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James L. Griffin Jr.
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James L. Griffin Jr.
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Mr. Griffin’s R.P.G. Edition 1.0
(Core Rules and Condensed Bestiary)
Written and Created by: James L. Griffin Jr.
Cover Art by: James L. Griffin Jr.
Fiction/Fantasy/Role-playing/Game
Welcome to Mr. Griffin’s R.P.G. (role playing game)! This system was designed with “Home
Brewer” and “Sweet from the hip” Game Masters in mind. The core rules are set up for all
players to follow, although Game Masters are allowed leeway as they are responsible for running
the game environment. Last but not least, I hope this game system will be enjoyed for years to
come.
Prison Address-
James Griffin, #236064
Staton C.F. C3-6A
2690 Marion Spillway Rd.
Elmore, AL 36025
Outside Address-
James L. Griffin Jr.
793 Duncan Rd.
Wetumpka, AL 36092
©2016 James L. Griffin Jr.
All Rights Reserved
James L. Griffin Jr.
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This book is dedicated to my friends Ralph and Grace.
Without their help this book would still be a dream.
Service Request #: 1-4189499661
Registration #: TXu002032777
Effective Date of Registration:
November 21, 2016
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Table of Contents
Topic Page
Cover Art
Title Page
Dedication
Table of Contents
Materials Needed to Play
Character Creation
Attributes and Abilities
Rolling Ability Scores
Attribute Scores
Introduction to the Races
Character Races
Lifespans
Determining Adventuring Age
Languages
Table(s) of Character Advancements
Table of Whisperer Advancement
Class Specific Whispers
Advancement Table (Whisperers)
Explanation of Table
Table of Warrior Advancement
Advancement Table (Warrior)
Explanation of Table
Experience Points (XP Values)
Experience Points (Objectives)
Skill List
Skill Descriptions
Skill Rules (Arenas)
Skill Rules (use and mastery)
Starting Wealth
Encumbrance
Monetary Units
Equipment
Equipment Descriptions
Items
Item Descriptions
Clothing List
Goods and Provisions
Transport
Services
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2
3
4
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10
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31
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35
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36
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Animals
Inn and Tavern
Weapons
Weapon Types
Weapon Descriptions
Armor
Armor Types
Armor Descriptions
Shields
Shield Types
Shield Descriptions
Temperament
List of Temperaments
Description of Temperaments
Speed
Movement and Terrain
Combat
Combat Options
Types of Defense
Attack Options
Defense Options
Attack Sequence
Battle Grid
Free Movement
Types of Actions
Conditions and Hazards
Condition Resistance Numbers
Whisper List
Whisper Descriptions
Whisper Description Format
Whisper Rules (Towers)
Whisper Rules (use and understanding)
Die Conversion Table
Dice Patterns (Paper)
Die Pattern Notes
Condensed Bestiary Examples
Condensed Bestiary Legend
Note (Spirit Rules)
Treasure Types
Condensed Bestiary Descriptions
Condensed Bestiary Attributes
Rolling Condensed Bestiary Attribute Scores
Condensed Bestiary Whisper List
Condensed Bestiary Whisper Rules (Burial Mounds)
Condensed Bestiary Whisper Rules (use and
understanding)
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Condensed Bestiary Skill List
Condensed Bestiary Skill Rule
Skill Descriptions
Bestiary Advancement Table
Bestiary Adjustment Table
Bestiary Experience Points (XP Values)
Bestiary Natural Armor Table
Bestiary Natural Weapon Table
Game Session Log
Game Master Notes
Character Sheet
Author Picture and Biography
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98
103
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*Special Thanks*
I would like to give special thanks to Ralph Smith for typing/formatting this edition, for putting
up with me and my writing habits. I can’t ask for a better friend or support. Also I would like to
mention an old friend Timothy Hudson who once said to me, “You’ll never be able to write your
own game system.” Since then that statement has been my motivation and has caused me to
push beyond my own set of limits during the extent of this project.
I would also like to thank the rest of my friends for their caring support and for not giving up on
me. The names of my friends are – Claude Hildreath, Barry Dowdy, James Golson, Justin
Soper, and Mr. Roo (my dog/may he rest in peace).
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*Materials needed to play*
*A copy of Mr. Griffin’s Generic R.P.G.
*A D6 and a D18 die (paper patterns in back of book)
*Extra paper
*Pencils and erasers
*Gamers willing to play as characters
*One gamer willing to play as Game Master
*Character Creation*
*Choose a race
*Choose a class
*Choose a temperament
*Characters playing whisperers start the game with 150 gold pieces to buy equipment.
*Characters playing warriors start the game with 220 gold pieces to buy equipment.
*Read Mr. Griffin’s R.P.G. at least once.
*Record all information on a character sheet.
*You should be ready to play.
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*Attributes and Abilities*
In this game there are 3 Attributes from which 6 Abilities are derived.
Attributes Descriptions
Physical
Mental
Spiritual
Characteristic qualities ascribed to the body/flesh of a character. From this
attribute the abilities of Brawn and Reflexes are derived. Also, this attribute’s
modifier can be added to a lDl8 roll to meet or beat a specified SN to
accomplish certain actions or tasks.
Characteristic qualities ascribed to the Mind/Mental State of a character.
From this attribute the abilities of Intelligence and Reasoning are derived.
Also, this attribute’s modifier can be added to a lDl8 roll to meet or beat a
specified SN to accomplish certain actions or tasks.
Characteristic qualities ascribed to the spirit/soul as opposed to the
body/flesh. From this attribute the abilities of Presence and Psyche are
derived. Also, this attribute’s modifier can be added to a lDl8 roll to meet or
beat a specified SN to accomplish certain actions or tasks.
Abilities Descriptions
Brawn
Reflexes
Intelligence
Reasoning
Presence
Psyche
This is an estimation of a character’s bodily power. This ability is critical for
those who engage in hand to hand (melee or ranged) combat. Half of a
character’s brawn modifier can be applied to its hand to hand (melee or
ranged) combat damage.
This is an estimation of a character’s dexterity. It’s useful to those who wear
no armor. Half of a character’s Reflexes modifier can be applied to its
combat defense.
Represents a character’s mental strength. A character’s mental strength
allows it to utilize its cleverness to use skills.
Represents a character’s mental force and ability to figure things out, that is
draw conclusions based on available evidence.
This is an estimation of a character’s power of persona, appearance, and
ability to channel mana. Half of a character’s Presence modifier can be added
to its initial Mana Reserve Points (MRP) at each level (if applicable).
Estimates a character’s common sense, intuition, and inner self. Half of a
character’s Psyche modifier can be added to a dodge or parry combat option.
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*Rolling Ability Scores*
Method #1
Roll a 1D18 to randomly generate a number of 1 to 18. The result of the first roll will be the
score for the first ability. Repeat this process for the 2nd thru 6th abilities. Be sure to record the
character’s ability scores on its statistic sheet.
Method #2
Roll a 1D18 six times to randomly generate six scores. Write these scores on a separate piece of
paper as they are rolled. Place these scores amongst the abilities as they are recorded.
Method #3
Roll a 1D18 seven times to randomly generate seven scores. Write these scores on a separate
piece of paper. Pick the six scores that fit the character best and place them amongst the abilities
as they are recorded.
*Once all six scores have been recorded on to the character sheet, the next thing to do is find the
modifiers for each ability score and record them. To do so refer to the “Attributes Scores
Section.”
*Attribute Scores*
To determine the scores for the attributes from which the abilities are derived, follow these
guidelines:
1) Physical Attribute - is half of Brawn ability plus Reflexes ability or
Physical = ½ (Brawn + Reflexes).
2) Mental Attribute – is half of Intelligence ability plus Reasoning ability or
Mental = ½ (Intelligence + Reasoning)
3) Spiritual Attribute – is half of Presence ability plus Psyche ability or
Spiritual = ½ (Presence + Psyche)
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Once Ability and attribute scores have been determined, use table below to determine Ability
score and Attributes score modifiers.
1D18 Score Modifier
1
2-3
4-5
6
7-8
9-10
11-12
13
14-15
16-17
18
-5
-4
-3
-2
-1
0
+1
+2
+3
+4
+5
*Introduction to the Races*
The Noble races of Goblin and Troll were two of the first four races created for this
world. The ancient races of Dragon and Griffin were the other two. Their purposes, not their
origins, were forgotten by all including the flame itself. It is time for their true purposes to be
known once more.
The Gods of this world created the four to care for the sky, mountains, the land and its
magic. Griffins were tasked with watching the skies, while Dragons were tasked with watching
over the mountains. Goblins were the keepers and first practitioners of the tru-magic otherwise
known as whispers, while Trolls were the caretakers, gardeners, and wardens over the land.
Together they labored to keep this world beautiful, safe, and ordered.
Their races quickly multiplied and flourished across the landscape. Large cities were
built and many temples were dedicated to the Gods. They existed in peace for many thousands
of years, yet one fateful night changed all for ill.
That fateful night was of the blood moon prophecy foretold by Goblin seers for quite
some time. As it happened, the three moons rose above the fifth planet of the system. At once
all three moons were covered with what appeared to be dripping blood. The world, this world
shook at its foundation. All of the inhabitants of this world knew their fears of the end had come
to pass, yet not as quickly it had at first seemed.
The balance between the animal and plant kingdoms was becoming unstable.
Disturbances took place between these two here and there. The Gods decided to create other
wardens to oversee the troubled areas.
The first were the Aruid. They were the wardens tasked with keeping order within the
animal kingdom. Also with the charge of protecting certain sanctuaries.
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The second were the Dwarves. They were the wardens tasked with keeping order within
the subterranean areas. Also with the charge of harnessing the minerals of the world.
The third were the Oaken. They were the wardens tasked with the orderly placement of
all plants. Also with the charge of keeping the secret places shrouded with the lush greenery of
this world.
And fourthly were the lesser gods. They were the wardens over the magical natures of
the animal, plant, and subterranean kingdoms. They were part of another dispute that will be
discussed at a later time. For a few centuries each warden handled the responsibilities each were
created for.
The Aruid, Dwarves, and Oaken were known as the Elder races of this world. Their true-
crimes shrouded in the mists of time. Time will not hold this secret any longer.
War. A horrible, ugly war began between two of the three Elder races. One was known
as the Aruid, the primal guardians of animals and the other was known as the Oaken, the primal
guardians of plants. The exact cause or nature of their disputes remain unclear. Over one
hundred years of violent war crimes and blood soaked battlefields ensued.
The Gods of this world watched as creation itself was being ripped apart at its very
foundation as a result of this great, bloody war. They felt as if it was time to intervene and put
an end to the sufferings of the innocents helplessly involved. A plan of action was soon devised.
They (Gods) searched the realm for an isolated location in which to create an extra-
dimensional space. When the location was found and the space created, another realm capable
of supporting life was created inside of it. They had planned to separate the innocent of the two
races and place them in the specially created world. As a result, 49 male and 49 female Aruids
were placed there. Also about 49 uni Oaken were given a chance as well.
During the relocation, those lucky few had received knowledge of what was to befall
their kin. Also the Gods decreed that one of two things were to take place with the refugees.
These two races were to live in harmony with each other or the Gods would visit a permanent
death upon each. Once this task was accomplished, the extra dimensional space was closed and
sealed.
In time those who took refuge in this space learned to work out their differences with one
another and to live out their lives in peace. It was a long, hard road to travel, but neither side
assumed the peace would last for thousands of years. The current fate of their warring kin was
coming to a close though.
The Gods placed the remainder of the warring Elder races on trial. After being judged
for their deeds, they were found guilty. Their punishment was as catastrophic as the war itself.
The gods completely destroyed the warring races outside of the extra dimensional refuge, but
without taking actual lives.
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The Aruids were genetically separated into two distinct races of creature. One of the two
was called Human. The other was called dog. Thus was created the future kinship of humans
and dogs. The Oaken were also genetically separated into two distinct races of creature. The
first of the two was called Elf. The second was called tree. Thus was created the future kinship
of Elves and trees.
There was another Elder race known as Dwarf. Their race was spared judgement because
they remained in their underground cities, neutral to both sides. Before the war, trade between
Elder races was good for all concerned parties. When war did break out between the Aruid and
Oaken, trade with the Dwarves had become tense. As a result of this the Dwarves began to
suffer. Rather than produce all that was necessary to survive and prosper, the Dwarves relied on
trade instead. It was almost their undoing.
The Gods had not thought their plan through well enough, that is what all would be
effected by the sudden changes and decided to create another race to aid the Dwarves. As a
result of that decision, the race known as Gnome was created. In time Gnomes learned to create
small settlements above and below ground. Furthermore as time passed some learned to become
artificers and also formidable whispers.
The younger races of Elf and human did not wish to associate nor trade with Dwarves,
yet Gnomes hoped to become allies with them. In time Dwarves and Gnomes formed an above
and below ground trade and war alliance that still lasts to this day.
The greater Gods of this world had at some point abandoned the whole of creation, or so
it seemed. The lesser gods saw this as a chance to try their hand at altering creation. As a result
of their tampering, many of the oddities of this world came into being. Perhaps some of the
greatest oddities were their combinations of horses, goats, and dogs with short-lived younger
race known as human.
The gods were quite the curious folk and all shared a common fondness for humans.
They admired the ingenuity and resourcefulness of humans. Also the gods thought that humans
could be a threat to other races if they just had a longer lifespan, (Which couldn’t be further from
the truth), and had decided to experiment with them. As a direct result of the experiments, three
distinct half-races were created.
The first of the unlucky souls were the Ca-nyrr. The gods had thought to undo the
judgement of the non-existent greater Gods by recombining a human and a dog. Which only
resulted in a creature that was still basically a dog, but had human like hands and the ability to
walk upright like a human. They liked it so much that many more were created and a race came
into existence.
Secondly, were the Sa-tyr. The beginning of this race was simply nothing more than an
amusement to the gods. The first creatures were quite pathetic and weak. Once the experiment
became more complete and stronger it began to thrive only to become slaves for the pleasures of
the gods.
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And lastly, were the Cen-taur. Who were created to be nothing more than intelligent
pack animals. In time they too thrived. But, in the far reaching of this world two ancient races
were watching and planning their intervention as carefully as it was possible.
This was the start of a small skirmish known as the Sylvan war. Although it lasted only
ten years it freed three races and almost erased the ancient ones. The skirmish as it was
devastated both bloodied sides.
Although Dragons and Griffins had higher ideas and intelligences, they took pity on the
half-human playthings of the gods. Goblins and Trolls also joined the fight. The fight was about
freedom. These four races believed, and still do, that all races deserved to be free to live their
own lives and to make their own decisions.
As for the gods they took massive losses to their numbers and what was left, retreated to
a extradimensional space. that was created earlier. This space wasn’t meant to be a refuge, but a
prison to those who meant to take their creations from them.
But, what happened to the extradimensional Aruid and Oaken races you might ask?
After many thousands of years of harmony between them, something unexplainable happened.
The seal disappeared, the great seal just disappeared! This fact became apparent when the reality
of the extradimensional space merged with reality proper. In other words, the space had
disappeared leaving them in the world they were separated from thousands of years ago.
Let’s back track the story a little. Back to when the Aruid and Oaken were judged. The
other races of the time had thought them to be destroyed. Also it was thought that humans,
elves, and gnomes were created to take their place.
Did the fighting between the races ever end? Not quite, it just slowed down for a spell.
As life was beginning to settle, humans began to mingle with the goblin folk. Before long the
two races were practicing inter-racial relationships. Many children were the product of these
relationships. The resulting brood between the two races were named Goblishar by Goblin
priests. Later on, their own deeds gave them a different racial identity. They were to become the
combined Human-Goblin force of malevolent good.
And still some time later, humans became jealous of the Goblin civilizations and their
vast amounts of wealth. So humans began trying to trick the Goblins out of their lands. They
also tried to steal them. These two tactics did not work so well. Humans began to spread rumors
and lies; speaking of how evil Goblins really were. They called the defense of Goblin homes and
families an assault and insult against all other races. Humans even took to poisoning them.
These tactics worked better, but not as well as the final tragedy. Based on the lies of
humans, the Goblishar entered into a pact with them. The same Goblishar that Goblins had
welcomed now turned on them due to human treachery. Goblishar hunters were responsible for
this wholesale slaughter of millions of unsuspecting Goblins.
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For this outrage Goblins changed the racial name of the Goblishar. The Goblishar were
renamed Hobgoblin or simply put, Hobs. They were so named because their very existence
hobbled the once proud race of Goblin. And despite the odds against them, one race did come to
their rescue. Their ancient neighbors, that is, the noble race of Troll. Trolls at this time were
having similar disputes and skirmishes with Dwarves and Gnomes. But unlike the Goblin, Trolls
had mighty mountain fortresses to retreat to. Each Troll fortress was self-contained, that is
everything that was needed, could be produced, or even wanted was to be found inside the walls.
Elite Troll forces gathered up, the best they could, the remnants of the Goblins and
spirited them away to their mountain homes of safety. Once there the Goblins wasted no time in
fortifying or filling in vital areas in the troll defenses. As a result of the actions of both races, a
racially bound blood oath and alliance between Goblins and Trolls took place. Basically it stated
that if Goblin or Troll be in danger and if asked for assistance, the other would provide whatever
was necessary to defend its ally and/or their holdings. Many actions as a result of this alliance
would prove to be origins of the future kinship between Goblins and Trolls.
