TEXT: 1
  Symbaroum  
  snippets
  
  2
  Table of contents
  01: Bartolom, the Wizard
  Page 3
  02: rageor, the Berserker
  Page 5
  03: Fenya, the treasure-hunter
  Page 7
  04: the elves oF davokar
  Page 9
  05: the Blight Beasts oF symBaroum
  Page 16
  
  3
  Bartolom, the Wizard
  symBaroum snippet 01
  Bartolom
  Race
  Human (Ambrian)
  Trait
  Privileged
  Discreet 5, Quick 11, Cunning 13, Strong 9, Accurate 10, 
  Vigilant 7, Resolute 15, Persuasive 10
  Abilities 
  Alchemy (novice), Anathema (novice), 
  Medicus (novice), Sulfur Spray (novice), 
  Wizardry (novice),
  Weapons
  Dagger 1D6 (short), Staff 1D6 (Long, Blunt)
  Armor 
  Wizard’s Robes 1D4 (Flexible)
  Defense
  11
  Toughness
  10
  Pain Threshold
  5
  Shadow
  Fiery, sunlit copper (corruption: 0)
  Bartolom, Wizard of the Order
  “Remarkable, this must be studied!”
  you are a novice in Ordo Magica, Ambria’s most influential 
  order of wizardry. When all others fled to the north you 
  wanted nothing more than to tag along, but your master 
  wouldn’t hear of it. You and she stayed behind in Alberetor 
  to study the dying earth – a task that seemed more and more 
  tiresome for every story that reached your ears about the 
  north; stories speaking of Davokar’s miraculous herbs and 
  the alchemy of barbarian witches. Now that your master is 
  dead it is time to learn for yourself if there is any truth to 
  the rumors. The first step will be to locate your old colleague, 
  Master Vernam, who is said to live in Thistle Hold. 
  Powers
  privileged (trait)
  The character gets a second chance to succeed when taking 
  on social challenges within its own society, and doesn’t have 
  to roll a die unless it strives to accomplish something which 
  is questionable or that may be next to impossible to achieve. 
  Additionally, the character starts with 50 thaler in its purse.
  alchemy (ability)
  The character is schooled in the mysteries of alchemy. With 
  the right ingredients, the character can prepare various 
  elixirs to help it survive in the dark depths of Davokar. A list of 
  alchemical mixtures and potions are featured in Chapter 16: 
  equipment. 
  In problem-solving situations, Alchemy can be used to 
  identify drugs and poisons and to gain clues as to where 
  they come from. Other than that, the character may attempt 
  to prepare an elixir once per adventure. This attempt can 
  be performed before the start of an adventure or at any 
  appropriate moment during the adventure – for example 
  when traveling through a forest or when passing through a 
  cave where potent ingredients may be found.   
  Novice 
   Action: Special. With a successful roll against Cunning 
  the character can gather herbs and minerals to create 
  one dose of a Novice elixir.
  Adept 
   Action: Special. As an acknowledged alchemist the 
  character can roll against Cunning to gather herbs 
  and minerals to create one dose of an Adept elixir or 
  1D4 doses of a Novice elixir.
  Master 
   Action: Special. The character can, as a widely 
  renowned alchemist, roll against Cunning to gather 
  herbs and minerals to create one dose of a Master 
  elixir, 1D4 doses of an Adept elixir or 1D8 doses of a 
  Novice elixir.
  note:  
  the texts in  
  this document 
  are rough draFts. 
  comments and 
  suggestions are 
  Welcomed
  
  4
  anathema (mystical power)
  Material: A small silver bell.
  The Mystic has studied the secrets of counter magic and can 
  dispel the effect of other mystical powers. Anathema does not 
  affect rituals, whose mystical bonds are thoroughly woven 
  and may only be dispelled by other rituals.
  Novice  
   Action: Active. The Mystic can disperse the effects 
  of an ongoing power that is affecting a creature, if he 
  or she makes a successful roll against [Resolute← 
  Resolute]. The Mystic can also use the power on itself, 
  as long as the Mystic is capable of using magic. Use 
  the Resolute of the affecting Mystic as resistance 
  when making the test.
  Adept 
   Action: Active. The Mystic can disperse the ongoing 
  effect on several creatures in a chain. The test is made 
  for one target at a time, and continues until the mystic 
  fails an attempt.
  Master 
   Action: Active. The Mystic is now powerful enough 
  to dispel all kinds of mystical effects by making a 
  success ful roll against Resolute, including summoned 
  effects and creatures.
  medicus (ability)
  The character is trained in the art of healing and is therefore 
  a greatly coveted asset in its society, keeping diseases from 
  spreading, tending to wounded warriors or taking care of 
  the ruling elite. The art of healing has been developed in 
  parallel with alchemy, and many healers are also trained 
  in alchemy for this reason, especially those who operate far 
  from civilization where herbal cures cannot be purchased 
  from well-stocked merchants. 
  A character with the Medicus ability can diagnose and cure 
  diseases and identify poisons by their symptoms. Medicus also 
  gives the character a coroner’s point of view, which might 
  come in handy when examining a crime scene or a dead body.
  Novice 
   Action: Active. As an accomplished field surgeon, the 
  character can make a roll against Cunning to heal 1D4 
  of a patient’s Toughness, or 1D6 when using an herbal 
  cure. This ability can only be used once per patient 
  and day.
  Adept 
   Acton: Active. The character is an acknowledged 
  Medicus. A successful roll against Cunning heals 1D6 
  of a patient’s Toughness, or 1D8 when using an herbal 
  cure. This ability can only be used once per patient 
  and day.
  Master 
   Action: Active. As a Master Medicus, the character 
  can flaunt with a vast medical learning. A successful 
  roll against Cunning now heals 1D8 of a patient’s 
  Toughness, or 1D10 when using an herbal cure. Even 
  a failed test heals some of the patient’s Toughness: 
  1D4 when only using Medicus or 1D6 when also using 
  an herbal cure. This ability can only be used once per 
  patient and day.   
  sulFur spray (mystical power)
  Material: A fistful of pure brimstone.
  The Mystic can unleash the rampaging spray of fire and burn 
  its enemies to ash, or at least scorch them severely. 
  Novice 
   Action: Active. The Mystic lashes out with fire and 
  brimstone against a target. If the mystics succeed 
  with a roll against [Resolute←Quick], the spray deals 
  1D12 points of damage. If the Mystic fails the test the 
  spray only deals 1D6 damage.
  Adept 
   Action: Active. The mystic unleashes a chain of burn-
  ing energy. If the mystics succeeds with a roll against 
  [Resolute←Quick], the spray deals 1D12 points of  
  damage. If the Mystic fails the test the spray only deals 
  1D6 damage. If the target suffers the full 1D12 damage, 
  the Mystic may try to steer the flaming energy toward 
  an additional target, and so on until the Mystic fails a 
  [Resolute←Quick] test.
  Master 
   Action: Active. The Mystic unleashes a veritable  
  storm of flaming and smoking energies. If the Mystics 
  succeed with a roll against [Resolute←Quick], the 
  spray deals 1D12 points of damage. If the Mystic fails 
  the test the spray only deals 1D6 damage. The chain 
  continues even if the Mystic would fail at one test, and 
  doesn’t stop until there is a second failure.
  Wizardry (ability)
  Wizardry is taught by Ordo Magica and is a tradition whose 
  representatives are well-versed in the mysteries of fire, 
  of the will’s triumph over matter and of the labyrinths of 
  the senses. To mystics of the Order, these phenomena are 
  intimately linked.
  Novice 
   Action: Special. The mystic no longer suffers per-
  manent Corruption when learning powers belonging 
  to the tradition of Wizardry at novice level, nor when 
  learning its rituals. However, the character has no pro-
  tection against the temporary Corruption that comes 
  from using the powers and rituals of the tradition.
  Adept 
   Action: Special. The mage no longer suffers perma-
  nent Corruption from learning the powers belonging 
  to the tradition of Wizardry at Adept level. The adept 
  mystic has also learned to ground the powers and 
  rituals of wizardry in theories, so well that he or she 
  now only suffers one (1) temporary Corruption when 
  casting them.
  Master 
   Action: Special. The Master wizard’s understanding 
  of linked magic is all but complete and he or she 
  may therefore re-roll one (1) failed test each round 
  when attempting to establish a chain of mystical 
  effects. Moreover, the master suffers no permanent 
  Corruption when learning a power belonging to the 
  tradition of Wizardry at Master level.
  
