dedicated to natasia, kaleb, & marc-andre

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Page 1: Dedicated to Natasia, Kaleb, & Marc-Andre

Dedicated to Natasia, Kaleb, & Marc-Andre

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No portion of this work may be reproduced in any form without written permission. This material is protected under the Copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Raex Games Publishing LLC. RAEX GAMES & KROMORE material contains no Open Game Content. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.

COPYRIGHT BY RAEX GAMES PUBLISHING LLC 2014.Kromore Copyright 2014 RAEX GAMES.

©2014 RAEX GAMES PUBLISHING LLC. U.S. RAEX GAMES www.raexgames.com

All rights reserved.Made in the U.S.A.Sample

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• Published by RAEX GAMES (trademark pending)• Kromore Written, Created, & Designed by T. Julian Bell• Content Advisors Kaleb Brown & Marc-Andre’ D. Fortin• Artwork & Cover Art by Christopher Balaskas• Cover Design by T. Julian Bell• Additional Art & Illustrations by Nora Brisotti, Carlos Torreblanca, Kyle Thelen, Laura Galli, & Lorenzo Massaro• Maps & Additional Art by T. Julian Bell• Lead Testers: Kaleb Brown, Marc-André D. Fortin, Mark Ryan, & Ayman Makki• Acknowledgement of Editors RAEX GAMES• Copyright JANUARY 2014 RAEX GAMES• Kromore Core Rulebook & Campaign Setting v1.01• Edition Number 1.0 PDF• ISBN #978-0-9907225-1-9

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ABILITIES & SPELLS 80

FITNESS & FIGHTING 82 KICKS & PUNCHES 84 WEAPON ABILITIES 86 CIVILIAN ABILITIES 88 KNOWLEDGE & LANGUAGE ABILITIES 92 LEADERSHIP & ANIMAL ABILITIES 94 ENLIGHTENED ABILITIES 95 INNATE MAGIC ABILITIES 95 REALM MAGIC (SCI-MAGIC) 99

SKILLS 122

RESISTANCE 124 AWARENESS 124 FITNESS 126 FOCUS 128 SNEAK 128 KNOWLEDGE 129 POTIONS 131 MEDICINE 134 SURVIVAL 135 NEGOTIATE 136 OPERATE 137 TECHNOLOGY 139

ARMORY 144

ARMOR 145 HEAVY ARMOR 145 LIGHT ARMOR 148 SHIELDS 150 ARMOR MODIFICATIONS 152 WEAPONS 158 TRADITIONAL MELEE 158 THROWN WEAPONS 159 SHOTGUNS 159 CLASSIC RANGED PROJECTILES 160 BULLET GUNS 161 STT ILLEGAL WEAPONS 161 NST WEAPONS 162

INTRODUCTION TO KROMORE 7

THE ADVENTURE (Playing an RPG) 7 EXAMPLE COMBAT 8 GAME PLAY BASICS 14

LEVELING UP CHART 17

CHARACTER CREATION 18 BACKGROUND ORIGINS 19 ATTRIBUTES 22 RACES 23

PROFESSIONS 34

MILITARY PROFESSIONS 36

SOLDIER 37 MEDIC 40 PILOT 41 OFFICER 44 KNIGHT AGENT 46 CIVILIAN PROFESSIONS 50 ARISTOCRAT 50 DARK BLADE 51 SHADOW 53 INVENTOR 54 OUTLAND PROFESSIONS 56 PRIVATEER 56 GRIFTER 58 DUELIST 59 MERCENARY 60 FERRIAN VANQUISHER 61 COMBAT PROFESSIONS 62 BATTLER 62 COMBAT ARTIST 64 WARRIOR 65 BRAWLER 66 ENLIGHTENED PROFESSIONS 68 SCI-MAGI 70 ADEPT 73 SCI-PRIEST 75 DEMON HUNTER 77

TABLE OF CONTENTS

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EARTH vs. KROMORIAN TIME 231KROMORE ERA TIME LINE 234 THE THREE KINGDOMS 5000 BSC - 0 ASC 234 AGE OF MAN 100 ASC 237 AGE OF NATIONS 846 ASC 240 STEAM & STEEL 1890 ASC 242 CIVIL WAR 2145 ASC 245 SPACE ERA 2189-5140 ASC 246KROMORE LANGUAGES CHART 249ALIEN RACES OF THE GALAXY 250THE THREE KINGDOMS ERA 258 THE KINGDOM OF KELMORIA 259 THE ZARYCHEN KINGDOMS 261 THE ESTYRLEEN PROVINCES 263 THE KINGDOM OF DAE’ADRIN 265 HOUSE RA-CU’KET 266 THE LAERISH ISLES 267 THE MOORELAND 268THE AGE OF MAN ERA 270STEAM & STEEL ERA 273CIVIL WAR 2145 ERA 275NATIONS & ORGANIZATIONS 276EVIL CASTS A DARK SHADOW 312THE SEVEN LORDS OF KROMORE 316 OTHER RELIGION IN KROMORE 318THE REALMS 320 REALM CREATURES 322 MAGIC IN KROMORE 324 REALM BEASTS 326NOTABLE LOCATIONS OF KROMORE 328

STORY TELLER EXTRAS 338

CREATING ENEMIES & NPC’S 340 PARTY SIZE & MINIONS 340 LOOT & XP 341NPC COMPANIONS 342 NPC ANIMAL COMPANIONS 343GLOSSARY 346INDEX 350CHARACTER SHEETS 354

TOP SECRET WEAPONS 163 FLINT LOCK WEAPONS 165 POWDER WHEEL GUNS 165 PLASMA WEAPONS 166 CANNONS & MOUNTED GUNS 167 WEAPON HIT POINTS 167 WEAPON MODIFICATION 168 AMMUNITION 170 DEMOLITIONS 172 MEDICAL KITS 179 CYBER GEAR 181 REALM GEAR 182 ADVENTURE GEAR 187 CITIZENSHIP PAPERS / PERMITS 187 VEHICLES & MODIFICATIONS 192 RIDING ANIMALS 201

COMBAT & GAME RULES 202

INITIATIVE 204 ROUNDS & ACTIONS 204 FREE ATTACKS 205 ATTACKING & DEFENDING 206 COMBAT POTENTIAL (CP) 208 THROWING OBJECTS 208 UNARMED ATTACKS 208 CRITICAL CALLED ATTACKS 209 DISARMING A TARGET 211 MOVEMENT 212 HEIGHT & BULLET DEGRADATION 216 DUAL WIELDING 217 STARVATION & ENVIRONMENT 218 S.A.S.F.A.F.F. (FALLING DAMAGE) 219 GRAPPLING 219 CHARGING & CHARACTER SIZE 222 ELEMENT DAMAGE 222 SPELLS & ARMOR 224 DAMAGE THRESHOLD (DT) 224

THE KROMORE SETTING 226

THE TESCIAN GALAXY 228 KROMORIAN CALENDAR 229

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Special thanks to the following. This is your Kromore.

