Warlok Sample
Warlok Sample
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Equipment 53
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4.6 Wizard's Apprentice 50
Character traits 51
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What do we need to The gods 55
play? 4 The Thrice Blessed 55
How does Warlock work? 5 The Red King 55
What do the players do? 6 The Wild Wood 56
How you actually play? 6 The Heartstone 56
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The golden rule 7 The Dragon 56
The world of Warlock 8 Core Rules 57
Creating Characters 9 Core rules 58
Creating a character 10 Taking actions 58
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Beginning skills 10 Making a skill test 58
Stamina 11 Basic skill test 59
Luck 11 Opposed skill test 59
Communities 12 Testing your luck 60
Human 12 Testing luck in opposed
Elf 12 tests 60
Dwarf 13 Improving 60
Careers 60
Halfling 13
Careers and skills 15
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Gaining stamina
Changing careers
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The adventuring skills 15
Career skill 19 Advanced careers 63
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Basic starting Assassin 64
Equipment 20 Bravo 64
The basic careers 21 Watch Captain 64
1.1 Agitator 22 Charlatan 65
1.2 Beggar 23 Explorer 65
1.3 Boatman 24 Freelance 66
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GRanged attacks
Weapons and the damage
roll 80
Mighty strike
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81
Servant (4)
Shield (2)
Silence (3)
Sleep (3)
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Armour 81 Speak (3) 107
Effects of damage 82 Swarm (4) 108
Critical hits 82 Unlock (3) 108
Surrender or flee! 83 Unseen (4) 108
Recovery 83 Wall (4) 108
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Magic 89 Creating spells 110
Magic 90 Magical items 110
The path of priest or Bestiary 111
wizard 90 Bestiary 112
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Casting spells 91 Monster abilities 114
Wrath of the otherworld 92 Chimera 116
Casting spells in Dire wolves 116
combat 92 Demon 117
Finding and keeping Dragon 118
spells 92 Dwarf 119
Spells at character Elf 119
creation 93 Ghoul 120
Spells 96
Alarm (3) 98
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Giant 120
Goblin 121
Antimagic (4) 98 Griffin 122
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Armour (4) 98 Halfling 124
Banish (5) 98 Hobgoblin 124
Befriend (5) 99 Human 126
Blast (3) 99 Lich 126
Blur (4) 99 Manticore 127
Burn (3) 100 Ooze 129
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Welcome to Warlock
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Warlock is a rules-light roleplaying game that aims
to emulate the feeling of old-school British tab-
letop games of wondrous and fantastical adventure.
Warlock looks to reproduce the play style of its
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illustrious predecessors but in a light, quick and
simple manner, with a consistent rules set that is
easily hackable and adaptable as desired.
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WHAT IS THIS GAME?
There are a few things you will need before you can
play a game of Warlock. The first is a few friends,
as role-playing is a shared experience. Typically,
between three and six of you is ideal, but you can
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Gplay with as few as two if you want. You will also
need some paper and pencils (you can use pens, but
a lot of the information you will be writing down
will change during play so pencils are better). You
will need a character sheet such as the one shown
at the back of this book; although you can easily
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copy down the relevant information onto a blank
piece of paper should you wish to. Finally, you
will need some dice, more on them later.
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Warlock is a role-playing game with a narrative
emphasis, so you will not need miniatures or stra-
tegic maps. Saying that, if you want to use them to
enhance your experience of the game then feel free.
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Finally, you will need your imagination, so ensure
you bring it along.
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HOW DOES WARLOCK WORK?
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WHAT DO THE PLAYERS DO?
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During the game, the games master presents the
players with scenes and encounters in which their
characters are involved. The players simply choose
the actions of their characters in each scene; re-
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late that to the games master, who along with the
players uses the rules of the game to decide the
outcomes of the character's actions. It is as sim-
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ple as that!
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GThe golden rule
Remember that Warlock is a game, nothing more,
nothing less. The aim is to have fun, and the rules
in this book are simply a way of arbitrating ac-
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tions in a fair way an introducing some unpredicta-
bility. This is the golden rule - have fun! If you
are having fun, you are playing the game right!
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These rules are very light as roleplaying games go.
