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| Ryf | Ryf Basic

Basic Ryf
Authors: Aida, anti, Britait, Clementine, Duma, Edwarf, Ferko, Frank, Leonard, R
ittman, Spekkio, Suki, and Zorion Trukulo. Edition: Trukulo. Acknowledgements: N
osolorol the boys, the boys of dLAN Clan.
All this work has been done in the game's official website: http://mercurio.home
ip.net/ryf/
License: Creative Commons 2.5 Share-Alike Atribution (by-sa)
Recognition (Attribution): The material created by an artist may be distributed,
copied and displayed by a third party if shown in the credits.
Share Alike (Share Alike): The material created by an artist may be modified and
distributed but under the same license as the original material.
Index
Basic Ryf ................................................ Note 1 ......... ....
............................. 1 How this manual is plays a role ................
............................ 2 Introduction. ...................................
.............. 2 What is the role ..............................................
..... 2 The basics of RPG ............................. 2 kinds of RPGs. ......
............. 3 games and game types typical .................... 3 play modes C
onclusion .............................................. 4 .. Ryf System .......
........................................ 4 Gauss Creation and development ......
....................................... 5 Character ................... ........
................. 5 How to Play Advanced Combat ...................... 6 (Option
al )..................... 12 Grimoire of Magic (Optional ).....................
................... 14 Fast Medieval Bestiary List of Equipment ........ 16 ....
.................... 17 Medieval
Note this manual
These are the rules quick reference for any period or setting, the core of the b
asic rules. For more details on how to apply these rules, how to play and how to
make a game, better check the full manual has many ideas, settings, and additio
nal material. If you have done to master before, understand these rules and you
can easily apply it immediately.
1
| RYF | How to play role
How to play role
Introduction
Role-playing games. You may have heard of them a friend. You may have played gam
es that call themselves "role." Maybe you have ever played a game of role in any
of their formats. You may not know anything about them. Whatever. This guide is
intended to explain the basic concepts of what is and is not a role playing gam
e, the rules and above all to clarify things. With this little guide I hope to p
rovide guidance to each according to his tastes and needs in this great world is
the RPG. Let it.
What is the role
At its most fundamental, an RPG is to assume the role of a character - a role -
and with it have adventures. It may be a Martian, a dog, a knight of darkness or
a Sith from Star Wars. A long, long time, some people liked to play toy soldier
s, typical of the battles of Napoleon Bonaparte, to make strategies on boards ar
e well acclimated. For this type of games were developed regulations. Over time,
these games have resulted in what we call "war games" or wargames. But these wa
rgames can not call themselves RPGs, but strategy. The role play is another matt
er. In the mid-seventies, someone came up to the individual characters of the wa
rgames may have their own adventures: separated from his troops into abandoned r
uins, getting treasures ... And so were born RPGs. That first attempt was called
Dungeons & Dragons.
The basics of RPG
A role play is similar to creating a novel or a story, only that it is talking.
One participant, named narrator / master / master of the game (the name is going
to taste), coordinates and arbitrates the rest, creating and backbone for the s
tory. You can imagine him as a storyteller, only instead of telling the whole st
ory, only presents the situations and arbitrary actions of the characters they p
lay the other players. The other players are characters in the story, its charac
ters. Therefore, it is as if the narrator was the novelist of a novel, introduci
ng the environment by moving the characters, representing those characters and c
reatures with which the protagonists are, and devising their good (ahem) the tri
al actions of both players as the other creatures that populate the game. You co
uld think of an RPG like those games of cowboys and Indians that sometimes child
ren play: you Indian, I cowboy. But what happened in those games? The cowboy was
"Bang!" You're dead, "and the other child" No, not true, I've given. "€And had
just been discussing, and that was the thing with the two boys pissed. In an RPG
, the characters, both leading players and that brings out the narrator, as meas
ured by statistics. These statistics and numbers make up the character sheet, a
numeral representation of how that character. Each player has a character sheet
that represents your character. The leaves of character in most RPGs, have three
different basic elements: attributes, skills and abilities / Conas number. The
attributes measure the raw capabilities of a character: his physical strength, a
gility, vigor, intelligence ... Measure their training skills and expertise to d
o specific things: swimming, shooting, reading ... Finally, one of the most comm
on concepts of role-playing games are the special powers. Although not all the c
haracters are there in the stories of role-playing fantasy elements like magic.
The magic powers are of a character (if any), or their special attacks (D & D sk
ills, for example), special skills, luck (some games give elements "necessary to
make a few traps at appropriate times" ... .)
2
| Ryf | The basics of RPG So, now we know that a character is usually composed o
f attributes, skills and other things. When a person tries to do an action (eg j
umping from one roof to another during a chase), you may get it right, or you ma
y be going wrong. That depends on two things: your ability and luck. The dice ar
e part of the game of chance, its fraction random: you may get to do that someth
ing, maybe not. The ability of the character indicates your chances of success.