A different story began to unfold for the Goblin/Human spawned Hobs. Once the Human
lies were revealed to be what they truly were, the Hobs swore vengeance against all humans. In
time the Hobs would prove to be the undoing of the humans as well. With this in mind, the Hobs
and other races have held many an unstable agreement up until present times. Also somehow the
Aruid and Oaken were re-introduced to the world, but how? And where did the Gods of old go
to? Are they coming back?
*Character Races*
#1) Aruid - Average Weight - 210 lb ± 15 lb
Average Height - 7 ft ± 3 in
Gender - Males and Females
Temperament - Any
Language(s) - Caynen, Huan
Preferred Class - Hunter
Lifespan - 1,100 yrs.
Size - L1
Acute Senses - Sight, hearing, and sent
Description –
A tall, muscular, hairy, doglike forest dwelling race. They have an equal zest for
fine brandies, arms and armor, also the fine haired women of their kind. A
common occupation is guardianship over their wards (animals). A common
source of amusement is their wild hunt.
Although their bodies are hairy, yet human-like, their faces and ears are somewhat
doglike. Both sexes wear loincloths and belly plates. These “belly” plates are
made from hardened leathers and designed to cover their organ and teat areas.
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#2) Dwarf - Average Weight - 85 lb ± 15 lb
Average height - 4 ½ ft ± 3 in
Gender - Males and Females
Temperament - Any
Language(s) - De-riga, Rigga, Huan
Preferred Class - Brawler
Lifespan - 500 yrs.
Size - A
Acute Senses - Sight and touch
Description –
A short, stocky, subterranean race. They have an equal zest for bearded women,
fine steel and stone, and strong ale. A common occupation is mining, although
they’re well suited for others. A common source of amusement is bar room
brawl.
Although they appear to be short humans with long braided beards and hair,
they’re actually not related to humans at all. They have acute sight and touch.
They can become masters of metal and stone.
#3) Elf - Average Weight - 165 lb ± 15 lb
Average height - 5 ½ ft ± 3 in
Gender - Males and Females
Temperament - Any
Language(s) - Eleck, Huan
Preferred Class - Battle Mage
Lifespan - 900 yrs
Size - 0
Acute Senses - Sight and hearing
Description – A tall, tight muscled, tree dwelling race. Elves can be found almost
anywhere. They enjoy the arts, acquiring knowledge, and whispering to their
enemies. A common occupation would be creating mana infused arms and armor.
A common amusement would be competing in tournaments of skill.
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Although they are long lived and their interests often revolve around trees, they’re
easy going and fun loving even among the other races of the realm. They have
acute sight and hearing. They can become masters of weapons involving a bow
string.
#4) Human - Average Weight - 180 lb ± 15 lb
Average height - 5 ½ ft ± 3 in
Gender - Males and Females
Temperament - Any
Language(s) - Huan
Preferred Class - Barbarian
Lifespan - 85 yrs
Size - 0
Acute Senses - None
Description –
A solid, stocky, adaptable race. Like Elves, humans can be found almost
anywhere. Many enjoy things that they shouldn’t, while others are involved in
progressing their civilization within their short lived life spans. A common
occupation is just about any task, while their amusement may verge on evil
temperament at times. Yet, most work on family life and enjoy raising children.
Although they may seem like other races, they are most certainly not. They are
the “Jack of Trades” amongst the other races. They are very versatile and
adaptable to almost any climate. Their abilities vary from human to human, but
many have a child-like yearning to explore despite the lurking dangers.
#5) Oaken - Average Weight - 160 lb ± 15 lb
Average height - 5 ft ± 3 in
Gender - Uni (one)
Temperament - Any
Language(s) - Syleck, Huan
Preferred Class - Priest
Lifespan - 1,050 yrs.
Size - 0
Acute Senses - None
Description –
A medium, bark-skinned, elven-like race usually found in ancient forest areas.
They enjoy dancing in the sunlight or in a rainstorm, and grooming each other’s
lush green body hair. A common occupation would be the practice of bringing
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murderous woodsman to justice. A common source of amusement is scaring dogs
who try to urinate on them.
Although they are elven-like and have long, pointed ears, their rough skin is
brown and covered with bark-like warts. These warts when planted and matured
become oaken. This occurs when their roots draw up which takes about a year
and a day. They don’t wear clothing and prefer not to wear armor.
#6) Gnome - Average Weight - 50 lb ± 15 lb
Average height - 4 ft ± 3 in
Gender - Males and Females
Temperament - Any
Language(s) - Rigga, De-riga, Huan
Preferred Class - Aurie Mage
Lifespan - 250 yrs.
Size - A
Acute Senses - Sight and touch
Description –
A small hairless race of artificers and whisperer’s, whose appearance may at
times pass for that of human children. Despite their small stature, their courage in
the face of danger still shines through. Some common occupations are gem
mining and subterranean agriculture. A common source of amusement is the
wearing of moss beards in the attempt to imitate their allies the dwarves.
Although their small tunnels resemble a rabbit warren, the construction is sturdy
enough to withstand a severe assault within and without. They also have acute
sight and touch.
#7) Goblin - Average Weight - 60 lb ± 15 lb
Average height - 4 ¼ ft ± 3 in
Gender - Males and Females
Temperament - Any
Language(s) - Shidarr, Kreen, Huan
Preferred Class - Warlock or Priest
Lifespan - 1,200 yrs.
Size - A
Acute Senses - Sight, hearing, scent, and touch
Description –
A small race with yellowish-red skin and spotted patterns of bright green. The
size and placement of these patterns denote the caste a goblin belongs to. Goblins
can become masters (as was their true purpose) of manipulating mana. Some
common occupations are tending to the sick and wounded and/or ridding the
James L. Griffin Jr.
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world of racial hatreds. A common source of amusement is jumping out of
shadows to surprise the unsuspecting.
Although their visage may be frightening at time s due to their coloration, large
eyes, pointed ears and fanglike teeth, goblins are generally a kind and charitable
race. Their senses of sight, hearing, scent, and touch are acutely fine-tuned.
#8) Hobgoblin - Average Weight - 160 lb ± 15 lb
Average height - 5 ft ± 3 in
Gender - Males and Females
Temperament - Any
Language(s) - Huan-ti
Preferred Class - Hunter
Lifespan - 90 yrs.
Size - 0
Acute Senses - Sent
Description –
A half race that resulted from interracial relationships between goblins and
humans a long time ago. They retained some of the goblin’s physical traits along
with a human’s size and musculature. A common occupation is to hire on with
caravans as mercenaries (Hunters). A common amusement (?) would be drinking
themselves into a stupor recounting their past racial crimes against the goblins.
Even though they have a stained past, they will rise up to defend their goblin
kindred. Perhaps they do so in an attempt to atone for the pain and suffering their
race had caused in the past. Maybe once more they could be Goblishar, which
translates to “kin of goblin.”
#9) Troll - Average Weight - 310 lb ± 15 lb
Average height - 7 ½ ft ± 3 in
Gender - Males and Females
Temperament - Any
Language(s) - Kreen, Shidarr, Huan
Preferred Class - Barbarian
Lifespan - 1,300 yrs.
Size - L1
Acute Senses - Hearing and scent
Description –
A large, leathery skinned muscled race. As a rule trolls usually aren’t the friendly sort, but if it
chooses something to be its friend that friendship will last for the entire life of the troll. Despite
their dumb and slow appearance, most are swift of mind and foot. Common occupations among
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their race are creating and building things. Many of them become master artificers. A common
amusement would be occasional game of fisticuffs.
Being as hardy as they are, it takes more than a magical sword to defeat a troll. Due to the
protection granted by their leathery hide, they usually don’t wear armor. Though their clothing
isn’t optional.
*Lifespans*
In the game environment there are seven (7) phases of life. Different races will go thru the
phases at different times because of their varying lifespans. Consult the table below to determine
the phase of life that your character is in according to its age.
Race Birth Early
Child
Starting Child
hood
Young
Adult
Adult Elder Death
Aruid
Dwarf
Elf
Human
Oaken
Gnome
Goblin
Hobgoblin
Troll
0 yrs.
0 yrs.
0 yrs.
0 yrs.
0 yrs.
0 yrs.
0 yrs.
0 yrs.
0 yrs.
110 yrs.
50 yrs.
90 yrs.
8 yrs.
105 yrs.
25 yrs.
120 yrs.
9 yrs.
130 yrs.
165 yrs.
75 yrs.
135 yrs.
12 yrs.
157 yrs.
37 yrs.
180 yrs.
13 yrs.
195 yrs.
220 yrs.
100 yrs.
180 yrs.
17 yrs.
210 yrs.
50 yrs.
240 yrs.
18 yrs.
260 yrs.
440 yrs.
200 yrs.
360 yrs.
34 yrs.
420 yrs.
100 yrs.
480 yrs.
36 yrs.
520 yrs.
660 yrs.
300 yrs.
540 yrs.
51 yrs.
630 yrs.
150 yrs.
720 yrs.
54 yrs.
780 yrs.
880 yrs.
400 yrs.
720 yrs.
68 yrs.
840 yrs.
200 yrs.
960 yrs.
72 yrs.
1,040 yrs.
1,100 yrs.
500 yrs.
900 yrs.
85 yrs.
1,050 yrs.
250 yrs.
1,200 yrs.
90 yrs.
1,300 yrs.
*Determining Adventuring Age*
In this system the starting age for an adventuring character would be between Early Childhood
and Childhood. For examples of this age check the “starting” column of the “Lifespans” table.
*Languages*
In most cases if a creature knows a particular language, it is capable of speaking, reading, and
writing using that language.
The known Languages and their speakers –
Language Speaker(s) Languages Speakers
Caynen
Eleck
De-riga
Rigga
Syleck
Aruid
Elf
Dwarf
Gnome
Oaken
Huan
Shidarr
Huan-ti
Kreen
Human, All
Goblin
Hobgoblin
Troll
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*Table(s) of Character Advancements*
The two tables contained herein are for the level of advancement of:
1) Whisperers 2) Warriors
*Table of Whisperer Advancement*
The classes contained within this category are:
#1) Battle Mage
A Fighting Mage hardened by battle. They believe that straining their innate ability to draw
mana will deliver them unto death before the battle does.
Proficiencies
Prefers not to cast whispers
Relies on Skills
Weapons – Neutral, light
Armor – Neutral, light
Shield – Neutral
#2) Auric Mage
A healing Mage driven from the temple by a desire to set right the wrongs of others and a desire
to heal the land.
Proficiencies
Can cast whispers
Does not use Skills
Weapons – Neutral plus staff
Armor – Neutral
Shield – None
#3) Magus
Practiced in the arts of mana control. Through their innate ability to channel mana, they are
quite capable in the casting of Whispers.
Proficiencies
Can cast Whispers
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May use Skills
Weapons – Neutral plus staff
Armor – Neutral
Shield – None
#4) Necrodancer
A Mage who dances in graveyards and speaks to dead things. They believe that which is
considered to be dead contains secret knowledge.
Proficiencies
Can cast whispers
Does not use Skills
Weapons – Neutral
Armor – Neutral
Shield – Neutral
#5) Warlock
A renegade Mage well trained in the art of destruction. A firm believer that warfare not peace
can make the world a better place to live.
Proficiencies
Can cast whispers
May use Skills
Weapons – Neutral, light
Armor – Neutral, light
Shield – Neutral, light
#6) Priest
A fighting priest dedicated to causing its enemies the utmost pain and suffering. It can also hold
its ground in the heat of battle to assist its allies.
Proficiencies
Can cast whispers
May use Skills
Weapons – Neutral to medium
Armor – Neutral to medium
Shield – Neutral, light
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*Class Specific Whispers*
These Whispers are class specific and gained as a whisper increases in experience/levels.
A) Battle Mage
#1) Battle Spirit #5) Mana Armor
#2) Fearful Spirit #6) Mana Weapon
#3) Harmful Spirit #7) Battle Cry
#4) Sphere Missile #8) Tremor
B) Auric Mage
#1) Healing Light #5) Harm
#2) Sanctum #6) Resurrect
#3) Slumber #7) Sustain
#4) Mirror #8) Berserk
C) Magus
#1) Dust Demon #5) Storm
#2) Summon Horde #6) Wild Morph
#3) Wraithmare #7) Night Sight
#4) Portal #8) Twister
D) Necrodancer
#1) Regen #5) Toughen
#2) Curse #6) Shadow - port
#3) Plague #7) Locate
#4) Anima #8) Skill drain
E) Warlock
#1) Fire Bolt #5) Blast
#2) Ice Bolt #6) Wild Fire
#3) Acid Bolt #7) Discharge
#4) Skyfire Bolt #8) Bleed
F) Priest
#1) Mend #5) Strong Hold
#2) Remove #6) Baffle
#3) Restore #7) Wither
#4) Boomrock #8) Toxin
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*Advancement Table (Whisperers)*
Level XP HP CD Mana
Reserve
Health Whis.# Skill Spd.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
-
2000
4000
6000
8000
10000
12000
14000
16000
18000
20000
22000
24000
26000
28000
30000
32000
34000
36000
38000
10
10
10
15
15
15
20
20
20
25
25
25
30
30
30
35
35
35
40
40
-
-
-
-
-
+1
-
-
-
-
-
+1
-
-
-
-
-
+1
-
-
5
5
10
10
15
15
20
20
25
25
30
30
35
35
40
40
45
45
50
50
+1
-
-
-
+1
-
-
-
+1
-
-
-
+1
-
-
-
+1
-
-
-
1
-
-
2
-
-
3
-
4
-
5
-
-
6
-
-
7
-
-
8
1
-
-
-
1
-
-
-
1
-
-
-
1
-
-
-
1
-
-
-
+1
-
-
-
+1
-
-
-
+1
-
-
-
+1
-
-
-
+1
-
-
-
*Explanation of Table*
#1) Level – This represents the level of experience gained by the Whisperer in question.
#2) Experience Points (XP) – This represents the amount of experience necessary to achieve the
next level.
#3) Hit Points (HP) – This represents the amount of damage a Whisperer can take before death
occurs.
The following table describes a Whisperer’s condition due to a loss of hit points.
35% Loss 50% Loss 75% Loss 95% Loss 100% Loss
weary bruised hurt paralyzed death
#4) Combat Defense (CD) – This represents a Whisperer’s agility as applied to defense. This
occurs as experience is gained.
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#5) Mana Reserve – This represents how a Whisperer’s mana reserve/potential increases with
gained experience.
#6) Health – This represents the resistance, against certain conditions, gained through
experience. The modifier (that applies) plus a 2D6 roll is thrown against a certain success
number per condition to determine whether or not a Whisperer’s health is strong enough to resist
the condition in question. One successful roll is all that is needed to resist. Only one roll is
allowed per round/turn.
#7) Whisper Number (Whis.#) – This represents the class specific Whisper that a Whisperer
gains at a specific level.
#8) Skill – This represents the ability to pick an additional skill (if applicable).
#9) Speed (spd.) – This represents the increase to a Whisperer’s rate of movement per round
within the game environment.
*Table of Warrior Advancement*
The classes contained within this category are:
#1) Brawler
These characters can be found in tavern scuffles or quarrels in the street. They live only to fight.
Proficiencies
Does not cast whispers
Relies on Skills
Weapons – Neutral to medium
Armor – Neutral to medium
Shield – Neutral
#2) Hunter
These characters don’t hunt just animals, but men also. They are also known as mercenaries,
killers for hire.
Proficiencies
Does not cast whispers
Relies on Skills
Weapons – Neutral to X-Heavy
Armor – Neutral to X-Heavy
Shield – Neutral to X-Heavy
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#3) Thief
These unfortunates are trained by hard luck to steal, but only out of need. This need may be
visions of fame and fortune, but most commonly just food and a warm place to sleep.
Proficiencies
Does not cast whispers
Relies on Skills
Weapons – Neutral, light
Armor – Neutral, light
Shield – Neutral. light
#4) Warlord
They are usually chieftains of war bands trained for the slaughter. They excel in tactics against
many.
Proficiencies
Does not cast whispers
Relies on Skills
Weapons – Neutral to heavy
Armor – Neutral to heavy
Shield – Neutral to heavy
#5) Barbarian
A survivor of the wild and wasted lands. A fierce spirited warrior of cunning and strength.
Proficiencies
Does not cast whispers
Relies on Skills
Weapons – All (may wield one in each hand)
Armor – All (non-metal)
Shield – None
#6) Scout
A Scout stays ahead of its party to provide early warning of danger or hazards.
Proficiencies
Does not cast whispers
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Relies on Skills
Weapons – Hunting knife, machete, sling, bow shot, club.
Armor – Neutral
Shield – Neutral
Augmented Speed – gains an additional +1 spd. per 5 levels (max +4)
*Advancement Table (Warrior)*
Level XP HP CD Health Skill Spd.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
-
2000
4000
6000
8000
10000
12000
14000
16000
18000
20000
22000
24000
26000
28000
30000
32000
34000
36000
38000
10
10
15
15
20
20
25
25
30
30
35
35
40
40
45
45
50
50
55
55
-
-
-
-
+1
-
-
-
-
+1
-
-
-
-
+1
-
-
-
-
+1
+1
-
-
+1
-
-
+1
-
-
+1
-
-
+1
-
-
+1
-
-
+1
-
+1
-
-
+1
-
-
+1
-
-
+1
-
-
+1
-
-
+1
-
-
+1
-
+1
-
-
-
-
+1
-
-
-
-
+1
-
-
-
-
+1
-
-
-
-
*Explanation of Table*
#1) Level – This represents the level of experience gained by the Warrior in question.
