Warrior, Rogue & Mage System Reference Document
Warrior, Rogue & Mage System Reference Document
Document
2015 Michael Wolf. Some rights reserved.
The following attribution must be provided in your text, wherever you put your own copyright, in
the same size as your copyright text:
This work is based on Warrior, Rogue & Mage (found at http://www.stargazergames.eu/),
created by Michael Wolf, and licensed for our use under the Creative Commons Attribution 3.0
Unported license (http://creativecommons.org/licenses/by/3.0/).
Characters
Each player has to create a character in order to play. The player character is his or her
representation in the game world. The characters played by the game master are called nonplayer characters orNPCs. All characters in WR&M are described by their three basic attributes,
skills, talents and various other values, which will be explained in detail in this chapter.Each
player has to create a character in order to play. The player character is his or her
representation in the game world. The characters played by the game master are called nonplayer characters or NPCs. All characters in WR&M are described by their three basic
attributes, skills, talents and various other values, which will be explained in detail in this
chapter.
Attributes
WR&M uses three basic attributes to describe a character: Warrior, Rogue and Mage. Each
attribute is usually ranked from 0 to 6, but monsters and veteran characters may have higher
values. If an attribute is ranked at 0 you can't use any related skills. And in the case of the Mage
attribute you can't cast even the simplest spell.
A character with a high rank in Warrior is the born fighter: strong, tough,fearless. Characters
with a low rank in this attribute lack these abilities. Someone with a high Rogue attribute is witty,
stealthy and quick with his feet and mind. A highly ranked Mage attribute is a sign of
intelligence, strength of will and mental discipline.
Each player character starts with 10 attribute levels that may be freely distributed between the
three attributes. No attribute may start higher than 6 though. While highly specialized characters
are possible, a well-rounded character with a few levels in each attribute probably works best for
new players.
Skills
Each character is also further detailed by a couple of skills. Skills are abilities a character has
learned over the years like Riding or Thievery. Skills are not ranked like attributes though. You
either have learned a skill, or you don't. Each character starts with three skills of the players
choice. Please note that you can't choose a skill if the relevant attribute is ranked at level 0!
Talents
Talents give player characters special abilities that set them apart from mere commoners. You
don't have to roll the dice in order to use talents. As soon as a character has acquired a new
talent he gets access to a special ability. Some talents may be taken several times.
Rules Mechanics
Basic Task Resolution
Every time a character wants to perform an action which has a chance of failing, the GM may
ask the player to roll the dice to determine the outcome of said action. The basic task resolution
method is the attribute check. The GM picks the appropriate attribute and decides how difficult
the task at hand is. Then the player rolls one six-sided die (also called d6) and adds the relevant
attribute's level to the roll's result. If the character knows any skills that might help in that
situation, he may add 2 to his result. The final result is then compared to the difficulty level set
by the GM. If the result is equal or higher the task was successful. If not, the task failed.
Optional: If a character knows more than one skill that could be used in a given situation, the
GM may allow the player to add another 2 to the result.
Exploding die
Whenever a player rolls a 6, the die may "explode". This means, the player may roll again and
add the second result. If the second result is another 6, you roll again. Only damage rolls and
attribute checks where the character owns an appropriate skill are subject to this rule.
Automatic success
When the risk of failing is extremely low, or the task is only of minor importance to the story, and
the character has the appropriate skill, the GM may decide that no roll is necessary.
Unopposed check
If the task at hand is not actively opposed, the player has to beat a difficulty level determined by
the GM.
Difficulty (DL)
Easy (5)
Routine (7)
Challenging (9)
Hard (11)
Extreme (13)
Opposed check
When two characters are in direct competition, the opposed check method is used. The DL of
the active character is determined by a roll made by the passive character.
Example: A thief wants to sneak past a guard unnoticed. The guard then rolls a d6 and adds his
Mage attribute and the +2 bonus if he owns the Awareness skill to the result. This result then is
the DL for the thief's attribute check.
Optional: Instead of rolling, you can just add 3 to the relevant attribute (and the skill bonus) to
get the DL.
Circumstantial modifiers
There are circumstances which can make tasks harder or easier to perform than usual: The lack
of tools makes it harder to craft something, a master crafted weapon grants a bonus to an
attack, or bad lighting conditions make it easier to hide in the shadows. The GM may add
circumstantial modifiers to any DL if appropriate.