A skilled person will be jumping more likely to get jump from roof to roof, one
who has no idea of jumping.
Therefore, the dice rolls are combined with the skills to determine the success
or failure of an action. In the battle of children's example earlier, the cowboy
would be "fired", and dice combined with his ability (influenced by the skills
and / or rolls of the Indian) would determine the result: if you have given, if
not, how damage has been done, if he has jammed the gun ... Thus, there are some
rules in an RPG, which aims to devise a fair shares for all, and employing a ra
ndom part of it (the dice).
The genres of role-playing games
Heroic fantasy, horror, superheroes, action, intrigue ... The imagination is the
limit. In an RPG, there are genres. We can play a role playing game based on te
rror, as if it were a movie of the saga "Infernal Possession," "The Night of the
Living Dead" or "Alien." We play sci-fi like "Stargate," "Star Wars" or "Star T
rek." We can play in the middle ages, such as "Lord of the Rings," "The Chronicl
es of the spear" or "Song of Ice and Fire." We can make games of espionage and i
ntrigue in the style of "Metal Gear", "James Bond". We can be a superhero to the
"X-Men."
Typical games and game types
In essence, play a role is to create a story. The narrator sets the backdrop, th
e players put the protagonists. If a player wants his character laugh, he laughs
. If you want to cry, cry. It is, so to speak, an "alter ego", a puppet to bring
it to life. A character that is just numbers and power in a sheet is nothing. T
he fun is to give you a personality, a story, and then develop it into a game. T
o play a role, you will need more people. At least one player must know the rule
s of the game you go and play: to be the narrator of the story. He will know, yo
u know all there is, where are the treasures, monsters, how they think the game
characters that are not carried by players ... Be narrator also means being the
person who will devote more time to play, then prepare a game takes time. Moreov
er, a game without players can not exisitir. To play alone, and there are consol
es. A warning to the players: you read an adventure that never querrais play. It
loses all the grace, and you can not only spoil the fun to you, but to other co
lleagues who will play it. Seriously. It's like watching the end of a movie and
know that the good survive. The film loses a lot. The same happens in an RPG. In
the early days of role-playing game, the items were always very similar. These
were the early days of Dungeons & Dragons, and in them the characters went into
a place full of challenges - to kill monsters, traps to overcome ... - To achiev
e one goal - kill the monster, get treasure, accumulate experience to get more p
owers and abilities ...€But that could get bored. Today there are still games ba
sed on this premise, but because video games allow the same and also has good gr
aphics and not using the imagination, if this is what you want, better buscáos a
video to your liking. Online video games used a lot this premise. Over time, ro
le-playing board expanded to allow other types of game. It introduced the idea o
f playing the character in order to give it "flavor." It's more fun to play an i
nteresting character that one plane. Then came games based on the premise of int
erpretation, the so-called narrative game in which the personality of the charac
ter and other characters could be more important in the game than other factors.
Court intrigues, politicking ... Anything is possible. In many of today's games
, there is a balance between these two points of the game. And it's fun, really.
3
| Ryf | Ways to play
Modes of play
Now that you know more or less what an RPG is and how it plays a role, and also
that there are different types of role play, see how you can play. The classical
system is at the table. Brings together a bunch of friends around a table, and
pass the evening playing. To play table, you will need one of you is the narrato
r, who is the person who must have previously prepared the adventure you are goi
ng to play. You must also know the rules of the game, it must arbitrate. Yes, it
is the person who has more work to do, and so if you're going to be a player, k
eep in mind that it is thanks to his effort before you can play a role in table.
Especially if you are a novice storyteller, help is always a relief, as well as
pay attention to the story it tells, its indications ... A table game can last
between two and six hours - sometimes more - and more items can be chained for d
ays to form a long adventure. This is often called the campaign and would be equ
ivalent to a series of adventures as if they were chapters of a TV series - whic
h can sometimes extended for years. One of the good things about the role, then,
is that very little can last until a long time. To play a role at the table, so
metimes you can not convince his friends to prove it. In that case, sometimes yo
u have to move a little. There are clubs in many cities role where fans meet to
play. Also, it tends to have experienced people who can guide people in this mos
t novice of RPGs. Sometimes, however, one can not access a playgroup. In that ca
se, there is the network to compensate a little. Playing online is different tha
n on table, precisely because the Internet offers different possibilities of pro
viding the table. If what you like is to explore and kill bugs, perhaps you are
more interested in getting into a multiplayer online game that offers this in ab
undance, without schedules, and the option to play with other people. Internet i
s slower than half the table to play a role, and thus to benefit the environment
is often interesting to use things that are impossible table: further interpret
ation of the characters in the story in more detail ... There are therefore thre
e game modes "basic" online: posting game (forum, mail), written live game (chat
, messenger, openrpg) and live game talk (using timespeak, for example). The tal
k is perhaps the least used, and essentially tries to use any means audio - micr
ophone, such as the one used in multiplayer games in games like counter strike,
3D shooters - to replace the table with the PC. The system uses a written live i
nstant messaging system - the messenger, an irc chat channel, chat room, free pr
ograms such as OpenRPG - to meet and play in real time. Since writing is slow, t
he result is slower than tabletop role, although that can play such as surfing t
he web. The big problem is usually kept at a specific time to play and get these
people who probably do not know or do not appear to have never seen the "appoin
tment." There are several sites on the net where people get to know this hobby a
nd keen to set up a game of this type. Finally, the system par excellence is the
internet posting, either through forums or by e-mail. This system is slow, very
slow, and many people take it as a substitute for the role of table. In fact, t
he role of forum if approached as a game of table is often tedious and boring, a
nd a single game can be extended six months quietly. That is why the role by the
forum or by mail is usually best to approach it as a small writing exercise, ca
ring for the narrative and interpretation, and being able to get much juice to t
he game from this point of view.
