ELESTAR RPG

  • Upload
    tralese

  • View
    233

  • Download
    0

Embed Size (px)

Citation preview

  • 8/9/2019 ELESTAR RPG

    1/53

    ElestarThe RPG

    Version 1.2

    Elestar the RPG 1

  • 8/9/2019 ELESTAR RPG

    2/53

    By Jonathan Crow

    Table of content

    Introduction .3

    a. Elestar 3

    b. A role-playing game.. 3

    c. A few terms you need to know... 4

    Character Races.. 5a. Human

    5b. Elf ..5c. Dwarf .

    5d. Halfling

    ... 5e. Himloeg

    ... 6

    Character Classes7

    a. Fighter. 7

    b. Cutpurse... 7

    c. Wizard 7

    d. Priest... 7

    e. Warrior Monk... 8f. Dabbler

    8g. Alchemist

    .. 8

    Character Statistics 9

    Elestar the RPG 2

  • 8/9/2019 ELESTAR RPG

    3/53

    a. Primary attributes. 9b. Body Points.. 9c. Levels

    .10d. Attribute check...10e. Skills..11

    Combat ...13

    a. Initiative 13

    b. Attacking

    13c. Dodging and parrying...14

    d. Shields 14

    e. Armor.14

    Spellcasting the Spell 17

    a. Spellcasting and Fatigue Points ...

    ...17b. Spellcasting a Spell

    17c. Control failure

    .18d. Unraveling

    ..18e. Properties of the Spell

    ...18d. Basic Spells

    .22

    Alchemy ..24

    a. Potions and scrolls.24

    b. Summoning...25

    c. Imbuing Items..26

    Elestar the RPG 3

  • 8/9/2019 ELESTAR RPG

    4/53

    d. Golems.....27

    e. Weapon/Armor enhancements.....28

    f. Rune Mastery

    ...28

    Priests .......30

    Cutpurses ...33

    a. Failing thieving skills33

    b. Sneak attacks...34

    c. Cutpurse language.34d. Gathering information

    ...34e. Black market

    34f. Call in a favor

    ..34g. Poisons ...

    .34

    Monks and the Tao.. 35a. Tao Initiate

    .36b. Tao Seeker

    ...36c. Tao Brother

    .37d. Tao Priest

    38e. Tao Father

    ...38f. Tao Master

    ...39g. Tao Che Monk ..

    39h. Tao Che Master .

    ...40i. Monk Tao fighting style

    41

    Elestar the RPG 4

  • 8/9/2019 ELESTAR RPG

    5/53

    j. Monk Tao movement41

    Fighters Advanced Skills ..... 42

    a. Rank 1 skills42b. Rank 2 skills

    42c. Rank 3 skills

    43d. Rank 4 skills

    43

    Money and Equipment. 45

    a. Social class...45

    b. Miscellaneous equipment...45

    c. Armor prices45

    Character Profile.. 46

    Elestar the RPG 5

  • 8/9/2019 ELESTAR RPG

    6/53

    1. Introduction

    a. Elestar

    Welcome travelers! I have lived longer than most people in Elestar.Some would say that theres some evil magic at work in me, and whoknows, they might be right! Before I start to digress I would like tointroduce you to my beloved world, Elestar!You see, Elestar is quite an old continent, although it is only a part ofthe world known as Aragar, it has become the world for most of usever since its creation quite a few millennia ago. As a matter of fact, ifyou happen to be interested in History, you might want to look aroundfor a book entitled, The Age of the Empire, written by a deceasedfriend of mine who was known as Oracles.In the Age of the Empire Elestar had flourished under the steady rule ofthe Tralese Dynasty. Two millennia went by without many problemsbetween provinces, and then came the Dark Age, where Kagslagen theArchlich and his denizens rose to destroy what had once been a worldof peace. The death of the Emperor without a heir brought dissentionbetween the provinces of Elestar, and the world as we had known itwas shattered. A thousand years went by before the prophecy of thereturn of the Emperor was fulfilled. But he did come back, thanks to asmall group of heroes known as the Protectors of the Empire,however a thousand years was long enough, and quite a few provinceshad no intention of following this newborn Emperor.It has been 52 years since the return of Emperor Tralese, who is now

    70 years old. Fear not, for it is a known fact that a true Emperor isendowed with unnatural long life and supernatural abilities. However,Elestar as we all knew it before the Dark Ages is forever lost, but thereare still many of us who hope to have peace and stability again. This,my friends, is where you have arrived. So as I said it earlier,Welcome, and get ready for there is much to be accomplished

    Ghil.

    b. A Role-Playing Game

    Elestar is what you call a Role Playing Game (RPG). It is not a typical game, where you have all the

    players competing against each other to see who will win. An RPG is a game where you have players, anda storyteller (also known as Game Master, GM). A typical game takes place around a table where each

    player has a character sheet that represents a specific character living in Elestar. The Game Master (GM)

    tells a story (which he will have prepared in advance) involving the characters played by the players.

    Those characters are often called Player Characters (PC). The story is not something set in stone for when

    Role Playing the GM describes a scene to the players, and the players get to choose how their PCs willreact to that particular situation. Based on how the PCs react, and how successful they are, the GM will go

    on to describing the next scene. This seems quite obscure so let me show you a little example of how

    things could be run.

    Elestar the RPG 6

  • 8/9/2019 ELESTAR RPG

    7/53

    Example:

    GM: You are walking down the trail in the forest, and you notice a little ahead of you that a large tree trunk

    bars the way. What do you do?

    Talis: Ill pull out my sword and fasten my shield, and advance carefully.

    Shandra: Ill start looking around in the woods to see if theres anything suspicious around.

    GM: Talis, as you advance you notice that the trunk has not fallen down haphazardly, but was in fact

    shopped at the base purposely. Shandra you notice the glimmer of what seems like a weapon of some sort

    high up in a tree about twenty feet to you left.

    Talis: I tell Shandra to stay alert, and jump on the tree trunk to get a better view of the other side.

    Shandra: Ill wait to see if the form in the tree decides to attack, and if it does, Ill channel a Flying Fist of

    Fire Flux right at it.

    GM: Talis, as you prepare to jump up on the tree trunk two men armed with short bow pop up from behind

    it and yell, This is our wood and you must pay the toll if you care to pass!

    Shandra, you notice that the form in the trees has shifted slightly, but it still in the tree. So what will it be?

    As you can see, many scenes will be described by the GM, and every time the players will have a chance tomake their PCs act in response.

    So what really is the purpose of this whole thing?

    Have you ever watched a movie or read a book thinking, I would have dealt with this situation

    differently, That wasnt very smart!, I wish I could be one of those people? Well this is it! This is

    you chance to not just read a story, but become part of one. When the GM create a story he become more

    like a producer, organizing the setting in which the characters will live. The rest of the story will unfold as

    you play a major role in developing it, and bringing life to it. This is what Role Playing is free formstory telling combined with a little bit of acting.

    So what do you say? Are you game? If you are read on

    c. A few terms you need to know

    GM: The Game Master, or Storyteller, is the producer of the story, who will direct the players bydescribing the different scenes in the story, and make sure the game goes on smoothly. If you want to

    become a GM, I strongly suggest you read the whole book, for a GM needs to know everything that is

    going on, and has authority over the entire game. As a referee you also get to decide if you dont like

    a specific rule, and therefore you can change the rules if you think they arent adequate to your

    gaming style.

    PC: Player Character, are the heroes of the story. Each player will have control over one PC (sometime

    more than one depending on the GM and the player), and will be responsible for that PCs actionsduring the story.

    CP: The Character Profile is a sheet of paper that contains all the statistics describing your PC. When a

    player decides to have the PC perform an action, the GM might require the player to make a skill roll

    or attribute roll to determine whether the action is successful. Skills, and Attributes, are some of the

    statistics that you will find on the CP.

    NPC: An Non-Player-Character is a character that does not belong to a player, and therefore will be

    directed by the GM. There are usually many more NPC than there are players in a story. Some NPC

    Elestar the RPG 7

  • 8/9/2019 ELESTAR RPG

    8/53

    will not be important enough to require a character sheet, others, like major antagonists, might require

    a specific character sheet.

    Dice:Most RPGs have an element of randomness involved in them. This represents the potential

    variability that occurs when trying to perform a specific action. Try and write your signature twice,and compare. They wont look the same. So in order to represent this variability we use dice. In

    Elestar the RPG you will 1 type of dice: 10 sided dice (also known as D10). When rolling more thanone D10 the player always keeps 2 of those (usually the highest rolls), and adds them together to

    determine outcomes. If by any chance 2 10s are rolled, one more D10 can be rolled and added to the

    total.

    Rounds: When playing a game one has to find a way to define time. A round is defined as the smallest unit

    of time for a game. A round is 6 seconds long. When battles are played out they end up beingbroken down into combat round (each 6 seconds long).

    Turn: A turn equals 10 minutes.

    Morality: This is an indication of how your character lives out his life. Is he good hearted (good), or does

    he not care much about other people (neutral). Is he compassionate (good), or does he enjoy

    watching other people suffer (evil). Does he believe in the balance of good and evil (neutral), or

    does he think good will always prevail (good), or maybe that being nice is for the weak of heart(evil). When creating a character you should decide of your characters morality.

    Attributes: a set of numbers that determine your characters physical, and mental strengths and weaknesses.

    Skills: a set of statistics that determine the characters area of expertise.

    Class: an occupation that the character has decided to choose.

    BD: Base Difficulty, which determines the minimum required total needed to succeed in any action.

    Elestar the RPG 8

  • 8/9/2019 ELESTAR RPG

    9/53

    2. Character Races

    There are five different Races that players can choose from for their character:

    a. Human

    Humans being the second sons of Ora are blessed with a gift of adaptation and diversity. Although they

    have a limited life on Elestar they have the ability to do great things in a short period of time.

