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quite fun. By using these rules and your imagination, you can make
just about any kind of character you can think of. Say you want a
burly lizardman that can spit acid, it’s easy and do-able with the
rules. Simply make a Garr Berserker with one point in his magic
stat. Want a dark elf assassin? Try rolling a skirmisher with a point
of magic to enhance her stealth abilities. Want a charming rogue,
just as able to talk his way out of something as stabbing it? Try a
Jackling Thief! The possibilities are endless.
Example: Leon wants his lizard man to be a real brute. After dis- Humanity, an entire race of average Joes. Or are they?
cussing his needs with the Gamemaster he chooses Garr for his The ubiquitous Homo Sapiens can be found in every land and
race. He adds a point to his Strength, bringing it up to 4. he records genre. They are also the most mutable. If you want to play a “Half ”
his starting languages of garr-speak and common. He wants his something, start here.
character to be a decent bounty hunter, so he picks +2 Tracking for
his racial skill. Lastly, he records his character’s race as “lizard-man”. Humans start with no stat bonuses, however they get any 2
language skills and a further +2 in any 3 skills of their choice.
Elves Dwarves
Tall and regal, long lived and magically attuned, Most Elves Dwarves are stout, sturdy, and gifted with fantastic beards.
dwell in the forests or in fantastic cities cloistered away from the A dwarf is most happy while working; whether it be digging,
other races. An elf wandering the world can do so for any number slaying or singing. A dwarf encountered in the world is likely plying
of reasons, but you can bet, it’s always a good one. If you want to his trade, selling his goods, or prospecting the site of a new mine. If
play a race in tune with the ways of magic, start with an elf. you want your adventurer to be hardy and industrious, start with a
dwarf.
Elves get an additional point in their Magic stat. They start
with Language (Elvish) and one other language of their choice. Dwarves get an additional point in their Endurance stat.
They also start with either +2 Perception OR +2 Lore (any). They start with Language (Dwarvish) and one other language of
their choice. They also start with +2 Tradeskill (any).
Jacklings Garr
The bizarre, yet adorable Jacklings are a young, prolific Native to the wastelands of the world, the savage Garr tribes
species. They are the result of a mad wizard’s experiment that live in a culture of ‘might makes right’. Some sages think that they
combined a jackalope with the now extinct halfling. When the were once men, mutated by magic energies. None know for sure.
wizard was killed by intrepid adventurers, the jacklings escaped A Garr in civilized lands may be a mercenary, gladiator or even a
into the wild and multiplied. Jacklings are now as widespread as bandit. If you want a strong brute of a character, start with a Garr.
humans are, and fill the societal niches traditionally reserved for
races of short and nimble stature. Garr get an additional point in their Strength stat. They
start with Language (garr-speak) and one other language of their
Jacklings get an additional point in their Dexterity stat. choice. They also get +2 Tracking or +2 Navigation.
They start with two languages of your choice. They also start with
+2 Persuasion OR +2 Stealth.
Warrior
Choose Job
A character’s race determines what he is biologically, but a
character’s Job defines him professionally. Imagine what you want A skilled melee combatant,
your character’s role in society to be, and choose the appropriate the Warrior is adept in the
job. Keep in mind that there may be more than one job that fits use of a sword and shield, in
your character’s description. For example, you want your guy to addition to heavy armor. Not
be a dastardly ninja. Thief immediately comes to mind due to concerned with doling out huge
the amount of cheap skills available, yet skirmisher may be more amounts of damage, a warrior
appropriate if you think he’ll be more combat minded. Look uses his defensive skills to his
through the following pages and see what’s right for you. advantage, always aiming to
outlast his opponents. In a group,
Once you’ve chosen your character’s job, look at that job’s the warrior serves as a living
skill discounts and check off the discount box next to those skills on shield, defending his scrawnier
the character sheet. After that write out the job’s apprentice power compatriots from physical harm.
in the powers section.
Skill discounts: Weapon Skill
Example: Looking over the different jobs, Leon sees three (any), Lore (Tactics), First Aid.
that appeal to him. Warrior, Skirmisher, and Berserker. Since he
has a decent Strength score, Berserker looks rather nice, but doesn’t Powers:
quite fit with Leon’s bounty hunter concept. While Leon might like Apprentice: The warrior
a Skirmisher, the emphasis on light armor and movement doesn’t can spend a point of Guts to
seem right for his hulking brute. With that in mind, he chooses ‘taunt’ his foes. All enemies
Warrior. Looking at his character sheet, he checks the discount within earshot must attack
boxes next to Weapon Skill, Lore (Tactics), and First Aid. Next he him instead of their current targets, however they can roll their
writes down his apprentice power in the powers section. Willpower, TN:8 to resist.