Conclusion
It is very difficult to define exactly what an RPG, and how you play. The import
ant thing is that each group must find its way to play and they really enjoy. No
matter if you skip convention. No matter if you change rules, no matter if you
change the history books. All that matters is to have fun with your friends play
ing at being heroes ... Or evil that wants to rule the world, as we create Ryf;)
4
| Ryf | Ryf Gauss System
Gauss Ryf System
Character creation and advancement
Concepts
• •
Attributes: ranging from 2-10. Skills: ranging from 0-10. Maximum 5 in creation.
Attributes
Players will have a total of 40 (45 if used charisma) to distribute points on at
tributes to create the character. Note that this gives an average of just 8 (sli
ghtly more than 7 if used charisma) by attribute. It is important to note that t
he attributes are fixed and do not improve with experience or over time.
● ● ● ● ● ●
(F) Force (R) Resistance (D) Skill (I) Intelligence (P) Perception (C) Carisma (
Optional)
Skills
There are 40 points to distribute among all skills, with a maximum of five (45 i
f using Charisma).
If we fly 4 cost us four points.
Current (P) Warning / Note (C) Threatening (Options) (D) Weapons distance (F) Me
lee Weapons (D) Athletics (P) Dance (P) Search (P) Trade (D) Driver (P) Diagnosi
s Medieval (P) Warning / Note (C) Threatening (Options) (D) Weapons distance (F)
Melee Weapons (D) Athletics (I) Fauna (P) Search (D) Ride (P) Streetwise (I ) T
rading (D) Scale (P) Label (P) Costume (C) Interrogation (Options) (C) Labia (Op
tions) (I) Acts (C) Leadership (Options) (P) Music (I) Surfing (D) Swimming (I)
Occult (F) Fight (D) Sleight (P) Track (C) Bargaining (Options) (I) Religion (D)
Steal pockets (P) Rumors (I) Healing / Herbs (C) Seduce (Options) (D) Stealth (
R) Survival / Hunt (I) Tradition / History (D) Traps / Locks (P) label (I) Langu
ages (I) Computer (C) Interrogation (Options) (C) Labia (Options) (P ) Read Lips
(I) Acts (C) Leadership (Options) (I) Mechanics (I) Medicine (P) Music (F) Figh
t (D) Pilot (P) Track (C) Bargaining (Options) (C) Seduce ( Options) (D) Stealth
(R) Survival
5
| Ryf | Character Creation and future development (P) Warning / Note (C) Threate
ning (Options) (D) Weapons distance (F) Melee Weapons (D) Artillery (I) Astrophy
sics (D) Athletics (P) Dancing (P) Search (P) Trade (I) Computing (I) Cryptograp
hy (P) Label (I) Languages (I) Motor Engineering (C) Interrogation (Options) (C)
Labia (Options) (P) Read Lips (I) Acts (C) Leadership (Options) (I) Mechanics (
I) Medicine (P) Music (P) Spatial navigation (F) Fight (D) Pilot (R) Planetology
(P) Track (C) Bargaining (Options ) (P) Rumors (C) Seduce (Options) (D) Stealth
(R) Survival
Occupation
In Ryf no predefined professions. It is a narrative environment that allows comp
lete freedom to players as the narrator. It is advisable, however, that each pla
yer defines the occupation of his character on his resume. There are as many job
s as you let your imagination into the universe and feel of Current Ryf. You may
also use terms that are not necessarily paid professions.
Lawyer, doctor, construction worker, beggar boy-scout, standing, bus driver, off
icial, journalist, writer, police, etc. ...
The choice of skills should be fairly commensurate with the occupation.
Experience
The experience points are distributed at the end of each game, and gives the mas
ter with "note" about how well the players have played.

It goes from 1-10, default recommended 7.
With experience you can climb the skills, costing up a skill level you want to a
chieve.
To be able to ride up on 7-8 August need to spend experience points. • •
For longer campaigns can multiply the experience x1.5 or x2, according to the te
mpo you need. Optional Rule: As a rule optional, a critic would point to an abil
ity on the card and would reduce the cost of raising the skill by 1 point. You c
an get up an entire skill-based critics.
