FHG1000 Free
FHG1000 Free
NOVUS
O B
P E
E T
N A
Fantasy Roleplaying
Game
mike chongsit (order #3000834) 8
NOVUS
Fantasy Role-Playing Game
Firehawk Games
mike chongsit (order #3000834) 8
Credits
Interior Art:
Some artwork copyright to Kosuke Mita Open Beta Playtesting
Some artwork copyright to Joe Calkins We here at Firehawk Games have decided to try something
Some artwork in this book is ©2006 Reality Deviant new. Well, at least it is new to us.
Publications, used with permission. We have recently developed this new role-playing game
Project Specific Contributions: that we call Novus, and we hope that you enjoy playing it.
Author & Designer: Tim Dugger The “new” part comes from the fact that we are releasing
Editors: Tim Dugger and Lori Dugger; Novus in 2 separate ways as part of our Open Beta playtest.
Proofreading: Tim Dugger, Ken-ichi Futaba & the Free PDF - The first method of release is the free PDF.
Playtest Team; This is a no-frills PDF. It will have no bookmarks, no
Playtesters (and helpers extraordinaire): Steven artwork, no index, no internal links, nothing except
Alban, Steve Albert, Geoff Atkinson, Jason “me, plain (formatted) text in a PDF. The only updates that
the GM!!” Belack, James Bennett, Graham Bottley, this PDF will receive are the rules updates.
Massimiliano Caracristi, Matt Clay, Clint “No
Pay PDF - The second method of release for the Open
Toes” Conner, Jason DeYoung, Sam Deckoff,
Beta is a PDF that costs only $5 to begin with, but
Jayson “Jigger” Driscoll, Bastian Flinspach, Travis
whose price will go up as it moves closer to being a
Friedman, Ken-ichi Futaba, Chris Garland, Josh
finished product. This version will start off identical
Rellik Georges, Tim “Samwise7” Harper, Nozomi
to the Free PDF, except that it will have the bookmarks
Hatakeyama, Bryan “The man with two first
and internal hyperlinks. In addition to the rules
names” Henry, Tom Hoffer, Craig Huber, Jon
updates, this version will also be updated with the
Huber, Craig Johnson, Dustin “Togar Skullcrusher”
addition of an index, as well as having artwork added
Kiefer, Masao Kobori, Viktor Korimir, Marybeth
as we move closer to completion.
Langdon, Gina Mekic, Nick Mekic, Ward Miller,
If you downloaded the free version, and enjoyed reading
Christopher “GM” Morrell, Pete Mujica, Tina
and/or playing it, then I hope that you will show support
Mujica, Eiji Murayama, Jerry Nye, Kallen Ondrako,
for Firehawk Games and go back to purchase the more
Bennett Osterwise, George Osterwise, Raphael
deluxe version of the PDF. My cats will thank you.
Päbst, James Lynn Parnell, Don Pierce, Victoria
The current plan is for the Open Beta to run from 6 to
Pierce, Right Wing Wacko “RWW”, Brian Ross,
10 months, during which time Novus will only be available
John Ross, Thomas Søderberg, Bruce Sorensen,
as a PDF. Once we have a final product, then we will then
Greg Stough, James “Witchking” Walker;
make print versions available.
Novus Copyright © 2011 by Tim Dugger and Firehawk Games. All rights reserved. No reproductions without permission.
Stock #1000 ISBN xxxxxxxxxxxxxx
Introduction
Welcome to the Novus RPG. And all readers should also feel free to stop by the
The introduction is usually where the game explains Firehawk Games website and discuss any rule changes or
what role-playing is and what it is all about. Unlike other potential changes for their games. We have a great group of
games, I am not going to do that here. This is because I fully people there and they would all be more than happy, myself
expect that you will have played role-playing games before, included, to aid you in devising any rules you might need
and because there are, quite frankly, games out there that for you specific group/game.
serve as a better introduction to role-playing games. Acknow ledgements
This game was designed to be fun and exciting, and to be To paraphrase a famous quote, “no game is an island.”
flexible enough that an experienced Game Master (GM) will This means that game designers and game authors are and
be able to easily adapt it to whatever setting he prefers to use always will be influenced, to some small degree by every
for his games. This is sometimes known as Rule Zero. game that they have ever read or played. The same is true
Each gaming group is different and will approach the rules here. Considering that I have read and played many games
from their own unique perspective. There will be aspects that over the years, I am sure that folks will likely see tiny bits of
they rely upon more heavily than other groups. There will be many different games that have inspired me.
instances where the rules don’t cover every possibility. Novus To all of the game designers that have come before me, I
doesn’t even try to, but it does try to give you, the GM, the tools salute you! You are true inspirations, one and all.
with which you can resolve things in a consistent manner. To everybody who tries this game and plays it, I hope that
There will be times when you want to create or add in you enjoy the hell out of it and do so for many years to come.
your own rules to better suit your group or the setting you
Special Thanks
will be playing in. We fully encourage this, but also feel
that it is important that any alterations to the rules be fully Before you delve into the game itself, I would like to take
discussed with the whole gaming group before they are a moment of your time to give thanks to my play-testers.
implemented. This makes sure that everybody knows what Without their prodding and feedback and suggestions, this
it going on and what rules are to be used and thus makes the game might never have gotten as far as it has.
game more fun for all. With such friends and support, all things are possible!
Character Creation
In this chapter we shall show you how to make a character Most often, the specific details of a Background will depend
from the ground up. We will start off with a short overview upon the setting that is being used for the game. We have
of the process and then go through each step again, but in included a number of generic Backgrounds that can be used.
full detail. At the end of this chapter, a player should be able Step 4: Choose Character Class (p. 13)
to create a full first level character in short order. Once you have selected your character’s race and Background,
the next thing to do is to select your character’s Class. This class
Character Creation Overview defines some of the most basic information about the character,
Step 1: Character Concept (p. 8) such as what skills he has an affinity for. Each Class has a number
As silly as this may sound, you should have a basic idea of the of skills that are classed as Favored, which means that they have a
type of character that you would like to play before you even lower cost than other Standard Skills.
attempt to create a character. This Character Concept will be A character’s Class will also define one or more special
imporant as you make your decisions in the other steps. Many capabilities that the character might have, such as access to a
of those later decisions should come naturally and easily based specific School of Magic or granting additional Favored Skills.
upon the concept that you have devised for your character. It should be noted that it is quite likely that none of the given
Step 2: Choose Race (p. 8) character classes is a perfect match for your character concept.
This aspect of the character is something that should have This is quite okay, nothing is likely to be a perfect match, but
been fully decided in determining your character concept. you should choose the Class that is closest to your concept.
You need only select that race which fits your character Step 5: Determine Stats (p. 15)
concept, record the racial information on your character Not everybody is going to enjoy the same method of
sheet and then move on to the next step. determining their character’s stats. Novus offers you 2
Step 3: Choose Background (p. 12) separate methods for determining your character’s stats.
One of the things to determine in the character concept is There is the Random Method and the Stat Array Method.
where the character comes from, his Background. One of the This section will also tell you how to determine any
primary benefits of a Background is that it gives the character secondary stats such as how many Spell Points your
a number of free ranks in various skills. Additionally, a character has and how many Hit Points he has.
character’s Background can often determine a number of
other factors about the character, such as which languages
he has access to and thus can learn. Backgrounds often also
instill a number of base perceptions and attitudes that can be
used as a starting point for the character’s personality.
Humans Elves
Humans are versatile and able to adapt to many locations Though basically similar to Humans in many ways, Elves
and climes that other races might not be able to. They also have several important, if subtle, differences. Elves are more
tend to be driven, to reach further, to try new things, to refined in appearance than Humans, having finer features
expand their horizons in a way that no other race seems and unmarred skin. Their long lifespan, of approximately
capable of. Most Humans live to be between 60 and 80 450 to 500 years, tends to give them a more unique
years of age if they can survive that long. However, it is not perspective of the world, to be able to take a long view on
unheard of for a Human to live up to 100 years, especially if plans. They often have no problem waiting decades for a
they have access to magical healing. plan to come to fruition.
Demeanor: Despite being one of the most diverse and Demeanor: Elves deeply respect nature and this shows in
adaptable races, humans all tend to have one thing in their outlook on the world around them.
common, ambition. The amount of ambition differs Appearance: Elves are shorter than Humans, and more
from person to person, but it seems that all humans slender overall, though still muscular. Elves average 5’ tall,
continually strive to build and expand, to reach above with females of the race ranging only a few inches shorter.
and beyond their current means. All have very lithe forms with Elven males weighing
Appearance: Humans run the gamut of skin coloring and around 140 pounds. They have upswept ears that top
body shape. They are one of the most diverse races when off in delicate points. Elves are unable to grow beards.
it comes to appearance. They range in height, 5’4”-6’4” Their skin color is usually a light brown, similar to that
for men; 5’-5’10” for women and have a range of builds of an acorn, while their eyes are often some shade of grey,
from thin to stocky to fat. Their hair and eyes run the green, purple or amber.
entire spectrum of normal shades. Males sometimes Elves retain a youthful appearance until just before the end
grow beards or mustaches. Quite often humans from a of their lives, aging dramatically over their last 5 years.
specific geographic area will all share similar racial traits. Stat Modifiers: +2 Charisma, +1 Dexterity, +2 Speed, -2
For example, humans from near the equator tend to have Strength, -3 Willpower
darker skin and less body hair, while those from northern
Size: Medium (Base Movement: 10’ per Action Point)
climes often have more body hair and paler skin tones.
Special Abilities:
Stat Modifiers: None
Nightvision, Greater: This ability allows a character to
Size: Medium (Base Movement: 10’ per Action Point)
see outdoors as well on a bright night as he would on
Special Abilities: a cloudy, overcast day. When he is indoors, this allows
Adaptability: Players may spread 4 points among the the character to see 3 times as far as normally allowed
character’s stats (not stat bonuses), No stat may by a light source.
receive more than 2 points from this ability. This Enhanced Senses: Excellent senses grant a +2 bonus to
special Adaptability bonus to stats does not affect the all Perception rolls.
potential maximum of a Human character’s stats. Nor
can they be used to increase a character’s stats beyond
their normal maximums.
Skill Flexibility: The player may select 3 skills to be
Favored Skills for his character. This applies to
individual skills only, not all instances of a skill that
needs to be specialized.
Dwarves Halflings
Probably the overall physically toughest of the races, Halflings are one of the smallest of the civilized races, as
they are very resistant to poisons and diseases and have well as one of the hardiest. They like to carve their homes into
exceptional life spans of up to 350 years. the side of hills and live in small rural communities, away
They are superior craftsmen and love to mine the earth for from other races. Halflings live to be about 120 on average
precious gems and metals, forging them into weapons of strength and they are considered to be adults when they are 30.
and artifacts of beauty and power. Not as fertile as humans, Demeanor: Halflings are a small race, and they are often
they have few children; and less than a third of their people are treated dismissively by the larger races. They rarely feel
women, who are guarded jealously within their societies. safe when there are larger races around, so they will be
Demeanor: Dwarves are very straightforward and dislike on their guard at all times. Halflings have also learned to
‘beating around the bush’. They admire strength and use their size to their advantage; often by presenting non-
directness in others and dislike what they consider to threatening or childish appearance that allows the larger
be fripperies. To the Dwarves, something that is artistic races to underestimate them.
should be functional as well. This attitude shows in their Appearance: Halflings resemble miniature humans, between
demeanor and dealings with others. 3’ and 4’ in height, with females ranging only a few inches
Appearance: Dwarven males stand around 4’ 5” tall, while shorter. They have slightly pointed ears, although not quite
the females are slightly shorter (4’ 3”). A very stocky race, as pointed as Elves. Male Halflings average about 55 lbs in
the Dwarves look as though they have been compressed, weight, with females being slightly less.
their bodies expanding in width. Often weighing twice Stat Modifiers: -1 Charisma, +1 Constitution, +2 Dexterity,
what would be expected for someone their size, they +2 Speed, -4 Strength,
generally average 200 pounds. Size: Small (+2 DEF & Stealth; Base Movement: 5’ per
Dwarves are very fond of their beards, which may grow Action Point; Must use Halfling-sized weapons)
to lengths that hang past their waists. For many Dwarves,
Special Abilities:
hair and beards (for men) are almost always woven into
braids, weaving in colored stones and beads and rings Nightvision, Lesser: This ability allows the character to
that are more than just decorations. These items will each see, when outdoors on a bright night, up to 500’ as if
have a special significance to the Dwarves. it were just a very dark day. When he is indoors, this
allows the character to see twice as far as the light
Stat Modifiers: -1 Charisma, +3 Constitution, -2 Dexterity,
source normally allows.
