants roll an attack check
is failed the character is knocked and the disengaging character rolls a
unconscious. An unconscious character is single Agility check. If the character's
defenceless and may only make 5TN Agility check equals or exceeds the enemy
toughness checks each round to regain attack checks, they may move out of
consciousness, otherwise, they regain combat without harm. If they fail, the
consciousness after the combat or scene. character takes the hits as normal and
then they may move out of combat. This
counts as the characters move
Fighting with Two Weapons action so they may move up
to their full movement
A character can follow a close combat range.
attack with a second close combat attack
at disadvantage, when using a Light
melee weapon in their offhand. A
character can follow a ranged attack with
a second ranged attack at disadvantage,
when using a light ranged weapon in
their offhand. This is classed as a free
action.

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Kellen Triplett (Order #34893997)
Damage Health
After landing a successful hit, the Player characters have 5 health levels,
weapons damage and any extra successes Fine, Hurt, Wounded, Critical and
from the hit are combined to get the Dying. Once a character is critical, if they
damage total. This number is then take any further damage they do not roll
modified by deducting the target's on the tables, instead, they are considered
armour value. The defender then rolls a to have rolled the dying result from the
toughness check against the damage that injury table.
remains. On a successful Toughness
check, the target takes no damage, on a
failure, they must roll on the damage
Status Effect
table and any damage that was not
blocked by the toughness check is If a character is affected by a negative
deducted from their score. status such as fear, drugs or other
hindrances they may incur disadvantage
Before making a toughness check a player
on some checks until the cause is
may take a Madness point to gain
overcome. If they are affected by a
advantage. After a failed Toughness check
positive status they may gain advantage
a character can choose to have their main
on some checks.
armour or shield break and become
unusable until fixed, instead of rolling on
the damage table or injury table in the
case of a critical hit.

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Kellen Triplett (Order #34893997)
Healing Repairing
During a long rest a character can
attempt to repair one item. The difficulty
Short Rest to repair is 3TN for basic gear, 4TN if it
has a quality and 5TN if it has multiple
The character can relax for an hour or qualities.
more. Roll Toughness against the damage
level, 3TN for Hurt, 4TN for Wounded,
5TN for Critical. On a success, the
character regains 1 health level. A Medical Aid
character can not heal from Critical
during a short rest without medical aid In addition to resting, a character can
from an ally or medical consumable. receive medical aid from an ally. The
tending character makes a Mind check
against the damage level, 3TN for hurt,
4TN for wounded, 5TN for critical. On
Long Rest a success, the wounded character
gains advantage to their
The character sleeps for at least 6 hours. Toughness check to recover.
Restores 1 health level, 1 Edge point and Maximum of one medical
a number of Skill points equal to treatment per rest.
half the character’s Mind
attribute, rounding up.

The Injury table is not included in the Quickstart. To gain access to these rules along
with Character Creation, Madness, Vehicle combat, Mass battles, the GM section
and much more, please consider purchasing the full book.

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3d6 DAMAGE TABLE

3 or less Injured - Roll on the injury table. If the result rolled is below 0,
carry over the result as a modifier to the injury table result. For
example, if the damage table result is -2 then the injury table roll
would be 3d6 -2.

4-5 Badly Wounded - Lose 1 health level. The character also becomes
Weakened unless they are wearing medium or heavy armour.

6-7 Wounded - Lose 1 health level.

8-9 Knocked Down - The character is considered defenceless and


must spend their move action on their next turn to stand up.

10 -11 Weakened - Disadvantage to the next toughness check made.


Removed as a free action on the characters next turn.

12-13 Stunned - The character can't sprint on their next turn and gains
disadvantage to their next action check.

14-15 Staggered - Go to the bottom of the combat order.

16-17 Weak Stagger - Staggered unless wearing medium or heavy


armour, in which case it is a flesh wound instead.

18 Flesh Wound - No effect.

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Kellen Triplett (Order #34893997)
Running the Game

