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Adventurers! Revised Edition
Player Guide
1 - Introduction
Adventurers!
is a complete stand-alone RPG in two pages.
This revised edition is expanded and fine-tuned to make
it a more streamlined game. Send your Adventurers into
action!
Lowest Stat +1
(min 1). Her can become higher during the
game but resets at the adventure’s start.
Endurance (End).
Str+Agi+3.
Represents vitality and life
force. When it drops to zero the character is
knocked out
(GM decides if he is actually dead or not).
Connections
5 - Concept
The Concept identifies what a hero is and what he does. It
is made up of two parts, a
Definition
(e.g. Unlucky) and an
Archetype
(e.g. Detective), such as Dashing Swordsman,
Mysterious Mage, or Cop Who Protects Innocents. You
have Advantage on knowledge rolls linked to your Ar-
chetype. The GM rewards you with Her points when you
role-play your Definition (e.g. if you are a Courageous
Swordsman and you behave in a courageous way).
You start with a single Definition, but can acquire others,
up to three in total.
Archetype cannot be changed unless GM allows it.
B:
You have connections in a certain type of world (crime,
military, business). With a Mnd roll you can obtain info
or resources (up to 10 Coins) from them. Additional rolls
in the same session suffer cumulative -2.
A:
Advantage
in Mnd roll for connections, up to 30 Coins
of resources. You can also ask for support (a follower with
6 Stat points, 1 Skill, lasts one session).
Crafting
2 - Character Creation
Name.
Identifies your character, choose a cool one!
Concept.
A brief description of your hero.
Stats.
Split 6 Points among Stats, calculate Derived Stats.
Skills.
Choose two Skills at Basic level or one Skill at
Advanced level.
Gear.
You begin with 30 Coins of gear
or
a weapon, ar-
mor and any two items linked to your Skills or Concept.
B:
Advantage
in rolls to fix things and craftsmanship.
A:
Create 10 Coins worth of items before adventure or
spend 2 Her to craft a minor relic, a permanent item
bestowing +1 to a Stat for a specific task.
Healing
3 - Mechanics
Action Resolution.
Roll 2d6 + Stat, if you score 7 or
more your action is successful (Difficulty applies a modi-
fier).
Opposed Rolls.
Roll 2d6+Stat, highest wins.
“Natural” Rolls.
The score right from the dice, without
any modifiers.
Critical Results.
Double One is a Critical Failure and
Double Six is a Critical Success.
Heroism.
After rolling you can spend 1 Heroism to add
+1 to the result or to reroll from scratch.
Advantage/Disadvantage.
Certain factors (mainly
Skills) give you
advantage
or
disadvantage:
roll three dice
and pick the highest (advantage) or lowest (disadvantage)
two dice.
Notation.
In published scenarios rolls are written like
this to save space: Mnd (-2, Perception). This means you
must roll on Mind, with a -2 modifier, and the Perception
Skill applies.
6 - Skills
Skills define what your expertise areas are and exist in Ba-
sic (B) or Advanced (A) form. You must first take a Basic
Skill before improving it to Advanced.
Focus (F).
This Skill can be taken multiple times, each
time choosing a different Armor Group, Minion, Power,
Weapon Group and so on. Typical ones are listed below;
others will be introduced in various settings.
Armor Groups.
Unarmored, Light, Medium, Heavy,
Power
Vehicle Groups.
Aircraft, Ground Vehicles, Mounts,
Spaceships, Watercraft.
Weapon Groups.
Blades, Bows and Slings, Clubs and
Axes, Firearms, Polearms, Power, Unarmed.
B:
Advantage
in healing rolls. Healing cure +1 End.
A:
Begin adventure with 1 free Potion. You create extra
Potions with a Mnd (-2) roll by spending 1 Her or half the
Potion cost.
Learning
B:
Advantage
in knowledge-related rolls (history, geogra-
phy, ancient lore, curios).
A:
Spend 1 Her to create a setting “fact” (GM permission),
to solve a situation or to grant +3 to a roll.
Luck
B:
Advantage
when spending Her to reroll.
A:
Spend 1 Her to gain +2 instead of +1. After spending
Her, roll a die; on a 6 you recover the Her point.
Minion/Relic (F)
Ambidexterity
B:
You acquire a loyal follower (4 Stats points, 1 Skill) or a
relic of GM’s choice.
A:
Your follower improves (gets 12 Exp) or you gain a
band of Mnd x2 hirelings (2 Stat Points) or the relic be-
comes more powerful.
B:
When fighting with two weapons you only suffer -2 Att
to the secondary weapon.
