Professional Documents
Culture Documents
Magic Point
Characters MP = 10 + Level x Willpower + 3/lvl
Abilities
Level 1 maximum Ability value = 4
Maximum Ability value = 6
Encumbrance
Light : 20 Kg + Strength x10 / No penalty
Medium : 30 Kg + Strength x10 / -2 to all physical action (Fight, Acrobatic skill, etc) & speed -4
Heavy : 40 Kg + Strength x10 / -2 to all physical action (Fight, Acrobatic skill, etc) & speed halved
Grapple Stunt : 3 SP
You slip inside your opponents guard and restrain them. You can only perform this stunt if your original
attack was unarmed, or with a gauntlet or chain weapon and you have at least one hand free. You must
succeed on a Accuracy (Brawling) test vs target Defense. To break a grapple you need to succeed on a
opposed Accuracy (Brawling) Test. You can release him as a free action.
A restrained creature's speed becomes 0, and it cannot benefit from any bonus to its speed.
Attack rolls against the creature have a +1 bonus, and the creature's attacks have a -1 penalty.
The creature suffers a -2 penalty on all Dexterity tests.
Rapid Ready : 1 SP
You can take a ready action as a free action, even if you have already used 1 ready action this round.
Weapons Groups
You can learn a new weapon group or increase your level in a weapon group you already have as a Talent
advancement.
If you are untrained in a weapon group, you take a 2 penalty on attack rolls and inflict half damage (rounded
down) when using a weapon from that group. If its a missile weapon, the range is cut in half as well. When
halving damage, add your Strength (or Perception for Bows and Black Powder weapons) before cutting the
damage in half.
Novice: You are trained and know how to use weapons of that group.
Journeyman: Your weapons knowledge increase. You get +1 damage with weapons of that group.
Master: You have mastered your weapon. You get +1SP when you generate stunt points with weapons of
that group.
HEAVY BLADES GROUP
BLUDGEONS & STAVES GROUP
POLEARMS, SPEARS & LANCES GROUP
BRAWLING GROUP
DUELING GROUP
SHIELDS GROUP
BOWS GROUP
SLING & BLOWGUN GROUP
MODIFIER
-1
-2
-3
+1
-1
-2
-3
-1
-2
-3
+2
-1
-1
-2
-2
-2
+1
+1
+2
+2
+3
CRAFT
Every Craft attempt is defined by two elements: the time required and the TN. The time required to craft an item is influenced not by
an item's price in silver pieces, but rather by its complexity. The TN is likewise influenced by item complexity.
Item Complexity
The complexity categories listed on the table above require some defining. Keep in mind that there is a certain amount of subjectivity
at work here. The key to item complexity isn't to rely an exhaustive list of what items belong to which categories. Instead, these rules
provide basic category descriptions and a few examples of sorts of items one might expect to fit each respective category.
Very Simple: These items are more or less all one piece or one material of simple shape with no moving parts.
Examples: crowbar, quarterstaff.
Simple: A simple item is largely made of one material, but it requires a more specialized shape.
Examples: many simple weapons (club, staves,), backpack, most common articles of clothing, simple traps such as pits.
Moderate: Moderate complexity items are characterized by diverse materials or different parts that must be integrated into a whole.
Examples: Most weapons, bows, all shields, leather armors, locks, simple traps using simple mechanical triggers, acid.
Complex: Complex items have diverse materials, moving parts, different parts, and/or
decorative bits. Examples: Most types of metal armors, crossbows, most vehicles
(excluding large ocean-going vessels), grenade, etc
Very Complex: These are the most complicated items. They require diverse
materials, moving parts, different parts, decorated bits, and/or multiple
functions or uses. Examples: ocean-going vessels, unusual armors
(such as barding),
Tools
All crafts require artisans tools to give the best chance of success. If
improvised tools are used, the check is made with a -2 penalty. On the
other hand, masterwork artisans tools and/or apprentice to help provide a
+1 to +2 circumstance bonus on the check.,
Repairing Items
You can repair an item by making checks against the same TN that it took to make the item in the first place. The cost of
repairing an item is 20% of the item's price.
CRAFT
Construction (Stone/Wood)
When building a structure from scratch, the character describes the kind of structure he or she wants to construct; then the GM
decides if the structure is simple, moderate, complex, or advanced in scope and difficulty.
Type of structure
Simple (bookcase, false wall)
Craft TN
11
Time
2 days
15
17
4 days
1 week
Magnificent (cathedral)
19
10 years
Fine Arts
You can draw and sketch, and, with proper materials, produce works of fine art such as paintings and sculptures.
