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A r t w o r k : N i c o l e C a r d i f f , D a r i o C o r a l l o ; D e s i g n : G e o r g e D e w ; T e a m : S c o t t C h i s h o l m , D a r r y l C o o k , B r i a n & C h r i s H u d g i n s , J e r r y M e y e r ,
R i c k N i c h o l s , R o b e r t P u r n e l l , R o b e r t W . P u r n e l l , B r e t W i n t e r s a n d K i r k W o l l e r . T h a n k s t o G r a y s o n D e w f o r t h e i n s p i r a t i o n . P e r m i s s i o n
t o c o p y a n d d i s t r i b u t e f r e e l y , p r o v i d e d a r t i s t s a n d w w w . D a r k C i t y G a m e s . c o m a r e c r e d i t e d . C o p y r i g h t ( C ) 2 0 0 8 D a r k C i t y G a m e s I n c .

R U L E S
L e g e n d s i s a r o l e - p l a y i n g g a m e . E a c h p l a y e r
c o n t r o l s o n e o r m o r e c h a r a c t e r s w h o g o
a d v e n t u r i n g . P l a y e r s m a r k t h e i r c h a r a c t e r s w i t h
c a r d b o a r d p i e c e s a n d u s e a h e x a g o n b o a r d t o
d e p i c t a n e n c o u n t e r a r e a . O n e h e x a g o n ( h e x )
e q u a l s r o u g h l y o n e m e t e r .
A D V E N T U R E S
A n a d v e n t u r e i s d e s i g n e d t o b e p l a y e d e i t h e r
s o l i t a i r e o r w i t h o t h e r p l a y e r s . I f p l a y e d w i t h
o t h e r s , o n e p l a y e r s h o u l d b e t h e G a m e M a s t e r
( G M ) , r e a d i n g t h e i n s t r u c t i o n s a l o u d a n d k e e p i n g
c l o s e t r a c k o f t h e c u r r e n t e n t r y a n d g a m e t i m e .
C H A R A C T E R S
E a c h c h a r a c t e r p o s s e s s e s t h r e e a t t r i b u t e s :
S t r e n g t h , D e x t e r i t y a n d I n t e l l i g e n c e .
S t r e n g t h ( S T ) : S t r o n g c h a r a c t e r s i n f l i c t a n d
s u r v i v e m o r e d a m a g e .
D e x t e r i t y ( D X ) : A g i l e c h a r a c t e r s h i t e n e m i e s
a n d d o d g e b l o w s w i t h g r e a t e r s u c c e s s .
I n t e l l i g e n c e ( I Q ) : S m a r t c h a r a c t e r s a r e b e t t e r
a b l e t o n o t i c e c l u e s a n d a p p l y s k i l l s .
N E W C H A R A C T E R S
C r e a t e a n e w c h a r a c t e r w i t h 3 2 p o i n t s ,
a l l o c a t i n g a m i n i m u m o f S T 8 , D X 8 a n d I Q 8 .
D i s t r i b u t e t h e r e m a i n i n g e i g h t p o i n t s a s d e s i r e d .
T h e s e a r e y o u r c h a r a c t e r s b a s i c a t t r i b u t e s .
D e c i d e i f y o u r c h a r a c t e r i s n o r m a l o r m a g i c a l .
N o r m a l c h a r a c t e r s b e g i n w i t h t h r e e s k i l l s o f
c h o i c e ; m a g i c a l c h a r a c t e r s b e g i n w i t h t h r e e
s p e l l s . R e c o r d y o u r c h a r a c t e r s ' a t t r i b u t e s , s k i l l s ,
c a p a b i l i t i e s , w e a p o n s a n d b e l o n g i n g s .
R E S O L V I N G U N C E R T A I N T Y
A c h a r a c t e r h i t s a f o e b y p a s s i n g a t h r e e - d i e D X
c h e c k ( 3 / D X ) . T h e p l a y e r r o l l s t h r e e s i x - s i d e d
d i c e ( 3 D 6 ) a n d t o t a l s t h e r e s u l t s . I f t h e t o t a l i s h i s
c h a r a c t e r ' s D X o r l e s s , h e h i t s ; o t h e r w i s e h e
m i s s e s . F o r e x a m p l e : A j a x ( D X 1 1 ) r o l l s 2 , 3 a n d
5 f o r a t o t a l o f 1 0 . T h i s i s h i s D X o r l e s s , s o h e
h i t s H e c t o r a n d r o l l s f o r d a m a g e ( s e e D a m a g e ) .
A S T c h e c k ( 3 / S T ) c a n b e r e q u i r e d f o r p h y s i c a l
f e a t s o r a n I Q c h e c k ( 3 / I Q ) f o r m e n t a l o n e s . A
f o u r - d i e c h e c k i s a b b r e v i a t e d 4 / D X , 4 / S T o r 4 / I Q .