A:
You can fight with two weapons without any penalty.
Mobility (F)
Situation
Easy
Difficult/Very Difficult
Modifier
+2
-2/-4
Armorcraft (F)
4 - Stats and Derived Stats
Stats define characters, they range from -1 to 6.
Strength (Str).
Physical prowess and vigor.
Agility (Agi).
Nimbleness and basic defense.
Mind (Mnd).
Intellect, ingenuity and knowledge.
Derived Stats are secondary attributes
Attack (Att).
Depends on weapon and Skills.
Defense (Def).
Based on Agility, modified by armor.
Heroism (Her).
For player characters, it is calculated as
B:
Choose an Armor Group. When wearing armor of that
Group you get +1 to AR and reduce the Encumbrance of
the armor by one.
A:
+1 Def with the chosen armor. A successful AR ab-
sorbs one extra damage point.
B:
Pick a Vehicle Group.
Advantage
in rolls to use that
type of Vehicles (riding, driving...), including Maneuvers.
A:
+1 Att, Def and AR when you are fighting in/with the
Vehicle (jousting, dog fights...)
Perception
Athletics
B:
Advantage
on rolls to notice hidden things, clues, de-
tails. +1 Agi for Initiative only.
A:
Sense incoming danger on a Mnd (-2) roll. +2 Agi for
Initiative only.
B:
Advantage
in athletic activities (climbing, swimming).
A:
+1 Def if unencumbered. Natural 11-12 = Critical Suc-
cess in Def rolls.
Power
Charisma
B:
Advantage
in social activities (persuasion, intimidation,
bargaining...), including Mnd Distractions.
A:
With a Mnd (-2) roll you encourage/scare all your al-
lies/foes: they have +1/-1 to their rolls for the whole scene.
B:
You have supernatural powers. You can use Power
Items. Choose one Sphere of Power.
A:
+2 to Power rolls in your Sphere, Strain only happens
on a Critical Failure.
Stealth
B:
Advantage
in stealthy actions (move silently, burglary).
A:
+2 Att and x2 Damage vs unaware foes.
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Adventurers! Revised Edition
Survival
B:
Advantage
in outdoor activities (notice, tracking, rid-
ing...). In the wild, find a Meal with a Mnd (+2) roll.
A:
Advantage
in Att and Def against animals. If you have a
beast Minion it gains 8 Exp.
9 – Recovery
Sleep.
8 hours of rest restores Str+1 End.
Healing.
A Mnd roll restores 1 lost End, 2 with a Critical
Success (max number of healing attempts a character can
receive per day is Str+1).
Heroism.
GM awards Her during the game for overcom-
ing foes and obstacles and good role-play, in particular of
your Concept Definition. Her resets at the scenario’s start.
Power Situation
Permanent
Modifier
-6 and 1 Her permanent loss
Spheres of Power
Weaponcraft (F)
B:
Choose a Weapon Group. You gain
advantage
in Att or
Def (choose at turn start) with weapons of that Group.
A:
Advantage in Att and Def with your Weapon Group.
Natural 11-12 = Critical Success in Attack rolls.
10 – Gear
Gear is described in the Gear Sheet. Ask the GM what
is available in the setting you are playing. Firearms, in
particular, may be restricted. Gear special effects are man-
aged through keywords.
Att/Def
of weapons/armor are
based on the Stats of the
user.
So a character with Agi 3 using a dagger has Att 3.
Ammo.
Ranged weapons come with 20 ammo (refilled at
the beginning of the scenario).
Cost.
Expressed in generic “Coins” (real currency de-
pends on the setting).
Shields
are considered weapons, because they can be
used off-hand for push attacks. If you have Weaponcraft
(Shields) you can use it in Def rolls to enhance your
chances to deflect blows, even if you don’t attack with it.
7 – Optional Character Creation Rules
Point Buy Characters.
Characters begin with Stats at 0
and no Skills. They have 30 Experience Points to spend to
upgrade their heroes Negative Stats (i.e. -1) grant +3 Exp/
negative Point.
Coins for Stat Points.
You can double your starting
Coins by renouncing 1 Stat Point. You can receive 1 ad-
ditional Stat point by reducing your starting Coins to one
fifth. If you are using the Point Buy rules, double money
costs 3 Exp and reducing coins grants 3 additional Exp.
Races.
By default adventurers are humans. If you want to
play alternative races you can take inspiration from these:
Dwarves.
5 Stat Points, +1 End, Night Vision.
Elves.
5 Stat
Points, +1 to Power rolls and +2 to rolls to resist Powers.
Small Folk.
