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Rule Book Astrenor EN V2

Astrenor Rule book

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100% found this document useful (2 votes)
400 views38 pages

Rule Book Astrenor EN V2

Astrenor Rule book

Uploaded by

rohneturner
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Rule book

1
Rules of the game
Astrenor Role Playing Game
Author: Kerann Chan-chadrin

Astrenor is a fantasy role-playing game developed by Broject Games, the publisher behind the Character
Sheet Online website. In this game, players embody young adventurers seeking glory, destined to experience
adventures as whimsical as they are intriguing. They will journey to meet the diverse civilizations of this world
in order to uncover the truth and make decisions that will forever impact their own story and that of Astrenor.

The game offers both simple rules that prioritize storytelling and a tactical combat system, appealing to both
beginner role-players and fans of board games.

Astrenor character sheets have been designed and optimized for use on the charactersheetonline.
com website (also known as CSO). However, using this platform is not mandatory to play a game of
Astrenor.

What is a role play?


A role-playing game, or RPG for short, is a board game in which participants design a narrative fiction
together through the interpretation of characters, within self-imposed game constraints.

To play a role-playing game you will need a game leader called the Game Master (GM) and a group of players
(1 to 4 recommended).

The Game Master is the person who ensures that a role-playing game runs smoothly. They describe the
situations to the players, play the role of the other characters and makes decisions about the course of action,
in accordance with the rules imposed by the role-playing game.

The players each play a character who evolves in the universe depicted by the Game Master. They each have a
character sheet containing information about their character’s personality, history, abilities and possessions.
Players are free to make their own choices and take their own actions, as long as these are possible for their
character, and they must work together to solve quests and face challenges.

2
The universe of Astrenor
The story of our adventurers unfolds in a medieval world imbued with magic, named Astrenor. Science and
technology are beginning to emerge and blend with magic, gradually revolutionizing the daily lives of its
inhabitants. Originally, Astrenor was inhabited by four distinct major species: Humans, Elves, Dwarves, and
Orcs. Today, these different peoples live in a precarious harmony within more or less cosmopolitan societies,
where mixing is prevalent. These new nations, with constantly redefined borders, are scattered across three
vast continents: Rautha, Asgure, and Tolan.

Rautha is a continent with diverse landscapes, The Republic of Rautha is the continent’s hub,
rich fauna and flora, and vast arable lands. Long governed by President Panorius, a good and
engaged in war, the nations of Rautha are now scholarly man who has garnered the sympathy
unified thanks to the Alliance of the Three of the inhabitants through his economic policies
Kingdoms, formed to confront the threat from that have fostered technological and scientific
Asgure. development in parts of the continent.

This continent consists of the Republic of Rautha, Asgure is mostly a desertic and rocky territory
the Human kingdom of Irdian, the Elven kingdom where crops struggle to grow. The inhabitants
of Epheria, the Dwarven kingdom of Drukh, mainly rely on fishing and the exploitation of coal
and the Duchy of Velugian, a territory militarily and iron mines. Due to the limited resources of the
occupied by the allied forces. continent, Asgure’s troops have been attempting
for years to gain a foothold on the continent of

3
Rautha, but with little success. Since the last defeat The mere mention of his name is enough to terrify
against the allied forces of Rautha, the majority of the greatest monarchs of this world.
Asgure’s inhabitants live in great poverty while a
tiny portion benefits from the scarce resources of In terms of geopolitics, Rautha and Asgure
the continent. maintain highly conflictual relations, as their
ideologies and ways of life are diametrically
This continent comprises the Empire of Korimdor, opposed. Their territories and inhabitants bear
the Theocracy of Elrig, designated as the holy the scars of centuries of conflict, whether visible
land of the fire cult, Quaz, an extremely poor area on the battlefields of Dezolation or invisible in the
plagued by anarchy, and Dezolation, a former lingering resentment that animates these peoples.
battlefield now serving as the training grounds for
Asgure’s warriors. Across the ocean, Tolan, basking in its sacred aura,
appears to thrive in the shadows, according to
The Empire of Korimdor is the greatest power rumors circulating from tavern to tavern.
in Asgure, led by the lord and emperor Kerozen,
a bloodthirsty elf respected by his followers and Although tensions between Rautha and Asgure
feared by his enemies. This leader is also the may seem to have eased on the surface, the threat
winner of the last Kings’ Tournament: an event of a new war looms over Astrenor.
that occurs every ten years where all contenders
for the throne of Asgure compete.

Tolan is a holy land protected by a magical force


field strictly forbidden to approach. This island is
said to be ruled by a certain Xeenox, rumored to
be the descendant of an ancient draconic deity.

Continue your discovery of the world of Astrenor by consulting the interactive map available on the
site www.astrenor.com

The characters
In Astrenor, players take on the roles
of young adventurers who have just
completed their training, hailing
from all corners of the continent of
Rautha. Their adventures will lead
them to travel together across the
world and meet the various peoples
of Astrenor. During their journey,
they will be involved in various
conflicts, facing ethical and moral
dilemmas that could significantly
impact the universe of Astrenor.

4
Requirements Each player will need a character sheet to fill out
following the character creation process described
below.
Before starting your campaign, the Game Master
The character sheets for Astrenor, as well as all
as well as the players must familiarize themselves
game documents, are available for free on the
with all the rules and information contained in
website www.astrenor.com.
this document, in order to play your games under
the best conditions.
Create your character from A to Z by downloading
the blank character sheet or use a pre-generated
We recommend using our website character sheet directly.
charactersheetonline.com to create your
campaign and character sheets. To do this, the
Game Master must sign up on our website,
log in to their account, and create their first
campaign by selecting the role-playing game
«Astrenor» among those offered. Once in the
campaign, the Game Master is free to create
sheets for their players or let them edit their
own sheets by sharing the link to them.

When launching your first campaign, a


tutorial should start. We advise you to follow
it carefully.

Material
To play Astrenor, you will need several dice,
including at least:
• - A 4-sided die (D4)
• - A 6-sided die (D6)
• - An 8-sided die (D8)
• - A 10-sided die (D10)
• - A 12-sided die (D12)
• - A 20-sided die (D20)

If you use the charactersheetonline.com


website, you can simulate dice rolls using
the button located at the bottom right of your
screen when you are in a campaign or on a
character sheet.

5
Character creation Experiences and
levels
As in all role-playing games, before starting a
game of Astrenor, the player must have a character
sheet. It will have been duly completed with Every new adventurer starts at level 1. This level
the help of the Game Master, according to the can then evolve through their adventures thanks
character they wish to embody. These characters to experience points (EXP) distributed at the end
are more commonly referred to as «PCs» for of each scenario.
«Player Characters,» as opposed to «NPCs» or
«Non-Player Characters,» which are played by the The thresholds to advance from one level to
Game Master. another are as follows:

Required Level Required Level


To add a character to your CSO Experiences Experiences
campaign, simply click on «New Character»
0 1 5500 11
to add a blank character sheet or «Pre-made
Character» to add a pre-filled character sheet. 100 2 6600 12
300 3 7800 13
600 4 9100 14
The character sheets of Astrenor consist of several
detailed elements outlined below. Familiarize 1000 5 10500 15
yourself with all of these elements in order to 1500 6 12000 16
create your character. 2100 7 13600 17
2800 8 15300 18
3600 9 17100 19
4500 10 19000 20

Experience points are retained during level changes.

To edit your level or experience points on


a CSO character sheet, simply click directly
on the level of a character located at the top
left of their sheet.

When a character levels up, they gain various


bonuses described in the «End of Game» section
of the rulebook.

6
Health and energy Attributes
Health points (HP) and energy points (EP) Attributes represent a character’s ability in a
determine a character’s vigor. certain area. These can range from -5 to 10, with 0
being the average human norm.

Health and energy points are represented


by 2 bars, one in red for health and one in The attributes are visible on the first tab
blue for energy. They are visible on the first tab of the character sheets, just below the health
of the character sheets on the CSO website. and energy bars.

Each new character played by a player initially has Each new level 1 character can choose to vary
15 health points (HP) and 10 energy points (EP). their attributes from -3 to +3, as long as the sum of
Health points are subject to a bonus or penalty all attributes does not exceed 0.
equivalent to the character’s Constitution.
To help you make your choice, here is a description
Example: A PC with -2 Constitution will have 13 of each attribute:
(15-2) HP at level 1.
Strength (STR): Very useful for physical actions.
Health points (HP) correspond to a character’s It may be required to succeed in breaking down a
physical fitness. They are typically spent during door, lifting a rock, or winning an arm-wrestling
combat when a character takes damage. They can match. In combat, it is used for wielding swords,
be recovered through healing or rest. If they drop axes, hammers, and halberds, as well as for some
to 0, the character falls unconscious and cannot melee skills.
take any actions until healed. Once in a coma,
health points can reach negative values. If they Dexterity (DEX): Allows for quick movement,
reach the equivalent of their maximum value in stealthy actions, and precise gestures. It may be
negative, the character dies permanently (-15 for a required to succeed in tailing someone, jumping
level 1 character with 0 Constitution). over an obstacle, or picking a lock. In combat, it
is useful for wielding daggers and bows, dodging
Type of rest Health attacks, and for stealthy or acrobatic skills.
High-quality rest: Night at the inn +7 HP
Intelligence (INT): Essential for the use of magic
Average-quality rest: Night in a tent +5 HP and understanding one’s environment. It may be
Short or poor-quality rest: Nap at the +2 HP required to succeed in reading a map, deciphering
inn or night on a bench an ancient language, or administering first aid.
In combat, it is useful for wielding wands and
Energy points (EP) represent a character’s scepters, as well as for skills involving magic.
ability to perform extraordinary actions. They
are typically consumed during combat when a Constitution (CON): Defines a character’s
character uses one of their special moves. They can robustness and resistance to injuries, illnesses,
be replenished through potions or a good meal. and fatigue. It may be required to determine
Unlike health, energy cannot reach a negative if a character can wear heavy armor or hold
value. their liquor. When a character gains a point of
Constitution, they also gain 1 maximum health
point (and by extension -1 minimum health
point).

