TEXT: V1.0 copyright © 2001 Marco Chacon 
  JAGS FANTASY 
   
   
  Turn a corner—see a troll! 
  Wanna hit? Make your roll. 
  High you lose, low you win— 
  If you miss, roll again. 
  --I got the roleplaying blues. 
   
  Got some ‘sperience, now I’m  
    Level 2! 
  We fought some deer—I killed a      
    few. 
  --I got the roleplaying blues. 
   
  The Roleplaying Blues (as written 
  and sung by David T. and John P. to 
  their eternal mortification). 
  These rules address a common genre of fantasy roleplaying: Heroic 
  Fantasy. These rules contain some general notes on how best to 
  plan and participate in a fantasy game and a list of rules and 
  archetypes you may want to use. 
   
  Starting Characters 
  When beginning a Fantasy game the GM must decide what types of 
  characters he wants. There are two considerations: the experience 
  level of the characters (are they raw beginners or veteran 
  adventurers?) and the 'fantasy level' of the campaign. The Fantasy 
  Pool is used to by special Archetypical abilities, racial packages, etc. 
  It is not used to buy Magic (that comes from the normal character 
  point pool). Weird Stuff (from the basic book) may also be purchased 
  with the Fantasy Point pool.   
   
  Fantasy Point Levels 
  Here are some point levels for fantasy games that we’ve found work pretty well. 
   
  Basic Points 
  Notes 
  30 
  Raw beginners 
  50 
  Characters are inexperienced but competent 
  75 
  Experienced fantasy adventurers 
  100 
  Heroes 
  150 
  Greater heroes 
   
  Fantasy Point Pool 
  Notes 
  4 
  Few fantasy races, some minor unusual traits. 
  8 
  Characters may play basic fantasy races, have a minor 
  magic item to start with, etc. 
  12-16 
  Powerful fantasy races are possible. Characters will start 
  to be defined by their unusual traits 
  24 
  Really powerful fantasy races are possible. It’s possible 
  no one will want to play a normal human. 
   
  Starting Out 
  This book contains rules for races and special abilities (special combat training, secrets 
  of killing silently or using poison, and other such unique talents) but it begins with some 
  things you can use to get easily started: a price list and some notes on how a 'typical' 
  fantasy world might work. 
   
  NOTE: In some games (literary) the goal is to accomplish some great quest or 
  otherwise make a significant difference for your characters or the world. In many 
  games (popcorn) the goal is simply explore, have wild adventures, and profit by 
  them. In still others, the goal may be the pure character advancement (beer and 
  pretzel). All of these are fun and there is no 'right' one. We've tried to 
  accommodate as many as possible here.  
   
  
  V1.0 copyright © 2001 Marco Chacon 
  The Price List 
  Believe it or not, the Price List is one of the most important defining aspects of a fantasy 
  world. How much does it cost for plate mail (the ultimate defense)? How much is healing? 
  Is character resurrection available? When do we know we've gotten enough of a haul to 
  be 'rich?' Can we purchase magic items? How about major-league magical weapons and 
  armor? A Price List answers all these questions. While that list may vary from game to 
  game, it's important for the GM to put some thought into it. How fast do a character's 
  cash reserves dry up? When do they have to line up that next adventure? In literary 
  campaigns there may be no concept of the Price List (the character's have enough 
  money or whatever to go on the quest). 
   
  The most important part of the list will be weapons and armor. Beginning adventurers will 
  start out wearing light armor and carrying basic weapons. As the game progresses (for 
  popcorn and beer and pretzel games, at least) they'll get better gear (and magic). 
   
  Currency 
  You can use whatever conversion or term for money you want, but the basic unit of 
  money in JAGS Fantasy is the copper crown. The lowest denominations are 10-pennies 
  (.1c), quarter-pennies (.25c) and half-pennies (.5c). Then there are 1c and 5c Copper 
  Crowns.  Then come Silver Crowns in 10c, 25c, and 50c amounts. Finally, there are Gold 
  Crowns in 100c, 200c, and 500c amounts. This is a simple way of handling money. 
   
  Starting Wealth 
  If the purpose of the game is to acquire wealth, then it doesn't make sense to allow 
  characters to start out rich.  Similarly, for an autonomously wealthy person, adventuring 
  gear doesn't cost much (well, armor and a good sword do, but rations, camping gear, and 
  maybe even a donkey aren't bank busting). For campaigns where the acquisition of 
  wealth is a primary goal, these are the rules you should use: 
   
  Character Description  
  Starting Wealth 
  30pt newbie adventurers 
  25c 
  50pt adventurers 
   
  45c 
  75pt expert adventurers  
  75c 
  100+pt veteran adventurers 
  150c 
   
  Wealth Enhancement 
  For the reasons stated above, you may not want to allow wealth since it could unbalance 
  the game’s motivations. However, you can use these rules to allow a ‘starting wealth’ 
  (note if the character is to have an independent income that he does nothing for it may 
  make treasure hunting less interesting). 
   
  Wealth Level 
  Starting Wealth 
  Monthly Income 
  2pts 
  400c 
  20c / mo 
  4pts 
  800c 
  40c / mo 
  8pts 
  1600c 
  80c / mo 
  16pts 
  3200c 
  160c / mo 
   
  Starting Gear (Quick Start) 
  The simplest way for this to work is for the GM to just make the characters buy all their 
  gear to start with. This makes it easy, fair, and clears everything up. A faster way to do 
  this, though is the “quick start” rule: 
   
  1. Everyone has 1-die x 10 Copper Crowns to buy gear with. 
  2. You have one weapon for every weapon skill at L2 or better (Warlords have 4 weapons). 
  3. If you have riding at L2 12- or better you have a horse. 
  4. Everyone starts with 2/4 light leather armor. 
  
  V1.0 copyright © 2001 Marco Chacon 
  Weapons and Armor 
  It's very important to wear protection! In fantasy games this means wearing armor. Here is a list 
  of armor types and below is the rules for how characters may start with and purchase them. 
   
  Armor 
  Cost 
  Defense 
  STR 
  Stealth 
  Light Leather 
  10c 
  2 / 4 
  9 
  -0 
  Heavy Leather 
  30c 
  3 / 6 
  10 
  -1 
  Mixed Armor 
  40c 
  4 / 8 
  11 
  -3 
  Chain Mail 
  80c 
  3 / 10 
  12 
  -4 
  Padded Chain 
  250c 
  5 / 10 
  12 
  -4 
  Plate Mail 
  500c 
  6 / 12 
  13 
  -6 
  Fine Plate 
  N/A 
  6 / 14 
  13 
  -6 
  Heavy Plate 
  N/A 
  7 / 14 
  15 
  -8 
   
   
  Partial Armor 
  Armor 
  Coverage 
  Cost 
  Breast Plate 
  5/10 
  4 
  100c 
  Iron Helm 
  5/10 
  1 
  75c 
   
  Shields 
  Negative 
  to be hit 
  Combat 
  Negative 
  STR 
  Min 
  Cost 
  Small Shield 
  -1 
  -0 
  9 
  5c 
  Medium Shield 
  -2 
  -0 
  10 
  10c 
  Large Shield 
  -3 
  -1 
  12 
  20c 
  Huge Shield 
  -4 
  -2 
  13 
  30c 
   
  Mass Modifier 
  Larger characters pay more for armor. For each point of Mass above 3, add +50% to the armor 
  cost. Therefore a 4 Mass (18+BLD) character would pay 750c for a suit of plate mail. 
   
  Weapons 
  Weapon 
  Damage 
  STR 
  Min 
  Swing 
  Back 
  Swing 
  Reach 
  Cost 
  Notes 
  Small Knife  
  +1 PEN 
  None 
  +0 
  +0 
  Short 
  1c 
   
  Medium Knife 
  +2 PEN 
  None 
  +0 
  +0 
  Short 
  2c 
   
  Large Knife 
  +3 PEN 
  None 
  +0 
  +0 
  Short 
  3c 
   
  Short Sword 
  +4 PEN 
  9 
  +0 
  +1 
  Short 
  5c 
   
  Broad Sword 
  +6 PEN 
  11 
  +1 
  +2 
  Medium 
  10c 
   
  Long Sword 
  +6 PEN 
  11 
  +2 
  +3 
  Long 
  12c 
   
  2-Hand Sword 
  +8 PEN 
  12 
  +3 
  +4 
  Long 
  25c 
   
  Axe 
  +5 PEN 
  10 
  +1 
  +2 
  Medium 
  2c 
   
  Battle Axe 
  +8 PEN 
  11 
  +2 
  +4 
  Medium 
  8c 
   
  Huge Axe 
  +10 PEN 
  14 
  +3 
  +5 
  Medium 
  20c 
   
  Spear 
  +5 PEN 
  10 
  +1 
  +3 
  Long 
  10c 
   
  Pole Arm 
  +9 PEN 
  12 
  +2 
  +5 
  V-Long 
  20c 
   
  Club (baton) 
  +4   impact 
  10 
  +1 
  +2 
  Medium 
  2c 
   
  Heavy Club 
  +7   impact 
  11 
  +1 
  +3 
  Medium 
  4c 
   
  Staff 
  +5   impact 
  10 
  +0 
  +0 
  Long 
  8c 
  Must have staff skill 
  Hammer/Mace 
  +9   impact 
  12 
  +2 
  +4 
  Medium 
  6c 
   
  Great Hammer 
  +12 impact 
  14 
  +3 
  +4 
  Medium 
  18c 
  +1 Large Wpn bonus 
  Morning Star 
  +8   impact 
  11 
  +3 
  +3 
  Medium 
  10c 
  -3 block negative 
  Flail 
  +10 impact 
  12 
  +2 
  +4 
  Long 
  15c 
  -1 block negative 
   
   
   
   
   
   
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Bows 
  Bows have a damage (per arrow) and a Pull (STR necessary to use them). Bows have a –1 / 25y 
  range. 
   
  Bow 
  Damage 
  Pull (STR) 
  Bow Cost 
  Arrow Cost 
  Medieval Crossbow 
  11 
  14 
  25c 
  1 bolt for 1c 
  Short Bow (35 lb pull) 
  7 
  10 
  9c 
  2 arrows 1c 
  Long Bow (45 lb pull) 
  9 
  12 
  20c 
  2 arrows 1c 
  Long Bow (75 lb pull) 
  11 
  14 
  30c 
  2 arrows 1c 
  Elvin Long Bow (35) 
  10 
  10 
  2500c 
  2 arrows 1c 
   
  Accessories 
  Bow users will usually want quivers of arrows, belts to sling the bow, extra strings, etc. 
   
  Item 
  Cost 
  Notes 
  Quiver (basic) 
  4c 
  Holds 8 arrows securely 
  Quiver(large) 
  16c 
  16 arrows. Ivory and leather work. 
  Bow Strap 
  2c 
  Nice leather strap 
  Extra Strings 
  4c 
  Replace one per week of shooting. 
   
   
  Weapon Accessories Other Items  
  These items apply to all weapons. 
  Item 
  Cost 
  Notes 
  Fine Scabbard 
  12c 
  Ivory and velvet. 
  Fine pommel/Blade work 
  20c 
  Finely worked sword pommel or engraved blade. 
  Dragon Bone Bow 
  900c 
  Adds +1 to the user's effective STR. Very impressive. 
  Fine weapon belt 
  18c 
  Very fine leather belt for slinging a weapon. 
  Cleaning kit 
  8c 
  Prevents rust, keeps edges (oil, special cloth, etc.) 
  Gem Stone Inlay 
  90c 
  Work in character's birthstone or other signature piece. 
   