#2) Experience Points (XP) – This represents the amount of experience necessary to achieve the
next level.
#3) Hit Points (HP) – This represents the amount of damage a Warrior can take before death
occurs.
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The following table describes a Warrior’s condition due to a loss of hit points.
35% Loss 50% Loss 75% Loss 95% Loss 100% Loss
bruised hurt injured near death death
#4) Combat Defense (CD) – This represents a Warrior’s agility as applied to defense. This
occurs as experience is gained.
#5) Health – This represents the resistance, against certain conditions, gained through
experience. The modifier plus a 2D6 roll is thrown against a certain success number per
condition to determine whether or not a Warrior’s health is strong enough to resist the condition
in question. One successful roll is all that is needed to resist. Only one roll is allowed per
round/turn.
#6) Skill – This represents the ability to pick an additional skill.
#7) Speed (spd.) – This represents the increase to a Warrior’s rate of movement per round within
the game environment.
*Experience Points (XP Values)*
Animals and Monsters –
200 multiplied by the level of the animal/monster plus the size modifier of the animal/monster.*
Other Characters (Game/Player)-
20 multiplied by the level of the character plus the size modifier of the character.
* This figure is compiled after the defeat of the creature in question.
Non-Combat Encounter –
A flat rate of 100 experience points.
Completed Quest –
A flat rate of 450 experience points.
Note – When the game begins it must be determined if experience points are to be awarded to the
individual or the group.
*Experience Points (objectives)*
Throughout the course of the game characters will be faced with obstacles to overcome and evil
characters/monsters to eliminate. When this takes place, experience is earned in the form of
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experience points (XP). When a character gains enough experience points such as, but not
limited to:
1) A higher level
2) A higher initial Hit Point total.
3) A higher initial Mana Reserve.
4) Possibly an extra Health modifier point.
5) Possibly an extra Combat Defense modifier point.
6) Possibly an extra Speed modifier point.
7) Possibly an extra Skill choice.
These and other things help the character to become stronger and progress through the game as it
continues.
*Skill List*
1) Animal lore
2) Plant lore
3) Monster lore
4) Wild lore
5) General Knowledge
6) Animal care
7) Animal training
8) Climb
9) Jump
10) Swim
11) Run
12) Ambush
13) Find trap
14) Deactivate trap
15) Lock pick
16) Pickpocket
17) Hide
18) Perception
19) Find passage
20) Navigate
21) Depth
22) Hazards
23) Medicine
24) Surgery
25) Recovery
26) Evaluate
27) Unarmed Combat/Pummel
28) Unarmed Combat/Hurl
29) Unarmed Combat/Quick
30) Barter
31) Camouflage
32) Camp
33) Forage
34) Hunt
35) Trap
36) Track
37) Survive
38) Secret languages
39) Accurate cast
40) Accurate hurl
41) Accurate shot
42) Direction sense
43) Concentrate
44) Use item
45) Mount
46) Occupation
*Skill Descriptions*
1) Animal lore – General knowledge of animals.
2) Plant lore – General knowledge of plants.
3) Monster lore – General knowledge of monsters.
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4) Wild lore – General knowledge of the wilderness.
5) General Knowledge – General knowledge of the local area, laws, customs, traditions, meeting
places, etc..
6) Animal care – The knowledge necessary to properly take care of animals.
7) Animal training – Set of skills needed to properly train animals.
8) Climb – Ability to climb steep inclines or vertical surfaces, whether rough or smooth.
9) Jump – Ability to jump obstacles.
10) Swim – Ability to swim above or below the water’s surface.
11) Run – Ability to move twice normal land speed.
12) Ambush – Know how necessary to set-up an ambush.
13) Find trap – Ability to sense when a trap in near.
14) Deactivate trap – Ability to activate/deactivate traps. A set of lock picks is needed.
15) Lock pick – Know-how needed to pick various locks. A set of lock picks is necessary.
16) Pickpocket – Know-how to pick pockets.
17) Hide – helps a character to hide and move quickly.
18) Perception – Helps a character to notice things that would otherwise be missed.
19) Find passage – Helps a character to find secret passages.
20) Navigate – Know-how to navigate and set a course when operating a boat or ship.
21) Depth – Allows a character to determine how deep in the ground it happens to be.
22) Hazards – Helps a character to find and recognize a hazard.
23) Medicine – Know-how to make, which one to use, and how to dispense various medicines.
24) Surgery – Know-how to perform emergency and/or field surgery.
25) Recovery – How to aid the recovery process of the injured.
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26) Evaluate – Ability to appraise, determine, or simply estimate the value of goods.
27) Unarmed Combat/Pummel – Consists of three strikes or blows with a bare fist.
28) Unarmed Combat/Hurl – Doubles throwing range of object in question.
29) Unarmed Combat/Quick – Character gains a + 1 to defense against one attack.
30) Barter – Ability to trade goods or services without the use of money.
31) Camouflage – Ability to disguise oneself to blend in the surroundings.
32) Camp – Know-how to properly create temporary accommodations.
33) Forage – Act of searching, rummaging, etc., for food or necessary supplies.
34) Hunt - Pursuing and/or killing target(s) for food, necessary supplies, or other reason(s).
35) Trap – Ability to create and bait simple devices to capture various targets.
36) Track – Ability to read marks left behind by a target in passing and to reach or give chance
due to the act of tracking.
37) Survive – Allows a character to survive in these environments: Rural, Urban, and the Wild.
38) Secret languages – Are ancient forms of the common languages. This skill allows a
character’s knowledge of and the ability to use them.
39) Accurate cast – Ability to cast whispers into close combat without injury to allies.
40) Accurate hurl – Ability to hurl throw weapons into close combat without injury to allies.
41) Accurate shot – Ability to fire or fling ranged weapons into close combat without injury to
allies.
42) Direction sense – Allows a character to discern which direction it is heading in.
43) Concentrate – helps to calm and clear the mind of a character in the heat of battle.
44) Use item – Enables a character to use an item without causing harm to itself or others
(allies) around it. Applies to crystal items.
45) Mount – Gives a character the ability to ride a living or non-living, mountable vehicle
whether it runs, walks, rolls, flies, swims, dives, or crawls.
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46) Occupation – The following is a list of various jobs a character can earn a wage with or use
them as sets of general skill groups. Roll a 1Dl8 to determine how many gold pieces per day a
character may receive if it works according to its occupation.
1) Bowyer
2) fletcher
3) farmer
4) fisher
5) forester
6) gambler
7) groom
8) hunter
9) trapper
10) jeweler
11) leather worker
12) painter
13) mason
14) furrier
15) miner
16) navigator
17) sailor
18) scribe
19) weapon smith
20) armorer
21) blacksmith
22) shipwright
23) seamstress
24) tailor
25) woodworker
26) soldier
27) militiaman
28) animal handler
29) animal trainer
30) brewer
31) carpenter
32) cobbler
33) potter
34) singer
35) minstrel
36) performer
37) astrologer
38) historian
39) priest
40) ventriloquist
41) mime
42) mimic
43) mountaineer
44) cook
45) teamster
46) merchant
47) trader
48) mercenary
49) skill trainer
(level 5 or higher)
50) whisper instructor
(level 10 or higher)
51) astronomer
* Skill rules and mastery apply to occupations also.
*Skill Rules (Arenas)*
Some skills may be picked up as a result of gaining experience/levels. A whisper is allow to
pick up Five Skills in seventeen levels. A warrior is allowed to pick up seven skills in nineteen
levels. If any extra skills are needed, they must be learned in a skill arena. To train at an arena
for a skill the following conditions must be met:
*) The character must be able to pay for training. The amount necessary will be left up to the
Game Master to decide.
*) The amount of time necessary will vary. Usually the time the training will take will be one
week for each 100 gold pieces in cost.
*) The character must learn from a level 5 or higher skill master, that is, one who has mastered
the skill(s) to be learned.
*) Any other details will be handled by the Game Master.
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*Skill Rules (use and mastery)*
Skill use and mastery rules are as follows:
*) The Success Number (SN) rules depend on the randomly generated numbers created by
rolling 1D18.
*) The first time a character uses a learned or picked skill a #16 - #18 must be rolled.
*) If the character fails, a #16 - #18 roll is still required to use the skill.
*) If the character succeeds, #13 - #18 is now needed for the successful second use of that
particular skill.
*) If the character succeeds in the second use of that particular skill, a #10 - #18 is necessary for
the third use and a #7 - #18 is necessary for the forth and so on.
*) Once the character gets to the point of needing a roll of #1 - #18 to use a particular skill, that
skill itself has been mastered by the character and as such the 1D18 roll is no longer necessary
for the use of that skill. The skill may now be used freely (without a roll) by that character.
Also, the character is considered to be a master of that skill’s use. The character may also teach
the skill’s use to others once the character reaches level 5 or higher.
*Starting Wealth*
Whispers –
- 150 Gold Pieces –
Battle Mage
Auric Mage
Magus
Necrodancer
Warlock
Priest
Warriors –
- 220 Gold pieces -
Brawler
Hunter
Thief
Warlord
Barbarian
Scout
*Encumbrance*
A Character’s carrying capacity (load) limit starts at 100 lbs. at level one and increases by 40 lbs.
more per additional level.
Loads are as follows –
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Light Load – 0% to 25% of limit for that level.
Medium Load – 26% to 59% of limit for that level.
Heavy Load – 51% to 75% of limit for that level, also reduces movement rate (spd) by 25%.
Push/Pull Load – 76% to 100% of limit for that level, also a character may pick up this amount
without being able to move with it.
*Monetary Units*
The monetary units in this game are gold pieces and silver pieces.
1 silver piece = 1/20 gold piece
20 silver pieces = 1 gold piece
1 gold piece = 20 silver pieces
1/20 gold piece = 1 silver piece
*Equipment*
Type Cost Wt. Type Cost Wt.
Backpack
Bedroll
Tinderbox
Pack and frame
Weapon belt
8ft x 8ft tarp
Quiver
Scabbard
Dry Rations (par day)
Dried Bread (per week)
Fishing Net
Fishing Kit
Sewing Kit
Cooking Kit
Climbing Hook
5 gp
10 gp
1 gp
10 gp
7 sp
7 gp
7 gp
7 gp
10 sp
7 sp
2 gp
2 gp
2 gp
2 gp
3 gp
2 lb
5 lb
2 lb
5 lb
1 lb
10 lb
2 lb
2 lb
½ lb
1 lb
5 lb
1 lb
1 lb
1 lb
4 lb
60 ft. Hemp Rope
Torch
Belt Pouch
Tent
Sack
Whetstone
Plain Clothing
Soft Leather Boots
Blank Book
Water Skin
Wine Skin
Set of Lock Picks
Wooden Barrel
Wooden Chest
Small Metal Pot
10 sp
5 sp
5 sp
30 sp
1 sp
1 sp
5 gp
5 gp
5 sp
1 gp
1 gp
10 gp
5 sp
5 sp
10 sp
6 lb
1 lb
½ lb
20 lb
½ lb
-
10 lb
5 lb
1 lb
4 lb
4 lb
-
15 lb
15 lb
5 lb
*Equipment Descriptions*
1) Backpack – A drawstring bag with shoulder straps for carrying on the back. Holds 25 lbs.
and has 1 cubic ft. of space.
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2) Bedroll – A thick blanket for sleeping on.
3) Tinderbox – A box containing tinder, flint, and steel for starting fires.
4) Pack and Frame – Similar to the backpack, but a little larger with an additional flap for
closure. Holds 40 lbs. and has 2 cubic ft. of space.
5) Weapon belt – A simple, but strong leather belt for scabbards, quivers, pouches, etc.
6) 8 ft. x 8 ft. tarp – Made from heavy canvas. It has multiple uses.
7) Quiver – For holding arrows or throwing darts. Its capacity is 20 arrows or darts.
8) Scabbard – For carrying bladed weapons. Comes in many sizes.
9) Dry Rations – May consist of dried fruit or meat, nuts, hard cheese, etc. Preserved, lasts two
weeks.
10) Dried bread – Sliced, dried, coarse bread. Preserved, lasts one month.
11) Fishing net – A rounded 12 ft. diameter net used for catching fish.
12) Fishing kit – A leather pouch containing:
A) Seven bone hooks
B) Three metal hooks
C) Five stone weights
D) Fifty ft. of waxed fishing sinew
13) Sewing kit – A leather pouch containing:
A) Metal thimble
B) Ten bone needles
C) Five metal needles
D) Fifty ft. of waxed sewing sinew
14) Cooking kit – A leather pouch containing:
A) A small metal cup
B) A small metal bowl
C) A small metal spoon
D) A small metal pan
15) Climbing hook – A small metal 2-pronged hook, when attached to rope aids in climbing
obstacles.
16) 60 ft. hemp rope – Braided and can be used for climbing, binding, etc.
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17) Torch – A stick with one end cloth wrapped and tar dipped. Used to illuminate dark areas.
When lit it will illuminate an area with a radius of 10 ft. and will burn for 30 to 60 minutes.
18) Belt pouch – Used to hold sling bullets/stones, or other small items.
19) Tent – A heavy canvas 12 ft. by 12 ft. tent. Once erected it provides enough sleeping space
for up to four characters.
20) Sack – A heavy cloth sack. Holds 20 pounds and has one cubic ft. of space.
21) Whetstone – When wet can be used to sharpen tools or weapons.
22) Plain clothing – Ordinary wool breeches/skirt, tunic, socks/hose, and rope sandals/stiffed
cloth boots.
23) Soft leather boots – Rugged enough to be used for exploring.
24) Blank book – Includes quill and ink. 80 pages.
25) Water skin – A leather sack meant to store water.
26) Wine skin – A leather sack meant to store wine.
27) Set of lock picks – Used to pick locks or disable traps.
28) Wooden barrel – Used for storage. Holds 105 lbs. and has four cubic ft. of space.
29) Wood chest – Used for storage. Has lock and key. Holds 105 lbs. and has four cubic ft. of
space.
30) Small metal pot – Used to prepare food, potions, etc. Has a handle so that it can be hung
over a fire.
*Items*
Type Cost Wt. Type Cost Wt.
Healing Root
Curing Herb
Mana Nut
Warp Coin
50 gp
30 gp
100 gp
50 gp
-
-
-
-
Flame Crystal
Frost Crystal
Shock Crystal
Glow Torch
30 gp
50 gp
60 gp
50 gp
¼ lb
¼ lb
¼ lb
1 lb
*Item Descriptions*
1) Healing Root – Once chewed and swallowed, restores 2D6 hit points.
2) Curing Herb – Once chewed and swallowed, cures poison and disease.
James L. Griffin Jr.
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3) Mana Nut – Once chewed and swallowed, restores 2D6 Mana Reserve points.
4) Warp Coin – When activated will teleport one character back to the last town it visited.
5) Flame Crystal – Once activated and thrown at a target will inflict 1D6 points of fire damage.
6) Frost Crystal – Once activated and thrown at a target will inflict 1D6 points of ice damage.
7) Shock Crystal – Once activated and thrown at a target will inflict 1D6 points of electric
damage.
8) Glow Torch – Sheds heatless light. Will illuminate the same area as an ordinary torch. Can
be activated/deactivated several times.
*Note – To activate or deactivate (whichever applies), rub item until it glows or stops glowing
(whichever applies). Also, each item (except for glow torch) is a once use item only.
*Clothing List*
Type Cost Wt. Type (sets) Cost Wt.
Robe
Body Suit
Sandals
Cloak
Vest
Belt
Hat
3 sp
5 gp
3 sp
5 gp
5 sp
15 sp
10 sp
2 lb
2 lb
1 lb
5 lb
1 lb
1 lb
1 lb
Priest
Mage
Travel
Peasant
Noble
Adventure
Performer
10 gp
10 gp
5 gp
3 sp
300 gp
20 gp
3 gp
10 lb
10 lb
10 lb
10 lb
10 lb
10 lb
10 lb
*Goods and Provisions*
Type Cost Wt. Type Cost Wt.
Cheese
Root vegetables
Hard bread
Dried meat
Butter
Sugar
Dry rations
Eggs
Figs
Herbs
Nuts
1 gp
1 sp
1 sp
2 sp
1 gp
3 gp
15 sp
1 sp
1 gp
1 sp
3 gp
1 lb
1 lb
loaf
1 lb
1 lb
1 lb
1 lb
1 lb
1 lb
¼ lb
1 lb
Rice
Salt
Spice
Cider
Wine
Raisins
Pickled fish
Salted fish
Firewood
Dried oats
Dried barley
1 gp
4 sp
7 sp
1 gp
3 gp
1 gp
5 sp
10 sp
2 sp
2 sp
2 sp
1 lb
1 lb
¼ lb
Pint
Pint
1 lb
1 lb
1 lb
Day
1 lb
1 lb
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*Transport*
Type Cost Spd. Type Cost Spd.
Carriage
Wagon
Rowboat
Sailing ship
Sail boat
Barge
50 gp
80 gp
15 gp
350 gp
30 gp
100 gp
40 ft.
40 ft.
20 ft.
100 ft.
30 ft.
50 ft.
Canoe
Chariot
Galleon
Cart
Raft
Sled
10 gp
100 gp
200 gp
20 gp
2 sp
10 gp
20 ft.
50 ft.
50 ft.
40 ft.
15 ft.
15 ft.