A c h a r a c t e r s w i n s a c h e c k a g a i n s t a n e n e m y b y
p a s s i n g h i s c h e c k b y a g r e a t e r m a r g i n .
S E Q U E N C E O F P L A Y
L e g e n d s i s p l a y e d i n t u r n s . T h e s i d e w i t h
i n i t i a t i v e m o v e s f i r s t . S i d e s t h e n a l t e r n a t e t u r n s
u n t i l o n l y o n e s i d e s u r v i v e s .
I N I T I A T I V E
D e c i d e i n i t i a t i v e w i t h a d i e r o l l . T h e s i d e w i t h
i n i t i a t i v e t a k e s t h e f i r s t t u r n .
S U R P R I S E
A n a d v e n t u r e m a y s p e c i f y t h a t o n e s i d e h a s
s u r p r i s e . T h e s i d e w i t h s u r p r i s e g e t s o n e f r e e
u n o p p o s e d t u r n , a n d t h e n t a k e s t h e f i r s t t u r n .
P L A Y E R ' S T U R N
T h e p l a y e r m o v e s e a c h o f h i s c h a r a c t e r s , i n a n y
s e q u e n c e , o n e a t a t i m e . H e m u s t c o m p l e t e o n e
c h a r a c t e r ' s t u r n b e f o r e p r o c e e d i n g t o t h e n e x t .
C H A R A C T E R ' S T U R N
A c h a r a c t e r c a n m o v e u p t o h i s m o v e m e n t
a l l o w a n c e ( M A ) a n d e x e c u t i n g O N E a c t i o n . H e
m u s t m o v e b e f o r e a c t i n g . A c h a r a c t e r m a y p a s s .
M O V E M E N T
A c h a r a c t e r ' s M A i s h a l f h i s D X , r o u n d e d d o w n .
A c h a r a c t e r m a y m o v e u p t o h i s M A i n h e x e s
b e f o r e e x e c u t i n g a n a c t i o n . F o r e x a m p l e : A j a x
( D X 1 1 ) m o v e s f i v e h e x e s a n d a t t a c k s .
S P A C E
O n l y o n e c h a r a c t e r c a n o c c u p y a s p a c e , u n l e s s
g r a p p l i n g a n e n e m y . A c h a r a c t e r c a n m o v e
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through a friendly characters space, but must
stop upon entering an enemys space.
ACTION
Every character can execute ONE action per
turn. An action is shooting, striking, grappling,
etc. A character cannot move after an action.
REACTION
A character being attacked can act out of
sequence, immediately reacting to ONE enemy's
action. However, he gives up his following turn. A
reaction is counterattacking or dodging.
If an enemy moves adjacent to a character and
does not attack, the character can counterattack.
SHOOT/THROW
An attacker with a missile or thrown weapon
hits an unobstructed defender by passing 3/DX.
If he passes, roll for damage; if he fails he
misses. If the defender survives, he may
immediately counterattack.
A shooter cannot move in the turn he shoots,
but a thrower can. Missile range exceeds the
playing board. Throwing range is the thrower's
ST in hexes. A thrower must recover his weapon
from the target hex before throwing it again.
COUNTERATTACK
A defender surviving an attack may immediately
counterattack by shooting or striking his attacker.
The defender hits by passing 3/DX. If he hits, roll
for damage; if he fails he misses.
STRIKE
An attacker hits an adjacent foe by passing
3/DX. If he passes, roll for damage; if he fails he
misses. A defender can immediately dodge, or if
he survives the strike, he may counterattack.
DODGE
A defender dodges a strike by passing 3/DX. If
he fails, he is hit. On passing, he must retreat
one hex away from the attacker into a vacant
space. If no such space exists, he is hit. He may
view the attacker's hit roll result, but not damage
roll result, before deciding to dodge. A defender
cannot dodge a missile or thrown weapon.
MOVING INTO AN ENEMY'S SPACE
When an attacker moves into a defender's
space, the defender can execute a preemptive
counterattack. The defender hits the attacker by
passing 3/DX; otherwise he misses. If the
defender hits, roll for damage adding an
additional die. Both characters drop their
weapons/shields, draw daggers, and are now
grappling.
GRAPPLE
Enemies in the same space are grappling. They
can only attack each other; they cannot attack
into adjacent spaces. An attacker hits a defender
by passing 3/DX. If he hits, roll for damage; if he
fails he misses. If the defender survives, he can
immediately counterattack.
DRAG
A grappler drags his opponent into any adjacent
unoccupied space by winning 3/ST against him.
A grappler with twice or more the ST of his
opponent suffers no mobility penalty nor must he
attack only into his own space. When moving, he
carries his opponent with him.
ESCAPE
A grappling character escapes into an adjacent
unoccupied space by winning 3/ST against his
opponent. If he fails, he remains grappled.
CAST SPELL
A character casts a spell by passing 3/IQ. The
caster cannot move in the turn he casts. The
target of a direct spell resists by passing 3/IQ by
a margin greater than or equal to the caster. A
caster can only cast a spell into a hex with an
unobstructed line of sight.
