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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)

150 Chapter 4: Combat Special Abilities Combat Special Abilities Overview Passive, Basic, and Special Maneuvers Combat special abilities provide more options and details in combat. Each can be learned individually, as long as the character meets the prerequisites and invests the necessary AP. Passive maneuvers modify specific stats or provide other passive bonuses without needing to be activated. Characters who possess multiple passive combat special abilities may use all of them at the same time. Basic maneuvers are special abilities that grant or modify attacks or defenses. They are often among the usual tricks skilled warriors possess. Characters may use only one basic maneuver per action. Special maneuvers, which are less common, allow characters to perform complex actions in combat. Only one may be performed per action. In summary, characters may use a maximum of one basic maneuver and one special maneuver per action. Once purchased, the special ability applies to all combat techniques that can use that special ability. A special ability marked All may be used with any combat technique. Combat techniques that require the use of specific Focus Rules are marked with a Focus Rule symbol. The notation AC stands for armed combat style, while UC stands for unarmed combat style. Combat Special Abilities The new combat special abilities introduced in this book are subject to all rules for combat special abilities found in the Core Rules. Every hero can learn them if he fulfills the prerequisites and invests the necessary AP. Descriptions of the new combat special abilities start on page 151. Combat Styles As described in the last chapter, in the Combat Styles section (see page 145), combat style special abilities grant knowledge of different styles of fighting. Combat styles are usually taught by academies or dedicated tutors, and may take months or even years to learn (the GM always has the final say). Many styles can be learned only at a specific academy, and such limitations are mentioned in a style’s description. However, your gaming group is free to decide that a particular style can be learned at a different academy, or even in every academy. Most styles are taught by humans, and then mainly to other humans only. Humans do sometimes teach their combat styles to nonhumans such as dwarves or elves, but this is rare. Again, your gaming group is free to decide that human combat styles may be learned by other races. Lastly, some combat styles are available only to nonhumans. These special abilities have strict prerequisites but otherwise count as normal combat special abilities and are divided into passive maneuvers, basic maneuvers, and special maneuvers. For descriptions of combat style special abilities, see page 156. Advanced Combat Special Abilities Characters may purchase advanced combat special abilities only if they also possess the associated combat style special ability. For descriptions of advanced combat special abilities, see page 160. Command Special Abilities Commands are a subcategory of special combat abilities that allow a character’s mount to perform actions. For example, characters with this combat special ability may command their mounts to perform Powerful Blows. For descriptions of command special abilities, see page 166. AC UC


151 Combat Special Abilities Ballistic Shot (Special Maneuver) Extraordinary marksmen are able to hit a faraway target with a Ballistic Shot. However, this decreases accuracy. Rules: This SA grants a 50% increase in range for weapons using the combat technique Bows, but inflicts a -2 penalty to hit. For example, an archer using a bow with a normal maximum range of 328 feet would be able to reach a target 492 feet away, but at a penalty of -2 to hit. Penalty: -2 Prerequisites: INT 13, AGI 13, Precise Shot/Throw I Combat Techniques: Bows AP Value: 10 adventure points Bladestorm (Special Maneuver) Experienced warriors are able to strike at their enemies with a deadly storm of blows. Rules: Your hero is able to make two attacks in the same action. Both attacks receive a penalty of -2. The second attack receives a penalty of -2 DP. However, the minimum result is always 1 DP. These attacks may be directed against different targets within attack distance. If a Bladestorm is combined with a basic maneuver, it must apply to both attacks. If the first AT results in a botch, the second AT is cancelled. The Bladestorm maneuver cannot be combined with a shield, a parrying weapon, or another one-handed weapon. The bonus from the SA One-Handed Combat can be used with Bladestorm. Penalty: -2 Prerequisites: One-Handed Combat Combat Techniques: Daggers, Fencing Weapons, Impact Weapons, Swords AP Value: 25 adventure points Blind Fighting I–II (passive) Heroes who cannot see anything in combat, for example due to darkness or fog, are usually at a complete loss. However, some people learn to use their other senses such as hearing to partly offset the disadvantage caused by the lack of sight. Rules: In close combat, reduce your AT and DE penalties due to low visibility (see Core Rules, page 239) by an amount equal to your level in this SA. Blind Fighting has no effect on ranged combat or other vision-related checks. Prerequisites: Level I: INT 15, Perception 8; Level II: INT 17, Perception 12, Blind Fighting I Combat Techniques: All Close Combat Techniques AP Value: Level I/II: 10/20 adventure points Circumvent I–II (Basic Maneuver) Sometimes characters must fight opponents whose weapons have a longer reach, thus incurring a penalty. Training helps characters reduce this penalty or even ignore it altogether. Rules: For each level in this SA, ignore one level of penalties arising from the longer reach of an enemy’s weapon (see Core Rules, page 231). Level I deals with the difference between short reach weapons and medium reach weapons, while Level II covers the difference between short reach weapons and long reach weapons. This SA always allows you to reduce a reach penalty by at least one level (to a maximum of no penalty). You must announce Circumvent before making your attack. Remember to apply any remaining AT modifiers arising from differences in reach. If your AT fails, the opponent may make an attack of opportunity against you. Circumvent cannot be combined with a special maneuver. Prerequisites: Level I: AGI 13; Level II: AGI 15, Circumvent I Combat Techniques: Brawling, Chain Weapons, Daggers, Fencing Weapons, Impact Weapons, Shields, Swords, TwoHanded Impact Weapons, Two-Handed Swords AP Value: Level I/II: 10/15 adventure points per level Example: Carolan, armed with a dagger, is facing a goblin with a saber. The dagger has a short reach, while the saber’s reach is medium. Carolan attempts to use circumvent against the goblin. His player announces the maneuver Circumvent I before making the attack. Carolan may now make an attack that does not suffer the usual penalty for the goblin’s longer weapon reach. However, if Carolan’s attack misses, the goblin gets a free attack of opportunity against him. If the goblin had used a spear (with long reach) instead of a saber, Carolan could have ignored only one reach level (he has Circumvent I) and the attack would still have received a penalty of -2. This could have been negated only with Circumvent II. Combat in Water (passive) Seafarers and pirates learn to fight in water and have a far easier time using their weapons effectively. However, these tricks are also known to other fighters that spend a lot of time on or in water. Rules: This special ability lowers the penalties for combat in water (see Core Rules, page 239) by 2. Apply an AT penalty equal to the bonus from the opponent’s Keep at Distance SA.


Chapter 4: Combat Special Abilities Prerequisites: AGI 13 Combat Techniques: All Close Combat Techniques AP Value: 8 adventure points Combat Style Combination (passive) Many weapon masters strive to use two combat styles, but few succeed. Rules: This SA allows the character to use two combat styles from the same category, such as two armed or two unarmed styles (see page 145), at the same time. Spend one action to begin switching between combat styles. On the next CR, the character may use the rules for the other combat style. To use an advanced SA, the character must attack with the corresponding combat style and must fulfill any additional prerequisites. Prerequisites: One combat style, plus prerequisites for the second combat style. Combat Techniques: Depends on combat style; both combat styles can be used only for their corresponding combat techniques AP Value: 50 adventure points Headlock (Special Maneuver) Combat is not always fought until the death of an opponent. When less lethal means are desired, such as in tavern brawls or in wrestling, combatants may employ headlocks. Rules: Placing an opponent in a headlock first requires grappling. In the next CR, make a Brawling AT. If successful, and the enemy fails to defend, the headlock takes effect. If the Brawling AT fails, the grappling ends. An opponent in a headlock receives 1 DP every CR and must make a check on Self-Control (Stay Conscious) every CR. This check receives a penalty equal to the DP inflicted upon the target this CR. If the check fails, the target receives 1 level of Stupor. An opponent in a headlock has two options, as follows: Break out of the Headlock: the opponent makes a competitive check using Feat of Strength (Dragging & Pulling). If successful, the headlock and the grapple end. Attack: the target of the headlock tries to counterattack. While stuck in a headlock, the target receives the states bound and cramped. Prerequisites: STR 13, Grapple Combat Techniques: Brawling AP Value: 10 adventure points Improved Circumvent Circumventing an enemy’s weapon reach is a difficult undertaking. However, someone with this SA can attack from a short distance before retreating again. Rules: Combine the maneuver Circumvent with another special maneuver. Prerequisites: Circumvent I Combat Techniques: Brawling, Chain Weapons, Daggers, Fencing Weapons, Impact Weapons, Shields, Swords, TwoHanded Impact Weapons, Two-Handed Swords AP Value: 10 adventure points 152


Keep at Distance I–II (passive) Warriors using weapons with a long reach, such as a polearm, may use this advantage to attempt to keep enemies at a distance. Rules: To keep an opponent at a distance, you must use a weapon with a reach that is longer than that of your opponent’s weapon. When doing so, the enemy suffers an AT penalty equal to the character’s level in this SA (see Core Rules, page 231). On the downside, your hero cannot use a basic maneuver during this CR. You must announce Keep at Distance at the beginning of the CR. Prerequisites: Level I: AGI 13; Level II: AGI 15, Keep at Distance I Combat Techniques: All Close Combat Techniques AP Value: Level I/II: 15/20 adventure points Example: Geron uses a halberd (long reach) to attack a highwayman armed with a saber (medium reach). Geron’s player wants to take advantage of this weapon’s reach to keep the highwayman at bay, and announces his intent at the beginning of the new CR. Geron has the SA Keep at Distance I. This means that the highwayman receives a penalty of -2 on AT due to his weapon’s shorter reach, and receives an additional penalty of -1 for the SA. The highwayman must fight with a total penalty of -3 to his AT. Note that Geron cannot use a basic maneuver during this CR. Knock Down (Special Maneuver) Mounted fighters have a natural advantage over infantry. However, infantry armed with polearms may try to knock mounted opponents out of their saddles, depriving them of this advantage. Rules: Make an AT with a penalty of -4. A target who fails to defend takes minimal damage (like rolling a 1 for DP, but note that the bonus arising from damage threshold still applies) and must immediately make a check on Riding (Combat Maneuvers) with a penalty of -2 to remain mounted. If this check fails, the rider falls off the mount and suffers falling damage (see Core Rules, page 340). Penalty: -4 Prerequisites: STR 13 Combat Techniques: Polearms AP Value: 12 adventure points Masterful Dodge (passive) It is possible to dodge crossbow bolts, arrows, and even sword blows. This requires a great deal of training (or luck), but even the smallest hesitation or misstep may prove fatal. Rules: This character does not suffer the penalty of -3 for attempting multiple dodges within one CR and instead receives a penalty of only -2 for each dodge (see Core Rules, page 232). Prerequisites: INT 13, Improved Dodge II Combat Techniques: - AP Value: 15 adventure points Master of Improvised Weapons (passive) Any character can use an improvised weapon, but only those with training learn the effective use of poorly balanced items in combat. Rules: You may attack with improvised weapons without suffering the normal penalties, meaning you do not make a confirmation roll for botches on a 19 for attack and parry. Also, the defender does not gain a bonus of +2 on defense versus your improvised weapon (see page 229). Prerequisites: AGI 13 and STR 13 Combat Techniques: All AP Value: 10 adventure points Master Parry (passive) Parrying the attacks of multiple enemies is a difficult endeavor, but some fighters learn to do this, increasing their chances of survival. Rules: You do not suffer the penalty of -3 for each parry while attempting multiple parries within one CR. Instead, the penalty is only -2 for each parry (see Core Rules, page 232). Prerequisites: AGI 15 or STR 15 Combat Techniques: All Close Combat Techniques with Parry AP Value: 25 adventure points Mounted Flying Combat (passive) Heroes who specialize in combat while mounted on a flying creature need a great deal of experience to control a flying mount. Rules: This special ability lets riders issue commands to their flying mounts. Prerequisites: Flying 10, Riding 10 Combat Techniques: All AP Value: 10 adventure points A fighter with a short weapon facing a fighter with a long weapon and Keep at Distance II receives a penalty of -6 to AT (4 due to the reach difference, plus 2 for the SA). This combat special ability’s penalties also apply against enemies with the SA Circumvent. This SA is not a basic maneuver; if it was, it could not be used during someone else’s turn. 153


Chapter 4: Combat Special Abilities Nail Down (Special Maneuver) Spear-like weapons allow characters to pin enemies to the ground and cause additional damage simply by applying pressure with the weapon. Rules: To use this maneuver, the target must already have the state prone. Make an AT with a penalty of -4. If successful, and the defense fails, the maneuver takes effect. You can no longer parry with the weapon being used, but you can still try to dodge. Your AT with that weapon succeeds automatically during subsequent CR. These attacks cause +1 DP, cumulative, in every CR after the first (i.e., no additional DP in the first CR, +1 DP in the second CR, +2 DP in the third CR, and so on). Roll DP as usual. While Nail Down remains in effect, the target suffers the states prone and bound and cannot defend. You may free the target at the end of any CR. To escape, the target must win a competitive check on Feat of Strength (Pushing & Bending) against you. Each attempt costs 1 action. The maneuver Nail Down can be used only against targets of size categories small or medium. Penalty: -4 Prerequisites: AGI 13 or STR 13 Combat Techniques: Polearms AP Value: 20 adventure points Overwind Crossbow (passive) Crossbows can be overwound to make their shots more powerful. However, this also increases the risk that a crossbow will break and thereby injure the shooter. Rules: Overwinding a crossbow must be announced while cocking the weapon (that is, during the first loading action). The shot causes +1 DP. If the character botches the attack, the crossbow cord breaks and the attacker suffers 1D3 DP in addition to other damage resulting from the botch. Until the cord is replaced, the crossbow does not function. Prerequisites: DEX 13 Combat Technique: Crossbows AP Value: 5 adventure points Pikewall (passive) Pikes and other polearms are sometimes unwieldy in close combat but these weapons are well suited to preventing enemies from rushing towards you. Rules: If a mounted enemy enters your attack distance, you may immediately make an AT with a penalty of -2, even if you have a lower initiative or if the opponent uses a maneuver that combines movement and attack in one action. Note that you may not make this attack if you have no actions remaining for this CR. You may not use special maneuvers with a Pikewall attack. Penalty: -2 Prerequisites: AGI 13 Combat Techniques: Polearms AP Value: 10 adventure points Protector (passive) Great heroes are characterized by their willingness to make sacrifices. And what greater sacrifice than throwing oneself in the way of an attack that threatens a friend? Saving someone does not always lead to one’s own demise, but it is a risky undertaking and it does make defending one’s self more difficult. Rules: You can parry enemy attacks targeting nearby companions. The attacking enemy must be within your attack distance and you must use one of your actions for 154


your PA. If your PA fails, the targeted companion(s) may still attempt to defend against the attack. Penalty: -2 Prerequisites: AGI 15 Combat Techniques: Daggers, Fencing Weapons, Impact Weapons, Polearms, Shields, Swords AP Value: 20 adventure points Quickload (Slings) (passive) This SA lets a character quickly reload a sling. Rules: Reduce the time needed to reload a sling by 1 action. This rule amends the Quickload special ability described on page 249 of the Core Rules by adding slings. Prerequisites: DEX 13 Combat Techniques: Slings AP Value: 5 adventure points Rain of Iron I–II (Special Maneuver) Someone skilled in Thrown Weapons can attack with several throwing daggers or throwing stars in quick succession. Rules: You can make multiple Thrown Weapon attacks using thrown weapons of the same type (meaning multiple throwing daggers, multiple throwing stars, and so on) within 1 action. With Rain of Iron I, you may make two attacks with 1 action. With Rain of Iron II, you may make three attacks with 1 action. Rain of Iron I-II requires only 1 action to ready your thrown weapons, whether you are reading two or three. All attacks must be made against the same target. A botch on one attack cancels any remaining Rain of Iron attacks this CR. Rain of Iron may be used only with ranged weapons that weigh one pound or less. Penalty: 0 (first throw); -2 (second throw), -4 (third throw) Prerequisites: Level I: DEX 15, Quickload (Thrown Weapons), Level II: DEX 17. Rain of Iron I Combat Techniques: Thrown Weapons AP Value: Level I/II: 15/20 adventure points Example: Rowena knows the SA Rain of Iron II and keeps three throwing daggers hidden in her belt. When an angry wild boar breaks out of the underbrush and rushes towards her, she decides to throw her daggers at the animal. She must spend 1 action to ready all three throwing daggers. Due to the boar’s movement, her ranged combat check receives a general penalty of -2. Rowena’s first throw receives no additional penalty. The second receives a base penalty of -2 which, added to the movement modifier, gives a total penalty of -4. The third receives a base penalty of -4, for a total penalty (including movement modifier) of -6. If Rowena botches the first or second throw, all of her remaining throws are cancelled. Sharpshooter I–II (passive) Skilled marksmen can hit their targets under the most adverse circumstances and treat them as if they are stationary. Rules: Reduce modifiers for distance, size, and movement and their resulting penalties (see Core Rules, page 241). At Level I the accumulated penalties decrease by 2, and for Level II they decrease by 4. Prerequisites: Level I: INT 15, Precise Shot/Throw I; Level II: INT 17, Precise Shot/Throw II, Sharpshooter I Combat Techniques: Bows, Crossbows, Slings, Thrown Weapons AP Value: Level I/II: 15/20 adventure points Spread Rain of Iron (passive) True masters can throw their weapons quickly and may even attack multiple targets at once. Rules: By using the maneuver Rain of Iron, you may target multiple enemies with your Thrown Weapons. Prerequisites: Rain of Iron I Combat Techniques: Thrown Weapons AP Value: 10 adventure points Stunning Blow (Special Maneuver) Characters need not always attack with a weapon’s edge, and can instead attack an opponent with the pommel or the flat of the blade. This causes little damage but it does hinder the enemy’s fighting capabilities. Rules: Make an AT with a penalty of -2. If it succeeds and the target’s defense fails, the attack causes 1D3 DP and the target must make a check on Self-Control (Stay Conscious) with a penalty equal to the DP inflicted (regardless of whether the target actually suffered any damage). If the Self-Control (Stay Conscious) check fails, the target suffers one level of Stupor as well. This maneuver can be used only against Intelligent creatures and animals of the character’s size category or smaller. Note that this means Stunning Blows have no effect on certain monsters. Penalty: -2 Prerequisites: STR 13 Combat Techniques: Impact Weapons, Polearms, Swords, AP Value: 15 adventure points Weapon reach advantages and disadvantages apply only for the initial target of the attack. The protecting character and the enemy ignore reach calculations for purposes of this rule. Also, the protecting character’s DE receives a penalty of -3 per PA during that CR, as usual. 155


