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Golden Age Rpg - Second Edition

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Page 1: Golden Age Rpg - Second Edition
Page 2: Golden Age Rpg - Second Edition

The sun peeked over the horizon and through the pine trees to illuminate the partially obscured form of a man lying in the snow. An onlooker would have viewed the scene as peaceful or serene as he lay amidst the bank with one arm tucked under his head as if he were sleeping. However upon closer inspection they would see that his short cut blue hair was tussled and that his clothes bore bloody gashes in both the right shoulder and the left hip. His skin had taken on a slightly blue tint as well, which would not be surprising considering that the temperature on the mountainside at night dropped well below zero in the winter months. Whoever this stranger was, his life must have been a tragic one for him to end up here.

Occasionally his lips would move as if he was trying to speak, and his chest rose and fell in short gasping efforts. With a cautiously slow movement, his eyes opened and he took another deep rasping breath before rolling onto one side, grimacing in pain. Not from the wounds evident on his body, but clutching instead as his chest as if it emanated from deep within.

He considered sitting up for a moment, and then wondered why he should even bother. To survive the night on the mountain had been a surprise, he had thought that the cold weather would finish him off long before the dawn would come. But by some strange twist of fate he had somehow held out against the night and lived to see the start of a new day.

Not that it mattered, he was still going to die.

The poison within his system had worked its way through his body, expressing itself in ever more painful ways that made him sweat despite the cold. It would be in its final stages by now he realised with grim determination, soon he would be just another body upon the mountainside.

Some people would tell him to have faith, or that a better life awaited him across the veil, but he was not a religious man. Deep within his heart he knew that all that awaited him was darkness and oblivion. There would be no afterlife for him, he had done nothing to earn it.

That bastard Leto, he mused, not able to find the strength to curse aloud. He planned this all along.

Rising to his knees and then using the solid bulk of a tree to pull himself all of the way up to his feet, he lent against the bark and watched the sun rise over the snow-capped mountains. If he was to die then he would do it as he had lived, he had never laid down for anybody and didn’t see why he should start now.

As the light glistened on the snow and the sun rose slowly in the sky, he realised that if he were going to die anywhere then this were as good a sight as any he could have wished. This world was filled with all kinds of evil, be it the Furies that spread throughout the land or the more subtle evils that humans inflicted upon each other, but from this vantagepoint it didn’t seem so bad.

It shouldn’t end like this, he thought, Alone on a mountain and miles from anyone who would care.

He wondered how long it would be before anyone noticed he was gone, and then cast his mind back to the series of unfortunate events that had led him to this moment . . .

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This book contains the second edition ruleset for the Golden Age Role Playing Game (RPG). It is a complete re-write from the original edition book featuring new information, classes and using the Cascade Role Playing System that was first introduced in Pandora London. The reasons for this change largly stem from a mixture of player feedback and the mission to that in line with the version of the Continent presented to listeners in the main Golden Age audio drama. At the time of writing the original book little source material had been released, however today two main-line seasons of the show and two special mini-series have helped to fill in many of the gaps in both the way the world works and its overall story. Players of first edition will find a more streamlined version of the original rules that plays faster and better than ever before, though it may require that some character sheets be re-written or new character be created in order to venture forth again.

PREFACE

WHAT IS AN RPG?

Golden Age isn’t just a story telling game, it’s a role playing game as well. You not only tell stories, but also act through them by taking on the roles of its central characters. It’s a lot like acting, only you make up all of the lines as you go along. Role playing is equal parts improvised acting and ‘Cowboys and Indians’, a set of rules laid out over a story that everyone in the game is involved in telling. Think back to the games you played as a child; every time you imagined yourself as a secret agent, or a deadly assassin with a job to do, you were role playing. It’s something you’ve been doing all along and never even knew it. To role play is to act out the role of a character you have created in a vivid and distant world, to guide him or her safely through any perils that the Storyteller throws at you, bringing them home safely at the end of it all. In Golden Age you play out the scenes in a world of our creation, filled with wonderful and dangerous things.

THE STORYTELLER

When you sit down to play Golden Age, it is essential to have a Storyteller. This is a player that does not create a character with the others, but rather plays the part of impartial judge, narrator, auditor, and all of the other characters you will meet along the way. It is the duty of the Storyteller to create the plot that the others will be playing in, and to keep it running smoothly. The Storyteller acts the part of your friends, casual acquaintances and enemies throughout the game, and sets the scene. As there are no visual aids in a pen and paper

RPG, the Storyteller must do this by explaining what a room looks like, and keeping the atmosphere intense and interesting.

FOR EXAMPLE:

The players have just entered a small room. In the centre there is an altar shaped like a skull, and it is the only light source that can be found.

The Storyteller would add flavour to the event by saying . . .

“As you enter the room, the first thing you notice is the strange absence of any windows. Still, the room is not plunged into darkness, for within its centre stands a great altar, shaped strangly into the form of a skull. It emits a strange orange glow that seems to pulse and fills the room with an otherworldly light.”

Do you see the difference?

It is also important that the Storyteller keep track of the rules, never letting a character do anything impossible within the rules of the game or at odds with their character sheet. It would be no exaggeration to say that the Storyteller is the most important player in the game, and is certainly the one with the most work to do.

Occasionally the Storyteller can reward players with ‘Fate’ points, which allow them to mildly alter the game in their favour. These should be given out only on occasions of genuinly excellent roleplaying to encourage the players to follow the rules as the Storyteller sets them.

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THE PLAYERS

The player’s job is to create a character of their own design using the rules found in this book, and then to take on the role of that character through the plot situations that the Storyteller has prepared for them. A player NEVER knows what is going to happen next, and the Storyteller keeps the players in suspense as to what will happen next. Playing the same character through multiple campaigns will build up a shared history for the players and allow for that character to evolve as their character sheet is upgraded.

WINNERS AND LOSERS

There are no winners or losers in an RPG, you will have to work with your fellow players to overcome whatever challanges the storyteller throws at you, for shared experience points and treasure. Remember, part of the reason that you are playing is to enjoy the story, and not to try and undermine the characters around you. Multiple characters playing together is called a ‘party’ and the game is at its best when everyone is enjoying themselves.

RULES

The following are some IMPORTANT rules that you must take into account when playing any RPG, whilst it is technically the duty of the Storyteller to enforce these, any player can remind another about them at any time and it is up to each individual to remember them.

NO TOUCHINGPeriod. All combat and physical interaction takes place within the game, and it handled through the rolling of dice. Players must never strike, grapple, or otherwise touch anyone during the game.

NO WEAPONSProps are not necessary during play, it is only pretend, so do not bring knives and such like to the table with you under any conditions.

PLAY IN A DESIGNATED AREAThis game is meant for the home. Do not play it in the streets, and do not try to drag passers by into situations that you are roleplaying. A game

can look disturbing, even frightening to someone who does not know what you are talking about. Stay inside.

KNOW WHEN TO STOPIf a storyteller calls for a time out, then you stop immediately. No arguments.

IT’S ONLY A GAMEDo not even presume to take factors from this game into real life, it is only a game based in animaginary world, and as such should not have any effect on your daily life. Interactions between players when in character and are just that ‘in character’ they do not represent real feelings or emotions.

RESOURCE MATERIAL

Whilst this book contains everything that you will need to get started playing a game of GOLDEN AGE, additional supplements have been released to expand upon both the world setting and the options for weapons, classes,races and skills. Sample campaigns will also be released containing full-scale official adventures that can be played at length to increase the Golden Age experience. Such releases are easily recognisable and clearly marked as towhat they contain so as to avoid confusion, but cannot be used without a knowledge of this book.

The GOLDEN AGE WIKI contains an ever-growing wealth of source material that any Storyteller would find extremely useful. Players of any kind who are keen to further their understanding of the setting or want to check on a particular term or item can find it online here:

CONTINUITY

For the sake of continuity, adventures played in the GOLDEN AGE RPG take place after the Mana Wars and before the events depicted in the Golden Age Radio Drama, from which this setting was devised. This places the official timeline at between 100 and 300 NA.

https://goldenageguide.wikispaces.com

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TABLE OF CONTENTS

THE GAME SYSTEM

Character Creation.The Character Sheet.Choosing a Calling.

The Gaming System.Combat.Battles.

Arms & Armour.Status Ailments.

Shifting.Items (Healing and Otherwise).

Dijinn and Magical Spells.Examples of Furies.Binding Monsters.

THE CHRONICLE OF DEEDS

Geography of the Continent.Timeline of the Continent.History of the Old World.Races Within the World.

The Appearance of the Furies.Organisation of the World.

The CORE.Languages and Currency.

Religion.The Three Realms.A Short Farewell.

DAUNTLESS COMPANY

Quests and MissionsIntroducing the Players.

The Main Mission.Characters in the Scenario.An Average Town or Village

Millium Jack

A GOLDEN AGE

What is Golden Age?Other Products

Second Edition Credits

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Page 7: Golden Age Rpg - Second Edition

Vask dodged to the left and the first of the Furies swept over his shoulder and tumbled back down the wall. A second was right behind it, and came in low making a growling sound that would have made his skin crawl had it not been drowned out by the din of the combat around it and the roar of the rain. Catching him at the mid-section, the commander was pushed backwards and for a moment lost his footing, teetering on the same ledge that the monster’s twin had toppled over only seconds before. Taking a firm grip on the ruff mane of hair around its neck, he tugged the beast sharply to one side and was rewarded with the sound of it skidding on the wet stone and following its mate with a howl. Glancing around, Vask scooped up his sword from the ground where it had fallen and tried to assess the situation.

The wall marked the end of the woodlands and the village beyond started almost immediately below. It had been built to keep the Furies at bay, and for the last sixty years there hadn’t been much trouble to speak of, but recently there had been a surprising increase in activity along its base. Monsters clawing at the stone, trying to mount its great height. Something strange was happening in the forest, it was almost as if the Furies were desperate to escape something and were willing to rip through the village to do it. He’d arrived with his command only that morning to reinforce the troops at the wall, and now with the advent of this storm the Furies had managed to make an attempt that actually got several of their number over the side and up onto the battlements.

Around him his men were fighting valiantly, trying their hardest to drive the monsters back towards the wall and down into the Forest. Several were wounded and more were dead he was sure, despite how hard he looked he couldn’t spot young Corpral Abrems, who had only joined them a month or two ago and whose father he’d known when he was a cadet. There was going to be a full morgue that evening, he knew with a cold certainty that came with the weight of commanding men for so long, but it was his job to ensure that as many survived as he could manage, and that the people in the village below stayed safe.

Squaring his shoulders he plunged back into the fray and slashed his blade in a wide arc that severed the long neck of a strange beast-like monstrosity that was trying to claw a shield away from his sergeant. The burly man kicked the carcass away from his body and took up a flanking position on his left, covering his open side. Together they made their way through the ruckus to the centre of the action and began to call out for anybody who was left alive on the wall to rally to them. It took a moment, but seven of the soldiers managed to break free of their individual battles and form up into the semblance of an organised squad. After what seemed like an eternity, the battle slowly began to turn in their favour.

Above a scream like nails on a blackboard cut the air, and out of the night sky came screaming a Fury that looked like something out of a nightmare. Clutching his sword tightly Vask ordered his men to scatter and stood his ground. Around him they spilled quickly away from the group, so as not to present an obvious target for the monster. As the beast swooped down for its first pass Vask rolled to one side and raked the sharp blade of his sword across its velvet-like underbelly. It screamed at him in fury and whirled up out of reach, gliding around in a tight circle before turning into a dive that was aimed directly at him. Taking a few steps back to put himself in a better position, Vask risked a grim smile. As the beast rocketed towards him, The commander stepped neatly to the left and hacked at a wing with his blade, avoiding the snapping jaws by just inches. Unable to stop its decent or steer itself properly with a damaged wing, the Fury skidded to the floor and collided with the far wall with enough force to shake the ground they stood on.

“Fight smart.” Vask commented to himself, and rallied the troops around him as he turned to face the next wave . . .

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CHARACTER CREATION

Character Creation is often the longest and most arduous process when it comes to roleplaying. The Cascade Role Playing System (from now on simply referred to as the CRPS or Cascade System) is designed to streamline this process as much as possible whilst still leaving the actual choices and development of a character in the hands of the player. The Cascade System is structured in such a manner that additional play elements unique to the particular setting of each RPG that uses it can be attached; therefore whilst the version in this book grounds you in the basics, other books with different settings may apply different clauses.

There are 10 steps to creating a character in Golden Age, which are detailed in this section. Before starting we recommend that you print a Character Sheet (found in this book) and have a pencil ready. An experienced player should be able to create a character within five minutes.

STEP 1 - CHOOSE A RACE

Your choice of Race dictates which Classes you can choose from and infers a special bonus that is unique to each one. There are 4 Races to choose from in Golden Age.

Humanity Gain +1 Hit Point every time you create a new skill.

Shin-Rii Gain +1 to your lowest Trait.

Icarians Fate Points (FP) count for +2 instead of +1 on all rolls.

Shifters Can transform into any 1 animal of the player’s choosing.

STEP 2 - CHOOSE A CALLING

Callings outline the profession of a character as well as dictating what they specialise in and what their weaknesses are. Callings each have their own unique initial Skill as and the potential to create new more interesting ones that relate to their specialities.

STEP 3 - BALANCE TRAITS

The four Traits are a common factor in all Cascade Studios RPGs and the centre point of the CRPS. Their stats decide all actions taken by your character in the game. Select which Trait you want to be the strongest in and assign 3 points to it. Next pick your secondary talent and assign 2 points. For the remaining two Traits assign 1 point each. The total amount

of point in any Trait dictate how many dice you roll as well as the overall capability of your character. The traits are as follows:

Physical Dictates physical prowess and base attack power.

Social Affects your ability to interact with others, lie and barter.

Mental Used for puzzle solving and memory in addition to combat speed.

Magical Directly affects skills and abilities as well as knowledge of magic.

STEP 4 - ARM YOUR CHARACTER

Each Calling has its own weapon of choice. Normally a character will have only one weapon on them at all any time, that the player levels up and customises along with their character. These are decided by Calling and each fall into one of three types: Slashing, Piercing and Ranged.

STEP 5 - HEALTH AND FATE POINTS

Health and Fate are both equally important if you want to succeed. You start the game with 10 points which you can split between the two pools in whatever manner you choose.

Health Points (HP) Dictate how much damage you can take before Falling. They can be recovered through a variety of actions in game including eating and sleeping.

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Fate Points (FP) Can be spent to infer bonuses to rolls or make re-rolls. These do not get replenished in the same way as HP and are instead presented to the player in-game as a reward for good roleplaying.

STEP 6 - ARMOUR YOUR CHARACTER

Each Class has its own Armour rating. This determines the basic difficulty of any roll to hit your character. Additional rules and effects encountered in the game can add or subtract from this total.

STEP 7 - CHOOSE A PATH

Each character has their own element chosen from the 7 that make up the games foundation. They are as follows:

Fire (Courage)

Wind (Love)

Water (Sincerity)

Thunder (Intelligence)

Earth (Reliability)

Light (Hope)

Dark (Friendship)

Elements each come with their own virtues in the Golden Age setting and they help to decide both a character’s strengths and weaknesses as well as their moral path.

STEP 8 - FILL IN THE BLANKS

Character backgrounds can be horribly tricky to create on the fly, but with the details of your Race and Calling already decided, along with the balance of their Traits as a guide it should be much easier to come up with a name, gender and history to get you going. If you’re still having trouble however it’s not an unforgivable sin to look at popular culture for inspiration. Golden Age has a generous amount of media available for exploration as well, including two seasons of the show, two special events, webisodes and more. Details of where

to find these can be found in the ‘Resource Material’ section at the start of this book.

STEP 9 - ROLL FOR CURRENCY

Once your character has been created either the Player of Storyteller can roll 2D10. Adding the results together will give you the amount of Coin your character starts with. Remember to write this sum down in the ‘Possessions’ box on the Character sheet. Due to the limitations of a 10 sided die, this means that the maximum currency that a character can have at the games outset is 20, whilst the minimum is 2.

STEP 10 - FURY

Optionally, you can choose to gain a single point of Fury to add two points to the total starting Health Point, or Fate totals or to add 50 Coin to your purse before the game begins.

At the games outset the Fury box should be empty. Whilst your character can die and be revived after its HP falls to 0, he or she risks the chance of recieving a perminent point of Fury. Though there are many changes that gaining Fury makes to a character, having 10 points effectivly ends the game, turning your character into a monster under the control of the Storyteller that attacks the rest of the party. There is no way to reduce the number of points a character has in Fury.

For this reason (and others) you may want to think carefully before deciding to spend a point and grabbing that free Trait die.

Now that you have completed your character sheet you are ready to start playing! If you are the Storyteller or want to know more about how the different systems work in-game feel free to continue reading, otherwise get adventuring!

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THE CHARACTER SHEET

In order to make things as easy as possible for first time players, all examples given in this book will be following the adventures of a character of our own devising named ‘Brendan Shea’. Created using the rules in the previous section and possessing her own example character sheet, you can refer to Brendan if you’re unsure of how to proceed. All examples outline tasks common in the game world and are solved using rolls dictated by the character sheet below in exactly the same manner as a player would. Brendan Shea can also be used as a Non-Playable Character (NPC) by the Storyteller in order to aid first time players on tougher missions at first.

You will notice that Brendan Shea has already usedMana to create a second skill, as well as paid tohave an item crafted into her daggers. This makesher slightly more experienced than a first-timeplayer character, but not by much. Look out formore from Brendan Shea in Golden Age Season2, voiced by Olivia Steele.

Brendan Shea“You want to hear my story? It’s

nothing grand or epic. I guess that I just woke up one day and

found myself saying ‘is this it? Is this all I get from life?’ so I

packed a satchel, sold my necklace to buy a sword

and never lookedback . . .”

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Page 12: Golden Age Rpg - Second Edition

CHOOSING A CALLING

Choosing which Calling a character will become is perhaps the most important thing that a player will have to do in the character creation stage. Effectivly a character’s Calling is their profession, but Callings are not just what a character does; it is a definition of what they are.

A character’s Calling dictates the path that their skills and abilities will take, their profession and the manner in which the world percieves them. More than that though, it will have a lasting effect on the whole campaign. Characters who have chosen to play as CORE Soldiers will have a very different experience from those who choose to play as Freelancers, interacting with the world setting in a different manner based on social status and public perception. A CORE Soldier might have access to explore a large castle and city with barracks to reside in and a regular paycheck, where as a Freelancer is essentially an outsider living on his or her wits and sleeping in a series of inns and hotels according to what they can afford. Each Calling experiences the Continent differently in this manner.

Because being of a certain profession comes with certain expectations (which the player can choose to play to or rebel against, but exist in general none-the-less), sections outlining each of the Callings in this rulebook contain the following information:

1. OUTLINEA general summary of what a Calling does and what it entails for the player. This is the quickest way to get a feel for what a Calling is all about as the following fields all revolve around this basic premise. Sometimes this will include flavour text taken from the Golden Age series or one of the pre-existing media offshoots.

2. APPEARANCEWhat members of this Calling generally wear and how they hold themselves. Some Callings may be stricter than others as they require uniforms or specific items of jewelery to be on display in order to be recognised. An armour rating is also found here.

3. CHARACTEROn the whole the player decides for themselves what kind of person they are going to be through their actions in-game. However this section quickly sums up the basic person and perception a particular Calling attracts.

4. BACKGROUNDMany Callings are the result of a certain way of life. Some for the best and others for the very worst. You don’t get to be a Riskbreaker without having broken a few laws along the way and only the most uniquely gifted individuals become Quivers. Take this into account when you decide on your own character history.

5. REQUIREMENTSSome Callings are only available to cetrain Races or require certain base Traits to qualify. It’s always prudent to keep these in mind.

6. ADVANTAGESEach Calling has its own bonus that is unique to the background and activities they undertake. These normally feed into plot relevant details.

7. DISADVANTAGESFor every strength there is a weakness. Characters can’t be good at everything all the time and this section outlines any weak spots a Calling has.

8. CLASS SKILLThe first Skill that every character of a specific Calling learns. This is the foundation of every skill that you will learn. This goes onto your Character sheet immediatly.

9. SKILL EVOLUTIONSkill creation is an open subject in Golden Age, but Callings are structured by denoting the kind of aims and goals that new Skills and Spells should be aiming toward.

