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Norbert

G. Matausch

To Kerstin and Charlotte.

Thank you, John Harper

and thank you to the author of the „“Streets of Marienburg“ hack.

All illustrations creative commons, by Ivan Bilibin (exception page 12, illustration taken from the truetype font jungodingbats) I used the fonts Subway, Arial, and Arial Narrow. Cover art: unknown comic book artist Proudly made with a mac, using Pixelmator and Pages.

Play more games!

April 2015

Norbert G. Matausch (analogkonsole.wordpress.com)

OM Shri Ganeshaya Namah
OM Shri Ganeshaya Namah

RULES SUMMARY

CHARACTER CREATION

ATTRIBUTES: roll 2d6 for each. on a 6-, the value is 0. On a7-9,the value is +1. On a 10 or 11, the value is +2. On a 12, the value is +3.

Choose one skill in addition to any granted by your class.

You have 1 Hit Die (d6) + extra hit dice equal to your CON. Roll all your hit dice and keep a number equal to your level to determine your hp. when you rest and consume a ration/ waterskin/ wineskin, you may re-roll your hp. If you are attended by a healer, roll an extra hit die.

Character Classes

ADVENTURERS get survival. You are Lucky. Choose one additional special ability: Daring, Getaway.

ALCHEMISTS get Crafting. You start with three magical formulas. You get Alchemy and choose one other special ability: Daring, Expert, Lucky

BARBARIANS get athletics. You get Berserk and choose one other special ability: Tough, Slay, Hardy, Brawny

BARDS get music and singing. You get Pacify and choose one additional special ability: Turn, Tinker.

BEASTMASTERS get athletics. You get Wild and choose one additional special ability: Familiar, Instinct.

CLERICS get decipher and heal. Choose two special abilities: Bless, Cure, Turn, Vision.

DRUIDS get survival. You get Sorcery (only nature-based spells) and start with three spells. You choose one other special ability: Daring, Familiar, Wild, Shifting.

DWARVEN PRIESTS get decipher. Choose two special abilities: Tinker, Hardy, Skirmish, Vision.

DWARVEN WARRIORS get Lore. Choose two special abilities: Tough, Slay, Hardy, Tinker.

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FIGHTERS get athletics. Choose two special abilities: Skirmish, Tough, Slay, Hardy.

HALFLING SCOUTS get Stealth. Choose two special abilities: Lucky, Reflexes, Scout, Volley.

HIGH ELF SPELLSWORDS start with the skill Awareness. Choose two special abilities: Slay, Reflexes, Sorcery.

MAGITEK ENGINEERS get Crafting and Mechanics. You get Engineer and choose one additional special ability: Gadgetry, Lucky.

MONKS get meditation and heal. You get Heavy Hands/Feet and Mind Shield. Additionally, you get one healing Sorcery spell per level. You can use this spell only for yourself. You are not allowed to wear weapons or armor.

PALADINS get decipher and leadership. You get Slay and choose one other special ability: Tough, Turn, Vision.

RANGERS get survival. choose two special abilities: Pet, Scout, Volley, Wild.

ROCKMEN get survival. You are slow and heavy, so you get a -1 on rolls. You get Rockskin and choose one additional special ability: Hardy, Brawny.

SORCERERS get lore. You start with three spells. You get Sorcery and choose one other special ability: Illusions, Warded, Vehemence.

SUMMONERS get lore. You begin with two bound demons. You get Summon and choose one other special ability: Get away, Lucky, Warded.

STRANGERS get culture. You get Expert and choose one additional special ability: Expert, WTF?

THIEVES get stealth. Choose two special abilities: Backstab, Lucky, Reflexes, Tinker.

MUSCLE WIZARDS get lore. You get Wizardry and Magic-fueled hit points. Choose one additional special ability: Slay (stops working for the rest of the day if you are exposed to the Warp, see the chapter on Wizardry), Full-contact magic. All your spells have a maximum range of 3 meters.

WIZARDS get lore. You get Wizardry and choose one other special ability: Warded, Vehemence.

WOOD ELF ARCHERS get lore and one Sorcery spell per level. Choose one additional special ability: Volley, Wild, Reflexes.

YOGIS get lore. You start with three non-violent spells. You get Sorcery and choose one other special ability: Hardy, Illusions, Warded, Prestige, Pacify. Additionally, you get Simulate Death (once per day, you can lower your heart beat and body temperature and appear not to breathe; this lasts 1d6 minutes per level). You lose half your experience points if you resort to physical, verbal or magical violence.

