TEXT: Warrior, rogue & Mage
  a  Fa n t a s y  r o l e p l a y i n g  g a M e
  B y  M i c h a e l  W o l F
  ~  c o r e  r u l e B o o k  ~
  r e v i s e d  e d i t i o n
  
   is a simple, lightweight roleplaying game that allows a group 
  of players and a game master to experience epic adventures in a fantasy world filled 
  with wondrous magic. This book contains the complete game rules, including char-
  acter creation, combat, magic, equipment and monsters, as well as a complete fantasy 
  setting, the Fallen Imperium of Vaneria.
  Although 
   uses three basic fantasy RPG classes in its name, it doesn’t make 
  use of classes. Players are encouraged to create their characters freely without having 
  to fit them into archetypal roles. Warrior, Rogue and Mage are actually the character’s 
  basic attributes, which measure their capabilities in combat, stealth and academics 
  respectively.
  STARGAZER 
  GAMES
  in ph
  ila
  nth
  r
  op
  y w
  e t
  ru
  st
  www.thefreerpgblog.com
  www.stargazergames.eu
  WYRM
  Roleplaying System
  
   Michael Wolf
   Andrew Modro
   © The Forge Stu-
  dios, Pawel Dobosz and Maciej Zagorski. Used 
  with permission.
   Manuel Austermühle, 
  Jason Beardsley, Sandra Friedrich, David Lucas 
  Hinojosa, William Hopkins, Verena Knorpp, 
  Rachael Mansbach, Andrew Modro, Greg 
  Rawson, Adam Weber and Gloria Weber
   Michael Garcia, William 
  Hopkins, Verena Knorpp, Rob Lang, Joshua 
  Macy, Roberto Micheri, Andrew Modro, Zak 
  Sawyer, Robin Stacey, Adam John Weber and 
  the regulars of the #rpmn IRC channel on Sor-
  cery.net!
  
  Credits  ........................................................................................................................................................................................ 3
  Contents  .................................................................................................................................................................................... 4
  License  ........................................................................................................................................................................................ 4
  Forewords  ................................................................................................................................................................................. 5
  Chapter 1: Characters  ........................................................................................................................................................ 6
  Chapter 2: Rules Mechanics  .......................................................................................................................................... 8
  Chapter 3: Combat  ............................................................................................................................................................ 10
  Chapter 4: Magic  ................................................................................................................................................................11
  Chapter 5: Equipment ....................................................................................................................................................... 15
  Chapter 6: Game Mastering  ....................................................................................................................................... 20
  Chapter 7: The World ....................................................................................................................................................... 23
  Appendix 1: Skills & Talents .......................................................................................................................................... 25
  Appendix 2: Optional Rules  ....................................................................................................................................... 27
  Appendix 3: Bestiary  ....................................................................................................................................................... 31
  Appendix 4: Tables & Character sheet  .................................................................................................................... 35
  Warrior, Rogue & Mage is ©2010 Michael Wolf. Some rights reserved. All contents of this document 
  (aside from the artwork) have been licensed under a Creative Commons BY~NC~SA 3.0 license.  
  For more information check out www.creativecommons.com and www.stargazergames.eu.
  please note: this Whole Book May Be Freely copied and shared For personal use!
  
  When Michael asked me to write this foreword, I 
  agreed eagerly.  I hope to have the chance to meet 
  Mr. Wolf in person someday (or better yet have the 
  honor of playing this game with him).
  I am not the ravening fan boy type, but I fell for 
  Warrior, Rogue, and Mage at first sight.   There 
  is something electric about this game, a feeling of 
  limitless potential.  The system is intuitive, flex-
  ible, and fun.  There is an emphasis on charac-
  ter over numbers that is created by the simplicity 
  and openness of these rules that I find refreshing. 
   
  When a game is made every designer hopes that 
  people will like it, justifying all of their time and 
  hard work.  Also, designers have a vision that 
  hopefully speaks through their work.  
  I am proud and honored to have been a small part 
  of Michael’s vision. 
   
  There are few natural phenomena that have more 
  energy and passion than Michael Wolf. After phys-
  icists have given up looking for the Higgs Boson, 
  they are going to break him apart to discover his 
  source of power. Warrior Rogue and Mage is typi-
  cal of Michael’s roleplaying game output: a complete 
  game that wraps the familiar with paradigm ignor-
  ing features.
   
  There are no classes, just your desire to create a 
  character with distinct abilities. Balance the three 
  characteristics of Warrior, Rogue and Mage to cre-
  ate endless combinations of character class. At its 
  core, the system is light and complexity is brought 
  about by your choices as a player, not by pages 
  of rules. Combine Talents, skills and attributes to 
  achieve epic successes.
  In terms of layout and style, Michael has at-
  tached ‘the bar’ (to which we free RPG authors 
  aspire) to a rocket bound for Jupiter. The graphics 
  are both delighful and appropriate throughout and 
  when printed, the finished book feels like it was 
  born from the world of Vaneria described within. 
  I would like to be the first to thank Michael for 
  sharing this superb work - a game which you’ll be 
  left agog that it does not bear a price tag. It bears its 
  Creative Commons BY-NC-SA license proudly. If the 
  physicists ever manage to split the Michael, they 
  will be blinded by philanthropic desire to get you, 
  me and a forum full of trolls gaming.
  In the past, people have asked me why I bother to 
  write games. There a already hundreds of roleplay-
  ing games out there and since I don’t intend to sell 
  them and make some money, why bother? The rea-
  son is pretty simple: it’s fun!
  I am sure every GM worth his salt has already 
  thought about writing his own game. Sometimes 
  you just want to challenge yourself, see if you can 
  really pull it off and design and write a game that 
  works. If someone else enjoys the work you’ve done, 
  great, but usually it’s sufficient to know that you 
  actually pulled it off.
  That was what motivated me to write Warrior, 
  Rogue & Mage in the first place. When I was un-
  der the shower I had an idea about using the basic 
  fantasy RPG classes as the attributes of a character 
  directly. And so I started writing down my ideas. 
  What you hold in your hands is a refined version 
  of that initial idea. I really hope you enjoy reading 
  and playing this game as much as it was fun to 
  create!
  
  WR&M is a simple, lightweight role playing game that allows a group of players and a game 
  master (GM) to experience epic adventures in a fantasy world filled with conflict, monsters and 
  wondrous magic.
  Although WR&M uses the three archetypal roles of classic role playing games in its title, it doesn’t 
  make use of classes. Players can freely create characters as they see fit without having to press 
  them into the tight corset of character classes. Warrior, Rogue and Mage are actually the characters’ 
  basic attributes, which measure their capabilities in combat, stealth and academics respectively.
  This book assumes you are familiar with tabletop RPGs. If you have no idea how a tabletop role 
  playing game is supposed to work, ask your geek friends; they’ll probably know.
  iF you have any questions regarding the gaMe,  Feel Free to contact the 
  author at inFo@stargazersWorld.coM or check out the ForuMs on the 
  oFFicial stargazer gaMes WeBsite.
  