How to Play
There are three types of runs: runs of skill, rolls and spins opposing attribute
. Before you jump right into the types of runs is necessary to understand the ro
le of the dice in them. The Gauss Ryf Ryf differs from "classic" in the number o
f dice will roll. Instead of simply throwing a die, we'll throw out three and we
will keep the environmental value (the value at which a statistician would call
the median). The average value given will call from now "given objective." To n
ame the target die rolls will do as follows: 1o3d10 (a goal of 3d10). With this
we get a Gaussian minimum values and that outweigh tab grisly fate of a given€bu
t not eradicate the hope that our luck smile again and again. And now the questi
on why three dice? Why have 5 prize? We have chosen three because with this we g
et the desired effect and do not roll the dice table 500. What do you like the s
ound of dice rolling on the table and want to throw five? Adelante! do it and ke
ep the value of the measurement.! What would you like 7? Adelante! (But you know
it also has its rewards). You just have to take into account, given that the mo
re we throw, the less chance influence the final outcome and more weight gain va
lues of the tab. And once explained this, let's go now with the types of throws.
6
| Ryf | How to Play
Spins
In spear skill rolls 1o3d10 and we add attribute + skill.
Edition 3, 6 and 7, the value of the objective would be given a 6. Edition 3, 10
and 10, the value of a given target would be 10.
The end result must match or exceed the difficulty imposed by the master:
• • • • •
Easy - 10 medium - hard 15 - 20 Chung - impossible 25 - 30
There is a secret door and the Master gives a hard 20. The player must roll Perc
eption + Search +1 o3d10 and take 20 or more to find.
Chuck attribute is as simple as having equal or less than the attribute 1o3d10 a
gainst being pulled. The higher the attribute, more likely to successfully perfo
rm the action.
Force to break a pair of handcuffs, a character would break with the pulling for
ce 8 August 1 (or less) in the given target.
Pets modifiers to the roll attribute, especially resistant handcuffs could have
difficulty +2, ie. Chuck that we will reach the switch is added, which can be po
sitive to make it more difficult, if not, to make the shot easier.
Force to break wives + 2; A character with the force 8 would break with a run of
six (or less) in the given target, because the final run we must add the switch
.
In opposing rolls which draw the highest score wins.
The winner of a poker game between two characters would be the one I got a circu
lation totaling more gaming intelligence + + as target.
The worst shot is always possible failure: A natural 1 on the dice rolls is alwa
ys failure of skill, like a 10 is thrown attribute failure.
Skills
The skills have to be discarded along the attribute has been applied.
History will throw adding intelligence.
The master may decide that a particular spin depends on an attribute other than
the above.
To move silently skills + the right thing is stealth. But to hide it better inte
lligence + stealth.
Important: In those abilities where the character has no point of experience, th
e objective of the runs given for that skill will be the lowest of the 3.
7
| Ryf | How to Play
Exploiting the die
In skill and opposite spins when you pull the maximum in the given target, it ex
plodes. That is, adds the result and turns to throw 1o3d10. If you take up again
in the given goal becomes to exploit.
We took a 10 (3,10,10), we pulled back and took a 4 (3,4,7). This would be a run
of 14.
The damage also operates (turns to roll the dice if you take the highest score),
but only throw a dice. This is to give lethal weapons and not lose respect for
a small knife or a gun as in other games. Any weapon can kill, but some are more
likely than others.
We take 3 to 6 (2d6) with two-handed blow. This would add 9 and 6 it would retur
n to shoot and score, until they take full stop.
Extras
Critics and Critical blunders: it is remarkably successful, achieving what he wa
nted done with maximum efficiency and style. If the critic also get into combat
the damage inflicted is multiplied by 2.
• •
You get to make a triple in the circulation, ie three equal numbers, and the out
come is equal or surpass the difficulty of the action. It is also critical if no
t getting even triple in the data, the final result equals or exceeds 30.
Example 1: A player rolls Perception + Warn / notes (total 15) in difficulty 20,
and pulls out a 10 (3,10,10). Pulling back and pulls out a 7 (5,7,8), taking a
total of 32. This is critical not only see and get what he wanted, but realize s
omething more important.
Example 2: A player rolls Strength + Combat (sum 19) defense against 24, and rol
ls a 7 (7,7,7), being triple and overcome the damage they do, 1d10 his sword in
this case, multiply it by 2.
Example 3: A player rolls Strength + Combat (sum 19) against 24 defense, and pul
ls out a 10 (10,10,10) to be threefold and overcome the damage they do, 1d10 his
sword in this case, multiply it by 2. But also repeats the shot when operating
the die, and takes (6,6,8), making a total of 35.€This also multiplies by 2 the
damage of the sword, standing on a total of x4. If you take out a 6 on the damag
e of the sword, became 24 points of damage.
Blunder: it is a capital shit. From falling down some stairs, to shoot a comrade
in battle, or that you have left the ship stopped.