-2 Speed, +2 Strength
Nimble Fingers: This ability grants the character a +4
Size: Medium (Base Movement: 10’ per Action Point)
bonus to all skills involving the manipulation of
Special Abilities: items with the hands (Gimmickry, Trickery, and crafts
Darkvision (30’): Character may see up to the distance requiring fine work such as jewelry making, etc.).
listed when in total darkness. If surrounded by
Note 1: Halfling-sized weapons do 1 fewer point of
darkness and within an area of light (i.e. like that from
Base Damage than normal-sized weapons, down to
a torch), he may see the distance given plus that of the
a minimum of 1 point of Base Damage.
light source. The character may see clearly up to twice
the given distance on a starlit night, and 10 times the Note 2: Halfling-sized equipment weighs about two-
given distance on a brightly lit night. thirds of the weight listed in the equipment tables.
Stone Sense: Dwarves are able to notice hidden things in In all other ways, except as listed in Note 1, it should
stone such as slight slopes, dangerous stone work, secret be treated as identical to normal sized equipment.
doors, etc. much easier than others. All Perception rolls
involving gathering information about stone objects
gain a bonus of +5.
Half-Elf Half-Orc
Half-Elves can often pass as fully human in many cases. Half-Orcs are among the rarest of the racial crossbreeds. This
The only thing that gives them away is their slightly pointed is usually due to the habit of Orcs not allowing Half-Orc babies
ears. Unlike their Elven parents, many Half-Elven males to live. Most Half-Orcs live to be around 80 years old.
are capable of growing beards. Half-Elves usually live to be Demeanor: Half-Orcs often have a very aggressive nature,
around 300 years old. and may seem combative at first meeting. However, they
Demeanor: Half-Elves will have an attitude and outlook on are also fiercely loyal to those that they call friend.
life based on where they are raised, who they are raised by, Appearance: Half-Orcs resemble large muscular humans
and how that culture views those with mixed parentage. with a slightly bestial appearance. The most common
Appearance: Half-Elves resemble humans more than they do characteristics are a low hanging brow, jutting jaw and
Elves, ranging from 5’2” to 5’8” tall, with slim builds, and small tusks thrusting up from the jaw, though rarely as
weighing from 150 to 180 lbs on average. Hair and skin color pronounced as those found on Orcs. Half-Orcs are often
can vary widely, just as with humans. The only real tell-tale between 5’8” and 6’6” tall and weighing in at roughly 200
of Elven parentage is that they have slightly pointed ears. to 250 lbs on average.
Stat Modifiers: +1 Charisma, +1 Dexterity, +1 Speed, -1 Stat Modifiers: -2 Charisma, +2 Constitution, +2 Strength,
Strength, -2 Willpower -1 Wisdom
Size: Medium (Base Movement: 10’ per Action Point) Size: Medium (Base Movement: 10’ per Action Point)
Special Abilities: Special Abilities:
Nightvision, Lesser: This ability allows the character to Nightvision, Lesser: This ability allows the character to see,
see, when outdoors on a bright night, up to 500’ as if when outdoors on a bright night, up to 500’ as if it were just
it were just a very dark day. When he is indoors, this a very dark day. When indoors, this allows the character to
allows the character to see twice as far as the light see twice as far as the light source normally allows.
source normally allows. Keen Sense of Smell: This grants the character a +2 bonus
Enhanced Senses: Excellent senses grant a +1 bonus to for all Perception and Tracking rolls that can be made
all Perception rolls. using the character’s sense of smell.
Skill Flexibility: The player may select 2 Standard Skills Sturdy Build: The character is very tough. This ability grants
to be classified as Favored Skills for his character. This him a bonus of 5 additional hit points starting out, a +1
applies to individual skills only, not all instances of a Strength modifier. This Strength modifier is already figured
skill that needs to be specialized. into the Stat Modifiers listed above.
Rural
Those from this Background live in small towns and
villages away from the hustle and bustle of the cities.
Skill Ranks: Athletics (2), Crafting (2), Combat Skills
(3), Lore: Local Region (2), Navigation (1), Perception
(2), Riding (2), Stealth (2), Survival (2), Tracking (2)
Schools of Magic
Prime Stats
School Title Description
Magic Other
Black Magic Warlock Chr Will The study of the darker side of magic. Black Magic is often associated with
evil among many cultures and thus many people fear it.
Divine Magic Cleric* Wis Chr Divine Magic isn’t really a study of a specific field of magic so much as it is
the collected disciplines and doctrines of Priests and Clerics empowered by
the magical energies supplied by the caster’s deity or deities.
High Magic Magician Int Will High Magic is the study of some of the most iconic forms of magic such as
conjuration, illusions, etc.
Mysticism Mystic Will Wis Mysticism is the study of the inner self, utilizing one’s own inner strength
and spirit, focusing it through what is sometimes called chi energy.
Natural Magic Druid Wis Con Natural Magic is the study of magic concerning plants and animals and the
four basic elements; fire, earth, air and water.
Wizardry Wizard Int Chr Those who study Wizardry have discovered how to use special words and phrases
to shape magical energy and form spells. For them, words really do have power.
* = Clerics are considered to be priests of a single generic deity who is opposed to evil. For Clerics of a specific deity,
the GM should put together a Sphere of Influence spell list (see p. 14) based on the deity.
Skill Descriptions
Advanced Martial Arts (Spd – Unarmed): This is an
unarmed Combat Style. See the description on p. 46
There is a relatively varied selection of skills that a for more information on the prerequisites for this skill
character may choose to develop. The skills are listed below and more information on how it works.
in alphabetical order. Next to the skill, in brackets, is the stat Axes & Hammers (Str – Melee): Hand axe, Battle Axe,
associated with the given skill. The stat for some of the skills and War Hammer.
is listed as [varies] because the stat used will depend upon Basic Martial Arts (Spd – Unarmed): Anybody may
the specific instance of the skill being learned. acquire this skill. This allows a character to fight when
unarmed using the Unarmed Combat Moves. Refer
Acrobatics [Dex] to p. 45 for more information on the damage that
This skill provides a bonus for performing horizontal dives, unarmed attacks do. This skill is a prerequisite for
rolling, vaulting, climbing, swinging on objects, jumping, and learning Advanced Martial Arts.
maintaining one’s balance and other gymnastic maneuvers. Bows (Wis – Ranged): Includes Short Bow, Long Bow
This skill can also aid in reducing damage from falls. If and Composite Bow.
the character makes a successful maneuver he may subtract Boxing (Spd – Unarmed): The art of fisticuffs. See Boxing
2’ per rank in this skill from any and all falls. on p. 46 for more information.
Chains Plus (Dex – Melee): – Includes Ball & Chain and
Athletics [Con] Morning Star.
This skill encompasses multiple physical activities such as Clubs (Str – Melee): Includes Baton, Club, Mace and
climbing, swimming, weight lifting, running, and any other War Hammer.
activities that require an athletic effort of some sort. A single Crossbows (Int – Ranged): Includes Light Crossbow and
rank is all that is required for the most basic forms of athletic Heavy Crossbow.
activities. Encumbrance and Armor Penalties modifiers are Great Blades (Str – Melee): Includes Bastard Sword and
tripled for swimming. Greatsword. Weapons of this group are used 2 handed.
Pole Arms (Str – Melee): Includes Pole Arms, Pole Axes
and Spears. Weapons in this group are used 2 handed
and may be used to attack foes up to 10’ away.
Short Blades (Dex – Melee): Includes Dagger, Main
Gauche and Short Sword.
Slings (Dex – Ranged): Includes Sling and Sling Shot.
Spears (Dex - Melee): Includes Javelin and Short Spear.
Weapons in this group are used 1 handed and may be
used with a shield.
Streetwise [Wis]
This skill represents an awareness of events and protocol in
the street society and underworld and the ability to interact with
the individuals who run and live in the common or underworld
society. This skill entails more than just “Diplomacy” for
the streets, it also includes knowing the street slang, secret
markings, how to find certain underworld types, etc.
Talents
Talent Name Cost Trainable Talent Name Cost Trainable
Adv. Combat Training 15 Y Language, Written 1* Y
Adv. M.A. Training 10 Y Light Touch 5 N
Ambidexterity 10 N Major Adept 25 N
Archery 10 N Minor Adept 15 N
Armor, Heavy 9 Y Natural Ability 5 N
Armor, Light 3 Y Nightvision 10* N
Armor, Medium 6 Y Outdoorsman 8 N
Combat Training I 10 Y Second Sight 5 N
Combat Training II 20 Y Sense Magic 10* Y
Darkvision 5* N Shield Training 5 Y
Extra School of Magic 10 Y Sleight of Hand 5 Y
Extra Spell Points 10 N Speed Loader 5 Y
Fast Mana Recovery 10 N Stat Increase 10 Y
Favored Skill 3 N Waylaying 12 Y
Frenzy 10 Y Weapon Focus 5 Y
Improved Save 7 Y Weapon Kata 3 Y
Language, Spoken 1* Y Weapon Specialty 10 Y
* = Includes features which alter the cost of the Talent if selected.
Weapons
Weapon Cost Lg. Wt. Sz. Dmg. Dmg. Type RI* Weapon Cost Lg. Wt. Sz. Dmg. Dmg. Type RI*
Ball & Chain 12 sp 3.25’ 5 lb M 8 Bashing — Long Bow 10 sp 6’ 2 lb M 9 Piercing 70
Bastard Sword 20 sp 4.25’ 5 lb L 9 Slashing — Mace 23 bp 2’ 6 lb M 8 Bashing —
Baton 2 sp 1.5’ 3 lb S 6 Bashing — Main Gauche 12 sp 1’ 1 lb T 4 Slash/Pierce —
Battle Axe 13 sp 3.5’ 7 lb L 10 Slashing — Morning Star 16 sp 2.5’ 5 lb M 8 Bashing —
Broadsword 10 sp 3.5’ 4 lb M 8 Slashing — Pole Arms 14 sp 6’-8’ 7 lb H 11 Piercing —
Cestus 2 sp 1’ 3 lb S 6 Bashing — Pole Axe 14 sp 6’-8’ 7 lb H 11 Slashing —
Club 1 cp 3’ 4 lb M 6 Bashing — Quarterstaff 5 cp 6’ 4 lb L 8 Bashing —
Composite Bow 17 sp 4.5’ 3 lb M 8 Piercing 75 Rapier 22 sp 4’ 2 lb M 7 Piercing —
Dagger 3 sp 1’ 0.75 lb T 4 Slash/Pierce th Scimitar 10 sp 3’ 4 lb S 7 Slashing —
Dart 1 sp 0.5’ 0.5 lb T 2 Piercing th Short Bow 6 sp 3’ 2 lb S 6 Piercing 50
Falchion 15 sp 3.25’ 4 lb M 8 Slashing — Short Spear 18 bp 5’ 4 lb M 8 Piercing 2x th
Greatsword 20 sp 5.5’ 8 lb L 10 Slashing — Short Sword 7 sp 2’ 2 lb S 6 Slash/Pierce —
Hand axe 5 sp 2’ 3 lb S 6 Slashing th Sling 9 bp 4’ 0.5 lb S 5 Bashing 40
Heavy Crossbow 25 sp 4’ 10 lb L 10 Piercing 70 Sling Shot 12 bp 6” 1 lb S 6 Bashing 30
Javelin 3 sp 4’-6’ 3 lb S 7 Piercing 2x th Spear 23 bp 6’-8’ 6 lb L 9 Piercing 2x th
Light Crossbow 11 sp 3’ 5 lb M 8 Piercing 50 War Hammer 15 sp 3’ 5 lb M 8 Bashing —
* = RI stands for Range Increment. Refer to the Combat Skill description on p. 34 for more information.
th = thrown; range increment for thrown weapons is the Strength Stat Value of the character in feet.
