Shadowrun 4th Edition - Medieval Conversion
Posted: Wed Jun 03, 2009 1:39 am
Since some people have expressed interest in our medieval conversion for Shadowrun, here are the basic rules my friend has written up. This is mostly character creation material, as actual rules are currently in draft form. Some knowledge of actual SR4 rules is assumed, so if you have any questions just go ahead and I'll try to shed some light on the subject. Please remember I am not the original creator of those rules, so don't credit me with anything. Also, our first language is French, so excuse the eventual grammar / spelling mistakes that might arise upon reading. I'll post up the weapons, armors and items that he wrote up later, because the formatting will undoubtedly be screwed upon upon copy&paste.
CHARACTER CREATION
BP=400
Races:
Human 0
E+1
Goblin 0
C-2 L-2, Low Light Vision, Small
Halfling 20
A+1 S-2 C-1 W+1, Small, +2 Vs Toxin/Disease,
+2 Infiltration
HobGoblin 20
B+1 S+1 C-1 L-1 Low Light
Kender 20
B -1 A +2 S -2 C -2, Small, +2 Palming,
Kleptomaniac (Composure (3) to avoid stealing)
Dwarf 25
B+1 A-1 R-1 S+2 C-1 W+1, Thermo Vision, Small, +2 Vs Toxin/ Disease
Gnome 25
B-1 S-1 C-1 I+2 L+1, Low Light Vision, Small
Ork 30
B+3 S+2 C-1 L-1, Low Light Vision
Elf 30
A+1 C+2, Low Light Vision
Centaure 30
B +1 S +1 I -1 L -1, Thermo, Low light,
Magic Sense, Uncouth
Troll/Ogre 40
B+4 A-1 S+4 C-2 I-1 L-1 Thermo Vision, Big, +1 Ar, +1 Reach
Pixies 40
B -3 A +2 R +2 S -3 C +1 L -1 Low Light, Mini, Fly
Astral Perception, Concealement (Self), Idiot
Attribute=200
Qualities +35/-35
Positive:
Guts 5
Toughness 10
High Pain Tolerance 5x(1-3)
Blandness 10
Exceptionnal Attribute 20
Lucky 20
Aptitude 10
Natural Immunity 5-15
Home Ground 10
Architect 5
Double Jointed 5
First Impression 5
Animal Empathy 10
Ambidextrous 10
Educated 10
Toxin/Disease Resistance 5/10
Will To Live 5-15
Quick Healer 10
Photographic Memory 10
Knight 10-30
Rich 5x(1-6)
Magical:
Adept 15
Mage 15
Mystical Adept 20
Astral Chameleon 10
Focused Concentration 10
Mentor 5
- Faith 5x(1-6)
Pious 20
Magical Resistance 5x(1-6)
Murky Link 10
Spirit Affinity 10
Astral Perception 10
Astral Hazing 10
Metagenic:
Sharp Reflex 20
Rapid Thinking 25
Glamour 5x(1-3)
Nasty Vibe 5
Arcane Arrester 25
Negative:
Addiction 5-30
Allergy 5-20
Plagued 15/30
Bad Luck 20
Idiot 20
Combat Paralysis 20
Infirm 10/20
Uncouth 20
Elf Poser 5
Ork Poser 5
Technologically Challenged 5
Incompetant 5
Low Pain Tolerance 10
Sensitive System 5
Vertigo 10
Weak Immune System 5
Criminal 10
Magical:
Astral Beacon 5
Spirit Bane 10
Skills: Lx4 Bp, GLx10 Bp, KLx2 Bp, Spec 2 Bp/1Bp
Combat:
Martial Weapon Group
- Blades
- Clubs
- Polearms
- Shield
Archery Group
- Bows
- Crossbow
- Exotic Weapon - Sling
Thrown Weapon
Unarmed Combat
Dodge
Exotic Weapons
Artillery
Physical:
Stealth Group
- Infiltration
- Shadowing
- Disguise
- Palming
Athletic Group
- Gymnastic
- Running
- Climbing
- Swimming
Diving
Escape Artist
Riding
Pilot
Social:
Influence Group
- Leadership
- Con
- Negotiation
- Etiquette
Intimidation
Instruction
Interrogation
Technical:
Engeeniring Group
- Masonery
- Carpentry
- Locksmith
- Demolition
Medical Group
- Medecine *
- First Aid
- Herbalism *
Outdoor Group
- Survival
- Tracking
- Navigation *
- Trapping
Armorer Group
- Blacksmith *
- Fletcher *
- Leatherworker *
Detective Group
- Perception
- Search
- Investigation
Artisan
Forgery
Magical: *
Sorcery Group
- Spellcasting
- Ritual
- Counterspelling
Conjuring Group
- Summoning
- Binding
- Banishing
Alchemy Group
- Enchanting
- Potion
- Identify
Astral Combat
Assensing
Ressource = 50 Gp/Bp, Max 50 Bp=2500 Gp
Finishing Touches:
Starting Money= Ressource Left/10
Bound Spirits = Force*Service Bp up to Force=Magic
Focus=
Condition Monitor
- Stun = 8+W/2
- Physical = 8+B/2
By Default, you are Uneducated:
- May Not Default Professionnal Knowledge
- Technical and Pro Knowledge Skills cost x2
- Do Not Read or Write.
