Welcome to Zealots of Zaldar
Zealots of Zaldar is a tabletop adventure/role-playing game for 2 to 5 players. One player takes on the role of Zaldar, the unseen sorcerer who guides and referees the game. The other players take on the roles of Heroes, customized characters who explore and interact with the world of Emara.
This guide is streamlined for online play, so much of the detail relevant to the Zaldar player has been omitted.
Before starting Zealots of Zaldar, one player must be designated as Zaldar. This player will be responsible for running the game -- directing the flow of activity, describing the outcome of actions, and acting as the referee and conductor of the game's events.
In other games with a similar referee vs. player dynamic, the Zaldar or "referee" player is known as the "Dungeon Master" (Dungeons & Dragons), "Game Master" (GURPS), and so on. In Zealots of Zaldar and throughout the rulebook, this player is simply known as Zaldar. Zaldar controls the game world of Emara, and determines how the world and its denizens react to the Heroes' actions and dice rolls.
Once a Zaldar player is designated, the other players create Heroes. These players decide how their Hero characters interact with the game world, including what they say, the actions they perform, and any other details a player wishes to impart upon their Hero.
To create Hero characters, Zaldar will hand each Hero player a blank Character Sheet.
The character sheet is an ongoing record of a Hero's status. It contains basic information about the character, as well as their skills, attributes, and so on.
The various fields represent the following:
Name, Figurine - This is the name of the Hero, which can be anything the player chooses, along with the figurine used to represent the Hero. The figurine shortname will be something like "ORC 1," "HUM 2," and so on.
Level
This represents the Hero's growth, progress, learning, and overall capabilities. In general, a character or creature with a high level will be particularly strong, smart, or otherwise powerful.
Age (Scrap)
This is the age of the Hero, in years. (SCRAP)
Race, Sex
Race refers to one of the 5 playable creature types. The five options available for Hero characters are Dwarf, Elf, Goblin, Human, and Orc, whose various attributes are described below. Sex is a choice between Male and Female.
Size
Size is a variable that represents the character's overall width, height, and general mass.
HP (Health Points)
HP or Health Points / Hit Points are a measure of a character's current overall physical health. Whenever a character takes damage (i.e. from a punch, stab, explosion, bite, bludgeon, and so on), their Current HP is reduced.
A character whose
Current HP value is the same as their
Maximum HP value is considered to be functioning physically at their top form; whereas a character with 1 HP has likely suffered multiple severe injuries, and is very close to death.
MP (Mind Points)
MP or Mind Points represent a character's overall mental state, as well as their ability to focus closely on tasks.
STR
STR is short for
Strength, and represent's a character's raw physical strength, the amount of weight they can lift, and so on.
DEX
DEX is short for
Dexterity, and represent's a character's ability to dodge and defend themselves from physical attacks, their general physical agility, and so on.
CHA
CHA is short for
Charisma, and represent's a character's ability to communicate effectively, persuade others, lead and inspire people with speech, as well as lie and deceive.
INT
INT is short for
Intelligence, and represent's a character's perception, ability to understand difficult concepts, arcane knowledge, and so on.
ATTACK
This represents a character's ability to inflict physical damage.
Base - Every creature has a
Base Attack, which corresponds with one of the dice.
Current - This is how much HP damage the creature can inflict with their current weapon. By default, an Unarmed Attack -- i.e., any attack that occurs without a weapon -- is the creatures
Base Attack + STR.
For example, an unarmed Level 0 Goblin has a Base Attack of d4, and a STR of 1. If this Goblin were to punch another creature, it would roll the Base Attack die (d4), then add their STR (1). The result would be the total HP damage inflicted by the punch, which would be reduced by the subsequent Defense roll made by the punch recipient.
DEFENSE
This represents a character's ability to deflect, absorb, or avoid physical damage.
Base - Every creature has a
Base Defense, which corresponds with one of the dice.
Current - This is how much HP damage the creature can prevent when attacked. By default, a character without any armor rolls their
Base Defense + DEX when attacked.
For example, a Level 0 Goblin has a Base Defense of d4, and a DEX of 3. If a Level 0 Goblin received a bashing from a club that inflicted 6 HP damage, they would roll their Base Defense die (d4), then add their DEX (3).
Let's say the result of the Goblin's Base Defense d4 roll was a 2. The Goblin would add their DEX, for a total Defense Roll result of 5.
Deducting this value from the club-wielding assailant's Attack Roll of 6, the final outcome of the attack would be 1 HP deducted from the Goblin's Current HP. While not perfect, the Goblin was able to reduce most of the damage inflicted by the club strike.
Move
This represents how many spaces on the game board a character may walk on their turn. There are many different ways of moving around -- walking, running, jumping, crawling, and so on -- which are outlined in the Actions section of the rulebook.
Action Points
Action Points or AP represent things a character can do on their turn that aren't related to traveling around: talking, attacking, searching, casting spells, digging holes, opening doors, and so on. The various actions have varying AP values, as detailed in the Actions section of the rulebook.
Recovery
This represents the minimum number on a d20 that must be rolled in order to regain full consciousness after being knocked out. This is explained in greater detail in the Recovery section.
Appearance (Scrap) - This field gives the player an opportunity to write a visual description of their character.
Personality (Scrap) - This field gives the player a space to describe any specific personality traits, likes and dislikes, and any other behaviors their Hero exhibits.
Backstory (Scrap) - This field allows a player space to give a general backstory about their character: their personal history, their goals, and so on.
Dark Stars
Dark Stars are rewarded by Zaldar throughout the game sessions. Sometimes, they are explicitly listed in the Quest Book as rewards for finding hidden things and achieving certain tasks. Other times, Zaldar may choose to give a Dark Star to a player if they have done something particularly impressive, or otherwise played in a way that enhances the game's enjoyment or immersion for all participants.
Any player may, at the conclusion of their turn or another player's turn, spend a Dark Star to immediately take a full turn. This may only be done once per round -- i.e., if Susie takes a turn in the normal turn order, then Doug takes a turn, Susie may spend a Dark Star to take an extra turn after Doug. However, Susie will need to wait for her next regular turn to transpire before she can do this again.
Character Points
Character Points are used to advance a Hero's Level. They are rewarded based on accomplishing goals in the campaign, as described in the Quest Book or in Zaldar's notes if running a custom campaign.
At any time, a Hero may exchange 3 Dark Stars for 1 Character Point.
Inventory
This is a listing of all the items, weapons, armor, and other goods a Hero has on their person.
Skills
This section lists all the unique Skills a Hero can perform. These are described in greater detail in the Skill section of this rulebook.
Notes
This is an area for any miscellaneous information a player may wish to jot down -- conversations had with other characters, secret codes, and so on.
Every Hero starts at Level 0, and starts with 1 Character Point to spend. Spending this Character Point advances the Hero from Level 0 to Level 1.
Character Points can be used to upgrade a Hero's skills and attributes, as detailed below.
Although the cost to advance from Level 0 to Level 1 is 1 Character Point, any additional level gain (i.e. to advance from Level 1 to Level 2, or from Level 6 to Level 7, and so on) requires the expenditure of 3 Character Points.
Whenever a Hero advances a level, they may spend 1 Character Point to do any of the following:
• Increase a Primary Attribute (STR, DEX, INT, and CHA) by 1
• Increase HP by 3
• Increase MP by 2
The may also spend their Character Points in the following ways, which may cost more than 1 Character Point:
• Acquiring a Skill (the number of Character Points required varies based on the Skill)
• 2 Character Points: Reduce your Recovery by 1. The minimum Recovery for a Hero is 10.
• 3 Character Points: Increase your MOVE by 1. The maximum MOVE for any Hero is 10.
When advancing a level, any one of the individual types of Hero improvement may only be done
twice per level gain.
For example, when advancing a level, a Hero may spend 2 Character Points to increase their Primary Attribute CHA
by 2, but may not spend the third Character Point to increase their CHA. They must instead spend
it on a different improvement, i.e. increasing their HP by 3, or learning the First Aid - Basic
skill, or increasing their DEX by 1, and so on.
Dwarf
A stout, hardy race of miners and manufacturers, at home deep within the cavernous Undermara.
Level 0 Dwarf:HP | MP | STR (Max) | DEX (Max) | CHA (Max) | INT (Max) | Move | Recovery | Base Attack | Base Defense |
---|
12 | 3 | 3 (*) | 1 (8) | 2 (12) | 3 (15) | 5 | 12+ | d6 | d8 |
Size: 40
Default Skill:First Aid - Basic
Elf
A cunning and reclusive race, considered stewards of the wild.