*Services*
Type Cost per Day Type Cost per Day
Bath (per)
Clerk/Scribe
Priest
Doctor/Healer
Guide
Torch bearer
1 sp
3 sp
5 sp
10 sp
2 sp
5 sp
Laundry
Messenger
Minstrel
Teamster
Mage
Escort (military)
1 sp
3 to 5 sp
10 sp
2 gp
10 gp
10 gp
*Animals*
Type Cost Type Cost Type Cost
Boar (wild)
Duck
Calf
Horse
Cat
5 sp
1 sp
15 sp
5 gp
1 sp
Dog
Mule
Falcon
Goat
Goose
1 sp
10 sp
3 gp
5 gp
5 sp
Ox
Pig
Pony
Lamb
Chicken
5 gp
15 sp
25 sp
10 sp
2 sp
*Inn and Tavern*
Inn Cost Tavern Cost
Room per day
Room per week
Banquet (dining)
Bread (1 loaf)
Cheese (1 lb)
Meat (1 lb)
Vegetables (1 lb)
Fruit (1 lb)
1 gp
5 gp
5 gp
2 sp
1 gp
10 sp
1 sp
2 gp
Ale (tankard)
Wine (skin)
Mead (skin)
Brandy (bottle)
Grain (boiled)
Soup (bowl)
Honey (¼ lb)
Meal (basic)
5 sp
6 gp
6 gp
10 gp
3 sp
3 sp
10 sp
8 sp
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*Weapons*
# Weapon Type Cost Dmg. Rng. Wt.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
Knife
Hunting Knife
Club
Sling w/20 stones
Throwing Dart
Staff
Bowshot w/20 bullets
Machete
Hatchet
Javelin
Spear
Longbow w/20 arrows
Broadsword
Scimitar
Iron bar
Mace
Bastard sword
Crossbow w/20 arrows
Lance
Trident
Halberd
Battle Ax
War Ax
Recurve bow w/20 arrows
20 Stones
20 Bullets
20 Arrows
Neu.
Neu.
Neu.
Neu.
Neu.
Lht.
Lht.
Lht.
Lht.
Lht.
Med.
Med.
Med.
Med.
Med.
Hvy.
Hvy.
Hvy.
X-Hvy.
X-Hvy.
Hvy.
Hvy.
X-Hvy.
X-Hvy.
-
-
-
1 gp
5 gp
1 gp
5 gp
1 gp
3 gp
35 gp
15 gp
10 gp
15 gp
20 gp
25 gp
20 gp
15 gp
30 gp
40 gp
55 gp
60 gp
80 gp
70 gp
80 gp
77 gp
85 gp
73 gp
1 sp
10 sp
1 gp
+ 1
+ 2
+ 1
+ 2
+ 0
+ 1
+ 3
+ 3
+ 2
+ 1
+ 2
+ 4
+ 5
+ 3
+ 2
+ 4
+ 7
+ 4
+ 5
+ 6
+ 7
+ 5
+ 8
+ 7
-
-
-
-
10 ft.
-
30 ft.
15 ft.
-
70 ft.
-
10 ft.
25 ft.
15 ft.
120 ft.
-
-
10 ft.
-
-
170 ft.
-
-
-
-
-
210 ft.
-
-
-
½ lb
1½ lb
3 lb
5 lb
½ lb
4 lb
3 lb
2 lb
2 lb
3 lb
5 lb
7 lb
7 lb
5 lb
7 lb
10 lb
14 lb
9 lb
20 lb
18 lb
18 lb
12 lb
17 lb
15 lb
½ lb
1 lb
1 lb
*Weapon Types*
Neu. = Neutral
Lht. = Light
Med. = Medium
Hvy. = Heavy
X-Hvy. = Extra Heavy
*Weapon Descriptions*
1) Knife – A small simple handled blade. Used for general cutting purposes, but may be used as
a weapon.
2) Hunting Knife – Also known as a long knife. Commonly used for hunting or as a weapon.
James L. Griffin Jr.
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3) Club – A heavy thick-ended stick used as a weapon.
4) Sling – A leather weapon used for flinging stones at targets.
5) Throwing Dart – A small metal tipped/pointed stick used as a missile weapon.
6) Staff – A long stick used to aid in walking, climbing, etc. It may also be used as a weapon.
7) Bowshot – A handheld weapon that is a combination of a crossbow and a sling. It can be
used to fling metal bullets at targets.
8) Machete – A medium weight, single-edged sword that is used as a tool, but may be
considered a weapon as well.
9) Hatchet – A light, short handled ax that may be used as a weapon.
10) Javelin – A light throwing weapon similar to a spear.
11) Spear – A long wood shafted weapon with a pointed metal tip.
12) Longbow – A long wooden device with a taunt string. Used for shooting arrows at targets.
13) Broadsword – A long sword with a wide blade. Used as a cutting weapon.
14) Scimitar – A light sword with a curved blade.
15) Iron bar – A bar made from iron. Most commonly used as a heavier form of the club.
16) Mace – A heavy spiked club that is used as a weapon.
17) Bastard sword – Similar to a Broadsword, but with a heaver blade.
18) Crossbow – A wooden stock and bow combination with an arrow grove. Used as a weapon.
19) Lance – A long and heavy spear like weapon.
20) Trident – A long three pointed and pronged spear.
21) Halberd – A spear and ax combination. Has one spear point and one small ax blade.
22) Battle ax – A large single-bladed ax used in battle.
23) War ax – A large and heavy two-bladed ax used as a weapon.
24) Recurve bow – Similar to a longbow except the ends have been curved to give the bow extra
power.
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*Armor*
Armor Type Cost Def. Wt.
Cloth
Quilted
Leather
Ring mail
Leather Plate
Scale mail
Chainmail
Breast Plate
Half Plate
Full Plate
Neu.
Neu.
Lht.
Lht.
Med.
Med.
Hvy.
Hvy.
X-Hvy
X-Hvy
8 gp
12 gp
20 gp
30 gp
40 gp
45 gp
50 gp
55 gp
60 gp
65 gp
+ 0
+ 1
+ 2
+ 3
+ 4
+ 5
+ 6
+ 7
+ 8
+ 9
8 lb
13 lb
17 lb
24 lb
21 lb
24 lb
30 lb
20 lb
25 lb
30 lb
*Armor Types*
Neu. = Neutral
Lht. = Light
Med. = Medium
Hvy. = Heavy
X-Hvy. = Extra Heavy
*Armor Descriptions*
1) Cloth – The cloth used to make this armor is of stiffened canvas. Includes a hood, vest, pants,
and boots. Comes in many colors.
2) Quilted – A padded and quilted canvas coat. It covers both arms to the wrist and from the
shoulder it extends mid-thigh. Comes in many colors.
3) Leather – A shirt made of toughened leather. It is short sleeved and waist length.
4) Ringmail – A soft leather coat with metal rings sewn into it. It covers both arms and it
extends to the waist.
5) Scalemail – A leather shirt with overlapping metal scales sewn into it. Comes with a leather
hood and leather boots.
6) Chainmail - A coat made of interlocking metal links. It covers both arms and extends mid-
thigh. Comes with a leather helm and leather boots.
7) Breastplate – A chitinous armor that covers the back and chest. It has no sleeves and extends
to the waist. Comes with a leather helm, leather pants, and leather boots.
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8) Leather Plate – A toughened leather coat with hardened leather plates riveted to it. It covers
both arms and extends mid-thigh.
9) Half Plate – A chitinous armor that covers both arms and extends mid-thigh. Comes with a
chitin helm, leather gloves, leather pants, and leather boots.
10) Full Plate – A chitinous armor that covers both arms and extends mid-thigh. Includes a
chitin coat, chitin gauntlets, chitin grieves, and chitin boots.
*Shields*
Shield Material Type Cost Def. Wt.
Armplate
Armplate
Buckler
Buckler
Buckler
Round
Kite
Kite
Oval
Oval
Chitin
Metal
Wood
Chitin
Metal
Wood
Chitin
Metal
Chitin
Metal
Neu.
Neu.
Lht.
Lht.
Med.
Med.
Hvy.
Hvy,
X-Hvy.
X-Hvy.
5 gp
5 gp
10 gp
15 gp
20 gp
20 gp
30 gp
30 gp
40 gp
40 gp
+ 1
+ 1
+ 2
+ 2
+ 3
+ 3
+ 4
+ 4
+ 5
+ 5
2 lb
4 lb
5 lb
5 lb
9 lb
8 lb
10 lb
19 lb
20 lb
32 lb
*Shield Types*
Neu. = Neutral
Lht. = Light
Med. = Medium
Hvy. = Heavy
X-Hvy. = Extra Heavy
*Shield Descriptions*
1) Armplate – It is a simple plate that straps to the forearm.
2) Buckler – A small round shield that straps to the forearm.
3) Round – A medium round shield that’s carried in hand
4) Kite – A large kite-shaped shield that’s carried in hand. May block missiles (arrows, bullets,
stones).
5) Oval – An extra-large, heavy body shield that’s carried in hand. May block missiles (arrows,
bullets, stones) and some whispers.
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*Temperament*
A character’s temperament represents innate or essential collective qualities that distinguish
and/or separate that character from another. As a result of such separation there are many
temperaments in the game environment. The following is a short list of temperaments that a
character can choose from and can be found in the game environment. Others are possible.
*List of Temperaments*
1) Empathic
2) Chaotic
3) Lawful
4) Selfish
5) Giving
6) Tolerant
7) Addictive
8) Honorable
9) Dishonorable
10) Gluttonous
11) Hyperactive
12) Obsessed
13) Pacifist
14) Aggressive
15) Stubborn
16) Vain
17) Zealous
18) Chivalrous
*Descriptions of Temperaments*
1) Empathic – A character who has the capacity to identify with and/or feel the emotional pain
of a person or object.
2) Chaotic – A character who exhibits random and/or turbulent behaviors.
3) Lawful – A character who recognizes and follows the local codes, laws, and regulations.
4) Selfish – A character who’s only concern is its own personal profit and/or pleasure.
5) Giving – An unselfish character who bestows gifts and charity upon the needy.
6) Tolerant – A character who is enduring and patient with others.
7) Addictive – A character who devotes or applies habitually or compulsively itself to objects
and/or others.
8) Honorable – A character who is honest, trustworthy, and virtuous.
9) Dishonorable – A character who is untrustworthy, unprincipled, and who causes disgrace to
fall upon themselves and others.
10) Gluttonous – A character who is insatiably greedy concerning everything around it.
11) Hyperactive – A character who is abnormally and/or excessively active.
12) Obsessed – A character who’s persistent ideas or thoughts dominate its mind.
13) Pacifist – A character who believes that war and violence are unjustified actions.
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14) Aggressive – A character who is hostile, forceful and/or offensive.
15) Stubborn – A character who is inflexible, uncompromising and adamant about what
concerns it.
16) Vain – A character who is excessively conceited about its own abilities or attributes.
17) Zealous – A character who may be extreme, fanatical, or bigoted.
18) Chivalrous – A character who is honorable, courtly, gracious, and heroic.
*Speed*
All creatures – Base speed of 5 ft. per round. Climbing, swimming, flying, (etc.) speeds are
2/3 of initial speed for that creature’s level. Crawling speed is ½ of initial
speed for that creature’s level.
*Movement and Terrain*
Tough terrain such as heavy undergrowth, broken ground, mud, and steep inclines prevents free
movement (unhampered movement). Tough terrain reduces movement speed by 50 %. If an
obstacle prevents free movement, but does not block movement, then treat is as though it were
tough terrain.
Various Movement (speed) rates are as follows:
Combat – 5 ft. increments per 5 second round.
Explore – 5 ft. increments per round for 12 rounds/1 minute.
Travel – Miles per hour/day.
Speed 10 ft. 20 ft. 30 ft. 40 ft. 50 ft. 50 + ft.
Combat
Explore
Travel
10 ft.
100 ft.
2 mi/16 mi
20 ft.
200 ft.
3 mi/24 mi
30 ft.
300 ft.
4 mi/32 mi
40 ft.
400 ft.
5 mi/40 mi
50 ft.
500 ft.
6 mi/48 mi
60 ft.
600 ft.
7 mi/56 mi
*Combat*
Combat itself takes place and/or works in cycles. Every creature involved acts in turn in a cycle
of rounds. When combat begins all combatants roll for initiative order of highest to lowest.
When every creature has had a turn, the next round begins with the combatant who has the
highest initiative.
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These combat steps are then repeated until the end of that particular battle. With a melee weapon
a character can attack any opponent that is within its normal reach. Punches, kicks, and head
butts are much like attacking with a melee weapon. With a ranged weapon a character can fire,
fling, or throw at any target that is within the weapon’s range and in the line of sight. With a
whisper a character can cast at any target that is within the Whisperer’s range and in the line of
sight unless stated in the whisperer’s description.
A character may withdraw or break off from a battle without incurring penalties. Combatants are
those who take an active part of the battle or fight. Noncombatants are those who may play a
part in a battle or fight, but do not wish to participate.
Tactical Time – 5 seconds = 1 round, 1 minute = 12 rounds
*Combat Options*
Stances –
1) Normal - +0 to damage, +0 to defense
2) Offensive - +2 to damage, -1 to defense
3) Defensive - -1 to damage, +2 to defense
*Types of Defense*
1) Combat Defense-
This is the defense a character has when it can use all of its bonuses and modifiers.
Example of it is figured-
CD = Armor + Shield + ½ Reflexes modifier + size modifier
2) Surprised Defense-
This is the defense a character has when it is unable to use its Reflexes ability modifier as part of
its defense.
Example of it is figured-
SD = Armor + Shield + size modifier
3) Armorless Defense
This is the defense a character has when it is armorless, yet still has its reflexes ability.
Example of it is figured-
AD = ½ Reflexes modifier + size modifier
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*Attack Options*
Charge –
Weapons used are either melee or unarmed. A charge is a running attack, an opposed
attack/defense roll must be made. If a charge succeeds, damage is as follows: Full Brawn
modifier plus weapon bonus plus base damage of character according to bestiary adjustment
table. If a charge fails, there is no damage and the distance gained is not lost.
Grappling-
Grappling is a type of attack where a target is being subdued. This attack in and of itself is not
lethal. A grappled opponent cannot attack and has just a surprised defense. A grappling attacker
may strike with one hand since the other hand is needed to keep its opponent subdued. An
opponent’s grapple can be broken. To grapple or to break a grapple, roll an opposed
attack/defense roll (1D18). Whichever score is highest grapples or breaks the grapple.
Melee-
Hand to hand or melee attacks can be made with a melee weapon or unarmed. To attack one
must make an opposed attack/defense roll with a 1D18. Highest score wins, not a tie. If attack
succeeds, then damage is as follows: ½ Brawn modifier plus weapon bonus plus base damage of
character according to bestiary adjustment table. If attack doesn’t succeed, then there’s no
damage.
Ranged-
Ranged attacks involve firing, flinging, or throwing a missile or weapon at a target. Target must
be within range and in the line of sight. To attack one must make an opposed attack/defense roll
with a 1D18. Highest score wins, not a tie. If attack succeeds, then damage is as follows: ½
Brawn Modifier plus weapon bonus plus base damage of character according to bestiary
adjustment table. If attack doesn’t succeed, then there’s no damage.
Whisper-
Whisper attacks involve casting whispers at an intended target. Target must be within range and
in the line of sight unless otherwise noted. To attack by casting a whisper, one must make an
opposed attack/defense roll with a 1D18. Highest score means the whisper has been properly
cast. A tied score means the whisper wasn’t cast and the lowest score means that the whisper
was cast in the wrong direction and may have hit a party member. To determine which party
member got hit have each roll a 1D6, record that number, and have the GM roll a 1D12 to
determine a target number. If a party member’s number matches the target’s number, that
character only takes ½ damage. If attack doesn’t succeed, then there’s no damage to opponent.
James L. Griffin Jr.
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*Defense Options*
Shield Defense-
Under normal circumstances it is understood that characters have a shield or something else that
could act as a shield with which to block a blow. As such when rolling for defense a character
may add its shield bonus to the 1D18 defense roll.
Parry-
To parry a blow a character doesn’t need a shield, but needs a weapon for the purpose of
blocking a blow. To parry, a character cannot be bound or blocked from action in any way. If a
character is attacked and the choice is made to parry as its defense, then this is what takes place –
a character may add ½ of its psyche modifier to the 1D18 defense roll for attempting to parry.
If the character wins the roll, the parry succeeds and no damage is done. If the character loses
the roll, the parry fails and the damage is increased by ¼. Some whispers can be parried. Ask
the Gamemaster before making such assumptions.
Dodge-
To dodge a blow a character doesn’t need a shield or a weapon. To dodge, a character cannot be
bound or blocked from action in anyway. If a character is attacked and the choice is made to
dodge as its defense, then this is what takes place – A character may add ½ of its psyche
modifier to the 1D18 defense roll for attempting to dodge. If the character wins the roll, the
dodge succeeds and no damage is done. If the character loses the roll, the dodge fails and the
damage is increased by ½. Some whispers can be dodged. Ask the Gamemaster before any such
assumptions are made.
*Attack Sequence*
Roll a 1D6 to determine which party acts first during the attack sequence. Highest score wins.
In the event of a tied roll, re-roll the 1D6. Then roll a 1D18 between members of each group.
The results will be used to determine initiative order within the groups. Members of each group
will perform their actions in initiative order of highest to lowest. In the event of a tied roll, re-
roll the 1D18 between the tied members of that group.