You get to make a triple in the die, ie, three equal numbers, and the outcome is
not achieved equal or exceed the difficulty of the action.
Specializations A character can specialize in a specific weapon, but only one (r
evolver, submachine gun, katana, machete, etc.). The cost of specialization is a
s follows:
• •
15 points in the creation of the character 30 points during the game
A character who specializes in a given weapon will improve your aim in those act
ions with the firearm. If your goal were given the medium (default), would becom
e the greatest value.
8
| Ryf | How to Play Luck Points At the beginning of the game, the master can spr
ead so X points to each player. Take up to 5, to avoid overloading a game. Spend
ing a fortune point involves the following benefit: in the next game made by the
player, his goal since he immediately becomes higher than today.
Our player throws his usual cast 1o3d10 with the following provision: (3, 4, 10)
. In principle, the given objective is average, 4, and her character fails to pe
rform its action. Not satisfied with the result, for the next spin decide to spe
nd a fate point, roll the dice and get the following: (3, 7, 10). Your objective
now being given the highest value, and therefore its spin is 10. To complete th
e example, and since the die explodes, the next spin will not be receiving point
and as luck would return to being the target of average value.
In the exceptional case given that his target was the lowest of the three, it co
uld spend up to 2 points in one lucky shot to get as objective as the largest. T
okens death Every player has a physical object present in the game, as it may be
an amulet, ring, letter of Munchkin, or anything close to it. The player can de
cide to use their token before any roll. After delivering the token to the maste
r, you can make your cast and enjoy a greater purpose as to who had (during a ru
n!). Moreover, the master can decide (at any time!) Returned to the player, forc
ing him to lower his aim as a level.
Nightingale delivers the token, spear (3,4,8) and its given objective becomes 8.
Good! Later, Nightingale will launch confident, but before releasing the master
receives the token and the given goal, taking a roll of 4,10,10, becomes a mise
rable 4.
If your group of players do not like so much interference by the master, please
do not make use of this rule. Ryf not responsible for any damage to the person o
f the master and / or at home the same.
Combat
The combat has some very important values which are taken from attributes and sk
ills. Namely:
• • • • • •
Life Points: Resistance x 4 Initiative: Dexterity + + 1o3d10 Perception Attack:
Strength + Arms CC / Fight + 1o3d10 Defence: Weapon Skill + CC / Fight + 5 (+6 l
ines if you want more hard / realistic) Distance: Skill + Dist + 1o3d10 Arms Wil
l: Intelligence + Charisma + 5 (Options)
At the beginning of each match all attract initiative and attack in order from h
ighest to lowest according to the spin. A single attack per turn. To hit an oppo
nent to be overcome or match their defense with our attack roll. Pulling the dam
age for the weapon used. Will be used to resist attempts by social conviction as
seduce, labia, threaten, interrogate, etc. (skills of charisma). Disabled: When
a player has 10 life points or less, is that it is very hurt, and as low a leve
l objective.
A player is injured and will remain seven points. 3,5,6 In one shot, the result
would be a 3. But if you used the token (Going up a level), would be 5, one leve
l of the given objective.
Death and Unconsciousness: When it reaches 0 hit points a character is unconscio
us. To kill is to get to -20 PV.
9
| Ryf | How to Play
Weapons
The weapons also have multiple values, changing as melee or distance. The melee
have two values. Damage and Accuracy. The damage in combat pull to subtract life
points to the contrary, and precision is added or subtracted to the attack roll
. Ranged weapons function differently, Bearing damage, accuracy and scope. To hi
t someone there are 3 distances to various difficulties.
• • •
Short 15 Average 20 Long 25
The Armor and Shields
The trusses have two values, the absorption of damage and nuisance.€The nuisance
applies to all shares (shares for non-physical use is optional.) The absorption
is subtracted from the damage roll of the enemy and the obstacle should be thro
wn it away to all our physical, including defense and attack. The coat is differ
ent, what it does is added directly to the defense (melee / distance) and the ob
struction only applies to the attack and physical actions.