INJURY & EXHAUSTION
Injury is measured in damage points;
exhaustion is measured in fatigue points. Both
are cumulative. When a character accumulates a
combination of damage and fatigue equal to his
ST or more, he immediately falls unconscious
and is completely helpless until he recovers.
DAMAGE
When all combat is over, characters suffering
damage equal to their ST or more must be
healed to a net ST of at least one. If not, they
die. Characters sustaining twice their ST or more
in damage are unrecoverable.
FATIGUE
Fatigue counts towards falling unconscious but
not death. Each fatigue point delivered to an
unconscious character is a damage point.
A character recovers one fatigue point after
each encounter and recovers all his fatigue with
a full night of sleep. If his sleep is interrupted, he
recovers only one fatigue point.
RECOVERY
Between adventures, all characters recover
fully. However, during an adventure, every week
a character spends resting with warmth, water
and food, he checks 3/ST. His margin of
success is the number of damage points he
recovers. A character recovers a minimum of
one damage point/week.
WEAPONS
DAMAGE (D)
A character hitting an opponent rolls the
number of dice indicated by his weapon's
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damage rating. He then adds or subtracts any
modifiers. This total is the number of damage
points he delivers. For example: Ajax hits Hector
doing 2D6-1 damage. He rolls a five and a two,
inflicting six damage points (5+2-1=6).
HEFT (H)
Each weapon has a heft rating. This is the
minimum ST required to use the weapon.
REACH/RANGE (R/R)
Used in advanced rules only.

UNARMED D H R/R
Unarmed (F,G) D3(F) - 1-
SWORDS D H R/R
Dagger (G,D,T) D6 - 1-/2
Rapier D6 9 1
Cutlass 2D6-2 10 1
Short Sword 2D6-1 11 1
Broad Sword 2D6 12 1
Bastard Sword 2D6+1 13 1
2-Handed Sword (2) 3D6-1 14 1
CLUBS D H R/R
Club (T) D6 9 1/2
Mace 2D6-1 11 1
Morningstar 2D6+1 13 1
Maul (2) 2D6+2 14 1
AXES D H R/R
Hatchet (T) D6+1 9 1-/1
Axe D6+3 12 1
Battle Axe (2) 3D6 15 1
POLE ARMS D H R/R
Javelin (T) D6 9 1+/3
Spear (T) D6+2 11 1++/2
Halberd (2) 2D6+1 13 1+
Pike (2) 2D6 13 2
MISSILES D H R/R
Thrown Rock D6-4 6 -/2
Sling D6-1 8 -/4
Bow (2) D6 10 -/5
Longbow (2) D6+2 11 -/7
Crossbow (2,R) 2D6 12 -/6
Arbalest (R3) 3D6 14 -/8
(2) Two-handed weapon; cannot use a shield.

(D) A dagger does D6+2 grappling.
(F) Three-sided die; fatigue points only.

(G) Grappling characters only attack unarmed
or with a dagger. The stronger grappler adds an
extra fatigue point when attacking unarmed.
(R) Reload takes one turn.
(R3) Reload takes three turns.
(T) This weapon can be thrown.
ARMOR
ARMOR (A)
When a character is hit, reduce the damage
points he suffers by the cumulative rating of the
armor he wears. For example: Hector suffers six
damage points, but his total armor stops three
points. Therefore, he suffers only three damage
points (6-3=3).
RESTRICTION (R)
Adjust a character's DX down by the restriction
of the armor he wears. This also affects MA. For
example: Hector (DX12), wears cloth (1) and
carries a large shield (1). He has an adjusted
DX10 (12-1-1=10). His MA is half of DX10 or five
hexes.

TYPE A/R
Cloth 1/1
Leather 2/2
Chain 3/3
Plate 5/5
Small Shield 1/0
Large Shield 2/1
Tower Shield 3/2

CAMPAIGNING
EXPERIENCE POINTS
Characters use experience points (XP) to buy
skills, magic and attribute points. After each
encounter, every character contributing to victory
gets one XP if all enemies are killed, captured or
routed. Characters get no XP if they flee.
Additionally, when a party acquires a plotword,
each character gains one experience point.
ADVANCEMENT
Between adventures, a normal character may
cash in 10XP for a skill or 20XP for a spell. A
magical character may cash in 10XP for a spell
or 20XP for a skill--but only between adventures.
A character may permanently increase an
attribute at any time, provided he spends XPs
equal to the next higher level. For example: an
IQ13 character can spend 14XP to get IQ14.
KARMA/WISH
During an adventure, a character may acquire
karma points or wishes. Each karma point allows
the character one re-roll of a set of dice. A wish
negates all accumulated damage, even the
character has just been "killed." A wish can be
used as a karma point. A karma point can be
used as one XP. Both karma and wishes are
transferable between adventures.