Using Fate
A character can spend one of his Fate points to do the following (GM approval needed):
Fate doesn't regenerate automatically, so players are advised not to waste their Fate. GMs are
meant to grant players Fate for heroic actions, good role playing and certain goals their
characters achieved.
Combat
Initiative
Whenever combat occurs, player characters and non-player characters act in turns. At the start
of combat, the sequence in which the two sides in the conflict act is determined. This is called
initiative. In most cases common sense dictates the initiative. If unsure roll a die for each side.
The side with the higher result acts first.
Optional: A character with the Awareness skill may add +2 to the initiative roll.
Combat actions
Combat turns are pretty short, so characters can only perform a few actions. Running a short
distance, drawing a weapon, attacking a foe, casting a spell are reasonable actions that can be
performed during one turn.
Attack roll
When a character tries to hit another character in close or ranged combat, his player has to roll
the dice to determine if he has hit. Attack rolls work like any other attribute check but the DL is
always the target's Defense stat plus any applicable modifiers. Attack rolls are subject to the
"exploding die" rule if the character has the appropriate skill and that each additional success
after the first adds +1 to the damage caused. Please refer to the Magic chapter for magic
attacks.
Example: A thief wants to backstab a guard with a dagger. The skill list determines that when
using a dagger the Rogue attribute applies. The thief knows this skill, so he may also add the +2
modifier to his attack roll.
Magic
Using Magic
Characters with a Mage attribute of 1 or higher have access to spells. Spells can be found or
bought. These spells must first be transferred to a character's personal spell book before they
can be used. To cast a spell from the book, the character has to make a roll versus the DL or
the spell. If successful, his mana pool is reduced by the amount listed for the spell.
Magic implement
A character who wants to focus on magic usually owns a magic implement. This may be a staff,
gauntlet, ring, or a similar piece of equipment. Magic implements are used to store spells that
the magic user can later cast without having to spend any mana from his personal pool. Magic
implements have to be charged with mana before they can be used and that mana pool is then
used to power spell cast from it. As long as it is powered it also grants a thaumaturgy bonus
equal to its level. An implement can hold 10 mana per level of the item. Powering the implement
is expensive though. For each mana stored in the implement, the caster has to spend two from
his personal pool. Implements may be charged in multiple sessions.
A character can only store spells he knows in a magic implement. The stored spell remains in
the implement until replaced. A magic implement can store spells up to its level. A level 3
implement may store one 3rd circle spell, but it may also be used to store one 2nd circle and
one 1st circle spell or three 1st circle spells.
Mana regeneration
A character gets back his full mana pool for a good night's sleep and receives mana equal to his
Mage attribute for one hour of meditation. Magic potions may also regenerate mana.
Casting Spells
In order to cast spells a character needs at least Mage level 1. The thaumaturgy skill is helpful,
but not necessary, especially if the character wants to use only a few simple spells. The range
of all spells is the line of sight if the spell description does not say otherwise.
Spells are divided into four circles. Spells of the 1st circle are the easiest and less powerful,
while 4th circle spell are considerably more powerful and need more skill to be cast.
Circle
1st
2nd
3rd
4th
Mana cost
1
2
4
8
DL
5
7
9
13
A caster that wears armor needs to add the AP of the armor worn to the mana cost.
Mana burning
A spell caster may choose to burn additional mana to improve the spell's effects. Each level of
mana burn costs half the initial mana cost and raises the spells DL by one. The effects of the
mana burn are listed with each spells description. Please note that you have to use mana from
your personal pool for mana burning even if you cast a spell from an implement.
Sustaining spells
Usually all spells have a certain duration or cause an instant effect. But there may be cases
when a caster wants to sustain a spell over longer periods of time. If a spell can be sustained,
it's listed in the spells description. In order to sustain a spell over longer period of time, the
caster has to concentrate which penalizes all of his actions by a modifier of -1. The mana cost
for sustaining the spell is listed with the spell's description.
Spell List
1st Circle Spells
Frostburn
Touch attack that causes 1d6-2 damage. Each level of mana burn raises the damage by +1.
Healing Hand
Heals 1d6 HP. The caster has to touch the person he wants to heal. Each level of mana burn
heals an additional hitpoint.