Natasia Nickerson, Dave Baritot, Thom & Karen Bell, Curt Klemenze, Ceil Bell, Ayman Makki, Marc-André D. Fortin, Jackie Bell, Tom Stevens, Greyden Stevens, Thom Wells, Mark Ryan, Jason Lux, Adam Lau, John Galvin, Mario Sierra, Robert Karr, Aaron Carson, Ryan Carson, Bryce Schuler, Densay M. Sengsoulavong, Ed Sheridan, Nick Georgeff, Tom Stone, Brian Rubin, Duncan Murdoch, Kristen Greene Galvin, Greg Meyers, Phaedra Long, Allan Maule, Carter Holloron, Inwood gaming group, Colt Clarson, Volcom, Collin David, Pucker Factor, Gary Gygax, John Stewart, Colin Gray, Jimmy Williams, Johnathon Duke, Kaleb Brown, Marx Myth, Kwame Hawkins, Peter La Rossa, Stanton Jay Davis, Tom Vullo, William D. Pattison, Dan Tyrell, Jim Hercshiemer, Brian Whelan, Marcus Guidry, Shaun Wada, Doug Hamerski, James Plutt, Jeremy Kear, Marc Margelli, Richard Styles, Jebus10000, LRS, Chris Heath, Rob Winkler, George Chatzipetros, S.A.M., Joerg Gering, Dany Dion, Paul, Belinda Kelly, Jean-Baptiste Vlassoff, David B., Semmes, Tobias Waerre, Chad Shurtz, A J Princep, Lester Ward, B.A. Umberger, Nathan Macy, Bubbles McDerp, Marko J. Sertic, Jonathan Shaham, KS, Ned Bacon, Tone Berg, Michael Brooks, Pablo Palacios, Francois Labelle, Forse, Borna Pekaric, Björn, Franc Gabusi, Ove Odegard, Carl L Gilchrist, Scott, Craig Wright, Timothy Hidalgo, Brett G. Anderson, WP, Kevin A. Daignault, Mitch “Haematite” Christov, Markus Raab, Felix Laurie von Massenbach, Samir El Aouar, Steve Muchow, Ardon Low, David Roper, Brinstead, Aaron DeChant, Jack Krause, Innicas, Stijn Janssen, Derek “Pineapple Steak” Swoyer, Nate Brengle, Mike Oney, Kai L, Stephen Mulrooney, Manuel A Moya, Rick Harrelson, Jonathan Killstring, David “soulhakr” Edwards, Bernard Gravel, Colleen, Romall H. Smith II “Max Phoenix”, Ross Thompson, Paul Schifferer, Eric Coates, Jim Burzelic, Ryan “Saelorn” Marshall, Steven McKean, Wade Geer, James Lofshult “Solav”, Caoimhe Ora, Snow, JD Champagne, Sigil Stone Publishing, David Cruz, Ceil Bell-Klemenz, Edward Culbreath, MNL, Mark S, Scott C. Bourgeois, C Bickerstaff, Martin Severin Jensen, John Maki, Martin Greening, Vahn Kergonan, Marvin White, David Campbell, To Peace, Morgan Weeks, James Allen, Timothy McGowan, Michael Dore, Seth Rollins, D S Chrobak, Josh Louie, Ron Beck, Morgan Davis, Shannon Huber, Joseph Shirley, Jesse Ephraim, Jayna Pavlin, Mark Fenlon, Mitch Morg, T Hunt, Christian Muhl, Il_There, K Lennart Jansson, John Michael Payne, Barry Nixon, Anthony Lanese, Curt L. Koenig, Jan Egil “Jedidiah Curzon” Bjune, Randy P. Belanger, Justin Navarre, Murray K. Dahm, LordNightwinter, Greg “G-Money” Hendricks, RSP,

Andrew Wilson, Don Pierce, MSF, Jake Scheirer, Jose Fernandez, Trond Birkeland, Conrad Wade, Gareth Hodges, Jeremy Brant, Chris Camburn, Stephan Szabo, Joel Nofziger, Eric Agan, Sophie Mächtl, Ken Foster, Paul engle, Jeremy Sigilae Nouriar, Andreas Monitzer, John ‘johnkzin’ Rudd, Stephen Esdale, Peter Cobcroft, J.O., Jamieson Hoffman, RML, Duk Peterson, Devon Peterson, Neil Harkins, DPO, Cory Bonifay, Alan Roberto Meza Valero, Tishariel, Paul Hayes, Sam “Bifford” Byford, Oscar Ulloa, Steve Lord Matt Garrett, Matthew Robinson, Matthew, Nathan Turner, Zalzator, Port Arthur Table Top Club, Jere Manninen, Jon Wright, C, Olli Henrikki Koivukangas, Mike Wypyszinski, P-A Beaulieu, Wayne Welgush, boghead, Joseph Amos, Jason Black, Shaun D. Burton, G.T.L., Alex, Jay Lapham, Jason Lamson, Christopher Cheetham, Samuel Mitson, Ryan Brown, Chris Snyder, Simon D. Bergeron, Jake Leeder, Aaron Dykstra, Ruben L Z Tan, Gene F Walthes Jr, Ben Madden, Krellic, John Hunton, Gregory Krywusha, Moustafa Gawish, Sheri B., James Shapiro, Alex Hodgson, Spencer Williams, Rhino, Bollywood’ Pat, Barthélemy ‘Skender’ Alezandaru, Firewind Lohner, Meyer SciTech Solutions LLC, Jim Long, Kier Duros, Frost Holliman, Kyle Burckhard, Arkadiusz “Stoperssonn” Stopczyk, Ian Morrin, Nathan Lindsey, James Quigg, Jean-Christophe Blais Crepeau, George Panopoulos, Zoldar, Ches McDonald, Christopher Michael Burrows, Y. K. Lee, Hersh, Tim Harding, Anestis Kozakis, Alexander Morozov, Scott Raby, Matthew Birch, Sean “Garg” McAlister, Christian A. Nord, Clinton Sands, David Booth, Kurt Yost, Anders Stage, Garcia Emilien, Connor Crispens, CalamityXI, Hugo Day, Elizabeth Talsma, Arnaldo “Kurono” Lefebre-Piñeiro, Oliver Paun, JTM, James Robertson, Sam williams, Stuart Ellingson, David Sugar, Scott Kunian, Bruce Novakowski, Sebastian Dietz, Colin Houser, Dr. Donald A. Turner, Andrew Reichers, John Tsentzelis, Pablo Torres Anaya, Wajanai Snidvongs, David Pedersen, Kenny Storm Milo, Adam Harding, Dwayne Conrad, Dan Start, PTN, Wesley N Goodwin, Nick Lucas, Gerry Green, Howard Millington, JPL, Andrew Augustine DiNovo, David Poppel, DWP, Oliver Peltier, DRC, C.Vigier, Daniel Young, Chris I-B, Andrew Middlemas, Dana Thoms, SPK, Aaron Pothecary, khatre, Gregory Faber, John Lambert, SCD, Nenatechae S. Mars, James R. Hardcastle Jr., Kristopher Stein, Michael Pietrelli, Doug H, Martin Legg, Nam-gyu, Bae, Henry Alex Perez, Willykaceres, Jeff Roberts, A Phillips, Jeremy Southard, AJH, F.T., Richard Libera, D Wong, Solim.

...and all the other board game and table top gamers we have ever played with or accidentally left off this list. Thankyou everyone for making Kromore possible.

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THE ADVENTURE

Players begin their adventure making a character. If this is your first time playing a table top role playing game follow along with us and we will guide you in creating a fun, exciting, and truly unique character.

To start playing Kromore first make sure you have the tools for the game. You need this book, some dice ranging from a four sided die, a six sided die, an eight sided die, to a ten sided dice, a character sheet copied from the back of this book, a pencil, and at least 2 players.

In addition you will need a table and a way to show your character as a representation such as miniatures or tokens. If you don't have these choose some coins of different sizes and use a flat surface as a game board. Sometimes players can simply imagine a game in their heads. These choices are up to your game group.

Once you have gathered your players, your book, your character sheet, and your dice a game can commence. Decide who in your group of friends will be the Story Teller. Everyone else is a player.

Playing a story based role playing game within the world of Kromore requires the players to create unique fictional characters. A real life player controls their characters actions in the story deciding when to move, what to wear, when to fight, and especially what to say. The player has complete control over the actions and decisions of their character, but those decisions and actions will always fall within guidelines of the rules, which are enforced by the Story Teller.