Make your own class: choose a class skill and two special abilities.

ROLLING THE DICE

When you attempt something risky, sum 2d6 and add one of your attribute scores, based on the action you’re taking. (The gm will tell you some of the possible consequences before you roll, so you can decide if it’s worth the risk or if you want to revise your action.)

A total of 6 or less is a miss; things don’t go well and the risk turns out badly. A total of 7-9 is a partial success; you do it, but there’s some cost, compromise, retribution, harm, etc. A total of 10 or more is a full success; you do it without complications. and a total of 12 or more is a critical success; you do it perfectly to some extra benefit or advantage.

SKILLS: if you have an applicable skill, you can’t miss. a roll of 6 or less counts as a partial success, but with a bigger compromise or complication than a 7-9 result.

THE DIE OF FATE

Sometimes the GM will roll the die of fate to see how the situation is established. low numbers are ill-fortune, high numbers are good fortune (or at least not misery). the die of fate might be rolled to establish the weather, indicate a random npc’s general attitude, or to determine if a wandering monster appears. the gm may also roll the die of fate if the pcs take some action for

6

which sheer chance is the only factor in the outcome.

These rules are yours to bend to your will! You may find it natural to expand, redact, and modify them as you your game goes on. We advise keeping an open mind and lively discussion of possibilities at the table.

ABILITIES

Alchemy: You can imbue magic within a potion, salve, or item. You start with three alchemical formulas.

Affluent: When your purse is empty, you can attempt to make purchases with the promise of paying the money back at a later date.

Allure: When you seduce someone, you can make them reveal intimate secrets about themselves despite their better judgment. You can also attract someone’s attention with only a glance.

Appraise: You can tell the approximate value of artwork and trade goods once you've inspected them.

Backstab: Add +3 damage to melee attacks when the target is unaware of your presence.

Bargain: Once per day, you can halve the price of a purchase thanks to the different tradesmen you know, or the guilds you have contacts with.

Berserk: When you are outnumbered, add +1 to the damage you inflict and +1 armor, but you must make an effort to not immediately resort to violence in heated situations.

Bless: with holy water, you can anoint items so they are considered holy and magical —+3 damage vs. Evil— for a short time

Brawny: +1 melee and thrown weapons damage, can re-roll damage once per attack

Cloaked: When you are under the cover of darkness, you get +1 armor.

Connected: You can attempt to obtain favors from nobles, whether getting a loan, an invitation to a party, or introductions to other important people.

Contort: You are able to escape from bonds or squeeze into small or tight places.

Cutpurse: When you pick pockets or conceal things on your person, you can do so quickly while running.

Cure: You can neutralize poisons, remove curses and heal wounds without a touch.

Damnation: You can attempt to inflict curses or ailments upon others, either with eye contact or through a fetish.

Daring: Once per day, you can ignore the damage or effects of an environmental hazard.

Diplomat: You can enter negotiations, bargain, or parley, even with the most disagreeable of people, as long as they are intelligent enough to understand you.

Disguise: When you use costumes and makeup, you can attempt to convincingly imitate other people, or ensure your own identity is unrecognizable.

Divination: When you gaze into a crystal or a bowl of holy water, you can attempt to see events either far away, in the past, or in the future.

Duelist: You treat any one-handed weapon as Light.

Engineer: With the Crafting skill, you can create and repair mechanical devices and firearms.

Expert: Once per day, you can turn a Miss into a Partial Success.

Familiar: You have an animal companion, such as a crow, rat, cat, snake or spider, magically bonded to you. You can see through its eyes, and hear what it hears.

Full-contact magic: you can channel spells through your fists in melee. If you hit successfully, you can send one Wizardry spell through your fists into your opponent. You remain unharmed, even if that spell affects and area around you.

Gadgetry: You try to solve any problem with gadgets you build. Anytime you attempt something risky, you roll +INT (you‘re using a gadget designed for exactly that problem). A Miss means the gadget does not what it should (GM‘s discretion). At Level 3, you design a device that replicates a Sorcery spell three times a day. At Levels 6 and 9, you each get one additional device that replicates another Sorcery spell.

Getaway: Once per day, you can automatically flee a location – sprinting, dodging, and ducking to avoid pursuit.