   
   
   
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Adventuring Gear 
  Essentially, most fantasy adventuring parties are prospectors. They set out with shovels, lanterns, 
  picks, rope, saddle bags, provisions, etc. and they come back (they hope) with a lot of treasure. Here 
  is a list of goods. Note that some items have upkeep costs (weekly) or per-use cost. 
   
  Note: I had a really hard time coming up with weights for a lot of this. Most supply places 
  don’t list weight for modern goods and it’s hard to know what the conversion factor is for 
  medieval gear. I’ve tried to be general. 
  Item 
  Cost 
  Weight 
  Notes 
  Small Tent(1) 
  2c 
  6 lbs 
  Pup-tent with rope and stakes  
  Medium Tent (3) 
  4c 
  9 lbs 
  3 person tent 
  Large Tent 
  12c 
  15 lbs 
  5 person tent  
   
   
   
   
  Sleeping roll (cheap) 
  2c 
  4 lbs 
  No mat (a blanket and thin pad) 
  Sleeping roll (average) 
  4c 
  8 lbs 
  Mat, thick roll, inner sheet 
  Sleeping roll (luxury) 
  9c 
  13 lbs 
  Thick roll, mat, inner sheet, pillow 
   
   
   
   
  Tinder box 
  4c 
  1 lb 
  1c per 7 uses 
  Torches 
  2c / 3 
  1 lb 
  Lasts 20 min 
  Lantern 
  10c 
  1 lb 
  2c for 40 min of oil 
   
   
   
   
  Rain gear (poncho) 
  5c 
  1 lb 
   
  Traveler’s Cloak 
  2c  
  1 lb 
   
  Cold weather gear 
  4c 
  3 lbs 
  Fur lined hood, long-johns, jacket 
  Walking Staff 
  8c 
  2 lbs 
  Great to have around (walking, prodding monsters, etc.) 
   
   
   
   
  Outdoors supplies 
  5c 
  5 lbs 
  Hygiene for 1 person for 1 week. 
  Basic mining gear 
  30c 
  25 lbs 
  1 Pick, 2 shovels, small hammer spikes 
  Rope (30’) 
  10c  
  4 lbs 
   
  Rappelling Gear 
  20c 
  3 lbs 
  Harness, hooks (lower or raise non-climbers) 
  Cooking gear 
  5c 
  8 lbs 
  Pots, plates, grill-top, etc. 
  First Aid Kit 
  5c 
  4 lbs 
   
  Sledge Hammer 
  8c 
  12 lbs 
  Good for breaking up rocks … doors, etc. 
  Iron pry-bar 
  4c 
  8 lbs 
  Good for getting out of tight spots. 
   
   
   
   
  Wine-skin/canteen 
  2c 
  5 lbs 
  Water for 1 person (1 day hard work) 
  Water jugs 
  5c 
  15 lbs 
  Water for 3 days 
   
   
   
   
  Rations (poor) 
  1c /2d 
  1 lb 
  Beef Jerky 
  Rations (good) 
  1c/1d 
  1.5 lbs 
  Not bad … 
  Rations (excellent) 
  2c/1d 
  2 lbs 
  Makes a tasty meal (requires cooking gear) 
   
   
   
   
  Sacks/Saddle bags 
  1c 
  1 lb 
  Each bag holds approx. 8 lbs 
  Back pack 
  4c 
  4 lbs 
  Turns 36 lbs into 12 lbs 
   
   
   
   
  Basic Clothes 
  2c 
  1 lb 
  Normal dress 
  Dress clothes 
  5c  
  1 lb 
  Merchant class 
  Dress Clothes 
  15c 
  1 lb 
  Gentry class 
  Good boots 
  3c 
  2 lb 
  Good hiking boots (fur lined, dry, warm) 
  Good gloves  
  4c 
  0 lbs 
  Fine leather gloves 
   
   
   
   
  Chalk (colored) 
  2c 
  0 lbs 
  Good for marking paths under ground … 
  Small mirror 
  4c 
  0 lbs 
  Good for looking around corners 
  Grappling hook 
  5c 
  3 lbs 
  Takes 3 seconds to get ready 
   
   
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
   
   
  Living Expenses 
  Here is a list of some daily/monthly expenses a group of adventurers might incur. 
   
  Food/Drink 
  Cost 
   
  Shelter 
  Cost 
  Tax and 
  Upkeep 
  Ale 
  2c for 4 drinks 
   
  Inn (commons) 
  1c / night 
  -- 
  Fine Ale 
  1c for 1 drink 
   
  Inn (private room) 
  3c / night 
  -- 
  Wine 
  2c for 1 glass 
   
  Fine inn with bath 
  6c / night 
  -- 
  Meal (cheap) 
  1c 
   
  Cheap room 
  40c / month 
  -- 
  Meal (good) 
  2c 
   
  Decent room 
  45c / month 
  -- 
  Meal (fine) 
  4c 
   
  Security Apt. 
  200c / month 
  -- 
  Groceries (standard) 
  4c / week 
   
  Luxury Apt. 
  800c / month 
  -- 
  Groceries (fine) 
  8c / week 
   
  Small house (hovel) 
  100c 
  5c/mo 
   
   
   
  Small wood house 
  300c 
  20c/mo 
  Rare Food 
  Cost 
   
  Small stone house 
  600c 
  40c/mo 
  Luxury Wine Bottle 
  200c-1200c (+) 
   
  Med stone house 
   
  1000c 
  80c/mo 
  Chocolate 
  20c / meal 
   
  Large stone house 
  3000c 
  160c/mo 
  Fine Steak Meal 
  20c / meal 
   
  Large walled house 
  6000c 
  320c/mo 
  Fine Tobacco 
  3c per day 
   
  Own Tower 
  12000c 
  640/mo 
   
   
   
  Own Keep 
  60000c 
  1280/mo 
   
   
  Single 
  Lifestyle 
  Food 
  Rent 
  Supplies 
  Entertainment 
  Married 
  Small 
  Family 
  Med 
  Family 
  Large 
  Family 
  Beggar 
  8c 
  -- 
  1c 
  -- 
  -- 
  -- 
  -- 
  -- 
  Common 
  16c 
  20c 
  8c 
  6c   (50c) 
  +20c 
  +24c 
  +32c 
  +44c 
  Merchant Low 
  16c 
  20c 
  12c 
  12c (70c) 
  +28c 
  +34c 
  +48c 
  +64c 
  Merchant Med 
  24c 
  40c 
  24c 
  24c (112c) 
  +40c 
  +50c 
  +75c 
  +100c 
  Merchant High 
  32c 
  80c 
  48c 
  48c (208c) 
  +80c 
  +100c 
  +140c 
  +200c 
  Gentry 
  32c 
  160c 
  96c 
  96c (384c) 
  +120c 
  +180c 
  +240c 
  +300c 
  High Gentry 
  48c 
  320c 
  180c 
  180c (728c) 
  +300c 
  +400c 
  +600c 
  +800c 
   
  NOTE: Married commoner couples (and families) usually must own a hovel, reducing their monthly 
  cost of living. 
   
  Travel 
  Cost 
   
  Services 
  Cost 
  Coach (30  mi/day) 
  10 – 20c / day 
   
  Mercenaries Gild 
  20c / yr (get bounties or jobs) 
  Wagon (25mi/day) 
  6c / day 
   
  Mages Gild 
  40c / yr (access to library/spells) 
  Horse (40mi/day) 
  30c (to buy) 
   
  Magical Healing 
  12c (may vary a lot) 
  Fine Horse (50) 
  60c or more 
   
  Barrister 
  20c (lawyer) 
  Horse Gear 
  12c (bit, saddle) 
   
   
   
  Donkey (30mi/day) 
  15c 
   
   
   
   
   
  Entertainment 
  Cost 
   
  Luxuries 
  Cost 
  Bard’s Song 
  .25c 
   
  Tapestry 
  20c-300c 
  Bard’s Tip 
  .10c 
   
  Fine, decorated pottery 
  30c 
  Tickets to theater 
  1c, 2c, 4c, or 8c 
   
  Jewelry (cheap) 
  2c to 12c 
  Read (small serial novel) 
  2c 
   
  Jewelry (average) 
  20c to 40c 
  Coliseum/Arena Ticket 
  2c, 8c, or 128c 
   
  Jewelry (fine) 
  120c to 800c 
  Day at Faire 
  2c to 8c 
   
  Fine case (ivory) 
  25c 
  Trip to Bath house 
  4c 
   
  Fine china/crystal 
  10c to 350c 
  Night at Cabaret  
  4c 
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Magical Supplies 
  These may or may not be available in a given world—if they are, they costs may be way off. Use this 
  with caution. Note (again) that if the objective of a game is to gain magical treasure, being able to buy 
  it might be counterproductive.  
   
  Item 
  Cost 
  Weight 
  Notes 
  Healing Potion 
  8c 
  1 lb 
  Heals 6 DP (in padded vial for belt pouch) 
  Magical Arrow 
  12c 
  0 lb 
  +1 to hit, costs +1 REA to invoke spell (1 use) 
  Sentry Skull 
  60c 
  1 lb 
  Gruesome. Screams when someone it doesn’t know 
  comes within 12 yards (good for guarding camps) 
  Phoenix Blood Vial 
  40c 
  1 lb 
  Bomb potion. Rad 2, Damage 24 
  Anti-Venom 
  20c 
  0 lbs 
  +3 to CON rolls vs. poison. Heals 8 damage from 
  toxins 
   
   
   
   
  Glyph of Might 
  300c 
  -- 
  +1 to users STR with weapon 
  Glyph of Metal 
  2500c 
  -- 
  Weapon strike ignores metal armor 
  Glyph of Truth 
  800c 
  -- 
  Weapon strikes at +1 
  Glyph of Fire 
  900c/ 
  1200c 
  -- 
  Weapon burns. Activate for 5 REA. Each strike does 6 
  Fire Damage (9 for 1200c) 
  Glyph of Frost 
  1400c 
  -- 
  Weapon freezes. Activate for 5 REA. Lasts 3 turns. 
  Any minor wound “freezes” the target for 5 REA (like a 
  Stun). This is in addition to Stun or Daze if applicable. 
  Blows do 4pts Frost damage (in addition to normal 
  damage) 
  Glyph of Speed 
  2500c 
  -- 
  Weapon swings cost 1 less REA. 
  Glyph of Protection 
  2000c 
  -- 
  On a shield: gives +1 to the shield’s ‘AGI’ bonus. 
  Glyph of Fortitude 
  2400c 
  -- 
  On armor: gives +1/2 defense. Glyph must be 
  prominent.  
  Wand of [X] 
  100xSpell 
  Cost2 
  -- 
  Attack Spell (a 2pt spell costs 400c). Holds 4 charges 
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Income 
  Now that you know how to spend money, how do you make it? Here are some income levels for 
  various jobs. 
   