Magic light
Caster creates a magic light on the tip of his staff or other weapon, that illuminates a 10 yards
radius much like a torch. Mana burn can be used to add one or more of the following effects:
Ball of light (the caster forms the light into a ball that he can control with his thoughts)
Colored light (the light shines in a color of the caster's choosing)
Light beam (the light shines in a tight beam which reaches 15 yards)
Flash (the effect lasts only one round but blinds everyone who looks unprotected into the
flash for 1d6 rounds)
The magic light shines for 1 hour or until dispelled by the caster. It can also be sustained for 1
additional mana per hour.
Sense Magic
Caster can sense magic in a 3 yards radius. Each level of mana burn adds another yard to the
radius.
Telekinesis
Caster may remotely move one item up to 1kg. Each mana burn adds another kilogram of
weight that can be moved. Telekinesis lasts for 1 min and can be sustained for 1 additional
mana per minute.
A magic bubble around the caster absorbs any damage until its HP are depleted or dispelled.
The bubble has 4 hitpoint and each level of mana burn adds 4 more. Excess damage is not
transferred.
The caster can open moongates at special places (like stone circles) that allow instant travel
over long distances. Moongates start to close slowly after 2 minutes. They can not be held open
nor can they can only be open once every 6 hours.
Return to life
Caster can revive one fallen character as long as the body is still intact and warm. Upon
success the character also gets back 2 HP. Mana burn can be used to increase the healing by 2
hitpoints.
Summon Phantom Steed
The caster calls a phantom steed that can act as a mount for 24 hours. The phantom steed
needs no rest and can walk on water. This spell can not be sustained, the steed must be
resummoned after the 24 hours.
Equipment
Each character starts with 200 silver pieces (SP) to purchase equipment. Every character can
wield every weapon. Spellcasting characters may wear armor, but the armor penalty of the
armor worn raises the mana cost of each spell cast.
Weapons
Weapon
Skill
Damage
Cost (SP)
Axe
Axes
1d6
Bow
Bows
1d6
Crossbow
Bows
1d6+3
Dagger
Daggers
1d6-2
Dragon pistol
Firearms
1d6+4
18
Dragon rifle
Firearms
2d6
25
Halberd
Axes
1d6
Longbow
Bows
1d6+2
Mace
Blunt
1d6
Spear
Thrown
1d6
Staff
Blunt
1d6
Sword
Swords
1d6
Throwing star
Thrown
1d6-2
Two-handed weapon
2d6
10
Warhammer
Blunt
1d6
Bow - The maximum range of the bow is 80 yards. The DL for hitting a target at least 40 yards
away is increased by 4. A bundle of 10 arrows costs 2 SP.
Crossbow - It takes one turn to reload the crossbow. A bundle of 10 bolts costs 2 SP.
Dagger - The dagger can be thrown or used in melee combat. If thrown the Thrown skill is used
and the maximum range is 20 yards.
Dragon pistol - The maximum range of the dragon pistol is 20 yards. The DL for hitting a target
at least 10 yards away is increased by 4. Reloading the pistol takes one turn. 10 shots costs 4
SP.
Dragon rifle - The maximum range of the dragon pistol is 40 yards. The DL for hitting a target at
least 20 yards away is increased by 4. Reloading the pistol takes one turn. 10 shots costs 4 SP.
Halberd - The halberd has a reach of 2 yards.
Longbow - The maximum range of the longbow is 120 yards. The DL for hitting a target at least
60 yards away is increased by 4. A bundle of 10 arrows costs 2 SP.
Spear - The maximum range of the spear is 20 yards. It can also be used for melee attacks. In
that case the Spear skill is used.
Throwing star - The maximum range of the shuriken is 20 yards.
Two-handed weapon - Swords, axes, maces and warhammers exist in larger, two-handed
versions. The appropriate skill is used for each weapon.
Armor
Armor
Defense
Armor Penalty
Cost (SP)
Clothes
Padded cloth
Leather
15
Scale
23
Lamellar
35
Chain
70
Light plate
90
Heavy plate
120
Golem armor
Small shield
+1
+2
Large shield
+2
+4
12
Tower shield
+3
+6
15
SP
5
4
6
9
25
14
5
2
12
3
30
3
1
7
75
2
8
1
5
150
25
50
75
100
20
35
70
140
250
Adventurers Kit This kit contains flint and tinder, a water flask, a blanket, a bed roll and a
small tent.