  5
  Rageor, the berserker
  symBaroum snippet 02
  rageor
  Race
  Ogre
  Trait
  Long-lived, Pariah, Robust (novice)
  Discreet 5, Quick 11, Cunning 9, Strong 15, Accurate 10, 
  Vigilant 10, Resolute 13, Persuasive 7
  Abilities 
  Berserker (novice), Twin Attack (adept)
  Weapons
  Dagger 1D6 (short), 2 Swords 1D8  
  (+1D4 on 1 attack/turn)
  Armor 
  Leather Apron 1D4 (Impeding −2)
  Defense
  8 [Quick 11, −2 for Robust, −2 for Impeding, 
  +1 for Twin Attack]
  Toughness
  15
  Pain Threshold
  8
  Shadow
  Dark green, glittering like the moist  
  moss of the forest (corruption: 0)
  Rageor, Ogre Berserker
  “Annoy me not!”
  many years ago you emerged from the deep of Davokar, 
  nameless and void of memories. A barbarian witch found 
  you wandering along the forest edge and took you in, taught 
  you to speak and eventually how to get by in the world. She 
  never gave you a name, fully aware that that you don’t need 
  one – after all, you know who you are and that is quite enough. 
  Your nickname was instead granted to you by the witch’s 
  servant, reflecting your unruly temperament. Since then you 
  have been known as Rageor, and when the witch died from 
  old age you left the forest behind. There seems to be much to 
  experience and learn in the great wide world.
  Powers
  long-lived (trait) 
  Once adulthood is reached, the aging process of the character 
  slows down. The character can live up to two or even three 
  centuries if its life is not shortened by violence, poison or 
  disease. The creature’s long lifespan makes it prone to do 
  things at a slow pace, but this is compensated by the attitude 
  that what is worth doing is worth doing well, which over time 
  results in a considerable degree of expertise. Long-lived has 
  no effect besides what it implies in terms of playing the role.
  pariah (trait) 
  The character belongs to a race which is ill-reputed among the 
  ruling majority and which is more or less openly discrimi-
  nated. Single individuals in society might be less inclined to 
  prejudice, but the character’s social interactions are generally 
  hampered. Discriminated groups tend to stand together aga-
  inst the world and provide each other with aid and support.  
      When taking on a social challenge, the player has to roll 
  twice and pick the highest result to decide the outcome of the 
  test. On the other hand, the character is awarded a second 
  chance to succeed while interacting with members of its 
  own race, in which case it also only has to roll the die when 
  it strives to accomplish something which is questionable or 
  that may be next to impossible to achieve. Additionally, the 
  character starts with only five shillings in its purse.
  roBust (trait)
  The character belongs to a race of creatures that are naturally 
  tall and often continues to grow their entire life. But there 
  are variations: some grows quickly, others more slowly while 
  some hardly seems to grow at all.
  note:  
  the texts in  
  this document 
  are rough draFts. 
  comments and 
  suggestions are 
  Welcomed
  
  6
  Novice 
   Action: Special. The character is close to seven feet 
  tall and very strong. Such a towering body is easier to 
  hit in combat, which is balanced by a natural tough-
  ness. The character’s Defense is based on [Quick−2] 
  and it can only use light armor, which must be cus-
  tomized and therefore costs twice the normal price. 
  In return, the character naturally ignores 1D4 damage 
  from each hit taken, in addition to any armor it wears. 
  Furthermore, it can deal 1D4 extra damage with one 
  melee attack each turn.    
  Adept 
   Action: Special. The character is over eight feet tall, 
  weighs about 500 pounds and has skin as though as 
  bark. A creature like that packs quite the punch but is 
  also easy to hit. The character’s Defense is based on 
  [Quick−3] and it can only use light armor, which must 
  be custom-made and costs three times the normal 
  price. In return, the character naturally ignores 1D6 
  damage from each hit taken, in addition to any armor 
  it wears. Furthermore, it can deal 1D6 extra damage 
  with one melee attack each turn.
  Master 
   Action: Special. The character is close to ten feet tall, 
  weighs about half a ton and crushes lesser creatures 
  while enemy weapons have a hard time penetrating 
  its stone-like skin. It is very easy to hit a creature of 
  this size, but equally hard to wound it seriously. The 
  character’s Defense is based on [Quick−4] and it can 
  only use light armor, which must be custom-made 
  and costs four times the normal price. In return, the 
  character naturally ignores 1D8 damage from each hit 
  taken, in addition to any armor it wears. Furthermore, 
  it can deal 1D8 extra damage with one melee attack 
  each turn.
  Berserker (ability)
  The feared barbarian warriors of Davokar have developed 
  the practice of working themselves into a berserker frenzy 
  before battle. By letting the repressed anger of the heart 
  strengthen its limbs, the character can unleash a fuming 
  rage that, if channeled correctly, might determine which 
  side will emerge victorious from the battle.
  Novice 
   Action: Free. The character may as a free action 
  enter into a murderous frenzy to solely focus on 
  hurting the enemy, dealing 1D6 of extra damage when 
  fighting in melee combat. The downside to this frenzy 
  is that the character cannot defend itself properly. 
  The character’s Quick is considered to be 5 when 
  calculating Defense.
  Adept 
   Action: Reaction. The rage is like an armor to the 
  character. He or she ignores 1D4 damage from each 
  hit suffered while in a berserker rage.
  Master 
   Action: Free. The character has mastered the ability 
  to harness the rage without losing any of its power. 
  The character can utilize the capacity to both deal 
  and ignore extra damage, while still being able to 
  defend itself as normal.
  tWin attack (ability) 
  Barbarians, Ambrians and goblins all have developed fighting 
  techniques involving the use of more than one weapon. The 
  character has learned how to fight with two weapons – an 
  advanced but effective technique that gives the warrior an 
  offensive edge. Twin Attack is devastatingly effective against 
  lightly armored targets. 
  Novice 
   Action: Active. The character can safely wield two 
  weapons, one in each hand. The Novice can fight with 
  a single-handed weapon in its primary hand and a 
  Short weapon in the other. The character can make 
  two attacks on the same target, dealing 1D8 and 1D6 
  damage respectively. The enemy must defend itself 
  separately against the attacks.
  The Novice also receives a +1 bonus to its Defense 
  as a passive ability, but only when wielding a weapon 
  in each hand.
  Adept 
   Action: Active. The Adept can use two single-handed 
  weapons, each attack dealing 1D8 of damage.
  Master 
   Action: Active. With the skill of a Master, the damage 
  dealt by the main-hand weapon is 1D10 while the 
  weapon in the other hand deals 1D8.
  
