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Aventuria Compendium (Alex Spohr Fabian Talkenberg Jens Ullrich) (Z-Library)

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Aventuria Compendium (Alex Spohr Fabian Talkenberg Jens Ullrich) (Z-Library)

Aventuria Compendium (Alex Spohr Fabian Talkenberg Jens Ullrich) (Z-Library)

Chapter 1: Skills The Crafting Technique When making weapons, the crafting technique is almost as important as the choice of material. Crafting technique affects the time required for the project, and some techniques affect the finished weapon’s stats, as well. The techniques presented here are trade secrets for metal weapons. If the crafter does not know the required trade secret, the weapon/armor is crafted using a known technique, without any bonuses or penalties. Example: Since Arbosh has little time to craft his new axe (his companions are impatient to get underway) he decides not to use the dwarven span technique; instead, he uses only the folding technique. He knows the corresponding trade secret, which means his finished battle axe gains +1 DP, the crafting check receives a net bonus of +1 (-1 for technique, +2 for using dwarven steel), and the basic time interval of 2 hours is multiplied by 5 (for a total of 10 hours). If the group is using the optional Breaking Point rule, the weapon’s Breaking Point Value is increased by 1. Weapon and Armor Improvements Good smiths can equip weapons with some additional advantages. These advantages are cumulative with any bonuses and penalties due to crafting technique and material. However, each such improvement affects the time interval and incurs an additional penalty that is added to the modifiers for technique and material. A smith can incorporate a maximum of two improvements in any project. Each improvement may be chosen twice (except for PA modifier and PRO, which can only be chosen once). All modifiers are cumulative. To add improvements, the character must possess the SA Weaponsmith or Armorer, as applicable. Modifiers for Weapon Improvements Improvement Crafting Check Time Factor +1 AT Modifier -1 Interval ×2 +1 PA Modifier -2 Interval ×3 +1 DP -1 Interval ×4 +10% Range for Ranged Weapons -1 Interval ×3 +1 Breaking Point Value -1 Interval ×1.5 Modifiers for Armor Improvements Improvement Crafting Check Time Factor +1 PRO -5 ×5 Ignore -1 MOV penalty due to ENC -1 ×2 Ignore -1 INI penalty due to ENC -1 ×2 +1 Stability Value -1 ×1.5 Example: Arbosh simply does not have enough time, otherwise he would add some improvements to his weapon. Now it is time for forging and tinkering: Arbosh’s player succeeds on the first crafting check and achieves 4 QL. 10 hours have passed in-game. He gains a further 3 QL on the second check 9another 10 hours have passed in-game), and achieves the final 3 QL on the third check. Arbosh completes his battle axe after 30 hours’ total working time. Cost of Production Do not confuse the cost to produce a weapon or piece of armor with its selling price (which is much higher than the production cost but not a topic of this discussion). Smiths must be paid for their time as well as their work (see Core Rules, page 364). The longer the project takes to complete, the more expensive the piece becomes. Also, the materials used in making a typical item cost about 25% of that item’s price as listed in the Core Rules. Repair Weapon Optional Rule If your gaming group uses the optional rules for the botch table, then their characters may occasionally damage or break a weapon. A broken weapon may normally be repaired only by a smith with the same Craft skill used to create that weapon. Remember that some weapons require special abilities and trade secrets. The time interval is half the time normally required to craft a weapon of that type. If the weapon is only damaged, no modifier applies to the repair check. For a heavily damaged weapon, the repair check suffers a penalty of -1, and even if the check succeeds, the weapon is still considered damaged (full repair requires another unmodified check). 100


Chapter 2: General Special Abilities “I would never have imagined that the craftsmanship pleasing unto Ingerimm took so many forms. As a boy, I thought every smith was just a smith. I did not know that one could specialize in fine mechanical parts, weapons, horseshoes, plate armor, tourney armor, and watches. I have since learned that there are smiths who can only craft a single type of weapon, but they do so a hundred times better than a general smith could. And this diversity does not exist only among smiths. No two painters are alike, nor two tailors, and someone who calls a confectioner a pastry chef is often met with resounding laughter—not that I would know the difference between the two, I admit. Even in my field of work, no two mercenaries are alike, either. Besides skirmishers like me, there are heavily armored swordfighters, archers, pike men, and crossbowmen. I guess every profession has its specialists.” – Zoltan Storkel, Garetian mercenary in a skirmisher unit, 1032 FB This chapter presents new General Special Abilities, new Fate Point Special Abilities, and new trade secrets, adding to the material presented in the Core Rules. This chapter also presents an expanded list of languages and scripts from the continents of Aventuria, Myranor, and Uthuria, and discusses language families and learning times for individual languages (starting on page 116). 101


Chapter 2: General Special Abilities Overview on General Special Abilities The following section New Combat Special Abilities start on page 149. A summary list of trade secrets from the previous chapter, along with a list of General Special Abilities, appears on page 115. For fuller descriptions of the trade secrets listed in this chapter, see the entries for their corresponding skills (starting on page 9). The General Special Abilities presented here include many new options for a number of professions and grant new applications, uses, or even special capabilities. Description of General Special Abilities Rules provides a description of the special ability in game terms. If applicable, it also explains whether the special ability unlocks a new application or if it is a new use for a skill. Prerequisites indicate which prerequisites characters must fulfill to obtain a particular special ability. Usually these include a minimum skill rating or specific advantages and disadvantages that either are not allowed or must be present. In some cases, a special ability may first require another special ability. AP Value is the cost (in AP) to obtain the special ability. Trade Secret vs. Secret Knowledge As previously explained in the chapter on skills (page 9), the rules distinguish between everyday trade secrets and secret knowledge. Everyday trade secrets sometimes offer no advantage in terms of game rules, but a character with the right secret can, for example, brew special potions, sail safely to another continent, or create complex weapons. Secret knowledge is not available to Aventurians in general but does not initially yield any other advantages. Therefore, secret knowledge usually costs only 1 AP. General Special Abilities Agriculture Anyone can sow seeds, but not everyone is an expert in growing crops. How does one keep mice away from the grain? How much water do the plants need? What is the best way to fertilize the soil? Rules: Agriculture is a use for Plant Lore (Crops). It grants knowledge of tilling the soil as well as caring for and harvesting crops. Those without this special ability reap smaller yields. Prerequisites: Plant Lore 4, no disadvantage Incompetent (Plant Lore) AP Value: 2 adventure points Note that skill checks without this application incur a minimum penalty of -3 (see Core Rules, page 186). 102


You only need one of these skills to obtain this SA. However, this SA lets you craft armor only if you also meet the prerequisites for the craft skill needed to make the armor. Animal Husbandry Whether with crops or meat, feeding the many hungry mouths in the cities of Aventuria would be impossible without farmers. Husbandry is the art of breeding healthy, genetically-diverse lines of animals. Rules: Animal Husbandry grants the use of Breed Animals with the skill Animal Lore (Domesticated Animals). It covers the breeding of domesticated animals such as cattle, sheep, and pigs. It does not cover wild animals or monsters. Prerequisites: Animal Lore 4 AP Value: 2 adventure points Animal Tamer As the name implies, animal tamers know how to tame wild animals and train them to obey commands. Rules: This special ability grants the use of the application Wild Animals for the skill Animal Lore. It allows animal tamers to tame creatures that are regarded as wild animals. Without this SA, characters with Animal Lore can train only domesticated animals. Taming certain types of exotic wild animals is considered complex and requires a corresponding trade secret. Prerequisites: Animal Lore 8, no disadvantage Incompetent (Animal Lore) AP Value: 5 adventure points Archivist Archivists have a sense for the order within archives and libraries and can quickly navigate organized hoards of books and scrolls to find documents faster. Rules: Finding documents or conducting research in an archive or library takes 20% less time. However, the character must be able to read the books being searched, and the archive or library must possess some kind of order. Prerequisites: no disadvantage Blind AP Value: 3 adventure points Armorer The making of armor is considered an art form. Individuals who specialize in this craft often become famous and enjoy great demand for their products. Rules: This special ability grants the new application Craft Armor for the skills Clothworking, Leatherworking, Metalworking, and Woodworking, and allows characters to make simple or complex armor. Complex armor requires a corresponding trade secret. Without this special ability, characters can craft only primitive armor (see page 96). Prerequisites: depends on the material being used: Clothworking 8, Leatherworking 8, Metalworking 8, or Woodworking 8. AP Value: 15 adventure points Art of Seduction Some of history’s most famous seducers recorded their knowledge in books, and modern students of love eagerly peruse these volumes for new insights into the romantic arts. Some specialized techniques for crafting armor require the corresponding trade secret(s) (see page 115). 103


Chapter 2: General Special Abilities Rules: Characters educated in the Art of Seduction have an easier time wooing or attracting someone’s interest. This SA adds 1 QL to the character’s successful checks on Seduction (Flirting). However, this cannot raise the QL above 6. Prerequisites: Etiquette 4, Seduction 10 AP Value: 5 adventure points Athlete Born athletes in top physical condition achieve better results with actions requiring strength and dexterity. Rules: This special ability adds 1 QL to successful checks on Body Control (Jumping and Running) and Feat of Strength (Pushing & Bending, Lifting, and Dragging & Pulling). However, this cannot raise the QL above 6. Prerequisites: all of the above-mentioned skills 4, no disadvantage Slow, no disadvantage Fat, no disadvantage Incompetent in the above-mentioned skills, no disadvantage Maimed that would hamper use of these skills AP Value: 20 adventure points Boatbuilder Not every carpenter specializes in making furniture or half-timbered houses. Boatbuilders craft rowing boats and small sailing boats, and know which materials are most suitable for the task. Rules: This special ability grants the new application Craft Boats for the skill Woodworking and allows characters to design and build simple boats, as well as choose the right timber. This does NOT include sailing ships. To build complex boats, the boatbuilder must know the corresponding trade secret. Prerequisites: Sailing 4, Woodworking 8 AP Value: 5 adventure points Book Printer The Maraskans invented printing with movable type around 960 FB, and the process is now available in the Horasian Empire and parts of the Middenrealm. Though primarily used for the production of books, some use it for pamphlets or newspapers. Rules: This special ability grants the new application Printing for the skill Artistic Ability and allows characters to create documents using a printing press. Prerequisites: Alchemy 2, Artistic Ability 4, Mechanics 4, Woodworking 4 AP Value: 3 adventure points Calligraphy Calligraphy is the art of drawing letters in various eyepleasing or beautiful manners. It is especially popular in the Lands of the Tulamydes and on the island of Maraskan, where locals attend schools devoted exclusively to calligraphy. Rules: This grants the new application Calligraphy for the skill Artistic Ability and allows characters to embellish letters in an aesthetically pleasing way and make them look impressive. Prerequisites: Artistic Ability 4 AP Value: 2 adventure points 104


A crystal usually takes several decades to grow noticeably, so checks on Earthencraft (Grow Crystals) are rarely needed. However, checks on Earthencraft (Grow Crystals) determine whether a crystal turns out well. Carriage Builder A comfortable and sturdy carriage requires more than a few boards, an axle, and some wheels. Rules: This special ability grants the new application Craft Carriage for the skill Woodworking and allows characters to design and build simple carriages and carts, and select the proper materials. To build complex carriages and carts, the carriage builder must know the corresponding trade secret. Prerequisites: Driving 4, Woodworking 8 AP Value: 5 adventure points Cartwright A cartwright makes wooden wheels, which are indispensable for the crafting of carriages and carts. Rules: This special ability grants the new application Craft Wheels for the skill Woodworking. Prerequisites: Driving 4, Woodworking 8 AP Value: 4 adventure points Charcoal Drawing Even though art students first learn to draw with charcoal, few use it for high-quality portraits. Most artists use charcoal to produce drafts or sketches before proceeding with their preferred mediums, but some individuals create charcoal masterpieces. Rules: This special ability grants the new application Craft Charcoal Drawing for the skill Artistic Ability and allows characters to make sketches, drawings, and pictures with charcoal. Prerequisites: Artistic Ability 4 AP Value: 2 adventure points Conductor A conductor is a person who has the necessary skills to conduct an orchestra. Rules: This special ability grants the new application Conducting for the skill Music. And allows characters to conduct orchestras. Prerequisites: Fast-Talk 4, Music 8 AP Value: 2 adventure points Confectioner Even though Middenrealmers believe that all bakers are alike, there are large differences within this profession. A confectioner, sometimes referred to as a pastry chef, specializes in making cakes and sweet baked goods of all kinds. Rules: Confectioner is a new use for the skill Prepare Food (Baking). And allows characters to make simple pies and other products of the baker’s trade, such as delicious cakes and sweet baked goods. Note, however, that some cakes and bakery goods are complex and require an additional trade secret. Prerequisites: Prepare Food 4 AP Value: 2 adventure points Copperplate Engraving This art form is especially popular in the Middenrealm. Engravers carve pictures on a plate of copper. The pictures can then be printed on paper by means of a press. Rules: This special ability grants the new application Craft Copperplate Engraving for the skill Artistic Ability. It allows characters to create a copper plate etching. Prerequisites: Artistic Ability 4, Metalworking 4 AP Value: 2 adventure points Craft Flamboyant Attire Some clothes require a skilled tailor or seamstress and a great deal of extra time to complete. Rules: This special ability grants the new application Craft Flamboyant Attire for the skill Clothworking. It allows characters to craft clothes such as Blessed One vestments, mage’s ritual robes, and courtly attire. Prerequisites: Clothworking 8 AP Value: 2 adventure points Crystal Growing Crystal growing is pursued almost exclusively by dwarves, mainly because crystals do not grow to an impressive size overnight. Rules: This special ability grants the new application Grow Crystals for the skill Earthencraft that confers knowledge of growing and maintaining crystals. Prerequisites: Earthencraft 8 AP Value: 2 adventure points Darling of the Masses Masterful public speakers and demagogues prepare for contingencies through intense practice. As orators, they have an uncanny ability to convince others of their point of view. Rules: This special ability adds 1 QL to successful checks on Persuasion (Oration). However, this cannot raise the QL above 6. Prerequisites: Empathy 8, Persuasion 8 AP Value: 4 adventure points 105


106 Chapter 2: General Special Abilities Fascinating Song There are many ways to distract an audience and lull it into complacency. Singing is one such method. Rules: Fascinating Song is a use of the skill Singing. Perform an appropriate song or other piece of music (which lasts a maximum of 5 minutes) and make a check on Singing (various applications). If successful, willing listeners within a radius of QLx10 feet become so enthralled that they receive a penalty for as long as the performance continues. For example, Perception checks receive a penalty of -1 (see page 21). Prerequisites: Singing 8 AP Value: 10 adventure points Fire-Eater Attendees at fairs often marvel at fire-eaters whose mouths seem impervious to flames and who can apparently spit fire at will. Rules: This special ability grants the new application Fire-Eating for the skill Gaukelei and allows characters to extinguish specially prepared torches in their mouths or spit fire using a liquid fuel. People struck by fire do not automatically gain the state burning (see Core Rules, page 341). Prerequisites: Body Control 4, Gaukelei 8 AP Value: 5 adventure points Free Climbing Steep slopes and even cliffs are not insurmountable obstacles for characters with experience in free climbing. Rules: Reduce penalties for missing tools by up to 2 when making checks for Climbing. The balance of any penalties still applies. For example, if your character receives a penalty of -3 for Climbing without a rope, this SA reduces the penalty to 1. Prerequisites: Climbing 8 AP Value: 6 adventure points Good Guard, Bad Guard As any jailor knows, intelligent methods of interrogation are far more productive than torture when it comes to obtaining accurate, reliable information from a suspect. Experienced guards are particularly fond of a method whereby one plays the role of a brute who threatens the target, while the other plays a kindly soul who appears only to want to help the target. This proven method often succeeds where less civilized methods fail. Rules: Both participants must possess this special ability, and each must take a role in employing this interrogation method against the target. The Bad Guard makes a check on Intimidation (Threats) while the Good Guard makes a check on Intimidation (Interrogation). This special ability adds 1 QL to their successful Intimidation checks, though it cannot raise any check’s QL above 6. Prerequisites: Empathy 4, Fast-Talk 2, Intimidation 8 AP Value: 3 adventure points Heartening Song This character knows a number of encouraging songs to drive the fear out of the hearts of companions. Rules: Heartening Song is a new use for the skill Singing. Perform an appropriate song or other piece of music for at least 1 minute and make a check on Singing (various applications). If successful, remove one level of Fear from willing listeners within a radius of QLx10 feet. This can be attempted once every 4 hours. Prerequisites: Singing 8 AP Value: 10 adventure points Housekeeping Patricians, Grandes, and nobles need reliable people to manage the day-to-day tasks of operating a large estate. Purchases must be made, guests must be welcomed, and the revenues and expenditures must be monitored. Rules: This grants the use Administration for the skill Commerce and allows characters to save on the estate’s monthly expenditures by 2.5% per QL. Prerequisites: Commerce 8, Math 4 AP Value: 8 adventure points Igloo Building Few Aventurians besides Nivese, Fjarnings, and other inhabitants of the far reaches of the north have ever seen an igloo. Even though it is completely constructed out of ice and snow, an igloo provides excellent protection from wind and weather and is surprisingly warm inside. Rules: Igloo Building is a new use for the skill Survival. This special ability allows characters to construct an igloo by using the skill Survival (Build Campsite). Prerequisites: Survival 8, special ability Area Knowledge Ice & Snow AP Value: 5 adventure points Spitting Fire is a ranged combat technique with Improvement Cost B, DP 1D6, RA 1/2/3 In icy regions, igloos are considered a suitable campsite, regardless of temperature. Characters in igloos receive no penalties due to cold levels while regenerating LP/AE/KP during the regeneration phase.