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CURSE
During an adventure, a character may acquire a
curse. The cursed character adds one to all his
rolls (making it harder to succeed). He only
returns to normal when the curse is lifted. Curses
can be cumulative.
MAGIC
A magic user casts a spell by passing 3/IQ. He
can only cast spells that he knows. A character
can only learn spells rated his IQ or less. A
caster must be either empty handed; holding
only a staff/wand; or holding only a book/scroll.
SPELLS
Spells are either dynamic or static. Dynamic
spells are single-use; static spells remain in play
for the duration of the encounter.
DIRECT SPELLS
A direct spell is cast directly upon a person. The
target of a direct spell resists by passing 3/IQ by
margin greater than or equal to the caster. A
magic user suffering a takedown can cast a
direct spell as his preemptive attack. Resisting a
direct spell does not use an action.
FATIGUE
A magic user suffers fatigue upon successfully
casting a spell (see Injury & Exhaustion). Fatigue
costs appear in parenthesis following each spell.
MULTI-HEX SPELLS
A character learning a multi-hex spell
automatically knows all lesser hex versions of
that spell. Likewise, a character learning a
lesser-hex spell automatically knows the greater-
hex version when his IQ gets to the appropriate
level.
STAFFS/WANDS
A magic user can carry a staff or wand, which
can be any piece of wood (treated as a club in
combat). The staff/wand provides a reserve of
power used in lieu of fatigue--until depleted.
CHARGING STAFFS/WANDS
A depleted staff/wand automatically recharges
overnight. New staffs start with zero capacity. A
magic user permanently increases his staff or
wand's capacity by expending 2XPs for each
point of capacity. A magic user can only increase
the capacity of his staff/wand up to his IQ.
METAL
Excessive metal interferes with magic user's
ability to cast spells. As a result, magic users
wearing metal armor cannot cast spells.
CREATION
Creation magically creates physical objects.
Area spells (fire, mist, wall) automatically
upgrade when the character's IQ reaches the
next level's requirement. Creation spells cannot
be resisted by winning 3/IQ. Creation is static.
IQ 9 SPELLS
Fire-1 burns two damage points on anyone in or
passing through the target hex. Armor does not
protect. Wild animals will not enter fire. (1F)
IQ 10 SPELLS
Flash creates a blinding flash. Everyone on the
board except the caster suffers DX-2. Not
cumulative. (3F)
Mist-1 creates a 1-hex mist masking anything in
the hex. All attacks into or out of the hex are at
DX-3. (1F)
IQ 11 SPELLS
Destroy Created Object: destroys any created
object that your magic user could cast. Costs (F)
= original cost of the creation.
Rope: is used for entanglement or climbing. For
entanglement: character in target space cannot
move and must pass 4/DX instead of 3/DX for all
actions. If character passes 4/DX, rope vanishes.
Works only on characters < ST20. (2F)
Wall-1 creates a 1-hex solid wall that blocks
movement just like a real wall. (2F)
IQ 12 SPELLS
Fire-3: Like the one-hex spell, only covering
three contiguous hexes. A character takes two
damage points for each fire hex he crosses. (2F)
Mist-3: Just like the mist-1, only covering 3
continuous hexes. (2F)
IQ 13 SPELLS
Wall-3: Just like the one-hex wall, only covers
three contiguous hexes. (4F)
IQ 15 SPELLS
Super Rope: Same as rope spell, but works on
creatures up to ST40. Includes Rope. (5F)
Mist-7: Just like the one-hex spell, only
covering seven contiguous hexes. (4F)
IQ 16 SPELLS
Fire-7: Just like the one-hex fire, only covering
seven contiguous hexes. (4F)
Wall-7: Just like the one-hex wall, only covering
seven contiguous hexes. (6F)
ENCHANTING
Enchanting affects the properties or behavior of
objects and beings. Area spells (slippery floor)
automatically upgrade when the character's IQ
reaches the next level's requirement.
Enchantments are static.
IQ 8 SPELLS
Blur makes the subject difficult to hit. All
attacks are DX-2 to hit the subject. (1F)
Slow slows down the target. The target can
only move 1/2 his MA. (2F)
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IQ 9 SPELLS
Assist temporarily adds +1 to the ST, DX or IQ
of any character (including the magic user). (1F)
Clumsiness drops the target's DX-1. (1F)
Confusion adjusts the target's IQ-1 for every
two fatigue the magic user spends on the spell.
IQ 10 SPELLS
Speed doubles subject's MA. (2F)
Slippery Floor-1 Characters in affected hex
fight at DX-3 and must pass 3/DX or they will fall
and lose their turn. (1F)
IQ 11 SPELLS
Reverse Missiles: all missiles aimed at target
hit the shooter, not the target. (2F)
IQ 12 SPELLS
Freeze freezes the target for the duration of the
encounter (does not prevent a magic user from
casting spells). (4F)
Invisibility: target becomes virtually invisible.
