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THE SOCIEtY OF ADVENtURERs

The world you call Zakara is an ancient world, once ruled by shining empires that ruled continents and traveled by magic to worlds beyond the one you stand upon. That time has passed. The gods, being often as petty as people, fought among themselves, about what, few remember or agree upon. The war of the gods raged across the skies of Zakara for years before any upon Zakara knew of it. Then the peoples of Zakara were drawn into the conflict as well. Empires fell, large areas of once fertile lands were rendered uninhabitable by the use of fell magics. Beasts were raised to the intelligence of humans to add to the armies, monstrosities were created by both sides and unleashed upon the world to wreak havoc and ruin. Finally the gods shattered the moon, the very home of the most favored of the gods, and in doing so, destroying several gods as well. Huge waves rose up from the sea, the ground shook and unpredictable, deadly weather systems scoured the very world itself. The gods had gone too far. Oberon, the father of the gods, who had allowed his children to come to blows among themselves, hid his face in shame, plunging the world into darkness as he grieved. For several generations, the face of Oberon was seldom seen, and then only through the haze of his tears. At last, he revealed himself again, and the world began to rebuild. But this time without the guidance of the gods they had called upon before. Petty gods remain, lesser beings who had survived or not participated in the fighting, and in some areas, they have worshippers and a small degree of power, but they are as varied and many as the beasts of the fields, and are unorganized.
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Some of the beings that were granted intelligence bred true and survived. Much like with humans, some of the beast men are good and true, others simply wish to be left alone, and then some are evil and take great pleasure in pain and suffering. New kingdoms, city-states and empires have arisen from the broken world. Demons, monstrosities and strange magics exist in the world, and few people stray far from their homes or from the established trade routes, whether they travel by caravan or skyship. The exceptions are those who find the vast wastes and ruins to be a good place to hide their actions from civilized folk. Others are those who wish to carve our their own empire, these and those who seek to find the answers to questions unanswered or to find the treasures and lore of lost civilizations are known collectively as Adventurers. An organization exists for these strange people. You will be playing people who feel the itch of Adventure, and for whom joining the Society of Adventurers is a dream yet to be fulfilled. Welcome to Zakara, may your adventures be many, fruitful and may your lives be valiant and your deaths be bravely faced.

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Adventurer Creation

We will be using the Cortex Rules from Margaret Weis Productions, with the following settings in place. The main house rules at this time are simply which skills and traits will be available, how my magic system works and the races specific to Zakara. However, this document is to be used to create your Adventurer, you can find descriptions of standard skills and traits in the Cortex rule book, and GM rulings will take precedence over the letter of the rule during play. If you want to have your Adventurer attempt something, go for it, the GM will tell you what modifiers to use.

The Races and Cultures of Zakara.


The following Races are available to play: Human - just like you and me. Canid - bipedal, humanoid canines. Social (pack-oriented) species. Ursano - bipedal, bear-like humanoids. A bit larger than humans. Drazari - green skinned humanoids with prominent antennae on their heads. Martial culture, antennae grant them greater perceptive abilities. Indigenous to forest and jungle regions. Halfmen goblins - natives of the colder regions of the world, halfmen (they have no racial name for themselves other than us) are rumored to be the creation of demons. Known to be somewhat magically adept and resistant to the effects of cold.

Cultures

The following cultures are in the regions the game will initially cover. The Adventurers may be from any of these regions and will need to have a reason to be approaching the City-State of Tarzeen, the northern-most of the City Stats of Zakar.
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City States of Zakar Region - A group of independent City-States,

Native Language: Zakari

mostly large, somewhat decadent (picture Lankhmar or something similar), with outlying rural areas that provide food in return for protection. The City States almost all have Skyship docks as well as dealing in a great deal of sea-faring and caravan trades. Transport within the City-States are often in steam or wind carriages or conveyance, occasionally with magically powered conveyances as well.