  Each player has to create a character in order to 
  play. The player character, or PC, is the player's 
  representation in the game world. The charac-
  ters played by the game master are called "non-
  player characters" or "NPCs". All characters in 
  WR&M are described by their three basic at-
  tributes, skills, talents and various other values, 
  which will be explained in detail in this chapter.
  WR&M uses three basic attributes to describe a 
  character: Warrior, Rogue and Mage. Each at-
  tribute is usually ranked from 0 to 6, but mon-
  sters and veteran characters may have higher 
  values. If an attribute is ranked at 0 you can't use 
  any skills related to that attribute. In the case of 
  a Mage attribute of 0, the character can't cast 
  even the simplest spell.
  A character with a high rank in Warrior is a 
  born fighter: strong, tough, and fearless. Char-
  acters with a low rank in this attribute will 
  be weaker and less daring.  Someone with a 
  high Rogue attribute is witty, stealthy and quick 
  with feet and mind, but a low Rogue attribute 
  means the character is clumsy and inept. A 
  highly ranked Mage attribute is a sign of intel-
  ligence, strength of will and mental discipline, 
  whereas a low Mage attribute means the char-
  acter is dull, flighty and easily influenced.
  Each player character starts with 10 attribute 
  levels that may be freely distributed aqmong the 
  three attributes. No attribute may start higher 
  than 6. While highly specialized characters are 
  possible, a well-rounded character with a few 
  levels in each attribute probably works best for 
  new players.
  Each character is also further detailed by a few 
  skills. Skills are abilities a character has learned 
  over the years, like Riding or Thievery. Skills 
  are not ranked like attributes; you either have 
  learned a skill, or you have not. Each character 
  starts with three skills of the player’s choice. Each 
  skill is related to one of the attributes. This indi-
  cates what kind of attribute rolls the skill might 
  be applied to. Note that you can't choose a skill 
  if the relevant attribute is ranked at level 0.
  Talents give player characters special abilities 
  that set them apart from mere commoners. You 
  don't have to roll the die in order to use talents. 
  As soon as a character has acquired a new 
  talent he gets access to a special ability. Some 
  talents may be taken several times. Player char-
  acters start with one talent.
  Hit points are a measure of how much damage 
  a character may sustain before going down. A 
  character with 0 HP is considered dead or dy-
  ing. Fate can be used to save one's life in certain 
  situations, or take over some narrative control 
  from the GM. Mana is the raw magical en-
  ergy that is used to cast magic spells. Characters 
  can't perform any magic when their Mana is 
  depleted.
  Each character starts with hit points equal to 
  6 plus the Warrior attribute, Fate equal to the 
  Rogue attribute and Mana equal to two times 
  the Mage attribute. If your Rogue attribute is 0, 
  you still start with 1 fate point.
  
  Each character has a Defense stat that is equal 
  to half the sum of the Warrior and Rogue at-
  tributes, rounded down, plus 4. Worn armor 
  and shields grant a bonus to Defense but raise 
  the mana cost of spells by their Armor Penalty 
  (AP).
  Every time a character wants to perform an ac-
  tion which has a chance of failing, the GM 
  may ask the player to roll a die to determine 
  the outcome of said action. The basic task reso-
  lution method is the attribute check. The GM 
  picks the appropriate attribute and decides how 
  difficult the task at hand is. Then the player 
  rolls one six-sided die (d6) and adds the relevant 
  attribute's level to the roll's result. If the character 
  knows any skills that might help in that situa-
  tion, the player may add 2 to his result. The fi-
  nal result is then compared to the difficulty level 
  set by the GM. If the result is equal or higher 
  than the DL, the task was successful. If not, the 
  task failed.
  optional: If a character knows more than one 
  skill that could be used in a given situation, the 
  GM may allow the player to add another 2 to 
  the result.
  Whenever a player rolls a 6 on damage rolls 
  and attribute checks that use an appropriate 
  skill, the die may "explode". This means that the 
  player adds 6 to the total of the attribute and 
  skill bonus, then rolls again and add the second 
  result as well. If the second die roll is another 
  6, the player adds that 6 to the total and rolls 
  again, and so on.
  When the risk of failure is extremely low, or the 
  task is only of minor importance to the story, 
  and the character has an appropriate skill, the 
  GM may decide that no roll is necessary. In this 
  case the character automatically succeeds.
  If the task at hand is not actively opposed, 
  the player has to beat a difficulty level deter-
  mined by the GM. The following list provides 
  you with some examples (DL in parenthesis):  
  Easy (5), Routine (7), Challenging  (9), Hard 
  (11), Extreme (13)
  
  The opposed check method is used when two 
  characters are in direct competition. This is a 
  contest of rolls.  The player of each character 
  makes a roll for the appropriate attribute (and 
  skill, if any).  Whoever gets the higher result 
  wins the contest.  Opposed checks don't need to 
  be of the same attribute (or skill), so long as the 
  action of one can oppose the other. 
  exaMple: A thief wants to sneak past a guard. 
  The guard then rolls a die and adds his Mage 
  attribute to the result, along with a +2 bonus if 
  he has the Awareness skill. The thief will have 
  to beat this total to remain unnoticed.
  optional: Instead of rolling, you can just add 
  3 to the relevant attribute (and any skill bonus) 
  of one character to get the DL of the roll for 
  the other.  This is most useful when a PC is 
  actively opposing a passive NPC.  In the above 
  example, the GM could just add 3 to the guard's 
  Mage attribute (and +2 for Awareness if the 
  guard has it) to get a DL for the player's roll.
  There are circumstances which can make tasks 
  harder or easier to perform than usual. The lack 
  of tools makes it harder to craft something. A 
  master crafted weapon grants a bonus to an at-
  tack. Or bad lighting conditions make it easier 
  to hide in the shadows. The GM may add cir-
  cumstantial modifiers to any DL if appropriate.
  Players may spend one of their character’s fate 
  points to do the following (GM approval need-
  ed): 
  • Ignore an attack that would have killed the 
  character, making it just miss instead.
  • Change a minor detail in the game world. 
  For example: your character knows the 
  NPC you’ve just met, or there is a shop in 
  the town you just entered with the equip-
  ment you need.
  • Reroll a single die roll and use the better of 
  the two, or add +2 to a single check.
  Fate doesn't regenerate automatically, so players 
  are advised not to waste their fate points. GMs 
  should grant players fate points for heroic ac-
  tions, good role playing and achieving charac-
  ter goals.
  
  Whenever combat occurs, player characters 
  and non-player characters act in turns. At the 
  start of combat, the sequence in which the two 
  sides in the conflict act is determined. This is 
  called initiative. In most cases common sense 
  dictates the initiative. If the GM is unsure, roll 
  a die for each side. The side with the higher 
  result acts first.
  optional: A character with the Awareness 
  skill may add +2 to the initiative roll.
  Combat turns are generally short, a few sec-
  onds in duration, so characters can only per-
  form a few actions. Running a short distance, 
  drawing a weapon, attacking a foe, and cast-
  ing a spell are reasonable actions that can be 
  performed during one turn.
  When a character tries to hit a foe in close or 
  ranged combat, the player has to roll the dice to 
  determine if the attack hits. Attack rolls work 
  like any other attribute check, but the DL is al-
  ways the target's Defense stat plus any appli-
  cable modifiers. Attack rolls are subject to the 
  "exploding die" rule if the character has the ap-
  propriate skill. Refer to the Magic chapter for 
  magic attacks.
  exaMple: A thief wants to backstab a guard 
  with a dagger. The skill list determines that 
  when using a dagger the Rogue attribute ap-
  plies. The thief knows this skill, so he may also 
  add the +2 modifier to his attack roll.
  After having scored a hit, you determine the 
  damage it caused. Damage is determined by the 
  weapon used (see the weapon list for details). 
  Note that damage rolls are always subject to 
  the "exploding die" rule. The victim's hit points 
  are reduced by a number of points equal to the 
  damage caused. If hit points drop to 0, the char-
  acter is dead or dying. A character's hit points 
  may never drop below 0.
  optional: Characters who are reduced to un-
  der half their maximum hit points are consid-
  ered seriously wounded and get a -3 modifier 
  on all attribute checks.
  Characters heal a number of hit points equal to 
  their highest attribute per day of rest. Only 
  light activities are allowed during that time. A 
  character who takes part in a combat, chase or 
  a similar strenuous activity may only heal a 
  single hit point that day. Characters with the 
  Herbalism skill may use their abilities to speed 
  up healing. When receiving such treatment, a 
  character heals an extra 2 hit points per day of 
  rest.
  