107 Safe journeys to other continents are possible only if the navigator has the corresponding trade secret. Obtaining this SA requires only one of these skills. However, you can use this SA to craft a type of jewelry only if you also meet the prerequisites for the skill necessary to craft it. Mural Painting Few artists are capable of embellishing temples and palaces with appropriate murals, and preeminent artists of the Middenrealm and the Horasian Empire still consider such an appointment a great honor. Artists do not often have an opportunity to practice this art, and each commission is a new challenge unto itself. Rules: This grants the new application Craft Mural for the skill Artistic Ability. It allows characters to plan murals, mix colors, account for the properties of the surface material, avoid various pitfalls, and actually paint the final piece of art. To create paint, however, one must possess other skills, such as Alchemy (Mundane Alchemy). Prerequisites: Artistic Ability 4, Earthencraft 4 AP Value: 2 adventure points Navigation This character knows how to navigate a ship and how to plot a course, as is familiar with the waters surrounding their home continent. Rules: This special ability grants the new application Navigation for the skill Sailing. It allows characters to plot and set courses. However, the knowledge of waters is limited to those surrounding the character’s home continent. Prerequisites: Astronomy 8, Math 8, Sailing 8 AP Value: 10 adventure points Oil Painting Even though the differences between a watercolor painting and an oil painting seem minor, a good oil painting is actually far more difficult to create. Oil paintings are symbols of affluence in the Horasian Empire and the Middenrealm, and many rich patricians own portraits of themselves. Rules: This special ability grants the new application Craft Oil Painting for the skill Artistic Ability and allows characters to both create oil paintings and mix colors. Prerequisites: Artistic Ability 4 AP Value: 2 adventure points Opera Singer Operas are highly popular in the Horasian Empire as well as in some cities of the Middenrealm. Opera singing is challenging and takes practice. Rules: This grants the new application Opera Singing for the skill Singing and allows the character to sing opera pieces. Prerequisites: Singing 8 AP Value: 2 adventure points Orienting Below Ground Few can orient themselves in catacombs and caves without being able to see the positions of the sun, moon, and stars. Rules: You must possess this special ability to make checks on Orienting (Below Ground) without the additional penalty of -3 (see page 50). Prerequisites: Orienting 8 AP Value: 3 adventure points Produce Furniture Almost anyone can use a saw and drill, but crafting safe, sturdy furniture requires skill, knowledge, and experience. Rules: This grants the application Craft Furniture for the skill Woodworking (Joiner and Carpenter). It allows characters to make furniture. To create complex furniture, you must possess the corresponding trade secret. Prerequisites: Woodworking 4 AP Value: 2 adventure points Produce Jewelry Crafting fine pieces of jewelry requires skill and knowledge of materials. Rules: This grants the new application Craft Jewelry for the skills Earthencraft, Metalworking, and Woodworking, which allows characters to craft jewelry. To create complex jewelry, you must possess the corresponding trade secret. Prerequisites: depending on the used material: Earthencraft 4, Leatherworking 4, Metalworking 4 or Woodworking 4 AP Value: 2 adventure points Produce Ropes Knowledge of rope-making is valued on land as well as at sea. Rules: This grants the new application Craft Ropes for the skill Ropes. As the name implies, it allows characters to produce ropes. Note that some ropes are considered complex and therefore require a trade secret. Prerequisites: Ropes 4 AP Value: 2 adventure points


108 Chapter 2: General Special Abilities Provocation Some fighters specialize in provoking their enemy into taking an action they might not otherwise have selected. Rules: This special ability can be used to provoke an enemy. This affects one enemy within line of sight and the sound of your voice. Furthermore, the enemy must be an Intelligent creature. The enemy need not already be fighting you. Make a competitive check on Intimidation (Provocation) against Willpower (Resist Intimidation). If the check succeeds, the enemy reacts to the provocation. The enemy may react at any time starting with the next CR. The reaction is triggered when you spend 1 free action (if you do not spend the free action, the enemy does not react in this CR). The enemy reacts in one of the following ways. The result of the enemy’s reaction depends on the net QL. I’ll get you for this!: The enemy uses 1 free action to travel (MOV) feet towards the provocateur, if not otherwise engaged in combat. An enemy with no free actions remaining cannot use this reaction. The effect lasts for a number of CR equal to the net QL. Taste my steel!: The enemy reacts aggressively and attacks, receiving +1 AT and -2 DE. The effect lasts for a number of CR equal to the net QL. Silence, knave!: The enemy must spend 1 free action (to utter an insult, for example). The effect lasts for a number of CR equal to the net QL/2. Prerequisites: Fast-Talk 8, Intimidation 8 AP Value: 12 adventure points Pyromancer Alchemists know which incendiary elements to mix to create fireworks, but the preparation and assembly of fireworks is a nervewracking task, as there is much that could go wrong. Pyromancers, rare experts in this field, know which mixtures of elements explode, and what it takes to start the reaction. They also know how to manufacture fireworks, which requires the corresponding trade secret. Rules: This grants the new application Fireworks for the skill Gaukelei. It allows you to employ fireworks without mishap. Prerequisites: Alchemy 4, Gaukelei 8 AP Value: 5 adventure points Rahjasutra Knowledge The Rahjasutra is an ancient book that is said to contain secrets of the romantic arts. As its name implies, it is holy to Rahja, and it is almost infamous for its elaborate and colorful illustrations. Rules: This adds 1 QL to the character’s successful checks on Seduction (Romantic Arts). However, this cannot raise the QL above 6. Prerequisites: Empathy 4, Seduction 4 AP Value: 3 adventure points The provocation takes effect in the following CR because the enemy must first react to the insult. Pyromancers are usually also experts in the creation of fireworks, which requires the corresponding trade secret. This SA is concerned only with setting up fireworks, not with the creation of fireworks.


109 Characters with this SA can find employment as servants. An experienced servant with the SA Valet grants additional advantages to the employer (see page 107) and thus earns better wages. Sculpture Carving a beautiful statue of a deity that is worthy of being displayed in a temple takes a great deal of time and training. Rules: Sculpture is a use of the skill Earthencraft (Stone Carver) that lets a character carve statues or busts out of stone. Prerequisites: Earthencraft 8 AP Value: 2 adventure points Servant Not everyone wants to rule. Capable servants know how to anticipate their masters’ needs, looking after their physical welfare and running errands. Rule: This grants the new application Serve & Obey for the skill Etiquette. Prerequisites: Etiquette 4 AP Value: 2 adventure points Shipwright Shipwrights are the unchallenged rulers of the wharfs. They know how to build ships capable of traveling on the high seas, and also know how to choose the right materials for the job. Rules: This special ability grants the new application Craft Ships for the skill Woodworking. It allows you to draft ship designs, choose the right materials (such as timber planking, tar, and ropes), and build them from the ground up. This applies to simple as well as to complex ships (but not to boats). Note that complex ships also require a trade secret. Prerequisites: Sailing 8, Woodworking 8 AP Value: 10 adventure points Skiing Few people in mid- and southern Aventuria have ever seen skis. However, skis are a popular means of transportation among the Nivese and other inhabitants of the snowcovered lands of the north. Rules: This grants the new application Skiing for the skill Body Control, and includes knowledge of the use and maintenance of skis. Prerequisites: Body Control 4 AP Value: 4 adventure points Slave Driver Some leaders employ an iron fist to drive their subordinates to peak performance for a short while. However, these hated slave drivers risk losing their subordinates’ loyalty, or even frightening them into inaction. Rules: This special ability grants a new use for Intimidation that allows you to support companions or henchmen


Chapter 2: General Special Abilities during battle. Spend 1 action and make a check on Intimidation (Threats). QL+1 people of your choice within line of sight and within the sound of your voice receive a bonus of +2 AT and +2 RC. This effect is not cumulative with other applications of the SA Slave Driver or Leader. At the end of combat, everyone who benefited from the effect gains the disadvantage Fear of the Slave Driver I. You may use the SA multiple times in a row, but each use adds 1 level to Fear of the Slave Driver, up to a maximum of level 3, at which point the SA cannot be used again on that target for at least 24 hours. Targets may try to resist by making a competitive check on Willpower (Resist Intimidation) against the user’s check on Intimidation (Threats). If their check succeeds, they receive neither the bonus nor the disadvantage. Prerequisites: Warfare 4 AP Value: 10 adventure points Smutje Smutje is a maritime term for a ship’s cook, but it also means somebody who can create a satisfying meal from few provisions. Rules: You may ignore penalties on Prepare Food (Baking, Frying, Cooking) of up to 2 due to missing ingredients. Any additional penalty still applies. For example, a character who receives a penalty of -3 on Prepare Food due to limited rations suffers a penalty of only -1 instead. Prerequisites: Prepare Food 4 AP Value: 3 adventure points Speed-Writing It is said that the fastest writer in Aventuria was an Al’Anfan slave who was tasked by his mistress to record all of her speeches. Rules: Characters with the special ability Speed-Writing can write down conversations accurately and not lose important information. They achieve this by abbreviating words so as not to lose the rhythm. Prerequisites: Knowledge of at least one script and its corresponding language AP Value: 2 adventure points Tattooist Skin art is especially popular among Thorwalers, Gjalsks, and seafarers in general, as well as with Blessed Ones of Rahja. To become a tattooist, or a tattoo artist, as they prefer to be called, one must have a steady hand and a good eye and also know how to mix necessary colors. Rules: This special ability grants the new application Tattoos for the skill Artistic Ability. It covers the creation of tattoos and the mixing of colored inks. To create ink, one must use other skills, such as Alchemy (Mundane Alchemy). Prerequisites: Artistic Ability 4 AP Value: 2 adventure points Threatening Gestures Barbarians and various warriors instill fear in their enemies by screaming or making terrifying faces. Rule: This special ability grants a new use for the skill Intimidation. During combat, the character can try to instill fear in enemies via Intimidation (Threats). Spend one action and make a check on Intimidation (Threats). QL+1 people within line of sight and the sound of the character’s voice receive a penalty of -1 AT, -1 Defense, and -1 RC through the end of the next CR (these bonuses are not cumulative with other uses of the SA Threatening Gestures). Prerequisites: Intimidation 4 AP Value: 10 adventure points Tumbling This allows you to roll after taking a fall to absorb some of the force and prevent severe injuries. Rules: Tumbling is a use of Body Control. When trying to prevent damage from falling, make a check on Body Control (Jumping). Each QL counts thrice, rather than being doubled, as usual (see Core Rules, page 340). Prerequisites: Body Control 4, no disadvantage Incompetent (Body Control), no disadvantage Fat AP Value: 8 adventure points Valet Some servants are so extraordinary that their support lends their master self-confidence or empathy toward others. Rules: You may make one check on Etiquette (Serve & Obey) every 24 hours. If successful, your master can reroll one die on a check of a Social skill within the next 24 hours. Prerequisites: Empathy 4, Etiquette 8, special ability Servant AP Value: 3 adventure points Ventriloquism Some performers are masters of ventriloquism. They can create voices without moving their lips, make dummies appear to speak, or make sounds appear to originate from far away. This audience-pleasing trick can prove helpful in other situations, such as when trying to distract guards or villains. Rules: This grants the new application Ventriloquism for the skill Gaukelei. NPCs normally do not try to resist, but player characters have the option to ignore the bonus and the associated disadvantage. 110


Obtaining this SA requires only one of these skills. However, you can use this SA to craft a weapon only if you also meet the prerequisites for the skill necessary to craft it. Only one character within the party may possess the SA Greater Prophecy, otherwise the ability would generate too many FtP for the party’s use.wever, you can use this SA to craft a weapon only if you also meet the prerequisites for the skill necessary to craft it. To use specialized techniques for weapons, the character must also possess the corresponding trade secret(s) (see page 115). The character can create sounds or imitate voices, without lip movement, that appear to emanate from a source up to 16 feet away. Prerequisite: Body Control 4, Gaukelei 8 AP Value: 5 adventure points Weaponsmith Not all smiths know how to forge swords and other weapons. Light or curved blades are especially difficult to craft and require great smithing skill. Rules: Only smiths who specialize in the crafting of weapons are able to forge reliable weapons. This special ability grants the new application Craft Weapon for the skills Earthencraft, Metalworking, and Woodworking. This allows you to craft both simple and complex weapons, although complex weapons also require the corresponding trade secret. Smiths without this special ability can make only primitive weapons (see page 96). Prerequisites: depending on the material used in the weapon: Earthencraft 8, Metalworking 8, or Woodworking 8. AP Value: 12 adventure points Will of Steel A brave few master their fears so well that even valid threats do not make them sweat. Rules: This adds 1 QL to the character’s successful checks on Willpower (Face Threats). However, this cannot raise the QL above 6. Prerequisites: Willpower 8, no disadvantage Fear of… AP Value: 5 adventure points Fate Point Special Abilities Empathic Gift Characters with Empathic Gift, experience the moods of people they talk with and can, for example, determine of a person is angry, happy, or sad. Rules: Choose a person within 10 feet and spend 1 FtP to determine the strongest emotion currently driving that person and receive a +2 bonus to the next check on a Social skill made against that person within 10 minutes. Gaining the bonus again requires another expenditure of 1 FtP. Empathic Gift may only be used on (Intelligent) people. Prerequisites: none AP Value: 10 adventure points Flesh Wound A blow, a scream, and an adventurer lies mortally wounded on the ground. But wait! Beneath the shattered armor and all that blood is a mere flesh wound, hardly more than a scratch. There is hope yet! Rules: Whenever you receive damage, whether from combat, a spell, or simply from a fall, you can spend a FtP once to reduce the damage from one source by 1D6+2 DP. You must wait until the damage has been determined before you can use this Fate Point Special Ability. You may only use this ability when the damage would render you incapacitated or otherwise leave you with 0 or less LP. Prerequisites: none AP Value: 15 adventure points Example: Tjalva is in a desperate fight with a tatzelwurm. She has only 7 LP remaining, and it is the tatzelwurm’s turn. Its attack succeeds and Tjalva’s defense fails. The GM rolls 11 DP for the wurm. Tjalva’s leather armor (PRO 3) would normally reduce the DP to 8, but that is still enough to knock her out— after which she would probably be killed. Her player decides to spend 1 FtP to declare the damage to be a Flesh Wound. The player rolls 1D6+2, for a result of 7. Tjalva ignores 7 DP from this hit and actually receives only 1 DP. True to form, Tjalva continues fighting, even though she has only 6 LP remaining. Greater Prophecy Methods of prophecy are well known among many cultures, and oracles practice many different techniques for telling the future. Examples include consulting special cards, observing the flight of a bird, or throwing bones. Rules: By such methods as throwing bones, watching the flight of a bird, or performing a reading using Inrah cards, this character may encourage or prepare others for their fate and help lead them to their destiny. The procedure costs 1 FtP and may be performed for a maximum of five characters once during an 111