7
Perception (PER): Essential for perceiving things
and anticipating dangers. It may be required to Morale
succeed in hearing a conversation from afar or
finding a hidden object. Morale points (MP) correspond to the character’s
mental health. They can range from 0 to 10. A
Charisma (CHA): Represents a character’s character with 0 MP will descend into madness,
presence and aura. It may be required to succeed while a character with 10 will be perfectly fulfilled
in persuading or seducing someone. and in full possession of their faculties.
During the game, a attribute roll may be requested
by the Game Master. This roll determines whether The morale points are visible on the first
a «complex» action is successful or not. A complex tab of the character sheets, just below the
action is one that requires a special effort for attributes.
the character or a degree of luck. For this type
of action, the Game Master announces which
attribute is most relevant for the task at hand, and Each new level 1 character starts with 5 morale
then its difficulty. The difficulty determines the points.
expected outcome of the attribute roll.
Loss of morale points occurs when a character
Difficulty Minimum expected performs an action that goes against the moral
Easy 5 principles of adventurers or when they experience
Medium (Default) 10 a traumatic event. For example, stealing from
a homeless person costs you 1 morale point,
Hard 15
while murdering an innocent costs 2. The loss
Very Hard 20 of morale points is at the discretion of the Game
Master and may vary depending on the characters’
To resolve an attribute roll, the player in question personalities. At the end of a campaign or
rolls a d20, then adds the score of the relevant scenario, morale points can be earned based on
attribute to the result obtained. If this total is equal achieved objectives.
to or greater than the expected result based on
the difficulty, the roll is a success. Otherwise, it’s a Depending on your character’s morale points, you
failure. must apply the following effects:

However, there are two nuances. If the result of MP Effect


the d20 is 1, it’s a critical failure: the character
10 +1 to all of the character’s attributes
fails their action. Conversely, if the result of the
d20 is 20, then it’s a critical success: the character 9 +1 to one of the character’s attributes,
succeeds in their action regardless of the difficulty player’s choice
or their attribute score. Between No effect
8 and 3
Example: Kevin wants to break down a door. 2 -1 to one of the character’s attributes,
The Game Master asks him for a Strength roll GM’s choice
with a medium difficulty. Kevin has a Strength 1 -1 to all of the character’s attributes
score of 2. He rolls a d20 and gets a 9. He adds his
0 The character descends into madness
Strength score, giving him a total of 11. Since 11 is
and can no longer be played
higher than 10 (the expected result for a medium
difficulty), he succeeds in his action and breaks
down the door.
To apply a temporary penalty or bonus to
a attribute, simply click on the «+0» located
to the right of each attribute score.

8
Advantages and Appearance
disadvantages
A character’s appearance is defined by their race,
age, height, weight, and specific features.
Advantages and disadvantages are character traits
that directly impact their attributes, abilities, and/
or possessions. Information regarding appearance is
found on the second tab of the character
sheets.
They are listed below the specifics on the
second tab.
In Astrenor, there are numerous races scattered
across the three continents. While certain
Players can choose up to 3 advantages and 3 regions of Rautha and Asgure may be dominated
disadvantages from the list available in the by specific races, it is not uncommon to see
Appendix. Each advantage and disadvantage has individuals of different origins coexisting. The
a score ranging from -3 to +3 depending on its mixing of these different peoples has led to
impact on the game. The total score of a level 1 significant intermingling of the population, so
character’s advantages and disadvantages must be much so that some nations have become entirely
equal to (or less than) 0. cosmopolitan. Today, the inhabitants of Astrenor
identify themselves very little by their race and
The Game Master may exceptionally award new prefer to mark their allegiance to the kingdom or
advantages or disadvantages during the game if continent they are loyal to.
justified or deserved.
Players have the choice between the following
Example: A character receives an arrow in the eye as races:
a result of an enemy’s critical hit. The Game Master Human, Dwarf, Half-dwarf, Elf, Half-elf, Orc,
decides to apply the «one-eyed» disadvantage to this Half-orc, or Reptilian.
character. The latter are a rare species of humanoid with
skin partially or completely covered in scales and
reddish-orange eyes. Some may have two small
horns or a crest on the top of their skull. No one
knows how or when the Reptilians appeared in
Astrenor.

Races do not offer innate advantages or


disadvantages; they only serve to provide
additional information about the character’s
appearance and background.

Players can choose to provide physical or mental


specifics to their character to give them more
substance and personality. However, these specifics
should not offer advantages or disadvantages to
the character.

Examples: heterochromatic eyes, a braided beard, a


belief in a religion...

9
Paths The Druid’s Path

Paths define the combat style of an adventurer. The druid is a master of transformation and
They have a mastery rank ranging from 0 to harmony with nature. Highly versatile, they
6. Paths allow unlocking special moves and can shapeshift into various animals to adapt to
mastering certain types of weapons. different combat situations. The druid prefers to
fight in communion with nature through their
transformations and rarely uses weapons.
The paths are visible on the third tab of
the character sheets in Astrenor. The Rogue’s Path

The rogue is quick and agile. They can swiftly


In Astrenor, adventurers can specialize in five sneak behind their targets to deliver lethal blows.
paths as they embark on their adventures: Warrior, However, their low resilience does not allow
Priest, Mage, Druid, and Rogue. It is possible to them to remain in melee combat; they prefer to
invest in multiple paths simultaneously, and each reposition themselves away from danger, ready to
of these paths can combine to obtain unique skills take advantage of a new opportunity. The rogue
and proficiencies. Level 1 characters start with one typically uses daggers in close combat and a bow
path at rank 2 or two paths at rank 1. and arrows from a distance.

The Warrior’s Path

The warrior is an expert in close-quarters combat


and the handling of swords as well as axes. They
excel with both light and heavy weapons, such as
longswords or halberds. The warrior’s skills grant Special moves
them greater resilience and damage bonuses,
allowing them to unleash their full potential in
melee combat. Special moves are specific skills, primarily used in
combat, that require an energy cost from the user.
The Priest’s Path Additionally, they have a cooldown period that
blocks their usage for a certain number of turns.
The priest is a healer; in combat, they support
their allies by bestowing various healing abilities A character’s special moves are visible on
through their prayers and blessings. They prefer the third tab, below the paths.
to stay in the background, invoking their divine
powers to support their companions on the front
lines. Alone, it is difficult for them to overcome Special moves are obtained based on the number
their enemies. of points invested in one or more paths, as
described in the Appendix. At level 1, each
The Mage’s Path character must have at least one special move.

The mage possesses knowledge that allows them


The complete list of special moves is
to manipulate elements and individuals’ energy to
accessible from the «Add spell» button.
cast powerful spells. They typically wield wands
or scepters and prefer to stay in the rear during
conflicts. The mage’s spells enable them to inflict
heavy damage and absorb the energy of their
enemies.

10
Inventory Game Preparation
The inventory lists a character’s possessions. This Before starting a game, the Game Master must
includes their weapons, armor, accessories, money, first prepare a scenario for their players. For a
and so on. guided first experience, the Astrenor role-playing
game offers an introductory scenario titled «The
Adventurer’s Academy,» as well as a campaign
It is available on the fourth and final tab consisting of four scenarios, allowing the Game
of the character sheets. Master and players to better understand the
universe.

In Astrenor, goods and services can be exchanged


for gold pieces (GP), silver pieces (SP), or copper The scenarios of the Astrenor role-playing
pieces (CP). game are available in digital version on the
workshop of our CSO website. They integrate
1 GP = 10 SP = 100 CP directly into your campaigns, allowing you to
have your character sheets and scenarios on
Each new character starts with a d20 + 50 gold the same interface.
pieces to add to their inventory.
All our digital scenarios are composed of
Example: Arthur rolls a d20, getting a result of 12. multiple scenes that can contain different key
His character will therefore have 62 GP in their points. These elements serve as landmarks for
inventory. the Game Master to keep track of the story.
They are displayed at the top of each scene and
Once the sum is added to their character’s purse, can be shared with the players.
players are free to shop and equip themselves
as they see fit. For this, you can consult the We recommend playing the scenarios directly
Equipment table in the Appendix, which contains on our website to take advantage of all the
the price of each item. platform’s features. To view and/or create your
own scenarios, launch your CSO campaign
and open the Game Master screen, located at
The complete list of equipment is the bottom of the page.
accessible from the «Add Equipment»
button.

Each piece of equipment has a fixed purchase price


and a selling price equal to half of the purchase
price rounded down. Broken or destroyed
equipment cannot be sold.

