INTRODUCTION Roleplaying campaign set on an alternate Earth. Magic exists in many forms. Pantheons of Gods walk the land. Pangea, the super-continent, never fully broke apart. In some areas Dinosaurs still exist and have evolved into many new forms. Sub-races of humans and other non-human intelligent races exist. Civilizations that were separated by time & space on our own earth live side by side on Primea. GAME DESIGNERS NOTES Simple, versatile skill based system. Task Resolution: Skill vs Target number. This system is just bare bones at this point. To be useful, players will have to expand on the rules. Historically based cultures provide familiar archetypes from which to start. ****************************************************************************** CHARACTER GENERATION 1. Determine Culture/Race (Roll or Choose). 2. Determine Sex, Name, Appearance, Profession. 3. Each character starts with 2D6 (or 3D6) Experience Points (xps). 4. Assign Experience Points to buy Abilities. 5. Create personal history, motivations, relations. 6. Each character starts with 1D6 Possessions. D100 CULTURE/RACE MAGICAL TRADITIONS// PROFESSIONS 1-2 Egyptian Divination, Death, Priest Death Priest, Slave Trader, Charioteer, Engineer, Tomb robber 3-4 Greek Divination, Alchemy, Healing Hoplite, Musician, Mariner, Oracle, Philosopher, Pagan Priest 5-6 Roman Divination, Alchemy, Music Centurion, Gladiator, Legionnaire, Lawyer, Thief, Magister, Senator, Apothecary 7-8 Babylonian Priest, Force, Mental, Death, Wizard Priest, Agent, Soldier, Diplomat, Concubine, Savant, Thaumaturge, Scribe 9-10 Zulu Spirit, Witchcraft Warrior, Noble Savage, Witch, Bodyguard, Hunter 11-12 Aztec Death, Priest Warrior, War Priest, Runner 13-14 Inca Nature, Priest, Music Solar Priest, Jungle fighter, Guide 15-16 Norse Rune, Spirit, Music, Elemental Rune Master, Barbarian, Bard, Raider, Pathfinder, Giant slayer 17-18 Celtic Nature, Fey, Rune, Music Druid, Bard, Wikka, Tundra scout, Painted warrior 19-20 Mohawk Spirit, Nature, Healing, Witchcraft Warrior, Scout, Wiseman, Plains hunter 21-22 Hindu Creation, Spirit, Healing, Illusion, Music Merchant, Alchemist, Warrior, Holy man, Outcast, Monk 23-24 Chinese Martial Arts, Spirit, Elemental, Fey Martial artist, Mystic, Animist, Warrior Monk, Courtesan 25-26 Japanese Martial Arts, Spirit, Elemental, Illusion Samurai, Ninja, Geisha, Wizard 27-28 Arabic Creation, Elemental, Force, Illusion Assassin, Sorcerer, Beggar, Snake charmer, Fanatic 29-30 Mongolian Martial Arts, Spirit Horseman, Mountaineer, Nomad, Pit Fighter, Torturer, Brigand 31-32 Pygmy Nature, Fey Hunter, Witch doctor, Scavenger, Herbalist 33-34 Neanderthal Spirit, Healing, Nature Shaman, Healer, Defender, Empath, Grower 35-36 Atlantean Artificer, Elemental, Healing, Wizard, Force Wizard, Rogue, Fighter, Dream Merchant, Sage, Ranger, Con artist, Pickpocket 37-38 Lemurian Death, Elemental, Mental Diabolist, Conjurer, Mentalist, Chaos Warrior, Cultist 39-40 Anglo-Saxon Priest, Healing, Alchemy, Witchcraft Arthurian Knight, Yeoman, Paladin, Buccaneer, Falconer, Templar, Crusader, Pikeman 41-42 Renaissance Divination, Alchemy, Artificer Artisan, Scientist, Scholar, Musketeer, Duelist, Sailor, Doctor, Lancer 43-44 Gothic Death, Artificer, Creation, Mental, Illusion Macabre, Necromancer, Illusionist, Gypsy, Warlock, Grave digger, Jester 45-46 Amazon Healing, Divination Warrior, Healer, Archer, Temple Maiden 47-48 Polynesian Spirit, Death, Witchcraft Shaman, Diver, Warrior, Cannibal, Aquaculturist, Demon worshipper 49-50 Spaniard Priest, Mental Rogue, Cleric, Jesuit Monk, Explorer, Inquisitor, Swordsman, Conquistador 51-52 Mayan Priest, Divination, Force, Mental Astrologer, Warrior, Healer, Tracker, Mentalist 53-54 Caribbean Spirit, Witchcraft