10. WEAPON(S) OF CHOICEEach Calling has at least one weapon that they favour above all others, each with its own strengths and varying levels of customisation.

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FREELANCERS

“Great, just great! I’ve only been in town for one day and I’m already in jail. Talk about bad luck.”– Edge Keyonte.

A Freelancer is a professional adventurer who makes his or her fortune from raiding the Catacombs that run beneath the Continent for treasures from ancient times. Though this does involve great risk, it can prove to be quite lucrative. However bringing relics of the Old World back to the surface is considered a dangerous crime under CORE laws and being caught in the act of entering the Catacombs or attempting to sell a relic comes with harsh penulties. Because of this Freelancers are often mentioned in the same sentence as Sky Pirates and Cut-Purses, frequenting various black markets and cutting unofficial deals cash-in-hand. They are however an honourable lot for the most part, and value the adventure of seeking out rare pieces and their historical significance just as much as they value the coin they recieve for them.

APPEARANCENot easily distinguishable from the next person, they tend towards blue shirts and leather apparel, often with additional belts and pouches for storing things they find. Scraps of ancient armour from the Catacombs.

ARMOUR RATING Moderate (5+)

CHARACTERFreelancers are generally an adventure seeking lot, with a passion for the things that are dear to them, and a strong driving point that makes them undertake perilous journeys. Keep this in mind when creating your background. More often than not they will have a blatant disregard for CORE authority, but don’t take this to mean that they are immoral, instead they live almost completely according to the Path of their character and use it as the basis for most of their decisions.

BACKGROUNDUsually born from relatively common stock (you can on occasion find a noble-born Freelancer who is keen to buck the system), the common element among them is a keen sense of adventure. Always on the move, a Freelancer makes his home where he chooses and rarely stays in any one place long enough to make many permanent connections, their knowledge of the ruins beneath the world is extensive and a highly sought after prize. Still, their persistence in digging up relics from the Mana

Wars and selling them has led to many Freelancers ending their days in CORE prisons.

REQUIREMENTSNone.

ADVANTAGES+1DP on rolls to do with bartering or money, starting roll inclusive.

DISADVANTAGES-1DP on rolls involving the CORE.

CLASS SKILLNAME V-Slash. TYPE Passive.EFFECT Deal 1 additional point of damage on the first attack in the first round of combat. Attack as normal.

This does not work if the character is surprised or under the influence of any status effect or spell that might alter his/her actions.

SKILL EVOLUTIONFreelancers have no limitations on what types of skills they can learn.

WEAPON(S) OF CHOICEFreelancers favour dual-daggers that they wield in both hands simultaneously. These make for easier use than longer weapons in the cramped conditions of the Catacombs.

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KNIGHTS OF THE WORD

“You are the heir to the entirety of House Verand, including its land and people. There are many who would consider you a target were you alone and unguarded. Your father thought it would be best to hire me rather than take that chance.” – Mia Hakujou.

The Knights of the Word are an ancient order or swordsmen, originally founded to act as diplomats between Humanity, the Dijinn and other races found within the Continent before the Mana Wars. Members are recruited and trained within a great castle/monastery that serves as the cultural home of the order, which then sends out knights on missions for high-paying clients. A portion of what they earn goes to the individual that completes their quest, whilst the rest goes directly to the order for the upkeep and training of the next generation of knights. Although they may have lost their original duty as peacekeepers, they remain a proud and trusted order.

APPEARANCEIndividual knights come in many shapes and sizes. They all wear a suit of plate armour, but the colour and fashion in which it is designed is up to the wearer. Swords too are broardly different as they each forge their own blade as part of their training and an element of themselves is visably present. What makes a Knight of the Word instantly recognisable is their long cloaks, white in colour and adorned with silver needlework. These cloaks are only made by the women who work at the castle and are bestowed upon the individual when they are knighted. Though the cloaks have ancient runes stitched into them, none can read them. Many believe that it is the written equivilent of ‘the Word’, and unspeakable by living tongue.

ARMOUR RATING Difficult (7+)

CHARACTERKnights are almost all cut from the same cloth after years of training. Devoted to the mission in front of them with unwavering dedication, honourable and driven to succeed.

BACKGROUNDThe Knights of the Word have abroad approach to recruitment. Those who wish to join present themselves at the castle keep at the start of spring and undergo a series of basic training drills before the best are selected. Anyone can offer themselves into service and have a chance of being accepted with some

sponsored by existing knights.

REQUIREMENTSThe order only recruits Men.

ADVANTAGES+1 on all rolls aimed to disarm and not damage.

DISADVANTAGESCharacter is unable to perform any Shared Actions with other players.

CLASS SKILLNAME Parry. TYPE Triggered.EFFECT The user skips their turn for the duration of this round, however all physical damage is reduced to 0. This is not effective against magical attacks or terrain effects such as explosions.

SKILL EVOLUTIONKnights learn skills based around the use of their weapons, improving their use of them in the battlefield or finding creative uses for them.

WEAPON(S) OF CHOICEKnights wield Swords that they forge themselves at the end of their training period and with which they are Knighted. These weapons are vivid expressions of the personality of the character in question.

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QUIVERS

“I’m game if you are, but the target is a little too close for this to be interesting, move it back by another 200 paces and you’ve got yourself a deal. Loser buys the drinks tonight.” – Umi Miory.

Archers hold a special place in society on the Continent because of their rare talent for accuracy. This extends beyond simple arrow to-target manoeuvres and out into everyday tasks such as catching moving objects and being able to describe the dimensions of a room perfectly after only seeing it the once. Collectivly known as Quivers for the distinctive weapon they carry, they are normally hired on a temporary basis both the Households and merchant guilds for a multitude of jobs. The CORE even offers special incentives for those who sign up for service, though Quivers have been known to possess inflated egos, holding a somewhat flippant attitude towards others less talented than themselves and liable to play word-games.

APPEARANCEBaggy white shirts with broad cuffs and leather jackets with trousers to match are the standardapparel for a Quiver. Good practical clothes for any occasion but easy to slip on or off and with a full range of movement. Any wayward hair is tied back to avoid getting in the way, whilst a large quiver of arrows hangs from the hip. Sometimes an additional quiver can also be seen hung across a Quiver’s back.

ARMOUR RATING Easy (3+)

CHARACTERAll too aware that their skills are in short supply, and always trying to milk it for every last ounce of credit, a Quiver can sometimes come across as self centred or shallow. This isn’t always the case of course, but they do have a lot of confidence in their abilities and have a tendency to drink, eat and be merry that can lead to pubbrawls or arguments. As they get older they mature slightly into professionals who take great pride in their work, but as youngsters they have a lot of pent-up energy.

BACKGROUNDAt some point in their childhood a Quiver discovered a latent talent for hitting the mark. Some would have put this into practice by loyally joining to CORE for a tour of duty, whilst others (and some would say the greater part) immediately went onto the gambling circuit and made as much money out of it as they possibly

could. Since being a Quiver is down to natural talent and not any form of formal training, each man is unique unto himself and likes it that way. Placing more than one Quiver in any one location will almost certainly lead to a contest.

REQUIREMENTS3 points in the Mental Trait.

ADVANTAGES+1DP on all rolls involving catching or throwing.Ranged attacks without needing to reload.

DISADVANTAGESCannot fight when disarmed.

CLASS SKILLNAME Aim. TYPE Triggered.EFFECT When this skill is used any physical attacks made by the Quiver automatically hit without the need to roll dice for the remainder of the round.

SKILL EVOLUTIONQuivers only show an interest in learning skills to do with throwing, catching and aiming.

WEAPON(S) OF CHOICEA Quiver uses a Bow, this can be of any kind including Longbow or Crossbow. This requires reloading after every three uses.

Page 16: Golden Age Rpg - Second Edition

PHANTOM BRAVES

“It is held as truth that those who have touched the icy waters of the river Styx are beyond salvation. They’ve passed from our Mortal Realm into that of the dead and the river there will carry them to their final resting place..” – Walker.

A Phantom Brave never travels alone, he or she is always accompanied by at least one Phantom that has been purified and bound to her will. Gifted with the ability to commune with the dead, a Brave is able to purify the heart of a Fury they encounter in battle and force it into servitude. Though nobody has ever controlled more than five at any one time, a Braves mission is to see all Furies sent across to their final rest in the Realm of the Dead, sometimes crossing the barrier between life and death themselves in order to help others. Unfortunatly this gift steers them into magical territory, often placing them at odds with the CORE.

APPEARANCEOn average a Phantom Brave will be garbed in a long white cloak with a thick scarf around their neck that obscures the bottom half of the face. Always wrapped up as if cold, even in the hottest of weather. On the left hand they have a distinctive tattoo of a teardrop in black, and on the right a corresponding tattoo in white that symbolise life and death.

ARMOUR RATING Easy (3+)

CHARACTERSilent in most cases, with an air of mystery about them, a Brave is considered by most people a thing to be feared. Travelling in the company of a Phantom that has been bound to their will, and keeping their own council, it is easy to see why. For many the memory of the Mana Wars is all too real. However they consider themselves agents of balance amd on those few occasions when they enter the Realm of the Dead themselves it is to save a life on the cusp, not to bring back those long gone.

BACKGROUNDAt some point in their past a Brave has visited the Realm of the Dead and been bathed in the waters of the river Styx. Perhaps they have not died per say, but they have been close to death and come back changed, able to see and commune with the dead. For many this would have come as a shock, especially if it happened young or when they were a baby, and perhaps

they never fully recovered from it. Regardless, they see something in the Furies that walk the land that others cannot, and have made it their personal mission to see every last one sent to their final resting place.

REQUIREMENTS3 points in the Magical Trait.

ADVANTAGESCan bind 1 Phantom for every single point in the Magic trait.

DISADVANTAGES-1DP on all social rolls.

CLASS SKILLNAME Bind. TYPE Triggered.EFFECT If the character deals a killing blow to a Fury, make a Magic roll of difficulty equal to that monster’s classification. If successful that Fury is purified and added as an NPC party member.

SKILL EVOLUTIONPhantom Braves can only learn skills that are related to the dead or binding Furies.

WEAPON(S) OF CHOICEPhantom Braves can be seen carrying long white or black Staffs that they use in combat. many also serve as wind instruments of a kind.

Page 17: Golden Age Rpg - Second Edition

CUT-PURSES

“Thieves, charmers, assassins, card sharks and con-artists. Cut-Purse is a simple term used to describe a complicated group.” – Harker.

A Cut-purse is in essence a thief, though don’t say it to his or her face. Experts in the ways of sneaking and entering undetected with the intention of stealing anything from jewellery to deeds to the whole house. Always on the wrong side of the CORE, they exist outside of the law and relish the challenge of living in highly populated areas whilst remaining free of jail. Not just thieves, but also acrobats and showmen, it is possible for a Cut-purse to live a completely honest life, but then to see so much good money going to waste on other people is so very hard. For the most part these individuals consider themselves to be ‘liberated’ from society’s rules and conventions, doing that they want and taking anything that grabs their attention.

APPEARANCEDepending on the social standing of the character in question, clothing can range from fine cut designer suits to lower class baggy outfits. But no matter what they are wearing they always manage to instil a sense of style and class.

ARMOUR RATING Moderate (5+)

CHARACTERCut-Purses consider themselves predators.Talkative, and often boasting of pervious exploits of both the daring and sensual nature, a Cut-purse can come from any walk of life, but enjoys the pleasures of high-society. There is something wonderfully ironic about dinning with the gentleman whose house you have broken into on multiple occasions in the past, and whose secrets you already know implicitly. Swarve and sophisticated, they can fit into any environment with a minimum of effort.

BACKGROUNDSome time ago you discovered that a life of luxury was most easily attained when people left expensive items lying in open view. Usually the first time you stole there was a sense of worry that perhaps what you were doing was dishonest or immoral, but the thrill of doing it far outweighed those thoughts and the next time you did it you found it much easier. Working primarily for yourself, you are more than happy to pay up and become a member of the local guilds, and now live in the style to

which you have become accustomed.

REQUIREMENTS3 points in the Mental Trait.

ADVANTAGES+2DP when attempting to lie or bluff.+1DP when stealing.

DISADVANTAGES-1DP on non-combat related physical rolls.

CLASS SKILLNAME Pilfer. TYPE Passive.EFFECT Subject character can steal small items without being noticed by other characters or NPCs. They do however get to roll to see if they notice should they be aware enough of your person to be look ing out for such an action. Items small enough to be hidden about your person are fair game, but anything bigger than your fist will result in being caught

SKILL EVOLUTIONA Cut-purse can only learn skills that aid their theatrics or thievery in some way.

WEAPON(S) OF CHOICEThieves like to wear Gloves that have brass knuckles inlaid and can also conceal blades.

Page 18: Golden Age Rpg - Second Edition

CORE SOLDIERS

“The Mana Wars were the bloodiest and most violent period in Human history. Never before have we come so close to total extinction. With the Dijinn backed against a wall, and Humanity so thoroughly beaten down . . .” – Commander Yorric.

After the Mana Wars the world changed. Magic couldn’t be allowed to run riot anymore, not when it had almost destroyed Humanity. The CORE was formed to ensure that a second magical war would never happen and to keep the people safe. Keepers of law and the only line of defence between the growing number of Furies and the innocent people living out their lives within towns and villages, CORE Soldiers can be seen everywhere. Treading heavily upon any trace of magic and ensuring that the relics from the Catacombs remain buried, the duty of a Soldier is the mission first. Privy to the best weapons and equipment money can buy, and heavily trained, those who enrol could be employed as guards, intelligence, assassins or even tactical experts.

APPEARANCEAlmost always garbed in the blue, white and gold uniform of the CORE, Soldiers will occasionally strip down to just the tunic and trousers for harder work, removing without the regalia, but otherwise signs of rank and awards for service are normally on prominent display.

ARMOUR RATING Moderate (5+)

CHARACTERLiving by a rigid set of rules laid down generations ago after the Mana Wars, most officers within the CORE are mild mannered and politically minded in nature, whilst lower ranks are more down to earth than most would expect. In some towns they are hailed as heroes and others despised militants who sponge off of the local people. No matterthe rank however, it is almost a certainty that they have seen more combat than anyone else. First and last, CORE members are warriors. All those who have enlisted have recieved education at the Academy and understand their role as the Continent’s guardians.

BACKGROUNDHaving enlisted at one of the barracks or enroling directly from school for additional education at the academy, a years combat training is swiftly followed by an assignment in the field. Normally that is where people stay, working their way up through the ranks to positions of relative reverence such as

Commander or Sergeant. Some gifted few however are grabbed before they can leave the training halls and given additional training before earning a station in more specialist areas. Following a strict chain of command, orders and reports are expected.

REQUIREMENTSNone.

ADVANTAGESAccess to restricted CORE military areas, a basic salary and equipment.

DISADVANTAGESCannot bond with a Dijinn.

CLASS SKILLNAME Braver. TYPE Passive.EFFECT An enemy successfully struch by a physical attack from a CORE Soldier cannot use Triggered Skills for the remainder of that round of combat.

SKILL EVOLUTIONCORE Soldiers seek to learn ways to prevent others from using their skills .

WEAPON(S) OF CHOICECore Soldiers carry Spears with which they are extremely well trained to deal with crowds of enemies whilst keeping themselves safe.

Page 19: Golden Age Rpg - Second Edition

TECH-KNIGHTS

“Yes . . . good work my metal children. Keep them occupied for me, feed the beast below . . . soon there will be nothing the Spellcasters can do to stop me!” – Anansi.

Tech-Knights are the most technically minded people in the world, they can strip down a mechanism to its most primal elements, and put it back together again to work better than it did before. Normally found around city areas and centres of learning, these men sell their services to the Noble Houses and the CORE in exchange for labs and workshops in which to tinker. To be a ‘Techie’ is to be one of the elite, wielding the power of technology like a fine magical art. From the study of alchemical reactions to automation and mathematics, the persuit of knowledge is fuel to the developing mind of a Tech Knight, and it’s not uncommon to see them exposit lengthy arguments or explanations about theories they have to a room of bewildered individuals.

APPEARANCENormally garbed in a mixture of old and worn leather clothing, sometimes with goggles strapped to their head like airship pilots, Techies are also associated with unkempt facial hair and dirty patches on their person left by oil and grease. Though shabby looking, their clothes are usually robust and tough, designed personally to keep them safe when working with power-tools or on dangerous projects.

ARMOUR RATING Difficult (7+)

CHARACTERTechies are normally cheerful and happy when in their workshop environment, but they can be extremely protective of the ideas and socially awkward. They form immediate bonds of friendship with those who gleam insight into their work, and devour new information as if it were a fine wine to be savoured.

BACKGROUNDThe origin of the name Tech-Knight comes from a statement made by Lord Escudo shortly after the invention of the first airship. he said ‘The time of cavalry and strength of arms is over. It is in technology we place our future. These bright minds, the knights of tomorrow, will show us the way.’ These words summarise the inspiration behind every Techie. Eager to learn and smarter than their piers they’re sought out knowledge and bettered themself with a passion rarely seen. Each works in their own

way to their own rules, but together they are a group that strives to bring about a bettertomorrow.

REQUIREMENTSThunder (Intelligence) as a character Path.3 points in the Mental Trait.

ADVANTAGESCan craft their own weapons and do so for others as long as they have suitable items and the funds for them.

DISADVANTAGES-1DP on rolls involving Skills or Magic.

CLASS SKILLNAME Blend. TYPE Triggered.EFFECT Combine two low-level (restores between one and two points of HP) healing items to create a single new, more potent item (Restoring between 2 and 4 points) that can be used instead.

SKILL EVOLUTIONTech Knights learn how to combine items or build things in new and interesting ways.

WEAPON(S) OF CHOICEUsually armed with a set of Tools that they both wield in combat and use in their workshops.

Page 20: Golden Age Rpg - Second Edition

MEDICS

“I joined up at the academy to become a healer, my time with them was enough for me to realise that there was more need for me skills within the military than outside of it.” – Suzan.

Once upon a time there were those known as ‘True Healers’ who could repair the mody with a touch. Sadly those days are long since passed, but much of their knowledge of herbs and the Human body has lived on with the Medics. Like the Healers before them, Medics are sworn to do no harm and study hard under experiences doctors and nurses to learn their trade. Many are in the employment of the CORE and study at the Academy before joining active units, but there are those who run their own practise, travel between the smaller villages or work for Noble Houses. All are respected in the local community and try their hardest to cure the sick, mend the wounded and ease suffering.

APPEARANCEMedics are hard to tell apart from many groups, usually blending in (unless wearing CORE medical uniforms) and not required to wear any specific items of clothing. They can usually be spotted by the satchels they carry slung over a shoulder or on their backs that contain supplies and restorative items however. Most wear gloves and a trend for white garmets has come into vogue since the Mana Wars, where they wore red to hide blood stains.

ARMOUR RATING Moderate (5+)

CHARACTERA certain selflessness is required to become a Medic, as it is a life lived for the sake of others. Though many can see the need for violence and that not all violence is inherantly evil, they have each taken a personal vow to never harm another living soul. This does not make them cowards, as many have been in the thick of a battle under fire helping the wounded, but a statement of intent only to heal and never to hurt. Some Medics take this into all aspects of their lives, not eating meat.

BACKGROUNDThe attraction of life as a Medic largly comes down to a mixture of moral upbringing and a personal choice made to persue the calling. Many study under multiple experts in their persuit of knowledge and read in depth. Some choose to specialise in a particular field whilst

others attempt as broad a knowledge base as is possible. Many enroll in the CORE Academy in order to gain the best tutors and to be put to use where they can do the most good. The CORE in turn doesn’t expect them to carry weapons or undertake assignments where they would be expected to break their vows.

REQUIREMENTSLight (Hope) as a character Path.

ADVANTAGESRestorative items used by a Medic heal for an additional point of HP.

DISADVANTAGESCannot attack directly in combat, though can use items for a range of effects.

CLASS SKILLNAME Heal. TYPE Triggered.EFFECT Roll 1D10, this skill restores health points equal to the result to any single character.

SKILL EVOLUTIONMedics constantly seek to evolve the ways in which they can treat wounds and defend against or cure status ailments.

WEAPON(S) OF CHOICEMedics do not carry weapons of any kind as they are forbidden to do harm.