156 Chapter 4: Combat Special Abilities Targeted Attack (Special Maneuver) I Sometimes hitting a weak spot can end a fight more quickly. Skillful fighters are much better at hitting smaller targets. Rules: Target a specific hit zone, applying the AT penalty for the chosen zone. Penalty: Depends on zone Combat Techniques: All Close Combat Techniques AP Value: 10 adventure points Targeted Shot (Special Maneuver) I The ability to hit an enemy’s weak spot in Ranged Combat is a great advantage. Rules: Target a specific hit zone with a ranged weapon. To do so, your attack receives a penalty based on the zone you are trying to hit. Penalty: Depends on zone Combat Techniques: All Ranged Combat Techniques AP Value: 10 adventure points Two-Handed Mounted Combat (passive) Riders who use two-handed weapons wile mounted risk losing control of their mounts. However, some warriors feel that the advantages of using such weapons while mounted outweigh the risks, and some riders even specialize in it. Rules: The character can attack with a two-handed weapon while mounted, but such attacks receive a penalty of -4. Penalty: -4 Prerequisites: Mounted Combat Combat Techniques: Two-Handed Impact Weapons, TwoHanded Swords AP Value: 5 adventure points Combat Style Special Abilities Adersin Style (passive) AC Students of the Adersin style are famous for the way they wield bastard swords. They normally use both hands, as expected, but often switch to one-handed use to give opponents a nasty surprise. Rules: Opponents suffer a penalty of -1 to DE. Even though this style grants one-handed use of a bastard sword, the practitioner cannot also wield a parrying weapon or other one-handed weapon while doing so. Characters cannot combine this style with the SA One-Handed Combat. Advanced Combat Special Abilities: Bind, Shortened Grip, Windmill Prerequisites: AGI 13 Combat Techniques: Two-Handed Swords (bastard swords only) AP Value: 15 adventure points Baburin Style (passive) AC Warriors from Baburin learn to plan effective attacks and quickly find their opponents’ weaknesses. Rules: A warrior from Baburin can choose one opponent within sight and spend a free action to make a Warfare check during combat. If this check succeeds, the warrior receives a bonus of +1 to AT, DE, and RC against the chosen opponent. Advanced Combat Special Abilities: Driving Archer, Nail to the Ground, Powerful Throw Prerequisites: INT 13 Combat Techniques: all AP Value: 10 adventure points Baliho Style (passive) AC The Balihoean warrior academy bases its education on the knightly ideals practiced in Weiden. Pupils study riding as well as combat with sword, lance, and shield. Rules: When fighting against infantry while mounted, the character gains a bonus of +1 to AT and DE due to the advantageous position (see Core Rules, pages 238–240), as well as a bonus of +1 DP to close combat attacks. Advanced Combat Special Abilities: Breach Attack, Shield Smash, Windmill Prerequisites: COU 13, Mounted Combat Combat Techniques: All Close Combat Techniques AP Value: 12 adventure points Bornlandish Brawling (passive) UC Those who enjoy tavern brawling usually learn Bornlandish Brawling, a style that incorporates hitting, kicking, and even biting. Rules: Your unarmed attacks inflict +1 DP. Advanced Combat Special Abilities: Break Grapple, Headbutt, Low Blow Prerequisites: AGI 13 or STR 13 Combat Techniques: Brawling AP Value: 5 adventure points If you use the optional Brawling Rules from The Dark Eye Game Master Screen Booklet, then you cause an additional +1 DP.


157 Cendrash Style (passive) AC The famous Dragon Hunter Academy, located in the dwarven city of Xorlosh, is just one such school for dwarven warriors. Every dwarven mine in Aventuria has its share of experienced teachers who instruct dwarves in the ways of combat. Most learn a style known as Cendrash, which is especially useful for fighting larger opponents. Rules: Gain a bonus of +1 to DE when fighting enemies of size categories large and huge. Advanced Combat Special Abilities: Mighty Sweep, Shatter, Wide Swing Prerequisites: STR 13, race Dwarf Combat Techniques: Impact Weapons, Two-Handed Impact Weapons AP Value: 15 adventure points Cyclopean Wrestling (passive) UC Cyclopean wrestling incorporates throws and grappling techniques that wear the enemy down without causing serious harm. Rules: When using the maneuver Grapple, your opponent receives a penalty of -2 to DE. Advanced Combat Special Abilities: Break Grapple, Chokehold, Masterful Throw Prerequisites: STR 13 Combat Techniques: Brawling AP Value: 10 adventure points Dajin Style (passive) AC People fighting against Dajin Buskurs are sometimes startled to see one standing still in combat, waiting passively for an incoming attack. Don’t let this tactic fool you—the Busker is merely preparing a deadly assault. Rules: Freeze in place (take no action or free action to move this CR) to gain a bonus of +1 to AT and deal +1 DP when counterattacking an opponent who previously attacked you during this same combat round. Advanced Combat Special Abilities: High Blade, Mighty Sweep, Wide Swing Prerequisites: COU 13, AGI 13 Combat Techniques: Two-Handed Swords AP Value: 15 adventure points Elenvina Style (passive) AC Even the mere presence of warriors from Elenvina can bolster their companions’ courage in battle. Fearless leaders, they always stand in the front ranks and inspire their comrades in arms with their bravery. Rules: Spend a free action instead of a normal action to use the SA Leader Advanced Combat Special Abilities: Bind, Shield Cover, Weapon Throw Prerequisites: COU 13, Leader Combat Techniques: All AP Value: 15 adventure points


158 Chapter 4: Combat Special Abilities Fedorino Style (passive) AC The strength of Master Fedorino’s combat style lies in defense. Although the initial attacks are actually cautious attempts to discover an opponent’s weaknesses, students of this style (usually wandering swords) are by no means ignoring defense. They are simply waiting for the right time to strike. Rules: Increase your DE by 2 in any CR in which you do not use special maneuvers. This bonus is cumulative with bonuses granted by the SA Defensive Posture. Advanced Combat Special Abilities: Bind, Death from the Left, En Passant Prerequisites: AGI 13 Combat Techniques: Daggers, Fencing Weapons AP Value: 20 adventure points Gladiator Style (passive) UC Gladiators train to excite audiences with spectacular attacks, and they grow almost drunk on the cheering of the crowd. Gladiator combat is rarely fatal, since it is designed to be impressive, not lethal. Rules: Those who learn Gladiator Style can try to curry the favor of the audience by inflicting DP on an opponent via a Brawling AT. Make a check on Fast-Talk (Manipulation). If successful, gain a +2 AT bonus for this and the next CR. Bonuses are not cumulative, meaning that the character cannot receive a +4 bonus by succeeding at a second check during the same CR. Similarly, duration cannot be increased, either. To receive this bonus you must have an appropriate audience. Audience members cannot be involved in the combat itself. The GM decides what constitutes an appropriate audience, but depending on the situation, this can range from only two onlookers in an alley to many hundreds of people in an arena. When using Gladiator style, your Brawling AT causes two less DP (minimum of 1 DP). Advanced Combat Special Abilities: Break Grapple, Drop Kick, Low Blow Prerequisites: AGI 13 or STR 13 Combat Techniques: Brawling AP Value: 5 adventure points Hammerfist Style (passive) UC Thorwalian warriors are famous for their ability to almost casually smash items with one blow of their fist. Rules: Inflict +1 DP against living opponents. Unarmed attacks double their DP against objects. For example, someone using Hammerfist who rolls 7 DP for structure damage would actually cause 14 DP instead. Advanced Combat Special Abilities: Haymaker, Head Butt, Masterful Throw Prerequisites: STR 13 Combat Techniques: Brawling AP Value: 10 adventure points Hruruzat (passive) UC The infamous Hruruzat combat style specializes in kicks and is recognized throughout Aventuria. Mohans, Maraskani, and achaz are considered natural masters of Hruruzat. Rules: When determining DP after a successful attack with Brawling, roll 2D6 instead of 1D6 and keep the best singledie result. If you roll doubles, add both dice together to determine DP for that attack.


This damage can be caused by a personal item, an improvised weapon, or even a dirty trick. When fighting creatures, those with natural, magical, or karmic PRO do not suffer any damage from this style. Advanced Combat Special Abilities: Chop, Drop Kick, Foot Sweep Prerequisites: AGI 13 Combat Techniques: Brawling AP Value: 12 adventure points Hylailos Style (passive) AC The warriors of Hylailos excel in using large weapons, specialize in defensive maneuvers, and are said to make excellent bodyguards. Much of their training focuses on a polearm called a pailos, which they wield with a simple grace that almost makes one forget the barbaric nature of this weapon. Rules: When using the combat technique Polearms, reduce any weapon PA penalty by one. This penalty cannot be reduced below 0. Advanced Combat Special Abilities: Drop Kick, Mighty Sweep, Shield Cover Prerequisites: AGI 13 Combat Techniques: Polearms AP Value: 15 adventure points Knight of the Old Path Style (passive) UC Knights receive special combat training, and depending on the region (and the knight), combat styles vary greatly. One particularly widespread style is that of the Old Path, which focuses on traditional mounted combat with lance or with sword-and-shield combat on foot. Rules: When fighting infantry while mounted, the inherent advantageous position grants a bonus of +2 to AT (see Core Rules, pages 238–240). Moreover, when mounted, you receive a bonus of +1 DP in close combat. Advanced Combat Special Abilities: Frontal Assault, Mighty Tilt, Shield Smash Prerequisites: COU 13, Mounted Combat Combat Techniques: All Close Combat Techniques AP Value: 12 adventure points Marwan Sahib Style (passive) AC It is said that the Balayanim who study under Master Marwan Sahib learn to fight in close quarters in the cramped alleyways of Fasar. Rules: Your opponents suffering from the state cramped also suffer additional penalties of -2 to AT and PA. This penalty applies to shields, too. Opponents who know Marwan Sahib style do not suffer these penalties. This means that cramped opponents armed with short-reach weapons suffer a minimum penalty of -2 to AT and PA while fighting you, and cramped opponents armed with medium-reach weapons suffer a penalty of -6 to AT and PA. Advanced Combat Special Abilities: Jump Attack, Powerful Throw, Windmill Prerequisites: AGI 13 Combat Techniques: Brawling, Daggers, Swords AP Value: 10 adventure points Mengbilla Style (passive) AC People say that Mengbilla warriors are fearless because they fight unflinchingly even when facing terrifying monsters. Rules: Ignore the effect of the highest level of the condition Fear and suffer only the effects of the next lower level. For example, if your hero gains three levels of Fear, only the effects of Level II apply. You still become incapacitated at Fear Level IV. Advanced Combat Special Abilities: Jump Attack, Shatter, Weapon Throw Prerequisites: COU 13 Combat Techniques: Impact Weapons, Swords AP Value: 15 adventure points Mercenario Style (passive) UC Mercenario style incorporates a wide variety of hits, kicks, and head butts, as well as strikes with formal or improvised weapons. Rules: You know how to use a sword pommel, a dagger scabbard, or similar improvised weapon for both attack and defense in unarmed combat. Your opponent receives 1 DP for every successful Brawling PA, whether made by you or the target. Note that the target does not suffer this damage when dodging. Advanced Combat Special Abilities: Break Grapple, Head Butt, Low Blow Prerequisites: STR 13 Combat Techniques: Brawling AP Value: 8 adventure points Prem Style (passive) AC Students of the Prem Warrior School learn how to fight while standing in water and while underwater. They grow accustomed to using weapons in Swafnir’s element and learn not to panic. This and their keen sense of balance help them to avoid mishaps in battle. Rules: Reduce the penalties for underwater combat (see Core Rules, page 239) by 4. 159


Chapter 4: Combat Special Abilities Also, if you roll a confirmed botch, you suffer only 1D6 DP (ignoring PRO). Advanced Combat Special Abilities: Powerful Throw, Shatter, Shield Blow Prerequisites: AGI 13, Body Control 4, Swimming 4 Combat Techniques: All AP Value: 10 adventure points Rondra’s Defiance Style (passive) AC The Blessed Ones of Rondra learn different tricks and combat techniques in every region and every temple. One of the most common is the style called Rondra’s Defiance, which specializes in defensive moves with a Rondra’s Crest. Rules: A Blessed One of Rondra armed with a Rondra’s Crest reduces the weapon’s PA penalty by 1, and subtracts 2 from a roll to confirm a parry botch. Advanced Combat Special Abilities: High Blade, Wide Swing, Windmill Prerequisites: AGI 13 or STR 13 Combat Techniques: Two-Handed Swords (only Rondra’s Crest) AP Value: 10 adventure points Unau School (passive) This style employs more than twenty ways to attack from a strong position of defense. No other school of unarmed combat teaches such sophisticated maneuvers. Rules: You receive a +2 bonus to DE, but you may not use an action or free action for movement in the same CR. By combining Unau School Style with the SA Defensive Posture, you increase your defense value by +6 (but remember the restrictions on Movement for Unau School Style). Advanced Combat Special Abilities: Chokehold, Foot Sweep, Masterful Throw Prerequisites: INT 13 Combat Techniques: Brawling AP Value: 10 adventure points Advanced Combat Special Abilities Bind (Special Maneuver) AC Bind involves using one’s weapon to place an enemy’s weapon in a bad position. Rules: Make a PA check with a penalty of -2. If successful, your next AT against the target of the Bind maneuver receives a +4 AT bonus. This attack must made with your next action, meaning during this or the next CR. This action may not be delayed. The bonus expires if you attack another opponent or attempt to parry, or if the enemy attacks with a weapon other than the bound weapon. Attempts to Bind a twohanded weapon receive a penalty of -4, not -2. After performing a Bind, your hero may conduct no further defenses this CR. Penalty: -2 (one-handed weapon); -4 (two-handed weapon) Prerequisites: STR 13, corresponding combat style special ability Combat Techniques: Daggers, Fencing Weapons, Polearms, Swords AP Value: 25 adventure points Breach Attack (Special Maneuver) AC Cavalry attacks are designed to break through enemy lines and disrupt battle formations. Rules: With this SA, your hero is able to carry out the command Breach Attack with their mount. Up to three targets are hit as long as they are a maximum of 1.6 feet away from one another. The attack receives a penalty of -2, cumulative, for each target (-2 for the first target, -4 for the second, and -6 for the third). Determine each opponent’s hit points individually. Each target may try to defend against the Breach Attack. If you roll a botch for the first or second AT, all remaining attacks are cancelled. Penalty: -2 (first attack); -4 (second attack); -6 (third attack) Prerequisites: Mounted Combat, corresponding combat style special ability Combat Techniques: None AP Value: 15 adventure points Break Grapple (passive) UC Breaking free of a grapple is not easy. Skilled fighters know different ways to break free of the grip of their opponent. Rules: With the special ability Break Grapple, you can more easily break free of Grapples and all related maneuvers such as Headlock or Chokehold. Competitive checks on Feat of Strength (Dragging & Pulling) to free yourself from a Grapple gain a bonus of +2. If you are playing with the optional rules for Botches, you may adjust the roll on the chart by one result up or down (down to 2 or up to 12, at most). As usual, you may only combine one basic maneuver with a special maneuver per CR, regardless of whether this special maneuver is a PA or an AT. This applies to Bind, which is a special maneuver with PA subject to the usual requirements. UC 160