QUALITIES
Positive:
Architect 5:
Add 2 dices to any Engeenering Test involving large constructions.
Educated 10:
Knows how to read and write his spoken language.
May Default Knowledge Test to Logic.
Knight 10x(1-3):
Faith 5xRating:
Each rating gives access to a divine power according to
Mentor Diety.
Astral Perception 10:
Character is Dual-Natured.
Pious 20:
May take Faith 7 for 10 Bp.
Sharp Reflex 20:
+2 to Reaction to avoid harms.
Rapid Thinking 25:
+2 Initiative and +1 IP.
Rich 5x Rating:
Every Rating of this quality allow you to take 5
additional Bp of Gold (250 Gp).
Negative:
Plagued 15 or 30:
Character has a contagious disease, apparent (30) or not.
Idiot 20:
Character start with half Knowledges and always fail
test relating to technical Skills.
Technologically Challenged 5:
Character has a -2 DP mod to any action involving unfamiliar technology.
Vertigo 10:
-2 DP mod and Composure Test when at risk of falling.
SKILLS
Combat:
Blades - Agility **Includes Axes**
Specs - By Type, Parry
Clubs - Agility
Specs - Clubs, Hammer, Maces, Flail, Staff, Parry
Polearms - Agility
Spec - Pikes, Halberd, Spears, Javelin, Trident, Scythe
Blocking.
Bows - Agility
Spec - By type, by condition.
XBow - Agility
Spec - Hand, Light, Heavy, by condition
Shield - Reaction
Spec - By Type
Thrown Weapons - Agility
Spec - Hachette, Knives, Javelin, Rock
Physical:
Riding - Reaction
Spec - By Animal
Pilot X - Reaction
Spec - By Vehicule Type
Social:
Interogation - Charisma
Spec - By Method
Technical:
Masonery - Logic
Specs - By Construction Type
Carpentry - Logic
Specs - By Construction Type
Herbalism - Logic
Spec - Medicinal, Culinary, Poison
Trapping - Logic
Spec - Snare, Pits, Mechanical, Hiding
Armorsmith - Logic
Spec - By Armor Type
Weaponsmith - Logic
Spec - Blades, Axes, Spear Head, Maces, Arrow Head
Fletcher - Logic
Spec - Bows, Crossbow, Arrow, Polearms Shaft, Clubs
Leatherworker - Logic
Spec - By item Type
Magical:
Enchanting - Logic
Specs - Weapons, armor, amulet, etc
Potion - Logic
Specs - By type
Identify - Intuition
Specs - By type
MAGIC
Notes:
Metalic armors disrupt the flow of mana around the bearer, causing diminutions in magical abilities (-1 Magic / 2 points of Metal armor).
Adept Powers:
Spells:
Necromancy:
Traditions:
Hermetic
Drain: W+L
Spirits:
Fire
Earth
Water
Air
Necromantic
Drain: W+L
Spirits: Possession
Guardian
Guidance
Task
Men
Religious
Drain: By Gods
Spirits:
By Gods
Lodge :
10 GP x force
Focus:
200xRating Gp
Sustaining
Binding
Weapon
300xRating Gp
Spellcasting
Summoning
100xRating Gp
Banishing
Counterspelling
500xRating Gp
Power
Metamagic Foci:
1000 x Rating Gp
Link Focus
2500 x Rating Gp
Masking
Shielding
3000 x Rating Gp
Centering
Anchoring
Fetish:
MENTORS
/*
Faith powers that grant spells work at force=faith and roll
faith+drain attributes. They do not incur Drain. They are
sustained normally. Combat Spells have an additionnal +2 force.
Every being following a mentor diety must follow is tennets
or fall into disfavor.
D = Daily Power, W = Weekly, M = Monthly.
Otherwise at will.
Summoned Spirit will be of Force == Faith and grant you
a number of service = Success on Drain+Willpower.
*/
Major Pantheon:
Death
Mage Bonus: +2 to Combat Spells and Spirits of Men
Mundane Bonus: Insane Courage : Don't fear the Reaper.
Downfall: May not heal wounds or offer positive magical effects.
Spirits Type: Men, Fire, Guidance, Earth
Drain Attributes: Charisma
Faiths:
1. Destroy Undead
2. Death Touch
3. +1 Dv to attack causing P.
4. Summon Spirit of Men [M]
5. Foreboding [D]
6. Manabolt [D]
7. Essence Drain
Names:
Knowledge
Mage Bonus: +2 Detection Spells, Binding
Mundane Bonus: Educated (free)
Downfall: -1 to Combat Skills and Spells Tests.