STORY TELLERSIf you enjoy telling a story and weaving a plot for your friends to adventure upon, then the Story Teller is the perfect job for you. The Story Teller is the one in the group who has taken it upon themselves to narrate the story of the game.

The Story Teller determines if the rules are being followed, makes narrative decisions, plays the role of other characters in the story, and invents exciting enemies and puzzles for players to interact with. The role of the Story Teller is to guide the other players’ characters along a fictional story. The Story Teller is NOT responsible for controlling the other players actions.

The Story Teller actively tells the story of the game narrating the background events and situations the players will run into. They should have strong knowledge of the rules of the game and prepare an exciting plot line for their players to participate in.

The Story Teller should decide when in time along the Kromore setting the game will take place. This is very important as it may limit technology or change political or social interactions in the games story. Decide this before starting your game and have your players make characters that fit that time.

The Story Teller is responsible for controlling any Non-Player Characters (non-real players) during the game. Typically Story Tellers do not have their own character, because their responsibility of telling the story and running the Non-Player Characters is far too important and time consuming.

NON PLAYER CHARACTERS (NPC’s)The NPC’s are any characters that are not controlled by real players, but are fictional characters that still exist in the imagined game world.

These non-player-characters are controlled by the Story Teller. Sometimes a Story Teller will add NPC's as team mates for the real player characters in order to keep the story of the game moving forward. These plot sensitive NPC's are often great ways for Story Tellers to motivate the group into a story they normally would not have found their way into.

STORYOne way to create an exciting story for your players is through the use of modules. Modules can aid in story ideas and settings and help enhance the adventure with a pre-built story.

Without a module it is easy to start a story with a group of players. Remember the game is intended to entertain as a social event between friends that will create uniquely one of a kind memories.

If you don't have a great plot idea follow the lead your players provide. Use their backgrounds and professions to divulge a plot. The plot does not have to start off elaborate and challenging. Simple starts are often great introductions.

An entertaining and fun story typically occurs when the Story Teller follows the direction the story is already headed instead of cutting a path for their players in a direction they are not interested in going.

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TELLING A GOOD STORYA Story Teller should always think about one main plot for their characters to solve over the course of the adventure or several adventures. This main plot is the common thread throughout a game that ties all the little stories together. Think of the main plot like the story of your favorite epic action adventure movie or novel. The beginning starts with an inciting incident, a moment where the plot is introduced through some means of action to the players. The end of a great story is not immediately after the inciting incident, but much farther away after the main characters have overcome a great challenging journey. The time between the beginning and the end is the story. The most exciting part for your players. While the players are in the story section of your adventure other smaller sub plots might come along and may turn into more exciting stories on their own. When the players are out of ideas or are stuck in what to do, introduce something new or remind them of their main goal to get them back on course. When you have finally reached the point of ending your adventure you should find a way to remind the players where they have come from and the path they took to arrive where they are now. This completes a story and summarizes the adventure.

SHOW DON’T TELLA great Story Teller can manipulate the narrative of any adventure without ever having to explain where the players should go or how they should accomplish their tasks. Using the adventure setting of Kromore allows a Story Teller to fill their story with existing people, places, politics, and social stigmas. Confront your players with a decision in the game by opening up a story around them instead of directly at them. Having social incidents next to the players that force the players to make quick decisions as to whether or not they want to get involved will allow the players to discover what truly motivates the characters they are playing. Arresting an innocent person in front of the group for a crime the group knows that person didn't commit is a great example. Sometimes if players choose not to get involved in a situation a great story element to develop a mistaken identity theme can occur. Use all story that occurs around players to drive back to the larger story. Every choice including inactive choice is part of a story. For this example if the players intervened

they might become mistaken as associates of the one they are defending. If they make evil actions and help arrest the innocent person other groups may witness their actions and go after them. This may include the real criminal becoming involved and either working with or against the players. This form of manipulation of a story is called organic story telling and will create for your players the knowledge and belief that they can actually change the course of a story simply by making a different decision. As the Story Teller don't manipulate the actions of your players, just the good or bad side of the story plot the players encounter. Adding a third grey area of perspective will layer realism of your story creating a deeper imaginative universe.

PLOT IDEAS & GETTING STARTEDThe best and quickest way to get a story going is to toss all of your players in the same place at the same time and allow them to come up with reasons why their characters are there. If they can't find a reason make one up. Perhaps they are all drinking at the same pub after a long day at work, they are all shopping in the same market, they live in the same building, or they are all on a passenger train. We will take the last starting concept and use it to explain a starting adventure and how to involve your players in an action packed first encounter that shows and doesn't tell the players how to react.

EXAMPLE COMBATAn exciting way to kick off any adventure is to start it in the middle of a combat situation. Describing an epic battlefield of war can paint a picture for your players imaginations and make them feel like they are in the midst of the world instantly. Watch as our example Story Teller fills in the setting quickly and then jumps right into the game. This story takes place in the year 2145 ASC on Kromore. During the Civil War Era.

Story Teller Mary: “Kromore is on the verge of total civil-war between Steam Rebels and those who favor tech advancement. This real issue lingers at the back of your head as you ride the bumpy, uncomfortable, and yet highly familiar upper D train across the exposed open track over Mavens Sky District. The sound of

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steel reverberate a steady cha-chunking as the train car whistles against the steam filled airy exterior. An old Mavish woman clutches her purse next to a red skinned Gyxan who has been eyeballing a gold watch hanging from the lapel of a short and whiskery Laerish. The Laerish seems to check the watch impatiently every few seconds. He is finely dressed with a small bowler hat atop his head. Also in the car are three passengers. The first passenger of our players is Steve's character, Steve please describe your character."

Player Steve: "Sure. Cul-nol is a Ferrian who is roughly 7' tall in Maven looking for work. He is Razz-I so he's missing most of his hair, what's left is in a top knot."

Story Teller Mary: "Next to the Ferrian is a much smaller passenger. Jane you can go ahead."

Player Jane: "There is a quiet female Laerish sitting shyly in the corner seat. She has coal covered clothes and a pair of pilots goggles on her head. She looks like she just crawled out of the engine of a sky ship. She has red hair and green eyes. Her name is Mia Dia-Labot."

Story Teller Mary: "Great Jane. Ok now Jon you are the final other passenger in the car."

Player Jon: "Toby Jenkins the third is well dressed Maven in civilian clothing. You think you recognize him from pictures for political campaigns on the Televid, but you remember he didn't win."

Story Teller Mary: "Mia and Cul can give me an easy Knowledge Social/Political skill check. (The difficulty is a 9). If the total meets or beats a 9 you remember seeing Toby Jenkins III running for a Maven senate seat. If it's lower than 9 you don't remember him. Toby you don't have to roll. I will roll for the shifty Gyxan, the old woman, and the whiskery Laerish. "

Player Jane: "Mia rolls a 3 total, but her Social and Political Knowledge skill bonus is only a 5 so she only gets an 8 and doesn’t know him.

Player Steve: "Cul’s has 3d4 for his INT attribute of 3 and a bonus of 4 for Knowledge Social. He rolls 7 and adds the 4 for a total of 11 and just makes it. He remembers seeing Toby Jenkins III running for a senate seat on Maven."

Story Teller Mary: "The Gyxan seems focused on the Laerish's watch to notice Toby's celebrity status, but the old lady smiles gently towards him. The whiskery Laerish checks his watch yet again."

Player Steve: "Cul wonders if he could get a decent pay body guard job working for a politician."

Story Teller Mary: "Ok everyone give me an Awareness check (Mary rolls 4d4 sneak roll hidden from the players and her result is a 12) as the train rounds the next bend. The difficulty is 12 because the train is noisy and there is commotion amongst the passengers in other cars.(The players don’t know the true reason yet for the roll.)