When combined with Hruruzat, roll 2D6 for damage as usual. Drop kick’s additional 1D6 DP gets added at the end and has no effect on the doubles rule. Prerequisites: Corresponding combat style special ability Combat Techniques: Brawling AP Value: 5 adventure points Chokehold (Special Maneuver) AC Sometimes, to win, one must try to choke an opponent into unconsciousness or death. Rules: To place an enemy in a Chokehold you first need to Grapple with them. In the next CR, you make a Brawling AT. If it succeeds and the enemy does not successfully defend, the Chokehold takes effect. If your AT check fails, the Grapple fails. A grappled opponent receives 1D6 DP every CR. The enemy must also make a check on Self-Control (Stay Conscious) with a penalty of half of the damage points inflicted against that enemy during that CR or receive one level of Stupor. An opponent in a Chokehold has two options: Break out of the Chokehold: the target makes a competitive check on Feat of Strength (Dragging & Pulling). If successful, the Chokehold and the Grapple end. Attack: The target attacks your hero. While locked in a Chokehold, the target receives the states bound and cramped. Prerequisites: Chokehold, corresponding combat style special ability Combat Techniques: Brawling AP Value: 5 adventure points Chop (Special Maneuver) UC Some fighters who are skilled at unarmed combat can inflict more damage simply by striking with the outside edge of their hand. Rules: Spend 1 free action to concentrate, then perform the Chop attack with a penalty of -2 against the selected target (living or inanimate). A successful attack inflicts +2 DP versus living beings and +4 DP versus objects. Penalty: -2 Prerequisites: Corresponding combat style special ability Combat Techniques: Brawling AP Value: 10 adventure points Death from the Left (passive) AC This surprising maneuver, known as Death from the Left, is a fencing trick that requires a parrying weapon. The idea is to draw the opponent’s attention to the main weapon, creating an opportunity to strike unopposed with the parrying weapon. Rules: When this SA is employed, the parrying weapon loses its PA bonus but gains +2 DP. At the beginning of each CR, you must decide whether to use Death from the Left or the parrying weapon’s normal PA bonus. Prerequisites: Corresponding combat style special ability Combat Techniques: All Close Combat Techniques that may be performed with one-handed weapons AP Value: 10 adventure points Driving Archer (passive) AC To effectively use a bow, a crossbow, or a throwing weapon from a chariot, one must account for the vehicle’s movement across uneven surfaces. Those who train in this SA can become deadly and mobile ranged combatants. Rules: When the chariot is moving at the pulling animal’s walking speed, shots do not receive a penalty. Ranged attacks only receive a penalty of -2 at trotting speed, and -4 at a gallop. Prerequisites: Driving 10, corresponding combat style special ability Combat Techniques: Bows, Crossbows, Thrown Weapons AP Value: 5 adventure points Drop Kick (Special Maneuver) UC A Drop Kick may cause more damage, but the attack is clumsy. Rules: Make an AT with a penalty of -2. If successful you cause an additional +1D6 DP. Penalty: -2 Prerequisites: Corresponding Combat Style Special Ability Combat Techniques: Brawling AP Value: 20 adventure points En Passant (Special Maneuver) AC En Passant grants a number of short term advantages, but at the risk of giving the opponent a chance to spot the maneuver and make a counterattack. Rules: Make an AT with a penalty of -4. Whether your opponent defends against it is irrelevant. If the check succeeds, you gain an advantageous position against that opponent (see Core Rules, page 238) until the end of the next CR. Successful AT cause damage as usual. Moreover, an opponent who cannot (or chooses not to) defend against this AT may not perform maneuvers until the end of the next CR. This maneuver can be performed only against Intelligent creatures of size categories small and medium. If this AT fails, the opponent may make an attack of opportunity. Penalty: -4 161


162 Chapter 4: Combat Special Abilities Prerequisites: AGI 15, corresponding combat style special ability Combat Techniques: Daggers, Fencing Weapons, Impact Weapons, Swords AP Value: 15 adventure points Foot Sweep (Special Maneuver) UC By crouching down and sweeping a leg in a wide arc that targets opponents’ feet and ankles, some brawlers can cause opponents to lose their footing and fall down. Rules: Make an AT with a penalty of -4. A target who fails to defend receives the state prone. This attack causes no damage. Penalty: -4 Prerequisites: STR 13, corresponding combat style special ability Combat Techniques: Brawling AP Value: 15 adventure points Frontal Assault (Special Maneuver) AC Enemies fear a Frontal Assault by a knight because they risk being Trampled by the mount and stabbed by the knight’s lance. Rules: Frontal Assault is a command (see Core Rules, page 240) that combines Trample with a standard tilt. The target must contend with both the mount’s Trample attack and the rider’s tilt attack. Both AT suffer a penalty of -4. This maneuver can be used only against enemies with the same or smaller size category as the rider. Penalty: -4 Prerequisites: Mounted Combat, Tilt, corresponding combat style special ability Combat Technique: Lances AP Value: 25 adventure points Haymaker AC A risky Haymaker is a powerful blow that is supposed to hit the opponent hard, but at the cost of one’s defense. Rules: The AT suffers a penalty of -2. A successful hit inflicts +1 DP. If the attack causes 4 or more DP, the target must make a check on Self-Control (Stay Conscious) with a penalty of -1 or else receive one level of Stupor. The character receives a penalty of -2 to defense until the end of the next CR. Penalty: -2 Prerequisites: STR 13, corresponding combat style special ability Combat Techniques: Brawling AP Value: 8 adventure points Head Butt (Special Maneuver) UC Punches and kicks are not the only means of injuring an opponent while brawling. Head butts are damaging and often unexpected because they injure the attacker as well. Rules: If your AT succeeds and your opponent fails to defend, subtract 1 life point from your total. The opponent then makes a check on Self Control (Stay Conscious) with a penalty of -1. On a failure, the opponent receives one level of Stupor and suffers one-half the rolled DP of the attack. This maneuver can be performed only against Intelligent creatures of size category medium. Prerequisites: Corresponding combat style special ability Combat Techniques: Brawling AP Value: 5 adventure points High Blade (Special Maneuver) AC Swinging a blade high above one’s head can add power to a blow. Rules: You must announce the maneuver High Blade at the beginning of the CR. The character gains a bonus of +1 to AT and DP, but halves DE until the end of the CR. Prerequisites: Corresponding combat style special ability Combat Techniques: Fencing Weapons, Two-Handed Swords, Swords AP Value: 15 adventure points Nail to the Ground (Special Maneuver) AC Skilled warriors can knock down their enemies and fix them to the ground with their weapons. Rules: Make an AT with a penalty of -6. If the AT fails, the target may make an attack of opportunity. If the attack succeeds and the target’s defense fails, the target receives the states prone and bound. The usual damage of 1D3 DP caused by the SA Takedown does not apply for Nail to the Ground. In subsequent CRs, the character’s attacks against the target succeed automatically and gain +1 DP per CR after the first (i.e., no additional DP in the first CR, +1 DP in the second CR, +2 in the third CR, and so on). Roll DP as usual. As long as Nail to the Ground remains in effect, the target cannot defend. The character may release a target at the end of any CR. Otherwise, to escape, the target must win a competitive check on Feat of Strength (Pushing & Bending) versus the character. Each attempt costs 1 action. Nail to the Ground can be used only against targets of size categories small or medium. Penalty: -6 Prerequisites: AGI 15 or STR 15, Nail Down, Takedown, corresponding combat style special ability Combat Techniques: Polearms AP Value: 20 adventure points


163 Jump Attack (Special Maneuver) AC Anyone may attempt to attack an enemy by leaping forward with outstretched weapon, but only those with Jump Attack do so with elegant precision and achieve a deadly outcome. Rules: Spend a free action and make a check on Body Control (Jumping) before making an AT. You must be at least 6 feet from the target but may only jump MOV/2 feet before attacking. Each QL adds one to either AT or DP (maximum of +3). You may make a Jump attack on every other CR only. If the AT fails, the target may make an attack of opportunity. Prerequisites: AGI 15, corresponding combat style special ability Combat Techniques: Polearms, Swords AP Value: 20 adventure points Low Blow (Special Maneuver) UC Fistfights are not always fair. Some participants use dirty tricks, such as Low Blow. Rules: Make an AT with a penalty of -4. If successful, and the target fails to defend, the attack gains a bonus of +2 DP. A target that sustains at least 5 points of damage must make a check on Self-Control (Stay Conscious) with a penalty of -2 or else receive one level of Stupor. Penalty: -4 Prerequisites: Corresponding combat style special ability Combat Techniques: Brawling AP Value: 10 adventure points Masterful Throw (Special Maneuver) UC An assailing enemy can be thrown to the ground with the right move and a Masterful Throw and placed in a disadvantageous position. Rules: Masterful Throw counters a Brawling AT. To use this SA, you cannot have any weapons in-hand. Make a Brawling PA with a penalty of -4. If successful, the target receives the state prone. This maneuver causes no damage and may be performed only against targets who are the same size category or smaller than the character. Penalty: -4 (for the Brawling PA) Prerequisites: Throw, corresponding combat style special ability Combat Techniques: Brawling AP Value: 10 adventure points Mighty Sweep (Special Maneuver) AC A character with the maneuver Sweep and great strength can use that ability with greater effect. Rules: Mighty Sweep grants the following bonuses when performing a normal Sweep: +1 DP for the first attack; penalty of only -4 for the second attack; penalty of only -8 for the third attack. The Sweep (and Mighty Sweep) may also be performed with polearms. Prerequisites: STR 15, Sweep I, corresponding combat style special ability Combat Techniques: Chain Weapons, Impact Weapons, Polearms, Two-Handed Impact Weapons, Two-Handed Swords AP Value: 10 adventure points Mighty Tilt (passive) AC Knights are known for their skill with lances, which are especially useful against large monsters. Rules: Mighty Tilt causes +2 DP against creatures that are classified as monsters, as long as they are of size categories large or huge. Otherwise, this maneuver works just like a regular Tilt. Prerequisites: Tilt, corresponding combat style special ability Combat Techniques: Lances AP Value: 5 adventure points Powerful Throw (Special Maneuver) AC The damage caused by a thrown weapon depends on the type of weapon, the force with which it is thrown, and the thrower’s skill. Rules: A character with the SA Powerful Throw gains a damage threshold of STR 14 for Thrown Weapons. For every STR point above 14, you cause +1 DP for Thrown Weapons. Prerequisites: STR 15, corresponding combat style special ability Combat Technique: Thrown Weapons AP Value: 15 adventure points Shatter (Special Maneuver) AC Brute force is sometimes the best way to overcome a bothersome obstacle. Rules: Add +1D6 DP damage to attacks against objects. Prerequisites: STR 15, corresponding combat style special ability Combat Techniques: Chain Weapons, Impact Weapons, Two-Handed Impact Weapons AP Value: 5 adventure points


Chapter 4: Combat Special Abilities Shield Cover (passive) AC Trained soldiers can form a solid barrier by interlocking their shields. Rules: This SA allows up to three shield-armed people (minimum of two people) to overlap their shields and thus gain a bonus of +1 to their Shield PA. Each participant may be no more than 1.6 feet away from at least one other, and their shields must face the same direction. Also when facing ranged attacks, participants count as targets of the next smaller size category (for example, humans count as small, not medium, targets). Fighters in shield cover cannot sprint (see Core Rules, page 229). Prerequisites: Corresponding combat style special ability Combat Techniques: Shields AP Value: 5 adventure points Shield Slam (Special Maneuver) AC Shield Slam allows you to push defenders back or knock them to the ground. Rules: A successful, undefended Shield attack causes the target to stumble back 1D3 yards. Targets that choose not to defend (or cannot defend) takes DP equal to the shield’s PRO/2. Also, the target must make a successful competitive check on Body Control (Balance) against Feat of Strength (Pushing & Bending) or else receive the state prone. Each of the attacker’s net QL from this check pushes the target back an additional three feet. Prerequisites: STR 13, corresponding combat style special ability Combat Techniques: Shields AP Value: 8 adventure points Shortened Grip (passive) AC Some weapons may seem unsuitable for fighting in close quarters, but skilled fighters know how to shift their grip on longer weapons to use them more effectively in cramped spaces. For instance, by holding a spear nearer to its tip, or holding a sword by its ricasso, a fighter can make the best of a less-than-ideal situation. Rules: Spend one action to shift your grip on a weapon, effectively shortening its reach by one category (i.e., a long-reach weapon becomes a medium-reach weapon, and a medium-reach weapon becomes a short-reach one). This reduces disadvantages due to fighting in a cramped space (see Core Rules, page 238) but it also reduces the weapon’s effective close combat reach (see Core Rules, page 230) and thereby reduces the weapon’s DP by 2. Resuming your normal grip on the weapon costs 1 action. Prerequisites: Corresponding combat style special ability Combat Techniques: Impact Weapons, Polearms, TwoHanded Impact Weapons, Two-Handed Swords, Swords AP Value: 10 adventure points Wide Swing (Basic Maneuver) UC Some warriors capitalize on the reach of their weapons by swinging them in a wide arc. Rules: Make an AT with a penalty of -2 to increase your weapon’s reach category by one level and inflict +1 DP until the end of the CR. Penalty: -2 Prerequisites: Corresponding combat style special ability Combat Techniques: Two-Handed Impact Weapons, TwoHanded Swords AP Value: 15 adventure points Only one person in each group of up to three needs to possess this SA. The others receive the bonus for free as long as they remain within 1.6 feet of the character with the SA and keep their shields aligned in the proper direction. 164


Windmill (Special Maneuver) AC The Windmill is a circular motion that redirects the momentum of an enemy’s attack and channels its energy into the character’s own attack. Rules: You must declare the Windmill maneuver before you learn the results of an enemy’s attack, and you must have at least one action remaining in this round (when you have the higher initiative, a good tactic is to let the enemy attack first). While performing this maneuver, you receive a penalty of -2 to PA. If your PA succeeds, immediately make an AT (with a bonus of +4 DP) against that enemy. Note that this AT cannot be combined with a special maneuver, but it can be combined with a basic maneuver. Also, you may make no further defenses this CR. The Windmill maneuver can only be employed against attacks using combat techniques that could also perform this maneuver (for example, Windmill cannot be used against daggers or fencing weapons). Penalty: -2 (for parry) Prerequisites: AGI 15 or STR 15, corresponding weapon style special ability Combat Techniques: Impact Weapons, Polearms, Swords, Two-Handed Impact Weapons, Two-Handed Swords AP Value: 25 adventure points Example: Geron has an INI of 16, while his orc opponent has a 12. Geron lets the orc attack first since he wants to perform his Windmill maneuver. The orc attacks with a mace, an impact weapon. Geron uses a sword and announces the maneuver before his reaction to the orc’s attack, which succeeds. Geron’s parry receives a penalty of -2 but he succeeds anyway. When it is his turn, Geron attacks the orc, combining his attack with a basic maneuver (Forceful Blow I). His attack receives a penalty of -2. If Geron succeeds, he gains +4 DP to his sword due to the Windmill maneuver, plus an additional +2 DP for Forceful Blow I. Weapon Throw (Special Maneuver) AC Relatively few weapons are suitable for throwing. Close combat weapons are usually too unwieldy and heavy and would bounce off an enemy without effect instead of hurting them. However, warriors with Weapon Throw can even hit their enemy with a thrown sword. Rules: This SA allows you to throw a close combat weapon that is not otherwise suitable for throwing and do considerable damage. The attack is resolved like a normal ranged combat attack for the combat technique Thrown Weapons. Besides all other usual modifiers for such an attack, the thrown close combat weapon receives an additional AT penalty of -4. The thrown weapon must belong to one of the following combat techniques: Daggers, Fencing Weapons, Impact Weapons, Polearms, Swords. For damage, use the weapon’s normal damage, but do not add the bonus for damage threshold, if any. Penalty: -4 Prerequisites: STR 15, corresponding combat style special ability Combat Techniques: Thrown Weapons AP Value: 5 adventure points 165


166 Chapter 4: Combat Special Abilities Command Special Abilities Command Flying Attack (Special Maneuver) Flying creatures can lunge at their opponents upon command, provided they have been trained to do so by their rider. Rules: With this special ability, you can command your mount to perform a Flying Attack, provided that the animal has the corresponding special ability. Prerequisites: Flying 8, Mounted Flying Combat Combat Techniques: None AP Value: 12 adventure points Command Grapple (Special Maneuver) By issuing this command, a character’s mount can perform a Grapple attack. Rules: With this special ability, you can command your mount to perform Grapple, provided that the animal has the corresponding special ability. Prerequisites: Animal Lore 8, Mounted Combat Combat Techniques: None AP Value: 12 adventure points Command Powerful Blow (Special Maneuver) Large and powerful creatures can smash their opponents to the ground with this attack. Rules: With this special ability, you can command your mount to perform Powerful Blow, provided that the animal has the corresponding special ability. Prerequisites: Animal Lore 8, Mounted Combat Combat Techniques: None AP Value: 10 adventure points Command Overrun (Special Maneuver) The character may command a mount to make an Overrun attack. Rules: The animal must have the corresponding special ability to obey this command. Prerequisites: Animal Lore 12, Mounted Combat Combat Techniques: None AP Value: 12 adventure points Command Scythe Attack (Special Maneuver) Chariots mounting scythes on their wheels are rare but fearsome sights on the battlefields of Aventuria. Skilled chariot drivers can use such blades to inflict terrible wounds on their enemies. Rules: This special ability allows a chariot driver to perform the command for a scythe attack (see page 137). The chariot must have wheel-mounted scythes. Prerequisites: Driving 10 Combat Techniques: - AP Value: 10 adventure points Command Stomp (Special Maneuver) Some animals are large or heavy enough to Stomp onto their enemies and so injure them. Rules: This allows characters to command their mounts to perform a Stomp attack, provided that the animal has the corresponding special ability. Prerequisites: Animal Lore 12, Mounted Combat Combat Techniques: None AP Value: 15 adventure points


167 Combat Special Abilities Overview Combat Special Ability Special Ability Prerequisites Combat Techniques AP Value Ballistic Shot INT 13, DEX 13, Precise Shot/ Throw I Bows 10 Adventure Points Blade Storm One-Handed Combat Daggers, Fencing Weapons, Impact Weapons, Swords 25 Adventure Points Blind Fighting I–II Level I: INT 15, Perception 8; Level II: INT 17, Perception 12, Blind Fighting I All Close Combat Techniques Level I/II: 10/20 Adventure Points Circumvent I–II Level I: AGI 13; Level II: AGI 15, Circumvent I Brawling, Chain Weapons, Daggers, Fencing Weapons, Impact Weapons, Shields, Swords, Two-Handed Impact Weapons, Two-Handed Swords Level I/II: 10/15 Adventure Points per Level Combat in Water AGI 13 All Close Combat Techniques 8 Adventure Points Combat Style Combination A Combat Style; Prerequisites for the Second Combat Style must be fulfilled Depends on the Combat Style; the two Combat Styles can be used only for the corresponding Combat Techniques 50 Adventure Points Headlock STR 13, Grapple Brawling 10 Adventure Points Improved Circumvent Circumvent I Brawling, Chain Weapons, Daggers, Fencing Weapons, Impact Weapons, Shields, Swords, Two-Handed Impact Weapons, Two-Handed Swords 10 Adventure Points Keep at Distance I–II Level I: AGI 13; Level II: AGI 15, Keep at Distance I All Close Combat Techniques Level I/II: 15/20 Adventure Points Knock Down STR 13 Polearms 12 Adventure Points Masterful Dodging INT 13, Improved Dodge II None 15 Adventure Points Master of Improvised Weapons AGI 13 or STR 13 All 10 Adventure Points Master Parry AGI 15 or STR 15 All Close Combat Techniques with Parry 25 Adventure Points Mounted Flying Combat Flying 10, Riding 10 All 10 Adventure Points Nail Down AGI 13 or STR 13 Polearms 20 Adventure Points Overwind Crossbow DEX 13 Crossbows 5 Adventure Points Pike Wall AGI 13 Polearms 10 Adventure Points Protector AGI 15 Daggers, Fencing Weapons, Impact Weapons, Polearms, Shields, Swords 20 Adventure Points Quickload (Slings) DEX 13 Slings 5 Adventure Points Rain of Iron I–II Level I: DEX 15, Quickload (Thrown Weapons), Level II: DEX 17, Rain of Iron I Thrown Weapons Level I/II: 15/20 Adventure Points Sharpshooter I–II Level I: INT 15, Precise Shot/Throw I; Level II: INT 17, Precise Shot/Throw II, Sharpshooter I Bows, Crossbows, Slings, Thrown Weapons Level I/II: 15/20 Adventure Points Spread Rain of Iron Rain of Iron I Thrown Weapons 10 Adventure Points


