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    [logo removed for size]

    BrightSword Core Rulebook

    BrightSword is Copyright 2012 DGS LLC

    This is a prepublication playtest copy. Permission is granted to those receiving this from the author

    to make photocopies for convenience in playtesting.

    BrightSword would not be possible without the assistance and companionship of:

    Keith (Andelor the Healer) Matthews, Dave (Asher the Beastmaster) Hayes, Rich (Lovar the

    Wizard) Staats, Dave (Sven the Soldier) Wood, (Springbuck the Hunter) Steve (Blast it to a Cinder) Rolston, Chris (Wake up, Celefin) Jackson, Jeremy (Windstor

    Sauronbait) Barker, 'Mac' (Turvagor Swordcollector) McCollum, Mike (Where'd Gil -Galen go?) Reinken,

    James (Roland the Haunter) Causey, 'Doc' (Atan Nobleslayer) Burgess, Alex (Shade Celefinbane) Vaeth, Rob (Angrac the Black Hand) Harding, Hans (Tenlor Dartchucker) Schnople.

    Brian (Up the rope, Benadril) Linvill, Marc (Nice shorts, Jubal) Lago, Mike (You go first, Frago) Andersen, Bryan (Cormallen will handle this) Hamilton, John (Nicodemus or Balthazar?) Cantwell, Steve (Valacar Pettymage) Moore, Derek (Rothien the Impressive) Carson, Eric (Put down the chicken leg, Tox) Zichella, John (Nice Door!) Frieda.

    Marshall (UrbanElf) Bass, Eric (Scatterbolter) Lauterbach, Kelly (Blah, Blah, Blah) Wilkinson, Mike (We need a new mage) Woods, Jeff (the Volcano) Jones. Mike (the Witch) Turner, Woody (Sure, Ill go down there) Walton, Tobe (See the light) Tennyson, Matt (Team Ailea) Bogart, Bill (Doctor Death) Corr, Shawn (Its a deal) Blevins.

    Paul (Open another keg) Leuschen, Matt (Can I have another adventurer sheet?) Johnson, Charles (Sorry, Marshall) Yaw, Tom (Spider-bait) Gillman, Todd (Dragonslayer) Schneider.

    Chris (The Augerer) Campbell, Josh (Dare to be Different) Campbell, Steven (Black Troll)

    Hollowell Craig (Battleelf) Maksimik, Tim (Casters suck!) Gaffney, Jason () Condon, Max () Hardenbrook,

    Brady () Kopek, Richard () Lonski, Mike Puma Lesniowski, Adam Fennema

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    WELCOME TO BRIGHTSWORD

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    BRIGHTSWORD

    Credits Welcome to BrightSword Chapter 1 World of Faelon The World of Faelon

    The People of Faelon The Factions of Faelon Chapter 2- Game Basics What You Need to Play Basic Concepts The Tiered Dice System

    Example of Play Chapter 3 Adventurers Adventurer Creation Choose a Race Choose a Faction (should these be switched?)

    Determine Your Attributes General

    Primary Attributes Secondary Attributes Attributes and Skills Determine Your Starting Adventure Points Choose Your Path

    Choose Skills Choose Talents Determine Your Look Determine Your Backstory Choose Your Name Social Class and Birth Order

    Flaws and Perks Start Situation Chapter 4 Paths Choosing a Path The Paths Path of the Blade

    Path of the Coin Path of the Horn Path of the Mask Path of the Scroll Path of the Wheel List of Professions

    Chapter 5 Skills How Skills Work Acquiring Skills Skill Development Using a Skill Skill descriptions

    The Master Skill List Chapter 6 Talents How Talents work Acquiring Talents

    Natural Talents Path Talents Chapter 7 Equipment Rules and Equipment Lists Encumbrance

    Chapter 8 Actions Taking an action Free Play Sequence Action Sequence Types of Actions Actions and Time

    Movement Jumping and leaping Climbing Riding Swimming Movement in the countryside Flying

    Combat Combat and the Action Sequence Attack Ratings Defense (DEF) Shields Movement and Combat

    Mounted Combat Aerial Combat Charging Fatigue Facing and Multiple Opponents Multiple/Fewer Attacks Two Weapons

    Ranged attacks Surprise Weapons Damage Armor Critical Hits

    Shock Exceptional Situations Free Attacks Standoff Special Combat Actions Chapter 9 Magic

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    Introduction

    Spellforms Spells Casting Spells Countering Spells Energy magic Wizardry Illusion

    Rune Magic Spirit Magic Grey Magic White Magic Black magic Magic Items

    Chapter 10 Religion The Creator The Old Gods Totems Varan Runah

    Koromai and Koromen The Faces Chapter 11 Adventuring Experience

    Improvement and Adventure Points

    AP Costs Attribute Potential Light and Visibility Defenses and Resistance Injury, Healing and Recovery Dangers Damaging Things

    Economics Aging Fear The Supernatural Chapter 12 Gamemastering Faelon Sample adventure Chapter 13 Creatures Dralal Witchcats

    [dryads] Mountain spiders Velozar Perak

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    THE BRIGHTSWORD GAMING EXPERIENCE

    QUOTE

    BrightSword is a set of fantasy roleplaying rules set in the world of Faelona world of great beauty and great danger, of politics and religion, intrigue and honor, people and power, magic and mystery.

    More than a dozen factions strive for domination and survival across Faelons two known continents. Strange creatures move along the fault lines of civilizationsome from a past that never passed out of reckoning, some from portals between Faelon and Mervael, the Spirit World, and some from Faelons heavens and hells. The gods have sundered Faelons magic in twainCasters are divided between spells that influence the inorganic and inanimate and those that influence creatures both living and recently alive. Only an immortal may learn the secrets of both, leading some to seek immortal ity through pacts with abominations.

    Above all, Faelon is the story of its peopleresonant characters who seek power and peril each in their own way against a backdrop that is as full of life as it as it is fraught with menace. Come join us in Faelon. WHAT IS ROLEPLAYING? Role-playing games consist of a group of players each acting out the role of an alternate persona. They do

    so within an imaginary world created by another participant known as the Gamemaster (GM). Role-playing games come in many forms, usually defined by the type or genre of environment in which the action takes place. In BrightSword, the action takes place in a fantasy setting where the players act out the roles of heroic adventurers. If this is your first time role-playing, congratulations! You have chosen a fascinating and rewarding hobby shared by millions. Do not worry too much about the rules. Your GM will explain whatever else you

    need to know to begin. If you and your friends have never played an RPG before and currently have no gamemaster, one of you should read Chapter 12 Gamemastering Faelon carefully and take the rest of the group through the sample adventure there before starting out from scratch. To get an idea how a role-playing game works, an example of a scene from a BrightSword game follows. This example employs many BrightSword concepts that you may not have read about yet. Simply return to it periodically as you read this guide and it will all come together.

    WHY PLAY BRIGHTSWORD? With so many RPG choices out there, why should someone play this one? Lots of reasons

    Faelon Emphasis on Role-playing. The BrightSword game system is designed to put the role-playing back in RPGs. This is accomplished by minimizing player reference to charts, tables, the Adventurer Data Sheet and complicated procedures and rewarding the player for acting out the performance of skills and actions. The Tiered Dice System

    Your dice. Experience. Experience and gaining levels is solely based on regular participation. You play, you advance. No points for killing that last giant rat. Paths Talents and Mastery

    Magic of Faelon

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    Spellforms. The magic system is quite unlike all other standard FRPGs.

    The Elements. Most FRPG systems that have a strong elemental component have four elements (air, earth, water, fire). BrightSword has five, adding ice (or endothermic reactions) to balance fire (exothermic reactions). Spirit. Most FRPGs do not represent the soul or life-force component of an Adventurer as an Attribute. No resurrection. This principle eliminates the need for player morale tests. No second chance for an Adventurer who dies is quite the motivation to survive.

    Teamwork. Succeeding as a team is the goal. Individual performance, for its own sake, is not important. The BrightSword system is somewhat unforgiving to groups who do not work as a team.

    WORLD OF FAELON (# of pages) CHAPTER 1

    Faelon is a purse full of sparkling gemstones, any one of which would make a man

    wealthy. But it is the whole bag of them we seek. Tak-abar, Tribune of the Scorpion Legion.

    This includes information on the timeline of Faelon, its current seven races and current fourteen factions. Playtesters reference the race and faction info on the website for the time being. Chapter 2 will be X pages when complete.

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    GAME BASICS CHAPTER 2

    WHAT YOU NEED TO PLAY In order to play a game of BrightSword, you will need the following,

    - At least one copy of this rulebook. - Players [number, role, etc] - Game Master (GM), [MTF]

    - An Adventurer for each player. [MTF] - Dice. BrightSword uses the standard conventions for indicating the type of dice to be rolled such as d6, d10, etc. (where d6 is a six sided die, d10 is a ten sided die, etc.). The core game mechanic of BrightSword is the Tiered Dice system. The Tiered Dice system uses multiple different die types: d4, d6, d8, d10, d12, d14, d16, d20, d24 and d30. [MTF].

    Dice Photo? - A tape measure marked in inches. Many game effects require a measurement on the game table. - Game Markers. While these are not required to play, its easier to mark common game effects with a marker to help the players remember what is going on. We have for sale a set of basic game markers for

    your use that include: life points, power, panic, charge, treasure counters, objectives, fate stones and destiny stones. The use of these markers will become clear once you have read the rules. Marker photo? - Possibly an encounter area. [MTF]

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    BASIC CONCEPTS

    Actions. The things that Adventurers do (fight, pick locks, cast spells, ride horses, etc.) during the play of the game. Action Sequence. The game structure used to resolve detailed, primarily combat, activities. Action is resolved in 6 second 'rounds'.

    Adventurer (ADV). The game persona assumed by the player.

    Agility (AGL). An Attribute defining the Adventurers ability to move quickly, lithely and accurately.

    Armor Value (AV). A measure of the ability of personal armor to reduce the amount of physical harm to an Adventurer caused by an opponent's successful strike.