Caliphate of Markach - The mostly desert region of Markach is home to the Caliphate, an Arabian nights style government with a handful of large-ish towns and one big city, which is Markach itself, home of the Caliph. The open lands are under the titular control of the Caliphs troops, but are home to the Adysa tribes. The nomadic Adysa are for the most part fiercely independent and consider themselves to be exempt from the rules and laws of the soft city dwellers. Native Language: Adysi or Markachi Empire of Fron - Bordering the Straits of Gamor, the Empire of Fron is ruled by the Drazari Emperor Keval Idrani, Keval II. The Empire itself has citizens of all races. Those who serve four years in the Imperial military are granted a plot of land and citizenship status. Non-Drazari living within the Empire who are not Citizens or in the military are either slaves or non-entities. Fron has been at war off and on for over three generations with the Contested Kingdoms. Native Language: Drazi Contested Kingdoms - across the Straits of Gamor from the Empire

of Fron, the Contested Kingdoms have a loose confederation that occasionally works together to oppose the predations of the Empire of Fron. These kingdoms all have mixed racial types among their citizenry, but the following are predominately human, the Kingdom of Gamorria almost xenophobically so; Gamorria, Aldarao, Tarant. Humans may also be found in the following kingdoms: Fandar, Calva, Hauff.

Native Language: Taranti or Gamori

Razalla Plains - The Razalla Plains are home to a number of nomadic

and semi-nomadic tribes of Humans. Most of these tribes employ horses or other beasts as transportation, but there are a couple of tribes, most significantly, the Homgu tribe, that tend to prefer and maintain a fleet
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of wind-powered conveyances designed especially for maneuvering the plains.

Native Language: Various, most common is Razi or Taranti for the humans

CaNID CULtUREs

In addition to being common in most human - dominated cities and towns, Canid are primarily found in nomadic tribal units on the Razalla Plains, and there are a number of Canid fleets that sail the coastal waters from the City States to the Inner Sea.

Native Language: Canis

URsaNO CULtUREs

Non-Adventuring Ursano found in the City States region are typically employed as guards, bouncers or entertainers, but are typically treated as an oddity or an amusement. As with other races in the Empire of Fron, Ursano who have served their military time are considered Citizens, as well as those who have migrated from their northern homes and have made their home in the Contested Kingdoms. The kingdom of Vazalok is one of the Contested Kingdoms and is ruled by the Ursano. Other Ursano can be found in the lands between the Contested Kingdoms and the Goblin Reaches. These Ursano live in clan-dominated towns of varying sizes.

Native Language: Ursan

DRaZaRI CULtUREs

Most civilized Drazari hail from the Empire of Fron, as described under Human Cultures. The can also be found in clan units in the jungle regions known as Khi-Darza, and along the fringes of the Darken Forest.

Native Language: Drazi

HaLFMEN CULtUREs

Halfmen Outcasts can be found in most places of the world, except among the Khi-Darza and Darken Forest clans of the Drazari, those clans consider the Halfmen to be demon-spawn who should be killed on sight. Because of this attitude by the Drazari, Halfmen tend to not be frequently found in the Empire of Fron, either.

Native Language: Gobla


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Playing a Non-Human Character

Canid, Drazari, Ursano and Halfmen have a Trait Cost to be played, with certain common traits by race. This will be detailed after the Available Skills, Assets and Complications lists.

Build your Adventurer with these settings:

Attributes: 42 Points Skills: 62 Points Traits: 0 Points [Maximum 24 points of Complications allowed]

AttRIBUtE DIE COsts


d4 d6 d8 d10 d12 d12+d2 d12+d4 4 6 8 10 12 14 16

Agility........................... (AGI) Strength......................... (STR) Vitality............................(VIT) Alertness....................... (ALE) Intelligence.....................(INT) Willpower...................... (WIL)

Attributes

Derived Attributes

Initiative........................(INIT) Agility + Alertness. Endurance.................... (END) Vitality + Willpower. Resistance..................... (RES) Vitality + Vitality. Life Points.................... (LIFE) Vitality + Willpower. Magic Points ..................(MP) (Vitality + Willpower).