168 Chapter 4: Combat Special Abilities Special Ability Prerequisites Combat Techniques AP Value Stunning Blow STR 13 Impact Weapons, Polearms, Swords 15 Adventure Points Targeted Attack AGI 13 All Close Combat Techniques 10 Adventure Points Targeted Shot DEX 13 All Ranged Combat Techniques 10 Adventure Points Two-Handed Mounted Combat Mounted Combat Two-Handed Impact Weapons, TwoHanded Swords 5 Adventure Points Combat Special Ability Special Ability Prerequisites Combat Techniques AP Value Adersin Style AGI 13 Two-Handed Swords (Bastard Swords only) 15 Adventure Points Baburin Style INT 13 All 10 Adventure Points Baliho Style COU 13, Mounted Combat All Close Combat Techniques 12 Adventure Points Bornlandish Brawling AGI 13 or STR 13 Brawling 5 Adventure Points Cendrash Style STR 13, Race Dwarf Impact Weapons, Two-Handed Impact Weapons 15 Adventure Points Cyclopean Wrestling STR 13 Brawling 10 Adventure Points Dajin Style COU 13, AGI 13 Two-Handed Swords 15 Adventure Points Elenvina Style COU 13, Leader All 15 Adventure Points Fedorino Style AGI 13 Daggers, Fencing Weapons 20 Adventure Points Gladiator Style AGI 13 or STR 13 Brawling 5 Adventure Points Hammerfist Style STR 13 Brawling 10 Adventure Points Hruruzat AGI 13 Brawling 12 Adventure Points Hylailos Style AGI 13 Polearms 15 Adventure Points Knights of the Old Path Style COU 13, Mounted Combat All Closed Combat Techniques 12 Adventure Points Marwan Sahib Style AGI 13 Brawling, Daggers, Swords 10 Adventure Points Mengbilla Style COU 13 Impact Weapons, Swords 15 Adventure Points Mercenario Style STR 13 Brawling 8 Adventure Points Prem Style AGI 13, Body Control 4, Swimming 4 All 10 Adventure Points Rondra’s Defiance Style AGI 13 or STR 13 Two-Handed Swords (only Rondra’s Crest) 10 Adventure Points Unau School INT 13 Brawling 10 Adventure Points Advanced Combat Special Abilities Special Ability Prerequisites Combat Techniques AP Value Bind STR 13, Corresponding Combat Style Special Ability Daggers, Fencing Weapons, Polearms, Swords 25 Adventure Points Breach Attack Mounted Combat, Corresponding Combat Style Special Ability None 15 Adventure Points


169 Special Ability Prerequisites Combat Techniques AP Value Break Grapple Corresponding Combat Style Special Ability Brawling 5 Adventure Points Chokehold Headlock, Corresponding Combat Style Special Ability Brawling 5 Adventure Points Chop Corresponding Combat Style Special Ability Brawling 10 Adventure Points Death from the Left Corresponding Combat Style Special Ability All Close Combat Techniques that can use One-Handed Weapons 10 Adventure Points Driving Archer Driving 10, Corresponding Combat Style Special Ability Bows, Crossbows, Thrown Weapons 5 Adventure Points Drop Kick AGI 15, Corresponding Combat Style Special Ability Brawling 20 Adventure Points En Passant AGI 15, Corresponding Combat Style Special Ability Daggers, Fencing Weapons, Impact Weapons, Swords 15 Adventure Points Foot Sweep STR 13, Corresponding Combat Style Special Ability Brawling 15 Adventure Points Frontal Assault Mounted Combat, Tilt, Corresponding Combat Style Special Ability Lances 25 Adventure Points Haymaker STR 13, Corresponding Combat Style Special Ability Brawling 8 Adventure Points Head Butt Corresponding Combat Style Special Ability Brawling 5 Adventure Points High Blade Corresponding Combat Style Special Ability Fencing Weapons, Swords, TwoHanded Swords 15 Adventure Points Jumping Attack AGI 15, Corresponding Combat Style Special Ability Swords, Polearms 20 Adventure Points Low Blow Corresponding Combat Style Special Ability Brawling 10 Adventure Points Masterful Throw Throw, Corresponding Combat Style Special Ability Brawling 10 Adventure Points Mighty Sweep STR 15, Sweep I, Corresponding Combat Style Special Ability Chain Weapons, Impact Weapons, Polearms, Two-Handed Impact Weapons, Two-Handed Swords 10 Adventure Points Mighty Tilt Tilt, Corresponding Combat Style Special Ability Lances 5 Adventure Points Nail to the Ground AGI 15 or STR 15, Nail Down, Takedown, Corresponding Combat Style Special Ability Polearms 20 Adventure Points Powerful Throw STR 15, Corresponding Combat Style Special Ability Thrown Weapons Shatter STR 15, Corresponding Combat Style Special Ability Chain Weapons, Impact Weapons, Two-Handed Impact Weapons 5 Adventure Points Shield Cover Corresponding Combat Style Special Ability Shields 5 Adventure Points Shield Slam STR 13, Corresponding Combat Style Special Ability Shields 8 Adventure Points


Chapter 4: Combat Special Abilities Special Ability Prerequisites Combat Techniques AP Value Shortened Grip Corresponding Combat Style Special Ability Impact Weapons, Polearms, Swords, Two-Handed Impact Weapons, TwoHanded Swords 10 Adventure Points Weapon Throw STR 15, Corresponding Combat Style Special Ability Throwing Weapon 5 Adventure Points Wide Swing Corresponding Combat Style Special Ability Two-Handed Impact Weapons, TwoHanded Swords 15 Adventure Points Windmill AGI 15 or STR 15, Corresponding Combat Style Special Ability Impact Weapons, Polearms, Swords, Two-Handed Impact Weapons, TwoHanded Swords 25 Adventure Points Command Special Abilities Special Ability Prerequisites Combat Techniques AP Value Command Flying Attack Flying 8, Mounted Flying Combat None 12 Adventure Points Command Grapple Animal Lore 8, Mounted Combat None 12 Adventure Points Command Powerful Blow Animal Lore 8, Mounted Combat None 10 Adventure Points Command Overrun Animal Lore 12, Mounted Combat None 12 Adventure Points Command Scythe Attack Driving 10 None 10 Adventure Points Command Stomp Animal Lore 12, Mounted Combat None 15 Adventure Points 170


Chapter 5: Group Rules “Great change is upon us, but we still have time to prepare for it. Though the events that I foresee might not occur today or tomorrow, they will happen. If we are not destined to face these dangers, we must warn our descendants. The terror from the skies will not last forever. The stars will fall and the chains will come undone. In the midst of horror there is also a glimmer of hope. There are those among us who will achieve great things. Their names will still be heard a thousand years hence. These true heroes will face difficult trials, but Destiny and the gods are on their side, and their courage will always be remembered.” – Excerpt from an unreliable copy of a compendium by Niobara of Anchopal, date unknown (presumably transcribed shortly before the War of Wizards) This chapter presents group rules, which require agreement from the entire gaming group before they may be implemented. It expands upon the existing rules for fate points (FtP) from the Core Rules (see Core Rules, page 29), and grants further options for their use in your game. It also presents Focus Rules for a new type of FtP regeneration, as well as rules for group FtP, which expands the use of FtP in the game. Lastly, this chapter discusses theme groups (groups of player characters who maintain and experience a specific adventure theme, such as a pirate’s crew, a group of villagers, or a knight with a retinue). Theme groups grant a set of special advantages and disadvantages, and also offer special FtP actions designed for each group. 171


172 Chapter 5: Group Rules Regaining Fate Points The following is a Level I Focus Rule for regaining FtP. This rule introduces alternative methods for regaining FtP during the game. Note that this makes characters much more powerful than typical Aventurians who do not have FtP. This Focus Rule replaces the methods for regaining FtP presented in the Core Rules on page 31, except that every hero still regains all FtP at the end of an adventure. Motivation and Weaknesses The new regeneration of FtP works as follows: the players choose for their heroes two motivations and two weaknesses. Motivations are something that drives heroes toward a particular goal, such as something they seek or wish to achieve. Heroes can be driven by revenge, faith, or duty, or they could be on a search for acceptance or truth. The dark side of the adventurers, their weaknesses, can be something that they are afraid of, that worries them, or that otherwise brings them trouble. Motivations should be clearly defined. Is the hero seeking vengeance because he spent time as a slave in a mine? Is he searching for a loved one who went missing? Is he driven by his duty to his old mentor? Players who act out their character’s weakness on their own volition or comply with their motivations through clever play regain a FtP, but only if doing so advances the plot. Do not reward players who invoke these elements in unimportant situations merely to regain FtP. When in doubt, the GM decides whether an action deserves a FtP. Once a hero fulfills a motivation or finally overcomes a weakness, the player can choose a new motivation or weakness. With this rule, a player cannot gain more FtP than the character’s normal maximum. Examples of Motivations Acceptance: The hero strives for acceptance, regaining 1 FtP after performing a special task particularly well. Honor: The adventurer always wants to act honorably. When forced to choose between upholding their honor or taking a dishonorable action, and they still decide to act in an honorable way despite the disadvantages for doing so, they immediately regain 1 FtP. Love: A loved one plays a significant role in this character’s life. If the character must save the loved one from danger, such as rescuing a spouse from an evil villain, the character regains 1 FtP. Examples of Weaknesses Laziness: The hero is lazy and regains 1 FtP whenever this leads to a situation where a problem could have been solved faster through research, punctuality, or careful work. Cowardice: The cowardly hero regains 1 FtP after skipping an important battle, disappointing friends during a conflict, yielding to a foe, or avoiding risks even though facing them is important for the plot. Arrogance: The hero regains 1 FtP when arrogance interferes with relationships or draws the hero into trouble, the GM may let him regain 1 FtP. Group FtP The following is a Level I Focus Rule for Fate Points. This optional rule creates a common pool of FtP, called Group FtP, for use by players. Instead of declaring each character’s FtP expenditure individually, participating players each add 1 FtP to a pool that can be used by any player, as needed. Subtract this FtP from each participating hero’s maximum amount, as usual. All contributing players may spend FtP from this pool. Group FtP Pool The number of Group FtP usually equals the number of heroes, who each contribute 1 point from their FtP reserves to the group pool, remembering to subtract it from their maximum values. I As a GM, it is your job to distribute FtP fairly. Sometimes a player works hard to regain FtP by role playing motivations and weaknesses, but this can leave other players feeling left out. Grant the recovery of FtP only if the motivation or weakness applies to the situation and advances the story. I


173 Decision making is different in every group. Some groups decide with a simple majority, while others silently agree as long as no player objects to the intended use. Make certain that every player understands the process. The reason for the slower regeneration is that this optional rule can grant one player access to far more FtP than usual. To balance this out, Group FtP regenerate slower. If a new player joins the group and agrees to use this rule, add 1 point to the pool (subtracting it from that character’s maximum value, as for the others). If that player later leaves the group, restore that character’s FtP and subtract it from the group pool. Players may refuse to pay into the Group FtP, if desired, but those who do so cannot profit from the Group FtP pool. Players who desire to do so should opt out before play begins. Using the Group FtP Pool Players may spend Group FtP just like normal FtP. The only difference is that the whole group gets a say as to whether a particular character may use a Group FtP for the stated purpose. All other rules for FtP apply. Regaining Group FtP Group FtP do not regenerate as quickly as regular FtP. Do not use the regular rules for regaining FtP (see Core Rules, page 31), except for the rule that says all FtP are restored at the end of an adventure. Group FtP: Pros and Cons Group FtP grant individual heroes access to a larger pool of FtP. For example, a player might always roll well during an adventure and thus never use any FtP, while another might desperately need them after having run out. However, this also entails a certain disadvantage. The use of these points now depends on the other players, who can veto their use. Also, this resource might quickly run out, and players who contribute to the pool could end up with fewer than if they had never agreed to use Group FtP. As always, players and GMs should discuss using this rule.


174 Chapter 5: Group Rules Expanded Use of FtP Optional Rule Basic uses for FtP appear in the Core Rules, starting on page 29. This section presents additional options for the use of FtP, but we suggest you discuss these with your gaming group before adding them to your game. All rules for FtP apply to these new options. IdeSometimes players simply may not think of the solution to a problem, whether a riddle or the question of where to look for the next clue in a criminal case. With this rule, players can use FtP to gain a key hint from the GM to move forward. The FtP cost should be between 1 and 3, depending upon how important the solution is for the adventure. Idea FtP Amount Example 1 Assistance with a riddle that is of little significance for the plot 2 Solution to a riddle that is a central part of the adventure 3 Gain a hint that not only solves a pressing riddle but also helps to prevent many further problems Example: The players have been trying to solve a math puzzle for an hour, which seems like an eternity to them, and they are growing frustrated. Carolan’s player volunteers to spend FtP to get the answer (or at least a good clue) from the GM. The riddle is important but not vital to solve the adventure, so the GM asks for only 1 FtP. Carolan’s player spends the FtP and the GM reveals the solution to the riddle. The group happily gets on with the game. Cheat Death: Sometimes, when all efforts are in vain and no rescue is in sight, only Phex’s smile may save the unfortunate from Golgari’s wings. Some refer to this phenomena as having the nine lives of a cat, the intervention of the gods, or simply the fortune of fools. When a hero suffers enough DP to die, the player can permanently lower the character’s maximum FtP by 1 and thereby avoid death. At that point, the character has 1 LP and is considered stabilized. This option can save a hero’s life even in seemingly hopeless situations such as falling from a height of 160 feet or being trapped in a burning building. A player can use this option only if the character still has a maximum FtP value of at least 1. A hero with a maximum FtP value of 0 can no longer cheat death. Note that the character need not actually have a FtP to invoke this option; the character need only lower the maximum FtP value by 1. Example: Mirhiban’s player has grown very attached to her character. Unfortunately, while fighting a heroic duel against the black mage Sindar, Mirhiban takes enough DP to lose her life. Her player invokes the Cheat Death rule so Mirhiban can survive. Prior to this, Mirhiban had a maximum FtP value of 3. Now her maximum FtP value is 2. To Hint or Not to Hint Some players enjoy figuring out mysteries and do not want the GM to give hints or reveal solutions under any circumstances. Other players quickly grow bored when such solutions take too long to discover. We created the Idea optional rule with these players in mind. However, players who like to solve riddles probably will not like this rule, so you should discuss using this option with your players.


175 Golgari’s Wings—or Maybe Not? Every gaming group reacts differently to the option to Cheat Death, since it grants each character multiple lives. This has both advantages and disadvantages. One advantage is that a player can continue to play a beloved hero. This can be good for player morale, especially if the hero’s death would have been due to a few unlucky rolls. Few people enjoy saying goodbye to a favorite hero and creating a new character. One disadvantage, however, is that this reduces tension. Players tend to be less careful with their characters and take greater risks because they know they can probably survive. Since some players enjoy the tension arising from high-risk scenes, this can have the effect of devaluing fights and other dangerous situations. On the other hand, some players pay more attention to their characters because they do not have to constantly fear death. Discuss the Cheat Death option with the player group ahead of time. Does the group feel that character death should be permanent, or do they think it should be something that can be undone by sacrificing a resource? Theme Groups Each gaming group has its own preferences. Most players like to play a typical, traveling group of heroes that may consist of very different types of characters. Some groups agree beforehand that player characters should not get into larger conflicts with each other, but few groups coordinate their character design as a group. This sometimes leads to situations where specific characters do not fit or the choice of heroes actually makes it difficult to realize a specific theme. A campaign set amongst the pirates of the south seas has a decidedly different feel when the adventuring party consists of two firnelves, a Fjarning barbarian, and a forge dwarf. Therefore, we offer you the concept of the theme group. Playing a theme group means that GM and players agree to build their characters around a specific theme, setting, and/or region that they wish to experience in their adventures. When done with care, the adventuring party fits the theme perfectly and no hero seems out of place. The major disadvantage is that such a group is illsuited for a grand tour of Aventuria since their roles are usually linked to a specific setting. Group Theme Prior to play, the group should first agree on a theme. A short list of examples or archetypes of typical Aventurian theme groups appears below. Theme determines the roles of the heroes. Every theme includes examples of heroes that are well qualified and others that are less suitable. There are no strict limits, but a campaign of exploration set in the Far North, ideally intended for northlander characters, is hardly suited for heroes from the south. One or two players taking the role of strange foreigners might be OK, but if all of the players wish to play southern Aventurians, they should reconsider whether their theme really fits the campaign. Suitable Hero Concepts As previously mentioned, the theme should include suitable hero types. In our example, the players might choose a navigator, a Forest Folk harpooner, a ship’s mage, a carpenter, and a governor’s daughter (who ran away to become a pirate). Deciding who plays each role could help define a hierarchy among the heroes. In most campaigns, all heroes have a vote in important decisions. However, thematic groups may expect (or even prefer) the relationships between the characters to be more unequal; such relationships might even be the most interesting thing about the group. A clear hierarchy of authority exists for everyone in a military organization, and the same would also be true for a ship’s crew or a knight’s retinue. Make sure all players understand any such expectations before the game begins. Different Experience Levels Thematic groups might require the heroes to start with differing experience levels. A party playing as a ship’s crew could, for example, consist of a masterly captain, an experienced sailor, and an inexperienced cabin girl, meaning that each hero starts with different levels of skill. The players should decide beforehand whether to make this distinction between characters in the gaming group, or if they would rather skip this distinction and have everyone start at the same experience level.