  7
  Fenya, the treasure-hunter
  symBaroum snippet 03
  Fenya
  Race
  Goblin
  Traits
  Short-lived, Pariah, Survival Instinct (novice)
  Discreet 13, Quick 15, Cunning 5, Strong 11, Accurate 10, 
  Vigilant 10, Resolute 9, Persuasive 7
  Abilities 
  Polearm Mastery (adept),  
  Ritualist (novice, Familiar) 
  Weapons
  Dagger 1D6 (short), Spear 1D10 (Long)
  Armor 
  Leather Outfit 1D4 (Impending −2)
  Defense
  13 [Quick 15, Impending −2]
  Toughness
  11
  Pain Threshold
  6
  Shadow
  Red with a few dark spots, like overripe 
  lingonberries (corruption: 1)
  Fenya, goblin treasure-hunter
  “There you are, my precious pearl!”
  you Were Born and raised in the goblin village of Karabba-
  dokk, where your family settled down when the rest of 
  their tribe joined up with a band of robbers in the forests of 
  Mervidun. When you couldn’t find work in the neighboring 
  town of Thistle Hold you left the village, determined to build 
  a future for yourself, preferably one where you aren’t forced 
  to survive on scraps from the tables of wealthy humans. And 
  you have to make haste – you have already reached the age 
  of five and life is short!
  On your way south you met a grumpy old sow that you 
  ensnared with your goblin magic and named Kverula. Over 
  a short period of time the two of you have developed a deep 
  love-hate relationship to each other. But feelings aside, you 
  are prepared to face the challenges of the world together.
  Powers
  short-lived (trait)
  The character’s life is short, also under favorable living 
  conditions. All members of its race tend to reach adult hood 
  in a handful of years, after which they start to lose their 
  youthful vigor so that only a few ever live to see the age of 
  forty. On the other hand, they are quick to learn and adapt 
  to new surroundings why they often are ready to face the 
  world at the age of five. Short-lived has no effect besides what 
  it implies in terms of playing the role.
  pariah (trait)
  The character belongs to a race which is ill-reputed among 
  the ruling majority and is more or less openly discriminated. 
  Lone individuals in society might be less inclined to prejudice, 
  but the character’s social interactions are generally hampered. 
  Discriminated groups tend to stand together against the world 
  and provide each other with aid and support.
  When taking on a social challenge, the player has to roll 
  twice and pick the highest result to decide the outcome of the 
  test. On the other hand, the character is awarded a second 
  chance to succeed while interacting with members of its 
  own race, in which case it also only has to roll the dice when 
  it strives to accomplish something which is questionable or 
  that may be next to impossible to achieve. Additionally, the 
  character starts with only five shillings in its purse.
  survival instinct (trait)
  The character belongs to a race with a short lifespan but 
  with a life-force comparable to that of more long-lived races. 
  For some individuals this energy shows itself in clamorous 
  hollering and an acute restlessness; for others it manifests 
  itself in a more useful survival instinct.
  note:  
  the texts in  
  this document 
  are rough draFts. 
  comments and 
  suggestions are 
  Welcomed
  
  8
  Novice  
   Action: Free. Thanks to its explosive survival instinct, 
  the character may perform one extra Movement 
  Action once per scene.
  Adept 
   Action: Reaction. The character trusts its instincts 
  and has learned that rolling with the punches often 
  saves your life. The character’s finely honed survival 
  instinct provides it with a permanent +1D4 to Armor. 
  Master 
   Action: Free. There resides a powerful fighting 
  spirit within each member of the character’s race, 
  and that spirit can show itself when the character 
  is backed into a corner. The character has nurtured 
  this hot-tempered aggression and may sacrifice a 
  Movement Action once per scene to perform an extra 
  Combat Action.
  polearm mastery (ability)
  The character is initiated in the secrets of long-shafted 
  weapons. The spear is a simple weapon and anyone can 
  quickly learn how to make good use of its length. For this 
  reason, the militia armies of the plains and forests are often 
  armed with spears. The character’s skill with long weapons 
  really shows that a shaft of hardened wood is a weapon to be 
  feared in the hands of a trained warrior. 
  Novice 
   Action: Passive. The damage dealt by Long weapons 
  is increased by one dice tier, to 1D10 for spears and 
  halberds and to 1D8 for staves.
  Adept 
   Acton: Reaction. The character has truly mastered 
  the long thrust. The character receives a Free Attack 
  against any enemy who comes into range of melee 
  combat – if it is the enemy who engages the character 
  or vice versa is irrelevant. The only exception is when 
  the enemy also wields a long weapon; in such a 
  situation the character receives no Free Attack. 
  Master 
   Action: Reaction. As a Master of long weapons, the 
  character has the skill to keep his or her enemies at 
  bay. The character can use the Free Attack with a long 
  weapon to keep an enemy from entering into melee 
  combat. For as long as the character succeeds in hitting 
  the enemy, the enemy remains unable to attack the 
  character with melee weapons – whether or not the 
  damage done actually penetrates the enemy’s armor.
  ritualist (ability)
  The character has learned how mystical powers are channeled 
  through rituals – powerful but time-consuming magical 
  practices. This knowledge may come from studying under 
  a teacher or from self-studies with a ritual codex.
  The character suffers one (1) permanent Corruption from 
  each ritual it learns, except if the ritual belongs to a mystical 
  tradition practiced by the character (Wizardry, Theurgy or 
  Witchcraft). In the latter case the character is spared the 
  blight of Corruption.
  When it comes to performing rituals, the character suffers 
  1D4 temporary Corruption if the ritual does not belong to a 
  tradition he or she masters. Performing rituals covered by 
  the characters tradition only gives one (1) point of temporary 
  Corruption.
  The Ritualist ability makes it possible for the character 
  to recognize what ritual has been performed by examining 
  symbols and components remaining on the scene, and also 
  to recall the effects of the ritual, even if he or she does not 
  master it.
  Novice 
   Action: Special. The character has learnt to perform 
  one (1) ritual. The ritual may belong to any mystical 
  tradition, but the character must have access to the 
  ritual in order to learn and memorize it. The knowledge 
  may be gained from a tutor involved in the same 
  organization as the character, from a codex found 
  in the ruins of Symbaroum or from another Ritualist 
  who imparts the knowledge as a reward for services 
  rendered.
  Adept 
   Acton: Special. The character has learnt to perform 
  two additional rituals (three in total), again from any 
  mystical tradition but bound to the same conditions 
  as those presented at the Novice level.
  Master 
   Action: Special. The character has learnt to perform 
  three additional rituals (six rituals in total). Just as 
  before, the Master Ritualist is not limited to the rituals 
  of a single mystical tradition, but must have access to 
  the ritual to be able to learn and memorize it.
  Familiar (ritual)
  Tradition: Witchcraft
  The Mystic binds itself to a beast. This beast is not much 
  smarter than others of its kind, but fiercely loyal to the 
  mystic and the bond between them is made up of mystical 
  energies – they are soul mates. The spiritual bond is so strong 
  that the two can communicate telepathically; the mystic can 
  command the familiar from a distance and also experience 
  whatever the familiar perceives with its senses. The depth of 
  this union also makes it possible for the two to share wounds. 
  If the familiar is wounded the mystic can choose to suffer 
  half of the damage, or if the mystic is wounded half of the 
  damage can be transferred to the familiar. The player decides 
  when damage should be shared in this way. There is also a 
  downside to the mystical bond: should the familiar die the 
  mystic suffers 1D8 in damage, damage that ignores any Armor. 
  The familiar is governed by the player as an additional 
  character. It gains Experience like a character and loses it 
  if it dies, just like a character.
  kverula, Wild soW
  Race
  Beast
  Traits
  Armor (I), Natural Weapon (I)
  Discreet 9, Quick 13, Cunning 7, Strong 15, Accurate 11, 
  Vigilant 10, Resolute 10, Persuasive 5
  Weapons
  Tusks 1D6 (short)
  Armor 
  Skin 1D4 (flexible)
  Defense
  13
  Toughness
  15
  Pain Threshold
  8
  Shadow
  Yellowish red like the autumn leafs  
  on an aspen tree (corruption: 0)
  
  9
  The elves of Davokar
  symBaroum snippet 04
  note:  
  the texts in  
  this document 
  are rough draFts. 
  comments and 
  suggestions are 
  Welcomed
  