Guarded: Once per day, you can redirect any attack against you to one of your Hirelings.

Hardy: Add +6 to your hit points.

Heavy Hands/Feet: you do 1d6 unarmed damage. On level 3,5,7 and 9, you get an additional +1 damage.

Hunter: Add +3 damage to ranged attacks when the target is unaware of your presence.

Illusions: You can create illusions to make someone see something that isn’t there, or mesmerise them so they believe something that isn’t true.

Inspire: You can attempt to sway public opinion with your song, stories, or rhetoric.

Instinct: You can re-roll DEX when reacting to dangerous situations.

Linguist: You can speak and read all civilized languages.

Lookout: When you take the lead in the city or

a dungeon, you always spot your targets

before they spot you.

Lucky: Once per day, you can turn any Miss into a Success instead.

Magic-fueled hit points: you have additional

hit points (as many as your Power score). For

each Wizardry spell you use, you lose 1 or 2 of those additional hp.

Mind Shield: you are immune against fear, charm and sleep spells.

Opportunist: When you and your allies overpower your opponents, you inflict +2 damage.

Pacify: you can attempt to pacify or charm (demi)intelligent creatures with your voice.

Perform: When you entertain a crowd, you can earn d6s per Level each day. However, should any die roll a 1, the audience turns nasty and you won’t be allowed to perform for at least a week without having rotten vegetables thrown at you.

Pet: You have a loyal and effective animal companion.

Prestige: Everyone knows who you are. Halve the price of any Hirelings, as they seek your employ in order to gain later favors or advantages.

Reflexes: You always act first, and can react when suddenly surprised.

Rockskin: You have rock-hard skin (Armor 2).

Rover: When you run through the wilderness, you do so without leaving obvious tracks or a trail.

Sailor: You can crew a sailing vessel, and never feel ill due to stormy seas.

Sapper: When using blackpowder explosives

or artillery, add +1 die to damage, discarding

the lowest result.

Schemer: When you bribe or blackmail others, you can do so subtly or through third parties, without drawing too much unwanted attention to yourself.

Scout: When you take the lead in the wilderness, you always spot your targets before they spot you.

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Shifting: When drinking the blood of an animal you can attempt to take its form, leaving your possessions behind. However, it is a feat of willpower to revert to your original self, particularly the longer you stay a beast.

Skirmish: +1 damage and worn armor counts as one type lighter.

Slay: +2 melee damage.

Sleuth: When you search for clues, you can do so quickly and while on the move. You can always tell when someone is lying, though you may not know the cause of their deception.

Sorcery: You are able to cast spells that, while limited in scope, are much safer than the raw magical power of Wizardry. You start with three spells.

Strategy: When you are in combat, you can attempt to predict the movements, positions, and strengths of your enemies.

Summon: You can call forth demons to seek

so you can bind them to

serve you. You start with two bound demons that you can call upon.

Surgeon: With the Treatment skill, you can try to mix new medicines or bring someone back from the brink of death. Talented: Add +1 Skill.

Tinker: When you pick locks or disable traps, you can do so quickly and unnoticed while in plain sight.

Tough: Add +1 armor, from being badass.

their counsel

or

Tracker: When you attempt to identify and follow tracks, you can do so quickly while on the move.

Trick: You can attempt to distract or delay your opponent with your antics.

Turn: You can attempt to hold undead at bay with the power of your faith and a holy symbol

Vehemence: When you use damaging magic effects, add +1 die to Damage, discarding the lowest result.

Vision: Drink holy water to commune with your deity for divine guidance.

Volley: Add +2 damage to any ranged attack.

Warded: When you are using magic, your protective wards keep you safe, granting +1 Armor.

Wild: You can converse with and attempt to command animals.

Wizardry: You can create magical effects drawn from the raw power of Chaos. Such effects are powerful and wondrous, and not limited in scope like Sorcery. However, the risks of weaving such energies have hazards, both extreme and varied. You start with a Power score equal to your base Hit Dice +WIS.

WTF?: you get a bonus to roll against opponents that haven't fought against you. This bonus is lost after the first confrontation. As long as an opponent has not yet battled against you, you are granted this bonus.

lost after the first confrontation. As long as an opponent has not yet battled against you,

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MAGIC

ALCHEMY

Alchemy works similarly to spells, except that the magic is contained within a physical form, typically a potion or an object. Creating an alchemical object can be quite risky because of the various chemicals and explosive fumes involved, but using one is not inherently dangerous, and usually does not require a roll.