    Attack Rating (AR) A measure of an Adventurer's ability to hit a target with a weapon. Attribute. A fundamental quantitative measure of an Adventurer's abilities. The primary Attributes are: Strength (STR), Dexterity (DEX), Agility (AGL), Endurance (END), Spirit (SPR), Knowledge (KNW). The secondary Attributes are: Frame (FR), Damage Points (DP), Fatigue Limit (FL), and Carrying Ability (CA).

    Carrying Ability (CA). A secondary Attribute that defines how much an Adventurer may carry before being encumbered. Contact. Two models whose bases are touching are in contact. Critical Success (Crit). Exceeding the target with a test by some number usually 10 results in a Critical Success or Crit, which provides the Adventurer with significant additional benefits over and above simply succeeding.

    Damage Bonus (DB). The modifier to a damage roll that increases or decreases the amount of damage done by a hit. Damage Roll. A measure of an Adventurer's ability to cause damage after he has successfully stuck an

    opponent. A die is rolled based on the weapon types and any Damage Bonus (DB) is added to it and the targets Armor Value is subtracted from it for the total damage caused. Defense (DEF). A measure of an Adventurer's ability to avoid an opponent's attacks. Dexterity (DEX). An Attribute defining the Adventurers hand-eye coordination and ability to execute precise tasks. Die Level (dl). +/- dl (die level). This means to increase or decrease the die rolled to the next greater or lower die size. Example text box. A Haradelan Apprentice Knight has a d10 melee attack rating (MAR) and is the target of a Grular Warlocks Curse spell. This spell reduces the MAR of the Knight by -2dl, so the d10 becomes a d6 (d10 down to d8 down to d6) for the duration of the spell. Directly Toward. A model is facing directly toward a model or object if a line formed by the center of the models base and the center of the models front arc model extends out to touch the distant model or object.

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    Directly Away. A model is facing directly away from a model or object if a line formed by the center of the

    models base and the center of the models rear arc extends out to touch the distant model or object.

    Enemy. A model from an opposing freeband or NPC model. Engaged. A model in contact with one or more enemy models is engaged.

    Example 2 Photo Engaged Encounter Area. [MTF]

    Encumbrance Level (EL) (Chapter 7) A measure of how weighed down an Adventurer is. Endurance (END). An Attribute defining the Adventurers general health and ability to resist physical adversity. Fatestones. Fatestones are tokens that permit an Adventurer the ability to affect things that happen to it.

    Adventurers acquire Fatestones through various game effects and a Fatestone is assigned to the particular Adventurer that acquires it and cannot be used on behalf of any other Adventurer. When a Fatestone is used, it is removed from play. Fatestones can be represented by any convenient token.

    A Fatestone may be used to reroll a die rolled for the Adventurer.

    Destiny Stones, Destiny Stones are exactly like Fatestones with the exception they may be used for any Adventurer in the freeband.

    Summoned, Feral and non-player creatures cannot normally gain or employ Fatestones or Destiny Stones.

    Fate and destiny stone marker photo?

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    Fractions. Unless otherwise noted, round all fractions of 0.5 up and 0.49 down. Free Move. A Free Move is a move of a specified distance to which all movement rules apply. A Free Move is made separately from and does not count toward the Adventurers movement action for that turn. Free Moves may include the use of any ability that can be used in conjunction with a Maneuver action and all of the restrictions of that ability apply to the Free Move. A Free Move may not be used to contact an enemy model.

    Free Play Sequence (FPS). The interaction of players and GM outside of the Action Sequence. Friendly. A model from the same freeband, or from another from the same team designated as such before a multi-player game.

    Game Master (GM). The individual who: runs the game; designs the background, scenario and encounters; and acts out the roles of NPC. Knowledge (KNW). An Attribute defining the Adventurers education and knowledge base at the time he begins his adventuring career. Life Point (LP). A measure of an Adventurer's ability to withstand physical harm.

    Magic Armor Value (MAV). The ability of various creatures and items to resist physical damage caused by magical sources. Uses the same mechanics as AV. Non-Player Characters/Creatures (NPC). The roles played by the GM representing beings who come into contact with the Adventurers.

    Placed. Some game effects place an Adventurer. A placed Adventurer is picked up from its current location and set down where it is to be placed. It does not cross the intervening table space and is not subject to any effects tied to the intervening table space. Placed Adventurers do not trigger reactions when placed. An Adventurer may not be placed in impassable terrain. Player. The actual human being playing out a role as an Adventurer.

    Premeasuring. Premeasuring is allowed. Any distance on the tabletop can always be measured. When a measurement is made between two models, the distance is from one base edge to the other.

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    Random Direction

    When a game effect calls for something to move or be placed in a random direction follow these steps. 1. Pick a direction as 1. 2. Roll a d8.

    3. Move or place the model or effect in the indicated direction.

    Skill. A measure of an Adventurer's ability to perform tasks of a specific type.

    Special Combat Action (SCA). See Chapter X.

    Spike. An action roll of a single die that results in the highest numbered face of that die. Strength (STR). An Attribute defining the physical strength of an Adventurer. Stack. Stack is a game term for game effects that are cumulative. If a game effect is cumulative with

    another game effect, those effects are said to stack. Unless otherwise indicated, game effects stack in BrightSword. Example text box. In the Magic Phase, the Fist of Vidunar casts an Aileas Light spell on an Apprentice Knight of Barek. The Apprentice charges a Trilian Enforcer and the Enforcer fails the Bull Rush opposed test. The Aileas Light spell makes any melee attack on the Apprentice -2dl. The successful Bull Rush makes the Enforcers attack -1dl. The two effects stack to make the Enforcers attack a combined -3dl. Within. When measuring a distance, within includes exactly that distance. A model, for example, is within 6 of another model if its base is any distance away from 0 to exactly 6.

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    TIERED DICE SYSTEM

    The Basic Rule

    As an Adventurer gets better at accomplishing a task, it will have a larger die type assigned to the

    rating in that particular ability. How to Succeed

    Roll the appropriate die or dice based on the appropriate rating (melee attack, ranged attack, magic, attribute or skill)

    Add or subtract any bonuses or penalties

    If the roll is equal to or greater than the target number, the test is successful (a hit is achieved, spell cast, morale test passed, etc.)

    Ratings A Rating is the die type that a player uses to make a test of a specific type. The Tiered Dice

    System makes use of 10 different die types to reflect skill and attribute ratings: d4, d6, d8, d10, d12, d14, d16, d20, d24, and d30. A rating can never be reduced below d4. If a game effect calls for a reduction to a d4 rating, the rating remains d4. Unless otherwise specifically excepted, a rating can never be raised above d30. If a game effect calls for such an increase, and there is no exception made, the rating remains d30.

    Target Numbers A Target Number (TN or simply, target) is the number that must be equaled or exceeded by the players roll in order for a test to succeed. The rules provide guidelines for the assignment of a target to a given test.

    Base Target Number. Unless otherwise specified, the target number for any given test is 4.

    Table 8-1 Target Numbers Very Easy 2 Easy 3 Basic 4

    Tough 5-8 Very Tough 9-11 Extremely Tough 12-14 Nearly Impossible 15-17 Impossible 18-20 EXAMPLE. Asira, a Koronnan archer, has a rating of d8 in her Bow skill. This means that when she fires

    her bow, she rolls a d8 to determine the outcome of the shot. The game master, or the game system itself in non-roleplaying games, assigns a Target Number to the action to be performed. The Target Number (TN or simply, target) is the number that must be equaled or exceeded by the actors dX roll in order for the action to be a success. Lets say Asira wants to shoot a sentry guarding the entrance to a bandit camp and the sentry is 40 paces away. The GM determines this is a basic task the sentry is on the lookout, but not directly aware of Asira, there is full moonslight, he is at short range, has no shield and is not behind any sort

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    of wall or other cover therefore the target number is 4. Asira shoots by rolling a 5 on her d8 and therefore has hit the target. She has succeeded because her result a 5 equals or exceeds the target of 4. Rolling the Dice

    Rerolls. On occasion, the player is permitted to reroll an unfavorable die. Any given specific die result may only be rerolled once, no matter how many rerolls a player possesses. The player must accept the result of any reroll as final he cannot choose to accept the original roll instead Spike. Action rolls in the Tiered Dice System explode (also known as open-ended). This means that when the die rolled to determine the outcome of an action - after any reroll is applied comes up on its highest valued face, the die may be rolled again and the result of the new roll added to the overall result. Rolling the highest value on a die and being allowed to roll it again is called a Spike or Spiking. This must be achieved naturally. Dice do not spike through being modified to the equivalent of the highest valued face. To determine, the result of a spike, roll the die again and add that result to the initial roll. A player may continue to roll a die on which he has achieved a spike so long as the die continues to result in its highest value. All the results from this one die are added together.

    Example text box. If a player rolls a d6 that results in a 6, and rolls another 6 and another 6 and finally a 3, the result of the roll is 21 (6+6+6+3). Any modifiers that apply to a spiked die are only applied ONCE, no matter how many times the die spikes. Example text box. If a test is d8+2 and the first die is an 8, then a 3, the result is 13 (8+3+the modifier of 2 applied once).

    [[spike record Inset box. We keep records on spikes for each die type that occur during our sponsored events and will publish them on our website. The very first time a d30 was rolled in one of our playtest events, it spiked to 51!]] The Rule of Tarch: A natural one, after all rerolls, is always a failure regardless of modifiers. This does not extend to subsequent rolls of a spiked die, only an original roll.

    [[Tarch inset box. Originally, an automatic failure in the Tiered Dice System was termed a crash. During playtesting of our roleplaying game, an assassin adventurer surprise-attacked a key enemy NPC and rolled a 1 on his attack. Using a Fatestone to reroll the attack, the adventurer rolled 1 again. The assassin dispatched soon after by the now aware enemy leader - was named Tarch]]

    Modifiers Dice rolls may be modified by either altering the die level (dl) or an addition or subtraction to the roll or both. Various game effects provide both sorts of modifiers. Key things to remember about modifiers:

    - A dl modifier changes the type of die used. - A bonus or penalty adds or subtracts to the result. - A bonus or penalty is only added or subtracted once, no matter how many times that roll spikes.