Quickstart Scenario Introduction


The following pages include some pre- The warlord rose to power among the
made characters and a short, familiar warring clans to the north. After he
fantasy scenario. This is intended to help besieged the Mages’ Academy and stole a
players get to grips with the games basic forbidden tome of dark magic his forces
rules. spread throughout the kingdom sowing
chaos in their wake.
To play, you will need a player to take on
the role of Games Master and up to four As the warlord raised the villages of the
more players to embody the pre-made King's realm to the ground, a nobleman
characters. You will also need a handful named Julius Cerantis quickly assembled
of six sided dice. Miniatures or a virtual a militia and marched to meet him in
tabletop are cool but optional. battle. The player characters joined the
militia for coin, duty or valour. Cerantis
underestimated the size of the Warlords
army and the militia was quickly
The Games master overwhelmed, until mercifully, a horn
sounded the retreat. As remnants of the
The Games Master will take on the role militia fled the battle, the brigands
of the enemies and they will also set the showed no quarter, riding them down in
scene. They will describe how the world droves.
reacts to the actions of the characters.
They must also decide the Target The player characters ran into the cold
Number of successes needed for certain night and dared not stop. Eventually,
actions to succeed. with the last of their strength all but
gone, they stumble upon a tiny hamlet,
Although this is intended to be a quick nestled at the foot of the northern
‘pick up and play’ introduction to the mountains and surrounded by thick
game, things will run much smoother if woodland. They see that the hamlet
the GM has familiarised themselves with seems long abandoned, so they enter one
the rules and the scenario. of the houses seeking shelter from the
rain. Gasping for breath, their hearts sink
as they hear their pursers approaching.

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Kellen Triplett (Order #34893997)
Grunt
Strength Toughness Armour
3 3 2
Precision Agility Evasion
3 3 1
Mind Spirit Health
3 3 1
Traits
Henchman - All rolls on the damage
table are considered critical hits and
therefore only roll 2d6.
Gear
Light melee weapon - Precision to
attack, deal 3 damage.
Light ranged weapon - Precision to
attack, deal 3 damage.
Light Armour - Armour 2

Marksman
Strength Toughness Armour
3 3 2
Precision Agility Evasion
4 3 1
Mind Spirit Health
4 3 1
Traits
Sniper - Reduce the TN of a ranged attack
by 1 when made from an elevated
position.
Henchman - All rolls on the damage table
are considered critical hits and therefore
only roll 2d6.
Gear
Light melee weapon - Precision to
attack, deal 3 damage.
Medium ranged weapon - Precision to
attack, deal 4 damage. Two Handed
Light armour - armour 2.

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Kellen Triplett (Order #34893997)
Boss
Strength Toughness Armour
5 5 3
Precision Agility Evasion
4 4 2
Mind Spirit Health
4 4 2
Traits
Presence - During combat, if the number of
participants is the same on both sides, this
character breaks the tie in favour of their side
as long as they are not defenceless. Note this
does not count towards one on one combats.
Retaliation - If the character loses a health
level from a close combat attack they may
immediately perform a close combat attack
back with disadvantage, once per turn.

Gear
Medium melee weapon - Strength to attack,
deal 4 damage.
Medium ranged weapon - Precision to
attack, deal 3 damage.
Medium armour - Armour 3.

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Combat Encounter
When the combat begins, have the
brigands positioned at medium range
from the players. They approach as a
group, led by the Brigand Boss. Use at
least two brigands for each player
character. Although the scenario is
designed to test out the combat
mechanics, the players may attempt to
sneak, distract or negotiate. The GM
should encourage this; as long as you are
having fun, you are doing it right!

CONCLUSION
After the fight, should the players
survive, they may take a short rest in one
of the abandoned buildings, to
experience the resting mechanics. Then,
as the blood of the vanquished soaks into
the muddy ground, howls can be heard
coming from the woods.

If you wish to continue the scenario, have


the players face of against the Direwolf
and a pack of wolves.

wolf Direwolf
Strength Toughness Armour Strength Toughness Armour
3 3 1 6 6 1
Precision Agility Evasion Precision Agility Evasion
2 3 1 2 6 2
Mind Spirit Health Mind Spirit Health
2 2 1 2 2 3
Traits Traits
Fangs - Unarmed attacks deal +2 Bloodlust - Move up the combat order
damage. one space after removing a wound level
from an enemy.
Fangs - Unarmed attacks deal +2
damage.

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Drogerus Boar-tusk 3
Flexible basic character
6 3
2 1 2
4 2
3 2

Brash
Vengeful Barbarian
Uncivilised

Juggernaut - The character deals an extra +1 Rage Advanced 15 exp


damage when charging into close combat and After losing a health level the character must
using strength to make an attack. immediately make a close combat attack
against an adjacent target, friend or foe or take
Slayer - Once per turn, after an attack action, 1 madness point. In addition, once per short
if an enemy is defeated the character may rest, as an attack action, the character makes 3
make another free attack against an adjacent frenzied close combat attacks at a single
enemy. target. If the target is defeated, the remaining
attacks must be made against the next closest
target within close range, friend or foe, the
user can perform a free move action to
facilitate this. If no targets are available then
the user takes 1 madness point.
Upgrade - The character deals +1 damage in
close combat against a target that has removed
one of the character's health levels.

Fur Armour - Light Armour - Armour 2.