Level 0 Elf:HP | MP | STR (Max) | DEX (Max) | CHA (Max) | INT (Max) | Move | Recovery | Base Attack | Base Defense |
---|
7 | 4 | 1 (4) | 2 (12) | 1 (8) | 4 (*) | 7 | 17+ | d4 | d6 |
Size: 50
Default Skill:Archery - Basic
Goblin
Spry, opportunistic little creatures, adept at escaping the conflicts they start.
Level 0 Goblin:HP | MP | STR (Max) | DEX (Max) | CHA (Max) | INT (Max) | Move | Recovery | Base Attack | Base Defense |
---|
5 | 3 | 1 (3) | 3 (*) | 0 (5) | 3 (10) | 8 | 13+ | d4 | d4 |
Size: 30
Default Skill:Bluff - Intermediate
Human
A diverse and adaptive race of creatures.
Level 0 Human:HP | MP | STR (Max) | DEX (Max) | CHA (Max) | INT (Max) | Move | Recovery | Base Attack | Base Defense |
---|
8 | 4 | 2 (9) | 1 (9) | 2 (*) | 3 (12) | 6 | 15+ | d6 | d6 |
Size: 60
Default Skill:Persuade - Intermediate
Orc
Hulking, dim-witted brutes who respect only the rule of violence.
Level 0 Orc:HP | MP | STR (Max) | DEX (Max) | CHA (Max) | INT (Max) | Move | Recovery | Base Attack | Base Defense |
---|
10 | 3 | 3 (*) | 2 (10) | 0 (2) | 2 (5) | 6 | 15+ | d8 | d6 |
Size: 80
Default Skill:Counterattack - Basic
Once the Heroes have filled out their character sheets, they're ready to play. The Quest Book contains all the details necessary for Zaldar to run the included
Dawn of the Dark Star campaign. Starting at Quest 1: Midnight in Moonshine Ravine, Zaldar introduces the narrative, and the players immediately start the Quest.
The game alternates between the turn-based Quest Mode, which takes place on the Quest Mat, and the Adventure Mode, a more free-form conversational role-playing format. In both cases, the core of the gameplay remains the same: Zaldar provides details about the Heroes' current circumstances, the Heroes react to and engage with those circumstances, and Zaldar reveals the outcome. This continues for the entirety of the game session.
Game Sessions
Unlike a game of Chess or Checkers in which one participant triumphs,
Zealots of Zaldar is an episodic game, in which the characters and game state persist over numerous game sessions. It's unrealistic to play through an entire campaign in one sitting, so instead, break the campaign into smaller game sessions.
While everyone's preferences differ, a suggested format for a Zaldar game session is two hours in length, with a 5-minute intermission after one hour. This is sufficient time to cover a lot of territory given your game group's play speed, but not so long that it's an unreasonable ask on a weekday night. You should always consider the game participant's time to be of the highest importance, and as Zaldar, you have the most control over how the game time is spent. Spend it well, and you and your players will be hungry for more!
You don't necessarily have to finish a Quest, or achieve some other specific objective, in order to end a game session. If there's more to explore on the Quest Map, record on a Notes sheet the current status of the gameboard: the rooms visible, the coordinates of the characters, and any other pertinent details. This will allow you to quickly resume gameplay at the next game session. (For Roll20 online play, this is not a concern.)
On a Hero's turn, they may Move and perform Actions.
By default, all characters have 3 Action Points they may spend per turn. They can also move as many spaces as indicated by their Move attribute.
There are numerous different types of movement, including Running, Swimming, Jumping, and more. These are detailed below.
Movement
Walking
Walking your character around the board does not cost any Action Points. Instead, on each turn, you may move your character up to as many spaces as their MOVE attribute allows. Movement is restricted to open spaces; you cannot walk through solid wall or other terrain.
Moving a character from one open space to an adjacent open space costs 1 MOVE. A diagonal movement would be considered an expenditure of 2 MOVE points.
You may move through friendly-occupied spaces at no cost, however your movement turn must end on a blank space -- you cannot occupy the same space as another character. Moving through spaces occupied by neutral or hostile creatures is not allowed, unless performing a Dodge (See
Dodge under Actions).
Extra Walk
A character may use their Action Points to walk additional steps. 1 Action Point can be converted into 1 Move Point. However, Move Points cannot be converted to Action Points.
Moving Silently
Your character may attempt to walk in such a way that minimizes noise, which may be useful in situations where one wishes to avoid detection. Unlike regular walking, Moving Silently is an action (see
Move Silently) and requires 1 Action Point.
Running
Running allows you to move double your normal MOVE spaces, however you are limited to spending 1 Action Point that round.
For example, if Turgar the Orc's MOVE is 5, then on every turn he may walk up to 5 spaces, using his 3 Action Points however he pleases. If he chooses to RUN, he may move up to 10 spaces on his turn, however he may only spend 1 Action Point.
Jumping
Jumping costs 2 Move Points. To JUMP over an adjacent space, spend 2 Move Points and roll a d20. Add your DEX to the roll, plus any other relevant modifiers. If your total is 10 or higher, you jump over the adjacent space. If your total is less than 10, then your character remains in place.
[ Illustration of character jumping, with success and fail outcomes ]
Long Jump
Your character may attempt to jump over 2 consecutive spaces instead of one.
Your character must be RUNNING and have at least 4 Move Points to spend. Roll a d20 and add your DEX, plus any other relevant modifiers. If your total is 10 or higher, you jump over 2 spaces, at a cost of 4 Move Points; if you fail your roll, you only jump over the adjacent space, and land at the space immediately following that space.
[ Illustration of character long jumping, step-by-step, with success and fail outcomes ]
Crawling
Crawling allows your character to fit into small areas, hide behind terrain, and gain an advantage on Move Silently rolls.
A crawling character spends 2 Move points to crawl 1 space. Place a figurine face down when it is crawling.
A crawling character may perform Melee Attacks at a -3 penalty to the Attack roll. A crawling character rolls their normal Defense (including all modifiers) when defending against an attack, albeit with a -3 penalty to their Defend roll.
Returning to standing while crawling or after being tripped costs 3 Move Points (see 'STANDING UP' below).
Falling
FALLING inflicts:
0 HP DAMAGE at 0 - 6 ft,
d8 HP DAMAGE at 7 - 25 ft,
d20 + d12 HP DAMAGE at 26 - 50 ft,
instant UNCONSCIOUS at 51 - 90 ft,
and instant DEATH at anything after that.
Climbing Up / Down
(3 Move Points per 6 ft up / down): Standing adjacent to an object or terrain feature that is 6 ft (one square) tall or more and deemed climbable by Zaldar, spend 3 Move Points to CLIMB 6 ft up
or down that feature.
Both hands must be free of items.
Certain circumstances may incur additional penalties, including requiring additional Move points or Action Points, as per Zaldar's discretion.
Swimming
Swimming allows you to travel across or under water. A single MOVE over a water space costs 3 MOVE points, whether above or under the surface. A character in general cannot perform actions while swimming, however Zaldar may agree to offer the attempt, albeit at a dramatic penalty.
Standing Up
(3 Move Points) If you've been Tripped or have just recovered from being knocked Down, it costs 3 Move Points to stand up. You may not run on the same turn that you stand up, however your Action Points are unaffected. A creature treats their Base Defense roll as if they rolled a 1 when defending while Tripped or Down, but they still add their DEX, Armor, and any other relevant modifiers to their Defend rolls.
Alternately, if you've been tripped, you can spend 2 Move Points to start crawling (See Crawling above).
Passing Through a Space Occupied by an Opponent
(See
Dodge under Actions)
Aim / Focus
Aim your weapon, or focus on a specific task.
Cost: 1 Action Point (AP) + 1 Mind Point (MP)
Details: The Aim / Focus action allows a character to roll the Critical Hit die, which can dramatically improve the results of most actions.
Aim / Focus is used in conjunction with other rolls. Assuming sufficient AP and MP, a character may use Aim / Focus with an Attack roll, a Defend roll, a Skill roll, or another roll at Zaldar's discretion. In the case of a Defend roll made outside of that character's turn, the AP cost is 0.
To use Aim / Focus, roll the black Critical Hit die along with your Attack / Defend / Skill roll. Calculate the total as normal. If the white Critical Hit image is rolled, the total is doubled.