    They are the most common in the world. They have a huge potential to learn even though their life span

    seems short (approximately 70 years). At creation humans will get 5 creation points that will allow them to

    either start with an extra 150gp per creation point, start with a magical item with 2 creation points (only one

    magical item can be purchased in that way), or start with 2 extra skill points per creation point spent, or

    raise an attribute by 1 for 2 points. Human men average 6 feet in height, while women average 5ft 5in.

    Because of their short lifespan they tend to make better use of their time, and therefore are able to learnthings a lot faster than any other race. When counting experience points, humans get an extra 20% more

    than any other race.

    b. Elf

    Elves were born of magic and therefore it is that same magic that sustains them and flows in their veins

    making them immortal unlike the humans. And unlike the humans they do not feel the need to do greatthings in any kind of hurry. They greatly love Elestar for they are bound to it and its spell, and therefore

    are willing to go to great lengths to rid Elestar of Chaos minions.

    They are a lot less common. They usually stay in tightly closed communities. Elves cannot get sick and will

    not die of old age. After many years of living on Elestar the elves have a calling to build ships and sail to

    the east to the elven homeland. Because of their long life span elves tend to not be in as much of a rush as

    humans. Elves are by nature very tall people, but a lot more slender than humans. An elven male will stand

    6ft5 on average, and weight 180 pound, while their female counterparts stand 6 feet tall, and weight around

    150 pounds. Elves have infravision up to 60 ft. Elves also get a + 1 modifier to their Charm and Intellect

    (allowing them to reach 5). Elves have always been very attuned to the Spell, which makes them goodWizards. For this reason an elven Wizard makes all of his Spellcasting rolls with a + 1 bonus, and starts atlevel one with 2 extra Spells (see Spellcasting the Spell section for more details). Elves, 1 creation points.

    c. Dwarf

    Dwarves were born of the very rocks of the mountains of Elestar. Like the mountains they are gifted with

    long life, and like the mountains they are tough of skin and immovable. Dwarves tend to be very set in

    their ways. Slow to make rash decisions, but unwavering in their friendships.They are as uncommon as the elves. They average three to four feet in height and are very strong and

    solidly build. They have a life span of about 400 to 500 years. Dwarves are short and bulky in nature. Male

    and females both stand approximately 4 to 4.5 feet tall, and weight around 100 pounds. They have a strong

    resistance to poison and Spells. They get a + 2 modifier to their TGH roll when checking for poison. A

    Wizard trying to affect dwarves with their power (only if the power affects the dwarf personally) must roll

    their Spellcasting skill at -2. They have infravison up to 60 ft. Dwarves are very tough and therefore get an

    automatic +1 bonus to their Toughness attribute. Dwarves make good fighters. Being taught how to fight

    from birth they start the game with an extra 2 martial skill levels (see combat section for more details).There are no dwarven channellers. Dwarves get 2 creation points.

    Elestar the RPG 9

  • 8/9/2019 ELESTAR RPG

    10/53

    d. Halflings

    Halflings were created with the life essence of Elestar. They are very gifted in tending to the earth and love

    nature. Living in sedentary communities in Northeastern Elestar they get along just fine on their own, and

    rarely feel the need to travel or seek allies.These good little fellows are quite an interesting race. Somehow most people think of them as little kids,

    but they are far from that. Most halflings never stand taller than 4 feet, averaging instead around 3.5 feet.They love to eat, and therefore, tend to be a little chubby around the edges. One noticeable thing about

    them is that they hardly ever wear shoes. Their hairy little feet have very thick soles, and are all that they

    need to move around. Because of this halflings have an inherent ability to move without making a sound.

    Although these people are small they are made of much harder stuff than what they look. So dont be

    fooled by the looks. A halfling has more to him than you can expect. For attribute determination purposes

    they have a +1 modifier to nimbleness, although their strength can never exceed a 3. They get the sameresistance to Spellcasting as the dwarves do. They are, however, very hard to poison. A halfling will make

    all his TGH check at + 4 when trying to resist poison. Halflings being inherently very curious and stealthy

    tend to make good Cutpurses. When playing a halfling Cutpurse you get an automatic + 1 to stealing, and

    +2 to sneak, and hide (see thief section for more details). Halflings get 2 creation points.

    e. Himloeg

    The sons, and daughters of Eglohim, The crying God are an interesting kind. Their story is too long to

    relate here, but know that they are similar to human, but smaller in stature. They have dark skin, with largeglazed eyes. They see very little in daylight, but are so attuned to all the sounds of the world that they can

    direct themselves without trouble. In darkness, however, they can see just fine, and for this reason they

    prefer to remain underground in great caves. For attribute determination purposes they have a +1 modifier

    to intellect. Himloegs are both very musically and intellectually inclined. They enjoy the sound of music

    resounding in the caves. They also love to play with concoctions, potions, and machines. When playing a

    Himloeg Alchemist you get an automatic + 2 to all you Alchemy rolls (see alchemy section for more

    details). Himloeg get 2 points.

    Elestar the RPG 10

  • 8/9/2019 ELESTAR RPG

    11/53

    3. Character Classes

    Once the race has been picked, the player gets to choose what class he wants his character to be. The

    character class is similar to his occupation. It determines what area of expertise that particular character

    favors.

    a. Fighter

    Are you a pirate, or a gladiator, maybe a soldier, or just a mercenary? All you know is that you were taught

    to use your weapons well. When the time comes, and you have to face the odds, you always do it with your

    trusted weapons that have become deadly extensions of your arms. More so than just hitting, to you

    fighting, is finding ways to outsmart your opponent so you can gain the upper hand. A Fighter is a person

    who has spent most of his life learning how to best use his fighting skills. He is the only one who can truly

    master the art of fighting with a weapon, and for that reason, only he has access to the Fighting special

    skills (section 11, page 38). The most important attributes for a Fighter are his strength, his toughness, andhis nimbleness. The fighter specializes in Martial skills.

    b. Cutpurse

    From simple ruffian to noble merchant, from deadly assassin to expert spy these are the men people call

    Cutpurses. Why Cutpurse? Well a little bit of profit never hurts anyone, and if obtaining this profit means

    taking it from someone else, oh well They are the masters of disguise, and deceits. People look at themwith disdain, but often end up relying on them to save their lives. They are the people who are seen but yet

    unseen. Cutpurses have their own little abilities that set them apart. Their strengths lie more in their ability

    to obtain what they want than it does in fighting. They are, however very important to most group of

    adventurers. If you like a character who doesnt fight much, but has high skills in stealing, hiding, setting

    traps, opening locks, gathering illicit information, and obtaining things other people cant, then the

    Cutpurse is your man. The most important attributes for a Cutpurse are his nimbleness, his intellect, and his

    charm. The Cutpurse specializes in Thievery skills.

    c. Wizards

    Mind over Matter, Order vs. Chaos, Can you see the Spell. Yes there is such a thing as the Spell. It

    surrounds and envelops everything in this world, for the world is made of it. Wizards are the some of the

    few gifted people who can see the Spell or at least parts of it. Their strength lies in Spellcasting the Spell,

    with their mind through their body. A Wizard is able to spell Spells, which are minor reflections of the

    Greater Spell created by the all-knowing gods. A Wizards strongest asset is his sight for he needs to see

    the Spell to be able to spell his own. If a Wizard is blindfolded he cannot spell (except for self-affecting

    spells). If you plan on playing a Wizard, make sure to thoroughly read the Spellcasting the Spell section(section 6). The most important attributes for a Wizard are his intellect, and his toughness. The Wizard

    specializes in Intellectual skills. Wizards have the Spellcasting skill as a specialty as well.

    d. Priest

    Who needs to fight or to steal? Who needs to see the Spell, and be able to spell when you are the servant of

    a living god? Devotion to your deity is all that matters to you. In exchange you get to have a god on yourside. Who could ask for more? Even the dead must obey to the gods. And you, the servant of a god, are

    granted miracles, the power of life and death, and the power to become better than any man could ever

    hope to become. As a priest all you need is to devote your life to the service of your deity, and he will

    provide the necessary gifts to help you accomplish his biding. The most important attribute for a priest is

    his intellect. Priests have no specialty skills. Priest have the devotion skill as a specialty.

    Elestar the RPG 11

  • 8/9/2019 ELESTAR RPG

    12/53

    e. Disciple of Tao

    Some think they are priests, others think they are warriors. In reality they are both. These men are taught

    the discipline of the Tao. They believe in the power of Energy also known as Che. All life has energy in itand through hard training the Monk is capable of controlling the flow of energy in his body. Some very

    powerful monks also have the ability to control the energy in other life forms. Monks have they own skillsection where they learn to control this inner strength. The most important attribute for a monk is probably

    his nimbleness, but his strength and intellect are also very important. Disciples of Tao specialize in Martial

    skills.

    f. Dabbler

    These guys are the know it all of Elestar. They dabble in a little bit of everything. And since they do try

    and get involved in everything, they end up being quite average at everything, but not really good at

    anything. They have limited Spellcasting and Alchemical abilities. They get 5PPs per level for Spells, and

    can use Alchemy for first level items (see section 6 and 7 for more details). If there is one thing a Dabbler

    is good at, its knowing where something came from. For that reason, they have a lore skill to identify any

    object and its use (starts at 2 and increases by 1 for every levels). All attributes are important to the

    dabbler, since he would like to be good at everything. The Dabbler like the priest has no specialty skill,and has access to the Spellcasting and alchemy skills (although those can never exceed level 10), but at the

    cost of 2 for 1.

    g. Alchemist

    These peculiar people are endowed with a strong knowledge of the elements and how they work together.