It costs 100s in caustic chemicals, herbs, and purified minerals, and requires a day to prepare. If you have an Alchemists Kit, then it only costs 25s and takes four hours.

Alchemists start with three magical formulas, and may learn more through research or experimentation. These formulas are built much like spells, picking one option from each of the following.

The Preparation is

(pick one)

A potion, that can be consumed only once

A salve or balm, that can be applied up to three times

An object, that grants its effects only once to each user

An object, that needs 2 hit points of human blood to be used

An object, that needs to be doused with holy water to be used

An object, that requires quicksilver to be consumed before use

The user will

(pick one)

+1 armor for one minute

+1 to a single Attribute for one minute

Add +d6 damage to either melee or ranged attacks for one minute

Benefit from an Ability for one hour

Benefit from a Skill for one hour Inflict 2d6 magical damage against a nearby target (3d6 if vulnerable)

Instantly heal, +1 Recovery die

Know the answer to one question

Not feel pain

Perform a superhuman feat (flying, breathe underwater) for ten minutes

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EXAMPLES

Balm of the Sea: The user can apply this balm three times, and will be able to breathe underwater for ten minutes. Dragon’s Breath: The user drinks this foul potion once, and will able to breathe fire at an enemy, doing 2d6 damage. Bracers of the Giant: Once the user drinks a vial of quicksilver, these bracers provide +1d6 damage to his melee attacks for one minute.

SORCERY

Spells are the most reliable way to harness the powers of magic – specific rituals and formulas that bind and form magical energies into very specific, distinct effects. Sorcery essentially allows you to perform actions that would otherwise be mundane if you had the correct training, tools or sufficient time, but instead you do it through arcane means.

Sorcerers start with three spells, and may learn more through their studies or adventures. Casting a spell is not always risky, but it depends on the situation and how long it takes for the effect to manifest. Each should have an appropriately arcane-sounding name, and choose one option from each of the following:

Casting (pick one)

Quick: Manifests immediately after casting, and its effect is instant or momentary

Slow: Manifests the turn after casting, and it lasts as long as you concentrate

Incantation: Takes a minute to cast, and it lasts for no more than an hour

Ritual: Takes five minutes to cast, and lasts one hour per 2 hit points sacrificed

Target (pick one)

Everyone in the immediate area, conspicuously

Yourself, subtly

Someone you touch, intently

Someone close by, loudly

See next page for effects.

Effect (pick one)

+1 armor

+1 or -1 to an Attribute

Benefit from a Skill

Benefit from an Ability

Inflict 1d6 magical damage (+2 if vulnerable)

Magically perform a mundane task instantly

Magically perform a mundane task at range

The function of a mundane item worth no more than 10C

Increase or decrease a particular environmental effect

By drinking a dose of quicksilver, the Sorcerer can extend the duration of his spells by one rank (instant duration becomes concentration, concentration becomes an hour, etc.), or quickens the time it takes to cast by one rank.

EXAMPLES

Ghostly Candle: Slowly cast, the caster holds out his hand as if he had a lamp, illuminating the area. Sigmar’s Hunt: After a ritual, the caster gains the use of the Scout ability for one hour per 2 hit points he has sacrificed. Righteous Fury: With a quick touch of his hand, the caster inflicts 1d6 damage upon an enemy, as if he carried a sword. Speak the Mind: Slowly cast, the caster can speak to people from afar with only the power of his mind.

SUMMONING

Calling forth and binding a demon is often a quick route to gain great power. The act of summoning can be dangerous, depending on the circumstance, and requires that you know the name of the demon you wish to conjure, and one of the following:

One hour of uninterrupted ritual

A dose of quicksilver

A magic item containing the bound demon

A sacrifice worth 5 hit points

A magic circle drawn with emerald powder

Once summoned, you can converse with it and ask it questions, for demons possess many secrets unknown to mortals. You can also attempt to bind it. Binding is always risky, as the demon will try to take every advantage of unwary mortals, It requires a circle to be drawn in gold powder during an hour-long ritual, as well as one of the following:

A Warpstone

A portion of the spirit or demon’s flesh

Signing a contract with the demon

A sacrifice worth 20 hit points

When the demon is Bound, it can be summoned once a day to perform a single deed, typically answering questions or using baleful magic (as controlled by the GM) without any risk to the Summoner. Anything beyond that will require some very tricky negotiations, as the demon will do anything to twist your requests to its own evil desires. Summoners start with two bound demons.

as the demon will do anything to twist your requests to its own evil desires. Summoners

10

WIZARDRY

Being able to directly harness the energies of magic makes a Wizard particularly powerful but it comes with great risks. unlike Sorcery, channelling pure magic is limited only by the Wizard’s own ability to endure the power being gathered into his body.