11
Game Start Generally, these phases unfold as follows: the
Game Master presents a situation, a player speaks
up and proposes an action, the Game Master
interprets the action and judges if it requires a
At the beginning of the game, the Game Master
attribute roll, then describes the result of that
outlines the context of the scenario’s story. They
action.
set the scene, explain the situation, and justify the
involvement and motivations of the characters.
Reminder of the attribute roll:
The Game Master chooses the appropriate
If you are using an official CSO scenario attribute for the action and its difficulty (5, 10, 15,
available on our website, you can directly or 20).
read aloud the «Context» section on the first The player rolls a d20 and adds their attribute
page. score to the result.
If the result is equal to or higher than the difficulty,
then the attribute roll is successful.
We recommend adding background sound effects If the result of the d20 is 20, it’s a critical success.
or music to enhance your gaming sessions. If the result of the d20 is 1, it’s a critical failure.

In the case of a critical failure or in certain


Our default «Medieval Fantasy» situations, a character may get injured during an
soundboard contains several ambient interaction and discovery phase. In this case, it’s
sounds. If you are playing online, click on the up to the Game Master to determine the number
«Stream» button and then play a sound to of hit points to deduct from the character.
share it live with all your players.
Here are some examples to help the Game Master
moderate damage.

Cause of Injury Damage


Game Flow Tripping
Minor Burn
-1 HP
-2 HP
Severe Impact -1D4 HP
A game of Astrenor is played in three distinct Dislocated Shoulder -1D6 HP
phases, which are triggered based on the situation / Sprain
the player characters find themselves in.
Falling from a -1*(number of additional
Height of over 3m meters)D4 HP

Example: Jules wants to catch up to an enemy who


is trying to flee. The Game Master asks him for
a Dexterity roll with a difficulty of 15 because the
enemy is already far away. Jules has a Dexterity
Interaction and score of 3, he rolls a d20 and gets a 1: it’s a critical

Discovery Phase
failure. Jules stumbles while trying to catch up to his
target and loses 1 hit point.

In very rare cases, it’s possible that the player’s


The interaction and discovery phases represent a action cannot be based on any of their character’s
significant part of the game. These are free-flowing attributes. In this case, the Game Master may ask
phases during which players can speak and take for a Luck roll, which is always equal to 10. The
actions in the order they wish, and exchanges player must then roll between 10 and 20 on a d20
between players and the Game Master are meant to succeed in their action.
to be fluid.

12
Roleplay Phase Once the order is set, each character can, in
turn, perform a movement and an action among:
Escape, Defense, Attack, or Special Attack, in the
order of their choice.
When a player chooses to interact with a Non-
Player Character (NPC), they enter a roleplay A movement in combat should not exceed about
phase. In other words, they will have to interpret 5 meters and requires a successful Dexterity check
their character. Their gestures and speech will be to disengage from each enemy in close combat
taken into account by the Game Master who, in (within 1 meter). If the enemy is in defense, the
return, will play the NPC. This roleplay phase can difficulty of this check is increased (+5). If the
also be triggered by the Game Master if an NPC check fails, the character cannot move during this
addresses a player. turn. However, they can still perform one of the
following actions:
Example: Instead of saying as a player, «My
character asks where the nearest tavern is,» say
Escape
«Well, good day, excuse me for bothering you... My
friends and I are looking for the nearest tavern,
The character tries to flee the confrontation. To do
could you please tell us the way?»
this, they must succeed in one or more Dexterity
checks for each enemy or obstacle they may
encounter during their escape.

A character cannot flee if they are engaged in


close combat with an enemy. They must use their
movement to disengage first.

Combat Phase Fleeing may allow a temporary disengagement


from combat to reposition later.

A character can attempt to flee with someone


When an encounter becomes inevitable, a
on their back, but the difficulty of the Dexterity
combat phase is initiated. Unlike the interaction
checks required during their escape will be
and discovery phases, adventurers must follow
increased (+5). The combat phase can end if all
a specific order to resolve their actions during
standing adventurers or enemies have managed to
combat.
escape.
Before starting a combat phase, the Game Master
must determine, based on the context, the attack Defense
order of both player and non-player characters.
They can consult with the players to get an idea of The character chooses to adopt a defensive
their approach and, perhaps, let them define the posture. They are much less likely to be hit during
order. If the context doesn’t allow for a specific an attack or to suffer heavy damage. During their
order, then the characters’ Charisma scores will defensive turn, the character can use a quick
determine it, starting with the highest score (in consumable, change weapons, attempt to negotiate
case of a tie, you can roll a die or use a rock-paper- with their opponents, or perform a simple action
scissors game to determine the order). that does not require additional movement.

Example: Marc enters a dark room, followed by If targeted before their next turn, the character can
Mano and Tom hanging back. Unfortunately, two attempt to dodge attacks by making a Dexterity
bandits were hidden in the room and leap out to check for each attack they are targeted with. The
attack. In this context, the order would be: Bandit difficulty of this check can be increased (+5 per
1, Bandit 2, Marc, Tom, and Mano. Tom could act difficulty level) if the character is attacked by
before Mano because he has a higher Charisma surprise. If the Dexterity check results in a critical
score. success (20 on a d20), the character in a defensive
posture can benefit from a retaliatory opportunity

13
attack (see the Attack paragraph). If the attack still 2. Damage Roll:
hits its target, the character in a defensive posture
may benefit from a temporary armor bonus valid If the attack roll is successful and the dodge is
until their next turn, which will be equal to their missed (for a defensive target), the character can
Constitution if it is greater than 0. This armor make the damage roll for their weapon.
bonus does not apply to special attacks.
For unarmed attacks, the damage roll is equal to
A character knocked down, stunned, or the character’s Strength or Dexterity (player’s or
unconscious immediately loses their defensive GM’s choice).
posture.
If the target’s health points fall to 0 or below, they
Attack are declared unconscious. They cannot participate
in combat until they have been healed. If the target
The character uses their weapon or fists to strike. suffers more than 15 points of damage, they must
They must succeed in an attack roll to attempt to make an armor resistance test. The details of this
injure their opponent and apply their damage roll. test are given later (p.15).

1. Attack Roll: Example of an attack:

If the target is not knocked down, stunned, or Mathieu wants to attack the guard blocking the
unconscious, the character must make an attack passage. The guard is in a defensive posture. The
roll. This roll is always based on one of these paths: Game Master asks him for a medium difficulty
Warrior, Priest, Mage, Druid, or Thief. attack roll (10). Mathieu rolls a d20 and gets 9, he
adds his Warrior score of 2 since it’s a sword attack,
As with attribute rolls, the player must roll a d20 giving him a total of 11 (9 + 2), 11 being greater
and add their path score to the result of the die. than or equal to 10 (medium difficulty), the attack
The total must be greater than or equal to the is successful.
difficulty set by the Game Master for the attack to
succeed. However, the guard can attempt to dodge since
they are in a defensive posture. The GM rolls a d20
If the target is attacked by surprise, the attacker and gets 10, adds the guard’s Dexterity score of
will benefit from a reduced difficulty (-5 per -2, resulting in 8 (10 - 2), 8 being less than 10, the
difficulty level) on their attack roll. dodge fails.

The path involved in the attack is indicated on Mathieu can then roll the damage for his sword,
each weapon. The Mage’s path will be used for which is 1d8+STR. He rolls a d8 and gets 4. He
wands and scepters, the Thief ’s path for daggers adds his Strength score of 3, resulting in a total of 7
and bows, and the Warrior’s path for swords, damage points. The target has 2 armor points and
spears, axes... Regarding unarmed attacks, the 2 Constitution points, which are taken into account
attack roll can be based on the Thief ’s or Warrior’s due to their defensive posture.
path. The target loses 3 (7-2-2) health points.

In case of a critical success (20 on a d20), the Special Attack


damage of this attack will be doubled. In case of
a critical failure (1 on a d20), the character must The character attempts to use one of their special
make an armor resistance test for their weapon. moves. To do this, they must have enough energy
The details of this test are given later (p.15). points and succeed in a special attack roll. Like
the attack roll, the relevant path for the special
If the target is in a defensive posture, they can attack roll is indicated on the special move sheet,
make a Dexterity check to attempt to dodge the available in the Appendix. If two paths are listed
attack if successful (see the Defense paragraph). on the special move, the player can choose their
higher path for the special attack roll.

14
If the special attack roll fails, the character forfeits Resistance Test:
their turn and can try again on the next turn.
This test determines whether a weapon or armor is
If successful, the character applies the effects of the broken due to mishandling or significant impact:
special move and deducts the specified number of • Critical failure on an attack roll = Attacker’s
energy points. weapon resistance test
• More than 15 damage points after deducting
All special moves have a recovery time to armor = Target’s armor resistance test
be applied after use. This corresponds to the
minimum number of turns required before they For this test, the player rolls a d6 and compares
can be used again. the result to the rarity of the weapon or armor
in question. The lower the roll and the lower the
rarity of the equipment, the more likely it is to
The management of energy costs and break. Below is the table of possible results for this
cooldown times for special moves is test:
automated on our platform. You simply need
to click on the special move, then on the «Use»
Rarity 1 2 3 4 5 6
button if the special attack roll is successful.
Common D B B B B
To count down turns and track cooldown
Uncommon D B B B
progress, the Game Master has access to a turn
counter accessible from the hourglass icon Rare D B B
located at the top of the page.
Mythical D B
Legendary D
Rule outside of combat: if a special move is
used outside of combat (during an interaction Broken (B): The equipment is no longer usable in its current
and discovery phase, for example), then state. However, it can be patched up with the Tinkerer skill
consider that combat rounds last 15 seconds. or repaired by a craftsman by paying half the price of the
equipment (rounded up).
In this situation, the special attack roll is
always successful; however, the energy cost Destroyed (D): The equipment is no longer usable. It cannot
still needs to be deducted. be patched up or repaired.