  10
  Elves  Category: Cultural Beings
  according to legends told by the barbarian folks, the 
  elves arrived to the region north of the Titans at the time of 
  Symbaroum’s downfall. Some myths even state that it was 
  the elf prince Eneáno who planted the forest of Davokar, 
  hoping to bury the blight-stricken land of the fallen empire. 
  Whatever the truth may be, the elves currently dwelling in 
  Davokar regard themselves as the guardians of the woods. 
  With reference to ancient treaties they demand that both 
  barbarians and Ambrians must keep away from the dark 
  deep of Davokar, and most importantly from the ruins hidden 
  under its roots and soil. Every violation of the treaties is 
  considered to be an act of war.
  When the Ambrians arrived to the region they had little 
  knowledge about elves, and popular belief still maintains that 
  what actually are elves in several different life stages make 
  out different kinds of creatures. However, conversations 
  with witches and the few emissaries sent to Yndaros by the 
  forest people suggest that the elven kind evolves in a number 
  of phases; phases separated by periods of dormancy during 
  which the individual undergoes both physical and mental 
  changes. It is also indicated that only a minority survives the 
  dormancy, while most withers away and dies before waking 
  up to the following phase. In other words: even if there are a 
  number of now living elves who were around at the time of 
  Symbaroum’s fall, they are for the aforementioned reasons 
  few and so alien to humans that they are almost impossible 
  to communicate with.
  This snippet introduces the first three life phases of the 
  elves. Most authorities in Ambria agree that the life span 
  of the forest people include at least one more, possibly two 
  more phases. If that is true, the first of the later phases 
  would consist of the allegedly reclusive Winter Elves, the 
  second of an extremely small number who survive their 
  fourth dormancy and awakes as extremely powerful beings, 
  as for instance the daunting Aloéna on Karvosti. But this 
  assumption is far from being regarded as a fact. Instead there 
  are those who argue that Aloéna and others like her have 
  nothing to do with the elves; that they make out a separate 
  race of ancient beings, that they are earth-bound demigods 
  or that they are embodied forces of nature.
  Fairy (spring elf)
  During the first life phase the elf is characterized by a play-
  ful curiosity and a cautiousness which have made the elf 
  experts at Ordo Magica compare them to kittens. The phase 
  is assumed to last for about fifty years, during which the fairy 
  grows four feet tall. It should also be noted, that to the extent 
  that the elf experts’ metaphor is correct it must refer to the 
  offspring of a dreadfully cruel predatory cat – the spring elves 
  love to subject both their elder siblings and unsuspecting 
  humans to mean pranks; pranks which seem to cause more 
  giggles and merriment the nastier they are.
  The fairies almost never leave the safety of the forest. On 
  some single occasions there have been reports describing 
  encounters with elven warbands that have included one 
  or two fairy scouts, but mostly they gather in large packs 
  and avoid contact with their elders. However, one might 
  wonder if the latter is about to change. Some malicious 
  treasure-hunters have retrained to become fairy-hunters, 
  out to gather the allegedly miraculous hair, ears and nails 
  of spring elves. It is a difficult and dangerous occupation, 
  since the fairies leave few traces behind and often is cunning 
  enough to transform the hunter into their prey. On the other 
  hand, he who manages to ensnare a group of spring elves can 
  expect to earn a small fortune when selling the harvest to 
  alchemists in Thistle Hold.
  elFling (summer elf)
  Those who awaken after their first dormancy and enter the 
  life phase of the summer elf make out a still curious but not 
  nearly as cautious crowd. The so called Elflings are known 
  as hot-tempered, aggressive and impulsive, bordering on 
  foolhardy. Up to five and a half feet tall, nimble as mares 
  and with about 150 years to hone their skills they develop 
  into fierce warriors, qualified to take on any human fighter.
  The elflings are the backbone of Davokar’s self-appointed 
  defense force, weakly armored but equipped with spears 
  and bows. Most often they are led by an Autumn Elf, but 
  sometimes their impatience makes them renounce the 
  guidance of older siblings. Such warbands, consisting of 
  between ten and thirty elven hotheads, always prefer attack 
  over defense and may very well assault villages on the lowland 
  instead of their normal targets: outposts, caravans and free 
  settlers in the woods.
  Fairy, spring elF
  Race
  Elf
  Resistance
  Weak
  Trait
  Long-lived
  Discreet 15 (−5), Quick 13 (−3), Cunning 10 (0),  
  Strong 5 (+5), Accurate 10 (0), Vigilant 11 (−1),  
  Resolute 7 (+3), Persuasive 9 (+1)
  Abilities 
  None
  Weapons
  Dagger 3 (short), Bow 4
  Armor 
  None
  Defense
  −3
  Toughness
  10
  Pain Threshold
  3
  Shadow
  Bright green, like the leaves on a  
  sundrenched birch (corruption: 0)
  Tactics: The fairies keep at a distance, shooting arrows  
  at pursuers, alternately trying to lure them into traps or 
  ambushes prepared further down the trail.
  
  11
  elF (autumn elf)
  It is said that the dormancy between summer and autumn can 
  be as long as fifty years. The elves who wake up are both taller 
  and much more tempered than their younger siblings – as 
  the elf expert Master Goncai in Thistle Hold have described 
  it: “The Autumn Elf is old enough to appreciate the seriousness of 
  the world, and still young enough to care about the march of time”. 
  It is elves of the autumn who assumes the reasonability of 
  leadership and that communicates with the outside world – 
  two examples being the envoy Elori in Yndaros and Gealóna 
  who has been allowed to live and work at the Ordo Magica 
  chapter in Agrella.
  According to some approximations the elven autumn 
  lasts for about four hundred years. During that time the elf 
  grows seven feet tall, very potent and often very wise. It is 
  evident that their opinions vary with regards to the ambrians, 
  since some are seen leading hordes of elflings in attacks 
  against ambrian settlements while others engage in more 
  diplomatic relations or even collaborations. But regardless 
  of which, the autumn elves are formidable opponents for 
  anyone who makes them angry, not least thanks to their deep 
  understanding of how to manipulate the mystical energies 
  of the world.
  Powers
  long-lived (trait)
  Once adulthood is reached, the aging process of the character 
  slows down. The character can live up to two or even three 
  centuries if its life is not shortened by violence, poison or 
  disease. The creature’s long lifespan makes it prone to do 
  things at a slow pace, but this is compensated by the attitude 
  that what is worth doing is worth doing well, which over time 
  results in a considerable degree of expertise. Long-lived has 
  no effect besides what it implies in terms of playing the role.
  acroBatics (ability)
  The character has learned the art of acrobatic maneuvering, 
  having spent time with a theater company, in one of the 
  fencing schools of Yndaros or while climbing the trees of 
  Davokar. The nimbleness of the acrobat provides an advantage 
  when trying to withdraw from close combat or when quickly 
  wanting to reach the center of an enemy formation.
  elFling, early summer elF
  Race
  Elf (early summer)
  Challenge
  Ordinary
  Trait
  Long-lived
  Discreet 11 (−1), Quick 13 (−3), Cunning 10 (0),  
  Strong 7 (+3), Accurate 10 (0), Vigilant 15 (−5),  
  Resolute 9 (+1), Persuasive 5 (+5)
  Abilities
  Acrobatics (novice), Marksman (adept), 
  Sixth Sense (novice) 
  Weapons
  Bow 4, Spear 5 (long)
  Armor
  Braided Silk 2 (flexible)
  Defense
  −3
  Toughness
  10
  Pain Threshold
  4
  Shadow
  Brilliant green, like wet leaves shimmering 
  in the morning sun (corruption: 0)
  Tactics: The elflings of early summer prefer to use their bows  
  and switches to spears when they must. In close combat 
  they use Acrobatics to enter in and out of melee, in order to 
  time and again take advantage of the length of the spear.
  elF, autumn elF
  Race
  Elf (autumn)
  Challenge
  Strong
  Trait
  Long-lived
  Discreet 10 (0), Quick 5 (+5), Cunning 13 (−3),  
  Strong 7 (+3), Accurate 9 (+1), Vigilant 10 (0),  
  Resolute 15 (−5), Persuasive 11 (−1)
  Abilities
  Scholar (master), Medicus (master),  
  Mystical Power (Bend Will, master),  
  Mystical Power (Larvae Boil, master),  
  Ritualist (master)
  Weapons
  Sword 4
  Armor
  Braided Silk (flexible)
  Defense
  +5
  Toughness
  10
  Pain Threshold
  4
  Shadow
  Yellow and red like autumn leaves, with 
  faint streaks of rusty brown (corruption: 2)
  Tactics: The autumn elf typically leads from behind  
  the front line and supports its friends with magic and  
  medical aid.
  elFling, late summer elF
  Race
  Elf (late summer)
  Challenge
  Challenging
  Trait
  Long-lived
  Discreet 11 (−1), Quick 10 (0), Cunning 10 (0),  
  Strong 7 (+3), Accurate 15 (−5), Vigilant 5 (+5),  
  Resolute 13 (−3), Persuasive 9 (+1)
  Abilities
  Armor Proficiency (adept), Marksman 
  (master), Polearm Mastery (master)
  Weapons
  Bow 4, Spear 5 (long)
  Armor
  Coated Silk Cuirass 4 (flexible)
  Defense 0
  −3
  Toughness
  10
  Pain Threshold
  4
  Shadow
  Deep green, like the leathery leaves of an 
  orchid (corruption: 0)
  Tactics: The late summer elves are fond of using their bows, 
  but if it comes to close combat they don’t mind standing in 
  the front line, keeping the enemies at bay while their friends 
  fire them full of arrows.
  