  Characters with a Mage attribute of 1 or high-
  er have access to spells. Spells can be found or 
  bought. These spells must first be transferred 
  to a character’s personal spell book before they 
  can be used. To cast a spell from the book, the 
  character has to make a roll versus the DL of 
  the spell. If successful, the caster’s mana pool is 
  reduced by the amount listed for the spell.
  In order to cast spells a character needs at least 
  Mage level 1. The thaumaturgy skill is help-
  ful, but not necessary, especially if the charac-
  ter wants to use only a few simple spells. The 
  range of all spells is line of sight if the spell de-
  scription does not say otherwise.
  Spells are divided into four circles of in-
  creasing potency. Spells of the first circle 
  are the easiest and least powerful, while 
  fourth circle spells are considerably more 
  powerful and require more skill to be cast. 
  circle
  Mana cost
  dl
  1st
  1
  5
  2nd
  2
  7
  3rd
  4
  9
  4th
  8
  13
  Wearing armor adds the AP of the armor worn 
  to the mana cost of any spell cast.
  A spell caster may choose to to improve a spell’s 
  effect, making the spell harder to cast but get-
  ting more powerful results. Each level of en-
  hancement costs half the initial mana cost 
  (rounded up) and raises the spell’s casting DL by 
  one. Enhancements are listed with each spell’s 
  description. Spells cast from implements may 
  also be enhanced; the extra mana cost must be 
  paid out of the caster’s personal mana pool.
  Some spells can be held active beyond their 
  normal duration. If a spell can be sustained in 
  this manner, its description will say. In order to 
  sustain a spell the caster has to concentrate, and 
  all other actions the caster takes while concen-
  trating suffer a -1 penalty. The mana cost for 
  sustaining a spell is listed with the spell’s de-
  scription. 
  A character’s mana pool fully refreshes after a 
  good night’s sleep. An hour’s meditation will re-
  fresh mana equal to the character’s Mage attri-
  bute. Some magic potions may also regenerate 
  mana.
  A character who wants to focus on magic usu-
  ally owns a magic implement. This may be a 
  staff, gauntlet, ring, or similar piece of equip-
  ment. Magic implements are used to store spells 
  that the magic user can later cast without hav-
  ing to spend any personal mana. A magic im-
  plement must be charged with mana before it 
  can be used, and that mana pool is then used to 
  power spells cast from it. As long as it is pow-
  ered, the implement also grants a thaumaturgy 
  bonus equal to its level. An implement can hold 
  10 mana per level of the item.
  
  Storing mana in an implement is expensive. For 
  each point of mana stored in the implement, the 
  caster has to spend two from his or her personal 
  pool. Implements may be charged in multiple 
  sessions.
  A character can only store spells he or she 
  knows in a magic implement. The stored spell 
  remains in the implement until replaced. A 
  magic implement can store a total number of 
  spell circles up to its level. A level 3 implement 
  may store one third circle spell, but it may also 
  be used to store one second circle and one first 
  circle spell or three first circle spells.
  Frostburn
  Touch attack that causes 1d6-2 damage. Each 
  level of enhancement raises the damage by +1.
  Healing Hand
  Heals 1d6 HP. Caster must touch the target. 
  Each level of enhancement heals an additional 
  hit point.
  Magic ligHt
  Caster creates a magic light on the tip of a staff 
  or other weapon that illuminates a 10-yard ra-
  dius, much like a torch. Enhancement can be 
  used to add one or more of the following effects:
  • Ball of light (the caster forms the light into 
  a floating ball that can be controlled by 
  thought)
  • Colored light (the light shines in a color of 
  the caster’s choosing)
  • Light beam (the light shines in a tight beam 
  which reaches 15 yards)
  • Flash (the effect lasts only one round but 
  blinds everyone who looks unprotected 
  into the flash for 1d6 rounds)
  The magic light shines for 1 hour or until dis-
  pelled by the caster. It can also be sustained for 
  1 additional mana per hour.
  sense Magic
  Caster senses the presence of magic in a 3 yard 
  radius. Each level of enhancement adds another 
  yard to the radius. This basic detection is in-
  stantaneous, but the spell can also be sustained 
  for a cost of 1 mana per minute.
  telekinesis
  Caster may remotely move one item up to 1kg. 
  Each enhancement adds another kilogram of 
  weight that can be moved. Telekinesis lasts for 
  1 minute and can be sustained for 1 additional 
  mana per minute.
  create Food and Water
  The spell creates one daily ration of food and 
  water for one person.
  Healing ligHt
  Heals 1d6 HP without having to touch the tar-
  
  get. Each level of enhancement heals two ad-
  ditional hit points.
  identiFy
  Allows the caster to identify one magic proper-
  ty of an item. Each level of enhancement iden-
  tifies one additional property.
  levitation
  Caster may slowly float up and down for up 
  to 3 minutes. The spell can be sustained for 1 
  mana per additional minute. This spell provides 
  no horizontal propulsion, but a caster may use 
  other means to float horizontally.
  lightning Bolt
  Missile attack that causes 1d6+2 damage (+2 
  damage per level of enhancement).
  Magic arMor
  A magic bubble around the caster absorbs any 
  damage until its HP are depleted or dispelled. 
  The bubble has 4 hit points and each level of 
  enhancement adds 4 more. Excess damage is 
  not transferred.
  chain lightning
  As Lightning Bolt, but can also attack multiple 
  enemies as long as they are within 5 yards 
  of each other. Damage as Lightning Bolt. The 
  maximum number of targets affected is 3.
  air Walk
  The caster may walk on air as if it were solid 
  ground for up to 3 minutes. The spell can be 
  sustained for 1 minute per additional mana 
  spent.
  FireBolt
  This missile spell causes 3d6 damage in a radius 
  of 3 yards. Enhancement can be used to:
  • improve the damage by +2
  • extend the radius by 2 yards
  A Firebolt may be enhanced in both ways, 
  paying for each enhancement separately.
  enchant Weapon
  The caster puts a temporary enchantment on 
  a weapon that then grants its wielder +2 on 
  attack rolls and damage. Lasts for one combat 
  encounter. Enhancement can be used to add +1 
  to both the attack and damage bonuses.
  stasis
  Touch attack that puts target into stasis. For the 
  target time stands still; the target cannot move, 
  attack or be attacked. Duration is one hour.  En-
  hancement adds one additional hour.
  suMMon earth eleMental
  Caster summons an Earth Elemental under his 
  
  control. The Elemental is destroyed when its 
  HP are depleted or when dispelled by the caster. 
  Magic step
  The caster can teleport up to 10 yards in any 
  direction. Each enhancement adds 10 yards 
  to the distance teleported. No line of sight is 
  needed, but the caster must have a clear image 
  of the place where he wants to teleport to in 
  his mind.
  use Moongate
  The caster can open moongates at special places 
  (like stone circles) that allow instant travel over 
  long distances. Moongates start to close slowly 
  after 2 minutes. They cannot be held open, nor 
  can they be opened more than once every 6 
  hours.
  return liFe
  Caster can revive one fallen character as long 
  as the body is still intact and warm. Upon re-
  vival the returned character is healed to 2 HP. 
  Enhancement can be used to increase the heal-
  ing by 2 hit points. 
  phantoM steed
  The caster calls a phantom steed that can act 
  as a mount for 24 hours. The phantom steed 
  needs no rest and can walk on water. This spell 
  can not be sustained; the steed must be resum-
  moned after the 24 hours are up.
  Magic is very common in WR&M. Everyone 
  with a Mage attribute value of 1 or higher can 
  cast spells. If you want to run a more low-magic 
  game, you can make the following changes:
  The Mage attribute is replaced by the Scholar 
  attribute. All skills that used Mage before now 
  use the Scholar attribute. This is a purely cos-
  metic change, so if this isn’t that important to 
  you, you can of course stick to the Mage at-
  tribute.
  In order to cast spells a character needs to buy 
  a new talent called “Spellcaster” which gives ac-
  cess to 1st circle spells. Spell casting works as 
  usual, although you are restricted to basic spells 
  when you start with a new character. All oth-
  er talents that affect your magic abilities (like 
  Blood Mage) need Spellcaster as a prerequisite 
  now. When the character levels up, he can ac-
  quire “Advanced Spellcaster” which grants him 
  access to the remaining spell circles.
  This optional rule allows low-magic campaigns. 
  By disallowing the Spellcaster talent you can 
  even play without any magic at all.
  