    Alchemists find ways to funnel the Spell into objects bringing life into some, and power into others. They

    are great crafts people who can forge magical objects, and weapon, as well as construct Golems (living

    automatons). They have the knowledge of Grids, which they use to funnel energy from the Chaos andsummon beasts to their help. Never underestimate a fully armed Alchemist. The most important attribute

    for an Alchemist is his intellect. Alchemists specialize in Intellectual skills. The Alchemy skill is of course

    a specialty skill for such an Alchemist.

    h. Artisan

    Its the mason and the goldsmith. Its the farmer and the merchant. Its the Wizard and the armor smith.

    These make up the bulk of the general population of Elestar. They are indispensable to a well rounded

    economy. Most of them really havent spent much effort in developing other skills, but spend their whole

    life dedicated to perfecting a few skills and use those to make a living out of them. For a lot of people, it is

    a matter of stature. They are born into this caste and they will do what their father, and grandfather, and

    great grandfather did before. Still a few special cases have existed of artisans who picked up the sword and

    became heroes. You may very well be one of those! Artisans specialize in craft skills.

    Example:

    Talis, a human, was born to be a fighter; so I will assign fighter as his class of choice, although his

    occupation will be bouncer at the Three Silver Keg Inn.

    Elestar the RPG 12

  • 8/9/2019 ELESTAR RPG

    13/53

    4. Character Statistics

    a. Primary Attributes:

    Every character has a set of primary attributes that define his physical and mental qualities.

    - Strength (STR): represents ones physical ability to lifting and handling heavy objects, as well

    as how much damage he can inflict when hitting something/someone.

    - Toughness (TGH): represents ones endurance and resistance to pain, poison, and sickness.

    - Intellect(INT): represents ones amount of knowledge accumulated as well as ones ability to

    deal with that knowledge, including the ability to distinguish right from wrong.

    - Nimbleness (NIM): represents ones quickness, dexterity, and flexibility all together.

    - Charm (CHR): represents ones ability to deal with people.

    - Perception (PER): represents ones ability to hear or see details.

    Choosing your characters attributes is a very important part of character creation. It will determine how

    well your character can perform, and often which class is preferable (see the character class section formore details). The first step in determining your characters attributes depends on you. You have 20 points

    to distribute any way you want in each attribute. The minimum in any given attribute is 2; while themaximum at creation is 5 (certain races can attain a 6 due to racial modifiers). The average human being

    has a 3 in any given attribute.

    Example: Talis as I said was born to be a fighter because he is as strong as an Ox and tougher than steel.

    Since I wanted him to be very strong and tough I decided that out of my ten points I would put 4 in strength

    (STR) and 5 in toughness (TGH). I then gave the remaining attributes 3, 3, 2, and 3 for a grand total of 20

    points.

    Attributes:

    Strength (STR): 4

    Toughness (TGH): 5

    Nimbleness (NIM): 3Intellect (INT): 3

    Charm (CHR): 2

    Perception (PER): 3

    b. Body Points (BP):

    Every Character has a set number of BP. This represents the amount of life force the character has. When acharacter runs out of BP he falls unconscious. If the character has a negative number of BP left he must

    make a TGH check every round. If the roll is below the number of negative BP he dies, however if he rolls

    equal or above that number he lives, but looses another BP the next round and must make another roll.

    A characters initial BP is equal to 20+TGHx2, and he gets to add his TGHx2 to his BP every time he

    increases in level.

    There is a point at which a characters BP will stop increasing because he has reached the limit at which hisbody can develop. This limit is equal to 50+TGHx10.

    Recovering BPs:

    If BP's are lost, the character recovers them at the rate of TGH per day spent resting, or one point per day

    spent without extraneous effort. There are, of course, miracles that can allow a character to regain BP a lot

    faster.

    Elestar the RPG 13

  • 8/9/2019 ELESTAR RPG

    14/53

    Example: Talis has a TGH of 5 and he is a fighter so he gets 30BP at first level. When he reaches level 2

    he will gains another 10BP due to his TGH. If wounded he would regain 5BP per day of resting or 1BP

    per day spent without extraneous effort. The max BP Talis will ever have is 50+5x10=100 BP.c. Levels

    This determines the level of expertise a character has in his field of studies. Each time a character finishes

    an adventure he is given a certain amount of skill-ups based on how well the mission was accomplished.The table below shows when the character gains a new level of expertise:

    Level Chart 2:

    Level 1: 0-9

    Level 2: 10-19Level 3: 20-29

    Level 4: 30-39

    Level 5: 40-49

    Level 6: 50-59

    Level 8: 60-69

    Level 9: 70-79

    Level 10: 80-89

    Every extra level is gained with 10 skill-up points.

    For example, Talis being just created starts with no experience at level 1. As soon as he receives 10 skill-

    up points he will raise to level two, and so forth and so on.

    For every three levels obtained (levels 4, 7, 10) the character gets to increase one attribute of his/her

    choice by one point. A person cannot increase an attribute beyond 6. However it is possible, with magic to

    get an attribute that exceeds your racial ability.

    d. Attribute check:

    When a player wants his character to do something that requires the use of an attribute he rolls a number of

    D10s equal to hit attribute and adds the top two rolls together. In order to succeed at the task, the total mustexceed the BD (Base Difficulty) of that particular task.

    In some cases the activity might be easier or more difficult than the norm. The table below provides

    different BDs based on the difficulty of the task.

    Difficulty BD Comment

    Easy 10 A child could do it

    Moderate 15 If youve done it before, you should be able to do it again! You havent done

    it before? Never mind you can still probably do it

    Difficult 20 You know the skill or you are very talented, dont try and fool anyone!

    Very Hard 25 Are you top in you profession? Then maybe you can do this

    Impossible 30+ I heard about a guy who did that onceseriously I did!

    For example, Talis is trying to jump over a chasm as he is running away from an angry Minotaur. The GM

    tells him to roll a STR check to see if he makes the jump. Talis rolls his 4D10 and gets 10, 4 , 6, 3 for each

    respective roll. Adding the top two rolls (10, and 6) gives him a total of 16, which means he would succeed

    without any modifiers seeing at jumping over a chasm of Moderate difficulty (BD 15). Had the gap been

    three time Talis size he might have had a BD of 20, and his roll of 16 would have turned out to be afailure. Now you might think its unfair to have BDs that go up to 30, when the most you can get with

    2D10s is 20. Not to worry, should Talis have spent time training on jumping, he would have had a much

    better chance at succeeding in the action. That is where skills come into play.

    Note to the GM: feel free to change these modifiers should you consider them inadequate.

    Elestar the RPG 14

  • 8/9/2019 ELESTAR RPG

    15/53

    Loss of Attribute:

    There are certain conditions that would reduce your attributes. If an attribute is reduced to 0 its a bad

    thing. Following is a list of the effects on the character should a particular attribute be reduced to 0:

    Strength: Paralysis

    Toughness: ComaNimbleness: Paralysis

    Intellect: Loss of consciousness

    Charm: Trolls look better than you

    Perception: Loss of all senses

    e. Skills:

    Since youre playing a hero it is assumed that he will have spent enough time training developing certain

    skills that he believes are necessary to survive in the harsh environment of Adventuring Life. For this

    reason, when creating a PC, a player will have to pick specific skills in which he wants his character to be

    trained. Following is a list of skills that can be learned.

    Skill Char (Attribute/Category):

    Armor smiting (NIM/C)Acrobatics (NIM/G)

    Acting (CHR/A)Alchemy (INT/S)

    Ancient history (INT/I)

    Animal training (INT/G)

    Armor Smithing (NIM/C)

    Art (INT/I)

    Astronomy (INT/I)

    Bartering (CHR/G)

    Bar tending (CHR/G)Brewing (INT/C)

    Carpentry (INT/C)

    Climbing (STR/A)Combat Reflexes (NIM/M)

    Detecting Traps (PER/T)

    Devotion (INT/S)

    Dodge(NIM/A)

    Setting/Disarming Traps (NIM/T)Pick Locks (NIM/T)

    Direction sense (INT/G)

    Disguise (INT/T)

    Diving (NIM/A)

    Forgery (NIM/T)

    Etiquette (CHR/I)

    Firearms - FA (NIM/M)

    Fire building (NIM/G)First aid (INT/I)

    Gem cutting (NIM/C)Gem upraising (PER/C)

    Glass blowing (NIM/C)

    Heraldry (INT/I)

    Herbalism (INT/I)

    Hiding (NIM/G)

    History (INT/I)

    Hunting (PER/G)

    Juggling (NIM/G)Language (INT/I)

    Leather working (NIM/C)Listening (PER/G)

    Martial Arts MA (STR/M)

    Masonry (INT/C)

    Mountaineering (INT/G)

    Musical instrument (NIM/G)

    One-handed Blunt Weapons 1HB (STR/M)

    One-handed Edged Weapons 1HE (STR/M)

    Pole arms PA (STR/M)Poisons (INT/T)

    Public Speaking (CHR/I)

    Ranged weapon RW (NIM/M)Reading lips (INT/T)

    Religion (INT/I)

    Riding land based (NIM/A)

    Riding air based (NIM/A)

    Rune Mastery (INT/S)

    Running (TGH/A)

    Sailing (INT/G)

    Search (PER/G)

    Secret passage detection (PER/T)

    Shipwright (INT/C)

    Siege Weapon SW (PER/M)

    Sign language (NIM/G)

    Tanning (INT/C)Sneaking (NIM/A)

    Survival (INT/G)Swimming (TGH/A)

    Tailoring (NIM/C)

    Thrown weapons TW (NIM/M)

    Tracking (PER/G)

    Two-handed Blunt Weapons 2HB (STR/M)

    Two-handed Edged Weapons 2HE (STR/M)

    Hand tricks (NIM/T)

    Elestar the RPG 15

  • 8/9/2019 ELESTAR RPG

    16/53

    Tight rope walking (NIM/A)

    Ventriloquism (CHR/G)

    Weapon smithing (NIM/C)

    Weather prediction (INT/I)

    Spellcasting (INT/S)

    Elestar the RPG 16

  • 8/9/2019 ELESTAR RPG

    17/53

    Here it is folks! Most of those skills are self explanatory, and if you dont know what it means get a

    dictionary and educate yourself!If you happen to think of something that isnt on the list just feel free to add it onto there.