5 Stat Points, Str from -2 to 5, +1 Her.
11 – Powers
Powers are supernatural abilities certain adventurers have.
They are divided into Spheres, each with its own effects.
The exact description and nature of a Power is left to the
player. By default, Powers affect a single target, but they
can be modified during use. Settings define what Power
Spheres are available.
Power Roll.
To use a Power characters make a Power
roll, which is a Mnd roll with the modifiers below.
Strain.
If the Power roll is a natural 2-4, whether it suc-
ceeds or not the hero suffers Strain, losing 2 End with a
natural 2 and 1 with 3-4. If you have a Focus you can use
it to absorb Strain.
Powers with Limitations.
If the player takes a Limita-
tion for his Power, chosen when acquiring it (i.e. affects
only undead, works only by night...), he rolls with
advan-
tage.
Duration (D).
Effects of Powers with a Duration usually
last a scene (GM’s choice), others are permanent.
Resisted (R).
Some Powers can be resisted, i.e. opposed
by the target’s Mnd roll. If the target wins, the Power
doesn’t work. R-X means that resisting rolls have a -X
modifier.
8 – Combat
Initiative.
Characters act in descending order of Agility.
Ties are resolved with opposed Agi rolls.
Actions.
During his turn a character can move up to
10+Agi yards (half if Encumbered) and can perform an
action (attack, use a Power etc…).
Attack.
Attacker rolls 2d6+ Att, Defender rolls 2d6 +
Def. If Attacker wins he deals 1 Damage (Dmg) +1 per 2
points higher than Defender he scored.
Ranged Attacks.
As above, you suffer no penalty if tar-
get is in Range of the weapon. Beyond Range, you suffer
-2. No ranged attack is possible beyond Range x2.
Damage (Dmg).
Damage is subtracted from End.
Armor Roll (AR).
If the Defender is hit and wears ar-
mor, he can make an AR to reduce Dmg, rolling a die and
applying the armor’s effect.
Attack Critical Success.
+1 Dmg.
Defense Critical Success.
Defender makes an imme-
diate free attack (melee only).
Attack Critical Failure.
You fumble with your
weapon and lose the next attack.
Defense Critical Failure.
You give a dangerous open-
ing to your opponent, giving him a free attack.
Two-Weapon Fighting.
You make two attacks, but the
main attack suffers -1 and the secondary attack suffers -3.
The Ambidexterity Skill offsets these penalties.
Damage.
You can make melee and ranged attacks (Mnd,
Range Mnd x10) with this Power. If you have a Power
Weapon you roll with +1 Att.
Empower (D, R).You
can buff/debuff creatures and
items, giving +1/-1 to one type of roll (e.g. Att, Def). Giv-
ing +2/-2 is a Difficult Action.
Healing.
You can heal a number of End equal to your
Mnd (min 1). Healing yourself is a Difficult Action.
Illusion (D, R-2).You
can craft illusions including false
opponents (same stats as Summoning, but End = spell-
caster’s Mnd/2, rounded up).
Investigation (D).You
can detect hidden or invisible
things and gather knowledge beyond normal means. In
addition You use Mnd in place of Agi for Initiative.
Mind Control (D, R).
You can enslave the minds of
other beings. Self-harming orders require an immediate
opposed roll to maintain control.
Protection (D).
You can create wards and protec-
tions. You can make Def rolls using Mnd, gain AR 4/6,
and can bestow this protection on others. With Mage
Armor you gain +1 extra Def and +1 to AR.
Summoning (D).You
can call up creatures from some-
where to obey you. Normal creatures (4 Stats Points,
1 Skill/Special Ability) are called without penalty,
Powerful ones (6 Stats Points, 2 Skills/Special Abilities)
are Difficult to call and Very Powerful (9 Stats Points, 3
Skills/ Special Abilities) are Very Difficult.
Transmutation (D, R).
You can shapeshift creatures
and objects, altering their nature. Shapeshifted creatures
can have from half to the original number of Stat Points.
12 – Advancement
Characters are awarded Experience (Exp) which is
spent to improve Stats and gain new Skills.
Advancement
Raise a Stat up to +3
Raise a Stat from +4 to +6
Gain 1 End or Her
Gain a new Basic Skill
Upgrade a Basic Skill to Advanced
Gain a new Concept Definition (max 3)
Change a Concept Definition (once per
scenario
Exp Cost
4
6
2
3
4
1
0
Power Situation
Area Effect
Intense
Duration (day/week)
Modifier
-2/Burst 5
-2/+1 Dmg
-2/-4
Cover Art by Mariusz Gandzel - file background by Lord Zsezse Works.
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