  Worker 
  The basic job pays 2c per day. Usually this work is relatively unskilled but might also be pay 
  for a decent apprentice.  Assume 5 days a week of full time work and 1 half-day (with one full 
  day off).  Expenses are roughly 16c per month for food and 20c per month for a rent (with a 
  roommate), 8c per month for supplies and 6c per month for entertainment: 50c. NOTE: A 
  worker may have two jobs making 3c a day—this represents a LOT of extra work. 
   
  Beggar 
  Well, you can always beg … Beggars make 9c per month and may have trouble with law-
  enforcement. Begging is dawn-‘til-dusk job.  
   
  Bard/Minstrel 
  If you have Musical Instrument, Showmanship, and decent personal charisma (Appearance 
  helps!) you can make a living as an entertainer. This is a lot like begging if you aren’t 
  excellent. 
   
  Key skills are listed below. The trivial skill Popular Songs means that the character knows 
  oral histories, good music, etc. 
   
  NOTE: A given area can only support a limited number of high-paying bards (so a character, 
  even a talented one, may have trouble moving in).  At Level 4 the character is being paid by 
  the gentry so that’s different (and the character must spend some time at L3 wage rates 
  establishing himself).  
   
  Talent 
  Level 2 
  Level 3 
  Level 4 
  Musical Instrument 
  9c / mo 
  20c / mo 
  80c / mo 
  Showmanship 
  5c / mo 
  15c / mo 
  20c / mo 
  Revelry 
  0c / mo 
  4c / mo 
  8c / mo 
  Trivial Skill: popular songs 
  0c / mo 
  2c / mo 
  4c / mo 
  Creative Genius 
  1c / mo 
  2c / mo 
  12c / mo 
  Artistic Genius 
  1c / mo 
  2c / mo 
  12c / mo 
  Appearance 
  2c / mo 
  8c / mo 
  16c / mo 
   
  Ex: A L3 Bard, L2 Showmanship, L3 trivial knowledge of popular songs with L2 Attractive and 
  L3 Artistic Genius (the middle level): 31c / month. 
   
  Mercenary / Man at Arms / Guard 
  If you’re good with a sword you can hire out. You must have a weapon skill at L2 13- to be 
  average. Usually a PHY and REF of 11 is required. To be expert, a skill of L3 15- and PHY 
  and REF of at least 12. Master is anyone who for any reason is obviously a very superior 
  combatant (Level 4, stats of 14+, skill roll of 17-). You must usually supply your own weapons 
  and armor (guardsmen are issued them with a debt to pay back). 
  • 
  Bonded: To hire these people you must pay the fee with an optional bonding: if they 
  are members of the Mercenaries Gild and they break a contract (run off, betray you, 
  etc.) the Mercenaries Gild will put a bounty on them if they were bonded. Bonding 
  cost the Mercenary +5c per month and is often required for work. If you don’t pay 
  your bonded Mercenary … the Gild will go and collect it … they’re good at that. 
  • 
  Hazard Pay: These prices are on a monthly basis. Usually there’s combat pay if they 
  have to fight: 8c, 16c, or 24c per battle (this does not apply to Mercenaries who get 
  paid by the job—they’re expected to fight). 
  
  V1.0 copyright © 2001 Marco Chacon 
  • 
  Facing Magic: if the job involves facing magic, unusual monsters, or some other 
  unusual terror there may be a +20% to +100% bonus (if the job is suicide the GM 
  decides who takes it). 
  • 
  Town Guard: Most town guards wear light leather, have short swords, and have 12 
  STR and 11 REF’s. Their sergeants (1 for 4-6 guardsmen) have broadswords, heavy 
  leather and 13- skills. A Lieutenant has heavy leather, a broadsword, a horse, and L3 
  Swords skill on a 15-.  
   
  Job 
  Average 
  Expert 
  Master 
  Town Guard/Militia 
  66c / mo 
  85c/mo 
  -- 
  Caravan Guard 
  75c / mo 
  95c / mo 
  130c / mo 
  Body Guard 
  80c / mo 
  110c/ mo 
  180c / mo 
  House Guard (Includes room/board) 
  40c / mo  
  60c / mo 
  120c / mo 
  Bouncer (21 hr/wk) 
  12c / mo 
  25c / mo 
  60c / mo 
  Mercenary 
  10c / job 
  40c / job 
  160c / job 
   
  Merchant / Craftsman / Trader 
  Trying to buy low and sell high, merchants deal in goods. There are a lot of skills that can go 
  into being a good merchant (Economics, Business, etc.). To be a merchant you must buy 
  status, a bit of wealth, and get permission from the GM to be a business owner. Then you 
  make rolls each week to see how you do compared to your overhead. Because of the way 
  math and skills work, it’s possible for players to make automatically successful business 
  owners (the GM should impose extra taxes, gild wars, etc. to keep things interesting). NOTE: 
  For a Merchant, the overhead covers room and board (providing the merchant lives at the 
  shop). 
   
  Type 
  Startup 
  Size 
  Overhead 
  Stall-low 
  80c 
  1 
  40c 
  Stall-med 
  100c 
  1 
  50c 
  Stall-high 
  140c 
  1 
  70c 
  Small-low 
  200c 
  1-2 
  90c 
  Small-med 
  300c 
  1-2 
  120c 
  Small-high 
  900c 
  1-2 
  150c 
  Medium-low 
  1500c 
  3-4 
  200c 
  Mid-med 
  2400c 
  3-4 
  300c 
  Mid-high 
  3600c 
  3-4 
  400c 
  Large-low 
  7200c 
  5-10+ 
  700c 
  Large-med 
  14400c 
  5-10+ 
  900c 
  Large-high 
  28800c 
  5-10+ 
  1100c 
   
  Business Skill: The merchant can hire a manager (pay the listed monthly cost—but usually he does it 
  himself). 
   
  Admin Cost: If the merchant (or his wife, etc.) has Administration skill there’s no need to pay the 
  monthly fee. Otherwise find an accountant and pay him. NOTE: One accountant can handle multiple 
  accounts (which is why the fee is low). Good accountants charge a fee based on making their roll. 
   
  Craft Bonus: If you have a craft skill and do your own crafts (i.e. make the chairs you sell) then your 
  skill roll applies to profit. Otherwise, buy goods. Note: if you don’t make your own roll, you don’t use 
  this table—if your usual craftsman isn’t performing, go to one who is. 
   
   
   
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
   
  Skill 
  Hire 
  -5 or 
  worse 
  -4 to –1 
  0 to +4 
  +5 to +9 
  +10 or more 
  Business Profit 
   
   
   
   
   
   
  Business L2 
  120c/mo 
  10% 
  50% 
  200% 
  250% 
  300% 
  Business L3 
  140c/mo 
  25% 
  75% 
  250% 
  350% 
  500% 
  Business L4 
  200c/mo 
  50% 
  100% 
  400% 
  700% 
  1000% 
  Admin Cost 
   
   
   
   
   
   
  Administration L2 
  5c/mo 
  -30%  
  -20%  
  Break even 
  +20%  
  +30%  
  Administration L3 
  10%c/mo -20%  
  -10%  
  +10%  
  +40%  
  +80%  
  Administration L4 
  40%c/mo 
  -10%  
  -0%   
  +40%  
  +80%  
  +160%  
  Craft Bonus 
   
   
   
   
   
   
  Craft L2 
  -- 
  -40% 
  -20% 
  Break even 
  +10% 
  +20% 
  Craft L3 
  -- 
  -30% 
  -10% 
  +10% 
  +20% 
  +40% 
  Craft L4 
  -- 
  -10% 
  Break even 
  +30% 
  +60% 
  +120% 
   
   
   
   
  Ex1: A merchant runs a Small business of medium cost. He has a 120c per month overhead. 
  He has a Business Skill of L2 14- and hires an accountant (L2 14-). He doesn’t do his own 
  crafts: He pays 120c and he rolls a 10 on his business skill (+4) and a 10 on his accounting 
  skill for the month. He does not make a Crafts skill roll since he isn’t a craftsman. He makes 
  200% profit (240c) and pays a 5c Accounting fee. Total profit for the month: 115c. 
   
  Ex2: An expert craftsman (L3, 15-) goes into business. He is a stonecutter (200c startup cost, 
  overhead 90c). He has L2 12- Business skill and no Administration skill. He hires an L2 14- 
  accountant. He makes his Business roll by 0, his Admin roll by 2, and his Craft skill roll by 5. 
  He gets 180c for his business roll, pays 5c for Admin and gets a 20% profit for his excellent 
  craft skill. That is 90 – 5 + 18 = 103c profit. 
   
  Thief 
  If you don’t want to earn an honest living … steal. Being a Thief pays according to risks you 
  take and what life of crime you wish to pursue.   
   
  Danger Level: The danger level of a job is the price you pay when it goes wrong (i.e. 
  how many guardsmen show up). Robbing peasants in the deep woods is pretty 
  safe—no guardsmen for miles. But you don’t make much. 
  • 
  A guardsman and leader (a seargant, probably) is described above. An Elite 
  response could be trained monsters/animals, L3 swordsmen with good armor 
  and skill, mages, etc. 
  • 
  These exact numbers may vary (robbing a house may bring private security 
  … the GM should make a call as to what Danger Level a job has … the thief 
  may not know the exact level!) 
   
  Level 
  Multiplier 
  0 – 8 
  9 – 12 
  13 – 18  
  19 - 20 
  1 Low 
  -40% 
  No response this 
  minute 
  1 avg.  guards 
  2 avg. guards 
  2 
  avg. 
  guards. 
  1 
  leader. 
  2 
  Mid-
  Low 
  -10% 
  1 avg. guard 
  2 avg. guards  
  4 avg. guards 
  6 
  avg. 
  guards, 
  1 
  leader. 
  3 Mid 
  Base 
  2 avg. guards 
  4 avg. guards 
  4 avg. guards, 1 
  leader 
  6 
  avg. 
  guards, 
  2 
  leaders 
  4 
  Mid-
  High 
  +100% 
  4 avg. guards 
  4 avg. guards, 1 
  leader 
  6 avg. guards, 2 
  leaders 
  6 
  avg. 
  guards, 
  2 
  leaders, 1 elite 
  5 High 
  +200% 
  6 avg. guards 
  6 avg. guards, 1 
  leader 
  8 avg. guards, 2 
  leaders, 1 elite 
  12 avg. guards, 2 
  leaders, 1 elite 
  6 
  Very 
  High 
  +300% 
  6 avg. guards, 1 
  leader 
  8 avg. guards, 2 
  leaders, 1 elite 
  12 avg. guards, 
  2 
  leaders, 
  1 
  elite 
  24 avg. guards, 3 
  leaders, 2 elite 
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Bounty: As your exploits continue, the price on your head will go up. Note: for game 
  purposes this pretty much happens even if ‘no one knew’ who you were. If you make 
  one haul and stop there may not be a price … but if you make a career people will 
  know … the underworld will know … and the bounty will grow. 
   
  Haul: The Haul is determined by the base profit of the activity multiplied by the 
  danger level. 
   
  Activity: There are several different ways a thief can operate. The most common are 
  pickpocket, Robbery, and Highwayman (mugging). These all require very different 
  skills (and that doesn't cover things like con artist or brokering fencing deals for very 
  hot items). 
   