Page 21: Golden Age Rpg - Second Edition

JEWEL SUMMONERS

“Dijinn can be wild, violent and unpredictable. Worse, each one has the power to wipe out a small town at its disposal. Bonded to a mortal being they are at least controlled, but if they were ever allowed to run rampant there would be chaos.” – Harker.

Wanted in every outpost, Jewel Summoners are the bane of the CORE’s existence. Humans who have bonded completely with greater level Dijinn and who actively work to bring magic back into the world by shattering ancient seals or destroying CORE repositories. Using powerful Relics they summon the residual spirits of Greater Dijinn to do battle for them straight from the Dreaming, who unlike their lesser kin they are capable of massive magical potential on a scale unseen since the conclusion of the Mana Wars. Whilst the CORE want them stopped, any of the Houses would gladly have one in their secret employ, but unfortunately the chances that one would agree are slim to none.

APPEARANCENormally wearing bright and colourful clothes, themed around the specific element of the character in question, they are always seen to be wearing one large ornate gauntlet or pendant that is made of a blue steel-like metal. The centre of this item holds a single jewel.

ARMOUR RATING Easy (3+)

CHARACTERWhere the CORE strives for stability, a Jewel Summoner seeks to bring anarchy. Driven by a need to fulfil their goals, they are not unlike the CORE Soldiers they hate so much.

BACKGROUNDWhen the Mana Wars were at the height of their ferocity, a small group of mortals still favouredthe friendship of the Dijinn over their own kind. Abandoning their kin they fought on the side of the immortals but were ultimately defeated. When the wars ended and the surviving Dijinn fled into the Dreaming or were destroyed, these mortals went into hiding to avoid being charged with war crimes. However they each possessed powerful jewels capable of summoning a single Dijinn to keep the fight alive. Passed down the family line, the current Jewel Summoners are direct descendants of those original men and women who have inherited this relic and quest of their forefathers. They will see magic return to the world, even if it means having to burn down the CORE and everything it stands for.

REQUIREMENTS3 points in the Magical Trait.

ADVANTAGESJewel Summoners can sense the presence of magic around them.

DISADVANTAGESWanted by the CORE and so will have trouble in all major towns and cities.

CLASS SKILLNAME Summon TYPE Triggered.EFFECT Summon a single Dijinn into the battle for 1D10 turns. This acts as an ally NPC with access to spells from the same elemental path as the player character that summoned it. Should it take more than five points of damage it will dissapear back to the Dreaming. The Dijinn takes up position as the last to take action in any round.

SKILL EVOLUTIONNew spells and abilities for their Dijinn as well as different ways in which to summon them.

WEAPON(S) OF CHOICEJewel Summoners wield Gauntlets into which the jewel of their family has been set. These serve as both summoning tools and close combat weapons.

Page 22: Golden Age Rpg - Second Edition

RISKBREAKERS

“Is this where you tell me you’ve poisoned me and sign me up as a Riskbreaker?” – Brendan Shea

Sometimes situations are so dangerous that the CORE don’t want to risk sending men into a no-win situation. Suicide missions and hostage situations are handled instead by a force known as the Riskbreakers, forcefully enlisted convicts who are promised freedom in exchange for their services. Each mission completed slices a year from their sentence, but tight constraints placed upon them by the CORE also ensure that any misbehaviour is punished by additional years beingadded. Those who survive their first few missions quickly become the most skilled and powerful operatives, with many being considered to be the most powerful warriors in the world. A mixture of stealth, cunning and the ability to hold one’s own when everything around them goes to hell is the sure mark of a good Riskbreaker.

APPEARANCEForbidden to wear any armour that covers more than a quarter of their body in case they smuggle in escape tools, Riskbreakersgenerally have gauntlets and elbow guards coupled with strappy leather outfits that are considered form fitting. Normally well toned, with sun-tanned skin and a number tattooed between the shoulder blades on prominentdisplay.

ARMOUR RATING Moderate (5+)

CHARACTERGruff and crude, the common trait of a Riskbreaker is the drive to survive. Normally this is backed by a score to settle or revenge on someone for the situation that landed them in CORE custody in the first place. Immensely overconfident, they shun companionship in most cases and prefer to work alone, however loyalty once earned is never lightly cast aside.

BACKGROUNDAt some point in the past a terrible crime was committed, this resulted in the CORE getting their hands on you and a life sentence in the deepest cell of a penal colony somewhere where the chances of escape are less than zero. Called into an office and given the choice, you decided that you had nothing left to loose, and the next day your first mission arrived. Now you exist in a state of purgatory, not a prisoner anymore but not a free man either.

REQUIREMENTSNone.

ADVANTAGESDeal an additional point of damage when attacking if a 10 is rolled.

DISADVANTAGESConstant CORE watch, no personal freedom. The world sees you as a monster.

CLASS SKILLNAME Limit. TYPE Passive.EFFECT For every point of damage that this character is under his or her max HP, all attack rolls gain a +1 bonus. This means that if a character has taken 3 damage they recieve a +3 attack roll to hit.

This bonus can be sustained between battles if the player does not heal the character in question.

SKILL EVOLUTIONRiskbreakers cannot learn additional skills due to the harsh constraints put upon them.

WEAPON(S) OF CHOICEGiven a weapon at the start of a mission only, Riskbreakers use specially made Gladius’ in battle. They are however given time to train and to upgrade them accordingly as a reward.

Page 23: Golden Age Rpg - Second Edition

SONGSTRESS

“I believe in my heart that only great art lasts forever. Everything else, the politics, the bloodshed and the suffering, all turns to dust and blows away.” – Walker.

Songstress’ are a strange breed, born with heightened senses that makes the world a more vivid place to inhabit full of colour and music. This is the result of a genetic heratage left from when man and Dijinn would bond freely and live out lives in harmony before the Mana Wars. Interestingly although men can carry the genetic marker to trigger this in their children, only women can experience it. Because of this more vivid reality many become artisans, creating great works of art that rival anything seen in the old world. Though these expressive gifts take many forms, the most common trait is that they all have perfect singing voices which they use to entertain and enthrall those around them.

APPEARANCEBrightly coloured garments of fine quality are usually worn by Songstresses and usually a dress or skirts are worn. Ribbons in their hair tie bells and other small sound making instruments to them so that they make a pleasant sound at they walk around. Looks can be decieving however, as the lightness of their outfits and layers of flowing fabric make it hard to find the outline of the person within.

ARMOUR RATING Difficult (7+)

CHARACTERFor a Songstress the world is a vivid one that contains a beauty the rest of the world will never know. Because of this they revel in sharing what little they can with those around them. For the most part they are a compassionate and cheerful people.

BACKGROUNDSometimes a baby comes out laughing instead of crying, filled with joy and in wonder of the world around them. This is a sure sign of a Songstress in the making. Usually adept at making friends as a youth and full of boundless energy, she brings artestry to anything she turns her hand to and soon decides that the best thing to do is take this up professionally and share her talent with the world. With hearts full of adventure and a love for stories, many set out to explore new places, see things many have never imagined and to

experience life to its fullest. People naturally enjoy the company of a Songstress and many are welcomed with open arms at towns and villages considered far from the usual roads.

REQUIREMENTSFemale

ADVANTAGES+1DP on rolls to do with bartering or money, starting roll inclusive.

DISADVANTAGES-1DP on rolls involving stealth or lying.

CLASS SKILLNAME Lullaby. TYPE Triggered.EFFECT Roll 1D10, one target falls asleep for a number of turns equal to the result. Possible targets for this equal the total number of points in the Magical Trait. Should a sleeping target be attacked they will wake up immediatly.

SKILL EVOLUTIONA Songstress learns different songs that each have varying effects on those who hear them.

WEAPON(S) OF CHOICESongstresses carry instruments that they can use as weapons should they come under attack, the most common are harps and flutes.

Page 24: Golden Age Rpg - Second Edition

TENGU WARRIORS

“Those wings of hers arn’t just for show, Icarians are born to fly” – Flynn.

Tengu are the warrior cast of the Icarian people, and the defenders of their homeland. Whilst most Icarians have wings that only allow them to modestly glide, Tengu are blessed with stronger and wider wingspans than usual that allow them to push off from the ground in a launch that resembles a mighty jump far higher than anything seen elsewhere. From this height they are able to glide and occasionally beat their wings to maintain a longer distance, attacking their enemies from above. Strong and proud, they are the elite forces of their people, and only rarely do they leave Avalon. When a Tengu does leave their homeland it is usually because of a mission that only he or she is aware of and that must be completed before they may return.

APPEARANCEClad in lightweight armour forged from silver and heavily inscribed with Icarian writing, a Tengu warrior is a proud individual who holds his or her self proudly. Tall, lean and always with the air of a soldier on parade. They are clearly different from other Icarians due to their larger wings which they fold around them like a cloak.

ARMOUR RATING Easy (3+)

CHARACTERTrained from an early age in the ways of a Tengu, the warrior cast of the Icarian people has bred a certain arrogance when compaired to the CORE Soldiers or Knights of the Word that are more commonly encountered. And ‘common’ is a fitting word because that is how they see the world, they are special and those around them are largly insignificant. A Tengu lives his or her life in devotion to Avalon.

BACKGROUNDShortly after birth, when the wings of an Icarian begin to appear, it would have been noted that the muscles in the child’s back were building to carry a heavier load than most Icarian children ever manage. Watched through childhood, then brought to the ‘Nest’ where combat and flight training could begin at the age of 11. Life has been a series of combat drills, high altitude tests and encounters with packs of Furies for a Tengu before being entrusted with a mission that takes him or her away from their comfort

zone and out into the wider world. Avalon is not a part of the Continent, but it is close enough to feel the political winds blowing and takes an active role in events.

REQUIREMENTSIcarian.

ADVANTAGESFlight over a limited distance.

DISADVANTAGESBrittle bones designed to be hollow that can easilly be broken.

CLASS SKILLNAME Leap. TYPE Triggered.EFFECT Character launches his or herself high into the air where they can remain for 1D10 turns before they return to the ground. Whilst in the air they are immune to damage other than Ranged. Landing can be coupled with an attack roll to gain a +1 result for that turn only.

SKILL EVOLUTIONTengu learn skills based around their wings.

WEAPON(S) OF CHOICEProficient with a long-handle Mace/Hammer hybrid that they call a ‘Talon’.

Page 25: Golden Age Rpg - Second Edition

THE LIBERATED

“Those Shin-Rii that could have pledged their loyalty to us in exchange for their freedom” – Jade Verand.

The Shin-Rii are largly a sub-servant race to Humans, not through out-right subdugation of their kind but simply through the balance of numbers, where Shin-Rii are few the Human race is massive in scale. Because of this many Shin-Rii find work and protection in Human settlements, normally among the serving classes. The contracts though fair are usually for life, and children born whilst under these contracts are also included in the work force. The option exists however the buy ones self out of the duration of their contract or to be freed. The Liberated are a group of freed Shin-Rii who take on jobs and amass wealth in order to buy out the contracts of others of their kind who have found themselves in unfortunate circumstances, for not every Human master is a good one.

APPEARANCEDressing very much like other members of their race, the Liberated all choose to shave a mark into the hair on the back of their necks, a series of three waving lines that represents the river of the dead. This they hold as a symbol of their shared goal that their people will die free.

ARMOUR RATING Moderate (5+)

CHARACTERThe Liberated are usually a driven bunch, motivated not by personal ambition but for the greater needs of their people. They freely admit that in many cases contracts have been fair and masters fairly treat their servants, but they have absolutely no time for those who have mistreated those in their care and can lash out violently in their defence.

BACKGROUNDThere is a good chance that you or somebody that you know was born into a contract, or after particularly hard times was left with no other option but to do so of your own accord. Whilst this time was not necessarilly a dark period, you were bailed out of your contract through hard work or the intervention of the Liberators, who paid your way in exchange for you undertaking jobs on their behalf. You do this willingly, and now live as an upstanding member of society, paying your own way through life and donating a percentage of each job to the higher purpose of freeing others in worse situations that you

were. Occasionally these missions can be dangerous, but you’re a resourceful individual who has learned to adapt to a challange.

REQUIREMENTSShin-Rii

ADVANTAGESLearns new Skills at a -5 Mana cost.

DISADVANTAGESHealing items work at a -1HP result.

CLASS SKILLNAME Avarice. TYPE Passive.EFFECT Opposing characters drop an additional +5 Coin at the end of every battle. This does not work on Furies.

SKILL EVOLUTIONThe Liberated generate additional Coin and item drops from their skills as well as new uses for their weapons

WEAPON(S) OF CHOICEShin-Rii use Whips, which count as a slashing weapon when used in combat.

Page 26: Golden Age Rpg - Second Edition

HOUSE GUARDS

“I’ll hold the gates. Just seal them behind me and be ready to let me back in when you’re ready.”– Edge Keyonte.

House Guard are the private forces employed and trained by the Noble Houses. In accordance with tradition, CORE law stops at the gate of a Noble Household and each of the five houses keeps their own internal law on those premises. The protection of the Noble family, as well as the upholding of these laws is the job of the Home Guard. Seperate from the standing military and tollerated by the CORE up to a point, they act as the direct hand of their Lord, undertaking tasks that have been personally assigned to them. House Guardsmen and women live, breathe and die for the family they protect, many with good reason as they could have been plucked from relative obscurity and placed into a position of wealth and trust because their Lord or Lady saw something in them that others did not.

APPEARANCEEach of the 5 Noble Houses has their own clearly distinct uniform, with Verande favouring blue, Calma in Green, Serventis in Black, Millium in Purple and Escudo in white. Usually trimmed with gold or silver, they are form fitting official outfits with the sigil of their Lord or Lady clearly represented on their backs and signs of rank on shoulders and cuffs.

ARMOUR RATING Moderate (5+)

CHARACTERUtter devotion to their homeland, the Noble Family they serve and the people within their borders is a trademark of a member of the House Guard. They never lie when in an official capacity because they speak for their Lord, and to do so would sully their Lord’s trust.

BACKGROUNDAnybody from any walk of life can become a House Guard, as long as they prove themselves loyal and train hard. Once a year new applicants are selected from towns and villages within the lands of each Noble House and they are tested with the written word as well as by sword and shield. The dedicated find a home within the palace, steady pay, regular meals and the respect of the people. Not unlike the CORE, they see themselves as men of honour and the law, though working directly for a Noble and not holding themselves accountable to the letter of the law.

REQUIREMENTSHuman.

ADVANTAGES+1 when attempting to command a group of individuals or enforce the will of a Lord/Lady outside of combat.

DISADVANTAGESWhen outside their specific home region the powers associated with Guardsmen are greatly reduced and may be ignored entirely.

CLASS SKILLNAME Mark of Respect.TYPE Passive.EFFECT Enemy characters hesitate when trying to attack a Guardsman and instead target other members of the party first unless damaged by the character in question. This does not work on Furies.

SKILL EVOLUTIONGuardsmen learn a series of ‘Marks’ that increase their influence and respect. These can also be used in combat for non-aggressive actions that can end a battle without violence.

WEAPON(S) OF CHOICERapiers are carried as standard by all Guardsmen, as are small daggers that are held in the off-hand and used to parry attacks.

Page 27: Golden Age Rpg - Second Edition

CONTRACTORS

“Your emotions are directly linked to your ability to shift. You retain the form of the hawk because the hawk is a cold and dispassionate hunter, swooping down upon its prey from above. This is how you feel about yourself. You retain the form of a Human because it is the thing you hate most, and hate is the most powerful of emotions.” – The Nightsire.

Very occasionally a Shifter breaks with tradition and trains his or her body to take on as many forms as possible. This is strictly against the internal laws of the Shifter clans but opens up a world of opportunities to them as spies, assassins, bodyguards and more in the world of man. Over the course of the Mana Wars the Shifters chose to remain a neutral party, whilst Contractors worked for either side depending on the pay. This didn’t do a great deal of good when it came to public relations after the war ended, but did draw the attention of the Thieves’ Parley.

APPEARANCEUsually favouring a black or dark shades of gray in loose-fitting garments that can quickly be shed or put back on at a moment’s notice, there is little to mark a Contractor as different from the person standing beside you, except fot their eyes, which take on a feline iris as if a part of the animal they become lingers in the soul.

ARMOUR RATING Difficult (7+)

CHARACTERNobody can tell a Contractor what to do, there are no taboos and certainly no laws are going to stop them from doing what they want. Contractors tend toward addictive personality types and take great pride in learning new shapes with which to experience the world. Other Shifters distrust them as they fear that a little too much of the animal comes back with them into their regular lives, and they are quick to violence when pushed.

BACKGROUNDIn secret, when the elders weren’t around to stop them, Contractors spent time studying animals and attempting to take on their forms. The greatest taboo of their people, who believe that a single spirit animal is the natural second form of a Shifter and that to take on additional forms would court losing ones self forever to the beast, is broken time and time again as Contractors push themselves to test the limits of their abilities. Venturing out into the world of

man it quickly became apparant that these powers could be lucrative, and so selling their unique skills under contract to a single client at a time for large sums of money has become a way of paying for a luxurious lifestyle.

REQUIREMENTSShifter

ADVANTAGESRegenerates a point of damage at the end of each combat, assuming the Shifter is not fallen.

DISADVANTAGESProne to flying into a violent rage without the foresight to consider his or her attackers.

CLASS SKILLNAME Fluid Shifting. TYPE Passive.EFFECT This Character can take on more than one animal form in addition to the standard 1 available as a Shifter racial ability. Each form is added to the Skills section on the Character sheet.

SKILL EVOLUTIONContractors learn new animal forms or uses for their throwing knives.

WEAPON(S) OF CHOICEThrowing Knives of intricate design are used from Range, reloading every two turns.

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THE GAMING SYSTEM

ROLLING DICE

Golden Age uses D10, a ten sided form of dice that is commonly available in most shops and easily found online. Dice are rolled whenever a problem faces the player character and add an element of chance that keeps the game interesting. Even the most experienced player can fail if he rolls badly.

Harder feats require more specific numbers to be rolled to achieve them, reflecting the odds of something failing. The more points in a Trait the more dice a player gets to roll when attempting to do something, giving him more chances to get the desired result. This collection of dice is called a ‘Dice Pool’. In order to make it easier the following guideline can be applied to rolls to indicate their difficulty.

EASY The player must roll at least one 3+ to succeed.

MODERATE The player must roll at least one 5+ to succeed.

DIFFICULT The player must roll at least one 7+ to succeed. HARD The player must roll at least one 9+ to succeed.

In the event of a player rolling a 10 they automatically succeed at whatever it is they are trying to do, however if they roll a 1 they have automatically failed and cannot try again immediately.

An Example:Brendan Shea is a Freelancer with three points in her Physical Trait. She’s trying to break open a chest she’s discovered but it’s rusted shut and her strength is only average. Luckily the metal is old and brittle, making this a Difficult but not impossibly Hard roll for her. Because of this she only needs to get a result that is over a 7. She gets an 8 and the chest pops open with a sudden clang that sends her sprawling backward, but the treasure is hers.

FATE

Fate Points (FP) exist to provide the player some measure of a buffer between a bad roll and the death of his or her character. They can be spent before a roll to add +1 to the outcome or after to re-roll a failure. They can also be used to heal a character that is about to ‘Fall’, fully restoring their Health Points. Multiple FP can be spent at once to buff a roll to immediate success. Fate can be spent to gain Favour at the start of a battle.

Fate Points are a way for the player to have a form of control over the game, but once spent they are gone. Each player is only guaranteed to be given 1 at the start of a session and can only earn more at the discretion of the Storyteller by impressing them with theirroleplaying.

HEALTH AND DEATH

When a character’s Health Points drop to zero that character has ‘Fallen’ in battle and cannot take any role in the game until he has been revived. This is not strictly death, spending a Fate Point automatically revives thecharacter and healing items can be used to restore HP at any time.

Characters who have died do however have to take a Fury roll upon being revived (unless they have spent Fate to do so). This is a single roll using 1D10 that only triggers on the result of a 1. Should a 1 be rolled then a point of Fury is added to the Fury box on the Character Sheet.

True death without the use of Fury for a character is only possible in the game if the player has expressed an interest in changing his character to the Storyteller or if he dies alone, with no allies to revive him or Fate to use. In most cases should allies be unable to revive a dead comrade they can carry his body into town or to a Medical professional who will be able to do so for them.

Some health is restored by eating and sleeping.