Player Jane: "Mia makes it, I rolled a 15."

Player Steve: "Cul isn't paying attention I rolled an 8. I’m clueless."

Player Jon: "Toby didn't make it I rolled a 10 and added my bonus of 1. Eleven, sheesh.”

Story Teller Mary: "Toby is just slightly distracted by the old woman and Cul is daydreaming. Neither of you notice what Mia does. Mia you see from outside the train what looks like a small hovering transport car, it's moving parallel with the train. You recognize the vehicle to have some sort of upgrades allowing it to hover higher than normal. The side door panel opens on the car and a man with a weapon emerges."

Player Jane: "Ut oh. I quickly yell for everyone to duck."

Story Teller Mary: "Because Mia saw them coming I'll let her take cover before her initiative, everyone else can take cover on their initiative."

Player Steve: "Cul rolled a 15 initiative so he's going to go for cover with his first action."

Player Jon: "Darn, I only rolled a 9 for Toby's initiative, I guess I don’t get to hide."

Player Jane: "I got an 8, but I'm already hiding."

Player Steve: "Can I change my action to protect Jon's character instead of jumping for cover?"

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Story Teller Mary: "Sure, you have 3 actions to use. One to move to Toby, he's only 5' away, and then the next two you can attempt to Grapple with him and drag him to the ground. "

Player Jon: "Whoa I don't know if Toby would be ok with a 7' tall Ferrian stranger just tackling him like that. I bet his grapple is better than mine though."

Story Teller Mary: "Well with 2 actions Cul can attempt a grapple on Toby."

Player Steve: "I'm hoping Jon has Toby pay me some of that politician money for saving his life."

Player Jon: "Ha-ha, little does Cul know, Toby lost the election and is completely broke."

Story Teller Mary: "Ok guys. Steve roll Cul's grapple, Jon you can roll Toby's grapple."

Player Steve: "I roll d4 with MUS+AGI+CHA+Bonuses, Cul has takes the 3 Mus, 4 AGI, and 1 CHA and he has a bonus of 1 from grappler so 8d4+1. I rolled and added 1 for a total grapple of 20."

Player Jon: "I rolled my MUS, AGI, and CHA in d4 but I only got a 15 total. The Ferrian beats me in a grapple, but that makes sense so I don’t mind.”

Story Teller Mary: "Cul moves quickly across the train car to the familiar face of Toby Jenkins III and tackles him to the floor as bullets rain through the windows and ricochet across the car. The train continues moving forward as the hovering attack vehicle follows along side. Jane it's Mia's turn now."

Player Jane: "I know about vehicles can I find a way to stop the train?"

Story Teller Mary: "Roll me tech skill check. It’s a medium roll. That is 14 difficulty.

Player Jane: "I have +14 in tech without rolling my d4 dice so i guess i make it.”

Story Teller Mary: "You sure do, but it costs 1

action to make the check. You see a panel that holds emergency break cords right next to you. You can remove the panel with your 2nd action and then with your 3rd pull an emergency break."

Player Jane: "I do that while shouting “Hold on!””

Story Teller Mary: "Ok the train screeches loudly toppling personal belonging and people over, but luckily since you are all taking cover under the seats and Mia cried out to hold on you don't have to make fitness checks. I will ask you to all make another awareness check, It’s another hard one, since you are all under your seats (Mary rolls 5d4 for the sneak event happening and gets a 15 including the extra difficulty for awareness based on the chaotic stop of the train.)"

Player Jane: "I don't make this one."

Player Steve: "Same Cul is focused on saving this Toby guys life to notice whatever is happening next."

Player Jon: "I'm also to focused on the giant Ferrian bear hugging me to the ground to see. Thanks again for saving me Steve."

Story Teller Mary: "The train stops and you hear people yelling and panicking from other train cars, The hover vehicle is closing in outside. Roll your initiatives again, it is a brand new round."

Story Teller Mary: "Cul goes first this round. You are still technically grappling Toby."

Player Steve: "Cul lets go of Toby for free and will use his three actions to withhold an attack against the first guy that comes through the broken window."

Story Teller Mary: "Ok what kind of attack are you going to perform?"

Player Steve: "Can I try and kick the guy back out the window?"

Story Teller Mary: "You can make a kick-back strike.”.

Player Steve: “I have the ability.” Story Teller Mary: “Ok well technically holding your

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actions means you forfeit all three to perform one thing. I’ll let you for story sake start swinging on the bars above you prior to making the kick since you have it trained. The swinging kick back will hit the next person who comes through. Does that work?"

Player Steve: "Sounds good. Cul will start swinging.”

Story Teller Mary: "The hovering vehicle floats along side the train car. There are 2 men ready to jump out, but they will have to wait till next round. As it took their round to get set up. Mia and then Toby are next to act this round."

Player Mia: "I check to see if the old lady, Gyxan, and the whiskery Laerish are ok."

Story Teller Mary: "The old lady is bleeding slightly from her temple, you can move to her with 1 action and make an easy difficulty medicine check to assess her wounds next round. The Gyxan is no where to be seen, you think maybe he ran to another car after the initial attack. The whiskery Laerish looks dazed and flustered on the floor of the train car. He seems to be searching for something. (This is the sneak roll the players missed.)"

Player Mia: "His watch! I use 1 action to move to the Laerish. Mia says in Lar-bout. Are you looking for your watch sir?"

Story Teller Mary: "Talking is free so you can move as 1 action and have 2 more. The whiskery Laerish responds back quickly to Mia. “I must find it before they get here. It must not fall into the wrong hands.”

Player Mia: “I still have 2 actions can I look to see where the shifty Gyxan went?"

Story Teller Mary: "With all the commotion it is vs. a 5d4 awareness check again, but you have 2 actions to try. (Mary rolls the difficulty sneak 5d4) 18.”

Player Mia: "I’ failed my first awareness check, but I made the second with a 21.”

Story Teller Mary: "You notice two train cars away the Gyxan looking back. He has something shiny in his hands as he jumps from the train car and onto a roof top. He is carrying the watch and smiling devilishly.

Toby it's your initiative."

Player Jon: "I use an action to stand up, then I use my 2nd action to grab my cane, with the 3rd action I pull off the outside revealing a sword. Toby stands ready to fight whoever jumps through the window. He also says quickly in the Tradian language to the Ferrian. Thanks for saving me big guy!"

Story Teller Mary: "It is the top of the round again and everyone needs to re-roll initiative except Cul who will go when an enemy moves through the window. Which is happening right now..."

EXAMPLE SUMMARYAfter reading a story example you can see how the Story Teller used a single train car with a few minor environment characters to give the setting life. The villains attacked and then there was a small story about a thief Gyxan that stole a Laerish man's watch. Each players character didn't know one another in the game, but they were forced to help one another in the situation. As the Story Teller you can always change the outside hovering vehicle to a civil police ship that is arresting the Laerish for stealing a top secret watch, or have them as a group of mercenaries hired to steal the watch. The old woman might own the railroad and hires the players to track down the people that hired the mercenaries. The players can search for the watch which is now the main plot of their story. Even further you can take this scenario and turn it into horseman robbing a stage coach or pirates attacking a ship. There are endless story possibilities stemming from a simple starting point. As the Story Teller keep the players interested and always looking for the next plot element of the story. This comes from practice and remembering the players will usually help guide the story for you. Don’t worry if things get off course. As long as the players are having fun and adventuring the game is a success.

GETTING A STORY BACK ON TRACKSome ways of getting stories back on the right path are by reminding the players of story goals through a third party, friendly messenger, newspaper article, television program, or deadly assassin. These few examples are simply moments in time. They are just the small touch

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needed to drive the players back to the plot. Adding natural weather, tornados, hurricanes, or blizzards can introduce also a complexity of challenges for players to over come that aren’t physical enemies. Without involving actual enemies to hack and slash, weather and natural disasters can add realistic layers to the story, but adding in Deux-Ex- Machina (god like) moments often can make the players feel insignificant. Use your major events sparingly and only to drive the story back on track or add drama.