  Pick Pocket: The character needs Sleight of Hand Level 2 and must spend all day in 
  crowds, looking for likely targets.  Because the character's cover may be blown, 
  Stealth and Surveillance are important skills as well. 
   
  Pickpocket 
  Basic roll modifier: Rolls are at –1 per level of Danger Level (so Very-High rolls at     
  –6). Level 3 ignores –3pts of modifier. Level 4 ignores –6. 
  Base Pay: 2c / day 
  Team: Usually single, however a skilled team (decide on the skill) can add +1 to +3. 
  Bounty: When a roll is blown, the bounty is half the character's haul for that month. 
  Skills 
  Rolls 
  Missed Roll 
  Made Roll 
  Notes 
  Sleight of Hand 
  1 per day 
  Immediate 
  guard 
  response 
  Income with 
  modification. 
   
  Stealth 
  1 roll per day 
  No effect 
  +1 to roll 
  You 
  can 
  slip 
  away quickly 
  Surveillance 
  2 rolls per day 
  No effect 
  +1 to roll 
  Guards 
  are 
  watching you. 
   
  Ex: A Level 3 pickpocket works 20 days a month in mid-high level areas (nice 
  merchant shops). He has L3 Stealth and no surveillance. He has a 14- roll. The roll to 
  both skills is at –3 for danger level (lots of guards). He ignores these modifiers. He 
  must make 20 rolls per month. If he blows one, he goes to immediate danger 
  response (probably a tussle with 4 guards). If he makes it, he will get 80c per month. 
   
  Robbery: The basic highwayman activity. You can rob the gentry, tax collectors, 
  travelers, etc. The life of a robber, though, is one of combat and stealth: instead of 
  being a steady income, it's more of a series of encounters. Here are some basic 
  rules: 
   
  Robbery 
  Basic Roll Modifier: Intimidation is used … or physical violence. 
  Base Pay: Varies based on target 
  Bounty: Equal to ½ the money taken. Double if the targets are killed. Double again if 
  Gentry or High Gentry are robbed. 
  Type of Person 
  Danger Level 
  Base Pay 
  Commoner 
  1 
  1c 
  Merchant (Low) 
  1-2 
  4c-8c 
  Merchant (Mid) 
  2-3 
  20c-40c 
  Merchant (High) 
  3-4 
  60c-110c 
  Gentry 
  4-5 
  200c-300c 
  High Gentry 
  5-6 
  400c-500c 
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Burglary: Breaking and entering … cat burglary. It's an exciting, risky, and often 
  profitable venture. The problem is that it requires lots of skills and you get goods 
  more often than straight cash, requiring a fence. The problems: robbing hovels 
  doesn't get you anything. You have to case and hit expensive homes. This makes it a 
  once a month activity. 
   
  Burglary 
  Basic Roll Modifier: Rolls are at –1 per level of Danger Level (so Very-High rolls at 
  –6). Level 3 ignores –3pts of modifier. Level 4 ignores –6. 
  Base Pay: 300c / mo 
  Team: Characters can work alone or in teams as wanted. 
  Bounty: Each hit increases the bounty by ¼ of the character's take of the haul. 
  Skills 
  Rolls 
  Missed Roll 
  Made 
  Roll 
  Notes 
  Locksmith 
  Level +1 
  You get 1 missed roll 
  per job. 
  -- 
   
  Stealth 
  Level –1  
  Immediate response 
  -- 
  Each 
  team 
  member 
  must 
  make one 
  Climbing 
  Level –4 
  Response if roll blown 
  by 3 or more 
   
  Each 
  team 
  member 
  must 
  make 1. After first, rolls at +3. 
  Traps 
  Level –4  
  GM assigns a trap 
   
   
  Streetwise 
  1 
  -10% haul per pt 
  -- 
  This is to fence the goods 
  Business 
  1 
  -- 
  +10% 
  20% at L3, 40% L4 
    
   
  Adventuring 
  How much does being an adventurer pay? Well, the common (popcorn and beer and pretzel) 
  convention is that “out there” are monsters guarding lots of treasure (magic and gold). If 
  you’re brave, strong, smart, and lucky enough you can take it. Also, there’re good tombs to 
  be robbed. Finally, there’re bounties to be captured. If you live by these conventions and put 
  it all together you have a dangerous—but rewarding career. 
   
  Bounty Hunting 
  Adventurers can make money by collecting bounties on monsters or bandits.  
  Average Take: 30c – 120c per month. 
  [Section is not finished] 
   
  Exploring Ruins, Caverns, and Tombs 
  These take more work to find but they can be quite profitable. Treasure hunters will have to 
  contend with traps, monsters, guardians, and natural hazards.   
  Average Haul: 0c to extremely high returns based on luck and difficulty. 
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Fantasy Races 
  In heroic fantasy games many different character races are possible. Some ‘classical’ fantasy games 
  may feature Dwarves, Elves, etc. Others may let the players play more unusual races … or even play 
  monsters. There are some specific problems with balancing Fantasy Races. If Elven archers are the 
  greatest in the land, Half-Ogre's are the strongest player-race going, and ‘shortlings’ (you know what 
  we mean) are the most adept thieves, who wants to be a human? 
   
  To take care of this problem, we’ve come up with some rules (in Alpha as of this document) that we 
  think will help. These rules, and the rules for fantasy races are listed here. 
   
  Character Point Pools (Buying Fantasy Racial Packages) 
  In a campaign where the ‘Weird Traits’ from the basic book can be purchased with this pool, 
  but other enhancements are available in a heroic fantasy game. These are racial Packages, 
  unusual gear, and fantasy archetype abilities.  Depending on how many points the GM 
  allocates will determine how ‘fantastic’ the fantasy game will be. 
   
   
  Fantasy Racial Pools 
  When choosing a fantasy race there are three things to consider: 
   
  • 
  The Fantasy Pool cost (this is the number of points from your Fantasy Point Pool you 
  must pay to be a member of the race) 
  • 
  The requirements (some races may require a certain STR, Appearance, etc.) This 
  must be paid for with normal points. 
  • 
  The Racial Defects. These are defects specific to the race. They don’t count against 
  your 10 points. 
  
  V1.0 copyright © 2001 Marco Chacon 
   
   
   
  Race List 
   
  Half Ogre 
  Cost [8] 
  Description: Big strong, and a bit clumsier than humans, Half Ogres appear as large humanoids 
  generally with ample bellies (like Sumo wrestlers) and skin in a variety of strange hues (across the 
  whole spectrum). Often they have natural markings that appear as a weird sort of war-paint.  
   
  Culture: Half Ogres are somewhat rare 
  and tend to be found with humans (there 
  don’t tend to be ‘half ogre bars’ or 
  sections of town). 
  Racial Perception: Half Ogres tend to be thought of as 
  tough and dumb (they aren’t—but they do tend to be 
  uneducated). There is no strong stigma against them but 
  some general prejudice against their capabilities outside 
  of combat. 
  Half Ogre Traits 
  • 
  Strong: +2 STR, +8 BLD, +8 Damage Points 
  • 
  Large: +1 to be hit in combat if their BLD is 18 or higher (likely) 
  • 
  Half Ogres may not increase AGI by +2 above REF (max is +2) 
  • 
  Half Ogres tend towards instinctual combat: they may not have Level 3 Weapon Skills 
  • 
  Half Ogres pay double for each point of skill above STAT+1 (so the next point of Skill above 
  STAT +1 costs 4pts instead of 2). 
   
   
  Quarter Giant 
  Cost [12] 
  Description: Quarter Giants are the result of a rare coupling with a shape-changing giant and a 
  human (shape-changing giants are rare indeed). They are huge, sometimes over 8 feet tall. 
   
  Culture: Quarter Giants are rare. They 
  tend to be solitary. Although they are not 
  less intelligent than other races they tend 
  towards blunt solutions to problems. As 
  with Half Ogres they don’t use weapons 
  well. 
  Racial Perception: Quarter Giants are usually looked on 
  with distrust (they’re monsters!) Although valued for their 
  might and power, they are often not well trusted 
  (adventuring parties, however, will often prize their 
  company!) 
  Quarter Giant Traits 
  • 
  Strong: +3 STR, +16 BLD, +16 Damage Points 
  • 
  Large: +1 to be hit in combat if their BLD is 18 or higher (likely) 
  • 
  Quarter Giants are not allowed to buy individual REF stats up at all (no modification of COR, 
  REA, or AGI) 
  • 
  Quarter Giants may not have level 3 weapon skills 
  • 
  Quarter Giants may not use cutting weapons in combat (only blunt impact weapons)—in fights 
  they don’t place significance on hitting with the bladed edge) 
  • 
  Quarter Giants pay double for each point of skill above STAT+1 (so the next point of Skill above 
  STAT +1 costs 4pts instead of 2). 
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
   
  Elvin 
  Cost [8] 
  Description: A subtle, elegant race, Elves are sylvan creatures who live indefinitely. They appear as 
  somewhat tall fair skinned, fair haired humans (often beautiful by human standards) with slight builds. 
  They have pointed ears and exotic eyes. 
   
  Culture: Elves tend to live in the woods 
  (although some live by the sea … and a 
  few rare species live in jungles). In 
  human towns they are rare but may 
  congregate. They build elegant, exquisite 
  artwork and goods and have a great 
  appreciation for music. NOTE: although 
  they live forever, they don’t spend 
  centuries practicing fighting skills (unless 
  the GM gives you a Level 4 combat skill 
  at, like, STAT+5 or 6). They practice art 
  and music usually (or some craft). 
  Racial Perception: Elves are seen as secretive, 
  somewhat shy, and often arrogant (a charge which may 
  often be correct). Their long life spans give them a 
  different sense of perspective than humans usually have. 
   
  Elvin Archers: One place where Elves are prized is on 
  the battlefield as archers. Although they use weaker 
  bows than human archers, they tend to be more 
  accurate. Usually they only fight if their forest homes are 
  threatened. 
  Elfish Traits 
  • 
  Eternal: Elves get History L2 at MEM+3 and may pick one Normal (non-combat) skill at Stat+4 
  Level 3. 
  • 
  Sylvan: Elves tend to live in the woods. They have the 4pt version of Nature Friend. 
  • 
  Coordinated: They must buy up COR to REF+1. They get a second point of COR for free (they 
  may not buy up REF or AGI). 
  • 
  Light: Elves take a –1 STR and –3 BLD (there is no effect on Damage Points) 
  • 
  Elves get Level 1 Exotic for free. The further levels cost as though they had already paid for Level 
  1. 
   
   
   
  Grimalkin 
  Cost [8] 
  Description: Feline humanoids, the Grimalkin live in climates from the jungle to the desert. They are 
  leaner than humans. Their fur tends to come in shades of orange to gray (but tiger-stripes or golden 
  lion fur are possible). 
   
  Culture: Grimalkin are found throughout 
  human society. In their lands (often a 
  little remote) they may be numerous but 
  usually no more than 50-50 with humans. 
  They tend towards exotic, flashy dress 
  (colored 
  silks) 
  and 
  curved 
  swords 
  (Scimitars). 
  Racial Perception: Grimalkin integrate well into human 
  dominated society. Their culture is more nomadic and 
  they have some unusual traditions but they have a taste 
  for wine, bawdy music, and exotic dancing. 
  Grimalkin Traits 
  • 
  Quick: +2 REA and an additional +2 Initiative. 
  • 
  Light: -1 STR, -3 BLD (no effect on DP) 
  • 
  Quiet: +1 to Stealth rolls 
  • 
  Keen Senses: Ignore –3pts of low light modifiers (see normally most nights). +2 to smell 
  perception rolls 
  • 
  Claws and teeth: Basic Damage +1 (PEN) in HTH combat. 
  • 
  Skill Requirement: they must buy Acrobatics at Level 3 on a 13- or better. Their combat skills can 
  never be higher than their Acrobatics. 
   