Chapter 5: Group Rules Checklist The following checklist serves as an overview of the types of questions that each group should discuss for a given topic: Do all heroes start at the same experience level, or with different experience levels? For example, one character might be an inexperienced squire to a knight who has the level experienced. Do the heroes receive additional starting wealth for the campaign? Do they need special equipment, such as a ship, a castle, or horses? If so, do they receive these items free of charge, or must they purchase them? Are any advantages, disadvantages, special abilities, or items prohibited? Are certain ones required? For example, the group might decide that every scholar must be a guild mage and therefore must buy the advantage Spellcaster. Would any thematic advantages and disadvantages enhance the game? What about FtP actions? What is the theme’s purpose? Does the group want one clear and achievable goal, or do they prefer a campaign with a large number of loosely connected adventurers and no set goal? Does the campaign include certain allies or antagonists? Example Thematic Groups Here are several examples of thematic groups. Consider them archetypes designed to help you gain a better understanding of the rules and the intended use for thematic groups. Each example thematic groups lists which heroes, advantages, and disadvantages best fit with that theme, the best places to base the thematic group, and a suggested FtP action. Use these as suggestions for your own themes if your group agrees to use the optional rules for thematic groups. Community of Villagers Every village harbors a large number of characters and potential heroes. For example, a village might be terrorized by greedy bandits, plundering mercenaries, or marauding knights, and the village may need to save itself. Who better than the strong village blacksmith, the experienced hunter, and the farmer’s brave daughter, Alrika, to restore peace and order? Thematic Advantages and Disadvantages Optional Rule Every thematic group should choose a group thematic advantage and disadvantage in addition to individual thematic advantages and disadvantages arising from the thematic group. Adjust these advantages and disadvantages to correspond with the thematic group’s story. This should encompass every hero, and every hero should be able to use the group advantage. Similarly, the group disadvantage should affect all members of the party. The list of sample thematic groups includes suggested thematic advantages and disadvantages. Feel free to develop your own advantages and disadvantages for your own thematic group. The advantages and disadvantages usually do not cost adventure points, as they should balance each other out. Also, they are not subject to the 80 AP limit for advantages and disadvantages (see Core Rules, page 162), as they are an extra feature of thematic groups. The gaming group may decide to play only with an advantage or only with a disadvantage, if desired. Discuss this before play begins, as with any other option. FtP Actions Heroes can also use FtP actions in a thematic group. A FtP action uses a FtP according to the usual rules for FtP (see Core Rules, page 29) but the effects are tailored to the thematic group. The FtP action can, like thematic advantages and disadvantages, also be adjusted to suit the requirements of the group. The list of sample thematic groups includes some examples. Naturally, all heroes within the group should be able to profit from them. Take special care to avoid excluding some of the heroes. For instance, it is unfair to select a FtP action that only benefits heroes with magic when the group contains mundane adventurers as well. If someone chooses to play a strange foreigner who does not fit the theme of the group, the advantages, disadvantages, and FtP action also may not work for that character. This is not a problem, as the hero may simply ignore these elements. However, this state of affairs can change throughout the course of the game. For example, a seafaring thematic group may start out associated with a landlubber like a dwarf who slowly becomes part of the crew. 176


Many villages have a temple, so players may also take the role of a Blessed One. Heroes suited to this thematic group even include the witch who lives at the edge of the village in a farmer’s croft, or the mage who left the bustle of the city and built a tower in the vicinity of the village. Usually it is best to choose a low experience level. Simple villagers may develop into famous heroes, but at the beginning of their journey they are usually ordinary Aventurians. Suitable Heroes: Blacksmith, Blessed One of Peraine, Farmer, Hunter, Innkeeper, Mage (lives in the tower at the edge of the village), Noble, Shepherd, Witch (incognito as herbalist) Location: Every village in Aventuria with up to 500 inhabitants, especially in mid- and northern Aventuria Thematic Advantage: The characters grew up in a tight-knit village community. They know each other well and are familiar with goings-on in the village. Checks on Empathy (Sense Deception or Discern Motivation) receive a bonus of +1 against other villagers. Furthermore, the characters receive a discount of 10% on wares sold by the other villagers. Thematic Disadvantage: The characters may act somewhat braver than typical Aventurians when among their fellow villagers, but in combat they still must make a successful check on Self-Control (Stay Conscious) at Pain level II or III to avoid fleeing or yielding. FtP Action: Rabble: If at least three villagers (not necessarily all of them player characters) attack an enemy together, one character can spend 1 FtP to increase the AT of all villagers by 1 for 20 CR. Improvised weapons are not considered improvised during that time. Band of Brigands All characters belong to a band of highway robbers whose main goal is to ensure their own survival through banditry and thievery. They might have started out a simple farmers or crafters, or even former mercenaries, and their leader might even be a marauding knight. One thing is certain: they have stepped outside of the order pleasing unto Praios and are now fugitives from the law. The brigands’ goal is to survive and to gain as much loot as possible. Individual bandits sometimes have additional goals, such as revenge against the person who is responsible for their fate or other injustices. Some bandits even see themselves as being in the right and having left their life as poor farmers to revolt against an exploitative lord or landowner. Brigand experience levels range from ordinary (a farmer who became a brigand) to masterly (the brigand chief). Suitable Heroes: Bandit, Black Mage, Blessed One of Phex (covertly attempts to keep the band of brigands from performing worse actions), Craftperson, Confidence Trickster, Day Laborer, Farmer, Healer, Hunter, Knight (as Marauding Knight), Rogue, (deserter) Soldier Location: Forests and mountains close to roads, a village, or a town, usually situated in mid-Aventuria. Thematic Advantage: Brigands have excellent knowledge of their home territory, which may consist of, for example, part of a forest or a mountain range. It is easier for brigands to ambush someone or to move silently when they are in their own territory. Checks on Stealth (Set Ambush, Sneak, and Hiding) receive a bonus of +1 when attempted in 177


178 Chapter 5: Group Rules the brigands’ home territory. Brigands do not have to make checks on Orienting in their own territory to find their way or choose an alternate path to their hideout. Thematic Disadvantage: The characters are wanted fugitives, even if they are only loosely connected to the band of brigands. They face immediate arrest by any representative of the law (such as a noble, a guard, or a soldier) who recognizes them. Local rulers may already have issued wanted posters for their arrest, and may have even warned the entire region. Brigands usually suffer a penalty of -1 for checks on Social skills (but not for checks on Empathy, Intimidation, and Willpower) against lawabiding burghers. This penalty does not apply to individuals who consider themselves friends of the brigands. FtP Action: Escape: By spending 1 FtP, the character automatically escapes from combat (see Core Rules, page 237) and ends up MOV feet from all opponents. This does not require a skill check and does not trigger an attack of opportunity. By invoking this action, brigands cannot actively intervene in combat they just left; instead, they focus all their efforts on successfully escaping from combat. Knight’s Retinue Valiant, pleasing-unto-Rondra knights usually do not roam the countryside alone. Instead, they often travel with a large retinue of servants, which almost always includes a squire who performs menial work in return for training in sword fighting, riding, and knightly manners. A knightly entourage also often includes a man-at-arms. Although not a noble, the man-at-arms fights alongside the knight when the group is outnumbered (otherwise, they generally assist with menial chores, much like squires). Sometimes the retinue of a Rondra-pleasing knight includes a Blessed One, though not necessarily a Blessed One of Rondra. Wandering Blessed Ones of Praios or Peraine also have reasons to accompany knights. The experiences of a knight’s retinue are similar to that of a group of adventurers: they travel through forests and meadows, rest at inns and in cities, and intervene wherever they find injustice and oppression. As the ranking authority figure, the knight is usually the one who makes all the decisions. People such as the squire and man-at-arms owe their fealty to the knight. Characters in this thematic group usually possess different experience levels. Ideally, when starting out, the knight should be at least experienced, but the squire may be no higher than ordinary. Suitable Heroes: Bard, Blessed One of Praios, Blessed One of Rondra, Courtier, Knight, Man-at-Arms (e.g., a Farmer or Soldier), Medicus, Squire (an unexperienced Knight) Location: Fiefdom of the knight, province in which the retinue is traveling (especially Northmarches, Garetia, Nostria and Andergast, Weiden, Tobrien, Bornland) Thematic Advantage: Their belief in Praios and Rondra inspires the characters to fight on in the face of danger. Checks on Willpower (Face Threats) receive a bonus of +1. Similarly, the characters receive a AT bonus of +1 when fighting a creature classified as a monster. Thematic Disadvantage: The knight’s retinue is so virtuous that all checks on Fast-Talk made against the characters regarding deceit and lies suffer a penalty of -1. Characters in the retinue who fail this check receive a penalty of -1 on all skill checks until they pray for forgiveness in a temple of the Twelve and donate a tenth of their wealth to the Church. FtP Action: Courage in Prayer: spend 1 FtP to remove one level of Fear. Ship’s Crew Whether pirates or simple sailors, a ship’s crew is a tightlyknit community. Crews that don’t work together soon find themselves going down to Efferd’s watery grave. As a ship’s crew, the players can take the role of a simple sailor, a marine, the ship’s carpenter, or the medicus. Even the positions of officer or captain are not out of the question. Such positions shoulder great responsibility, but also have great freedom of choice. Blessed Ones (such as Blessed Ones of Efferd, Swafnir, or Aves) are well-suited for player characters. Furthermore, some ships hire exotic characters such as Forest Folk, Utulu, elves, and even dwarves, although many seafarers superstitiously avoid such ships. Regarding experience levels, a cabin boy is usually inexperienced to ordinary, while the other sailors are generally ordinary to competent. Officers almost always have higher experience levels, for example competent to masterly. Suitable Heroes: Blessed One of Aves, Blessed One of Efferd, Carpenter, Cook, Explorer, Healer, Mage (Ship’s Mage), Mercenary, Pirate, Sailor, Slave (escaped or otherwise) Location: Shipboard on any ocean, especially the Charybbean and the South Seas, but adventures can also take place on land Thematic Advantage: The ship’s crew is well coordinated and receives a bonus of +1 on Sailing when aboard their own ship. Thematic Disadvantage: Characters who spend more than 1 week on dry land must make a check on


179 For this kind of thematic group, we suggest that the ship be provided free as part of the campaign, not purchased with the characters’ starting wealth. Willpower. If the check fails, they spend their pay in a matter of hours on taverns or brothels, or to purchase cheap souvenirs. Such characters lose half of their wealth. If the check succeeds, they only make a check again after going out to sea, coming back, and again spending at least 1 week on dry land. FtP Action: Team Spirit: Spend 1 FtP during a fight to give all seafaring player characters a bonus of +2 on a check with one of the following skills: Body Control, Carousing, Climbing, Sailing, Singing, or Swimming. At least five members of the crew must be within 328 feet when making this check. Knight Borfried of Alriksburg and his Retinue To help you gain a better understanding of thematic groups, we present the following narrative. Besides the GM, the gaming group consists of four players: Sarah, Leif, David, and Louisa. The GM presents the various example thematic groups, and after discussing it among themselves, the players choose to play a knight and his retinue. They decide that the knight and his retinue pursue many quests through Garetia and possibly beyond. They want their adventures to parallel the classic stories of King Arthur and the Knights of the Round Table, movies about knights from the 1960s, and tales of chivalry and romance. Such tales focus on tournaments, courtly love, palace intrigue, slaying beasts, defeating bandits, saving villagers—basically, everything that makes the hearts of the heroes (and their players) leap with joy. Sarah, Leif, David, and Louisa now consider which types of heroes they would like to play, keeping to this theme. Sarah loves knight movies and wants to play a hardhitting, honorable male knight who has unfortunately lost most of his wealth due to unlucky circumstances. Leif thinks Sarah would make an excellent knight and wants to play the knight’s faithful squire, as does Louisa. After a short debate, Leif agrees to play the knight’s man-at-arms, a former farmer who is both loyal and strong. Louisa takes the role of the youthful squire whose personality is closer to that of Phex than to Praios and Rondra. She intends her role to serve as a contrast to that of the knight’s, and wants her character to have good ratings in skills that one expects to find only in shiftier characters. She explains her goals to the other players and they all agree with her idea. David wants to play the calm, peaceful counterpart to the otherwise pugnacious group. He decides that his character, a pragmatic Blessed One of Peraine who abhors adventures, is one of the knight’s relatives. He intends to support the group with his healing arts, and generally boost morale. Regarding the theme’s advantage, disadvantage, and FtP action, the group chooses the suggestions for the knight’s retinue, which were mentioned previously. Borfried of Alriksburg, Knight Born to the family of Alriksburg, Borfried always saw himself as a model of Garetian knighthood. When he was still a squire, he dreamed of one day traveling through the Middenrealm with his retinue, proving himself in tournaments, driving orcs from the realm, and marrying a beautiful damsel from Griffonsford. Unfortunately, Borfried’s dreams have only partly come true. He is brave and skilled, but sadly his branch of the family lost its fortune and he was forced to enter into an agreement with Lippert of Hornbrook, an esquire who desperately wanted to see his daughter Daria become a knight. Since Daria was widely considered a difficult student, no Garetian knight wanted to become her mentor. Borfried agreed to make her his squire (after receiving an incentive in the form of a generous donation from Lippert). Now, as part of Daria’s training, the knight and his squire are traveling north to attend the duke’s tournament in Trallop.


Chapter 5: Group Rules Daria of Hornbrook, Squire Even as a child, Daria of Hornbrook caused problems for her parents. Though she preferred to walk the path of Phex rather than of Praios, she had a knack for wielding a sword. This renewed her father’s hope that someone could train her to become a knight. Daria does not think much of her mentor Borfried and his retinue. She only reluctantly performs the tasks that Borfried assigns to her, even though he does not treat her harshly when she makes a mistake (the knight reserves his displeasure for Hartmann). Daria is a typical adolescent who has other things on her mind than duty, but she possesses a strong sense of justice. This the reason she stays with Borfried and generally regards him as a wise and fair authority figure. Hartmann Wallmsdorfer, Man-at-Arms If ever there was someone who was born to follow orders from a superior, that person would be Hartmann Wallmsdorfer. This former farmer was called upon to replace a man-at-arms who had died, and he took to the art of warfare like a duck to water. Even though rumor says he was chosen to become a man-at-arms only because of his family name, Hartmann was still an excellent choice. His skill with battle axe and sword is surpassed only by his skill with his fists. Hartmann respects and reveres Borfried as his lord and would never voice a serious objection to his orders. The man-at-arms bullies Daria a little bit because he thinks she is a brat, despite her noble blood. However, deep down he likes her and will fight to protect her. He loves Sister Irmelunda like a saint, but he would never admit that to her. Sister Irmelunda of Elenvina, Blessed One of Peraine Borfried’s cousin Irmelunda returned to Alriksburg a short time ago and was horrified to learn about Borfried’s travel plans. Adventures are dangerous and often involve fights that lead to cuts or more serious injuries. Irmelunda felt obligated to accompany her cousin to keep an eye out for him. While nervous about what lies ahead, she trusts to her healing arts and the gifts of Peraine to help see Borfried (and herself) safely home again. Irmelunda regards Hartmann as an honest person and treats him with respect. She sees Daria as a youth with a strange desire to travel the world, and she would react angrily if she learned of Borfried’s deal with Hornbrook. She regards the knight as rather foolish, but she likes him, and when she witnesses injustices against farmers, she does not hesitate to ask him to intervene. 180


Chapter 6: Professions “My dear girl. Soon you will be of an age at which you must decide what to do with your life. Did you know that Ferun the blacksmith asked if you wish to start an apprenticeship with him? You do have strong arms, but judging from the way you’ve been complaining about Praios’ Disk this summer, I suspect the heat from the forge would do you no good at all. Elkwine has asked about you, too. She is old, has no children, and is in need of a reliable serving girl, and in a few years you could take over her tavern. It would guarantee you a living, but then again, I worry about you alone with all those guests. Drunkards, the lot of them, just like your Uncle Valpolo. I don’t want you to follow in my footsteps. You are a terrible farmer, we both know that. But I’m not upset. Not everyone is born to farm. Which brings us back to your plans: Are you sure you want to go to Elenvina? I’m not hesitant about the cost of training. Aunt Emerantia put money aside for that because you are her favorite niece, but the life of a warrior is dangerous. And just think of the ogres! Yes, ogres exist, my daughter. They are no fairy tale. I suppose everyone must follow their calling. And after all, you proved you could beat up your older brothers when you were still a little child...” – Galpo Windflight, Northmarches farmer, to his daughter Zorla, 1031 FB This chapter presents more than two dozen new, mundane professions to supplement those from the Core Rules. These include many types of warriors from different academies, as well as new wandering swords and more down-to-earth Aventurian professions such as farmer, shepherd, scholar, soldier, and artist. Each uses the terms and description found in the Core Rules on page 128, and each offers a selection of variants. Even so, these represent only a fraction of those available from all the warrior academies, wandering sword schools, and other mundane sources in Aventuria. Feel free to use these examples as inspirations for creating your own professions. Also, look for new mundane professions in future publications. 181


182 Chapter 6: Professions Professions Overview These descriptions all use the same format. Each starts with a short description of the profession and includes variants, if any. It is not necessary to choose one of these variants. Professions function without a variant unless the description specifically states otherwise. Of course, feel free to change or adjust skills and other elements to your liking or to create your own professions (see Core Rules, page 45). A text box in each description lists the clothes, weapons, and equipment usually owned and/or carried by a character in that profession. Stats and Profession Packages Following each profession’s description is a basic profession package that you can buy with adventure points during hero creation. This package grants your hero all of the skills, special abilities, combat techniques, and, if applicable, spells and liturgical chants listed for that profession. All skills not included in this package start with a rating of 0 for skills and 6 for combat techniques (see Core Rules, page 51). Package AP costs assume that you start with an experienced hero. If you choose a different experience level, adjust the package accordingly. For example, a hero starting with the experience level inexperienced would exceed the maximum limits of combat techniques in some instances. For more about experience levels, see Core Rules, page 45. Name: Name of the basic profession. AP Value: the profession package’s cost, in adventure points. Prerequisites: prerequisites, if any, for buying the package. For example, these could include minimum attribute values required for a special ability that is considered vital for that profession. The profession package’s AP value does not include costs or AP values for advantages, disadvantages, or special abilities that are prerequisites. Special Abilities: Any special abilities the profession receives from the package. Combat Techniques: Provides ratings for the combat techniques that the hero receives from the package. Skills: The skill ratings the package grants to the hero. Suggested Advantages and Disadvantages: Typical advantages and disadvantages for the profession. Unsuitable Advantages and Disadvantages: These advantages and disadvantages do not fit well with this profession; check with your GM before taking any of them. Variants: Provides examples of variants for the profession, which may include changes to AP values and additional or modified skill ratings, special abilities, or combat techniques, as compared to the basic profession. The variants described here are just a few examples of what you might choose, and you are never obliged to pick a variant.