Iron Rations These rations dont spoil over time.
Lantern lanterns produce a brighter light than torches and are not as easily blown out.
Magic Implement A magic implement can take many forms (gauntlet, amulet, wand, etc.). For
more details on magic implements see Chapter 4.
Torch a lit or un-lit torch can be used as an improvised weapon. Use the Blunt skill. Damage is
1d6-2 for unlit and 1d6-1 for lit torches. Flammable enemies may be set ablaze.
Magic Items
Runeblade
This rune covered sword ignores any armor. Attack rolls with this weapon are made against
basic Defense.
Holy Sword
This gold-hilted, silvery blade is bane against the undead, inflicting 2d6 damage to skeletons,
zombies, vampires, and their ilk.
Warmage armor
This plate armor from the time of the Imperium uses special enchantments to allow casters to
wear it without penalty. Its statistics are equal to normal plate armor, but its AP is 0.
Enchanted armor
The most common of enchanted armors, these suits and shields are unusually durable and
permit the flow of arcane energies more effectively. Enchanted armors and shields gain a +1
Defense bonus and reduce their Armor Penalties by 1. Roll 1d6 to determine the type, then
another 1d6 to determine the actual armor/shield:
Roll 1. Type (1-4: Armor, 5-6: Shield)
Roll 2. Actual armor/shield (Armor 1: Leather, 2: Scale, 3: Lamellar, 4: Chain, 5: Light Plate, 6:
Heavy Plate; Shield 1-2: Small Shield, 3-5: Large Shield, 6: Tower Shield)
Healing potion
This vial contains a red bubbling liquid that heals 1d6 HP when quaffed.
Mana potion
This vial contains a blue bubbling potion that restores 1d6 Mana points when quaffed.
Gauntlets of Titanic Strength
These large gauntlets cause 2d6 damage when used for unarmed attacks.
Feathered cloak
This cloak is completely covered by raven feathers that slow every fall, so that the wearer does
not sustain any damage from the fall.
Changestave
This simple whitewood stave can extend or retract on command, shrinking so as to fit within the
palm or growing up to 10 yards in length or any length in between. This makes it extremely
versatile; it can be easily concealed, used as a baton or staff in combat, used as a walking stick,
used for poling rafts and boats over shallow water, or for bridging gaps shorter than its full
extended length. The Changestave has the same traits as the staff when used in combat.
Game Mastering
The following section is for the Gamemaster only. If you are a player, please stop reading here.
Character advancement
Characters in WR&M dont have levels or need to amass experience points to improve their
abilities. The GM decides when he thinks the characters are ready to advance. Usually this
happens at the end of a successful adventure. If you want to let the characters advance faster,
the you can allow them to advance after each session. Whenever the GM allows the players to
advance they may do the following:
1 Talents should be harder to get than an additional skill or HPs. The GM should send the
player character on a sidequest to find a trainer, get admission to a special group or learn an
ancient ritual that unlocks that talent.
Optional: The GM can allow players to add 3 points of HP or Mana when they level up instead
of rolling the dice.
Non-combat hazards
Aside from combat there are a lot of ways a character may be harmed. The table below lists a
few possible hazards.
Hazard
Damage
Fall
1d6 per 3 yards of fall
Suffocation/drowning 1d6 per round
Mild poison
1d3 initial damage, 1 dam./rnd. until successful Warrior check vs. DL 7.
Lethal poison
1d6 initial damage, 2 dam./rnd. until successful Warrior check vs. DL 11.
Fire
1d6 per round exposed to the flames
Attribute Description
Athletics
Axes
Blunt Weapons Warrior Training in all blunt weapons incl. maces and staves.
Riding
Spears
Swords
Unarmed
Acrobatics
Rogue
Bows
Rogue
Daggers
Rogue
Firearms
Rogue
Thievery
Rogue
Training in the roguish arts like picking locks and picking pockets.
Thrown
Weapons
Rogue
Alchemy
Mage
Awareness
Mage
Herbalism
Mage
Hermeticism
Mage
Lore
Mage
General knowledge.
Thaumaturgy
Mage
Talents list
The following list contains all talents available for characters in WR&M. GMs are free to add
more if needed.
Armored caster
You may reduce the armor penalty by 2. May be taken more than once.