Weapons Characteristics
Actual Damage Weapon Accuracy Precision Arc light crossbow 1d6 1d6 +1 +1 +2 0 +1
0 Revolver Automatic Pistol 2d6 2d6 3d6 +1 -1 shotgun SMG 4d6 * 1d6 0 0 Machete
Katana Sable 1d10 2d6 +1 0 * takes a Time to reload after each shot Medieval Lo
ngbow Weapon Bow Crossbow Short Stick Knife Scimitar Short Sword Dagger Axe Long
Sword Combat (2M) +2 Damage 1d6 +1 1d6 1d6 1d10 1d6-1 1d6-1 1d6 +1 1d6 +1 2d6 1
d10 Accuracy 0 0 +1 0 +1 -1 0 +1 0 -1 10 Scope 10/20/40m 30/75/150m 15/30/75m n
/ an / a 5/10/15m 3/6/9m n / an / an / a Rate 1 mo 30 mo 50 mo 13mo 10MP 3 mp 1M
o 6 mo 10 mo 12 mo Reach 30m / 50m / 100m 25m / 45m / 90m 35m / 60m / 120m 30m /
50m / 100m 50m / 100m / 150m 5 m / 10 m / 15 m 3m / 6m / 9m n / an / a Price $
200 $ 150 $ 250 $ 300 $ 500 $ 400 $ 30 $ 600 $ 120
| Ryf | How to Play War Axe (1M) Honda +1 1d6 1d10 1d6 Lanza Lanza light heavy (
a horse) 1d10 / 2d10 2d6 Twohandsword Mangual ** * Maza * 1d6 +2 1d6 +2 1d10 Sab
le (1M) / 1d10 +1 (2M) Rod 1d6 +1 * The armor does not absorb damage from this t
ype of weapon ** Damage when a load is done on horseback Future Weapon Damage Ra
nge Accuracy Precision Arc 1d6 +1 +1 30m / 50m / 100m Ballesta Light 1d6 +2 0 25
m / 45m / 90m Revolver 2d6 0 30m / 50m / 100m -1 SMG 3d6 50m / 100m / 150m laser
pistol 2d10 +1 50m / 100m / 150m Machete 1d6 0 3m / 6m / 9m Katana 1d10 +1 n /
a Sable 2d6 0 n / a firearms and laser are not advisable in Ships, for danger to
pierce the hull Price 3 cr 5 cr 25 cr 200 cr 2000 cr 1 cr 15 cr 20 cr -1 -1 0 0
0 -1 -1 0 0 n / a 20/40/80m 5/15/30m n / an / an / an / an / an / a 1sc 8 m 10
m 50 m 50 m or 6 or 9 mo 15mo 5 mp
Features Armour and Shields
Medieval Leather Armor Plates Mesh Absorption Hindrance damage 1 2 3 0 1 2 Price
7 mo 75 mo 750 mo
Features shields
Future Shield Small Medium Large Medium Armor Exoskeleton Kevlar Kevlar ultralig
ht titanium Absorption Hindrance damage 1 2 3 0 0 1 7 Price 75 cr cr cr 750 CC D
efense / Defense Dist +1 / +2 +2 / +4 +3 / +6 Nuisance 0 1 2 Price 2 mo 8 mo 20
mo
11
| Ryf | Advanced Combat (Optional)
Advanced Combat (Optional)
Two-Weapon Fighting
The two-weapon combat is resolved in a simple way Ryf:
• • • • • • •
Add the Two-Weapon Fighting skill, and adds +1 point in each skill. The Two-Weap
on Fighting skill costs double raise. -7 To the roll to hit and damage both stri
ps weapons. We have to verify that weapons are actually manageable with one hand
. Only use the worst weapon accuracy. The damage of each weapon is calculated se
parately (including absorption). Example: Maximum short swords.
Double Projectile
Shoot two arrows at once, or throw two daggers.
• • • • •
It adds the ability to double Projectile, and add +1 each point in the skill. Th
e ability to double costs twice Projectile raise. -7 To the roll to hit and dama
ge both strips projectiles. The damage of each projectile is calculated separate
ly (including absorption). You can attack the same target or two close together.
Multiple shifts
For high-action games, you should allow the characters to act several times in t
he same turn, giving them much more his speed advantage.
• • •
In runs of 25 or higher, an additional shift, and another 10 that are below 30.
First act all, who take initiative highest first, and repeat on second, third, f
ourth, and so on stage. Example: Initiative 53, would have four shifts.
Advocacy movement
To defend always surrender the initiative and attack, and made a run melee or br
awl with a +5 bonus faced the attack of the aggressor. In the event of a tie, th
e defense.

If you have multiple shifts per spin, you can choose the shifts they want to sac
rifice to defend.
Distance runs modifiers
This is in progress, but more than anything to put fixed values to modifiers awa
y if the master does not want to put your gustoo or dare).
• • • • • •
-2 If you are fighting melee Running -2 -4 -2 Bowen grounded Body Medi -6 -8 alm
ost complete coverage
The other variants can be set according to them.
12
| Ryf | Advanced Combat (Optional)
Horse Fighting
• • •
The fighting on horseback gives advantage to the attacker, due to its high posit
ion and intimidation of horses. +2 Melee attack.€The movement of the horse and m
ake it more difficult to control firing ranged weapons. -2 Ranged attack. The fi
ght is on the lower skill between the gun and horse riding.
4 melee weapons, horse 3 horse would be used for attack and defense. Melee Weapo
ns 3, 4 horse, you would use melee weapons for attack and defense.
Numerical and positional advantage
• • •
+2 For flanking an enemy (attack by two distinct sides.) Numerical advantage, at
tackers +1 each exceeding 3 people (in conjunction with flanking). Example 5 peo
ple, +2. Attack from behind. If you go in the back, and skills meet or exceed st
ealth bomber + perception + warn against the defender, you have a +5.