Agility + Alertness Vitality + Willpower Vitality + Vitality Vitality + Willpower (Vitality + Willpower)

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1 hex = 5 leagues

SKILL COsts
d2 d4 d6 ----------------

(During Character Generation Only)

GENERaL SKILLs

GENERaL SKILLs SPECIaLIZatION COst 2 ---4 ---6 ------d8 ---d10 ---d12 ---d12+d2 ---d12+d4

SPECIaLIZatION COst ---------2 4 6 8 10

The following skills (with example specialties)are available

if you think of a specialty or skill that isnt covered by this list, discuss it with the GM, this is by no means a comprehensive list.

Animals Artistry

Animal Care, Animal Training, Riding, Veterinary Medicine, Teamster Appraisal, Cooking, Composition, Forgery, Painting, Poetry, Sculpture

Hex 1005 City State of Tarzeen Hex 0905 (and surrounding areas) - The Great Salt Marsh Hex 0804 Town of Andrashi Hex 0606 City State of Dalabar Hex 0704 Webwood and town of Blackmarsh Hex 0105 Al Bakaran The Mountain Range is locally referred to as the Wall of Fire (several volcanoes within the range)

Athletics

Climbing, Contortion, Dodge, Juggling, Jumping, Gymnastics, Riding, Running, Swimming, Weight Lifting

Covert

Camouflage, Disguise, Forgery, Pickpocketing, Stealth, Streetwise, Lockpicking

Craft

Architecture, Brewing, Bowyer, Carpentry, Cooking, Leatherworking, Metalworking, Pottery, Sewing

Discipline

Concentration, Interrogation, Intimidation, Leadership, Morale, Resistance


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Guns

Pistol, Rifle, Crossbow, Scattergun, Heat Ray, Electro Gun

Heavy Weapons Influence

Mangonel, Trebuchet, Ballista, Bombard, Battering Ram, Cannon Administration, Barter, Bureaucracy, Conversation, Interrogation, Intimidation, Leadership, Persuasion, Politics, Seduction

Knowledge

Appraisal, Culture, Folklore, History, Law, Philosophy, Religion, Politics, Arcana

Magery (Skilled Only)

Bolt, Cantrips, Rituals, Mage-Sense, Counter-magic, Individual Spells

Mechanic (skilled only) Melee Weapons Perception

Construction, Jury-Rigging, Locksmith, Traps, Carpentry Chains, Clubs, Knives, Pole arms, Repair, Shields, Swords, Whips Deduction, Empathy, Gambling, Hearing, Intuition, Investigation, Read Lips, Search, Sight, Smell/Taste, Tactics, Tracking

Performance

Dancing, Singing, Musical Instrument (by type), Bluff

Physick (skilled only) Ranged Weapons Survival

First Aid, Herbalism, Apothecary, Surgery, Poisons, Veterinary Medicine Blowgun, Bolo, Bow, Crossbow, Darts, Javelin, Slings, Thrown Weapon Camouflage, Find Shelter, First Aid, Foraging, Specific Environment, Tracking, Trapping, Woodcraft
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Paralyzing Mists (75 - 1 round) - The Mage chooses a spot within 100 per magery die value that is within his sight and greenish mists begin rising from the ground, rising to 5 in height and radiating outward from the target spot in a radius of 10 per Magery die value of the Mage. Those within the mists must make a (23) Resistance check or be unable to move until the mists dissipate or they successfully resist the eects. Those in the mists may roll resistance every round and if successful, may move half their movement that round. The Mists will remain in place for 2 rounds per Magery Die Value of the caster and are unaected by normal wind. Shape Element (19 - 1 minute) - The Mage may shape an existing element (designated at the time of casting) as desired. He may aect up to 5 cubic feet per Magery Die Value. This simply moves the existing element, creating walls, holes, etc., but does not levitate the element, it moves along an existing surface or can be moved up on itself. The spell lasts for as long as the Mage concentrates (Willpower + Discipline [11]), but the shaped element retains its shape as long as it would be able to. i.e., a wall of rock would stay up until knocked down unless created at an impossible angle, re would remain until it burned out normally, water would immediately collapse upon itself and air would dissipate. Other Cantrips and Rituals exist out in the world. Get out of your tower or lab and go nd them.