Corsair, Voodoo priest, Swashbuckler, Smuggler 55-56 Russian Fey, Priest, Artificer, Elemental, Music Thief, Enchanter, Artificer, Bard, Thug, Miner, Cossack, Writer, Circus Performer 57-58 Persian Wizard, Creation, Illusion, Alchemy, Artificer Wizard, Magician, Alchemist, Soldier, Collector, Prince 59-60 Finnish Music, Runes, Illusions, Divination Minstrel, Seer, Warrior, Ice witch, Forester, Reindeer Herder, Whaler 61-62 Hyborean Witchcraft, Elemental, Spirit, Mental, Natural Barbarian, Beast Master, Elementalist, Bounty Hunter 63-64 Phoenician Elemental, Force Pirate, Sea Trader, Weather Mage, Mercenary, Fisherman 65-66 Ethiopians Spirit, Nature, Witchcraft, Music Warrior, Trader, Shaman, Herder, Farmer 67-68 Semite Priest, Creation, Divination, Runes, Artificer Rabbi, Cabalist, Slinger, Moneylender, Rebel, Wanderer, Tailor, Goldsmith 69-70 Germanic Fey, Rune, Witchcraft, Music Teutonic Knight, Executioner, Hermit, Brewer, Witch, Piper, Jester 71-72 Frankish Illusions, Music Chevalier, Artist, Highwayman, Revolutionary, Romantic, Intellectual, Prostitute 73-74 Beduin Spirit, Music, Divination Knife fighter, Dervish, Bandit, Dancing girl, Guide 75-76 Simmian Nature, Spirit Shaman, Guerilla fighter, Berserker 77-78 Reptilian Nature, Artificer, Elemental, Force, Priest, Alchemist Leader, Priest, Warrior, Breeder, Laborer, Perydactyl Rider, Raptor Rider 79-80 Troglodytes Water, Artificer, Witchcraft Man-catcher, Scout, Gatherer, Slayer, Priest 81-82 Feline Martial Arts, Healing, Force Seeker, Avenger, Elder, Caretaker, Stalker, Guardian 83-84 Byzantine Mental, Illusion, Divination, Alchemist, Death Temptress, Beaurocrat, Conscript, Spy, Informant, Sex Slave, Sorcerer, Cutpurse 85-86 Scottish Priest, Healing, Music, Runes Highlander, Clansman, Bagpiper, Blacksmith, Shepard 87-00 Pick/Reroll ****************************************************************************** WORLD MAP The world is similar to ours. All the many civilizations are connected by trade. The Atlantic ocean is smaller. In the middle of the Atlantic is the small continent of Atlantis. Civilizations are located roughly where they used to exist on our world. Atlantis is a magical, rich melting pot. Hyborea is roughly Northeast Europe. The Mohawks represent one of hundreds of different tribes in North America. The Neanderthal's inhabit Canada. Neanderthal's are stronger than humans but are more pacifistic. Neanderthal culture & technology is on par with the Mohawks. Phoenician Colonies are scattered throughout the Mediterranean & Atlantic. Theirs is a seafaring culture. The Roman 'Empire' is small but expanding. The Greeks are composed of many warring City States. The Persians have a decadent, lazy empire. The Arabic lands are divided among many Caliphs. The Beduins live in the hot deserts claimed, but not inhabited by others. The Egyptian Empire is strong but stagnant. The Byzantines and Babylonians play politics with their larger neighbors. The Russians have a large but poorly run empire. The Feudal Anglosaxon baronies war amongst themselves and against their neighbors, the Scotts, Germans and Franks. The Semites have no homeland. They live among the cities of other peoples. The Aztecs war against the Inca to the North & the Mayans to the South. The Zulus are divided into many warring tribes. The Ethiopians represent a great variety of small African tribes. The Gothics inhabit Eastern Europe. The Central European Renaissance City states are currently experimenting with a new type of magic called science. The Spaniards are successful traders & colonizers. The many tribes of the Norse & the Finns are in Scandinavia. The Mongols regularly terrorize the Chinese & the Russians. Japan is split into the fiefs of many warring Shoguns. China