KROMORE IS JUST A GAME Kromore is an adventure game with the intent for players to experience a fun and unique story that allows them to determine their own fates. Once players have created their characters and a Story Teller has started the game every player can decide what to do with their character with unending possibilities. As players progress through the story they may want to enhance their character to jump farther, run faster, or even cast magical abilities. Diversity creates a personalized character for the player. Players might form emotional attachments to their characters. This may even lead to more realistic role play experiences, but Kromore is still just a game.

CHARACTER DEATH When your character dies you haven’t lost the game. Think of your characters death as part of the story. Create a new character that will avenge them or one that will succeed where they failed.

STORY TELLER HELPFUL HINTSThe Story Teller describes the location the characters are in and gives them a time of day, scenery, and possible NPC characters that are interacting around them. This sets the tone of a scene. Adding movement and motion always layers a bit of realistic complexity to an otherwise boring scene. In our adventure example the players were on a moving train. This is better than a simple stagnant and still hospital waiting room where the same scene took place, unless the hospital was receiving an overly large reception of people from a natural disaster or other event. The idea of moving people in a crowd is just as creative and imaginatively stimulating. At any time always leave room for a player to walk around, talk to NPC’s or other players. The game has repercussions to any decisions a character makes

and simply running around killing unsuspecting town’s people will have its impact on the world that the character exists in. Promoting social relationships through the world makes a character feel like part of the world with responsibilities and motivations. STORY TELLER FAUX PASWhen dealing with Story Telling never take the power away from a player. Don’t tell a player how their character feels, instead present them with a scenario and ask them how their character feels. This motivates role playing and a bond between player and character. It’s also a lot more fun.

TEAM WORKShould your character fight or should they flee. Should your character negotiate with enemies or should they attempt to hide in a dark corner until the battle is over. A good story and a fun adventure require thinking out of the box. There are rules for everything you want to do in the game, you just have to find the skill check or navigate to the appropriate section in the combat chapters to do them. When all else fails, role-play.

VIOLENCE, CRIME, & ROLE PLAYINGPlaying a role playing game can at times lead to stories that involve crime and violence. Remember that everything that happens in the game is simply for the sake of the story and is not real. Balance the game for your audience age and interest levels.

FICTIONPlaying a role-playing game with dice and acting to tell a story is fiction. Actions your character may perform are part of a story with an improvised plot. Kromore lends to improvisation and will aid players at visualizing a story. Remember that the game is fiction and characters do not represent the people who are playing them. The setting and material implied by these rules are fictional and created for the purposes of fun and adventure.

GENERATING WORLDSSome Story Tellers create their own worlds to tell their groups stories. We highly encourage this type of creativity and welcome custom content from players. To include your custom worlds into the Kromore universe simply drop it into the universe on

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the planet of Kromore or create your own new planet that exists in the galaxy. A unique and interesting way to bring a living world into the Kromore universe is to place it in another realm. With this, the unique world you have created can coexist with Kromore’s world without the conflict of technology crossing into the other realm. Always use your judgement as a Story Teller as to which era and genre your own content fits into the Kromore universe.

FINDING THE PLACE TO START ON KROMORESometimes the hardest part of playing an rpg tabletop game is finding where to begin a story. We’ve covered some of this previously in the introduction of this book, but if you are still having trouble consult the setting section of this book and pick a location that interests you the most. Once you’ve found a location use a pre made module or create your own small conflict to generate a story with your players. Sometimes the best stories start with the simplest of concepts. Here are a few of our favorite plot hook ideas: Rescue a missing person from some villains. Explore a cave or ancient tomb. Survive a natural disaster and travel back in time to stop it from occurring. Defeat a power hungry leader who is exploiting their citizens. Track down a stolen item and the one who stole it. ADDING CONFLICTDraw upon NPC’s to generate conflict by changing the allegiances of a once enemy or friendly character. Bring a war’s battlefront to the edge of your groups current city and have them choose what side to support. Create grey area enemies and friends whose motivations are neither completely good or bad. Always allow your players to have the most impact on the story. Let them take the lead and allow NPC’s to become side kicks.

A LAST MINUTE REMINDER TO ALL PLAYERSRemember while playing that a character has the potential to branch into any profession tier that they meet the prerequisites for. A player can take any new ability that they meet the prerequisites for when leveling. The Kromore setting allows for players to make their character unique to how they want to play them. There are LOTS of opportunities during

leveling to round out skills, abilities, profession tiers, gear, and vehicles. There are no wrong characters. Players may want to experiment with different build paths to truly enjoy the diversity of the Kromore game system and diverse character creation. Though this book is designed for play in the Kromore universe, we promote gaming groups to use the book in any home brew setting. Players will find the system easily adapts to any game setting world. Creating an immersive world for players can at times seem daunting. We recommend changing up Story Tellers on a regular basis with player groups so everyone gets a chance to feel what it is like to run a gaming adventure. This change allows players to understand the task of a Story Teller and it allows them appreciation for the responsibility of the job. We recommend Story Tellers not fall back on “deus ex machina” tactics. These are tactics employed to expedite story or move a scene along by introduc-ing a magical or all powerful outside force. Though this is required at times for a story it can have an adverse effect on a players ability to feel useful in the game. Players should feel they have the ability to change the evolving world around them. Without the ability to feel influential a player may become frustrated or lose sight of the fun that is a role playing adventure experience. When overwhelmed by something as a Story Teller take a step back and organize yourself. A great way to do this is by asking your players to discuss their options in the story or introduce a role playing element that lightens the mood. A Story Teller can run into issues controlling monsters and enemies. When unable to handle the “math” portion of the Kromore game a player should consult other players for help. Above all have fun. This may mean throwing some rules out the window. This book is a guide and nothing more. If we’ve left something out by all means include it. We have provided you with plenty of gear, weapon, spell, and vehicle examples to create your own living breathing game world. Above all have fun and use the tools we have provided to play your own unique and exciting adventures. We hope you truly enjoy the Kromore experience as much as we do.

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GAME PLAY BASICS

The following are basic rules players should know before starting a Kromore adventure. These rules help during character creation, the beginning of the game when you make your character. These rules are the fundamentals of the game and all players should know them. More advanced rules regarding skills, combat, vehicles, companion characters, and gear are found in their own chapters and often referenced during games.

ATTRIBUTESA character utilizes five different attributes to build their characters. These attributes are raised through the course of a game as the character levels up. The attributes are Muscle (MUS), Agility (AGI), Intellect (INT), Charm (CHA), and Soul (SOUL). Muscle represents the physical strength and health of a character along with their ability to initiate charges, grapples, and damage dealt during most physical melee attacks. Muscle is utilized for the fitness skill, resistance skill, and to determine a characters base life points (health). Agility represents the dexterity of a character. Agility is used for sneaking, moving, ranged attacks, grapple defense, fitness, throwing, dodging attacks, and operating vehicles. Intellect represents the intelligence of an individual and their overall IQ. Intellect represents a characters observation and perception determining when they act during a combat round. The time they get to act is called Initiative. Intellect is also utilized with many skills including tech, medicine, survival, all knowledge skills, and awareness skill checks. Charm represents a characters charismatic nature and is used for negotiating, leadership qualities, and deception techniques. Charm is also used when making grapple checks representing the intimidation of a face to face brawl. Soul represents inner virtue. Soul is used for focus skill checks required whenever a character utilizes a magical ability. Magical in Kromore comes in two different forms, innate and realm. Additionally Soul is also used as one of the attributes applied to the resistance skill. The attributes are chosen along with race in the first part of character creation. Attributes are chosen once during character creation through the point buy

system. After a character's attributes are determined they might be modified by the race of your character. Once determined in character creation your attributes can only raise as you level. The attribute determines how many d4 dice are rolled during a skill check. Having a variety of attributes is helpful for a well rounded character.