Wizards have a Power score equal to their base Hit Dice +WIS. For example, a 1st Level Wizard with +2 WIS would start with 3 Power. When you direct magical energies into a coherent effect, you will spend Power to create the effect.

As a default, your magic will be slow (manifests the turn after it is cast), affects a single target within line of sight, and lasts for one minute. By adjusting these limitations, you can increase or decrease your available Power.

+1 POWER -1 POWER Affects only yourself or a touched target Effects are instantaneous or
+1 POWER
-1 POWER
Affects only yourself
or a touched target
Effects are
instantaneous or only
last a few moments
Affects everyone
adjacent to the target
or everyone within
the area
Sacrifice 5 hit points
of blood or ingest two
vials of quicksilver
Target can be
anywhere, as long as
you have a sample of
their blood
Lasts for one hour
Inhale a pinch of
warpstone powder
Lasts as long as you
concentrate
Requires an hour-
long ritual
Requires a fetish
made from the
target’s hair
Lasts as long as you
sacrifice 5 hit points
of blood every hour
Manifests
immediately

11

Each point of Power you end up spending can create one of the following effects:

Control mindless undead equal to your INT

Control the actions of the target

Create an environmental condition

Dispel an environmental condition

Grant +1 bonus to any action

Grant +2 bonus to one Attribute

Grant a supernatural ability

Inflict -1 penalty to any action

Inflict -2 penalty to one Attribute

Inflict 2d6 magical damage (3d6 if vulnerable)

Instantly heal, +2 Recovery dice

Know the answers to three questions

Raise mindless undead equal to your Hit Dice

You don’t want to spend all of your Power on effects, however, since it also determines how many dice you get to roll+INT when casting! If you are fortunate enough to roll more than 2d6, keep only the two highest results.

The success of wizardly magic is also different from normal, because of the terrible energies the caster is toying with:

A Miss means the magic will still work, but under

the complete control of the GM, who will describe the disaster that follows. You will also have been exposed to the Warp.

A Partial Success means the magic will work as

desired, but with some unforeseen consequence or side-effect, as well as exposure to the Warp.

If you Succeed, your magic will work as desired.

A Critical Success means your magic will work

as desired, but because of the excess of energy,

it will have unforeseen effects as determined by the GM. This could be bad or good, depending on the whims of the Die of Fate.

Exposure to the Warp

The Warp is the manifestation of pure, unbridled Chaos. The more one plays with forces beyond their imagining, the more vulnerable they become to being corrupted by the demonic energies flowing through their bodies.

The most common ways of being exposed to the Warp are:

Ingesting or inhaling Warpstone

Having Warpstone in your possession for at least a week

Being cut with Warpstone or Warpstone-laced weapons

Being exposed to uncontrolled or demonic magics

Continued use of Wizardry

When you have been exposed to the Warp, roll

+CON:

A Miss means your body contorts in the energies

of Chaos, and suffers a Warp Mutation (see next page)

A Partial Success means you are permanently scarred with the Taint of the Warp (see next page). Hopefully none of your allies will notice