    - Modifiers stack unless otherwise indicated. - A Tarch is always a failure regardless of bonuses or penalties.

    Split Dice

    Some actions in the game permit the player to split a die roll into multiple dice. When this is

    permitted the player may roll a number of dice such that the total of the sides of the dice rolled is equal to

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    or less than the number of sides on the original single die. For example, in some cases a model may split

    melee attacks. If a model has a MAR of d12, it may instead roll two d6s (6+6=12) each counting as a separate attack in its own right. Or, the player could have chosen a d4 and a d8 (4+8=12) instead. Each die of a game effect that permits split dice is a separate die roll l existing game effects apply fully to each individual die roll in the same way they would if the base die had been rolled singly. Critical Hit

    If the final result of a roll exceeds the Target Number by the Threshold (TH) or more, then the player has achieved Critical Success.

    The number by which a target has to be exceeded to achieve a Critical Success is called the

    threshold (TH) and is normally 10. Some game effects lower or raise the threshold. For example,

    As many rolls in BrightSword are combat tests, or attacks, this is typically referred to as a Critical Hit, also known as a Crit. All three terms are interchangeable. Critical Successes that occur in combat are often called Critical Hits, and in this case the terms are synonymous. Note however, that Spikes and Crits are two different things. A Spike may result in a Critical Success and often a player will *need* to Spike in order to achieve a Critical Success. But just because a player has Spiked does not, in and of itself, mean that he has achieved a Crit.

    The rules on Tests and Combat will describe what effects a Critical Success has on the game. Example: Kalor is attempting First Aid on a fellow Adventurer. His First Aid skill rating is d6 and the GM determines there are no bonuses or penalties to the action roll and that the final target number is 4. Kalor

    rolls a 6 and then a 6 and then a 4 for a spiked result of 15, which is a Critical Success as it exceeds the Final Target Number by 10 or more. Example:

    Haphos decides to jump a moat on his horse. He has Riding Skill d8 and the base Target Number is 6.

    If the roll is a 16 or more, Haphos achieves a Critical Success. The GM might rule that the castle guards are so stunned by the adroitness of the move that they do not fire their crossbows this round.

    If the roll is a 6-15 Haphos enjoys success and lands safely on the far side of the moat, ready for action.

    If the roll is a 2-5, Haphos fails and he and his horse plunge into the middle of the moat. If the roll is a 1, Haphos suffers automatic failure and might be knocked unconscious by the fall into

    the moat. Super Crits A Super Crit occurs when a roll exceeds a Target Number by a multiple of 10 after the first 10. For

    example, if a rolls TN is 4 and the player rolls a 27, the roll has exceeded the TN by two multiples of 10 (is 20 or more over the TN). Each multiple of 10 the roll has exceeded the TN is known as a level of crit. Example text. Continuing the example from before, lets say that instead of a 4, the Marauders second roll was another 10, and his third roll was an 8. This would result in a 28, which is more than 20 over what was needed. As this is two multiples of the TH over what was needed, the player has achieved a super crit

    resulting in two levels of crit, one for each TH achieved.

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    Opposing Thresholds If two or more game effects alter the TH of a die roll in different directions, average them and round

    fractions down to establish the new TH of the die roll.

    If two or more game effects alter the TH of a die roll in the same direction, owner of the effects chooses

    one to use and ignores the other. Thresholds do NOT stack. Example text. A Grular Kor-Khan attacks a Trilian Starseeker with his Spikedrakh. A Spikedrakh is Deadly and so its TH for a crit is 8. But the Trilian has the Deflect talent an crits against him need a TH of 15. The average of the two thresholds is 11.5 (8+15)/2. Rounded down this means the TH for the attack is 11. Crits and Fatestones

    If the rules do not otherwise indicate a benefit for achieving one or more critical successes (crits) on a test, each level of crit provides the Adventurer one Fatestone (pg x). If the rules provide for a benefit for one or more levels of critical success on a test, but not all of the levels of critical success achieved, the Adventurer gains one Fatestone for each level of success not otherwise providing a benefit.

    Example text. Rich makes a roll to put his Bandit Highwayman on Delay. The Highwaymans DISC is d10 and the target number to put a model on Delay is 4. Rich rolls a 16 (after spiking) and has achieved one level of crit. There is no specific game effect to placing a model on Delay and achieving a crit, so the Highwayman acquires a Fatestone. Destiny Stones

    During its activation or during the End Phase, an Aventurer may turn in two Fatestones in order for the freeband to gain a Destiny Stone. As this makes a Destiny Stone worth two Fatestones, a player may resolve two levels of crit for which there is no game effect by acquiring a Destiny Stone instead.

    Example text. Instead of a 16 on a delay roll, lets say Richs Highwayman achieves a 26. As that is more than 20, two thresholds, above the target number of 4, he has achieved two levels of crit. He could take two Fatestones, but chooses instead to take one Destiny Stone. Attribute Generation Rolls Do not spike. More TBP.

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    TESTS

    A test is a dice roll using the Tiered Dice System described on page x. The player selects a die

    appropriate to the rating involved, determines the target number and rolls. The result of the die roll is not final until after any applicable reroll is decided upon and taken, and the result includes any applicable modifiers.

    If the result is equal to or greater than the target number, the test succeeds. If the result is 10 or more over the TN, the test results in a critical success, or crit. If the result is lower than the TN, the test is a failure. If the result is a natural one, a tarch, the test is a failure regardless of any modifiers.

    COMBAT TESTS

    Combat tests are either ranged or melee. Combat tests are also known as attacks. The rating used for attacks is either the models Ranged Attack Rating (RAR) or Melee Attack Rating (MAR). Attacks are described in Making a Ranged Attack, page x, and Making a Melee Attack, page x. The target number of an attack is the target models Defense (DEF). Attacks resulting in crits typically do more damage to the target, page x.

    CASTING TESTS

    A Casting Test is a special type of Test that permits the casting of spells. For the rules on Casting tests, see pg x.

    DISCIPLINE TESTS

    Discipline Tests are tests using the models Discipline Rating (DISC) to accomplish military-like

    tasks in dangerous situations. Types of Discipline Tests

    Morale Test to avoid panicking when something goes badly wrong (pg x). Fear Test to resist the effects of Fear (pg x). Rally Test to stop panicking and return to the encounter (pg x). Evade Test to evade an enemy trying to come into contact (pg x). Delay Test to place a model on Delay (pg x). Targeting Test to shoot a target of the models choice (pg x).

    If a model crits a DISC Test, the model receives a Fatestone (pg x) for each level of crit.

    ABILITY TESTS Types of Ability Tests

    There are three types of Ability Tests: Attribute Tests, Mobility Tests and Skill Tests. Unless otherwise specifically noted, the target number for all ABL tests is 4. Ability tests are written as: TYPE test X, where X is the target number if it is not 4.

    For example: Climb test 6 This is a Climb test, which is a type of Ability test, and the target number for this particular Climb

    test is 6. Attribute Tests

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    Attribute tests in Freeblades are a type of Ability test and will have keywords such as AGL, SPR,

    etc.

    Strength (STR) Dexterity (DEX) Agility (AGL) Endurance (END) Spirit (SPR) Knowledge (KNW)

    If a model crits an Attribute Test, the model receives a Fatestone (pg 29) for each level of crit.

    Mobility Tests

    Mobility tests are discussed on pg 52. Most mobility tests provide some benefit for a Critical Success. For every level of crit achieved on a mobility test for which a benefit is not assigned, the model receives one Fatestone. Mobility tests are:

    Climb Test Swim Test Jump Test

    Skill Tests

    Skills are listed on page x. - The rules will indicate when a model can take a skill test to accomplish some task.

    - Unless otherwise noted in the skill description, skill tests are Free Actions. - Skills marked with a (t) require training. If the model does not possess this skill, a test in

    that skill cannot be made. Otherwise a test made in a skill for which the model has no skill rating is made using a d4.

    - If a model crits a Skill Test, the model receives a Fatestone for each level of crit.

    OPPOSED TESTS

    Some game effects call for an opposed test. An opposed test is a test in which the target number is set by the opponent also taking a test. Typically, each side is taking the test using the same rating type. For

    example, an opposed STR test, each side uses the STR rating of the model involved to take the test. In an opposed test, the test is taken by the model attempting to succeed at employing some game effect. The target number in an opposed test is set by a model granted the ability to attempt to oppose the enemy model. For example, the use of the Parry talent permits a model to cause an enemys use of a melee attack to become an opposed test.

    For example, Haphos the spy is trying to hide in the shadows of a corridor alcove from a nearby

    guard. The GM has Haphos make a Stealth action roll and provides a +1 bonus for the dim lighting in the castle. Haphos rolls his Stealth skill, a d8, and gets a 6 which with the modifier results in a 7. The GM rolls for the guards Perception, a d6, and the guard rolls a 4 and fails to notice Haphos in his hiding place. Note that once Haphos achieved a result above 6, the guard would have had to spike his roll to succeed. The GM may also apply the rules for complex and multi-round actions to an opposed test.

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    Example

    Solon is involved in a friendly arm-wrestling match with a patron of the Blue Falcon Tavern. The

    GM rules that each contestant will make an Action Roll on their STR and the first one to make three unanswered successes is the winner.

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    EXAMPLE OF PLAY

    Steve has read BrightSword and has decided to act as the GM for his gaming group. He has developed a story line taking place just after the Grular invasion of Falkaar and he and four of his friends have been playing in it for several weeks. Tonight, the group is exploring a crypt. The Adventurers are: Kalor, a Trooper played by Keith Benadril, a Thief played by Brian

    Galen, a Scout played by Mike Tabitha, an Enchantress played by MacKenzie As the action begins, the group has discovered a trap door hidden under a gravestone in a cemetery.