Check result
1-8
9-12
13-16
17-19
20+
Effort Archieved
Untalented amateur
Talented amateur
Professional
Expert
Master
Jewelry
You are trained in cutting gems and fashioning jewelry. When finding a gem, a jeweler can attempt to improve its cut, thereby
increasing its value.
However, failure has a chance of ruining the stone. The TN of the check is dependent on the initial value of the gem, as follows:
Initial value
10 sp
50 sp
100 sp
500 sp
1000 sp
5000 sp
TN
9
11
13
15
17
19
Check result
TN 9+
TN -4 to -8
TN -1 to -3
TN 0 to +4
TN +5 to +8
TN +9+
Final value
Initial value decreases by 1 step
Initial value is cut in half
Initial value is unchanged
Initial value increases by 20%
Initial value is doubled
Initial value increases by 1 step
TALENT: ALCHEMY
REQUIREMENT: Intelligence 2 or higher
You know how to create potions and bombs using alchemical formulas.
These vials are not magic, though some may treat them that way. If you have the ingredients, you can make
one vial in an hour.
NOTE: You need to know a vials lower DEGREE recipes in order to learn its more advanced recipes.
Novice: You know how to prepare basic potions and bombs. Choose
three NOVICE potions and/or bombs you know how to make from
memory. You can brew other NOVICE concoctions as you find and
learn their recipes.
Journeyman: You have learned how to prepare more effective
and more dangerousconcoctions. Choose two JOURNEYMAN potions
and/or bombs you know how to make from memory. You can brew
other JOURNEYMAN concoctions as you find and learn their recipes.
Master: You have learned how to prepare the most efficient potions
and deadliest bombs. Choose two MASTER potions and/or bombs you
know how to make from memory. You can brew other MASTER
concoctions as you find and learn their recipes.
ACTIONS
Taking a potion or bomb out of a pouch is a Minor Action (Ready).
Throwing a bomb in hand is a Ranged Attack (Accuracy: Bombs).
Imbibing a potion in hand is a Minor Action (Activate).
Degree
Buy Cost
Make Cost
Recipe Cost
Novice
25 sp
5 sp
5 gp
Journeyman
50 sp
10 sp
10 gp
Master
100 sp
20 sp
20 gp
Anyone carrying grenades is asking for trouble, whether they have the Alchemy talent or not. All enemies
attacking such characters can perform the Kaboom! stunt.
SP Cost Stunt 3
Kaboom! Your attack detonates either a grenade held by your target or carried by your target. (Held
means prepared to throw; carried means stowed somewhere on their person.) If your target
has the Alchemy talent, their carried grenades may not be chosen. Held grenades must always be chosen
before carried grenades, if both are legal targets. If carried grenades are targeted and multiple grenades
are being carried, the GM randomly determines the exploding grenade among them. The detonated
grenade inflicts its full damage on your target and anyone else within 2 yards of him. Be aware that if you
inflict this stunt on a melee attack, you are within 2 yards of the exploding grenade, unless you also
Skirmish!
POTIONS
Antidote: Distilled from snake glands and powdered toads, Antidotes are administered to counter the effects
of ongoing poison. You can drink multiple antidotes for additional effect.
Novice: You may re-roll a failed CONSTITUTION test to resist a poison. If the poison does not allow a test, it
automatically reduces any one poison effect by one degree (e.g. a debilitating -2 modifier to all action tests is
reduced to -1).
Journeyman: You may re-roll a failed CONSTITUTION test to resist a poison with a +2 bonus. If the poison
does not allow a test, it automatically reduces any one poison effect by two degrees (e.g. a debilitating -2
modifier to all action tests is reduced to 0).
Master: You may re-roll a failed CONSTITUTION test to resist a poison with a +4 bonus. If the poison does not
allow a test, it automatically reduces any one poison effect by three degrees (e.g. a debilitating -3 modifier to
all action tests is reduced to 0).
Healing Potion: Made from rare herbs and mosses, Healing Potions restore a number of lost HEALTH. Healing
Potions do not count as magical healing, though many folk might believe otherwise.
Novice: Restores 1d6 + CONSTITUTION in lost HEALTH.
Journeyman: Restores 2d6 + CONSTITUTION in lost HEALTH.
Master: Restores 3d6 + CONSTITUTION in lost HEALTH.
Liquid Courage: Made from hot chili peppers and squeezed animal parts, this LIQUID COURAGE increases
the recipients courage up to the point of foolishness, but without the debilitating effects of alcohol. Multiple
doses dont stack, only the strongest degree takes effect.
Novice: You gain a +1 bonus on all WILLPOWER (Courage / Morale) tests for 1 hour.