112 Chapter 2: General Special Abilities General Special Abilities Overview General Special Abilities Special Ability Prerequisites AP Value Agriculture Plant Lore 4, no disadvantage Incompetent (Plant Lore) 2 adventure points Animal Husbandry Animal Lore 4 2 adventure points Animal Tamer Animal Lore 8, no disadvantage Incompetent (Animal Lore) 5 adventure points Archivist No disadvantage Blind 3 adventure points Armorer depending on the used armor material: Clothworking 8, Leatherworking 8, Metalworking 8, or Woodworking 8 15 adventure points Art of Seduction Etiquette 4, Seduction 10 5 adventure points Athlete All mentioned skills 4, no disadvantage Slow, no disadvantage Fat, no disadvantage Incompetent in the mentioned skills, no disadvantage Maimed that would hamper with using the skills 20 adventure points Boatbuilder Sailing 4, Woodworking 8 5 adventure points Book Printer Alchemy 2, Artistic Ability 4, Mechanics 4, Woodworking 4 3 adventure points Calligraphy Artistic Ability 4 2 adventure points Carriage Builder Driving 4, Woodworking 8 5 adventure points Cartwright Driving 4, Woodworking 8 4 adventure points Charcoal Drawing Artistic Ability 4 2 adventure points Conductor Fast-Talk 4, Music 8 2 adventure points This SA may also be used intuitively, meaning if the player agrees beforehand, the GM can trigger the ability for the character. However, this should not lead to situations where the GM simply takes FtP from the player. entire adventure. Additional attempts to read the future of these characters within this timespan have no effect. Each character who receives the prophecy regains 1 FtP immediately. The character who possesses this SA does not receive this benefit. Prerequisites: Prophecy AP Value: 25 adventure points Magic Sense Few receive the gift of magic, but among those, some are born only with the ability to sense magic, and cannot cast spells themselves. Rules: This grants the new application Magic Sense for the skill Perception. By spending 1 FtP, magical items within 16 feet glow red for one minute, just like a casting of the spell Odem with QL 1. Trying to locate an item with Perception (Magic Sense) incurs a modifier of -3 to +3, depending on the item (powerful items are easier to detect than weaker ones). The effect moves with the character, but requires a separate check for each item to identify it as magical. Prerequisites: none AP Value: 10 adventure points Prophecy By using a fortune-telling method such as reading a set of Inrah cards or throwing some bones, one character can give another a prophecy in an attempt to guide them to success. Rules: The character with this special ability can make a minor prediction about the future for another character. This costs 1 FtP and can only be performed for one character during an adventure (further attempts at Prophecy within the same adventure simply have no effect). The character about whom the prophecy was issued gains a free FtP for the next use of Reroll, Reroll Damage, or Defense only. If not used, this free FtP expires at the end of the current adventure. Prerequisites: none AP Value: 5 adventure points


113 Special Ability Prerequisites AP Value Confectioner Prepare Food 4 2 adventure points Copperplate Engraving Artistic Ability 4, Metalworking 4 2 adventure points Craft Flamboyant Attire Clothworking 8 2 adventure points Crystal Growth Earthencraft 8 2 adventure points Darling of the Masses Empathy 8, Persuasion 8 4 adventure points Fascinating Song Singing 8 10 adventure points Fire-Eater Body Control 4, Gaukelei 8 5 adventure points Free Climbing Climbing 8 6 adventure points Good Guard, Bad Guard Empathy 4, Fast-Talk 2, Intimidation 8 3 adventure points Heartening Song Singing 8 10 adventure points Housekeeping Commerce 8, Math 4 8 adventure points Igloo Building Survival 8, special ability Area Knowledge Ice & Snow 5 adventure points Mural Painting Artistic Ability 4, Earthencraft 4 2 adventure points Navigation Astronomy 8, Math 8, Sailing 8 10 adventure points Oil Painting Artistic Ability 4 2 adventure points Opera Singer Singing 8 2 adventure points Orienting Below Ground Orienting 8 3 adventure points Produce Furniture Woodworking 4 2 adventure points Produce Jewelry Depending on the material used: Earthencraft 4, Leatherworking 4, Metalworking 4, or Woodworking 4 2 adventure points Produce Ropes Ropes 4 2 adventure points Provocation Fast-Talk 8, Intimidation 8 12 adventure points Pyromancer Alchemy 4, Gaukelei 8 5 adventure points Rahjasutra Knowledge Empathy 4, Seduction 4 3 adventure points Sculpture Earthencraft 8 2 adventure points Servant Etiquette 4 2 adventure points Shipwright Sailing 8, Woodworking 8 10 adventure points Skiing Body Control 4 4 adventure points Slave Driver Warfare 4 10 adventure points Smutje Prepare Food 4 3 adventure points Speed-Writing Character must know at least one script and the corresponding language 2 adventure points Tattooist Artistic Ability 4 2 adventure points Threatening Gestures Intimidation 4 10 adventure points Tumbling Body Control 4, no disadvantage Incompetent (Body Control), no disadvantage Fat 8 adventure points Valet Empathy 4, Etiquette 8, special ability Servant 3 adventure points Ventriloquism Body Control 4, Gaukelei 8 5 adventure points Weaponsmith Depending on the weapon material used: Earthencraft 8, Metalworking 8, or Woodworking 8 12 adventure points Will of Steel Willpower 8, no disadvantage Fear of… 5 adventure points


Chapter 2: General Special Abilities Fate Point Special Abilities Special Ability Prerequisites AP Value Empathic Gift None 10 adventure points Flesh Wound None 15 adventure points Greater Prophecy Prophecy 25 adventure points Magic Sense None 10 adventure points Prophecy None 5 adventure points Summary: Trade Secrets Trade Secret Prerequisites AP Value Ancestors of the Middenrealmers (Secret Knowledge) History 8 1 adventure point Clay Oven Technique Metalworking 8, special ability Weaponsmith 2 adventure points Chocolate Prepare Food 8, special ability Confectioner 2 adventure points Dark Portals (Secret Knowledge) Magical Lore 12, Myths & Legends 8 1 adventure point Dragon Scales Animal Lore 12, Leatherworking 8 4 adventure points Drôlan Lace Clothworking 12, special ability Craft Flamboyant Attire 2 adventure points Dwarven Vaults Mechanics 8 2 adventure points Filigree Chain Linking Metalworking 4, special ability Armorer 3 adventure points Fireworks Alchemy 12 3 adventure points Folding Technique Metalworking 8, special ability Weaponsmith 3 adventure points Geography of Myranor Geography 8 5 adventure points Geography of Uthuria Geography 8 5 adventure points Iceboating Sailing 8, Area Knowledge Ice & Snow 2 adventure points Iryan Leather Animal Lore 8, Leatherworking 8, special ability Armorer 2 adventure points Islands in the Fog (Secret Knowledge) Astronomy 12, Myths & Legends 8 1 adventure point Menacorites (Secret Knowledge) Astronomy 12, Magical Lore 8 1 adventure point Orcish Calendar (Secret Knowledge) Astronomy 8 1 adventure point Probability Calculation Math 8 2 adventure points Schaumkuss Prepare Food 8, special ability Confectioner 2 adventure points Study of the Ages (Secret Knowledge) History 12 1 adventure point Through the Wall of Efferd and Back Geography 12, Sailing 16 10 adventure points Tulmadron Mining Earthencraft 8 2 adventure points Unau Porcelain Alchemy 12, trade secret Porcelain 4 adventure points Vinsalt Egg Mechanics 12 3 adventure points Wizard’s Philosophy (Secret Knowledge) Magical Lore 8, Religions 8 1 adventure point Trade Secrets of Treating Diseases Prerequisites AP Value Battlefield Fever (Jaundice) Treat Disease 4 3 adventure points Black Rabies Animal Lore 8, Treat Disease 8 3 adventure points Bloody Phlegm Treat Disease 8 2 adventure points Blue Wheeze Treat Disease 8 3 adventure points Leprosy Treat Disease 4 2 adventure points 114


Trade Secrets of Treating Diseases Prerequisites AP Value Rabies Animal Lore 4, Treat Disease 8 3 adventure points Swamp Fever Treat Disease 4 2 adventure points Yearly Fever Treat Disease 4 2 adventure points Zorganpox Religions 8, Treat Disease 8 5 adventure points Trade Secrets of Poisons Prerequisites AP Value Coucris Plant Lore 8, Treat Poison 8 4 adventure points Kelmon Plant Lore 8, Treat Poison 8 2 adventure points Omrais Plant Lore 8, Treat Poison 8 4 adventure points Sunsura Plant Lore 8, Treat Poison 8 2 adventure points Tulmadron Earthencraft 8, Treat Poison 8 6 adventure points Trade Secrets of Gambling Prerequisites AP Value Battle of Jergan Gambling 4 1 adventure point Boltan Gambling 4 2 adventure points Garadan Gambling 4 2 adventure points Inrah Game Gambling 4 1 adventure point Pentagram Gambling 4, Math 4 1 adventure point Red and White Camels Gambling 4 2 adventure points The Evil One Gambling 4, Math 4 1 adventure point 115


Chapter 2: General Special Abilities Languages and Scripts of Dere The following tables of additional Aventurian languages and scripts complement those found in the Core Rules (see Core Rules, page 222). Your character can now learn the languages and scripts of other continents, including the best-known languages and scripts of Myranor and Uthuria! This section also introduces new Focus Rules for language families, mixed or blended languages, and common languages, and cover how long it takes a character to learn such things as the language of a newly discovered Forest Folk tribe, the script of an alien culture, or even just dialects of known languages. Learning Times for Languages and Scripts According to the Core Rules, learning a new language level or script is as simple as spending the required adventure points. The following is a Level I Focus Rule for the topic of Languages & Scripts that covers learning new languages in greater detail. The following learning times apply: A character may study for 4 hours per day. This may involve reading from a book, receiving instruction from a teacher, or practicing a language with native speakers. 4 days are required to reach language level I. 40 days are needed to obtain language level II. 400 days are necessary to reach language level III. Some languages are categorized as either primitive or complicated. For primitive languages, the learning time is halved, and for complicated languages the time is doubled (see the Primitive and Complicated Languages text box). Language families and mixed languages can require less time to reach the various language levels (see pages 116–117). The learning time for a script is determined by its AP Value. Every adventure point corresponds to 10 days’ learning time. Language Families Language families are groups of languages that are related to each other. Because they are so similar, it takes less time to learn a new language that is grouped in the same family as a character’s native tongue. Learning a language that belongs to the same language family as a character’s native tongue requires only half of the usual learning time. Primitive languages require only one fourth of the normal time. Example: Mirhiban wants to learn Ferkina. Because Ferkina belongs to the Tulamidya Language Family, just like Mirhiban’s native tongue (Tulamidya), her learning time is halved. Moreover, Ferkina is a primitive language, so this time is halved again. Instead of the normal 4 days, Mirhiban needs just 1 day to learn Ferkina at level I. Language Families Summary Dwarven Language Family: Angram, Deep Dwarvish, Rogolan Elven Language Family: Asdharia, Isdira I 116


Primitive and Complicated Languages Primitive Languages: Amuurak, Deep Dwarvish, Dshuku, Ferkina, Fjarning, Goblinish, Golp, Goropo, Mohish, Myranish, Ogrish, Oloarkh, Petaya, RssahhDra, Uthurish, Yetan, Zhulchammaqra Complicated Languages: Ancient Imperial / Aureliani, Angram, Archaic, Asdharia, Dragonnic, Grolmish, Hjaldingish / Saga Thorwalian, High Gryphonish, Hummerish, Marish Feloidea Language Family: Black Gryphonish (Uthuria), Common Amaunal, High Gryphonish (Uthuria), Leonal (Myranor), Pardiral (Myranor) Garethi Language Family: Ancient-Imperial/ Aureliani, Bosparano, Cyclopean, Garethi Imperial Language Family: Ancient Imperial/ Aureliani, Common Imperial, Draydakanish, HieroImperial, Hjaldingish/Saga Thorwalian Lizardfolk Language Family: Krakonish, Rssahh, Rssahh-Dra (Uthuria), Shingwanish (Myranor) Marine Language Family: Krakonish, Loualil (Myranor), Mahrish, Rissoal, Water Nymph Song, Z’Lit Ogre Language Family: Ogrish, Poropo (Uthuria) Orc Language Family: Oloarkh, Ologhaijan Thorwal Language Family: Fjarningish, Gjalskish, Hjaldingish / Saga Thorwalian, Thorwalian Bugbear Language Family: Golp, Trollish, Yetan Tulamidya Language Family: Alaani, Ancient Tulamidya, Ferkina, Gjalskish, Kemi, Raven Tongue, Ruuz, Tulamidya, Zelemja, Zhulchammaqra Utulu Language Family: Mohish, Petaya (Uthuria) Blended Languages Some languages are a mixture of multiple languages. The best examples are the Aventurian Bukanish, or Dshuku, which are spoken by the Jucumaqh tribes of Uthuria. At the GM’s discretion, blended languages belong to the same language family as the languages they contain, and therefore require only half the learning time for someone who already knows one of the languages involved. Common Languages Common languages allow travelers to foreign continents to hold at least a rudimentary conversation with the local inhabitants. The two best-known foreign common languages are Myranish and Uthurish. Garethi is well on its way to becoming a common language in Aventuria and for simplicity’s sake is considered a common language. Common languages always count as primitive languages when calculating learning times. Languages of Aventuria Language Language Specialization Script Description Amuurak None None The language of these primitive ape-men is a mixture of grunts and gestures. Amuurak has a maximum level of II. Bukanish None None Bukanish is a mix of Garethi, Tulamidya, Thorwalian, and Mohish. It is used by the southern Aventurian people, the Bukanians, who come from different places. Cyclopish None None The monotone language of the cyclopes. Cyclopish should not be confused with Cyclopean, a human language. Dragonnic None Drakned Glyphs (presumed) The language of dragons works via telepathy and mental images, not spoken words. Many Dragonnic terms appear in human minds as words with different meanings. Note: Dragonnic can only be spoken by humans via magic. Deep Dwarvish Various tribal dialects None Many assume that the deep dwarves do not have their own language, but these cave dwellers communicate using strange sounds. There is evidence that the language is related to Rogolan and Angram, but no dwarf would admit that. Deep Dwarvish has a maximum level of II. Ferkina Various tribal dialects None The language of the barbaric Ferkina is closely related to (Ancient) Tulamidya. However, it is less elegant and has a smaller vocabulary. 117


118 Chapter 2: General Special Abilities Language Language Specialization Script Description Giant’s Language* None None The language of the giants has almost died out. It is spoken only by the seven surviving Aventurian giants. Gjalskish Various tribal dialects Gjalsk Runes The language used by the Gjalsks is related to Thorwalian and Alaani and uses its own rune script, which only shamans can read. Golp None None Golp is an extremely simple language used by rummaging bugbears. It requires the use of gestures. Golp has a maximum level of II. Grolmish None None Little is known about the language of the grolms since they usually address business partners not in Grolmish but in the partners’ languages. Grolmish features glottal stops and clicking sounds. Hummerish None None Hummerish is the language of the lobsterlike people called Hummerians. Note: Only Hummerians can learn this language. Kemi* None Kemi-Symbols Kemi developed from Zelemja. It is the language of the Trahelians, and is now spoken only by a few southern Aventurians. It shares features with Uthurian Khami. Koboldish None None The language of kobolds sounds like chattering, probably because the language is spoken very quickly. Note: Koboldish can only be spoken by humans via magic. Krakonish None None The croaking language of the Krakonians is a special form of Rssahh. Why this marine race uses a lizard language is unknown, but the lizards may share a common origin with these people. Mahrish* Mar’sa (blue mares), Mar’ka (black mares) Mahrish Glyphs The language of the blue and black mares is almost extinct, just like the mares themselves. In addition to glottal stops and clicking sounds, the language sounds like a type of song. Molochish None None Molochish is spoken only by a small group of Molochs, a human tribe faithful to Efferd. Rissoal Various dialects of the Risso tribes None The language spoken by the Risso fish people is reminiscent of Z’Lit, to which it is apparently related. However, land creatures are also able to learn Rissoal. Water Nymph Song None None The marine race of water nymphs communicates via a melodic song as well as mental images. Note: humans must use magic to speak Water Nymph Song at levels II and III. Yetan Various tribal dialects None Yetan is the simple language of snow bugbears. It consists of clicking sounds. Zhulchammaqra Various tribal dialects None Zhulchammaqra is related to Ancient Tulamidya or Alaani. It is used by barbarians of the Troll Peaks. Z’Lit None None Z’Lit is the mother tongue of Zilits, a peaceful race of fishfolk. It is a kind of shared common language for all marine races. Note: Only beings with gills can speak this language. * The language is considered practically extinct in Aventuria.