    Benadril: I will check to make sure the door is not trapped. GM: (makes a Perception roll for Benadril). It is not. Kalor: I think Galen should be first in. Galen: Why me? Tabitha: Youre the scout, so get scouting. Galen: Why dont you send the lizard in first? (Tabitha has an iguana familiar named Kazul) Tabitha: He doesnt like holes. Besides, we need to save that for when we really need it. Benadril: Shes right, Galen, its your turn. Galen: Oh, all right. [to the GM:] Ill open it and look down. GM: Your torchlight shows a rusty ladder leading down into the darkness. Tabitha: I will lower a lantern on a rope. GM: The light from the lantern reveals the shaft opens into a larger room about 20 paces down. Galen: Here goes. Im climbing down the ladder. GM: It creaks, but supports your weight. At the bottom is a chamber with an iron bound oak door in the north wall. The chamber is a ten by twenty pace room that is longer north-south. Galen: Come on down, folks. Kalor: Well join him, first me, then Tabitha, then Ben. Benadril: I will pull the trap door closed after me. Tabitha: Shall I summon a warding spirit to guard our escape route? Kalor: Good idea, but no. I have a feeling we are going to need all your magic later.

    GM: The climb down is uneventful. Kalor: Ben, check the door. Benadril: [to GM] I check the door to see if the lock is trapped or if there is any sound coming from beyond. GM: (makes Bens Perception rolls). There are no traps and you can only hear the breathing of the rest of the group. Benadril: Ok, Ill pick the lock. (he makes a Devices Action Roll). A 12! I succeed unless this is a special lock. GM: It is not. The door is unlocked. Benadril: I am readying my bow. Galen: Me too. Kalor: I am drawing my sword. As I got us into this, I will go in first. Tabitha, hold up that lantern. Tabitha: Right. Kalor: I open the door.

    GM: Dust fills the beam of the lanterns light. It shines into a large, long chamber with a vaulted ceiling and many man-sized cavities carved into the walls. In each cavity rests an ancient skeleton. Kalor: How many cavities total? GM: Twelve. Two rows of three on each side wall. Kalor: Ok, they are sure to be guardians of some sort. Guys, put your bows away and draw swords. Galen: Uh, shouldnt we be going? Kalor: You want the crown, dont you?

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    Galen: Sure, but fighting skeletons Tabitha: What did you expect to fight down here, bunnies? Benadril: What else is in the room? GM: Nothing. Across from you is another closed door. Kalor: Ben and I will head over to the door. You two watch the skeletons. Galen, Tabitha: Right. GM: Kalor, as you start across the room, a stone you step on sinks a few centimeters. The skeletons begin to stir.

    Kalor: Should have thought of that. Ill get the nearest. Benadril: Ill put my back to his and face the skeletons from the other wall. Galen: Oh, well, looks like that time again. Tabitha: The guys might need a little help. Ill summon a warrior spirit to join the fray. GM: Ok, got it. The skeletons begin to advance. Kalor, one is close enough to attack. Kalor: (rolls) I got a 7.

    GM: Thats a hit. The creatures AV is 5. Whats your damage? Kalor: d8 for the weapon [a longsword] and +1 for my strength. (He rolls a d8) Its a 5, plus 1 is 6. [He does 1 LP to the skeleton] GM: You chip a shoulder bone. Kalor: Its going to be a long night

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    ADVENTURERS CHAPTER 3 Oh, lad, Ive pretty much seen it all these past years. Ive ridden a scorpion the size of a horse. One of those snake-people tried to kill the lieutenant once and we chased it off. I was nearly captured by Kandoran slavers. And the women of Zenodeem.well, lets just say you want to meet one before you die. Yes, yes, people get killed in our business, but we live a hundred days for every one a farmer or shopkeeper lives. A fine bargain it is, I say. Larkol, sergeant in the Dark Sky mercenary company, to a potential recruit.

    Players of BrightSword take on the role of one of the many people of Faelon. These roles are called Adventurers. An Adventurer is an in-game persona or avatar of the player. The Gamemaster (GM) places the Adventurers in a setting and describes it to them and the Adventurers interact with the people and creatures the GM describes. Depending on the setting, the back story, the tasks the Adventurers are to accomplish and, most importantly the players and GMs desires and imaginations, an Adventurer can be chosen from a nearly limitless set of possibilities: a Falkaaran Wizard, a Haradelan Knight, a Thormenalan Mercenary, a Kandoran Necromancer, a Koronnan Spy, a Traazorite Legionnaire the realms of Faelon provide a fascinating and dangerous world in which to live and find ones fortune. The heart of an Adventurer is how she is viewed by her player. No matter what this rulebook says, nothing is as important as the Adventurer being the embodiment of the players imagination. All this rulebook attempts to do is help a player merge her vision of her Adventurer with the world the GM creates and the imaginations of the other players. ADVENTURER CREATION

    This chapter tells you how to translate your vision of your Adventurer into terms that allow it to interact with the creatures, people and settings of the GMs vision of Faelon and the actions and activities of the other Adventurers in the players group.

    In each step of the Adventurer creation process, you will be determining one or more of the

    features of your Adventurer. These features are: race, faction, attributes, path, skills, talents, look, personality and back story. The decisions a player makes as he develops his Adventurer are numerous and one decision can

    affect the outcome of another. We take you through this process in a specific order, but you are free to look ahead and make changes and study options all you want. As you become comfortable with the process, youll speed through it. Indeed a player familiar with role-playing games in general will likely know pretty much what to look for from the get-go. We recommend that new players work through their first Adventurer in the order features are presented in the rules and follow the examples of Adventurer creation. Detailed information on each of the features of an Adventurer is contained in the appropriate chapter, with summaries located here.

    Equipment Required: To create an Adventurer, a player needs the following:

    This rulebook.

    2 d4 and 2 d6.

    Pencil and scratch paper.

    A blank Adventurer Data Sheet.

    Background information from the Gamemaster, to include in what part of the world of Faelon the adventure will take place and any additional options and restrictions.

    [Box] Adventurer Creation Summary

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    Select Race and Faction Determine Attributes Determine Starting Adventure Points Select Path Select Skills Select Talents Determine Look

    Determine Back Story [box] SELECT FACTION AND RACE

    Chapter 2 describes key characteristics of each faction and race. Part of the information (physical description, culture and homeland) is back-story. This information has importance in the narrative flow of the game. Race is the physical, ethnic nature of the Adventurer. Faction is the nation, tribe or other group to which the Adventurer belongs. An Adventurers faction is one of her most defining characteristics. It describes her homeland and her political and religious identity. Some factions represent all the people of a given race, while other races are found in many factions. Choosing the combination of faction and race for

    an Adventurer will determine his native language, natural talents and attributes. Table 3-1 Adventurer Race and Faction

    Faction Race Native Language

    Koronna Chaler Chalish

    Traazor Chaler Chalish

    Falkaar Faeler Faelish

    Haradel Faeler Faelish

    Thormenal Faeler Faelish

    Urdaggar Faeler Faelish

    Kuzaarl Kuzaarik Symkish

    Mershael Mershael Faelish

    Shakrim Shakrim Chalish

    Grular Symker Symkish

    Kandor Symker Symkish

    Symidia Symker Symkish

    Varkraal Symker Symkish

    Trilias Trilian Trilian

    Table 3-2 Faction Skill and Talent Tables (see sep spreadsheets for now)

    The faction tables identify which skills get a skill break 10 less AP when first taken. They also identify which exotic weapons are counted as other categories for that faction.

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    FALKAAR Race: Faeler Native Language: Faelish

    Natural Talent: Random

    Path Skill Breaks

    Blade Kolekar: Military Pike

    Horn Longbow

    Scroll Magic [Fire]

    GRULAR Race: Symker Native Language: Symkish

    Natural Talent: Random

    Path Skill Breaks

    Blade Spikedrakh, Anghara: Military

    Morningstar, Flail Impaler: Military

    Horn Composite Bow

    Scroll Magic [Shadow] Shadowspear:

    Basic

    HARADEL Race: Faeler Native Language: Faelish

    Natural Talent: Random

    Path Skill Breaks

    Blade Lance Longsword

    Horn

    Scroll Magic [Varan] War Mattock: Basic

    KANDOR Race: Symker Native Language: Symkish

    Natural Talent: Random

    Path Skill Breaks

    Blade Halberd Scythe: Military

    Horn Composite Bow

    Scroll Magic [Necromancy]

    Skullstaff

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    KORONNA Race: Chaler Native Language: Chalish

    Natural Talent: Random

    Path Skill Breaks

    Blade Saber

    Horn

    Mask Moonsknife: Special

    Scroll Magic [Moons] Moonsglave: Basic

    KUZAARL Race: Kuzaarik Native Language:

    Kuz

    Natural Talent:

    Die Hard [1]

    Path Skill Breaks

    Blade Warhammer

    Horn Crossbow Shatterbow: Special

    Mask Arbahlyet: Special

    Asp Baton: Special

    Kubotan: Special

    Scroll Magic [Rune] Warhammer: Basic

    MERSHAEL Race: Mershael Native Language: Faelish

    Natural Talent: Quick

    Path Skill Breaks

    Blade Taumari: Military Mershael Armor Martial Arts

    Horn Longbow Mershael Armor

    Mask Martial Arts

    Scroll Magic [Illusion] Mershael Armor Martial Arts

    SHAKRIM Race: Shakrim Native Language: Chalish

    Natural Talent: Amphibious or Slither

    Path Skill Breaks

    Blade Scourge: Military Trident: Military

    Horn Blow-gun

    Mask

    Scroll Magic [Sea]

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    SYMIDIA Race: Symker Native Language: Symkish

    Natural Talent: Random

    Path Skill Breaks

    Blade Scimitar

    Horn Composite Bow

    Scroll Magic [Air]

    THORMENAL Race: Faeler Native Language: Faelish

    Natural Talent: Random

    Path Skill Breaks

    Blade Foil, Rapier Heavy Crossbow Parry Dagger

    Horn

    Scroll Magic [Earth]

    TRAAZOR Race: Chaler Native Language: Chalish

    Natural Talent: Random

    Path Skill Breaks

    Blade Sakhazet: Military Gadoru: Military

    Horn

    Mask

    Scroll Magic [Sun] Mace: Basic

    TRILIAS Race: Trilian Native Language: Trilian

    Natural Talent: Reachers:

    Starlight Vision Deepers: Arboreal

    Path Skill Breaks

    Blade Toloron: Military Herenkal: Military

    Horn Longbow Herenkal: Special

    Mask Herenkal: Special

    Scroll Magic [Treespeaking]

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    URDAGGAR Race: Faeler Native Language: Faelish

    Natural Talent: Random

    Path Skill Breaks

    Blade Ripper: Military Handclaws: Military

    Horn

    Mask

    Scroll Magic [Totem] Barbed Spear: Basic

    VARKRAAL Race: Symker Native Language:

    Symkish

    Natural Talent:

    Random

    Path Skill Breaks

    Blade Dread Spear: Military

    Zeradrakh: Military

    Horn Dread Spear:

    Special

    Scroll Magic [Ice]

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    Native Language The Adventurers native language is determined by their choice of race and faction. Kuzaarik and Mershael do not share their true native tongue with outsiders. Adventurers of these factions may communicate with others of the same faction in their true native tongue if they choose. Adventurers receive a free skill rating of d8 in their native language. This does not cost AP, but any improvement to it will require an expenditure of AP.