  Each character starts with 250 silver pieces (SP) 
  to purchase equipment. Every character can 
  wield every weapon. Spellcasting characters 
  may wear armor, but the armor penalty of the 
  armor worn raises the mana cost of each spell 
  cast.
  Weapon
  skill
  daMage
  range* (yards) cost (sp)
  Unarmed/Fist
  Unarmed
  1d6/2
  Axe
  Axes
  1d6
  5
  Bow
  Bows
  1d6
  80
  4
  Crossbow
  Bows
  1d6+3
  100
  8
  Dagger
  Daggers/Thrown
  1d6-2
  8
  2
  Dragon pistol
  Firearms
  1d6+4
  20
  18
  Dragon rifle
  Firearms
  2d6
  40
  25
  Halberd
  Polearms
  1d6+3
  7
  Longbow
  Bows
  1d6+2
  120
  8
  Mace
  Blunt
  1d6
  5
  Spear
  Polearms/Thrown
  1d6
  20
  3
  Staff
  Blunt
  1d6
  2
  Sword
  Swords
  1d6
  5
  Throwing star
  Thrown
  1d6-1
  15
  2
  Two-handed weapon
  see description
  2d6
  10
  Warhammer
  Blunt
  1d6
  5
  * When the target is further than half the Maximum Range away, the attack DL is increased by 4. This modifier is not applied when using 
  daggers and throwing stars.
  
  BoW
  A bundle of 10 arrows costs 2 SP. A bow can be 
  used from horseback.
  crossBoW
  It takes one round to reload the crossbow. A 
  bundle of 10 bolts costs 2 SP. A bow can be used 
  from horseback.
  dragon pistol
  The dragon pistol is a one-handed firearm that 
  was invented during the golden age of the Im-
  perium. Reloading the pistol takes one round. 10 
  shots costs 4 SP.
  dragon riFle
  The dragon rifle is a two-handed firearm. It 
  works similar to the dragon pistol but has a 
  much longer range and causes more damage. 
  Reloading the rifle takes one round. 10 shots 
  costs 4 SP.
  halBerd
  The halberd has a reach of 2 yards. 
  longBoW
  A bundle of 10 arrows costs 2 SP. A long bow 
  cannot be used from horseback.
  tWo-handed Weapon
  Swords, axes, maces and warhammers exist in 
  larger, two-handed versions. The appropriate 
  skill is used for each weapon.
  unarMed
  Characters can make unarmed attacks using 
  their fists. Unarmed attacks cause 1d6/2 dam-
  age (rounded down). The minimum damage 
  caused is one hitpoint.
  arMor
  deFense
  arMor penalty
  cost (sp)
  Clothes
  0
  0
  3
  Padded cloth
  1
  0
  8
  Leather armor
  2
  1
  15
  Scale armor
  3
  2
  23
  Lamellar armor
  4
  3
  35
  Chain mail
  5
  4
  70
  Light plate armor
  6
  5
  90
  Heavy plate armor
  7
  5
  120
  Golem armor
  8
  see description
  N/A
  Small shield
  +1
  +2
  5
  Large shield
  +2
  +4
  12
  Tower shield
  +3
  +6
  15
   
  The stats given above are for full suits of armor
  
  goleM arMor
  Golem armor is a bulky armor created by the 
  armor smiths of a bygone era. It not only is 
  incredibly tough, but also grants a bonus of 1d6 
  to all weapon damage. Casting is impossible 
  when using golem armor. 
  There are rumors of special golem armors that 
  not only allow spell casting but also are a mag-
  ical implement in themselves. Golem armor is 
  not available for sale.
  plate arMor
  Plate armor is made from large metal plates, 
  that must be fitted to the wearer. Ill-fitted plate 
  armor reduces all rolls by 2.
  scale arMor
  Scale armor consists of many small scales at-
  tached to a backing material of either leather 
  or cloth.
  laMellar arMor
  Lamellar armor was developed from scale ar-
  mor, from which it differs by not needing a 
  backing for the scales.
  Following is a list of sample magic items. GMs 
  are encouraged to come up with their own 
  magic items, or modify the samples to create 
  even more exotic treasure for the player char-
  acters.
  healing potion
  This vial contains a red bubbling liquid that 
  heals 1d6 HP when quaffed.
  Mana potion
  This vial contains a blue bubbling potion that 
  restores 1d6 Mana points when quaffed.
   
  gauntlets oF titanic strength
  These large gauntlets cause 2d6 damage when 
  used for unarmed attacks.
  Feathered cloak
  This cloak is completely covered by raven feath-
  ers that slow every fall, so that the wearer does 
  not sustain any damage from the fall.
  WarMage arMor
  This plate armor from the time of the Imperium 
  uses special enchantments to allow casters to 
  wear it without penalty. Its statistics are equal 
  to normal plate armor, but its AP is 0.
  runeBlade
  This rune covered sword ignores any armor. 
  Attack rolls with this weapon are made against 
  basic Defense.
  
  iteM
  cost (sp)
  Adventurer’s Kit
  5
  Backpack
  4
  Cask of beer
  6
  Cask of wine
  9
  Donkey or mule
  25
  Iron ration (for 1 week)
  14
  Lantern
  5
  Lockpick
  2
  Noble clothing
  12
  Normal clothing
  3
  Ox cart
  7
  Packhorse
  30
  Pickaxe
  3
  Pole (3 yards)
  1
  Ration (for 1 week)
  7
  Riding horse
  75
  Rope (10 yards)
  2
  Saddle bags, saddle and bridle
  8
  Torch
  1
  Travel clothing
  5
  Warhorse
  150
  1st circle spell
  25
  2nd circle spell
  50
  3rd circle spell
  75
  4th circle spell
  100
  Spellbook (leatherbound)
  20
  Spellbook (metalplated)
  40
  Magic implement (1st circle)
  80
  Magic implement (2nd circle)
  160
  Magic implement (3rd circle)
  240
  Magic implement (4th circle)
  320
   
  
  adventurer’s kit
  This kit contains flint and tinder, a water flask, 
  a blanket, a bed roll and a small tent.
  horse
  Stats for horses can be found in Appendix 3.
  iron rations
  These rations don’t spoil over time.
  lantern
  Lanterns produce a brighter light than torches 
  and are not as easily blown out.
  Magic iMpleMent
  A magic implement can take many forms 
  (gauntlet, amulet, wand, etc.). For more details 
  on magic implements see Chapter 4.
  ox cart
  The ox cart is a two-wheeled vehicle which is 
  usually drawn by cattle. The oxen is not in-
  cluded.
  packhorse
  A packhorse comes fully equipped with a pack 
  saddle and bridle.
  spells
  Spells have to be acquired before they can be 
  used. They can either be transcribed from an 
  existing grimoire, or they can be bought in the 
  form of spell scrolls, which can then be added to 
  a caster’s repertoire.
  torch 
  A lit or un-lit torch can be used as an impro-
  vised weapon. Use the Blunt skill. Damage is 
  1d6-2 for unlit and 1d6-1 for lit torches. Flam-
  mable enemies may be set ablaze.
  
  the FolloWing section is For the gaMeMaster only. iF 
  you are a player, stop reading here!
  