Unarmed Combat Vehicle Operation

Punch, Brawling, Grappling, Kick, Sweep/Throw Skyship, windrunner, steam carriage, rowboat, sailing ship, etc.

NEW SKILLS Magery (skilled only)

This skill indicates that you have received training in using magical spells and abilities. You may have a number of ready cantrips or rituals equal to 1/2 the die value of your Intelligence. Spells that are not ready will have their Difficulty or Threshold increased by 10 Every Bolt, Cantrip, Counter-Magic reaction and Ritual attempt expends one Magic Point. If the character has exhausted all of his Magic Points, spells can be cast at the cost of 2 stun per spell. Magic Points recharge at a rate of 1 per hour (double that if resting quietly).

Bolt - A standard attack action that focuses the Mages will into directed
magical energy (requires a trapping) that has the following attributes: Damage: d6 W Range Increment: 30 Mages who are targeted by a Bolt may attempt to Counter the effect if they are aware of it.

Cantrips - Cantrips are low-level or minor effect type spells, typically used by mages and their apprentices for a variety of everyday uses. Each will have a standard difficulty, and are designed to be cast as a simple action. A list of common cantrips is available in the magic section. Rituals - Rituals are complicated spells that require extended amounts
of time (whether measured in rounds or hours or possibly even days), that have Thresholds and are complex actions. A list of common rituals are listed in the magic handout.
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Mage-Sense - Because of a mages constant exposure to magical

energy, the mage develops an ability to sense the presence of magical energies within a number of yards equal to the skill die value. This can also allow the Mage to attempt to discover specific properties of spells that have been embedded in an item or area with study. This will be a complex action with difficulty and time-increments assigned by the GM. It is an Average (7) test of Alertness + Magery (Mage Sense) for a mage to detect the approach of hostile magical effects.

casting result. Sobriety (11) - This will remove the eects of inebriation from the caster or a target touched. Relieve Shock (11) - This will immediately remove 1d6 points of Shock from the target.

Counter-magic - If a mage detects the approach of hostile magical

effects (see above), then he may attempt to counter the energies with energies of his own. This will either be a Simple or Complex action with difficulty assigned by the GM in the case of a pre-existing, stationary spell effect, or an Opposed check.

Healing Touch (15 - 1 minute) Heals 1d4 Wounds per Magery Die value. May only aect a target one time per day. Dream Sending (15 - 1 hour) - May send a short message via dream to a known individual. Arcane Shelter (35 - 15 minutes) - Creates a mystical shelter of 10 cubic feet per Magery die value of the caster that remains at a constant, comfortable temperature within and will repel the elements (rain, snow, etc.) Lasts until the following sunrise. Arcane Doorway (55 - 1 minute) - The Magician outlines a doorshaped area on a solid surface and a shimmering doorway appears. Stepping through the doorway will take one to the other side of the solid surface. The range limitation is 2 miles per Magery die value of the magician. Should there be no open area within that range, the doorway will remain solid. The doorway will remain viable for 10 minutes per Magery Die Value of the caster, but can be dismissed at will by the caster during that time. Decompose (15 - 1 minute) - Non living organic matter begins to decompose at an accelerated rate, leaving nothing behind but dust. A human sized area of matter per level of experience will decay over the period of 1 minute.