119 Scripts of Aventuria Scripts Improvement Cost Alphabet Corresponding Language Amulashtra Glyphs, ancient 6 Around 300 signs Ancient Tulamidya Amulashtra Glyphs, modern 4 24 phonetic symbols Tulamidya Arkanil* 8 Unknown number of signs None Drakhard Marks 4 24 phonetic symbols Bosparano Drakned Glyphs* 6 Unknown number of signs Dragonnic (allegedly, but unproven) Gimaril 4 29 phonetic symbols and indications Garethi Gjalsk Runes 4 Unknown number of runes Gjalskish Kemi Symbols* 6 Several thousand phonetic symbols and indications Kemi Mahrish Glyphs* 6 Several hundred pictographs Mahrish * The script is considered practically extinct in Aventuria. Languages of Uthuria Language Language Specialization Script Description Black Gryphonish None High Gryphonish Alphabet The common tongue of the Khartariak consists of High Gryphonish, plus elements from the languages of their servant races (e.g., Dshuku and Goropo) and Zhayad. Dshuku Various tribal dialects None The language of the Jucumaqh, a barbarian tribe from northern Uthuria, is a hybrid of southern Aventurian and northern Uthurian languages. Goropo None None Goropo is the primitive language of the black ogres. It has similarities to Ogrish and Mohish. High Gryphonish* None High Gryphonish Alphabet The language of the mysterious Gryphones (Praios’ chosen people); it is also the old language of the Khartariak, the fallen Gryphon. Khami None Khami Hieroglyphs Used by the high culture of the Khami. It is very similar to Aventurian Kemi. Mahrish* Various dialects of the Mahrish peoples Mahrish Glyphs This language of the blue and black mares is almost extinct, just like the mares themselves. Their language consists of glottal stops, clicking sounds, and song-like utterances. Nathani Various tribal dialects Zhayad Signs This language of the green-skinned human tribe of Nanshemu is closely related to Zhayad, and uses the alphabet of the same name for its script. Petaya Various tribal dialects None Petaya is the language of the Owangi, the Uthurian relatives of the Utulu.


Chapter 2: General Special Abilities Language Language Specialization Script Description Rssahh-Dra Various tribal dialects None Rssahh-Dra is spoken by several lizard barbarian tribes of northern Uthuria (such as the Chaz’shirr, relatives of the achaz). The language is a regressed form of Rssahh. Rssahh-Dra has a maximum level of II. Uthurish None None Uthurish is the common language of Uthuria and contains elements from many Uthurian languages. Uthurish has a maximum level of II. Xoxota Regional dialects Xo’Artal Glyphs Xoxota is the language of the Xo’Artal. It is related to Rssahh and Mohish. * The language is considered practically extinct in Uthuria. Scripts of Uthuria Scripts Improvement Cost Alphabet Corresponding Language Chuchas* 4 About 20,000 signs Early Rssahh High Gryphonish 8 Unknown number of phonetic symbols and pictograms Black Gryphonish, High Gryphonish Khami Hieroglyphs 6 Several thousand phonetic symbols and indicators Khami Mahrish Glyphs* 6 Several hundred pictographs Mahrish Xo’Artal Glyphs 4 Several thousand phonetic symbols, and square designs, complemented by syllable characters Xoxota * The script is considered practically extinct in Uthuria. Languages of Myranor Language Language Specialization Script Description Ancient Imperial (Ancient Gyldenlandish, Aureliani) Regional dialects Ancient Imperial Signs Ancient Imperial is the language of the early Second Myranian Empire. In Aventuria, it is also known as Ancient Gyldenlandish or Aureliani. Archaic (Bashurish)* None Arkanil Bashurish is the language of the mysterious, magically gifted, threeeyed founders of the Myranian Empire. They are also known as the Ancients, Bashurides, or Archons. Scholars are amazed that the Bashurides apparently use the Arkanil script. Common Amaunal (AhMa) Regional dialects Amaunish Scratch Script Common Amaunal is the modern language of the Aumaunir, a race of catlike people. Common Imperial Regional dialects Imperial Signs Common Imperial is the language of the commoners in the Myranian Empire. It borrows heavily from other languages. 120


Language Language Specialization Script Description Draydakanish Regional dialects Draydakanish Signs The language of the cruel Draydak, who worship the Nameless One, is a form of Proto Imperial with Vesayian influences. Early Imperial* Regional dialects Early-Imperial Glyphs Early Imperial is the language of the First Myranian Empire, which arose from the Proto Empire. Considered extinct. Grolmurish None Grolmurish Syllable Signs This is the language of the G’Rolmur. Hiero Amaunal (AhMaGao) Regional dialects Amaunish Scratch-Script Hiero Amaunal is the ancient language of the Amaunir, a race of cat people. Hiero-Imperial Regional dialects Ancient Imperial Signs Hiero-Imperial is a developed form of Ancient-Imperial. It is spoken by the Optimates, the noble class of the Myranian Empire. Hjaldingish (Saga Thorwalian)* Regional dialects Imperial Signs / Hjaldingish Runes This is the language of the Aventurian Thorwalers’ ancestors, and is still known to them as Saga-Thorwalian. The language evolved from Proto Imperial. Kerrishitish Various island dialects Kerrishitish Syllable Signs This is the language of the Kerrishites. Leonal (Khorrzu) Various tribal dialects Khorrzu-Symbols Leonal is the language of the Leonir, a race of lion people. Loualil None None This is the language of the Loualil. Myranish None None Myranish is the common language of Myranor. It contains elements from many Myranian languages. Myranish has a maximum level of II. Neristal None Imperial Signs Neristal is the modern language of the Neristu. It evolved from Ancient Neristal. Note: Only creatures with four or more arms can learn level II and level III. Pardiral (Bhagrach) Various tribal dialects None Simple Pardiral is the language of the Pardir, a race of panther people. Shingwanish Various tribal dialects Kalshinshi This is the language of the Shingwa, a race of lizardfolk. Shinoq None None This is the language of the Shinoqi, a race of lizardfolk. Vinshinish None Narkramarish Syllable Signs The language of the Vinshina. It evolved from Ancient Tesumurrish. * The language is considered practically extinct in Myranor. 121


122 Chapter 2: General Special Abilities Scripts of Myranor Scripts Improvement Cost Alphabet Corresponding Language Ancient Imperial Signs 4 57 signs Old-Imperial Letters Old Imperial is the language of the early Second Myranian Empire. It is also known as Ancient Gyldenlandish or Aureliani. Amaunish Scratch Script 4 About 250 syllable signs Hiero-Amaunal, Common-Amaunal Anneristalya Pictographic Writing* 6 More than 10,000 pictograms Ancient-Neristal Arkanil* 8 Unknown number of signs None Draydakanish Signs 4 Several hundred syllable signs Draydakanish Early Imperial Glyphs 4 Several hundred syllable signs Early-Imperial Hjaldingish Runes* 4 About 30 letters and several dozen pictograms Hjaldingish (Saga Thorwalian) Imperial Signs 4 25 signs Common Imperial, Hiero Imperial, Hjaldingish Kerrishitish Syllable Signs 4 About 70 syllable signs and a dozen indicators Kerrishitish Khorrzu Symbols 2 Around 400 pictographs Leonal *This script is considered practically extinct in Myranor.


123 Chapter 3: Advanced Combat Rules “My people, the Angroshim, have followed our traditional fighting methods for millennia. No humans are as proficient as dwarves at tunnel combat, using a crossbow, or wielding a rock-cleaver. However, I have learned from my journeys that we Angroshim should not underestimate the other races. Humans developed many styles of combat over the centuries, and a few of them are reasonably good. The large folk ride on horses, which makes them highly mobile fighters. Those knights, as their mounted fighters are known, hold large festivals called tournaments where entrants test their skills against each other. Dwarves are not made for riding, even though Calaman’s heirs may have different opinions about that. No Angroshim should underestimate a human warrior on horseback. The humans are numerous, and every kingdom of the large folk has its warriors. The Thorwalers use axe and shield, like us, but unlike us, they enjoy the water and are too large to fight in our tunnels. The slender toothpicks that Horasians call weapons can hardly pierce real armor, but their fighters are fast and good at finding unprotected areas. Then there are the Maraskani, who use poisoned weapons—not very honorable, but admittedly, very effective.” – Hardas son of Kurolas, forge dwarf adventurer, 1033 FB The basic rules for combat appear in the Core Rules. This chapter introduces advanced rules for combat, highlighting individual styles of fighting. All of these rules are Level I Focus Rules for combat. This chapter introduces rules for hit zones, new types of attack (such as provoking your enemies), new armed and unarmed combat styles, comprehensive tournament rules, and rules for combat under water, in the air, while riding a mount, and on chariots. For new Combat Special Abilities, see Chapter 4, starting on page 149.


Chapter 3: Advanced Combat Rules Advanced Combat Rules Overview Advantages and disadvantages that can only be used with the corresponding Focus Rule are marked with “FR” for Focus Rule. Special Attack Options in Combat New attack options add another aspect to combat. By using skills such as Intimidation, a character can now attempt to provoke one’s enemy into making a mistake, for example. Hit Zone Rules Hit zones help determine where a blow hits an enemy (for instance, arm, leg, or head) and what additional effects, if any, affect the target. These rules also introduce wound thresholds, which measure weakening of specific areas of the body after accumulating damage. These rules include hit zones for animals and monsters whose physical build is different from humanoids. Tournament Rules Knights and other participants may test their skill and strength in numerous tournaments held across Aventuria each year. Tournaments are a fixed part of an adventurer’s life, so the Compendium describes the tournament itself, the weapons used there, and rules for both. There are also rules about how to use the tournament as an event for the entire party. The section on tournaments also includes descriptions of prizes and an extensive tournament calendar. Combat Styles With combat styles, we introduce a very particular type of combat special ability that gives warriors and wandering swords more options for specialization. There are strict prerequisites for learning a new combat style, but this also provides access to additional special abilities that not every warrior can use. Special Attack Options in Combat The following is a Level I Focus Rule I for actions. Warriors have several options beyond the usual attackand-parry exchange to determine the outcome of a battle. This section presents rules for using skills, manipulating the combat environment, and provoking enemies. Provocation allows characters to induce opponents to specific actions in combat, thereby rendering them more vulnerable. Rules for including the environment in combat address specific types of attack, such as swinging on a rope or pulling a carpet out from under someone, and provides many examples showing, for example, how to use skills in combat to help one’s companions or to ensure the group’s survival. Use of Combat Environment Nearly all characters want to use the combat environment to their advantage. In most cases, doing so requires a check. Any character can use this option, as long as the combat environment allows it. No special ability is required, but characters must spend actions to manipulate the combat environment. The exact number of actions this requires is listed in each option’s description. Using the environment in this manner usually benefits the character. However, the greatest potential disadvantage is that a suitable combat environment must be available. Furthermore, if the check fails while the enemy is within attacking distance, every option listed below has the negative effect of incurring an attack of opportunity. The following list of options for manipulating the combat environment is by no means comprehensive. Instead, think of them as suggestions and inspirations for your own options. Official adventures occasionally list additional options, the rules for which may vary from those presented here, depending on the situation. Pulling On a Carpet When one or more enemies stand on a carpet, the character can attempt to pull it out from under them, causing them to fall. Rules: This option requires 1 action. The player makes a check on Feat of Strength (Dragging & Pulling) with a penalty of -1 for every 110 pounds of weight on the carpet. If this check is successful, everyone standing on the carpet must make a check on Body Control (Combat Maneuvers) with a penalty of QL/2 from the check on Feat of Strength (Dragging & Pulling). Targets of this attack receive the state prone if they fail their Body Control (Combat Maneuvers) check. Sliding Down the Railing Skillful characters may attempt to slide down a railing and kick an enemy while doing so. Rules: This option requires 1 action. To slide down a railing, makes a check on Body Control (Combat Maneuvers) with a penalty of -1. If the check succeeds, the character has two options: Move 13 feet farther than normally possible for one action (but only in the direction the character is sliding). To kick an opponent at the bottom of the railing, make a Brawling AT with a penalty of -2 (without basic or special maneuvers). If the target’s defense against I 124


This check receives a bonus of +2 if the surface slopes toward the target. this attack fails, the target receives 1D6+1 DP, is thrown back 1D3 yards, and receives the state prone. A target who successfully parries the attack receives no damage but is thrown back 1D3 feet. Note: an enemy who successfully defends either with a shield or by dodging does not receive DP and is not thrown back. Obstruction through Curtain/Canopy A character can use a curtain, canopy, or other large cloth to restrain an enemy or otherwise interfere with their actions. Rules: This option requires 1 action. The character tears down a curtain or similar item and uses it to hamper the enemies’ actions. The character makes a check on Feat of Strength (Dragging & Pulling) with a penalty of -1 to tear down a curtain. A large curtain may affect multiple enemies. If the check succeeds, everyone underneath the curtain must make a successful check on Body Control (Combat Maneuvers) with a penalty of QL/2 from the attacker’s check on Feat of Strength (Dragging & Pulling). If this check fails, every enemy must roll 1D6. On a result of 1–2, the enemy receives the state prone; 3–4, the enemy receives the state cramped until the end of the next CR; 5–6, the enemy receives the state bound until the end of the next CR. Rolling Barrels Characters can tip large barrels and send them rolling towards enemies, whether to cause injury or make the target trip and fall. Rules: This option requires 1 action. If the barrels are tied together, this costs 1 additional action. To untie the barrels, make a check on Ropes (Knots) or cut the safety rope (5 structure points) by reducing the structure points to 0 (see Core Rules, page 349). Then, to start the barrels rolling, the character makes a check on Feat of Strength (Pushing & Bending) with a penalty of -1 for every 110 pounds the barrel weighs. Targets may attempt to dodge by making a check on Body Control (Combat Maneuvers) with a penalty of -1 for every 3 barrels. If this check fails, each target rolls 1D6. On a result of 1–2, the target receives 1D6+1 DP; 3–4, the target receives the state prone; 5–6, the target receives 1 level of Stupor until the end of the next CR. Throwing Small Objects Throwing small objects is a suitable way to distract mages and Blessed Ones from casting spells or liturgical chants. Such objects do not cause damage but are merely large enough to disrupt actions if, for example, someone is hit on the head. Rules: This option requires 1 action. To throw objects such as dates, dice, and similar items, make a RC check using Thrown Weapons. The range is usually 5/10/15, and the reload time is 1 action. Individuals may dodge small thrown objects or parry them with a shield. Hits do not cause DP, but the opponent must make a check on Self-Control (Ignore Distractions) with a bonus of +2 to avoid aborting a longer action. Depending on the object, the GM is free to modify the range. Modifiers vary depending on the object. For example, dates grant a bonus of +3, while dice grant a bonus of only +1. 125