Target is DX-4 to hit, unless grappling,
whereupon target is DX-2 to hit. (3F)
Mage Sight: see through any visual
obstruction, both natural and magical. (1F)
Slippery Floor-3 affects three contiguous
hexes. Characters fight at DX-3 and must pass
3/DX or they will fall and lose their turn. (2F)
IQ 13 SPELLS
Flight: target flies 12 hexes per turn. (4F)
Stone Flesh stops four damage points each
time the subject is hit. Cannot be stacked with
other armor spells. (4F)
IQ 14 SPELLS
Remove Enchantment removes any
enchantment the magic user could cast. Cost (F)
= original cost of enchantment.
Spell Shield protects the subject from any
direct spells on him. (3F)
IQ 15 SPELLS
Iron Flesh stops six damage points each time
the target is hit. Cannot be stacked with other
armor spells. (6F)
Slippery Floor-7 affects seven contiguous
hexes. Characters fight at DX-3 and must pass
3/DX or they will fall and lose their turn. (4F)
IQ 16 SPELLS
Death: gives the target one damage point for
each fatigue point the magic user expends.
HEALING
Healing facilitates rapid recovery of injury.
Healing spells are dynamic.
IQ 10 SPELLS
Heal Wounds: target heals one damage point
per fatigue point expended. Can treat self.
IQ 14 SPELLS
Reverse Death revives a character killed in the
current encounter, stabilized at ST1. A character
having taken 2xST damage points is irreversibly
dead. Cost (F) = ST of the resurrected character.
IQ 16 SPELLS
Channel Energy: transfer damage point from
one local character to another. Target resists by
passing 3/IQ by a margin greater than or equal
to the caster. Cost (F) = points transferred+3.
ILLUSION
Illusion creates imaginary objects and mind
manipulations. Images disappear upon touch;
illusions do damage until disbelieved or killed. A
character can use his action to disbelieve an
illusion by passing 3/IQ by a margin greater than
or equal to the caster. Illusions are static.
IQ 8 SPELLS
Image-1 creates a one-hex object that looks,
sounds and smells just like real. (1F)
IQ 10 SPELLS
Illusion-1 creates a one-hex object acting just
like real; exists until disbelieved. (2F)
IQ 11 SPELLS
Sleep causes target to immediately fall asleep.
Target wakes when the encounter is over, when
attacked or shaken awake for one turn. (3F)
IQ 12 SPELLS
Mind Control: Target will do as instructed
unless suicidal. (3F)
Image-4: like image-1, only covers four
contiguous hexes. (2F)
IQ 14 SPELLS
Dispel Illusions causes all illusions within 15
hexes of caster to vanish. (5F)
Illusion-4: like illusion-1, only covers four
contiguous hexes. (4F)
IQ 15 SPELLS
Image-7: like image-1, only covering seven
contiguous hexes. (4F)
IQ 16 SPELLS
Illusion-7: like illusion-1, only covers seven
contiguous hexes. (6F)
Sleep-7 causes characters in seven contiguous
hexes to immediately fall asleep. Sleeping
characters awake when encounter is over, when
attacked or when shaken awake. (8F)
KINETICS
Kinetics is the ability to move remote objects.
Magic strikes (Fist, Fireball, Lightning) act as
missiles and cannot be resisted by winning 3/IQ.
Kinetic spells are dynamic.
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I Q 8 S P E L L S
M a g i c F i s t d o e s X D 6 - 2 d a m a g e f o r X f a t i g u e
s p e n t ( m a x = 2 ) .
D r o p W e a p o n t a r g e t d r o p s a n y o b j e c t h e i s
c a r r y i n g . ( 1 F ) o r ( 2 F ) i f t h e t a r g e t h a s S T 2 0 + .
I Q 9 S P E L L S
A v e r t - 1 c a u s e s o n e c h a r a c t e r t o e n d h i s m o v e
t w o h e x e s f a r t h e r a w a y f r o m t h e m a g i c u s e r t h a n
w h e n h e s t a r t e d . ( 2 F )
I Q 1 0 S P E L L S
T r i p k n o c k s v i c t i m d o w n . ( 2 F )
S h o c k S h i e l d D 6 d a m a g e t o a l l o t h e r
c h a r a c t e r s i n t h e m a g i c u s e r ' s h e x . A r m o r d o e s
n o t p r o t e c t . ( 2 F )
I Q 1 1 S P E L L S
A v e r t - 3 c a u s e s c h a r a c t e r s i n t h r e e c o n t i g u o u s
h e x e s t o e n d t h e i r m o v e f o u r h e x e s f a r t h e r a w a y
f r o m t h e c a s t e r t h a n w h e n t h e y s t a r t e d . ( 4 F )
I Q 1 2 S P E L L S
B l a s t d o e s D 6 d a m a g e t o o t h e r c h a r a c t e r s i n
t h e c a s t e r ' s h e x a n d e v e r y h e x a d j a c e n t . A r m o r
d o e s n o t p r o t e c t . ( 3 F )
B r e a k W e a p o n s h a t t e r s t h e t a r g e t w e a p o n .