Spirits Type: Men, Guidance, Task, Air
Drain Attributes: Logic
Faiths:
1. +1 to Pro Knowledge Test
2. Analytic +2
3. Catalog [D]
4. Analytic +2
5. +3 to Knowledge Skill of Choice
6. Analytic +2
7. Search [W]
Names:
Love
Mage Bonus: +2 to Con and Manipulation Spells
Mundane Bonus: +2 Con
Downfall: Seductress (p. 194)
Spirits Type: Men, Task, Fire, Water
Drain Attributes: Charisma
Faiths:
1. Turn Undead
2. Orgasm
3. Control Emotion [D]
4. Enthralling Presence
5. +2 to Seduction Test
6. +1 Charisma
7. Mob Mood [M]
Names:
Justice:
Mage Bonus: +2 to Divination Spells and Interrogation
Mundane Bonus: +2 to Interrogation
Downfall:
Spirits Type: Men, Task, Guardian, Water
Drain Attributes: Charisma
Faiths:
1. Turn Undead
2. Compel Truth [W]
3. +2 Leadership
4. Mind Probe [W]
5. Compel Truth
6. +1 Charisma
7. Compulsion [M]
Names:
Magic
Mage Bonus: +2 Assensing & Astral Combat
& Astral Perception
Mundane Bonus: Astral Perception
Downfall: Blind.
Spirits Type: Men, Task, Guidance, Guardian
Drain Attributes: Logic
Faiths:2
1. Bind Undead
2. Analyse Magic [W]
3. Lucifer Lamp
4. Astral Projection / +1 Astral Ip
5. Magical Guard
6. Endowment (People) [Â¥]
7. Astral Gateway [Â¥]
Names:
Nature
Mage Bonus: +2 Survival, +2 Beast Spirits
Mundane Bonus: +2 Survival
Downfall:
Spirits Type: Earth, Beast, Water, Plant
Drain Attributes: Body
Faiths:
1. Animal Control
2. Destroy Undead
3. Natural Weapons (Str P)
4. Summon Plant or Beast Spirit [M]
5. Shape Change [D]
6. Elemental Resistane Faith.
7. Summon Greater Plant or Beast Spirit [Â¥]
Names:
War
Mage Bonus: +2 Combat Spells, +2 Guardian Spirits
Mundane Bonus: +2 to Initiative or Leadership
Downfall: Wolf (p.194)
Spirits Type: Men, Guardian, Fire, Earth
Drain Attributes: Charisma
Faiths:
1. Turn Undead
2. Rallying +2
3. Commanding Voice
4. +1 IP
5. +2 Combat Skill of Choice
6. Powerball [D]
7. Summon Greater Guardian Spirit [Â¥]
Names:
Minor Pantheon:
Agriculture
Mage Bonus: +2 Health & Plant Spirits
Mundane Bonus: +2 to Artisan skill of Choice
Downfall:
Spirits Type: Men, Water, Plant, Earth
Drain Attributes: Logic
Faiths:
1. Turn Undead
2.
3.
4.
5.
6.
7.
Names:
Blacksmiths
Mage Bonus: +2 Manipulation & Enchanting
Mundane Bonus: +2 Blacksmith
Downfall:
Spirits Type: Fire, Men, Task, Earth
Drain Attributes: Logic
Faiths:
1.
2.
3.
4.
5. Reinforcement [W]
6.
7. Endowment (Object) [Â¥]
Names:
Disease
Mage Bonus: +2 Beast & Health
Mundane Bonus: May not Die from Disease.
Downfall: Catch every Disease they come across.
Spirits Type: Water, Plant, Beast, Men
Drain Attributes: Logic
Faiths:
1. Bind Undead
2. Noxious Breath
3. Acid Stream [D]
4. Venom
5. Infection
6. Toxic Wave [W]
7. Pestillence [M]
Names:
Healing
Mage Bonus: +2 Health Spells and Resisting Disease or Poison.
Mundane Bonus: +1 Medical Group, +2 Resisting Disease
or Poison.
Downfall: May not Harm Sentient Humanoid Being.
Spirits Type: Task, Man, Plant, Water
Drain Attributes: Logic
Faiths:
1. Heal Faith boxes [W]
2. Turn Undead
3. Heal [D]
4. Diagnose [W]
5. Heal
6. Cure Disease or Antidote [W]
7. Resurect [Â¥]
Names:
Hunting
Mage Bonus: +2 to Tracking & Beast Spirit
Mundane Bonus: +2 to Tracking
Downfall: Composure to not Pursue a worthy prey.
Spirits Type: Beast, Guidance, Air, Plant
Drain Attributes: Intuition
Faiths:
1. Low Light || Thermographic Vision
2. +1 to Bow
3. Animal Empathy
4. Detect Life [D]
5. +1 to Bow
6. Ultrasound || Low Light || Thermographic Vision
7. Paralyzing Howl [M]
Names:
Merchants
Mage Bonus: +2 to Divination and Negotiation
Mundane Bonus: +2 to Negotiation
Downfall: Composure test for dishonest Dealings Knowingly
Spirits Type: Men, Earth, Guidance, Water
Drain Attributes: Charisma
Faiths:
1. Analyse Truth [D]
2. Turn Undead
3. Assense Worth [D]
4. Analyse Truth
5. +2 to Bargaining Test
6. Detect Magic
7. Compulsion [W]
Names:
Pain
Mage Bonus: +2 to Manipulation & Spirits of Men
Mundane Bonus: High Pain Tolerance II
Downfall:
Spirits Type: Men, Beast, Fire, Guidance
Drain Attributes: Intuition
Faiths:
1. Bind Undead
2. Agony
3. Fear [D]
4. Summon Spirit of Man [W]
5. Mass Agony [D]
6. Desire Reflection [M]
7. Summon Greater Spirit of Men [Â¥]
Names:
Peace
Mage Bonus: +2 Counterspelling & Guardian Spirit
Mundane Bonus: Gain Another Language at N.