is divided into many smaller realms. Lemuria occupies West Africa. It is ruled by Evil Sorcerers who envy Atlantis. The Hindus are divided into many small but peaceful kingdoms. The Polynesians are preyed upon by the amphibious Troglodytes. The Caribbean is a center of trade between the Americas & Atlantis. The Various types of Reptilians occupy Australia which has moved very close to India & Africa. The Simmians can be found in the Jungles of Africa hunting the Pygmies. The Felines are native to South America but they travel extensively. A PLETHORA OF PANTHEONS Some groups are monotheistic, others are polytheistic, others spirit worshiping. All religous spellcasters are able to draw "magical" power from their focus of worship. Each Pantheon exists on its own alternate dimension. The gods & spirits can only travel to this Earth in areas where there are many worshippers of that Pantheon. Since this Earth has access to so many pantheons, it has been declared a neutral zone. The gods avoid conflict with each other on this world. The people of Atlantis have a pantheon similar to the Greeks and Romans. The Hyborians have a pantheon similar to that of the Norse. The Christans include the Anglosaxons, Franks, Germans, Gothics, Rennaisance, Scotts, Byzantines and Spaniards. The Gothics are steeped in necromancy, and undead powers. The Moslems include the Arabs and Beduins. The Lemurians and Troglodytes worship ancient, evil, alien gods. ****************************************************************************** ABILITIES Abilities are also referred to as skills, traits, stats, attributes, characteristics, knowledges, and bonuses. One experience point buys the first level in an ability. Two experience points buys the second level in an ability. Three xps buys the 3rd level, and so on. Click here for all of the Skills, Abilities & Spell lists ACTION RESOLUTION TABLE Rolls on this table are known as action rolls. D10 RESULT 1-5 Failure 6+ Success ACTION RESOLUTION TASK DIFFICULTY MODIFIER TABLE DIFFICULTY ADD Cant Miss +5 Routine +4 Very easy +3 Easy +2 Less Difficult +1 Difficult -1 More Difficult -2 Very Difficult -3 Extremely Difficult -4 Impossible -5 ACTION RESOLUTION SPECIAL CASE MODIFIER TABLE MODIFIER ADD Per level of Ability +1 No Ability Penalty Varies Wounded -1/Wound MANEUVER ACTIONS Use the action table to save vs mishaps. Encumbered -1 or more to action roll Avoiding traps usually tests reflexes and balance. STEALTH ACTIONS Use the action table to save vs being detected. Light increases difficulty. Metal Armor -4 to action roll. DETECTION Use the action table to detect opponents, illusions, etc. Usually tests perception. Blindness, invisibility -4 to action roll. RESISTING POISONS Use the action table to save vs poisons. Potent poisons increase the difficulty. Poison resistance ability +1/Level to action roll. RESISTING MAGIC Use the action table to save vs spells & unwelcome magical effects. Each spell level increases the difficulty by -1. Magic resistance ability +1/Level to action roll. CLIMBING Check every 10 feet to save vs falling. Ropes & climbing gear +1 to +4 to action roll. Use Climbing or Balance skill. ****************************************************************************** COMBAT Combat is divided into rounds. During a round each combatant gets to take one action. Actions include: Attacking, aiming, moving, blocking, parrying, etc. DETERMINE TURN ORDER Each participant gets a turn. Each side rolls 1D10. The Referee adds appropriate levels of the following abilities: Stealth, Tactics, Leadership, Reflexes The side with the higher total goes first. ATTACK TABLE D10 RESULT 1-5 Miss 6+ Hit NOTES: A roll on this table is known as the attack roll. A natural roll of 10 