During the first round of a surprise attack, determine which combatants in the surprised party are
aware of their opponents. For those characters that are aware follow normal combat guidelines.
For those who are not aware cannot attack their opponents and their opponents gain first
initiative/attack against them. After the first round of a surprise attack follow normal combat
guidelines.
When engaging in combat use an opposed attack/defense roll. To attack, make it known to the
Gamemaster. Roll a 1D18 and ½ Brawn modifier plus the character’s size modifier to the score.
Highest score wins. To defend, make it known to the Gamemaster which defense option the
James L. Griffin Jr.
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character will use. Roll a 1D18 and add an option bonus (if it applies) to the score. Highest
score wins. Both rolls are thrown and compared at the same time.
If the attack succeeds, the damage inflicted is-
Charge
Grapple
Melee
Ranged
Whisper
Full Brawn modifier plus weapon bonus plus base damage.
Allow the Gamemaster to decide.
½ Brawn modifier plus weapon bonus plus base damage.
½ Brawn modifier plus weapon bonus plus base damage.
Only the initial damage stated in the Whisper’s description.
Before damage is subtracted from the defender’s hit points, the defense (Armor/Shield) is
subtracted from the damage. The remaining amount of damage is then subtracted from the
defender’s hit points. If the attack fails due to a tied roll or a successful shield defense, parry, or
dodge, then there is no resulting damage.
*Battle Grid*
Combat areas are represented with a battle grid. Each grid has multiple squares and each
represents a 5 ft. by 5 ft. area. To move a character or creature from one battle grid square to the
next, add it’s base speed to its leveled bonus along with the size modifier, and the answer
represents the number of battle grid squares that the character or creature is capable of moving,
but only during its turn per each round.
*Freemovement*
Freemovement is a type of character/creature movement that is not based on a combat movement
speed rate. Ask the Gamemaster for more details.
*Types of Actions*
1) Simple Action – is an uncomplicated to understand or an easily done action.
Examples of Simple Actions:
Use of an item
Lighting a torch
Reading
Writing
Talking
Leaving battle
Movement from one area to another
James L. Griffin Jr.
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Drawing or sheathing of a weapon
Opening or closing something
Moving a light object
Picking up light items
Standing up
Sitting
Lying down
Dropping an item
Etc.
2) Complex Action – requires more involved and detailed effort than a simple action.
Examples of Complex Actions:
Attacking an opponent
Grappling with an opponent
The giving of assistance
Whisper casting
Healing
Use of skills
To mount or dismount
Controlling a mount
The loading of a weapon (bowshot, crossbow, etc.)
Use of a weapon or shield
Retrieving an item from storage
Charging
Escaping from an opponent
Running from an opponent
Coup de grace
Putting out flames
Throwing an object
Etc.
*) A character can make one simple and one complex action per round/turn (or as GM dictates)
*Conditions and Hazards*
Falling-
For each 8 ft. a subject/object falls it receives 1D6 damage upon landing on a surface. For each
8 ft. a falling subject/object inflicts 1D6 damage upon hitting another subject/object.
Darkness-
The ability to see in darkness isn’t possible without an item, natural source of light or special
trait.
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Death-
If the amount hit point loss exceeds remaining hit points, then death occurs. Once death occurs a
character may be brought back into life. The whispers resurrect and restore may be cast to bring
a character back into life. Refer to whisperer’s description for exact effects. Any pre-existing
conditions must still be dealt with.
Dehydration/Starvation-
For each 12 hrs. after an initial 48 hr. period, 1D6 damage is inflicted upon characters. If
damage exceeds remaining hit points, then death occurs. Drinking clean water/eating unspoiled
food will remedy/stop the progress of his condition.
Suffocation-
For each 1 minute of suffocation beyond the initial 1 minute of held breath, 2D6 damage is
inflicted upon the character. If damage exceeds remaining hit points, then death occurs.
Poison-
For each 5 minutes beyond initial poisoning, 1D6 damage is inflicted upon characters. If
damage exceeds remaining hit points, then death occurs. A whisper, item, or a success number
roll may remedy this condition.
Disease-
For each 24 hrs. beyond initial infection, 1D6 damage is inflicted upon character. If damage
exceeds remaining hit points, then death occurs. A whisper, item or a success number roll may
remedy this condition.
Paralysis-
Only a Success Number Roll can remedy this condition. If it doesn’t, then the character will be
considered permanently paralyzed. If the character is not tended to (that is kept alive), then refer
to any of the rules in this section that apply to the character’s situation.
Stone-
A Success Number Roll can remedy this condition. If it doesn’t and the process fully turns a
character to stone, then the character is considered to be not alive and not dead, but in a stasis
until some force in the Gamemaster’s control can remedy this condition.
Natural Restoration-
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After 6 hrs. of rest, a character’s hit points and mana reserve points will be restored in full
according to the character’s level. If a condition that may threaten a character’s life exists before
rest is taken, then the life threatening condition (unless remedied) is still taking its toll on the
character during the rest period. If during the rest period the condition’s damaging effects
exceed the character’s remaining hit points, then death occurs. This is because a condition stops
a character’s body from regaining any lost hit points, mana reserve points that would normally be
regained during a 6 hr. rest period.
*Condition Resistance Numbers*
1) Poison – SN 7
2) Disease – SN 11
3) Paralysis – SN 16
4) Stone – SN 20
SN = Success Number * Health modifier plus 2D6 roll.
To resist these conditions the success number roll must meet or beat the numbers listed per
condition.
*Whisper List*
1) Battle Spirit
2) Fearful Spirit
3) Harmful Spirit
4) Sphere Missile
5) Mana Armor
6) Mana Weapon
7) Battle Cry
8) Tremor
9) Healing Light
10) Sanctum
11) Slumber
12) Mirror
13) Harm
14) Resurrect
15) Sustain
16) Berserk
17) Dust Demon
18) Summon Horde
19) Wraithmare
20) Portal
21) Storm
22) Wild Morph
23) Night Sight
24) Twister
25) Regen
26) Curse
27) Plague
28) Anima
29) Toughen
30) Shadow-port
31) Locate
32) Skill Drain
33) Fire Bolt
34) Ice Bolt
35) Acid Bolt
36) Skyfire Bolt
37) Blast
38) Wildfire
39) Discharge
40) Bleed
41) Mend
42) Remove
43) Restore
44) Boom rock
45) Stronghold
46) Baffle
47) Wither
48) Toxin
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*Whisper Descriptions*
Whisper – Battle Spirit
MRP – 5
Rng. – Caster
Dur. – 3 rounds
Mode – Whisper
H/H – N/A
Rad. – 10 ft.
Eft. - + 1 dmg. increase
An area effect whisper centered on caster. Gives caster and allies within a 10 ft. radius a melee
dmg. bonus of +1.
Whisper – Fearful Spirit
MRP – 10
Rng. – 10 ft.
Dur. – Instant
Mode – Shout
H/H – N/A
Rad. – 10 ft.
Eft. – surprise round
An area effect whisper. It causes target(s) (less than level 6) to become fearfully surprised. As a
result of this the caster and/or allies gain a surprise round against the target(s). The party can
gain only one surprise round per encounter in this fashion.
Whisper – Harmful Spirit
MRP – 15
Rng. – 20 ft.
Dur. – Instant
Mode – Shout
H/H – ½ total HP dmg.
Rad. – 5 ft.
Eft. – N/A
Causes one target to lose ½ of its total HP. Target must be of level 6 or less. Once total HP has
been reduced to 1 HP, the target cannot lose any more HP due to this whisper.
Whisper – Sphere Missile
MRP – 20
Rng. – 5 ft. per caster level
Dur. – Instant
Mode – Thought
H/H – 2D18/1D18
Rad. – 5 ft.
Eft. – N/A
This missile is composed of the caster’s life force. It causes 2D18 damage to target at an
additional cost of 1D18 damage to caster. The strength of this whisper increases by 1D18 per 10
caster levels (max dmg of 4D18) while damage to caster remains 1D18.
Whisper – Mana Armor
MRP – 25
Rng. – 5 ft.
Dur. – 4 rounds
Mode – Whisper
H/H – N/A
Rad. – 5 ft.
Eft. – +2 to Defense bonus
Adds a temporary +2 Armor defense bonus to target’s existing armor. It will last for 4 rounds.
This whisper does not stack with other forms of armor based on mana enhancement.
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Whisper – Mana Weapon
MRP – 30
Rng. – 5 ft.
Dur. – 4 rounds
Mode – Whisper
H/H – N/A
Rad. – 5 ft.
Eft. – +2 to Weapon bonus
Adds a temporary +2 Weapon damage bonus to target’s existing weapon. It will last for 4
rounds. This whisper does not stack with other forms of weapons based on mana enhancement.
Whisper – Battle Cry
MRP – 35
Rng. – 5 ft.
Dur. – End of encounter
Mode – Shout
H/H – N/A
Rad. – 5 ft.
Eft. – Summons ally
Summons one game character from a co-existing plane to assist the caster in battle. The game
character will be a warrior (GM choice) of a level that is ½ the level of the caster (no less than
level one). At the end of the battle/encounter the game character (warrior) will return to its home
plane.
Whisper – Tremor
MRP – 40
Rng. – 20 ft.
Dur. – 2 rounds/3 rounds
Mode – Thought
H/H – 1D18
Rad. – 10 ft.
Eft. – 1D6 dmg. 3rd round
A tremor envelopes targeted area. Inflicts 1D18 points of damage for 2 rounds and an additional
1D6 points of damage for 1 round. Vibrational damage is inflicted upon each occupant within
the targeted area.
Whisper – Healing Light
MRP – 5
Rng. – Caster
Dur. – Instant
Mode – Thought
H/H – Restores 1D6 HP
Rad. – 10 ft.
Eft. – Doesn’t heal caster
The caster’s aura extends beyond its normal range to envelope 1D6 to allies without healing
caster. If used against undead creatures it will inflict 2D6 points of holy damage to each undead
within targeted area, without healing or harming caster.
Whisper – Sanctum
MRP – 10
Rng. – 10 ft.
Dur. – 6 hrs.
Mode – Whisper
H/H – Sanctuary
Rad. – 20 ft.
Eft. – N/A
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Creates a temporary barrier that also hides the caster’s party from danger. It also acts as a shelter
in which to set up a temporary camp site. Outside the barrier it appears invisible as if nothing is
there. Inside the barrier the occupants can see what is happening around it. The interior light is
controlled by the caster’s thoughts.
Whisper – Slumber
MRP – 15
Rng. – 15 ft.
Dur. – 3 rounds
Mode – Whisper
H/H – Induces sleep
Rad. – 10 ft.
Eft. – N/A
Causes all occupants of targeted area (level 6 or less) to fall into a deep sleep unless attacked or
awakened within the 3 round duration.
Whisper – Mirror
MRP – 20
Rng. – 15 ft.
Dur. – 5 rounds
Mode – Thought
H/H – Whisper reflection
Rad. – 5 ft.
Eft. – N/A
Causes a harmless, invisible barrier to form around the target. Any whispers cast on target from
outside the barrier are reflected back to their source, thereby affecting the original caster per the
whisperer’s description. While barrier is in place any whispers cast by occupant are reflected
onto occupant.
Whisper – Harm
MRP – 25
Rng. – 15 ft.
Dur. – Instant
Mode – Shout
H/H – 1D18
Rad. – 5 ft.
Eft. – N/A
Causes target to lose part of its life force. Due to this loss, 1D18 points of damage is inflicted
upon target.
Whisper – Resurrect
MRP – 30
Rng. – 15 ft.
Dur. – Instant
Mode – Whisper
H/H – Brings back to life
Rad. – 5 ft.
Eft. – N/A
Brings back the soul, renews the soul’s connection to the flesh, and raises back into life the
body/flesh of the recently deceased. The process only restores 5 HP to the recently deceased.
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Whisper – Sustain
MRP – 35
Rng. – 5 ft.
Dur. – Instant/1 hr.
Mode –Whisper
H/H – Provides nourishment
Rad. – 10 ft.
Eft. – Protection from harsh climate
Provides/creates enough food and water to nourish a party of 5 members. Also provides
endurance against harsh climates for up to a party of 5, for a duration of 1 hr. Caster may choose
nourishment or endurance or both per casting of this whisper.
Whisper – Berserk
MRP – 40
Rng. – 15 ft.
Dur. – 5 rounds
Mode – Shout
H/H – Engages opposing party
Rad. – 15 ft.
Eft. – N/A
Causes an opposing party (up to 10 members) to become enraged. In this condition each
member will attack its fellow members (even themselves) until each is defeated. Monsters of
level 10 or higher are immune to this whisper.
Whisper – Dust Demon
MRP – 5
Rng. – 5 ft.
Dur. – 5 rounds
Mode – Whisper
H/H – N/A
Rad. – 5 ft.
Eft. – N/A
Causes the dust around caster to form a small demon about 12 inches tall. It can inflict 1 point of
damage per attack. It receives 1D6 attack(s) per round for 5 rounds. It may roam away from
caster for a distance of 15 ft. It also receives a movement rate of 10 ft. per round. It is controlled
by caster. After the fifth round it becomes dust once more.
Whisper – Summon Horde
MRP – 10
Rng. – 15 ft.
Dur. – 1 round
Mode – Shout
H/H – 1D6 animals/1D6 dmg each
Rad. – 15 ft.
Eft. – N/A
Summons 1D6 animals (rats, bats, birds, etc.) that inflict 1D6 points of damage each. Each
animal gets only one attack. Afterwards the summoned animals just disappear. Use the stats for
the animals summoned.
Whisper – Wraithmare
MRP – 15
Rng. – 10 ft.
Dur. – 1 hr. per level of caster
Mode – Thought
H/H – N/A
Rad. – 10 ft.
Eft. – Temporary Mounts
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Causes wraith-like forms to appear in a shape similar to a horse. 1D6 forms will appear and can
be used as mounts for the purpose of travel. The wraithmare(s) duration is 1 hour per level of
caster (min./ hour), after which it/they disappear. Use stats for a horse.
Whisper – Portal
MRP – 20
Rng. – 5 ft.
Dur. – 3 rounds
Mode – Thought
H/H – N/A
Rad. – 10 ft.
Eft. – Transport
Creates and opens a portal that can transport caster and/or party members to the last town visited.
By the end of the third round the portal will close and disappear behind travelers.
Whisper – Storm
MRP – 25
Rng. – 10 ft.
Dur. – 3 rounds
Mode – Shout
H/H – 1D6 dmg. each
Rad. – 10 ft.
Eft. – Multiple targets
Creates a lightning storm. The storm produces 1D6 lightning strikes within radius while
inflicting 1D6 points of damage to target(s) with each strike.
Whisper – Wild Morph
MRP – 30
Rng. – Caster
Dur. – up to 24 hrs.
Mode – Whisper
H/H – N/A
Rad. – 5 ft.
Eft. – N/A
Allows caster to take the form of one animal and return to its original form. The change can last
up to 24 hrs., at which time the caster reverts to its original form. Caster will have access to
animal’s abilities and skill not its own. All of caster’s equipment transforms with caster. Animal
speaks its own way. Caster must also use the stats for that particular animal.
Whisper – Night Sight
MRP – 35
Rng. – 10 ft.
Dur. – 1 minute/12 rounds
Mode – Whisper
H/H – N/A
Rad. – 10 ft.
Eft. – Ability to see at night
Caster can bestow on multiple targets the ability to see during the night. Must at least have a
little light present such as: stars, the moon, etc. This Whisper grants targets the ability to see at
night as they normally would during the day.
Whisper – Twister
MRP – 40
Rng. – 20 ft.
Dur. – 3 rounds
Mode – Shout
H/H – 1D6 dmg. per target
Rad. – 10 ft.
Eft. – N/A
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Creates a small tornado that inflicts 1D6 points of damage per target for 3 rounds. After the third
round it disperses.
Whisper – Regen
MRP – 5
Rng. – 10 ft.
Dur. – 6 rounds
Mode – Whisper
H/H – 1 hp per round
Rad. – 5 ft.
Eft. – regenerate hp
Causes one target to gain 1 hp per round for six rounds. Cannot be cast on target again until the
whisper’s duration runs out.
Whisper – Curse
MRP – 10
Rng. – 10 ft.
Dur. – Until lifted/death
Mode – Thought
H/H – 1D6 dmg. per 6 hrs.
Rad. – 5 ft.
Eft. – N/A
Causes target to bleed from the eyes, ears, mouth, and nose. Inflicts 1D6 points of damage to
target’s brain. Target receives damage once per 6 hours until the curse is lifted or the target dies.
Curse must be lifted at a major temple.
Whisper – Plague
MRP – 15
Rng. – 20 ft.
Dur. – Duration of conditions
Mode –Whisper
H/H – 1D6 per 5 min./1D6 per 24 hrs.
Rad. – 5 ft.
Eft. – N/A
Causes target to become diseased and poisoned. Inflicted damage is per conditions and hazards
section for both conditions at the same time. To cure by item, whisper, or success number roll, it
must be cured 3 times in succession.
Whisper – Anima
MRP – 20
Rng. – 10 ft.
Dur. – 24 hrs.
Mode –Shout
H/H – N/A
Rad. – 5 ft.
Eft. – Animate dead things
Causes a recently dead target to become animated, only a resemblance of life rather than life
itself. Target is still considered to be dead. Also, target will have ½ of its leveled stats.
Whisper – Toughen
MRP – 25
Rng. – 15 ft.