183 Adersin Wandering Sword Profession Package AP Value: 379 adventure points Prerequisites: AGI 13 (for the SA Feint I, Onslaught and Adersin Style), CON 13 (for the SA Inured to Encumbrance I), INT 13 (for the SA Alertness), STR 13 (for the SA Forceful Blow I), advantage Noble (5–15 AP), disadvantage Principles II (Sense of Honor, Duel Code, Protection of the Weak) (-20 AP) Special Abilities: Languages and Scripts for a total of 10 adventure points, Adersin Style, Alertness, Inured to Encumbrance I, Feint I, Onslaught, Forceful Blow I Combat Techniques: Brawling 10, Crossbows 10, Daggers 10, Swords 12, Two-Handed Swords 12 Skills: Physical: Body Control 6, Carousing 4, Feat of Strength 5, Perception 7, Riding 4, Self-Control 7 Social: Empathy 4, Etiquette 7, Seduction 2, Streetwise 2, Willpower 4 Nature: Animal Lore 2, Orienting 2 Knowledge: Geography 3, History 3, Law 4, Math 4, Mechanics 3, Myths & Legends 4, Religions 4, Warfare 5 Craft: Treat Wounds 3 Suggested Advantages: Ambidexterous, Good Looks, Improved Regeneration (Life Points), Increased Life Points, Rich, Rugged Fighter, Socially Adaptable, Weapon Aptitude Suggested Disadvantages: Personality Flaw (Arrogance, Vanity, Prejudice—especially against warriors, knights, mercenaries), Obligations I (Mentor) Unsuitable Advantages: Unremarkable Appearance, all magical and Blessed One advantages Unsuitable Disadvantages: Fat, Frenzy, Not Free, Poor, Weak Regeneration (Life Points), all magical and Blessed One disadvantages Equipment and Garb All wandering swords who trained under master Adersin carry also carry a regular long sword in addition to their bastard sword, which is the main focus of their combat style. Many often also carry a dagger. Adersin wandering swords wear plate armor, which, thanks to years of training, hinders them only slightly. Mundane Professions Adersin Wandering Sword The Adersin family of Gareth runs the most famous school for wandering swords in the Middenrealm, the Academy of Gareth. Even though this fighting style is comparably young, it is considered to be the cornerstone of the modern wandering sword movement. The style was developed by Krona Adersin, who taught her fighting secrets to her sons Erlan and Jost. Many years ago, before wandering swords became more common, she recorded her secrets in a book entitled Vademecum, a work that is now regarded as the standard textbook about the subject of sword fighting. The authorities of the day were outraged when she published and distributed her book, and charged her with the subversive spread of knowledge of the art of warfare. Ultimately her case was dismissed, but thanks to her sons, the concept of the wandering sword spread throughout the Middenrealm. Korna and her son Jost have now passed away. Erlan Adersin is the last remaining family member who mastered the style. He now trains wandering swords in Gareth, in his family’s studios. Krona fought with sword and shield, but Erlan chose the bastard sword as queen of all weapons. The Garetian style, as the style of the Adersins is sometimes known, foregoes the use of shield or main-gauche tricks and relies instead on light plate armor combined with maneuvers with a sturdy bastard sword (wielded with either one hand or with two). The famous Adersin Style is rightly feared beyond the borders of the city of Gareth. These wandering swords travel the world in search of adventure, all the while improving their techniques and gaining glory in battle. No right-minded fighter would underestimate the abilities of a wandering sword who trained with Adersin.


184 Chapter 6: Professions Poets compose verse to entertain their patrons. Sculptors have worked in marble for many millennia. Depictions of gods, saints, and heroes, as well as those of customers, are consistently popular and consequently the type most frequently encountered in courts, gardens, and temples. Artist Artists delight counts, princes, and patricians with their work, and talented individuals can earn a fortune. Those who disappoint their customers, however, face dire consequences. Such unfortunates often wind up penniless in the gutter without any prospects at all. Many artists rely on patrons for financial support or steady employment. Some artists remain stubbornly independent and live only for their art, though at the risk of poverty—or worse, obscurity. Audiences expect Actors to perform well in comedies, tragedies, or dramas, and sometimes all three, as dictated by the fashion of the day. Group dances are held at balls and other festivities hosted by the upper class and are an important fixture of courtly culture. To avoid making a fool of oneself, one must know the correct steps. This requires the services of an experienced Dance Instructor. The Musicus enchants noble lords and ladies with the sounds of an instrument. A skilled musicus may be contracted to write and conduct an opera. Painters are appreciated like no other artists for their skill at capturing their customers’ likenesses in portrait form. Artist Profession Package AP Value: 131 adventure points Prerequisites: None Special Abilities: Languages and scripts for a total of 6 adventure points Combat Techniques: Brawling 8, Daggers 8 Skills: Physical: Dancing 2, Perception 4, Self-Control 2 Social: Empathy 5, Etiquette 7, Fast-Talk 4, Seduction 3, Willpower 4 Nature: - Knowledge: Gambling 2, History 2, Law 3, Math 3, Myths & Legends 4, Religions 3 Craft: Artistic Ability 2 Suggested Advantages: Aptitude in Craft and Knowledge skills Suggested Disadvantages: Negative Trait (Curiosity), Personality Flaw (Arrogance, Vanity) Unsuitable Advantages: None Unsuitable Disadvantages: Blind, Colorblind, Deaf, Frenzy Variants: Actor (191 AP): Languages and scripts for a total of 10 instead of 6; Body Control 4 instead of 0, Disguise 8 instead of 0, Fast-Talk 10 instead of 4, Gaukelei 2 instead of 2, Singing 4 instead of 0 Dance Instructor (153 AP): Body Control 4 instead of 0, Dancing 8 instead of 2 Musicus (160 AP): Languages and scripts for a total of 20 adventure points instead of 6; Music 8 instead of 0, Singing 7 instead of 0 Painter (137 AP): Artistic Ability 8 instead of 2 Poet (156 AP): Languages and scripts for a total of 14 adventure points instead of 6; Fast-Talk 7 instead of 4, Myths & Legends 8 instead of 4 Sculptor (146 AP): Sculpture; Artistic Ability 7 instead of 2, Earthencraft 8 instead of 0 Equipment and Garb An artist’s attire varies depending on status and task, but artists rarely carry weapons. Occasionally one wears a dagger as a decorative accent, but as a rule, artists don’t work with swords or axes.


185 Baburin Warrior The warrior academy of Baburin is called Keshal Hashinnah—the Fortress of the Valiant. Founded many centuries ago, it specializes in training students to fight from chariots. Although Tulamydian influences have greatly increased since Arania gained its independence, many academy instructors still teach Middenrealm tactics. As is usual in Arania, the academy largely accepts only women from good families. Their studies prepare them for positions of responsibility in the kingdom, such as officers in a regiment or as bodyguards of nobles. Other disciplines taught at Keshal Hashinnah focus on riding, ranged combat with throwing spears and bows, strategy, and tactics. Without exception, Aranian warriors exhibit determination, love of old Tulamydian traditions, and tolerance towards other cultures. Equipment and Garb Warriors from Baburin use khunchomers as their primary weapons. The Tulamydian saber, which is useful both in close combat and in mounted combat, suits this style especially well. Baburin warriors also use war lances, although this is rare. Since they receive training in the use of the chariot, they learn the use of throwing spears and short bows. For protection they wear classic Tulamydian chainmail and Baburin Hats (pointed, conical steel helmets). Baburin Warrior Profession Package AP Value: 361 adventure points Prerequisites: AGI 13 (for the SA Feint I), COU 13 (for the SA Tilt), INT 13 (for the SA Alertness, Baburin Style, Combat Reflexes I and Precise Shot/Throw I), special ability Mounted Combat (for the SA Tilt) (20 AP), special ability Scythe Attack (10 AP), special ability Tilt (10 AP), disadvantage Principles II (Loyalty, Protection of the Weak, Sense of Honor,) (-20 AP) Special Abilities: Languages and Scripts for a total of 10 adventure points, Alertness, Baburin Style, Combat Reflexes I, Feint I, Precise Shot/Throw I Combat Techniques: Bows 12, Brawling 8, Daggers 8, Lances 10, Swords 12, Thrown Weapons 12 Skills: Physical: Body Control 6, Feat of Strength 4, Riding 8*, SelfControl 6, Swimming 3 Social: Empathy 4, Etiquette 6, Fast-Talk 4, Seduction 3, Willpower 4 Nature: Animal Lore 3, Orienting 4 Knowledge: Gambling 3, Geography 3, History 5, Law 4, Math 3, Mechanics 3, Myths & Legends 4, Religions 4, Warfare 8 Craft: Commerce 3, Driving 8*, Woodworking 3 Suggested Advantages: Aptitude (Riding or Driving), Improved Regeneration (Life Points), Increased Life Points, Noble, Rugged Fighter, Weapon Aptitude Suggested Disadvantages: Obligations I–II (Academy or Employer), Negative Trait (Submissive to Authorities, Wastefulness), Personality Flaw (Arrogance, Spoiled, Vanity) Unsuitable Advantages: All magical and Blessed One advantages Unsuitable Disadvantages: Fat, Frenzy, Not Free, Poor, Restricted Sense (Sight), Sensitive to Sunlight, Slow, Susceptible to Disease, Weak Regeneration (Life Points), all magical and Blessed One disadvantages * Please note that the special abilities Mounted Combat and Tilt require a SR of 10 in Riding, and Scythe Attack requires a SR of 10 in Driving. The stats have been set at 8 here to prevent gaining a stat higher than 10 via a culture package. If your character has SR lower than 10 in these skills, simply increase the relevant SR with AP.


Chapter 6: Professions Balihoean Warrior The justly famous Academy of Sword and Shield is located in Baliho, in the Duchy of Weiden. Traditionally, the noninheriting children of nobles and burghers train here in the art of war and skill at arms. Fighters from Baliho are the Middenrealm’s archetypal warriors. Balihoeans uphold Rondra’s virtues by fighting in the front rank and protecting the weak. Warriors from Weiden have fought in every major engagement in recent times, facing such foes such as Answinists, orcs, and even Borbaradians. Their battle-won glory is a source of inspiration for the common folk. Just like knights, they fight most efficiently from the saddle and fearlessly charge even the thickest pike walls on their destriers to open a breach, heedless of their own safety. When dismounted, they fight with sword and shield, battle-axe, or morning star, using a combat style that is primarily based on strength rather than speed. Few other warrior academies imbue their graduates with so many assets. A Balihoean warrior who does not enter into the services of the duke usually travels through Aventuria in search of adventure, slaying monsters and defending Rondra’s laws. Balihoean Warrior Profession Package AP Value: 387 adventure points Prerequisites: AGI 13 (for the SA Feint I), CON 13 (for the SA Inured to Encumbrance I), COU 13 (for the SA Baliho Style), INT 13 (for the SA Defensive Posture), STR 13 (for the SA Forceful Blow I), special ability Mounted Combat (for the SA Baliho Style and Tilt), special ability Tilt (10 AP), disadvantage Principles II (Sense of Honor, Loyalty, Protection of the Weak) (-20 AP) Special Abilities: Languages and Scripts for a total of 8 adventure points, Baliho Style, Defensive Posture, Feint I, Forceful Blow I, Inured to Encumbrance I Combat Techniques: Brawling 10, Chain Weapons 11, Daggers 8, Impact Weapons 11, Lances 12, Shields 11, Swords 12, Two-Handed Swords 11 Skills: Physical: Body Control 5, Carousing 4, Feat of Strength 6, Perception 3, Riding 8*, Self-Control 4, Swimming 3 Social: Empathy 2, Etiquette 4, Fast-Talk 2, Intimidation 4, Willpower 4 Nature: Animal Lore 3, Orienting 3, Ropes 3 Knowledge: History 2, Law 4, Math 3, Myths & Legends 6, Religions 4, Warfare 6 Craft: Driving 8, Treat Wounds 3 Suggested Advantages: Aptitude (Riding or Driving), Improved Regeneration (Life Points), Increased Life Points, Noble, Rugged Fighter, Weapon Aptitude Suggested Disadvantages: Obligations I–II (Academy, Employer or Liege Lord) Unsuitable Advantages: All magical and Blessed One advantages Unsuitable Disadvantages: Fat, Frenzy, Not Free, Poor, Sensitive to Sunlight, Slow, Susceptible to Disease, Weak Regeneration (Life Points), all magical and Blessed One disadvantages * Please note that the special abilities Mounted Combat and Tilt require a SR of 10 in Riding. The stat has only been set to 8 here in order not to gain a stat higher than 10 through a culture package. Simply increase the stat with AP if your hero has skill ratings lower than 10. Equipment and Garb The warriors from Baliho use the classic weapons of knighthood: long sword, war lance, and great sword. They know how to fight from chariots as well as from horseback. For armor, they prefer chainmail (hauberk, sleeves, and leggings), which offers good protection but not too much encumbrance on horseback. 186


Equipment and Garb The Tuzak knife is the soul of the Dajin Buskur. Practitioners of this style carry specially-forged weapons engraved with their names. Buskurs also carry daggers as a secondary weapon. When it comes to armor, a Dajin Buskur’s pride and joy is a suit of colorfully painted hardwood armor that protects like Middenrealm chainmail. Dajin Buskur Profession Package AP Value: 402 adventure points Prerequisites: AGI 13 (for the SA Dajin Style, Feint I and Onslaught), CON 13 (for the SA Inured to Encumbrance I), DEX 13 (for the SA Quickdraw), INT 13 (for the SA Alertness and Combat Reflexes I), STR 13 (for the SA Forceful Blow I), disadvantage Principles II (Sense of Honor, Loyalty, Protection of the Weak) (-20 AP) Special Abilities: Languages and Scripts for a total of 6 adventure points, skill specialization Body Control, Alertness, Combat Reflexes I, Dajin Style, Feint I, Forceful Blow I, Inured to Encumbrance I, Onslaught, Quickdraw Combat Techniques: Brawling 10, Daggers 8, Two-Handed Swords 12 Skills: Physical: Body Control 6, Feat of Strength 4, Perception 4, SelfControl 5, Stealth 4, Swimming 3 Social: Empathy 3, Etiquette 4, Fast-Talk 2, Intimidation 4, Willpower 4 Nature: Animal Lore 4, Orienting 5, Plant Lore 4, Survival 4, Tracking 4 Knowledge: History 3, Law 4, Math 4, Myths & Legends 4, Religions 6, Warfare 5 Craft: Treat Poison 5, Treat Disease 3 Suggested Advantages: Aptitude (Body Control), Rugged Fighter, Resistant to Poison, Sense of Direction, Weapon Aptitude Suggested Disadvantages: Negative Trait (Curiosity), Obligations II (Mentor) Personality Flaw (Arrogance, Prejudice—especially against non-Maraskani) Unsuitable Advantages: All magical and Blessed One advantages Unsuitable Disadvantages: Decrease Life Points, Decreased Toughness, Fat, Frenzy, Night-Blind, Sensitive to Pain, Slow, Weak Regeneration (Life Points), all magical and Blessed One disadvantages Dajin Buskur The island of Maraskan is home to numerous swordmasters who teach their pupils the various forms of Buskur style at the Maraskani version of wandering sword schools. Though individual styles can differ greatly from one another, they have a shared origin. One of the best-known Buskurmasters is Dajin, who shares his name with a number of well-known and, in some cases, legendary Maraskani kings. Master Dajin trains his pupils in the art of fighting with the Tuzak knife. His style relies heavily on offense and focuses on killing the enemy with a few targeted attacks, but it also emphasizes patience and even grants the enemy the first attack. Dajin teaches pupils to uphold the honor of the Buskurs, the former noble warrior class of Maraskan. This includes opposing the enemies of Maraskan, whether demon servants or conquerors from the mainland. Mastery of the Tuzak knife lies at the heart of this style of fighting. Buskurs also study philosophy, and hone their abilities through competition with other warriors. This takes them all over Maraskan and sometimes even to the Aventurian mainland. 187