    The letters in parenthesis refer to the Attribute associated with the skill as well as the actual category the

    skill falls under (Crafting, Intellectual, Athletics, Martial, Thievery, General, and Special).

    Note: Skills categorized S are Special skills that can only be used by specific classes.

    Skill points and Skill Levels:

    Every Character starts off with 50 skill points that he gets to distribute between skills of his choice (see

    skill chart below for more details on specific skills). At creation a player cannot increase a skill more than

    5 levels. They have only recently attained the status of hero after all!

    Each class has their own specialty skill (except for Dabblers who have none) as stated in the character class

    section.

    The cost, in skill points, to increase a specialty skill is one for one. The cost of a specialty skill that is not

    associated to your class is three for one. The cost of General, Athletics, and Crafting skills are two for one.

    For priests all skills are considered general and therefore cost 2 for 1.

    Example: Now that I have the attributes figured out for Talis, Im going to pick some skills that I think are

    appropriate. Remember I have 50 points to spend at the beginning.

    Thrown Weapon (NIM/M): 3

    Martial Arts (STR/M): 4

    1-handed Blunt (STR/M): 5

    Combat Reflexes (NIM/M): 4

    2-handed Edge (STR/M): 3

    Jump (STR/A): 4Run (TGH/A): 3

    Sneak (STR/A): 2

    Swim (TGH/A): 3

    Ride (NIM/A): 2

    First Aid (INT/I): 1

    Gaining more Skills Levels:

    At the end of every session the Storyteller can allot anywhere from 3 to 8 skill-up rolls to players (This may

    vary depending on the Storyteller). These roll may be used to increase any skill or learn new skills. The

    player chooses which skill to assign a skill-up roll to, rolls 2D10 (-0 for specialty skill, -3 for general skill,

    -6 for other class specialty skill) and totals them. He then subtracts the characters current skill level to that

    total, and if the result is positive, the characters skill is increased by one. A skill can only increase by onepoint between sessions, however a player can use multiple skill-up rolls on the same skill should the first

    skill-up attempt fails.

    After the end of the first session the Storyteller give everyone 6 skill points to use. Talis decides to use hisfirst skill-up roll to increase his 1-handed blunt weapon skill that is currently at a 5. He rolls 2D10 and

    gets 2 and 7 resulting in a total skill-up roll of 2+7-0(specialty skill)-5(current skill)=4. The positive result

    indicates that his skill increases to 6. He then attempt to skill-up riding and roll a 1 and a 4 resulting in a

    skill-up roll of 1+4-3(general skill)-2=0. BUMMER! His roll isnt positive so his skill would not increase,

    but Talis is determined to increase his riding and still has 4 skill-ups attempts so he rolls again for riding

  • 8/9/2019 ELESTAR RPG

    18/53

    and this time gets an 8 and a 10 resulting in a skill-up roll of 14. SUCCESS! His riding goes up to 3. he

    cant raise those skills again until after next session, but can work on other skills with his other 3 skill-up

    rolls.

    Note to the GM: It is possible for a GM to give a bonus to a skill-up roll for someone who may have useda skill in a very meaningful way. However that bonus is a one time use and should not exceed +4.

    Skill Roll:

    Every skill that your PC knows has an attribute associated with it. Should the GM decide that a skill would

    be appropriate for a specific task, he might ask the player to make a skill roll rather than an attribute roll.

    In this case the character rolls the number of D10s equal to the attribute associate with that skill and then

    adds the skill value to the top 2D10s.

    Back to our example: If you remember Talis and his jump, he failed the DB of 20 when he rolled a 16 on

    his STR roll. If you consider that he has a jumping skill of 4 associated with the STR used for the jump, his

    total becomes 20, which results in a success.

    Opposed Rolls:

    Sometimes a PCs task might work against another PC or NPC. A Cutpurse is trying to hide from an angrynoble he robbed. In this case an opposed roll is made between the two of them. Both players make an

    attribute/skill check, and whoever rolls the highest defeats the other. A tie means the struggle goes on to thenext round.

    Note on Weapon Skills:As you might have noticed every combat oriented skill has a dash and a code next to it. Thereason for that is so that you know, when you go to buy a weapon, which martial skill you will need to use to fight withthat particular weapon.

    A quick summary of where were at with the creation of Talis the fighter.

    Name: TalisRace: Human

    Class: Fighter

    Morality: Good

    Attributes:

    Strength (STR): 4

    Toughness (TGH): 5

    Nimbleness (NIM): 3Intellect (INT): 3

    Charm (CHR): 2

    Perception (PER): 3

    Starting Skills:

    Thrown Weapon (NIM/M): 3Martial Arts (STR/M): 4

    1-handed Blunt (STR/M): 5

    Combat Reflexes (NIM/M): 4

    2-handed Edge (STR/M): 3

    Jump (STR/A): 4

    Run (TGH/A): 3Sneak (STR/A): 2

    Swim (TGH/A): 3

    Ride (NIM/A): 2

    First Aid (INT/I): 1

    Elestar the RPG 18

  • 8/9/2019 ELESTAR RPG

    19/53

    Combat

    This is the part where the good guys and the bad guys beat on each other, usually until one of them gives in or dies.

    Fighters pay attention to this part. Other player also, but this part is more interesting to fighters, since this is what

    they like to do. Combat is divided into combat round in which all characters involved in it get to have their part of

    the action until another round comes around.

    a. Initiative (weapon speed + combat reflex skill):

    To determine who will act first in a round each player involved adds the weapon speed of the weapons his character

    is using to his characters Combat Reflexes skill roll. The character with the lowest result is the first to declare his

    action. Any player with a higher initiative may at this point decide to interrupt that player ones action. Theexception to this is on the first round where the weapon speeds are subtracted rather than added to the Initiative.

    If a character decides to, he may forgo his action during the current round to have the highest initiative during thenext round. In the case of more than one person forgoing their action, the character that had the highest initiative in

    the current round will have the highest one in the next round.

    The initiative roll is re-rolled every round, with the exception of action delay stated above.

    b. Attacking (martial skill + STR or NIM - Armor) and Avoiding (Skill +STR or NIM + AR):

    Attacking works the same way as any other opposed skill roll. The attacker uses his chosen Martial Skill, while thedefender uses any relevant skill he could use to get out of the way (as in dodge or combat reflexes) or parry the

    attack (using another weapon skill), to which he also adds his Armor Rating (AR). If the attacker beats the defender

    the difference between the two rolls is added to the weapon damage for a total damage dealt to the defender.

    Depending on the amount of damage dealt the attacker can add some additional effects to the wounds inflicted.

    Massive Damage Chart:

    Damage Dealt TGH check Result

    TGH+10 None Minor cuts and bruises that heal quickly

    > TGH+10 DB 10 Attacker chooses between Minor Fracture (-1 NIM or STR)

    TGH+13 or Bleeding (1BP/rd)

    Defender receives a -1 to all actions until healed.

    Failed TGH roll result in loss of action for a round

    Minor Miracle to heal instantly, or First Aid DB 10 and a week

    of rest to restore attribute loss, or for wound to close

    > TGH+13 DB 15 Attacker chooses between Serious Fracture (-2 NIM or STR) TGH+16 or Bleeding (3BP/rd)

    Defender receives a -2 to all actions until healed.

    Failed TGH roll results in loss of consciousness

    Moderate Miracle to heal instantly, or First Aid DB 15 and a month

    of rest to restore attribute loss, or for wound to close

    > TGH+16 DB 20 Attacker chooses between Crushed Limb (-3 NIM or STR)

    or Severed Limb (5BP/rd)Defender receives a -4 to all actions until healed.

    Failed TGH roll results in a coma and eventually death

    Major Miracle to heal instantly, or First Aid DB 20 and 3 months

    of rest to restore attribute loss or for stump to heal up.

    Elestar the RPG 19

  • 8/9/2019 ELESTAR RPG

    20/53

    Note on repeated wounds:

    Wounds are cumulative, which means a person having suffered a Minor Fracture and a Serious Fracture could have

    his STR reduced by 3, or his NIM reduced by1 and his STR reduced by 2.

    Example: Talis hits an Orc with his morning star and does 12 points of damage. The Orc has a TGH of 3 and is

    wearing a chain shirt (AR 3). The damage is serious! Talis chooses to inflict a serious fracture

    against the Orc and reduces his STR by 2. The Orc has then rolls a TGH check and gets a 17 whichmeans the Orc doesnt loose consciousness, but is now down to rolling only 1D10 for his attacks.

    There are of course special types of attacks or conditions that may modify the condition of your attack. The

    following chart covers some of those. More can be made up at your own discretion.

    Special Types of Attacks:Grabbing :When grabbing no damage is dealt. A held person is at -2D10 for the purpose of any skill

    roll, but can attempt to break loose by rolling an opposed skill roll against the grappler.

    Tripping :The victim ends up prone if it looses. It takes an action to stand back up.

    Attack while prone : -3 to attack total

    Attack prone person : +3 to attack total

    Surprise attack : +5 to attack total

    Flanking : When more than one person is attacking a person, the attackers have the choice of doing

    separate attacks (in which case they just do their normal attacks), or they can cooperate.If they cooperate one attack is rolled using the best attackers skill, and he gets to add +2

    to his roll for each person cooperating with him. If he succeeds, roll damage for thatattacker using his weapon (the other attacker are simply trying to distract the defender

    from the real threat).

    c. Shields:

    A shield can be used to help parry attacks. A buckler offer an AR of 1, a medium shield and AR of 2, a large shield

    an AR of 3.Hobbits, Himloegs, and Dwarves cant use large shields for anything other than for cover.