Note: Halfling-sized weapons do 1 point less Base Damage than what is listed in the Dam. Column, to a minimum of 1 point.
Combat
Characters are likely to see combat at some point or other • Scaled Damage – For every point above the target’s
as it is not a safe world. There are dangers all around them DEF that the attack roll is, the attacker gets to add 1
and a character never knows when he is going to have to fight. additional point of damage to the total amount dealt.
The rules covered in this section will aid in resolving • Boon Points – For every 10 points that the attacker’s
those inevitable conflicts and fights that the characters total is above the target’s DEF, the attack earns 1
always seem to get into. Boon Point. These points are then immediately
The main thing to remember is that an attack roll is not a spent on various things, such as additional attacks,
single swing at the foe, but multiple lesser strikes attempting benefits to the attacker, or additional damage
to break through his defenses, as he does the same to you. is applied to the target of the attack. When a
Your attack roll, DEF, and even the AR from your armor are character receives Boon Points (BPs), he must then
all abstractions, intended to boil a complex set of actions immediately spend them, choosing from among
and interactions down into a single roll. the list of options on the Combat Boons table (see p.
105). It should be noted that if a character earns 3
Combat Basics Boon Points, he does not have to spend them on a 3
point option from the table. He may select a 2 point
The attacker rolls 2d10 adding in his Attack Bonus and
option and a 1 point option, or select three 1 point
any special modifiers, such as for the number of Range
options. The choice is entirely up to the player.
Increments (see p. 20) between the sttacker and target,
Once the attacker has totaled up all of the damage to be
and tries to get a result that is equal to or higher than the
dealt to the target of the attack from the various sources, the
target’s DEF (the Defensive Target Number).
target’s AR (Armor Rating), if he has one, is subtracted from
If the attack roll succeeds, then the attacker has hit the target
this amount. Any remaining damage is then subtracted from
and he determines the damage that he has dealt the target.
the target’s hit points.
Damage takes several forms, as follows:
• Base Damage – Each weapon has a specific amount of
damage that it deals when an attack is made. For example
a Mace does 5 hits of damage while a Club does 4 hits.
Special Situations
As with any system, there are a few special situations Control Zone (CZ): This is a 5’ area to the sides and front
or conditions that merit an extra note or a more detailed of the character/creature, approximately a 180 degree arc.
explanation. This section provides it. The next 60 degrees on either side of this control zone
Brawling: Any character may make an untrained/unskilled are the flanks, attacks from the flanks gain a +2 modifier.
hand-to-hand attack. This type of attack is also known as a And the last 60 degree arc, directly behind the character/
Brawling attack The Attack Bonus for such attacks is the sum creature is the rear, and attacks from the rear gain a +4
of the character’s Strength and Dexterity bonuses plus any modifier. Large humanoid creatures have a 10’ Control
appropriate modifiers. Unarmed Brawling attacks use only Zone and Huge humanoid creatures have a 15’ Control
the Basic Punch and Basic Kick Combat Moves normally. Zone. Non-humanoid creatures, especially those that are
Called Shots: There will be times when a player wishes his Large and Huge will have similar Control Zones, but the
character to hit a specific portion of his foe. This is what is actual shape is likely to depend upon the shape of the
known as a Called Shot. To make a Called Shot, the player will creature. Just keep in mind that the Control Zone rarely
apply a negative modifier to his attack roll, based on where extends behind the creature’s shoulders, and that the rear
he is trying to hit. Attacks against the arms or legs receive a -4 zone will always be directly behind the creature, with the
modifier. Attacks against the head receive a -8 modifier. remaining sections on either side being the flank zones.
If the attack is successful, the defender does not receive
his normal AR against the attack. Instead, he receives Called
Shot AR value of any armor worn on that specific location,
and that number is subtracted from any damage dealt.
Additionally, depending upon the location and the total
amount of damage dealt, other effects can occur as follows:
Arms/Legs: Every successful strike against a limb will
give the character hit a -2 modifier to all actions
involving that limb. Should he also take a total amount
of damage to that limb greater than his Constitution
Stat Value, the limb will become useless.
Head: For this type of Called Shot, the character making
the attack will earn one extra Boon Point whenever the
total amount of damage dealt to the head exceeds an
Disengaging from Melee: In order for a character to safely
increment equal to the target’s Constitution Stat Bonus
disengage from melee, without triggering an Opportunity
+ 5. Thus, exceeding double this number results in 2
Attack (OA) from the foe, a character must spend 1 AP
extra Boon Points. These extra Boon Points may only
for Disengaging and then move out of the foe’s Control
be spent on Boons that impair the target’s judgment or
Zone by spending other, additional AP.
consciousness (i.e. Dazed, Stunned, Death Strike, etc.).
Dodging: Occasionally, there will be a situation where the
Canceling an Action: During a round, an action declared
character wants to just jump out of the way, or Dodge an
by a character may be canceled at any time prior to its
attack outright. To perform a Dodge, the character makes a
resolution. A character who has canceled his action(s) for
standard Save vs. Dex (TN15). If he is successful, then he gets
the round may perform one of the following:
a bonus to his DEF equal to 5 + 1 for every 3 points above the
• Melee with half his normal Attack Bonus
TN of the Save that his roll was. If the character has the skill
• Move, using up to 3 Action Points.
Acrobatics, he make the Save using his total skill bonus rather
• Perform some other action modified by -5
than using his normal bonus for a Save if he prefers.
• Cast an Instantaneous defensive spell.
Dodging cannot be performed at the same time as
• Cast Counterspell
Fighting Defensively.
• Perform a Dodge or a Block
The new action is performed at the time that the old action Fast Attack: Melee attacks require a specific amount of
was canceled. If the canceling and new action is declared at the activity to perform. A single melee attack requires 4
same time as another character’s action, then this new action AP, while a martial arts or natural attack requires 3 AP
will be resolved first. However, if the character’s canceled and multiple attacks in a single round require 5 AP.
action included a melee attack against a foe; this new attack, if By making a Fast Attack, 1 AP is subtracted from the
selected, may not be against that same foe. required amount, and the attack receives a -4 modifier.
Combat Styles
As mentioned in the skill description for Combat Skills, • Throw – If the character makes a successful attack,
in addition to skills for the individual weapon groups, a the foe must make a Save vs. Dex or be thrown to the
character can also gain skills in specific Combat Styles. ground. The Throw itself deals no Base Damage, but
Advanced Martial Arts – In order to use the abilities the character may deal damage from Scaled Damage
described in this Combat Style, the character is required and from spent Boon Points, if they are not used to
to have the Talent, Advanced Martial Arts Training and a increase the TN of the Save. The foe being thrown
number of ranks in the Combat Skill, Basic Martial Arts cannot weigh more than 3 times the Encumbrance
equal to or greater than the ranks he has in this Combat capacity of the character performing the throw.
Style. If the character meets these prerequisites, then he • Improved Dodge – For every five ranks that the
gains the following capabilities: character has in his Advanced Martial Arts skill, he
• Hand Strike – This allows the character to do an gains a +1 modifier to his DEF and to any Dodge
attack that deals 4 points. The character may attempt rolls that he attempts. This is in addition to the +1
to use a Hand Strike to perform a Stunning Strike as to DEF that all characters receive for every 5 ranks in
described below. their best melee skill.
• Kick – Performing a Kick attack requires 1 more Note: With the exception of bracers, those who
Action Point than a normal unarmed attack requires. wear armor of any sort while attempting to use the
A Kick does 6 points of Base Damage for a successful Advanced Martial Arts combat Style will receive
attack. A character may attempt to use a Kick to a negative modifier to their skill bonus equal to
make a Stunning Strike just like in the Hand Strike double the AR value of the armor worn.
description.
• Stunning Strike – This special attack may be Boxing – This is the art of fisticuffs, of pounding on a foe
performed using either a Hand Strike or a Kick. The until he is unconscious. A practitioner does 4 points of Base
character’s Attack Bonus receives a -5 modifier. If the Damage for each successful attack. He may parry other
attack is successful, the target must make a Save vs. unarmed attacks at will and may parry armed attacks if he is
Con or be Stunned for 1 round plus an additional wearing metal gauntlets, bracers or metal cesti (a battle glove
round for every 3 points that the Save is missed by. which increases Base Damage from 4 points to 6). Boxers
The base TN of the Save is 15 for a Hand Strike and may also attempt a special attack known as a Knockout.
17 for a Kick. The TN can be increased through the To attempt a Knockout, the character receives a -5
use of Boon Points. modifier to his Attack Bonus and must spend an extra
• Leg Sweep – Performing a Leg Sweep requires 1 2 AP in performing the attack. If the attack is successful,
more Action Point than a normal unarmed attack it does double damage and the foe must make a Save vs.
requires. A successful Leg Sweep attack does 4 points Con or be knocked unconscious for 1d10 rounds. The
of Base Damage. It does not do any Scaled Damage. base TN for the Save is 15 and the character may use
The target of the Leg Sweep must make a Save vs. Boon Points to increase the TN of the Save.
Dex or be knocked to the ground.
Magic
Universal Spells
Arcane Bolt (Mj 2/Mn 3/N 4) Detect Magic (Mj 3/Mn 4/N 5)
CTN: 15 SP Cost: 1 CTN: 20 SP Cost: 2
Vs: DEF Range: 50’ Vs: — Range: Self
Duration: — Duration: 1 Minute
Description: Caster shoots a bolt of magical energy from Description: The caster sees all magical items and spells
his palm at a target. This bolt, if it strikes, does a Base within a 5’ radius shine as if they were glowing. Spells
Damage of 4 hits. (Base: Attack) will glow one color while items will glow a different color.
Beam of Light (Mj 2/Mn 3/N 4) The caster may inspect a different area within 30’ each
round. (Base: Reveal)
CTN: 15 SP Cost: 1
Flash (Mj 3/Mn 4/N 5)
Vs: — Range: Self
Duration: 10 Minutes CTN: 19 SP Cost: 2
Description: Caster has a beam of light shoot out of the Vs: Con (TN16) Range: 10’
palm of his hand. The beam is 10’ in length and has a 6” Duration: 1 Round
radius at its far end. If the caster closes his hand into a fist, Description: Target sees a bright flash of light before his
the light will go out until he re-opens his hand, as long as eyes. If he fails his Save, he is disoriented (at -4 to all
it is within the duration of the spell. (Base: Illusion) actions) for 1 round. (Base: Flash)
Clean (Mj 2/Mn 3/N 4) Heal Bruise (Mj 2/Mn 3/N 4)
CTN: 17 SP Cost: 1 CTN: 17 SP Cost: 1
Vs: — Range: Touch Vs: — Range: 10’
Duration: — Duration: —
Description: One non-magical object or person is cleaned Description: Target is healed a number of hits equal to the
of any dirt or corrosion. (Base: Transform) caster’s Wisdom Stat Bonus + 5 (minimum of 1 hit).