Journeyman: You gain a +2 bonus on all WILLPOWER (Courage / Morale) tests for 1 hour.
Master: You gain a +3 bonus on all WILLPOWER (Courage / Morale) tests for 1 hour.
Mage's Elixir: MAGES ELIXIRS are made from magically infused plants and Lyrium dust. They restore a small
portion of a mages spell power.
Novice: Restores 1d6 + WILLPOWER in lost MAGIC POINTS.
Journeyman: Restores 2d6 + WILLPOWER in lost MAGIC POINTS.
Master: Restores 3d6 + WILLPOWER in lost MAGIC POINTS.
Rogue's Brandy: This brandy, spiked with pulverized rare bird feathers and strange underground mushrooms,
increases the users glibness and suave. Multiple doses dont stack, only the strongest degree takes effect.
Novice: You gain a +1 bonus on all COMMUNICATION tests for 10 minutes.
Journeyman: You gain a +1 bonus on all COMMUNICATION tests for 1 hour.
Master: You gain a +2 bonus on all COMMUNICATION tests for 1 hour.
Warrior's Stout: This special-brew stout, seasoned with rare herbs and meat broth, bolsters a mans strength
(and the confidence in his stomach). Multiple doses dont stack, only the strongest degree takes effect.
Novice: You gain a +1 bonus to your STRENGTH for 1 minute.
Journeyman: You gain a +2 bonus to your STRENGTH for 1 minute.
Master: You gain a +3 bonus to your STRENGTH for 1 minute.
BOMBS
Acid Bomb: Acid bombs burn through a targets armor and leave lasting damage. An armor damaged by acid
must be repaired with an appropriate STRENGTH (Smithing) or DEXTERITY (Craft) test. If the armor was natural
(e.g. animal hide or scales), the armor is automatically repaired when all HEALTH is regained.
Novice: The target suffers 1d6 DAMAGE and must reduce its ARMOR RATING by 1.
Journeyman: The target suffers 1d6+3 DAMAGE and must reduce its ARMOR RATING by 2.
Master: The target suffers 2d6 DAMAGE and must reduce its ARMOR RATING by 3.
Dust Bomb: Releasing a cloud of dust, sand, and sharp crystals, DUST BOMBS make it painful to see. The target
may use his actions to reduce the penalty by -1 per MINOR ACTION and -2 per MAJOR ACTION. Multiple bombs
dont stack, only the strongest degree takes effect.
Novice: The target suffers a -1 penalty on all its ACTION TESTS for the rest of the encounter.
Journeyman: The target suffers a -2 penalty on all its ACTION TESTS for the rest of the encounter.
Master: The target suffers a -3 penalty on all its ACTION TESTS for the rest of the encounter.
Fire Bomb: On impact, this bomb sprays liquid fire that sticks to the target. At the beginning of each of the
targets turns, each fire bomb deals damage equal to its degree. The target may use his actions to reduce the
ongoing damage by 1d6 per MINOR ACTION and 2d6 per MAJOR ACTION. As with any fire-based attack, the
fire may ignite other flammable items in the area of effect at the GMs option. Multiple bombs stack, but only
to a maximum of 6d6 damage per turn.
Novice: The target suffers 1d6 fire damage per turn.
Journeyman: The target suffers 2d6 fire damage per turn.
Master: The target suffers 3d6 fire damage per turn.
Ice Bomb: Ice bombs freeze the targets muscles and hinder its mobility. The target of an ice bomb reduces its
SPEED by half (rounded down) for the rest of the encounter. The target can try to shake of the effects with a
MAJOR ACTION and a successful STRENGTH (Might) test.
Novice: The target must make a successful TN 13 STRENGTH (Might) test to shake of the effect.
Journeyman: The target must make a successful TN 15 STRENGTH (Might) test to shake of the effect.
Master: The target must make a successful TN 17 STRENGTH (Might) test to shake of the effect.
Slick Bomb: Thrown at a targets feet, SLICK BOMBS create a short-lived patch of highly slippery liquid.
Novice: The target must make a successful TN 13 DEXTERITY (Acrobatics) test or be knocked prone.
Journeyman: The target must make a successful TN 15 DEXTERITY (Acrobatics) test or be knocked prone.
Master: The target must make a successful TN 17 DEXTERITY (Acrobatics) test or be knocked prone.
Smoke Bomb: One round after the fuse on a smoke bomb is lit, it will begin spewing a thick cloud of smoke
about 10 feet high, that will spread outwards and obscure normal vision.
Novice: The smoke spreads at a rate of 1 yard per round for 5 rounds until an area 10 yards in diameter is
filled.