Blood mage
You may substitute mana with hitpoints when casting spells.
Champion
You have to select a cause. You get a +2 bonus on attack and damage rolls against enemies of
that cause. May be taken more than once.
Channeller
You can add your Mage attribute level to your magic attack damage once per combat
Craftsman
You are trained in a craft like blacksmithing, carpentry or bowmaking. May be taken more than
once.
Dual-wielding
You may wield a weapon in your off-hand without penalty. Does not grant an extra attack.
Familiar
You have a small animal like a cat or falcon as a pet that can do some simple tricks.
Henchman
You are followed by a henchman, that carries your equipment and treasure around.
Hunter
Your character is a trained hunter and may live off the land easily. When given enough time, he
can provide enough food to feed a party of four.
Leadership
You are a talented leader any may command troops.
Lucky devil
You may reroll any roll once per scene (or combat)
Massive attack
You can add your Warrior attribute level to your melee attack damage once per combat
Precise shot
You can add your Rogue attribute level to your ranged attack damage once per combat
Sailor
You are trained in steering a boat or sailing ship and don't get any penalties for fighting on a sea
vessel.
Sixth Sense
You may roll the dice before any ambush etc., if you rolls 4+ you're not surprised and may act
first.
Tough as nails
Every damage taken is reduced by 2.
Player races
At the beginning of character creation the player chooses the race of his character. He can
choose from the following list, or the GM may create more races if he wishes.
Elf
Elves are usually looking like slender, beautiful humans with slightly elongated limbs and
pointed ears. Elves have less body hair than humans. Elves have an exceptional talent for
magic. Elves live much longer than humans but mature about as fast.
Racial talents: Exceptional Attribute (Mage), Sixth Sense*, Weak
Dwarf
Dwarves are shorter and stockier than humans. Male dwarves usually sport thick and long
beards. Dwarves are very strong and tough for their small size and are known for their fighting
prowess. Dwarves live longer than humans but not as long as the Elves.
Racial talents: Exceptional Attribute (Warrior), Craftsman* (craft of player's choice), No Talent
for Magic
Halflings
Halflings are even shorter than Dwarves and are sometimes even mistaken for human children.
They usually live peaceful lives far away from the bustling towns of the humans. But if one of the
members of that race goes on adventuring their exceptional talent for thievery shows.
Racial talents: Exceptional Attribute (Rogue), Hunter*, Weak
Lizardmen
Lizardmen are an intelligent species that evolved from lizards. Instead of their ancestors they
are not cold-blooded anymore, but they still prefer hot and dry areas. They resemble a
humanoid lizard with scales instead of skin which also doubles as armor. Lizardmen are known
for there lack of strong emotions and their keen logic.
Racial talents: Natural Armor (Defense 2), Tough as Nails*, Outcast
Goblins
Goblins are the smallest of the greenskin races. They have a green skin, very long pointed ears
and are about 1 yard tall. They have high voices and a mouth of razor-sharp teeth. Goblins
seem to have a knack for salvaging and tinkering.
Racial talents: Tinkerer, Lucky Devil*, Weak
Orcs
Orcs are slightly larger than humans, green skinned and are exceptionally strong. They can be
savage warriors but they have a strong sense of honor. They usually look down on the smaller
races like Goblins and Halflings. Orcish adventurers are a rare sight to behold, but often they
are accompanied by one of their tame black wolves.
Racial talents: Berserker, Exceptional Attribute (Warrior), Outcast
*) See Appendix 1 for details
Racial talents
A member of a non-human race gets a number of racial talents which help him to set apart from
ordinary humans. Some of these talents are actually drawbacks meant to balance out the
advantages that certain races get. GMs are encouraged to invent their own racial talents. The
talents given in this chapter are meant as a source for inspiration. With the GMs approval
players of other races may pick some of these talents as well.
Berserker
This talent allows a character to go berserk during combat. This adds +2 to the Warrior attribute
and all the damage caused. Temporarily the berserker ignores all damage effects. You still have
to note down all the damage taken though, since the damage takes effect as soon as the
berserk wears off. The Mage attribute is reduced to 0 during the duration of that effect and
casting of magic is impossible. The character has to attack his nearest enemy only and is only
allowed to fight in close quarters. When all the enemies are on the ground the berserker has to
make an unmodified Easy (5) Mage check. If the check is successful, the effect ends and the
character drop unconscious to the ground. If he has taken enough damage to be reduced to 0
or less HP he's dead or dying. If his HPs are still 1 or more, he's knocked out for 2d6 minutes
before he awakes with a headache.