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FURY

The Continent is a world where a strange force has slowly begun to take grasp. Many have already fallen to the evil lure that turns men and women alike into monstrous creatures, and still little is known about the true nature of the Furies. There will be times when, in the face of great evil or after death, players will be forced to test themselves against this pull. In such circumstances, roll a single D10. If the result is a 1 then that player has failed, and adds one point of Fury to that Character’s pool. Any other result is deemed a success, and you can continue on with the game unabated.

If a character possesses ten Fury points and dies again, then the game is effectively over for that individual. He or she has fallen into the grasp of what lies beyond death and is returned as a Fury that immediatly attacks the party. This NPC version of the character is ruthless and unable to talk, a monsterous version of everything that used to exist.

As you gain Fury points, your character becomes more sinister, and will begin to loose some of his or her allies and powers, whilst gaining strange new ones. A more accurate list can be seen below:

1 Fury No immediate effect.

2 Fury Your sleeping and eating patterns become irregular.

3 Fury Within the realm of the dead you attract unwanted attention.

4 Fury Your will find it harder to keep your anger in check.

5 Fury You can be sensed and controlled to an extent by some enemies.

6 Fury You become prone to flying into a violent rage.

7 Fury Dijinn refuse to help you.

8 Fury Healing skills deal you harm.

9 Fury Light elemental spells deal double damage to you.

10 Fury The CORE will kill you on sight, nobody trusts you, and nobody will serve or sell to you.

For those who have decided to go down this dark path deliberately, or are easily tempted by the idea of power, there are certain compensations for the disadvantaged above. Skills will be enhanced by the change, and the more you give of yourself the higher the rewards you will be granted.

These are as follows:

1 Fury No immediate effect.

2 Fury You require less sleep.

3 Fury The River of the Dead does not pull you so swiftly.

4 Fury Your danger senses become sharper.

5 Fury Your mind can no longer be read by anyone with a lower Mental Trait than yourself.

6 Fury You gain a natural immunity to Dizzy and Silenced status.

7 Fury You are now immune to the Charmed and Cursed status effects.

8 Fury Dark elemental spells heal you for three times the damage dealt.

9 Fury Creating skills becomes 3 points cheaper.

10 Fury You operate on a +1DP for any action involving the Physical Trait or attacking in combat.

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PATHS (ELEMENTS)

The path a character walks defines who he is deep down inside, his code of honour and his natural element. At the dawn of time it is said that the Word was spoken and that it split into seven tones, each of which to settled in the hearts of mortals.

The path that your character chooses will decide the basic moral code that your character lives by, and what form of elemental properties they can bind into special attacks without the use of a Dijinn. The seven paths are as follows:

Sincerity (Water)A natural blond, you speak your mind and although this is not necessarily correct, it can often lead to the point of an issue others have been avoiding. You’re pretty, and you know it, sometimes getting others to do your share of the work for you. At heart, you’re an honest person.

Reliability (Earth)Solid as a rock, and just as immovable once you have reached a decision. Practical in nature, it is not your inclination to think too far outside the box. When it comes to a fight, people want you to watch their backs above any other.

Knowledge (Thunder)The wizkid of the team, you are always looking for answers to questions that nobody else has even thought to ask. Some of the others think that this is strange, but to you it is just natural curiosity. When things go bad its often you who formulates a plan to deal with it.

Friendship (Dark)A team player, your own motivation may not always be clear, but people rely on you and you rely on them. Unsure of realms outside your own, you rely on mortal interaction above that of Dijnn. Often the one picked to speak for the team, you’ve got the gift of the gab.

Hope (Light)Although you sometimes doubt yourself, others have faith in your abilities. Your unnaturally strong bond with your partners can be the difference between victory or defeat.

Others often look to you for leadership when things get tough.

Love (Wind)Thinking not of yourself, but the welfare of others you are a solid member of any party. However you depend upon the mutual adoration of others to help you get through the day. Your comrades are more like members of the family to you than friends, and you treat them so.

Courage (Fire)You are a fearless, emotion driven character who is strong willed and often opinionated in nature. Your natural place is at the head of the party, and you know it. Sporty, athletic and strong, you’ve never been unpopular and don’t see why others might dislike you.

STRENGTHS AND WEAKNESSES

Elements each have a fellow element that they are strong against and one which they are weak against. This is sometimes referred to as theElemental Cycle. When acting against an element that is strong against your action there is a -1 result penalty whilst a +1 bonus is granted to rolls that are taken against an element that is weaker. In a similar fashion elements used in situations that are unfavourable to them are always taken at a -1 roll penalty due to negative enviromental effects.

ELEMENT

Water

Earth

Thunder

Dark

Light

Wind

Fire

STRONG

Fire

Thunder

Water

Wind

Dark

Earth

Light

WEAK

Thunder

Wind

Earth

Light

Fire

Dark

Water

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MANA

Mana is the last physical presence of the Dijinn in the Mortal Realm, a source of their magical power that they cultivated and grew in order to keep their natural magical abilities when out of the Dreaming for an extended period. Over the course of the Mana Wars this was seen as a powerful weapon. Today is can be found in small batches that have naturally occured, taking on the elemental properties of whatever happens to be close by, but is more commonly sought after in its clear, raw state as this can be used to harness additional power in mortals.

Small and crystalline in nature, each jewel on its own is of little importance, but when enough used together amazing effects can occur. Dropped by some Furies, which absorb any stored elemental properties, it can be brought and sold freely.

Each Character Sheet contains a Mana box, this is where you will keep a constant record of how much Mana your character has gained through fighting enemies, brought in shops and recieved for completing tasks. Store this well, because it can be used to boost Traits as well as the creation of Skills of various levels.

Because Mana is a physical item it can be carried, swapped, lost or stolen.In light of these occasions it may be a good idea to bank them at one of the specialist ‘Mana Depositories’ in some towns or to store them safely in a secure room or lodging. If you are low on coin then Mana can be sold, or it can be used in an emergency to heal 1 point of health should you find yourself on the verge of death.

Mana that contains elemental properties (such as that found naturally) can be used for small magical purposes. Lighting a fire, snuffing one out or cooling something down, etc. Doing so destroys the piece of Mana in question but is sometimes handy as elemental Mana is very fragile compaired to younger, clear Mana.

For those of you who have played RPGs before (or are familiar with how they work) then it is best to think of Mana as Experience Points that can be used to improve your character.

BOOSTING TRAITS

Collecting 50 Mana enables a character to boost any one of their Traits by a single point. The Mana used is then destroyed.

CREATING SKILLS

All characters start with one pre-determined skill according to their Calling and a set path for the type of skills they can create. In order to make a new skill the player must have gathered a set amount of Mana and barter for that skill with the Storyteller. He or she will then reason with the Player until a sensible skill is created that is within the realms of something that character is capable of doing. This helps to stop those who would create over-powered skills immediatly, encouraging a foundation of smaller thought out skills in order to learn the ‘kill everything’ final skills.

Skills fall into two types. Triggered, which are activly used in combat and take up an action, and Passive, which are always in effect and do not require a roll. These are normally split between activly doing something and having a small boost to a certain feat that sits in the background waiting to be used. Triggered skills can only be used once per battle.

Three areas should be considered when presenting a skill to a Storyteller. A Name, the Type of the skill and its Rules/Effect. This helps to lay out what it does and why in a clear and precise manner.

Typically skills cost 20 Mana, but those that are an amplified version of an existing skill are only 15 Mana because the character already has a firm understanding of how they work.

An Example:Brendan Shea is a Freelancer so she already has the V-Slash Passive ability that allows her to deal an extra point of damage on the first turn of combat. Because she already knows this she collects 15 Mana and wants to create a second skill called X-Slash that is also Passive and allows her to deal 1 extra damage on the second round instead. The Storyteller agrees that this is a good idea and allows it, she then adds it to her character sheet below V-Slash.

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COMBAT

Combat is turn based, this means that each player is given a turn to perform any actions they may wish to take in and once all those involved in the fight have completed their turns the round ends and turns begin anew. The standard flow of combat should look like this:

A round begins, all characters roll D10 equal to their Mental Trait.

Characters take their turns within this round in order of the highest to lowest result. Those who roll the same result can choose to act simultaneously for a bonus if both players agree (called a Shared Action), or logically according to which action would be quicker to enact in reality.

Players take their turns in the order decided above. Each character is allowed to take a single Free Movement Action without penalty to cover a short distance. In addition to this each character can take a standard Action in their turn. Actions include:

Attacking with a close combat or ranged weapon. This is done by rolling the number of D10 in your Physical Trait against an opponent’s Armour total. Add any bonuses to your results that your character’s weapon gives you. If you roll equal to or greater than the total Armour of your target you deal one point of damage to that character and he or she loses a Health Point. When attacking with a Ranged Weapon on a target in cover all weapon bonuses are removed from that attack.

Reloading. Ranged weapons all require reloading after a set amount of uses. This consumes your action for the turn and fully reloads the weapon for another few turns.

Making an additional move. This is referred to as ‘Dashing’ and allows a character to move across greater distances or dive into cover.

Trigger a Special Action. Skills can only be used once per battle so remember to carefully choose the best time to use one.

Using an item. Such as a Health Potion to restore wounded Health Points.

Performing smaller actions. Such as picking up an object or recovering from being stunned. This also covers switching between weapons.

Begin a new round once all players have taken turns. Combat ends when all characters on one side or the other are defeated or retreat, otherwise a new round will always begin.

FAVOUR

At the start of a battle the Storyteller will announce which side has the tactical advantage. Sometimes this will be neither side as they are on equal footing, or plot elements will clearly indicate who has the upper hand, other times it will be less obvious. The side in ‘Favour’ gains +1 to its attack rolls on the first round of combat only. After this initial round the combat returns to normal.

SHARED ACTIONS

When two Characters on the same side in combat roll the same turn result they can choose to carry out a Shared Action. With a shared action one player will roll to decide if both attacks succeed to damage an opponent through their armour. Should they succeed a bonus point of damage is added to the final outcome of that turn.

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BATTLES

The difference between Combat and Battles is that one is usually a small scale affair between two parties or one party and a group of monsters, whilst a Battle takes place on a much grander scale. Battles are usually huge multi-encounter events and bring with them a series of special rules to make combat feel a little different.

WAVES

In essence Battles are multi-combat events as waves of enemies assail the player characters. Each wave contains its own group of opponents. Battles are staged in this manner so as not to overwhelm players with too many opponents acting in one round, leading to high damage being sustained very quickly. Each wave should contain no more than 5 opponents and a battle should consist of not more than 5 waves unless a rest is placed in between to allow characters to heal and prepaire themselves for the next onslaught.

An Example:

Brendan Shea is in the midst of a battle of ever-growing ferocity, she is supported by a party of three friends who help support her, but as the battle goes on she is facing stiffer challanges and it beginning to suffer from her wounds. At last she spots the General across the battlefield and engages him in combat, hopefully felling him will end the battle or at least give her some space to catch her breath before this whole mess starts again . . .

ENEMY SQUADS

This can apply to any group larger than 3 enemies, but most importantly to battles. In any group of 4 or more in a battle situation, one of the opposition will be classified as the ‘commander’. The players do not necessarilly need to know which one this is (the one armed with a different weapon, in a higher ranked uniform or the biggest monster for example) but they should be able to work it out for themselves. When the Commander is killed the other members of the ‘squad’ fight at a reduced capacity, taking a +1 difficulty spike in all actions including attacking and selecting turn order. Quickly identifying the commander and removing him from the battle makes things easier for the player characters overall.

BOSSES AND MINI-BOSSES

When coming to the middle point or end of a battle the occasion should be marked by a harder, more complex opponent. This can be the leader or the opposing force or one of his/her immediate subordinates. It is the role of the Storyteller to make this event a climax for everything the waves before this one has built up to, and to make the following fight feel truly satisfying for the players.

An Example:Having made her way through the battlefield into the presence of the General he stops and smiles at her. Lifting a massive battle-axe and laying it across his shoulders he sneers and spits flem at her. “A woman?” he asks in a growl “Is this the best they can offer me?”

WAVE ONE

This Wave contains2 Enemies, both of alow encounter level.

WAVE TWO

This Wave contains2 Enemies, both of a

Medium threat encounter level.

WAVE THREE

This Wave contains3 Enemies, both of alow encounter level.

WAVE FOUR

This Wave contains2 Enemies, both of a

Medium threat encounter level.

WAVE FIVE

This Wave contains1 Enemy, that is of a

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ARMS AND ARMOUR

Each character will have their own unique weapon, as specified by their Calling. However there is a great deal more to employing a weapon successfully than simply owning one and waving it around in combat. Stabbing an enemy with the pointy end of a stick is a long way away from severing an opponent’s head with a finely crafted blade. This section outlines the various types of weapons available, as well as how levelling and customising those weapons can be accomplished.

WEAPON TYPES

Weapons fall into three immediate types, each of which is suited to a specific purpose. These are as follows:

SLASHING Damage of this type is aimed at close combat and fares better against lightly armoured foes. It represents the action of bringing a blade in front of the body in a tight arc or punching in a smooth movement from left to right. These attacks carry with them momentum and weight and include melee weapons such as Swords as well as various Maces and Gloves.

PIERCING Sometimes it can be hard to pierce through the armour of an opponent carrying a great shield or wrapped in armour. Piercing damage is carefully aimed and deftly stabbed forward in a thrusting motion in order to find weak spots or gaps between plating. A Spear is a great example of this.

RANGED Attacking from a distance is a rare treat in the Golden Age setting that is enjoyed by few classes. This does have its drawbacks in that it requires separation from the rest of the group and a clear line of sight unhindered by allies or terrain alike. Bows and Guns are good examples of this. They also require reloading, which brings a whole set of considerations.

These three disctint weapon types from a triangle of strengths and weaknesses similar to

the elemental wheel. Attacking an enemy possessing one weapon with the correct one will enable the attacker to gain a +1 advantage to their roll. This information is recorded on the Monster Sheet under ‘notes’.

TYPE STRONG WEAK

Slashing Ranged PiercingPiercing Slashing RangedRanged Piercing Slashing

CRAFTING

Whilst it is true that Characters can only receive and deal one point of damage per turn from any single source, there are a number of different ways in which a Player can customise their weapon of choice in order to be more effective and even deal bonus damage. Because of this weapons have their own levels, representing a character’s experience with it and the craftsmanship of that particular item. These levels start at zero and progress up to ten, adding empty slots equal to the weapon’s level to that item.

Slots are chances to customise the weapon. For example a sword at level 4 will have 4 slots. The player can choose to visit a Blacksmith in a city, town or village and pay him or her to equip items scavenged from their quest or brought from shops in town into those slots. Once put into place these are considered permanently attached to the weapon unless a Blacksmith is paid to remove everything and start over. In the event this happens the original items are destroyed. This may seem wasteful, but enables newer and stronger builds for weapons that can be customised for various tasks.

Weapons level up when the player visits a Blacksmith and pays him or her 100 Coin x the next level of that weapon.

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LEVEL WEAPON COST

Level 0 Basic starting a weapon 100 coin to level.Level 1 Weapon gains 1 ‘slot’ 200 coin to level.Level 2 Weapon now has 2 ‘slots’ 300 coin to level.Level 3 Weapon now has 3 ‘slots’ 400 coin to level.Level 4 Weapon now has 4 ‘slots’ 500 coin to level.Level 5 Weapon now has 5 ‘slots’ 600 coin to level.Level 6 Weapon now has 6 ‘slots’ 700 coin to level.Level 7 Weapon now has 7 ‘slots’ 800 coin to level.Level 8 Weapon now has 8 ‘slots’ 900 coin to level.Level 9 Weapon now has 9 ‘slots’ 1000 coin to level.Level 10 Weapon now has 10 ‘slots’ Maximum Level.

Crafting specific items are each mapped to different target numbers on a D10 and their effects trigger when that number is rolled. This means that a Character with a Physical of 3 who rolls 3D10 to attack his opponent has multiple chances to trigger the special effect of the items crafted to a weapon. Once that effect is triggered it is considered active and cannot be triggered again in the same attack.

An Example:Brendan Shea attacks a CORE Soldier wielding a spear. Because she is a Freelancer she carries twin daggers, which are Slashing weapons and weak against the Spear’s Piercing style. This means that the CORE Solider will be at a +1 result bonus to his rolls to attack her. She does not receive a penalty for attacking him. When Brendan rolls her Physical to attack she rolls a 10. Not only does this guarantee that the attack will deal a point of damage, it triggers an item that she has crafted into her sword that also inflicts the ‘Bleeding’ status effect on the Soldier.

SECONDARY WEAPONS

A character can purchase and carry a weapon not in line with their Calling, however they cannot craft that weapon in any manner and will not be able to improve it. These weapons are usually only good for a particular task before being sold off in town to gain additional coin. Occasionally one will crop up in a chest or be stolen from the body of a fallen enemy. This is commonly referred to as ‘loot’.

Ranged weapons always require reloading after a shot has been taken unless they are particular to a Calling. This means that whilst a Quiver can fire up to three arrows before having to pause and reload, other less trained individuals will have to pause after each shot to carefully take aim and try again.

Possessing a ranged weapon can be handy for certain battles, but the same level of damage, customisation and proficiency cannot be reached with any weapon not belonging to the player’s Calling.

An Example:Brendan is under attack from all sides, she’s managed to take out two attackers already but she can see more arriving in the distance. Taking a turn to scoop up the Bow and Arrows dropped by one of her fallen foes she takes aim and in her next turn fires at one of them as they begin to close the distance betweem them.Rolling a 6 she beats his 5+ armour rating and deals a point of damage to him before dropping the bow and rearming herself with her usual Daggers for the melee that is to follow. She could draw back and fire again, but she knows that she’d ultimatly be wasting time and leaving herself open to attack. In the next round she kills her assailant without difficulty, using a weapon of both a higher crafting level and fully decked out with effects that aid her hand. Once all of those who opposed her are defeated she once again scoops up and arms the bow, leaving with it held ready in case she spots another assailant. When she gets back to town she’ll sell the bow and arrows to a dealer and try to make back some coin from this disaster.

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STANDARD CALLING WEAPONS

CALLING WEAPON TYPE

Freelancers Twin Daggers Slashing

Guardsmen Rapier and Dagger Slashing

Knights of the Word Broadswords Slashing

Cut-Purses Gloves Slashing

The Liberated Whips Slashing

Songstress Instruments Slashing

Jewel Summoners Gauntlets Slashing

Phantom Braves Staffs Piercing

CORE Soldiers Spears Piercing

Riskbreakers Gladius Piercing

Tengu Talons Piercing

Tech-Knights Tools Piercing

Contractors Throwing Knives Ranged

Quiver Bows and Arrows Ranged

Medics None None

The 15 Callings in this book each come with their own weapon with which they specialise. Listed above is a quick reference for each of them and which damage type they produce. All of these weapons, and additional ones used off-class by characters deal regular damage, which is healed using items, food, skills or rest.

FURY DAMAGE CURSED DAMAGE

Some of the opponents that characters will face in battle are not humanoid and do not carry weapons that can be easily identified. Furies are prime examples of this, and use teeth and claws, etc to deal damage. In order for the Storyteller to make rational sense of this the following can be considered a rough guide for damage types according to what the Fury is capable of:

ATTACK TYPE

Claws Slashing

Tail Slashing

Biting Piercing

Stomping Piercing

Spitting Ranged

Cursed damage is dealt only by enemies that have it specifically stated on their Monster Sheet that they do so. Unlike regular damage, cursed damage cannot be removed be eating, drinking or resting for any amount of time. Instead it is required that a character seek out a Medic and be healed using a specific healing item or Skill.

Cursed damage is rare, and is usually the result of a skill used by boss level monsters in combat. Players should make a note of it on their character sheets in order to remember that it has been inflicted.

The healing of other points of Health is not hindered in any way by the presence of a point of cursed damage. Think of it as a temporary lessening in a character’s total Health Points.

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STATUS AILMENTS

Characters can be afflicted by a wide range of different status effects that each have very different effects. These can be both positive and negative, usually being inflicted as a result of combat.

Status effects require a 1D10 roll when cast in order to determine the duration they will last. The result of the roll equals the number of turns a character has that effect.

NEGATIVE STATUS EFFECTS

BLEEDING At the start of each turn the character loses 1HP as the result of wounds sustained.

VENOM At the end of each turn the character rolls his or her Physical Trait. Should the result be 1-5 that character loses 1HP.