C a n n o t b e u s e d o n m a g i c a l w e a p o n s . ( 3 F )
F i r e b a l l d o e s X D 6 - 1 d a m a g e f o r X f a t i g u e
s p e n t ( m a x = 3 ) ; w i l l s e t f i r e t o f l a m m a b l e o b j e c t s .
I Q 1 4 S P E L L S
L i g h t n i n g d o e s D 6 d a m a g e f o r e v e r y f a t i g u e
s p e n t ( m a x = 4 ) .
I Q 1 5 S P E L L S
A v e r t - 7 c a u s e s c h a r a c t e r s i n s e v e n c o n t i g u o u s
h e x e s t o e n d t h e i r m o v e s i x h e x e s f a r t h e r a w a y
f r o m t h e c a s t e r t h a n w h e n t h e y s t a r t e d . ( 6 F )
M O R P H I N G
T h e m a g i c u s e r a s s u m e s t h e s h a p e , a b i l i t i e s
a n d D X o f a c r e a t u r e , b u t r e t a i n s h i s I Q . T h e
M a g i c u s e r r e t u r n s t o h u m a n f o r m w h e n w i l l e d o r
i f u n c o n s c i o u s . C h a r a c t e r s c a n n o t c a s t s p e l l s
w h i l e m o r p h e d . M o r p h i n g i s s t a t i c .
I Q 1 1 S P E L L S
W e r e w o l f : W o l f : S T x 1 D X 1 3 M A 8 ; b i t e D 6 + 1 ;
f u r 1 / 0 . ( 2 F )
I Q 1 3 S P E L L S
W e r e b e a r : E a c h d a m a g e p o i n t t a k e n a s a b e a r
c o u n t s a s 1 / 3 d a m a g e p o i n t r o u n d e d u p w h e n
c h a r a c t e r r e t u r n s t o n o r m a l . B e a r : S T x 3 D X 1 1 ;
b i t e / c l a w s 3 D 6 ; f u r 2 / 0 . ( 4 F )
I Q 1 5 S P E L L S
W e r e g o y l e : E a c h d a m a g e p o i n t t a k e n a s a
g a r g o y l e c o u n t s a s 1 / 2 p o i n t r o u n d e d u p w h e n
c h a r a c t e r r e t u r n s t o n o r m a l . G a r g o y l e : S T x 2
D X 1 1 ; c l a w s 2 D 6 ; s k i n 3 / 0 ; M A 1 6 f l y i n g . ( 4 F )
I Q 1 7 S P E L L S
W e r e d r a g o n : E a c h d a m a g e p o i n t t a k e n a s a
d r a g o n c o u n t s a s 1 / 3 p o i n t r o u n d e d u p w h e n
c h a r a c t e r r e t u r n s t o n o r m a l . D r a g o n : S T x 3 D X 1 3 ;
b r e a t h e f i r e 2 D 6 + 2 , b i t e / c l a w s 2 D 6 + 2 ; s c a l e s
3 / 0 ; M A 1 6 f l y i n g . T r e a t b r e a t h e f i r e a s s h o o t i n g .
( 5 F )
S E E I N G
S e e i n g i s t h e a b i l i t y t o b e c o g n i z a n t o f e v e n t s ,
o b j e c t s a n d c o n d i t i o n s i n d i f f e r e n t t i m e s o r
l o c a t i o n s . S e e i n g s p e l l s a r e d y n a m i c .
I Q 9 S P E L L S
R e v e a l M a g i c : d e t e c t a l l l o c a l m a g i c . ( 1 F )
I Q 1 2 S P E L L S
R e a d M i n d : p l a y e r c a n r e a d o n e t a l k o p t i o n
a h e a d w i t h o u t h a v i n g t o t a k e t h e o p t i o n . ( 1 F )
I Q 1 4 S P E L L S
S e e F u t u r e : p l a y e r c a n r e a d o n e o p t i o n a h e a d
w i t h o u t h a v e t o t a k e t h e o p t i o n . ( 3 F )
S U M M O N I N G
S u m m o n i n g c a l l s a b e i n g f r o m a d i f f e r e n t p l a n e .
T h e b e i n g a p p e a r s w i t h i n t w o h e x e s o f t h e c a s t e r
a n d d o e s n o t h i n g o n t h e t u r n h e a p p e a r s . T h e
b e i n g d i s a p p e a r s i f t h e c a s t e r g o e s u n c o n s c i o u s
o r w i l l s t h e b e i n g a w a y . S u m m o n i n g i s s t a t i c .