Combat phase typically ends when no enemy or


player is able to continue fighting.

Example: being unconscious or dead, fleeing,


surrendering...

15
Summary of a combat round

Perform a Movement and an Action in the order of your choice.

no
MOVEMENT

yes Dexterity roll for Dexterity roll difficulty no


Unable to move
each enemy yes increased (+ 5)
no yes

Move up to 5m

yes Dexterity roll for each no


ESCAPE Failed escape
obstacle or enemy
no yes
Successful escape

Use consumables, Temporary armor bonus =


DEFENSE
Negotiate, Change weapon Constitution if > 0

ATTACK
ACTION OF YOUR CHOICE

no
no Attack roll difficulty no
Attack roll Failed attack
yes reduced (- 5)
yes yes

no
yes Target’s Dexterity roll difficulty yes
Successful dodge
Dexterity roll yes increased (+ 5)
no no

Subtraction of target Applying damage to the


Damage roll armor points target’s HP

SPECIAL no
Special attack roll Failed special attack
MOVE
yes

Removing the number of EP required

Setting the cooldown time

Applying the special move effect

Legend
: If the roll(s) succeed (The result is : If you are in close combat with an
: If you pass near an enemy or obstacle.
equal to or greater than the difficulty). enemy.

: If the target is overturned down, : If the target is attacked by surprise or


: If the target is in a defensive position.
stunned, or unconscious. immobilized.

16
Death of a End of Game
Character
A game ends when a scenario is completed,
whether it is successful or failed, or when all player
As in any role-playing game, characters in characters are dead.
Astrenor can, in certain cases, meet a tragic and
premature end, rendering them unplayable. If the players have succeeded (partially or
entirely) in a scenario, they will receive rewards
The most common causes are: commensurate with the objectives achieved. These
• Death in combat: if the character’s health rewards are detailed at the end of the scenario.
points fall below their maximum negative They generally consist of gains in morale points,
value (-15 for a level 1 player with 0 experience points, and/or gold pieces (but also
Constitution) other loot).
• Death in an accident: if the character performs
an action that proves fatal (Falling from a During an experience gain, a character may
tower, buried in a landslide...) advance to a higher level, allowing them to
• Madness: if the character’s morale points drop improve their statistics and acquire new special
to 0 moves. Follow these steps if your character gains
• Imprisonment: if the character is captured a level:
and/or imprisoned for their crimes
• Add 3 points to distribute between health and
If a character is declared dead, they are no longer energy, as you choose. Use these points to
playable. The player who portrayed them up to increase the maximum value of your health or
that point leaves the current game. They may, if energy points.
they wish and with the Game Master’s agreement,
create a new character or choose from the pre-
When you modify the maximum value
made ones to play in future games.
of your HP, don’t forget to also update the
minimum value (minimum HP = - maximum
HP) on your CSO sheet.

• Increase one of your attributes’ score by 1


point, which cannot exceed 10. If you increase
your Constitution, don’t forget to increase
your maximum health points.

• Increase one path by 1 mastery level, which


cannot exceed 10. If this new level grants
you a special move, add it to your sheet. (See
Appendix)

Player characters can take advantage of the end of


the game to heal, eat, rest, repair their equipment,
and shop if the context allows, in order to prepare
for their next adventure!

17
Appendix
Astrenor Role Playing Game

This appendix contains a list of advantages and disadvantages,


special moves, equipment tables and a bestiary.

18
Advantages and Disadvantages
Below is the list of advantages and disadvantages offered. It is not exhaustive, so the Game Master and players
are free to create new ones according to their needs and inspiration.

Basic advantages

Bourgeois (+1): You start the game with 2D20 + 100 GP (instead of 1D20 + 50).

Cavalier (+1): You can attack with your weapons without dismounting. You can move 10 meters instead of 5
in combat when on horseback.

Don Juan (+1): You gain +2 on Charisma rolls when interacting with someone who might be charmed by
you.

Handyman (+1): You can patch up broken weapons and armor. A patched weapon loses 2 damage points,
and patched armor loses 1 armor point.

Locksmith (+1): You can pick locks with the right tools. Requires a Dexterity roll to open a door or chest and
consumes a lockpicking kit on a failed attempt.

Perceptive (+1): You gain 50 extra experience points at the end of each scenario.

Night Vision (+1): You can see in the dark.

Elemental Mastery (+1): You can control and manipulate elements like fire, water, earth, and air without
a magical weapon for simple actions like amplifying a flame or levitating a stone. Requires proximity to an
elemental source. Can be used for ranged attacks dealing 1D4+INT damage on a target up to 10 meters away
for 1 EP.

Ambidexterity (+2): You can attack with two one-handed melee weapons. If you hit with an attack, you can
make another attack with your off-hand weapon, but the damage is halved (rounded down). The target’s
armor points apply to the second attack.

First Aid (+2): You know basic first aid and can revive an unconscious person to 1 HP. Usable only outside of
combat.

Rapid Healing (+2): You recover twice as many health points when healed or resting.

Animal Speech (+2): You can speak to animals.

Lucky (+3): You can reroll one die once per day.

Unyielding (+3): You do not fall unconscious at 0 HP or less and continue fighting until death. Enemies will
continue to target you.

Steely Mind (+3): You resist traumatic situations better and lose morale points more slowly. You do not go
insane at 0 morale points.

19
Basic disadvantages

Poor (-1): You start the game with 1D10 + 25 GP (instead of 1D20 + 50). Cannot be taken with the
«Bourgeois» advantage.

Naive (-1): You tend to believe everyone. You lose -1 Intelligence.

Persistent Odor (-1): You lose -2 Charisma after combat or physical exertion. You must wash to remove this
effect.

Kleptomania (-1): When you see a valuable item, your instinct is to steal it, even if it may cause trouble. Make
a Constitution roll to resist the temptation.

Lisp (-1): You speak with a speech impediment. You lose -2 on Charisma rolls when speaking.

Clumsy (-1): You lose -2 on Dexterity rolls when performing actions requiring precision and/or stealth.
Cannot be taken with the «Locksmith» advantage.

Sleepwalker (-1): During sleep, you may injure yourself or end up in strange situations. Make a Constitution
roll to check if you sleepwalk.

Phobic (-1): Define a phobia (arachnophobia, claustrophobia, agoraphobia, etc.). When facing your phobia,
you lose -3 on all characteristic rolls while the phobia is present.

Alcoholic (-2): You must consume alcohol at least once a day to avoid withdrawal symptoms. If you go 24
hours without drinking, you will suffer a -1 penalty on all rolls. You can detoxify if you go 7 consecutive days
(played with the penalty) without consuming alcohol.

One-Eyed (-2): You lose -3 on Perception rolls involving sight. If you lose your remaining eye, you become
blind.

Lame (-2): In combat, you can only move 3 meters instead of 5 meters.

Depressive (-2): You lose morale points more easily. Cannot be taken with the «Steely Mind» advantage.

Unlucky (-2): The Game Master can ask you to reroll a successful roll once per day. Cannot be taken with the
«Lucky» advantage.

Asthmatic (-3): After each special attack in combat, make a Constitution roll. If you fail, you must rest the
next turn.

One-Handed (-3): You have lost the use of one hand. You lose -3 Strength and -1 Dexterity. You cannot use
two-handed weapons, bows, or shields. Cannot be taken with the «Ambidextrous» advantage.

Blind (-4): You are unable to see. You must succeed in a Perception test before you can attack or dodge in a
defensive stance. You can no longer make ranged attacks. Cannot be taken with the «Night Vision» advantage.

Reminder: For a level 1 character, the sum of the scores in parentheses of their advantages and
disadvantages must be less than or equal to 0.

20
Advantages to unlock

Advantages listed below are automatically unlocked as soon as their conditions (stated in parentheses)
are met.

Agile in Combat (Minimum 4 Dexterity and 4 Perception): Attack rolls targeting you have a difficulty
increased by 2 (so 12 for an average difficulty).

Agile in Combat + (Minimum 6 Dexterity and 6 Perception): Attack rolls targeting you have a difficulty
increased by 4 (so 14 for an average difficulty).
Replaces the effect of Agile in Combat.

Agile in Combat ++ (Minimum 8 Dexterity and 8 Perception): Attack rolls targeting you have a difficulty
increased by 6 (so 16 for an average difficulty).
Replaces the effect of Agile in Combat and Agile in Combat +.

Robust (Minimum 4 Strength and 4 Constitution): You gain an additional point of natural armor.

Robust + (Minimum 6 Strength and 6 Constitution): You gain 2 additional points of natural armor.
Replaces the effect of Robust.

Robust ++ (Minimum 8 Strength and 8 Constitution): You gain 3 additional points of natural armor.
Replaces the effect of Robust and Robust +.