    A person using a shield and parries is assumed to parry with the shield, however the downside of using a shield is

    that when you are attacking your martial skill for the attack is reduced by the AR of the shield due to encumbrance.

    Example: Talis, having decided that he wanted to be a fighter, has used his starting points mostly for fighting skills.

    He also buys a medium shield, increasing hi AR by 2 whenever he uses the shield for defense. The downside is that

    when he wants to attack his attack will be reduced by 2 because of the encumbrance.

    d. Armor:

    Armor is very useful to protect a character from certain death. The protective quality of armor determines how much

    damage is absorbed by it.

    Armor Chart:

    No armor : No modification applied to damage.

    Leather armor : 1 AR, -1 to all Athletic/Thieving skillsChain armor : 2 AR, -1 to all Athletic/Thieving skills, and -1 to Martial Skills when attacking

    Scale armor : 3 AR, -2 to all Athletic/Thieving skills, and -2 to Martial Skills when attackingPlate armor : 4 AR, -3 to all Athletic/Thieving skills, and -3 to Martial Skills when attacking

    Optional Rule on Armor and Shield Wear:

    Armor and Shields are not indestructible!!! Shields come in two forms: wooden and metal. Wooden shields can

    take 10 direct hits before they become useless and need fixing, while metal shields can take 20 direct hits before

    they need mending. A shield takes a direct hit when the opponent missed by the AR of the shield (assuming the

    Elestar the RPG 20

  • 8/9/2019 ELESTAR RPG

    21/53

    shield was being used). The same rule applies to armor. Leather can take 15 direct hits, chain can take 20 direct

    hits, scale can take 25 direct hits, and plate can take 30 direct hits. However unlike shields armor takes a direct hit

    each time the defender suffers damage. Broken armor becomes too uncomfortable to wear to use effectively in

    combat.

    Example: Talis fully equipped walks around with a large wooden shield and a chain mail, armed with a wickedmorning star that his uncle gave him as a coming of age gift. He gets in a fight with a goblin who swings at him but

    misses by 1 point on his attack roll. Talis shield bares the brunt of that attack (the shield lost one structure point).

    Because Talis is using a shield and wearing chain mail his attack skill is reduced by 4 giving him a skill of 1 for the

    purpose of attack.

    Weapons Chart (type / speed / damage / price):

    Arrow (flight): spec / spec / 6 / 1gp for 20

    Arrow (sheaf): spec / spec / 8 / 1gp for 20

    Ballista: SW / -8 / 20 / 500gp

    Bardiche: PA / -3 / 10 / 20gp

    Battle-axe: 2HE / -2 / 8 / 15gp

    Bear hands: MA / +0 / 2 / freeBow, Composite: RW / -3 / arrow type / 60gp

    Bow, short: RW / -2 / arrow type / 30gpBow, Long: RW / -3 / arrow type / 50gp

    Catapult: SW / -10 / 25 / 750gp

    Club: 1HB / -1 / 6 / free

    Crossbow, light: RW / -5 / 8* / 40gp

    Crossbow, heavy: RW / -7 / 10* / 80gp

    Dagger: 1HE / -1 / 4 / 1gp

    Darts: TW / -1 / 4 / 3bp (thrown 2 at a time)

    Flail: 1HB / -2 / 8 / 10gpGreat Scimitar: 2HE / -3 / 10 / 20gp

    Halberd: PA / -3 / 10 / 15gp

    Heavy Flail: 2HB / -3 / 10 / 20gp

    Horse lance: PA / -3 / 10** / 5gp

    Javelin: TW / -2 / 6 / 1gp

    Long sword: 1HE / -2 / 8 / 10gp

    Mace: 1HB / -2 / 8 / 3gp

    Morning star: 1HB / -2 / 8 / 15gp

    Pike: 2HPA / -3 / 10** / 2gpSpear: PA / -2 / 8 / 5gp

    Trident: PA / -3 / 10 / 15gpSaber: 1HE / -2 / 8 / 10gp

    Scimitar: 1HE /-2 / 8 / 15gp

    Short sword: 1HE / -1 / 6 / 7gp

    Sling shot: RW / -2 / 4 / 1sp

    Spiked club: 1HB / -2 / 8 / 1sp

    Staff: 2HB / -3 / 8 / 1sp

    Throwing Axe: TW / -1 / 6 / 1gp

    Two-handed battle-axe: 2HE / -3 / 10 / 20gpTwo-handed sword: 2HE / -3 / 10 / 20gp

    Two-handed warhammer: 2HB / -3 / 10 / 15gp

    Warhammer: 1HB / -2 / 8 / 10gp

    * Crossbow bolts bypass the armor defense bonus doing full damage to the target (that includes TGH

    check). 12 bolts cost 1gp.

    * * Double damage when charging or being charged at.

    Ranges for Ranged/Thrown Weapons:

    Weapon type Base Range Sheaf Arrow

    Ballista 120 n/a

    Bow, Short 60 80

    Bow, Long 90 100

    Bow, Composite 120 120

    Catapult 200 n/aCrossbow, Light 50 n/a

    Crossbow, Heavy 80 n/aDagger 10 n/a

    Darts 10 n/a

    Javelin 20 n/a

    Sling Shot 30 n/a

    Elestar the RPG 21

  • 8/9/2019 ELESTAR RPG

    22/53

    Up to base range is normal attack roll. Up to range x 2 its 1 to the attack roll, up to range x 3 its 2 to

    the attack roll, up to range x 4 its 4 to the attack roll. Range x 4 is the maximum range that a weapon can

    shoot.

    Elestar the RPG 22

  • 8/9/2019 ELESTAR RPG

    23/53

    5. Spellcasting the Spell

    Before the world was born, there was Ora. Chaos surrounded Ora,and Ora ordered the Chaos and formed the Pattern. From Chaos

    sprang the world as we know it now.Extract from the book of Knowledge.

    Ghil once told me,The spell is like a huge fresco, outside of time, and space that has allof Oras creation written on it. When Ora created his sons he gave theresponsibility of safeguarding the Pattern to his son, Magus (MA-jus).

    Wizards as you may have realized, have a gift. They have the ability to sense the Pattern around them, and

    they can alter portions of the Pattern through great mental effort. When a Wizard does that it is told that he

    casts a spell.

    a. Casting a Spell (skill + INT):

    Every spell has a resulting casting difficulty based on the amount of power the caster attempts to harness.

    This amount is represented in Power Levels (PL). The higher the Power Level of the spell, the more

    spectacular the effects would be. Similarly to using other skills the Power Level equates to a set Base

    Difficulty to cast the given spell. The BD of a spell is equal to the PL+10.

    Example: Shandra is a level 1 Wizard who has 5 in her Spellcasting skill. She decides she wants to spell a

    simple level 1 Spell. Since she has an INT of 5 she would roll 5D10 and keep the top two and add 5 to the

    total to get her Spellcasting roll. She rolls 3, 5, 1, 8, 10 and keeps the 8 and the 10 to which she adds 5,

    resulting in a total roll of 23. This indicates that she easily succeeds in casting the given spell since all she

    needed was an 11.

    b. Spellcasting and fatigue:

    Spell casting is a serious mental exercise that can take a toll on a persons mind. For this reason, for every

    spell cast beyond the first in any given 5 minutes the spellcaster must suffer a cumulative -2 to hisspellcasting skill roll. Not casting for five minutes will remove all negatives to spellcasting.

    Example: Taliss friend Shandra has just cast a spell in combat and must cast another spell. Because she

    didnt wait five minutes she suffers a -2 to that second spell. If she has to cast a third spell in combat shewould suffer a -4 to the skill roll.

    c. Spell Failure:

    Failure to cast a spell can be a serious matter. After all you are attempting to harness the power that affectthe very fabric of the world. While a mild failure doesnt strain the brain too much (although for the

    purpose of multiple castings within a 5 minute period a failure counts just as a spell successfully cast), a

    dramatic failure could be catastrophic. If a spellcasting roll is failed by more than 5 points but less than 10

    points the spell caster must make a Moderate (BD15) TGH roll to avoid loss of consciousness. If the

    spellcasting roll is failed by 10 or more, there is no TGH roll. The spellcaster automatically falls

    unconscious. Also, the resulting difference is considered damage done to the spellcaster.

    Elestar the RPG 23

  • 8/9/2019 ELESTAR RPG

    24/53

    Example: Shandra failed aPick Up Hered. Unraveling:

    When a Wizard learns how to cast a spell, he also learns how to unravel that spell. For this reason, should a

    Wizard want to undo, another Wizards spell (after it was done, or while it is being done) he must make an

    opposed Spellcasting roll against the other. If he beats his opponent, he can unravel the spell that was cast

    by expending the same amount of FPs that were used. Just remember that this works just like Spellcasting

    a Spell, which means that failure results in damage.

    Note: Should a Spell be already in place, the GM should also make sure to record the modified roll it tookto spell that particular spell, just in case a player decides to try and unravel it.

    e. Components of the Spell

    As stated earlier Spellcasting follows the rule of 5. 5 components, Object, Being, Time, Area, and Range

    which when combined can create some scary results. For each component added to a spell the level of the

    spell is raised by one, which raises all components to that level. However, by shear will, the Wizard canincrease the level of a spell without necessarily adding another component. Indeed their effect changes

    based on the level of the spell.

    Note to Storyteller:Discretion is advised when letting players create their own Spells. It is purposefullyleft open, but it is up to the storyteller to decide if an effect is acceptable or not.

    Object

    This component is necessary to affect objects of various sizes.

    - Level 1: Small objects no more than 1 cubic feet.

    - Level 2: Medium sized object (chest, door, bush, barrel)- Level 3: Large object (Tree, small hut)- Level 4: Very Large objects (House, Tower)

    - Level 5: Gigantic Objects (Castle, Hill)- Level 6: Titanic Objects (Valley, Lake, Forest)

    Being

    This component is necessary to affect any being, be it animal, insect or humanoid. It can only be included

    in conjunction with the use of Object.