Chained Criticals: If you're feeling lucky, upon a successful Critical Hit roll you may choose to keep the doubled total, or continue rolling the Critical Hit die. For every consecutive Critical Hit that is rolled, the total is doubled again; however, if a blank space is rolled, then the roll concludes and all bonuses accrued are discarded. The results of the Attack / Defend / Skill roll conclude as normal, using the original total.
Attack
Make a physical attack against a target.
Cost: 2 Action Points (AP)
Details: An Attack will inflict physical damage on a target, reducing the target's HP (Health Points).
Factors affecting the amount of damage include the attacker's stats and skills, the weapon used, as well as various skill-based or magical bonuses.
An attacked character immediately makes a Defend roll, countering some or all of the damage caused by the attack.
Making an Attack Roll
1. The attacker must have at least
2 AP (Action Points) to spend.
2. The target must be
within range of the attacker, and the attacker must have a
clear shot at the target (i.e., the target is not behind a wall or other total obstruction).
Different weapons have different ranges; in the case of an Unarmed Attack, or an attack with the Dagger, the range is 1. This means that the target of the attack must be in a space directly adjacent to the attacker, or otherwise 1 space away from the space occupied by the attacker.
You may attack through a friendly-occupied space at no penalty, but not through a space occupied by a neutral party or foe, nor through a wall or other physical obstruction.
The Dwarf's attack with a Dagger (Range: 1) is valid, as his Goblin target is 1 space away.
|
The Dwarf's unarmed attack (Range: 1) is invalid, as his Goblin target is 2 spaces away.
|
The Dwarf's attack with the Spear (Range: 3) is valid, as his Goblin target is 3 spaces away.
|
3. Roll the appropriate dice based on the attack, and total the results.
For example, an Unarmed Attack is (Base Attack + STR), so in order to attack Mondo the Goblin, Thurig the Orc rolls a d8 and adds his Strength (STR), which is 3. The d8 roll is a 5, so Thurig's total attack roll is 5 + 3, or 8.
4. The
target rolls their Defend dice, and totals the results.
By default, a creature's Defend roll is their (Base Defense + DEX). In our example with Thurig, his target Mondo has a Base Defense of d4 and a Dexterity (DEX) of 2. Mondo's d4 roll is a 1, so his total defense roll is 1 + 2, or 3.
5. If the Defend total is greater than or equal to the Attack total, then the attack concludes without inflicting any damage. Otherwise,
deduct that Defend total from the Attack total, then
reduce the target's HP by this amount. If a target's HP drops below 0, they are immediately DOWN (see DOWN under Statuses).
In our example with Thurig's attack against Mondo, Thurig's attack total of 8 is reduced by Mondo's defense total of 3. The remaining amount, in this case 5, is deducted from Mondo's Hit Points (HP). Since this attack didn't reduce Mondo's HP below 0, he may continue as normal. Otherwise, Mondo's status would immediately change to DOWN.
Attack - Unarmed
Roll your Base Attack die and add your STR. Add any other modifiers, and total the result.
Attack - Melee Weapon
Check the weapon description to determine the damage dealt. The weapon must be equipped (i.e., currently held in hand) by the attacking character. Add any other modifiers, and total the result.
Specialty Attacks
Back Attack: In your next Unarmed / Melee / Ranged Attack roll, if you can target a creature's back (the side of their figure opposite whichever side they're facing) you may re-roll a die once. This can be any one die, including the Critical Hit die, the Ranged Attack Roll d20, or any damage die. You may only do this once per Back Attack.
Flank Attack: If a character is targeted by more than one attacker (i.e. they are within range of multiple opponents, and one those opponents has already attacked them since their last turn), then every attacker is allowed to re-roll one die per attack against the flanked target. This can be any one die, including the Critical Hit die, the Ranged Attack Roll d20, or any damage die. You may only do this once per Flank Attack.
Flanked Back Attack: If a character is targeted by more than one attacker (i.e. they are within range of multiple opponents, and one those opponents has already attacked them since their last turn),
AND you can target their back, then you are allowed two re-rolls per attack against the flanked target. These can be any two dice, including the Critical Hit die, the Ranged Attack Roll d20, or any damage die.
Unexpected Attack: Any character that is attacked unexpectedly (i.e. from a hidden assailant, when a friendly negotiation suddenly turns ugly, etc.) as per Zaldar's discretion treats their Base Defense roll as if they rolled a 1, with all other relevant modifiers applying as normal.
Attack - Ranged Weapon
Assuming the weapon is equipped and loaded, fire a ranged weapon (i.e. Shortbow) at a target.
Unlike Melee Attacks, which require only one dice roll, a Ranged Attack is broken into two parts: the
Ranged Attack Roll and the
Ranged Damage Roll.
Ranged Attack Roll
1. Roll a d20. This is your base Ranged Attack Roll.
2. Count the number of spaces between you and the target. For every space beyond the weapon's range, deduct -1 from the Ranged Attack Roll.
3. Untrained archers will deduct -5 from their Ranged Attack Roll. Creatures with the Archery skill will add their Archery bonus to the Ranged Attack Roll
(+4 for Archery Basic, +6 for Archery Advanced, +8 for Archery Advanced, and +10 for Archery Expert).
4. Include any other relevant modifiers (spells, statuses, artifacts, etc.) to the Ranged Attack Roll.
If the calculated total of the Ranged Attack Roll is
10 or greater, your ranged attack has hit, and you can determine the damage inflicted with the Ranged Damage Roll. If the Ranged Attack Roll total is less than 10, the Ranged Attack misses, and the action is concluded. The projectile used (i.e. arrow) is deemed lost.
When using Aim / Focus with a Ranged Attack, roll the Critical Hit die along with the Ranged Attack Roll. A successful Critical Hit will double only the Ranged Attack roll.
Ranged Damage Roll
The Ranged Damage roll varies based on the weapon and projectile used, as well as the attacker's skill. A target struck by a Ranged Attack rolls their Defense as normal, unless otherwise noted.
Coup de Grace
Kill a character or render them unconscious.
Cost: 1 Action Point (AP)
Details: If a character is DOWN and within range of your Unarmed or Melee Attack, you can spend 1 AP to either kill them or knock them UNCONSCIOUS.
Defend
Defend from a direct attack, or take on a defensive stance.
Cost: Variable Action Points (AP)
0 AP: Defend against an attack
1 AP: Gain +1 on your next Defense roll
2 AP: Gain +2 on your next Defense roll
3 AP: Gain +3 or +LEVEL on your next Defense roll
All defense bonuses expire at the start of your next turn, at which point you may use the Defend action again.
Details: Defending is an action that can be done reactively when another creature attacks you, or proactively in anticipation of harm.
When a character is attacked, their Defend roll is their
Base Defense plus their
Dexterity, or
(Base Defense + DEX). Armor, spells, and other modifiers can also add or subtract a character's Defend roll.
When using Defend as an action on one's turn, a character may add a bonus (based on the number of Action Points spent) to their next Defend roll. This bonus expires at the start of that character's next turn.
Defending against an unexpected attack: Any character that is attacked unexpectedly (i.e. from a hidden assailant, when a friendly negotiation suddenly turns ugly, etc.) as per Zaldar's discretion treats their Base Defense roll as if they rolled a 1, with all other relevant modifiers applying as normal.
Dodge
Pass through a space occupied by a hostile creature.
Cost: 1 Action Point (AP) + at least 2 Move Points
Details: Pass through occupied space:
Base Attack + STR + DEX
Occupied space character:
Base Defense + DEX (Normal Defense)
Success and the character moves through the space(s), assuming sufficient Move points; failure and they stay put.
Equip / Inventory
Retrieve, exchange, or store an item in your personal inventory.
Cost: 1 Action Point (AP)
Details: Without any pockets, sheaths, or pouches, a bipedal character only has use of their two hands to carry items and weapons. If you have anything stored on a belt, in a travel pack, scabbard, quiver, or any other container on your person, you may spend 1 AP to retrieve it from your inventory and place it into one of your open hands. Exchanging a held item with another item from inventory also costs 1 AP. Placing a currently-held item into inventory costs 1 AP.
Extinguish Flame
Stop, drop, and roll in an effort to extinguish a character engulfed in flames.