Aura (Minimum 4 Intelligence and 4 Charisma): You frighten creatures with 0 Intelligence or less. They will
only target you after all your allies are defeated.

Aura + (Minimum 6 Intelligence and 6 Charisma): You frighten creatures with 2 Intelligence or less. They
will only target you after all your allies are defeated.
Replaces the effect of Aura.

Aura ++ (Minimum 8 Intelligence and 8 Charisma): You frighten creatures with 4 Intelligence or less. They
will only target you after all your allies are defeated.
Replaces the effect of Aura and Aura +.

21
Creature advantages

The following advantages are available only for creatures and monsters:

Elusive: The creature cannot be blocked, and it does not need to make a Dexterity check to escape from an
enemy in melee combat while moving.

Fast: The creature can move up to 7 meters per turn instead of 5.

Flight: The creature can move through the air and pass over obstacles. It cannot be targeted by melee weapons,
except in the case of an opportunity attack following a critical success on a dodge roll.

Giant: The creature is imposing and sturdy. In combat, it occupies 4 squares (2x2 meters).

Undead: The creature continues to fight even when its health points reach negative values.

Magical Creature: The creature cannot be knocked unconscious or ambushed.

Immaterial: The creature cannot be affected by physical attacks; only magical attacks from enchanted
weapons or special moves can affect it.

Venomous: The creature injects poison with its first successful attack. Its target loses 1 health point every turn
(or every 15 seconds out of combat). Only a first aid kit or hospital care can stop the effects of the poison.

22
Special moves
Special moves are unlocked based on the mastery level of the Thief, Warrior, Priest, Mage, and Druid paths.
The chart below represents the path levels required for each special move.

Warrior 1 SM beginner
3 6
2 SM qualified
5
3 SM expert
Brawler Paladin
2 4

3 3
3

2 1 2 2
Thief 3 3 Priest
2 1
2
1 1 1 1
0

1 1
2 2
1
3 3
Hunter 1 1 Bard

2 2

3 3
Druid Summoner Mage

Example of a special move


1
The path indicates the path bonus to add to
Special move name special attack rolls. If there are 2, the player
Path1 Required rank2 can choose their highest path for their special
attack roll (this concerns the special moves of
Energy cost the Brawler, Paladin, Bard, Summoner, and
Cooldown Hunter).
Target and range
2
The required rank indicates the minimum
Summary effect level to have on the path(s) to unlock the special
move.
Description

23
Warrior Priest

Fury Prayer
Path : Warrior Required rank : 2 Path : Priest Required rank : 2

3 EP 6 turns Self 3 EP 3 turns 1 target within 5m

Effect : DMG+STR (4 turns) Effect : Heals 2D6+CHA EP

You unleash your fury, granting you a damage You join your hands to perform a prayer that
bonus equal to your Strength for 4 turns. regenerates 2d6 + your Charisma energy points to
one of your allies.
Overturn
Path : Warrior Required rank : 4 Blessing
Path : Priest Required rank : 4
5 EP 3 turns Multi-target 2m around you
4 EP 5 turns Multi-target in a 3x3m up to 10m
Effect : DMG raw = STR and Overturned
Effect : Heals 1D8+CHA HP in Area
You let out a howl generating a shockwave
pushing characters within a 2-meter radius of You make hand signs to bless the area, granting
you back by one meter. They suffer raw damage 1d8 + your Charisma health points to your allies
(damage not affected by the target’s armor) equal within a 3 x 3 meter area up to 10 meters away
to your Strength and enter the overturned state. from you.
Overturned: The character is vulnerable until their turn.
They automatically lose this status at the beginning of Divine Praise
their turn. Attack rolls against an overturned target are Path : Priest Required rank : 6
automatically successful.
6 EP 6 turns 1 target within 3m
Berserker Rage
Path : Warrior Required rank : 6 Effect : Awakens an unconscious ally and grants
them Immortal (1 turn)
6 EP 6 turns Self
You recite a chant to awaken an unconscious
Effect : Immortal and Immune to CC (3 turns) ally within 3 meters of you. The revived ally is
invincible for one turn.
You enter a rage, becoming immortal and
Immortal: The character cannot drop below 1 health point.
immune to controls (overturned, stunned, or
immobilized) for 3 turns.

Immortal: The character cannot drop below 1 health point.

24
Mage

Elemental Spell Absorption


Path : Mage* Required rank : 2 Path : Mage Required rank : 4

3 EP 1 turns 1 Target between 2 to 10m 0 EP 6 turns 1 target within 5m


Effect Fire : DMG Weapon and Burning (3 turns)
Effect : Steals 1D10+INT EP
You launch a powerful fire bolt towards a target
You absorb the energy from a target up to 5
within a distance of 2 to 10 meters from you. The
meters away from you. You gain 1d10 + your
target suffers damage equal to that of your magical
Intelligence energy points, according to those
weapon. If the damage inflicted on the target is 10
remaining to your target.
points or more, it also suffers a burning effect.

Burning: The character suffers 2 raw damage points at the Meteor


beginning of their turn, for a maximum of 3 turns. Just after Path : Mage* Required rank : 6
applying the burning damage, the character must roll a d6
and roll a 5 or 6 to stop the effect the following turn. They
can also try to heal themselves to stop the effect before the
9 EP 5 turns Multi-target in a 5x5m up to 15m
3 turns.
Effect : DMG Weapon*2 in Area (1 turn of
Effect Lightning : DMG Weapon and rebound preparation)
DMG/2
You focus your energy to generate a huge energy
You launch a lightning bolt that strikes a target ball that you hurl like a meteorite, up to a
within a distance of 2 to 10 meters from you. This maximum of 15 meters from you. Targets within
lightning can then bounce to the 2 closest targets a 2-meter radius of the impact point suffer double
within 2 meters of the impact point (including the damage of your weapon (including your
your allies). The first target suffers damage equal allies).
to that of your magical weapon. Targets hit by the
bounce suffer half the damage of your magical This attack requires one turn of preparation, so its
weapon, rounded down. effect is applied on the next turn.
Effect Ice : DMG Weapon and Immobilized (1
turn)

You hurl an ice orb at a target within a distance


of 2 to 10 meters from you, which can be frozen.
The target suffers damage equal to that of your
magical weapon. Then roll a six-sided die. If the
result is 5 or 6, the target is immobilized.

Immobilized: The character cannot move during their


combat turn but can attack or defend. Attack rolls against
an immobilized target have a reduced difficulty (-5).

A rank 2 magician obtains all 3 elemental spells.

*The special attack and damage rolls for Elemental and Meteor spells depend on the magic weapon used:
wand, scepter or magic staff. No other weapon can be used for these spells.
25
Druid Thief

Magical Berries Tactical Retreat


Path : Druid Required rank : 2 Path : Thief Required rank : 2

3 EP 4 turns 2 targets within 3m 2 EP 3 turns 1 target Melee

Effect : 2 Bonuses: +1 to an Attribute Effect : ATK Melee and Additional move of 6m

You grow two berries at your feet, each of which You make a standard melee attack (attack roll
increases one of your attributes of your choice then damage roll) followed by an acrobatics
by 1 point until the end of the combat or after 10 move to disengage and reposition yourself up
minutes out of combat. You can consume these to 6m away. No Dexterity check is required to
berries yourself or choose to give them to allies dodge an obstacle or an enemy during this bonus
within 3 meters of you. movement.

Animal Form Piercing Strike


Path : Druid Required rank : 4 Path : Thief Required rank : 4

4 EP 5 turns Soi-même 5 EP 3 turns 1 target within weapon range

Effect : Transforms a target into a small animal (3 Effect : Raw DMG Weapon and Armor resistance
turns) test

You transform into a totem animal. Choose a form You focus your attack on the weak points of your
between boar, wolf, bear, and eagle, and add your own
attributes (STR, DEX, INT, CON, EPR, CHA) as bonuses target’s armor, dealing raw damage (damage
or penalties. This form replaces yours for the duration of not affected by the target’s armor) equal to that
your transformation. If your health points drop to 0 during of your weapon. If the target suffers 10 or more
your transformation, you lose your animal form and are points of damage, it must then make a special
stunned for one turn. Your animal form automatically armor resistance test* to determine if its armor is
ends after 4 turns, but can be deactivated earlier if you
wish, at the beginning of each of your turns. Once your broken.
transformation is complete, you regain your original
character sheet. *If the result of the resistance test is 1, then the armor is not
destroyed, but merely broken. A legendary armor cannot
Stunned: The character cannot attack and must skip their be broken or destroyed with a piercing blow.
turn during combat. Attacks against a stunned target are
automatically successful. Execution
Path : Thief Required rank : 6
Metamorphosis
Path : Druid Required rank : 6 6 EP 4 turns 1 target within weapon range

5 EP 6 turns 1 target Melee Effect : DGT Arme et Exécution

Effect : Transforms a target into animal (3 turns) You deliver a potentially fatal blow to a target,
inflicting the damage of your weapon. If, as a
You transform a target into an harmless animal. result of this attack, their health points are equal
This target cannot attack or defend as long as it is to or less than 10, the target is executed (their HP
in this form. It returns to its normal form if it is drop to 0).
attacked or after 3 turns.