Downfall: Must always seek path of least Conflict
Spirits Type: Men, Guardian, Water, Plant
Drain Attributes: Charisma
Faiths:
1. Turn Undead
2. Kinesics +1
3. Calm People [D]
4. Kinesics +1
5. Calm Mob [M]
6. Kinesics +1
7. Guard
Names:
Thievery
Mage Bonus: +2 Illusion Spells, +2 to Athletic, Stealth, skill of choice.
Mundane Bonus: +2 to Athletic or Stealth skill of choice.
Downfall: Composure Test for Honest Dealing.
Spirits Type: Men, Task, Guidance, Air
Drain Attributes: Charisma
Faiths:
1. +2 to Attack Made from Surprise
2. Detect Object Spell [D]
3. +2 to Another Athletic or Stealth Skill.
4. +2 to Con or Locksmith.
5. Illusion or Divination Spell [D]
6. +1 Agility
7. Concealement [D]
Names:
Strength
Mage Bonus: +2 Health & Guardian Spirits
Mundane Bonus: +1 Physical CM
Downfall: Must Train In Free Time.
Spirits Type: Beast, Earth, Guardian, Fire
Drain Attributes: Strength
Faiths:
1. Turn Undead
2. Shatter
3. +1 Strength
4. +1 Physical CM
5. +1 Strength
6. Summon Guardian Spirit [W]
7. +1 Strength
Names:
Ancient Pantheon:
Earth
Mage Bonus: +2 to Health & Earth Spirits.
Mundane Bonus: +1 Armor
Downfall: Mountain
Spirits Type: Guidance, Earth, Guardian, Fire
Drain Attributes: Body
Faiths:
1. Destroy Undead
2. Find stone/metal [D]
3. Shape stone
4. Summon Earth Spirit [W]
5. Harden [D]
6. Petrify [D]
7. Quake [Â¥]
Names:
Fire
Mage Bonus: +2 Combat & Fire Spirits
Mundane Bonus: Fire Resistance 6
Downfall: Allergy, Submerged in Water - Severe
Spirits Type: Fire, Guidance, Guardian, Air
Drain Attributes: Charisma
Faiths:
1. Destroy Undead
2. Flare Compensation
3. Elemental Attack - Fire
4. Summon Fire Spirit [W]
5. Fireball [D]
6. Energy Aura
7. Summon Greater Fire Spirit [Â¥]
Names:
Sun
Mage Bonus: +2 Health & Fire Spirits
Mundane Bonus: +2 Damage Resistance Test
Downfall: Sun
Spirits Type: Fire, Air, Guidance, Guardian
Drain Attributes: Charisma
Faiths:
1. Destroy Undead
2. Flare Compensation
3. Light
4. Hot Potatoe [D]
5. Summon Fire Spirit [W]
6. Flamethrower
7. Weather Control [W]
Names:
Moon
Mage Bonus: +2 Perception, Assensing & Guidance Spirit
Mundane Bonus: +2 Perception
Downfall: May not Overcast during the day and Drain always P.
Spirits Type: Men, Guidance, Air, Task
Drain Attributes: Intuition
Faiths:
1. Destroy Undead
2. Low Light Vision || Thermographic Vision
3. Light
4. Dream [D]
5. Shadow Cloak
6. Divining [M]
7. Conceal [M]
Names:
Storms
Mage Bonus: +2 Air & Water Spirits
Mundane Bonus: Resistance to Electricity 6
Downfall:
Spirits Type: Air, Water, Guidance, Fire
Drain Attributes: Intuition
Faiths:
1. Destroy Undead
2.
3. Elemental Attack - Lightning
4.
5. Lightning Ball [D]
6. Energy Aura - Electricity
7. Storm [M]
Names:
Water
Mage Bonus: +2 Divination & Water Spirits
Mundane Bonus: Water Breathing
Downfall: Allergy - Fire, Severe
Spirits Type: Water, Guidance, Guardian, Plant
Drain Attributes: Logic
Faiths:
1. Destroy Undead
2. +3 Swimming
3. Mist [D]
4. Summon Water Spirit [W]
5.
6. Energy Aura - Water
7. Summon Greater Water Spirit [Â¥]
Names:
Wind
Mage Bonus: +2 to Illusions & Air Spirits
Mundane Bonus: Feather Fall
Downfall: Claustrophobia
Spirits Type: Air, Guidance, Task, Guardian
Drain Attributes: Intuition
Faiths:
1. Destroy Undead
2. Magic Fingers [D]
3. Elemental Attack - Blast
4. Summon Air Spirit [W]
5. Levitate
6. Energy Aura - Blast
7. Summon Greater Air Spirit [Â¥]
Names:
Winter
Mage Bonus: +2 to Manipulation & Air Spirits
Mundane Bonus: Cold Resistance 6
Downfall:
Spirits Type: Air, Water, Men, Task
Drain Attributes: Charisma
Faiths:
1. Destroy Undead
2.