Rituals (Complex Action Threshold and Time Factor)

Air of Mystery (d6) Ambidextrous (d2) Attuned to Nature (d2+) Blue Blood (d2-d6) Combat Ready (d10) Danger Sense (d4/d8) Fast Healer (d6/d12) Focused Hunter (d2-d6) Good Natured (d2+) Head for Numbers (d2-d6) Hideout (d6/d12) Immune (d4/d8/d12) Intuitive Leaps (d4/d8/d12) Lightning Reflexes (d2+) Lucky (d4/d8/d12) Natural Athlete (d2+) Natural Linguist (d2-d6) Quick Learner (d2+) Reputation (d2+) Signature Item (d2/d8/d12) Sure Footed (d2-d6) Tough (d2+) Unbreakable Will (d2+) Unnatural Healing (d6/d12)
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The following Assets are available:

Allure (d2+) Animal Empathy (d2+) Born to the Saddle (d2+) Brawler (d2-d6) Contacts (d2+) Devoted to a Cause (d6) Fast on your Feet (d2/d6/d12) Formidable Presence (d2-d8) Hardy Constitution (d2+) Healers Touch (d2-d6) Higher Education (d2-d6) In Plain Sight (d2+) Light Sleeper (d4) Loyal Companion (d4/d8/d12) Magically Adept (d2+) Natural Leader (d2+) Photographic Memory (d4/d8) Rank & Privilege (d2+) Seadog (d2+) Steady Calm (d2+) Talented (d2+) Two-Handed Fighting (d4) Uncommon Knowledge (d6-d10) Wealthy (d4/d8)

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Produce Sound (3) - Produces a sound that the Caster is familiar with that will appear within 5 per Magery Die Value of the caster and will last for up to one minute per die value. The sound can be made to repeat at random or set intervals as determined at the time of casting. The volume of this sound can be from a whisper to as loud as the caster is capable of shouting. Spell of Containment (15): creates a barrier of force around up to ten targets up to 100 feet away, holding them immobile. No target may be more than 5 feet away from the next closest target. It takes a HARD (55) complex action to break free of the barrier, and each round of pushing against it confers d4 Stun. Once cast, the spell may be maintained each round, though this counts as an action for multiple action penalties. On an Extraordinary success, each target takes an initial d4 Stun. Spell of Domination (15) - bends a single subject to the Mages will. This spell is usually cast while is talking to the target. It is an AVERAGE (7) eort to resist, but if the spell takes eect The Mage may command the subject to do anything short of kill themselves. Spell of Frightful Wail (7) aects up to ten people with a fear attack that causes d10 S and confers a 2 Skill step to all actions except those involved in running away until the Mages next turn. The mage can maintain the wail each turn, though this counts as an action for multiple action penalties. It is HARD (11) to resist this (using Willpower + Discipline, or similar), but success indicates no harmful eect. Spell of Mageruin - (31); suppresses all ongoing magical eects on an object, location, or person up to 60 feet away until the mages next turn. This eect may be sustained each turn with an AVERAGE (7) Willpower + Magery action; on an Extraordinary success, the eect is permanent and the magical eects are dispelled. If the caster or creator of the eect is present, he may oppose the eect with Willpower + Magery, against the mages
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Absent Minded (d2-d6) Allergy (d2 / d8) Amorous (d4 - d8) Animal Emnity (d2-d6) Combat Paralysis (d4/d8) Coward (d4-d8) Crude (d4-d8) Dead Inside (d4-d6) Forked Tongue (d6) Glory Hound (d2-d4) Gullible (d2+) Hooked (d4/d8) Illiterate (d4/d8) Impaired Communication (d2+) Impaired Movement (d2+) Infamy (d2+) Klutz (d4/d8) Lightweight (d2-d8) Low Pain Threshold (d6) Neatfreak (d4/d8) Out for Blood (d4/d8) Overweight (d2-d6) Paralyzed (d8) Phobia (d2+) Rebellious (d4) Rotten Luck (d4/d8/d12) Smartass (d4) Strange Luck (d6/d12) Toes the Line (d4) Ugly (d2-d6) Weak Stomach (d2-d6)

The following complications are available

Addiction (d4-d6) Amnesia (d4 / d8) Anger Issues (d2 - d4) Bleeder (d10) Contrarian (d4) Criminal Past (d6) Dead Broke (d4/d8) Duty (d4/d8/d12) Fragile (d2+) Greedy (d4-d8) Honest to a Fault (d2-d6) Idealist (d2-d6) Illness (d4/d8/d12) Impaired Manipulation (d2+) Impaired Senses (d2+) Insatiable Curiosity (d6) Lazy (d4) Little Person (d2) Memorable (d2-d8) On the Run (d4/d8) Overconfident (d4-d10) Pacifist (d6-d12) Paranoid (d4) Prejudice (d4) Rival (d2+) Shy (d6) Stingy (d4-d6) Superstitious (d3/d6) Traumatic Flashes (d4/d8) Unstable (d4+)