500 Exp Journeyman: The warrior may apply -1 to all his
shield rolls.
2000 Exp Master: The warrior may swing his weapon at
additional foes, provided they are adjacent to the original target, at
a cost of 1 Guts per extra foe attacked.
Thief Magi
Powers: Powers:
Apprentice: May spend Apprentice: May spend
1 Guts and make a TN:7 Lore MP on a 2 for 1 basis to raise his
(religion) roll to give an ally +2 to any one roll. attack value for one attack.
500 Exp Journeyman: Water elements now cost 1 MP. 500 Exp Journeyman: May spend Guts on a 1 for 1 basis to
2000 Exp Master: May spend all Guts but 1, all MP (at least heal an adjacent ally.
10) and permanently lose a point of Magic to raise one ally from 2000 Exp Master: May spend Guts on a 1 for 1 basis to gain
the dead. The ally can be dead for no longer than one day prior to damage reduction for 1 round.
using this power.
Skirmisher Berserker
Weapon Skill
Quite arguably the most important skill in
the game, Weapon Skill determines how practiced you are at using
various weapons. Each weapon is it’s own separate skill, denoted by
parentheses. For example; Weapon (longsword) and Weapon (battle
axe) are two separate skills. Consult the combat section of the book
for a more detailed treatise on the use of this skill.
Buy Equipment Table of arms and armor
Starting characters are given 50 gold pieces to spend on Armor
their starting equipment. Refer to the equipment section for a list of Leather armor DR1 10gp
arms and armor and their costs. Hide armor DR2 20gp
Chainmail DR3 30gp
Example: Leon makes a note that he has 50 GP to spend on
Shields
his starting equipment. He also remembers that he has 10 addition-
Small shield Value:6 Hp10 10gp
al GP from having leftover skill points. He flips to the equipment Medium shield Value:5-6 Hp15 20gp
section of the book and begins shopping. First, he spends 20 GP on Kite shield Value:4-6 Hp 20 30gp
a Battle Axe. Next he spends 30 GP on a set of Chain Armor. Lastly, Shields are made of wood. Can be made of metal for 3 times the cost.
he spends his remaining 10 GP on a small Wooden Shield. Metal shields have DR3 in addition to their other stats.
Melee Weapons
Longsword DMG=1+Str, 10gp, Str
Dagger DMG=0+Str, 5gp, Str/Dex
Battleaxe DMG=2+Str, 20gp, Str -1 to hit
(2H) Claymore DMG=2+(Str*1.5), 40gp, Str
(2H) Giant F*cking Axe DMG=3+(Str*1.5), 60gp, Str -2 to hit
(2H) Polearm DMG=1+(Str*1.5), 30gp, Str Can attack targets up to 10ft
away.
Ranged Weapons
Longbow DMG=2+Str, 40gp
Shortbow DMG=1+Str, 20gp
Crossbow DMG=5, 30gp, Takes a round to reload.
20 arrows/bolts, 1gp
Other Items
Standard adventuring kit, 15gp,
Contains: 30ft of rope, 3 torches, 1 weeks worth of rations, 3 empty sacks,
1 roll of bandage cloth, 1 packet of healing herbs, and a waterskin, all
contained in a leather backpack.
Skill Tools: Players may buy a tool or modify an existing item for 20gp
that confers +1 to a skill when used with that skill. Examples include a
compass that enhances Navigation, or a hammer that enhances Trade
Skill (Blacksmith).
Crafting Items Krunk-fist’s quality 2 goat meat, and a normal quality onion bought
in town. As he gets the chili ready, steve’s player calculates the av-
erage of the ingredients qualities and gets 1. (2+1+0=3, 3/1=1) He
Purchasing equipment is all well and good, but there are times
rolls his Trade Skill (cooking) and gets a total of 13. This brings up
when characters will want to make things for themselves.
the chili’s quality to 2.
Quality Level
Example 2: Harl Ironblack wants to make a greatsword that his
When an item is crafted, it receives a quality level. Ordinary items
friends can imbue with magic powers. He gathers his ingredients;
are of normal quality. Items suitable for enchantment must be of
Quality 3 iron, a quality 2 grinding stone, a quality 3 ruby for the
epic quality or higher. The quality of an item is based on the skill
hilt, and quality 2 leather for the grip. The average quality comes
roll and the quality of it’s ingredients. All crafting is governed by
to 2.5, rounded down to 2. He rolls his Trade skill: (blacksmithing)
various Trade Skills. These can be grouped into two kinds; Gath-
and gets a 23! This brings the finished sword’s quality to 4 which is
ering and assembling. Gathering skills like Mining, or Butcher, are
legendary.
those skills where all one needs are proper tools and raw materials.