STUNNED Character skips their next combat action and instead spends the turn recovering.

SILENCED Target character cannot use Triggered skills.

CHARMED All attacks made by the inflicted character at +1 difficulty against the caster.

DIZZY Target cannot use Passive skills of any kind.

BURNING Target takes 1HP damage at the end of his or her turn unless they spend an action rolling on the floor.

FROZEN Target cannot make any actions until an ally has spent an action breaking him or her out of ice.

CURSED Healing spells deal damage equal to the total HP that would be restored.

STALLED All Mental rolls are -1 for the duration of this effect. Go last in combat rounds.

POSITIVE STATUS EFFECTS

REGEN Character gains 1HP at the start of each turn for the duration of this effect.

WARDED Triggered skills have no effect on target character. This includes those cast by allies and are Positive.

PRIMED Target character takes the first turn when deciding combat order regardless of what he or she rolls.

OBSCURED Character is +1 difficulty to hit in combat or to spot when hiding.

ARMOURED Character counts as having a +1 Armour Rating.

LUCKY Target Character does not suffer from critical fails for the duration of this effect.

BLESSED Passive skills work at double their regular use.

NEUTRAL Target Character counts as not belonging to any single elemental type for the duration of this effect. This means that attacks of an opposing type do not get their regular bonuses, but also means that attacking a weaker elemental type also loses bonus effects.

SLEEPING Character regains 2HP at the end of every turn but cannot take any actions.

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SHIFTING

The term ‘Shifting’ is a phrase used to describe the transformation of one thing into another. This can be seen used by Furies (in which case their Monster Sheets are clearly marked as to what other Fury they become) but most commonly is a term used to describe the transformations of the Shifter race.

Shifters are born into Human looking forms but are able to transform themselves into other shapes, such as those of animals. Usually Shifters only take on a Human form and that of one animal, between which they can switch freely.

The animal that the Shifter transforms into can be anything from a tiny mouse to a large eagle, but when in animal form the Shifter is unable to communicate with other members of the team and finds it harder to think clearly the longer they are in animal form. This is attributed to animal brains being unable to hold the increasingly complex thoughts of Human level intellect, and so slowly the form that they inhabit begins to simplify commands until such time as only the most basic fight or flight thoughts enter the mind. Generally a Shifter can remain in animal form for one hour per point in the Mental Trait, with more points equalling a greater duration.

Some Shifters take on the forms of multiple different animals, this is seen as something of a taboo within the Shifter race and is considerably more difficult, requiring rolls to be made in order to change back and forth between forms. Usually however no rolls need to be made for regular Shifters changing into their animal form, this is done immediatly and there are no requirements or restraints placed upon its use. Some research into the animal a Player has chosen the better understand strengths and weaknesses on the part of the Storyteller may be advisable in order to better limit the actions that character can take.

Shifters cannot change into other people, they do not have the subtlty required to manipulate a direct copy of another’s face. Similarly due to the unnatural forms of the Furies they cannot take the shape of a Fury, this is because Furies do not have to eat, sleep or breathe whilst the Shifter does, and the necessary organs for these actions are not present.

It is advisable to ask a Player the main feat for which they have chosen an animal form in order to better understand their thought process. Some examples are listed below:

ANIMAL REASON TO CHOOSE

Mouse A small body allows for the character to access areas others cannot.Eagle Flight can sometimes be a valuable tool.House Cat A regular sight people dismiss, able to climb and jump.Carp Can breathe underwater for an indeffinate period.Dog Is able to track through the use of smell.Tiger A strong form that might be useful in combat.

Should a non-Shifter character be turned into another form by the use of Magic or through the drinking of a potion an antidote must be discovered and brewed, the skill to shift is innate to the Shifter race and cannot be taught to another.

Shifters are often employed as thieves and spies because they are able to take on other forms, because of this they are not very well liked in the Continent and there is no shortage of those who would happilly do harm to one should they be discovered in a town or city.

Page 39: Golden Age Rpg - Second Edition

ITEMS (HEALING AND OTHERWISE)

The items (or ‘loot’) collected by Players can be found in a number or ways, most commonly purchased in shops or from dealers spread across the many towns, villages and cities that make up the Continent. Items are also found in chests, given as rewards for successfully completing quests and dropped by felled enemies after combat. Items can in turn be sold for more Coin, used to craft weapons or used for their own effects.

HEALING AND RESTORATIVE ITEMS

NAME EFFECT COST

Leaf Tea Restores 3HP 20 CoinGreen Tea Restores 7HP 50 CoinChamomile Tea Restores 10HP 100 CoinUmi Leaf Cures Burning 10 CoinSmelling Salts Cures Charmed 10 CoinNumbing Root Cures Venom 10 CoinChai Cures Stalled 10 CoinMark of the Word Cures Cursed 10 CoinBandages Cures Bleeding 10 CoinIced Tea Cures Silenced 10 CoinMint Tea Cures Dizzy 10 CoinBlack Tea Cures Frozen 10 CoinBud Tea Cures all Status Effects 100 CoinCoffee Revives a fallen ally 100 CoinMocha Revives and restores an ally 1000 CoinSpecial Blend Fully restores HP and status 500 CoinHealing Potion 1 Level of Healing (3x Use) 50 CoinElixer 2 Levels of Healing (3x Use) 200 Coin

STATUS INDUCING ITEMS

Minus Thorn Inflicts Venom 20 CoinSpark Seed Inflicts Stunned 30 CoinBasilisk’s Sting Inflicts Curse 50 CoinYami Potion Inflicts Silenced 40 CoinMuddling Flute Inflicts Dizzy 50 CoinWithered Shell Inflicts Frozen 30 CoinCrystal Shard Inflicts Bleeding 50 CoinWhite Jewel Deals 1 Damage to Light Characters 50 CoinBlack Jewel Deals 1 Damage to Dark Characters 50 CoinRed Jewel Deals 1 Damage to Fire Characters 50 CoinBlue Jewel Deals 1 Damage to Water Characters 50 CoinYellow Jewel Deals 1 Damage to Thunder Characters 50 CoinGreen Jewel Deals 1 Damage to Earth Characters 50 CoinPurple Jewel Deals 1 Damage to Wind Characters 50 CoinStrong Stone Inflicts Armoured 100 CoinMetal Shard Inflicts Primed 100 CoinGolden Tablet Inflicts Warded 100 CoinSilver Tablet Inflicts Regen 100 Coin

Page 40: Golden Age Rpg - Second Edition

CRAFTING ITEMS

NAME EFFECT ROLL COST

Maiden Tear Deals Charmed status 2 50 CoinDark Stone Deals Silenced status 3 50 CoinMinus Seed Deals Venom status 4 50 CoinSpark Coin Deals Stunned status 5 50 CoinEmblem of Disarray Deals Dizzy status 6 50 CoinScorched Emblem Deals Burning status 7 50 CoinMirror Shard Deals Frozen status 8 50 CoinObsidian Stone Deals Bleeding status 9 50 CoinYellow Orb Adds Thunder element N/A 100 CoinBlue Orb Adds Water element N/A 100 CoinRed Orb Adds Fire element N/A 100 CoinGreen Orb Adds Earth element N/A 100 CoinBlack Orb Adds Dark element N/A 100 CoinWhite Orb Adds Light element N/A 100 CoinPurple Orb Adds Wind element N/A 100 CoinSpeedster +1 to Initiative roll N/A 100 CoinOnix Stone +1 damage 10 200 CoinNoble Crest Attack a second time (Hard) 10 200 CoinGolden Nugget Trade for a free weapon level N/A 500 CoinSteel Ball +1 Armour Rating N/A 600 CoinRuby Ignore 1 Critical Fail 10 600 CoinSapphire Attack first next round 8 600 CoinJade Guarantees a Mana drop 9 700 CoinTitan Bangle Immediatly trigger an Action 10 700 CoinClear Ring Ignore weapon types N/A 700 CoinAvarice Bead Doubles Gold Received 9 700 CoinRefined Crest Re-roll 1 non-critical fail 10 700 CoinUnicorn Horn Skip reloading 10 700 CoinWhite Thread Reduce damage to 1 per turn 10 700 CoinMaiden’s Charm Defence against Charmed 3 50 CoinLight Pebble Defence against Silenced 4 50 CoinMinus Root Defence against Venom 5 50 CoinDulled Shard Defence against Stunned 6 50 CoinEmblem of Strength Defence against Dizzy 7 50 CoinPhoenix Feather Defence against Burning 8 50 CoinDrake Scale Defence against Frozen 2 50 CoinPearl Defence against Bleeding 3 50 Coin

Healing and Restorative items can be crafted to a weapon to add a +1 boost to the Character’s HP total, however should the item be destroyed the HP bonus dissapears. Status inducing items also have a similar effect when added to weapons, however operate at a -1 turn duration. In this manner literally anything in the game world can be broken down into core components and crafted into weaponry to improve it in some way.

The items represented in these lists are by no means ALL of the items available to players in the game world, but simply good examples of the kind of thing they can encounter. Storytellers are encouraged to include a wealth of additional original items that are more tailored to the specific missions that players are enjoying. Additionally food, drink and medical supplies can be used to restore HP to a degree considered fair by the Storyteller.

Page 41: Golden Age Rpg - Second Edition

DIJINN AND MAGICAL SPELLS

Magic is a great rarity in the Golden Age setting, requiring that a Character be bonded to a Dijinn. In the Old World this was common, however the Mana Wars led to magic being outlawed under CORE law and a high level of fear surrounding the subject. Dijinn too are rare, only a few hidden survivors have escaped the death of their race or were left behind when others retreated. This means that a character accessing magical powers is a rare treat and changes some ways in which the games story should continue. Should this magic be discovered then the CORE will immediatly try to arrest the character in question, with the penulaty being death. However additional skills added to the players pool of actions provide some benefits.

Bonding with a Dijinn in itself is an easy process, you simply have to convince a Dijinn of amatching element to yourself that such a joining is in its best interest, and that you will not harm it in any way. Once you have gained its trust, the Dijinn will become one with the player character, appearing only as an NPC voice in the player’s head having carved a space to live inside their soul. Once the bonding is complete players will now be able to create magical spells based on the element of their Dijinn, immediatly getting access to a basic spell as part of the process.

Elemental magic works by using the surrounding area to its advantage, and so does not create the effects from scratch, instead tapping into local resources. To this end you will need to be close to a source of water to use Water Elemental magic, or a flame to use Fire Elemental. The onlyexception to this rule is a Wind Elemental spell. Each Dijinn is linked to one of the basic elements and so has its own selection of spells that can be tapped. Spells work in the same way as Skills, with the exception that they gain potency for every point in the Magical Trait.

BASIC SPELLS

Basic spells are learned immediatly upon bonding with the right elemental Dijinn and added to the Character Sheet. Like Skills, if there are already 10 in place one existing Skill must be forgotten in order to keep the new Spell. These spells lay down the foundation for future more advanced spells to be created and essentially give players a limited ability to manipulate examples of their element.

They should be marked down on the Character Sheet as follows:

NAME Ember

TYPE Triggered

EFFECT Allows basic manipulation of the Fire element.

‘Basic Manipulation’ essentially means that a character can interact with an existing example of the element they have an affinity for. This includes engorging a flame to make it bigger or stealing the air from around one to snuff it out. Making a small orb of light with which to see in the dark or killing a light source by smothering it in darkness. These seem harmless and of little combat use at first, but these foundations can be built upon to create skills that combine attacks with elemental effects to deal additional damage and status effects.

A common second ability taken with magic is to create a Passive ability to take reduced damage from that element, which can eventually be built upon to a state where no damage from the same element as that character is taken at all. Imaginative use and manipulation of the elements is a sure way to earn Fate Points from the Storyteller, so try to avoid the usual balls of fire of you can.

Page 42: Golden Age Rpg - Second Edition

EXAMPLES OF FURIES

Throughout the world of Golden Age you will discover monsters that are collectively referred to as ‘Furies’. Unlike normal animals, these are the souls of those unable to cross over or returned to the world for dark reasons of their own. Regardless they are little more than animals now, monstrosities in all shapes and sizes. It is the primary concern of the CORE to keep these monsters out of villages and civilised areas, but the wilds are full of them and travelling anywhere outside of town is sure to be punctuated by at least one encounter.

Furies are separate from Races as they are unavailable to the players to use and instead provide a challenge that they must overcome, usually through combat. Because of that they have a much simpler set of stats to take into account. The below sheets outline monsters that offer a low, medium and high level of challenge for players.

Low Level Encounters should be easilly defeated by a team working together but offer a borderline challange to a single character without being a push-over. Medium Level Encounters provide a challange for the team and might require that they apply tactics or look for advantages in the environment. High Level Encounters are considered to be gate keepers and end bosses. Significantly more powerful than the party but not insurmountable with a solid strategy and a sufficient amount of planning

MONSTER SHEETS

Monster sheets break down as outlined below:

Physical Trait

Social Trait

Mental Trait

Magical Trait

HealthCharacter or Monster name

Element (Strong/Weak)

Special ActionsItems dropped

Additional comments

As you can see, each Monster Sheet has a great deal of space for additional details or can be used with the bare minimum of stats for quick monster creation. They use the same four Traits as the player characters do, in the same manner, meaning that they are quick and easy to understand. Like players they can have special actions (Skills) that they can use once per skill per battle and have an elemental strength and weakness that can be exploited. Should this sheet not provide enough space for details on more ambitious creations the Storyteller can instead use the Character Sheet to create a much more in depth challange.

On the next page examples of Furies that scale in difficulty from easy to hard encounters are given to better allow for understanding the kind of challange each kind of monster represents. Remember that HP values are never over 10 for new characters and damage is limited to 1 point.

Page 43: Golden Age Rpg - Second Edition
Page 44: Golden Age Rpg - Second Edition

1 Point

1 Point

1 Point

1 Point

3 PointsJelly

Water (Weak Thunder)

None1 Mana

Runs away when below 2HP

2 Points

2 Points

1 Point

1 Point

5 PointsBandit

Earth (Weak Wind)

Can use Pilfer to steal an item5 Coin

Uses a Slashing weapon

2 Points

2 Points

5 Points

2 Points

10Tanker

Dark (Weak Light)

Charges at a single target1 Mana

Counts as a Piercing weapon

5 Points

3 Points

5 Points

1 Point

15CORE Assassin

Thunder (Weak Earth)

Can vanish from sight and50 Coin

Uses a Ranged weapon

Uses a Slashing weapon

Stolen Item

Umi Leafdealing Stun for a turn and 1 damage

Fixates on one party member

move freely before attackingGreen Tea

reloads weapon every 3rd turn

Page 45: Golden Age Rpg - Second Edition

BINDING MONSTERS

Whilst a party is normally made up of Player Characters and is sometimes accompanied by NPCs under the control of the Storyteller, it is also possible for additional aid to come in the form of Bonded Furies, attainable only through the use of a Phantom Brave’s powers. These harsh and bitter creatures calm down once their spirits have been bound and become animal-like companions that are constantly loyal to the player who bound them.

Whilst a player can only keep as many Furies in his service as he has points in the Magic Trait, it is possible to release previously caught Furies back into the Realm of the Dead in order to free up space for later captures. This is simply done by informing the Storyteller.

When a Fury is caught and bound into service it retains the stats and skills that it possessed when it was the enemy of the party. These are then given to the player that has control over it. It can be handy to provide this player with a copy of the Monster Sheet containing his Fury, but this is not essential as the Storyteller can advise on the capabilities of a Fury instead. If the player then wishes to expand upon these initial statistics, creating a more powerful Fury, then a point can be added to any of the Traits of the Fury in exchange for feeding it 10 pieces of Mana, or 5 in order to give it an additional point of Health. Furies use the same four Traits as the player characters.

An Example:

Fed 5 pieces of Mana for a point of Health and 10 for an additional point in the Physical Trait.

1 Point

1 Point

1 Point

1 Point

3 PointsJelly

Water (Weak Thunder)

None

Runs away when below 2HPUses a Slashing weapon

2 Points

1 Point

1 Point

1 Point

4 PointsJelly

Water (Weak Thunder)

None

Runs away when below 2HPUses a Slashing weapon

Page 46: Golden Age Rpg - Second Edition
Page 47: Golden Age Rpg - Second Edition

The hooded figure hung suspended in the air in front of the great mountain, his feet a meter from the ground as he defied the pull of gravity and hovered without the aid of wings. The white robes that he wore were pure as snow, but the shadow that the hood cast across his face to mask his features gave the overall look one of malice. In front of him was what would appear to the casual observer to be simply a plain wall of solid rock, part of the mountain range around him, but as he watched a great eye opened stretching the length of the wall and focused a pupil the size of a house upon him. Rubble shifted and it blinked as a mouth like the grandest of caves creaked open for the first time in centuries.

“So, you have come at last . . .” the voice rumbled up, full of earth and the weight of ages. “I have been waiting for your arrival some time now.” Despite it’s size it was a soft voice, like that of a grandfather speaking to a child.

The figure nodded, he knew better than any that when this Dijinn had settled down to rest on this spot thousands of years ago, it had already known the fate that awaited it, but like anything that was immortal it could no more change destiny than turn back time. Only those that lived in the flow of mortality were granted that honour. When he had begun he was probably already a sizable earth elemental, but over that time it had grown into a mountain, and then a range of mountains that stretched throughout the centre of the Continent.

“You know what will happen once I am gone.” It was a statement rather than a question, and again the figure nodded, great time and effort had been spent working out the ripples from an event such as this. It broke all of the rules that the world had come to live by, but then that was why nobody would ever see it coming. The huge eye focused on the tiny figure and then closed again, a sigh like the wind rushing through the trees made the air shift and stir. “Then do you you will.” the Dijinn whispered resolutely and the great mouth closed for one last time.

The figure rose upwards, high above the tip of the mountain peak and looked down upon the range and across the length of the horizon. Dawn was breaking, around the world people were waking up and getting ready to go about their business as if it were any other day. Oblivious to what was about to happen.

Settling onto the tip of the peak the figure’s feet touched the ground and he knelt down. Using his hand he scraped away the soil from around the base of a tree that had somehow managed to grow there and reached into the recesses of his robe. His hand emerged clasping a silvery bottle from which he unscrewed the lid slowly and then tipped the contents onto the bare rock. When the clear water touched the stone there was a rumble as the mountain shivered, and then all at once the tree withered and died above him, showering leaves.

He had travelled far to collect the contents of that bottle, all of the way to a place where this world and the Realm of the Dead touched, and then had taken water from the river there. Now as he watched the water proved its worth, and the mountain range began to crumble and break. Earthquakes shook the Continent as rock that had lain beneath the earth for centuries suddenly crumbled into dust. Villages and cities collapses in on themselves, and rivers burst from their banks to flood across fields and homesteads alike. Lifting upwards again the figure watched as the wave of carnage spread outwards from this one point and off towards every corner of the Continent.

This is what happens when a Greater Dijinn dies, the ripples spread across the whole land. And soon the whole world was going to be up in arms over the repercussions of such an event. A smile spread across his face.

War was coming . . .

Page 48: Golden Age Rpg - Second Edition
Page 49: Golden Age Rpg - Second Edition

THE CHRONICLE OF DEEDS

It has been over a hundred years since the end of the Mana Wars, and much that was once common knowledge is now lost. Whole libraries filled with books containing details of art, history and literature were destroyed in the course of a fifty year conflict, and since that time the CORE has deemed magic of any kind illegal. Therefore researching the pre-mana wars period is also illegal as magic was commonplace. I myself am perhaps the last remaining expert in what they now call the Old World, and my resources have been severely reduced in light of the revelation of the Furies. Perhaps it is simply the paranoia of a rambling immortal, but I feel the need to record some fraction what I have learnt here in this book in the light of perhaps preserving some small part of that which has been lost.

TIMELINE OF THE CONTINENT

Old World Calendar

000 OW - The Word is spoken, creating the Three Realms.001 OW - The Nightsire begins to write his first journal.100 OW - Dijinn from the Dreaming first appear in the Mortal Realm.107 OW - It is discovered that Dijinn can bond with Humans, imparting use of their magic.108 OW - The first Golden Age of learning begins. The Knights of the Word are founded.115 OW - The Teardrop Spear is forged and Malakye ‘The Dark One’ is defeated by mortal hands.120 OW - All officials and leaders now become bonded to better serve both races.490 OW - The Dijinn learn that their connection to the Dreaming is begining to weaken.493 OW - The airship is invented, revolutionising travel throughout the Continent.500 OW - An ancient and powerful Earth Dijinn dies, the Continent is rocked by earthquakes.501 OW - The Dijinn discover that they are unable to return to the Dreaming.502 OW - All bonded couplings begin to weaken and die. Soon bonding of any kind is impossible.503 OW - The Dijinn begin to create Mana to retain their powers. This is seen as aggresive action.