Journeyman: The smoke spreads at a rate of 2 yards per round for 5 rounds until an area 20 yards in diameter
is filled.
Master: The smoke spreads at a rate of 3 yard per round for 5 rounds until an area 30 yards in diameter is
filled.
Thunder Bomb: Thunder bombs create a loud sonic blast, confusing and stunning the target. The target must
succeed at a CONSTITUTION (Stamina) test or is considered STUNNED, as per the JOURNEYMAN DEGREE of the
PINPOINT ATTACKS talent (see TALENTS).
Novice: The target must make a successful TN 13 CONSTITUTION (Stamina) test or be STUNNED.
Journeyman: The target must make a successful TN 15 CONSTITUTION (Stamina) test or be STUNNED.
Master: The target must make a successful TN 17 CONSTITUTION (Stamina) test or be STUNNED.
STRENGTH (SMITHING)
Quality
Very Poor
Poor
Average
Good
Masterwork
Standard TN -2
Item cost is 75% of standard
-50% Time Unit
+1 Armor Penalty
-1 Armor Rating
Shield : -1 Defense
Standard TN
Standard cost
Standard TN +2
Weapon & Armor cost x4
+50% Time Unit
Standard TN +4
Weapon & Armor cost x10
+100% Time Unit
Standard Statistics
Armor : -1 Armor Penalty
Shield : +1 Defense
Armor : -1 Armor Penalty /
+1 Armor Rating
Shield : +1 Defense / +1 Armor Rating
Weapon
-1 Atk
Breaks on a roll <5 on 3d6
-4 yards range increment
-1 Atk
Breaks on a roll 3 on 3d6
-2 yards range increment
(minimum 2 yards)
Standard Statistics
+2 yards range increment
+1 Atk
+4 yards range increment
+1 Atk
+1 Dmg
Tools
-2 on craft/skill
check
-1 on craft/skill
check
+0 on craft/skill
check
+1 on craft/skill
check
+2 on craft/skill
check
All crafted items can be enchanted. The items adjustments apply in addition to any bonuses from enchantment.
Armor Type
Light Leather
Heavy Leather
Light Mail
Heavy Mail
Light Plate
Heavy Plate
Target Shield
Light Shield
Medium Shield
Heavy Shield
TN Rune Slot
9
2
11
3
12
2
13
3
14
3
15
4
11
1
11
2
11
3
11
4
Special Materials
A craftsman working with an unusual material (such as Silverite)
faces a 50% increase in time unit, which stacks with the increase
in time unit associated with quality items when applicable.
For example, a Silverite masterwork longsword has a time unit
of 8 days. Also, unusual materials are harder to work with and
increase the item's TN as shown below:
Material
Bone/Shell
Bronze/Tin/Brass
Iron/Steel
Copper
Silver
Gold
Veridium
Red Steel
Silverite
Dragonbone
Ironbark
Sylvanwood
Leather/Hide
Drakeskin
TN Modifier Special
Cost (sp)/lbs
0
Weapons and armors get the Fragile* quality
1
-2
Weapons and armors get the Fragile* quality
3
0
3
0
5
+1
Item Cost : x10.
50
+1
Item Cost : x100. Weight x1,5.
500
Armor = +1 Armor Rating
+2
6
Weapon = +1 Bonus damage
Armor = +2 Armor Rating
+3
12
Weapon = +2 Bonus damage
Armor = +3 Armor Rating
+4
24
Weapon = +3 Bonus damage & + 4 vs Undead & Demon
Armor = +4 Armor Rating
+6
42
Weapon = +4 Bonus damage
+2
Shield = +1 Defense
20
+4
Shield = +1 Defense & +1 Armor Rating
40
0
5
+4
Armor = +2 Armor Rating
32
TALENT: ENCHANTMENT
Class: Mage
Requirements: Intelligence 3 or higher
Crafting magical items requires magical materials, either gathered from magical locations or obtained from a
magical foundation. Creating a permanent magical item requires the mage to know an arcana that could
logically be associated with the powers of the item (so a shadow cloak requires the mage to know the
shadow arcana while the adept's wand would likely require the power arcana). Focus Intelligence
(Enchantement) apply.
Novice: The mage can create common magical items. At this level the mage can only create temporary
magical items. Creating a temporary magical item takes 1 day and 25sp.
Journeyman: At this level the mage can create. magical items of uncommon level. The mage can now make
permanent magical items. Creating a common permanent magical item costs 100sp and takes 1 day.
Creating an uncommon permanent costs 250sp and takes 1 week.
Master: At this level the mage can craft rare magical items. Creating a rare magical item costs 200gp and
takes 1 month. The mage cannot normally create legendary items. The mage may be able to create a
legendary item under specific circumstances with gm permission.