I Q 9 S P E L L S
S u m m o n W o l f : S T 1 0 D X 1 3 I Q 6 M A 8 ; b i t e
1 D 6 + 1 ; f u r 1 / 0 . ( 4 F )
I Q 1 0 S P E L L S
S u m m o n W a r r i o r : S T 1 2 D X 1 2 I Q 8 ;
b r o a d s w o r d 2 D 6 , s h i e l d 1 / 0 . ( 5 F )
I Q 1 1 S P E L L S
S u m m o n B e a r : S T 3 0 D X 1 1 I Q 6 ; b i t e / c l a w s
3 D 6 ; f u r 2 / 0 . ( 6 F )
I Q 1 3 S P E L L S
S u m m o n G a r g o y l e : S T 2 0 D X 1 1 I Q 8 M A 1 6
f l y i n g ; c l a w s 2 D 6 ; s t o n y s k i n 3 / 0 . ( 6 F )
I Q 1 4 S P E L L S
S u m m o n G i a n t : S T 3 0 D X 9 I Q 8 M A 8 ; c l u b
3 D 6 + 3 . ( 7 F )
I Q 1 5 S P E L L S
T e l e p o r t : t e l e p o r t a n y c h a r a c t e r t o a n o t h e r h e x .
C a n n o t t e l e p o r t i n t o s o l i d o b j e c t . ( 1 F )
S u m m o n S m a l l D r a g o n ( 4 - h e x ) : S T 3 0 D X 1 3
I Q 1 6 M A 1 6 f l y i n g ; b r e a t h e f i r e 2 D 6 + 2 , b i t e / c l a w s
2 D 6 + 2 ; s c a l e s 3 / 0 . T r e a t b r e a t h a s m i s s i l e . ( 8 F )
I Q 1 6 S P E L L S
S u m m o n D r a g o n ( 7 - h e x ) : S T 6 0 D X 1 4 I Q 2 0
M A 2 0 f l y i n g ; b r e a t h e f i r e 4 D 6 , b i t e / c l a w s 4 D 6 ;
s c a l e s 5 / 0 . T r e a t b r e a t h a s m i s s i l e . ( 1 2 F )
I Q 1 8 S P E L L S
R a i s e t h e D e a d : s u m m o n t h e s p i r i t o f a d e a d
c h a r a c t e r . T o r e m a i n a l i v e , t h e s p i r i t m u s t h a v e a
[ e g e : J - c l r | e : c . e : r c | J

. . . . [ ~ | _ . r q _ ~ e - . c c - z o o s o + + - | ~ g e ,
t a r g e t h o s t . T h e s p i r i t r e t a i n s h i s D X , I Q , s k i l l s
a n d m a g i c a n d a d o p t s t h e S T o f t h e h o s t . H o s t
r e s i s t s b y p a s s i n g 3 / I Q b y a m a r g i n g r e a t e r t h a n
o r e q u a l t o t h e c a s t e r . C o s t s f a t i g u e = I Q o f t h e
s p i r i t .
S K I L L S
T o s u c c e s s f u l l y u s e a s k i l l , a c h a r a c t e r m u s t r o l l
l e s s t h a n o r e q u a l t o h i s a t t r i b u t e p l u s h i s s k i l l .
O t h e r w i s e , h e f a i l s . F o r e x a m p l e , A j a x ( S T 1 2
S W I M M I N G + 1 ) m u s t r o l l 1 3 o r l e s s t o s w i m
a s h o r e . T h e r e a r e t w o k i n d s o f s k i l l c h e c k s :
r e q u i r e d a n d a s s i s t e d .
R E Q U I R E D S K I L L C H E C K S
A c h a r a c t e r c a n o n l y a t t e m p t a r e q u i r e d s k i l l
c h e c k i f h e a l r e a d y k n o w s t h e s k i l l . A d v e n t u r e s
c a l l f o r r e q u i r e d c h e c k s b y u s i n g t h e t e r m
a g a i n s t . F o r e x a m p l e : " t h e c h a r a c t e r m u s t p a s s
3 / S T a g a i n s t S W I M M I N G t o l i v e . "
A S S I S T E D S K I L L C H E C K S
A n y c h a r a c t e r c a n a t t e m p t a n a s s i s t e d s k i l l
c h e c k , e v e n i f h e d o e s n ' t k n o w t h e s k i l l .
H o w e v e r , h e o n l y g e t s t h e s k i l l b o n u s i f h e
k n o w s t h e s k i l l . A d v e n t u r e s c a l l f o r a s s i s t e d
c h e c k s b y u s i n g t h e p l u s s i g n . F o r e x a m p l e : " t h e
c h a r a c t e r m u s t p a s s 3 / D X + C L I M B I N G t o s c a l e
t h e w a l l . "
A T H L E T I C S
A c r o b a t : j u m p / f a l l w i t h o u t i n j u r y o n 3 / D X .
C l i m b i n g : s c a l e o b s t a c l e s o n 3 / S T .
R i d i n g : r i d e l a r g e a n i m a l s o n 3 / D X .