Count (Mj 2/Mn 3/N 4) (Base: Heal)
Ignite/Douse (Mj 2/Mn 3/N 4)
CTN: 18 SP Cost: 1
Vs: — Range: 10’ CTN: 17 SP Cost: 1
Duration: — Vs: — Range: 20’
Description: When cast, this spell counts the number of Duration: —
objects in a single pile. Boon Results for this spell can Description: Caster is able to light or douse any one object
include giving separate counts for various different capable of and designed for burning (a torch, a candle, a
objects in the pile. (Base: Reveal) pile of wood laid in a hearth, etc). This spell may not be
Detect Hidden (Mj 3/Mn 4/N 5) used to injure another person. (Base: Conjure)
CTN: 19 SP Cost: 2
Vs: — Range: Self
Duration: 1 Minute
Description: The caster sees any hidden opening or secret
doors as if they were outlined by a bright glow. This does
not inform the caster of how such may be opened. The
caster may inspect a 10’ square area, which is within 50’,
each round. (Base: Reveal)
Black Magic
Cause Fear (Mj 3/Mn 4/N 5) Hex (Mj 5/Mn 6/N 7)
CTN: 21 SP Cost: 2 CTN: 26 SP Cost: 4
Vs: Will (TN16) Range: 20’ Vs: Will (TN18) Range: 10’
Duration: 1 minute Duration: 1 Day
Description: If the target fails his Save, he will flee from the caster Description: Target receives a -1 to all Saves and other
at his best possible speed, for 1 minute. (Base: Telepathy) actions for 1 day. (Base: Ward)
Dark Omen (Mj 2/Mn 3/N 4) Infernal Bolt (Mj 2/Mn 3/N 4)
CTN: 15 SP Cost: 1 CTN: 17 SP Cost: 1
Vs: — Range: Self Vs: DEF Range: 50’
Duration: — Duration: —
Description: Allows the caster to predict if the actions of an Description: Caster shoots forth a bolt of energy from
individual or party will be beneficial to the individual/ the infernal planes from the palm of his hand. It does
party in question. This is accomplished by the caster asking a Base Damage of 4 + the caster’s Wisdom Stat Bonus.
a single question that can have only a yes or no answer. This attack automatically does double it’s Base damage
This does not tell whether or not the individual/party will against spirit creatures and creatures or beings from the
be successful or not, only if taking a particular action or upper planes, also known as the Celestial Planes. Against
choice will be beneficial for them. The spell presumes that demons, devils, or undead, this attack will only do half its
asked about action(s) will be successful. The question is normal damage. (Base: Attack)
answered by the caster spotting something that serves Minor Disguise (Mj 3/Mn 4/N 5)
as an omen within 1 minute of the spell being cast. A
favorable omen might be the sighting of a vulture, or a CTN: 21 SP Cost: 2
stain that looks like a rat or something similar in nature, Vs: — Range: Touch
Duration: 1 Hour
while an unfavorable omen might appear as a dove or
something shaped like a butterfly. (Base: Divination) Description: Target is cloaked in a minor illusion that makes
them appear to be of any race of the caster’s choosing. The
Evoke Spirit (Mj 2/Mn 3/N 4)
illusion allows the target’s size to appear up to 20% larger or
CTN: 16 SP Cost: 1 smaller than normal. This spell affects nothing more than
Vs: — Range: 10’ how the target looks, not how he smells, sounds, or feels.
Duration: — Any character that interacts with the disguised character
Description: Caster summons forth a spirit of the most will get a Save vs. Int to realize that the target is disguised
minor sort. This type of spirit is so minor that it does not by an illusion. Boon Points may be used to add additional
even receive a Save vs. Will against this spell (Summoning senses to the illusion. Each added sense increases the TN of
Spells &Rituals, p. 67). the Save vs. Int by 3 points. (Base: Illusion)
This spirit must then perform a single service for the
caster. Boon Points for this spell can result in more spirits
being summoned, not more services being performed by
any spirits that are summoned. (Base: Summon)
The service may be one of three things:
• Identify any single rune, symbol, or sigil.
• Deliver a message of up to 12 words to any single
person or creature.
• Identify the last owner of an item currently in the
caster’s possession
Divine Magic
Bless Water/Oil (Mj 6/Mn 7/N 8) Detect Undead (Mj 3/Mn 4/N 5)
CTN: 30 SP Cost: 5 CTN: 22 SP Cost: 2
Vs: — Range: Touch Vs: — Range: Self
Duration: — Duration: varies
Description: Caster blesses 4 ounces of pure water or oil Description: Caster is able to detect the aura that
turning it into a single application of Holy Water or Holy surrounds all undead within a 50’ radius. The amount
Oil. This spell takes 2 minutes to cast, and it may only of information gained depends upon how long the
be cast once per day. If the water/oil is not immediately caster concentrates on this spell.
placed within a clean receptacle, the water/oil will lose If the caster spends only 1 round concentrating on
its potency. Refer to the descriptions for Demons, Devils, this spell, he will detect whether or not there are undead
Skeletal Warriors and Zombies for more information on within the radius, and he will also get a sense of their
the properties of Holy Water and Holy Oil against those direction. If the caster spends 2 rounds concentrating on
types of creatures. (Base: Transform) this spell, he can tell how many undead, and the strength
Blessing (Mj 4/Mn 5/N 6) (level) of the strongest one within range. If the caster
spends 3 rounds concentrating, he will know the strength
CTN: 23 SP Cost: 3 of all undead and have a general idea of their distance.
Vs: — Range: Touch (Base: Reveal)
Duration: 10 Minutes
Divine Bolt (Mj 3/Mn 4/N 5)
Description: Caster bestows the blessing of his deity upon
the target. The target gains a +1 to all actions and Saves CTN: 20 SP Cost: 2
for the duration of the spell. (Base: Aid) Vs: DEF Range: 50’
Circle of Light (Mj 4/Mn 5/N 6) Duration: —
Description: Caster shoots a bolt of divine energy from the
CTN: 22 SP Cost: 3 palm of his hand. It does a Base Damage of 4 + the caster’s
Vs: — Range: 50’ Wisdom Bonus. Against demons, devils and undead, this
Duration: 10 minutes
bolt will automatically do double its Base Damage. Against
Description: Caster is able to create a 5’ radius circle of creatures from the upper planes or spirit creatures, it does
radiant light centered upon any point within 50’. If the only half damage. (Base: Attack/Transform)
spell is cast upon an object, the light will move when the
object is moved. (Base: Change Environment)
High Magic
Alarum (Mj 4/Mn 5/N 6) Charm Person (Mj 4/Mn 5/N 6)
CTN: 22 SP Cost: 3 CTN: 23 SP Cost: 3
Vs: — Range: 10’ Vs: Will (TN17) Range: 10’
Duration: 1 Day Duration: 1 Hour
Description: Caster creates a 20’ radius area that is centered Description: Target believes that the caster is a good friend.
upon a specific, non-moving point. If any creature of Tiny So long as the caster is friendly towards the target or takes
size or larger crosses the boundary of the warded area, no offensive action against him, the target will behave
the alarm will sound. The caster chooses, at the time of in a friendly manner. If the caster or others of his party
casting, whether this will be an audible or mental alarm. are in combat with, or acting in a threatening manner
If mental, the caster, if within 1,000’ of the alarm spell, towards the target when the spell is cast, the target gains
will hear a pinging tone in his head if the alarm is set off. a +5 modifier to his Save. If anybody attacks or acts
This would be enough to instantly wake the caster, but threatening towards the Charmed being, he will get a
not enough to disrupt any spell casting. If audible, the second Save with a +3 modifier. (Base: Influence)
spell produces the sound of a bell ringing. This sound Conjure Missiles (Mj 2/Mn 3/N 4)
can be heard quite clearly up to 100’ away, so it could alert
others to the caster’s presence. (Base: Illusion) CTN: 17 SP Cost: 1
Vs: DEF Range: 50’
Animate Object (Mj 3/Mn 4/N 5) Duration: —
CTN: 19 SP Cost: 2 Description: Caster shoots a small spray if tiny darts at the
Vs: — Range: 50’ target. If the attack is successful, the darts do a Base Damage
Duration: 10 Minutes of 4 + the caster’s Intelligence Bonus. (Base: Attack)
Description: Caster causes one medium-sized non-magical Identify (Mj 3/Mn 4/N 5)
object that does not weigh more than 10 lbs. to animate
and be able to move on its own. Alternatively, the caster CTN: 20 SP Cost: 2
can animate 2 small objects or 4 tiny objects. Boon Points Vs: — Range: Touch
Duration: —
can be used to animate more objects or larger objects.
The animated objects are imbued with the ability to Description: When cast, this spell allows the caster to
move (not fly, but they can “walk” and “jump”) at a rate of concentrate on an object that he is touching for 2
up to 10’ per round and a semblance of life, and they may be minutes. At the end of this time, he will have determined
ordered to attack a person. The objects will have an Attack the magical abilities of the object as long as it was not
Bonus of 1 for every 3 points above the casting TN the an artifact. He also learns how to operate the item, and
caster’s roll was in casting this spell. The object, if a weapon how often it may be used and/or how many charges it
will do its normal Base Damage, but no Strength Damage. If contains. (Base: Reveal)
it isn’t a weapon, then it will do 1 point of Base Damage per
size increment (i.e. tiny = 1, small = 2, etc.).
The animated objects may be ordered to perform tasks
other than attacking a person. For example, an animated
broom or mop could be ordered to sweep or mop a room.
In order to change its given task, the caster must spend a
round concentrating and make a basic Save vs. Will or else
the object will continue on its last given task. (Base: Animate)
Mysticism
Awareness (Mj 3/Mn 4/N 5) Empathy (Mj 3/Mn 4/N 5)
CTN: 20 SP Cost: 2 CTN: 21 SP Cost: 2
Vs: — Range: Self Vs: Will (TN16) Range: Self
Duration: 10 Minutes (C) Duration: 10 Minutes (C)
Description: This spell takes 2 full rounds to cast. Caster Description: This spell takes 2 rounds to cast. Caster is able
is able to sense the presence of thinking, sentient beings to sense the emotions of any one character or creature
within a 50’ radius around him. This spell lasts for 10 within 50’ by concentrating on that character or creature.
minutes, but only works if the caster is concentrating. If The caster may shift his concentration to a different
the caster stops concentrating, he loses the ability to sense character or creature at any time within the duration.
others until he begins concentrating again. The target of this scrutiny is allowed to make a Save vs.
The amount of information gained is based on how Will to prevent their emotions from being read. (Base:
long the caster spends concentrating. With 1 round of Telepathy)
concentration, the caster knows how many sentient Enhanced Senses (Mj 4/Mn 5/N 6)
beings are within the radius (this includes himself and
any friends), but not where or what they are doing. With 2 CTN: 24 SP Cost: 3
rounds of concentration, the caster will know how many Vs: — Range: Self
Duration: 10 Minutes
beings there are and get a general idea of their direction
and distance. With 3 rounds of concentration, the caster Description: Caster gains a bonus of +4 to all perception
will also know their general actions (i.e. casting a spell, rolls for the duration as all of his senses are heightened.
but not which spell). (Base: Reveal) This spell also allows the caster to see further than normal,
and to even track somebody by scent if the conditions are
Distractions (Mj 4/Mn 5/N 6)
right. The caster can hear up into the ultrasonic range as
CTN: 22 SP Cost: 3 well. (Base: Reveal/Aid)
Vs: Wis (TN17) Range: 20’ Far Sense (Mj 3/Mn 4/N 5)
Duration: 2 Rounds
Description: Target is distracted and unable to focus on CTN: 19 SP Cost: 2
anything, giving him a -4 modifier on all actions. Targets Vs: — Range: Self
Duration: 10 Minutes
get a +5 on their Save if they are in combat at the time
that the spell is cast. Additionally, any attempt to attack Description: Caster is able to concentrate and move either
the target will allow him a new Save against this spell, this his point of vision or his point of hearing up to 100’ feet
time with a +3 modifier. (Base: Flash) away. It takes 1 round for him to move the given sense
that far. While the sense is elsewhere, the caster does not
have that sense at the location of his body. For 1 Casting
Boon Point, the caster may move both senses at the same
time. The caster may also choose to be able to use a
selected sense at both the far location and at his body for
1 Casting Boon Point. (Base: Transform)
Natural Magic
Calm Animal (Mj 3/Mn 4/N 5) Eldritch Fire (Mj 2/Mn 3/N 4)
CTN: 20 SP Cost: 2 CTN: 17 SP Cost: 1
Vs: Will (TN16) Range: 20’ Vs: — Range: 50’
Duration: 10 Minutes Duration: —
Description: Caster is able to soothe and calm one animal, Description: Caster draws upon elemental fire to send a
chosen at the time of casting. Normal animals do not bolt of flame shooting from the palm of his hand. It does
get a Save against this spell, but animals that have attack a Base Damage of 4 + the caster’s Wisdom Bonus. This
training and unusual animals will receive a Save vs. Will. flame has a 5 out of 10 chance of setting any flammable
(Base: Influence) materials that are worn or carried by the target on fire.