  WR&M leaves a lot of room for interpretation 
  in the rules, and in many cases GM fiat plays 
  a major role. It shares this with a lot of early 
  roleplaying games, which are now called “old 
  school”. But that aspect of the game allows it to 
  be a perfect toolbox for players and GMs alike. 
  If there’s something missing from the game that 
  you need for your campaign, just add it. If there’s 
  something that bothers you, change it or drop 
  it completely. The possibilities are endless and 
  the rules-light nature of the game allows you to 
  make the game your own without having to 
  fear you break the whole game.
  start sloW But then go epic
  Especially if you haven’t run WR&M before, 
  you should start things slow. Don’t throw your 
  players into an epic adventure right from the 
  start.  Try to get a feel for the rules and the 
  lethality of combat first. There’s nothing more 
  frustrating for your gamers than to have to face 
  a total party kill in the first session.  After you’re 
  more comfortable with the game, you can turn 
  things up a notch. WR&M is supposed to be 
  epic fantasy. The setting included in the book 
  hints at powerful artifacts, lost technologies and 
  ruined cities. This is probably what the players 
  expect when they sit down at the gaming table, 
  so the GM should deliver.
  gM rulings instead oF rules
  In most cases it’s much faster and better for the 
  flow of the game if the GM makes rulings when 
  there’s a rule discussion. Nothing destroys the 
  mood of any game more than a lengthy discus-
  sion about rules and the interpretation of what 
  is printed in the book. To avoid that, the GM 
  should always have the last word in these cases. 
  If the issue at hand still bothers you after the 
  game, just look it up and make up your mind; 
  during the game you should decide something 
  instead of making a fuss about it.
  Make it your oWn
  I can’t stress this enough: make WR&M your 
  own. GMs and players are encouraged to bring 
  their own ideas to the table. Add new lands. 
  Create new monsters. Change the rules.  Write 
  up your own spells. Whatever suits your fancy, 
  do it. A lot of creativity went into the pro-
  duction of the game, but it definitely shouldn’t 
  end there! This book contains several optional 
  rules that you can use, but you can add your 
  own house rules as well. If you think there’s 
  something critical or very cool missing from the 
  game, let us know!
  setting the Mood With Music
  When it comes to setting a mood, nothing is 
  better than music. Some people prefer movie 
  and computer game soundtracks; some people 
  prefer heavy metal tunes. The important part is 
  that you and your players are comfortable with 
  the music and that it enhances the mood of your 
  game. Playing music from a horror movie in the 
  background is a great way to improve the im-
  mersion if you’re running a horror adventure.
  Characters in WR&M don’t have levels or need 
  to amass experience points to improve their 
  abilities. The GM decides when the characters 
  are ready to advance. Usually this happens at 
  the end of a successful adventure. (If you want 
  to let the characters advance faster, you can al-
  low them to advance after each session, every 
  other session, and so on.) 
  
  Whenever the GM allows the players to ad-
  vance they may do the following:
  • Raise one attribute by one.
  • Add 1d6 to either HP or Mana
  • Gain an additional skill
  • Gain a talent
  Talents should be harder to get than an addi-
  tional skill or HPs. The GM should send the 
  player character on a sidequest to find a trainer, 
  get admission to a special group or learn an an-
  cient ritual that unlocks that talent.
  optional: The GM can allow players to add 
  3 points of HP or Mana when they level up 
  instead of rolling the die.
  Aside from combat, there are many ways a 
  character may be harmed. The table below lists 
  a few possible hazards.
  hazard
  daMage
  Fall                          
  1d6 per 3 yards fallen
  Suffocation/
  drowning
  1d6 per round
  Mild poison
  1d3 initial damage, 1 
  damage per round until 
  successful Warrior check 
  vs. DL 7.
  Lethal poison 
  1d6 initial damage, 2 
  damage per round until 
  successful Warrior check 
  vs. DL 11.
  Fire                           1d6 per round exposed to 
  the flames
  
  WR&M can be played in almost any setting, 
  but it was created with the fallen Imperium of 
  Vaneria in mind. The Vanerian people had 
  conquered the whole continent in ages past 
  and had built the most glorious civilization in 
  all human history. Technological and magical 
  advancements allowed the Valerian citizens to 
  live in peace and prosperity. Golems did most of 
  the hard and dangerous work and war golems 
  helped defend the borders. When the last Em-
  peror, Aurelius III, died, his successors started 
  a bloody civil war. Five hundred years later, 
  not much of the glorious Imperium remains. A 
  few warlords still claim the Imperial throne, but 
  none of them have enough power to unite the 
  warring city states. Most Imperial war golems 
  were destroyed; those that remained were out-
  lawed centuries ago.
  tukrael
  The former capital of the Imperium was razed 
  at the end of the war and is now overrun by 
  the undead. No sane person dares to explore the 
  ruins of old Tukrael. What wonders may still be 
  hidden among the ruins?
  vaikus
  A city state in the foothills of the Dragontooth 
  Mountains in northen Vaneria. It is the most 
  civilized nation among the successors of the 
  Imperium. The Vaikusians have a strong caste 
  system, where the Noble and Warrior castes 
  hold power while the lower castes provide pros-
  perity. The Vaikusian Falcon Knights are one 
  of the few military units that still carry dragon 
  pistols as sidearms.
  Joakalavi
  A city located in the Central Desert. It was an 
  unimportant Imperial outpost before the war, 
  
  but has become the most important trade city 
  on the continent. Caravans from every city 
  state trade with each other in this beautiful city. 
  None but the Scorpion Guard are allowed to 
  bear arms in Joakalavi.
  traevar
  Traevar is a relatively small city at the shores 
  of Lake Anytes. It is known for the Dark Spire, 
  the last remaining magical academy from Impe-
  rial times.
  ceMiMus
  The kingdom of Cemimus is the greatest rival 
  of Vaikus. Ruled by a direct descendent of em-
  peror Aurelius III, Cemimus is one of the na-
  tions that claim the Imperial throne. The nation 
  is known for its ruthless mercenary armies and 
  the corruption among its officials. Cemimus is 
  currently waging a war against its neighbor, 
  Bekel.
  Bekel
  Bekel is a city state to the south of Cemimus and 
  close to the former Imperial capital of Tukrael. 
  It is known for the large ore deposits that are 
  mined directly under the city. A large portion 
  of the miners never leave the underground tun-
  nels. Bekelan engineers and blacksmiths are 
  among the best of the world.
  chaetril
  Chaetril is one of the smaller city states. It is 
  located in the grasslands to the west of Vaikus. 
  Chaetril exports livestock and horses to all other 
  city states. Its horses are only second to Imperial 
  Warhorses. It is also the seat of the Patriarch 
  of the Imperial Faith, the major religion of the 
  continent. The cathedral of Chaetril is the home 
  of the Paladins, an elite unit of church knights.
  The information presented here is not a com-
  plete campaign setting. It should form the seed 
  of a campaign of your own. Who rules the city 
  of Bekel? What is the Imperial Faith like? What’s 
  going on in Tukrael? Fill in the blanks. Don’t like 
  the idea that the Falcon Knights carry pistols as 
  sidearms? Change it. You want to have invad-
  ing barbarian hordes from the east or even orcs? 
  Put them in. It’s your sandbox; feel free to play 
  in it.
  
  The table below lists all available skills for WR&M. GMs are free to add more skills, if neces-
  sary.
  skill
  attriBute. description
  Acrobatics
  Rogue. Training in activities like dancing, contortion, climbing, tightrope 
  walking, tumbling.
  Alchemy
  Mage. Training in creating and identifying potions and salves.
  Athletics
  Warrior. Training in swimming, running and jumping.
  Awareness
  Mage. This skill is a measure of a characters awareness of his surroundings.
  Axes
  Warrior. Training with axes.
  Blunt
  Warrior. Training in all blunt weapons incl. maces and staves.
  Bows
  Rogue. Skill for using bows and crossbows.
  Daggers
  Rogue. Training with daggers and knives.
  Driving
  Warrior. Training with driving vehicles.
  Firearms
  Rogue. Training in the usage of exotic firearms.
  Herbalism
  Mage. Knowledge of plants, herbs and their medical uses. Can be used to 
  heal critically wounded characters.
  Lore
  Mage. General knowledge.
  Polearms
  Warrior. Training with polearms, spears and lances.
  Riding
  Warrior. Training in riding on horses and other common mounts.
  Swords
  Warrior. Training with all kinds of swords, including two-handed ones.
  Thaumaturgy
  Mage. Skilled with arcane spells and rituals.
  Thievery
  Rogue. Training in the roguish arts like picking locks and picking pockets.
  Thrown
  Rogue. Proficiency with  thrown weapons like shuriken.
  Unarmed
  Warrior. Training with unarmed fighting.
  
