Rule Book Astrenor EN V2
Rule Book Astrenor EN V2
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.
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.
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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
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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.
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.
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)
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:
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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.
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).
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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:
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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.
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
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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.
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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.
Discovery Phase
failure. Jules stumbles while trying to catch up to his
target and loses 1 hit point.
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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.
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
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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).
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.
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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.
15
Summary of a combat round
no
MOVEMENT
Move up to 5m
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
SPECIAL no
Special attack roll Failed special attack
MOVE
yes
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.
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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.
17
Appendix
Astrenor Role Playing Game
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.
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.
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.
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Basic disadvantages
Poor (-1): You start the game with 1D10 + 25 GP (instead of 1D20 + 50). Cannot be taken with the
«Bourgeois» advantage.
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.
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.
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.
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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
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Warrior Priest
Fury Prayer
Path : Warrior Required rank : 2 Path : Priest Required rank : 2
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.
24
Mage
*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
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.
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
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.
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Paladin Bard
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
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
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
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
31
Misc
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
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
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
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
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
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
Special moves : Elemental Spell (Fire, Lightning Advantages : Robust+, Magical creature
or Ice), Absorption Special moves : Projection, Stunning blow
35
Bestiary : people
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
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
37
Bestiary : summons and animals
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
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
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
38