ACTIONSA character has three actions every (turn) to use within a game (round). A round represents 5 seconds of real time. During combat a player can perform three different actions. These actions are independent of one another functioning as a separate task. Actions sometimes combine to perform more complex tasks that cost 2 action points or even 3 during the players turn. Everything in the game requires an action cost. Powers, spells, abilities, and skills typically use a set number of actions. Some are considered passive and are always active for the character with no need to spend an action on them.

INITIATIVEInitiative represents how quickly a character reacts to situations specifically for combat. Initiative gives all players a turn order to act on their turn. Initiative is based on a characters INT and AGI attributes in d4 dice. The total of INT+AGI in d4 and any bonuses the character has to initiative is the players initiative roll. All initiative rolls are re-rolled at the top of each round or are maintained for the period of combat at the choice of the Story Teller and players. Decide this at the start of your game. The highest initiative score goes first. Ties are re-rolled between players and ties with enemies always allow the player to go first. Starting from the highest Initiative that character acts first using their 3 actions. Once they are done then the next highest initiative score character activates. When all players have used their 3 actions the initiative is either re-rolled again or players keep their initiative and start from the top. Having a high initiative allows your character to stay on top of a fight situation, however going last on the battlefield can sometimes have its benefits. This can change strategy of game play dramatically. See the combat section for more on Initiative.

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LIFE POINTSLife Points(LP) are determined by 10+ the characters Muscle attribute modifier. The current life points of a character can fluctuate based on damage taken in combat. The total life points change when a character heals, takes damage, or raises LP with abilities or profession level ups. On the character sheet current LP represents current life points. When the current LP number reaches 0 a character falls unconscious. If and when a players character receives a hit in combat that drops them below 0, they take the total number of life point damage taken in that final hit and consult the Death and Dying Chart. The chart is in the skills section of this book and begins the stages of death and dying. Death and dying will force the player to roll each round to see if their characters body will fight to survive or continue to die. Resistance skill checks are rolled by the player to keep from dying, but other players can attempt to heal them with medicine or magic. When a character takes Non-Lethal damage it is considered Knock Out damage or KO. This damage is written in the KO portion of the character sheet. KO damage does not harm armor or shields, but the DR of that armor does reduce the damage taken. KO damage that goes beyond 0 LP on a target will not cause the target to fall into the death and dying stages. KO damage simply sends the character into the unconscious state at 0 LP. An unconscious characters is woken by a basic medicine skill checks or naturally after 1 hour. See the combat section for more details about KO damage and LP damage.

MOVEMENTMovement is determined by the characters Agility attribute. Agility determines how many squares/hexes on a game board, inches on a battle mat, or feet in game the character travels each action. Movement is determined by (AGI x 5) + 5’ for 1 action. Additional abilities are taken to increase this movement. A character does not have to use any actions to move and can choose to stay where they are and use their 3 actions elsewhere. In meters, convert 5 feet to 1.5 meters. See the combat section for more info on movement and using it in combat.

THROWINGA character can throw up to their (MUS x 5) +5’ for 1 action. For a second action take the characters throw distance and multiply it by 2. For a third action take the characters throw distance and multiply it by 3. Throwing weapons are found in the Armory chapter, but throwing any item falls under the same rules for throwing. Catching items is a fitness check. Consult the fitness skill to determine the fitness difficulty.

STARTING MONEY & GEARMoney in Kromore is in the form of "credit chips.” These credits are distributed during character creation based on a characters background. Characters can receive additionally credits with ranks in the military or with civilian professions, scavenging credits after a battle with the survival skill, or from the Story Teller as bonus loot when leveling up or completing a story arc. Consult the Background Origin to determine your characters initial starting money. Gear is purchased with credit chips in and around the planet of Kromore. Traditional Credits in

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the Three Kingdoms era and Age of Man are Coins. Solid coin currencies are referred to as “chips.” Some early era coins are often called Krowns. Not all economies are the same throughout the planet Kromore and the space regions above, because of this negotiate and haggling of prices with vendors might become a requirement. A negotiate check is used to haggle, trade, and reduce vendor prices. Finding items requires a survival skill check. The difficulty of the skill check is equal to the rarity of the item. See the skills chapter for more on negotiate and survival.

COMBAT POTENTIAL Characters have a Combat Potential (CP) rating based on combat training. The rating can increase with certain profession tiers and abilities to allow the character greater potential with weapons and armor. Certain combat gear has higher CP ratings than others signifying the difficulty of use of the item. Players who do not meet the CP rating of gear they wish to use can still use it despite their lack of proper training. Negative difference between a players CP rating and gear CP rating has drawbacks including reduced movement, skill penalties, or attack negatives. See the combat rules for CP for effects on movement, skills, attacks, and armor and how they apply to CP.

LANGUAGESPlayers receive the spoken language of their race for free at character creation. Acquiring more languages requires research and study and is done so during a background origin path, within a profession tier, or from the abilities section. To gain more languages consult the abilities section to see how you can unlock additional languages when you have free abilities to spend. To learn additional languages easily at the start of character creation look for free languages in the background origins chart.

HEROIC ACTIONSThroughout an adventure there are times a player wishes he or she could have their character perform a do-over. Characters all receive one Heroic Action point at the beginning of the game and earn more at other levels after. Heroic action points are used to re-roll a failed skill roll, gain an automatic full damage roll against a target, or automatically stabilizing their character to +1 LP if unconscious or dying.

Using Heroic Action points forever removes that point from the players character sheet, but will grant them a heroic moment in the games story. Story Tellers can utilize heroic actions for other purposes throughout a game story at their discretion. Story Tellers can not keep players from using their heroic actions, but they can advise them against it to save a player from wasting them when unnecessary. Heroic actions are declared before an attack, after a failed check to re-roll it, or during a characters round to stop bleeding and stabilize. Players can only use heroic action points on another players turn in order to save that character from certain death. Outside of certain death a player can not use their heroic action points during another player or NPC characters turn without Story Teller approval.

SKILLSSkills are used to determine a characters potential in any situation. Difficulty for tasks attempted are determined by the challenge rating of the task. Difficulties for tasks are pre set numbers and are found in the skills chapter. Skill difficulties range from basic, easy, medium, hard, epic, legendary, unimaginable, uncanny, and in some cases ungodly. When a player makes a skill check they roll their skill based on their attributes in d4 dice. Then they add bonuses from their skill for a total number. If the player beats or ties the pre established difficulty they complete the task. Skills like Negotiate roll opposed dice against the NPC characters controlled by the Story Teller, but the difference between the rolls actually determines the outcome of the check. Sneak skill rolls are rolled against Awareness skill checks. There are only a few skills: Awareness, Fitness, Sneak, Negotiate, Medicine, Survival, Focus, Resistance, Operate, and Tech. It is wise to have some points in every skill. There are 4 Knowledge skill groups each pertaining to a different topic: History, Science, Magic, and Pop-culture. Consult the skills chapter for more details and difficulties for each skill.Sample

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LEVELING UPA character gains a profession tier at every level. Professions are special trained and unique bonuses for characters. A character can take as many professions throughout their career as desired as long as they meet prerequisites for those new professions. Leveling is achieved once a character earns enough experience (XP). Accomplishing major goals, defeating enemies, and role play earn XP. When a character levels they will gain in addition to a new profession tier, a new ability from the ability section and the free benefits from the leveling chart.