Quality
Ability (Focus)
TN
Time
Temp. Cost
Perm. Cost
Common
Intelligence (Enchantment)
13
1 day
25 sp
100 sp
Uncommon
Intelligence (Enchantment)
15
1 week
5 gp
25 gp
Rare
Intelligence (Enchantment)
17
1 month
20 gp
200 gp
Power
Description
Fire Resistance
-1
-3
-6
Immunity
Frost Resistance
-1
-3
-6
Immunity
Light Resistance
-1
-3
-6
Immunity
Shock Resistance
-1
-3
-6
Immunity
Acid Resistance
-1
-3
-6
Immunity
-1 dmg
or -2 TN
-3 dmg
or -4 TN
-6 dmg
or -6 TN
Immunity
-2 TN
-4 TN
-6 TN
Immunity
Poison Resistance
Disease Resistance
Regeneration
+1 hp/h
+1 hp/rd
+3 hp/rd
+6 hp/rd
Ability Bonus
+1 for 1h
+1
+2
+3
+2 for 1rd
+2
+4
+6
Defense Bonus
+1 for 1h
+1
+2
+3
Armor Bonus
+1 for 1h
+1
+2
+3
Armor Agility
-1
-2
-3
Attack Bonus
+1 for 1h
+1
+2
+3
Damage Bonus
+1 for 1h
+1
+2
+3
1 Focus
2 Focus
3 Focus
N Level
Or +1 lvl
J Level
Or +1 lvl
M Level
N spell
J spell
M spell
-1
-2
-3
+1
+2
+3
Focus Bonus
Talent Bonus
Spell Bonus
Stunt Bonus
You either gain a focus you do not already have, or increase the
bonus of a focus you do already have by +1.
The item grants you the benefits of a talent you do not already
have usually at the Novice level up to Master level.
The item grants you, once a day, the use of a particular spell you
dont already know.
The item grants you the ability to perform a particular stunt at a
reduced cost in Stunt Points, or to perform a unique stunt
normally unavailable to you.
Stunt Reservoir
Life Bonus
+1d6
+5
+10
+20
Mana Bonus
+1d6
+5
+10
+20
Luck Bonus
The item may modify one die by one point up or down in order to
produce doubles to Stunt.
1 time
1x/week
1x/day
1x/Enc
Magical Power
+1
+2
+3
+4
TALENT: RUNECRAFTING
Class: Mage, Rogue, Warrior
Requirements: Intelligence 3 or higher, Dexterity 1 or higher
You are a trained enchanter, able to inscribe runes onto armor and weapons with Lyrium ink. Focus Dexterity
(Calligraphy) apply.
Novice: You can inscribe a Novice rune you know onto a suit of armor or a weapon. A Novice rune takes 2
hours to inscribe. You can do it faster with a successful TN 13 Intelligence (Enchantment) test. Each degree of
success reduces the time by 15 minutes. If your Stunt Die result was 3, for example, youd do it 45 minutes
faster.
Journeyman: You can inscribe a Journeyman rune you know onto a suit of armor or a weapon. A Journeyman
rune takes 3 hours to inscribe. You can do it faster with a successful TN 15 Intelligence (Enchantment) test.
Each degree of success from the Dragon Die reduces the time by 15 minutes.
Master: You can inscribe a Master rune you know onto a suit of armor or a weapon. A Master rune takes 4
hours to inscribe. You can do it faster with a successful TN 17 Intelligence (Enchantment) test. Each degree of
success from the Dragon Die reduces the time by 15 minutes.
Quality
Ability (Focus)
TN
Time
Cost
Novice Rune
Journeyman Rune
Master Rune
Dexterity (Calligraphy)
Dexterity (Calligraphy)
Dexterity (Calligraphy)
13
15
17
2 hours
3 hours
4 hours
10 gp
25 gp
200 gp
Type
Power
Description
Armor
Rune of Defense
+1
+2
+3
Armor
Rune of Fortune
Once per encounter, you can take a bonus on any one die roll
(ability test, damage roll, etc.). You can decide to
use the bonus after the dice are rolled.
+2
+4
+6
Armor
Rune of Protection
Armor and shields enhanced with this rune are more resilient and
get armor rating bonus
+1
+2
+3
Armor
Rune of Valiance
This rune fills you with courage and give bonus to Willpower tests.
+1
+2
+3
Armor
Rune of Warding
+1
+2
+3
Weapon
A weapon with a Cold Iron rune is a bane to the undead and inflicts
a damage bonus.