  The following table contains all talents available for characters in WR&M. GMs are free to add 
  more if needed.
  talent
  description
  Armored Caster
  You may reduce the armor penalty by 2. May be taken more than once.
  Blood Mage
  You may use hit points instead of mana when casting spells. You may use 
  your HP for some or all of the cost of a spell when it is cast.
  Champion
  Select a cause. You get a +2 bonus on attack and damage rolls against en-
  emies of that cause. May be taken more than once.
  Channeller
  You may add your Mage attribute level to your magic attack damage once 
  per combat.
  Craftsman
  You are trained in a craft like blacksmithing, carpentry or bowmaking. 
  May be taken more than once.
  Dual Wielding
  You may wield a weapon in your off-hand without penaly. Does not grant 
  an extra attack.
  Familiar
  You have a small animal like a cat or falcon as a pet that can do some 
  simple tricks.
  Henchman
  You are followed by a henchman who carries your equipment and treasure 
  around and may be asked to perform tasks.
  Hunter
  You are a trained hunter and may live off the land easily. When given 
  enough time, you can provide enough food to feed a party of four.
  Leadership
  You are a talented leader any may command troops.
  Lucky Devil
  You may reroll any roll once per scene (or combat)
  Massive Attack
  You can add your Warrior attribute level to your melee attack damage once 
  per combat
  Precise Shot
  You can add your Rogue attribute level to your ranged attack damage once 
  per combat
  Sailor
  You are trained in steering a boat or sailing ship and don’t get any penalties 
  for fighting on a sea vessel.
  Sixth Sense
  You  may roll a die before any ambush or other situation where you are 
  about to be surprised. If you roll 4+ you are not surprised and may act first.
  Tough As Nails
  Damage you take from an individual attack is reduced by 2.
  
  Non-human races, such as Elves, Dwarves, 
  Halflings and Gnomes are a common trope of 
  the fantasy RPG genre. Some games even allow 
  players to play a member of more bestial races 
  like Orcs, Goblins or even more fantastic crea-
  tures. Although there are no Elves, Dwarves, 
  Gnomes and Halflings in the campaign set-
  ting presented in this book, they may be viable 
  player options in other fantasy settings.
  At the beginning of character creation the 
  player chooses a character's race. This can be 
  chosen from the following list, or the GM may 
  create more races. The character automatically 
  receives all the talents listed as "racial talents" in 
  the race's entry.
  elF
  Elves are usually slender, beautiful humanoids 
  with slightly elongated limbs and pointed ears. 
  Elves have less body hair than humans, have 
  an exceptional talent for magic and live much 
  longer than humans, but mature about as fast.
  racial talents: Exceptional Attribute (Mage), 
  Sixth Sense, Weak
  dWarF
  Dwarves are shorter and stockier than humans. 
  Male dwarves usually sport thick, long beards. 
  Dwarves are very strong and tough for their 
  small size and are known for their fighting 
  prowess. Dwarves live longer than humans, 
  but not as long as Elves.
  racial talents: Exceptional Attribute (War-
  rior), Craftsman (craft of player's choice), No 
  Talent for Magic
  halFling
  Halflings are even shorter than Dwarves and 
  are sometimes mistaken for human children. 
  They usually live peaceful lives far away from 
  the bustling towns of larger folk, but if one of 
  the members of this race goes adventuring their 
  exceptional talent for thievery shines.
  racial talents: Exceptional Attribute (Rogue), 
  Hunter, Weak
  lizardMan
  Lizardmen are an intelligent species that 
  evolved from lizards. Though they are warm-
  blooded, they still prefer hot and dry areas. 
  They resemble humanoid lizards with scales 
  instead of skin (which also double as armor). 
  Lizardmen are known for there lack of strong 
  emotions and their keen logic.
  racial talents: Natural Armor (Defense 2), 
  Tough as Nails, Outcast
  goBlin
  Goblins are the smallest of the "greenskin" races. 
  They have green skin and very long pointed 
  ears, and are about three feet tall. They have 
  high voices and mouths full of razor-sharp 
  teeth. Goblins seem to have a knack for sal-
  vaging and tinkering.
  racial talents: Tinkerer, Lucky Devil, Weak
  orc
  Orcs are slightly larger than humans, green 
  skinned and are exceptionally strong. They 
  can be savage warriors, but they have a strong 
  sense of honor. They usually look down on 
  smaller races like Goblins and Halflings. Orcish 
  adventurers are a rare sight, but often they are 
  accompanied by one of their tame black wolves.
  racial talents: Berserker, Exceptional Attribute 
  
  (Warrior), Outcast
  Members of non-human races receive a num-
  ber of bonus talents at character creation.  Some 
  of these are special talents available only to a 
  particular race, which help set them apart from 
  ordinary humans. Some racial talents are ac-
  tually drawbacks, meant to balance out the 
  advantages that these races get. GMs are en-
  couraged to invent their own racial talents. 
  The talents given in this chapter are meant as a 
  source for inspiration. With the GMs approval 
  players of other races may pick some of these 
  talents as well.
  Berserker
  This talent allows a character to go berserk 
  during combat. Going berserk adds +2 to the 
  Warrior attribute and all damage caused.
  A berserk character temporarily ignores all 
  damage effects: note all the damage the berserk 
  character takes, and apply the total when the 
  berserk rage wears off. The Mage attribute is 
  reduced to 0 during the duration of the berserk 
  effect, and casting of magic is impossible.
  The character has to attack the nearest enemy 
  and is only allowed to fight in close combat 
  (melee or unarmed). When all the enemies are 
  incapacitated or dead the berserker has to make 
  an Easy (5) check using his or her normal, un-
  modified Mage score. If the check is successful, 
  the effect ends and the character drops uncon-
  scious to the ground. A character who has tak-
  en enough damage to be reduced to 0 or less 
  HP is dead or dying. Otherwise the character is 
  knocked out for 2d6 minutes and awakes with 
  a headache. If the roll was unsuccessful, the 
  berserker has to attack the nearest ally but can 
  continue making the roll to come out of berserk 
  every combat turn.
  exceptional attriBute
  This talent allows the player to roll two six-
  sided dice instead of one when making a check 
  using the relevant attribute. The highest result 
  counts.
  natural arMor
  Natural armor usually is in the form of scales or 
  thick fur that protects the character from dam-
  age. The Defense granted by natural armor 
  works as long as no other armor is worn.
  
  no talent For Magic
  A character with this talent has a hard time 
  grasping the concepts of magic or has a natural 
  resistance to channeling mana. When making 
  a casting check, the character rolls two d6 and 
  takes the lowest result. In addition to that, all 
  base mana costs for spells are doubled. The ar-
  mor penalty for armor worn remains the same.
  tinkerer
  This talent grants a +2 bonus on all checks re-
  lated to repairing, dismantling or using techni-
  cal equipment like mechanical traps, firearms, 
  war golems, clockwork, etc.
  Weak
  A character with this talent starts play with hit 
  points equal to 3 + the Warrior attribute, and 
  when levelling up only gains 1d6-2 hit points 
  (minimum 1 point).
  outcast
  A character with this racial talent is considered 
  an outcast in most societies. Every test related to 
  social interaction with a member of a different 
  race is modified by -3.
  The talent Dual Wielding already allows char-
  acters to wield two weapons at once, although 
  it does not grant additional attacks. If the GM 
  approves, PCs using two weapons may also at-
  tack with both weapons in one round if they 
  take the talent Double Attack, which has Dual 
  Wielding as a prerequisite. When using Dou-
  ble Attack the character gets an additional at-
  tack using the off-hand weapon. Both weapons 
  must be of the same type in order to use this 
  maneuver; two melee weapons or two ranged 
  weapons are fine (for example: dragon pistols, 
  twin swords or sword and dagger), but not one 
  ranged and one melee weapon. Two-handed 
  weapons cannot be dual-wielded.
  Mounted combat and vehicle combat are han-
  dled much like combat between characters. The 
  main difference is Maneuver checks. Fighting 
  from horseback, or out of a fast-moving vehicle 
  like a horse-drawn carriage, can be a compli-
  cated and dangerous matter.
  Maneuvers
  A character attempting to perform a maneuver 
  on a horse or on a moving vehicle must make 
  a Maneuver check with a DL decided by the 
  GM. When riding a horse or similar mount, 
  this is a riding check; when controlling a ve-
  hicle, the Driving skill applies. Just moving in 
  a straight line is not considered a maneuver in 
  itself as long as the rider/driver is not fighting. 
  