If you come across a situation that you cannot find
a rule for (and you will!), simply roll a die. Half
the results go in favour of the players, the other
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half go against them.
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The World of Warlock
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Warlock is set within a fantasy world with many of
the common creatures and beings of western fantasy
literature. The implied area of the world in which
the game takes place by default is a vast King-
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dom of man, established many centuries ago. Elves,
dwarves and halflings share this land, but they are
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very much in the minority - this is a human-cen-
tric place. Goblins and hobgoblins, rival realms
and monsters beset the Kingdom on all sides. Worse
still, the Kingdom is rotten within - the traitor
Warlock escaped attempts to trap him and is still
at large, wrecking ruin with his dark magics, and
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drawing goblins and other fouler creatures to his
service. In look and feel the Kingdom is at a late
medieval to early renaissance level.
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G
Creating
Characters
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Creating a character
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Before you can start playing, the players need to
create their alter egos in the game. Player char-
acters (PCs, also just referred to as characters)
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are the figures through which players interact with
the world of Warlock. The personalities of these
characters are the roles players adopt during play,
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their focus within the game. It is the choices
players make for their characters and how those
characters interact that creates the story. Cre-
ating characters can be a shared experience, and
building from each other's ideas can help to create
a more interesting group of people. Remember to
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include the games master in the design process, as
they have an important part to play in creating the
game everyone will play.
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Characters are defined by their skills, their Stam-
ina and their Luck. These are outlined below.
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BEGINNING SKILLS
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GSTAMINA
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ning stamina, roll the following:
Stamina: 2d6+12
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LUCK
Luck: 1d6+7
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Communities
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There are four communities within the Kingdom that
can be selected for characters at creation. There
are no mechanical differences between them, but in
the default world of Warlock they each grant some
benefits and impose some societal restrictions.
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The default character community is human, which
grants neither benefit or restriction. Make a note
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of the community your character belongs to.
HUMAN
ELF
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Gendure a dull life without grace and beauty is less
than living.
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DWARF
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The stout-hearted dwarves are common in the King-
dom. They are tenacious, hardy and wilful, prone
to greed and quick to anger, slow to friendship
but firm in loyalty. Of the other races, dwarves
are the most common in the Kingdom, respected if
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kept at arm's length by decent folk. Dwarves are
like humans, with a couple of differences - they
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are concerned more with the making a thing than the
thing itself, and consider honour and respect more
important than anything else in life.
HALFLING
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However, some people struggle to take them seri-
ously.
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GCareers and Skills
Your career determines how you live - what you do
to earn your keep and place in the Kingdom. To de-
termine the starting career of the character, roll
a d6 die four times to determine a career from the
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table shown on page 21. Then pick one of the four
options that suits your conception of your charac-
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ter, and that's your character's starting career.
Each career lists some possessions, so write them
down (you'll also get some basic equipment, see
page 20), and allows you to roll on some small ta-
bles which add a bit of colour and background. Fi-
nally each career has a list of adventuring skills
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and levels. These are the only adventuring skills
that your character can advance while in the ca-
reer, and the maximum values that those skills can
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have while in that career. Tick the boxes on your
character sheet for the two different skill levels.
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The Adventuring skills
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During skill tests, skill levels are used to help
you succeed. There follows a description of the
various adventuring skills and their use.
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can they appraise items for their worth or provi-
dence, they can also assess other people to get a
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measure of their worth and their apparent trust-
worthiness.
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GDiplomacy - the art of charting a course through
the rocky ground of interpersonal relations, and
getting two opposed sides to compromise and find a
way forward.
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convinces the casual observer that they are someone
they are not.
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Dodge - the character is able to dodge incoming
missiles, be they arrows, stones or rotten fruit.
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in combat. Without some medical assistance, many
wounds can fester and deteriorate.
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Navigation - finding your way along the roads of
the Kingdom, let alone the trackless forests, is no
mean feat. This character is skilled in choosing
the right path.
to the test.
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skill is often pitted against Stealth when someone
is sneaking where they shouldn't be.
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Stealth - able to make use of cover and shadows,
the character is adept at sneaking about. This
skill is often pitted against the spot skill of
guards and watchmen.