Cost: 3 Action Points (AP) + 3 Move Points
Details: If a character is burning, they have the Status of On Fire. A character on their turn may attempt to extinguish their flames by rolling on the ground, remaining in their occupied space and the figurine being set to face-down on the board. This action requires 3 Action Points and 3 Move Points. Upon using the action, a character must perform a Difficulty 6+ DEX skill check. If the character passes the skill check, their fire is extinguished. Otherwise, their 'On Fire' persists into the next round.
Extra Movement
Spend Action Points to increase your movement.
Cost: Variable Action Points (AP)
Details: On your turn, you may use an Action Point as if it were a Move Point. So, if walking, you would be able to spend your 1-3 Action Points to move 1-3 extra spaces; or, if running, you could spend your 1 Action Point to move 1 additional space. This does not apply in reverse -- you may not use a Move Point as if it were an Action Point.
Give / Take
Exchange an item with another character.
Cost: 1 Action Point (AP)
Details: Assuming you're holding an item in your hand, you may spend 1 AP to give that item to an adjacent character, assuming the other character has agreed to accept the item. You may also spend 1 AP to retrieve an item from an adjacent character, assuming they have agreed to give it to you and are currently holding the object.
Leave a Quest Map
The party may immediately exit the Quest Map if certain conditions are met.
Cost: 1 Action Point (AP)
Details: If the Heroes have a clear path to an exit point (i.e. a stairwell, path, etc.) on a Quest Map, and they can reach this point without Zaldar (i.e. monsters) interfering, then the Heroes can immediately all exit the map through the chosen point. This is done at Zaldar's discretion, as there may be unsprung traps, monsters, or other hidden circumstances that prevent the Heroes from leaving the location.
If a Hero reaches an exit on a Quest Map, they can remove their figurine from play, and give their turn to any other Hero of their choosing.
Load / Reload
Load and arm a ranged weapon.
Cost: 1 Action Point (AP)
Details: Move an arrow from quiver to bow, or a rock from sack to sling / slingshot, arming the ranged weapon.
Look
Take a look at something.
Cost: 1 Action Point (AP)
Details: A Hero may spend 1 Action Point to look around the room, or at one thing in particular. Zaldar will repeat the description of the room from the Quest Book, or provide a description of something, if none is written in the Quest Notes.
Loot Corpse
Browse the belongings of an adjacent dead or unconscious character, taking what you wish.
Cost: 1 Action Point (AP)
Details: Browse the belongings of an adjacent dead or unconscious character, taking what you wish.
Move Silently / Stealth
Attempt to sneak about without creating noise or alerting suspicion.
Cost: 1 Action Point (AP)
Details: Spend 1 AP and roll your d12 and add your Dex, that's your untrained Move Silently
It creates a Difficulty. Any character in earshot rolls a Perception check, which untrained is d12 + INT. If their Perception check is greater than or equal to the Move Silently roll, then the character who succeeded at the Perception check immediately becomes aware of the character who failed the Move Silently check, and reacts accordingly.
Open / Close
Attempt to open or close an adjacent unlocked door, drawer, cupboard, window, etc.
Cost: 1 Action Point (AP)
Details: Attempt to open or close an adjacent unlocked door, drawer, cupboard, window, etc.
Pick Up / Drop
Pick up or put down an object.
Cost: 1 Action Point (AP)
Details: PICK UP: Stand on or adjacent to a square occupied by an item and spend 1 AP to pick the item up and add it to your inventory.
DROP: Leave an item from inventory on an adjacent blank space or beneath your character.
Recovery
Attempt to regain composure after being critically wounded.
Cost:
Details: A character who is Down cannot Stand Up, can only move 1 Move space, can only spend 1 Action Point. At the start of their turn, at a cost of 0 Action Points, a Down character may roll a d20 for their Recovery Roll. If the result of the Recovery Roll is greater than or equal to that character's Recovery attribute, they are restored to 1 HP, and may immediately make a full regular turn (i.e. with normal Movement and 3 Action Points).
Shove
Attempt to shove an adjacent creature away from you.
Cost: 1 Action Point (AP)
Details: Shoving is useful in situations where you want to displace an adjacent creature. It's similar to making an unarmed attack, but it doesn't yield any damage. If an adjacent creature is successfully shoved, they are moved 1 square away from the shover, as illustrated below.
(shove example image)To perform a Shove:
1. The shover rolls their
Unarmed Attack (Base Attack + STR), and adds their
Size / 10. (All creatures have Size values that are evenly divisible by 10.) Add an additional +5 if the shover is Running. The Aim / Focus action may not be used with this roll.
2. The target of the shove rolls their
Standard Defense (Base Attack + DEX), and adds their
Size / 10, as well as any other defense modifiers (armor, spells, etc.) The Aim / Focus action may not be used with this roll.
3.
Successful Shove: If the shover's total is
greater than or equal to the target's total, the shove has succeeded, and the target is moved accordingly.
4.
Failed Shove: If the shover's total is
less than the target's total, the target remains in place, and the action concludes.
Skill Check
Use one of your character's Skills.
Cost: 1 Action Point (AP)
Details: Roll a d12 and add the appropriate Primary Attribute. For example, if you're doing a generic Strength check, roll the d12 and add your STR, along with any other modifiers. If your total is greater or equal to the Difficulty of the specific task, you have accomplished it.
• Difficulty Levels
Difficulty 1: Any sentient being can do this for 1 AP. No need to roll.
Difficulty 5: Pretty much anyone can accomplish this task their first or second try. Opening an old wooden window.
Difficulty 10: 1/5 chance that someone of 1 STR / CHA / INT / DEX could do this first try. A stubborn lid on a jar; a weak person could (given the right circumstances) open it on their first attempt, but this could require 7+ attempts for the weak person. A strong person could probably get it in the first 1-3 tries. An extremely strong person could do it instantly.
Difficulty 15: You'd need a minimum of ~6 in any Attribute Score to have a reasonable chance at this -- difficult for any untrained individual.
Difficulty 20: Extremely difficult for all, except for highly-trained individuals.
Difficulty 25: Only possible after rolling multiple CRITICAL HITs.
Steal
Try to steal an item from another character's inventory.
Cost: 1 Action Point (AP)
Details: (See Confluence)
Talk
Exchange words with a character controlled by Zaldar.
Cost: 1 Action Point (AP)
Details: • Talk
Hero initiates the conversation
Zaldar can either rate the initiation (-5 to +5), or have some chit chat to establish a rapport
• in conversation, TALK takes one Action Point. Zaldar can always say that continuing the conversation (at any point) requires an additional Action Point.
While in conversation, doing something like INT ROLL (Detect Motive, Body Language, etc) takes an Action Point.
Basically anything in a convo with an NPC that requires using an Action Point, you gotta have one.
• NPCs can choose to terminate a conversation with a PC at any time, for any reason. That NPC will refuse to talk to the Player for the remainder of the Player's turn.
Throw
Throw an object, with the accuracy decreasing the further you attempt to throw.
Cost: 1 Action Point (AP)
Details: 5 spaces plus your STR.
Whether it does damage or is blocked, roll the Direction Die to determine where it lands.
• When throwing an object, for every space out of the character's throwing range, roll the Direction Die. So you count the total distance, determine how many spaces out of range it is, and once it's out of range, you roll the Direction Die the number of spaces out of range it is, and move the thrown object that direction each roll.
Trip
Attempt to trip an adjacent creature to the ground.
Cost: 2 Action Points (AP)
Details: Tripping can be done to an adjacent creature, in an attempt to knock them to a vulnurable position on the ground. It's similar to making an unarmed attack, but it doesn't yield any damage. If an adjacent creature is successfully tripped, their figurine is set on its back, and it is considered to have the 'Tripped' status.
To perform a Trip:
1. The tripper rolls the following dice, and adds the results:
Base Attack + STR + DEX
( The Aim / Focus action may be used with this roll. )2. The target of the trip rolls the following standard Defense dice, and adds the results:
Base Defense + DEX
( Add any relevant Defense modifiers to this roll.
The Aim / Focus action may not be used with this roll. )3.
Successful Trip: If the tripper's total is
greater than or equal to the target's total, the trip has succeeded, and the target is affected accordingly.
4.
Failed Trip: If the shover's total is
less than the target's total, the target remains standing, and the action concludes.
Use Item
Use an item you're holding.
Cost: 1 Action Point (AP)
Details: Assuming you're holding an item in your hand, you may spend 1 AP to use it. I.e., if you're holding a potion, you can spend 1 AP to drink it. This may vary based on the item, or the complexity in using the item itself. In situations where the AP required to use an item are not clear, defer to Zaldar's discretion.