In the case the roll was unsuccessful he has to attack the nearest ally.
Exceptional Attribute
This talent allows the player to roll two six-sided dice instead of one when making a check using
the relevant attribute. The highest result counts.
Natural Armor
Natural armor usually is in the form of scales or thick fur that protects the character from
damage. The Defense granted by natural armor works as long as no other armor is worn.
No Talent for Magic
A character with this talent has a hard time grasping the concepts of magic or has a natural
resistance to channeling mana. When making a casting check, the character rolls two d6 and
takes the lowest result. In addition to that mana costs are doubled.
Tinkerer
A character with that talent has a knack for all things technical. He gets a +2 bonus on all
checks related to repairing, dismantling or using technical equipment like mechanical traps,
firearms, war golems, clockwork etc.
Weak
A character with this talent is more frail than the common man. He starts play with 3 + the
Warrior Attribute and when levelling up he only gets 1d6-2 hitpoints (minimum is 1 hp though).
Outcast
A character with this racial talent is considered an outcast in most societies. Every test related
to social interaction with a member of a different race is modified by 3.
note that both weapons have to be of the same type in order to use this maneuver. Two melee
weapons or two ranged weapons are fine (dragon pistols for example), but one ranged and one
melee weapon can't be used in that way. Please note that you can't dual-wield two-handed
weapons.
Maneuvers
Whenever a character wants to perform a maneuver on a horse or on a moving vehicle he has
to make a Maneuver check. When he's riding a horse (or similar) mount he makes a riding
check with a DL decided by the GM everytime he wants to perform a maneuver. Just moving in
a straight line is not considered a maneuver in itself as long as the rider/driver is not fighting.
Here are some example for common DLs:
Maneuver
Walk (Horse)
Canter (Horse)
Gallop (Horse) 9
Tight Turn
Sudden Stop
Jump over obstacle
DL
5
7
9
7
When the maneuver check is successful the character can perfom combat actions like attacks,
reloading his weapon or something similar. But if the check fails the character may fall from the
horse or crash. In case the maneuver performed was riding/driving in a straight line, the
character has to reduce speed immediately.
Ritual Magic
Especially spells of the higher circles are beyond the reach of most casters. For one the DLs are
pretty high and the mana cost itself may pose a problem for beginner mages. But with GMs
approval casters may choose to perform ritual magic.
The main difference between ritual magic and normal spell magic is that it takes a long time to
perform. The following list gives the minimum casting times for ritual magic. Of course it doesn't
usually make sense to use ritual magic for combat spells like Firebolt. The mana cost of the
spell stays the same, and spell enhancement can be used, but the casting difficulty is reduced
by 1 when the ritual is performed in the minimum time. If you take the double time, the DL is
reduced by 2, and so on.
Circle
1st circle
2nd circle
3rd circle
4th circle
When more than one person performs the ritual they can pool their mana. If one or more
participants have the Blood Mage talent they can use it to convert any participants HPs to
Mana, too. This is often used in the form of ritual sacrifices where a Blood Mage performs a
ritual and kills one of the (often involuntarily) participants to release his mana into the spell. The
mana gained in such a way is doubled.
Appendix 3: Bestiary
In this Bestiary youll find average stats for various non-player characters and common
creatures. Please note that the Defense listed is always the unarmored Defense. Bonuses
granted by armor or shields are listed in parenthesis. Optional : If you need non-human NPCs,
like an Orcish Bandit, or an Elfish Mage, just add the racial talents listed in Appendix 2.
Common NPCs
Apprentice Mage
Attributes: Warrior 2, Rogue 3, Mage 5
HP: 8, Mana: 10
Defense: 6
Skills: Alchemy, Blunt, Thaumaturgy
Talents: Familiar (Raven)
Spells: Frostburn, Healing Hand
Trappings: Mage robes, Staff, pouch with 2d6 silver pieces
Bandit
Attributes: Warrior 5, Rogue 3, Mage 2
HP: 11, Mana: 4
Defense: 10 (+2 for leather armor)
Skills: Axes, Bows, Riding
Talents: none
Trappings: Leather clothing, wide-brimmed hat, axe, crossbow with 10 bolts.