is always a hit. A natural roll of 1 always misses. ATTACK TABLE ATTACK MODIFIERS MODIFIER ATTACK Medium Range -2 Long Range -4 Attacker Unarmed +1/Level of Brawling Skill Attackers Weapon Skill +1/Level (if using weapon) Attackers Martial Arts Skill +1/Two Levels Attack to Knock Prone -1 Attack to Immobilize -2 & +1/ Level of Wrestling ability Attack to Knock unconscious -2 (Blunt weapon) Attack to Disarm -2 Attacker Mounted -1 Defender Mounted -1 Attack with two weapons -1 with primary weapon; -3 with secondary weapon Attacker Prone -2 Defender Prone +1 Defender Immobilized +3 Attacker Encumbered -1 or -2 Attacker Wounded -1/Wound Defender was hit last turn +1 Attacking with Surprise +4 NOTES: ATTACK values are added to the attack roll. ATTACK TABLE DEFENSE MODIFIERS MODIFIER DEFENSE Defenders Reflex Ability +1/Level Defenders Martial Arts skill +1/two Levels Defender using Target Shield +1 Defender using Round Shield +2 Defender using Wall Shield +3 Defender invisible +4 NOTES: DEFENSE values are subtracted from the attack roll. DEFEND If the action roll indicates a hit the victim may attempt to defend. The defender must be aware of the incoming attack (Perception roll). The defense attempt counts as the defenders action for the round. The defense may be a dodge, parry, or block. To defend use the action table. Defending is a very difficult action. All defenses: +1/Two Levels of Martial Arts ability. Dodging: +1/Level of Reflexes ability. Parrying: +1/Level of Weapon skill. Ranged attacks are parried at -3. Shield Block: + shield size. Unarmed Block: +1/Level of Brawling or Wrestling ability. Versus Ranged attack -3. RANGES WEAPON MAX RANGE NOTES Crossbow 360 One round to reload Long Bow 300 Musket 240 One round to reload Short Bow 200 Javelin 160 Pistol 120 One round to reload Sling 100 Spear 80 Blowgun 60 Hand axe 40 Dagger 40 Throwing Stars 40 Notes: Maximum range is measured in feet. Short range is within 25%. Medium range is within 50%. Everything over 50% of maximum range is long range. DAMAGE RESULT TABLE D10 SEVERITY DAMAGE NOTES 1 Deflected 0 2 Deflected 0 Knocked Prone 3-4 Minor Wound 1 5 Minor Wound 1 Knocked Prone 6 Moderate Wound 2 7 Moderate Wound 2 Knocked Prone 8 Major Wound 3 9 Major Wound 3 Knocked Prone 10+ Mortal Wound 4 50% Dead/50% Amputation NOTES: Rolls on this table are known as damage rolls. Each damage point reduces level of the Stamina Ability by one. If the combatant has negative Stamina left then that number serves as a wound penalty to all actions until healed. Damage and wounds heal at a natural rate of 1 per day. Attacks to immobilize, disarm or knock unconscious do no damage. They are successful on damage rolls of 5+. Once immobilized a wrestler automatically 'hits' every turn doing damage. A hold can be broken using the action resolution table modified by the strength of both combatants. Getting up from a prone position counts as one's action for the round. ATTACKERS DAMAGE RESULT TABLE MODIFIERS MODIFIER DAMAGE Attacker Unarmed -2 Light Weapon +0(Dagger) Average Weapon(1H) +1(Sword) Using 1H with 2 hands +2 Heavy Weapon (2H) +3(Battle axe) Attackers Strength +1/Level Attacker Wounded -1/Wound Defender Wounded +1/Wound NOTES: DAMAGE values are added to the Damage Roll. DAMAGE RESULT TABLE MODIFIERS MODIFIER ARMOR Leather Armor +1 Chain Armor +2 Plate Armor +3 NOTES: ARMOR values are subtracted from the Damage Roll. MAJOR WOUND SECONDARY EFFECT TABLE D10 RESULT NOTES 1-3 Leg Hurt Cannot run; limited movement 4-6 Arm Hurt Cannot use arm 7-9 Incapacitated Cannot move or fight but awake 10 Unconscious 1D10 hours ****************************************************************************** MAGIC A new character can only start with spells associated with his