Charm Animal (Mj 5/Mn 6/N 7) (Base: Attack)
Entangle (Mj 5/Mn 6/N 7)
CTN: 25 SP Cost: 4
Vs: Will (TN18) Range: 30” CTN: 25 SP Cost: 4
Duration: 1 Hour Vs: varies (TN18) Range: 50’
Description: Target animal believes that the caster is a good
Duration: 1 Minute
friend. So long as the caster is friendly towards the target
or takes no offensive action against him, the target will Description: Caster causes all plant life within a 5’ radius
behave in a friendly manner. If the caster or others of to grow and/or animate and attack all within that radius.
his party are in combat with, or acting in a threatening Those within the radius may make a Save vs. Dex to
manner towards the target when the spell is cast, the avoid being attacked that round, but in doing so, their
target gains a +5 modifier to his Save. If anybody attacks movement rate is also reduced by half.
or acts threatening towards the Charmed animal, he will For those who fail this Save, they are subjected to a
get a second Save with a +3 modifier. (Base: Influence) grappling attack. This attack will use the original casting
roll as the attack roll against the target’s DEF. If the attack
Detect Hazards (Mj 4/Mn 5/N 6)
is successful, the attack does a Base Damage of 4 hits
CTN: 23 SP Cost: 3 (Scalable Damage applies), and the target is grappled and
Vs: — Range: Self unable to move. The target may attempt to make a Save
Duration: 10 Minutes vs. Str in order to break free. This Save has a TN of 15 and
Description: This spell allows the caster to, at any time may be increased through the use of Boon Points. The
within the duration, concentrate for one or more rounds target may make one attempt to break free each round.
and glean information about natural hazards (quicksand, For each round after the first that the target is
an unsafe wall, etc.) and simple traps made from natural entangled, he takes an amount of damage equal to that
materials (pit traps, deadfalls, snare traps, etc.) within received in the initial entanglement as the plants try to
a 50’ radius. The amount of information gained is strangle and crush the target.
determined by the amount of time spent concentrating. This spell requires that there be some vegetation
Concentrating for a single round reveals that there are within the area of the spell. (Base: Attack)
such hazards within range. Concentrating for two rounds
gives the number of hazards and their location, while
concentrating for 3 rounds tells you what those hazards
are and where they are. For each additional round spent,
the caster can learn more information about one of the
detected hazards, such as what and where the trigger is, if
the hazard is a trap. (Base: Reveal)
Wizardry
Alarum (Mj 4/Mn 5/N 6) Healing Word (Mj 3/Mn 4/N 5)
CTN: 22 SP Cost: 3 CTN: 20 SP Cost: 2
Vs: — Range: 10’ Vs: — Range: Touch
Duration: 1 Day Duration: —
Description: Caster creates a 20’ radius area that is centered Description: Caster heals target of 10 + Intelligence Stat
upon a specific, non-moving point. If any creature of Tiny Bonus hits of damage. Alternatively, this spell could be
size or larger crosses the boundary of the warded area, used to remove up to 3 points of a negative modifier or
the alarm will sound. The caster chooses, at the time of heal up to 3 points of bleeding or remove up to 2 rounds
casting, whether this will be an audible or mental alarm. of Stun that a character might have. The desired effect
If mental, the caster, if within 1,000’ of the alarm spell, must be chosen at the time of casting. (Base: Heal)
will hear a pinging tone in his head if the alarm is set off. Hold Portal (Mj 3/Mn 4/N 5)
This would be enough to instantly wake the caster, but
not enough to disrupt any spell casting. If audible, the CTN: 21 SP Cost: 2
sounds of a hand bell ringing. This sound can be heard Vs: — Range: 10’
Duration: 10 Minutes
quite clearly up to 100’ away, so it could alert others to the
caster’s presence. (Base: Illusion) Description: Caster creates a seal of magical energy around
the edge of a door, window, gate, or other opening that
Elemental Bolt (Mj 3/Mn 4/N 5)
has some sort of movable barrier preventing a person
CTN: 19 SP Cost: 2 from moving through it. This seal holds the barrier in
Vs: — Range: 50’ place, preventing it from opening. The portal may be
Duration: — forced, but doing so requires a Save vs. Str with a TN 15.
Description: Caster is able to shoot a bolt of elemental The caster may spend Boon Points to increase this TN.
energy from the palm of his hand. This may be of fire, (Base: Telekinesis)
cold or electricity. The caster chooses which at the time of Identify (Mj 3/Mn 4/N 5)
casting. This bolt does a Base Damage of 4 + the caster’s
Intelligence Bonus. If the bolt is of fire, the flame has a 5 CTN: 20 SP Cost: 2
out of 10 chance of setting any flammable materials that Vs: — Range: Touch
Duration: —
are worn or carried by the target on fire. (Base: Attack)
Description: When cast, this spell allows the caster to
Force Disk (Mj 4/Mn 5/N 6)
concentrate on an object that he is touching for 2
CTN: 24 SP Cost: 3 minutes. At the end of this time, he will have determined
Vs: — Range: 10’ the magical abilities of the object as long as it was a non-
Duration: 1 Hour artifact magical item. He also learns how to operate the
Description: Caster creates a 5’ diameter disk of translucent item, and how often it may be used and/or how many
force that will float behind him at waist height and follow charges it contains. (Base: Reveal)
him around. This disk may hold up to 500 lbs of weight.
(Base: Telekinesis)
Running Novus
Encounters
is camped. Thus, if the party camps for 12 hours, the GM
should make 2 Encounter checks.
There are two possible types of encounters that characters To actually make an Encounter Check, the GM rolls 2d10
can have. They are as follows: and adds in a number of modifiers based on the situation.
If the result of the Encounter Check is 20 or higher, then
Planned Encounters the party has been spotted by something. This “something”
The first is a Planned Encounter. This may something may then decide to leave them alone, follow them, set a trap
like meeting a stranger at a crossroad who provides the for them, or even attack them, depending upon its nature.
character with information that aids in his adventure. If the result is 25 or higher, then the party will meet the
Another example is the climatic battle with the main bad “encounter” directly. Some examples of this might be the
guy of the adventure. party entering a clearing just as a Goblin patrol enters from
Basically, a planned encounter is any encounter that the a different direction, or stumbling upon a monster as it is
GM has planned in advance eating something that it has caught.
Encounter Check Modifiers
Random Encounters
There are a number of different modifiers that can be applied
The second type of encounter is the Random Encounter.
to an Encounter Check. The actual modifier applied will vary
It is an encounter that is not planned in advance. More often
depending upon the situation. Please note that not every
than not, this sort of encounter will not have any impact on
modifier will apply in every situation. For example, Terrain
the main goal of the adventure, but depending on where it
modifiers are unlikely to apply in an urban environment.
happened, it is always possible that it could.
Basilisk Boar
Lvl: 10 Hits: 87 Move: 15’ Lvl: 4 Hits: 66 Move: 10’
DEF: 18 AR: 15 DEF: 16 AR: 5
Attacks: 15 Bite (10); 15 Claws (12); Gaze* Attacks: 9 Tusks (8)
Stats: Str: 25(5); Con: 15(1); Dex: 10(0); Spd: 13(1) Stats: Str: 15(1); Con: 22(4); Dex: 10(0); Spd: 14(1)
Int: 2(-3); Wis: 12(0); Will: 13(1); Chr: 11(0) Int: 2(-3); Wis: 13(1); Will: 2(-3); Chr: 10(0)
Skills: Perc. (17); Stealth (11); Tracking (12) Skills: Perc. (12); Stealth (6); Tracking (7)
Size: 10’-12’ long; 1400-2000 lbs Size: 3.5’-6’ long; 200-600 lbs
# Enc: 1 # Enc: 1-5
Abilities:
• Immune to venoms & poisons Wild Boars are found in many forested areas. They are
* Petrification Gaze: usable once per round on foe omnivorous, eating anything and everything, even bones.
within 10’ – Save vs. Will to avoid meeting its gaze. If This makes them popular pets for some, especially those
you meet its gaze, Save vs. Con or be turned to stone with bodies to dispose of. Others, such as Orcs and Goblins
for 20-200 days. allow Boars to run loose in their homes. This helps keep
them clean of refuse, and the Boars also make for excellent
Basilisks are large lizard-like creatures that somewhat guards.
resemble wingless dragons at a distance. However, their bodies Boars are extremely territorial and dangerous if spooked
are more sinuous than that of a Dragon, and the Basilisk or if they feel threatened. Their tusks, used primarily for
never has any horns or other protrusions. Additionally, the digging up roots, make formidable weapons.
skin of the Basilisk is made of much smaller scales than those They are quite often hunted for their flesh, which many
of a Dragon and is more like the skin of a snake. consider to be extremely tasty. Boar hunters often do so with
Basilisks are not very intelligent, and often unaware of the a special spear fitted with a cross beam that is intended to
destruction their presence wreaks. Basilisks are not immune prevent an impaled Boar from pushing forward along the
to their own Gaze ability. Also, any possessions carried or held spear shaft to gore its tormentor.
by the target of the Gaze attack are also transformed to stone.
Myths & Legends
Cat, Large
It is widely believed that the petrification caused by the
Basilisk is permanent. If the statue created by the Basilisk’s Lvl: 5 Hits: 63 Move: 10’
Gaze is damaged, the petrification will be permanent. DEF: 18 AR: 5
However, if the statue is repaired, then it can return to its Attacks: 11 Claws (11), 11 Bite (8)
Stats: Str: 16(2); Con: 15(1); Dex: 19(3); Spd: 18(2)
original form when the petrification wears off.
Int: 2(-3); Wis: 12(0); Will: 13(1); Chr: 10(0)
It is also rumored that a cup of Basilisk blood poured
over a Basilisk created statue can also restore it to life. This is
Skills: Perc. (12); Stealth (10); Tracking (11)
true, so long as the statue is intact. Size: 3’-5’ long; 150-300 lbs
# Enc: 1-4
Beetle, Giant Stag This creature is actually a bit of a generic composite used
Lvl: 3 Hits: 66 Move: 10’ to represent several different species of Large Cat like the
DEF: 16 AR: 10 Cougar, Jaguar, Mountain Lion, and/or Panther.
Attacks: 8 Bite (12) The GM is encouraged to vary the description of the
Stats: Str: 23(4); Con: 17(2); Dex: 10(0); Spd: 13(1) Large Cat based upon the location in which it is encounters.