S w i m m i n g : s w i m o n 3 / S T .
S O C I A L
C h a r i s m a : c o n t r o l n o n - h o s t i l e n o n - p l a y e r
c h a r a c t e r b y w i n n i n g 3 / I Q a g a i n s t N P C ' s 3 / I Q .
L e a d e r s h i p : l e a d e r s a c r i f i c e s t u r n t o a d d h i s
l e a d e r s h i p r a t i n g t o o n e c h a r a c t e r ' s c h e c k .
D w a r v i s h : s p e a k D w a r v i s h o n 3 / I Q .
E l v i s h : s p e a k E l v i s h o n 3 / I Q .
O r c i s h : s p e a k O r c i s h o n 3 / I Q .
S o r c e r e r ' s T o n g u e : s p e a k S o r c e r e r ' s T o n g u e
o n 3 / I Q ; c o s t s m a g i c u s e r s 1 0 X P .
L i t e r a c y : l i t e r a c y i n s p e c i f i c l a n g u a g e o n 3 / I Q .
S U R V I V A L
L a n d N a v i g a t i o n : n a v i g a t e t h e w i l d s o n 3 / I Q .
S t a l k e r : a t t h e b e g i n n i n g o f a c o m b a t , t h e
c h a r a c t e r ( n o t p a r t y ) g e t s a f r e e t u r n b y w i n n i n g
3 / D X a g a i n s t o p p o n e n t ' s 3 / I Q .
S t e a l t h : e v a d e d e t e c t i o n b y w i n n i n g 3 / D X
a g a i n s t e n e m y ' s 3 / I Q .
S u r v i v a l : l i v e o f f l a n d o n 3 / I Q .
T a c t i c i a n : a t t h e b e g i n n i n g o f a n e n c o u n t e r , t h e
c h a r a c t e r c a n s t e a l i n i t i a t i v e b y w i n n i n g 3 / I Q .
T r a c k e r : t r a c k q u a r r y a c r o s s t h e w i l d s o n 3 / I Q .
T H I E F
L o c k s : p i c k l o c k s o n 3 / I Q .
S t r e e t w i s e : n e g a t e s u r p r i s e b y w i n n i n g 3 / I Q
a g a i n s t e n e m y ' s 3 / D X .
T h i e f : s t e a l o b j e c t s o n 3 / D X .
T r a p s : d e t e c t / r e m o v e t r a p s o n 3 / I Q .
T R A D E S
A l c h e m i s t : c r e a t e p o t i o n s o n 3 / I Q ; c o s t s 1 0 X P
f o r m a g i c c h a r a c t e r s .
A n i m a l H a n d l e r : p r e v e n t a n i m a l a t t a c k s b y
w i n n i n g 3 / I Q a g a i n s t a n i m a l ' s 3 / I Q .
B a r d : g i v e s o n e m e m b e r i n h i s p a r t y o n e k a r m a
p o i n t i n t h e c u r r e n t a d v e n t u r e , p e r l e v e l o f b a r d
o n 3 / I Q . B a r d m u s t b e a l i v e t o u s e .
C r a f t s : c a r p e n t e r , f a r m e r , m a s o n , s m i t h ,
w e a v e r ; e a r n s d a i l y s k i l l e d l a b o r r a t e o n 3 / D X .
H e r b a l i s t : u s e h e r b s a n d p l a n t s o n 3 / I Q .
J e w e l e r : c r a f t m e t a l s a n d g e m s o n 3 / I Q .
M e d i c : h e a l o n e d a m a g e p o i n t p e r m e d i c l e v e l
f o r d a m a g e s u s t a i n e d i n c u r r e n t c o m b a t o n 3 / I Q .
M e r c h a n t : p u r c h a s e g o o d s a t 1 0 % o f f l i s t p r i c e
f o r e a c h m e r c h a n t l e v e l b y w i n n i n g 3 / I Q a g a i n s t
t h e m e r c h a n t ' s 3 / I Q .
N a v i g a t o r / P i l o t : n a v i g a t e / p i l o t o n 3 / I Q .
S c h o l a r : k n o w h i s t o r y a n d s c i e n c e o n 3 / I Q .
S e a m a n : h a n d l e w a t e r b o r n e v e s s e l s o n 3 / I Q .
W E A P O N S
E a c h l e v e l i s + 1 D X t o h i t O R + 1 d a m a g e ;
d e c i d e b e f o r e a t t a c k i n g . M u l t i p l e l e v e l s c a n n o t
b e s p l i t .
A x e : + 1 w i t h a n a x e , m a c e o r c l u b .
B o w : + 1 w i t h a b o w .
D a g g e r : + 1 w i t h a d a g g e r .
P o l e A r m s : + 1 w i t h s p e a r / h a l b e r d .
S w o r d : + 1 w i t h a s w o r d .
U n a r m e d C o m b a t : + 1 u n a r m e d .

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