The Mana Wars

504 OW - After several smaller conflicts war is officially declaired between Humans and Dijinn.505 OW - The Icarians and the Shin-rii join the conflict on the side of Humanity.510 OW - Shifters begin to sell their services to both sides of the conflict.511 OW - Knights of the Word almost broker peace, however ultimatly fail.530 OW - Dijinn rule three quarters of the Continent. The CORE is founded to rally Humanity.550 OW - Sean Waltz is promoted to Captain of the First of Foot.554 OW - The Dijinn mysteriously vanish after they are defeated at Keast.

New Age Calendar

001 NA - The Noble Houses vote that the CORE remains as an independant military force.002 NA - Restoration begins, cities are rebuilt and a new capital is created.003 NA - The Order of the Spear build a town and settle down.005 NA - The Fury population begins to increase.015 NA - The Village of Kainford begins to suffer from a mystery illness.016 NA - Captain Alexander and his men dissapear in the Catacombs beneath Kainford.050 NA - Lycelle steals the Teardrop Spear and vanishes.100 NA - Games roleplayed using the Pen and Paper system are set in this period.

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HISTORY OF THE OLD WORLD

There was once a time when Humanity and the Dijinn existed peacefully side by side. It was over this period that a large portion of the known world was explored and colonised and that the great noble households came into power over the land. However the mixture of mortal Humans and transient elementals such as the Dijinn was never to last, and after a time had passed the two sides became distrustful of each other. This enmity eventually grew into a full scale war that lasted for fifty years, and destroyed much of the known world. Whole cities were levelled and lost, and the conflict only came to a halt with the believed destruction of the Dijinn. This period of conflict became known as the Mana Wars and they changed the shape of the world.

RACES WITHIN THE WORLD

The most obvious result of the Mana Wars was the destruction of many of the so-called ‘lesser races’ and the rise to dominance of Humanity. When the war came to an end the CORE turned on those other races that would not fight, purging many from the land altogether. Those that remain are mostly sub-species of man that have in one way or another committed themselves to servitude.

HUMANSHumanity is the most widespread of all the races, and the dominant power within the world. Humans live in a mixture of individual towns, villages and cities that fall under the ownership of one of the five Noble Houses, but are ultimately ruled over by the CORE, who upkeep the laws as laid down by a united panel of Nobles after the war. The world belongs to Humanity, and they treat it as such. Whilst they have no innate powers or abilities of their own, Humans more than make up for it by being solid and sturdier than any other race. Their flair for invention is what allows them to prosper.

ICARIANSA sub-species of Humanity that has developed bird-like wings that enable them to fly. Normally thinner and slightly taller than the average Human by about an inch at most, they appear pallid and tend towards albino features.

Somewhat frail in comparison to the muscular layout of a Human, their bones are hollow to allow them limited flight. In comparison to a Human, Icarians live only a short while. Normally passing away in their mid sixtiesand eat only once every few weeks. As a race they live communally in Avalon, a mountain-city that can be found off the coast of the Continent.

DIJINNElemental Spirits from the old-world. Thought to have been destroyed in the Mana Wars, though some of the weaker ones still frequent the lower recesses of the Catacombs or hide in other secluded locations. Originally divided into three classes, based upon levels of power, the Mana Wars has left only a very few low-level Dijinn, and though they have an innate connection withmagic, they cannot survive in this realm for long without bonding with a mortal host. Immaterial to the touch, they frequent only areas that match their natural element by choice – though some stronger Dijinn are rumoured to have been imprisoned within jars over the course of the war and hidden away.

SHIFTERSA rare species that can change their form into that of animals. Nobody knows what they really look like, but many of them were hunted and killed in the aftermath of the war due to their varying alliances. Those that survive take on only one form, be it animal or human to survive undetected by the CORE in day to day life. Using their powers sparingly, and only in seclusion. Any one Shifter never knows the whereabouts of any of his people other than his nomadic family, and with no way to find them they live out a solitary life.

SHIN-RIIA sub-species of Humanity that is cat-like in nature, soft fur and a tail, as well as yellow eyes mark them distinctly, even if they hide their cat’s ears which are situated higher upon the head than those of a human. Faster, smaller, and normally as strong as your average Human, they have been integrated into normal society as a servant class to the wealthier humans. However they can buy their own freedom, and some amass great wealth. This also grants them the benefit of protection by the CORE.

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THE APPEARANCE OF THE FURIES

In the aftermath of the Mana Wars, monsters began to appear in the more secluded areas of the world. Unnoticed at first, and varying in size and shape it was twenty years before they reached such numbers that they began tofilter into populated areas. The CORE keeps the larger settlements safe, and has situated a few outposts into local areas to protect people from them, but no matter how many they kill, it seems impossible to permanently cleanse anarea. Although there have been several studies into the monsters collectively known as Furies, only about a third of their assorted forms have been named and recorded.

It wasn’t until three hundred years ago, when a Phantom Brave of particular potency first bound a Fury to his service that the true nature of them became apparent. The Furies are in fact the spirits of those people who have died violent or terrible deaths, lingering in the mortal realm long after they should have passed beyond the veil of death.

Without the Dijinn it seems that some power has been unleashed, a primal force that feeds upon the ill in the world and turns those who feed it into Furies. Though nothing is known about this power, the CORE has placed a totalban on anything that predates the Mana Wars in the hope that this entity will not grow ininfluence.

ORGANISATION OF THE WORLD

After the Mana Wars the five Lords that headed up the Noble Houses voted to give up their individual armies and found the CORE in order that there always be a united peace-keeping force in the Continent. They also approved the speaking of ‘Basic’ a language originally designed to ease trade between those speaking five different regional languages as a standard tongue throughout their world and a single currency in ‘Coin’ that can be used anywhere. They did not however give up their rank or social standing within their own lands, remaining the effective judges, land owners and centre of power within their individual regions.

The Continent is effectivly ruled by the five

Noble Houses with the CORE acting as a peace-keeping agency and impartial military funded between them and above the use of any one of the Noble Houses alone. The five are House Verande, House Calma, House Escudo, House Millium and House Servantus. Each ruled over by a single extended family with roots and history spanning back to the beginning of recorded time. They are the cultural rocks upon which the Continent is founded.

The succession to the title of Lord for any one of the Noble Houses is regulated not only through evident descent, but is recorded and upheld by the statuates of CORE Law. The order of succession is the sequence of members of the Lord’s immediate family in the order in which they stand in line to the throne. First born male sons are immediate heirs, whilst a first born daughter is only heir until such time as a male heir is fathered. In this manner a male heir can have any number of older female siblings who will not rise to the title of Lord.

Bastards born outside of wedlock do not count in matters of succession, though they may rise high enough to hold positions of power within the family if accepted by the Lord at the time. Should all immediate family die then the matter of succession is sourced to the closest living relative, sometimes a brother to the deceased Lord whose family line will then become the new primary line of succession. In this event the surname of that individual will be changed to that of their household if it us not so already. Records of all Noble Lords are recorded by the CORE and kept on record to establish clear family lines. Geneologies are also kept by the families themselves that stretch back much further into the history of the Old World.

HOUSE VERANDKindest of the households, those who live within the boundaries of the Verand family are well catered for with pensions and dowries paid from the wealth of the house’s coppers. Settled on the flat lands close to the sea they maintain their wealth through trade routes and fishing. Festivals held in the area are commonly attended by members of the family and they are well loved by the people.

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HOUSE ESCUDOSmallest of the houses but richer than the others put together, the lands of the Escudo family are rich with gold that they have mined successfully for generations. Highly secretive, they are elusive and condescending but trouble themselves little with the affairs of the other houses. Their lands are largely mercantile, filled with trade and farming districts that are broadly populated.

HOUSE MILLIUMPossibly the only of the houses to have attempted a large coupe in the last century, Millium is the plotter of the nobles. Their family resides over the capital and owns large portions of land around it in an effort to ever expand into new territory. The most technologically advanced of the houses, they do not hold onto the old ways, instead encouraging the use of technology and alchemy.

HOUSE SERVANTUSWhilst the other houses nicker amongst themselves, house Servantus has always remained strangely neutral in all political arguments. Do not mistake this for morality however, for they hold no love for their cousins, or the people who are born into their service. Supporting the CORE’s efforts whole heatedly, they provide much of the land used for key military installations.

HOUSE CALMAAbove all else, the house of Calma represents a passion for the arts and splendour. The lands under their influence benefit from beautiful statues and architecture, but are somewhat lacking in the ability to provide food for themselves. Proud and self-glorifying, they expect worship from there subjects and live within a massively lavish palace.

THE CORE

Whilst before the Mana Wars period the five Noble Houses each kept a standing army made up of their own people and commanded in battle by their Lord or an heir to the title, this approach was altered to better suit the pressing needs in a time of war. With flagging resources and supplies at an all-time low as Humanity approached the mid-point of the Mana Wars

it became apparant that it was losing ground, with over half the Continent in the hands of the Dijinn. In order to better organize a counter attact the remaining forces were unified into what would later become known as the CORE. After the end of the conflict it was elected that the CORE, though diminished in scale, remain a constant standing army and be the governors of peace and law throughout all five lands. Split into three distinct sects, each commanded by their own General and able to function as an independant fighting force as well as part of the whole, they are the standing Army, airship Armada and Intelligence forces. Intelligence both gathers intel at large and launches undercover operations whilst policing the other two branches of the CORE at all times.

It is the CORE then who actually run the land. Originally a military responsible to the Households, they have grown in size and number since their formation in the Mana Wars and now every town, village and city is occupied by a percentage of their number. Supplied with barracks and lodging at the expense of the townspeople, they uphold law and order within the cities whilst also keeping them safe from the Furies who roam the wild lands.

For most people living on the Continent, day to day life is a simple matter of going about their daily routine. Work is plentiful and the CORE only intervenes subtly if at all. In many towns they are welcomed as a source of protection and seen as a symbol of solidarity for the Human race.

Those who apply to become CORE Soldiers attend the Academy for a minimum of three years, in which time they are given training in the basics of law, as well as strategy and weapons training. Additionally they also recieve lessons in math, language, history and other more conventional topics. Many attend the Academy in order to achieve this second-tier education, serving only the required five years upon graduation as a CORE soldier before leaving for another line of work. Those from a more wealthy background often pay for their children to enter officer training as well, though those who score highly are also selected for this honour. Over the three years at the

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Academy the first two are made up of such lessons with the third specialising in one of the three key areas of the CORE, Armada, Army or Intelligence. Upon graduation they are issued a rank and a posting. Those who graduate from the standard course begin at Private or Midshipman level ranks, whilst those from the officer training begin at Lieutenant. Intelligence officers all begin in Control and recieve additional classified training there.

In the event that the CORE should ever need to be formally disolved, it was written into the law that a bell would be placed at the centre of the capital city, and should the head of one of the five Noble Houses ring that bell five times with the blessing of the other houses then the CORE would be bound to step down and hand all power over patroling and policing the Continent back to the Noble Houses immediatly. This bell is known as ‘Great Silver’ and can be found at the top of an elegant white tower that overlooks the capital.

LANGUAGES AND CURRENCY

Within the Continent there are many subtle languages, regional accents and hand gestures for the hard of hearing. However the dominant language is called Uroni, or ‘Basic’ as it is widely known. Developed initially for trade between continents and races, it came into broader use when the CORE assumed it as their regulation tongue. A good call in light of the fact that it brings together all of the many fragments of mankind under the one common flag, the ultimate goal for the dominant military force in our world. Other than Uroni, each of the houses has its own ancestral tongue that is widely spoken within their borders, named after the ruling family in question. These regional languages are normally only spoken by those born within the lands close to a Noble House and are uncommon outside their home-areas. Locations such as the Far Isles do not come under the rule of any Noble House, and so do not have their own regional language, relying entirely on basic. The Knights of the Word and Ronin utilise ‘Battle Sign’ in order to relay orders silently without the risk of enemy understanding.

Uroni (commonly called ‘Basic’)

Sign (for the deaf or hard of hearing)

Battle Sign (Silent combat language)

Verandian (used in Verand lands)

Millium (used in Millium lands)

Servants (used in Servantus lands)

Calmian (used in House Calma lands)

Escillian (used in House Escudo lands)

Pirate Code (a secret written language used by Sky Pirates and Smugglers)

Along with the implication of Basic as a commonly shared language, a singular currency called simply ‘Coin’ was also successfully integrated by the CORE several hundred years ago in the aftermath of the Mana Wars. Coin is simplicity itself in that one coin is worth one unit, and never more. Jewels and other rare metals are worth varying amounts of coin and can be traded as such, as well as being a favourite of merchants to prevent having to carry large bags of heavy coins. Coin is forged from silver from the mines on the Far Isles and has the CORE shield etched into one side, and the banner of the Noble House for which it was smelted on the other. Fake currency is uncommon on the Continent due to the tight control held over Silver mines, and the CORE would have us believe that it would take a forger of some considerable skill to match the quality of a real coin. Due to the single-unit currency it is common for many items to seem cheap, this is not the case, as a common days pay might be five to ten coins in total, with items such as a loaf of bread priced at one single coin. Bonds signed by a ranking member of a Noble House or carrying the CORE stamp are also acceptable replacements for currency, and the CORE regulates trade prices by setting a yearly standard coin to jewel exchange.

RELIGION

Because the world exists as one continent a single religion has been developed and is regarded as fact. Called ‘The Word’ it centres around the creation myth that a single word spoken by an all powerful and singular god created the Continent on a world otherwise containing nothing but an endless ocean. The word brough life into the world and its echo created two parrallel realms in the Dreaming

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and the Dead. Those who have devoted themselves to the persuit of a holy life, researching the effects of the word and upkeeping the natural balance of things as they were when the world was formed, are called ‘Followers of the Word’ and ‘Knights of the Word’ are similarly keepers of balance. The god who spoke the word is seen as secondard to the power of the word itself and rarely mentioned.

The creation myth reads as follows:

“In the beginning there was the word. And the word was life. Where it was heard strongest it created the realm of mortals, where life was born. Where it echoed it created the realms of the dreaming and the dead.”

THE THREE REALMS

The world exists in one of three spiritual realms that are clearly separated, though there are those who can freely move between them. Those who exist in one realm cannot remain in another for any length of time before theybegin to become bound to it, and should they stay too long they will be unable to ever return home again. The three realms are as follows:

THE MORTAL REALMIn which people are born, live their lives and die. Here the world is full of nature, buildingsand animals of all shapes and sizes. For many it is the only realm, and the place where the adventure will play out. Destiny cannot be shaped in any realm but this one, and this is the only realm of substance, and things that can betouched.

THE REALM OF DEATHOnce a person has died they will begin their journey to the afterlife here. Taking the formof a great river, that draws them deeper and deeper down stream, past seven gates that take them further from their mortal lives. Once the final gate has been passed a spirit enters the beyond and is never seen again. Many havewondered what lies beyond that final gate, but since it is impossible to return it is a secret that only the dead can keep. Monsters inhabit the river, growing in power as the gates progress deeper.

THE REALM OF DREAMSA strange reflection of the mortal realm where the Dijinn are thought to have originally come from. A place of vibrant colour and strange physics, there is no land or sky to place boundaries upon where one would go or what they would do. Areas of the mortal realm and the realm of dreams overlap in a few places,allowing for denizens of the latter to take physical form for a limited amount of time in the world of man. But unless welcomed or joint to a mortal’s will they cannot remain for more than a few minutes.

OTHER FACTIONS

Whilst power lies primarily with the CORE and the five Noble Houses, a measure also belongs to the Merchant Guild, who operate and oversee fair trade laws. Major businesses buy into membership once their company has achieved an annual earnings of significant coin. Additionally the Thieves Parley wields power in the underworld, gathering a thythe from criminals who operate within their cities. Whilst not major players in the overall running of the Continent these two organisations can make life very hard for those who cross them.

A SHORT FAREWELL

And so dear reader you have reached the extent of my knowledge to date, it is my fondest hope that perhaps in the years to come I can continue my writing and record new teachings. Until that time however I will placate myself withchronicling the adventures of those few unique individuals who have stories of their own to tell. Who knows, perhaps the paths they tread will prove as interesting as the history I so love? We are after all living in interesting times of ourown . . .

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Ale flowed freely around the Grindstone, one of a handful of taverns that never seemed to find itself shy of a customer no matter the time of day. Business was good, and the Barman was sure to catch the eye of anyone with an empty glass should they decide to wave and call for more.

Tonight was proving to be a most rewarding evening. The Lord’s son had chosen to bring his entourage and his bottomless thirst to his door that night, meaning that there would be ale flowing and coins aplenty by closing time. They were already well past the time he would have normally called last orders, but this was too good an opportunity to miss. He could shut up shop tomorrow and catch up on sleep once it was over. Already songs were being sung by his regular patrons who were enjoying the free drinks Sebastian Escudo was lavishing upon them and the place was abuzz with an energy rarely stirred in such fierce drinkers.

Sebastian wasn’t the only heir to the Escudo name, but he was the eldest son and as such was first in line for the Lordship. The trouble was that he had no interest in affairs of state and his duties as a Noble born bored him. Instead he spent the bulk of his time passing off chores to his siblings, skipping out on sessions with tutors his father hired to educate him and sleeping off the night before. All of this should have made him the fool of the family, but the sad truth was that people couldn’t help but like him. For all his faults Sebastian was a truly likable man and his grin was in-fectious. Even now the Barman himself was wearing a smile of his own as he worked.

He’d just opened a fresh cask of his best at the Lordling’s request when the door swung open and in walked an unfamiliar face. Normally the clientele in this particular area was made up of locals and regular traders, but the man standing in the doorway was a complete stranger to the Barman, which made him both a rarity and immediately drew attention. Stripping off a long red overcoat, the stranger glanced both left and right before spying a table near the far wall and making himself comfortable.

A trader new to the district? His clothes seemed a little too well made for that line of work. Certainly not a Freelancer with those delicate gloves of his. Maybe this stranger was a merchant looking to establish new business?

There was the air of a predator about this newcomer, the Barman had seen it before and although his profession was a mystery he could guess his type. The man was a crocodile, here to lay some kind of trap, undoubtedly there because he had heard that Lord Escudo’s son was in that evening, but for the moment he looked harmless enough. He caught the attention of a passing barmaid and ordered himself a brandy, made it a double, then pulled a worn pack of cards from his pocket and sat with his back to the wall engaged in single player a game of Millium Jack. The Barman gave him one last look before deciding that he wasn’t going to set the tavern alight and went back to serving drinks.

It didn’t take long for the Lord’s son to notice the newcomer though, looking up from a group that he’d been speaking with he noticed the pack of cards being shuffled in the stranger’s hands and a broad grin split his face. Attracted like a magnet, he sunk into the chair opposite him without an invitation and signalled that another round should be brought to his new friend. In response the stranger dealt a hand each and the pair began to play . . .

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QUESTS AND MISSIONS

A ‘mission’ is the term used for each individual adventure that the Storyteller sends the player characters on. It has a specific objective and is set in one venue or across a series of locations. Missions do not necessarilly constitute an entire narrative, which can stretch over multiple missions into what is called a ‘quest’. The successful (or unsuccessful) completion of each mission should lead to either the resolution or continuation of a key plot point in the story.

When creating a mission the Storyteller should consider the following:

1. WHAT IS THE GOAL?

In order for a mission to have a successful end it is important that there be a clear goal for the players to achieve. This can be as complicated as a rescue operation or as simple as picking up a package. Goals can change as the mission developes in-game, with the original reason for the players entering the area eventually not being the end goal depending how the plot moves.

2. WHERE IS IT HAPPENING?

A good mission needs a memorable location. Some suggested locations are listed on the map of the Continent in this book but Golden Age offers a wealth of areas where just about anything you imagine could be staged. Try to match the theme of the mission to the location.

3. HOW DO THE PLAYERS LEARN ABOUT IT?

The players need to be properly briefed on the mission by the Storyteller through the medium of a Non-Playable Character (NPC) in order for them to understand what they need to do and why. This could be as simple as their direct superior summoning them and giving them the mission.