On Zaldar's turn, he controls all the non-Hero characters.
quest mode vs. campaign mode
resting / health / food
travel
buying and selling
leveling up
dying
conclusion
Archery
Command a bow or other ranged weapon with greater accuracy and deadliness.
A character lacking the Archery skill may still attempt to use a ranged weapon. However, they will incur a -5 penalty on their
Ranged Attack Roll. See
Attack - Ranged Weapon.
Archery (Basic)
Cost: 1 Character Point
Requirements: 1 STR, 1 DEX
+4 to Ranged Attack Roll
+d4 to Ranged Damage Roll
Bullseye: If the Ranged Attack Roll total is greater than or equal to 23, the Ranged Damage Roll total is doubled. This doubling is factored into any other modifiers (Critical Hit, spells / artifacts, etc.) that affect the Ranged Damage Roll.
Archery (Advanced)
Cost: 1 Character Point
Requirements: Archery (Basic), 2 STR, 3 DEX
+6 to Ranged Attack Roll
+d6 to Ranged Damage Roll
Bullseye: If the Ranged Attack Roll total is greater than or equal to 22, the Ranged Damage Roll total is doubled. This doubling is factored into any other modifiers (Critical Hit, spells / artifacts, etc.) that affect the Ranged Damage Roll.
Archery (Expert)
Cost: 2 Character Points
Requirements: Archery (Advanced), 3 STR, 5 DEX
+8 to Ranged Attack Roll
+d8 to Ranged Damage Roll
Bullseye: If the Ranged Attack Roll total is greater than or equal to 21, the Ranged Damage Roll total is doubled. This doubling is factored into any other modifiers (Critical Hit, spells / artifacts, etc.) that affect the Ranged Damage Roll.
Archery (Master)
Cost: 3 Character Points
Requirements: Archery (Expert), 4 STR, 7 DEX
+10 to Ranged Attack Roll
+d10 to Ranged Damage Roll
Bullseye: If the Ranged Attack Roll total is greater than or equal to 20, the Ranged Damage Roll total is doubled. This doubling is factored into any other modifiers (Critical Hit, spells / artifacts, etc.) that affect the Ranged Damage Roll.
Bluff
Deceive others, keeping a straight face while you spin a falsehood.
A Bluff roll is performed when a Hero attempts to deceive other characters. This roll can be done either at the Hero's request or Zaldar's discretion. Unlike Persuade, Bluff is used when a character is knowingly telling a falsehood.
Conversations between Heros and NPCs don't always require dice rolls. However, a Hero may declare they're attempting to Bluff when they want to achieve a specific outcome in a conversation; conversely, Zaldar may ask a Hero to roll a Bluff roll following something they've said.
Sometimes, NPCs will have fixed target Difficulties in the Quest Book, i.e., a goblin will be convinced that the Heroes are actually high-ranking members of the goblin's gang and thus welcome in their gang's hideout on any successful Difficulty 15+ Bluff roll. In other situations, where a target Difficulty is not noted, Zaldar can set a target Difficulty on the fly based on the circumstances, adding penalties or bonuses to the impromptu target Difficulty as they see fit.
Zaldar can also have the recipients of Bluffs roll Perception checks. If the Perception roll is greater than the Bluff roll, it can be concluded the Bluff was unsuccessful and the intended fools were not convinced by the Hero's tale.
As always, Zaldar should reward players for clever, creative, or provocative roleplaying; however, Zaldar's rulings are final, and while the Heroes have agency to manipulate the world, they should not be allowed to achieve things beyond reason just because the dice rolls were good.
Bluff - Basic
Requirements: 1 INT, 1 CHA
Any character with 1+ INT/CHA can perform a Bluff. By default, a Bluff roll is just a CHA Skill Check, so roll a d12 and add the character's CHA.
Bluff - Intermediate
Cost: 1 Character Point
Requirements: 2 CHA, 2 INT
Gain a +3 on all Bluff rolls. Receive an additional 1d6 Gold when selling at least 30 Gold worth of items.
Bluff - Advanced
Cost: 2 Character Points
Requirements: Bluff - Basic, 3 CHA, 3 INT
Gain a +6 on all Bluff rolls. Receive an additional 2d6 Gold when selling at least 20 Gold worth of items.
Bluff - Expert
Cost: 3 Character Points
Requirements: Bluff - Advanced, 4 CHA, 4 INT
Gain a +9 on all Bluff rolls. Receive an additional (3d6 + CHA) Gold when selling at least 10 Gold worth of items.
Counterattack
Upon being attacked, immediately return with an attack of your own.
Counterattack (Basic)
Cost: 1 Character Point
Requirements: 2 STR, 2 DEX
If a creature attacks your character and inflicts zero damage following your Defend roll, and the creature that attacked you is within range of your current melee attack, you may immediately make a melee attack against the creature that attacked you, at the cost of 0 Action Points.
You may not use the Aim / Focus action to roll the Critical Hit die with this attack. The attacked creature defends as normal.
Counterattack (Advanced)
Cost: 1 Character Point
Requirements: Counterattack (Basic), 4 STR, 4 DEX
If a creature attacks your character and inflicts 5 HP damage or less following your Defend roll, and the creature that attacked you is within range of your current melee attack, you may immediately make a melee attack against the creature that attacked you, at the cost of 0 Action Points.
You may also use the Aim / Focus action to roll the Critical Hit die with this attack, at a cost of 0 Action Points and 1 Mind Point. The attacked creature defends as normal.
Counterattack (Expert)
Cost: 1 Character Point
Requirements: Counterattack (Advanced), 6 STR, 6 DEX
If a creature attacks your character and inflicts any amount of damage following your Defend roll, and the creature that attacked you is within range of your current melee attack, you may immediately make a melee attack against the creature that attacked you, at the cost of 0 Action Points.
You may also use the Aim / Focus action to roll the Critical Hit die with this attack, at a cost of 0 Action Points and 0 Mind Points. The attacked creature defends as normal.
First Aid
Use your understanding of medical techniques to restore an ally's health.
First Aid (Basic)
Cost: 1 Character Point
Requirements: 2 INT
If you or an adjacent creature has 5 or less HP, and you have 1x Cloth and 1x Bottle of Water in your possession, you may spend 3 Action Points to restore 1d4 HP. The Cloth is considered used and may not be used again, however the empty Bottle may be reused.
First Aid (Advanced)
Cost: 2 Character Points
Requirements: First Aid (Basic), 4 INT
If you or an adjacent creature has 10 or less HP, and you have 1x Cloth and 1x Bottle of Water in your possession, you may spend 3 Action Points to restore 1d8 HP. The Cloth is considered used and may not be used again, however the empty Bottle may be reused.
First Aid (Expert)
Cost: 3 Character Points
Requirements: First Aid (Advanced), 6 INT
If you have 1x Cloth and 1x Bottle of Water in your possession, you may spend 3 Action Points to restore 1d12 HP to yourself or an adjacent creature. The Cloth is considered used and may not be used again, however the empty Bottle may be reused.
Luck
Your character has amazing luck, which can affect all outcomes.
Luck (Basic)
Cost: 1 Character Point
Requirements: None
If the total result of any roll (including all modifiers) is 7, you may re-roll any one die involved in that roll. You must keep the second result.
Luck (Advanced)
Cost: 3 Character Points
Requirements: Luck (Basic)
If the total result of any roll (including all modifiers) is 7, you may re-roll any one die involved in that roll. You may choose which result to keep.
Persuade
Inspire a crowd, spell out arguments, and convince others to align with your interests.
A Persuade roll is performed when a Hero attempts to convince other characters to align with his or her goals. This roll can be done either at the Hero's request or Zaldar's discretion. Unlike Bluff, Persuade is used when a character is not attempting to deceive or mislead another.
Conversations between Heros and NPCs don't always require dice rolls. However, a Hero may declare they're attempting to Persuade when they want to achieve a specific outcome in a conversation; conversely, Zaldar may ask a Hero to roll a Persuade roll following something they've said.
Sometimes, NPCs will have fixed target Difficulties in the Quest Book, i.e., a shy elf will agree it's in her interests to lead the Heroes to the blessed spring on a Difficulty 15+ Persuade roll. In other situations, where a target Difficulty is not noted, Zaldar can set a target Difficulty on the fly based on the circumstances, adding penalties or bonuses to the impromptu target Difficulty as they see fit.