+1
+3
+5
Weapon
Rune of Devastation
This Rune give a bonus when generating stunt points. However, the
bonus stunt point can only be spent on Mighty Blow and Lethal
Blow.
+1
+2
+3
Weapon
Rune of Elements
+1
+2
+3
Weapon
Rune of Paralyzation
When wielding this weapon, you can perform the paralyze stunt for
Stunt Points. The target of your attack must make a successful
Constitution (Stamina) test or become paralyzed. A paralyzed
character cannot move at all for the rest of the encounter, loses
their Dexterity from Defense, and can take no actions, but is not
subject to a coup de grace unless otherwise unconscious or dying.
At the start of their turn on each subsequent round, the paralyzed
character can make another test to end the effect of the rune.
6 SP
TN 13
5 SP
TN 15
4 SP
TN 17
Weapon
Rune of Silverite
+1
+3
+5
Weapon
Rune of Slowness
TN 13
-1 penalty
-4 speed
TN 15
-2 penalty
-6 speed
TN 17
-3 penalty
-8 speed
Weapon
Rune of Striking
+1
+2
+3
COMMUNICATION (DISGUISE)
Your Disguise check result determines how good the disguise is, and it is opposed by others Perception check results. If you dont
draw any attention to yourself, others do not get to make Perception checks. If you come to the attention of people who are
suspicious (such as a guard who is watching commoners walking through a city gate), it can be assumed that such observers are doing
an opposed Perception checks.
The effectiveness of your disguise depends in part on how much youre attempting to change your appearance. Creating a disguise
requires 1d3 10 minutes of work.
Disguise
Disguise TN Modifier
-4
1
+2
+2
+1
+2
2
3
If you are impersonating a particular individual, those who know what that
person looks like get a bonus on their Perception checks according to the
table below. Furthermore, they are automatically considered to be suspicious
of you, so opposed checks are always called for.
Familiarity
Recognizes on sight
+1
Friends or associates
+2
Close friends
+4
Intimate
+8
Usually, an individual makes a Perception check to see through your disguise immediately upon meeting you and every hour
thereafter. If you casually meet many different creatures, each for a short time, check once per day or hour, using an
average Perception modifier for the group.
COMMUNICATION (BARGAINING)
Au lieu de revendre 50% du prix de base dun objet, si on possde le focus Communication (Bargaining), on peut tenter de
marchander. Lopration prend 1d3 heures pour faire un test pour les rsultats suivants :
Revente
Revente 10% du prix
Revente 30% du prix
Revente 50% du prix
Revente 60% du prix
Revente 70% du prix
Revente 80% du prix
Revente 90% du prix
TN
5
7
9
11
13
15
17+
Achat
Achat 150% du prix
Achat 120% du prix
Achat 100% du prix
Achat 90% du prix
Achat 80% du prix
Achat 70% du prix
Achat 60% du prix
Achat 50% du prix
TN
5
7
9
11
13
15
17
19+
Modificateurs
Localisation loigne/monopole
Hostile (Culture/Race oppose)
Unfriendly (Culture/Race diffrente)
Indifferent (Mme Culture/Race)
Friendly (Mme communaut)
Helpful (Mme famille)
TN
+2
-4
-2
0
+2
+4
COMMUNICATION (PERFORMANCE)
You can impress audiences with your talent and skill in your chosen performance.
Retries are allowed, but they don't negate previous failures, and an audience that has been unimpressed in the past is likely to be
prejudiced against future performances. (Increase the TN by 2 for each previous failure.)
Examples of Performance :
Act
Dance
Music instruments
Oratory (epic, ode, storytelling)
Sing
Performance
DC
Routine performance. Trying to earn money by playing in public is akin to begging. You can earn 2d6 cp/day.
9
Enjoyable performance. In a prosperous city, you can earn 1d6 sp/day.
11
Great performance. In a prosperous city, you can earn 2d6 sp/day. In time, you may be invited to join a
15
professional troupe and may develop a regional reputation.
Memorable performance. In a prosperous city, you can earn 4d6 sp/day. In time, you may come to the attention
17
of noble patrons and develop a national reputation.
Extraordinary performance. In a prosperous city, you can earn 1d6 gp/day. In time, you may draw attention from
19+
distant patrons, and develop a international reputation.
COMMUNICATION (GAMBLING)
Game Example :
Bounder is unique among gambling games in that both the players and dealer use dice.
The dealer gets 3d6, and each player gets 2d20.
To start, each player bets a stake (minimum 1 cp).