    Natural Talents Talents are game actions Adventurers can take. Talents are described in Chapter X. Natural Talents are based on the innate physical and mental development of the Adventurer.

    Table 3-3 Natural Talents If an Adventurer rolls for a Natural Talent, it is a d30 roll. 1 Alert

    2 Ambidextrous 3 Animal Calm 4 Darkvision 5 Dauntless 6 Enhanced Senses (Sight, Hearing, Smell) 7 Fast (+1SPD)

    8 Genius 9 Heightened Agility 10 Heightened Dexterity 11 Heightened Endurance 12 Heightened Knowledge 13 Heightened Spirit 14 Heightened Strength

    15 Lucky 16 Nimble 17 Quick 18 Quick Healer 19 Resistance [Cold] 20 Resistance [Heat]

    21 Resistance [Poison] 22 Resistance [Energy Magic] 23 Resistance [Spirit Magic] 24 Starlight Vision 25 Sturdy 26 27

    28 29 30 Witchsight

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    DETERMINE ATTRIBUTES

    General

    There are six primary and four secondary Attributes. These Attributes each define various physical characteristics of the Adventurer in game terms so that players and the GM can resolve player actions quickly and realistically.

    Adventurers are assumed to be heroic individuals and are generally superior representatives of their society at large. Should a player want to play the role of a more average individual, she may always

    choose to lower the start value of any Attribute.

    Primary Attributes There are six primary attributes: Strength (STR). This attribute represents the adventurers physical power. Dexterity (DEX). Dexterity represents the adventurers hand-eye coordination. Agility (AGL). Agility is both the adventurers flexibility, ability to act quickly and ability to maintain

    balance. Endurance (END). Endurance represents the adventurers general health and stamina. Spirit (SPR). Spirit denotes both life force and will power. Adventurers with high SPR values have

    more mental energy and a greater will to live. Knowledge (KNW). The Knowledge attribute reflects the adventurers education level. Note that

    KNW does NOT reflect the Adventurers intelligence, wisdom or common sense. Those attributes may be played as the player deems appropriate for the Adventurer.

    Each attribute has a rating. The rating is shown as dX, where x is the number of sides of the die

    the player rolls to undertake an action based on that attribute. The higher the number, the more capable the character is in that attribute.

    Note that both Attributes and Skills use the Tiered Dice System. The Tiered Dice System is explained in Chapter 2.

    Determining Attributes

    There are two options open to the GM and players for the determination of the value of primary

    Attributes.

    Method 1 The random method

    Based on the race of the adventurer, the player rolls two dice of the indicated type for each attribute and totals the result. If an even number, that is the number of the dice type of the attribute, e.g. a result of 8 results in an attribute rating of d8. If an odd number, round up to the nearest even number to get the final result, e.g. a result of 5 becomes an attribute rating of d6. Results of 2 become an attribute rating of d4.

    The player gets 2 rerolls to allocate to either die of an attribute roll OR the frame roll. These rerolls may be applied no more than one to an attribute (including frame) unless otherwise noted. No single die roll may ever be rerolled more than once. With respect to an attribute roll, the player can reroll any given die AFTER seeing the entire initial roll of all dice. Because of this, the player should write down all dice results and then choose which ones to reroll, if any.

    After all rerolls are taken into account, the player may switch any two attribute results. If she does so, an attribute with a base number of d4+d4 from Table 3-2 cannot be assigned a value greater than d8 and an attribute with a base number of d4+d6 from Table 3-2 cannot be assigned a value greater than d10.

    Table 3-2 Determining Primary Attributes

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    Races: Attributes Faeler Chaler Kuzaarik Mershael Shakrim Symker Trilian

    STR d4+d6 d4+d6 d4+d6 d4+d6 d6+d6 d4+d6 d4+d4

    DEX d4+d6 d6+d6 d4+d6 d4+d6 d4+d4 d6+d6 d4+d6

    AGL d4+d6 d4+d6 d4+d4 d4+d6 d4+d6 d4+d6 d6+d6

    END d4+d6 d4+d4 d6+d6 d4+d6 d6+d6 d4+d6 d4+d4

    SPR d4+d6 d4+d6 d4+d6 d4+d4 d4+d6 d4+d4 d6+d6

    KNW d4+d6 d4+d6 d4+d6 d6+d6 d4+d4 d4+d6 d4+d6

    Frame (roll d6)

    1: S 2-3: M 4-6: L

    1-2: S 3-4: M 5-6: L

    1-3: S 4-6: M

    1-2: S 3-4: M 5-6: L

    1: S 2-3: M 4-6: L

    1-3: S 4-5: M 6: L

    1-3: S 4-5: M 6: L

    Primary Attribute Example: Keith determines Kalors attributes. As Kalor is Faeler, each of his six primary attributes are d4+d6 rolls. Keiths numbers look like this: d4 d6 current result

    Strength: 2 4 d6 Dexterity: 4 3 d8 Agility: 3 3 d6 Endurance: 4 6 d10 Spirit: 2 1 d4 Knowledge: 1 5 d6

    Frame: 3 = Medium Keith has 2 rerolls and can use one or two on any given attribute. He decides first to reroll the d6 for his Spirit. He gets a 2, which is better than the 1 he originally got, but does not change the final resu lt, unfortunately. He considers rerolling his frame, but knows that with a d10 Endurance, he is doing pretty well for Life Points (see Table 3-3) and doesnt see Kalor as being noticeably larger than others. He then rerolls the d4 for Knowledge and again gets a 2 which, although a low number, does indeed improve his rating. Kalors new results and ratings: d4 d6 final result Strength: 2 4 d6

    Dexterity: 4 3 d8 Agility: 3 3 d6 Endurance: 4 6 d10 Spirit: 2 2 d4 Knowledge: 2 5 d8

    Frame: 3 = Medium

    Keith records the values of Kalors attributes on his Adventurer Data Sheet.

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    Method 2 - The point method

    The player can assign a total of 40 points to the six Attributes as he sees fit. Each point is the same as one face on a die, so a d6 rating would cost 6 points but a d8 rating would cost 8. Each attribute must be assigned a value of d4, d6, d8 or d10. Using this method, no Attribute may be assigned a score of d12 or better. An Attribute with a base number of d4+d4 from Table 3-2 cannot be assigned a value greater than d8.

    Example: point method Secondary Attributes: There are four secondary attributes: Frame, Life Points, Carrying Ability and Vitality.

    Life Points (LP). Life Points reflect the adventurers ability to sustain bodily injury. Usually this occurs in Combat, see Chapter X.

    Table 3-3 Life Points (LP)

    The Adventurers END determines the amount of life points (LP) the Adventurer possesses.

    END LP

    d12 30

    d10 25

    d8 20

    d6 15

    d4 10

    Optional: Carrying Ability (CA) (20-60 EP). CA = LP*2 Encumbrance Points (EP). Encumbrance Points are a measure of the amount of equipment an Adventurer carries. One EP is equivalent to roughly one

    kilogram/liter. Carrying Ability is a number of EP equal to twice the Adventurers Life Points. This determines the amount of EP an Adventurer may carry before incurring additional penalties (Chapter X). Note that this does not determine how much weight an Adventurer may deadlift. An Adventurer may deadlift half his own weight as a basic (target number 4) Strength Attribute Action (see page X). Trying to deadlift more increases the target number. Optional: Vitality is the ability of the Adventurer to resist the effects of Fatigue and avoid becoming Tired or

    Exhausted. Vitality is determined by taking the average of END and SPR. Add the two ratings together and devide by two. If an even number, that is the number of the dice type of the Adventurers Vitality, e.g. a result of 8 results in a Vitality rating of d8. If an odd number, round up to the nearest even number to get the final result, e.g. a result of 5 becomes a Vitality rating of d6.

    Secondary Attribute Example: Keith cross references Kalors d10 END on Table 3-2 to get 25 Life Points.

    His Carrying Ability is 50 EP (LP*2). Keiths END is d10 and SPR is d4. 10+4 is 14, divided by two is 7, rounded up is a Vitality of d8.

    Keith records his LP, CA and Vitality on his Adventurer Data Sheet.

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    Attributes and Skills

    Attributes play a big role in the Adventurers use of skills. Each attribute provides a bonus or penalty to the use of skills based on those attributes. This value is called the Attribute Bonus and is determined by Table 3-4. Which attribute is used to determine the bonus for the use of a particular skill is noted in the skill descriptions (Chapter X). In addition, Strength determines a modifier to a melee weapons Damage Bonus (DB) (Chapter X) value.