Int: 2(-3); Wis: 10(0); Will: 12(0); Chr: 9(-1)
Skills: Perc. (7); Stealth (12); Tracking (7) Skills: Perc. (7); Stealth (10); Tracking (17)
Size: 4”-5” tall; 1-2 lbs Size: 3’ tall; 50-60 lbs
# Enc: 1 # Enc: 1-6
Abilities: Abilities:
• Invisibility at will (not while attacking) • Immune to fire, cold, and lightning
• Sense Magic by touch • Immune to all control spells
• Sense Magical Gates (Save vs. Int) • May communicate with all undead
* Poison: Save vs. Con or fall into sleep for 5-10 minutes. • Sense Magic by scent (range: 10’)
Gremlins rarely reach six inches in height. The are Manes are easily the most evil of the minor Demons;
covered in greenish scales, have small bat-like wings, and they are insidious, conniving, ruthless, and vicious in the
their tails, back and head are often covered in rows of tiny extreme. Their short bodies are covered with short, grayish
spikes. These spikes are often black, yellow, blue or a deep fur and they have pointy ears, deep-set glowing eyes and
blood-red in color. heavy brows. They have claws on their hands and feet and
Gremlins are adept at spotting gates and portals. A surprising large fangs. Many Manes have a strip of darker fur, slightly
number of these creatures use this ability to make their way to longer than the rest of their fur, which runs from their
the material plane to wreak whatever havoc they can. forehead over their head and down their back.
A Gremlin’s natural weaponry leaves much to be desired; Manes have an excellent sense of smell and on their home
only doing a single pip of damage. Their claws and teeth planes are often used as bloodhounds by other Demons. Their
don’t even get scaling damage that other weapons get. Their sense of smell is so acute that they can even smell nearby magic.
tiny spears are covered in a poison that allows them to put Even though they are small, Manes are still extremely tough.
others to sleep so that they may have their fun uninterrupted. They are immune to heat, cold, and electrical energy; both
Gremlins also make for good familiars, as they are able to mundane and magical. They are also immune to all types of
communicate with their masters through speech, they can control spells. Luckily, spells of banishment do work on them.
sense magical gates and portals, and they can sense magic by Manes are prized by those who work with corpses, for
simply touching an object. Additionally, their ability to turn their innate ability to communicate with the dead. However,
invisible at will allows them to serve as spies. Manes make good familiars only for the most evil of spell
users as these creatures are not happy unless they are
engaged in some vile and twisted pursuit.
Skills: Perc. (4); Stealth (4); Tracking (4) Skills: Perc. (8); Stealth (7); Tracking (8)
Size: 1’-2’ long; 15-25 lbs Size: 6’-6.5’ tall; 200-250 lbs
# Enc: 2-20 # Enc: 1-10
Abilities: * Damage varies by weapon used
• Nauseating Appearance: Save vs. Will or viewer
The most common type of lesser Demon doesn’t have a
is incapacitated by nausea for 1-4 minutes.
* Disease: Save vs. Con or contracts plague-like disease specific name like most other Demons, but some refer to
that is fatal in 24 hours if not treated. the as Goatmen. This is because they appear to a mixture of
humanoid and goat, complete with hooves and horns.
Larvae are the most minor of the minor Demons. They While there is a lot of variation within their appearance,
are created from the souls of evil humanoids that have these creatures are similar in outlook. They are universally
been consigned to the Nether Realms for their sins. They considered to be ruthless, savage, and completely
exist in endless numbers on the lower planes and are often untrustworthy. Unless they are forced to swear a solemn oath
tormented and preyed upon by other Demons. they will always lie to and mislead those who summon them.
Larvae look like fat, slimy worms with human-like faces. When summoned, these creatures will often require the
It is believed that the face of a Larvae resembles the face it sacrifice of a small animal to slake their bloodlust. Once
held when it was alive. Their skin is yellowish and covered in a pact has been sealed, the Demon will obey any single
mottled reddish brown splotches. command, although complicated orders may be a bit much
Just viewing a Larvae is enough to make most sick, and for its mind to comprehend. Many times, its savagery tends
their bite has a strong chance of infecting a person with a to overwhelm what intelligence it has.
nasty and fatal disease. In combat, these creatures prefer weapons that slash or
Larvae will attack anything that moves, except other maul their foes, such as axes and spiked clubs or maces. They
demons. They are slow moving, but they never tire and will enjoy making a foe last as long as possible, and will often go
follow prey as long as it does not cross running water, as the for disabling attacks at first rather than killing attacks; all the
Larvae cannot swim. better to prolong the suffering of their targets.
Goatmen often form the bulk of demonic armies. However,
despite their viciousness and lust for battle, Goatmen are not
very brave or disciplined, and they are not considered or
treated as any sort of reliable troop. They often require one or
more greater Demons herding and controlling them.
Skills: Perc. (7); Stealth (8); Tracking (17) Skills: Perc. (7); Stealth (10); Tracking (7)
Size: 2’-3’ long; 15-20 lbs Size: 2’-3’ tall; 30-40 lbs
# Enc: 1 # Enc: 1-4
Abilities: Abilities:
• Sense Magic by scent (range: 10’) • Invisibility
• Regenerate (1 hit per minute) • Sense Magic by sight (range: 20’)
• Shape change: hag (1x per day; 1 hr) • Regeneration (1 hit per hour)
• Speak in tongues (1x per day; 1 hr) • Shape change: any small animal, 1x day
• Speak with animals (1x per day; 1 hr) * Poison: Deals 1-5 (roll d10/2, rounded up) damage
• +15 to Stealth in darkness (not figured in) for each of 1-10 rounds. Save vs. Con for 1/2 damage.
• Greater Nightvision Imps have tough leathery skin and small, but functional
Grimalkin are sometimes known as Shadow Cats because bat-like wings. They have slightly bulbous heads with long
their normal form is that of a large black cat. This creature’s pointy ears and sinister facial features. Their bodies are
form is so dark, that it gets a huge bonus to Stealth attempts often covered with tiny barbs and spikes, and their hands
in darkness. This makes them excellent spies. and feet end in wicked, razor sharp claws. And to top it all
The Grimalkin has a number of other abilities as off, they have long, thin, prehensile tail that ends in a barbed
well. It can sense magic by smell at ranges up to 10’ and stinger that has potent venom.
it regenerates 1 hit worth of damage every minute. It can Imps are prized as superior familiars because they are
also see extraordinarily well in darkness. Additionally, it among the most versatile of the lesser Devils. They can fly,
has a few other abilities that it can used once per day, for and turn invisible at will (they turn visible when making
up to an hour. This include the ability to shape change into attacks). Once per day, they can shape change into any
an old hag, the ability to Speak in Tongues (i.e. speak any small animal that does not exceed 3’ in either height or
language), and the ability to speak to any animal. length. They can sense magic with a normal Perception roll
Grimalkin are highly prized as familiars because, unlike at ranges of up to 20’ and they regenerate 1 hit worth of
Alastor, a Grimalkin will never cause problems for their masters. damage each hour.
They are of the belief that their own presence is enough of an Some Imps even know how to use weapons that have
predilection towards evil, regardless of what they profess. been scaled down to their size (does 1 point less damage
Like the Alastor, the Grimalkin may, no more than once per than Halfling sized weapons).
month, reveal the given name of any one lesser or greater Devil. The Imp can also, no more than once per month, provide
its master with the given name of any one lesser Devil.
However, they cannot provide the names of greater Devils
like Alastors and Grimalkin can.
Dragon (Young)
Lvl: 12 Hits: 122 Move: 15’; 10’ flight
DEF: 20 AR: 12
Attacks: 16 Claws (15); 16 Bite (15); 15 Breath (12)*
Stats: Str: 21(3); Con: 15(1); Dex: 10(0); Spd: 21(3)
Int: 15(1); Wis: 16(1); Will: 18(2); Chr: 11(0)
Ghost Goblin
Lvl: 5 Hits: 40 Move: 10’ flight Lvl: 2 Hits: 48 Move: 10’
DEF: 18 AR: — DEF: 16 AR: 5 (SL Armor, Helm & Bracers)
Attacks: 11 Spectral Touch (5)* Attacks: 4 Short Spear (8); 3 Short Bow (6)
Stats: Str: 3(-3); Con: 5(-2); Dex: 18(2); Spd: 18(2) Stats: Str: 13(1); Con: 12(0); Dex: 11(0); Spd: 13(1)
Int: 12(0); Wis: 19(3); Will: 18(2); Chr: 9(-1) Int: 10(0); Wis: 12(0); Will: 10(0); Chr: 8(-1)
Skills: Perc. (10); Stealth (9); Tracking (10) Skills: Perc. (4); Stealth (4); Tracking (4)
Size: 5’-6’ tall Size: 4’-5’; 100-150 lbs
# Enc: 1 # Enc: 1-10
Abilities: Abilities:
• Incorporeal (may walk through objects) • Nightvision
• Can only be damaged magical weapons
Goblins are green-skinned humanoid creatures with
• Harmed by Holy Water (1-10 hits per ounce)
slightly oversized heads and eyes with spindly limbs and
• Regenerates (1 hit per minute)
long pointy ears. Their eyes are a bright yellow. They dress
• Able to see invisible, ethereal, & astral presences
in soft leathers and use simple weapons like spears and small
within 100’
bows.
• Repulsed by Holy Symbol: Ghost must make
Goblins are a tribal race, ruled by the strongest; usually a
Save vs. Will or avert its gaze and be unable to
Hobgoblin or other being that has come in and dominated
approach wielder for 1 minute
them. They are cruel and vicious and like to dominate those
• Possession: Capable of possessing a living
who are weaker than them, just as they are often dominated
being who fails a Save vs. Will
by those who are stronger. Goblins are not overly brave, and
* Spectral Touch: does cold damage, Save vs. Con or
usually will not attack unless they believe that they can win
lose 1 point of Strength for every 5 hits of damage
or if they are forced to.
done, Strength recovers 1 point per day
Goblin tribes are fiercely competitive, often warring
Ghosts are the undead and restless remains of a once between one another, unless there is a common foe and a
living being or creature. These spectral entities are the strong leader who can unite them.
remnants of a person or creature that usually died by
violence, treachery, through an injustice, or evil beings
attempting to hold on to life at any cost.
Ghosts are normally incorporeal, unable to interact with
the physical world. In fact, a Ghost must make a Save vs. Will
in order to touch or move physical objects.
Being insubstantial, Ghosts are unharmed by normal
weapons. Only magical weapons or magic can affect a Ghost.
And even then, most only do half their normal damage.
Holy weapons do full damage and Holy Water can also hurt
a Ghost, doing 1-10 hits for every ounce splashed on the
Ghost. Ghosts are also affected by Holy Symbols, and must
make a save or they will be prevented from approaching the
bearer for a short length of time.
Any damage dealt to a Ghost will heal at a rate of 1 hit per
minute. The only way to permanently destroy a Ghost is through
burning the mortal remains of the Ghost, or if the Ghost fails
its Save against a Repel Undead spell by 10 or more points or
through other magic specifically designed to destroy undead.
Ghosts attack using something called a Spectral Touch. This
touch does cold damage to the target and requires the target to
make a Save vs. Con or the Ghost will drain some of the target’s
Strength. If the target survives the attack of the Ghost, he will
recover that Strength at a rate of 1 point per each full day of rest.
Also, Ghosts of intelligent beings may attempt to posses
another person. If that person fails a Save vs. Will, the Ghost
has possessed them and taken over. The target gets another
Save once every hour, or anytime that the Ghost attempts to
do something that would harm the target.
Skills: Perc. (13); Stealth (13); Tracking (13) Skills: Perc. (4); Stealth (6); Tracking (4)
Size: 6’-8’ tall; 400-500 lbs Size: 3.5’-4’ tall; 50-70 lbs
# Enc: 1 # Enc: 1-10
Abilities: Abilities:
• Immune to non-magical weapons • Nightvision
• Immune to extremes of temperature
Kobolds are a small race with a canine-shaped face and
• Immune to mind affecting magic
they are covered in reddish-brown scales. They are extremely
A Clay Golem is a humanoid construct animated by cunning and dangerous. They have a great understanding of
magic or alchemical means. Clay Golems are incapable of how to build and use traps to their advantage.
independent thought or action and may be programmed Many see them as cowardly, but in truth, they simply do
to obey up to three separate commands. Clay Golems may not wish to throw their lives away without reason. Kobolds
also be programmed to follow simple and direct commands are also very vengeful, and have been known to track foes
given by its master. for weeks on end waiting for the perfect moment to wreak
While this may be useful to some extent, the Golem will havoc on the plans of their foe, whether that be alerting
only respond to simple, single subject commands. Even another enemy of his foe to that foe’s presence, or attacking
combining two simple commands into a single sentence will him in a moment of extreme vulnerability.
baffle it (i.e. “Go to the door and open it” is too much).