Movement
• •
A human can move 5 meters complete phase without any further action. A horse twi
ce, 10 meters. With a -5 modifier to the attack.
Damage Location
The location of damage can be done in two ways, using it on a spin attack, and /
or pointing. For the first, random location, use the following ☺ (1d10): 1 Head
, Double damage Torso 2-4 5 6 Right Arm Left Arm Right Leg 9-0 7-8 left leg and
to aim, the following switches to defense. +2 +3 +5 +5 +5 Head, Heart Brazos dou
ble damage, double damage small weapon, such as gun, bow, dagger or similar big
gun, sword, crossbow or similar
13
| Ryf | Grimoire of Magic (Optional)
Grimoire of Magic (Optional)
The magic works like skills, but are called spells. Maná Except that it is a ski
ll.

Maná: multiply by 2 will give us the number of spells per day that we shoot. Ges
tures: Movements made by the hands to channel magic. If not done, -2 to the roll
. Words of Power: Remarks to channel magic. If they do not decide, -2 to the rol
l.
The magic is easier to do it with some channelers, such as hand gestures or word
s of power invocation:
• •
A magician who see and hear the words memorized to the event and will be noted o
n your record the spell at level 0. You can use spending two mana. You can go up
with experience points.
HechizosAbsorv
The difficulty of getting a spell, magical ability is intelligence + difficulty
+ 1d10 to 20.
• • • • • • • • • • • • • • • • • • • • • • • •
Absorption X2 That multiplied the damage absorbed in combat duration 1d6 turns.
Amistad: intelligence + spell Pull +1 d10 +1 d10 against resistance of the victi
m (Dif 20) duration [level] turn. If the affected success becomes our friend mom
entaneamente.Afecta one person. Animal Friendship: Convert any animal in our fri
end for 1d6 minutes (or shifts of combat). Anticipation: It provides for the act
s of the enemy and gives +2 to defense and attack for 1d10 turns. Firearm: Wrap
the gun fire by 1d6 additional damage for 1d10 turns. Atar demon immobilizes any
demon during a shift. Crossing: Lets go through any solid with a maximum of 1 m
eter thick. Wind Dance: Increases the defense of the character level spell for 1
d6 turns. It also increases the difficulty of ranged weapons. Walking in a dream
: to travel to the dreams of another person. if this person does not want the di
fficulty +10 (30). Communication distance: Allows two magicians communicate. Bot
h should use the spell at once, but the second received a "Notice of mind." Maki
ng water: 1d6 Convert liters wine, beer, oil and ice. Call: Have someone know yo
u need it and where we are. It affects one person. Healing: Heals [level] X2 poi
nts. Mental Defense: Increase the level of the spell to magic resistance rolls.
Detect Magic and identify magic items: Exactly that, to varying difficulty depen
ding on the subject. Replication: The character turns into two, with half the VP
s each. If one of the two reaches 0 or negative, disappears, passing remaining n
egatives. -2 To all rolls for driving the two bodies. Hiding in the Shadows: All
ows you to hide in any shadow and gives a hard 30 to warn / notice to find out.
Anti-magic shield: It denies the possibility that one transferred the shield spe
ll for [level] turn. Magic Shield: Absorbs [level] 1d10 points of damage during
shifts Mirror: Any spell received directly returned to his pitcher. Last 1 day o
r until receipt of a spell. Mirror of Shadows: 1d6 create false images that act
exactly alike. Magic Arrow: A spell of combat that makes [level] in the X2 spell
damage. Superhuman strength: Total level / 2 to our strength, for 1d6 turns.€In
stilling terror intelligence + spell Pull +1 d10 +1 d10 against resistance of th
e victim (Dif 20) duration [level] turn. On success, the affected will flee, or
be paralyzed with terror for the duration of the spell. It affects one person. S
pear of Shadows: Summons a spear to be launched with a circulation of ranged wea
pons, and produces 2d6 damage, +1 accuracy. Hitting disappears. No need to point
. Light: Creates light on an object (not live) for 1d6 hours. It can also be bli
nding lightning to paralyze a turn, roll perception-3 to resist. Materializing w
eapon to invoke a weapon +1 to damage, +1 accuracy, ability for x2 shifts. Fog:
Add +1 d6 difficulty to all rolls related to vision in an area of 10x1d10 meters
. Ojos de Lince: During 1d10 spells shifts to repeat the same level seen at the
launcher.