26
Paladin Bard

Lay on Hands Serenade


Path : Warrior & Priest Required rank : 1 Path : Priest & Mage Required rank : 1

4 EP 3 turns Self or 1 target Melee 3 EP 3 turns 1 target within 3m

Effect : Heals 2D6+CON HP Effect : Bonus allowing to reroll a dice roll (3


turns)
You place your hands on yourself or an ally to
infuse your spiritual energy into a body. The You sing a song for one of your allies within 3
target regains 2d6 + your Constitution health meters of you to boost their luck. They gain a one-
points. This does not work on an unconscious time bonus, valid for 3 turns, allowing them to
target (HP equal to or less than 0). reroll a dice roll.

Light Shield Flying Score


Path : Warrior & Priest Required rank : 3 Path : Priest & Mage Required rank : 3

4 EP 4 turns 1 target within 3m 4 EP 4 turns Multi-target in a 3x3m up to 5m

Effect : PA Bonus = CON (3 turns) Effect : AoE DMG = MP (2 turns) (-3 EP /


relocation)
You channel your energy to generate a magical
shield around yourself or one of your allies within You conjure up a whirlwind of musical notes that
3 meters. This shield grants an armor bonus equal deals damage equal to your morale points in a 3
to your Constitution for 3 turns. x 3 meter area, positioned up to 5 meters from
you. This area remains on the field for 2 turns
Supreme Punishment and can be moved once in place of your action in
Path : Warrior & Priest Required rank : 5 exchange for 3 energy points.

8 EP 5 turns 1 target Melee Enchanting Melody


Path : Priest & Mage Required rank : 5
Effect : DMG 1D20+2CON (Usable after 2 turns
in defense) 5 EP 5 turns 1 target within 5m

You implore your god to lend you their strength Effect : Controls enemy with <INT and <CHA (1
to inflict 1d20 + twice your Constitution health turn)
points on a melee target. This attack is only
available if you have spent your last 2 turns in You sing an enchanting melody allowing you
defense mode. to control an enemy for one turn, provided they
have less intelligence and charisma than you. The
survival instinct of the enchanted target prevents
them from committing suicide.

27
Summoner Hunter

Weapon Summon Thorn Trap


Path : Mage & Druid Required rank : 1 Path : Druid & Thief Required rank : 1

4 EP 3 turns Self or 1 target Melee 3 EP 4 turns 1 target within 10m

Effect : Summoning Random Weapon (One at a Effect : Immobilizes an enemy (2 turns)


time / Until end of combat)
You focus your energy into the earth to grow
You summon a random weapon for yourself or thorns at the feet of one of your enemies located
one of your allies. Roll a 4-sided die to determine up to 10 meters from you, immobilizing them for
the quality of the weapon (1: Common/ 2 turns.
Gray, 2: Uncommon/Green, 3: Rare/Blue, 4:
Immobilized: The character cannot move during their
Mythical/Purple), then choose a weapon of combat turn but can attack or defend. Attack rolls against
the corresponding quality from all available. an immobilized target have a reduced difficulty (-5).
A summoned weapon disappears after 10
minutes or at the end of combat. If it breaks, it is
automatically destroyed.
Mark
Path : Druid & Thief Required rank : 3

Guardian Summon 5 EP 4 turns 1 target within 6m


Path : Mage & Druid Required rank : 3
Effect : DMG*2 on a target (until the end of your
4 EP 8 turns 1m in front of you next turn)

Effect : Summons a guardian (-1EP / turn) You place a mark on a target within 6 meters,
causing them to take double damage until the end
You summon a guardian by your side that you of your next turn. The mark’s effect also applies to
control. Each turn, you must spend 1 energy attacks from your allies.
point to maintain the link with your guardian. If
the link is broken or if your health points or those
of the guardian drop to 0, then it disappears. Your
Spectral Arrows
Path : Druid & Thief Required rank : 5
guardian always plays after you.
7 EP 5 turns Multi-target in a 180° field of
Guardian Awakening view up to 15m
Path : Mage & Druid Required rank : 5
Effect : DMG 1D8+PER for each successful EPR
5 EP 6 turns 1 guardian within 5m roll

Effect : STATS*2 Guardian (3 turns) You spot your enemies to send a barrage of
powerful spectral arrows. Make a perception
You infuse a huge amount of energy into your check for each visible target within a range of 15
guardian to double its characteristics and health meters. Inflict 1d8 + your perception points of
points. This effect ends after 3 turns. damage to each target for which your perception
To calculate the health points of the guardian check is successful.
once the awakening is complete, divide its current
health points by 2, rounding down if necessary.

28
Brawler Creature spells

Projection Regenerative Bite


Path : Thief & Warrior Required rank : 1 Special attack : 1D20

3 EP 2 turns 1 target Melee 4 EP 4 turns Self

Effect : DMG 1D6+STR+DEX and Repulse up to Effect : Steals 1D6+STR HP


3m
The creature sinks its fangs into its target, draining
You deliver a powerful blow with the palm of your its vitality. It inflicts 1D6 + its Strength points of
hand to push your target up to 3 meters behind damage and heals itself by the same amount of
them, inflicting 1d6 + your Strength + your health points.
Dexterity points of health. This technique can
allow you to disengage before a movement. Spectral Ball
This attack does not work on creatures with Special attack : 1D20
«Giant» , «Immateriel» or «Flight» feature.
3 EP 1 turns 1 target between 2 and 10m
Stunning Blow
Path : Thief & Warrior Required rank : 3 Effect: Weapon Damage

4 EP 3 turns 1 target Melee The creature launches a powerful sphere of


spectral energy towards a target within 2 to 10
Effect : DMG 1D8+STR+DEX and Stunned (1 meters of it.
turn)
Necromantic Summoning
You deliver a powerful punch to an enemy, Special attack : 1D20
inflicting 1d8 + your Strength + your Dexterity
points of damage. Your target makes a 6 EP 4 turns 1m in front of you
Constitution check; if it fails, it is stunned.

Stunned: The character cannot attack and must skip their Effect: Summons an undead
turn during combat. Attack rolls against a stunned target
are automatically successful. The creature summons an undead of its choice
(Zombie or Skeleton) to its side.
Lightning Rush
Path : Thief & Warrior Required rank : 5 Charge
Special attack : 1D20
5 EP 4 turns Multi-target Melee
0 EP 3 turns A target at 2 or 3m
Effect : ATK*Nb targets on the way (Additional
movement of 5m between each target) Effect: Charge deals 1D4+CON DMG and Pushes
back by 2m
You run from one target to another, chaining
rapid melee attacks. Make a standard attack on a The creature charges towards a target within 2 or
target (attack roll then damage roll), then make 3 meters, dealing 1D4 + its Constitution points
a Dexterity check to see if your chain continues. of damage. The target is then pushed back by 2
As long as a new target is within 5 meters of meters.
the previous one and your Dexterity check is
successful, your attacks continue.

29
Equipment tables
Weapons

R. Name Path Range Damage Price


One-handed melee weapons1
Basic sword Warrior Melee 1D8+STR 15 GP
Sword Warrior Melee 1D10+STR 45 GP
Quality sword Warrior Melee 1D12+STR 135 GP
Enchanted sword Warrior Melee 1D12+STR+INT 270 GP
Basic axe Warrior Melee 1D6+1+STR 15 GP
Axe Warrior Melee 1D8+1+STR 45 GP
Quality axe Warrior Melee 1D10+1+STR 135 GP
Enchanted axe Warrior Melee 1D10+1+STR+INT 270 GP
Basic warhammer Warrior Melee 1D6+STR 10 GP
Warhammer Warrior Melee 1D8+STR 30 GP
Quality warhammer Warrior Melee 1D10+STR 90 GP
Enchanted warhammer Warrior Melee 1D10+STR+INT 180 GP
Basic flail Warrior Melee 1D8-1+STR 10 GP
Flail Warrior Melee 1D10-1+STR 30 GP
Quality flail Warrior Melee 1D12-1+STR 90 GP
Enchanted flail Warrior Melee 1D12-1+STR+INT 180 GP
Hammer, Mace Warrior Melee 1D4+STR 5 GP
Basic dagger Thief Melee 1D6+DEX 10 GP
Dagger Thief Melee 1D8+DEX 30 GP
Quality dagger Thief Melee 1D10+DEX 90 GP
Enchanted dagger Thief Melee 1D10+DEX+INT 180 GP
Knife Thief Melee 1D4+DEX 5 GP
Sickle Druid Melee 1D4+DEX 5 GP
Two-handed melee weapons2
Basic spear Warrior-2 2m max 1D6+STR+DEX 20 GP
Spear Warrior-2 2m max 1D8+STR+DEX 45 GP
Quality spear Warrior-2 2m max 1D10+STR+DEX 135 GP
Enchanted spear Warrior-2 2m max 1D10+STR+DEX+INT 270 GP
Longsword Warrior-3 Melee 1D8+2FOR 50 GP
Quality longsword Warrior-3 Melee 1D10+2FOR 150 GP
Enchanted longsword Warrior-3 Melee 1D10+2FOR+INT 300 GP
Halberd Warrior-3 2m max 1D8+4+STR 50 GP
Quality halberd Warrior-3 2m max 1D10+6+STR 150 GP
Enchanted halberd Warrior-3 2m max 1D10+6+STR+INT 300 GP
Basic fist weapons Warrior ou Thief Melee 1D4+STR+DEX 15 GP
Fist weapons Warrior ou Thief Melee 1D6+STR+DEX 45 GP
Quality fist weapons Warrior ou Thief Melee 1D8+STR+DEX 135 GP
Enchanted fist weapons Warrior ou Thief Melee 1D8+STR+DEX+INT 270 GP
Staff Warrior ou Druid 2m max 1D4+STR 5 GP