  12
  Novice 
   Action: Active. The character may roll against Quick 
  to avoid Free Attacks from enemies in melee combat, 
  either when trying to slip past an enemy or when 
  attempting to withdraw from melee. Should the test 
  fail, the player must choose to either remain in its 
  original place or to move anyway and suffer a Free 
  Attack from the opponent.
  Adept 
   Action: Free. If the character is knocked down  
  he or she may attempt to jump back up again as  
  a Free Action by making a Quick test. If the test fails 
  the character has to spend a Movement Action to  
  get back on its feet, as usual.   
  Master 
   Action: Active. The character can utilize its enemies 
  as shields in battle. In combat with more than one 
  opponent, the character may once per turn use 
  an enemy as a shield and have that enemy suffer a 
  successful hit instead of the character. That opponent 
  cannot defend against the attack, but the master 
  acrobat has to make a successful roll against Quick  
  for the enemy to take the hit.  
  marksman (ability)
  Marksmen have their natural place in every army, scouting 
  party and band of brigands. The character can inflict serious 
  damage on its enemies with a bow or crossbow, hoping to 
  bring them down or at least make sure that they don’t reach 
  the character’s allies.
  Novice 
   Action: Passive. Thanks to the character’s skill, damage  
  dealt with bows and crossbows are increased to 1D10 
  and 1D12 respectively, from the usual 1D8 and 1D10.
  Adept 
   Action: Active. The character’s precision provides  
  his or her projectiles with a crippling effect. The attack 
  deals damage as usual and if the target is wounded 
  the character may make an [Accurate←Strong] test 
  every time the target attempts to move. A successful 
  test means that the target is not going anywhere  
  and its Movement Action is forfeit. When the target 
  manages to move (the character fails the test), the 
  crippling effect is lost.
  Master 
   Action: Active. The Master Marksman’s projectiles  
  are armor piercing. The shot hits a weak spot and 
  the target’s Armor is completely ignored when 
  determining the damage dealt.
  sixth sense (ability)
  When moving through dark forests and underground tunnels, 
  one’s eyes are no longer very useful. Lighting a lantern or 
  torch may summon dangers, why the explorer better learn 
  to rely on his or her other senses. With dedicated training it 
  is possible to awaken these other senses and sharpen them to 
  the brink of eeriness, and this character has done so. The Sixth 
  Sense ability provides the character with unique capabilities 
  when fighting at a distance or in situations where eyesight 
  can no longer be trusted. 
  A character with Sixth Sense may under calm circum-
  stances navigate unhindered in dim light, as well as maintain 
  a sense of direction in complete darkness, though at a pace 
  of only a quarter of its normal, daytime speed.
  Novice 
   Action: Passive. The character has a strong intuition, 
  which lets him or her use Vigilant instead of Accurate 
  then attacking with ranged weapons.
  Adept 
   Action: Passive. The character’s intuition have 
  expanded and the character may now use Vigilant 
  instead of Quick for Initiative and when calculating  
  his or her Defense.
  Master 
   Action: Passive. The character can move and fight 
  unhindered in complete darkness or when blinded.
  armor proFiciency (ability)
  A real warrior carries armor and is trained how to move 
  and fight while doing so. This is true among Ambrians and 
  barbarians alike, even if the most heavily armored warriors 
  usually are of Ambrian stock. Regardless of the armor being 
  made from leather or steal, this ability gives the character 
  an increased protection against hostile strikes and blows. 
  Novice 
   Action: Passive. The character know how to use 
  its armor for maximum effect, which increases the 
  armor’s Armor tier by one step: light armor protects 
  1D6, medium armor protects 1D8 and heavy armor 
  protects 1T10.
  Adept 
   Action: Passive. The character is used to wearing 
  armor and can adapt his or hers actions to its 
  limitations. The armor no longer has a negative 
  effect on Quick or abilities based on Quick (including 
  Defense). The Impeding quality of the armor still has  
  a negative effect when using mystical powers.
  Master 
   Action: Reaction. The Master of Armor may roll 
  against Quick to counteract armor piercing arrows 
  or bolts; if the test is successful the Armor protects 
  as usual. Mystical powers that ignore Armor may not 
  be blocked this way; they are not affected by Armor 
  Proficiency.
  