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
   
   
  Dwarves 
  Cost [4] 
  Description: Dwarves are short, thick (dense) humanoids about 3.5 feet tall (on average). They are 
  muscled, tend to have thick beards, and (despite their small stature) often have a commanding 
  presence. 
   
  Culture: 
  Dwarves 
  come 
  from 
  the 
  mountains and are rare in human society. 
  They tend to be proud and often have a 
  code of honor (that they keep their word). 
  Many dwarves have Mechanical Genius 
  and they have excellent engineers. 
   
  Most Dwarves outside of their mines and 
  mountain homes are seeking to make a 
  name for themselves by accomplishing 
  great deeds (or just adventuring before 
  going back for a few hundred years more 
  of life in ‘normal’ Dwarven society. 
  Racial Perception: Dwarves are seen as competent 
  fighters with fierce tempers and a refreshingly honest 
  perception on matters. They are not unrefined but are 
  often seen as blunt. 
   
  Dwarves are favored as warriors, counselors, and 
  engineers. While somewhat rare they are usually well 
  excepted by other races. They may or may not have 
  animosity with elves. 
  Dwarvish Traits 
  • 
  Short: -1 to be hit by ranged weapons, -1 AGI bonus (they don’t dodge as well). When using a 
  HTH weapon they take a –2 Initiative modifier is combat. Their BLD is not affected by their small 
  size (they’re dense). They can’t use a weapon with more than Medium Reach. 
  • 
  Strong: +1 STR, +2 BLD, +2 DP 
  • 
  Hearty: They can buy as many DP at 1pt each as they want. 
  • 
  Long Lived: they live about 500 years. 
   
   
   
  Reptile Men 
  Cost [8] 
  Description: Coming from the deep desert, Reptile Men are tall, strong humanoids with alligator like 
  tails and snake-like scaly skin. Their faces appear fierce with lizard-like heads and sharp teeth. 
   
  Culture: 
  Reptile 
  Men 
  come 
  from 
  nomadic tribes in the deep desert. The 
  ones that leave do so, usually, on some 
  sort of personal quest (usually for hard-
  to-define objectives). 
   
  Near deserts there will be clusters of 
  Reptile Men amongst human societies. 
  They will speak their own language 
  (complicated hissing and clicks). 
  Racial Perception: Reptile Men are quiet, contemplative 
  … in a way almost mystical. Their human names are 
  usually taken for some trait, feat, or other thing they wish 
  to be known for (“Guarder of Caravans”). 
   
  In human society they tend to be guards (they are seen 
  as loyal and patient). It is felt that they are their own 
  people, though: they are perceived as hard to intimidate 
  and possessed of their own (often alien) morals and 
  ethics. 
  Reptile Men Traits 
  • 
  Desert Survival (they need make no survival rolls in the desert) 
  • 
  Strong: +1 STR, +4 BLD, +4 DP 
  • 
  Armored Hide: +1/2 armor (stacks with worn armor) 
  • 
  Reptile Men pay double for each point of skill above STAT+1 (so the next point of Skill above 
  STAT +1 costs 4pts instead of 2). 
  • 
  Claws/Teeth: +2 PEN damage  
  • 
  Tail: +2 damage, Medium reach, strike once per turn for 6 REA. 
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
   
   
   
   
  Dragon 
  Cost [24] 
  Description: Shining scales, flashing claws, fire-breath … Young dragons are hunted, feared, and 
  fought as monsters. At this age, dragons weigh almost 400 lbs, are covered with natural plate armor 
  and have claws as long as short-swords (fully extended). They fly and, oh yes, they breath fire. 
   
  Culture: Dragons live for ages. The PC 
  dragon is an oddity:  an ancient, imperial 
  beast who has sought out the company 
  of others. They are very rare and often 
  proud. Some are Mages, others seek 
  knowledge, most have a great lust for 
  treasure. 
  Racial Perception: Dragonlings are found at the 
  borderlands. Only near the frontiers are they not hunted 
  as monsters (and even there, they need humans or 
  others to vouch for them). 
  Dragon Traits 
  • 
  Long Lived: no one knows how long dragons really live. They keep growing so this is a very 
  young one. 
  • 
  +3 STR, +16 BLD, +16 DP 
  • 
  Armored Hide: 5/10 scales (they can wear no armor) 
  • 
  Claws: +4 PEN damage (dragons do not use weapons) 
  • 
  Wings: 12 y/s flight at running endurance 
  • 
  Fire Breath: 16 damage (must charge for 2 turns as a 0 REA visible action—the mouth smokes 
  and flickers with flame. Charges cannot be ‘held’)  
   
   
  The Fey 
  Cost [4] 
  Description: The fey are a race of human/faire crossbreeds. With magical blood in them, they appear 
  as exotic humans (strangely colored skin, violet eyes, a darkly handsome or beautiful appearance). 
   
  Culture: The Fey travel in bands (like 
  Gypsies). They have a similar culture: 
  insular, protective, and secretive. Many 
  are mages tending towards Mentalist and 
  Illusion spells. Some are thieves or 
  assassins. 
  Racial Perception: The Fey have a social stigma: they 
  are seen as untrustworthy, mysterious, as tricksters or 
  conmen … trouble makers. 
  Fey Traits 
  • 
  Secret Sign Language: The fey can communicate without words with each other. These gestures 
  can be hidden so that people will only see it with a PER roll at –1 per point of RES of the speaker. 
  • 
  Extra-Spectral Vision: they see colors differently than normal and see a bit into the UV spectrum. 
  They ignore –3 points of darkness modifiers (see normally on most nights) and can see special 
  "Fey Ink" which is invisible normally but glows in the UV spectrum (so a Fey troupe coming to 
  town may see notes and directions left by the last one). 
  • 
  Fey Blood: 3 DP worth of Fey blood can be converted into 10 spell points if properly used by a 
  mage. This must be spilled and prepared (the rules for preparation aren't given but they're exotic 
  and a bit expensive unless a Fey magician spills his own blood for the purpose of immediately 
  casting a spell). Once done, this is not healable by magic. 
  • 
  They are level 1 Exotic (odd eyes, a faint, strange hue to the skin, hair is sometimes of a strange 
  color). 
  • 
  The Fey code of honor means that where one Fey goes (unless he has done something horrible 
  to be outcast) he will have contacts with other Fey in the area. 
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Beast Men 
  Cost [4] 
  Description: Beastmen are either an ancient, degenerate or mutated race of humans with fur, hides, 
  and horns. They tend to be a bit uncouth and are rarely found with skills like etiquette. The males 
  have armor (thick hides and dense muscles) the females are the only ones in the beastmen society 
  that practice magic.  
   
  Culture: Beastmen tribes (along with 
  human ‘barbarian’ nomads) roam the 
  wastelands and frontiers. Their culture is 
  rich with orally told legends, martial 
  training, 
  domestication 
  of 
  animals, 
  hunting, etc. 
  Racial Perception: In cities and human lands, Beastmen 
  may be slaves (if such is allowed) or, at least, they are 
  seen as barbaric.  
  Beast Men Traits 
  • 
  Males have 2/4 armor (which stacks with worn armor) 
  • 
  Both genders get +1 to Survival, Riding, and Camouflage rolls. 
  • 
  Females have 1/2 armor (which stacks with worn armor)   
  • 
  Beastmen have a stigma and often have a –2 personality defect Uncouth (no social manners) 
  • 
  Beastmen do not wear metal armor (claustrophobic in heavy clothes) 
   
   
  Watchers 
  Cost [16] 
  Description: Watchers are a race of telekinetic, magical floating yard-diameter eyeballs. It is believed 
  that they were introduced into the world by wizards and then multiplied asexually. They tend to be 
  scribes, seers, etc. Although they vary in personality, they seem to be interested in observing events. 
  Sometimes they will act as 'puppet masters,' trying to orchestrate grand schemes from the shadows. 
  They are quite civilized and, where their sheer oddness doesn't prejudice people against them, they 
  fit into society. They are highly intelligent, speak by using their natural telekinetic ability to vibrate air, 
  and are often Mages. 
   
  Culture: Watchers are rare. They live 
  lives 
  of 
  erudition, 
  conspiracy, 
  and 
  curiosity. Often a PC Watcher will be a 
  young one with an older (established) 
  watcher as a mentor. Watchers may be 
  sent on missions to help, observer, and 
  report. Often their goals may be multi-
  tiered and they revel in secrets and 
  manipulation … sometimes for its own 
  sake. 
  Racial Perception: Watchers are so bizarre that they’re 
  hard to classify. Commoners will fear them as magical 
  monsters but in cities they may be known and accepted 
  (albeit as something truly alien). 
   
  They often hold posts in city government and despite 
  their predilection to conspiracy, they are, paradoxically 
  trustworthy. They’ll often tell you they aren’t telling you 
  everything. They give good counsel and don’t betray their 
  benefactors more often than anyone else. 
  Watcher Traits 
  • 
  5/10 Armor ‘field’ 
  • 
  STR 0, BLD 5, CON 12 / 15 DP (each extra point of CON costs 4, 8, 16, 32, 64, etc. points) 
  • 
  Watchers have 10 STR TK (+1 STR for 4, +2 for 8, +3 for 16, etc.) this has a range of WIL feet. It 
  may only hold one object at a time. 
  • 
  Most watchers have mechanical ‘marionette’ arms that they wear in a harness around their body. 
  The arms are manipulated by their TK, but they’ve trained with them so they can still use their TK 
  at range and their arms normally. 
  • 
  Watchers can fire a power beam for WIL damage. It may be fired every other turn (charging is a 0 
  RA action and is visible. Charges may not be held). 
  • 
  Watchers fly at REA yards per second. This counts as running (not sprinting). The highest they 
  can go is CON feet up. 
   
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Centaurs 
  Cost [12] 
  Description: The upper torso of a man and the lower body of a horse, Centaurs are an imposing 
  sight. They come in all colors and variants of humans. 
   
  Culture: Centaurs tend to be wild in 
  nature. Often given to drink and revelry. 
  They are rare but very gregarious. When 
  they are craftsmen they tend to be very 
  dedicated and skilled. 
  Racial Perception: Centaurs are well integrated with 
  human society. They are seen as friendly, honest (if 
  somewhat unreliable) and usually good-natured. Violent 
  centaurs are quite a threat but there seem to be 
  thankfully few. 
  Centaur Traits 
  • 
  Equine Lower Body: +16 BLD, +3 STR, +16 DP (for purposes of: kicking, carrying, and pulling). 
  They are at +1 to be hit if their BLD is above 18. +2 if their BLD is above 40. 
  • 
  Human Upper Body: +0 STR, +0 BLD, +0 DP. Their natural stats are used for weapon use. 
  • 
  Hooves: Kick does +3 damage (total of +8 above bought STR and BLD) 
  • 
  Fast Runner: Ground move is multiplied by 1.5 
  • 
  When they wear armor, it has coverage of 3 (human and some horse barding). 
   