188 Chapter 6: Professions Day Laborer Cities usually have many people who must work as day laborers in low-skill, physically demanding work to make ends meet. They come from poor backgrounds or else became destitute due to unfortunate circumstances, and now must lead a meager life, always on the lookout for new employment. Most are uneducated, and even though they are willing to work relatively cheaply, businesses tend to hire them for only a few days. Burden Bearers help to load and unload ships in the harbor. Cart Drivers transport loads from one place to another in carts or carriages. They usually never lack for work, but their labors are physically demanding and their pay is often poor. Construction Helpers specialize in certain skills and help make buildings, bridges, or towers under qualified supervision. Their jobs are dangerous, but like miners, they tend to work individual jobs for just a few months before moving on. Miners work in pits and mines, where they extract rock and ore for scant wages. One never sees old miners because they die young from dust building up in their lungs (unless they die from injury or cave-in first), but day laborers rarely work in the mines for more than a few months before moving on. Palm Cutters come from southern Aventuria, where they climb palm trees to cut branches or harvest coconuts. Day Laborer Profession Package AP Value: 141 adventure points Prerequisites: None Special Abilities: Languages and scripts for a total of 2 adventure points, skill specialization Feat of Strength Combat Techniques: Brawling 10, Impact Weapons 10 Skills: Physical: Body Control 5, Carousing 4, Climbing 3, Feat of Strength 7, Perception 3, Self-Control 3 Social: Fast-Talk 2, Willpower 2 Nature: Orienting 3, Ropes 2 Knowledge: Gambling 3, Math 2, Myths & Legends 3, Religions 2 Craft: Earthencraft 4, Woodworking 4 Suggested Advantages: Increased Toughness, Resistant to Heat, Rugged Fighter, Unremarkable Appearance Suggested Disadvantages: Bad Luck, Fear of Heights, Incompetent in Knowledge skills, Maimed (limbs that are irrelevant for the work), Misfortunate, Negative Trait (Superstition), Not Free, Personality Flaw (Gambling Addiction, Wastefulness), Poor Unsuitable Advantages: Noble, Rich Unsuitable Disadvantages: Fat, Maimed (limb relevant for the work), Sensitive to Pain, Slow Variants: Burden Bearer (157 AP): Etiquette 3 instead of 0, Feat of Strength 8 instead of 6, Orienting 5 instead of 3 Cart Driver (144 AP): Skill specialization Driving instead of skill specialization Feat of Strength; Driving 6 instead of 0, Feat of Strength 3 instead of 6, Riding 3 instead of 0 Construction Helper or Miner (148): Impact Weapons 11 instead of 10; Earthencraft 6 instead of 4 Palm Cutter (157 AP): Skill specialization Climbing instead of skill specialization Feat of Strength; Swords 10 instead of 6; Climbing 7 instead of 3, Feat of Strength 4 instead of 6, Ropes 4 instead of 2 Equipment and Garb As simple workers, day laborers usually do not have much money and can rarely afford weapons or armor—sometimes they cannot even afford spare clothes. When needed, day laborers take up cudgels, tools, or, if available, daggers, to defend themselves. However, people should not underestimate them in a tavern fight, as many are deceptively strong.


189 Equipment and Garb The equipment of a warrior from Elenvina is stereotypically Middenrealmish: sword, great sword, mace, chainmail (although plate armor is sometimes used). An Elenvinan warrior needs nothing else to fend off brigands and orcs. Wealthy warriors usually also have horses. Elenvinan Warrior Profession Package AP Value: 299 adventure points Prerequisites: AGI 13 (for the SA Feint I and Onslaught), CON 13 (for the SA Inured to Encumbrance I), COU 13 (for the SA Elenvina Style), STR 13 (for the SA Forceful Blow I), special ability Leader (for the SA Elenvina Style) (10 AP), disadvantage Principles II (Sense of Honor, Loyalty, Protection of the Weak) (-20 AP) Special Abilities: Languages and Scripts for a total of 10 adventure points, Elenvina Style, Feint I, Forceful Blow I, Inured to Encumbrance I, Onslaught Combat Techniques: Brawling 8, Daggers 8, Impact Weapons 12, Lances 10, Shields 10, Swords 12, TwoHanded Swords 10 Skills: Physical: Body Control 4, Feat of Strength 5, Perception 2, Riding 6, Self-Control 4 Social: Empathy 2, Etiquette 5, Willpower 4 Nature: - Knowledge: History 3, Myths & Legends 2, Religions 4, Warfare 7 Craft: Treat Wounds 3 Suggested Advantages: Improved Regeneration (Life Points), Increased Life Points, Socially Adaptable, Rugged Fighter, Weapon Aptitude Suggested Disadvantages: Obligations I–III (Employer), Personality Flaw (Arrogance, Vanity) Unsuitable Advantages: All magical and Blessed One advantages Unsuitable Disadvantages: Fat, Frenzy, Sensitive to Pain, Weak Regeneration (Life Points), Elenvinan Warrior The duke’s Warrior Academy of Elenvina is proud of its long-standing tradition, but critics accuse it of failing to change with the times. Students learn the art of riding and the knightly weapon techniques of sword and great sword. Instruction in courtly love songs, tournaments, and knightly virtues rounds out the curriculum. Not all graduates can count on employment with a Northmarcher noble or the Riverguard (the duchy’s famous regiment), and many adventurers who explore the world beyond the duchy studied warrior skills in Elenvina. These proud warriors feel chosen to lead others in battle, and can lend courage to their companions by their own example. Despite their excellent education and their status as role models, Northmarchers have an undeserved reputation for arriving too late to contribute to decisive battles. The truth is that their leaders are no more likely than those of any other kingdom to miss an important battle.


Chapter 6: Professions Escaped Slave Not everyone in Aventuria lives in freedom. Slavery is common in the Lands of the Tulamydes and other areas of southern Aventuria, and humans are sometimes treated like cattle. Slaves in Al’Anfan society sometimes have access to better food and shelter than destitute burghers can obtain in the north, but they are still slaves. This alone is reason enough to risk fleeing from their owners, and the lucky ones who manage to escape sometimes become adventurers and work to put an end to the horror and humiliation of human trafficking. Examples of types of slaves are as follows. Body slaves, who are always female,help their female owners dress and bathe, attend to their minor needs, and serve as their messengers or entertainers. Body slaves remain at their mistresses’ sides unless conducting errands. Food tasters’ only function is to taste everything their masters ingest. They may get to eat the finest foods in the land, but their lives can end painfully if someone laces their masters’ food or drink with poison… Mine slaves face a terrible fate. Purchased or sentenced to toil in mines, they spend their days risking life and limb to extract metal ore, gold, or other material for their wealthy masters. Sedan Bearers are heavy laborers who carry their owners’ sedans through the city. Escaped Slave Profession Package AP Value: 188 adventure points Prerequisites: Disadvantage Not Free (-8 AP) Special Abilities: Skill specialization Etiquette, Servant Combat Techniques: Brawling 8, Daggers 8 Skills: Physical:Body Control 3, Carousing 2, Dancing 2, Feat of Strength 2, Perception 5, Pickpocket 3, Self-Control 4, Stealth 6 Social: Empathy 4, Etiquette 7, Fast-Talk 2, Seduction 4, Streetwise 2 Nature: Ropes 2 Knowledge: Law 3, Math 3, Myths & Legends 5, Religions 2 Craft: Prepare Food 5, Treat Disease 3, Treat Poison 2, Treat Wounds 3 Suggested Advantages: Beautiful Voice, Good Looks, Inner Clock, Luck, Socially Adaptable Suggested Disadvantages: Maimed, Misfortunate, Mute, Personality Flaw (Submissive to Authorities) Unsuitable Advantages: Noble, Weapon Aptitude Unsuitable Disadvantages: None Variants: Body Slave (198 AP): Commerce 4 instead of 0, Etiquette 8 instead of 7 Food Taster (190 AP): Prepare Food 7 instead of 5 Mine Slave (218 AP): Prerequisite STR 13; Forceful Blow I; Impact Weapons 10 instead of 6, Two-Handed Impact Weapons 10 instead of 6; Etiquette 4 instead of 7, Feat of Strength 6 instead of 2, Seduction 0 instead of 4, Prepare Food 2 instead of 5 Sedan Bearer (196 AP): Prerequisites STR 13; skill specialization Feat of Strength instead of skill specialization Etiquette; Feat of Strength 6 instead of 2 Equipment and Garb Being property themselves, most slaves cannot legally own anything. Their owners provide what little they possess. Some dress their slaves in expensive garments, while others give them only simple clothes. For example, body slaves in the household of an Al’Anfan Grande wear light, expensive silks, while kitchen slaves in the same house wear nothing more than loincloths (though women cover their breasts with a strophium or other piece of fabric). 190


Equipment and Garb Explorers usually carry slashers (machetes), sabers, or comparable weapons, but most explorers use them only as tools. Other popular choices include crossbows, horsewhips, or sometimes balestrinas. They are not warriors, but they learn to defend themselves because they face frequent threats. Some wear leather armor to protect against thorn bushes and other hazardous plants, but most simply prefer weatherproof clothes. Explorer Profession Package AP Value: 290 adventure points Prerequisites: None Special Abilities: Languages and Scripts for a total of 12 adventure points, one of the following skills receives a skill specialization: Geography, History, Myths & Legends, Religions Combat Techniques: Brawling 8, Crossbows 10, Daggers 8, Whips 10, one combat technique out of the following 10: Impact Weapons, Polearms, Swords Skills: Physical: Body Control 4, Climbing 3, Feat of Strength 3, Perception 6, Self-Control 3, Swimming 2 Social: Etiquette 1, Fast-Talk 3, Willpower 3 Nature: Animal Lore 4, Orienting 4, Plant Lore 4, Survival 6, Tracking 2 Knowledge: Geography 6, History 6, Math 3, Myths & Legends 6, Religions 6 Craft: Artistic Ability 4, Earthencraft 2, Prepare Food 2, Treat Disease 3, Treat Poison 3, Treat Wounds 4 Suggested Advantages: Direction Sense, Dwarf’s Nose, Inner Clock, Resistant to Cold, Resistant to Disease, Resistant to Heat, Resistant to Poison, Sense of Range Suggested Disadvantages: Negative Trait (Curiosity, Greed) Unsuitable Advantages: None Unsuitable Disadvantages: Fear of … (Cramped Spaces, Darkness, Heights), Negative Trait (Superstition), Incompetent in Knowledge and Nature skills Variants: Cartographer (301 AP): Artistic Ability 7 instead of 4, Astronomy 4 instead of 0, Geography 8 instead of 6 Gold Seeker (306 AP): Earthencraft 7 instead of 2, Etiquette 1 instead of 4, History 4 instead of 6, Metalworking 4 instead of 0, Survival 7 instead of 6 Prospector (306 AP): Astronomy 1 instead of 6, Earthencraft 7 instead of 2, History 4 instead of 6, Metalworking 4 instead of 0, Survival 7 instead of 6 Explorer Explorers seek to uncover the secrets of the past, such as finding the lost tombs of the rulers of the Adamantine Sultanate, or recovering the signature artifact of a long dead archmage. While willing to travel great distances in search of secrets, explorers are just at home conducting research in an archive or library. In some sense, they are scholars who simply enjoy finding answers themselves. Some explorers strive for different things. Prospectors seek treasure, either to fill their own pockets or on behalf of an employer. They do not care to search through ancient tombs, unless such tombs overflow with gold or other precious metal, which is all they desire. Cartographers primarily wish to refine and improve their maps, a task that requires venturing out into the world. Areas where no man has gone before offer the promise of great rewards. 191


Chapter 6: Professions Farmer Without farmers, civilization would collapse. Farmers provide sustenance for the nobility and the cities. Their work produces enough surplus food to conduct trade, and thus ensure taxes. Farming is hard work, but only during certain months of the year. Poverty or other reasons might force a farmer’s son or daughter to leave the farm in search of work, and it is not difficult to imagine a farmer becoming an adventurer. People everywhere have stories of brave, young farmers who went on adventures by chance and became famous heroes. Harvest Hands do not work on farms year-round. Instead, they harvest crops for individual landowners and move from farm to farm throughout the season. The work is physically demanding and the pay meager, so between harvests, Harvest Hands return to the cities and work other jobs. Ranchers, on the other hand, specialize in breeding and raising animals such as cattle, horses, sheep, goats, or pigs. They determine which animals are best suited for breeding and know how to treat minor illnesses and injuries. They also keep track of bloodlines to ensure a healthy mix and prevent inbreeding. Farmer Profession Package AP Value: 263 adventure points Prerequisites: None Special Abilities: Languages and Scripts for a total of 2 adventure points, skill specialization Animal Lore or Plant Lore, Agriculture, Area Knowledge Cultivated Land Combat Techniques: Brawling 10, Daggers 8, Impact Weapons 8, Polearms 8 Skills: Physical: Body Control 3, Carousing 2, Climbing 4, Dancing 2, Perception 3, Riding 2 Social: Empathy 2, Etiquette 2, Fast-Talk 2, Willpower 1 Nature: Animal Lore 6, Fishing 2, Orienting 3, Plant Lore 7, Ropes 4, Survival 4, Tracking 2 Knowledge: Astronomy 2, Gambling 2, Law 3, Math 3, Myths & Legends 6, Religions 4 Craft: Clothworking 2, Driving 4, Metalworking 2, Prepare Food 4, Treat Disease 4, Treat Wounds 4, Woodworking 5 Suggested Advantages: Aptitude (Animal Lore or Plant Lore), Luck Suggested Disadvantages: Negative Trait (Submissive to Authorities, Superstition), Not Free, Poor, Personality Flaw (Prejudice—especially against nobles, nonhumans, fringe groups, spellcasters) Unsuitable Advantages: Rich, Noble, Weapon Aptitude Unsuitable Disadvantages: Frenzy Variants: Harvest Hand (261 AP): no skill specialization Animal Lore or Plant Lore; Feat of Strength 6 instead of 4, Streetwise 3 instead of 0, Animal Lore 2 instead 6 Rancher (279 AP): Animal Husbandry, only skill specialization Animal Lore; Animal Lore 8 instead of 6, Treat Disease 6 instead of 4, Treat Wounds 5 instead of 4 Equipment and Garb Farmers do not carry real weapons but may use farm tools as weapons when needed, such as when they get drafted into the army in wartime. Even though they are not warriors, they can defend themselves quite well with sickles, scythes, or even simple clubs. Farmers wear clothes made from linen or leather, the appearance of which varies a great deal, depending on the region. Affluent farmers naturally may afford better clothes and garner more respect than can destitute serfs. 192


Equipment and Garb Master Fedorino advises his pupils to use the weapons he prefers: rapier and main-gauche. Wandering swords who practice Fedorino style have no need for other weapons, but most carry daggers as well. Armor is an unwanted encumbrance, so they go without. Many like to wear fine clothes and black hats, which are now recognized as the distinctive mark of the Fedorino wandering sword. Fedorino Wandering Sword Profession Package AP Value: 389 adventure points Prerequisites: AGI 13 (for the SA Catch Blade, Crossblock, Fedorino Style, Feint I, Onslaught, Two-Weapon Combat I), advantage Noble (5–10 AP), disadvantages Principles II (Sense of Honor, Duel Code, Protection of the Weak) (-20 AP) Special Abilities: Languages and Scripts for a total of 10 adventure points, skill specialization Intimidation, Catch Blade, Cross-block, Fedorino Style, Feint I, Onslaught, Two-Weapon Combat I Combat Techniques: Brawling 10, Crossbows 10, Daggers 12, Fencing Weapons 12 Skills: Physical: Body Control 6, Climbing 3, Dancing 3, Feat of Strength 2, Perception 4, Riding 3, Self-Control 3, Stealth 3 Social: Empathy 4, Etiquette 5, Fast-Talk 4, Intimidation 7, Seduction 5, Streetwise 4, Willpower 4 Nature: Orienting 3 Knowledge: Gambling 4, Geography 4, History 4, Law 4, Math 4, Mechanics 3, Myths & Legends 2, Warfare 5 Craft: Commerce 4, Driving 4, Pick Lock 2 Suggested Advantages: Ambidexterous, Good Looks, Improved Regeneration (Life Points), Increase Life Points, Rich, Rugged Fighter, Socially Adaptable, Weapon Aptitude Suggested Disadvantages: Negative Trait (Curiosity, Gambling Addiction, Wastefulness), Obligations I (Mentor), Personality Flaw (Arrogance, Vanity) Unsuitable Advantages: Unremarkable Appearance, all magical and Blessed One advantages Unsuitable Disadvantages: Fat, Frenzy, Not Free, Poor, Weak Regeneration (Life Points), all magical and Blessed One disadvantages an elegant rapier and a main-gauche and involves feints and lightning-fast maneuvers to surprise opponents. Vinsaltan Vagabonds, as the master’s wandering swords are known, like to travel after they complete their training. This allows them to improve their fighting skills, to learn from other skilled masters, and to display their courage and prowess. Dueling challenges are a daily occurrence, whether for pleasure or to defend their honor from an insult. Besides mastering the rapier, wandering swords of the Fedorino style also practice sharpening their tongues. Vinsaltan Vagabonds are famed for boasting and hurling clever insults at the right time. This sometimes sparks bloody feuds, especially when someone sullies the honor of a patrician’s son or a noblewoman, as the targets of these witty barbs usually desire swift vengeance. Fedorino Wandering Sword The Adersin style may be practiced by many wandering swords from the Middenrealm, but Master Essalio Fedorino’s style is famous in the Horasian Empire. This style employs 193