culture. Each 'type' of magic has a list of available spells. Each level of a spell costs one experience point. For example to learn a 4th level spell costs 4 xp. For each spell at a certain level learned in a type of magic, the character must know at least one spell of the next lower level. To learn a 2nd level spell, a character must know a 1st level spell. To learn a 4th level spell, a character must know one 3rd level spell, one 2nd level spell, and one 1st level spell. A spell can be cast once per day. Each level of the Raw Manna ability lets the character cast an extra two levels of spells per day. Spell store spells imbed a known spell into a physical object. Click here for all of the Skills, Abilities & Spell lists ****************************************************************************** SAMPLE CHARACTERS Big Bad Balder Norse Warrior Abilities(9): Strength(2), Stamina, Melee Weapons, Sailing, Leadership, Personality, Oration Possessions: Battle Axe, Bag of Gold, Sailboat, Shield, Keg of Wine Madogodius Atlantean Wizard Abilities(10): Literacy, Greek, Latin, Raw manna(2) 1st Level Fire spell: Flaming weapon 2nd Level Fire spell: Fire Ball 1st Level Artificer spell: Contraption Possessions: Ring(Raw Manna +1), Staff, 3 Magical Contraptions: Magic Detection Goggles, Sextant(Navigation +1), Abacus (Mathematics +1) Zeta Amazonian Warrior Abilities(9): Strength, Tactics, Melee Weapons, Archery, Running, Swimming, Seduction, Reflexes(2) Possessions: Long Bow, 15 Arrows, Spear, dagger Corazon Renaissance Thief Abilities(10): Stealth(2), Sword fighting, Thrown Knife, Climbing, Lockpicking, Running, Luck, Bargaining Possessions: Brace of 4 Knives, Rapier, Lockpicking tools, vial of poison Grift Celtic Ranger Abilities (10): Tracking, Survival(Forest), Animal Husbandry, Sword Fighting, Melee Weapons, Archery, Riding, Climbing, Swimming, Perception Possessions: Long Bow, 20 Arrows, Long Sword, Leather armor, Horse Sir Darius British Knight Abilities (8): Nobility, Strength, Riding, Sword Fighting, Melee Weapons, Etiquitte, Diplomacy, Stamina Possessions: Warhorse, Plate Armor, Great Sword, Lance, Page Quixonjosoto Chinese Martial Artist Abilities (10): Martial Arts(2), Reflexes(2), Brawling(2), Balance Posessions: None Zazun Chinese Soothsayer Abilities (8): Herbalism, Literacy, Mathematics, Martial Arts(2) 1st Level Divination Spell: Fortune Telling 1st Level Divination Spell: Detection Possessions: Tarot Deck, Abacus, Telescope, Starcharts L.K. Gothic Game Designer Abilities(6): Literacy, Appraisal, Medicine, Riding (horseless buggy), Oration, Artisan (Illustrator) ****************************************************************************** SAMPLE MONSTERS Some abilities of 'monsters' are not in terms of abilities. Because of this monsters are not created using xps, rather the referee must use his best judgement when designing monsters and when choosing to confront characters with them. Centaur Speed of Horse = 4X human speed; Carry Heavy Burdens = 8X human Horse Kick = Attack: Damage +2 modifier; Carry Riders = 1 or 2 riders Thick Hide = Armor +1; Stamina = 3, Archery = 2, Reflexes = 1, Strength = 2, Melee Weapons level = 1 Notes: Weakness for wine. Intelligent but unsophisticated. Has Bow and club. Zombie Slow = Attack and Defense -1 in melee Stamina = 2, Strength = 1, Brawling = 1, Stealth = 2 Regenerate = Heal 1 wound per round Immune to = Disease, poison, Mental magic, Illusion magic, Pain, sleep, charm, suggestion Notes: Undead. No penalty for being unarmed. Skeleton Melee level = 1, Reflexes = 1 Resistant to impaling weapons: These are at -2 on Damage roll. Immune to = Like zombie Notes: Undead. No penalty for being unarmed. Has axe and shield. Djinn Flying = 8X human speed Stamina = 5, Reflexes = 4, Perception = 3, Strength = 4, Brawling = 4 Fiery Aura = Defense +2, Damage +1, Attack +1 Can cast any spell, up to 20 levels of spells per day. Notes: Very arrogant. Can be targeted as a demon, spirit, or elemental. Nymph Seduction = 5 Spells = Fey Travel X3, Vanish X2, Charm X3, Hold, Sleep, Entangle Notes: Fey. Solitary men will be seduced, drowned, and eaten. Ogre Movement = 2X human speed, Strength = 6, Stamina = 7, Melee Weapons = 2 Notes: Carries a 2H Maul (Damage +1) Fire Drake Flying = 8X human speed Claws = 1 Attack: Damage +2; Bite = 1 Attack: Damage +3 Tail sweep = 1 Attack: Damage -1, Attack +1 Fire breath = 1 Attack: Damage +1, Attack +2, Range = 60 Armored scales = Armor +4 Stamina = 6, Reflexes = 3, Perception = 2 Notes: Weakness for gold. Young Dragon. Intelligent. Can breath fire every third round. Tail sweep attacks to the rear. BESTIARY Giants- Very rare. Some are elemental titans. Some are magical creations. Some are isolated, evil subhumans. Dragons- Extremely rare. Great diversity of forms. Undead- Cursed souls & bodies. Often the work of death magic. Demons- Entities summoned from evil dimensions. Fey- Common. Wicked or winsome sprites, fairies, & trolls. Mythic Monsters- The work of Gods or mighty magic. Automatons- The servants of Artificers. Dinosaurs- In hidden valleys. Some have dragon-like forms. Carnivorous Plants- Beware the shrubbery. Simmians- Primitive intelligent apes. Felines- Noble, intelligent race of Cat-men. Reptilians- Sophisticated, Intelligent, bipedial dinosaurs. Troglodytes- Ancient, evil, intelligent Amphibian-men. ****************************************************************************** SAMPLE ADVENTURES Completion of an adventure will earn the characters gold, fame, magic items & experience points. 1. Infiltrate a Babylonian Ziggurat temple to steal its treasures. 2. Defeat an Arabic wizard. 3. Rescue a Greek prince from a Lemurian dungeon. 4. Party finds a Phonecian treasure map to a secret island. 5. Find a way to stop a Roman invasion. 6. Party is challenged by an Aztec God. 7. Retrieve an Islander's ancient relic to remove a terrible curse. 8. Steal a Caribbean pirate's treasure. 9. Assassinate the guildmaster of a Gothic city. 10. Explore a jungle inhabited by Zulus & Pygmys. 11. Retrieve devices stolen from a Russian artificer. 12. Collect rare ingredients for a Chinese alchemist. 13. Escort a frail Hindu astrologer to a far away observatory. ****************************************************************************** SAMPLE MAGIC ITEMS ITEM NOTES Sword Damage +1 Bow Archery +1 Gauntlets Strength +1 Staff Raw Manna +3 Cape Blur spell. Use 4X a Day Potion Heal 1D6 hits. One use. Bracers Defense +1 Spectacles Perception +1. Fragile. Helmet Leadership +2. Silver. Shield Round Shield; Reflect spells on a roll of 1-4 on D10 Boots Running +3 Pendant Reflexes +1 Charm Luck +1 Key Unlock spell. Use once a Day Wand Energy Bolt spell. 2D6 Charges. Dagger Poison Salve Cure diseases & poison. 1D6 uses. Scroll One random spell. One use. Mace Damage +3 vs Undead. Sword Attack +1 Paint Disguise Spell. One use. Orb Light spell. Continuous on command. Sand Sleep spell. One use. Wand Illusions spell. 2D6 Charges. Carpet Flying. Continuous on command. Carries up to 2 riders Crystal Ball Scrying Pool spell. Three times per day Arrow Damage +4. One use. Headband Martial arts +1. Slippers Dance +5. Book Herb Lore +3. Girdle Wrestling +2. Gloves Brawling +2. Mask Detect Spirit & Talk to Spirits X3 day each. Bear Hide Armor +2, Strength +1, Stamina +2 Feather Cape Flying. Use 3X day. COMMONALITIES The common universal currency is the Gold Piece. The common trade language is Atlantean.

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