Clay Golems are incredibly strong, able to easily move up Ogre
to double its own mass. They are often used by spell casters Lvl: 5 Hits: 74 Move: 15’
as bodyguards, laborers, and sentinels. They are immune to
DEF: 16 AR: —
non-magical weapons, extremes of cold and heat, and they Attacks: 13 Club (10); 8 thrown rocks (8)
are unaffected by any magic or effect that affects the mind, Stats: Str: 22(4); Con: 20(3); Dex: 11(0); Spd: 10(0)
such as control spells, magical command spells, illusions, etc. Int: 8(-1); Wis: 12(0); Will: 10(0); Chr: 6(-2)
Skills: Perc. (11); Stealth (8); Tracking (11) Skills: Perc. (14); Stealth (15); Tracking (9)
Size: 5’-6’ tall; 180-250 lbs Size: 3’-6’ long; 200-300 lbs
# Enc: 1-10 # Enc: 1-5
Abilities: Abilities:
• Nightvision • Can sense vibrations through the ground, up
• Keen Sense of Smell (+4 to Perc. & Tracking) to 100’ away
* Poison: Save vs. Con or it does 1 point of damage to
The upturned nose and tusks jutting upwards from target’s Strength stat for 1-10 rounds.
their lower jaws often give Orcs something of a porcine ** Web: Spider is able to shoot web at a distance (RI
appearance. However, there is nothing comical in their 10), if successful, foe is entangled and may attempt
nature. Orcs are a savage and cruel race, very territorial and Save vs. Str to burst the web, or Save vs. Dex (or
willing to go almost any lengths to protect their territory. Acrobatics skill roll – TN 15) to wriggle free. Target is
allowed 1 attempt per round.
Skeleton Warrior There are actually several different types of Giant Spiders,
Lvl: 3 Hits: 57 Move: 10’ and this is the most common. It is essentially just a giant
DEF: 15 AR: 5 version of a normal spider. It makes its webs in caves are
Attacks: 6 Short Sword (6) in the eaves of large forests. Its ability to sense movement
Stats: Str: 15(1); Con: 16(2); Dex: 13(1); Spd: 14(1) through the ground aids in catching prey.
Int: 10(0); Wis: 10(0); Will: 10(0); Chr: 7(-1) The Giant Spider will often catch prey well in advance of
its need to feed, cocooning targets and saving them for later.
Skills: Perc. (10); Stealth (4); Tracking (5) Also, the larger the Giant Spider, the less likely it is to be
Size: 5’-6’ tall; 50-70 lbs found with others of its kind. As they grow larger, they tend
# Enc: 1-20
Abilities: to grow more solitary in their habits.
• Harmed by Holy Water (1-10 hits per ounce)
• Regenerates (1 hit per minute)
• Repulsed by Holy Symbol: Skeleton must make
Save vs. Will or avert its gaze and be unable to
approach wielder for 1 minute.
• Non-magical weapons only do half damage,
blunt/bashing weapons do full damage
Skeleton Warriors are created using evil magic or alchemy.
They are often made from powerful warriors who have died
in combat and stat given above are for the weakest of those
creations. Most Skeleton Warriors are made from common
fighters, but those made from more powerful fighters can
often be of a higher level.
Skeleton Warriors share some traits with other undead,
such as being repulsed by Holy Symbols and taking damage
from Holy Water, and the ability to regenerate most damage
at a rate of one hit per minute. Holy damage and damage
from fire cannot be regenerated.
Most non-magical weapons will only do half their normal
damage (base and scalable), although weapons designed
specifically for bashing, such as clubs and maces, will do full
damage. If a Skeleton Warrior is reduced to zero or less hits,
he will regenerate at a much slower rate, healing only 1 hit of
damage every 10 minutes until he once again has a hit point
total of 1 or higher.
Spirit (Nature Spirits) be found in any body of water, from puddles to streams
and pools, to rivers and fountains, and lakes and even
Lvl: 5 Hits: 47 Move: 5’
oceans. Water Spirits may also produce up to 1 pint of
DEF: 23 AR: —
fresh, clear water. This can only be done once per hour.
Attacks: 12 Pinch/Scratch (3)
Stats: Str: 5(-2); Con: 10(0); Dex: 19(3); Spd: 12(0) As a Familiar, the Water Spirit may grant his friend the
Int: 10(0); Wis: 20(3); Will: 5(-2); Chr: 9(-1) ability to breathe underwater for up to 1 hour per day.
Fire Spirits: These small spirits are bright red in color and have blonde
Skills: Perc. (10); Stealth (14); Tracking (10) hair that waves above their heads as if it were a flame. These spirits
Size: 6”-12” tall; 3-5 lbs may be asked to ignite any combustible materials within 100’ of
# Enc: 1-4 the spot to which they are summoned. They are only able to kindle
Abilities: small fires; however, if there is enough material, these fires may
• Can travel from spirit plane to material plane spread naturally. Conversely, the Fire Spirit may ignite or douse
at will. any or all light sources (torches, candles, fireplace hearths, etc.)
• Invisible to normal sight. with a 20’ radius. Fire Spirits love to cavort in any type of open
Some believe that Nature Spirits are related to the lesser flame and can often be found in them, or in any volcanic region.
Elemental Spirits because of they reflect nature and the As a Familiar, the Fire Spirit can reduce any damage from fire that
elements just like the lesser Elemental Spirits, but they are his friend takes by 5 points per instance.
not true Elemental Spirits. Wind Spirits: These tiny figures have light blue skin and
Though Nature Spirits are normally invisible to the naked diaphanous wings and wispy white hair. They hear
eye, they exist throughout the natural world and are known everything that transpires within their domain and if
to inhabit all types of organic and inorganic substances. summoned, they may be asked up to three questions
They may only be seen by those who summon them, or regarding any such knowledge that they might possess.
those who have the Second Sight (see p. 28) or through As a Familiar, the Wind Spirit may be asked to carry any
a spell that allows one to see invisible creatures and beings. conversation that it personally hears (i.e. is present for) to
There are five types of Nature Spirits. When on the its master. Also, the Wind Spirit can also produce a bubble
mortal plane they appear as tiny humanoids, often made of fresh air around the head of its friend that will last for up
of their elemental substance. Nature Spirits are usually only to one hour (this can be done once per day). Wind Spirits
summoned by Shamans or Druids. If summoned, they can be can be found anywhere that the wind blows, but they will
asked to perform a single small service, but only if the service never enter any man-made structures or structures that
in question is of a short duration, usually one hour or less. even appear to be semi-enclosed unless they are a Familiar.
Nature Spirits can only affect the material world in the Earth Spirits: These bald little spirits usually take the color
most minor of ways. They may lift or carry small or tiny of the earth, clay, sand, or rock in which they reside. They
items that are less than 1 pound in weight, and they may know of every creature that crawls, walks, slithers, or tunnels
pinch or scratch foes. This form of attack only does 3 points through their domains and if summoned, may be asked up
of damage (no scaling damage, and Boon Points from to three questions concerning this knowledge. Earth Spirits,
attacks cannot increase the damage in any way). And since unlike Wind Spirits, have little care for what such creatures
Nature Spirits are, in fact, spirits, they are also immune to might have to say, but they are very observant about what
non-magical attacks and to all types of control spells that transpires within their domains. Earth Spirits may be found
are not associated with their summoning. in any sort of earth or stone. As a Familiar, the Earth Spirit
Nature Spirits may also, rarely, be called upon to serve as may temporarily impart the “Strength of the Earth” to his
Familiars for a spell caster. However, they will never serve friend up to 3 times a day. This manifest as either a +5
anybody who is evil, and they consider the spell caster who Strength Stat Bonus modifier or 5 points of AR against
summons them as their friend, not their master. Unlike attacks. This ability will only last for 5 rounds each time the
Familiar Spirits, a Nature Spirit can choose to dissolve the Earth Spirit grants it to his friend.
Familiar bond as well. If bonded as a Familiar, a Nature Spirit Wood Spirits: These small spirits have rough brown skin that
will be able to communicate telepathically with their “friend” is much like the bark of a tree and their hair is green and
for a distance of up to one mile, and they will be able to hear resembles leaves. Wood Spirits have the ability to make any
their friend call (in a mundane fashion, not through a spell) plant or tree grow to its full size in the space of an hour. They
for them even if they are upon the Ethereal Plane. may, alternatively, cause any type of fruit bearing tree or shrub
Each type of Nature Spirit also has unique abilities to produce fully ripened fruit (over the course of an hour) in
associated with its form. They are as follows: any season except for winter. Wood Spirits may be found in
Water Spirits: Water Spirits have deep blue skin and long, all types of plants, trees, herbs, or even grasses. When serving
green hair that resembles the leaves of aquatic plants. as a Familiar, the Wood Spirit can easily lead his friend to the
They know all that transpires within the body of water nearest source any type of plant or tree (such as a fruit tree,
in which they reside and they may be asked to locate or a berry bush, or a specific herb) or warn him of dangerous
retrieve items lost within their domain. Water Spirits may plants or terrain within the nearby area (within 100’).
Wasp, Giant spells. While Wyverns are smarter than animals, they are far
from being intelligent. They are also extremely aggressive,
Lvl: 3 Hits: 58 Move: 5’; 10’ flight
preferring to attack first. They are only willing to parley
DEF: 18 AR: —
Attacks: 8 Stinger (6)* against a foe that is obviously stronger than they are and
Stats: Str: 18(2); Con: 14(1); Dex: 12(0); Spd: 13(1) that they cannot flee from.
Int: 4(-2); Wis: 13(1); Will: 13(1); Chr: 12(0) Young Wyverns may hunt in small groups, but as the
Wyverns get older, they tend towards being more solitary. A full
Skills: Perc. (11); Stealth (7); Tracking (6) grown Wyvern usually has a territory of 75 to 150 square miles
Size: 3’-6’ long; 50-100 lbs that it considers as its own. Wyverns will fight other Wyverns to
# Enc: 1-12 the death for a territory that is filled with easy prey.
* Poison: Save vs. Con or the poison does 3 hits of It has been rumored that other creatures have befriended
damage per round for 1-10 rounds or subdued Wyverns and perhaps even used them as mounts,
A nest of Giant Wasps rarely has more than a dozen of but this unsubstantiated.
the creatures. The queen stays in the nest with one or two
workers, while the rest hunt for food. These nests are usually Zombie
found in caves or abandoned buildings large enough to hold Lvl: 2 Hits: 40 Move: 5’
all of the Giant Wasps at once. DEF: 15 AR: —
Giant Wasps attack by repeatedly stinging their prey, Attacks: 6 Bash (5); 6 Claw (6)
which they then carry back to the nest for the queen and Stats: Str: 12(0); Con: 5(-2); Dex: 7(-1); Spd: 10(0)
any larvae to feed upon. Giant Wasps are able to carry up Int: 3(-3); Wis: 10(0); Will: 10(0); Chr: 6(-2)
to 4 times their weight in flight, allowing them take home
some rather large prey, considering their size. Skills: Perc. (9); Stealth (3); Tracking (4)
Size: 5’-6’ tall; 150-200 lbs
# Enc: 1-20
Wolf Abilities:
Lvl: 4 Hits: 63 Move: 10’ • Harmed by Holy Water (1-10 hits per ounce)
DEF: 18 AR: 5 • Regenerates (1 hit per minute), cannot
Attacks: 11 Bite (8) regenerate damage from fire or acid
Stats: Str: 18(2); Con: 16(2); Dex: 10(0); Spd: 19(3) • Repulsed by Holy Symbol: Zombie must make
Int: 5(-2); Wis: 18(3); Will: 10(0); Chr: 11(0) Save vs. Will or avert its gaze and be unable to
approach wielder for 1 minute.