  13
  polearm mastery (ability)
  The character is initiated in the secrets of long-shafted 
  weapons. The spear is a simple weapon and anyone can 
  quickly learn how to make good use of its length. For this 
  reason, the militia armies of the plains and forests are often 
  armed with spears. The character’s skill with long weapons 
  really shows that a shaft of hardened wood is a weapon to be 
  feared in the hands of a trained warrior. 
  Novice 
   Action: Passive. The damage dealt by Long weapons 
  is increased by one dice tier, to 1D10 for spears and 
  halberds and to 1D8 for staves.
  Adept 
   Action: Reaction. The character has truly mastered 
  the long thrust. The character receives a Free Attack 
  against any enemy who comes into range of melee 
  combat – if it is the enemy who engages the character 
  or vice versa is irrelevant. The only exception is when 
  the enemy also wields a long weapon; in such a 
  situation the character receives no Free Attack. 
  Master 
   Action: Reaction. As a Master of long weapons, the 
  character has the skill to keep his or her enemies at 
  bay. The character can use the Free Attack with a  
  long weapon to keep an enemy from entering into 
  melee combat. For as long as the character succeeds 
  in hitting the enemy, the enemy remains unable to 
  attack the character with melee weapons – whether 
  or not the damage done actually penetrates the 
  enemy’s armor.
  scholar (ability)
  The character is educated and well-versed in the ways of the 
  world, its cultures, its history, languages and artifacts. For 
  centuries heroes, monsters and kingdoms have come and 
  gone and left behind powerful items and secrets texts. This 
  ability represents knowledge about such objects and through 
  extensive studies a character with this ability knows not only 
  the story of the object but also its properties and applications. 
  The Scholar ability also makes the character skilled at 
  researching libraries, records and administrative documents, 
  something which might be very useful when faced with that 
  kind of problems and puzzles.
  Novice 
   Action: Free. With a successful Cunning, any character 
  who is a Scholar can figure out the properties of a 
  specific artifact, but not how to activate it. In the same 
  way, the Novice can use Cunning to translate a text 
  or understand what’s being said in another human 
  language. A character must not make a test when 
  uttering simple words and phrases, but a successful 
  roll against Cunning is required if he or she is trying 
  to have a proper conversation.  
  Adept 
   Action: Free. As a cultivated knower of artifacts,  
  the character can use Cunning instead of Resolved 
  when trying to activate artifacts. With a successful 
  Cunning test, the Adept can also read and understand 
  the ungainly tongues of both elves and trolls. To say 
  simple phrases in Elvish or Troll Tongue requires 
  no test, but to initiate a conversation requires a 
  successful roll against Cunning.
  Master 
   Action: Free. As an acknowledged interpreter of 
  scrolls, the character may with a successful roll 
  against Cunning activate mystical powers directly 
  from scrolls and parchments. The Master Scholar  
  may also use Cunning instead of Resolved to resist 
  mystical effects. Furthermore, the Master is familiar 
  with the secrets of Symbaroum. A successful Cunning 
  test is required to be able to read a text written in its 
  ancient and extinct language. It requires no test to 
  utter simple phrases, but to initiate a conversation 
  requires a successful roll against Cunning.  
  medicus (ability)
  The character is trained in the art of healing and is therefore 
  a greatly coveted asset in its society, keeping diseases from 
  spreading, tending to wounded warriors or taking care of 
  the ruling elite. The art of healing has been developed in 
  parallel with alchemy, and many healers are also trained 
  in alchemy for this reason, especially those who operate far 
  from civilization where herbal cures cannot be purchased 
  from well-stocked merchants. 
  A character with the Medicus ability can diagnose and cure 
  diseases and identify poisons by their symptoms. Medicus also 
  gives the character a coroner’s point of view, which might 
  come in handy when examining a crime scene or a dead body.
  Novice 
   Action: Active. As an accomplished field surgeon,  
  the character can make a roll against Cunning to heal 
  1D4 of a patient’s Toughness, or 1D6 when using an 
  herbal cure. This ability can only be used once per 
  patient and day.
  Adept 
   Action: Active. The character is an acknowledged 
  Medicus. A successful roll against Cunning heals  
  1D6 of a patient’s Toughness, or 1D8 when using an 
  herbal cure. This ability can only be used once per 
  patient and day.
  Master 
   Action: Active. As a Master Medicus, the character  
  can flaunt with a vast medical learning. A successful 
  roll against Cunning now heals 1D8 of a patient’s 
  Toughness, or 1D10 when using an herbal cure. Even 
  a failed test heals some of the patient’s Toughness: 
  1D4 when only using Medicus or 1D6 when also using 
  an herbal cure. This ability can only be used once per 
  patient and day.
  Humans as the POV
  All abilities and mystical powers are written with 
  humans as a point of departure. In most cases that has 
  no bearing on the details, but when it has the GM and 
  players must come to a mutual understanding of what 
  applies.
  
  14
  In a towering grove at the southern 
  edge of Karvosti (the ancient meeting 
  place of the barbarian clans) lives 
  Aloéna. The ten feet tall female being, 
  assumed to be related to Davokar’s 
  elves, seems to regard humans as 
  if they were nothing more than a 
  passing flock of birds.
  
  15
  Bend Will (mystical power)
  Material: A silver ring.
  The free will is an illusion, but the power of the will is 
  unambiguous. The Mystic have come to understand these 
  seemingly contradictory principles and can use the insight 
  to control the will of other creatures. 
  Novice  
   Action: Active. The Mystic can seize control of a 
  creature’s will by making a successful [Resolved← 
  Resolved] test. The control is considered active until 
  the Mystic breaks concentration or fails a [Resolved← 
  Resolved] test. A controlled creature can only perform 
  one (1) Action each turn and cannot use any active 
  abilities or powers while affected by Bend Will. 
  Adept  
   Action: Active. The Mystic can seize control of a 
  creature’s will by making a successful [Resolved← 
  Resolved] test. The Mystic does not have to concentrate  
  to sustain the control, it is ongoing and considered 
  active until the Mystic fails a [Resolved←Resolved] 
  test. A controlled creature can only perform one (1) 
  Action each round and cannot use any active abilities 
  or powers while affected by Bend Will. 
  Master  
   Action: Active. The Mystic can seize control of a  
  creature’s will by making a successful [Resolved← 
  Resolved] test. The Mystic does not have to concentrate 
  to sustain the control, it is ongoing and considered 
  active until the Mystic fails a [Resolved←Resolved] 
  test. The controlled creature can perform two Actions 
  each turn.
  larvae Boil (mystical power)
  Material: A handful of larvae.
  The Mystic can use the force of anger to infuse an enemy’s 
  body with larvae that then start to eat their way out.  Although 
  it is loudly refuted by members of the court, there are per-
  sistent rumors going around saying that this is how the hero 
  king Ynedar met his demise.  
  Novice  
   Action: Active. The Mystic plants larvae inside the 
  bodies of its enemy, which then starts to eat their  
  way out. The poor target suffers 1D4 damage each 
  round, ignoring Armor. The effect is automatic the  
  first round and continues until the Mystic fails a  
  [Resolved←Strong] test.
  Adept 
   Action: Active. The larval growth inside the body deals 
  1D6 damage each round, ignoring Armor. The effect 
  continues until the Mystic fails a [Resolved←Strong] 
  test.
  Master 
   Action: Active. The larvae swarm inside the target’s 
  body and deals 1D8 damage each round, ignoring 
  Armor. The effect continues until the Mystic fails a 
  [Resolved←Strong] test.
  ritualist (ability)
  The character has learned how mystical powers are channeled 
  through rituals – powerful but time-consuming magical 
  practices. This knowledge may come from studying under 
  a teacher or from self-studies with a ritual codex.
  The character suffers one (1) permanent Corruption from 
  each ritual it learns, except if the ritual belongs to a mystical 
  tradition practiced by the character (Wizardry, Theurgy or 
  Witchcraft). In the latter case the character is spared the 
  blight of Corruption.
  When it comes to performing rituals, the character suffers 
  1D4 temporary Corruption if the ritual does not belong to a 
  tradition he or she masters. Performing rituals covered by 
  the characters tradition only gives one (1) point of temporary 
  Corruption.
  The Ritualist ability makes it possible for the character 
  to recognize what ritual has been performed by examining 
  symbols and components remaining on the scene, and also 
  to recall the effects of the ritual, even if he or she does not 
  master it.    
  Novice 
   Action: Special. The character has learnt to perform 
  one (1) ritual. The ritual may belong to any mystical 
  tradition, but the character must have access to the 
  ritual in order to learn and memorize it. The knowledge 
  may be gained from a tutor involved in the same 
  organization as the character, from a codex found 
  in the ruins of Symbaroum or from another Ritualist 
  who imparts the knowledge as a reward for services 
  rendered.
  Adept 
   Action: Special. The character has learnt to perform 
  two additional rituals (three in total), again from any 
  mystical tradition but bound to the same conditions 
  as those presented at the Novice level.
  Master 
   Action: Special. The character has learnt to perform 
  three additional rituals (six rituals in total). Just as 
  before, the Master Ritualist is not limited to the rituals 
  of a single mystical tradition, but must have access to 
  the ritual to be able to learn and memorize it.
  