    - Level 1: 1 sense affected, no attribute change

    - Level 2: 2 senses affected, attribute changed by 1- Level 3: 3 senses affected, attribute changed by 2

    - Level 4: 4 senses affected, attribute changed by 3

    - Level 5: 5 senses affected, attribute changed by 4

    - Level 6: 5 senses affected, attribute changed by 5

    Time

    This component is necessary to increase the duration of a spell. Instantaneous or near instantaneous spells

    have no time component associated to them.

    - Level 1: 1 minute- Level 2: 10 minutes- Level 3: 1 hour

    Elestar the RPG 24

  • 8/9/2019 ELESTAR RPG

    25/53

    - Level 4: 1 day

    - Level 5: 1 week

    - Level 6: 1 month- Level 7: Permanent

    Area

    This component is necessary to increase the area of effect of a spell. Spells without this component must

    be targeted on a single Object/Being.

    - Level 1: 5 feet radius- Level 2: 10 feet radius- Level 3: 30 feet radius

    - Level 4: 100 feet radius- Level 5: 500 feet radius- Level 6: 1 mile radius

    - Level 7: 10 miles radius

    Range

    This component is necessary to increase the range of a spell. Spell without this component requires the

    Wizard to touch the Object/Being he wants to affect.

    - Level 1: 10 feet

    - Level 2: 50 feet- Level 3: 100 feet- Level 4: 1 mile

    - Level 5: 100 miles

    - Level 6: 1000 miles- Level 7: No limit

    Some spells are intended for offense, and are capable of damaging things or people. The damage of a spellis linked to the BD required to create the spell as well as the skill employed by the Wizard himself.

    Therefore, a second level spell will result in 11 points of damage minimum (10+1 for exceeding the BD of

    10 by 1). A Wizard can purposefully increase the level of a spell (even without including another

    component) in order to make the spell more complex or harder to resist. The catch is that is requires a

    higher skill roll and will be more exerting.

    f. Resisting Change

    In the case that a spell will affect someone, be it due to the Area component, or the Being component that

    person/creature may attempt to resist change (or in the case of Area simply try to get out of the way). The

    BD necessary to resist a spell depends on the level of the spell as described in the Spell chart above (in

    section b). In most cases it would be a characters toughness that would be used to resist, but in some cases

    a different attribute or even a skill may be more appropriate. If the spell includes the range component and

    is intended for damage, the target must use an appropriate skill to dodge the attack and succeed in anopposed roll with the Wizard instead. If the target wins they suffer no damage, but if they fail, they suffer

    not only damage equal to the BD, but also damage equal to the difference between the opposed rolls.

    Similarly when trying to avoid damage from an area effect spell the target must defeat the Wizards skill

    roll in order to avoid the damage dealt, although in some cases there is no cover, or the area of effect is just

    plain too large in which case the target would only suffer half damage from defeating the Wizard

    (storyteller discretion on that one).

    Elestar the RPG 25

  • 8/9/2019 ELESTAR RPG

    26/53

    Note: The protective value of armor remains when the Being component is not used within a spell.

    g. Examples of Spells

    Fist of Fire: This level 1 Spell will allow the Wizard to punch someone and do 5 points of damage with his

    punch instead of the normal 2 points of damage. The catch is that he must also succeed at punching thepoor sod, who will more than likely not want to agree with such treatment. The Spellcasting BD for this

    small spell is 5, and the Wizard gains 1 point of fatigue for it. Technically a Wizard could create flames on

    his hands without any difficulty since it would have none of the actual components (making it in essence a

    level 0 spell), however, the flames would be harmless, but could be used for intimidation.

    Flying Fist of Fire: This level 1 Spell will do 5 points of damage to a person up to 10 feet away. The targetwould of course get the opportunity to use an appropriate skill (dodge, dive, martial arts, parry with a

    shield) to make an opposed roll in order to avoid the attack altogether. If the Wizard wins the oppose3d

    roll he gets to add the difference in the rolls to the damage he inflicts. By making it level 2 he could

    increase the range to 50 feet also.

    Ignite: This simple 1st level Spell will allow the Wizard to take a small flammable object such as a torch

    and ignite it by touch. (This Spell can be used to ignite a persons clothes, but would require a touch

    attack).

    Exploding Fist of Fire: This level 2 Spell uses both range and area (range of 50 feet, and area of 10 feet).This time the flaming fist will fly up to 50 feet and explode on impact on an area of 10 feet in radius,

    inflicting 10 points of damage to all within the area. Any potential target may attempt to use an appropriate

    skill to get cover from the incoming fist. If they defeat the Wizards Spellcasting roll they dont suffer any

    damage.

    Curse of the body: This level 2 Spell requires the Wizard to touch his target, but in doing so, if the victim

    cannot make succeed at a BD15 TGH check they will have one attribute reduced by 1. The spell will last

    for all of 10 minutes.

    Pain from within: This level 2 Spell does not require touch for it affect any being within 50 feet chosen by

    the Wizard. The victims body is reeked with pain inflicting 10 points of damage unless the victim succeedsat a TGH check with BD10. No armor can protect against such a vicious attack.

    Torchlight: This level 1 Spell allows the Wizard to have his hand burst in magical flames that do no

    damage to him, but will provide the lighting of a torch for a minute. Most Wizards use the 2nd level version

    of this spell, which lasts 10 minutes.

    Lighting Orb: This level 3 Spell is used by the more experienced Wizards in replacement of the torchlight

    spell. Indeed is creates a round orb of light that levitates around the Wizard (remains within 100 feet) and

    provides a 30 feet radius clearing of light for an entire hour.

    Fly: This level 3 Spell allows the Wizard to make one person fly for one hour.

    Shield: This level 3 spell lasts for an hour and will absorb 15 points of one type of damage dealt to him (hemust choose the damage type upfront). Many times has such a spell saved a Wizards life. This shield can

    also be given to another person that would be anywhere within 100 feet.

    Elestar the RPG 26

  • 8/9/2019 ELESTAR RPG

    27/53

    Blessing of the Body: Similarly to Curse of the Body, the Wizard may increase one attribute for one

    person for 10 minutes. This is a level 2 Spell, but could be made level 3 for the purpose of increasing

    duration to a full hour, in which case the attribute would be raised by 2 instead of 1.

    Invisibility: This level 3 Spell is used to turn a person invisible for a full hour. It affects sight, smell andhearing to anyone trying to detect the target. Similarly an object the size of a tree could be made invisible

    using this spell.

    Create Shelter: This level 4 Spell will create a house out of thin air. The house will be empty inside, but

    will remain there for 1 day before disappearing.

    Clairvoyance: This level 4 Spell allows the Wizard to see up to 1 mile away as if he was there. The Spell

    will last for one full day.

    Teleport: This spell is quite useful to most Wizards, and is commonly used as a means of traveling. It

    allows the Wizard to travel great distances almost instantaneously. The level of the Spell dictates the

    length of the trip, but since it affects a human being it must be at least level 2 (that would allow for a 50

    feet teleport).

    Charm: Charm spells are by far the most difficult to produce since they require total control of another

    being. For this reason they are level 5, but last for an entire week. They are of course extremely difficult toresist (INT check with BD 25). The Wizard does not even need to touch his target for this. In fact the

    target could be anywhere within voice reach of the Wizard.

    Quake: This is by far one of the most powerful Spells ever to be used. It can affect an entire valley.

    Anyone in the valley would suffer 30 points of damage if they failed to win the opposed roll against the

    Wizard (which at this level is very unlikely).

    Part Water: With this level 6 spell the Wizard could technically part the waters of an entire lake, so as to

    walk through on dry land.

    Gate: This is the ultimate spell change that can be created by a Wizard. This level 7 spell allows the

    Wizard to literally transport himself and as many targets as he chooses within his line of sight to another

    plane of existence. The transportation is permanent and another gate spell would be required to transportthe people back.

    Elestar the RPG 27

  • 8/9/2019 ELESTAR RPG

    28/53

    8. Alchemy

    Alchemists are quite a peculiar people. They use their ability to alter the spell through potions, scrolls,

    summoning grids, golems, and miscellaneous items. An Alchemist cannot spell the Spell like Wizards can.

    He can however create items that are capable of funneling a Spell created by a Wizard into them. This is a

    highly valued ability since it is the only way to actually create magical items. The drawback to this is thatfor the making of potions, scrolls, golems, and summoning grids, the alchemist requires a substantial

    amount of money to get the necessary components. Creating miscellaneous items however is easy for an

    Alchemist. All he really needs is the item itself, the necessary time to prepare the item for the funneling, a

    Wizard willing to spell a Spell for him, and enough skill to succeed in funneling the Spell. The minimum

    equipment necessary for funneling is a cauldron, but an Alchemical lab usually works better (thats why

    you get a +2 to your roll when youre in an Alchemy lab).

    GM note: Should a player decide to play an Alchemist, while there arent any Wizards in the adventuringparty, make sure that he has access to Wizards who are willing to help in the fabrication of certain items.

    However, make sure to make him pay for the labor as well as the components.

    The following sections will discuss in more details the building of the alchemists items.

    a. Potions & Scrolls:

    When the Alchemist makes a potion or a scroll all he needs is a Cauldron, a fire, the components, and a

    Fluxer willing to help. He then spends a number of days preparing the mixture necessary to for the potion

    or the scroll (you cant make them in advance in the hopes youll run into a Wizard; once ready the Wizard

    must act immediately). For a potion the mixture will become the potion once recovered into a flask,

    whereas for the scroll, a piece of parchment will be put into the mixture to collect the energy necessary for

    funneling the Spell into it. The number of preparation days depends on the level of the Spell he intends tofunnel (1 day per level of the Spell). The resulting potion or scroll will have the same effect as the Spell.