Chapter 3: Advanced Combat Rules Dropping a Chandelier Most chandeliers in Aventuria hang by ropes or chains. If someone unties or breaks the mounting or rope knot, these heavy constructs can seriously injure people standing directly beneath them. Rules: To begin, the character must decide how to undo the chandelier’s mounting: either by cutting the rope/chain, or by untying the mounting knot. When attempting to untie the knot, 1 action is required per check. When cutting the rope, the character can make one attack against the rope/ chain per action. Depending on the structure points and the weapon, the amount of time it takes to disconnect a chandelier can vary. To untie the knot, make a check on Ropes (Knots) with a penalty of -2. To cut the mounting, one must reduce the structure points of the rope (5 structure points) or of the chain (10 structure points) to 0 (see Core Rules, page 349). The number of targets that may be hit depend on the size of the chandelier. Individuals can avoid the chandelier by making a check on Body Control (Combat Maneuvers or Jumping). If this fails, each target must roll 1D6. On a result of 1–2, the target receives 1D6+4 DP; 3–4, the target receives the state prone; 5–6, the target receives the state bound until the end of the next CR. Swinging on a Rope/Chain Sometimes a character wants to grab a rope or chain and swing across something, either to get to another area or to hit an enemy with the impact of the swing. Rules: First, a character must be able to reach a rope or chain suitable for swinging. If doing so requires movement, spend 1 action. Then make a check with Body Control (Jumping) to reach it. If successful, the character has two options, as follows. Spend 1 action to swing in the desired direction. The distance that may be swung is limited by the length of the rope/chain. To reach a point at the same height or lower than the character started at, make a check on Body Control (Combat Maneuvers) with a penalty of -2. Swinging to a point higher than the character started at requires an additional check on Climbing and costs 1 additional action. If the check fails, the character does not reach the desired location and the action(s) remain spent, but the character may try again in the next CR. To punch or kick an opponent, make a Brawling AT (without basic or special maneuvers) with a penalty of -2. If the check fails, the attacker falls and suffers falling damage (the height depends on the situation). If the attack succeeds but the target’s defense fails, the target takes 1D6+1 DP, is thrown back 1D3 yards, and receives the state prone. If the target parries the attack, the target receives no damage but is pushed back 1D3 feet. If the target successfully defends with a shield or dodges, the target takes no DP and is not thrown back. Skill Use Characters sometimes want (or need) to use non-combat skills during a fight. For instance, the group’s burglar might need to pick the lock on a door that blocks the party’s escape route while the others fend off the guards, or the mechanicus might need to disable a pump that is filling the room with water and alligators. To maintain the necessary drama and tension, a skill check made during combat should last several CR. Cumulative checks work best in these situations, although a competitive check or a simple check might also make sense in some cases. 126


You may ignore this option if you or your gaming group wish to solve the riddle the old fashioned way (that is, by using brainpower). In general, use a competitive check when a character wants to act against an enemy. A classic example of this is trying to hold a door shut while an enemy on the other side tries to push it open. Use a simple check whenever the GM wants to determine what happens using QL. This might be helpful, for example, if one wants to strew obstacles in an opponent’s path. Group cumulative checks or group competitive checks might also be appropriate. Since a CR only lasts a few seconds, the time interval for the check should also be only 1 CR. The interval in this case should depend on the situation. Skill use in combat might prove particularly challenging for non-combat-oriented characters who want to make use of their expertise. The following examples illustrate some of the countless ways in which other skills may be put to use in combat. Pushing a Small Boulder Pushing a small boulder (those that weigh 100–200 pounds) or a similar object requires a cumulative check on Feat of Strength (Pushing & Bending or Lifting) with a time interval of 1 CR. The Gm should adjust the number of attempts for the check to reflect the difficulty of pushing the boulder. Large Rocks: Pushing large rocks (those that weigh less than 100 pounds) uses the same rules as for Rolling Barrels (see page 125). Climbing Up/Down Characters often must climb up or down a surface within a certain amount of time. For instance, the characters may want to reach cover to escape being shot at, or they may need to climb a watchtower and lower the portcullis before enemy reinforcements arrive. To do this, make a cumulative check on Climbing (suitable application) with a time interval of 1 CR. Activate/Deactivate Mechanism To activate or deactivate complex mechanisms, make a cumulative check on Mechanics (Levers, Hydraulics, or Complicated Systems) (time interval 1 CR). The GM may limit the number of attempts, depending on circumstances. Startle Horses Driving horses away so that the enemy cannot use them to flee or give chase is often achieved simply by startling the beasts. To do this, make a competitive check of Animal Lore (Domesticated Animals) versus the horse’s Willpower, with a penalty of -1. If the character wins the check, the animals move away at their maximum MOV until they are rounded up, blocked by a natural obstacle, or else collapse in exhaustion. Each check has an interval of 1 action. Horses with riders on their backs cannot be driven off in this manner. Solve Riddle To solve a riddle under duress, for instance to quickly decode a star chart or decipher the magical words that cause a door to open, make a cumulative check on the corresponding Knowledge skill (time interval 1 CR). Pick Lock To pick a lock during combat, make a cumulative check on Pick Lock (Bit Locks or Combination Locks) with an interval of 1 CR. The number of permitted attempts should reflect how difficult it is to open the lock during combat. Simple locks may be granted an infinite number of attempts. Force a Door There are two ways to break through a door: either reduce the door’s structure points by means of a weapon, or attempt to force it open with a check on Feat of Strength (Breaking & Smashing). To reduce structure points by means of a weapon, use the rules for structure damage (see Core Rules, page 349). Note that not every weapon is suitable for damaging a door. For example, weapons from the combat techniques Brawling, Bows, Crossbows, Daggers, Fencing Weapons, and Thrown Weapons usually do not cause sufficient damage. A maximum of two characters may cooperate to force a door. Before a character tries to kick in a door, the GM must determine whether the door is robust. If not, 1 action and a successful check on Feat of Strength (Breaking & Smashing) are sufficient to break the door open. If the door is robust, make a cumulative Feat of Strength (Breaking & Smashing) check with a time interval of 1 CR, tallying QL as usual. The number of attempts should reflect the task’s relative difficulty. Holding Door/Window or Pushing Door/Window Eventually, one or more characters may want to block a door or a window to prevent an enemy from entering the room. The situation might also be reversed, meaning that the characters need to push a door open and gain entry to a room. 127


128 Chapter 3: Advanced Combat Rules Both cases require a competitive check between Feat of Strength (Pushing & Bending or Dragging & Pulling) and Feat of Strength (Pushing & Bending or Dragging & Pulling). The GM should allow the same number of people on both sides to make the check (asking for a group competitive check, if appropriate). Additional helpers grant a bonus of up to +3, total, for their side’s skill check. If a door or other portal is simply stuck (in other words, it is not being held or pushed open by an enemy), make a cumulative check on Feat of Strength (Pushing & Bending or Dragging & Pulling) with a time interval of 1 CR. The number of attempts should reflect the task’s difficulty. Hit Zone Rules This is a Level I Focus Rule for combat. The Core Rules assume that any injury, such as results from an attack, always has the same result, and therefore armor protection nearly always applies. Whether you hit an enemy in the head or leg usually makes no difference, and this kind of abstraction is what makes the game fast and fun. The rules presented here are intended for those of you who wish to add a greater level of detail to your combat scenes. These hit zone rules provide different consequences for hits on different areas. For example, a heavy blow to the leg would probably make an enemy topple over, while a hard blow to the head might render an opponent unconscious. This level of detail is far more realistic, and while it makes combat take a little longer to resolve, we think you’ll like the results. For additional rules and detail regarding hit zones, see the Hit Zone Dice Set. Hit Zones To use these rules, start by conducting combat as you do normally, without the rules for hit zones. In other words, make a melee or ranged attack, and roll the target’s defense, if applicable. If the defense fails, however, you do not immediately roll damage. Instead, you first determine which body part is hit by rolling the appropriate D20 and cross-referencing the result on one of the following tables. The probability of hitting a specific location depends upon the target creature. We provide tables for the most common types of creatures, and we encourage you to create custom tables for creatures of your own design. Humanoids generally possess the following hit zones: head, torso, left arm, right arm, left leg, and right leg. Lizardfolk, such as the achaz, also have a tail hit zone. Some creatures have other hit zones, because, for example, they possess wings or have more than two arms. Size category comes into play as well. For example, when facing a medium-sized enemy, a small attacker must roll on the table for large humanoids. Similarly, when facing a medium-sized enemy, a large attacker must roll on the table for small humanoids. Rolling All Dice Simultaneously Optional Rule To speed play when using the rules for hit zones, roll an additional D20 when you roll the attack. This way, you can immediately check where the blow lands (assuming that the attack succeeds) without needing to roll again. Make sure the hit zone D20 is distinguishable from the dice that you use for the attack. We suggest using one of a different color, or, of course, using an official hit zone die! Example: Geron is fighting an orc. His attack succeeds and the orc fails to defend himself. Since the group has decided to use the rules for hit zones, Geron’s player first determines the location, or hit zone, in which the orc was hit. The orc is wearing leather armor that protects his torso but not his arms, legs, or head, so hit zone can make a significant difference in the outcome. Geron’s player rolls a 5 on 1D20 and checks the table for medium-sized humanoids (the orc’s category), noting that the blow strikes the orc in the torso. I The Core Rules and this Focus Rule do not cover situations where targets are wearing different armor on different hit zones. A mage in a gambeson or a hunter in leather armor will not always be wearing a helmet. The Aventurian Armory includes a corresponding Focus Rule for these situations.


129 Hit Zones (D20) Humanoid, size category Small Humanoid, size category Medium Humanoid, size category Large Result Zone Result Zone Result Zone 1–6 Head 1–2 Head 1–2 Head 7–10 Torso 3–12 Torso 3–6 Torso 11–18 Arms 13–16 Arms 7–16 Arms 19–20 Legs 17–20 Legs 17–20 Legs An even result hits the right arm or leg, while an odd result hits the left arm or leg. Hit Zones (D20) Nonhumanoid, four-footed, size category Small (e.g., goat) Nonhumanoid, four-footed, size category medium (e.g., wolf) Nonhumanoid, four-footed, size category large (e.g., bull) Result Zone Result Zone Result Zone 1–4 Head 1–4 Head 1–5 Head 5–12 Torso 5–10 Torso 6–11 Torso 13–16 Front Legs 11–16 Front Legs 12–16 Front Legs 17–20 Rear Legs 17–20 Rear Legs 17–20 Rear Legs An even result hits the right leg, while an odd result hits the left leg.


Chapter 3: Advanced Combat Rules Hit Zones (D20) Nonhumanoid, six limbs and tail, size category Large (e.g., tatzelwurm) Nonhumanoid, six limbs and tail, size category Huge (e.g., dragon) Nonhumanoid, tentacled, size categories Medium to Huge (e.g., krakennewt) Result Zone Result Zone Result Zone 1–4 Head 1–2 Head 1–2 Head 5–12 Torso 3–10 Torso 3–6 Torso 13–14 Front Limbs 11–14 Front Limbs The next numbers in sequence indicate one of the tentacles. Any remaining numbers default to the torso. 15–16 Middle Limbs (e.g., Legs or Wings) 15–16 Middle Limbs (e.g., Legs or Wings) Nonhumanoid, no differentiated zones (e.g., giant amoeba) 17–18 Rear Limbs 17–18 Rear Limbs Result Zone 19–20 Tail 19–20 Tail 1–20 Body Where applicable, an even result hits the right limb, while an odd result hits the left limb. 130


When using these SA against targets with the state surprised, halve the penalty first, and then reduce it by 2. Example Penalties for Weak Spots The following are some examples of penalties: Dragon: Belly (-2), Wings (-6), Neck (-4), Base of the Neck (-6), Tail (-2) Krakonian: Nervous System (-8) Giant Stag Beetle: Belly (-2), Joints (-4) Targeted Attacks It is possible to target specific body parts. Such targeted attacks incur a penalty, as described in the table Target Hit Zone Penalties, below. If the target already has the state surprised (see Core Rules, page 36), reduce the penalty by 2. If the attacker has the special abilities Targeted Attack or Targeted Shot, halve the penalty. These penalties replace the attack modifiers for size categories (see Core Rules, page 239). Example: Geron really wants to hit the orc’s weapon (right) arm. The orc’s armor doesn’t protect his arms, and Geron is hoping to make the orc drop his weapon. Geron’s AT penalty is -6. If Geron possessed the combat special ability Targeted Attack, and the orc was suffering the state surprised, Geron’s attack would have received a penalty of -1 (half of -6 is -3; adding +2 for surprised would make it -1). Target Hit Zones Penalties Humanoid, size categories Small to Large Hit Zone AT or RC Modifier Head -10 Torso -4 Arms -8 Legs -8 Target Weak Spots Targeting certain body parts doesn't only help bypass the armor of a fighter or cause an additional wound effect. It also helps you hit particularly vital areas of monsters, animals, or humanoids. Some creatures are especially well armored on certain body parts while others have little or no armor protection. Also, hits in certain zones can result in severe pain or severe injuries. Hitting such a location (if it even exists) requires specific knowledge. To determine if a character knows of such a location, make a check on Animal Lore. Also, the creature’s description must mention a specific weak spot. If the check fails (or the creature does not have a weak spot), the spot cannot be targeted. Weak spots can also be targeted using the rules for targeted attacks. These areas have varying difficulties to hit, depending on their size and their accessibility. Penalties range from -2 to -8, as shown for the corresponding creatures. If successful, in addition to causing damage, the attack causes the effect(s) described in the creature’s stats. Example: Geron is facing a giant stag beetle. The stag beetle generally has a PRO of 5, but the PRO on its underside and leg joints is only 2 and 0, respectively. Geron has the SA Targeted Attack and is willing to accept the -2 penalty to target the giant stag beetle’s underside. If Geron’s attack succeeds, the stag beetle may only apply 2 PRO against it, and thus may suffer more DP. Wound Thresholds and Wound Effects A strike to a hit zone can also produce wound effects. A heavy blow against the head may result in one level of Stupor, while a wound to the leg may knock an enemy down. Every creature has a wound threshold equal to half of its CON attribute, rounded up. When a creature suffers damage equal to or greater than its wound threshold, it must make a check to see if it suffers a wound effect. This check is made against Self-Control (Stay Conscious or Ignore Distractions), depending on the hit location (as indicated in the table Wound Effects). The check suffers a penalty equal to the multiple by which the damage equaled or exceeded the wound threshold. If successful, the creature suffers no wound effect. Only one check is required, regardless of the multiple by which the damage exceeded the wound threshold. 131


132 Chapter 3: Advanced Combat Rules For example, an adventurer with a CON of 11 has a wound threshold of 6. If injured, the adventurer would suffer a penalty of -1 to the check after suffering 6 DP, a penalty of -2 for 12 DP, a penalty of -3 for 18 DP, and so on. Example: Carolan takes a blow from an enemy who targeted Carolan’s head. Carolan has a CON of 11. This means that his Wound Threshold is 6 (11/2 = 5.5, and therefore 6). The enemy achieves 12 DP. Not only is the damage sufficient to require a check for a wound effect, the enemy has inflicted twice as much damage as Carolan’s wound threshold of 6. Carolan’s player must now make a check on Self-Control (Stay Conscious), applying a penalty of -2 since the damage was twice that of the wound threshold. If the check fails, Carolan suffers 1 level of Stupor. New Advantages Unyielding I Some people are very tough. They can take heavy hits without suffering impairment, and they hardly seem phased by blows to the head. Rules: Increase the character’s Wound Threshold by 1. AP Value: 5 adventure points Resilient I Some people grit their teeth and ignore their injuries. Rules: Receive a bonus of +1 when making a Self-Control (Stay Conscious or Ignore Distractions) check to avoid wound effects. AP Value: 3 adventure points In the Eye and Through the Hand Optional Rule The hit zone system allows attackers to target different areas: arms, legs, torso, and head. For the Core Rules, we deliberately avoided extrapolating damage to the nth degree, and thus do not list penalties and effects for things like shots in the eye or through the neck. Such hits are usually fatal in real life, but this is a fantasy game, and we believe that a single hit during combat should not result in immediate character death. Since The Dark Eye uses a life point system, we chose to ignore this aspect of combat. However, this does not mean that you cannot elect to use rules that reflect injuries to these parts of the body. If so, we suggest that anyone targeting these zones suffer penalties of about 10 to 16. See the table below for examples of targets and suggested penalties. The GM decides the specific wound effects for hits against these zones. These penalties replace the modifiers for size categories (see Core Rules, page 239) and are valid for humanoids from size categories small to large. Penalties for Targeting Small Zones Body Part Attack Penalty Eye -16 Foot -12 Neck -14 Hand -12 Wound Effects Hit Zone Effect Check to Resist Head +1 level of Stupor Self-Control (Stay Conscious) Torso Additional 1D3+1 DP Self-Control (Stay Conscious) Arms Target drops the item held in this hand (a onehanded weapon or other item falls to the ground; no effect for two-handed weapons or shields). Self-Control (Ignore Distractions) Legs Target suffers the state prone. Self-Control (Ignore Distractions)