Zaldar can also have the recipients of Persuade attempts roll Perception checks. If the Perception roll is greater than the Persuade roll, it can be concluded the Persuade was unsuccessful and the the audience was unreceptive.
As always, Zaldar should reward players for clever, creative, or provocative roleplaying; however, Zaldar's rulings are final, and while the Heroes have agency to manipulate the world, they should not be allowed to achieve things beyond reason just because the dice rolls were good.
Persuade - Basic
Requirements: 1 INT, 1 CHA
Any character with 1+ INT/CHA can perform a Persuade. By default, a Persuade roll is just a CHA Skill Check, so roll a d12 and add the character's CHA.
Persuade - Intermediate
Cost: 1 Character Point
Requirements: 2 CHA, 2 INT
Gain a +3 on all Persuade rolls. Spend 1 MP at any time to give any character who can hear your voice (per Zaldar's discretion) an additional +1 on their next roll.
Persuade - Advanced
Cost: 2 Character Points
Requirements: Persuade - Basic, 3 CHA, 3 INT
Gain a +6 on all Persuade rolls. Spend 1 MP at any time to give any character who can hear your voice (per Zaldar's discretion) an additional +d4 on their next roll.
Persuade - Expert
Cost: 3 Character Points
Requirements: Persuade - Advanced, 4 CHA, 4 INT
Gain a +9 on all Persuade rolls. Spend 1 MP at any time to give any character who can hear your voice (per Zaldar's discretion) an additional (d12 + your CHA) on their next roll.
Quick Draw
Rapidly exchange items and weapons from your inventory.
Cost: 1 Character Point
Requirements: 5 DEX
A creature with the
Quick Draw skill may perform the
Equip / Inventory action at a cost of 0 Action Points.
Sorcery
Channel the ancient hidden energies of Emara, and alter the fabric of reality.
Sorcery (Apprentice)
Cost: 1 Character Point
Requirements: 5+ INT
You may choose a Primary Magic School, and cast spells level 1–2 in that school.
Sorcery (Spellcaster)
Cost: 2 Character Points
Requirements: Sorcery - Apprentice, 6+ INT
You may cast spells level 1–4 in your Primary Magic School.
Sorcery - Sorcerer
Cost: 2 Character Points, 1 Dark Star
Requirements: Sorcery (Spellcaster), 7+ INT
You may cast spells level 1–6 in your Primary Magic School. You may also choose a Secondary Magic School, and you may cast spells level 1–2 in that school.
Sorcery (Power Mage)
Cost: 2 Character Points, 2 Dark Stars
Requirements: Sorcery (Sorcerer), 8+ INT
You may cast spells level 1–8 in your Primary Magic School. You may also cast spells level 1–4 in your Secondary Magic School.
Sorcery (Wizard)
Cost: 3 Character Points, 3 Dark Stars
Requirements: Sorcery (Power Mage), 10+ INT
You may cast all spells in your Primary Magic School. You may also cast spells level 1–7 in your Secondary Magic School. You may cast any level 1–2 spell.
Confused
A Confused creature often acts against their own interests.
At the start of a Confused creatures turn, roll a d4.
On a 1, the Confused creature takes their turn as normal. On a 2, the Confused creature cannot Move, but can still perform Actions. On a 3, the Confused creature can perform no Actions, but can still Move. On a 4, Zaldar takes a turn for the Confused creature, or you take a turn for Zaldar's Confused creature, depending on who caused the Confused state.
A Confused creature has two choices to resolve their state:
1. Spend 1 Action Point, and pass a Difficulty 10+ INT roll.
2. Spend 3 Action Points and 3 Mind Points.A Confused creature that performs either of these on their turn has their Confused status removed. Confusion can also be resolved by artifacts, spells, or other interactions, as per Zaldar's discretion.
Dehydrated
A creature dependent on water will perish without replenishing themselves.
Do not add your DEX, CHA, or INT to any roll that involves it. A dehydrated creature may not Run, Jump, or Long Jump.
Diseased
Stricken with a severe illness, a Diseased creature wastes away until undead.
HP is cut in half at the end of every turn. If the HP being cut in half is odd, round up the HP that remains to the nearest whole number. If a Diseased character has 1 HP at the end of their turn, they are immediately set to Down. Contagious: if a DISEASED character scores melee damage against you, you become diseased. -2 CHA. Player has 3 days to find cure or dies and becomes a zombie under Zaldar's control.
Down
A Down creature has suffered critical injuries and is mostly incapacitated.
Any character that is reduced to 0 HP or below becomes immediately Down. The character has sustained serious injuries and is struggling to stay conscious.
Place the figurine flat on its back to indicate it is Down. This also indicates that the character is Tripped, i.e. laying on the ground on its back in a prone position. A Tripped character always treats their Base Defense roll as if they rolled a 1.
A Down character is limited to 1 Move Point and 1 Action Point per turn, and cannot Stand Up.
A Down character may only spend 1 Action Point on their turn, preventing them from Attacking. Certain Actions may be prohibited while Down, as per Zaldar’s discrection.
Recovery
At the start of a Down character’s turn, at a cost of 0 Action Points, the player controlling the Down character rolls a d20 for that character’s Recovery roll.
If the result of the Recovery roll meets or exceeds that character’s Recovery attribute, the character is considered recovered. Their HP is set to 1, and while they are still Tripped, the number of Action Points and Move Points they may spend on their turn is restored to normal.
If the Down character rolls a 1 on their Recovery roll, that character immediately becomes Unconscious.
Certain spells, artifacts, and other conditions may affect a character’s Recovery roll.
Hungry
A Hungry creature performs poorly at normal tasks.
Do not add your STR to any roll that involves it.
On Fire
A creature engulfed in flames receives unblockable damage every turn.
Roll a d4 at the end of your turn, if you roll a 1 the fire goes out and you don't take any damage, otherwise you take the HP damage of the d4 roll. If you're on fire you can try Extinguish Flames, Rolling on the ground is a 3 AP + 3 Move action, succeed at Difficulty 6+ DEX roll to extinguish the flames. Submersing yourself into water will immediately extinguish flames.
Poisoned
Poisoned creatures have deadly toxins in their blood, which may prove fatal.
A poisoned character sustains 2 HP damage at the end of their turn. Poisoned characters can be reduced to Down by way of poison damage
Starving
A Staring creature performs extremely poorly at normal tasks; starvation is fatal.
Do not add your STR to any roll that involves it. Treat your Base Attack as if you rolled a 1.
Thirsty
A creature dependent on water will perish without replenishing themselves.
Do not add your DEX to any roll that involves it.
Tripped
A Tripped creature has fallen or otherwise been knocked to a prone position on the ground.
A creature who has been
Tripped treats their Base Defense roll as if they rolled a 1. They still add their DEX, Armor, and any other relevant modifiers to their Defend rolls.
Place the figurine flat on its back to indicate it is
Tripped.
A
Tripped creature may only spend 1 Action Point, and certain actions may be unavailable as per Zaldar's discretion. A
Tripped creature may spend 3 Move Points to stand up, or spend 2 Move Points to change to a crawling state. Once standing or crawling, a character may use their normal amount of Action Points alotted on their turn.
Turned To Stone
Solidified by magic into an inert statue.
Cannot MOVE, perform Actions, or receive any damage. A character that is Turned To Stone may be pushed 1 space at a cost of 1 Action Point and passing a Difficulty 7+ STR check.
Unconscious
An unconcious creature cannot act, and is at immediate risk of dying.
Unconscious characters roll a
Recovery roll once every hour, starting with the moment they first become unconscious. Passing the roll restores them to 1 HP and 0 MP. Rolling a 1 during a
Recovery roll while unconscious results in the immediate death of the character.
Skeleton
Brittle humanoid remains, animated by dark magic to serve as undead footsoldiers.
Level 0 Skeleton:HP | MP | STR (Max) | DEX (Max) | CHA (Max) | INT (Max) | Move | Recovery | Base Attack | Base Defense |
---|
1 | 0 | 1 (5) | 1 (5) | 0 (0) | 0 (0) | 6 | N/A | d6 | d4 |
Any Skeleton reduced to 0 or less HP is immediately destroyed, collapsing to a pile of splintered bone fragments and dust.
Zombie
Half-decomposed corpses animated by The Disease, these undead minions can infect others in battle.