4. WHO AND WHAT WILL THEY ENCOUNTER?

Furies, NPCs or other elements of the story are all going to play a big role in setting up a convinc-ing narrative and keeping the game challanging. This section contains multiple printable sheets to allow for custom elements.

5. WHAT WILL THE HAVE TO OVERCOME?

In order for the mission to have weight there should be at least one major obsticle to overcome. This could be a boss level monster encounter or a series of puzzles. It is important the players feel they have earned a victory.

6. HOW DO THEY GET THERE?

Sometimes a lot of the adventure can happen before the mission even starts. Give players a vague hint as to where they need to go and let them scrounge up information from NPCs across town to locate the mission for themselves. This extends the game and means that they approach the mission on their own terms when they finally find it.

7. WHAT’S IN IT OR THEM?

It helps if the players have motivation that connects to their in-game characters story. This doesn’t

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have to be complicated and could be as simple as it’s their job to do it, or as nasty as they’ve been poisoned and forced to do what somebody they don’t like wants in order to recieve an antidote. You certainly don’t want a player character to be able to just walk away from a mission as if it didn’t matter.

8. BE PREPAIRED TO GO OFF-PAGE!

It doesn’t matter how detailed your plan is, you can’t predict what a player will actually do when faced with a situation of your making. The best that you can hope to do is keep things moving and fun. Be aware that you might have to improvise on the fly and make up or cut chunks of the story. This is what being a Storyteller is all about.

When creating a theme for your mission it helps to start with the goal and work backwards. If the item is a piece of technology hidden by a spy for your player party to collect and deliver to a drop site then consider both the location you want to best set the scene and what kind of enemies/puzzles best match that scenario. Keeping things cohesive is a great way to keep your story involving for everybody. Research a little if you have to, the internet is a great tool for gamers and a google search can be quite enlightening.

Stories tend to work with a narrative that goes; Beginning, Middle and End. Whilst this is not always the case it helps to keep your game sessions working in a chronological order that makes it easy to understand. In this case you have a beginning where the players are given their task. A middle that sees them investigate, locate and approach it, and an end that sees that task completed and a reward given.

At the start of every session (or at the end of one if you have time) be sure to reward those who have roleplayed well with a Fate Point. This encourages them to keep playing to a high standard and shows those who haven’t been that they can earn potential rewards by doing so. Fate Points are a powerful in-game currency and should be treated as such.

9. HAVE A GOOD LOOK AT THE EXAMPLES AROUND YOU

This book contains its own mission designed as an introductionary campaign for new players, putting them through their paces and allowing them to encounter elements of the setting and the game systems in easily relatable chunks. If you’re a Storyteller looking for examples of how to put your first session together then you could do a lot worse than looking at the example provided and additional material in the Golden Age setting.

It’s not an unforgivable sin to crib elements of other films, shows and books if you think they will help you put together a great story. Some of the examples below are perfect places to look for ideas when you’re stuck:The Dragon Age Series GamesThe Final Fantasy Series GamesThe Tales of Series GamesThe Lord of the Rings BooksThe Shannarah Series BooksThe Legend of the Seeker TVA Song of Ice and Fire BooksGame of Thrones TVReign TVDragons Dogma GamesEverquest GamesThe Warcraft Series GamesBaulder’s Gate 1 and 2 GamesPlanescape Tourment Games

Le Morte D’Arthur BookMerlin TVKing Arthur FilmThe Conan Series BooksDragon Slayer FilmLadyhawk FilmThe Hobbit BookThe Chronicles of Amber BooksAvatar the Last Airbender TVThe Legend of Korra TVThe Heroic Legend of Arslan OVAThe Heroic Legend of Arslan BookJourney to the West BookThe Iliad Book

The Odyssey BookNausicaa (Valley of the Wind) FilmPrincess Mononoke FilmThe Dragon Quest Series GamesThe Dark Crystal FilmThe Breath of Fire Series GamesHow to Train your Dragon FilmHowl’s Moving Castle FilmThe Earthsea Saga BooksThe Grandia Series GamesThe Abhorsen Chronicles BooksThe Rigante Series BooksIvanhoe BooksThe Legend of Crystania OVA

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INTRODUCING THE PLAYERS

It is important to first set the scene for each player before they meet up with the others and start the story. To do this the below text outlines scenarios for each class that the players find themselves in as the story opens. Whilst they are scripted for only one character at a time, they can be expanded to include multiples of the same class or merged together if several characters start in the same location or have a prior friendship. All of these encounters take place within the lands of House Escudo unless otherwise stated.

STORYTELLER’S NOTEThese introduction sections are brief outlines for scenarios, it is up to the Storyteller to add details and flesh them out as he or she sees fit in order to customise them to the characters that the players have created.

FREELANCERS

Opening at a run, the Freelancer is being chased through the streets by the CORE after having been caught trading Relics from the Catacombs in a local tavern. As they are perused they can try anything in their power to escape, but it will do no good. Eventually realising that he is close to the Noble House, and remembering that the CORE do not chase criminals into house grounds (where their own guard operate) he can hide in the gardens. After a while he will be invited to a meeting with Lord Escudo, who has seen him from the window of his study and wants to make him an offer.

KNIGHTS OF THE WORD

Having been contracted by House of Escudo, you have returned to town escorting his youngest child after a trip to the capital. Travelling through the market area on your way back to the palace, you are stopped by a particularly persistent Melon salesman who wants you to buy one. Whilst this distraction plays out the youngest child wonders away from you and disappears. Searching the market she can be found admiring a stall full of exotic birds.On returning home you are summoned to see the Lord and make your report on the trip.

QUIVERS

Opening the game in a tavern and drunk, you have made a wager with three CORE officers that you can hit the bull’s-eye best out of three whilst drinking a pint at the same time. Should you win then you will earn a cool 30 coin,

however should you loose you owe the same to the CORE and will not be able to pay. In the event of losing the CORE officers say nothing and leave the tavern, returning to the Noble House you are immediately summoned to see the Lord and told that he has been approached by the local garrison to pay off your debt. Younow owe him a favour in return. If you win the Lord wants to see you concerning a task he has for you.

PHANTOM BRAVE

As the story opens you are tracking a particularly elusive Fury on the outskirts of town that has been ravaging the local countryside. After discovering a scattered troop of CORE Soldiers who have survived An encounter with the same beast, you are informed that the Lord of the land has offered a reward for the Furie’sdeath. The soldiers direct you to the last place that the monster was seen and there you (aided by the soldiers) fight and kill it in battle. Once the monster is dead the leader of the soldiers thanks you, writes you note explaining youractions and sends you to meet the Lord and claim your reward.

CUT PURSE

Suspended in the air by robe above an alter bearing a large jewel in a glass case, you have five minutes to work out how to get the jewel before being surrounded by Escudo house guard. Should you or anything else touch the floor then arrows will fire roughly at knee height

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from all four directions and immediately alert the guards. If you somehow manage to get the jewel out of the case and escape up with rope within the time limit, then a piece of masonry dislodged by your climb will tumble and similarly cause the alarm to be triggered. No matter what happens you find yourself surrounded by armed guards and caught red handed or trying to escape from the scene. Once caught and the jewel is taken from your person, you are escorted to the audience chamber where the Lord of House Escudo will decide your punishment.

CORE SOLDIER

As a member of the CORE you are awoken early in the morning by your bunk-mate who tells you that the Commander of the garrison has asked to see you immediately after your morning workout. Travelling to the gym you engage the trainer there in a light boxing match before reporting to the Commander. In his office he will make it clear that you have been picked to do a ‘plain clothes’ mission for the local Noble House and that officially this mission will not take place. Your are to report to Lord Escudo immediately and he will brief you further on what it is that he would like you to do.

TECH-KNIGHT

Giving in at last to a deeply heart-felt desire of a lifetime, you travel across into the lands of House Escudo, where you have heard roomer that a luxury Airship is being constructed and will be used as a holiday cruise vessel. Upon arrival you attempt to convince a guard to let you onboard to see the ship under construction,and either are admitted through trickery or sneak around him when repelled. Once inside you can begin to look around, all of the time making your way steadily towards the engine room, where a series of small and unfortunateevents leads to you causing severe damage to the machinery at work there. Escorted off site by the CORE, you are scolded for your trespassing and then taken to the owner of the ship to pay damages as they see fit. In this case it is Lord Escudo himself who is financing the venture.

MEDIC

As a Healer working in the care of House Escudo, you are awoken to the sound of drunken singing outside of your window at night. Inspecting the cause of this disturbance quickly shows that the Lords oldest son isreturning from a night on the town and is very drunk indeed. Attempts to interact with him lead to his falling backwards down the garden stairs and hurting his head on the tiles below. Helping to take him back to his bedroom, you administer aid to his wound and listen to him singing and murmuring gibberish to himself in drunken fashion (in the case of a female player this could be mildly sexual advances). Finally he falls asleep, but not before one of theguards who helped you carry him up to his room notices something as wrong and goes to wake the Lord without explaining things to you. A short while later you are called to Lord Escudo’s chambers.

SONGSTRESS

Travelling through the lands of Escudo you find yourself temporarily attached to the court of House Escudo and the drinking buddy of the eldest son, Siam Escudo. Waking up after a particularly heavy night on the town with little to no memory of the events of the night before, you are summoned to meet with the Lordimmediately. Suffering from a hangover, you make your way there as quickly as you can.

CONTRACTOR

A long time ago a favour was done for you by Lord Escudo when he was a young man, and it has always been the agreement that one day when he needed it he would ask a favour of you in return. Receiving a message by currier promptly first thing in the morning, you are bidden to meet with him and must make your way to the palace as quickly as you can.

JEWEL SUMMONER

Despite the good relationship that House Escudo has with the CORE, they are far tooclever to let the power of a Jewel Summoner escape their notice, and track you down in a tavern in a seedy area of town where spies

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have heard that you are staying. The first you realise that your stay has not gone undetected is that your inn bill has been mysteriously paid off, and a note left with the Innkeeper asking that you come to the palace and meet with the Lord Escudo, as he has a business proposition to put to you. Should you be reluctant to do so then the spirit of the Dijinn can help to convince your character that this is a profitable and logical move to make if you wish to avoid further detection and not gain unwanted attention from the CORE.

RISKBREAKER

Awakening in prison two years into your sentence, you are rudely awakened by the guards and brought before the local Judge. There you are offered the chance to work time off of your sentence by becoming a Riskbreaker for the CORE. It is explained what this means and entails and the choice is offered you to join this elite section of the forces or to return to solitary confinement. Should you decline then the character spends the equivalent of one month in jail before being offered again. Acceptance will see you branded with a hot iron to create the stamp of a Riskbreaker on the back of your neck, and then given armed escort to the halls of House Escudo to meet with the Lord regarding a mission that may require your particular brand of justice.

HOUSE GUARD

You are summoned to your Lord’s chamber (possibly after taking part as an antagonist in another player’s opening scenario). On the way you are quizzed by other members of the Guard coming off of their shift as to if you heard what happened last night. Evidently the Lord’s son has made something of a fool of himself in town.

Should you not be an Escudo Guardsman you are in the palace as a guest having taken part in an exchange program with another Noble House for training purposes. The other Guards are unsure about you, but they have begun to warm to your charms. Lord Escudo himself appears to have taken a liking to your work and he is in the process of attempting to poach your services out from under his rival Lords.

LIBERATED SHIN-RII

There are a great many Shin-Rii employed in the palace kitchens, many of whom are happy but were born into this service over generations. You have spent a great deal of time speaking with them over the past few weeks, encouraging them to save for their freedom and generally acting as a form of quality control to see that they are being fairly treated. Two days ago one of the younger and more impressionable of them got himself into trouble trying to sell silverware from the kitchens in town to raise money for his contract. Currently he is being held in the cells by the House Guard awaiting a verdict from Lord Escudo. You are called to speak with the head of the House Guard, who has agreed to defend the young man when the Lords assesses him. However upon entering the castle you are asked to speak directly to the Lord instead, as he believes that he can offer freedom in exchange for your aid.

TENGU

It is uncommon for you to have been out of Avalon for this long, but you are on the trail of amember of the Icarian people who had committed several acts of murder before vanishing from the nest to the mainland. Tasked with getting him back you have found this harder than you at first expected, and that the Continent is a more complex place than you had imagined.

Following a lead that the man you are seeking was captured and detained by the House Guard after a failed attempt to poison Lady Escudo, you have come to the palace in the hopes of convinving the Lord of the manner to allow you to take his prisoner back to Avalon for execution for crimes there. Given his attempted murder of his wife however you are less than confident that this will be the case.

Things are very new to you and unlike at home the rank of Tengu doesn’t seem to carry as much weight as you would deem appropriate. It is with some relief that you think your mission may soon be over and even should the Humans slay your quarry at least you will have a suitable excuse to return home at last.

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THE MAIN MISSION

Once the players characters have each undergone their own personal introduction sequence (or shared one of them together should the characters already have met prior to the start of this campaign) they can now gather in the audience chamber within House Escudo and await a meeting with the Lord himself. After keeping them waiting long enough to allow the players to get to know each other, he enters through a side door accompanied by the head of the House Guard and sits upon a throne raised up on the far side of the room. Indicating that you should movecloser, he begins to explain the reasons for gathering everyone there and what must be done.

Last night his eldest son went out drinking with his friends within the city limits, this is normal practice and normally nothing bad comes of it, but on this particular occasion he returned drunker than normal and having lost his signet Ring that bears the family crest. From what he can gather he lost it gambling at some point in the evening but is unable to remember exactly where in his current state. The ring has been in the family for generations and is of both great sentimental and cash value, it is the express wish of the Lord that you track this ring down and return it to himby whatever means necessary. However he does want the details of the rings loss kept quiet and where possible the laws to be obeyed (or at least the blame not traceable to himself). As of the moment they leave the room he will claim that he has no knowledge of their mission. Doing this will be handsomely rewarded, depending upon the reason for each characters being there this can range from money to freedom and forgiveness. Once he has done explaining these facts, he bids you leave and begins the normal days business.

From here the party are free to approach the problem as they choose, this opens up a great many variables to take into account and a whole world setting in which to search. Due to the impossibility of ever being able to predict every line of enquiry, it is expected that the Storyteller come up with some events of his own, however the key plot points for the players to stumble across are outlined below in a series of easy to follow events. Should none of these occur to the players, then it is the duty of the Storyteller to have events take shape to knock them back onto the correct track to complete the campaign.

STORYTELLER’S NOTEFor ease of use, the flow of the campaign has been split into sections based on the content they contain. The events outlined in boxes (as seen above) are key scenes that will draw the story onwards towards its eventual conclusion.

PHASE ONE ‘INFORMATION GATHERING’

Meeting with the Lord’s son will find him still in bed with a mixture of a hangover and a knocked head from falling over in the garden. Uncertain about the nights events, he can only tell you the name of the bar that he started drinking in that night was the ‘The Grindstone’, and that he remembers playing a game of dice there.

Questioning the House Guard will only tell you that the Lords son arrived home at roughly two in the morning and that he was alone, his friends having already returned to the palace earlier in the evening. They can also tell you that he was drunker than they had seen him in the past, and that he was carrying a small glass bottle filled with a green alcoholic liquid. Requests to see this bottle will go unanswered as the bottle was smashed when the son had his tumble in the palace gardens. It is also common knowledge that the Lords son favours drinking at an out of the way tavern on the east side of town called ‘The Grindstone’.

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Asking around town may not be the best idea, especially in light of the fact that the Lord wants the matter kept quiet, but if a convincing lie can be found then general knowledge from the more publicly minded will tell you that whilst the Lords son is a good man at heart, he is somewhat of a wastrel and has a passion for card games that outweighs his skill at them, normally losing a great deal of money. He drinks in three of four taverns regularly, the most prominent of which is ‘The Grindstone’. It may take several different people to amass this much knowledge.

Searching the local taverns is a relatively safe bet, as the barkeepers inside will know if the Lords son has been in that week or not, and there is always the added chance of coming across someone who was actually in the same bar as he was last night. Slowly guide the players through a series of conversations with regular drinkers, gamblers and bar staff towards a popular pub called ‘The Grindstone’.

STORYTELLER’S NOTESlowly feed the players information that draws them to the Grindstone tavern. It is here that the story can really begin to get moving and they can find real information.

Upon arrival at the Grindstone the party can speak with the Barman or a group of regular Gamblers who all spent time with the Lords son the night before. They will attest that he was drinking and gambling here until the late hours of the morning, but that it was not here that he lost his ring. Instead he was approached by a man in a long brown leather coat and broad rimmed hat, and the two spent some time drinking a strange green liquid from a bottle he produced before leaving the premises together at around one in the morning. Further probing will tell you that theyheard mention of the pair heading towards a game in Viar’s Field.

PHASE TWO ‘SEARCHING FOR THE DAUNTLESS’

Travelling to Viar’s field only shows an empty field of wheat, which has been trampled and pressed into the ground in four meter-square places as if a giant weight were rested upon it. Characters with enough knowledge in the area of airships such as Tech-Knights can hazard an educated guess at what has made them, whilst those without such information are to be left to come to their own conclusions. Needless to say there is nothing left here to help anybody.

Talking to the CORE at this point will point the characters in the direction of a travelling pirate by the name of Homes Fillion, who has been spotted in the area and is believed to be involved in a series of robberies and scams that have recently hit the Escudo lands. His description matches that of the mysterious gentleman that the Lords son was seen leaving the pub with, and he is suspected to have used his earnings to have purchased an airship, better to avoid being caught by running scams off of the deck. The CORE will confirm that there is a reward for capturing him alive or any information that leads to his arrest and that it currently stands at two thousand Coin.

Asking around the pubs and bars is a good way to make contact with the gambling element of the city, but can also pay off when the group begin to take into account those poor souls getting drunk because they were also scammed by the same figure as the Lords Son. With a little light encouragement and perhaps a glass or two of beer, they can be made to spill their own tales of woe and explain that Homes Fillion comes looking for gamblers who appear to have money to spare and invites them back to his ship for a private game. However they also state that he plies them with absinth first to ensure that he has the edge over them.

Asking around town will tell you that there is an airship that has been circling the city for the last few nights, never staying in any one location for more than a single evening to avoid any unwanted attention. There is a chance that when pushed a few of them may know that it is called the Dauntless.

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Checking at the Airship Port is unlikely to tell you anything, as the Dauntless has been avoiding landing there, but the ship is registered to one Captain Fillion and is on the CORE’s list of ships wanted for questioning. This means that were it to set down at a port in town it would be chained and decommissioned whilst the crew were taken to the local prison to answer for their own individual crimes.

Once it has been established that the stranger who suckered the Lords Son is Captain Fillion, and that he has been holding high-stakes gambling on his private airship, ‘The Dauntless’, the players can easily work out for themselves that he has possession of the ring they are looking for. They can easily find out that there will be another game that evening as the local bars will have seen him every night that week. The ship has landed above the Ashen Lake outside the west side of town, and currently hovers too high to be reached by conventional means, only lovering arow-boat when it is time for the Captain to make his rounds through town to look for more suckers to take back with him. From here the decision as to what happens next depends entirely upon what approach to regaining the ring the players may choose to take. In order to help the Storyteller better guide them, we have linked them to five basic approaches that each lead to a different outcome.

PHASE THREE ‘A MATTER OF APPROACH’

STORYTELLER’S NOTEThe Players may well come up with their own approaches, no matter how insane they appear at first let them play out and when things go down you have the following examples of how to deal with the situation they find themselves in.

The violent approach is generally the one taken by the more combat-orientated characters and those players who have a straight-forward attitude to problem solving. They are likely to find a way onboard the airship and attempt to take back the ring by force. This leads them into direct conflict with the crew, and much fighting as more and more of them become involved with the battle as word spreads around the ship. Eventually beating the information out of one of the crewmembers or making a lucky guess, the team stumble upon the Captain’s cabin, where the ring sits on his dressing table in a small blue silken bag. Snatching it up, they must make their escape before the ship crashes into the lake, an after effect of having knocked out so many vital crew in the fight. If the captain is captured he can be brought back with the party to trade to the CORE for a reward or given to Lord Escudo to dish out his own particular brand of punishment.