3. Elemental Attack - Cold
4. Ice Sheet [W]
5.
6. Energy Aura - Cold
7. Storm [M]
Names:
CHARACTER CREATION
BP=400
Races:
Human 0
E+1
Goblin 0
C-2 L-2, Low Light Vision, Small
Halfling 20
A+1 S-2 C-1 W+1, Small, +2 Vs Toxin/Disease,
+2 Infiltration
HobGoblin 20
B+1 S+1 C-1 L-1 Low Light
Kender 20
B -1 A +2 S -2 C -2, Small, +2 Palming,
Kleptomaniac (Composure (3) to avoid stealing)
Dwarf 25
B+1 A-1 R-1 S+2 C-1 W+1, Thermo Vision, Small, +2 Vs Toxin/ Disease
Gnome 25
B-1 S-1 C-1 I+2 L+1, Low Light Vision, Small
Ork 30
B+3 S+2 C-1 L-1, Low Light Vision
Elf 30
A+1 C+2, Low Light Vision
Centaure 30
B +1 S +1 I -1 L -1, Thermo, Low light,
Magic Sense, Uncouth
Troll/Ogre 40
B+4 A-1 S+4 C-2 I-1 L-1 Thermo Vision, Big, +1 Ar, +1 Reach
Pixies 40
B -3 A +2 R +2 S -3 C +1 L -1 Low Light, Mini, Fly
Astral Perception, Concealement (Self), Idiot
Attribute=200
Qualities +35/-35
Positive:
Guts 5
Toughness 10
High Pain Tolerance 5x(1-3)
Blandness 10
Exceptionnal Attribute 20
Lucky 20
Aptitude 10
Natural Immunity 5-15
Home Ground 10
Architect 5
Double Jointed 5
First Impression 5
Animal Empathy 10
Ambidextrous 10
Educated 10
Toxin/Disease Resistance 5/10
Will To Live 5-15
Quick Healer 10
Photographic Memory 10
Knight 10-30
Rich 5x(1-6)
Magical:
Adept 15
Mage 15
Mystical Adept 20
Astral Chameleon 10
Focused Concentration 10
Mentor 5
- Faith 5x(1-6)
Pious 20
Magical Resistance 5x(1-6)
Murky Link 10
Spirit Affinity 10
Astral Perception 10
Astral Hazing 10
Metagenic:
Sharp Reflex 20
Rapid Thinking 25
Glamour 5x(1-3)
Nasty Vibe 5
Arcane Arrester 25
Negative:
Addiction 5-30
Allergy 5-20
Plagued 15/30
Bad Luck 20
Idiot 20
Combat Paralysis 20
Infirm 10/20
Uncouth 20
Elf Poser 5
Ork Poser 5
Technologically Challenged 5
Incompetant 5
Low Pain Tolerance 10
Sensitive System 5
Vertigo 10
Weak Immune System 5
Criminal 10
Magical:
Astral Beacon 5
Spirit Bane 10
Skills: Lx4 Bp, GLx10 Bp, KLx2 Bp, Spec 2 Bp/1Bp
Combat:
Martial Weapon Group
- Blades
- Clubs
- Polearms
- Shield
Archery Group
- Bows
- Crossbow
- Exotic Weapon - Sling
Thrown Weapon
Unarmed Combat
Dodge
Exotic Weapons
Artillery
Physical:
Stealth Group
- Infiltration
- Shadowing
- Disguise
- Palming
Athletic Group
- Gymnastic
- Running
- Climbing
- Swimming
Diving
Escape Artist
Riding
Pilot
Social:
Influence Group
- Leadership
- Con
- Negotiation
- Etiquette
Intimidation
Instruction
Interrogation
Technical:
Engeeniring Group
- Masonery
- Carpentry
- Locksmith
- Demolition
Medical Group
- Medecine *
- First Aid
- Herbalism *
Outdoor Group
- Survival
- Tracking
- Navigation *
- Trapping
Armorer Group
- Blacksmith *
- Fletcher *
- Leatherworker *
Detective Group
- Perception
- Search
- Investigation
Artisan
Forgery
Magical: *
Sorcery Group
- Spellcasting
- Ritual
- Counterspelling
Conjuring Group
- Summoning
- Binding
- Banishing
Alchemy Group
- Enchanting
- Potion
- Identify
Astral Combat
Assensing
Ressource = 50 Gp/Bp, Max 50 Bp=2500 Gp
Finishing Touches:
Starting Money= Ressource Left/10
Bound Spirits = Force*Service Bp up to Force=Magic
Focus=
Condition Monitor
- Stun = 8+W/2
- Physical = 8+B/2
By Default, you are Uneducated:
- May Not Default Professionnal Knowledge
- Technical and Pro Knowledge Skills cost x2
- Do Not Read or Write.
QUALITIES
Positive:
Architect 5:
Add 2 dices to any Engeenering Test involving large constructions.
Educated 10:
Knows how to read and write his spoken language.