Level 0 Zombie:HP | MP | STR (Max) | DEX (Max) | CHA (Max) | INT (Max) | Move | Recovery | Base Attack | Base Defense |
---|
d6 | 0 | 2 (6) | 1 (3) | 0 (0) | 0 (0) | 4 | 5+ | d6 | d4 |
Diseased Attack: Whenever a Zombie inflicts maximum damage with an attack (i.e. all attack dice are rolled with their maximum value), and the target receives at least 1 HP damage, the target immediately acquires the Diseased status.
Shambling Movement: A Zombie may move 4 spaces as normal, then opt to roll the Direction Die. The Zombie must then move in the direction determined by the direction die.
Wind Tunnel (Alpha)
Cost: 2 MP
Level: 1
Create a sudden burst of wind in a space you can see.
Details: Move a foe you can see 1 space in any direction. This can also be done to move objects remotely, as per Zaldar's discretion.
Searing Spear (Alpha)
Cost: 2 MP
Level: 1
Throw a concentrated spear of fire.
Requirements: Line of Sight
Range: 10
Details: Searing Spear allows the spellcaster to throw a 6' long (1 space) spear of fire at a target within 10 spaces. The spear deals 1d6 + INT blockable Fire damage upon impact. If a 6 is rolled on the 1d6, then the target becomes On Fire, regardless of whether or not the Searing Spear inflicted any damage.
Ice Flurry (Alpha)
Cost: 4 MP
Level: 1
Condense and freeze ambient moisture into ballistic needles.
Damage: 1d4 Magic Water damage to a visible 2x2 area
Details: The spellcaster can choose any 2x2 (12 square feet) area they can see. All creatures within this chosen area are struck by a barrage of small icicles, inflicting 1d4 Magic Water damage. Roll the d4 once and apply that result to all affected creatures.
Emaran Empathy (Alpha)
Cost: 1 MP
Level: 1
Connect on a spiritual level with the natural world surrounding you.
Details: Spellcaster may exchange a few words with an adjacent plant, tree, animal, or vegetation.
Binding Vines (Alpha)
Cost: 3 MP
Level: 2
Summon a patch of coarse, leafy vines to ensnare a foe.
Details: When cast upon a visible, non-flying character with a physical body, a sudden explosive growth of vines will crack through the ground and wrap around the target's legs.
The target may not Move while the Binding Vines are wrapped around their legs.
The Binding Vines are destroyed when they receive 10 HP of cumulative damage. The Binding Vines do not have any defense.
Lifeforce Conduit
Cost: 5 MP
Level: 3
Channel the regenerative energies of Mother Emara to restore health.
Details: While standing next to a tree, bush, or plant of suitable size (roughly the size of the spellcaster or greater, per Zaldar's discretion), a spellcaster places one hand upon the vegetation and silently asks Emara for her blessing. Doing so will restore the spellcaster's HP to maximum. Alternately, if another character is standing adjacent to the spellcaster and holds the spellcaster's hand, the spellcaster can choose to instead restore the adjacent character's HP to maximum.
Binding Vines (Delta)
Cost: 4 MP
Level: 4
Summon a patch of coarse, barbed vines to ensnare a foe.
Details: When cast upon a visible, non-flying character with a physical body, a sudden explosive growth of vines will crack through the ground and wrap around the target's legs. These vines are barbed with thorns, and immediately inflict ( 1d6 + Spellcaster's INT ) Physical Damage against the target.
The target may not Move while the Binding Vines are wrapped around their legs.
The Binding Vines are destroyed when they receive 10 HP of cumulative damage. The Binding Vines roll 1d4 for defense.
Binding Vines (Omega)
Cost: 5 MP
Level: 7
Summon a patch of coarse, barbed vines to ensnare a foe.
Details: When cast upon a visible, non-flying character with a physical body, a sudden explosive growth of vines will crack through the ground and wrap around the target's legs. These vines are barbed with thorns, and immediately inflict ( 1d12 + Spellcaster's INT ) Physical Damage against the target.
The target may not Move while the Binding Vines are wrapped around their legs.
The Binding Vines are destroyed when they receive 10 HP of cumulative damage. The Binding Vines roll 1d8 for defense.
If the Binding Vines are not destroyed following an attack, the vines will immediately inflict 1d8 Physical Damage against the target.
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Brainshock (Alpha)
Cost: 3 MP
Level: 1
Short circuit a creature's synapses with sinister vocalizations.
Requirements: Line of Sight, Invocation
Details: Choose a target within your Line of Sight, utter a series of random words or noises, and place a 'Magic' status flag on the character.
On that character's next turn, roll a d6.
On a 1-2, the target may not MOVE on their turn;
On a 3-4, the target takes 3 or 4 (based on die roll) Chaos Magic damage;
On a 5-6, the target may use NO ACTIONS on their turn.
Seal of Saturn
Cost: 5 MP
Level: 5
Requirements: Adjacent to Target
Arrow (Darkwood)
Cost: 12
A steel-tipped arrow crafted of fine Greenhaven Darkwood.
Damage: +2d6 to Ranged Damage Roll
Size: 2
Weight: 1
Rarity: 4
Arrow (Fine Steel)
Cost: 18
A slender, aerodynamic steel arrow, capable of puncturing thick armor.
Damage: +3d6 to Ranged Damage Roll
Size: 2
Weight: 1
Rarity: 5
Arrow (Greenhaven)
Cost: 25
A delicate Darkwood arrow, crafted with utmost care in Greenhaven by Elven weaponmasters.
Damage: +d20 + 5 to Ranged Damage Roll
Size: 2
Weight: 1
Rarity: 7
Arrow (Steel-tipped)
Cost: 4
A steel-tipped wooden arrow guided by white feathers.
Damage: +2d4 to Ranged Damage Roll
Size: 2
Weight: 1
Rarity: 3
A wooden arrow of fair quality.
Damage: +d4 to Ranged Damage Roll
Size: 2
Weight: 1
Rarity: 3
A braced wooden shaft connected by steel chain to a solid spherical striking ball.
Requirements: 5 STR, 3 DEX
Range: 2
Damage: (Base Attack or d10) + 2 + STR
Size: 8
Weight: 20
Rarity: 7
Details: Upon taking damage from a Chain Mace, targets must immediately roll a d4, becoming TRIPPED on a 1.
Two-Handed
A great two-handed sword, with a cross hilt of forward-sloping quillons ending in quatrefoils.
Requirements: 5 STR, 2 DEX
Range: 2
Size: 9
Weight: 12
Rarity: 7
A short, broad sabre, with a slightly curved blade and a hilt surrounded by a solid cupped guard.
Requirements: 2 STR
Range: 1
Damage: (Base Attack or 2d4) + 2 + STR
Size: 4
Weight: 5
Rarity: 6
Details: A character with a Cutlass equipped gains a +1 on all Defend rolls.
A small, sharp, lightweight blade with a wrapped leather grip.
Requirements: 1 STR, 1 DEX
Range: 1
Damage: Base Attack + 2 + STR
Size: 1
Weight: 3
Rarity: 2
Two-Handed
A fine, lightweight bow delicately crafted from Greenhaven darkwood.
Requirements: 2 STR, 2 DEX
Range: 15
Size: 9
Weight: 9
Rarity: 8
Details: When used by an Elf, add an additional +2 to the damage roll. An Elf may roll the Critical Hit die with all damage rolls made using this weapon, at a cost of 0 Mind Points and 0 Action Points.
Two-Handed
A tall wooden bow, allowing the archer a fairly long draw.
Requirements: 3 STR, 3 DEX
Range: 12
Size: 8
Weight: 20
Rarity: 5
Details: If the Shortbow user has the Archery skill (any level), add +2 to Ranged Attack Roll.
Two-Handed
A long double-edged blade, with a cruciform hilt grip for two-handed use.
Requirements: 4 STR, 2 DEX
Range: 2
Size: 6
Weight: 10
Rarity: 5
A bottle of alcohol corked with a rag, capable of being lit and exploding when thrown.
Requirements: 1 STR, 1 DEX
Range: 5
Damage: d8 Fire Damage to target, d4 Fire Damage to adjacent spaces
Size: 1
Weight: 3
Rarity: 2
Details: A Molotov consists of a bottle of Strong Alcohol and a Cloth used for the wick. When the Molotov is lit (1 Action Point), the holder has 3 rounds (including the round in which the Molotov is lit) to throw the Molotov before it explodes. A Molotov can be thrown accurately within 5 + (thrower's STR) spaces. For every space out of range the Molotov is thrown, roll the Direction Die once and adjust the destination of the thrown Molotov accordingly. When the Molotov lands, it explodes, dealing d8 Fire Damage in the space it lands, and d4 Fire Damage in each adjacent space. This exploding Fire Damage is unblockable, unless otherwise noted. Following the explosion, the target / adjacent spaces are populated by Fires at Level 4. Place a Fire marker in each affected space, and set it to 4.