133 New Disadvantages Brittle Bones I Some people start to scream the moment they receive the slightest injury in battle. Compared to others, they suffer more from injuries. Rules: Reduce your character’s Wound Threshold by 1. AP Value: 3 adventure points Glass Jaw I Not everyone can ignore a hit and keep fighting. Glassjawed characters get knocked to the ground more easily, lose hold of their weapons more often, or suffer more from hits to the head or jaw. Rules: Suffer a penalty of -2 when making a Self-Control (Stay Conscious or Ignore Distractions) check to avoid wound effects. AP Value: 3 adventure points Combat in Three Dimensions This is a Level I Focus Rule for combat. Not all fights happen on even ground between combatants who are directly facing each other. Characters at sea or in proximity to bodies of water sometimes find themselves fighting in the water. It is also possible that some or even all combatants wind up fighting in the air because they have wings or access to a witches’ broom or a flying carpet. These situations require special rules, which supplement those in the Core Rules (see Core Rules, page 239). Combat in Water Combat in water usually involves one of the following three situations: When hip deep in water, the character receives a penalty of -2 on attacks and parries but is not constrained in any other way. If the water reaches the character’s armpits but the character can still stand on firm ground, the penalty increases to -4. Furthermore, chain weapons and ranged weapons cannot be used unless designed for underwater combat. Halve the DP for attacks with other weapons. Only daggers, fencing weapons, and polearms still cause full damage. If the character’s feet cannot touch firm ground, the penalty increases to -6. Chain weapons and ranged weapons cannot be used unless designed for underwater combat. Halve the DP for attacks with other weapons. Only daggers, fencing weapons, and polearms still cause full damage. Moreover, the character cannot take any action that requires firm ground. For example, the maneuver Takedown is not possible. The same applies to other maneuvers that result in the state prone. In general, one cannot receive the state prone under water. Even without terrain features, it is possible to gain an advantageous position under water (see Core Rules, page 238). Rather than a check on Body Control (Combat Maneuvers) as usual, this requires a check on Swimming (Combat Maneuvers). However, while swimming, halve the character’s MOV (before applying any other penalties due to encumbrance or other factors). The rules for suffocation damage (see Core Rules, page 341) also apply if the combatant(s) cannot stay under water indefinitely without drowning. Combat in Water Situation Modifiers on AT and PA Water up to the waist -2 Water up to the armpits -4 Combat in bottomless water -6 Combat in the Air Some characters can fly, whether as a result of innate abilities or through the use of items such as witches’ brooms or flying carpets. This does not restrict their combat abilities as long as their hands are free and not needed to steer a flying object. In fact, this even grants some advantages. To gain an advantageous position while flying (see Core Rules, page 238), make a check on Flying (Combat Maneuvers), not Body Control (Combat Maneuvers). Flying characters automatically receive an advantageous position I


134 Chapter 3: Advanced Combat Rules when fighting non-flying targets. Furthermore, targets may not perform any actions or achieve any results against a flying character that require firm ground. For example, in this case, a non-flying opponent may not perform the maneuver Takedown. This applies to other maneuvers that result in the state prone as well. In general, flying targets cannot receive the state prone. Flying characters that lose the ability to fly as the result of being bound or similar situations also lose the combat advantages of flying. Moreover, they usually fall to the ground and suffer falling damage (see Core Rules, page 340). Combat While Mounted A large variety of different creatures are available to carry a person on their back, including horses, camels, or even wild boars. These mounts serve as transportation as well as to gain advantages in combat. Even experienced soldiers may do little against a knight in full gallop, and even a feeble goblin becomes a dangerous opponent while riding on the back of a wild boar. The basic rules for mounted combat (see Core Rules, page 239) apply to mundane animals such as horse and camels, but require additional considerations when resolving mounted combat with intelligent creatures such as griffons or dragons. However, such creatures usually act independently and don’t follow the commands of a rider. Commands for Mounts Even though most riders prefer to attack their enemies directly, they also have the option to give their mount a command to attack (see Core Rules, page 240), for which a check on Riding (Combat Maneuvers) is necessary. If the check fails, the mount ignores the command, but the rider suffers no further consequences. The following new commands supplement those introduced in the Core Rules. Note that the rider must have the corresponding Command special ability to use these new commands, and the mount must have the corresponding special ability as well. Remember it is also possible to command a mount to make a normal attack. Example: Brother Hilbert is riding his tame mammoth through Gjalskland when he is attacked by an orc who wants the mammoth’s meat and tusks. Hilbert has the command special ability Stomp and the mammoth has the corresponding SA Stomp. When it is Hilbert’s turn to act, he can give his mammoth the command and the mammoth can use the SA for its attack on the orc.


135 New Commands Flying Attack: To make a Flying Attack, the mount must have a flying distance of at least 26 feet and a MOV of at least 4. The attack suffers a penalty of -2, and targets may defend as usual. If the attack succeeds, increase the mount’s normal damage by 2. If the Flying Attack fails, the defender may make an attack of opportunity. However, if the Flying Attack succeeded, the attack receives a penalty of -6 against the rider and mount during this CR as both quickly fly past. At the end of the CR, the flying mount ends its movement a distance of MOV/2 from the target, whether the Flying Attack succeeded or not. Grapple: A mount can grapple, lift, and choke a target of a smaller size category with whatever it has available (such as tentacles, arms, or, in some cases, its body). The animal’s attack suffers a penalty of -4. A target that fails to defend receives the states bound and cramped for as long as it remains held. Until the target escapes, the animal need make no further attack roll, and the animal automatically inflicts a number of DP equal to the DP inflicted during the initial attack each CR thereafter. Alternatively, if the animal has a bite attack, it may spend 1 action in the next CR to lift the victim to its maw and make a bite attack. Bite attacks automatically succeed against grappled targets, but after doing so, the animal’s defense decreases to 0 for the remainder of that CR. To escape a grapple, the target must make a successful competitive check on Feat of Strength (Dragging & Pulling). The animal can release the target by spending a free action. If the animal lifted its target, the target falls and receives the state prone unless it makes a successful Body Control (Combat Maneuver) check. Powerful Blow: Some creatures are strong enough to smash targets to the ground. After a successful attack from the mount, enemies in size categories medium and small must make a check on Feat of Strength or else receive the state prone. This check suffers a penalty equal to half the animal’s strength above 20 (for example, with STR 23, the penalty is -2, while with STR 26, the penalty is -3). Attempts to Parry a powerful blow also require a check on Feat of Strength, regardless of whether the parry succeeds. The Powerful Blow can be completely avoided only by dodging. Stomp: Large animals and creatures sometimes try to Stomp their enemies. The target must have the state prone or else be of a smaller size category than the attacker. The attack inflicts the same DP as a Trample, but exposes the animal to injury because it does not move away from the target, as with a Trample attack. After conducting a Stomp attack, the animal receives a penalty of -2 on its defense for the remainder of the CR. Overrun: This is similar to a Mounted Charge, but the animal continues moving after the attack, even if the attack succeeds. To attack, the mount must have a run-up distance of at least 26 feet and a MOV of at least 4. The target may defend as usual. If the Overrun fails, the defender may make an attack of


Chapter 3: Advanced Combat Rules opportunity with a penalty of -4. At the end of the CR, the mount winds up (MOV/2) yards from the target, regardless of whether the attack succeeded. Combat While Riding a Chariot Mounted warriors are the most powerful troops in Aventurian armies, but this was not always the case. Before knights in shining armor could ride into battle on mighty destriers, they had to first breed horses that were large enough and strong enough to carry a person with heavy armor and weapons over long distances. Also, remaining on horseback was difficult before saddles became commonplace, and riders could not impart their full momentum to targets before the invention of stirrups. Before these innovations, chariots ruled the battlefield. Steering a chariot is no more difficult than steering a cart, and even weak animals can pull a wheeled vehicle. This is especially true for chariots, which are usually made of light wood and leather and fitted with weightsaving wheels, which add to their speed. Chariots are still in use in some places, but most modern realms prefer the more flexible cavalry. Chariots had four main functions: transport fresh infantry into combat, provide a very fast means of transport for a small number of people, serve as a mobile platform for ranged combatants, and allow for frontal assaults to break the enemy ranks. That last function is usually achieved by trampling enemies or sometimes simply as a result of the terrifying sight of a chariot rushing at full speed towards you. Order of Chariot Combat Not all rules for mounted combat apply to chariots; chariot combat uses the following rules (only): Any creature that is suitable as a mount can be put before a chariot. Chariots require obstacle-free terrain. Since the animals are only pulling the weight, not carrying it, they can pull twice their carrying capacity in weight. A chariot’s maximum speed is limited to the MOV of the slowest draft animal. If the MOV of at least one of a chariot’s animals is 0—for example, due to injuries or assigned states—no further movement is possible. If the animal’s MOV is reduced to 0 while the chariot is moving, all passengers must make a check on Body Control (Balance) due to the sudden halt. If the check fails, they fall off the chariot and suffer a fall from a height of 3 feet (walk, trot) or 6 feet (gallop) (see Core Rules, page 340). To change the animals’ pace (stand, walk, trot, gallop), the driver must spend 1 action and make a successful check on Driving (Combat Maneuvers). The same applies when changing direction. If the check fails, neither the speed nor the direction changes, but there are no other consequences for the driver. Turning a chariot 180 degrees requires a stretch of 65 feet. In place of normal movement, the driver can give the animals one of the following mounted combat commands by spending 1 action: Disengage, Grapple, Powerful Blow, Scythe Attack, Stomp, or Trample, provided the mount is physically able to carry out the command and possess the corresponding special abilities (with the exceptions of Disengage and Scythe Attack—only the rider needs to have those SAs; see page 167). This requires a successful check on Driving (Combat Maneuvers). If the check fails, the animals ignore the command, but there are no further consequences for the driver. If the draft animals are harnessed one after another, then only the first row may carry out combat commands. Scythe Attack: To perform a Scythe Attack, the draft animals must be galloping and the vehicle’s wheels must be equipped with scythes. If the check on Driving (Combat Maneuvers) succeeds, the chariot moves its full MOV and attacks all targets within 1.5 feet of the chariot’s path. This attack causes 1D6+2 plus MOV/2 DP and can only be avoided with a successful check on Dodge. Note that the scythes may injure people that are not directly targeted, especially if the chariot moves through a narrow passageway or a tightly packed crowd of people. Tilt is not possible from a chariot. The chariot driver uses the lowest INI base stat of the draft animals to determine Initiative. Passengers use their own INI base stats. The passengers of a chariots have an advantageous position against infantry. Ranged combatants on a chariot are subject to the penalties for mounted ranged combat (see Core Rules, page 242). However, they halve the penalties for mount movement (see the Chariot Modifiers table). Parry can be conducted as usual from a chariot, but Dodge receives a penalty of -2 if one does not jump from the chariot. If one does jump, the penalty may be ignored. 136


Regarding attacks of opportunity, infantry on the ground may attack only the mounts or the chariot itself, not the driver or the passengers. When chariot passengers are the target of a ranged attack, the chariot’s cover lowers their size category by 1 if the attack comes from the front or sides. Chariot Modifiers Chariot is standing still +/- to RC Mount(s) moving at a walk -2 to Mount(s) moving at a trot Almost impossible (hit only on a 1 on 1D20) Mount(s) moving at a gallop -4 to RC Tournament Rules A tournament is an exciting chance for Aventurians to see the gathering of nobility and other powerful leaders, to purchase uncommon items in the tournament’s markets, to admire the knights’ skill in contests such as the joust, and to share tales of glory in the celebrations. Naturally, many characters gather to participate in the tournaments as well. The following sections define tournament terms, describe individual tournament disciplines, present a timeline for a typical tournament, give examples of prizes, and list stats for typical NPC opponents. Participants Over time, tournaments have transformed over the years into a regular pastime for knights and other members of the nobility. Some knights spend the year traveling from tournament to tournament in search of fame, glory, and especially prize money—as tournaments can be very lucrative for those who are skilled. Such knights are commonly referred to as tournament knights. However, tournaments are not always restricted to members of the nobility. Some offer events that are open to the common people. Tournament Length Tournaments usually last four days, but some, like the great Imperial Tournament of Gareth, last longer. Few tournaments last fewer than two days. Tournament length usually depends on the number of events and the number of participants. Shortly after sunrise, a blast of fanfare trumpets heralds the new day of events. Competitions start about an hour later, giving participants time to prepare and granting spectators time to congregate at the tournament grounds. Events pause at noon and resume after the midday meal. Each evening, nobles gather in a large festival tent, or the knights’ hall of the sponsoring castle, and celebrate the day’s victories with food and drink. Everyone else joins an outdoor celebration that lasts until the wee hours of the night. Venue Tournaments are usually held outside a city or a castle, on designated fair or tournament grounds. Nobles who traveled to the tournament may set up their tents on the tournament field, though not every noble likes to sleep in a tent, and many knights prefer a cozy inn. Spectators may sit or stand, as they please, on viewing stands that border the tournament ground. Registration Status governs which contests a person may enter. Grand Tournament Marshalls or their assistants record the names of all participants in each competition and, in the case of knightly contests, ensure that contestants are qualified to participate. Acceptable credentials include coats of arms and heraldic records. Events for burghers and other free folk are open to any who wish to enter, while competitions such as the joust or passage of arms with sword and shield have stricter rules for entry. Event registration is binding once entered. Before the tournament starts, participants must usually pay a fee to enter contests. Once all entries are recorded, Tournament Marshalls then answer any questions to the best of their abilities, and knights erect their family banners at the edge of the tournament field and begin preparing for their first events. Participants in jousts may sometimes choose their first opponents, usually by tapping an opponent’s coat of arms with their lance tip. The Grand Tournament Marshall’s servants check all weapons and declare them either suitable or disallowed. Knights that arrive without properly fitting armor, a destrier, or a suitable weapon often have the chance to lease equipment for a nominal fee during registration. Tournament Disciplines Tournaments usually offer several different contests, or disciplines. Large tournaments offer a greater variety of competitions, while small or regional tournaments sometimes offer only two or three. 137


138 Chapter 3: Advanced Combat Rules Almost every tournament offers jousting, which is widely considered the most prestigious discipline. The next most popular and best-known contests appear below. Some regions offer other competitions as well, such as cabertossing or ostrich riding. Archery and Ax Throwing Grand Melee Ring Spearing Quintain Chariot Racing Jousting Passage of Arms (either with one-handed weapons and shields, or two-handed weapons) Archery and Ax Throwing Ranged combat disciplines are popular among burghers and free folk. Nobles rarely partake as they like to concentrate on the more prestigious disciplines. A skillful archer may become quite famous, especially by consistently scoring bullseyes. Ax throwing ranks even below archery in its perceived importance, but poorer folk enjoy it immensely. Tournaments rarely offer crossbow competitions because Rondra considers their use dishonorable (or at least cowardly). Participants: No restrictions Requirements: Bows or throwing axe Entry Fee: 1 ducat Archery and Ax Throwing in Game Terms For shooting and throwing competitions, make checks on the RC of bows or Thrown Weapons, as applicable. Modify the check by distance and target size, as usual. Competitions last three rounds, with three shots/ throws per round. Each round, contestants attempt to hit three targets. During the first round, all targets are placed at the weapon’s close range category. The range increases one range category each subsequent round. For example, during the second round, contestants must hit targets at medium range. All targets are small targets. The center or bullseye of a target is considered a tiny target. Every hit scores one point. A bullseye scores two points. A critical hit grants one extra point. A round ends after all contestants finish their three shots/throws. If any rounds remain, attendants recover the missiles and move all targets to the next range category. The participant with the most points is declared the winner. In case of ties, the tournament regulations determine what happens. Some tournaments award prizes for tied contests, but others continue the contest until all but one participant misses a target. Grand Melee As one of the most popular events, the grand melee is usually the last contest of a tournament. During this event, participants try to unhorse their opponents or knock the crests from their helmets. Riders assemble in two groups of equal size, as determined by the Grand Tournament Marshall. Both teams mainly try to strike wooden markers from their opponents’ helmets using tournament swords.