1. Each player rolls his first d20, making his point.
2. After all players have rolled their points, each player may double his stake if desired.
3. Then the dealer rolls 3d6. Anyone whose point the dealer matches loses his stake.
4. Then each player rolls his second d20.
If the players two dice results are on either side of the dealers resultone greater than
and one less than the dealers numberhe bounds the dealer and wins an amount
equal to the amount he bet. Otherwise, he loses his stake.
If a player rolls a 1 and a 20 (or a 20 and a 1), he wins double his bet.
TN
Add or Substract 1 to 1 dice
Add or Substract 2 to 1 dice
Add or Substract 1 to 2 dices
Add or Substract 2 to 2 dices
11
13
15
17
DEXTERITY (LEGERDEMAIN)
Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.
A TN 10 Dexterity (Legerdemain) check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain, such
as making a coin disappear, also has a TN of 10 unless an observer is determined to note where the item went.
When you use this skill under close observation, your skill check is opposed by the observer's Perception check. The observer's
success doesn't prevent you from performing the action, just from doing it unnoticed.
If you try to take something from a creature, you must make a TN 13
Dexterity (Legerdemain) check. The opponent makes a Perception check to
detect the attempt, opposed by the Dexterity (Legerdemain) check result
you achieved when you tried to grab the item. An opponent who succeeds
on this check notices the attempt, regardless of whether you got the item.
You cannot use this skill to take an object from another creature during
combat if the creature is aware of your presence.
You can also use Dexterity (Legerdemain) to entertain an audience as
though you were using the Communication (Performance) skill. In such a
case, your act encompasses elements of legerdemain, juggling, and the
like.
Any Dexterity (Legerdemain) check is normally a minor action. However, you
may perform a Dexterity (Legerdemain) check as a free action by taking a -4
penalty to the attempt.
Hide item
You can hide a small object (including a light weapon or an easily concealed
ranged weapon, such as a dart, sling, or hand crossbow) on your body.
Your Dexterity (Legerdemain) check is opposed by the Perception check of
anyone observing you or of anyone frisking you. In the latter case, the searcher
gains a +2 bonus on the Perception check, since it's generally easier to find such
an object than to hide it.
Heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check.
Drawing a hidden weapon is a minor action.
PERCEPTION
Perception has a number of uses, the most common of which is an opposed check versus an opponent's Stealth check to notice
the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your
opponent can take a variety of actions, including sneaking past you and attacking you.
Perception is also used to notice fine details in the environment. The TN to notice such details varies depending upon distance,
the environment, and how noticeable the detail is.
Passive Perception = 9 + Perception + Perception Focus
Example
TN
Modifiers
TN
Modifier
+2
+6
STRENGTH (JUMPING)
Jumping and Falling
You can use the Strength (Jumping) skill to make jumps. The base TN to make a jump is equal to the distance to be crossed (if
horizontal) or four times the height to be reached (if vertical). You cant exceed your speed with a jump check.
The only modifiers that apply are those concerning the surface you are jumping from.
If you fail this check by 4 or less, you can attempt a TN 13 Strength (Climb) to grab hold of the other side after having missed the
jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump).
Running Jump
For a running jump, half the result of your Strenth (Jumping) check indicates the distance traveled in the jump (and if the check fails, the
distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.
Long Jump
A long jump is a horizontal jump, made across a gap like a chasm or stream. At the
midpoint of the jump, you attain a vertical height equal to one-quarter of the
horizontal distance.
If your check succeeds, you land on your feet at the far end. If you fail the check by
less than 5, you dont clear the distance, but you can make a TN 13 Strength (Climb)
to grab the far edge of the gap. You end your movement grasping the far edge. If
that leaves you dangling over a chasm or gap, getting up requires a move action
and a TN 11 Strength (Climb) check.
Long Jump
TN
2 yards
4 yards
11
6 yards
13
8 yards
16
> 8 yards
+3 per 2 yards
High Jump
TN
Creature Size
Vertical Reach
Colossal
128 ft.
Gargantuan
64 ft.
10
Huge
32 ft.
13
Large
16 ft.
+4 per foot
Medium
8 ft.
Small
4 ft.
Tiny
2 ft.
Diminutive
1 ft.
Fine
ft.
High Jump
A high jump is a vertical leap made to reach a ledge high
above or to grasp something overhead.
1 foot
If you jumped up to grab something, a successful check
indicates that you reached the desired height. If you wish to
2 feet
pull yourself up, you can do so with a move action and a TN
13 Strenght (Climb) check. If you fail the check to jump, you
3 feet
do not reach the height, and you land on your feet in the
same spot from which you jumped.
4 feet
Obviously, the difficulty of reaching a given height varies
according to the size of the character or creature. The
maximum vertical reach (height the creature can reach
without jumping) for an average creature of a given size is
shown on the table below. (As a Medium creature, a
typical human can reach 8 feet without jumping.)