May Default Knowledge Test to Logic.
Knight 10x(1-3):
Faith 5xRating:
Each rating gives access to a divine power according to
Mentor Diety.
Astral Perception 10:
Character is Dual-Natured.
Pious 20:
May take Faith 7 for 10 Bp.
Sharp Reflex 20:
+2 to Reaction to avoid harms.
Rapid Thinking 25:
+2 Initiative and +1 IP.
Rich 5x Rating:
Every Rating of this quality allow you to take 5
additional Bp of Gold (250 Gp).
Negative:
Plagued 15 or 30:
Character has a contagious disease, apparent (30) or not.
Idiot 20:
Character start with half Knowledges and always fail
test relating to technical Skills.
Technologically Challenged 5:
Character has a -2 DP mod to any action involving unfamiliar technology.
Vertigo 10:
-2 DP mod and Composure Test when at risk of falling.
SKILLS
Combat:
Blades - Agility **Includes Axes**
Specs - By Type, Parry
Clubs - Agility
Specs - Clubs, Hammer, Maces, Flail, Staff, Parry
Polearms - Agility
Spec - Pikes, Halberd, Spears, Javelin, Trident, Scythe
Blocking.
Bows - Agility
Spec - By type, by condition.
XBow - Agility
Spec - Hand, Light, Heavy, by condition
Shield - Reaction
Spec - By Type
Thrown Weapons - Agility
Spec - Hachette, Knives, Javelin, Rock
Physical:
Riding - Reaction
Spec - By Animal
Pilot X - Reaction
Spec - By Vehicule Type
Social:
Interogation - Charisma
Spec - By Method
Technical:
Masonery - Logic
Specs - By Construction Type
Carpentry - Logic
Specs - By Construction Type
Herbalism - Logic
Spec - Medicinal, Culinary, Poison
Trapping - Logic
Spec - Snare, Pits, Mechanical, Hiding
Armorsmith - Logic
Spec - By Armor Type
Weaponsmith - Logic
Spec - Blades, Axes, Spear Head, Maces, Arrow Head
Fletcher - Logic
Spec - Bows, Crossbow, Arrow, Polearms Shaft, Clubs
Leatherworker - Logic
Spec - By item Type
Magical:
Enchanting - Logic
Specs - Weapons, armor, amulet, etc
Potion - Logic
Specs - By type
Identify - Intuition
Specs - By type
MAGIC
Notes:
Metalic armors disrupt the flow of mana around the bearer, causing diminutions in magical abilities (-1 Magic / 2 points of Metal armor).
Adept Powers:
Spells:
Necromancy:
Traditions:
Hermetic
Drain: W+L
Spirits:
Fire
Earth
Water
Air
Necromantic
Drain: W+L
Spirits: Possession
Guardian
Guidance
Task
Men
Religious
Drain: By Gods
Spirits:
By Gods
Lodge :
10 GP x force
Focus:
200xRating Gp
Sustaining
Binding
Weapon
300xRating Gp
Spellcasting
Summoning
100xRating Gp
Banishing
Counterspelling
500xRating Gp
Power
Metamagic Foci:
1000 x Rating Gp
Link Focus
2500 x Rating Gp
Masking
Shielding
3000 x Rating Gp
Centering
Anchoring
Fetish:
MENTORS
/*
Faith powers that grant spells work at force=faith and roll
faith+drain attributes. They do not incur Drain. They are
sustained normally. Combat Spells have an additionnal +2 force.
Every being following a mentor diety must follow is tennets
or fall into disfavor.
D = Daily Power, W = Weekly, M = Monthly.
Otherwise at will.
Summoned Spirit will be of Force == Faith and grant you
a number of service = Success on Drain+Willpower.
*/
Major Pantheon:
Death
Mage Bonus: +2 to Combat Spells and Spirits of Men
Mundane Bonus: Insane Courage : Don't fear the Reaper.
Downfall: May not heal wounds or offer positive magical effects.
Spirits Type: Men, Fire, Guidance, Earth
Drain Attributes: Charisma
Faiths:
1. Destroy Undead
2. Death Touch
3. +1 Dv to attack causing P.
4. Summon Spirit of Men [M]
5. Foreboding [D]
6. Manabolt [D]
7. Essence Drain
Names:
Knowledge
Mage Bonus: +2 Detection Spells, Binding
Mundane Bonus: Educated (free)
Downfall: -1 to Combat Skills and Spells Tests.
Spirits Type: Men, Guidance, Task, Air
Drain Attributes: Logic
Faiths:
1. +1 to Pro Knowledge Test
2. Analytic +2
3. Catalog [D]
4. Analytic +2
5. +3 to Knowledge Skill of Choice
6. Analytic +2
7. Search [W]
Names:
Love
Mage Bonus: +2 to Con and Manipulation Spells
Mundane Bonus: +2 Con
Downfall: Seductress (p. 194)
Spirits Type: Men, Task, Fire, Water
Drain Attributes: Charisma
Faiths:
1. Turn Undead
2. Orgasm
3. Control Emotion [D]
4. Enthralling Presence
5. +2 to Seduction Test
6. +1 Charisma
7. Mob Mood [M]
Names:
Justice:
Mage Bonus: +2 to Divination Spells and Interrogation
Mundane Bonus: +2 to Interrogation
Downfall:
Spirits Type: Men, Task, Guardian, Water
Drain Attributes: Charisma
Faiths:
1. Turn Undead
2. Compel Truth [W]
3. +2 Leadership
4. Mind Probe [W]
5. Compel Truth
6. +1 Charisma
7. Compulsion [M]
Names:
Magic
Mage Bonus: +2 Assensing & Astral Combat
& Astral Perception
Mundane Bonus: Astral Perception
Downfall: Blind.