139 Contestants are eliminated by falling from the saddle or losing a helmet crest to an enemy blow. Participants: Jousting knights (minimum of advantage Noble I), squires, someone with a Warrior’s Letter or a good reputation (such as a renowned hero) Requirements: Horse, plate or tournament armor, tournament sword, helmet Entry Fee: 5 ducats Grand Melee in Game Terms Resolve the grand melee according to the rules for mounted combat. Most regions of Aventuria require the use of tournament swords. A tournament sword cannot break during attacks in the melee. To hit the target on the helmet an AT with a penalty of -8 is required. The helmet crest has 4 structure points. Such an attack can be dodged or parried as usual. A rider who is hit with a tournament sword receives damage as usual. On a result of 4–6 DP, the target must make a check on Riding (Combat Maneuvers) to remain in the saddle. Participants who lose their helmet crests or become unhorsed are eliminated from the competition. Attacks directed at a horse go against Rondra’s principles and are punished by disqualification. Attacks against a rider that do not target the helmet crest are usually accepted but are nonetheless considered sleights against Rondra as well. The competition lasts until only one group remains. Ring Spearing Ring spearing is popular with audiences, but since spears are considered less prestigious weapons, many knights use it only as a warm-up event for the joust. The goal of ring spearing is to ride past several hanging or mounted rings and catch as many of them on the spear as possible. Participants: No restrictions Requirements: Horse, lance Entry Fee: 2 ducats Ring Spearing in Game Terms Make all checks on the AT of the combat technique Lances. Riders compete against each other in three successive rounds and gather points by stringing rings on their lances. Each round, the top 50% of scoring participants progresses to the next round. A competition usually involves three such rounds plus a final round, and is resolved over two days. The scoring starts anew for every round. Riders get three attempts per round to string rings onto their lances. Ring point value is based on where it is hung. Easy rings are worth one point, rings of moderate difficulty are worth two points, and difficult rings are worth three points. Catching them requires an attack with a penalty of 0/-2/-4 (easy to difficult rings), respectively. Failing to catch any rings results in zero points for that round. The participant with the most points at the end of the final round wins the contest. In case of ties, tournament regulations determine what happens. Some tournaments award prizes for tied contests, but others continue the contest until one participant scores the most points in a single round. Quintain A quintain is a wooden mannequin shaped like a warrior that turns about its own axis when something strikes its shield. As it does so, its weapon, usually a morningstar or similar ball-and-chain weapon, swings rapidly around. The rider’s goal is to hit the quintain’s shield and make it spin around while avoiding being struck or unhorsed by its weapon. Tilting at the quintain is generally considered a training exercise, not a contest, and thus has no official winner. Participants ride against the quintain to prove their skill and bravery while trying not to disgrace themselves. Participants: No restrictions Requirement: Horse, lance Entry Fee: 2 ducats Quintain in Game Terms This discipline has no winner and primarily allows knights to further distinguish themselves in front of the audience. While knights always try to gain an audience’s favor, this event gives squires and common folk a chance to prove themselves to an audience, too. Resolve the attack on the shield of the wooden knight (known as Wooden Alrik) with a check on the AT of the combat technique Lances. If the rider hits the target, the rider must avoid the quintain’s swinging weapon with a check on Riding (Combat Maneuvers). If this fails, the rider receives 1D6+2 DP and falls from the saddle (see Core Rules, page 340). A knight who performs well in quintain has an easier time challenging superior knights in the joust (the roll for Etiquette (Manners) receives a bonus of +1 on the CHA portion of the check).


140 Chapter 3: Advanced Combat Rules A participant who misses the target with the lance or is hit by Wooden Alrik receives a penalty of -1 to the entire check on Etiquette (Manners) when challenging someone to a joust. Chariot Racing Chariot racing is a rare discipline that is usually held only in arenas. Due to the chance for often-spectacular accidents, most audiences consider chariot races particularly compelling. Furthermore, burghers are free to participate if they fulfill the entry requirements. Some tournaments forbid the use of war chariots, but some do not. In any case, the goal is to be the first to cross the finish line, not to destroy opponents. Some regions conduct chariot races on a straight track instead of in an arena. Participants: No restrictions Requirements: Chariot and horse Entry Fee: 10 ducats Chariot Racing in Game Terms Each race lasts a set number of rounds, usually 12. Every round corresponds to one action that the driver may perform. Once the race starts, determine each driver’s position in the race with checks on Driving (Races). The driver with the highest QL takes the lead, the driver with the second highest occupies second place, and so on. In cases of ties, those chariots occupy the same relative position. Drivers accumulate QL points from this check over multiple rounds (as with a cumulative check). Drivers may perform two actions: ramming, and overtaking. Where allowed, drivers may also perform Maneuvers such as Scythe Attack (see page 167). To pass another chariot, a driver must perform an Overtaking action. Naturally, the leading driver may try to block the way. To attempt an Overtaking action, a driver must hold the same position or be no more than one QL behind the target chariot. The driver then makes a competitive check on Driving (Races). If the check succeeds, the driver advances to one QL ahead of the target chariot. Except at the start of the race, Overtaking is always necessary to pass an opponent. Ramming works like a Scythe Attack but causes 2D6+6 DP to the target vehicle and imposes a penalty of -1 to that driver’s next Driving check. To make a Ramming attack, make a check on Driving (Combat Maneuvers). If this check fails, the attacking vehicle suffers 1D6+2 DP. Checks made against a vehicle with a higher MOV than one’s own receive a penalty ranging from -1 to -3, at the GM’s discretion. If the chariot’s structure points get reduced by half their starting total, the driver must make a check on Driving (Races) with a penalty of -2 or be eliminated from the race (the vehicle is unfit to drive). A successful Scythe Attack also requires such a check. A chariot that loses all wheels on one side is eliminated from the race. A botch on one of the checks results in an accident that eliminates the chariot from the race. The driver with the most points at the end of the 12th round is declared the winner. Joust The joust is the most prestigious event of any tournament. Two riders rush towards each other with lances, trying to unhorse their opponent. In some tournaments, particpants score points by striking specific spots on their opponents’ shields. For the first round of the contest, particpants draw lots to determine the teaser (challenger) and the defier (opponent). This pair then rides against each other in successive passes until one succeeds in unhorsing the other. Once unhorsed, that rider is eliminated from the contest. During successive rounds, pairings are determined by such factors as social standing, a history of feuding, the number of a contestant’s previous victories, a contestant’s heroism, or even both contestants’ sense of humor. Participants: Jousting knights (at least advantage Noble I), a Warrior’s Letter, or good reputation (e.g., renowned hero) Requirements: Horse, plate or tournament armor (chain armor is also allowed in Weiden), shield, and a supply of tournament lances; special abilities Mounted Combat, Tilt Entry Fee: 20 ducats Joust in Game Terms Resolve jousts using the normal rules for mounted combat (see Core Rules, page 239). Participants must possess the maneuver Tilt and the maneuver Mounted Combat. Challenging a knight of higher social standing or greater skill requires a check on Etiquette (Manners). To succeed, the challenger’s total QL must equal or exceed twice the difference between the social status level for challenger and challenged (see Core Rules, page 338). Challenging someone of equal or lower level requires no check. A challenger who fails the Etiquette (Manners) check may challenge only opponents of lower social status.


141 Contestants do not need to make checks on Riding to accelerate to a gallop and steer their horses towards each other. The initiative of the mounts determines which character attacks first, even though it appears to spectators that both opponents meet simultaneously. The jouster whose mount has the higher INI makes an AT with the combat technique Lances. If this check fails, the attack misses or otherwise has no effect. If this check succeeds, the target may parry with a shield. If the parry is successful, the hit causes only half damage (roll DP as usual and divide the result by 2). Participants may use only tournament lances, which cause 1D6+8 DP (this figure already includes damage modifiers). When hit, a rider must make a check on Riding (Combat Maneuvers) with a penalty of (DP×2). If this check fails, the rider falls from the saddle (the ground is considered soft, so subtract 2 from the DP incurred by the fall; see Core Rules, page 340). A hit with a tournament lance also inflicts one level of Stupor. Total QL from the target’s Riding (Combat Maneuvers) check determines the Stupor’s duration (see table). For reference purposes, one jousting round is approximately 30 seconds long. The length of any official rest break between two rounds depends on both riders’ ability to continue. Sometimes the joust proceeds immediately, and sometimes squires need a few moments to replace broken lances or attend to their knight’s injuries. Regardless, the tournament judge grants no more than 30 seconds. If a break takes longer than 30 seconds, the contestant causing the delay is eliminated from the contest. Quality Level Duration of Stupor QL 1 3 hours QL 2 30 minutes QL 3 3 minutes QL 4 60 seconds QL 5 10 seconds QL 6 1 CR A tournament lance breaks if it inflicts 11 or more DP with one blow. To remain in the competition, the rider must obtain a new tournament lance. Tournament lances cost 30 silverthalers each. Any lance, even a blunted tournament lance, can be dangerous. For this reason, contestants wear special, custom-made tournament armor that has PRO 8 and 5 ENC. Suits of tournament armor cost a minimum of 3,000 silverthalers. Once the first attack is resolved, the contestant with the lower total INI takes the same actions as the faster attacker. Note that attacks technically occur at the same time, and it possible for both riders to be unhorsed simultaneously.


Chapter 3: Advanced Combat Rules Rounds repeat until one of the jousters is unhorsed, incapacitated, or else concedes. The rider who remains in the saddle the longest is declared the winner. In the case of a tie, the rounds continue until a clear winner emerges. Passage of Arms The passage of arms contest, which is fought with onehanded or two-handed weapons, is nearly as popular as the joust but nobles consider it less prestigious (possibly due to the number of commoners who compete in this event). Competitors score points by achieving hits. Contestants’ weapons are usually blunt, and while bruises and contusions are common, passage of arms contests rarely end with fatalities. Participants: For a duel with one-handed weapon and shield: nobility (at least Noble I); For a duel with twohanded weapons: nobility (at least Noble I); Otherwise, man-at-arms of a noble, very good reputation (e.g., renowned hero), or Warrior’s Letter. Requirements: Corresponding weapon and possibly a shield; some tournaments allow only certain weapons Entry Fee: 5 ducats Passage of Arms in Game Rules Resolve the passage of arms contest according to the rules for melee combat. Contestants gain 1 point for each undefended hit. Most Passage of Arms contests use tournament swords (1D6+1 DP, combat technique Swords, damage threshold AGI/STR 16, AT/PA mod 0/0, RE medium). Upon inflicting 7 or more DP in a single blow, this sword’s blade breaks and must be replaced. When this occurs, the opponent gains 1 point. The winner is the first to gain 5 points in a one-on-one duel. Some Passage of Arms contests use blunt weapons, typically tournament great swords (1D6+3 DP, combat technique Two-handed Swords, damage threshold AGI/STR 16, AT/PA mod 0/-2, RE medium). Upon inflicting 9 or more DP in a single blow, this sword’s blade breaks and the weapon must be replaced. When this occurs, the opponent gains 1 point. Whoever gains 3 points first in the two-handed duel wins. Tournament Prizes Tournament participants are drawn to the promise of fame, glory, and wealth. Some tournaments even grant prizes for Second and Third Place as well. In certain cases, participants earn points for each event, allowing for the determination of an overall winner who receives a special prize. Most tournaments generally award prizes worth 50 - 200 ducats. Example prizes include the following. A great shield adorned with precious jewels (value: 120 ducats) A trained storm falcon (value: 150 ducats) A magnificent tent with the heraldic symbols of the tournament organizer (value: 100 ducats) A precious tapestry formerly owned by Rondranian Saint Leomar of Baburin (value: 80 ducats) A trained cheetah (value: 200 ducats) A well-forged longsword adorned with emeralds (value: 150 ducats) The Aventurian Tournament Calendar The Horasian Empire and the Middenrealm maintain a special list or calendar of tournaments to help knights keep track of events. Dates of tournaments from other lands usually get added to this calendar as well, because some events are worth the long journey. Nobody stages tournaments during the winter (between the months of Boron and Firun) due to the difficult or treacherous traveling conditions. The following tournament calendar does not list all, or even most, of the regular tournaments in Aventuria, but it does include the largest and most important. Many tournaments occur sporadically, such as only when the lord of the land can afford it or has a reason to host a tournament (for instance, to celebrate the wedding of an heir in a worthy manner). Tournaments with Pervalian Rules Named after an infamous ruler of the Middenrealm, this type of tournament ignores rules designed to protect contestants. Tournaments using Pervalian rules prohibit tournament weapons and require contestants to use sharp blades. All other tournament rules apply, but under these conditions, serious injuries or even fatalities are somewhat common. 142


Tournament Calendar Tournament Location Description Date(s) Belhanka The city commemorates its independence during the tournament’s opening ceremony Tsa 19th–25th Lowangen Week leading up to the last Rohal’s Day Market and Games in Lowangen; 500-year tradition: archery, beam-tossing, cross-country horse race, week-long market, auction, free beer, awards ceremony held on the last day of Phex End of Phex Havena Classic Middenrealm tournament Last Earthday of Peraine to the following Praiosday Eslamsground Start of the Garetian tournament season Ingerimm 1st Ridgerock Long-running annual archery tournament and marksmen’s fair in Ridgerock; held on the second Praiosday; developed from a peasant’s archery contest into a major tournament that lasts from Earthday to Praiosday Mid-Ingerimm Ferdok Ferdok lances: jousting and ring-piercing contest held between the all-female lancers of the prince; afterwards, melee on foot between the all-female lancers and outside participants Early Rahja, second Marketday and Praiosday Ragath Tournament theatre Mid-Rahja, second Marketday and Praiosday Gareth Imperial Tournament, plus large peasant fair Praios 1st-8th Realmwood Count’s Tournament Mid-Praios, third Marketday and Praiosday Abagund Fairy Riding of Abagund, always held on the estate of last year’s winner End of Praios, last Marketday and Praiosday Bomed Knight’s Tournament for the Golden Lance 3rd–4th of Rondra Neetha Race for Thalionmel’s Tabard 10th of Rondra Baburin Knight’s Tournament of Baburin: traditional contests and horse racing, jousting, ring spearing, hand weapons, archery, and crossbow contests Rondra 12th–14th Nostria Knight’s Tournament of Nostria; jousting, ring spearing, and hand weapons only Rondra 13th–14th Andergast Knight’s Tournament and Dress Ball of the King in Andergast; jousting, ring spearing, and hand weapons only Rondra 14th Trallop Duke’s Tourney of Trallop: grand melee on foot, traditional bear hunt Rondra 15th Perricum Holy Twelvegods Joust of Perricum: held once every twelve years (997, 1009, 1033 (postponed to 1037) FB) Rondra 15th–16th Various Places St. Leomar’s Day: chariot races held in larger arenas Rondra 22nd Rivilauken Festenland Joust: Tournament of Rivilauken End of Rondra, last Marketday and Praiosday Arinken Banquirian Tourney: lasts seven days; important knight’s tournament Early Efferd, starting on the first Rondraday Castle Draustone Meeting of the Best, held at Castle Draustone; admits only Albernians Mid-Efferd, on the third Praiosday Elenvina Duke’s Tournament Early Travia, on the first Rondraday Angbar Grand Tournament of Angbar: held to celebrate Prince Blasius of Eberstamm’s birthday Travia 15th Winter Hiatus No tournaments The months of Boron, Hesinde, and Firun 143