   
  Gaunts 
  Cost [16] 
  Description: Guants are the undead—specifically, undead Mages. There are dark alchemical secrets 
  to becoming a Gaunt. They have flat, pale/dead skin. Their lips dry and recede from their skull smiles. 
  They become skeletally thin. Sometimes colored fluids (not blood, flow in their veins giving them a 
  sick greenish color). They do rot … a bit … and recover. But skin may fall off, dry holes may open … 
  not pretty to look at. 
   
  Culture: Gaunts are almost all Mages 
  (although a non-mage might be made 
  into one). The secrets are well kept and 
  once a Gaunt is made, he a) forgets and 
  b) feels compelled to destroy his notes. 
  People’s personalities change when they 
  become a Gaunt. They seem grim or 
  possessed of a wicked dark humor. 
  Sometimes they seem to be someone 
  else altogether. 
  Racial Perception: Gaunts are hunted as undead 
  monsters in most places. They usually use disguise, dark 
  cloaks, and other means to hide their identities. If a group 
  of adventurers has Dragons, Watchers, and other bizarre 
  characters, a Gaunt may not be so out of place—but the 
  villagers will burn you if they catch you! 
  Gaunt Traits 
  • 
  They do not: bleed, suffer poison or disease, breath, or need to eat (they can). They do ‘sleep’ 
  (standing up–or better—hanging upside down) for 4 hours a night. 
  • 
  They can see in total darkness. 
  • 
  For simplicity they don’t use the Automaton rules, but they don’t take Penetrating damage (treat 
  it all as impact). 
  • 
  Vampiric Touch: With a grab they can ‘drain’ for WIL-8 points of damage through armor. They get 
  the damage. This is painful and very frightening. Gaunts are hesitant to drain their friends. Once 
  they hit, they may drain for 5 REA. NOTE:  A Gaunt can substitute his CON for WIL if he wishes. 
  Their grip has +2 STR for purposes of holding the Grab. 
  • 
  They get +8 DP. They heal entirely over night (after ‘sleep’) 
  • 
  Instability: The GM may rule that a Gaunt is suddenly possessed of a different personality for a 
  time. He may do things he doesn’t remember. Usually this isn’t psychotic—it should be creepy. 
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Fantasy Archetypes 
  Heroic Fantasy is filled with well-recognized stereotypes: barbarians, crusaders, rogues, priests and 
  priestesses, druids, legionaries, knights, etc.  These abilities are paid for out of the fantasy points pool 
  and, at the GM’s option may be combined with racial traits. 
   
  Special Abilities 
  Below is a list of special abilities. Some are available to all Archetypes. Others (most) are only 
  available to certain Archetypes. When making a character you should choose an Archetype (if you 
  want any of these special abilities—you don't have to choose one) and then purchase abilities specific 
  to it.  Remember: many Archetypes are mutually exclusive (Warrior Monk and Knight, for example). 
   
  Archetypes 
  This is a list of some of the character types you might expect to see in a fantasy game. The GM may 
  rule some or all of them appropriate. 
   
  Rogue 
  Thief, Assassin, Scout, Rogue, Con-Artist, Brigand, etc. The Rogue is a group's street 
  contact, forward scout, and trap-finder. A Rogue can disarm traps, open locks, and move and 
  kill silently.  
   
  Knight 
  A Knight is a battle-skilled member of the royalty. They are marked by their wealth (titles and 
  gear) as well as their martial commitment. A Knight will tend to have the best armor and 
  weapons available as well as a high degree of training. In games with a high Fantasy Pool a 
  knight may have magical weapons and armor, unusual steeds, etc. A knight will tend to wear 
  fine chain mail or (if they can afford it) plate. 
   
  Crusader/Centurion 
  A crusader or centurion is a warrior who has received special training. This comes in the form 
  of special moves or abilities with gear. 
   
  Barbarian 
  Barbarians come from a more nomadic culture. They may have complicated codes of ethics 
  and a great deal of physical power. Barbarians tend to be less formally trained and may wear 
  light armor and carry less refined weapons (axes).  They are generally more physically 
  imposing than even a knight or crusader. 
   
  Cleric/Holy Warrior 
  Druids, priests/priestesses, and other minions of a god have a place in fantasy adventures. 
  They may be given special abilities by their patron (usually the ability to work certain types of 
  magic while wearing armor). 
   
  Mage 
  Magicians are a staple of fantasy adventure. What they tend to lack in armor, weapons, and 
  combat ability, they make up with their control of arcane forces. 
   
  Warrior Monk 
  Some monasteries have a martial tradition (usually eastern ones) and you can play a Warrior 
  Monk who has been trained in the secrets of unarmed combat. 
   
  Scholar 
  A scholar (or Engineer) is a medieval scientist. While such a character may know magic (and 
  therefore be a mage) a true Scholar will know secrets about the world and will be schooled in 
  the laws of physics (as they apply and as they are bent by magic and the pantheon). 
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Clerics/Holy Warriors 
  These character types may choose from the following abilities. Usually the character must also have 
  Theology/Philosophy at Level 2 or higher. For spell casting characters, the Holy Power enhancement 
  allows them to wear heavy armor and still use spells of one college (most often the Spirit College). 
   
  It should be noted that these abilities come with a price: the character must act as an agent of his 
  sect or lose them. Usually if the character does something to upset his patron, they will be revoked 
  until a quest is completed. The character may or may not get his powers for the quest.  Finally, even if 
  the character doesn’t act improperly, he will still be called on to do things to further his cause. 
   
   
  Healer 
  [4,8,12] 
   
  Requirements: Deity 
   
  The character has been granted healing abilities. Usually the character is a priest in the 
  service of some deity and must continue to behave in a certain manner or lose his gift until 
  he has atoned. The character may heal WIL-10 times an hour for 8,12, or 16 points as a 5 
  REA action. A healing will stop a Dying character from dying. At the 12pt level, healing 
  within 10 seconds will ‘revive’ a Dead character (so long as he is not at greater than 5x his 
  total DP).  A healing gives +1, +2, or +4 against disease or poison. 
   
  Blessed 
  [4,8,12] 
   
  Requirements: Deity 
   
  The character has the protection of a higher power. So long as the character acts in 
  accordance with his philosophy/religion he gets the following protection: 
  • 
  1 CON roll at +2 per battle (2 at Level 2) 
  • 
  -2/-4 Damage Modifier once per battle 
  • 
  +1/+2 to Resistance rolls against magic. 
  • 
  At the 16pt Level the character can bless others. He may bless 1 person per point of 
  WIL above 10. The blessing lasts 24 hours and takes 5 minutes. Usually a blessed 
  person must contribute to the character’s cause or otherwise act in accordance with its 
  principles. 
   
  Holy Power 
  [4] 
   
  Requirements: Deity 
   
  Your patron grants you power—namely Spell Points, even through metal armor. Usually 
  these are only for the College of the Spirit but there might be others (usually only one 
  though—and not for Meta-College spells).  An armor wearing character should treat his 
  Short Term SP's as 0 except for spells from the granted college. 
   
  Holy Armor 
  [4,12] 
   
  Requirements: Deity 
   
  Your patron protects you. This will not stack with other armor. It is either 4/12 armor or 8/16. 
  You must bear the standard or seal of your deity. When you encounter diametric opposition 
  (the undead, summoned evil creatures, etc.) you glow with light (at the players option) and 
  get +2/4 armor. 
   
  Granted Weapon 
  [4] 
   
  Requirements: Deity 
   
  You have been granted a weapon of your cause. The weapon is usually anything other than 
  a sword. It contains a sliver of some artifact or has been otherwise blessed. It may have 
  many different abilities but a standard set is as follows: 
  • 
  Smite: Against a certain target type (the undead, usually) it does +2/+4 damage 
  (PEN/Impact) 
  • 
  Shine: The weapon emits light enough to see by. 
  • 
  Heal: The touch of the weapon will heal 2pts of damage per point of WIL-10 the wielder 
  has (this is once per person per day) 
  
  V1.0 copyright © 2001 Marco Chacon 
  Knights 
  Warriors who have had some special training or special backgrounds (barbarians) may choose from 
  these. A Knight must spend 3pts on Special Rights Status, and 4pts on Wealth (if this isn't spent, the 
  character is an un-landed Knight. He may not choose the 8pt or higher abilities). 
  • 
  Knights should have skill with two weapons (pick two—one might well be Lance) at STAT +1 
  • 
  Knights should have riding skill (L2) 
  • 
  Knights should have Etiquette (L2) 
   
   
  Knight’s Armor 
  [4,6,8] 
   
  Requirements: Knighthood 
   
  The character has a hereditary suit of armor (and coat of arms). This instantly gives the 
  character status. The effects are as follows (note the penetration defenses are higher than 
  normal): 
  Level 1: Knightly Chain Mail  
   
  5/12,  
   
  +1 Presence 
  Level 2: Knightly Plate Mail  
   
  6/14,  
   
  +2 Presence 
  Level 3: Knightly Heavy Plate Mail 
  7/16,  
   
  +3 Presence 
   
  Hereditary Weapon 
  [4] 
   
  Requirements: Knighthood 
   
  The character has a weapon of fine manufacture. It will not break under any normal 
  circumstances, always holds an edge, and does +1 Base Damage (Penetrating or +2 
  damage Impact). 
   
  Steed 
  [2,4,8] 
   
  Requirements: Knighthood 
   
  The character has an unusual or very fine steed. At Level 1 this is a fine common steed. The 
  character may have a fast horse, a smart, noble donkey, etc. At Level 2 this may be 
  something like a war-horse or extremely fine animal ally. At Level 3, if allowed, the character 
  may have a flying steed and combat ally. [stats for such beasts should be included] 
   
  Knight's Warlord 
  [4] 
   
  Requirements: Knighthood 
   
  This is a cheaper form of Warlord (usually 12pts) available to Knights due to their cross-
  training. If two weapon skills are bought, a third may be taken at the same level of the lower. 
  This can also apply to Shield skill.  
   
  Shield Technique 
  [4] 
   
  Requirements: Knighthood 
   
  When using a specially made, specially balanced shield (bearing the knights coat of arms) 
  the Knight gets (effectively) +1 AGI bonus (-1 to be hit) in addition to his AGI or shield 
  bonus. NOTE: This is not really an AGI bonus—the blow hits the shield (the shield can be 
  seen as Coverage of 1). It's just that the shield is very strong and the knight uses it expertly. 
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Crusader/Centurion 
  A Crusader or Centurion is a warrior who is not exactly nobility. They have had intensive training and 
  have great skill with arms but do not have the special gear a Knight has. Note: A Knight can choose 
  from these lists but unless the character meets the Knight requirements, he can't choose from the 
  Knight list (a Knight can take both). 
  • 
  Centurions or Crusaders must spend 2pts on Status. 
  • 
  Centurions must have a L2 HTH Weapons skill on STAT+2. 
   
  Imperial Training 
  [4] 
   
  Requirements: Centurion 
   
  The character gets +1 to one of his weapon skills due to intense, formal training.  
   