Profession Tiers: The character can choose 1 profession tier at every level. The character must meet all of the prerequisite tiers before advancing. All benefits in a Tier are rewarded to the character.

Free Abilities: A character receives one additional free ability from the abilities section at every level after first. These abilities are open to characters as long as they meet the prerequisites. At first level a character receives an equal number of free abilities to their total attribute scores combined.

+1 Attribute: A player can raise an attribute by 1. The highest an attribute can raise is 6 points higher than the lowest attribute of the character. A character with an 8 MUS must have a 2 in every other attribute. If race and background origin bonuses raise this beyond 6 a character can not raise the attribute until all other attributes are within 6.

+1 Combat Potential: A character gains a bonus to their Combat Potential making them more trained to utilize gear, armor, and weapons.

+1 Heroic Action Point: A character gains 1 additional heroic action point to use as they want.

Beyond level 30: If a character has leveled into the epic levels of the game (beyond level 30) continue to follow the pattern already set by the leveling chart. At level 31 start over with rewards at second level and continue forward on the chart. The additional experience required for level 31 is 290, level 32 is 300, level 33 is 310 and so on.

LVL Free Benefits Tier & Ability XP1 +1 Heroic Point Character Creation* 02 Tier & Ability 103 +1 Attribute Tier & Ability 304 Tier & Ability 605 +1CP Tier & Ability 1006 Tier & Ability 1507 +1 Heroic Point Tier & Ability 2108 Tier & Ability 2809 +1 Attribute Tier & Ability 360

10 Tier & Ability 45011 +1CP Tier & Ability 55012 Tier & Ability 66013 +1 Heroic Point Tier & Ability 78014 Tier & Ability 91015 +1 Attribute Tier & Ability 105016 Tier & Ability 120017 +1CP Tier & Ability 136018 Tier & Ability 153019 +1 Heroic Point Tier & Ability 171020 Tier & Ability 190021 +1 Attribute Tier & Ability 210022 Tier & Ability 231023 +1CP Tier & Ability 253024 Tier & Ability 277025 +1 Heroic Point Tier & Ability 300026 Tier & Ability 324027 +1 Attribute Tier & Ability 349028 Tier & Ability 375029 +1CP Tier & Ability 402030 Tier & Ability 4300

*Character Creation at first level unlocks a Race, Origin, a 1st level profession tier, Heroic Action Point, and an equal number of abilities to attributes.

XP is cumulative and a character adds new XP to their total XP score as they progress. Consult the story teller extras chapter to learn about rewarding XP and loot.

At every level after 1st a character automatically gains a profession tier, free benefit bonuses of the level, and a new free ability from the abilities section.

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CHARACTER CREATIONRecord all of your characters abilities,origins, skills, and professions on your character sheet. Record progress and notes of characters adventuring moments on character sheets and include any special details you may want to remember during your adventures. Keeping notes about the story and important NPC characters will help role play. Follow the character sheet guide to guarantee your character is complete.

A• Attributes are chosen with 15 buy points and recorded.

B• Character race is selected and bonuses recorded.

C• Character background origin. Bonuses and origin skills are written on character sheet.

D• First tier profession is selected. Bonuses and skills are written on character sheet.

E• Character personal details are created.

F• Character Creation abilities are selected and written on character sheet. Final starting Life Points are calculated.

G• CP is added up and written on character sheet.

H• Initiative is calculated as d4 dice of INT+AGI and any additional bonuses. Write initiative on character sheet.

I• Movement is calculated as (5xAGI)+5’.

J• Throwing objects is calculated as (5xMUS)+5’ per action.

K• Carry, Push, and Drag are calculated as Carry=your character weight. Push=Carry x2, Drag=Carry x3.

L• Weapons are bought from the Armory and placed on character sheet. Record all weapon stats and ammunition.

M• Armor is bought and placed on character sheet. Record DR and HP of the armor. When damage is taken reduce the HP by the DR amount taken by the armor.

N• NPC Companions are selected by certain characters. Record companions in this location.

CHARACTER SHEET PAGE 1

CHARACTER SHEET PAGE 2

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BACKGROUND ORIGINSPlayers select a background origin for their character that represents their characters back story. This is the first step in character creation and gives players an idea of how their character came to existence. The background origin of a character helps define for role playing purposes how a character developed in their youth, through their school years, early careers, and up to the present day. The background origin also allows characters additional starting skills and an additional attribute point at character creation. These skills and attribute point are recorded on the character sheet. The next two page background charts help guide players during their character's journey through their past. Players should apply bonuses to their character sheet before moving to the next section. When using the origin chart during character creation move in the direction of the arrows from left to right. At no time should characters pick more than allowed nor should they back track. During the origin chart characters will encounter choices given in groups. The options ask players to Select Four. A player selects four different options from the available choices and adds them to their character sheet. When a Select Four choice is available a player must choose four of the available options. A player can not select the same option more than once in a Select Four origin choice within the same section. Some choices in the origin background allow special benefits such as Ranks. These are used by some professions and grant additional bonuses. To see the ranks chart consult the Military Professions within the Professions chapter to find out if your character is provided a rank bonus. Ranks provide extra credits and even additional free abilities. Once characters reach the end of the origin chart they are given additional credits and provided an attribute increase. This increase is added after all after all other character creation stats, races, and abilities are picked. This bonus does not apply during attribute point buy. The increase is permanent and represents additional training the character received in their origin path. Languages applied to a character from origin backgrounds assume the character can speak, write, and read the language.

CREDITS FROM ORIGINCertain career paths will grant credits. These credits are used when selecting starting gear and equipment. Credits vary based on background choices. Combat backgrounds will often have fewer credits than those with education or skilled technical training.

ORIGIN TITLESSome boxes have special titles such as Officer or Enlightened. These titles represent a characters past choices. Not choosing a title does not mean a character can not become a Officer or a magical user. These titles help establish a reason why a character might pursue professions during the games adventuring or may simply establish a background story for a character.

SELECTING GEAR & CPThere are limited choices for early characters due to lack of credits when choosing gear. Characters early in level will have low Combat Potential and often a short supply of credits. Combat Potential does not hinder characters from using gear, but will have negative effects on a characters ability to use their gear well. If there is a large gap between a character and their CP rating they may want to use a weapon or armor with a lower CP. To benefit from a weapon or armor properly players should consider collecting more abilities that pertain to CP. Characters should purchase ammunition for their weapons and any additional gear equipment items required during their adventure career.

HOW DO I CHOOSE?There are never wrong choices during charactercreation, but some profession combinations will benefit characters more than others. The choice of a players professions and abilities are up to the player. Each profession group explains the benefits and type of professions found within the group.

CITIZENSHIP PAPERS & PERMITSCitizenship papers and weapon permits are often required by characters during certain eras of game play. Players may wish to purchase an apartment or vehicle at some point for their character for the purpose of storage or role playing. These will all have a price and players should discuss with their Story Teller at the start of their game. It is always possible to purchase, steal, or borrow gear and credits within a players adventures.

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ATTRIBUTES & RACESUse the character sheet in the back of this book to record your characters attributes, skills, armor, and stats. For new players fill out your characters sheet in the following order: Attributes, Character Race, Background Origin, 1st level Profession Tier, Character Creation Free Abilities, Gear Selection.

ATTRIBUTE PURCHASENew characters receive 15 buy points to place into their 5 attributes. Follow the chart below or use the “possible point buy combinations” chart.

Cost to Raise from 0 Attribute Score (Modifier)1 13 26 3

10 415 5

The attributes are MUS, AGI, INT, CHA, and SOUL. Place the corresponding modifier next to its attribute on your character sheet. The highest attribute can not exceed 6 points from your lowest attribute. Add race adjustments and background origin bonuses after selecting your 15 buy point scores. Note raising an attribute from 0 to 1 costs 1 point, raising it again to 2 requires 2 more points, raising it from 2 to 3 requires 3 points, raising from 3 to 4 requires 4 points, and raising from 4 to 5 requires 5 points.