Chapter 3: Advanced Combat Rules Typical Opponents at a Tournament This section lists stats for typical Aventurian tournament knights and other tournament opponents. Each entry gives stats for three different experience levels (experienced, competent, and masterful). Archer and Ax-Thrower (experienced/competent/masterful) COU 12/13/14 SGC 12/12/12 INT 13/14/15 CHA 12/12/12 DEX 13/14/15 AGI 13/14/15 CON 12/13/14 STR 13/14/15 LP 29/32/35 AE – KP – INI 13/14/15+1D6 SPI 1/2/2 TOU 1/2/2 DO 7/7/8 MOV 8 Short Bow: RC 11/13/15 RT 1 DP 1D6+4 RA 10/50/80 Long Bow: RC 11/13/15 RT 2 DP 1D6+8 RA 20/100/160 PRO/ENC: 0/0 Advantages/Disadvantages: Per individual; typically Negative Traits (Superstitions, Vanity) Special Abilities: Precise Shot I Skills: Body Control 6/8/10, Feat of Strength 7/9/11, Intimidation 2/5/7, Perception 8/11/14, Self-Control 8/10/12, Stealth 3/5/7, Willpower 3/5/7 Combat Behavior: Individual Escape: Yields after loss of 25% LP Knight (experienced/competent/masterful) COU 13/14/15 SGC 12/12/12 INT 13/14/15 CHA 12/12/12 DEX 11/11/11 AGI 13/14/15 CON 14/15/16 STR 14/15/16 LP 33/36/39 AE – KP – INI 11/12/13+1D6 SPI 1/2/2 TOU 2/3/3 DO 5/5/6 MOV 8 Longsword: AT 11/13/15 PA 6/7/8 DP 1D6+4/1D6+4/1D6+5 RE medium Tournament Sword: AT 11/13/15 PA 6/7/8 DP 1D6+1/1D6+1/1D6+1 RE medium Great sword: AT 11/13/15 PA 3/4/5 DP 2D6+4/2D6+4/2D6+5 RE medium Tournament Lance: AT 11 DP 1D6+8 RE medium PRO/ENC 6/2 (stats accounted for) or 8/4 (correspondingly MOV, INI, DO, AT, and PA -2) Advantages/Disadvantages: Per individual; typically Negative Traits (Arrogance, Vanity) Special Abilities: Inured to Encumbrance I, Mounted Combat, Tilt, Forceful Blow I Skills: Body Control 6/8/10, Feat of Strength 7/9/11, Intimidation 5/7/9, Perception 5/7/9, Riding 10/12/14, Self-Control 10/12/14, Stealth 0/0/0, Willpower 3/5/7 Combat Behavior: Individual Escape: Yields after loss of 25% LP Chariot Driver (experienced/competent/masterful) COU 12/13/14 SGC 12/12/12 INT 12/12/12 CHA 13/14/15 DEX 13/14/15 AGI 13/14/15 CON 13/14/15 STR 12/13/14 LP 31/36/39 AE – KP – INI 13/14/15+1D6 SPI 1/1/2 TOU 1/2/2 DO 7/7/8 MOV 8 Short Bow: RC 11/13/15 RT 1 DP 1D6+4 RA 10/50/80 Throwing Spear: RC 11/13/15 RT 2 DP 2D6+2 RA 5/25/40 PRO/ENC: 0/0 Advantages/Disadvantages: Per individual; typically Negative Traits (Arrogance, Vanity) Special Abilities: Mounted Combat Skills: Body Control 6/8/10, Feat of Strength 6/8/10, Intimidation 2/5/7, Perception 8/10/12, Riding 10/12/14, Self-Control 8/10/12, Stealth 3/5/7, Willpower 3/5/7 Combat Behavior: Individual Escape: Yields after loss of 25% LP 144


I This book presents combat styles taught by a number of warrior academies and schools for wandering swords, as well as examples of styles taught to Blessed Ones of Rondra, knights, and dwarven warriors. This is only a selection and is not a comprehensive list of all combat styles. Exception: the SA Combat Style Combination allows a character to combine two armed combat styles. For details, see page 153. A fighter must practice a style for many years before learning it as a combat style special ability. Combat Styles This is a Level I Focus Rule for combat special abilities. A combat style is a special ability that allows a fighter to carry out special attacks and defenses. Combat styles are not freely available to everyone. They are connected to the training at a specific warrior’s academy, the school of a swordmaster, or a personal mentor. With combat styles, players can further personalize their characters. Although many soldiers and mercenaries know how to come out of a fight alive, they do not possess one of these special abilities. Combat styles are valuable, but learning and internalizing a style can take years. Combat Style Special Abilities Every combat style is represented by an associated combat style special ability. These new special abilities work just like regular combat special abilities. They cost AP to purchase, have specific prerequisites, and may only be used with their associated combat techniques. Each allows a character to use a special maneuver in combat or else grants a valuable advantage. However, these special abilities differ from regular combat special abilities in the following ways: Characters may possess only one armed combat style special ability and one unarmed combat style special ability. No character may possess, for example, two armed combat style special abilities. Each combat style special ability grants access to certain advanced combat special abilities. Characters can obtain advanced combat special abilities only if they already have the corresponding combat style special ability. Characters can learn combat style special abilities only from the corresponding institution or tutor, such as a warrior’s academy, a swordmaster’s school, or a learned master. Descriptions of individual combat style special abilities begin on page 156. Example: Geron sets his mind to learning the unarmed combat style of Bornlandish Brawling. Meeting the prerequisites, he finds a mentor and devotes time to studying the style. After this is done, his player spends the AP and Geron gains the style. Since Bornlandish Brawling is an unarmed style, Geron can also learn an armed style, but this, too, would take several years. Combat Style Types The following description includes two types of combat styles: armed and unarmed. Armed weapon styles include all combat techniques except brawling. They are usually taught in warrior academies, temples of Rondra, or swordmaster schools. Unarmed combat styles include all forms of unarmed combat, such as the combat technique Brawling. Most are normally not taught in academies and instead are usually passed down from private tutors to selected students. Armed Combat Styles Adersin Style Hardly any other swordmaster style is as famous and notorious as the Garethan style of the family Adersin. The Adersins invented the concept of the wandering sword in the Middenrealm over the loud protests of traditional warriors. Adersin style evolved over the centuries, and today its adherents fight with plate armor and bastard sword. The style combines strong attacks with skillful feints to hinder an opponent. Even though they wear heavy armor, Adersin wandering swords are dexterous warriors who know how to control the progress of a duel. 145


146 Chapter 3: Advanced Combat Rules Baburin Style Warriors study this venerable combat style at the Keshal Hashinnah Academy in Baburin. Students learn the art of chariot driving and must master steering the vehicle as well as using ranged weapons—primarily throwing spears, but also short bows—from a moving chariot. Naturally, pupils also study Close Combat, with an emphasis on the khunchomer. Heavy weapons are usually not taught. Besides the chariot, this style also includes training in strategy and tactics. Baliho Style The combat style taught at the academy Sword and Shield in Baliho is in many ways reminiscent of the fighting style of a knight, which is not surprising to tradition-bound Weiden. A Balihoean warrior knows how to use longsword and shield, lance and shield, and war lance. Even though the academy no longer emphasizes teaching the use of war chariots, which are viewed as archaic, instruction in this art is still available. Cendrash Style The dwarves developed a large number of combat styles over the centuries. The style developed by the dwarven warrior Cendrash son of Carandrash is passed from generation to generation in one form or another by all dwarven peoples. Cendrash style teaches the use of classic dwarven weapons such as the rock-cleaver and wyvern-beater, as well as how best to avoid the attacks of large enemies such as ogres, tatzelwurms, or dragons. Dajin Style Numerous swordsmasters teach their craft on the island of Maraskan, and each adheres to a different philosophy. This style is generally referred to as Buskur style, but it would be wrong to lump the various Maraskan styles into one group. Master Dajin, for example, educates his pupils in the old art of flowing movements. His students swing their Tuzak knives with deadly elegance, cutting through everything that stands in their way. The Dajin style emphasizes attack, but the enemy is usually allowed to attempt to strike first. Elenvina Style Of all the Middenrealm’s warrior academies, the school of Elenvina probably provides the most traditional education. Pupils learn how to use longsword, mace, and shield. Riding is taught but not emphasized. Warriors from Elenvina learn a respectable number of attack maneuvers, but their strength lies in their leadership qualities. As born leaders, they know how to motivate others. Fedorino Style This combat style was shaped by the old fencing master Fedorino and in the Horasian Empire is regarded as the height of honorable fighting. Even though they use light rapier and main-gauche only, Fedorino wandering swords are a match for even heavily armed opponents. Maneuvers such as the Cross-Block and the Deadly Thrust offer good defensive and offensive options. The style is based on speed and skill, not brute force. The wandering swords maneuver to get in close, preventing their opponents form attacking, and then surprising their opponents when they move past and attack with lightning speed. Hylailos Style On the island of Hylailos, warriors study unarmed combat, the use of the pailos and Cyclopean short sword, and the art of philosophy. Hylailian warriors make excellent bodyguards and often serve as trusted guards for nobles or merchants. They wield their pailos with deadly skill and know how to lock shields to withstand the fire of archers. Knights of the Old Path Style When asked to describe a knight, most Aventurians picture a mounted warrior armed with a shield and war lance. Even though different knights employ different combat styles, certain knights tend to favor styles that are deeply rooted in tradition. Such knights are called Knights of the Old Path. They specialize in the use of lances and also in fighting against large monsters. No other style produces as many talented lancers and the knights’ charge is widely feared. Marwan Sahib Style The Scimshar style taught by Balayan Master Marwan Sahib is known and feared throughout the Lands of the Tulamydes. Balayanim are basically Tulamydian wandering swords, but the style they use is far older than the relatively new styles gaining popularity in the Horasian Empire and the Middenrealm. Disparagingly called Assassin Style by Marwan’s detractors, Scimshar style employs two Tulamydian short swords called scimshars to deliver quick, unexpected movements and attacks. To maintain their effectiveness, practitioners avoid wearing armor. And even though they consider themselves honorable warriors, they commonly use throwing daggers or throwing stars as well. Scimshar style is most often encountered in the narrow alleys of Fasar, where opponents with longer weapons find themselves easily outmatched.


147 Mengbilla Style Mengbilla is home to a very special kind of warrior academy called the Raven’s Beak School. This school’s patrons are none other than the Grand Emir of the city himself, the influential Mercenary Guild, and the Mengbillan branch of the Church of Boron. The school’s combat style is effective and deadly. It contains few flourishes and instead concentrates on delivering frightful wounds. The style’s preferred weapon, the Raven’s beak, requires great strength to wield. Mengbillans also train in the use of the slavedeath sword, a serrated saber used mainly in southern Aventuria and which strikes fear into the hearts of their enemies. Strengthened by faith, Mengbillans fear little. Prem Style The Stronghold of Prem, the leading warrior academy in Prem, is the true source of Thorwalian martial prowess. The lessons taught here are more archaic than those taught at Middenrealm academies, but it is the combat style preferred by true Thorwalers. Students master fighting with an orc-nose battle-axe and a Thorwalian shield while making full use of their bodies. In addition, Premians train for fighting in water and on the heaving decks of ships. The style is so infamous that opponents often doubt their ability to even parry an Orc-nose wielded by a Thorwaler. Rondra’s Defiance Style The Blessed Ones of Rondra are among the best warriors on the continent, and the Church of Rondra teaches many different combat styles. Every temple has its own tradition, but Rondra’s Defiance is known across Aventuria. This style teaches Blessed Ones of Rondra advanced techniques for Rondra’s Crests. Even though it is a heavy weapon, a Blessed One who learns this style can wield the Rondra’s Crest as if it were a far lighter sword. Unarmed Styles Bornlandish Brawling Almost everyone with experience in roughhousing and barroom brawling is familiar with Bornlandish Brawling, a type of freestyle wrestling. As might be imagined, this rather inelegant combat style employs punches, kicking, biting, and scratching, all to great effect. Whether this style originated in Bornland is uncertain, but every Bornlander knows several anecdotes about how the term came into being. Adherents of this style are honorbound to fight unarmed and refrain from attacking incapacitated opponents. Cyclopean Wrestling Cyclopean Wrestling was practiced by the first Gyldenlandish settlers and might even have served as entertainment on that distant western continent. This combat style uses a variety of grips, throws, headlocks, and scissor holds. While not known for causing damage, these moves primarily help force an opponent to surrender.


148 Chapter 3: Advanced Combat Rules Gladiator Style Gladiator style originated in the Blood Pits of Fasar and the arenas of Brabak and Al’Anfa. As the name implies, gladiators are its primary exponents. Its goal is to make attacks look as spectacular as possible while causing little damage. Owners stage gladiator shows to entertain audiences, and profits suffer if a gladiator dies quickly. Hammerfist Style Hammerfist is named after a Thorwalian Ottajasko that spread knowledge of this style far beyond the shores of the Northlands. Thorwalers employ Hammerfist style in sporting competitions of strength that involve smashing tables and other heavy objects. Hruruzat The exotic sounding unarmed style practiced by the Forest Folk and Utulu tribes of southern Aventuria is particularly feared for its strikes, throws, and kicks. Rur’Uzat, a variant of the original Hruruzat, is gaining popularity among the Maraskani. However, the achaz have a long tradition of practicing this combat technique, leading scholars to believe that it originated with the lizardfolk. If so, this would explain the style’s elegant and sinuous movements. Mercenario Style This unusual unarmed combat style teaches combinations of attack and defense with improvised weapons, such as a sword pommel or a frying pan. It is especially popular with mercenaries and other, less-honorable warriors. Unau School The unarmed combat style known as Unau School was developed by the Novadi, who sdometimes refer to it as the Twenty-Seven Permitted Grips of Unau. It is a very formalized combat technique with a system of basic positions that facilitate grips and throws. The Novadi use the style for sporting competitions, but Unau School is also effective in combat.


149 Chapter 4: Combat Special Abilities “Never underestimate the combat style of an experienced enemy. We Novadi are educated in the twenty-seven stances of the Unau School. This combat technique has helped save my life more than once, but only because I never underestimate my enemies. Mercenaries fight dirty. Their style is crude but deadly if you don’t watch out. One blow from a strong Thorwaler’s fist can smash a table to pieces. A tribal warrior from the Khôm Desert may laugh at the sight of a Vinsaltan Vagabond’s rapier, but that Vinsaltan’s combat style can lure an enemy into making a deadly mistake. The best advice I can give you is this: learn something about as many styles of combat as you can, so that you may prepare for them. After all, to gain true mastery in your own technique, you must anticipate your opponent’s attacks and learn to spot weaknesses in your opponent’s defense.” – Rashim ben Shafir, Novadi desert warrior, current era This chapter introduces new combat special abilities, new combat style special abilities, and new advanced combat special abilities. Any character can learn the new combat special abilities presented here. Combat style special abilities are taught by specific tutors or academies and usually take months or years to master. They are intended especially for warriors, wandering swords, and other masters of warfare such as Blessed Ones of Rondra and knights. Advanced combat special abilities expand the options available to characters that purchase a combat style special ability. Characters may purchase them with AP, as usual, but must possess the corresponding combat style special ability as well. All special abilities included here supplement those presented in the Core Rules.


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