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Starting Languages

Every character begins play knowing their native language and may have a total of starting languages per half the value of their Intelligence Attribute die (i.e., a character with a d6 Intelligence knows their Native and his choice of 2 other languages at native skill) Typically Available Starting Languages
Homgi (razalla tribe) Ursan Gobla Drazi Canis Gamori Razi Adysi Zakari Centauri (centaurs) Tauren (minotaurs) Aesiri (jungle tribes) Jotunish (giants) Taranti Sahabi (matriarchal Islands) Djishna (ancient human empire) Daemonic Sauri (reptile men) Markechi High Markechi (nobles) Auld Tarant (dead language) Trade Tongue (patois of phrases and gestures for trade only)

already with Mage Sense). Seek the Dead (7) - Searches for the nearest corpse within 2 miles per magery die level. Stun (11) - if not resisted, the target takes 1d6S damage. Range of 5 per Magery die value. Shadows Deepen (7) - Shadows within 100 yards of the caster are increased in size and darkness by a factor of 100% per Magery Die Value. Darkness (19) - The Mage calls forth a roiling cloud of inky darkness that erupts from his ngertips and spreads at a rate of 10 cubic feet per round in a direction he decides upon at casting (radius, straight line, etc.) to a maximum size of 10 cubic feet per magery die value. The Mage can see as if in normal conditions while within this Darkness, but others are aected by this. This Darkness even blocks the natural darkvision of a Halfman, and cuts the eectiveness of Arcane Vision in half. Lasts for 30 minutes per Magery die value. Seek Element (3) - The Mage must specify the Element being sought at the time of casting. This will lead the caster to the largest concentration of the designated Element within 2 miles per Magery die value. Ignite Flame (3) - Calls forth a nger of elemental ame within 10 per Magery Die Value. This can be used to ignite any ammable object. The ame will last for one round per Magery Die Value, or a number of separate ames equal to the die value may be called forth. Elemental Sheath (15) - Coats one weapon touched with the element of the casters choice, giving that weapon an elemental damage bonus of +1d4W. This will last for the duration of the combat.

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Magery

Trait Costs for Non-Human Characters

The following Cantrips and Rituals are available to starting Adventurers. Knowledge of additional Cantrips and Rituals may be found during play. Magery and Armor - Armor interferes with the channeling of magic and with the gestures needed to perform the magic. Magery skill is hindered by one step for every 2 points of armor protection.

Each race has certain Traits that are common for that race. These factor into the Trait Cost of the Adventurer when being built. There is still a Complications cost limit of 24 points, so some nonhuman races may not be able to take as many Assets of choice as a human when being built.

Canid Adventurers

Cantrips (DN)

[Minimum 4 points of additional Complications required]

Short Step (11) - The caster may instantly teleport to a spot within 10 feet per magery die value that is within his sight. Mystic Light (3)- produces a ball of glowing mystical energy that illuminates an area 2 in diameter per magery die level of the caster. The caster may mentally control the illumination to constrain the area if he so desires. Lasts for 2 hours per magery die level of the caster. Mystic Armor (15) - Creates a shimmering eld of magic around the caster that grants him a +2W Armor protection for the duration of the encounter. Should an Extraordinary Success be achieved, the protection is +4W. This stacks with any existing armor worn, but this protection does not hinder the Mage in casting. Delay Spell(19) - May designate a delay for the next spell cast of up to 2 hours per die value of Magery. The delay may be specied at the time of casting as a time or specic type of trigger (presence of life, undead, badgers, etc.) If not triggered within the allotted time frame, both spells will simply dissipate. Arcane Vision (11) - Grants the touched target the limited ability to see in complete darkness. The vision produces a greenish monotone view of things, but a side eect is that magically imbued areas and items produce vivid colors when viewed through this spell. This eect lasts for 1 hour per die value of Magery. (this side eect is of little use to the Magician since he can see magical auras
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Assets: Animal Speech [d4] Can communicate with all canines Long Distance Runner [d6] Canid can run twice as long as humans Sensitive Nose [d6]: All Canid have this bonus when smell is involved Claws [d2] Add this die to your attacks if using your claws Bite [d2] Add this die to your attacks if biting your opponent Complications: Duty to the Pack [d8] - For the Canid, the Pack is very important,
in a perception check without tiring.