    NOTE THAT THIS MODIFIER IS TO SKILL TESTS MADE USING SKILLS ASSOCIATED WITH

    THE ATTRIBUTE. IT IS NEVER APPLIED TO A PURE ATTRIBUTE TEST.

    Table 3-4 Attribute Bonuses and Penalties

    Attr Rating: Bonus

    D30 +4

    D24 +3

    D20 +3

    D16 +2

    D14 +2

    D12 +1

    D10 +1

    D8 0

    D6 0

    D4 -1

    Example: Kalor adds +1 to any roll he makes for an action based on his Endurance of d10. But he will add -1 to any action based on his d4 Spirit.

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    DETERMINE STARTING ADVENTURE POINTS

    Skills and Talents are purchased with Adventure Points (AP).

    What skills and talents are available at what cost is determined by the Path the Adventurer has chosen.

    Each Adventurer receives 100 Adventure Points (AP) with which to determine her starting skills and

    talents. Characters will receive more AP as they gain experience (Chapter X) [box] Starting with more than 100 AP. If a player is creating an experienced adventurer (one with more than 100 AP), the rules for Adventurer creation must be followed for the first 100 AP spent and then may be spent without further restriction

    thereafter. Basically this means that the Adventurer may not purchase an advanced talent or more than three skills at d8 (and none higher) with the first 100 points spent. [box] AP Casters Bladesworn 100 Starting Adventurer Novice Novice Novice 250 Veteran Apprentice Bladesman 350 Elite Practitioner Bladebrother 500 Champion Adept Bladeseeker 750 Master Master Blademaster 1000 Lord Lord Bladelord

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    SELECT PATH

    Once an Adventurers background and attributes have been determined, the Adventurer must choose a Path. A Path is the course of an Adventurers early life. It is the focus of her studies and training. Choosing a Path lifts a member of the cultures of Faelon out of the yeoman, serf or slave class and sets them on their way to greater understanding.

    Adventurers in Faelon are guided by their intuition, aptitudes, mentors and cultures along one of six Paths of education, training and experience. They may and often do learn many things not directly on their chosen path, but at a greater expenditure of effort and time than those skills and talents associated with their principle calling. Chapter 4 explains the Paths in more detail. The Paths

    There are six Paths to choose from: the Path of the Blade, the Path of the Horn, The Path of the

    Mask, the Path of the Coin, the Path of the Wheel and the Path of the Scroll. Skills and Talents associated with the Adventurers Path can be selected by the Adventurer at the cost in AP shown. Skills and Talents taken from another path cost twice as much. In common usage, members of the various paths are often referred to by the path name: Blades, Horns, Masks, Coins, Wheels and Scrolls. The Path of the Blade [icon]

    The Path of the Blade is the path of combat, weapons and war. Blades are warriors, knights, gladiators, siege engineers, military leaders, duelists, paladins and mercenaries. Blades often receive their training in military units and specialist weapons schools. The Path of the Coin [icon]

    The Path of the Coin is the path of the making and selling of goods. Coins are craftsmen, engineers and merchants. Coins typically receive whatever formal training they come by in apprenticeships and guilds. The Path of the Horn [icon] The Path of the Horn is the path of hunting, harvesting and physical interaction with nature. Horns

    are hunters, farmers, foresters and animal handlers. Horns typically receive whatever formal training they come by in apprenticeships and from family members. The Path of the Mask [icon] The Path of the Mask is the path of intrigue, subterfuge and chance. Masks are diplomats, thieves,

    assassins, performers and spies. Masks typically receive whatever formal training they come by in apprenticeships and guilds. The Path of the Scroll [icon] The Path of the Scroll is the path of knowledge, wisdom and understanding. Scrolls are wizards, priests, scholars, and healers. Scrolls can be found studying their craft in universities and temples.

    The Path of the Wheel [icon] The Path of the Wheel is the path of exploration, travel and discovery. Wheels are ship captains, conquistadors and caravan leaders. Wheels get any formal training they receive from apprenticeships, but much is done learning on the job.

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    [Box] The choice of path determines which skills and talents may be obtained at their base cost and which are obtained at increased cost. Skills and talents from the other paths cost twice as much. [Box] [Example]

    SELECT SKILLS A skill is a task in which an Adventurer can gain measurable experience through training and practice. The use of a skill is an action where the Adventurer attempts to do something and either succeeds or fails. How likely the Adventurer is to succeed in the performance of the task is measured by

    his skill rating. Skills differ from Talents in that the Adventurers ability to perform the skill (skill rating) may be

    increased with experience. Talents always work the way they are listed and are not individually enhanced through experience. Instead some Talents work as prerequisites for even more powerful Talents that are purchased separately once the prerequisites are met. The detailed description of each skill can be found in Chapter 5.

    The description of how skills work as Adventurers act in the world of Faelon can be found in Chapter 8.

    Skills are purchased with AP according to these guidelines:

    Each skill ratings cost is shown on Table 3-x. This cost applies to General Skills and Path Skills. An Adventurer may only have three skills at rating d8 to start and none higher without the

    permission of the GM. Note that this does not include skill in an Adventurers native language. Skills taken from another Path cost an additional 10 AP for each rating increase.

    Table 3-x Skill Costs

    Skill Rating Cost for MAR/RAR/CAR To Buy directly Cost for Skill To buy directly

    D4 - - - -

    D6 10 10 10 10

    D8 +10 20 +10 20

    D10 +20 40 +10 30

    D12 +20 60 +10 40

    D14 +40 100 +20 60

    D16 +60 160 +20 80

    D20 +90 250 +30 110

    D24 +100 350 +30 140

    D30 +150 500 +60 200

    [Example (include skill from another path] Native Language

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    All starting adventurers are a d8 in their native language. This does not count towards the

    maximum number of d8 skills with which an adventurer may begin and does NOT require the expenditure of any AP. This skill can be increased normally through the expenditure of AP acquired through adventuring. Skill Lists

    The Skill Lists below summarize the skills that are available to each path and the general skills

    available to Adventurers of any path. The tables show the title of the skill, the attribute the skill is linked to and whether or not the Adventurer must be trained in that skill to attempt its use at all. Skills that do not require training to use may always be employed using a d4. Skills that have elements in [brackets] have specializations. The rules on specializations can be found in Chapter X. General Skills

    Note that General Skills are available at base cost for Adventurers of any Path. Skill Attribute Trained? Skill Attribute Trained?

    Climb AGL Ride AGL Y

    Cook KNW Perception KNW

    First Aid KNW Y Language [Native] KNW Y

    Jump AGL

    Instruct KNW Y Language [ONE Foreign] KNW Y

    Swim STR Y MAR [Basic Melee] DEX

    Path Skills

    The following skills may be acquired by members of the listed path at base cost. An Adventurer from another path may acquire and gain experience in a skill from another path. Each skill rating increase for a skill from another path costs an additional 10AP. Blade Skills

    Skill Attribute Trained? Skill Attribute Trained?

    Command KNW Y Siege Warfare KNW Y

    Gamble KNW MAR [Specialist, Military Melee]

    DEX

    Intimidate STR War Engine DEX Y

    RAR [Basic, Special, Military

    Ranged]

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    Coin Skills

    Skill Attribute Trained? Skill Attribute Trained?

    Armory DEX Y Evaluate KNW

    Brew DEX Y Find KNW

    Commerce KNW Y Gamble KNW

    Craft [Fletching, Jewelry, Smithing, Carpentry,

    Clothwork, Stonework,

    Leatherwork, Minting,

    Cobbling, Pottery]

    DEX Y Locksmith DEX Y

    Deceive KNW Mining

    Draw DEX Y Devices DEX Y

    Engineering KNW Y Persuade KNW

    Shipbuilding KNW Y

    Horn Skills Skill Attribute Trained? Skill Attribute Trained?

    Animal Handling KNW Y Mountain Climbing END Y

    Animal Healing DEX Y Navigate KNW Y

    Camouflage KNW Y Snares and Traps DEX

    Farming KNW Stealth AGL Y

    Forage KNW Survival [Forest, Sea, Plains, Desert, Mountain, Jungle,

    Arctic]

    KNW

    Forestry KNW Y Track KNW

    Herding AGL RAR [Specialist Ranged] DEX

    Hunt KNW Y

    Mask Skills Skill Attribute Trained? Skill Attribute Trained?

    Acrobatics AGL Lip-read

    KNW

    Athletics [Diving, Skating, Skiing, Sports]

    AGL/STR Entertain [Singing, Musical Instrument, Dance, Drama]

    A/D/E

    Circus [Juggling, Mimery, Stilt walking]

    AGL/DEX Persuade KNW

    Cryptography KNW Y Thievery DEX Y

    Deceive KNW Poisons DEX Y

    Devices DEX Y Sign Language DEX Y

    Sleight of Hand DEX

    Disguise DEX Stealth AGL Y

    Find KNW Ventriloquism DEX Y

    Gamble KNW RAR [Crossbow, Arbahlyet, Dart, Blow-gun, Throwing Star,

    Throwing Knife]

    DEX

    Impersonate KNW MAR [Specialist Melee]

    Scroll Skills

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    Skill Attribute Trained? Skill Attribute Trained?

    Alchemy DEX Y Humanities [Education, Journalism, Law, Linguistics,

    Literature, Political Science,

    Sociology, Philosophy]

    KNW Y

    Architecture DEX Y Lore [Astrology, (Culture), Demonology,

    Wood, Metal, Nature, Herbalism,

    Astronomy, Caves]

    KNW Y

    Art [Music, Painting, Poetry, Sculpting]

    DEX/KNW Magic KNW Y

    Find KNW Medicine DEX Y

    Weapon [Longsword, Mace]

    DEX Persuade KNW

    Heraldry KNW Y Theology [Varan, Totems, Cycle, Moon, Sun, Old Gods]

    KNW

    History [Genealogy, Social, Economic, Political, Military]

    KNW Y Language KNW Y

    Wheel Skills

    Skill Attribute Trained? Skill Attribute Trained?