If you Succeed, you are merely Touched by the

Warp (see next page). The effects should abate eventually

A Critical Success means you resist the Warp,

and remain free from the clenches of Chaos for the time being

D

12

Warp Mutations (roll 2d6) Taint of the Warp (roll 2d6) 2 Your body is wrecked
Warp Mutations (roll 2d6)
Taint of the Warp (roll 2d6)
2 Your body is wrecked with boils and
disease, -1 CON
2 Your tongue becomes forked like a
serpent‘s
3 Your bones and muscles ache with
every move, -1 STR
3 Your eyes glow bright and red
4 sprout
Eyeballs
upon
one
of
your
4 You become bloated and heavy,
tripling your weight, -1 DEX
limbs
5 All of your hair falls out permanently
5 Your legs become those of a beast
6 Massive horns sprout from your
forehead
6 Your fingers twist and elongate, like
terrible claws, 1D6 damage
7 Your teeth become razor sharp, and
tusks burst from your jaw
7 All flowering plants and herbs wilt in
your presence
8 Your arms grow long and rubbery,
dotted with hideous warts
8 Lower animals will never approach
you, willing or not
9 A long, reptilian tail sprouts from your
hindquarters
9 Your body exudes the smell of rotting
fish
10 Your voice cracks glass and spoils
milk, -1 CHA
Your
body
shrinks
or
grows
10 significantly
11 Your eyes grow cloudy, and your
mind enfeebled, -1 WIS
11 The color of your skin becomes dark,
like the deep ocean
12 Your mind snaps, and you suffer
delusions, -1 INT
12 Clothes you wear start to smoulder
and burn after a few hours
Touched by the Warp (roll 2d6)
2 All food and drink in the area spoils
3 Your nose bleeds profusely, lose 1 hit point
4 Your breath becomes cold and foul
5 Your hair becomes singed and smells of smoke
6 Your eyes turn white, and your voice sounds like the wind
7 All lower animals in the area become panicked
8 The skin on your body exfoliates, leaving you feeling raw and sore
9 You cannot use magic for several minutes
10 You forget your name and where you are for a few moments
11 You involuntary urinate
12 Your nails and hair suddenly grow to twice their original length

EQUIPMENT

You start with 60 silver pieces

Light Weapon (10s): d6. may be wielded as a secondary weapon, allowing you to re-roll damage once per attack. includes daggers, short swords, and hand axes.

Martial Weapon (30s): d6+1. must be wielded in main hand. includes long swords, hammers, axes, spears etc.

Great Weapon (40s): d6+2 damage. uses two hands. includes two-handed swords, battle-axes and pole arms.

Shortbow (10s): d6. also slings etc.

Bow (30s): d6+1. also crossbows, pistols etc.

Heavy Bow/Gun (50s): d6+2 damage if firing from a stationary position. includes arbalests and muskets.

Light Armor (30s): armor 1.

Full Armor (60s): armor 2. always has a helm. Makes it very hard to run, move quietly, swim, leap etc.

Shield (10s): +1 armor.

Adventuring Gear (2s each): 20ft rope, iron spike, chalk, parchment, flint/steel, torches (4), tent, dice, caltrops (slows pursuers), bandages, travel rations, waterskin, wineskin.

Tools (5s each): crowbar, hatchet, animal trap, lockpicks, pen & pot of ink, fishing pole, shovel, grappling hook, pickaxe, collapsible pole.

Occult Items (10s each): quicksilver (per dose), pouch of bone dust, vial of holy water (one use), vial of blood, ritual incense and oils, pouch of gold dust (400s), pouch of warpstone powder (1000s), small warpstone (2000s)

14

Fancy Items (20s each): mirror, lantern, spyglass, sand timer, board game, elaborate clothes, holy symbols and other charms.

Fire Oil (20s per flask): sets an area on fire (d6+1 damage/round for 3 rounds unless extinguished). fills a lantern 10 times.

Boats: rowboat (50s) to galley (200,000s).

Carts: cart (30s) to wagon (100s).

Taverns: 1s to sleep, 1s to eat, 1s to get drunk.

Property: house (1,000s) to manor (100,000).

Horses:

mule

(30s),

horse

(100s),

warhorse

(1,000s).

HIRELINGS

Cost per day

Torch Bearer (2s): 3hp, knife.

Guide (5s): 6hp, knife, lantern, rope.

Armsman (20s): 12hp, spear, shield, light armor.

Expert (20s): 6hp, skill 4, dagger, bow.

Champion (60s): 18hp, full armor, halberd, sword, shield, dagger.

TYPICAL MONSTERS

Human scale: 4hp, 1d6+1 damage Elites, warriors, magical beasts: 2d6 damage Major magic: 3d6 damage

Pretty much anything from Basic D&D and of course Dungeon World works.

XP AND LEVELS

As you level up you get rewards according to the table below.