30
R. Name Path Range Damage Price
Ranged weapons3
Basic short bow Thief between 2 - 15m 1D6+DEX 10 GP
Short bow Thief between 2 - 15m 1D8+DEX 30 GP
Quality short bow Thief between 2 - 15m 1D10+DEX 90 GP
Enchanted short bow Thief between 2 - 15m 1D10+DEX+INT 180 GP
Long bow Thief ou Druid -2 between 3 - 60m 1D8+DEX+PER 40 GP
Quality long bow Thief ou Druid -2 between 3 - 60m 1D10+DEX+PER 120 GP
Enchanted long bow Thief ou Druid -2 between 3 - 60m 1D10+DEX+PER+INT 240 GP
Boomerang Druid between 2 - 10m 1D4+DEX 10 GP
Magic weapons4
Basic wand Mage - 1D8+INT 15 GP
Wand Mage - 1D10+INT 45 GP
Quality wand Mage - 1D12+INT 135 GP
Basic scepter Mage ou Priest -2 - 1D6+INT+CHA 30 GP
Scepter Mage ou Priest -2 - 1D8+INT+CHA 90 GP
Quality scepter Mage ou Priest -2 - 1D10+INT+CHA 270 GP
Basic magic staff Mage ou Druid -2 - 1D6+INT+PER 20 GP
Magic staff Mage ou Druid -2 - 1D8+INT+PER 60 GP
Quality magic staff Mage ou Druid -2 - 1D10+INT+PER 180 GP

Armors

R. Name Requirement Malus Armor points Price


Light armors
Padded armor None 1 10 GP
Studded leather armor None 2 40 GP
Heavy armors5
Scale mail armor Constitution > 0 -1 Dexterity 3 60 GP
Half-plate armor Constitution > 1 -2 Dexterity 4 120 GP
Chainmail Constitution > 3 -3 Dexterity 5 180 GP
Full plate armor Constitution > 4 -4 Dexterity 6 360 GP
Shields6
Basic shield Strength > -1 Impossible dodge +2 in defense 20 GP
Shield Strength > 1 Impossible dodge +3 in defense 60 GP
Quality shield Strength > 3 Impossible dodge +4 in defense 180 GP

31
Misc

R. Name Effect Price


Consumables 7
Beer Mug, Glass of Wine ... Regenerates 3 EP (Consumable 2 per hour) Requires a 2 SP
Constitution roll to hold the alcohol. If failed, temporarily
reduce your attributes by -1 and temporarily increase your
morale by +1
Ration, Quick Meal ... Regenerates 6 EP (Consumable once every 4h) 3 SP
Good Meal Regenerates 10 EP (Consumable once every 6h) 5 SP
Bandage Heals 6 HP (Consumable 2 per day) 6 SP
First Aid Kit Heals 10 HP (Consumable 1 per day) 1 GP
Emergency Kit Revives an unconscious ally to 1 HP 4 GP
Enchantment Scroll Allows enchanting a rare (blue) weapon to increase its 10 GP
power. Does not work on magical weapons.

Bonus +INT to the weapon’s damage rolls and rarity level


increased to mythical if successful.

Choose a rare weapon and roll a d6:


- If the result is between 1 and 3, the weapon is destroyed
(it cannot be repaired)
- If the result is between 4 and 6, the enchantment is
successful
Quick consumables
Arrow 1 SP
Piercing Arrow +1 DMG bonus on a bow attack 3 SP
Quality Piercing Arrow +2 DMG bonus on a bow attack 1 GP
Revitalizing Potion Heals 10 HP usable in combat 3 GP
Quality Revitalizing Potion Heals 20 HP usable in combat 9 GP
Energizing Potion Regenerates 10 EP usable in combat 3 GP
Quality Energizing Potion Regenerates 20 EP usable in combat 9 GP
Revitalizing Potion Revives an unconscious ally with 1 HP (requires to be in 15 GP
melee range) usable in combat
Smoke Bomb Allows escape from combat and/or to evade enemies 5 GP
Clothing
Rag -1 Charisma penalty 5 SP
Town Clothes 5 GP
Fancy Clothes +1 Charisma bonus 15 GP
Luxurious Clothes +2 Charisma bonus 45 GP
Warm Clothes Allows resistance to freezing temperatures 10 GP
Accessories
Rope (5m) 5 SP
Rope (10m) 1 GP
Lockpicking Kit Allows you to pick a lock if you have the «Locksmith» 1 GP
advantage
Tent (2 people) Allows recovering +5 HP after a night’s sleep 10 GP
Tent (4 people) Allows recovering +5 HP after a night’s sleep 15 GP

32
R. Name Effect Price
Tinderbox 5 SP
Canteen (1L) 5 SP
Musical instrument
Flute +1 bonus to special attack roll for Bard’s special abilities 5 GP
Harp +2 bonus to special attack roll for Bard’s special abilities 15 GP
Lute +3 bonus to special attack roll for Bard’s special abilities 45 GP
Relic
Ancient Relic +1 HP or EP bonus on Priest or Paladin’s healing 15 GP
Ancestral Relic +2 HP or EP bonus on Priest or Paladin’s healing 45 GP
Antique Relic +3 HP or EP bonus on Priest or Paladin’s healing 125 GP

1
A character can equip a one-handed weapon and a shield simultaneously, or two one-handed weapons
thanks to the «Ambidexterity» advantage.

2
A character cannot equip another weapon or shield while wielding a two-handed weapon. Some of these
weapons are more difficult to handle and may have a penalty on their attack roll, thus increasing the difficulty.

3
Short and long bows require the use of an arrow for each attack, even if it fails. Arrows that have not hit any
target can be retrieved at the end of the combat. The difficulty of the attack roll of a ranged weapon may be
increased depending on the obstacles between the target and the attacker.

4
Wands and scepters can only inflict damage using the special moves from the Mage path. Their range
depends on the spell used.

5
Heavy armors require a minimum of Constitution to be worn. They decrease the wearer’s mobility, thus
reducing their Dexterity.

6
Shields require a minimum of strength to be wielded. They cannot be equipped simultaneously with a
two-handed weapon or a bow. Their armor bonus applies only in defense position; however, they negate the
possibility of dodging an incoming attack.

7
Standard consumables cannot be used in combat unlike quick consumables.

Services

Name Effect Price


Night at the Inn Restores 7 HP after a night’s sleep 1 PO
Weapon and Armor Repair Weapon or armor repaired (without penalty) Prix de
l’objet/2
Hospital Care Revives an unconscious ally to 1 HP 2 PO
Carriage Transport (up to 6 Travel time reduced by 3. Can recover half of maximum 3 PO
people) per day HP during a long journey (+7 hours)
Horse Rental per day Travel time reduced by 5 1 PO

33
Bestiary : creatures

GOBLIN KOBOLD
HP : 5 EP : 5 HP : 9 EP : 9
STR DEX INT CON PER CHA STR DEX INT CON PER CHA
-4 4 -4 -4 4 -4 -3 3 -4 -1 3 -4

Weapon Range ATK DMG Weapon Range ATK DMG


Knife Melee 1D20 1D4+DEX Basic dagger Melee 1D20 1D6+DEX
Slingshot 10m max 1D20 1D4+DEX
Goblins are small, malevolent creatures that live in abandoned
caves or gloomy slums. Individually weak, they gather in large
Kobolds are very cowardly reptilian creatures that have a habit
numbers to torment other creatures.
of infesting sewers and swamps. They make up for their physical
ineptitude with their great talent for setting traps.
Advantages : Agile in Combat, Night Vision
Advantages : Night Vision
Special move : Tactical Retreat

HARPY GNOLL
HP : 12 EP : 8 HP : 15 1 EP : 10
STR DEX INT CON PER CHA STR DEX INT CON PER CHA
1 3 -2 -3 4 -3 2 2 -3 0 3 -5

Weapon Range ATK DMG Weapon Range ATK DMG


Talons Melee 1D20+2 1D4+DEX+STR Common Weapon of choice

A harpy combines the body, legs and wings of a vulture with


the torso, arms and head of a human. Its sweet melody has led
Armor Require Malus AP
countless adventurers to their doom. Padded armor None - 1

Advantages : Elusive, Flight Gnolls are savage humanoids with hyena heads, attacking without
warning and slaughtering their victims to then devour them.