Spirits Type: Men, Task, Guidance, Guardian
Drain Attributes: Logic
Faiths:2
1. Bind Undead
2. Analyse Magic [W]
3. Lucifer Lamp
4. Astral Projection / +1 Astral Ip
5. Magical Guard
6. Endowment (People) [Â¥]
7. Astral Gateway [Â¥]
Names:
Nature
Mage Bonus: +2 Survival, +2 Beast Spirits
Mundane Bonus: +2 Survival
Downfall:
Spirits Type: Earth, Beast, Water, Plant
Drain Attributes: Body
Faiths:
1. Animal Control
2. Destroy Undead
3. Natural Weapons (Str P)
4. Summon Plant or Beast Spirit [M]
5. Shape Change [D]
6. Elemental Resistane Faith.
7. Summon Greater Plant or Beast Spirit [Â¥]
Names:
War
Mage Bonus: +2 Combat Spells, +2 Guardian Spirits
Mundane Bonus: +2 to Initiative or Leadership
Downfall: Wolf (p.194)
Spirits Type: Men, Guardian, Fire, Earth
Drain Attributes: Charisma
Faiths:
1. Turn Undead
2. Rallying +2
3. Commanding Voice
4. +1 IP
5. +2 Combat Skill of Choice
6. Powerball [D]
7. Summon Greater Guardian Spirit [Â¥]
Names:
Minor Pantheon:
Agriculture
Mage Bonus: +2 Health & Plant Spirits
Mundane Bonus: +2 to Artisan skill of Choice
Downfall:
Spirits Type: Men, Water, Plant, Earth
Drain Attributes: Logic
Faiths:
1. Turn Undead
2.
3.
4.
5.
6.
7.
Names:
Blacksmiths
Mage Bonus: +2 Manipulation & Enchanting
Mundane Bonus: +2 Blacksmith
Downfall:
Spirits Type: Fire, Men, Task, Earth
Drain Attributes: Logic
Faiths:
1.
2.
3.
4.
5. Reinforcement [W]
6.
7. Endowment (Object) [Â¥]
Names:
Disease
Mage Bonus: +2 Beast & Health
Mundane Bonus: May not Die from Disease.
Downfall: Catch every Disease they come across.
Spirits Type: Water, Plant, Beast, Men
Drain Attributes: Logic
Faiths:
1. Bind Undead
2. Noxious Breath
3. Acid Stream [D]
4. Venom
5. Infection
6. Toxic Wave [W]
7. Pestillence [M]
Names:
Healing
Mage Bonus: +2 Health Spells and Resisting Disease or Poison.
Mundane Bonus: +1 Medical Group, +2 Resisting Disease
or Poison.
Downfall: May not Harm Sentient Humanoid Being.
Spirits Type: Task, Man, Plant, Water
Drain Attributes: Logic
Faiths:
1. Heal Faith boxes [W]
2. Turn Undead
3. Heal [D]
4. Diagnose [W]
5. Heal
6. Cure Disease or Antidote [W]
7. Resurect [Â¥]
Names:
Hunting
Mage Bonus: +2 to Tracking & Beast Spirit
Mundane Bonus: +2 to Tracking
Downfall: Composure to not Pursue a worthy prey.
Spirits Type: Beast, Guidance, Air, Plant
Drain Attributes: Intuition
Faiths:
1. Low Light || Thermographic Vision
2. +1 to Bow
3. Animal Empathy
4. Detect Life [D]
5. +1 to Bow
6. Ultrasound || Low Light || Thermographic Vision
7. Paralyzing Howl [M]
Names:
Merchants
Mage Bonus: +2 to Divination and Negotiation
Mundane Bonus: +2 to Negotiation
Downfall: Composure test for dishonest Dealings Knowingly
Spirits Type: Men, Earth, Guidance, Water
Drain Attributes: Charisma
Faiths:
1. Analyse Truth [D]
2. Turn Undead
3. Assense Worth [D]
4. Analyse Truth
5. +2 to Bargaining Test
6. Detect Magic
7. Compulsion [W]
Names:
Pain
Mage Bonus: +2 to Manipulation & Spirits of Men
Mundane Bonus: High Pain Tolerance II
Downfall:
Spirits Type: Men, Beast, Fire, Guidance
Drain Attributes: Intuition
Faiths:
1. Bind Undead
2. Agony
3. Fear [D]
4. Summon Spirit of Man [W]
5. Mass Agony [D]
6. Desire Reflection [M]
7. Summon Greater Spirit of Men [Â¥]
Names:
Peace
Mage Bonus: +2 Counterspelling & Guardian Spirit
Mundane Bonus: Gain Another Language at N.