LEVEL HIT DICE SKILLS ATTRIBUTES ABILITIES DAMAGE XP TOTAL 1 1+CON 1+1 --- 2 0
LEVEL
HIT DICE
SKILLS
ATTRIBUTES
ABILITIES
DAMAGE
XP TOTAL
1
1+CON
1+1
---
2
0
2
+1
1,000
3
+1
+1
3,000
4
+1
+1 (MAX +3)
6,000
5
+1d6
10,000
6
+1
+1
+1
15,000
7
+1 (MAX +3)
21,000
8
+1
28,000
9
+1
+1
36,000
10
+1
+1 (MAX +3)
+1d6
45,000
You get 1 XP for each silver piece worth of
treasure or coin that you loot from the
dungeon. You also get XP for defeating
enemies and completing quests (10 XP for
something easy up to 200+ for a really tough
one) but mainly it’s about the looting.

15

NAMES

True names have power. If you tell someone your true name, they can attempt to have you raised from the dead if you met your end before your time. Choose a true name below.

Abibah

Chrysothème

Jamila

Nabirye

Shahruz

Abuakar

Clance

Jibade

Najja

Sharokina

Acenath

Clard

Júnía

Nashiram

Shun

Adar

Cleite

Júrek

Násu

Sinon

Adara

Colius

Kahotep

Nava

Sinuhé

Adjo

Couvlas

Kakra

Nawar

Skjöldur

Afsaneh

Cyrene

Kamraan

Nephele

Skúli

Akhivar

Damrina

Kañañ

Ñíhlendu

Sokkwi

Alaaleh

Danaë

Kánan

Nilázem

Solk

Aleand

Darwishi

Kára

Ninsina

Somer

Alexios

Darya

Kassai

Niphon

Sóna

Amahté

Delara

Kathkár

Nirar

Soraya

Andrel

Demophon

Keiva

Nkosi

Suriya

Andromède

Dhár

Kemnebi

Nomti

Suten

Andronikos

Djadao

Khadon

Noretta

Syar

Anhuri

Dom Ashur

Khannah

Octadia

Tahmatan

Anoshiravan

Dóra

Khenti

Omid

Tajie

Anu

Ducell

Khnan

Onuris

Taraneh

Anvean

Éande

Khojasteh

Orêt

Thalia

Aram

Eilina

Kiana

Orset

Theodoros

Aram

Eilram

Kíring

Osaze

Theodoulos

Arcus

Einhildur

Kothás

Oseye

Theoris

Ardent

Elizdi

Kúlul

Ouranie

Thersandre

Árdís

Épiers

Kurosh

Pála

Thomer

Ariane

Erasmé

Laetitia

Pandarée

Ubaid

Arnar

Erix

Lárus

Panya

Úlfdís

Arsalan

Esfandiyar

Lástal

Parya

Úlfrún

Aruhai

Êtenou

Laudius

Pasiphaë

Umayma

Asha

Eumel

Leili

Perdix

Valdís

Ásmundur

Eupendre

Leontios

Pierroc

Vaude

Auðrún

Eymundur

Linea

Pollux

Vaunt

Awidam

Falur

Luyun

Ráka

Vauphria

Awita

Faraz

Lyra

Ramak

Verbela

Awrahim

Farrokh

Macharia

Rashomta

Vercy

Azadeh

Farzin

Magni

Rasui

Villem

Azita

Fereshteh

Maibe

Rehema

Vinid

Azur

Fjóla

Makarios

Remmao

Vornan

Bahareh

Freydís

Markita

Róhildur

Walidah

Balishar

Frí ð a

Masika

Romrama

Wardius

Bára

Fukayna

Mbizi

Rúnar

Wester

Barði

Ghazaaleh

Medée

Rúrik

Yahya

Bennu

Hamid

Mehrshad

Sagira

Yomadan

Boury

Hamun

Meht

Sahand

Yosol

Bragon

Hanif

Menry

Sahra

Yrsa

Brance

Hano

Meyem

Samaneh

Zahiel

Brimi

Harud

Mirza

Sefu

Zahir

Brutlas

Hasau

Montess

Séliyál

Zahra

Cadme

Hosor

Mór

Sesut

Zain

Cambel

Ibenré

Mortio

Setareh

Zaliki

Canter

Icare

Morug

Shaahin

Zari

Caul

Ioannes

Muntutep

Shadi

Zhila

Cerçon

Ishaq

Mykiri

Shahkam

Zuberi

Christoph

Jaleh

Nábi

Shahla

Þura

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