Commoner
Attributes: Warrior 2, Rogue 2, Mage 1
HP: 8, Mana: 2
Defense: 6
Skills: none
Talents: none
Knight
Attributes: Warrior 6, Rogue 2, Mage 3
HP: 16, Mana: 6
Defense: 10 (+6 for light plate armor, +1 for small shield)
Skills: Lore, Polearms, Riding, Swords
Talents: Leadership, Henchman
Trappings: Light plate armor, sword, small shield, warhorse
Priest
Attributes: Warrior 3, Rogue 3, Mage 5
HP: 12, Mana: 10
Defense: 6
Skills: Awareness, Blunt, Lore
Talents: Champion (Imperial Faith), Henchman
Spells: Healing Hand, Create Food and Water
Trappings: Priest robes, Staff, holy symbol
Soldier
Attributes: Warrior 5, Rogue 3, Mage 2
HP: 10, Mana: 4
Defense: 10 (+3 for scale armor, +2 for large shield)
Skills: Athletics, Firearms, Swords
Talents: none
Trappings: Scale armor, large shield, sword, dragon rifle with 20 shots.
Town Guard
Attributes: Warrior 5, Rogue 3, Mage 2
HP: 11, Mana: 4
Defense: 10 (+3 for scale armor)
Skills: Bows, Polearms, Swords
Talents: none
Trappings: Scale armor, halberd, sword, crossbow with 10 bolts, manacles
Animals
Animal have slightly different stat blocks from humans. Instead of skills, talents and trappings,
the animal's various attacks are listed. Animals can attack with all their natural attacks if not
noted otherwise. In some cases the exploding die rule for damage does not apply.
Bear
Attributes: Warrior 8, Rogue 4, Mage 0
HP: 20, Mana: 0
Defense: 10 (+2 for thick fur)
Attacks: 2x paws (uses Warrior attribute) 1d6+4 damage, Bite (uses Warrior attribute) 2d6
Bird of prey
Attributes: Warrior 2, Rogue 6, Mage 0
HP: 4, Mana: 0
Defense: 9 (+3 while flying)
Attacks: Beak1 (uses Rogue attribute) 1d6/2 damage
Notes: These stats can also be used for ravens and other birds of comparable size
Cat, large
Attributes: Warrior 4, Rogue 8, Mage 0
HP: 12, Mana: 0
Defense: 8
Attacks: 2x Claws (uses Rogue attribute) 1d6+2 damage, Bite (uses Warrior attribute) 1d6+3
Cat, small
Attributes: Warrior 2, Rogue 8, Mage 0
HP: 5, Mana: 0
Defense: 8
Attacks: 2x Claws1 (uses Rogue attribute) 1d6/2 damage
Dog
Attributes: Warrior 4, Rogue 2, Mage 0
HP: 6, Mana: 0
Defense: 7
Attacks: Bite1 (uses Warrior attribute) 1d6 damage
Notes: can be trained as a mount for small races
Fire beetle
Attributes: Warrior 4, Rogue 4, Mage 0
HP: 8, Mana: 0
Defense: 8 (+3 for chitin armor)
Attacks: Fire spray (uses Rogue attribute) 1d6 damage, range 10 yards
Giant beetle
Attributes: Warrior 4, Rogue 4, Mage 0
HP: 14, Mana: 0
Defense: 8 (+3 for chitin armor)
Attacks: Bite 1d6+2 damage
Giant leech
Attributes: Warrior 3, Rogue 6, Mage 0
HP: 15, Mana: 0
Defense: 8
Attacks: Venomous bite
(uses Rogue attribute)
1d6-2 damage
(mild poison)
Giant rat
Attributes: Warrior 4, Rogue 2, Mage 0
HP: 12, Mana: 0
Defense: 7
Attacks: Bite (uses Warrior attribute) 1d6 damage
Giant spider
Attributes: Warrior 6, Rogue 6, Mage 0
HP: 24, Mana: 0
Defense: 8 (+4 for chitin armor)
Attacks: Venomous bite
(uses Rogue attribute)
1d6+2 damage (mild poison)
Notes: can be trained as a mount for small races
Horse
Attributes: Warrior 5, Rogue 5, Mage 0
HP: 12, Mana: 0
Defense: 9