TROLL OGRE
HP : 25 1 EP : 20 HP : 30 2 EP : 20
STR DEX INT CON PER CHA STR DEX INT CON PER CHA
5 1 -4 5 2 -5 7 -2 -5 7 0 -5

Weapon Range ATK DMG Weapon Range ATK DMG


Claws Melee 1D20+2 1D4+DEX+STR Giant club 2m max multi-target* 1D20 1D8+STR
*all targets within a 2m radius of him
Dreaded green-skinned giants, trolls eat everything they can catch
and devour. Only acid and fire can stop the regenerative properties Ogres look like giants and are known for their irritable nature.
of a troll’s flesh. When its rage is titillated, an ogre will lash out in a fit of frustrated
anger until it has no more objects or creatures to crush.
Advantages : Robust, Elusive, Giant
Advantages : Robust+, Elusive, Giant
Special move : Regenerative Bite
Special moves : Fury, Overturn, Charge

34
Bestiary : souls

SPECTRUM NECROMANCER
HP : 8 EP : 8 HP : 15 EP : 15
STR DEX INT CON PER CHA STR DEX INT CON PER CHA
-5 0 0 -5 0 0 -3 0 3 0 0 2

Sort Range ATK DMG Weapon Range ATK DMG


Power - 1D20+2 1D8 Raw* Necrotic sceptre - 1D20+2 1D8+INT
*The raw damage does not take armor into account
Necromancers are specialized magicians who study the interaction
Specters are the spirits of creatures whose souls were unable to of life, death and the afterlife. They enjoy digging up corpses to
reach their destination at the time of death, often due to black create undead slaves.
magic.
Special moves : Spectral Ball, Necromantic
Advantages : Elusive, Immaterial, Magical
Summoning
Creature
Special moves : Absorption, Spectral Ball

ZOMBIE SKELETON
HP : 7 EP : 10 HP : 10 EP : 10
STR DEX INT CON PER CHA STR DEX INT CON PER CHA
2 -2 -5 0 -2 -5 1 1 -5 -2 -2 -5

Weapon Range ATK DMG Weapon Range ATK DMG


Jaw Melee 1D20 1D4+STR Raw* Common Weapon of choice
*The raw damage does not take armor into account
A skeleton is the result of necromantic magic cast to reanimate
A zombie is the result of necromantic magic cast in order to bones, usually humanoid. Sometimes a skeleton will also rise on
reanimate a corpse, usually humanoid. Sometimes a zombie will its own if it is in a place strongly imbued with an aura of death or
also rise on its own if it is in a place strongly imbued with an aura necromantic energy.
of death or necromantic energy.
Advantages : Undead, Magical Creature
Advantages : Undead
Special move : Regenerative Bite

ELEMENTARY (FIRE, LIGHTNING OR ICE) STONE GOLEM


HP : 25 EP : 20 HP : 30 2 EP : 20
STR DEX INT CON PER CHA STR DEX INT CON PER CHA
0 0 0 0 0 0 6 0 -6 6 0 0

Weapon Range ATK DMG Weapon Range ATK DMG


Power - 1D20+2 1D20 Fist Melee multi-target* 1D20 1D8+STR
*all targets within a 1m radius of him
Elemental spirits that have taken on an almost humanoid physical
form. Composed entirely of the element from which they draw Stone golems are artificial magical creatures carved out of stone in
their energy, these spirits can cause terrible damage around them. the shape of large, impressive statues. Animated by magic, golems
are very resistant creatures, they are generally used to protect
Advantages : Elusive, Magical Creature places from an intrusion.

Special moves : Elemental Spell (Fire, Lightning Advantages : Robust+, Magical creature
or Ice), Absorption Special moves : Projection, Stunning blow

35
Bestiary : people

WARRIOR (LVL 1) Warrior : 2 PRIEST (LVL 1) Priest : 2


HP : 17 2-4 EP : 10 HP : 15 EP : 10
STR DEX INT CON PER CHA STR DEX INT CON PER CHA
3 0 -2 2 -1 -2 -1 -2 1 0 0 2

Weapon Range ATK DMG Weapon Range ATK DMG


Basic axe Melee 1D20+2 1D6+1+STR Basic sword Melee 1D20 1D8+STR

Armor Require Malus AP Advantage : First Aid


Padded armor None - 1
Special move : Prayer
Special move : Fury

MAGE (LVL 1) Mage : 2 DRUID (LVL 1) Druid : 2


HP : 12 EP : 10 HP : 15 EP : 10
STR DEX INT CON PER CHA STR DEX INT CON PER CHA
-3 0 3 -3 1 2 1 1 0 0 1 -3

Weapon Range ATK DMG Weapon Range ATK DMG


Wand - 1D20+2 1D10+INT Long bow 3 - 60m 1D20 1D8+DEX+PER

Advantage : Elemental Mastery Special move : Magical Berries


Special moves :
Elemental Spell Fire, Lightning and Ice

THIEF (LVL 1) Thief : 2 PALADIN (LVL 1) Warrior & Priest : 1


HP : 14 1 EP : 10 HP : 17 EP : 10
STR DEX INT CON PER CHA STR DEX INT CON PER CHA
-2 3 -1 -2 2 0 2 -2 0 2 -3 1

Weapon Range ATK DMG Weapon Range ATK DMG


Basic dagger Melee 1D20+2 1D6+DEX Basic sword Melee 1D20+1 1D8+STR
Basic dagger Melee 1D20+2 1D6+DEX
Armor Require Malus AP
Armor Require Malus AP Padded armor None - 1
Padded armor - - 1 Basic shield Strength > -1 Dodge +2

Advantage : Ambidexterity Special move : Lay on Hands


Special move : Tactical Retreat

36
Bestiary : people

BARD (LVL 1) Priest & Mage : 1 SUMMONER (LVL 1) Mage & Druid : 1
HP : 15 EP : 10 HP : 14 EP : 10
STR DEX INT CON PER CHA STR DEX INT CON PER CHA
-2 0 0 0 0 2 1 1 1 -1 -1 -1

Weapon Range ATK DMG Armor Require Malus AP


Basic dagger Melee 1D20 1D6+DEX Padded armor - - 1

Advantage : Lucky Special move : Weapon Summon


Special move : Serenade

HUNTER (LVL 1) Druid & Thief : 1 BRAWLER (LVL 1) Thief & Warrior : 1
HP : 15 EP : 10 HP : 15 EP : 10
STR DEX INT CON PER CHA STR DEX INT CON PER CHA
0 2 -2 -2 2 0 2 2 -2 0 1 -3

Weapon Range ATK DMG Weapon Range ATK DMG


Basic shortbow 2 - 15m 1D20+1 1D6+DEX Basic fist weapons Melee 1D20+1 1D4+STR+DEX

Special move : Thorn Trap Armor Require Malus AP


Padded armor None - 1

Special move : Projection

BANDIT Thief & Warrior : 1 CITADEL GUARD Warrior : 4


HP : 15 EP : 10 HP : 20 3-5 EP : 13
STR DEX INT CON PER CHA STR DEX INT CON PER CHA
-3/3 -3/3 -3/3 -3/3 -3/3 -3/3 3 0(-1) -2 2 -2 1

Weapon Range ATK DMG Weapon Range ATK DMG


Common Weapon of choice
Sword Melee 1D20+4 1D10+STR
Bandits roam in gangs and are sometimes led by thugs, veterans or
mages. Not all bandits are bad. Oppression, drought, epidemics or Armor Require Malus AP
famine can often lead honest people to a life of banditry.
Scale mail armor Constitution > 0 -1 Dexterity 3
Special move : Projection Basic shield Strength > -1 Dodge +2

Special move : Fury, Overturn

37
Bestiary : summons and animals

GUARDIAN AWAKENED GUARDIAN


HP : 10+LVL* 0-2 EP : 0 HP : 20+2LVL* 0-2 EP : 0
STR DEX INT CON PER CHA STR DEX INT CON PER CHA
3 0 0 2 0 0 6 0 0 4 0 0

Weapon Range ATK DMG Weapon Range ATK DMG


Fist Melee 1D20+2 1D4+STR Fist Melee 1D20+2 1D4+STR

Armor Require Malus AP Armor Require Malus AP


Basic shield Strength > -1 Dodge +2 Basic shield Strength > -1 Dodge +2

Guardians are magical creatures fashioned from the energy of a Guardians are magical creatures fashioned from the energy of a
powerful sorcerer, materialized in the tangible world to serve their powerful sorcerer, materialized in the tangible world to serve their
creator. creator.

Advantage : Magical Creature *Summoner level Advantage : Magical Creature * Summoner level

WOLF BEAR
HP : 7 EP : 0 HP : 12 1 EP : 0
STR DEX INT CON PER CHA STR DEX INT CON PER CHA
2 2 -3 -1 3 1 4 -1 -3 4 0 0

Weapon Range ATK DMG Weapon Range ATK DMG


Jaw Melee 1D20+2 1D4+STR+DEX Raw* Claw Melee 1D20 1D4+STR

*The raw damage does not take armor into account


Advantage : Robust

EAGLE WILD BOAR

HP : 5 EP : 0 HP : 9 EP : 0
STR DEX INT CON PER CHA STR DEX INT CON PER CHA
-3 4 -3 -1 4 1 3 1 -3 4 0 -1

Weapon Range ATK DMG Weapon Range ATK DMG


Talons Melee 1D20 1D4+DEX Tusks Melee 1D20+2 1D4+CON

Advantages : Agile in Combat, Fast, Flight Special move : Charge

GIANT SPIDER GIANT SNAKE

HP : 6 EP : 0 HP : 8 EP : 0
STR DEX INT CON PER CHA STR DEX INT CON PER CHA
0 3 -2 0 0 -2 3 1 -2 0 -2 -1

Weapon Range ATK DMG Weapon Range ATK DMG


Mandibles Melee 1D20+2 1D4+DEX Fangs Melee 1D20 1D4+STR

Advantages : Venomous Advantages : Venomous

38

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