Dur. – 1hr.
Mode –Whisper
H/H – N/A
Rad. – 5 ft.
Eft. – Defense bonus
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Causes the hide/skin on an animated/living target to toughen giving it a +2 modifier to combat
defense.
Whisper – Shadow-port
MRP – 30
Rng. – 15 ft.
Dur. – Instant
Mode –Thought
H/H – N/A
Rad. – 5 ft.
Eft. – Instant Travel
Transports one target from a nearby shadow to another shadow in an area previously visited by
caster. Destination is otherwise the caster’s choice! This is a one way trip.
Whisper – Locate
MRP – 35
Rng. – 20 ft.
Dur. – 5 minutes
Mode –Whisper
H/H – N/A
Rad. – 15 ft.
Eft. – Find things
Allows a caster to find/locate a subject/object it’s very familiar with.
Whisper – Skill Drain
MRP – 40
Rng. – 20 ft.
Dur. – Instant
Mode – Whisper
H/H – N/A
Rad. – 5 ft.
Eft. – Draining of mastery
Allows the caster to drain and transfer to itself (or another target) the skill mastery of a single
target. It there’s no skill mastery within target, then caster receives one free use of a skill
recently used by the target. This whisper causes no physical harm to the target. Also, the target
is not aware of the drain.
Whisper – Fire Bolt
MRP – 5
Rng. – 20 ft.
Dur. – Instant
Mode – Whisper
H/H – 2D6 points of damage
Rad. – 5 ft.
Eft. – Fire
A tongue of fire springs forth from the caster’s hand to the target. Inflicts 2D6 points of fire
damage.
Whisper – Ice Bolt
MRP – 10
Rng. – 20 ft.
Dur. – Instant
Mode – Whisper
H/H – 3D6 points of damage
Rad. – 5 ft.
Eft. – Ice
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Many shards of ice spring forth from caster’s hand to assault target. Inflicts 3D6 points of ice
damage.
Whisper – Acid Bolt
MRP – 15
Rng. – 20 ft.
Dur. – Instant
Mode – Whisper
H/H – 1D6 points of damage
Rad. – 5 ft.
Eft. – Acid
A fountain (small) of slimy acid springs forth from caster’s hand to coat target. Inflicts 1D6
points of acid damage.
Whisper – Skyfire Bolt
MRP – 20
Rng. – 20 ft.
Dur. – Instant
Mode – Shout
H/H – 2D6 points of damage
Rad. – 10 ft.
Eft. – Multiple targets
A bolt of skyfire/lightning descends from the sky to strike target(s). It inflicts 2D6 damage to
each target within whisper’s radius.
Whisper – Blast
MRP – 25
Rng. – 25 ft.
Dur. – Instant
Mode – Shout
H/H – 1D6 points of damage
Rad. – 15 ft.
Eft. – Multiple targets
A strong gust of destructive, superheated air assails target(s). Inflicts 1D6 points of damage to
each target within target’s radius.
Whisper – Wildfire
MRP – 30
Rng. – 30 ft.
Dur. – 6 rounds
Mode – Shout
H/H – 1D6 points of damage
Rad. – 20 ft.
Eft. – Multiple targets, Fire
Causes entire radius of the area of effect to burst into flames damaging each target within the
radius of the whisper. Inflicts 1D6 points of damage per target per round for six rounds.
Whisper – Discharge
MRP – 35
Rng. – 30 ft.
Dur. – Instant
Mode – Whisper
H/H – N/A
Rad. – 5 ft.
Eft. – Drain mana infused items
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Causes all mana infused items within area of effect to lose all charges. They become ordinary
objects as the result of this whisper.
Whisper – Bleed
MRP – 40
Rng. – 20 ft.
Dur. – 2 rounds
Mode – Whisper
H/H – 1D18 points of damage
Rad. – 10 ft.
Eft. – Multiple targets
Causes wounded target(s) to bleed heavily. It inflicts 1D18 points of damage per target per
round per 2 rounds.
Whisper – Mend
MRP – 5
Rng. – 20 ft.
Dur. – Instant
Mode – Thought
H/H – 1D6 point restored
Rad. – 5 ft.
Eft. – To fix
Fixes/heals damage to animate/inanimate target. Does not apply to undead targets. Replenishes
1D6 hit points to target.
Whisper – Remove
MRP – 10
Rng. – 15 ft.
Dur. – Instant
Mode – Whisper
H/H – N/A
Rad. – 5 ft.
Eft. – Curing
This whisper can remove poison, disease, and toxin from chosen target. Target can be afflicted
with all 3 and all 3 will be cured instantly.
Whisper – Restore
MRP – 15
Rng. – 15 ft.
Dur. – Instant
Mode – Whisper
H/H – N/A
Rad. – 5 ft.
Eft. – Bring back to life
Brings back the soul, renews the soul’s connection to the body/flesh of the recently deceased.
The process restores 5 hit points and erases all conditions (pre-existing) of the recently deceased.
Whisper – Boomrock
MRP – 20
Rng. – 5 ft.
Dur. – 24 hrs.
Mode – Whisper
H/H – 2D6 points of damage x 3
Rad. – 5 ft.
Eft. – Fire
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Mana infuses 3 stones with explosive (fire) energy. Each stone inflict 2D6 points of damage.
Stones can be flung or simply thrown at a target.
Whisper – Stronghold
MRP – 25
Rng. – 35 ft.
Dur. – 24 hrs.
Mode – Whisper
H/H – N/A
Rad. – 30 ft.
Eft. – Shelter
Creates a temporary 30 ft. by 30 ft. shelter with a fully stocked larder, herb locker, and ever-
burning hearth. Can withstand 250 points of attack damage. The shelter also has a shadowy
servant that will assist caster. Shadowy servant cannot leave shelter.
Whisper – Baffle
MRP – 30
Rng. – 20 ft.
Dur. – 6 rounds
Mode – Shout
H/H – N/A
Rad. – 15 ft.
Eft. – Multiple targets
Causes target(s) within radius to become confused and wander about aimlessly. It affects
target(s) of level 10 or less. The confusion lasts for 6 rounds.
Whisper – Wither
MRP – 35
Rng. – 15 ft.
Dur. – 3 rounds
Mode – Whisper
H/H – 2D6 points of damage
Rad. – 10 ft.
Eft. – Plant/Plant-like targets
Causes any Plant/Plant-like target(s) to wither as if affected by the blight. Target(s) begin to act
confused and become weakened as if poisoned. Ability modifiers become halved for duration of
whisper. They become normal after 3 rounds.
Whisper – Toxin
MRP – 40
Rng. – 30 ft.
Dur. – 10 rounds
Mode – Whisper
H/H – 2D6 points of damage per 5 minutes
Rad. – 10 ft.
Eft. – Plant/Plant-like targets
Affects target(s) as if they were poisoned, which in fact they have been. Can be cured like
poison, but must be cured twice. If target leaves the area of effect, becomes cured, and re-enters
the area of effect before the end of duration, it becomes poisoned with toxin once more.
*Whisper Description Format*
Whisper – Mode/Activator -
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MRP/Mana Reserve points
Rng./Range
Dur./Duration
H/H – Help/Hurt
Rad./Radius –
Eft./Effect(s) –
Description of Whisper -
*Whisper Rules (Towers)*
Whispers may be learned in Whispering Towers. To train in a tower to learn a whisper that
belongs to a different class, the following conditions must be met:
*) The Whisperer must be able to pay for training. The necessary fee(s) may be favors, trinkets,
a certain amount of gold, etc.
*) The time necessary to learn a new Whisper may vary.
*) The whisperer must learn from a level 10 or higher whisperer in a whispering tower.
*) A Whisperer of level 10 or higher may teach the whispers that it can cast to lower level
whisperers, but only in a whispering tower.
*) If a whisperer learns a whisper from another class, it must have the initial level/experience
needed to cast that particular whisper. Refer to “Advancement Table (Whisperer)” for the
information.
*Whisper Rules (use and understanding)*
The use of whispers is derived from whisper energy also known as mana. Mana is a
metaphysical energy found in all of creation. Mana is similar to a creature’s personal animating
energy known as its life force. A whisperer has the innate ability to channel mana through its
life force, thus creating a magical potential allowing for the casting of whispers. Refer to
Combat section for casting information.
Whisper energy that is derived from the surrounding environment and is brought into being by a
whisperer’s channeling ability can be activated, that is cast by a certain thought, a soft whisper,
or a shout. This is also known as the mode/activator of the whisper. Whispers can be
memorized, but should be recorded in a book.
Whisper casting as with weapon combat still relies on an opposed Attack/Defense roll for
successful use in battle. The whispers that heal and cure may be used to damage certain undead.
The whisper Harm may be used to heal certain undead. If the opposed Attack/Defense roll
requirements are met, then there will be no rolls to resist any damage caused by whispers.
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*Die Conversion Table*
2 ± D6 3D6 1D100 1D20 1D18 Modifiers Die
- 5 3 0 – 10 1 1 - 5 -
- 4 4-5 11-20 2-3 2-3 - 4 -
- 3 6 21-30 4-5 4-5 - 3 -
- 2 7-8 31-35 6-7 6 -2 -
- 1 9 36-45 8-9 7-8 -1 -
0 10-11 46-55 10-11 9-10 0 D2, D3
+ 1 12 56-65 12-13 11-12 + 1 D4
+ 2 13-14 66-70 14-15 13 + 2 D6
+ 3 15 71-80 16-17 14-15 + 3 D8
+ 4 16-17 81-90 18-19 16-17 + 4 D10
+ 5 18 91-100 20 18 + 5 D12
This conversion table is provided so gamers who wish to use sourcebooks from other game
systems, can be able to convert figures relatively easy.
*Note – 2 ± D6 are two D6 dice. One is a positive die and the other is a negative die.
1D18 as a % Die
1 0-10 % 11 56-60 %
2 11-15 % 12 61-65 %
3 16-20 % 13 66-70 %
4 21-25 % 14 71-75 %
5 26-30 % 15 76-80 %
6 31-35 % 16 81-85 %
7 36-40 % 17 86-90 %
8 41-45 % 18 91-100 %
9 46-50 %
10 51-55 %
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*Dice Patterns (Paper)*
D6
6 – Sided Die
Pattern to create a paper die. This pattern can be used to create a paper die, a mold
for a solid die, or a model to create a solid die.
Trace this pattern and transfer it to a
piece of poster board. Then cut out
pattern along the edges, bend all
adjoining lines, and glue all edges
together
# Measurements
1 50⁰
2 65⁰
3 38.5⁰
4 103⁰
5 5/8 inch
6 5/8 inch
7 ¼ inch
8 16 mm
9 16 mm
10 6 mm
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D12
12 – Sided Die
Pattern to create a paper die. This pattern can be used to create a paper die, a
mold for a solid die, or a model to create a solid
die.
Trace this pattern and transfer it to a piece of
poster board. Then cut out pattern along the
edges, bend all adjoining lines, and glue all
edges together
# Measurements
1 100⁰
2 90⁰
3 129⁰
4 5/8 inch
5 5/8 inch
6 1/8 inch
7 3/32 inch
8 16 mm
9 16 mm
10 3 mm
11 2 mm
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D18
18 – Sided Die
Pattern to create a paper die. This pattern can be used to create a paper die, a
mold for a solid die, or a model to create a solid
die.
Trace this pattern and transfer it to a piece of
poster board. Then cut out pattern along the
edges, bend all adjoining lines and glue all
edges together
# Measurements
1 125⁰
2 110⁰
3 90⁰
4 3/8 inch
5 3/8 inch
6 5/8 inch
7 3/32 inch
8 10 mm
9 10 mm
10 16 mm
11 2 mm
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*Die Pattern Notes*
If by chance a D18 cannot be found or bought, a pattern to make a paper version (perhaps poster
board) has been provided in the previous section. If you have trouble making things, don’t worry
about it. Just use 3D6 in place of a D18 and consult the “Die Conversion Table” also provided.
Or if you wish you could use 2 ± D6 in place of a 1D18. Instead of rolling scores to be
transformed into modifiers, you would be rolling the modifiers themselves. Consult the “Die
Conversion Table” for the note concerning this.
*Condensed Bestiary Examples*
# Type L
V
SZ P
h
Me S
p
Hp Mr
p
AT Dmg WB AR AB Spl
Ft
S $
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
Brownie
Mold
Slime
Goblin
Hobgoblin
Skeleton
Zombie
Dragon
Chimera
Ogre
Cyclops
Troll
Demon
Imp
Centaur
Satyr
Boar
Dog
Wolf
Rat
Bat
Goat
Mule
Donkey
Horse
Bull
Bear
Leopard
Tiger
Wolfhound
3
1
2
3
5
1
2
8
6
4
3
5
1
1
6
8
2
1
1
1
1
2
3
2
2
1
2
1
1
3
B
A
0
A
0
0
0
L4
0
L2
L2
L1
0
C
0
0
0
A
A
D
D
A
L1
0
L1
L1
L1
0
0
A
0
0
1
1
2
1
1
3
1
2
3
2
2
0
2
2
2
1
2
0
0
2
4
2
3
3
3
3
3
2
3
0
0
1
4
0
0
4
1
2
1
2
1
1
2
1
1
1
1
2
1
0
1
1
1
1
2
1
2
1
0
1
1
0
1
0
0
2
0
0
1
1
0
0
2
2
1
3
3
0
0
1
2
1
2
1
1
1
1
2
3
5
5
5
10
5
5
100
15
30
15
20
5
3
15
20
5
5
5
1
1
10
10
5
10
10
10
5
5
5
5
5
5
5
10
5
5
15
10
10
5
10
5
5
10
15
-
-
-
-
-
-
-
-
-
-
-
-
-
-
L
L
D
E
E
E
E
C
F
E
E
E
E
G
H
E
A
A
A
A
A
I
H
H
H
I
C
A
A
A
1D6
1D6
1D6
1D6
1D6
1D6
1D6
3D6
1D6
2D6
2D6
2D6
1D6
1D6
1D6
1D6
1D6
1D6
1D6
1D6
1D6
1D6
2D6
1D6
2D6
2D6
2D6
1D6
1D6
1D6
+0
+1
+2
+1
+2
+1
+1
+5
+3
+3
+3
+3
+1
+0
+2
+1
+2
+2
+2
+0
+0
+2
+4
+2
+3
+4
+4
+3
+3
+2
A
K
J
A
A
K
A
G
D
D
A
E
F
F
D
A
D
D
D
A
A
D
D
D
D
D
D
D
D
D
+0
+0
+1
+0
+0
+0
+0
+5
+2
+2
+0
+3
+2
+0
+2
+0
+2
+1
+1
+0
+0
+1
+2
+2
+2
+2
+2
+2
+2
+1
10
10
10
10
15
10
10
15
15
10
10
15
10
10
15
15
10
10
10
10
10
10
10
10
10
10
10
10
10
10
G
B
B
D
C
B
B
H
E
J
B
E
A
G
C
C
J
J
J
G B/H
J J J J J J J J J
A
-
-
A
B
-
-
H
C
D
E
D
E
-
C
C
-
-
-
-
-
-
-
-
-
-
-
-
-
-
James L. Griffin Jr.
67
*Condensed Bestiary Examples (Cont.)*
# Type L
V
SZ Ph Me Sp Hp Mrp AT Dmg WB AR AB Spl
Ft
S $
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
Skunk
Wolverine
Scorpion
Spider
Centipede
Roach
Beetle
Wasp
Ant
Leech
Maggot
Sand Worm
Ghoul
Rhino
Griffin
Monkey
Ape
Snake
Lizard
Hyena
Serpent
Unicorn
Fairy
Gargoyle
Giant
Wraith
Specter
Ghost
1
1
2
2
3
5
3
4
2
2
4
3
3
1
9
1
3
1
2
1
3
1
1
4
3
2
3
1
C
D
L3
L2
L3
L2
L2
L2
L1
L1
0
L3
0
L1
L3
C
L1
D
C
A
L1
L1
C
0
L3
0
0
0
0
1
3
1
4
1
2
1
2
2
0
2
2
3
3
2
3
0
0
1
2
2
0
1
3
1
0
0
1
0
4
2
0
0
3
0
0
0
2
1
1
2
4
1
2
0
0
0
1
2
1
2
3
2
1
1
0
1
0
0
0
1
0
0
3
0
0
1
0
0
2
2
1
0
1
1
0
2
0
0
1
0
0
0
3
1
20
15
20
30
15
30
10
10
10
20
5
10
80
3
10
1
3
5
10
10
3
10
20
5
5
5
-
-
-
-
-
-
-
-
-
-
-
-
5
-
15
-
-
-
-
-
-
5
5
10
5
5
5
5
L
A
G
A
A
A
A
G
A
A
A
A
E
I
J
A
E
A
A
A
A
I
L
C
E
L
L
L
1D6
1D6
3D6
2D6
3D6
2D6
2D6
2D6
2D6
2D6
1D6
3D6
1D6
2D6
3D6
1D6
2D6
1D6
1D6
1D6
2D6
2D6
1D6
1D6
3D6
1D6
1D6
1D6
+0
+0
+3
+2
+5
+2
+3
+2
+3
+3
+1
+4
+1
+3
+4
+1
+2
+0
+0
+1
+3
+3
+0
+1
+3
+0
+0
+0
C
C
H
H
H
H
H
H
H
F
B
H
A
E
D
D
D
F
F
D
F
D
A
I
A
K
K
K
+0
+0
+6
+5
+6
+5
+5
+5
+5
+3
+1
+6
+0
+3
+3
+0
+2
+0
+0
+1
+3
+2
+0
+4
+1
+0
+0
+0
10
10
10
10
10
15
10
10
10
10
10
10
10
10
20
10
10
10
10
10
10
10
10
10
10
10
10
10
G J F F I D C G G A F I D J H J J F J L F C E E J H H H
-
-
-
-
-
-
-
-
-
-
-
-
-
-
H
-
-
-
-
-
-
-
E
-
H
-
-
-
*Note*
All creature attribute scores are rolled not adjusted. For adjusted scores refer to the “Adjustment
Table.”