whether it is their birth pack, or an adopted pack (the party they travel with). They will risk life and limb to help pack members.

Superstitious [d8]: Canid tend to

be very aware of omens and portents which has strong effects upon their lives. If you perceive a negative omen, you must add your Trait die to the Difficulty of all your actions for the remainder of the scene, or until the omen is negated by another superstition. There may also be other consequences, if you perceive specific instructions in the omens you see.
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Ursano Adventurers

[Minimum 4 points of additional Complications required]

communicate with all bears. Claws [d2] Add this die to your attacks if using your claws Bite [d2] Add this die to your attacks if biting your opponent

Assets Bear Speech [d4] The Ursano can

Complications Oversized [d4] You are a bit larger and broader than humans or any of

Ranged Weapons Damage Range Incr Ammo Cost Throwing Axe d4W 15 --- 10 Throwing Knife d2W 10 --- 5 Thrown Rock d2B 20 --- --Blowgun special 25 1 10 Short Bow d4W 70 1 20 Long Bow d4W 90 1 30 Compound Bow d6W 100 1 50 Hand Crossbow d2W 40 1 25 Medium Crossbow d4W 80 1 30 Heavy Crossbow d6W 120 1 50 Sling d4B 30 1 --Slingshot d4B 25 1 3 Holdout Pistol Light Pistol Medium Pistol Heavy Pistol Hunting Rifle Heavy Hunting Rifle Scattergun Electro Gun d4W d4W d6W d6W d8W d10W 20 40 50 75 250 350 2 8 8 6 1 1 20 25 60 75 100 250

the other races. If you are in an area that is made to accommodate them, add your Trait die to the difficulty for any social interactions because you are uncomfortable and to any physical checks as well.

Drazari Adventurers

[Minimum 4 points of additional Complications required]

abilities. Add the Trait die to any Sound based Perception Roll.

Assets Sensitive Antennae [d4] Your antennae amplify your audial perceptive Complications No racial Complications

d10W 25 1 50 d8S + special 20 6 500 Cost 1 1 0.25 3 5 8 5 10 2 20


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Halfmen Adventurers

[Minimum 16 points of additional Complications required]

Halfmen are naturally attuned to the energies of magic and can add the value of this Trait die to any check involving magical energies.

Assets Magically Attuned [d2] Whether theyve studied Magic or not,

Cold Resistant [d8] Generations of living in cold climates have inured


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Ammuntion Arrows (10) Crossbow Bolts (10) Cast Sling Shot (10) Light Pistol Ammo (24) Medium Pistol Ammo (24) Heavy Pistol Ammo (24) Hunting Rifle Ammo (10) Heavy Hunting Rifle Ammo (10) Scattergun Ammo (10) Electrogun Ammo (24)

Large Shield: This shield adds a +2 step to Melee Combat/Shields Skill


rolls to block against all opponents each turn and serves as light cover if held defensively.

the Halfmen to the effects of cold. The value of this Trait is added to any Resistance or Survival check involving cold.

Sight die in feet in complete darkness.

Darkvision [d6] Halfmen are able to see up to twice their Perception/ Complications No Racial Complications

Melee Weapons Damage Cost Knife d2W 2 Dagger d4W 10 Sap d2B 5 Light Club/Cane d4B 5 Heavy Club d6B 15 Staff d6B 5 Smallsword d4W 15 Sword d6B 25 2h Sword d8W 50 Brass Knuckles (turn hth damage from B to S) 5 Garrote 2S 15 Shock Rod d6S + special 100 Shock Rod, Electro Gun: These weapons deliver an electrical shock.