    For example, an Alchemist might spend two days to create a potion of Mind Bend. To successfully create

    the item, though, he must succeed at rolling his Alchemy roll (the Alchemy roll modifier is the same as the

    Wizards modifier). Should he fail his alchemy roll, a roll must be made on the Alchemy failure table

    below:

    Alchemy Failure Chart(roll a D10):

    1 3 : Nothing happens! The components are lost

    4 7 : Minor explosion! The Alchemist looses all the components, and suffers 1D10 points of damage.

    8 9 : Large explosion! Both the components and the cauldron are lost. The explosion does 2D10points of damage to the Alchemist and Wizard.

    10 : Major failure! Roll again If result is 10 Alchemist and Wizard both suffer XD10 where X is

    the level of the Spell, otherwise the result is similar to a Large explosion.

    Potion & Scroll Component Cost

    Level Cost (gp) Alchemy roll modifier and Effect

    I 100 Same as the equivalent level I Spell

    II 200 Same as the equivalent level II Spell

    III 400 Same as the equivalent level III Spell

    IV 800 Same as the equivalent level IV Spell

    V 1600 Same as the equivalent level V Spell

    VI 3200 Same as the equivalent level VI Spell

    Level 7 spells cannot be funneled due to their immense power.

    Elestar the RPG 28

  • 8/9/2019 ELESTAR RPG

    29/53

    For example, Gashpa is a friend of Shandra and also an apprentice Alchemist with a 3 in his Alchemy skill.

    He decided to recruit Shandras help to make a potion of Strength. This Shandra feel comfortable

    channelling the Blessing of the Body Spell, and is willing to assist. Gashpa buys all the necessary

    components (200gp) and spends a day preparing the potion. Shandra will have to make a successful

    channelling roll, and Gashpa will have to make his Alchemy roll with the same BD, since it goes off of thesame chart as Shandra.

    Note on Using Scrolls and Potions:

    Anyone can use a potion, however only Alchemists can use scrolls. Since it requires the proper enunciation

    of the words written on the scroll. This is a little safeguard Alchemists created for themselves. There is

    one exception to the rule. If the Alchemist wants to, he can teach another character the proper enunciation

    of the inscriptions on the scroll. This is often considered a sign of great trust.

    b. Summoning:

    The Alchemist, with the help of a metal smith, can build summoning grids that allow him to control the

    summoning property of the Spell with great precision, and therefore, pull creatures from the Chaos into his

    own world, and have them perform simple tasks for him (often the alchemist will ask for the creature to

    protect him from any attackers). A grid is usually small enough that it will fit in someones pocket. When

    the Alchemist wants to summon a creature he throws the grid on the ground, and the grid will grow in size

    until it opens a portal to the Chaos. When the portal opens, creatures summoned will step out of the gridunder the control of the Alchemist. The only way to prevent the summoning is to destroy the grid before

    the right time has come. Using a summoning grid requires the proper knowledge, and therefore requires anAlchemy roll from the Alchemist. Similarly to the potions the modifier for his roll goes off of the same

    table used by the Wizards. Should he fail the roll he must roll another D10, and on a 10 the creatures will

    come out and attack him instead. It is a known fact that creatures created from the essence of Chaos have

    extremely unpredictable behaviors. A grid takes 1 week per level of difficulty to build and imbue with

    magic. Following is a chart of the different summoning grids, the level of difficulty for control, their cost,

    if you dont have the raw materials, the actual raw materials, and the effects they have if you succeed in

    your Alchemy roll.

    Alchemists Summoning Grids

    Grid Difficulty Cost (gp) Fabric EffectI 200 1cubic feet

    of Iron

    Can summon a level I creature from the Chaos for as long as 1D10 rd

    + 1 rd/level. The creature will try its best to accomplish a simpleorder that the alchemist will tell him. The summoning takes 1 round

    to take effect.

    II 500 1cubic feetof Bronze

    Can summon a level II creature or two level I creatures from theChaos for as long as 1D10 rd + 2 rd/level. The summoning takes 2

    rounds to take effect.

    III 1,000 1cubic feet

    of Silver

    Can summon three levels of creatures from the Chaos for as long as

    1D10 turns + 1 turn/level. The summoning takes 3 rounds to take

    effect.

    IV 2,000 1cubic feet

    of Gold

    Can summon four levels of creatures from the Chaos for as long as

    1D10 turns + 2 turn/level. The summoning takes 4 rounds to take

    effect.

    V 8,000 1cubic feet

    of Platinum

    Can summon five levels of creatures from the Chaos for as long as

    1D10 hours + 1 hour/level. The summoning takes 1 turn to take

    effect.

    VI 16,000 1cubic feet

    of Mithril

    Can summon six levels of creatures from the Chaos for as long as

    1D10 days + 1 day/level. The summoning takes 1 hour to take effect.

    Elestar the RPG 29

  • 8/9/2019 ELESTAR RPG

    30/53

    Note on Summoning Grids:

    Grids are magically imbued by their creators, and when they open a portal, all of this energy is drained

    from the grid to summon forth the creatures from the Chaos. For this reason, once a grid has been used

    (regardless of the success), it will require 12 hours before it can be used again.

    As an example, lets go back to Gashpa. Gashpa, being a poor apprentice, ended up stealing a grid from his

    old master. He managed to acquire an iron Grid, which means that whenever he wants he can throw hisgrid down, and roll his Alchemy roll to see if he can control it.

    The modifiers to his roll will be 3 (alchemy skill), which means he can automatically summon a level 1

    creature that will stay 1D10 + 1 rounds under his control. If he had a bronze grid he could try and use it to

    summon a level 2 creature or 2 level 1 creatures, but the BD would be a 10 instead of a 5 (still, quite an

    easy task assuming hes intelligent).

    c. Imbuing Items:

    Similarly to making Potions and Scrolls the Alchemist can create items that he can use to absorb Spells.

    This will allow him to store one type of Spell into an item indefinitely. Once stored the wielder of the item

    can discharge the Spell as if he was a Wizard. The number of Spells an item can hold depends on the item

    itself. Just remember that you can only put one type of Spell into an item. Mixing Spell on an item creates

    vary nasty effect, which we will discuss later. Before the item can store anything it must be prepared (theappropriate runes must be carved on the item, and it must be staged in the right mixtures in order to gather

    the energy necessary to funnel the Spells. This means an Alchemy roll similar to the one used for potionsand scrolls. The exception to this is that this time the Alchemy roll is made before the Wizards roll, and

    the item can be prepared in advance (no limitation on how far in advance). The preparation time depends

    on the level of the Spell it will be capable of holding (1 week preparation per level of the Spell). Then all

    that is necessary is for the Wizard to hold the item in his hands and spell the Spell. The item will do the

    rest. This offers a whole new world of opportunity since that means that any Wizard who can get a hold of

    a prepared item can put a Spell in it. Well, there is a catch! Should the level of the Spell channeled into the

    item not match the level of the item, the item will explode doing 1D10 damage per level of the Spell on a

    30 feet radius. A similar effect occurs if a Wizard attempts to store a Spell in an item containing a differentSpell in it. This gets worse! Should the item have charges already in it, the exploding item will also do

    1D10 damage per charge on a 30 feet radius. Do not mess around with an imbued item if you dont know

    how it was made.On the other hand a courageous Alchemist could attempt to absorb a Spell targeted on him by attempting to

    make an opposed Alchemy roll versus the Wizards Spellcasting roll. Should the Alchemist succeed the

    item would absorb the Spell. This again is given that the item has the right level of imbue on it, and no

    different Spell already stored.

    Following is a chart stating the items and their capacity.

    Elestar the RPG 30

  • 8/9/2019 ELESTAR RPG

    31/53

  • 8/9/2019 ELESTAR RPG

    32/53

    Golem Chart:

    Type Level Alchemy roll BD Cost (gp)

    Clay 1 5 250

    Flesh 2 10 500

    Iron 3 15 750

    Stone 4 20 1,000

    Bronze 4 20 1,000

    Silver 5 25 2,000

    Gold 5 25 5,000

    Crystal 6 30 10,000

    Mithril 6 30 30,000

    Note on Golem Control:

    When an Alchemist creates a Golem he gives that Golem an order to perform (like follow and protect me,

    or attack anyone who entered this room without saying, Hi Rudolf first). Once the Golem is activated it

    will do everything in its power to follow that order. It is impossible for the Alchemist to change that order,

    which means that if you create a Golem you should be careful of what you ask. The order must be simplebecause Golems cannot understand anything complicated regardless of the cost it took to build them.

    e. Weapon/Armor Enhancements:

    An Alchemist can use his Alchemy skill to enhance weapons, and armors. This is something completely

    independent of the item imbue skill. To enhance a weapon or armor, he must make have an already made

    weapon/armor in perfect condition, buy the necessary components to combine with the item, and then use

    his Alchemy skill to perform the task (use same table as Fluxers for modifiers based on level of

    enhancements). On a failed Alchemy roll, roll a D12. On a 12 the weapon/armor explodes doing 1D10

    damage per level of the weapon/armor enhancement, otherwise the weapon and components are lost, andnew ones have to be purchased.

    Weapon and Armor Enhancements:

    Enhancement Level/BD

    Component Cost (in gp)

    Weapon

    and

    Shields

    Armor

    +1 1/5 3,000 4,000

    +2 2/10 6,000 8,000

    +3 3/15 9,000 12,000

    +4 4/20 12,000 16,000

    +5 5/25 15,000 20,000

    +6 6/30 18,000 24,000

    Elestar the RPG 32

  • 8/9/2019 ELESTAR RPG

    33/53

    What do Enhancements Do?

    Weapons give you a bonus to damage, while armor enhancements reduce the amount of damage done by

    any physical attack. On the other hand shield enhancements reduce the chance of you being hit by

    subtracting to the attackers roll.

    f. Rune Mastery:

    Rune Mastery is an art long lived in Elestar. It is a combined art between Alchemists and Wizards.