  16
  The blight beasts  
  of Symbaroum
  symBaroum snippet 05
  note:  
  the texts in  
  this document 
  are rough draFts. 
  comments and 
  suggestions are 
  Welcomed
  
  17
  Abomination  Category: Abomination
  the amBrians typically use the term abomination when 
  speaking about what the barbarians call Blightlings or Blight 
  Beasts – creatures that are associated with the corrupt powers 
  of Davokar. It is unclear if all such creatures are related or 
  if it would be more accurate to speak of different kinds of 
  abominations. Hopefully the matter soon will be settled, 
  as both Ordo Magica and the Twilight Friars do all in their 
  power to truly understand the phenomenon.
  In any case, the term covers a varied crowd of beings that 
  seem to have one trait in common: they are bent on harming 
  humans; they wish for humans to hurt, to suffer, preferably 
  to die. And they wish this with such a passion that nothing 
  else matters. You cannot reason with an abomination, nor 
  compromise with or frighten it; the abomination appears 
  to live for the destruction of mankind, one individual at a 
  time, and it does not hesitate to destroy anything or anyone 
  standing in the way.
  Blight Born 
  Exactly when it happens is under debate, but at some point 
  it seems as if persons plagued by corruption lose themselves 
  to the blight. When it has gone that far, not only the spiritual 
  disposition of the person but also its physical appearance 
  starts to transform. One who has browsed the book aptly 
  named the Hordes of Darkness, written and illustrated by 
  the black cloak Almagast, has witnessed widely different 
  examples of bodily stigmata: extreme dehydration; oozing 
  blisters; horn-like and tail-like outgrowths; bleeding mucosal 
  membranes; withered or twisted limbs; blackened or albino-
  pale skin; furry hair growth on humans and loss of fur on 
  animals. And when it comes to personality and temper the 
  transformation is absolute – everything that remains is 
  destructive: envy, anger, hunger, hubris and hatred.
  Dark born animals and beast wander alone in the wilds, 
  killing everything that comes in their way, growing bigger 
  and stronger and spreading corruption through bites and 
  scratches. Human abominations seem to hold on to some ounce 
  of their intellectual capacity and can linger in populated areas 
  for a time. They are kept in hiding, cared for and guarded 
  by blight-stricken servants, sometimes surrounded with a 
  whole court of cultists who obey their every command. In 
  the notorious case of the Baroness of house Elsbet, it took 
  years before the source of corruption was reviled.
  primal Blight Beast
  However far the corruption has gone, the blight born are 
  still recognizable for what they once were – human, ogre, 
  troll, jakaar or elk. But there are also some scarce reports 
  describing something else; something worse and more 
  unnatural; creatures so alien and so hateful that they appear 
  to make out the exact opposite of nature. It is speculated on 
  whether or not these primal horrors truly exist and if they 
  in that case could be embodiments of the corruption itself; 
  personifications of the hunger and the hatred and the wrath.
  Among the barbarians there are many legends about these 
  primal (or elder) blight beats and their origins. Most of them 
  describe the monstrous creatures as born from the marrow of 
  something called the World Serpent, a mystical beast named 
  Uron that according to some tales created Symbaroum (others 
  state that it was slain by Symbaroum’s first emperor or that it 
  still bides its time somewhere under the high seat of Symbar). 
  A totally different theory on the origin of the primal blight 
  beasts state that they appear spontaneously in places where 
  the corruption is at its strongest – in ruins brooding on the 
  darkest of secrets, where puddles of acidic magic remain from 
  the baneful practices of old Symbaroum. Whatever the truth 
  may be, both Ambrians and barbarians can count themselves 
  lucky that these elder abominations prefer the dark deep of 
  the forest rather than the sundrenched lowlands.
  Blight Born human
  Race
  Abomination, previously human
  Challenge
  Ordinary
  Traits
  Acidic Blood (I), Natural Weapon (I),  
  Robust (I)
  Discreet 10 (0), Quick 7 (+3), Cunning 9 (+1),  
  Strong 11 (−1), Accurate 15 (−5), Vigilant 10 (0),  
  Resolute 13 (−3), Persuasive 5 (+5)
  Abilities
  Berseker (novice), Natural Warrior (novice)
  Weapons
  Claws 9 [2 in base, +1 from Natural  
  Weapon, +2 from Robust, +3 from  
  Berserker, +1 from Natural warrior]
  Armor
  Leather 4 (Impeding)  
  [2 in base, +2 from Robust]
  Defense
  +9 [Berserker sets base to +5,  
  +2 from Robust, +2 from Armor]
  Toughness
  11
  Pain Threshold
  6
  Shadow
  Corroded copper (thoroughly corrupt)
  Tactics: None. The blight born is nothing but hunger and 
  wrath.
  Blight Born elk
  Race
  Abomination, previously elk
  Challenge
  Challenging
  Trait
  Corrupting Attack (I), Natural Weapon (II), 
  Robust (II)
  Discreet 10 (0), Quick 13 (−3), Cunning 7 (+3),  
  Strong 15 (−5), Accurate 11 (−1), Vigilant 10 (0),  
  Resolute 9 (+1), Persuasive 5 (+5)
  Abilities
  Iron Fist (adept), Natural Warrior (novice)
  Weapons
  Antlers 10 [2 in base, +2 from Natural 
  Weapon, +3 from Robust, +2 from Iron Fist, 
  +1 from Natural warrior] +1D4 in temporary 
  corruption.
  Armor
  Elk Hide 3 [+3 from Robust]
  Defense
  0 [−3 as base, +3 from Robust]
  Toughness
  15
  Pain Threshold
  8
  Shadow
  Brownish black, like the hide of a decaying 
  animal corpse (thoroughly corrupt)
  Tactics: None. The scent of living bodies drives the blight 
  beast to attack, muzzle foaming with corruption.
  
  18
  primal Blight Beast
  Race
  Abomination
  Challenge
  Mighty
  Traits
  Acidic Blood (III), Corrupting Attack (III), 
  Natural Weapon (III), Armored (III),  
  Regeneration (III), Robust (III)
  Discreet 5 (+5), Quick 11 (−1), Cunning 9 (+1),  
  Strong 18 (−8), Accurate 13 (−3), Vigilant 10 (0),  
  Resolute 10 (0), Persuasive 7 (+3)
  Abilities
  Berserker (master), Exceptionally  
  Strong (master), Iron Fist (master),  
  Natural Warrior (master)
  Weapons
  Claws 20 (long) [2 in base, +3 from Natural 
  Weapon, +4 from Robust, +3 from Ber-
  serker, +4 from Iron Fist, +4 from Natural 
  warrior] +1D8 in temporary corruption.
  Armor
  Blight Hardened Flesh 10 [4 from Armored, 
  +4 from Robust, +2 from Berserker]  
  + regenerates 4 Toughness/turn
  Defense
  +3 [−1 as base, +4 from Robust]
  Toughness
  18
  Pain Threshold
  9
  Shadow
  The deepest black, a light-consuming stain 
  on the midnight sky (thoroughly corrupt)
  Tactics: None. Its hatred towards all things living dives it to 
  act without tactical concern – all that matters is destruction.
  Powers
  acidic Blood (monstrous trait)
  The creature’s blood is corrosive, and sprays all around when 
  the creature is hit by attacks. He or she who hits the creature 
  in melee combat, and manage do damage it, must make a 
  Defense Test or else be hit by the acidic blood. To remove the 
  acid from either body or armor requires that someone spends 
  an Action and make a successful Cunning Test (wash it away 
  with water, earth or something similar).
  I 
   Action: Reaction. The corrosive blood is weak and deals  
  3 points of damage for 3 rounds.
  II  Action: Reaction. The corrosive blood is moderately strong 
  and deals 4 points of damage for 4 rounds.
  III  Action: Reaction. The corrosive blood is strong and deals  
  5 points of damage for 5 rounds.
  natural Weapon (monstrous trait)
  The creature is gifted with a well-developed natural weapon, 
  such as sharp claws, teeth or a tail stinger, which the creature 
  can utilize in melee combat. The Natural Warrior ability (see 
  page 119) can be used to enhance the creature’s Natural Weapon 
  even further.
  I   Action: Passive. The creature’s natural weapon deals  
  3 points of damage instead of 2. This natural weapon can  
  also be used to perform a Hidden Strike, which cannot be 
  done with ordinary unarmed attack.
  II   Action: Passive. The creature’s natural weapon deals  
  4 points of damage. 
  III   Action: Passive. The creature’s natural weapon deals  
  5 points of damage. The natural weapon now has the  
  quality Long, which allows the creature to perform a  
  Free Attack at the start of a combat against enemies  
  with shorter weapons.
  Concerning Abominations and the Underworld
  Countless contradictory tales claim to relate the truth about the origin of abominations. Some maintain that they are part of  
  an ancient race which has been around since long before elves and dwarves saw the light of day. Others claim that they actually 
  were created by elves or men, by accident or with some kind of malicious intent.
  Among the Old Folks a common notion seems to be that the origin of abominations is directly linked to the fall of Symbaroum. 
  One must of course bear in mind that those stories most often reach the Ambrians by way of barbarians or goblins. But that 
  being said, many of those old tales describe how the warlocks and alchemists of Symbaroum did horrible experiments, utilizing 
  the fabled Raw Magic to upset the natural order, thereby giving rise to the blightlings.
  Whatever the truth may be, a majority of the age-old legends also refer to something which sometimes is called the Under-
  world, sometimes Underhill, sometimes the World Beneath. Supposedly there is a whole realm under the roots of Davokar, 
  filled with tunnels, sunken ruins, lakes of tainted magic and far worse phenomena than that. And there are actually some  
  Ambrian explorers who claim to have visited this hidden realm, often after having descended down one sinkhole or another.  
  But even if the authorities at Ordo Magica allow that there may exist local cavernous complexes, there is no one who would 
  agree that the entire forest can be undermined by a vast “Underworld”. As Grand Master Seldonio once put it: “Ludicrous, my 
  dear Baron, what you proclaim is pure nonsense!”
  