    Animal Handling KNW Y Mountain Climbing END Y

    Animal Healing DEX Y Navigate KNW Y

    Evaluate KNW Persuade KNW

    Cartography DEX Y Pilot KNW Y

    Caving AGL Rappel AGL

    Camouflage

    Command KNW Y Ropes DEX

    Drive [Chariot, Wagon] STR Signaling KNW

    Find KNW Survival [Forest, Sea, Plains, Desert, Mountain, Jungle,

    Arctic]

    KNW

    Gamble KNW Hunt KNW Y

    Intimidate STR MAR [All] DEX

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    SELECT TALENTS

    The Talent Lists below summarize the talents that are available to each path. The tables show the

    title of the talents, its cost in AP and any prerequisites the Adventurer must possess in order to acquire the talent.

    Talents differ from skills in that the Adventurers ability to perform a skill (skill rating) may be increased with experience. Talents always work the way they are listed and are not individually enhanced through experience. Instead some Talents work as prerequisites for even more powerful Talents that are

    purchased separately once the prerequisites are met. The detailed description of each talent can be found in Chapter 6. The description of how talents work as Adventurers act in the world of Faelon can be found in Chapter 8.

    Talents are purchased with AP according to these guidelines:

    Each talents ratings cost is shown on the Talent Lists. Talents taken from another Path cost TWICE the AP listed.

    General Talents

    Talent Cost Pre-requisite Talent Cost Pre-requisite

    Bold 10 DISC d8 Retrograde 10 DISC d10

    Die Hard [x] 20x - Steadfast [X] 20x -

    Hardened 20 END d8

    Tough [X] 10x+

    10

    END d8 Second Action

    100 AGL d14, DEX d14

    Quick Thinker 10

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    Path of the Blade Talents

    Talent Cost Pre-requisite Talent Cost Pre-requisite

    Active Defense 10 AGL d8 Interrogate [X] 10x

    Agile Charge 20 NHA, AGLd12 Iron Will 20 Leader

    Armor: Medium 20 Joust 10 Mtd Cbt, Ride d12

    Armor: Partial

    Heavy

    30 Killing Strike [X] 10x MAR d12

    Armor: Heavy 40 Lash Attack 20 Whip

    Armor: Extra Heavy

    70 Leader 30 DISC d10

    Armor: Super Heavy

    90 Lure 10

    Authority 10

    Battlecry 20 Missile Parry [X] 20x MAR d12, AGL d12, Parry [X]

    Battler 10 Mounted Combat

    20

    Bladedancer 20 Elude [1], AGL d10, Sword

    Oppressor 10

    Bladeflash 20 DEX d10 Overrun 10 Mounted Combat, Ride d12

    Blind Parry 10 Parry [1], MAR d12

    Parry [X] 30x

    Bloodscent 10 Power Attack [X] 10x

    Bloodseeker 10 Quick Dismount 5 Ride d8, NHA

    Bloodstruck 10 Quick Draw 5

    Bull Rush 10 STR d8 Rapid Fire 30 RAR d10, DEX d8

    Bypass 10 Rapid Reload 10

    Combat Mastery 20 Shadow 10 Sidestep, NHA

    Combat Reflexes 20 Shield Bash 10 STR d8, Shield

    Conquer 10 Shield: Small 5

    Contain 10 AGL d10 Shield: Medium 10

    Counterattack 10 DEX d10 Shield: Large 15

    Covert Charge 10 AGL d10, Arboreal

    Shield: Pavise 10

    Deflect 20 AGL d10 Shoot Them! 10

    Disarm 20 MAR d14 Sidestep 10 AGL d10, NHA

    Dual Strike 10 2xMelee Wpns Stoic 10

    Elude [X] 10x AGLd8 Swashbuckler 10 AGL d8, NHA

    Feint 10 NHA Switch 10 MAR d10 {Hybrid Wpn}

    Flurry 10 Swordcatcher 10 MAR d8 {Kolekar}

    Follow-Through 10 Swordsman 20 2xMAR d10, DEX d8, Parry Weapon, NHA

    Fortress 20 Taunt DISC d8

    Frenzy 50 Teammate [Model type]

    B

    Furious 10 Wild Charge 10

    Guarded Attack 10

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    Path of the Coin Talents

    Talent Cost Pre-requisite Talent Cost Pre-requisite

    Barter [X] 10x Paymaster B

    Diligence 10 Precision Work [Craft]

    10

    Forgery 10 Sonorous Voice

    [X]

    10x

    Influence 20 Scrounge 10

    Jury-Rig 10 Street Fight 10

    Master Work [Craft]

    20 Precision Work [Craft]

    Streetwise 10

    Merchant [X] X KNW d8

    Path of the Horn Talents

    Talent Cost Pre-requisite Talent Cost Pre-requisite

    Accuracy 10 Mounted Combat

    20

    Animal Companion

    20 Animal Handling d8, Bond [Animal]

    Precise Shot 20

    Arboreal 10 Quick Dismount

    5 Ride d8

    Armor: Medium 20 Rapid Reload 10

    Bloodscent 10 Scavenger 10

    Bloodseeker 10 Scout B Infiltrate, NHA

    Bond [Animal] 10 Sniper [X] 20x RAR d10

    Extreme Shot 40 RAR d12 Stable Shot 10 Mounted Combat, RAR d10

    Falconer 20 Falcon Stealth Shot 30

    Far Shot [X] 20x DEX d8, RAR

    d10

    Treefall 20 Arboreal

    Harasser 10 AGL d8

    Heroic Attack 5

    Hit and Run 20 AGL d10

    Killing Shot [X] 10x RAR d12

    Light Cavalry 10 Ride d10, NHA

    Many Shot 10 RAR d12 {Bow Weapon}

    Marksman 20 DEX d8, RAR d8

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    Path of the Mask Talents

    Talent Cost Pre-requisite Talent Cost Pre-requisite

    Accuracy 10 Lure 10

    Armor: Medium 20 Poisoner [X] 10 Poison d8

    Blind Fighting 10 MAR d10 Quick Draw 5

    Catfall 10 NHA Seduce [X] 10x

    Chameleon 10 AGL d10 Shadow 10 Sidestep, NHA

    Disguise 20 KNW d8 Sidestep 10 AGL d10, NHA

    Dodge [X] 10x Sonorous Voice [X]

    10x

    Elude [X] 10X AGLd8 Stealth Attack 30

    Flank Attack 10 Street Fight 10 Infiltrate B AGL d8, NHA Streetwise 10

    Influence 20 Swashbuckler 10

    Interrogate [X] 10x Trackless 10 NHA

    Intrigue[X] 10x Trick Riding 20 Ride d12, AGL d10 NHA

    Investigate 20

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    Path of the Scroll Talents

    Talent Cost Pre-requisite Talent Cost Pre-requisite

    Adept Spells 40 Practitioner Spells, CAR d14

    Negotiate [X] 10x

    Apprentice Spells 20 Novice Spells,

    CAR d10

    Power Word 10 Attuned, CAR d12

    Attuned 30 Practitioner Spells

    40 Apprentice Spells, CAR d12

    Bend Spell 20 Attuned, CAR d12

    Precise Cast 20 Attuned

    Chosen 30 Project Spell 20 CAR d12

    Chosen Warrior 10 Varan or Sun Righteous

    Prayer

    10 Sun or varan

    Cloak Spell 10 CAR d8 Selective 10 CAR d8

    Delay Spell 20 CAR d16 Sense Weaver 10 Illusion

    Devotees 10 Grey or Black Serpent Dance 10 Totem Magic

    Eyebite 20 Chosen, CAR d12

    Soultaker 10 Necromancy

    Familiar 30 Chosen Spellbender 10 CAR d10

    Fear Craver 10 Grey or Black Spellblocker [X] 10x CAR d10

    Foresight 20 Spellhammer [X]

    10x CAR d10

    Intensify Spell [X] 10X CAR d10 Spellstretcher [X]

    10x CAR d10

    Investigate 20 Spell Riposte 10 CAR d12

    Literacy 10 Total Recall 10

    Logic [X] 10x Tree Bond 10 Treespeaking, CAR d10

    Lord Spells 100 Master Spells, CAR d30

    Totem Bond 10 Chosen

    Master Spells 70 Adept Spells,

    CAR d20

    Armor Use Special

    Moons Bond 10 Moons Magic

    Mystic Dance 10 Totem Magic

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    Path of the Wheel Talents

    Talent Cost Pre-requisite Talent Cost Pre-requisite

    Animal Companion

    20 Animal Handling d8, Bond [Animal]

    Frostfoot 10

    Amphibious 10 Heroic Attack 5

    Arboreal 10 Light Sleeper 10

    Armor: Medium 20 Mountaineer 10

    Armor: Partial Heavy

    30 Negotiate [X] 10x

    Armor: Heavy 40 Strider 10

    Armor: Extra

    Heavy

    70 Swashbuckler 10

    Authority 10

    Barter 10

    Bond [Animal] 10

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    DETERMINE LOOK

    Gender

    An Adventurer may be either gender, at the players choice. Appearance

    The appearance (skin color, hair color, prevalence of beards in males and eye color) of the races of Faelon is shown in Chapter 2.

    Height and Mass (or Weight)

    Those with small frames will generally be 5-10% smaller and those with large frames will be 5-10% larger. Race Height Weight (lb)

    Male Female Male Female Chaler 510 56 180 125 Faeler 6 58 190 135 Kuzaarik 48 44 150 100 Mershael 6 57 180 130 Shakrim 510 56 185 125 Symker 58 54 175 120 Trilian 6 58 180 125 Age

    Unless otherwise determined by the player with the GMs consent, an Adventurer begins a campaign at the age at which his culture begins adulthood (18 in many cultures). To begin an Adventurer at another age, see Chapter X.

    Race Lifespan Chaler Faeler 70-110 Kuzaarik 200 Mershael 300

    Shakrim Blessed: 90-150, After: 60-90 Symker 55-85 Trilian 80-120

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    DETERMINE BACKSTORY

    Name: The player should choose a name that suits his Adventurers personality and fits his race, homeland and background. The GM should assist the player in making a choice based on the environment he has developed for the game. The player may want to wait until more of the Adventurer creation process is complete, but a name should be chosen before the start of the first session!