Assembling skills such as Blacksmithing and cooking take Materials
from various sources and combine them into other items. Quality table Use modifier Gathering skill needed
Legendary 3 20
Gathering
To use a gathering skill a player may once daily make a check with Epic 2 15
the relevant trade skill as long as he has proper tools. Each multiple Superior 1 10
of 5 rolled increases the quality level of the item by one (starting at Normal 0 5
poor). Poor -1 Start here
Shoddy -2 Botched roll
Example: While protecting a desert caravan, Krunk-Fist is tasked to
help out the party’s cook by getting meat for the evening meal. He
finds a nice looking goat, takes out his knife and uses his Trade Skill
(Butcher). He rolls an 8 and adds his skill of 3 to get 11. Consulting
the quality table he sees that the meat is level one; superior quality.
Assembling
To use an assembly skill a player needs 3 or more ingredients. The
finished item’s quality is the average of the qualities of the ingredi-
ents used (round down) +1 for every multiple of 10 rolled on the
appropriate skill check.
Example 1: Steve the Mangler is the party cook and wants to make
some chili that the group can use to recover Guts in the near-
by dungeon. He gathers his ingredients; some quality 1 peppers,
Finish filling out character sheet. Combat
Finally, finish your character by filling in all the remaining The singing of steel on steel. The flash of spells flying across
gray spaces on your character sheet. These spaces are self explana- the field. Combat is the meat and potatoes of Guts and Glory.
tory and refer to values already determined by the character cre-
ation process. Combat summary
Roll initiative. Each player and the game master rolls initia-
Attack = Skill + Stat tive. Roll 1d6 and add your Dexterity. Whoever rolled highest goes
Damage = Strength + Weapon first, followed by the next highest and so on and so forth. A round
Defense = 10 + Dexterity of combat concludes when all participants have taken their turn.
Damage Reduction = Determined by Armor worn. after that, the player who rolled the highest takes his turn and this
Speed = Dexterity + Endurance continues until combat is resolved.
Hit Points = Endurance x 2
Guts = Endurance + Strength Actions. During your turn, you may move and attack, use
Magic Points = Magic x 3 magic or a skill.
Shield = Determined by shield used. Movement. Once during your turn, your character may
move up to his Speed score. Generally this translates to squares or
Example: Time for Leon to finish his Lizard-man Warrior. Using hexes on a map.
the Character sheet as a reference, he fills it out as follows: Attack. Attacking a foe consists of several steps. Rolling the
Attack = +6 attack, shield check, calculate damage and apply wounds.
Damage = 6 Roll the attack. Roll 2d6, and add your Attack value. If you
Defense = 9 beat the target’s Defense value, then you go on to the next steps.
Damage Reduction = 3 Shield check. If you beat the target’s Defense value, and
Speed = 6 they are using a shield, they roll 1d6. If it falls in the value of the
Hit Points = 8 shield they are using, then they take a point of Fatigue and the
Guts = 8 shield takes the damage. If not, then go on to the next step.
Magic Points = 3 Calculate damage. Look at the Damage value on your char-
Shield = 1, with 7 hits acter sheet and subtract the target’s Damage Reduction Value.
The only things left to fill out now are his character name, and level. Apply wounds. The target subtracts from his hit points the
He names this hero, Krunk-Fist, and records his level as apprentice. damage dealt from the previous step. Next, roll 1d6 and see where
the wound falls. If it falls on an arm, the target takes a penalty to his
attacks equal to the damage dealt. If it falls on a leg, the target takes
a penalty to his speed equal to the damage dealt. If it falls on the
torso, then the wound bleeds, forcing the target to lose 1 HP each
round until first aid or healing magic is applied. If the target loses
all his HP, then he is dead.
Guts Glory
Guts represents a character’s energy levels. The more Guts Glory is the measure of a hero’s deeds as represented by his fame
are used, the more tired a character gets. If a character runs out of or renown. A character with a high glory score is respected (or
Guts, he passes out. Guts can be lost as a result of combat, but can Feared) by the populace. Glory determines what circles of society
also be spent voluntarily. Once per round, Characters may spend 1 a character may enter or what kind of attitude others may have for
Guts for one of the following bonuses. him. Slaying foes, saving princesses or working great magic will all
+2 Attack increase a character’s glory. Fleeing from battle, acting with dishon-
+2 Damage or and betrayal will all lower ones glory.