A spiked steel ball attached to a leather-gripped wooden shaft.
Requirements: 4 STR, 3 DEX
Range: 1
Damage: (Base Attack or d10) + d4 + STR
Size: 4
Weight: 7
Rarity: 6
Details: Add an additional +3 Damage to any Flanked, Unexpected, or Back Attack.
A slender and sharply-pointed two-edged blade with an armored handle. Popular in fencing and duels.
Requirements: 2 STR
Range: 1
Damage: (Base Attack or d6) + 2 + STR
Size: 4
Weight: 5
Rarity: 5
Two-Handed
An elongated curved blade at the end of a staff, often used for mowing grass or gleaning crops.
Requirements: 3 STR
Range: 2
Damage: (Base Attack or d6) + STR
Size: 12
Weight: 15
Rarity: 3
Details: Can hit two targets in a single attack, if both targets are standing adjacent to eachother and within range. The attacker rolls one Attack roll, while each defender rolls for Defense independently.
Any kind of improvised stabbing weapon.
Requirements: None
Range: 1
Damage: Base Attack + 1 + STR
Size: 1
Weight: 3
Rarity: -
Two-Handed
A small-framed wooden bow, useful for hunting small game and other nearby targets.
Requirements: 1 STR, 1 DEX
Range: 8
Size: 5
Weight: 10
Rarity: 4
Details: If the Shortbow user has the Archery skill (any level), add +1 to Ranged Attack Roll.
A light one-handed blade designed for thrusting or slashing, popular among soldiers and civilians with pretensions to gentlemanly status.
Requirements: 2 STR
Range: 1
Damage: Base Attack + d4 + STR
Size: 4
Weight: 5
Rarity: 4
Two-Handed
A tool for digging, lifting, and moving bulk materials, but can also be swung in combat.
Requirements: 1 STR
Range: 1
Damage: Base Attack + 1 + STR
Size: 6
Weight: 5
Rarity: 2
Details: If the attacker scores their maximum attack roll (i.e. their Base Attack is d4 and they roll a 4), and the shovel attack deals damage, the target becomes Confused.
Two-Handed
A pole weapon consisting of a wooden shaft with a pointed iron head.
Requirements: 2 STR
Range: 3
Damage: (Base Attack or d4) + d4 + STR
Size: 15
Weight: 15
Rarity: 4
Two-Handed
A three-pronged spear, used for fishing and in combat as a polearm.
Requirements: 4 STR
Range: 3
Size: 13
Weight: 14
Rarity: 8
A short handle followed by a very long leather lash.
Requirements: 1 STR, 2 DEX
Range: 4
Size: 2
Weight: 5
Rarity: 5
Details: A character with the Whipmaster skill may perform various non-combat feats using the whip, as per Zaldar's discretion.
Backpack (Medium)
Cost: 25
A medium-sized canvas bag with two leather shoulder straps, worn on the back.
Requirements: None
Rarity: 4
Details: Can hold up to 12 items. Each item must be Size 3 or under.
Backpack (Small)
Cost: 15
A small canvas bag with two leather shoulder straps, worn on the back.
Requirements: None
Rarity: 3
Details: Can hold up to 4 items. Each item must be Size 2 or under.
A simple leather belt worn around the waist.
Requirements: None
Rarity: 3
Details: A Belt is required to use a Scabbard, or to affix a Quiver to the belt.
A finely-crafted leather belt, featuring multiple tightly-stitched cloth pouches.
Requirements: None
Rarity: 5
Details: Can store 4x Size 1 items.
Sturdy leather bracers that terminate at the wrist.
Requirements: None
Rarity: 4
Details: When worn on the arms, these bracers add +1 to a creature's Defense.
A rigid leather cylinder used for safe storage and quick access to arrows.
Requirements: None
Rarity: 3
Details: A Quiver is required for holding arrows. The Quiver can be worn on the back via the attached strap, or can be affixed to a Belt worn around the waist. A Quiver can hold up to 20 Arrows.
A sturdy steel-plated leather enclosure, worn at the waist to quickly draw or stow a weapon.
Requirements: Must be wearing a Belt
Rarity: 4
Details: When affixed at the waist with a Belt, a Scabbard allows a creature to store any weapon Size 10 and under. Drawing or stowing the weapon requires 1 Action Point.
Steel-plated forearm bracers that terminate at the wrist.
Requirements: 4+ STR
Rarity: 6
Details: When worn on the arms, these bracers add +3 to a creature's Defense.
Studded Leather Bracers
Cost: 160
Sturdy leather bracers that terminate at the wrist, with embedded metal studs along the forearm.
Requirements: None
Rarity: 5
Details: When worn on the arms, these bracers add +2 to a creature's Defense.
A round, steel-braced wooden barrel, sealed watertight with pitch.
Size: 10
Weight: 10
Rarity: 2
Details: A Barrel may store up to 30 Bottles worth of water/liquid, 30 units of Food, or other quantities at Zaldar's discretion.
A solid bottle made of thick glass with a removable lid.
Size: 1
Weight: 1
Rarity: 1
Details: This bottle may store a sufficient quantity of water (~20oz) to satiate a bipedal creature for one day. It may also store any other suitable contents, as per Zaldar's discretion. The bottle may be reused.
A solid bottle made of thick glass with a removable lid, filled with fresh water.
Size: 1
Weight: 1
Rarity: 1
Details: This bottle contains a sufficient quantity of water (~20oz) to satiate a bipedal creature for one day. The bottle may be reused.
A serving of food sufficient to satiate a bipedal creature for a day.
Size: 1
Weight: 1
Rarity: 1
Details: The quality, cost, and availability of food varies dramatically on many factors; but in any establishment (however informal) that exchanges gold coins for food, 3 gold coins can typically buy food of sufficient quality and quantity to satiate a humanoid creature for a day.
This average cost of 3 gold coins per Food also factors in the portability and freshness of the food in question. 1 Food can be assumed to be edible for at least 30 days after acquiring (varying based on the food, at Zaldar's discretion), and can be safely transported in hand, pocket, backpack, or otherwise without spoiling or being damaged.
Potion (Cure Disease)
Cost: 50
A pale green potion with a gentle citrus taste.
Size: 1
Weight: 1
Rarity: 4
Details: Drinking this potion immediately removes the Diseased status from an affected creature. The empty Bottle may be reused.
Potion (Minor Healing)
Cost: 30
A dark blue potion that tastes faintly like grilled pineapple.
Size: 1
Weight: 1
Rarity: 3
Details: Drinking this potion immediately restores 1d6 HP. The empty Bottle may be reused.
Potion (Poison Antidote)
Cost: 10
A deep crimson potion with a bitter, sour taste.
Size: 1
Weight: 1
Rarity: 2
Details: Drinking this potion immediately removes the Poisoned status from an affected creature. The empty Bottle may be reused.
Strong, durable cordage composed of bound hemp fibers.
Size: 2
Weight: 2
Rarity: 1
Details: Rope has countless practical uses: climbing, securing and lifting cargo, wearing around the waist as a makeshift belt, or even binding a captive prisoner's hands.
Grasshopper Pendant
Cost: 240
A polished green pendant featuring an etching of a grasshopper, hanging from a thin string.
Requirements: None
Rarity: 9
Details: When worn around the neck, this seafoam green pendant grants the wearer a +3 bonus on all Jump and Long Jump rolls.
Nursery Musicbox
Cost: 350
A small wind-up musicbox with a figurine of a teddybear inside.
Requirements: None
Rarity: 9
Details: This small metal musicbox is painted with pastel scenes of an idyllic meadow. Atop the musicbox, a small figurine of a teddybear sits enclosed in a glass dome. Once per day, the musicbox may be wound up and placed on the ground. It will play a gentle lullaby as the teddybear figurine slowly rotates. All undead creatures within a 30-foot (5 square) radius of the musicbox will be instantly shattered to dust, dropping any belongings. This can only happen once every 24-hour period, and its effects happen instantly; moving the musicbox after it has been activated will not affect additional undead creatures until a 24-hour period has passed.