Weapons

Money and Equipment

The standard coin of Zakara is the Silver Crown (Cr). Most are minted with four even scores so that they may be broken and used for smaller purchases. The individual pieces are typically referred to as Bits (b). All Adventurers begin play with the following items: 1d2+1 changes of clothing suitable to their race, culture and profession. A slingbag, backpack or seabag Personal hygiene essentials A Knife [d2 W] An average quality personal weapon in which the Adventurer possesses skill. This weapon must be of a type that at most does d6W Damage. If the weapon requires ammunition, the Adventurer possesses 3d6 rounds of ammunition for the weapon. Average quality tools for any non-combat skill in which the Adventurer possesses a d8 or higher skill rating. 100 Silver Crowns with which to purchase additional items, unless the Adventurer has a Trait that affects money as below:
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There are a number of devices that do this; some require the device to make contact with the target, while others fire electrical bursts at a modest range. When hit by a one of these weapons, the target takes Stun damage and makes a Hard (11) Resistance (Vitality + Vitality) roll. If they succeed, they suffer a 1 Attribute step to all their attributes for 1 minute; this can accumulate with subsequent attacks. If they fail, they fall immediately unconscious and suffer d6 shock points. These weapons require a full round to recharge after being used.

Scattergun: A Scattergun fires a number of pellets which will spread (or scatter) when fired. For each range increment past the first, the damage from a scattergun is split evenly amongst one additional adjacent target. (leftover damage is lost between the targets.)

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Dead Broke: 50 Cr Wealthy [d4]: 200 Cr Wealthy [d8]: 300 Cr

Backpack 2.5 Messenger Pouch 0.5 Footlocker (3 x 2 x 1) 3 Trunk (4 x 2 x 3) 5 Tools Folding Knife (d2W) 5 Folding Shovel 10 Hatchet (d4W) 10 Wood Axe [2h] (d8W) 20 Folding Saw 10 Lockpicks 50 Glowrod (Flashlight - 40 cone) 5 Coldstone Lantern (40 radius) 10 Prybar (4 long) (d6B) 8 Rope (50 1/2 Hemp - Supports 500#) 5 Armor Step Penalty Cost Quilted (1W) --- 5 Battle Harness (2W) ---- 10 Heavy Leather Coat (2W) --- 10 Gladiator Armor (2W) --- 15 Armored Longcoat (4W) -1 Athletics 25 Chainmail (4W) -1 Athletics 50 Breastplate, Greaves, Braces (6W) -2 Athletics 200 SkySailor Helm (2W head only) -1 Perception 15 Metal Helm (6W head only) -2 Perception 50 Buckler special 15 Round Shield special 50 Large Shield special 75 Buckler: This smaller type of shield adds a +1 step bonus to Melee
Combat/Shields Skill rolls but may only be used to block against one opponent per defensive action. It offers no cover if held defensively.

Equipment List

The following is far from a complete list of items available in the world of Zakara, but rather a list of items that an Adventurer might find to be of use. If there is something you desire that is not on the list, feel free to ask your GM about it. Also please note, that the prices are set for Adventurer creation only and will likely vary greatly during travels. Clothing (per outfit) Work Clothes Sturdy Work Clothes Dress Clothing Fancy Dress or Formal Clothing Foul Weather Gear Cold Weather Gear Price (in Cr) 0.5 1.25 2.5 5 2 4

Footwear Sandals 0.5 Sturdy Shoes 1 Sturdy Boots 2 Dress Footwear 2.5 Outerwear Wool Cloak Oilskin Coat Woolen Coat Dress Overcloak/Coat 1 1.5 2 5

Luggage Seabag 0.5 Slingbag 1.5


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Round Shield: This circular shield, adds a +1 step bonus to Melee Combat/Shields Skill rolls to block against all opponents each turn and offers light cover if held defensively.
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