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CAREER SKILL
Basic Equipment
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GThe Basic Careers
The basic careers that can be taken by characters
as they start their adventure follow. Roll 1d6 four
times and choose one of the four careers indicated.
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1 1 Agitator
2 Beggar
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3 Boatman
4 Bodyguard
5 Bounty Hunter
6 Entertainer
2 1 Footpad
2 Gambler
3 Grave Robber
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4 Hunter
5 Initiate
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6 Mercenary
3 1 Militiaman
2 Miner
3 Noble
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4 Outlaw
5 Pedlar
6 Raconteur
4 1 Rat Catcher
2 Road warden
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3 Soldier
4 Thief
5 Tomb Robber
6 Wizard's Apprentice
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1.1 AGITATOR
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Small blade 10, Intimidate 10
Dodge 12, Persuasion 12, Streetwise 12
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into the psyche of the mob and twisting it to your
ends. You are a good speaker, good at manipulating
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people, and at prodding the sore spots. That grain
riot in Galdenback? That was you. You had some
thing to do with the burning of the warehouse on
the shores of the river Eld, some say. You don't
comment.
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Equipment: A notched and nasty dagger, a leather
jerkin (light armour), pamphlets, seditious writ-
ings. A bottle of grog that could be set on fire,
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you know, if you had to.
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1.2 BEGGAR
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Equipment: A wooden club for defence, ragged
clothes, a messy bedroll. A bottle of something
that helps you forget how hard the floor is.
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What you've seen (roll a d6)
1. Things coming out of the sewers.
2. What the Mayor gets up to.
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3. Where the pickpockets live.
4. The secret of Madam von Hossburg.
5. A murder, silent and beautiful.
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6. A person supposed to be dead.
1.3 BOATMAN
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6. The rapids of the mighty Alase river.
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1. Goblins burn a town with glee.
2. The lair of the loved Bandit king.
3. Blind traders from far Arais.
4. A sea beast, deadly and beautiful.
5. A handsome captain murdered for coin.
6. Enough of war to last a lifetime.
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1.4 BODYGUARD
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Who you have protected? (roll a d6)
1. Vilus, the vile priest.
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2. The head of the von Tassenback family.
3. The dwarven map forger, Haddous.
4. Lady Consetta, the sly opera singer.
5. The crimelord Garhen the elf.
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6. Lord Fellini, a fool in disguise.
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1. They drink wine like a fish.
2. They visit the more exotic brothels.
3. They once killed someone, for love.
4. Where they keep the gold.
5. Who their late lamented mother was.
6. Why they hate the King's guard.
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1.5 BOUNTY HUNTER
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GWho you have caught? (roll a d6)
1.
2.
The murderer of Madam Von Hock.
The Tresselback arsonist.
3. Your sister. Don't ask.
4. Deserters from the royal army.
5. The wrong person, but don't tell.
6. The agitator Hemlock.
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Who you're searching for? (roll a d6)
1. The halfling poisoner Rubis.
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2. The lover of Jizt, a jilted noble.
3. Horse thieves from Pure Ballalas.
4. The heretical priest Kinns.
5. A reason to hope, in a dark land.
6. A way out and into the light.
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1.6 ENTERTAINER
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like you for that reason, and listen to what you
have to say. Not that you take advantage of that.
Not at all. But hey, everyone has to make a living
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right? Nothing wrong with telling people what they
want to hear, and if it helps you, that's just a
coincidence, right?
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G2.1 FOOTPAD
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make your move. No need to get too violent, just
enough to get the job done. Then run. Have a look
at what you got later, when you're safe. Or as safe
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as you can be anyway. You can't trust anyone these
days. A lurker in doorways and alleys, you are sad-
ly one of many in the Kingdom these days.
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2.2 GAMBLER
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Bargain 10, Spot 10
Lie 12, Persuasion 12, Sleight-of-hand 12
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fool, but the gambling pits of the Kingdom, be they
back-street dens or aristocrat casinos are awash
with them. You're good at finding a mark, and play-
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ing the odds in your favour so that you get what
you need. And if you make a few enemies on the way,
that's life huh?
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