  Defensive Technique 
  [8] 
   
  Requirements: Centurion 
   
  The character gets 4pts of "extra block" due to defensive technique. In a fight, when a block 
  roll is missed, the character may 'spend' his points to make the block work. The points are 
  recovered by taking an 8 REA Long action to recover position.  
   
  Quick Strike 
  [1] 
   
  Requirements: Centurion 
   
  The warrior may spend 1 point of REA at the start of the turn for +3 Initiative.  
   
  Art of Deception 
  [2] 
   
  Requirements: Centurion 
   
  For +1 REA, one strike per turn is at –2 to block. 
   
  Inner Strength 
  [8] 
   
  Requirements: Centurion and Warrior Monk 
   
  Centurions are often given almost Zen-like mental training. In this case, once per turn, the 
  character can add his WIL-10 to his STR. Before this can be done, the character must 
  spend 8 REA composing himself for meditation. 
   
  Monster Slayer 
  [8] 
   
  Requirements: Centurion 
   
  The character is a protector of civilization and has been trained in (or charged with) the 
  slaying of monsters. In combat with a monster the character gets +1 to hit (this is done for 
  all purposes, +1 damage, and +1 to block). Once per combat, against a monster, the 
  character can strike at +4 to hit. 
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Royal Archers 
  The Royal Archer archetype is similar to the Centurion (and the character doesn’t have to be a ‘royal’ 
  archer, just a highly, martially trained one). This is not exclusive (any character who meets the 
  requirements may take these enhancements). 
  • 
  The character must take Long Bow skill at Level 3 at STAT+2. 
   
  Fine Bow 
  [2] 
   
  Requirements: Archer 
   
  The bow allows a +1 STR pull. It has a –1/30 yard range instead of –1/25. 
   
  Secret of Armor Piercing Arrows 
  [2] 
   
  Requirements: Archer 
   
  You can make armor piercing arrows (tempering the arrowheads). They cost 3c each and 
  reduce armor by 2pts. If the armor goes away entirely, the Penetration Defense is 
  halved.1/25. 
   
  Arcane Fire Arrows 
  [2] 
   
  Requirements: Archer 
   
  The secret of Arcane Fire is closely guarded: a metal bowl with a thick paste in it is lit on fire. 
  An arrow is dipped in it and shot. When it hits, the Arcane Fire, under impact, explodes! It is 
  an 8 REA Long action to set up the fire. It is a 5 REA Medium action to light it, and a 3 REA 
  Short action to dip each arrow.  The arrows explode for an additional 12 damage, RAD 2 
  (12pts from 0 to 2, 3pts from 2-4). 
   
  Secrets of Zen Archery 
  [2] 
   
  Requirements: Archer 
   
  You may purchase Zen Archery from the Chi Martial Arts book (with normal character 
  points). 
   
  Collapsible Bow 
  [2] 
   
  Requirements: Archer 
   
  Normally unavailable with medieval technology, you have a rare collapsible bow. It folds on 
  wooden joints or unfolds and locks. It will fit nicely into a cloak. Unfolding it is 5 REA action 
  to draw it and an 8 REA Long action to unfold and lock it. 
   
  Shoot Nerve Cluster 
  [4] 
   
  Requirements: Archer 
   
  With an 8 REA Long aiming action—which gets no plus to hit—the archer can shoot a nerve 
  cluster in the target. If the arrow hits and does damage, +8 will be added to the damage only 
  for purposes of increasing the wound level (i.e. turning a sub-minor into a minor wound). 
  The archer may choose to reduce the force of the bow (to reduce the damage) and declare 
  that the cluster hit applies the damage only for the purpose of causing unconsciousness (so 
  an archer might declare a 4 damage arrow, hit, penetrate, have the final damage be 8 which 
  goes to a 16—a major wound. But if the CON roll is yields an Internal Damage or worse 
  result, the damage will go back down to 8 and the roll will be re-examined—the nerve cluster 
  hit won’t kill). 
   
   
   
   
   
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Barbarians 
  Barbarians come from the wastelands. They tend to be from nomadic tribes. They have the following 
  attributes: 
  • 
  They don’t wear more than heavy leather armor. 
  • 
  They have –1pt Social Status (outsider)—this point is added to normal points (and can be 
  used to buy things from the basic book). If the character wishes to be educated, he may be 
  for 1pt (breaking even). This does not erase the general public perception. 
  • 
  They usually aren’t literate (they may have their own language). 
  • 
  They usually don’t have etiquette.  
  • 
  They usually have: Survivalist, Hunting, Riding, Stealth, and combat skills. 
   
   
  Bloodline 
  [4] 
   
  Requirements: Barbarian 
   
  Only human characters can take this (there may, of course, be barbarians of other races—
  especially Reptile Men). This gives +4 DP, black hair, and makes the character tall. The 
  character must have at least a 12 PHY and Attractive or Statuesque Level 1 (other specific 
  Bloodlines may exist with different requirements). 
   
  Power 
  [4] 
   
  Requirements: Barbarian and Warrior Monk 
   
  The character is experienced in gathering and focusing his strength. For 1 REA (paid at the 
  start of the turn) and –2 Initiative, the character may improve his STR by +1. 
   
  Clan Totem 
  [4] 
   
  Requirements: Barbarian 
   
  The character is from a clan (or sect) that embraces the spirit of a certain animal. A 
  character may invoke his clan ability in combat after making WIL rolls by a cumulative +4 
  (one roll per turn is free, additional rolls are 5 REA). It lasts WIL – 10 minutes. 
  • 
  Wolf [4]: +1 STR, +1 REA, +2 yards/second running 
  • 
  Lion [4]: +2 STR 
  • 
  Constricting Snake [2]: +4/4 Grapple 
  • 
  Eagle [4]: Jump +4 yards every other turn, +1 perception rolls (always) 
  • 
  Venomous Striking Snake [8]: -2 to be blocked once per turn, +4 Initiative. 
  • 
  Spider [4] +2 to Stealth (always), +2 Damage Modifier in close combat, +4 to climbing if 
  4hrs of meditation is done that day. 
   
  Battle Rage 
  [4] 
   
  Requirements: Barbarian 
   
  A barbarian can go into a battle rage wherein he feels no pain. This happens when he a) 
  makes a WIL roll to go into the rage (1 attempt per turn) or b) fails a WIL roll after something 
  has happened to make him really mad (an insult to his lineage). He may make WIL rolls to 
  come out of it each turn. If he blows one by –5, the GM may rule that he is in the rage until 
  he has no more targets. NOTE: if combat is really over, it should be possible for his friends 
  to talk him down—give WIL rolls at +2 to come out if fighting as stopped. In a rage he gets 
  the following traits: 
  • 
  +1 to CON rolls for the purpose of moving Stunned to No Effect or Dazed to Stunned. 
  • 
  He must charge into combat (if the targets aren’t there). His first strike will get +2 
  damage. 
  • 
  The character gets +4 DP (always—not just in a rage) 
  • 
  +1 to AGI bonus due to the frenzy. 
  • 
  The character must always full-strike. 
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Herbal Medicine Secrets 
  [4] 
   
  Requirements: Barbarian 
   
  The barbarian knows the secrets herbal medicine (he must also have First Aid). It takes 1 
  day and a Survival roll to prepare a compress. The barbarian may start with 3. They give the 
  following (each one is a different formula) 
  • 
  Salve that Heals 4pts of damage immediately. Make a WIL roll or scream when it’s 
  rubbed in (the barbarian is used to it and doesn’t scream—but he’ll laugh at you if you 
  do). It stops bleeding and prevents infection as well. 
  • 
  Yucky tasting potion that knocks you out and doubles healing rate. 
  • 
  Quick acting anti-venom to give +2 to CON rolls against poison or disease. When 
  administered it will heal 4pts of toxin damage. 
   
   
  Magical Resistance 
  [2] 
   
  Requirements: Barbarian 
   
  Barbarians often have some resilience to magic. This gives STAT rolls at +1 to the effective 
  STAT (for purposes of Strong Resistance as well) against resisted spells or spell effects. 
   
   
  Hearty 
  [2] 
   
  Requirements: Barbarian 
   
  You get +1 to CON rolls against Poison and Disease. This counts for the purposes of Strong 
  Resistance. 
   
   
  Barbarian Toughness 
  [4,8] 
   
  Requirements: Barbarian 
   
  Your early training has made you able to stand up to large amounts of damage. You have 1 
  / 2 armor (stacks with other worn armor). For Humans this is 4pts. For other races, it is 8pts 
  if they already have armor.  
   
   
   
   
   
   
   
   
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Rogues 
  Rogue characters are typically underworld operatives (but can be scouts … or even professional 
  treasure hunters). To buy from the Rogue abilities one must have had a trainer (if the GM allows, you 
  can be self-taught but it may result in more diffusion of the archetypes). 
  • 
  You can have Streetwise at L2 STAT+2 … or … 
  • 
  You can have a Contact/Ally for 2pts 
  • 
  You should have Stealth, Climbing, and (usually) Streetwise at L2 at STAT+1. The GM can 
  make exceptions for beginning characters. 
  • 
  Usually you cannot have any good social status (you may be literate for 1pt) but you aren’t 
  moving in social circles. 
  • 
  An exception to the above is the ‘high-class’ thief. This is a viable archetype but the GM 
  should prevent Holy Warriors, Knights, and Crusaders from taking these abilities or special 
  gear simply because they are handy. 
   
  Silent Grappling Hook 
  [2] 
   
  Requirements: Rogue 
   
  You have a belt-clipped grappling hook with a strong, thin rope. Its claw is padded with fur 
  and felt so as to land 'silently.' A second line cleverly attaches so it may be recovered from 
  the ground with a simple tug. These are rare and hard to make (to work properly it may 
  require fur from a creature with natural silence abilities). The hook allows climbing at 2x the 
  normal rate (2 yards per second), and gives +2 to a Climbing roll. 
   
  Perceptive 
  [4] 
   
  Requirements: Rogue 
   
  It’s hard to get anything by the character. Perceptive characters get +2 to perception rolls. 
  They also get +2 to STAT for purposes of buying Surveillance or Traps. 
   
  Excellent Tools 
  [4] 
   
  Requirements: Rogue 
   
  You have a very fine set of lock-smithing tools. Once per gaming session you may re-roll a 
  missed roll to disarm or detect traps or open a lock. Other times it gives a +1 to the roll. 
   
  Magic Detection 
  [4] 
   
  Requirements: Rogue 
   
  You have a piece of glass that has been enchanted to allow you to see magic through it. A 
  Perception roll will allow the character to see magic when looking through it (it is colored and 
  is not a lens so you can't make glasses out of it). If the GM rules that care has been taken to 
  conceal the magic, this roll may be at –1 to –5. 
    
  Silent Boots 
  [2] 
   
  Requirements: Rogue 
   
  Special boots, lined with the fur of the rare Uzagan Hunting Cat whose fur confers a mystical 
  silence, these boots give the wearer +2 to Stealth rolls.  They also act as leather armor (3/6) 
  on the feet. 
   