James L. Griffin Jr.
68
*Condensed Bestiary Legend*
Abbreviation Meaning Description
LV
Sz
Ph
Me
Sp
Hp
Mrp
AT
Dmg
WB
AR
AB
Spd
S
$
Level
Size
Physical
Mental
Spiritual
Hit Points
Mana Reserve
Attack Type
Damage
Weapon Bonus
Armor Type
Armor Bonus
Speed
Special
Treasure
Creature’s level
Size of creature
Physical attribute of creature
Mental attribute of creature
Spiritual attribute of creature
Amount of Hit Points a creature has
Amount of Mana Reserve a creature has
Type of attack a creature uses – (only one given)
A) Bite D) Pseudopod G) Sting J) Talons
B) Tail E) Fist H) Hooves K) Barb
C) Claw(s) F) Breath I) Horns L) Other
Base damage a creature inflicts according to Adjustment
Table. (base = 1D6 character)
A creature’s weapon bonus according to Natural Weapon
Table.
A creature’s Natural Armor-
A) Bare skin E) Loose folds of hide I) Plates, bone
B) Loose folds of skin F) Scales, soft J) Plates, pseudo
C) Thick hair G) Scales, hard K) Other
D) Hide H) Plates, chitin
A creature’s armor bonus according to the Natural Armor
Table
A creature’s movement rate per turn. Base speed is 5 ft. per
round
Special abilities or attacks a creature may possess-
A) Double attack F) Vibration Sense
B) Blind attack G) Double movement
C) Tracking H) Fly (base + 5 ft. per sec.)
D) Dark sight (15 ft.) I) Burrow (base + 5 ft. per rnd.)
E) Regen (+1 per rnd.) J) None
The amount of treasure a creature might possess-
A) Up to 10 gp E) Up to 400 gp
B) Up to 50 gp F) Up to 600 gp
C) Up to 100 gp G) Up to 800 gp
D) Up to 200 gp H) 1,000 gp or more
*Note*(Spirit Rules)
1) The attack type for a spirit is “disrupting touch” and it causes 1D6 points of damage.
2) The armor type for a spirit is “ethereal” and to confirm a hit roll a 1D18, #1 - #9 confirms and
#10 - #18 denies a hit.
James L. Griffin Jr.
69
*Treasure Types*
1) Gold
2) Gems such as:
Amber
Garnet
Aquamarine
Carnelian
Quartz
Topaz
Jasper
10 gp
20 gp
30 gp
40 gp
50 gp
60 gp
70 gp
Agate
Emerald
Ruby
Sapphire
Moonstone
Rock Crystal
80 gp
90 gp
100 gp
110 gp
120 gp
1 gp
3) Weapons, Armor, Shields
4) Items
5) Mundane equipment, artwork, etc.
* Use shop prices to determine the value of treasure other than gemstones.
* To be given out as Gamemaster dictates.
*Condensed Bestiary Descriptions*
1) Brownie – A benevolent woodland fairy
2) Mold – A furry fungi that grows in darkened, warm, moist areas.
3) Slime – A thick, slippery, or sticky brainless organism.
4) Goblin – A troublesome, ugly, short creature.
5) Hobgoblin – Similar to the goblin, but is larger and more intelligent
6) Skeleton – Dry bones of a human that have been animated with a whisper.
7) Zombie – A human corpse that has been animated with a whisper.
8) Dragon – A fire breathing, winged reptile with legs.
9) Chimera – Fire breathing creature with goat’s body, a lion’s head, and a dragon’s tail.
10) Ogre – A terrifying human eating giant.
James L. Griffin Jr.
70
11) Cyclops – A one-eyed ogre.
12) Troll – A dwarfed giant who eats children and lives in caves.
13) Demon – An evil and malevolent supernatural being.
14) Imp – A small devilish sprite (Fairy).
15) Centaur – Has the upper torso of a human along with the body and legs of a horse.
16) Satyr – Has the upper torso of a human along with the lower body and legs of a goat.
17) Boar – A wild pig with sharp tusks protruding from its mouth.
18) Dog – Four-legged, flesh eating, wild. Sometimes kept as pets or trained for work.
19) Wolf – Wild mammal related to dogs. They hunt in packs. Can be kept as a pet or trained.
20) Rat – A large rodent similar to a mouse that may at times carry diseases.
21) Bat – A mouse-like creature that flies about at night.
22) Goat – A quick short haired mammal with two horns. Most commonly kept as a source of
meat and milk.
23) Mule – The offspring/combination of a male donkey and a female horse.
24) Donkey – A long-eared creature related to the horse.
25) Horse - A large plant eating four-legged mammal. Can be ridden and used to carry or pull
loads.
26) Bull – A male domesticated and horned bovine animal bred for meat.
27) Bear – A large and heavy mammal with thick hair and it can walk on its soles when
threatened.
28) Leopard – Large yellowish brown feline with black spots.
29) Tiger – Large yellowish feline with black stripes.
30) Wolfhound – A dog bred to hunt wolves. Can be kept as a pet or trained to hunt.
31) Skunk – A cat sized creature with white stripes on a coat of black. It defends itself with a
spray that really stinks.
James L. Griffin Jr.
71
32) Wolverine – A voracious flesh eating creature related to weasels.
33) Scorpion – A arachnid with pincers and a stinging tail.
34) Spider – Arachnids that spin webs to capture other creatures as food.
35) Centipede – A wormlike, segmented, armor plated creature with many legs and sharp
mandibles.
36) Roach – A brown flat vermin-insect that inhabits dark areas and collects things.
37) Beetle – An armor plated insect that feeds upon carrion.
38) Wasp – A black and yellow striped flying insect with a stinger extending from its lower
abdomen.
39) Ant – A small colonial, wingless, six-legged insect with sharp mandibles.
40) Leech – A blood sucking, water dwelling invertebrate/worm.
41) Maggot – A soft bodied carrion feeding larva.
42) Sand Worm – A armor plated, bloodsucking, water dwelling creature similar to a centipede.
43) Ghoul – A spirit being that eats corpses in graveyards.
44) Rhino – A large greyish thick-hide creature with two horns on its nose.
45) Griffin – A creature with an eagle’s head, talons, and wings in the front along with the lower
body and legs of a lion.
46) Monkey – A hairy primate which usually eats fruit, but is capable of eating flesh.
47) Ape – A large monkey like creature that doesn’t have a tail.
48) Snake – A long reptile that has no legs, but has a poisonous bite.
49) Lizard – A four legged, slender reptile which has a tail and a rough scaly hide.
50) Hyena – A flesh eating doglike creature. Its rear legs are shorter than its front legs.
51) Serpent – A large snake.
52) Unicorn – A horse-like creature with a single, spiraling horn on its head.
53) Fairy – A small being with magical powers.
James L. Griffin Jr.
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54) Gargoyle – A grotesque animated, carved stone human looking creature.
55) Giant – A very large human like being.
56) Wraith – A ghost that has been magically brought back from the afterlife.
57) Specter – A ghostlike phantom who haunts certain areas.
58) Ghost – A shadow or shade of a person or animal who is unable to crossover.
*Condensed Bestiary Attributes*
Attributes Descriptions
Physical
Mental
Spiritual
Characteristic qualities ascribed to the body/flesh of a creature. This
Attribute’s modifier may be added to a 1D18 roll to meet or beat a specified
SN to use skills or to accomplish certain tasks. Half of this attribute’s
modifier may be applied to a creature’s melee damage, ranged damage, or
armor bonus.
Characteristic qualities ascribed to the mind/mental state of a creature. This
Attribute’s modifier may be added to a 1D18 roll to meet or beat a specified
SN to use skills or to accomplish certain tasks.
Characteristic qualities ascribed to the spirit/soul as opposed to the
body/flesh of a creature. This Attribute’s modifier may be added to a 1D18
roll to meet or beat a specified SN to use skills or to accomplish certain tasks.
Half of this attribute’s modifier may be applied to a creature’s dodge or parry
attempt.
*Rolling Condensed Bestiary Attribute Scores*
For bestiary use, method #1 (for rolling scores) in the “Rolling Ability Scores” section will work
just fine.
Roll a 1D18 to randomly generate a number of 1 to 18. The result of the first roll will be the
score for the first attribute. The result of the second roll will be the score for the second
attribute. The result of the third roll will be the score for the third attribute. Be sure to record the
creature’s attribute scores for later reference.
James L. Griffin Jr.
73
Once a creature’s attribute scores have been determined, we use the table below to determine
attribute score modifiers.
1D18 Score Modifier
1
2 - 3
4 - 5
6
7 - 8
9 - 10
11 - 12
13
14 - 15
16 - 17
18
- 5
- 4
- 3
- 2
- 1
0
+ 1
+ 2
+ 3
+ 4
+ 5
*Condensed Bestiary Whisper List*
# 5 MRP 10 MRP 15 MRP
1
2
3
4
5
6
Battle Spirit
Healing Light
Dust Demon
Regen
Fire Bolt
Mend
Fearful Spirit
Sanctum
Summon Horde
Curse
Ice Bolt
Remove
Harmful Spirit
Slumber
Wraithmare
Plague
Acid Bolt
Restore
Monsters with a mental Attribute modifier score of + 2 or higher have the ability to cast
whispers. Use whisper descriptions in whisper list section.
*Condensed Bestiary Whisper Rules (Burial Mounds)*
For monsters, whispers are learned in whispering burial mounds. To train in a burial mound to
learn a whisper the following conditions must be met:
*) A monster must be able to pay for training. The necessary fee(s) may be favors, trinkets, a
certain amount of gold, a certain amount of captured slaves to practice their unnatural whispers
on etc.
*) Monsters are not limited to certain whispers by class, but by the amount of available MRP.
*) The time necessary to learn a new whisper may vary.
James L. Griffin Jr.
74
*) The monster must learn from a level 10 or higher monster chieftain in a whispering burial
mound.
*) A monster chieftain of level 10 or higher may teach only the whispers that it can cast to lower
leveled monsters of its own kind, but only in a whispering burial mound.
*Condensed Bestiary Whisper Rules (use and understanding)*
Refer to the “Whisper Rules (use and understanding)” in the player’s section.
*Condensed Bestiary Skill List*
# Skill Success # # Skill Success #
1
2
3
4
5
6
7
8
9
10
11
Climb
Jump
Swim
Run
Ambush
Camp
Barter
Camouflage
Survive
Mount
Use item
6
4
5
4
8
5
9
10
10
12
3
12
13
14
15
16
17
18
19
20
21
22
Forage
Hunt
Trap
Hide
Perception
Pickpocket
Direction Sense
General Knowledge
Medicine
Surgery
Recovery
6
8
9
8
14
16
8
10
13
20
8
# Skill Attribute # Skill Attribute
1
2
3
4
5
6
7
8
9
10
11
Climb
Jump
Swim
Run
Ambush
Camp
Barter
Camouflage
Survive
Mount
Use item
Physical
Physical
Physical
Physical
Mental
Mental
Mental
Mental
Spiritual
Mental
Spiritual
12
13
14
15
16
17
18
19
20
21
22
Forage
Hunt
Trap
Hide
Perception
Pickpocket
Direction Sense
General Knowledge
Medicine
Surgery
Recovery
Mental
Mental
Mental
Physical
Mental
Mental
Spiritual
Mental
Mental
Mental
Mental
*Condensed Bestiary Skill Rule*
Each time a creature wishes to use a skill it must make a “Success Number” roll. Roll a 1D18
and add the skills Attribute modifier. If the roll meets or beats the success number for the skill,
the skill can be used. If not, it can’t be used.
James L. Griffin Jr.
75
*Skill Descriptions*
1) Climb – The ability to climb steep inclines or vertical surfaces, whether rough or smooth
2) Jump – Ability to jump obstacles.
3) Swim – Ability to swim above or below the water’s surface.
4) Run – Ability to move at twice normal land speed.
5) Ambush – Know-how necessary to set-up a surprise attack.
6) Camp – Know-how to properly create temporary accommodations.
7) Barter – Ability to trade goods or services without the use of money.
8) Camouflage – Ability to disguise oneself to blend in with the surroundings.
9) Survive – Allows a creature to survive in these environments: Rural, Urban, and the Wild.
10) Mount – Gives a creature the ability to ride a living or non-living, mountable vehicle
whether it runs, walks, rolls, flies, swims, dives, or crawls.
11) Use item – Enables a creature to use an item without causing harm to itself or its allies
around it. Applies to crystal items with whisper-like effects.
12) Forage – Act of searching, rummaging, etc. for food or necessary supplies.
13) Hunt – Act of pursuing and/or killing targets for food, pleasure, or necessary supplies.
14) Trap – Ability to create and bait simple devices to capture various targets.
15) Hide – Helps a creature to hide and move quietly.
16) Perception – Helps a creature to notice things that would otherwise be missed.
17) Pickpocket – Know-how to steal things from purses, pouches, and pockets.
18) Direction Sense – Allows a creature to discern which direction it is heading in.
19) General Knowledge – General knowledge of the local area, laws, customs, traditions,
meeting places, etc.
20) Medicine – Know-how to make, which one to use, and how to dispense various medicines.
21) Surgery – Know-how to perform emergency and/or field surgery.
James L. Griffin Jr.
76
22) Recovery – How to aid the recovery process of the injured.
*Bestiary Advancement Table*
Level XP HP CD MRP Health Whispers Skills Spd
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
-
3000
5000
7000
9000
11000
13000
15000
17000
19000
21000
23000
25000
27000
29000
31000
33000
35000
37000
39000
5
5
5
10
10
15
15
20
20
25
25
25
30
30
35
35
40
40
45
45
-
+ 1
-
-
-
-
-
+ 1
-
-
-
-
-
+ 1
-
-
-
-
-
+ 1
5
5
5
10
10
10
15
15
15
20
20
20
25
25
25
30
30
30
35
35
-
-
+ 1
-
-
-
-
-
+ 1
-
-
-
-
-
+ 1
-
-
-
-
-
-
+ 1
-
-
-
-
-
+ 1
-
-
-
-
-
+ 1
-
-
-
-
-
+ 1
+ 1
-
-
-
-
+ 1
-
-
-
-
+ 1
-
-
-
-
+ 1
-
-
-
-
+ 1
-
-
-
+ 1
-
-
-
+ 1
-
-
-
-
+ 1
-
-
-
-
+ 1
-
*Bestiary Adjustment Table*
Categories L4 L3 L2 L1 0 A B C D
Physical Attribute
Mental Attribute
Spiritual Attribute
Hit Points (multiple
Experience Points (multiple)
Damage (base multiple)
Treasure (multiple)
Speed (multiple)
Defense (multiple)
Height (max. ft.)
Length (max. ft.)
Weight (max. lbs.)
Reach (max. ft.)
+3
+3
+3
5
5
3
3
1
3
80 ft.
60 ft.
1,500 lb.
30 ft.
+3
+2
+3
4
4
3
3
1
3
40 ft.
30 ft.
1,000 lb.
20 ft.
+2
+2
+2
3
3
2
2
1
2
20 ft.
15 ft.
600 lb.
10 ft.
+2
+2
+2
2
2
2
2
1
2
10 ft.
5 ft.
350 lb.
5 ft.
+1
+1
+2
1
1
1
1
1
1
6 ft.
5 ft.
200 lb.
5 ft.
+1
+1
+1
1
½
1
½
2
2
4 ft.
5 ft.
75 lb.
5 ft.
0
+1
0
½
½
1
½
2
2
1 ft.
1 ft.
25 lb.
2 ½ ft.
-1
0
-1
½
¼
1
¼
3
3
½ ft.
½ ft.
1 lb.
1 ft.
-1
0
-2
¼
¼
1
0
4
3
¼ ft.
¼ ft.
½ lb.
½ ft.
*This table is used for characters also.
James L. Griffin Jr.
77
*Bestiary Experience Points (XP Values)*
Animals and characters-
200 multiplied by the level of the animal/character plus the size modifier of the
animal/character.*
Other monsters-
20 multiplied by the level of the monster plus the size modifier of the monster.*
*This figure is compiled after the defeat of the creature in question.