    Handedness An Adventurer may be either left or right handed, at the players choice. An Adventurer may be

    ambidextrous by obtaining the Ambidextrous natural talent (Chapter X). Social Class and Birth Order

    Depending on the importance of social status in his world, the GM should determine where each

    Adventurer stands. Other social issues, like caste systems and slavery, may also impact on the Adventurers place in society. Currency: Royal gold = 10 Marks Mark silver = 10 Pennies Penny bronze = 10 Farthings

    Farthing copper

    Generally speaking, peasants deal in farthings, artisans and craftsmen in pennies, merchants in marks and nobles in royals. A days wage for a peasant laborer is about 1-3 farthings. A carpenter can expect to make a few pennies for a simple cabinet. The cargo in a merchants wagon is worth a pouch full of marks. A mercenary is typically hired for a mark per day.

    Start Situation

    Unless the start situation includes special circumstances (like the group is in jail!), the Adventurer should begin the game with the following:

    500 bronze Pennies (if rich or noble: 1500; if poor: 50)

    Suit of armor and shield of a kind allowed by the Adventurers talents. One each of the weapons in which the Adventurer has skill. (with scabbards, quivers and

    missiles)

    A Horse, unless the Adventurers Ride skill = d4. Includes tack, two saddle bags and bedroll. Two sets of clothing.

    Cloak, boots, belt.

    Again, unless the start situation includes some special circumstances that would prevent it, the Adventurers should be allowed to spend their intial money, if they choose, on any items from Chapter 7.

    [Example]

    Steve, the Gamemaster, is running a game set just after the Grular invasion of Falkaar. Keith, one of Steves players, has decided to play a Falkaaran adventurer from the Barony of Karadal, as the background material Steve has provided on Karadal and its role in the story sounded the most compatible with the type of Adventurer Keith wishes to play. After looking through the material on the Faeler language Keith chooses the fine Faeler name of Kalor for his Adventurer. Knowing from the setting that a large part of

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    Karadal is rolling plains patrolled by the famous Kings Light Horse, he chooses the Path of the Blade for Kalor to help him play the role of one who has trained to be in this elite group.

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    CHAPTER 4 PATHS

    [Path Fluff: TBP] Blademaster Commander High Priest Archmage

    Master Thief Master Assassin Merchant Prince Loremaster Casters

    Novice Apprentice Practitioner Adept Master Lord

    [How to build a profession: TBP] LIST OF PROFESSIONS: Path of the Blade

    Barbarian, Berserker, Crusader, Freeblade, Freelance, Zealot, Gladiator, Pit Fighter, Horseman, Cavalryman, Lancer, Nomad, Outrider, Trooper, Knight, Defender, Equites, Noble, Paladin, Samurai, Templar, Swordsman, Cavalier, Duellist, Swashbuckler, Tribesman, Amazon, Indian, Zulu, Warrior, Legionnaire, Man-At-Arms, Marine, Mercenary, Sellsword, Soldier, Militiaman, Warrior Monk Path of the Coin

    Merchant, Trader, Craftsman, Armorer, Brewer Path of the Horn Archer, Bounty Hunter, Crossbowman, Shaikan, Slinger, Hunter, Ranger, Scout, Tracker, Trapper,

    Woodsman, Witch Hunter Path of the Mask Assassin, Nightblade, Ninja, Shade, Stalker, Bandit, Brigand, Outlaw, Highwayman, Bodyguard, Rebel, Renegade, Ruffian, Scoundrel, Thug, Protagonist, Conman, Entertainer, Minstrel, Troubadour, Bard, Gambler, Enforcer, Grave Robber, Rustler, Charlatan, Fence, Forger, Racketeer, Spy, Agent, Infiltrator,

    Thief, Burglar, Cutpurse Path of the Scroll Diplomat, Druid, Animist, Witch, Conjuror, Cultist, Enchanter, Enchantress, Mystic, Theurgist, Warlock, Illusionist, Mentalist, Mindmage, Sage, Scholar, Shaman, Healer, Medicine Man, Witch Doctor, Wizard,

    Adept, Magician, Thaumaturge, Runemason, Symbologist, Monk, Priest, Cleric, Inquisitor, Theocrat, Dark

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    Priest, Evil Cleric, Necromancer

    Path of the Wheel Explorer, Conquistador, Seeker, Pirate, Buccaneer, Raider, Slaver, Sailor, Seafarer, Seaman, Rogue, Teamster, Wanderer, Traveler,

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    CHAPTER 5 - SKILLS

    HOW SKILLS WORK

    Skills are abilities that adventurers learn and get more proficient with through experience. Skills are developed by purchasing a skill rating with Adventure Points (AP). Skill ratings are from d4 to d30. Skills are employed using the rules for actions in Chapter 8.

    ACQUIRING AND DEVELOPING SKILLS

    Skills are initially acquired by spending an Adventurers initial AP during Adventurer Creation Chapter 3. New skills are acquired and existing skills are improved by the use of AP gained from experience see Chapter X. SKILL DESCRIPTION FORMAT

    Skills are presented in the following format: Skill Name Attribute: Each skill section will show which attribute bonus applies (if any) to action rolls using that skill.

    Example: Attribute Bonus Skill Type: Skills will be listed as being one of three basic types: Creative (Cr), Physical (Ph) and Social (So). Training Required: If the annotation Tr appears in a skills listing, that indicates an Adventurer must be trained in that skill to make a skill roll in that area. Most skills may be employed untrained, meaning an Adventurer may attempt to accomplish an action using a skill even if not trained in that skill at a skill rating of d4. Skills that require training, cannot be employed in this manner. Specialization: Note that some skills have subheadings in brackets. These skills possess specializations. Each such specialization is a separate skill and must be developed separately. Thus, Art [Dance] and Art [Drama] are entirely different skills. Note that no set of specializations given here is exhaustive. GMs are

    free to add any new ones they feel appropriate. The most common type of specialization is Weapon Specialization. Weapons specializations are listed in the weapons skill description. Weapons are grouped together in two ways: Category and Group. Weapon Categories: Categories help determine which weapon specializations are available to which

    paths. They are:

    Basic Melee (melee weapons common to all paths)

    Specialist Melee (melee weapons used as much by masks as by blades)

    Military Melee (hand to hand weapons used for heavy combat)

    Specialist Ranged (weapons used as much by horns as by blades)

    Military Ranged (ranged weapons used by military units)

    Exotic Melee and Ranged (weapons from a specific culture or with a specific purpose or of unusual nature)

    Example: Weapon Category

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    Weapons and all their characteristics are listed by Category in Chapter 7.

    Text Description: How the skills works and what success and failure results in will be found here. Standard modifiers to the skill test for this skill may be included. Employing the skill is a standard action unless otherwise noted. Time: The time it takes to employ a skill is either one act/event/round or is noted in the description.

    Critical Success:

    The best form of Critical Success is that determined by the GM using his or her imagination and the player roleplaying the result. To help, we give some general guidelines on how to play critical success here and within many of the skill descriptions themselves.

    Unless otherwise stated, Critical Success in a physical (Ph) Skill (Drive, Acrobatics, etc.) provides a +1 bonus to any action taken in conjunction with the use of that skill on the same or next round. Example: Critical Success For a creative (Cr) Skill centering on the making of a physical object (a leather jacket, a hand tool, a sword), Critical Success normally results in a work of Fine quality. For a creative skill in the area of lore or research, Critical Success often results in an insight above and beyond what the Adventurer was trying to achieve. At the GMs discretion, making exactly the target during a creative Skill test may result in an item of poor quality.

    For a social (So) Skill, A Tarch (see page x) in a physical skill usually results in some damage to the Adventurer from a fall or other such catastrophe and an automatic failure during a creative action results in the Adventurer making a large error that he might not even be aware he made.

    SKILL DESCRIPTIONS Acrobatics [AGL, Ph, Tr]: An Adventurer with this skill may make an Acrobatics test to perform extraordinary jumping and aerial maneuvers. Examples with difficulty

    Alchemy [DEX, Cr, Tr]: Alchemy is the ability to understand and manipulate inorganic materials. Sample alchemy tasks are given below. For tasks not listed, GMs should use these guidelines to determine time required and difficulty. Task Time Difficulty

    Identify inorganic substance 1 hour Tough Identify inorganic substance 1 minute Extremely Tough Identify inorganic substance 3 rounds Nearly Impossible

    Make acid 1 hour Tough Make common compound 10 minutes Basic

    Make fireworks 1 day Nearly Impossible

    Make naptha 1 day Impossible

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    Make smokeoil 1 day Very Tough

    Purify metal 1 day Basic Failure in an Alchemy task often destroys the materials used. A Tarch usually also results in injury to the alchemist. Naptha, smokeoil Animal Handling [KNW, Cr, Tr]: A successful Animal Handling test is required to command an animal to

    perform a task it already knows. Such a test is +1dl if commanding an animal the Adventurer has trained herself to perform that task. A successful Animal Handling test is required to teach a tame animal a basic task. A tarch means that animal cannot be trained in that task. Each test requires one week of training, succeed or fail.

    Basic Tasks: Come, Guard, Find, Follow, Entertain, Retrieve, Stay, Work Three successful Animal Handling tests are required to teach a tame animal an advanced task. If there are two failures before there are three successes, or a Tarch at any time, that animal cannot be trained in that task. Each test requires one week of training, succeed or fail. Advanced Tasks:

    Attack (using its own weapons such as teeth, hooves, claws) Serve as Mount (carry a person and respond to riding commands) Track (follow a person or creatures trail)

    Five successful Animal Handling tests are required to tame a wild animal. If there are two failures before there are five successes or a tarch at any time, that animal cannot be tamed. Each test requires one week of training, succeed or fail. These tests are -1 unless the animal is also being raised from birth at the same time.

    Trained animals start at d6 in a trained task. To in