  Cloak of Shadows 
  [4] 
   
  Requirements: Rogue 
   
  The cloak of Shadows is a leather and cloth robe with a hood that can appear normal (when 
  the hood is down) but when the hood is up, has the following effects: 
  • 
  Hides the wearer's appearance (the shadows will reveal gender but little else) 
  • 
  Gives +1 to Stealth, +3 if not moving and in the shadows. 
  • 
  Has 3/6 armor. 
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
   
  Precision Knife Throwing 
  [2] 
   
  Requirements: Rogue 
   
  You may throw knives in such a way as to reduce armor. For +1 REA, a thrown knife 
  ignores 2pts of armor. If the armor is reduced to 0 this way, the Penetration Defense is 
  halved. 
   
  Silent Kill 
  [4] 
   
  Requirements: Rogue 
   
  You have been trained in the dark art of killing silently. From surprise you may strike with a 
  grab attack. If you succeed in grabbing the target, your special move applies. Treat the hit 
  as a knife blow (the Damage Modifier is whatever you rolled to hit). Once the grab is 
  established, you may 'twist' the knife for an additional hit (at the same to-hit modifier) for 5 
  REA. Until the grab is broken this blow automatically hits and cannot be blocked or dodged. 
  The target may not scream until he breaks the grab.  The first hit will do +4 penetrating 
  damage. 
   
  Secret Knife Fighting Techniques 
  [4] 
   
  Requirements: Rogue, Knife Skill L3 STAT+1 
   
  Buying this gives you any one technique (of those listed below) and the ability to buy others 
  using normal character points. 
  Secret of the Twisted Blade [2] 
  One knife blow per turn is at –2 to be blocked. 
  Power Strike [2] 
  For +1 REA your knife blow does +1 damage. 
  Pressure Points [4] 
  You have been trained to strike deadly nerve centers with your knife. The blow is at –2 to 
  hit, +2 to be blocked, and does +6 “phantom” damage if any damage penetrates armor. This 
  damage is only applied for the purposes of making the wound category higher (from sub-
  minor to minor, minor to major, etc.) 
  Precision Knife Strike [4] 
  Your strikes, for +1 REA, ignore 2pts of armor. If the target’s armor is reduced to 0, 
  Penetration Defense is halved. 
  Hidden Blade [2] 
  You secret your blade in your hand and strike—apparently empty handed. The strike is at –1 
  to be blocked and hits with the knife (witnesses and even the target himself must make a 
  PER roll at –1 per point of Knife Skill above 10 to see the blade). 
  Lightning Strike [2,4] 
  You strike with your knife at +2 or +4 Initiative. Any actions other than a knife strike (or 
  throw) must be taken at your normal initiative. Using this costs 1 REA, paid at the start of the 
  turn. 
  Heart Block [4] 
  The knife is used in such a way as the heart is blocked. Any attempted block reduces the 
  Damage Modifier (if the block fails) by –0 for an Axe/Mace/Hammer, -1 for a sword, or –3 for 
  another knife. 
  Juggler’s Feint [2] 
  The character moves the knife backwards from hand to hand before striking. The character 
  makes a Sleight of Hand roll (L3) and every point it’s made by adds a –1 to be blocked up to 
  –5. The Feint is a 5 REA move. If done more than once a fight, the Sleight of Hand roll is at 
  a cumulative –2. If the roll is missed the character drops the knife (oops!) 
  Assassin’s Secrets [4] 
  You’ve been trained in special killing techniques. On a vital hit (4+) that penetrates, you do 
  +3 Base Damage. You may only attempt one vital blow per turn. 
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Poisoned Weapons 
  [4,8] 
   
  Requirements: Rogue 
   
  You know the black art of poisoning weapons. You may also purchase the (usually 
  forbidden) Poison skill. Poison is a PWR vs STAT attack (see the addenda to the published 
  rules). You must buy the special ability (this) as well as the skill. 
   
  Poison: Difficult, MEM 
  Level 1: Basic Poison. You may make an ingested poison that has a Base Damage 
  of 8 and a PWR of 12. Each point you make your roll by (roll at +1 to +3 if you have 
  access to a good apothecary or the right plants) is subtracted from a perception roll 
  to notice the poison. Toxins are Strongly Resisted. 
  Level 2: Poisoner. You can make a poison that will cling to weapons and mix with the 
  blood. Fighting with poisoned weapons is risky: if you ever miss by 5+ or roll a 19 or 
  20 in combat you must make a weapon skill roll or poison yourself. If you got the 4pt 
  version your poison has a 4pt damage Base and a PWR of Skill roll (+1 to +3 for 
  good ingredients). If you got the 8pt version it has an 8pt base. Ingested toxins have 
  a base damage of 12. Toxins are Strongly Resisted. 
  Level 3: Expert Poisoner. Your poisons are more crafty and ingenious. The damage 
  for your blood-toxins is either 8 or 12. For ingested toxins it is 24. They are at a –3 to 
  detect in food. Toxins are not Strongly Resisted. 
  Level 4: Master Poisoner. Your blood toxins do 16 or 24 Base. Your ingested toxins 
  do 32. Toxins are not Strongly Resisted. 
   
  Find Way 
  [4] 
   
  Requirements: Rogue 
   
  Almost invaluable in a scout, this ability lets the character guess better than 50-50. When 
  choosing two ways to go, the character has a 1-4 (secret roll) chance of choosing the ‘right’ 
  way (GM decides). This must be for some stated purpose (finding his way out of a maze and 
  may not be tried over and over for statistical purposes. 
   
  Fast Climber 
  [4] 
   
  Requirements: Rogue 
   
  You climb at 2 yards / sec at Level 2, 3 yards per second at Level 3, and an astonishing 6y/s 
  at Level 4 (you can literally run up the wall). 
   
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Warrior Monks 
  Warrior Monks  
  • 
  May not wear armor heavier than light leather (and none if they have Bronze Skin) 
  • 
  Use no weapons other than staves (the GM may allow other martial arts weapons for some 
  campaigns) 
  • 
  May purchase any combination of marital arts and moves other than Chi moves from the 
  Basic Book and Chi Martial Arts books. They may have Power Techniques, Pressure Points, 
  etc. 
  • 
  They may purchase weapon moves to fight with their staves. 
  • 
  They must purchase Theology or Philosophy L2, 13-. 
  • 
  They must purchase Literacy. 
  • 
  They have a code of behavior (this may change from game to game but Monks usually act a 
  certain way): protect the innocent, do not accumulate wealth beyond what one person needs, 
  act in a humble manner, counsel but do not argue or threaten. 
   
   
  Bronze Skin 
  [4,8,16] 
   
  Requirements: Warrior Monk 
   
  Bronzing is a secret chemical process that leaves the skin supple yet tough and makes the 
  muscles hard. There is a great deal of physical and mental preparation that must go on 
  before this is done (years) or the subject will not survive. Even so, the process is agonizing. 
  The monk gets 2/4, 3/8, or 6/12 armor.  He also gets +2, +4, or +8 DP as a result. Weapons 
  may be blocked as though they were unarmed attacks. 
   
  Bronze Fist 
  [4,8] 
   
  Requirements: Warrior Monk 
   
  The fist’s muscles are infused with the chemicals becoming metallic. The monk strikes for 
  +2 or +4 damage. 
   
  Precision Striking 
  [2,4] 
   
  Requirements: Warrior Monk 
   
  The monk is trained to strike through armor. The monk’s strikes ignore 2 or 4pts of armor 
  once per turn. 
   
  Jumping 
  [2] 
   
  Requirements: Warrior Monk 
   
  You have been trained in making explosive leaps: a leap is an 8 REA Long action and you 
  can jump (4 + [STR-10] + [WIL-10]) / Mass yards straight up or double that across. You may 
  do this once every 3 seconds. It takes 2 Endurance points. 
   
  Multi-Strike 
  [4] 
   
  Requirements: Warrior Monk 
   
  With an unarmed punch or kick the monk can suddenly unleash a flurry of blows against 
  multiple targets. After one strike, for each 1 (punch) or 2 (kick) REA the monk can strike a 
  second target (he may not hit a given target more than once). This may only be done once 
  every three turns. 
   
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Mages 
  Magicians don’t cost points out of the Fantasy Point Pool (the reasons for this are complicated). If you 
  are playing a mage, though, you may wish to buy some of these enhancements. 
   
  Item 
  Cost 
  Weight  Notes 
  Wizard’s Staff 
  200c 
  / 
  SP 
  1 lb 
  Holds 2,4, or 8 Long Term SP. It is re-charged by the Wizard 
  at 1SP per hour. 
  Elemental Stone 
  600c 
  -- 
  The stone works for 1 Element (Fire, Air, Water, Earth, or 
  Void). It generates 1 ST spell point each turn. A mage can 
  have no more than 1 stone (having others close together will 
  drain both). 
  Spell Crystal 
  150c 
  -- 
  A small glass sphere is charged with a combat spell. It may 
  then be thrown, unleashing that effect. 5 REA to draw it (from 
  a belt pouch) 5 REA to throw it. It costs no SP. 
  Gray Lotus 
  60c  
  1 lb 
  A narcotic: it costs 60c for the smoking kit (a hookah) and 20c 
  per dose. The mage hallucinates for 20 min and then gains 10 
  SP for the next WIL minutes. It may also be used for seeing 
  visions of the future. 
  Spell Scroll 
  50c 
  x 
  Spell 
  Cost2 
  1 lb 
  A scroll (in bone case) can be read (only by a mage) who then 
  makes his college roll (he must have the college). It allows him 
  to cast a spell he could purchase (an Adept can cast up to a 
  4pt spell). Not limited to Attack spells. 1 use. 
  Potion of Restore SP 
  60c 
  1 lb 
  The potion instantly restores 20 LT spell points. If the 
  character drinks more than one of these in an hour, he must 
  make CON rolls at a cumulative –1 per or become 
  incapacitated. 
  Amulet of Protection 
  150c 
  -- 
  The amulet gives +2 to rolls to resist spells that have 
  Resistance rolls. It has 4 charges (re-charged for 75c) 
  Ring of Defense 
  400c 
  -- 
  Gives 2/4 Armor which does not stack with any other armor. 
   
  Superior Wizards Staff 
  [4] 
   
  Requirements: Mage 
   
  Wizard’s staves, carved with strange, unsettling designs are often found as treasure. They 
  usually hold 2-8 Spell Points (placed in the staff and then replenished normally). A Wizards 
  Staff that you pay points for holds 12. 
   
  Superior Elemental Gem Stone 
  [4] 
   
  Requirements: Mage 
   
  Elemental Gem Stones give 1 Short Term spell point for the casting of magic of a specific 
  Elemental college. Often these are found as treasure. For 4pts you may have a 2pt Gem 
  Stone. If stones of different elements are placed together, they will drain each other (and a 
  caster can use no more than 1 stone to cast a spell). 
   
  Dragon Bone Armor 
  [8] 
   
  Requirements: Mage 
   
  A mage can wear heavy leather reinforced with Dragon Bone instead of metal (hopefully 
  there are no dragons in the party!). The armor is 4/8. This does not interfere with casting 
  (the weight and STR limits are the same as metal, though).  This gives +1 Presence due to 
  the appearance. 
   
  Mystical Blood 
  [8] 
   
  Requirements: Mage 
   
  You have the blood of a powerful magical creature in your veins (probably a shape changer!). You get 
  +1 WIL for purposes of Short Term Spell Points. 
   
  
SOURCE: textdata/thevault/Jags/JAGS Fantasy.pdf