STARTING ATTRIBUTE COMBINATIONSThere are a few possible combinations before race and origin adjustments. Some of these combinations may leave you with buy points that you can't use. If you create a character and have left over (extra) buy points, they are exchanged for additional free abilities. A player can choose to not use all their buy points to exchange some instead for additional free abilities at character creation. Players should remember they will automatically receive an equal number of free abilities to their attribute score totals. Withholding buy points can ultimately give them more abilities early on at a cost of a higher overall attribute score. It is recommended for new players to use many buy points when creating their character.

Starting attribute combinations using the 15 buy point scale before adding race adjustments are always one of the following combinations on the chart below. Note the scores do not denote where points are applied only what combinations are possible utilizing the most of abilities and attribute scores. Add in racial modifiers and origin modifiers after this step. Race and origin modifiers do not gain additional abilities.

Possible Point Buy Combinations

Total Character Creation Free Abilities

5,0,0,0,0 5*4,2,1,1,0 8

4,1,1,1,1 (1 extra) 9*3,3,2,0,0 8*3,3,1,1,1 9*3,2,2,2,0 9

3,1,1,1,1 (5 extra) 123,2,1,1,1 (3 extra) 113,2,2,1,1 (1 extra) 10

*2,2,2,2,2 102,2,2,2,1 (2 extra) 112,2,2,1,1 (4 extra) 122,2,1,1,1 (6 extra) 132,1,1,1,1 (8 extra) 14

1,1,1,1,1 (10 extra) 15*Recommended scores for new players

CHARACTER CREATION ABILITY SELECTIONCharacters choose their free abilities at any time during the character creation process. It is highly recommended the player chooses abilities that can augment their characters profession tier and origin background, however the player can choose any as long as they meet prerequisites. When gaining bonus attribute points from Races or Background Origins a player does not gain another free ability. Read through all the abilities before making your choices so you don’t miss something.

USE THE ORIGIN PATH TO FIND INSPIRATIONDiversification of your character will allow flexibility during your gaming experience. Pick attributes that augment or enhance your characters weak points. Finish Attributes, Origins, and Race, before moving to Professions and Abilities.

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to the races small stature or the races thicker than normal skin. Due to social relations, size, and origin several races have negatives applied to them. These are not bad qualities of the race, but represent their social and physical standings in the ever changing political world of Kromore. Not all races exist in every era. Consult your Story Teller about choosing a race that fits your game. Additional races are available outside of the starting six, but those races are often story dependent as well as genre dependent. For more details about other races of Kromore including H.I.V.E., vampire, and realm races consult the setting section of this book. When creating additional races to use within the Kromore universe base race attribute bonuses and skill bonuses off pre-existing races from the table above. All races are granted a +1 to an attribute, a natural defense of minimum 1, a total of +4 spread out amongst skills, and any drawbacks or additional small perks specific to the race. When adding special race perks for always include a drawback negative aspect to balance the race. Consult with Story Tellers before creating your own races for an adventure.

Ferrian Metal Man Gyx Human Zatilok Laerish+1 Attacks +1 MUS +1 CHA +1 SOUL +1 AGI +1 INT+2 Natural

Defense+2 Natural

Defense+1 Natural

Defense+1 Natural

Defense+1 Natural

Defense+2 Natural

Defense+2 Fitness

+2 Resistance+1 CP

+2 Resistance+2 Sneak

+2 AwarenessChoose Race

See chart page 25 +1d4 Melee Claws

+2 Survival+2 Operate

+2 Tech-2 Negotiate

-1 All KnowledgeNo Sci-magic

Realm Damage None None -1 CP-2 Negotiate

-5’ MovementMinimum 5’

CHOOSING A CHARACTER RACEPlayers start in character creation with a race for their character. There are six distinctly different races to choose from. If players decide to choose a Human race they must select which nation the Human is from. Each Human race holds grudges politically and socially against one another. The dynamic of characters in your gaming group will open more role play opportunities during your game. All races start with the bonus language of Trade. Trade is a language comprised of 100 different words, phrases, and sign language symbols used for basic means of communication. All races start with the native language of their race. The character can read, write, and speak this language. All additional languages learned assume the character can read and write them. Races have additional bonuses applied to them as noted in the charts. Natural Defense applies to a characters dodge and is always constant even when the character is caught prone or disabled. Natural defense for some races is higher due

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Page 24: Dedicated to Natasia, Kaleb, & Marc-Andre

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THE FERRIANEra Availability: All“Bendai khu beiz’nehet y’ Razz-I”-Death without battle honor is Razz-I

The Ferrian are a tribal race of humanoid who have lived on Kromore longer than any other alien on the planet, with exception of the Zatilok. Their private jungle continent nation of Fera is known as the jungle paradise of war. The Tesck brought the race of Ferrian to Kromore early in the 70th century BSC when their own home world was near destruction. The Ferrian are believed from a planet some 3,000 light years from Kromore. The home continent jungle of Fera neighbors its sister island continent Symbda. Both are far from the main continents of the rest of Kromore. Prior to the destruction of Symbda in the Great Metal War, Symbda was home to a few civilized tribes of Ferrian and Humanoid Kromorians. After the war it became a wasteland of destroyed cities and overgrown jungles vastly uninhabitable for sustained life. The Great Metal War during the era of Steam and Steel left it destroyed after the humanoid Innate wielder inhabitants formed an alliance with the allied nations against the Kalin Parliamentary Order. Metal Men arrived and destroyed the small island continent, a destruction the land never recovered from. The Ferrian stayed neutral during the great war, but for centuries the Ferrian tribes have fought in countless skirmishes and battles over land in Kromore. Specifically against the Zatilok and during the Age of Man against all of Kromore. Though the Ferrian have cat like appearances

in the eyes and face, they are far more human than cat despite their tails and ears which are both docked at birth. Some believe the Zatilok and Ferrian are closely related in ancestry. The Ferrian people are born into clans. There war is the first lesson for all new children born. Ferrian are born and given tattoos that most often denote the blood line and clan of their ancestors. This and their excessively long and durable hair make them extremely easy to distinguish outside of Fera. When a Ferrian has their hair severed to a shorter length, it is meant that they are exiled from their clan and are no longer welcome. Exiled Ferrian often become mercenaries for any cause that will bring them honorable death in battle. Exiled Ferrian in their native tongue are called “Razz-I.” The severed hair of a Ferrian is valuable. Its extra strength and near inability to split or tear when bound together brings high prices on the shadow market. The Ferrian can train to use their hair wrapped about their midsections as an armor bonus. Some clans are known to use their hair as a whip. These warriors are known as Ferrian Vanquishers. The Ferrian during the Civil War become technologically advanced for space and sky flight, but often only utilize technology to further war. Many Ferrian do not seek honor battling amongst the stars unless something proposes a threat to their home. Ferrian ambassadors are occasionally seen with heavy guard traveling outside of Fera, but these sightings of honorable Ferrian are rare and typically for military reasons. More commonly Razz-I have made their way into mercenary crews and criminal organizations outside of Fera. These crews are often the only places a dishonored Ferrian can find refuge. Ferrian are known to have quick tempers, speak Trade, and similarly named language Ferrian. During the time of the Three Kingdoms throughout the Age of Man, the Ferrian battled with Kromorian Man over their miss-use of sci-magic. The Ferrian utilize innate magic more commonly than sci-magic, but have been known to use it amongst underground sci-magi organizations. Playing a Ferrian character during either the Three Kingdoms or the Age of Man are extremely dangerous as nearly all other Kromorian races were in fear of them.

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