    Alchemists have the ability to imbue power in certain inks so as to allow Wizards to script such runes and

    pour their power into them. There are different Inks that can be used to produce runes. Each ink has its

    own attunement to the spell and therefore is able to absorb more or less power.

    Regular Ink (5gc per rune) can usually absorb up to a level 2 Spell into it.

    Silver Ink (10gc per rune) can absorb up to a level 3 Spell into it.

    Animal Blood* (10gc per rune) can absorb up to a level 3 Spell into it.

    Human Blood* (20gc per rune) can absorb up to a level 4 Spell into it.

    Gold Ink (20gc per rune) can absorb up to a level 4 Spell into it.

    Mithril Ink (50gc per rune) can absorb up to a level 5 Spell into it. Gleiverniv Ink (500gc per rune) can absorb up to a level 6 Spell into it.

    Dragon Blood* (500gc per rune) can absorb up to a level 6 Spell into it.

    Unicorn Blood* (500gc per rune) can absorb up to a level 6 Spell into it.

    Proxys Blood* (priceless) can absorb any Spell cast at it.

    *When blood is used to create a Spell, a pint must be used. A human being had 10 pint of blood in his

    blood stream, which means retrieving 1 of them will remove 1/10th of his BP, which will have to be

    regained according to the BP recovery rules. The blood must be used within a month in order to work,

    although there are ways of conserving blood to maintain its potency.

    When etching a rune the Wizard usually states the condition under which the power of the rune shall be

    released. The rune will keep the Spell forever until the condition is met. Once a Rune is etched it cannotbe removed, but its power can be annulled (see Unraveling Spells in the Wizard section). Once the Spell is

    released or annulled, the rune can be recharged with the exact same Spell.

    Certain Wizards have attained such a mastery of runes that they are able to etch runes that will never loose

    power, but instead will recharge themselves instantly after releasing their power. In order to create such a

    Rune, the Rune Master must spend 10 times the fatigue points of the normal spell and then succeed at a

    very hard Rune Mastery skill roll (BD 30).

    Elestar the RPG 33

  • 8/9/2019 ELESTAR RPG

    34/53

    8. Priests

    Priests are very special characters who have been called by a Deity. They get miracles granted by their god

    in exchange for a life of devotion. Priests have Prayer Points (PP) instead of Accumulating Fatigue. A

    priest gets 3 Prayer Points per level per day. No less, No more! Hey youre a priest; youre used to a life

    of restrictions. Priests need line of sight to accomplish their miracles and unless stated otherwise the rangeof the miracles they do is equal to their eyesight (about 200 yards). OK so whats the perk of playing astinking Priest!

    Well, unlike the Wizards the Priests do not need to learn how to use any of their powers. These are a gift

    from their all-knowing deity. There are there are no failures for miracles, however every miracles has a

    level attributed to it, and the same modifiers that apply to a Wizards Spellcasting roll applies to a Priests

    Devotion Roll (which goes off of the priests Devotion skill). A successful Devotion Roll means the Deity

    is willing to comply with the supplication of its follower and the miracle is granted. All the miracles are

    listed below:

    Miracles Level Description

    Assist Channeller/Priest 1 This miracle allows the priest to mentally assist another channeller/priest

    adding 1 to the channeling roll of that person. This miracle will last for 1round/level.

    Detect Evil 1 This miracle allows the priest do detect evil in a person/object. The miracle

    will last for 1d10 turns + 1 turn/level.

    Detect Poison 1 This miracle allows the priest do detect poison in a person. The miracle will

    last for 1d10 turns + 1 turn/level.

    Heal Minor Cuts 1 This miracle allows the priest to heal minor cuts. Stop bleeding of

    1BP/Round instantly. The priest will also heal 6 BPs with this miracle.

    Holy Strength I 1 With this miracle the Deity imbues his priest with an unnatural strength. The

    priests strength attribute in creases by one. The miracle will last for 1d10

    rounds + 1 round/level.

    Holy Word 1 With this miracle the priest can give a one word order to a person/creature.

    The person targeted must comply with the order during the next round unless

    he succeeds in making an opposed INT check with the priest. Note: You

    cannot order a person to die. If you do he will just fall unconscious for oneround.

    Inspire 1 With this miracle the priest can bless all friendly person, allowing them tomake their attributes checks and attack rolls at + 1. The miracle will last for

    1d10 rounds + 1 round/level.

    Protection from Evil I 1 With this miracle the priest surrounds himself with a holy aura that makes

    evil creatures cringe. Any evil person/creature trying to attack the priest will

    suffer a - 1 on his attack roll. The miracle will last for 1d10 rounds + 1

    round/level.

    Repel Undead I 1 With this miracle the priest imbues his holy symbol with a light only visible

    by undead. 1d10 Level 1 or 2 undead will automatically try to get as far away

    from the priest as they can. They will not come close to the priest as long ashe holds the holy symbol up.

    Bless 2 Same as Inspire but all friendly person gets a + 2 on their checks. This is not

    cumulative with inspire.

    Faith Shield I 2 With this miracle a small transparent shield will appear on the priest's arm.

    The shield will work like a normal small shield. The shield will remain for 2

    hours/level.

    Heal Moderate Cuts 2 Same as Heal Minor Cuts but 12 BP are healed and will stop 2BP/round of

    bleeding instantly.

    Elestar the RPG 34

  • 8/9/2019 ELESTAR RPG

    35/53

    Holy Armor I 2 This miracle creates a protective shield around the priest that is equivalent to

    leather armor in terms of BP absorption. The armor will last for 1 hour/level.

    Not cumulative with other armors.

    Light 2 With this miracle the priest creates a small sphere of light that will radiate on

    a 30x30x30 ft area. The ball will remain for 1d 10 turns + 1 turn/level.

    Mend Bones I 2 With this miracle the priest can heal any broken bones in a person/ creature's

    body. The bones healed will take 2 days to heal. The priest needs 2 fullrounds to do this miracle.

    Ray of Faith I 2 When using this miracle the priest hold up his holy symbol and out of it

    comes a shocking ray. The priest can target any one thing with it. The ray will

    inflict 8 points of damage, and will do an additional 8 to undead. Armor is of

    no use against the damage, but a person may attempt to dodge the bolt using

    any appropriate skill.

    Repel Undead II 2 Same as Repel Undead I but 1d10 level 3 or 4 creatures will be repelled.

    Silence 2 This miracle creates a bubble of silence that will not let any sound from

    within the bubble to reach the outside and vice versa. The bubble remains for

    1turn/2 level of the priest.

    Slow Poison 2 This miracle will slow the circulation of poison in a person's blood, delaying

    its effect for 1 hour/level of the priest.

    Destroy Undead I 3 With this miracle the priest holds up his holy symbol and will destroy up to

    his level + 2 levels of undead in front of him. This miracle will only affect

    level 1 and 2 undead creatures. For example: a level 5 priest can destroy 2

    level 2, and 1 level 1 undead when using this miracle.

    Faith Shield II 3 Same as Faith Shield I but the size is that of a medium shield.

    Fear of the Holy 3 With this miracle the priest surrounds himself with an aura that scares people

    away. Any person (who isn't a friend of the priest) looking at the priest must

    make an INT check or run as far away as they can from the priest. The aura

    will remain for 1d12 rounds + 1 round/level.

    Heal Major Cuts 3 Same as Heal Minor Cuts but 18 BP are healed and 4BP/round of bleeding

    instantly.

    Hold person 3 This miracle will immobilize the person of the priests choice unless they

    make an INT check. The person will remain immobilized for 1d10 rounds + 1round/level.

    Holy Strength II 3 Same as Holy Strength I but STR goes up by 2.

    Protection from Evil II 3 Same as Protection from Evil I but the protection has a 20 ft radius around the

    priest.

    Protection from Undead 3 When using this miracle the priest wards away any undead level 1 through 5

    from a 10 ft radius area around him. Any undead trying to attack the priestwhen in this area must make an INT check before he can do so. Otherwise,

    the undead can simply not attack the priest.

    Repel Undead III 3 Same as Repel Undead I but 1d10 level 5 or 6 creatures will be repelled.

    Counter Poison 4 This miracle rids a person/liquid of any kind of poison.

    Destroy Undead II 4 Same as Destroy Undead I, but level 3 and 4 undead are affected.

    Faith Shield III 4 Same as Faith Shield I but the size is that of a large shield.Holy Armor II 4 Same as Holy Armor I but the armor is equivalent to a chain mail.

    Mend Bones II 4 Same as Mend Bones I but the bones will only take 2 hours to heal.

    Ray of Faith II 4 Same as Ray of Faith I but the ray inflicts 16 points of damage/level, and an

    extra 16 to undead creatures.

    Reattach Severed Appendage 4 With this miracle the priest can reattach any severed appendage to a

    person/creature's main body. The appendage/limb will not be usable for

    another 2 hours after the miracle.

    Repel Undead IV 4 Same as Repel Undead I but 1d10 level 7 or 8 undead will be repelled.

    Elestar the RPG 35

  • 8/9/2019 ELESTAR RPG

    36/53

    Transfer Wound 4 With this miracle the priest can transfer all the wounds of another person onto

    himself. Be very careful with this. Never transfer more than your priest can

    take. This miracle takes 1 full turn to take place. Severed limbs wounds do

    not transfer.

    Word of Recall 4 With this miracle the priest can instantly transport back himself and anyone

    holding hands with him to his sanctuary. If in another dimension there is a

    20% chance that the miracle will fail.Destroy Undead III 5 Same as Destroy Undead I, but level 5 and 6 undead are affected.

    Expel Evil 5 With this miracle the priest creates a 20 ft radius circular area around him that

    will expel evil. Any evil person/creature/thing trying to enter the area mustsucceed in making an INT check. This miracl