+2 Speed
+2 Defense A character’s starting glory is equal to his highest stat or skill. It’s
what he’s known for among his friends and family.
Luck As his glory increases, the character will find himself being asked to
Every time you fail a roll, be it an attack roll, skill check, or do bigger and more dangerous things. For example a party of new
whatever, adds to the luck meter. Every time you fail something, adventurers might be asked to clear out some caves by the local
put a check on the luck meter. When you reach 10 checks, fill in barkeep. Later though, once they have become seasoned, the king
one of the Stars and reset the meter to zero. might trust them with a clandestine operation in the borders of a
rival country. Similarly one’s glory can be used to garner assistance.
You can expend a Star at any time to automatically The low level party cleaning out caves might get a free hunk of
succeed at any check or attack roll. cheese to help them along, while the more glorious adventurers can
expect that king to provide them with a list of contacts and possibly
a safe house to use during their mission.
Cleric
Warriors: the warrior attracts a platoon of 48 soldiers.
Convert someone to your faith - 5
Theif: a gang begins to pay the thief tribute.
Heal the wounds of 10 different people - 10
Magi: the mage gains the services of a being from another Create 10 healing potions - 10
plane of existence. Convert 100 people to your faith - 10
Cleric: the faithful in the area build a temple to your god. Raise someone from the dead - 15
Paladin: a pair of well equipped squires pledge you their ser-
vice. Paladin
Skirmisher: you gain 15 disciples who form a school around Smite a foe in the name of your god - 5
your fighting style. Obtain magic armor - 10
Huntsman: you befriend a dangerous beast. Quest for, and find a holy relic - 10
Berserker: A tribe of barbarians seeks you out and makes you Smite 10 foes in the name of your god - 10
Quest for, and find a legendary relic of your order - 15
their leader.
Skirmisher
Class Specific Glory gains Win a duel - 5
The different jobs also have different ways of gaining glory. Each Win 10 duels - 10
job specific bonus can only be gained once. Obtain a magic weapon - 10
Kill a foe in one hit - 10
Warrior Fight 3 evenly matched foes at once and win - 15
Obtain a metal shield - 5
Obtain a magic weapon - 10 Berserker
Obtain magic armor - 10 Go berserk! - 5
Lead an assault/defence - 10 Kill a foe who wounded you and eat his heart. - 10
Lead a heroic assault/defence -15 Obtain a magic weapon - 10
Survive to reach master level - 10
Thief Deliver the killing blow to a dragon or similarly tough monster - 15
Pick a pocket and not get caught - 5
Fence 100g worth of stolen goods - 10 Huntsman
Fence 1000g worth of stolen goods - 10 Make a called shot - 5
Backstab 10 foes - 10 Successfully track a foe through the wilderness - 10
Steal from royalty and not get caught - 15 Obtain a magic bow - 10
Make a called shot to the head and kill the target - 10
Magi Track a foe, or make a called shot under extremely adverse conditions -
Create a signature spell and use it 5 times - 5 15
Create a one use magic item - 10
Create a magic weapon or armor - 10
Magic Secondary elements
The powers of the arcane are
Range: Adds 30 ft. of range beyond touch to the spell per MP
open to any who would expend the
spent.
effort to master them. By drawing on
Area of effect: Adds 10 ft. of diameter to the area of effect of a spell
the energy of the area and focusing
per MP spent. If No range elements are added, the area of effect
his will, a spellcaster is a force to be
shoots out adjacent to the caster.
reckoned with.
Duration: Adds one round of duration to the spell per MP spent.
In order to use magic a
Creating Magic Items
character must first build his spell.
The creation of magic items requires rare ingredients,
Spells are composed of one prima-
a magic place (a temple, ley lines, etc..) and at least three magic users
ry and any number of secondary
to participate in the ritual. Duration-wise, the ritual takes a number of
elements. Once the spell is built,
hours equal to the number of spell elements used to create the item. For
then the character rolls 2d6 plus his
example, a potion that heals 2 hp per round for 3 rounds would take 5
magic stat. The difficulty of this roll
hours to create. Additional participants reduce this time by one hour per
is equal the number of elements in
extra participant. Each participant makes a Concentrate roll with a TN
the spell.
equal to the number of elements of the spell. Failures could lead to to the
item being a dud, or one that functions (with hilarious side effects). Other
For example: Paco the magician wants to throw a fireball at a
factors can contribute to the quality of a magic item. things like time of
group of orcs. He chooses Fire as his primary element. He wants to deal
the year, moon phase, and even the whims of the gods can all effect magic
5 damage, this costs 5 mp. The orcs are 50 feet away, so he spends 3 MP
item creation.