The stealth approach is another popular choice, and one that less combat-orientated character may want to consider. Sneaking aboard the airship without being seen, the characters spread out and attempt to scout the location of the ring. If they have waited for the captain to leave for the evening before invading then they may have to work things out for themselves, else he can be spotted wearing it on his way into his cabin and then exiting without it a few moments later as he prepares to leave for the nights rounds. This is their big chance, and if they can sneak into the cabin and escape without being seen then things will reach a quick conclusion. Should they bespotted however the individual who does so will try to raise an alarm. Taking him out as before he does so and hiding the body easily compensates for this, else an ending similar to the violent approach is adopted.

The merchants approach is a far more considered one. Approaching the captain or the ship or any crewmember available and requesting to meet him, the team will be taken inside and through the gambling hall into a library-like waiting room and asked to wait for a while. Whilst there they can inspect the various books collected by the Captain over the course of his career and will find that many of them give the impression that he sees himself as a gentleman-rogue rather than a pirate. With this in mind, meeting him is a civil affair and a drink of the Absinth (which he will

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explain is his family label and the real source of the funds to keep his ship afloat) would be shared. If all goes well without offending the Captain, he will agree to sell the ring back to you for a sum of 500 coin. If the characters manage to impress him by playing to his type they may even get it for cheaper. Should there be complications, such as insulting him or another party member’s efforts conflicting with your own, then you will be escorted off of the ship and forced to try again.

The lawful approach is one that many people may consider given that there is a reward offered for the arrest of the crew. Once the location of the airship has been found, reporting the information to the CORE will automatically gain you an audience with the regional commander, who will launch a full-scale operation to capture the pirates. Taking you along with them in order to guide them and help with the capture, a CORE airship is launched that is quickly joined by two others that home in on the location of the pirates. Once there they fire grappling hooks that bind the airship to the ground and prevent its escape before boarding. The team can then fight its way through a huge clash between soldiers and crew and find the Captain inside making ready to es-cape. A fight with him can lead to his capture and arrest, however losing may mean that he escapes. Either way the ring can be found in his cabin, discarded in the rush of the attack. Should he be taken into custody, the reward will be paid out to the party and split evenly between them along with the thanks of the commander.

The clever approach is to play the gambler at his own game. Waiting in one of the more prominent taverns and setting yourself up to appear as a high-roller the Captain is bound to take an interest in you. Once he has he’ll attempt to get you drunk on his own brand of absinth before inviting and escorting you back to the airship. Once onboard you can do as you choose, but the best method is to play him at his own game and attempt to gamble for the ring. Winning means you leave quickly and without incident, however losing will force you to attempt to take on another approach.

STORYTELLER’S NOTERemember to draw the story to a thrilling conclusion, if necessary cherry-pick elements of the above examples or encourage players to think of their own.

With the ring in hand the party can make their way back to the audience chamber of Lord Escudo and present him with the item. Greatly pleased by its return he will grant the party a boon of 100 coin (assuming that they have not already received another boon from the CORE or by winning bets, etc) and will ask you to recount the basics of your adventure to him. It is inadvisable to lie at this point because he will have already heard several key elements from other characters throughout the scenario. Once you have finished he will remark that you have done well, despite having to overcome some interesting hurdles, and will then tell you about the next mission that he would like your little group to undertake . . .

STORYTELLER’S NOTEAt this point the Storyteller may want to address any outstanding elements of the player’s introduction scenarios. Should they have been promised something in return for their help is should be granted or an in-character reason given as to why Lord Escudo has decided to withhold it from the party. It may be that holding something over the heads of the players is a good motivator in engaging them in the next story.

From here it is entirely in the hands of the Storyteller as to what happens next. This campaign serves simply as a beginners introduction to the world setting and gives an idea at the many varied possibilities that can be found for even the simplest of tasks. It’s now entirely in your hands. Scale mountains, fight monsters, go on quests to rescue noble heirs and return artefacts to their ancestral homes, do whatever you want as long as it is as gripping and exciting as you can make it for the players. You’re the boss, have fun!

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CHARACTERS IN THE SCENARIO

The following is a list of character stats and descriptions for many of the characters encountered over the course of the introduction campaign, additional characters can be designed by the Storyteller onto standard Character Sheets (see the character creation section). These exist to give an idea to the Storyteller of how powerful each character is, what he or she is capable of doing in a combat situation, and any special rules that apply to that character for special occasions. In future all Non Player Characters (NPC) character information will be supplied in this general format rather than in the style of a Character Sheet in order to clearly differentiate between a Player Character and an NPC. Stats sheets for non-player characters are similar to those forFuries, but they contain much more description intended for use by the Storyteller when heroleplays them.

In addition to named characters that will be appearing, some generic character examples ofpeople encountered in most standard campaigns have been included in this section. These can be used as easy models for NPCs who are of little importance to the overall success of the story, but that the players have picked a fight with anyway.

5 Points

5 Points

5 Points

5 Points

15 PointsLord Escudo

Water (Weak Thunder)

House Guard will automatically

Summons 1D10 House Guardfor every turn of combat.

come to his defence and escort him tosafety. Unkillable in this manner.

Tall and well built, Escudo emits a sense of strength that it typical of his household. When he is in the room all attention is immediately on him and everyone pays attention to what is said. A calculating man, Escudo pays attention to everything that is going on around him and is fed information from a network of hired men who gather gossip and make weekly reports that he studies in secret. Always knowing what is really going on, it is unwise to lie to him.

With a big thick beard and dark hair cut short around his aging face, Lord Escudo is an impressive and dominating sight in his regal robes that bear the mark of his household.

STORYTELLER’S NOTESome players find great fun in attempting to immediatly attack or kill characters in a position of power. Be sure to not allow them the chance by keeping meeting with any Lord character in a public place that is under his control, such as his hall. This also allows for a series of House Guard to be in position around him to pre-empt any attacks made and shut them down before anything begins to go wrong. It also serves to give the impression of power around this character is he and his men are in charge of the situation, helping to give the player a sense of their own social standing.

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As the son of a Noble House and a possible Heir, much of Estaban’s time is spent learning the basics of politics and financial bargaining from his tutors or in the presence of his father. However in the evenings he cuts loose, partying and drinking with his friends and gambling heavily. Unfortunately it is this side of his persona that has come to be most commonly known, and so he is thought of a wastrel.

Tall and lanky, Estaban is a strikingly similar man to his father, but somewhat of a wastrel. Normally bored or drunk, he is normally garbed in rich clothing.

5 Points

5 Points

3 Points

5 Points

15 PointsSebastian Escudo

Water (Weak Thunder)

House Guard will automatically

Summons 1D10 House Guardfor every turn of combat.

come to his defence and escort him tosafety. Unkillable in this manner.

3 Points

2 Points

2 Points

2 Points

10 PointsHouse Guardsman

Water (Weak Thunder)

Use Slashing weapons

3 Points

3 Points

3 Points

3 Points

10 PointsHouse Guard Captain

Water (Weak Thunder)

Can deal an additional second

Uses a Slashing weapon

point of damage if a 10 is rolled.

Uses Mark of Respect

Uses Mark of Respect

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1 Points

3 Points

2 Points

1 Points

8 PointsBarman

Earth (Weak Wind)

This character tries to escape

20 Coin

2 Points

2 Points

2 Points

1 Points

5 PointsBar Patron

Fire (Weak Water)

This character tries to escape

10 Coin

2 Points

1 Points

1 Points

1 Points

5 PointsDrunk

Earth (Weak Water)

This character will pick a f ight

20 Coin

3 Points

2 Points

1 Points

1 Points

6 PointsCORE Soldier

Thunder (Weak Earth)

Uses the Calling skill Braver5 CoinLeaf Tea

This character is unarmed

This character is unarmed

This character has a Piercing weapon

Has a Piercing weapon

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3 Points

2 Points

3 Points

1 Points

8 PointsCORE Off icer

50 Coin

2 Points

1 Points

5 Points

1 Points

5 PointsCORE Gunner

Fire (Weak Water)

Has a Ranged weapon

Green Tea

5 Points

4 Points

4 Points

4 Points

20 PointsCORE Commander Thomlin

Earth (Weak Water)

Summons 1D10 Soldiers

100 Coin

1 Points

2 Points

4 Points

4 Points

4 PointsCORE Medic

Light (Weak Fire)

Uses the Calling skill HealHealing PotionLeaf Tea

Has a Piercing weapon

Earth (Weak Wind)

Uses the Calling skill Braver

Uses the Calling skill Braver

Uses the Calling skill Braver

This character is unarmed

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Well spoken and educated, but not from a noble family as he would claim, Fillion is very much a man who puts on a show of wealth believing that it makes him a gentleman. Reasonable and reasonably likable, he can be brought and reasoned with but if angered his pirate side will erupt and he will become vicious. A gambler by nature, he cannot resist a challenge.

Tall and elegant in silk shirts and fine garments, he wares his wealth and keeps his appearance as neat and tidy as possible, all in an attempt to look like a gentleman.

5 Points

5 Points

5 Points

2 Points

15 PointsCaptain Fillion

Dark (Weak Light)

Can deal damage to multiple

uses a Slashing weapon

2 Points

2 Points

1 Points

1 Points

6 PointsSky P irate

Use Piercing weapons

1 Points

1 Points

5 Points

1 Points

5 PointsEngineer

Can deal an additional point of

Uses a Slashing weapon

damage if he catches someone unaware

attackers if they are all infront of him.

Dark (Weak Light)

Dark (Weak Light)

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AN AVERAGE TOWN OR VILLAGE

The Continent is a wide and varied location, and the map provided shows only a few of the potential towns and villages that players can discover within it. Whilst creating new cities is not advised, adding additional smaller settlements to break up long journies or to introduce then destroy is the domain of the Storyteller.

Towns and Villages are usually Human settlements that can contain any number of additional Races based on where it is located. Icarians could be found in any town, but they are most likely to be found in a region close to the coast that overlooks Avalon. Shin-Rii are city dwellers but larger towns can also attract them, whilst Shifters frequent smaller areas near wilds where they can run in their animal forms undetected.

Regardless of where a village or town is situated, they will normally have the following things available for the players to use:

INNS Handy places for the party to bed down and rest for the night that range from a single room rented out by the night to hotels of luxurious trappings. Prices may vary based on the scale and quality, and if food is included.

TAVERNS Taverns are hardcore drinking spots, but some also serve food. Usually open in the daylight hours as a restaurant before closing after 3pm and reopening at 8pm as bars. Here local news can be guaged, information discovered and friends or allies made.

BANKS Towns have banks, villages do not. A bank is a place where Coin and Mana can be safely stored in exchange for a certificate recognised by the Merchant Guild that allows for the same total sum to be added to or withdrawn from any other branch on the Continent. This can be a safe place to store items that are useful but not immediatly useful as well.

HOUSES Private homes for NPCs make up the bulk of any settlement. Unlike in a video game, houses are locked and people who break in to them in search of items are swiftly punished by the CORE if they are caught.

CHAPELS Chapels of the Word vary in scale, from a small standing stone with a ring of white pebbles around it in tiny hamlets, to a building of delicate beauty in large towns. They are places of worship and reflection, usually tended to by a local priest or priestess. Donations can be made to its upkeep.

SMITHY Blacksmiths or sometimes Tech-Knights can be found in these workshops plying their trade. Here Weapons can be crafted and levelled to become stronger and more useful in combat.

SHOPS Shops tend to come in a variety of forms but usually fall into a type based on the kind of items they stock. Mana Brokers sell Mana, Antiques Dealers sell a range of relics, some of which may be magical in nature, etc. The most common of these are the Herbalists, who sell restorative items in the form of a wide range of different teas. Grocery and food shopping can also be done as can visiting Tailors for a change to a character’s current outfit. All of these will require Coin in exchange for goods however.

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MILLIUM JACK

Millium Jack is a card game that originated within the borders of House Millium, some believe that it was invented by a butler to amuse the Lady Millium and her friends whilst her husband was away fighting in the Mana Wars, though there is no evidence that this is the case. Regardless it has become a staple in gambling dens and is played across the Continent. The game uses a regular deck of playing cards and rules are as follows:

FOR UP TO FIVE PLAYERS

The deck is shuffled by each of the players before the youngest is chosen to be the dealer. He or she deals to the left around the circle of players until all the cards are split into an equal number of smaller decks to players.

Each player then draws the top two cards from their personal deck and places one face down on the table in front of them. The other card they hold in their hand and keep hidden from the other players.

If the game involves betting, this is the point when money is placed onto the table. The average bet for the first round is 1 Coin. Players can drop out of the game at any time by not placing any money on the table at this point.

Players all now flip their cards, the player with the highest value card wins the Coins that are currently on the table and scoops up the cards as well, shuffling them into his or her deck.

On the subsequent rounds each player draws 1 card and plays 1 card. This continues until a player runs out of cards that he or she can play, at which point they are out of the game.

Bets after the first round can be raised if a player adds to the total sum everybody else is adding to the pot. At this point others are inclined to drop out, proceed with a second round of higher coin placement or pay at least 1 more coin than the previous player to ‘call’ and start the round.

Should a Jack be flipped the player who did so immediatly wins the round. Should more than one Jack be turned over the pot remains untouched and the next round is played ontop of it.

Should a Joker be flipped in the same turn as a Jack any players who flipped a Jack pay out 10 Coin immediatly to the one who played him. If a Joker is played and no Jacks are in play it counts as a 1.

Aces count as 1. Kings trump Queens and Jacks trump everything except the Joker.

FOR ONE PLAYER

The deck is shuffled and the top ten cards removed, the aim is to turn over one card at a time and reach the end of the deck without finding the Jack of Hearts. By tradition if this is accomplished in front of a crowd then a drink is brought for the player who accomplished it.

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The Nightsire walked alone through the halls and corridors of his mountain abode, a single lit candle held in an outstretched hand to guide him through the darkness. He didn’t need it, he’d walked this way more times than he could count over more years than most mortals could fathom, but tonight he wanted the company the candle provided. Something to place a barrier between himself and the creeping darkness outside.

He’d tried putting it off, but that all too recognisable itch kept coming over him and he found his hands had started to tremble. Sleeping wasn’t possible when the need got this bad, he just had strange and vibrant dreams that led to him waking with a start drenched and unrested. How long had he managed this time? A month? No more. The need crept over him and nothing else mattered but seeing this compulsion done.

Perhaps he would sleep tonight, once he had satisfied this beast inside himself.

Pushing open the double doors into his library he paused to take it all in. Thousands of books, great leather-bound tombs lined the room. Each ordered meticulously by date, each cramped with tiny spider-like handwriting that scrawled across every page, filling them cover to cover. Within those books the history of the Continent was told one personal story at a time, a spider’s web of tales cumulating in the world as it was today.

One contained the last moments of a young woman, too rash and too young despite the youth that she had been bestowed upon her. She had courted disaster for so very long that she’d forgotten that the very thing she had vowed to protect had a mind of its own.

Another outlined the last days of the Mana Wars, the secret end known only to those few who helped hide the reports and spread the falsehood that the Dijinn were destroyed. A tale of great suffering and sacrifice on the part of the First of Foot, written as if by a lover’s hand with care for every detail.

The evidence of his curse and the price of his immortality. Few would have believed that it was even possible for one man to have seen so much. Row upon row of stories, each as important as the last but ultimately all part of an on-going narrative that might finally have reached a crisis point.

Crossing to his desk at the centre of the library the Nightsire dipped a long quill in an inkpot that was always kept full there and pulled the latest tomb toward him. Most of the pages in this one were still to be filled, but already several were occupied by the same cramped hand as the others. As usual, the second his fingers closed on the feather the shaking stopped and his hands became steady.

An unnatural silence came upon the library as he began to write, absent of any sound save for the scratching of the quill over parchment. Not even breathing broke the strange symphony of needle-like movements. As if in a dream the Nightsire poured everything he saw happening into the page and his hand flew as it struggled to keep up with his need to put what he knew down onto paper.

When it was done he fell back into his chair with a huff of exhaustion and panting reached for the book, the need fulfilled. Sliding it across the table onto his lap he surveyed his work, reading aloud the first of many passages he had written that night. Outside the first rays of sunlight heralded the break of dawn.

“In the beginning,” he started “there was the word. And the word was life . . .”

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WHAT IS GOLDEN AGE?

“The world is on the cusp of a new age, but will it be one of peace and prosperity or will the shadow of darkness spread to engulf what little remains? Three heroes separated by space but joined by destiny, each struggle with their own trials. The freelancer Edge, who must play the role of guide against his will. The assassin Dante, who is more than he appears to be, and the errant knight Mia, who finds herself suddenly in mortal danger. What awaits them is unknown, but they hold within them the promise of a new Golden Age . . .” - NARRATOR 1.1

Golden Age is a multi-season audio-drama set within a unique and original world with episodes that aired through both traditional radio in the United Kingdom, are available for purchase in online stores and are made available through the official website to listen to for free. Written and produced by Cascade Studios, it was their first forray into audio-production and aimed to produce an entertaining fantasy series with a very British flavour. SFX Magazine wrote an extremely favourable review of the first season and Cascade Studios gave the show a strong showing at the London Film and Comic Convention, leading a much success. At the time of release the completed first season runs at 12 episodes, with two special mini-series events adding a further 11 to that total. The concluding 12 episodes that make up Golden Age Season 2 are expected to be released over the course of 2015, brining an end to the audio adventures of these characters.

It is the story of Mia, the first female Knight of the Word. Edge, a Freelancer whose heart is in the right place but who finds himself constantly at odds with the military, and Dante, a shape shifting assassin who works as the secret blade to a powerful general. These three are joined by a varied supporting cast of characters who link their individual stories into a grander tale that will take them from the length of the Continent to the edge of the Realm of the Dead and more.

In addition to the main-show a selection of world-spanning extras have been devised especially for the listeners, including a full series of special site-exclusive Webisodes and a Facebook rogue-like dungeon crawl themed game. This rulebook represents the second edition version of the pen and paper RPG rules created to accompany the show and allow for listeners or RPG fans alike to create their own adventures within the setting of the show.

Most importantly all of these products are 100% free, with purchased editions made available through online stores for those who wish to donate to the creation of more Cascade Studios products. 100% of the profits of these sales is placed back into the high-quality products that Cascade makes available online.

Golden Age when taken as a whole is a multi-media treat that you can enjoy both in the comfort of your home and from your desk at work, brought to you by hard working individuals from every field that have pulled together to produce this fantastic series.

“. . . production values are through the roof for an independent production . . .” - SFX Magazine

WWW.GOLDENAGE.CASCADESTUDIOS.CO.UKVISIT THE OFFICIAL GOLDEN AGE WEBSITE

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OTHER PRODUCTS

GOLDEN AGE

Golden Age Series 1Golden Age Series 2

Golden Age: The Last Prophecy of ManGolden Age: The Teardrop SpearGolden Age: Endless Dungeon

Golden Age: WebisodesGolden Age: Official Role Playing Game

The Golden Age Dice Roller

STELLAR EVOLUTION

The Stellar Evolution RulebookStellar Evolution Basic Playset

Stellar Evolution Advanced PlaysetThe Terran Fleet

The Maramarter FleetThe Nil Fleet

The Estellian Fleet

TONBERRY AND GLASS

and the Mysterious Case of the Housing Insurance Claimand the Strange Case of the Sticky-Back Plastic

PANDORA

Pandora LondonPandora Paris

Easy Print Character SheetsPandora: The Shadow Campaign

Pandora: Midwinter

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SECOND EDITION CREDITS

GOLDEN AGE PRODUCTION AND CREATIONCascade Studios

GAME SYSTEM & GRAPHIC DESIGNBen Warren

BOOK EDITORSLauren Curtis & Peter Jinks

MODEL & PHOTOGRAPHYJessica Truscott

www.faestock.deviantart.com

PLAYTESTERSLouise Warren, Jamie Davison, Martin Miller, Stephen WarrenMike Young, Mark Ashwood, Lauren Curtis, Matthew Sangster

Paul Godbold, Richard Crisp

SPECIAL THANKS TOOlivia Steele, Anne Seldon, Hannah Johnson, Vernon L. Vincent, Sam Dillard

The Cascade Studios Role Playing System was devised by Cascade Studios as a part of International Tabletop Day. Cascade Studios has been responsible for the successful Golden Age RPG and audio series as well as tactical boardgame Stellar Evolution and Pandora RPG series.

To learn more about them visit them at the link below:

WWW.CASCADESTUDIOS.CO.UK