*Bestiary Natural Armor Table*
Categories L4 L3 L2 L1 0 A B C D
Bare skin
Loose folds of skin
Thick hair
Hide
Loose folds of hide
Scales, soft
Scales, hard
Plates, chitin
Plates, bone
Plates, pseudo
+1
+2
+2
+3
+4
+4
+5
+6
+7
+2
+1
+2
+2
+3
+3
+4
+5
+6
+6
+2
-
+1
+2
+2
+3
+3
+
+5
+5
+2
-
+1
+1
+2
+3
+3
+4
+5
+4
+1
-
+1
+1
+2
+3
+2
+3
+4
+4
+1
-
+1
+1
+1
+2
+2
+3
+3
+3
+1
-
+1
-
+1
+1
+1
+2
+2
+2
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
*Bestiary Natural Weapon Table*
Categories L4 L3 L2 L1 0 A B C D
Bite, sharp
Bite, blunt
Tail, spikes
Tail, no spikes
Fist
Pseudopod
Hooves
Claw(s)
Talon(s)
Sting
Barb(s)
Horn(s)
Breath
+3
+2
+3
+2
+2
+2
+2
+2
+3
+3
+4
+4
+5
+3
+2
+3
+2
+2
+2
+2
+2
+3
+2
+3
+3
+4
+2
+1
+2
+1
+1
+1
+2
+2
+2
+2
+3
+3
+3
+2
+1
+2
+1
+1
+1
+1
+1
+2
+1
+2
+2
+3
+1
+1
+1
+1
-
-
+1
+1
+1
+1
+1
+1
+2
+1
+1
+1
-
-
-
+1
+1
+1
+1
+1
+1
+2
+1
-
+1
-
-
-
-
-
+1
-
+1
+1
+1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
James L. Griffin Jr.
78
*Game Session Log*
*Session Number- *Session Date-
*Group One Members-
1) 3) 5)
2) 4) 6)
*Group Two Members-
1) 3) 5)
2) 4) 6)
*Last Town Visited-
Group One) Group Two)
*Current Location-
Group One) Group Two)
*Current Assignment-
Group One) Group Two)
*Current Quest-
Group One) Group Two)
*Current Wealth-
Group One) Group Two)
*Current Experience Points-
Group One) Group Two)
*Existing Conditions-
Group One)
Group Two)
Current Battle Grid Location(s)-
¼ inch Grid = 5 ft² Grid
A – Animal
B – Bush
C – Character/Class
M – Monster
O – Obstacle
R – Rock
T – Tree
James L. Griffin Jr.
79
*Game Session Log*
*Session Number- *Session Date-
*Group One Members-
1) 3) 5)
2) 4) 6)
*Group Two Members-
1) 3) 5)
2) 4) 6)
*Last Town Visited-
Group One) Group Two)
*Current Location-
Group One) Group Two)
*Current Assignment-
Group One) Group Two)
*Current Quest-
Group One) Group Two)
*Current Wealth-
Group One) Group Two)
*Current Experience Points-
Group One) Group Two)
*Existing Conditions-
Group One)
Group Two)
Current Battle Grid Location(s)-
¼ inch Grid = 5 ft² Grid
A – Animal
B – Bush
C – Character/Class
M – Monster
O – Obstacle
R – Rock
T – Tree
James L. Griffin Jr.
80
*Game Session Log*
*Session Number- *Session Date-
*Group One Members-
1) 3) 5)
2) 4) 6)
*Group Two Members-
1) 3) 5)
2) 4) 6)
*Last Town Visited-
Group One) Group Two)
*Current Location-
Group One) Group Two)
*Current Assignment-
Group One) Group Two)
*Current Quest-
Group One) Group Two)
*Current Wealth-
Group One) Group Two)
*Current Experience Points-
Group One) Group Two)
*Existing Conditions-
Group One)
Group Two)
Current Battle Grid Location(s)-
¼ inch Grid = 5 ft² Grid
A – Animal
B – Bush
C – Character/Class
M – Monster
O – Obstacle
R – Rock
T – Tree
James L. Griffin Jr.
81
*Game Session Log*
*Session Number- *Session Date-
*Group One Members-
1) 3) 5)
2) 4) 6)
*Group Two Members-
1) 3) 5)
2) 4) 6)
*Last Town Visited-
Group One) Group Two)
*Current Location-
Group One) Group Two)
*Current Assignment-
Group One) Group Two)
*Current Quest-
Group One) Group Two)
*Current Wealth-
Group One) Group Two)
*Current Experience Points-
Group One) Group Two)
*Existing Conditions-
Group One)
Group Two)
Current Battle Grid Location(s)-
¼ inch Grid = 5 ft² Grid
A – Animal
B – Bush
C – Character/Class
M – Monster
O – Obstacle
R – Rock
T – Tree
James L. Griffin Jr.
82
*Game Session Log*
*Session Number- *Session Date-
*Group One Members-
1) 3) 5)
2) 4) 6)
*Group Two Members-
1) 3) 5)
2) 4) 6)
*Last Town Visited-
Group One) Group Two)
*Current Location-
Group One) Group Two)
*Current Assignment-
Group One) Group Two)
*Current Quest-
Group One) Group Two)
*Current Wealth-
Group One) Group Two)
*Current Experience Points-
Group One) Group Two)
*Existing Conditions-
Group One)
Group Two)
Current Battle Grid Location(s)-
¼ inch Grid = 5 ft² Grid
A – Animal
B – Bush
C – Character/Class
M – Monster
O – Obstacle
R – Rock
T – Tree
James L. Griffin Jr.
83
*Game Session Log*
*Session Number- *Session Date-
*Group One Members-
1) 3) 5)
2) 4) 6)
*Group Two Members-
1) 3) 5)
2) 4) 6)
*Last Town Visited-
Group One) Group Two)
*Current Location-
Group One) Group Two)
*Current Assignment-
Group One) Group Two)
*Current Quest-
Group One) Group Two)
*Current Wealth-
Group One) Group Two)
*Current Experience Points-
Group One) Group Two)
*Existing Conditions-
Group One)
Group Two)
Current Battle Grid Location(s)-
¼ inch Grid = 5 ft² Grid
A – Animal
B – Bush
C – Character/Class
M – Monster
O – Obstacle
R – Rock
T – Tree
James L. Griffin Jr.
84
*Game Session Log*
*Session Number- *Session Date-
*Group One Members-
1) 3) 5)
2) 4) 6)
*Group Two Members-
1) 3) 5)
2) 4) 6)
*Last Town Visited-
Group One) Group Two)
*Current Location-
Group One) Group Two)
*Current Assignment-
Group One) Group Two)
*Current Quest-
Group One) Group Two)
*Current Wealth-
Group One) Group Two)
*Current Experience Points-
Group One) Group Two)
*Existing Conditions-
Group One)
Group Two)
Current Battle Grid Location(s)-
¼ inch Grid = 5 ft² Grid
A – Animal
B – Bush
C – Character/Class
M – Monster
O – Obstacle
R – Rock
T – Tree
James L. Griffin Jr.
85
*Game Session Log*
*Session Number- *Session Date-
*Group One Members-
1) 3) 5)
2) 4) 6)
*Group Two Members-
1) 3) 5)
2) 4) 6)
*Last Town Visited-
Group One) Group Two)
*Current Location-
Group One) Group Two)
*Current Assignment-
Group One) Group Two)
*Current Quest-
Group One) Group Two)
*Current Wealth-
Group One) Group Two)
*Current Experience Points-
Group One) Group Two)
*Existing Conditions-
Group One)
Group Two)
Current Battle Grid Location(s)-
¼ inch Grid = 5 ft² Grid
A – Animal
B – Bush
C – Character/Class
M – Monster
O – Obstacle
R – Rock
T – Tree
James L. Griffin Jr.
86
*Game Session Log*
*Session Number- *Session Date-
*Group One Members-
1) 3) 5)
2) 4) 6)
*Group Two Members-
1) 3) 5)
2) 4) 6)
*Last Town Visited-
Group One) Group Two)
*Current Location-
Group One) Group Two)
*Current Assignment-
Group One) Group Two)
*Current Quest-
Group One) Group Two)
*Current Wealth-
Group One) Group Two)
*Current Experience Points-
Group One) Group Two)
*Existing Conditions-
Group One)
Group Two)
Current Battle Grid Location(s)-
¼ inch Grid = 5 ft² Grid
A – Animal
B – Bush
C – Character/Class
M – Monster
O – Obstacle
R – Rock
T – Tree
James L. Griffin Jr.
87
*Game Session Log*
*Session Number- *Session Date-
*Group One Members-
1) 3) 5)
2) 4) 6)
*Group Two Members-
1) 3) 5)
2) 4) 6)
*Last Town Visited-
Group One) Group Two)
*Current Location-
Group One) Group Two)
*Current Assignment-
Group One) Group Two)
*Current Quest-
Group One) Group Two)
*Current Wealth-
Group One) Group Two)
*Current Experience Points-
Group One) Group Two)
*Existing Conditions-
Group One)
Group Two)
Current Battle Grid Location(s)-
¼ inch Grid = 5 ft² Grid
A – Animal
B – Bush
C – Character/Class
M – Monster
O – Obstacle
R – Rock
T – Tree
James L. Griffin Jr.
88
*Game Session Log*
*Session Number- *Session Date-
*Group One Members-
1) 3) 5)
2) 4) 6)
*Group Two Members-
1) 3) 5)
2) 4) 6)
*Last Town Visited-
Group One) Group Two)
*Current Location-
Group One) Group Two)
*Current Assignment-
Group One) Group Two)
*Current Quest-
Group One) Group Two)
*Current Wealth-
Group One) Group Two)
*Current Experience Points-
Group One) Group Two)
*Existing Conditions-
Group One)
Group Two)
Current Battle Grid Location(s)-
¼ inch Grid = 5 ft² Grid
A – Animal
B – Bush
C – Character/Class
M – Monster
O – Obstacle
R – Rock
T – Tree
James L. Griffin Jr.
89
*Game Session Log*
*Session Number- *Session Date-
*Group One Members-
1) 3) 5)
2) 4) 6)
*Group Two Members-
1) 3) 5)
2) 4) 6)
*Last Town Visited-
Group One) Group Two)
*Current Location-
Group One) Group Two)
*Current Assignment-
Group One) Group Two)
*Current Quest-
Group One) Group Two)
*Current Wealth-
Group One) Group Two)
*Current Experience Points-
Group One) Group Two)
*Existing Conditions-
Group One)
Group Two)
Current Battle Grid Location(s)-
¼ inch Grid = 5 ft² Grid
A – Animal
B – Bush
C – Character/Class
M – Monster
O – Obstacle
R – Rock
T – Tree
James L. Griffin Jr.
90
*Game Session Log*
*Session Number- *Session Date-
*Group One Members-
1) 3) 5)
2) 4) 6)
*Group Two Members-
1) 3) 5)
2) 4) 6)
*Last Town Visited-
Group One) Group Two)
*Current Location-
Group One) Group Two)
*Current Assignment-
Group One) Group Two)
*Current Quest-
Group One) Group Two)
*Current Wealth-
Group One) Group Two)
*Current Experience Points-
Group One) Group Two)
*Existing Conditions-
Group One)
Group Two)
Current Battle Grid Location(s)-
¼ inch Grid = 5 ft² Grid
A – Animal
B – Bush
C – Character/Class
M – Monster
O – Obstacle
R – Rock
T – Tree
James L. Griffin Jr.
91
*Game Session Log*
*Session Number- *Session Date-
*Group One Members-
1) 3) 5)
2) 4) 6)
*Group Two Members-
1) 3) 5)
2) 4) 6)
*Last Town Visited-
Group One) Group Two)
*Current Location-
Group One) Group Two)
*Current Assignment-
Group One) Group Two)
*Current Quest-
Group One) Group Two)
*Current Wealth-
Group One) Group Two)
*Current Experience Points-
Group One) Group Two)
*Existing Conditions-
Group One)
Group Two)
Current Battle Grid Location(s)-
¼ inch Grid = 5 ft² Grid
A – Animal
B – Bush
C – Character/Class
M – Monster
O – Obstacle
R – Rock
T – Tree
James L. Griffin Jr.
92
*Game Session Log*
*Session Number- *Session Date-
*Group One Members-
1) 3) 5)
2) 4) 6)
*Group Two Members-
1) 3) 5)
2) 4) 6)
*Last Town Visited-
Group One) Group Two)
*Current Location-
Group One) Group Two)
*Current Assignment-
Group One) Group Two)
*Current Quest-
Group One) Group Two)
*Current Wealth-
Group One) Group Two)
*Current Experience Points-
Group One) Group Two)
*Existing Conditions-
Group One)
Group Two)
Current Battle Grid Location(s)-
¼ inch Grid = 5 ft² Grid
A – Animal
B – Bush
C – Character/Class
M – Monster
O – Obstacle
R – Rock
T – Tree
James L. Griffin Jr.
93
*Game Session Log*
*Session Number- *Session Date-
*Group One Members-
1) 3) 5)
2) 4) 6)
*Group Two Members-
1) 3) 5)
2) 4) 6)
*Last Town Visited-
Group One) Group Two)
*Current Location-
Group One) Group Two)
*Current Assignment-
Group One) Group Two)
*Current Quest-
Group One) Group Two)
*Current Wealth-
Group One) Group Two)
*Current Experience Points-
Group One) Group Two)
*Existing Conditions-
Group One)
Group Two)
Current Battle Grid Location(s)-
¼ inch Grid = 5 ft² Grid
A – Animal
B – Bush
C – Character/Class
M – Monster
O – Obstacle
R – Rock
T – Tree
James L. Griffin Jr.
94
*Game Session Log*
*Session Number- *Session Date-
*Group One Members-
1) 3) 5)
2) 4) 6)
*Group Two Members-
1) 3) 5)
2) 4) 6)
*Last Town Visited-
Group One) Group Two)
*Current Location-
Group One) Group Two)
*Current Assignment-
Group One) Group Two)
*Current Quest-
Group One) Group Two)
*Current Wealth-
Group One) Group Two)
*Current Experience Points-
Group One) Group Two)
*Existing Conditions-
Group One)
Group Two)
Current Battle Grid Location(s)-
¼ inch Grid = 5 ft² Grid
A – Animal
B – Bush
C – Character/Class
M – Monster
O – Obstacle
R – Rock
T – Tree
James L. Griffin Jr.
95
*Game Session Log*
*Session Number- *Session Date-
*Group One Members-
1) 3) 5)
2) 4) 6)
*Group Two Members-
1) 3) 5)
2) 4) 6)
*Last Town Visited-
Group One) Group Two)
*Current Location-
Group One) Group Two)
*Current Assignment-
Group One) Group Two)
*Current Quest-
Group One) Group Two)
*Current Wealth-
Group One) Group Two)
*Current Experience Points-
Group One) Group Two)
*Existing Conditions-
Group One)
Group Two)
Current Battle Grid Location(s)-
¼ inch Grid = 5 ft² Grid
A – Animal
B – Bush
C – Character/Class
M – Monster
O – Obstacle
R – Rock
T – Tree
James L. Griffin Jr.
96
*Game Session Log*
*Session Number- *Session Date-
*Group One Members-
1) 3) 5)
2) 4) 6)
*Group Two Members-
1) 3) 5)
2) 4) 6)
*Last Town Visited-
Group One) Group Two)
*Current Location-
Group One) Group Two)
*Current Assignment-
Group One) Group Two)
*Current Quest-
Group One) Group Two)
*Current Wealth-
Group One) Group Two)
*Current Experience Points-
Group One) Group Two)
*Existing Conditions-
Group One)
Group Two)
Current Battle Grid Location(s)-
¼ inch Grid = 5 ft² Grid
A – Animal
B – Bush
C – Character/Class
M – Monster
O – Obstacle
R – Rock
T – Tree
James L. Griffin Jr.
97
*Game Session Log*
*Session Number- *Session Date-
*Group One Members-
1) 3) 5)
2) 4) 6)
*Group Two Members-
1) 3) 5)
2) 4) 6)
*Last Town Visited-
Group One) Group Two)
*Current Location-
Group One) Group Two)
*Current Assignment-
Group One) Group Two)
*Current Quest-
Group One) Group Two)
*Current Wealth-
Group One) Group Two)
*Current Experience Points-
Group One) Group Two)
*Existing Conditions-
Group One)
Group Two)
Current Battle Grid Location(s)-
¼ inch Grid = 5 ft² Grid
A – Animal
B – Bush
C – Character/Class
M – Monster
O – Obstacle
R – Rock
T – Tree
James L. Griffin Jr.
98
*Gamemaster Notes*
James L. Griffin Jr.
99
*Gamemaster Notes*
James L. Griffin Jr.
100
*Gamemaster Notes*
James L. Griffin Jr.
101
*Gamemaster Notes*
James L. Griffin Jr.
102
*Gamemaster Notes*
James L. Griffin Jr.
103
*Character Sheet*
Player-
Character-
Race-
Gender-
Age-
Class-
Level-
Hit Points
Mana Reserve Points-
Experience Points- Attributes Score Mod. Abilities Score Mod. Encumbrance L M H P/P
Brawn Wealth
Reflexes
Intelligence
Reasoning Equipment Wt.
Presence
Psyche
Weapon Dmg. Rng. Wt.
Weapon Dmg. Rng. Wt.
Weapon Dmg. Rng. Wt.
Weapon Dmg. Rng. Wt.
Armor Def. Wt.
Armor Def. Wt.
Armor Def. Wt.
Shield Def. Wt.
Defense Score Temperament Skills Whispers
Combat
Surprised Health
Armor less
Physical = ½ (Brawn + Reflexes)
Mental = ½ (Intelligence Reasoning)
Spiritual = ½ (Presence + Psyche)
Combat Defense = Arm. + Shi. + Ref. + SZ.
Surprised Defense = Arm. + Shi. + SZ.
Armor less Defense = Ref. + SZ.
James L. Griffin Jr.
104
My name is James L. Griffin Jr.. I’m 47 years old and currently living in Elmore, Alabama. As
for hobbies, I enjoy leather-crafting, writing, and roleplay gaming. It is my hope that this game
will be as enjoyable for you to play as it was for me to write.