  19
  roBust (monstrous trait)
  The creature is bigger and tougher than usual. The creature 
  can only wear light armor. 
  I 
   Action: Passive. The creature ignores 2 points of damage 
  from each hit, in addition to any Armor it may wear.  
  Once per round, the creature deals an additional +2 points  
  of damage with one of its melee attacks. The creatures  
  Defense is calculated from the basis of [Quick−2].
  II  Action: Passive. The creature ignores 3 points of damage 
  from each hit, in addition to any Armor it may wear.  
  Once per round, the creature deals an additional +3 points  
  of damage with one of its melee attacks. The creatures  
  Defense is calculated from the basis of [Quick−3].
  III  Action: Passive. The creature ignores 4 points of damage 
  from each hit, in addition to any Armor it may wear.  
  Once per round, the creature deals an additional +4 points  
  of damage with one of its melee attacks. The creatures  
  Defense is calculated from the basis of [Quick−4].
  Berserker (ability)
  The feared barbarian warriors of Davokar have developed 
  the practice of working themselves into a berserker frenzy 
  before battle. By letting the repressed anger of the heart 
  strengthen its limbs, the character can unleash a fuming 
  rage that, if channeled correctly, might determine which 
  side will emerge victorious from the battle.
  Novice 
   Action: Free. The character may as a free action 
  enter into a murderous frenzy to solely focus on 
  hurting the enemy, dealing 1D6 of extra damage when 
  fighting in melee combat. The downside to this frenzy 
  is that the character cannot defend itself properly. 
  The character’s Quick is considered to be 5 when 
  calculating Defense.
  Adept 
   Action: Reaction. The rage is like an armor to the 
  character. He or she ignores 1D4 damage from each 
  hit suffered while in a berserker rage.
  Master 
   Action: Free. The character has mastered the ability 
  to harness the rage without losing any of its power. 
  The character can utilize the capacity to both deal and 
  ignore extra damage, while still being able to defend 
  itself as normal.  
  
  20
  natural Warrior (ability)
  A sword or a bow is not always needed to fight. Through long 
  and hard training, the character has become a dangerous 
  opponent even when unarmed. The barbarians of the forests 
  have cultured mighty traditions of wrestling and the fighting 
  schools of the gutter in the eastern quarters of Yndaros 
  have developed their own arts of unarmed combat, which 
  these days can be seen at the Dome, since a pair of the city’s 
  renowned gladiators has embraced this art form.
  Novice 
   Action: Passive. The character has learned to use  
  its natural-born warrior capabilities with great  
  efficiency. The character’s unarmed attacks now deal  
  1D6 damage. If the creature has the Natural Weapons 
  trait as well, then the damage is increased according 
  to the level of that monstrous trait.
  Adept  
   Action: Active. With the speed of an adept, the 
  character may now perform double attacks at against 
  a single target. The attacks are rolled separately.
  Master 
   Action: Passive. By attacking an opponent’s weak 
  points with flawless precision – such as throat and 
  knees – the Master’s unarmed strikes are truly dev-
  astating. Each attack that hits deals 1D6 of damage 
  extra.
  corrupting attack (monstrous trait)
  Those of Davokar’s creatures that are the most corrupted 
  have the ability to spread the dark taint through their claws, 
  bites and other natural weapons. 
  I 
   Action: Passive. The creature’s attack oozes of corruption 
  and taints any who are wounded by an attack. A victim that 
  suffers at least 1 point of damage from the attack also suffers 
  1D4 temporary Corruption. 
  II  Action: Passive. A victim that suffers at least 1 point of 
  damage from the attack also suffers 1D6 temporary 
  Corruption. 
  III  Action: Passive. A victim that suffers at least 1 point 
  of damage from the attack also suffers 1D8 temporary 
  Corruption.
  iron Fist (ability)
  The character is trained to use its strength for maximum 
  effect on a target in combat. Especially knights, members of 
  the barbarian Wrath Guard and other heavily armed warriors 
  rely on their strength in melee combat and leave precision 
  and finesse for others to worry about.
  Novice 
   Action: Passive. The character can fully utilize 
  its strength and therefore uses Strong instead of 
  Accurate then making a melee attack.
  Adept 
   Action: Passive. The character’s melee attacks now 
  deals +1D4 additional damage.
  Master 
   Action: Active. The character knows how to truly put 
  its back into an attack. The character can perform 
  a devastating melee attack once per turn that deals 
  +1D8, instead of +1D4, in additional damage.
  armored (monstrous trait)
  The creature either has thick skin, scales or something else 
  that makes it especially hard to wound. The creature cannot 
  wear any additional armor over its natural armor, which, on 
  the other hand, is not Impeding like ordinary armors are. Yet, 
  the Armor Proficiency ability enhances the creature’s natural 
  protection even further, in addition to its levels in Armored.
  I 
   Action: Passive. The creature has a natural protection of 2.
  II  Action: Passive. The Armor protects 3. 
  III  Action: Passive. The Armor protects 4.
  regeneration (monstrous trait)
  The creature spontaneously heals, without needing to spend 
  either time or power to do so. However, the creature has a 
  weakness, a specific type of damage that it cannot regenerate 
  (which, of course, can be healed in other active ways). The 
  creature must choose a weakness related to a type of damage it 
  cannot heal automatically. Choose between magical weapons, 
  elemental energies (fire and acid) and either holy or unholy 
  damage.
  I 
   Action: Passive. The creature regenerates 2 Toughness per turn.
  II  Action: Passive. The creature regenerates 3 Toughness per turn.
  III  Action: Passive. The creature regenerates 4 Toughness per turn.
  exceptional attriBute (ability)
  All the character’s senses, just as its physical and mental 
  capacity, can be improved by training. By practicing a little 
  bit each day, the muscles can grow stronger, the eyes sharper 
  and intellect vaster. This ability enhances the character’s 
  basic condition for survival.
  The Exceptional Attribute ability may be chosen multiple 
  times, and indicates a different Attribute each time.
  Novice 
   Action: Special. The character has cultured one of 
  its Attributes through hard work, which increases the 
  Attribute with +1.
  Adept 
   Action: Special. As Novice, but the ability increases 
  the Attribute with a total of +2.
  Master 
   Action: Special. As Novice, but the ability increases 
  the Attribute with a total of +3.
  
SOURCE: textdata/thevault/Symbaroum [multi]/Symbaroum - Snippets.pdf