Skills: Perc. (13); Stealth (6); Tracking (13) • Toughness (+10 hits, already figured in)
Size: 3’-5’ long; 50-150 lbs • Immune to bludgeoning/bashing weapons
# Enc: 2-20
Zombies are corpses, raised from the dead by evil magic
Wolves are large canines with thick, wiry fur, ranging in color
and given a semblance of life. These creatures have no real
from gray to brown or even black. Wolves can hunt alone or in
intelligence or free will. Once this undead creature has been
packs, and the pack can range widely in its hunt for food. Wolves
raised, it must obey the commands of its creator.
are fiercely territorial and will often gather together to bring
In appearance, Zombies look much like they did in life,
down larger prey or creatures that might invade its territory.
however, their bodies will be in varying states of decay and
decomposition, and their hair will be stringy and the nails
Wyvern on their hands will be long, yellow and claw-like.
Lvl: 8 Hits: 81 Move: 10’; 15’ flight Zombies do not use weapons when attacking, they will
DEF: 18 AR: 15 bludgeon their foes with their fists are tear at them with their
Attacks: 14 Bite (12); 14 Claws (10); 13 Stinger (6)* claws, which are surprisingly strong considering the condition
Stats: Str: 23(4); Con: 17(2); Dex: 16(2); Spd: 16(2) of the rest of them.
Int: 6(-2); Wis: 16(2); Will: 10(0); Chr: 5(-2) Like many other undead, Zombies regenerate most damage
quickly, at a rate of 1 hit per minute. They cannot regenerate
Skills: Perc. (17); Stealth (12); Tracking (12) Holy damage, fire damage or acid damage. Zombies are the
Size: 12’-14’ long; 1000-2000 lbs opposite of Skeleton Warriors in that they take full damage from
# Enc: 1
* Poison: Save vs. Con or be paralyzed for 1-10 minutes bladed weapons but are immune to damage from bludgeoning
or bashing weapons.
Wyverns are thought to be kin to Dragons. They are easily
distinguished from Dragons by the fact that they do not possess
front limbs, only rear limbs and their wings. Additionally, their
tails are tipped with a large and nasty looking stinger.
Dragons look down on Wyverns because they have
no breath weapon and are not intelligent enough to cast
Treasures
When characters go adventuring, one of the primary Gems: Valuable stones of any sort. Suggested total value
reasons for doing so is for finding treasures. The following of all gems is 1d10 gp times the level of the creature
section will give you some guidelines for determining how or character who has the stone. This value should be
much treasure a foe might have based upon their level. divided among the number of gems found.
Animals and creatures will likely only have such treasure in Jewelry: Various items created from precious stone and/
their lairs, if they brought prey back to their lairs to consume or metals. Suggested values for all pieces of jewelry
them. Intelligent creatures and beings, such as Goblins and found are 1d100 gp times the level of the creature
Orcs, are much more likely to carry their treasure on them. or character that has the item. This value should be
As GM, you should determine what treasure the creature divided among the number of items of jewelry found.
has before an encounter as intelligent creatures are quite Combat: This is armor, shields or weapons of a magical
likely to be using any magic items that they might have that nature. The “+” means that the item or items may have
are appropriate to them. higher than a +3 bonus to hit or damage, or that it has
The following table gives the likelihood of a creature bonuses to both, or that it might have other additional
having a given type of treasure based on its level, and if abilities. The “++” means the item or items definitely
so, how much treasure. However, we are not giving you have additional capabilities in addition to their bonuses.
“random treasure tables” because it is felt that you, the GM, 1 Use Item: This is an herbal remedy, a potion, a scroll, or
should determine the actual items based upon your setting some other item that is consumed by its usage.
and campaign and how rich you prefer the game to be. Minor Item: This is an item that is enchanted with
Remember, this table is only meant as a guideline, and you, charges, with each charge allowing one use of the
the GM, should feel free to deviate from it as circumstances item, or items that are permanently enchanted with a
require for your particular game. single ability or bonus. Minor items can also include
It is also important to remember that this table is meant items that only have a limited number of uses per day.
for determining the wealth that an individual is carrying on Charged items must be magically recharged in order to
his person, or that can be found in the lair of a non-intelligent regain their ability to
creature. For intelligent creatures, such as Dragons, this table Major Item: Major items have from 2 to 4 permanent
is far from adequate and the GM should use his judgment in magical abilities or bonuses. This is usually one
determining what sorts of treasures might be found. primary ability, with one or more, lesser secondary
Treasure Table Key abilities. This can include abilities that have charges
Money (cp, bp, sp, gp, pp): These are the various types that automatically regenerate over time, or limited
of coins. They are listed on the table from lowest uses per day on the secondary abilities, etc.
denomination to the highest. Since copper pieces are Artifact: Artifacts are items that have multiple
the lowest denomination of coin, it is presumed that a permanent abilities of kind considered to be
character would only have a few of them on his person, “primary” for Major Items.
carrying the more common bronze piece except for Treasure Table Notes
those few instances where copper is needed. There are two main types of entries on the Treasure Table.
The first is a basic dice notation (i.e. 2d10 or 2d10+5) which
means that you should roll the dice and that the result is how
much of that type of treasure the creature is likely to have.
Treasure Table
Level of Foe
Treasure Type
1 to 3 4 to 6 7 to 9 10 to 15 15 to 20
21 to 25 26 to 30 31+
Money
cp 1d10 1d10 1d10 1d10 1d10 1d10 1d10 1d10
bp 2d10 2d10+5 3d10+5 3d10 3d10 3d10 3d10 3d10
sp ≥15—1d10 1d10 3d10 4d10 5d10 5d10 6d10 7d10
gp ≥18—1d5 ≥15—1d5 ≥15—1d10 ≥15—2d10 2d10 3d10 4d10 5d10
pp 0 ≥18—1d2 ≥18—1d3 ≥15—1d5 1d5 1d10 2d10 3d10
Gems 0 0 ≥18—1d4 ≥15—1d10 1d10 1d10 +1d5 2d10 3d10
Jewelry 0 0 ≥20—1 ≥18—1d3 ≥15—1d5 ≥13—1d5 ≥15—1d10 1d10+1d3
Magic Items
Combat ≥18—1 ≥15—1d2 ≥11—1d3 1d4 1d4+ 2d3+ 2d4++ 2d5++
1 Use Item ≥20—1 ≥18—1 ≥15—1d2 ≥14—1d3 ≥12—1d5 1d5 2d5 2d5+1d3
Minor Item 0 ≥20—1 ≥18—1d2 ≥16—1d3 ≥14—1d4 1d5 2d4 2d5+2
Major Item 0 0 0 ≥20—1 ≥18—1 ≥16—1d2 ≥14—1d3 ≥12—2d4
Artifact 0 0 0 0 ≥20—1 ≥19—1 ≥18—1d2 ≥17—1d2
Appendix
Combat Boons
BPs Result
1 Adrenal Surge: Does additional Base Damage equal to Willpower Stat Bonus. May not be used with Strong Attack.
1+ Bleeder: Foe starts bleeding, losing 1 hit per round (slashing & piercing weapons only) for each Boon Point Spent on this.
1+ Combat Shuffle: You are able to move yourself and your foe 5’ for each Boon Point spent on this.
1 Daze Foe: Foe is dazed 1 round (-4 to all actions).
1 Defensive Posture: Your attack leaves you in a better position. Gain +2 to DEF next round.
Disarm Foe*: Foe has to make a Save vs. Str or his weapon goes flying 1’-10’ in a random direction. TN for the Save
1
is 15 + the number of ranks in the Combat Skill used to make the attack.
1+ Initiative Boost: You gain +2 to your initiative in the next round for each Boon Point spent on this.
Knock Prone: You knock your enemy prone. Any character making a melee attack against a prone foe gains +2
1
bonus on the attack roll.
Rapid Reload: You may immediately reload your bow without it costing any AP. May only be selected if attack was
1
made with a bow.
Skilled Attack: Does additional damage equal to half (rounded down) the number of skill ranks in the Combat
1
Skill used in making in the attack. This extra damage is not considered to be Base Damage.
1 Strong Attack: Does additional Base Damage equal to Strength Stat Bonus. May not be used with Adrenal Surge.
Attack Boost: You gain a +1 modifier to your Attack Bonus for your primary attack in the next round for each Boon
2+
Point spent on this (i.e. spending 3 Boon Points gives a +3 bonus). Requires spending a minimum of 2 Boon Points.
Inspiring Attack: Your move so inspires your friends that they all gain +1 to initiative in the next round for each
2+
Boon Point spent on this. Requires spending a minimum of 2 Boon Points.
Lightning Attack: You may make a second attack against the same enemy or a different one within range and sight.
2 You must have a loaded missile weapon in hand if making a ranged attack (may be used with Rapid Reload). Foe
must be adjacent for a melee attack. This second attack is made with a -4 modifier to your Attack Bonus.
2 Pierce Armor: You find a chink in your enemy’s armor. His Armor Rating is halved (rounded down) vs. this attack.
Savage Attack: Your attack does 1d10 (explosive) additional hits of damage. This extra damage is not considered to
2
be Base Damage.
2 Severe Blow: You do double (2x) Base Damage. May not be combined with other damage multipliers.
Stunning Blow*: Foe is Stunned 1 round (and unable to act) if he fails Save vs. Con. The TN for this Save is 15 + the
2
number of ranks in the Combat Skill used to make this attack.
Advantageous Attack: Your attack leaves foe in an awkward and exposed position. This allows you to attack him
3 from behind (+4 modifier to Attack Bonus) in the next round. This also allows for other position-based attacks,
such as Waylaying, to be used in combat.
3 Dire Blow: You do triple (3x) Base Damage. May not be combined with other damage multipliers.
Dual Strike: Your attack is so strong it affects two targets. First, pick a secondary target. He must be adjacent to you if
you are using a melee weapon or within 30 feet of your primary target if you are using a missile weapon. Apply your
3
original attack roll to the secondary target (in other words, you only make one attack roll and apply it to both foes). If
you hit the secondary target, inflict your normal damage on him – no Boon Points are earned from this second attack.
Pierce Armor II: You find a chink in your enemy’s armor. His Armor Rating is one quarter normal (rounded down)
3
vs. this attack.
Skilled Attack: Does additional damage equal to the number of skill ranks in the Combat Skill used in making in
3
the attack. This extra damage is not considered to be Base Damage.
3 Stunning Blow II*: As Stunning Blow, excetp foe is Stunned 2 rounds (and unable to act) if he fails his Save vs Con.
Knockout*: Foe must make Save vs. Con or be knocked unconscious for 1d10 minutes. The TN for this Save is 15
4
+ the number of ranks in the Combat Skill used to make this attack.
4 Mortal Blow: You do quadruple (4x) Base Damage. May not be combined with other damage multipliers.
4 Pierce Armor True: You find a chink in your enemy’s armor. You completely ignore his Armor Rating for this attack.
Death Strike*: Foe must make Save vs. Con or die. The TN for this Save is 15 + the number of ranks in the Combat
5
Skill used to make this attack.
6 Instant Death: Foe is killed instantly. No Saving Throw allowed.
* = If the foe was Fighting Defensively in the round in which this action occurs, then the amount of his Attack Bonus
(AB) that he has shifted to Defense (DEF) is also used as a modifier to his Saving Throw. If the foe has not yet attacked in
this round, or declared that he is Fighting Defensively, he is allowed to shift 1 point to his Save & DEF for every 2 points
subtracted from his AB for the rest of the round.
Notes
Firehawk Games