Battle Axe - Great melee weapon - Strength to attack, deal 6 damage.
Cleave - Successfully removing a health level with this weapon also results in one
additional adjacent enemy being hit automatically. They take damage equal to the
weapons base level, extra successes are only applied to the original target.
Unwieldy - Disadvantage to combat order.
Two-Handed - Requires both hands to operate.
Ale Horn - Luxury - Consume during a rest to remove a madness point.

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Kinsera Wildthorne
Flexible basic character 3
2 3
2 2 2
3 3
4 5

Aloof
Elven Ranger
Outcast

Hunter - If the character's line of sight to Sense Basic 10 exp


their target is obstructed they ignore the Once per short rest, the character may
penalty. If the character is benefiting from the interrupt the turn order to take an attack
obscured rule, the penalty to incoming action or interaction, this does not count
ranged attacks is changed to disadvantage. towards their standard turn and can't be used
to sprint. In addition, they can also make
Elusive - The character can make a second checks to perceive things that ordinary people
Dodge reaction per turn, if they are not could not detect (exceptional eyesight).
wearing medium or heavy armour..
Upgrade - The character gains advantage on
combat order checks.
Upgrade - After the character interrupts the
turn order to take an action, they move to the
top of the combat order for the subsequent
rounds.

Elven Armour - Light Armour - Armour 2.


Hunters Longbow - Heavy ranged weapon - Precision to attack, deal 5 damage.
Two-Handed - Requires both hands to operate.
Healing Potion - Medicine - Consume to heal 1 health level without needing to roll.

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Kellen Triplett (Order #34893997)
Gunthar Stonebreaker
Skilled basic character 3
4 4
4 1 3
5 3
3 2

Stout
Dwarven Warrior
Stubborn

Hardy - The character can ignore 1 instance


of the unwieldy, heavy or cumbersome gear
limitations and can wield medium and heavy
melee weapons in their offhand.

Resilience - Incoming damage that is not


blocked by the Toughness check is reduced by
2 before applying a modifier to the Damage
table.

Reliable - When the character uses an Edge


to reroll a check they may choose to only
reroll the dice that failed.

Dwarven Scale mail - Heavy Armour - Armour 4.


Heavy - Can't sprint while equipped.
Maul - Heavy melee weapon - Strength to attack, deal 4 damage.
Unblockable - The target can not use a counter attack to defend.
Repair Kit - Scrap - Consume to reduce the TN-1 when rolling to repair damaged gear.
Ration x3 - Consume during a short rest to reduce the TN to heal by 1.

24
Kellen Triplett (Order #34893997)
Wyndis Silverbright
Gifted basic character 3
2 4
2 1
2 6
3 3

Naive
Apprentice Magician
Accident Prone

Expertise - The character may select a specific Bolt Basic 10 exp


area of expertise and when making mind The character is always considered armed with
checks regarding the subject, they gain a ranged attack that uses Precision to hit and
advantage. (Arcane) deals 5 damage. This ability is assigned a
damage type when taken.
Upgrade - Increase damage to 6.

Teleport Special 20 exp


Once per short rest, the character can
interrupt the combat order and immediately
teleport to a visible destination within
extreme range. The character can also
automatically succeed in a disengage check
without rolling, once per turn.
Upgrade - After using teleport, the character
may choose to leave behind a portal that
others can use. The portal lasts until the end
of the combat or until the user decides to
Traveller Robes - Light armour - Armour 2. close it as a free action and it can be used to
Apprentice Staff - Long melee weapon - travel in either direction.
Strength or Precision to attack, deal 3 damage
or 4 damage if used with two hands.
Reach - Adjacent range is extended to
Immediate range.
Scroll of Tranquillity - Luxury - Consume
during a rest to remove a madness point.

25
Kellen Triplett (Order #34893997)
Anyworld is a roleplaying system that works in any genre. The core
mechanics are incredibly flexible and yet simple enough for newcomers to
grasp very quickly. All you need to play is the Anyworld rulebook and a
handful of six-sided dice. The book includes:

Over 100 traits to customise your characters.

44 abilities, each one with 3 custom upgrades.

Injury and madness rules.

Unique magical item generation rules.

Unique creature/enemy generation rules.

Multi-crew vehicle combat rules.

Mass battle rules.

Miniature skirmish rules.

A zombie apocalypse introduction adventure.

A post-apocalyptic introduction adventure.

A superhero introduction adventure.

A fantasy introduction adventure.

A space opera introduction adventure.

A modern horror introduction adventure.

An omniversal setting that allows characters to visit any world.

Anyworld was made possible by our awesome Kickstarter backers!

Kellen Triplett (Order #34893997)

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