  Here are some examples of common maneuver 
  DLs:
  Maneuver
  dl
  Walk (Horse)
  -
  Canter (Horse)
  5
  Gallop (Horse)
  9
  Tight Turn
  7
  Sudden Stop
  9
  Jump Obstacle
  7
  If the maneuver check is successful the character 
  can perfom combat actions like attacks, reload-
  ing weapons and so on. If the check fails the 
  character may fall from the horse or crash. In 
  case the maneuver performed was riding/driv-
  ing in a straight line, the character has to reduce 
  speed immediately.
  Spells of the higher circles are beyond the reach 
  of most casters. The casting DLs are high and 
  the mana costs may pose a problem for lesser 
  mages. 
  With GM approval, casters may choose to per-
  form ritual magic to get around these difficulties.
  When more than one person performs a ritual, 
  the participants can pool their mana. If one or 
  more participants have the Blood Mage tal-
  ent they can use it to convert any participant’s 
  HPs to Mana as well. Some truly evil sorcerers 
  know the secret of sacrificing living beings to 
  draw great amounts of power into a spell; this 
  vile act is best left unpracticed by heroes.
  Ritual magic takes a longer time to perform than 
  normal spell magic . The following list gives 
  the minimum casting times for ritual magic. 
  The mana cost of the spell stays the same, and 
  spell enhancement can be used, but the cast-
  ing difficulty is reduced by 1 when the ritual is 
  performed in the minimum time. If the casters 
  choose to take double the listed time, the DL is 
  reduced by 2, and so on.
  circle
  tiMe
  Max. participants
  1st circle
  1 min
  3
  2nd circle
  5 min
  6
  3rd circle
  15 min
  9
  4th circle
  1 hour
  12
  
  In this Bestiary you’ll find average stats for var-
  ious non-player characters and common crea-
  tures. Please note that the Defense listed is al-
  ways the unarmored Defense. Bonuses granted 
  by armor or shields are listed in parenthesis. 
  optional: If you need non-human NPCs, like 
  an Orcish Bandit, or an Elfish Mage, just add 
  the racial talents listed in Appendix 2.
  apprentice Mage
  Attributes: Warrior 2, Rogue 3, Mage 5
  HP: 8, Mana: 10
  Defense: 6
  Skills: Alchemy, Blunt, Thaumaturgy
  Talents: Familiar (Raven)
  Spells: Frostburn, Healing Hand
  Trappings: Mage robes, Staff, pouch with 2d6 
  silver pieces
  Bandit
  Attributes: Warrior 5, Rogue 3, Mage 2 
  HP: 11, Mana: 4
  Defense: 10 (+2 for leather armor)
  Skills: Axes, Bows, Riding
  Talents: none
  Trappings: Leather clothing, wide-brimmed 
  hat, axe, crossbow with 10 bolts.
  coMMoner
  Attributes: Warrior 2, Rogue 2, Mage 1 
  HP: 8, Mana: 2
  Defense: 6
  Skills: none
  Talents: none
  Trappings: Simple clothes, knife, pouch with 1 
  silver piece
  cutthroat
  Attributes: Warrior 3, Rogue 5, Mage 2 
  HP: 9, Mana: 4
  Defense: 10
  Skills: Daggers, Thievery, Thrown
  Talents: Dual-wield
  Trappings: Dark clothes, hooded cloak, dagger, 
  1d6 throwing stars
  JourneyMan Mage
  Attributes: Warrior 3, Rogue 3, Mage 5
  HP: 12, Mana: 10
  Defense: 6
  Skills: Alchemy, Blunt, Lore, Thaumaturgy
  Talents: Familiar (Raven), Channeller
  Spells: Frostburn, Healing Hand, Lightning 
  Bolt
  Trappings: Mage robes, Staff, pouch with 2d6 
  silver pieces
  knight
  Attributes: Warrior 6, Rogue 2, Mage 3 
  HP: 16, Mana: 6
  Defense: 10 (+6 for light plate armor, +1 for 
  small shield)
  Skills: Lore, Polearms, Riding, Swords
  Talents: Leadership, Henchman
  Trappings: Light plate armor, sword, small 
  shield, warhorse
  priest
  Attributes: Warrior 3, Rogue 3, Mage 5
  HP: 12, Mana: 10
  Defense: 6
  Skills: Awareness, Blunt, Lore
  Talents: Champion (Imperial Faith), Henchman
  Spells: Healing Hand, Create Food and Water
  Trappings: Priest robes, Staff, holy symbol
  
  soldier
  Attributes: Warrior 5, Rogue 3, Mage 2 
  HP: 10, Mana: 4
  Defense: 10 (+3 for scale armor, +2 for large 
  shield)
  Skills: Athletics, Firearms, Swords
  Talents: none
  Trappings: Scale armor, large shield, sword, 
  dragon rifle with 20 shots.
  Town Guard
  Attributes: Warrior 5, Rogue 3, Mage 2 
  HP: 11, Mana: 4
  Defense: 10 (+3 for scale armor)
  Skills: Bows, Polearms, Swords
  Talents: none
  Trappings: Scale armor, halberd, sword, cross-
  bow with 10 bolts, manacles
  Animal have slightly different stat blocks from 
  humans. Instead of skills, talents and trappings, 
  the animal’s various attacks are listed. Animals 
  can attack with all their natural attacks if not 
  noted otherwise. If an attack is marked with an 
  asterisk (*) the exploding die rule for damage 
  does not apply.
  Bear
  Attributes: Warrior 8, Rogue 4, Mage 0 
  HP: 20, Mana: 0
  Defense: 10 (+2 for thick fur)
  Attacks: 2x Paws (uses Warrior attribute) 1d6+4 
  damage, Bite (uses Warrior attribute) 2d6 
  Bird oF prey
  Attributes: Warrior 2, Rogue 6, Mage 0 
  HP: 4, Mana: 0
  Defense: 9 (+3 while flying)
  Attacks: Beak* (uses Rogue attribute) 1d6/2 
  damage
  Notes: These stats can also be used for ravens 
  and other birds of comparable size
  cat, large
  Attributes: Warrior 4, Rogue 8, Mage 0 
  HP: 12, Mana: 0
  Defense: 8
  Attacks: 2x Claws (uses Rogue attribute) 1d6+2 
  damage, Bite (uses Warrior attribute) 1d6+3 
  cat, sMall
  Attributes: Warrior 2, Rogue 8, Mage 0 
  HP: 5, Mana: 0
  Defense: 8
  Attacks: 2x Claws* (uses Rogue attribute) 1d6/2 
  damage
  dog
  Attributes: Warrior 4, Rogue 2, Mage 0 
  HP: 6, Mana: 0
  Defense: 7
  Attacks: Bite* (uses Warrior attribute) 1d6 
  damage
  Notes: can be trained as a mount for small races
  Fire Beetle
  Attributes: Warrior 4, Rogue 4, Mage 0 
  HP: 8, Mana: 0
  Defense: 8 (+3 for chitin armor)
  Attacks: Fire spray (uses Rogue attribute) 1d6 
  damage, range 10 yards
  giant Beetle
  Attributes: Warrior 4, Rogue 4, Mage 0 
  HP: 14, Mana: 0
  Defense: 8 (+3 for chitin armor)
  Attacks: Bite 1d6+2 damage
  giant leech
  Attributes: Warrior 3, Rogue 6, Mage 0 
  HP: 15, Mana: 0
  Defense: 8
  