Chapter 6: Professions Guide Countless Aventurian expeditions set out for the jungles of the rainforest, Maraskan, and northern Uthuria. Hesindans and other explorers often hire guides who know the dangers of the jungle and speak the native’s language. Guides are familiar with local customs and taboos, and are undoubtedly an adventuring party’s best insurance for getting back to civilization. Questadors scour the jungles for traces of lost cities and ancient ruins. While they often encounter remnants of ancient lizardfolk cities, these fortune hunters are not interested in cultural exchange. They seek only one thing—gold. Even though guides mainly ply their trade in jungle regions, other guides work in arctic regions, mountainous areas, and even in deserts. Guide Profession Package AP Value: 291 adventure points Prerequisites: None Special Abilities: Languages and scripts for a total of 10 adventure points, skill specialization Survival, Area Knowledge Jungle Combat Techniques: Brawling 8, Crossbows 10, Daggers 8, Polearms 8, Swords 10 Skills: Physical: Body Control 5, Climbing 4, Feat of Strength 4, Perception 3, Stealth 3, Swimming 4 Social: Willpower 3 Nature: Animal Lore 6, Fishing 4, Orienting 7, Plant Lore 5, Survival 8, Tracking 5 Knowledge: Geography 4, History 2, Math 2, Myths & Legends 4, Religions 3 Craft: Commerce 2, Sailing 4, Treat Disease 2, Treat Poison 2, Treat Wounds 2, Woodworking 3 Suggested Advantages: Aptitude (Survival), Exceptional Sense (Hearing), Resistant to Bloody Phlegm, Resistant to Brabakan Sweat, Resistant to Heat, Resistant to Poison, Sense of Direction Suggested Disadvantages: Incompetent in Social skills Unsuitable Advantages: Noble, Resistant to Cold, Socially Adaptable Unsuitable Disadvantages: Blind, Fear of Insects/Lizards, Night-Blind, Incompetent in Nature skills, Susceptible to Disease, Susceptible to Poison Variants: Questador/Questadora (275 AP): Crossbows 12 instead of 10, Swords 11 instead of 10; Animal Lore 4 instead of 6, Orienting 5 instead of 7, Plant Lore 3 instead of 5, Survival 5 instead of 8, Self-Control 5 instead of 3, Tracking 3 instead of 5 Guides for other Types of Terrain (291 AP): Instead of Area Knowledge Jungle, take another type of Area Knowledge as a special ability Equipment and Garb The jungles of Aventuria and Uthuria hide countless dangers. Jungle guides know the land like the backs of their hands, and can use their slashers (a machete-like blade) against more than vines. They often know how to handle spears and other weapons preferred by locals, but they also carry crossbows, just to be safe. In terms of clothes, some guides wear only light cloth while others prefer leather armor. Far more important than any armor, though, is the right equipment. Properly outfitted, a guide can survive weeks in terrain that foreigners often refer to as green hell. 194


Equipment and Garb This warriors’ primary weapon is a polearm commonly known as a pailos. Almost every Hylailian warrior also carries a parazonium, a type of Cyclopean short sword, for fighting in tight spaces. They tend to wear armor fashioned from cloth or leather that preserves elements of traditional Cyclopean clothing styles. This can be seen, for example, in the typical leather skirt. Hylailian Warrior Profession Package AP Value: 416 adventure points Prerequisites: AGI 13 (for the SA Feint I and Hylailos Style), STR 13 (for the SA Forceful Blow I and Takedown), disadvantage Principles II (Sense of Honor, Loyalty, Protection of the Weak) (-20 AP) Special Abilities: Languages and scripts for a total of 4 adventure points, skill specialization Body Control, Feint I, Hylailos Style, Forceful Blow I, Takedown Combat Techniques: Brawling 10, Daggers 8, Polearms 11, Shields 11, Swords 11, Slings 10 Skills: Physical: Body Control 8, Carousing 2, Climbing 6, Feat of Strength 5, Perception 3, Riding 2, Self-Control 5, Swimming 6 Social: Empathy 3, Fast-Talk 2, Intimidation 3, Willpower 3 Nature: Animal Lore 4, Fishing 6, Orienting 4, Plant Lore 2, Survival 3 Knowledge: History 5, Law 3, Magical Lore 2, Math 4, Mechanics 3, Myths & Legends 5, Religions 4, Warfare 6 Craft: Commerce 3, Metalworking 3, Sailing 4, Treat Wounds 3, Woodworking 3 Suggested Advantages: Good Looks, Improved Regeneration (Life Points), Increased Life Points, Rich, Rugged Fighter, Socially Adaptable, Weapon Aptitude Suggested Disadvantages: Personality Flaw (Arrogance, Vanity) Unsuitable Advantages: Unremarkable Appearance, all magical and Blessed One advantages Unsuitable Disadvantages: Fat, Frenzy, Not Free, Personality Flaw (Prejudice), Poor, Weak Regeneration (Life Points), all magical and Blessed One advantages participate in extended debates on a myriad of subjects, and can still cut the enemy to pieces. As one of the academy’s mottos relates, “Fighting with a barbaric weapon does not make one a barbarian.” The school teaches riding, but pupils mainly focus on shield and Cyclopean short sword. Besides combat, students learn art and philosophy. Pupils must prove their skill at the beginning of their education by, for example, walk across a row of amphorae without breaking them or slipping and falling. Legend holds that graduates can even cut a falling olive in half in mid-air with their pailos. After graduation, most warriors enter the service of a Cyclopean noble as a bodyguard. Others strive to complete heroic deeds and venture to faraway lands. While they maintain their cultural peculiarities and beliefs, Cyclopeans are tolerant of others’ opinions and integrate themselves well. Hylailian Warrior On the island of Hylailos, the unusual warrior academy, called Mother Rondra by locals, teaches its pupils to master the use of a barbaric-looking weapon known as the pailos. Despite the terrifying wounds caused by this exceptionally long polearm, Hylailian warriors are not barbaric. Warriors learn philosophy and history and 195


196 Chapter 6: Professions Innkeeper Heroes encounter no other profession as frequently as the innkeeper of a tavern, an inn, or a pub. Some innkeepers are former adventurers themselves, and thus know why heroes seek out taverns. Other innkeepers come from long lines of innkeepers, but childhood dreams of becoming a hero—fueled by their guests’ stories—sometimes compel them to go adventuring. One great advantage of being an innkeeper is the ability to gather information from guests and make important contacts. Besides innkeepers, most taverns employ additional staff. A barkeep (barman or barmaid) looks after guests and serves food and drink. Some inns even employ individuals who offer services pleasing unto Rahja. Innkeepers hear many rumors, some of which may even be true. These tales may inspire a barkeep to leave town and explore the wider world. Bouncers are skilled in evicting troublemakers in such a way that nobody complains to the city guard. In good establishments, the bouncer hides discreetly in the background until needed, but in most other places, they make an obvious point of scrutinizing guests and refusing entry to riff-raff. When jobs are scarce, Bouncers sometimes seek employment with a city’s criminal underworld, or else go on an adventure with friends. Since almost every tavern offers food, the innkeeper must often hire at least one cook to provide guests with (theoretically) delicious dishes such as roasts, stews, and homemade baked goods. Innkeeper Profession Package AP Value: 191 adventure points Prerequisites: None Special Abilities: Languages and scripts for a total of 8 adventure points, skill specialization Empathy Combat Techniques: Impact Weapons 10, two of the following combat techniques 10: Brawling, Crossbows, Daggers Skills: Physical:Carousing 7, Dancing 2, Feat of Strength 3, Perception 3, Self-Control 3 Social: Empathy 7, Etiquette 3, Fast-Talk 4, Streetwise 5, Willpower 4 Nature: - Knowledge: Gambling 5, Law 3, Math 5, Myths & Legends 4, Religions 3 Craft: Commerce 5, Prepare Food 2 Suggested Advantages: Aptitude (Empathy), Inspire Confidence Suggested Disadvantages: Negative Trait (Curiosity, Greed, Greed for Gold, Superstitious) Unsuitable Advantages: Noble Unsuitable Disadvantages: Fear of Cramped Spaces, Incompetent (Empathy), Restricted Sense (Smell & Taste) Variants: Barkeep (191 AP): Commerce 2 instead of 5, Seduction 3 instead of 0 Bouncer (199 AP): Brawling 12 instead of 10, Impact Weapons 12 instead of 10; Commerce 2 instead of 5, Dancing 0 instead of 2, Feat of Strength 7 instead of 3, Prepare Food 0 instead of 2 Cook (192 AP): Gambling 2 instead of 5, Prepare Food 6 instead of 2 Equipment and Garb Innkeepers must be able to keep a level head, even when drinking themselves, and may also need strong arms to evict guests who make themselves unwelcome. Most innkeepers stash a club (and a light crossbow, for the really tough cases) behind the counter. In terms of clothes, the innkeeper usually wears something appropriate for the inn. Depending on the quality of the establishment, this might range from elegant and expensive clothes to the simple garb of a dockworker.


197 Equipment and Garb Balayanim from Fasar, often denounced as assassins, carry two Tulamydian short swords (called scimshars). They usually also carry throwing daggers or throwing stars, which they hide discretely on their person. They do not wear armor, as their combat style requires absolute freedom of movement. Marwan Sahib-Balayan Profession Package AP Value: 391 adventure points Prerequisites: AGI 13 (for the SA Feint I, Marwan Sahib Style, Two-Handed Combat I), INT 13 (for the SA Alertness and Precise Shot/Throw I), disadvantage Principles II (Loyalty, Combat against Lizard Machinations, Protection of the Weak) (-20 AP) Special Abilities: Languages and scripts for a total of 6 adventure points, skill specialization Stealth, Alertness, Feint I, Marwan Sahib Style, Precise Shot/Throw I, TwoHanded Combat I Combat Techniques: Brawling 10, Daggers 8, Swords 12, Thrown Weapons 12 Skills: Physical: Body Control 4, Climbing 6, Feat of Strength 4, Perception 4, Pick Pocket 3, Self-Control 7, Stealth 6 Social: Empathy 4, Etiquette 3, Disguise 4, Fast-Talk 3, Intimidation 3, Streetwise 5, Willpower 6 Nature: Animal Lore 3, Orienting 4 Knowledge: Gambling 4, History 5, Law 2, Magical Lore 5, Math 3, Myths & Legends 5, Religions 4 Craft: Commerce 4, Treat Poison 4, Treat Wounds 4 Suggested Advantages: Contortionist, Difficult to enchant, Fox Sense, Immunity to Poison, Increased Spirit, Inner Clock, Resistant to Poison, Sense of Direction, Sense of Range, Weapon Aptitude Suggested Disadvantages: Negative Trait (Curiosity), Obligations II (Mentor, Employer), Personality Flaw (Arrogance, Prejudice—especially against lizardfolk, Unpleasant) Unsuitable Advantages: Noble, all magical and Blessed One advantages Unsuitable Disadvantages: Fat, Frenzy, Night-Blind, Slow, Decreased Spirit, all magical and Blessed One disadvantages Marwan Sahib-Balayan The Scimshar Style taught by Marwan Sahib, the old Tulamydian Balayan master, focuses on soundless movements and lightning-fast strikes. At first glance, it would seem to appeal only to assassins. The Balayanim of Fasar train in two primary disciplines. First, they learn to serve as exceptional bodyguards, and can readily find employment with the Eminences of Fasar or other affluent customers. Second, master Marwan Sahib prepares his students to meet the threat of an enemy that works in the shadows: the lizardfolk. To keep their minds alert and focused, Balayanim from Fasar live an ascetic life. Intoxicating herbs, alcohol, and amorous adventures are anathema to them. They prize loyalty to their employers above most things, and follow them even to the grave. Fasaran fighters with no employment usually seek out adventurers to join an expedition.


Chapter 6: Professions Mechanicus Mechanicus is a prestigious profession—and not just among the dwarves. No other profession has such deep knowledge of levers and pulleys, or the use of hydropower. A mechanicus is an inventor, visionary, and craftsperson rolled into one, and is equally comfortable designing and constructing items. These normally solitary people are famously as unworldly as most mages and other scholars. However, they are more than willing to embark on an adventure—with other adventurers, if necessary—if it means finding a new secret of mechanics or rediscovering something invented by a legendary mechanicus of the past. They may be a little eccentric, but groups of heroes soon learn to appreciate the mechanicus’ knowledge and talent for improvisation. A Precision Mechanicus makes clocks and other mechanical wonders that require small gears. These professionals are usually well paid and often work as goldsmiths in large cities. Vault Constructors, on the other hand, specialize in the design and manufacture of vaults and combination locks. It is a rare profession, but their vaults are highly sought after by nobles and wealthy merchants, because they have the reputation of deterring almost any thief. Mechanicus Profession Package AP Value: 210 adventure points Prerequisites: None Special Abilities: Languages and scripts for a total of 8 adventure points, skill specialization Mechanics Combat Techniques: Brawling 7, Daggers 8, Impact Weapons 8 Skills: Physical: Feat of Strength 3, Perception 4, Self-Control 3 Social: Empathy 2, Etiquette 3, Streetwise 2, Willpower 5 Nature: Orienting 2 Knowledge: Astronomy 2, Geography 2, History 4, Law 3, Math 7, Mechanics 8, Myths & Legends 2, Religions 3 Craft: Alchemy 4, Commerce 3, Clothworking 2, Leatherworking 3, Metalworking 5, Pick Lock 3, Woodworking 6 Suggested Advantages: Aptitude (Mechanics), Exceptional Sense, Inner Clock, Resistant to Heat Suggested Disadvantages: Personality Flaw (Arrogance, Vanity), Obligations I (Guild) Unsuitable Advantages: Exceptional Combat Technique, Weapon Aptitude Unsuitable Disadvantages: Color-Blind, Frenzy, Incompetent (Mechanics), Susceptible to Heat Variants: Vault Constructor (232 AP): Skill specialization Pick Lock; Feat of Strength 5 instead of 3, Pick Lock 8 instead of 3 Precision Mechanicus (231 AP): Commerce 6 instead of 3, Etiquette 6 instead of 3, Fast-Talk 3 instead of 0 Equipment and Garb While not a fighter by nature, the mechanicus can fend off enemies via punches and kicks, a dagger, or maybe an improvised weapon such as a hammer. They do not wear armor when working but sometimes wear leather armor when traveling. 198


Equipment and Garb A warrior from Mengbilla traditionally carries a Raven’s beak as a primary weapon and a slavedeath as secondary weapon. These warriors are devoted to the Mengbillan Sect of the Church of Boron, and wear blackened leather armor that is easier to bear than metal armor in the tropical heat of their homeland. Mengbilla Warrior Profession Package AP Value: 390 adventure points Prerequisites: AGI 13 (for the SA Feint I), CON 13 (for the SA Inured to Encumbrance I), COU 13 (for the SA Mengbilla Style), STR 13 (for the SA Forceful Blow I and Shield-Splitter), disadvantage Principles II (Sense of Honor, Loyalty, Protection of the Faith) (-20 AP) Special Abilities: Languages and scripts for a total of 6 adventure points, skill specialization Self-Control, Feint I, Forceful Blow I, Inured to Encumbrance I, Mengbilla Style, Shield-Splitter Combat Techniques: Brawling 10, Crossbows 10, Daggers 8, Impact Weapons 12, Swords 11 Skills: Physical: Body Control 5, Carousing 3, Climbing 3, Feat of Strength 5, Perception 4, Stealth 3 Social: Empathy 4, Fast-Talk 3, Intimidation 3, Streetwise 4, Willpower 4 Nature: Animal Lore 3, Orienting 4, Plant Lore 3, Survival 3 Knowledge: Gambling 4, Law 3, Math 4, Myths & Legends 4, Religions 4, Warfare 6 Craft: Commerce 3, Sailing 2, Treat Poison 4, Treat Wounds 3 Suggested Advantages: Improved Regeneration (Life Points), Increased Life Points, Resistant to Heat, Resistant to Poison, Rugged Fighter, Weapon Aptitude Suggested Disadvantages: Negative Trait (Gambling Addiction, Greed for Gold), Obligations I–III (Employer), Personality Flaw (Feistiness, Unpleasant) Unsuitable Advantages: Inspire Confidence, all magical and Blessed One advantages Unsuitable Disadvantages: Fat, Fear of Dead and Undead, Frenzy, Sensitive to Pain, Weak Regeneration (Life Points) and neither do the graduates of the Raven’s Beak School. Most are dedicated to Boron and have no qualms hiring themselves out as common mercenaries. Mengbillans follow orders and rarely have much say in where they fight, or for whom. Assignments may see them serving alongside a group of heroes, or even fighting against other Mengbillans. Some Mengbillans accept this lifestyle in their search for fame and glory, while others simply wish to lead a free life. Training at the Raven’s Beak School instills almost unshakeable pragmatism, fearlessness, and a strong faith in Boron. When ordered to do so, a Mengbillan warrior fights any foe, even ghosts, the walking dead, or other supernatural horrors, without question. Mengbillans believe they will be rewarded either with gold or a place in Boron’s paradise, no matter how the battle ends. Mengbilla Warrior The Raven’s Beak School of Mengbilla is a cold, unfriendly place. The fighters who are trained there are not warriors in the classical sense. They must devote themselves to one of the three patrons of the school: the Grand Emir, the mercenary guild, or the Church of Boron. Mengbilla warriors are said to be fearless and fanatically loyal to their patron. Life in the city of Mengbilla is tough. City officials do not place much emphasis on protecting the weak, 199


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