• • • • •
14
| Ryf | Grimoire of Magic (Optional)

• • • • • • •
Oblivion: Clears the mind a concrete memory. • Clear face: A 20 difficulty makes
you forget a face. • Remove person: 30 Difficulty forget everything you know ab
out a person. • Clear Event: A difficult 25 makes you forget a scene. Spider Fee
t: Allows walk denying any surface gravity for 1d10 turns. Mental Possession: Yo
u can handle the body of a victim for 1d6 turns. Intelligence + spell +1 d10 +1
d10 against resistance of the victim (Dif 20). The body of the pitcher is knocke
d unconscious. Secret Trail: The magician must touch the object or person to cra
wl. During 1d10 hours will see an imaginary line joining the target. Breathing U
nderwater: Allows breathing underwater for 1d10 hours. Pure Senses: Increases sp
ell level runs to warn / notice for 1d10 turns. Silence: Creates an invisible sh
ield of 1 meter around us that prevents any sound out for 1d10 minutes. Earthqua
ke: Causes an earthquake 1d10x1d10 meter radius. Produce 1d6 damage and requires
a skill roll to avoid falling to the ground.
Portales Senior School
To have access to these spells the number of points in spells from the character
must add 40. School portals (5 experience points to gain access to these spells
).
• • •
Mark Rune: Make a rune with a particular place. 20 Diff. Duration 3 shifts. Rune
Travel: Take the wizard to place the rune was marked dode. Dif 20. Duration 3 s
hifts. Open Portal: Opens a portal to where the rune was marked. Dif 25. Duratio
n 1d10 1d6 people or shifts.
15
| Ryf | Quick Medieval Bestiary
Quick Medieval Bestiary
Ini PV Monster DosCabezas Ata in December 1914 47 +1 d6 +1 d6 Skeleton 26 Skelet
on Knight 13 13 d6 14 14 29 +1 17 +1 d6 Goblin Harpy 15 14 16 16 33 +1 d6 Lizard
Man +1 d6 27 18 14 14 +1 Male-Rat d6 17 Lich d10 12 15 16 50 +1 15 +1 d10 Lobo
Lord Skeleton November 15 d6 15 15 31 +1 70 +2 d10 Lord Lich Ogre 16 17 October
1915 55 +1 d10 +1 d10 Orc 15 14 14 Troll 45 +1 d10 12 14 1 - Arrow Magic Spells
(13) and Instill Terror (12) Def 15 15 16 16 15 14 16 16 16 17 17 14 17 12 Abs 0
0 0 0 0 0 0 0 0 0 0 1 0 1 +2 Damage 1d6 1d6 1d6 1d10 1d6 1d6 +1 1d6 1d6 1d10 1d
10 2d6 2d6 1d6 1d6 +2% Tes 65 1 12 1 31 20 1 90 1 64 99 90 1 72% Mag 45 1 1 1 11
1 1 70 0 44 79 70 1 52 Currencies 2d10 1d10 1d6 1d6 1d6 1d6 1d6 1d6 3d6 2d10 3d
10 3d6 1d6 3d6 Esp 1 2 3
2 - Arrow Magic Spells (15), Infuse Terror (14) and Fog (16) 3 - Special: Regene
rates 1d6 every 2 turns, and a severed member grows another Troll. He can kill w
ith a magic weapon reaching -20 or burning. For gold divided use this table to c
reate new monsters: 1-20% 21-40% 41-60% 61-80% 81-90% 91-99% 1d6 1d10 2d10 2d6 3
d6 3d10
16
| Ryf | Medieval Equipment List
Medieval Equipment List
Arms
• • • • • • • • • • • • • • • • • • • •
Clothing
Burr (5) Short Arc 1Mo 1Mo Longbow Crossbow 30 mo 50 mo 10 mo 10 darts arrows 1
1 m 10 mp Cane Knife Scimitar 8 m 1 m 1 mp Dagger Short Sword Long Sword 6 mo 10
mo 12th Battle Axe Honda 1 mp Lanza Lanza heavy light 8 m 50 m 50 m Twohandswor
d Sable Maza 9 mo 15 mo 5 mp Vara
• • • • • •
Boots a Layer 4 mo mo mo Mittens a peasant 2 mo Muda Muda Muda noble adventurer
5 mo 50 mo
If you double the price, quality will be very
Animals
• • • • • • • •
Donkey or Mule 10 m 50 m Farm Horse riding Horse Warhorse 150 m 300 m 600 m Elep
hant Hawk War 1000 m Paloma trained a dog of war mo 50 mo
Armor
• • • • • •
Miscellaneous
• • • • • • • •
Leather Armor Chainmails 7 mo 75 mo 750 mo Full Armor Shield Shield little 2 m m
edium 8 20 mo mo Large Shield
Rope (10 meters) 2 m paper roll (50 uses) a mp Pipa (50 uses) 1 m 1 m travel Man
ta Leather Backpack Snuff Rolling 3 m (50 uses), a mp Snuff Pipe (50 uses) 1 Tin
der and flint mp 1 m
The currency exchange is a gold coin (mo) = 10 pieces of silver (mp) The initial
allocation of money, if the setting does not offer something different (like we
aring nobles) would 1d10 * 10 gold coins.
In terms of occupation can change the initial money runs to your liking: Beggar:
Adventurer 1d10 mo: mo 1d10x10 Noble: 1d10x100 mo
17

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