for 60 feet of range. Finally, he spends 2 more MP to increase the area of
effect by 10 feet in diameter. The total mp cost of the spell is 10 MP, and
Example: A player wants to create a wand that shoots
the difficulty is TN 10.
fireballs. He builds his spell to have 3 points in damage, 1 point in range,
and 2 points of area of effect. To make this, his Gamemaster decides that
Another example: The Berserker in Maverick-san’s group took a
he needs a branch from a Treant, and a large ruby. Once these materials
nasty hit to his arm and suffered 3 damage. Maverick runs up and starts
are obtained, he finds a wizard’s tower to rent for the ritual. The spell
his magic. First he starts by choosing water as his primary element. He
has 6 elements and he wants the wand to hold 5 charges. This makes the
spends 2 MP in order for one point of healing. He then spends 2 more
casting time 30 hours. Since our player is a member in good standing at
MP for 2 rounds of duration. This way the Berserker can heal and Mav-
his local mages guild, he asks 6 of his fellows to assist him in the ritual,
erick won’t have to chase him around. The total MP cost of the spell is 4.
bringing the casting time down to 24 hours. Our player has scheduled his
The difficulty is TN 3.
ritual to occur on a full moon. The game master informs him that if his
ritual is successful the wand will get an point in it’s range. At last! The mo-
Primary elements
ment of truth! Everyone makes their concentrate rolls…. except for one
Fire: Deals 1 damage per MP spent.
of the guild novices. The Gamemaster decides that since so much careful
Earth: Adds or subtracts 1 from a stat or derived stat per MP
planning went into this endeavor, and since there was only one failure,
spent. (This includes DR, Fatigue, and Speed, but not MP)
that the wand will work as intended, with the exception that whenever it’s
Water: Heals 1 damage on one wound per 2 MP spent.
used a small cloud of soot will backfire at the caster. Not bad, i’d say.
Air: Adds or subtracts 1 from a skill per MP spent.
Spending Experience
At the end of a game session, the game master will award
players with experience points. Players can spend these on skills or
perks. Spending points on skills works exactly as it does in the skills
section of the book. To buy a perk, consult the list below and pay
the appropriate experience cost.
Perks
Brawler: 100 Exp. Adds +1 to Attack & Defense.
Beefy: 100 Exp. Adds +2 to total Hit Points.
Magical: 100 Exp. Adds +2 to total Magic Points.
Steady: 100 Exp. Adds +2 to total Fatigue.
Fleet: 100 Exp. Adds +2 to total Speed.
Educated: 150 Exp. Choose a skill that isn’t a job skill. It
becomes discounted as if it were a job skill.
Lucky: 300 Exp. You start each game session with a filled in
Luck Star. You can only take this perk once.
Once you have these numbers, total them and divide the Dealing out treasure
result by 10. This number is how much Experience that monster is Giving out the total gold piece amount for an encounter
worth when defeated. Then, take the Exp. value and divide that by is all well and good, but it’s not very exciting. A group that just
4. This is how much Gold to give out when building treasures. slaughtered a pack of demonic ooze things might be entitled to
47gp, but how do you make that interesting? One way is to bunch
Example: The costs for Patrick’s ice beetle are as follows. up the treasures from several encounters into a large pile and have
Strength: 2 = 105 it guarded by some fierce and difficult to kill beast. Another way is
Dexterity: 2 = 105 to “spend” the treasure on the foes, that is to say, equip them up to
Endurance: 3 = 210 the value of the treasure assigned to them with gear that would be
Magic: 3 = 210 quite unexpected. It’s one thing to fight a pack of goblins, but what
Weapon Skill (natural): 2 = 30 if their leaders were decked out in full-plate armor and wielding
Stealth: 2 = 30 weapons of exceptional quality?
Perception: 2 = 30
Natural Weapon: 1 = 10
Damage Reduction: 2 = 20 Making adventures
Shield: 1 = 5 Essentially an adventure is a series of linked encoun-
Total = 755 ters that you run the players through in order to propel some sort
Exp value = 76 of story forward. The types of encounters you build are entirely
Gold Value = 19 dependent on the type of story you want to tell. Having the heroes
face loads of undead monsters might be fine if your game leans
toward horror and combat, but the same encounters won’t be ap-
propriate for a group trying to navigate the intrigues of the various
guilds and noble houses of a desert metropolis.