Quadrupedal creatures dont have the same vertical
reach as a bipedal creature; treat them as being one size
category smaller
> 4 feet
Pole Vault
When carrying any long pole or staff, you can use it to augment the height of a jump. Make a running high jump as normal, but
make a second check at TN 13 to add the length of the pole to the total distance you jump. You may jump above the maximum
distance normally allowed by your height after applying this modifier. If you fail the check to use the pole, resolve your initial
jump check, but halve the height it would normally allow you to clear.
DEXTERITY (ACROBATICS)
Falling
When you deliberately fall any distance, even as a result of a missed jump, a TN 13 Dexterity (Acrobatics) check allows you to
ignore the first 4 yards fallen, or decrease the Hazard by 1 step, although you still end up prone if you take damage from a fall.
Hop Up
You can jump up onto an object as tall as your waist, such as a table or small boulder, with a TN 9 Dexterity (Acrobatics) check.
Doing so counts as 4 yards of movement, then hop up onto a counter.
STRENGTH (CLIMB)
Climbing is part of movement, so its generally part of a move action (and may be combined with other types of movement in a move action). Each
move action that includes any climbing requires a separate Climb check. Catching yourself or another falling character doesnt take an action.
Climb TN
11
13
14
15
17
19
21
-4
+2
Surface is slippery.
+4
+6
+2
+6
If someone climbing above you or adjacent to you falls, you can attempt to catch the falling
character if he or she is within your reach. Doing so requires a successful melee attack against
the falling character (though he or she can voluntarily forgo any Dexterity bonus to Defense if
desired). If you hit, you must immediately attempt a Strength (Climb) check (TN = walls DC + 5).
Success indicates that you catch the falling character, but his total weight, including equipment,
cannot exceed your heavy load limit or you automatically fall. If you fail your Strength (Climb)
check by 4 or less, you fail to stop the characters fall but dont lose your grip on the wall. If you
fail by 5 or more, you fail to stop the characters fall and begin falling as well.
CONSTITUTION (SWIMMING)
You know how to swim and can do so even in stormy water. Make a Swim check once per round while you are in the water.
Success means you may swim at up to half your speed (as a major action) or at a quarter of your speed (as a minor action).
If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater. If you are underwater, either
because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath
You can hold your breath for a number of rounds equal to twice your
Constitution score, but only if you do nothing other than moving or doing free
actions. If you take a major action, such as making an attack, the remainder of
the duration for which you can hold your breath is reduced by 1 round. After
that period of time, you must make a TN 10 Constitution check every round to
continue holding your breath. Each round, the DC for that check increases by 1.
If you fail the Constitution check, you begin to drown.
The TN for the Swim check depends on the water. Each hour that you swim, you
must make a TN 15 Strength (Swim) check or take 1d6 points of damage
from fatigue.
Calm Water
Rough Water
Stormy Water
Hurricane conditions
Tsunami
TN
9
11
15
17
19
Craft
Income/day
Alchemy
20 sp
Armurier, Forgeron
Smithing
15 sp
Architecte, Ingnieur
10 sp
Varies
Cooking
8 sp
Fabriquant de livre/papier/parchemin
Bookbinding
12 sp
Archerie
Bowmaking
15 sp
14 sp
Marchand
Varies
Stone Worker
8 sp
Cartographe
Cartography
12 sp
Calligraphy
13 sp
Wood Worker
8 sp
Jardinier
3 sp
Embaumeur, Taxidermist
8 sp
Fonderie, Ferrailleur
Founder
8 sp
Souffleur de verre
Glassmaking
22 sp
Fermier, Meunier
10 sp
8 sp
Joaillerie, Graveur
Jeweler
15 sp
Leatherworking
12 sp
Mechanic
15 sp
Painting
8 sp
5 sp
5-20 sp
8 sp
1-5 sp
Marin
1-5 sp
Soldat, Servant
1-10 sp
Potier
Pottery
8 sp
Sculpteur
Sculpting
8 sp
Tatoueur
Tatooing
8 sp
Tailoring
8 sp
Weaving
8 sp
Untrained laborers and assistants earn an average of 1 silver piece per day.
Example Innkeeper
Run an Inn/Tavern : Profitability is ranked on a scale of 5 to +5.
Each Sunday, the Profit Rating can change. Owner makes a check to
influence profitability.
Profit Rating
-5
-4
-3
-2
-1
0
+1
+2
+3
+4
+5
Income/week
0
10 sp
20 sp
30 sp
40 sp
50 sp
70 sp
90 sp
120 sp
150 sp
200 sp