  Attacks: Venomous bite (uses Rogue attribute) 
  1d6-2 damage (mild poison)
  giant rat
  Attributes: Warrior 4, Rogue 2, Mage 0 
  HP: 12, Mana: 0
  Defense: 7
  Attacks: Bite (uses Warrior attribute) 1d6 dam-
  age
  giant spider
  Attributes: Warrior 6, Rogue 6, Mage 0 
  HP: 24, Mana: 0
  Defense: 8 (+4 for chitin armor)
  Attacks: Venomous bite  (uses Rogue attribute) 
  1d6+2 damage (mild poison)
  Notes: can be trained as a mount for small races
  horse
  Attributes: Warrior 5, Rogue 5, Mage 0 
  HP: 12, Mana: 0
  Defense: 9
  Attacks: Bite* (uses Warrior attribute) 1d6 
  damage
  Notes: Warhorses have 1d6+4 additional hit-
  points and have one trample attack (which uses 
  Warrior attribute) that causes 2d6 damage
  venoMous snake
  Attributes: Warrior 2, Rogue 6, Mage 0 
  HP: 6, Mana: 0
  Defense: 8
  Attacks: venomous bite* (uses Rogue attribute) 
  1d6/2 damage + poison (mild or lethal, see 
  Chapter 6)
  WolF
  Attributes: Warrior 4, Rogue 4, Mage 0 
  HP: 8, Mana: 0
  Defense: 8
  Attacks: Bite (uses Warrior attribute) 1d6 dam-
  age
  WolF, dire
  Attributes: Warrior 6, Rogue 6, Mage 0 
  HP: 25, Mana: 0
  Defense: 10 (+2 for thick fur)
  Attacks: Bite (uses Warrior attribute) 1d6+3 
  damage
  Notes: can be trained as a mount
  drake
  Attributes: Warrior 8, Rogue 6, Mage 2 
  HP: 35, Mana: 4
  Defense: 11 (+4 for scales)
  Attacks: Bite (uses Warrior attribute) 1d6+3 
  damage, 2x claws (use Warrior attribute) 1d6+2 
  damage
  Notes: can be trained as a mount
  Fire drake
  Attributes: Warrior 8, Rogue 6, Mage 2 
  HP: 38, Mana: 4
  Defense: 11 (+4 for scales)
  Attacks: Bite (uses Warrior attribute) 1d6+1 
  damage, 2x claws (use Warrior attribute) 1d6 
  damage, flame breath (uses Rogue attribute) 2d6
  Notes: can be trained as a mount
  eleMental, earth
  Attributes: Warrior 10, Rogue 2, Mage 0 
  HP: 40, Mana: 0
  Defense: 10
  Attacks: 2x stone fist (uses Warrior attribute) 
  2d6+2
  goleM, War
  Attributes: Warrior 10, Rogue 0, Mage 3 
  HP: 20, Mana: 0
  Defense: 9 (+5 armor plating)
  Attacks: steel fist (uses Warrior attribute) 2d6 or 
  
  can use normal weapons
  Notes: The war golem has all the weapon skills 
  he needs to use the weapons he’s equipped with.
  goleM, Work
  Attributes: Warrior 10, Rogue 0, Mage 2 
  HP: 20, Mana: 0
  Defense: 9 (+2 light armor plating)
  Attacks: steel fist (uses Warrior attribute) 2d6
  skeleton
  Attributes: Warrior 3, Rogue 3, Mage 0 
  HP: 9, Mana: 0
  Defense: 7 (+1 for rusted armor)
  • skeleton Warrior 
  Trappings: Rusted armor, broken shield, 
  sword
  • skeleton archer 
  Trappings: Rusted armor, bow with 10 
  arrows
  Notes: Skeletons ignore half damage from all 
  but blunt weapons and axes.
  zoMBie
  Attributes: Warrior 6, Rogue 0, Mage 0 
  HP: 12, Mana: 0
  Defense: 7
  Attacks: infected bite (uses Warrior attribute) 
  1d6
  Notes: characters killed by the bite of a zombie 
  arise as zombies after 1d6 minutes
  
  1. Distribute 10 attribute levels among the three attributes Warrior, Rogue, and Mage. No at-
  tribute may be higher than six.
  2. Pick three skills
  3. Pick one talent
  4. (optional: Choose a non-human race for your character and write down the racial talents 
  on your character sheet)
  5. Calculate HP, Fate, Mana and Defense 
  HP = 6 + Warrior 
  Fate = 1x Rogue 
  Mana = 2x Mage 
  Defense = (Warrior + Rogue)/2 + 4
  6. Purchase starting equipment for 250 SP.
  7. Fill out character sheet.
  diFFiculty
  dl
  Easy
  5
  Routine
  7
  Challenging
  9
  Hard
  11
  Extreme
  13
  circle
  Mana cost
  dl
  1st
  1
  5
  2nd
  2
  7
  3rd
  4
  9
  4th
  8
  13
  hazard
  daMage
  Fall                          
  1d6 per 3 yards fallen
  Suffocation/
  drowning
  1d6 per round
  Mild poison
  1d3 initial damage, 1 
  damage per round until 
  successful Warrior check 
  vs. DL 7.
  Lethal poison 
  1d6 initial damage, 2 
  damage per round until 
  successful Warrior check 
  vs. DL 11.
  Fire                           1d6 per round exposed to 
  the flames
  
   
  character naMe
  player naMe
  origin, race
  appearance
  skill
  attriBute
  trained
  Acrobatics
  Rogue
  O
  Alchemy
  Mage
  O
  Athletics
  Rogue
  O
  Awareness
  Mage
  O
  Axes
  Warrior
  O
  Blunt
  Warrior
  O
  Bows
  Rogue
  O
  Driving
  Warrior
  O
  Daggers
  Rogue
  O
  Firearms
  Rogue
  O
  Herbalism
  Mage
  O
  Lore
  Mage
  O
  Polearms
  Warrior
  O
  Riding
  Warrior
  O
  Swords
  Warrior
  O
  Thaumaturgy
  Mage
  O
  Thievery
  Rogue
  O
  Thrown
  Rogue
  O
  Unarmed
  Warrior
  O
  O
  O
  O
  O
  HP
  hit points
  current 
  hp
  M
  Mana
  current 
  Mana
  Def
  deFense
  =
  Base Defense
  Armor
  W
  Warrior
  adv. 
  taken
  R
  rogue
  current 
  Fate
  M
  Mage
  arMor 
  penalty
  Weapon
  Bonus
  daMage
  range
  aMMo
  Unarmed/Fist
  1d6/2
  arMor Worn
  deFense
  penalty
  ~ this character sheet May Be copied For personal use ~
  
   
  character naMe
  player naMe
  ~ this character sheet May Be copied For personal use ~
  talents
   
  spell
  circle
  dl
  Mana
  iteM
  Wealth
  
   
  character naMe
  player naMe
  spell
  circle
  dl
  Mana
  notes
  ~ this character sheet May Be copied For personal use ~
  
   
  character naMe
  player naMe
  iteM
  iteM
  ~ this character sheet May Be copied For personal use ~
  Wealth
  notes
  
SOURCE: textdata/thevault/Warrior, Rogue & Mage/Warrior, Rogue & Mage Revised Corebook.pdf