Downfall: Must always seek path of least Conflict
Spirits Type: Men, Guardian, Water, Plant
Drain Attributes: Charisma
Faiths:
1. Turn Undead
2. Kinesics +1
3. Calm People [D]
4. Kinesics +1
5. Calm Mob [M]
6. Kinesics +1
7. Guard
Names:
Thievery
Mage Bonus: +2 Illusion Spells, +2 to Athletic, Stealth, skill of choice.
Mundane Bonus: +2 to Athletic or Stealth skill of choice.
Downfall: Composure Test for Honest Dealing.
Spirits Type: Men, Task, Guidance, Air
Drain Attributes: Charisma
Faiths:
1. +2 to Attack Made from Surprise
2. Detect Object Spell [D]
3. +2 to Another Athletic or Stealth Skill.
4. +2 to Con or Locksmith.
5. Illusion or Divination Spell [D]
6. +1 Agility
7. Concealement [D]
Names:
Strength
Mage Bonus: +2 Health & Guardian Spirits
Mundane Bonus: +1 Physical CM
Downfall: Must Train In Free Time.
Spirits Type: Beast, Earth, Guardian, Fire
Drain Attributes: Strength
Faiths:
1. Turn Undead
2. Shatter
3. +1 Strength
4. +1 Physical CM
5. +1 Strength
6. Summon Guardian Spirit [W]
7. +1 Strength
Names:
Ancient Pantheon:
Earth
Mage Bonus: +2 to Health & Earth Spirits.
Mundane Bonus: +1 Armor
Downfall: Mountain
Spirits Type: Guidance, Earth, Guardian, Fire
Drain Attributes: Body
Faiths:
1. Destroy Undead
2. Find stone/metal [D]
3. Shape stone
4. Summon Earth Spirit [W]
5. Harden [D]
6. Petrify [D]
7. Quake [Â¥]
Names:
Fire
Mage Bonus: +2 Combat & Fire Spirits
Mundane Bonus: Fire Resistance 6
Downfall: Allergy, Submerged in Water - Severe
Spirits Type: Fire, Guidance, Guardian, Air
Drain Attributes: Charisma
Faiths:
1. Destroy Undead
2. Flare Compensation
3. Elemental Attack - Fire
4. Summon Fire Spirit [W]
5. Fireball [D]
6. Energy Aura
7. Summon Greater Fire Spirit [Â¥]
Names:
Sun
Mage Bonus: +2 Health & Fire Spirits
Mundane Bonus: +2 Damage Resistance Test
Downfall: Sun
Spirits Type: Fire, Air, Guidance, Guardian
Drain Attributes: Charisma
Faiths:
1. Destroy Undead
2. Flare Compensation
3. Light
4. Hot Potatoe [D]
5. Summon Fire Spirit [W]
6. Flamethrower
7. Weather Control [W]
Names:
Moon
Mage Bonus: +2 Perception, Assensing & Guidance Spirit
Mundane Bonus: +2 Perception
Downfall: May not Overcast during the day and Drain always P.
Spirits Type: Men, Guidance, Air, Task
Drain Attributes: Intuition
Faiths:
1. Destroy Undead
2. Low Light Vision || Thermographic Vision
3. Light
4. Dream [D]
5. Shadow Cloak
6. Divining [M]
7. Conceal [M]
Names:
Storms
Mage Bonus: +2 Air & Water Spirits
Mundane Bonus: Resistance to Electricity 6
Downfall:
Spirits Type: Air, Water, Guidance, Fire
Drain Attributes: Intuition
Faiths:
1. Destroy Undead
2.
3. Elemental Attack - Lightning
4.
5. Lightning Ball [D]
6. Energy Aura - Electricity
7. Storm [M]
Names:
Water
Mage Bonus: +2 Divination & Water Spirits
Mundane Bonus: Water Breathing
Downfall: Allergy - Fire, Severe
Spirits Type: Water, Guidance, Guardian, Plant
Drain Attributes: Logic
Faiths:
1. Destroy Undead
2. +3 Swimming
3. Mist [D]
4. Summon Water Spirit [W]
5.
6. Energy Aura - Water
7. Summon Greater Water Spirit [Â¥]
Names:
Wind
Mage Bonus: +2 to Illusions & Air Spirits
Mundane Bonus: Feather Fall
Downfall: Claustrophobia
Spirits Type: Air, Guidance, Task, Guardian
Drain Attributes: Intuition
Faiths:
1. Destroy Undead
2. Magic Fingers [D]
3. Elemental Attack - Blast
4. Summon Air Spirit [W]
5. Levitate
6. Energy Aura - Blast
7. Summon Greater Air Spirit [Â¥]
Names:
Winter
Mage Bonus: +2 to Manipulation & Air Spirits
Mundane Bonus: Cold Resistance 6
Downfall:
Spirits Type: Air, Water, Men, Task
Drain Attributes: Charisma
Faiths:
1. Destroy Undead
2.
3. Elemental Attack - Cold
4. Ice Sheet [W]
5.
6. Energy Aura - Cold
7. Storm [M]
Names: