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THESOCIETYOFADVENTURERS
The world you call Zakara is an ancient world, once ruled by
shining empires that ruled continents and traveled by magic
to worlds beyond the one you stand upon. That time has
passed. The gods, being often as petty as people, fought amongthemselves, about what, few remember or agree upon. The war of
the gods raged across the skies of Zakara for years before any upon
Zakara knew of it. Then the peoples of Zakara were drawn into
the conict as well. Empires fell, large areas of once fertile lands
were rendered uninhabitable by the use of fell magics.
Beasts were raised to the intelligence of humans to add to the
armies, monstrosities were created by both sides and unleashed
upon the world to wreak havoc and ruin.
Finally the gods shattered the moon, the very home of the most
favored of the gods, and in doing so, destroying several gods as
well. Huge waves rose up from the sea, the ground shook and
unpredictable, deadly weather systems scoured the very world
itself.
The gods had gone too far. Oberon, the father of the gods, who
had allowed his children to come to blows among themselves, hid
his face in shame, plunging the world into darkness as he grieved.
For several generations, the face of Oberon was seldom seen,
and then only through the haze of his tears. At last, he revealed
himself again, and the world began to rebuild. But this time
without the guidance of the gods they had called upon before.
Petty gods remain, lesser beings who had survived or not
participated in the ghting, and in some areas, they have
worshippers and a small degree of power, but they are as varied
and many as the beasts of the elds, and are unorganized.
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Some of the beings that were granted intelligence bred true and
survived. Much like with humans, some of the beast men are good
and true, others simply wish to be left alone, and then some are
evil and take great pleasure in pain and suffering.
New kingdoms, city-states and empires have arisen from the
broken world. Demons, monstrosities and strange magics exist in
the world, and few people stray far from their homes or from theestablished trade routes, whether they travel by caravan or skyship.
The exceptions are those who nd the vast wastes and ruins to be
a good place to hide their actions from civilized folk. Others
are those who wish to carve our their own empire, these and those
who seek to nd the answers to questions unanswered or to nd
the treasures and lore of lost civilizations are known collectively as
Adventurers. An organization exists for these strange people.
You will be playing people who feel the itch of Adventure, and
for whom joining the Society of Adventurers is a dream yet to be
fullled.
Welcome to Zakara, may your adventures be many, fruitful and
may your lives be valiant and your deaths be bravely faced.
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Adventurer CreationWe will be using the Cortex Rules from Margaret Weis
Productions, with the following settings in place. The main
house rules at this time are simply which skills and traits will be
available, how my magic system works and the races specic to
Zakara.
However, this document is to be used to create your Adventurer,
you can nd descriptions of standard skills and traits in the Cortex
rule book, and GM rulings will take precedence over the letter of
the rule during play. If you want to have your Adventurer attempt
something, go for it, the GM will tell you what modiers to use.
The Races and Cultures of Zakara.The following Races are available to play:
Human- just like you and me.
Canid- bipedal, humanoid canines. Social (pack-oriented) species.
Ursano- bipedal, bear-like humanoids. A bit larger than humans.
Drazari- green skinned humanoids with prominent antennae
on their heads. Martial culture, antennae grant them greater
perceptive abilities. Indigenous to forest and jungle regions.
Halfmengoblins - natives of the colder regions of the world,
halfmen (they have no racial name for themselves other than us)
are rumored to be the creation of demons. Known to be somewhat
magically adept and resistant to the effects of cold.
CulturesThe following cultures are in the regions the game will initially cover.
The Adventurers may be from any of these regions and will need to have
a reason to be approaching the City-State of Tarzeen, the northern-most
of the City Stats of Zakar.
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City States of Zakar Region- A group of independent City-States,mostly large, somewhat decadent (picture Lankhmar or something
similar), with outlying rural areas that provide food in return for
protection. The City States almost all have Skyship docks as well as
dealing in a great deal of sea-faring and caravan trades. Transport within
the City-States are often in steam or wind carriages or conveyance,
occasionally with magically powered conveyances as well.
Native Language: Zakari
Caliphate of Markach- The mostly desert region of Markach is hometo the Caliphate, an Arabian nights style government with a handful
of large-ish towns and one big city, which is Markach itself, home of
the Caliph. The open lands are under the titular control of the Caliphs
troops, but are home to the Adysa tribes. The nomadic Adysa are for the
most part ercely independent and consider themselves to be exempt
from the rules and laws of the soft city dwellers.
Native Language: Adysi or Markachi
Empire of Fron- Bordering the Straits of Gamor, the Empire of Fronis ruled by the Drazari Emperor Keval Idrani, Keval II. The Empire
itself has citizens of all races. Those who serve four years in the Imperial
military are granted a plot of land and citizenship status. Non-Drazari
living within the Empire who are not Citizens or in the military are either
slaves or non-entities. Fron has been at war off and on for over three
generations with the Contested Kingdoms.
Native Language:Drazi
Contested Kingdoms - across the Straits of Gamor from the Empireof Fron, the Contested Kingdoms have a loose confederation thatoccasionally works together to oppose the predations of the Empire of
Fron. These kingdoms all have mixed racial types among their citizenry,
but the following are predominately human, the Kingdom of Gamorria
almost xenophobically so; Gamorria, Aldarao, Tarant. Humans may also
be found in the following kingdoms: Fandar, Calva, Hauff.
Native Language: Taranti or Gamori
Razalla Plains- The Razalla Plains are home to a number of nomadicand semi-nomadic tribes of Humans. Most of these tribes employ horses
or other beasts as transportation, but there are a couple of tribes, mostsignicantly, the Homgu tribe, that tend to prefer and maintain a eet
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of wind-powered conveyances designed especially for maneuvering the
plains.
Native Language: Various, most common is Razi or Taranti for
the humans
CANIDCULTURES
In addition to being common in most human - dominated cities and
towns, Canid are primarily found in nomadic tribal units on the RazallaPlains, and there are a number of Canid eets that sail the coastal waters
from the City States to the Inner Sea.
Native Language: Canis
URSANOCULTURES
Non-Adventuring Ursano found in the City States region are typically
employed as guards, bouncers or entertainers, but are typically treated as
an oddity or an amusement. As with other races in the Empire of Fron,
Ursano who have served their military time are considered Citizens, as
well as those who have migrated from their northern homes and havemade their home in the Contested Kingdoms. The kingdom of Vazalok
is one of the Contested Kingdoms and is ruled by the Ursano. Other
Ursano can be found in the lands between the Contested Kingdoms and
the Goblin Reaches. These Ursano live in clan-dominated towns of
varying sizes.
Native Language: Ursan
DRAZARICULTURES
Most civilized Drazari hail from the Empire of Fron, as described
under Human Cultures. The can also be found in clan units in the jungleregions known as Khi-Darza, and along the fringes of the Darken Forest.
Native Language: Drazi
HALFMENCULTURES
Halfmen Outcasts can be found in most places of the world, except
among the Khi-Darza and Darken Forest clans of the Drazari, those clans
consider the Halfmen to be demon-spawn who should be killed on sight.
Because of this attitude by the Drazari, Halfmen tend to not be frequently
found in the Empire of Fron, either.
Native Language: Gobla
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Playing a Non-Human CharacterCanid, Drazari, Ursano and Halfmen have a Trait Cost to be
played, with certain common traits by race. This will be detailed
after the Available Skills, Assets and Complications lists.
Build your Adventurer with these settings:
Attributes: 42 PointsSkills: 62 Points
Traits: 0 Points [Maximum 24 points of Complications allowed]
ATTRIBUTEDIECOSTS
d4 4
d6 6
d8 8
d10 10
d12 12d12+d2 14
d12+d4 16
AttributesAgility .......................... (AGI)
Strength ........................ (STR)
Vitality...........................(VIT)
Alertness ......................(ALE)
Intelligence .................... (INT)Willpower ..................... (WIL)
Derived AttributesInitiative .......................(INIT) Agility + Alertness
Endurance................... (END) Vitality + Willpower
Resistance .................... (RES) Vitality + Vitality
Life Points ................... (LIFE) Vitality + Willpower
Magic Points .................(MP) (Vitality + Willpower)
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SKILLCOSTS (During Character Generation Only)
GENERALSKILLSGENERALSKILLS
COSTSPECIALIZATION
SPECIALIZATION
COST
d2 2 ---- ----
d4 4 ---- ----
d6 6 ---- ----
---- ---- d8 2---- ---- d10 4
---- ---- d12 6
---- ---- d12+d2 8
---- ---- d12+d4 10
The following skills (with example specialties)are availableif you think of a specialty or skill that isnt covered by this list, discuss it
with the GM, this is by no means a comprehensive list.
AnimalsAnimal Care, Animal Training, Riding, Veterinary Medicine, Teamster
ArtistryAppraisal, Cooking, Composition, Forgery, Painting, Poetry, Sculpture
AthleticsClimbing, Contortion, Dodge, Juggling, Jumping, Gymnastics, Riding,
Running, Swimming, Weight Lifting
CovertCamouage, Disguise, Forgery, Pickpocketing, Stealth, Streetwise,
Lockpicking
CraftArchitecture, Brewing, Bowyer, Carpentry, Cooking, Leatherworking,
Metalworking, Pottery, Sewing
DisciplineConcentration, Interrogation, Intimidation, Leadership, Morale,
Resistance
726
1 hex = 5 leagues
Hex 1005 City State of arzeenHex 0905 (and surrounding areas) - Te Great Salt MarshHex 0804 own of Andrashi
Hex 0606 City State of DalabarHex 0704 Webwood and town of BlackmarshHex 0105 Al BakaranTe Mountain Range is locally referred to as the Wall of Fire(several volcanoes within the range)
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GunsPistol, Rie, Crossbow, Scattergun, Heat Ray, Electro Gun
Heavy WeaponsMangonel, Trebuchet, Ballista, Bombard, Battering Ram, Cannon
Infuence
Administration, Barter, Bureaucracy, Conversation, Interrogation,Intimidation, Leadership, Persuasion, Politics, Seduction
KnowledgeAppraisal, Culture, Folklore, History, Law, Philosophy, Religion,
Politics, Arcana
Magery (Skilled Only)Bolt, Cantrips, Rituals, Mage-Sense, Counter-magic, Individual Spells
Mechanic (skilled only)Construction, Jury-Rigging, Locksmith, Traps, Carpentry
Melee WeaponsChains, Clubs, Knives, Pole arms, Repair, Shields, Swords, Whips
PerceptionDeduction, Empathy, Gambling, Hearing, Intuition, Investigation,
Read Lips, Search, Sight, Smell/Taste, Tactics, Tracking
Performance
Dancing, Singing, Musical Instrument (by type), Bluff
Physick (skilled only)First Aid, Herbalism, Apothecary, Surgery, Poisons, Veterinary Medicine
Ranged WeaponsBlowgun, Bolo, Bow, Crossbow, Darts, Javelin, Slings, Thrown Weapon
SurvivalCamouage, Find Shelter, First Aid, Foraging, Specifc Environment,
Tracking, Trapping, Woodcraft
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Unarmed CombatPunch, Brawling, Grappling, Kick, Sweep/Throw
Vehicle OperationSkyship, windrunner, steam carriage, rowboat, sailing ship, etc.
NEW SKILLS
Magery (skilled only)This skill indicates that you have received training in using magical
spells and abilities. You may have a number of ready cantrips or rituals
equal to 1/2 the die value of your Intelligence.
Spells that are not ready will have their Difculty or Threshold
increased by 10
Every Bolt, Cantrip, Counter-Magic reaction and Ritual attempt expends
one Magic Point. If the character has exhausted all of his Magic Points,
spells can be cast at the cost of 2 stun per spell.
Magic Points recharge at a rate of 1 per hour (double that if resting
quietly).
Bolt- A standard attack action that focuses the Mages will into directedmagical energy (requires a trapping) that has the following attributes:
Damage: d6 W Range Increment: 30
Mages who are targeted by a Bolt may attempt to Counter the effect if
they are aware of it.
Cantrips-Cantrips are low-level or minor effect type spells,typically used by mages and their apprentices for a variety of everyday
uses. Each will have a standard difculty, and are designed to be cast
as a simple action. A list of common cantrips is available in the magic
section.
Rituals - Rituals are complicated spells that require extended amountsof time (whether measured in rounds or hours or possibly even days),
that have Thresholds and are complex actions. A list of common rituals
are listed in the magic handout.
Paralyzing Mists (75 - 1 round) - Te Mage chooses a spot within100 per magery die value that is within his sight and greenish mistsbegin rising from the ground, rising to 5 in height and radiatingoutward from the target spot in a radius of 10 per Magery die valueof the Mage. Tose within the mists must make a (23) Resistancecheck or be unable to move until the mists dissipate or theysuccessfully resist the effects. Tose in the mists may roll resistance
every round and if successful, may move half their movement thatround. Te Mists will remain in place for 2 rounds per Magery DieValue of the caster and are unaffected by normal wind.
Shape Element (19 - 1 minute)- Te Mage may shape an existingelement (designated at the time of casting) as desired. He mayaffect up to 5 cubic feet per Magery Die Value. Tis simply movesthe existing element, creating walls, holes, etc., but does not levitatethe element, it moves along an existing surface or can be movedup on itself. Te spell lasts for as long as the Mage concentrates(Willpower + Discipline [11]), but the shaped element retainsits shape as long as it would be able to. i.e., a wall of rock wouldstay up until knocked down unless created at an impossible angle,fire would remain until it burned out normally, water wouldimmediately collapse upon itself and air would dissipate.
Other Cantrips and Rituals exist out in the world. Get out of yourtower or lab and go find them.
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Mage-Sense - Because of a mages constant exposure to magicalenergy, the mage develops an ability to sense the presence of magical
energies within a number of yards equal to the skill die value. This can
also allow the Mage to attempt to discover specic properties of spells
that have been embedded in an item or area with study. This will be a
complex action with difculty and time-increments assigned by the GM.
It is an Average (7) test of Alertness + Magery (Mage Sense) for a mage
to detect the approach of hostile magical effects.
Counter-magic- If a mage detects the approach of hostile magicaleffects (see above), then he may attempt to counter the energies with
energies of his own. This will either be a Simple or Complex action with
difculty assigned by the GM in the case of a pre-existing, stationary
spell effect, or an Opposed check.
The following Assets are available:Air of Mystery (d6) Allure (d2+)
Ambidextrous (d2) Animal Empathy (d2+)Attuned to Nature (d2+) Born to the Saddle (d2+)
Blue Blood (d2-d6) Brawler (d2-d6)
Combat Ready (d10) Contacts (d2+)
Danger Sense (d4/d8) Devoted to a Cause (d6)
Fast Healer (d6/d12) Fast on your Feet (d2/d6/d12)
Focused Hunter (d2-d6) Formidable Presence (d2-d8)
Good Natured (d2+) Hardy Constitution (d2+)
Head for Numbers (d2-d6) Healers Touch (d2-d6)
Hideout (d6/d12) Higher Education (d2-d6)
Immune (d4/d8/d12) In Plain Sight (d2+)
Intuitive Leaps (d4/d8/d12) Light Sleeper (d4)Lightning Reexes (d2+) Loyal Companion (d4/d8/d12)
Lucky (d4/d8/d12) Magically Adept (d2+)
Natural Athlete (d2+) Natural Leader (d2+)
Natural Linguist (d2-d6) Photographic Memory (d4/d8)
Quick Learner (d2+) Rank & Privilege (d2+)
Reputation (d2+) Seadog (d2+)
Signature Item (d2/d8/d12) Steady Calm (d2+)
Sure Footed (d2-d6) Talented (d2+)
Tough (d2+) Two-Handed Fighting (d4)
Unbreakable Will (d2+) Uncommon Knowledge (d6-d10)Unnatural Healing (d6/d12) Wealthy (d4/d8)
casting result.
Sobriety (11) - Tis will remove the effects of inebriation from thecaster or a target touched.
Relieve Shock (11)- Tis will immediately remove 1d6 points ofShock from the target.
Rituals(Complex Action Treshold and ime Factor)Healing Touch (15 - 1 minute)Heals 1d4 Wounds per Magery Die value. May only affect a targetone time per day.
Dream Sending (15 - 1 hour) - May send a short message viadream to a known individual.
Arcane Shelter (35 - 15 minutes) - Creates a mystical shelter of10 cubic feet per Magery die value of the caster that remains ata constant, comfortable temperature within and will repel theelements (rain, snow, etc.) Lasts until the following sunrise.
Arcane Doorway (55 - 1 minute) - Te Magician outlines a door-shaped area on a solid surface and a shimmering doorway appears.Stepping through the doorway will take one to the other side ofthe solid surface. Te range limitation is 2 miles per Magery die
value of the magician. Should there be no open area within that
range, the doorway will remain solid. Te doorway will remainviable for 10 minutes per Magery Die Value of the caster, but can bedismissed at will by the caster during that time.
Decompose (15 - 1 minute)- Non living organic matter begins todecompose at an accelerated rate, leaving nothing behind but dust.A human sized area of matter per level of experience will decayover the period of 1 minute.
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The following complications are availableAbsent Minded (d2-d6) Addiction (d4-d6)
Allergy (d2 / d8) Amnesia (d4 / d8)
Amorous (d4 - d8) Anger Issues (d2 - d4)
Animal Emnity (d2-d6) Bleeder (d10)
Combat Paralysis (d4/d8) Contrarian (d4)
Coward (d4-d8) Criminal Past (d6)
Crude (d4-d8) Dead Broke (d4/d8)Dead Inside (d4-d6) Duty (d4/d8/d12)
Forked Tongue (d6) Fragile (d2+)
Glory Hound (d2-d4) Greedy (d4-d8)
Gullible (d2+) Honest to a Fault (d2-d6)
Hooked (d4/d8) Idealist (d2-d6)
Illiterate (d4/d8) Illness (d4/d8/d12)
Impaired Communication (d2+) Impaired Manipulation (d2+)
Impaired Movement (d2+) Impaired Senses (d2+)
Infamy (d2+) Insatiable Curiosity (d6)
Klutz (d4/d8) Lazy (d4)
Lightweight (d2-d8) Little Person (d2)Low Pain Threshold (d6) Memorable (d2-d8)
Neatfreak (d4/d8) On the Run (d4/d8)
Out for Blood (d4/d8) Overcondent (d4-d10)
Overweight (d2-d6) Pacist (d6-d12)
Paralyzed (d8) Paranoid (d4)
Phobia (d2+) Prejudice (d4)
Rebellious (d4) Rival (d2+)
Rotten Luck (d4/d8/d12) Shy (d6)
Smartass (d4) Stingy (d4-d6)
Strange Luck (d6/d12) Superstitious (d3/d6)Toes the Line (d4) Traumatic Flashes (d4/d8)
Ugly (d2-d6) Unstable (d4+)
Weak Stomach (d2-d6)
Produce Sound (3) - Produces a sound that the Caster is familiarwith that will appear within 5 per Magery Die Value of the casterand will last for up to one minute per die value. Te sound can bemade to repeat at random or set intervals as determined at the timeof casting. Te volume of this sound can be from a whisper to asloud as the caster is capable of shouting.
Spell of Containment(15): creates a barrier of force around up toten targets up to 100 feet away, holding them immobile. No targetmay be more than 5 feet away from the next closest target.It takes a HARD (55) complex action to break free of the barrier,and each round of pushing against it confers d4 Stun.Once cast, the spell may be maintained each round, thoughthis counts as an action for multiple action penalties. On anExtraordinary success, each target takes an initial d4 Stun.
Spell of Domination (15)- bends a single subject to the Mages will.Tis spell is usually cast while is talking to the target.It is an AVERAGE (7) effort to resist, but if the spell takes effectTe Mage may command the subject to do anything short of killthemselves.
Spell of Frightful Wail (7)affects up to ten people with a fear attackthat causes d10 S and confers a 2 Skill step to all actions exceptthose involved in running away until the Mages next turn. Temage can maintain the wail each turn, though this counts as an
action for multiple action penalties. It is HARD (11) to resist this(using Willpower + Discipline, or similar), but success indicates noharmful effect.
Spell of Mageruin- (31); suppresses all ongoing magical effectson an object, location, or person up to 60 feet away until themages next turn. Tis effect may be sustained each turn with anAVERAGE (7) Willpower + Magery action; on an Extraordinarysuccess, the effect is permanent and the magical effects aredispelled. If the caster or creator of the effect is present, he may
oppose the effect with Willpower + Magery, against the mages
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Starting LanguagesEvery character begins play knowing their native language and
may have a total of starting languages per half the value of their
Intelligence Attribute die (i.e., a character with a d6 Intelligence
knows their Native and his choice of 2 other languages at native
skill)
Typically Available Starting LanguagesHomgi (razalla tribe) Ursan
Gobla Drazi
Canis Gamori
Razi Adysi
Zakari Centauri (centaurs)
Tauren (minotaurs) Aesiri (jungle tribes)
Jotunish (giants) Taranti
Sahabi (matriarchal Islands) Djishna (ancient human empire)
Daemonic Sauri (reptile men)
Markechi High Markechi (nobles)
Auld Tarant (dead language)
Trade Tongue (patois of phrases and gestures for trade only)
already with Mage Sense).
Seek the Dead (7) - Searches for the nearest corpse within 2 milesper magery die level.
Stun (11)- if not resisted, the target takes 1d6S damage. Range of5 per Magery die value.
Shadows Deepen (7)- Shadows within 100 yards of the caster areincreased in size and darkness by a factor of 100% per Magery DieValue.
Darkness (19) - Te Mage calls forth a roiling cloud of inkydarkness that erupts from his fingertips and spreads at a rate of10 cubic feet per round in a direction he decides upon at casting(radius, straight line, etc.) to a maximum size of 10 cubic feet permagery die value. Te Mage can see as if in normal conditionswhile within this Darkness, but others are affected by this. TisDarkness even blocks the natural darkvision of a Halfman, and cutsthe effectiveness of Arcane Vision in half. Lasts for 30 minutes perMagery die value.
Seek Element (3) - Te Mage must specify the Element beingsought at the time of casting. Tis will lead the caster to the largestconcentration of the designated Element within 2 miles per Magerydie value.
Ignite Flame (3) - Calls forth a finger of elemental flame within 10per Magery Die Value. Tis can be used to ignite any flammableobject. Te flame will last for one round per Magery Die Value, ora number of separate flames equal to the die value may be calledforth.
Elemental Sheath (15)- Coats one weapon touched with theelement of the casters choice, giving that weapon an elementaldamage bonus of +1d4W. Tis will last for the duration of the
combat.
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Trait Costs for Non-Human CharactersEach race has certain Traits that are common for that race. These
factor into the Trait Cost of the Adventurer when being built.
There is still a Complications cost limit of 24 points, so some non-
human races may not be able to take as many Assets of choice as a
human when being built.
Canid Adventurers[Minimum 4 points of additional Complications required]
ASSETS:
Animal Speech [d4]Can communicate with all canines
Long Distance Runner [d6]Canid can run twice as long as humans
without tiring.
Sensitive Nose [d6]:All Canid have this bonus when smell is involved
in a perception check
Claws [d2] Add this die to your attacks if using your clawsBite [d2] Add this die to your attacks if biting your opponent
COMPLICATIONS:
Duty to the Pack [d8]- For the Canid, the Pack is very important,whether it is their birth pack, or an
adopted pack (the party they travel
with). They will risk life and limb to
help pack members.
Superstitious [d8]: Canid tend tobe very aware of omens and portents
which has strong effects upon their
lives. If you perceive a negative
omen, you must add your Trait die
to the Difculty of all your actions
for the remainder of the scene, or
until the omen is negated by another
superstition. There may also be
other consequences, if you perceive
specic instructions in the omens
you see.
MageryThe following Cantrips and Rituals are available to starting
Adventurers. Knowledge of additional Cantrips and Rituals may
be found during play.
Magery and Armor - Armor interferes with the channeling of
magic and with the gestures needed to perform the magic. Magery
skill is hindered by one step for every 2 points of armor protection.
Cantrips (DN)Short Step (11)- Te caster may instantly teleport to a spot within10 feet per magery die value that is within his sight.
Mystic Light(3)- produces a ball of glowing mystical energy thatilluminates an area 2 in diameter per magery die level of the caster.Te caster may mentally control the illumination to constrain the
area if he so desires. Lasts for 2 hours per magery die level of thecaster.
Mystic Armor (15)- Creates a shimmering field of magic aroundthe caster that grants him a +2W Armor protection for the durationof the encounter. Should an Extraordinary Success be achieved, theprotection is +4W. Tis stacks with any existing armor worn, butthis protection does not hinder the Mage in casting.
Delay Spell(19)- May designate a delay for the next spell cast of up
to 2 hours per die value of Magery. Te delay may be specified atthe time of casting as a time or specific type of trigger (presence oflife, undead, badgers, etc.) If not triggered within the allotted timeframe, both spells will simply dissipate.
Arcane Vision (11) - Grants the touched target the limited abilityto see in complete darkness. Te vision produces a greenishmonotone view of things, but a side effect is that magically imbuedareas and items produce vivid colors when viewed through thisspell. Tis effect lasts for 1 hour per die value of Magery. (this sideeffect is of little use to the Magician since he can see magical auras
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Ursano Adventurers[Minimum 4 points of additional
Complications required]
ASSETS
Bear Speech [d4] The Ursano can
communicate with all bears.
Claws [d2] Add this die to your attacks ifusing your claws
Bite [d2] Add this die to your attacks if
biting your opponent
COMPLICATIONS
Oversized [d4] You are a bit larger and broader than humans or any ofthe other races. If you are in an area that is made to accommodate them,
add your Trait die to the difculty for any social interactions because you
are uncomfortable and to any physical checks as well.
Drazari Adventurers[Minimum 4 points of additional Complications required]
ASSETS
Sensitive Antennae [d4] Your antennae amplify your audial perceptiveabilities. Add the Trait die to any Sound based Perception Roll.
COMPLICATIONS
No racial Complications
Halfmen Adventurers[Minimum 16 points of additional Complications required]
ASSETS
Magically Attuned [d2] Whether theyve studied Magic or not,Halfmen are naturally attuned to the energies of magic and can add the
value of this Trait die to any check involving magical energies.
Cold Resistant [d8] Generations of living in cold climates have inured
Ranged Weapons Damage Range Incr Ammo Cost
Throwing Axe d4W 15 --- 10
Throwing Knife d2W 10 --- 5
Thrown Rock d2B 20 --- ---
Blowgun special 25 1 10
Short Bow d4W 70 1 20
Long Bow d4W 90 1 30
Compound Bow d6W 100 1 50Hand Crossbow d2W 40 1 25
Medium Crossbow d4W 80 1 30
Heavy Crossbow d6W 120 1 50
Sling d4B 30 1 ---
Slingshot d4B 25 1 3
Holdout Pistol d4W 20 2 20
Light Pistol d4W 40 8 25
Medium Pistol d6W 50 8 60
Heavy Pistol d6W 75 6 75
Hunting Rie d8W 250 1 100
Heavy Hunting Rie d10W 350 1 250
Scattergun d10W 25 1 50
Electro Gun d8S + special 20 6 500
Ammuntion CostArrows (10) 1
Crossbow Bolts (10) 1
Cast Sling Shot (10) 0.25
Light Pistol Ammo (24) 3
Medium Pistol Ammo (24) 5
Heavy Pistol Ammo (24) 8
Hunting Rie Ammo (10) 5
Heavy Hunting Rie Ammo (10) 10
Scattergun Ammo (10) 2
Electrogun Ammo (24) 20
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the Halfmen to the effects of cold. The value of this Trait is added to any
Resistance or Survival check involving cold.
Darkvision [d6] Halfmen are able to see up to twice their Perception/
Sight die in feet in complete darkness.
COMPLICATIONS
No Racial Complications
Money and EquipmentThe standard coin of Zakara is the Silver Crown (Cr). Most are
minted with four even scores so that they may be broken and used
for smaller purchases. The individual pieces are typically referred
to as Bits (b).
All Adventurers begin play with the following items:
1d2+1 changes of clothing suitable to their race, culture and
profession.
A slingbag, backpack or seabag
Personal hygiene essentials
A Knife [d2 W]
An average quality personal weapon in which the Adventurer
possesses skill. This weapon must be of a type that at most does
d6W Damage. If the weapon requires ammunition, the Adventurer
possesses 3d6 rounds of ammunition for the weapon.
Average quality tools for any non-combat skill in which the
Adventurer possesses a d8 or higher skill rating.
100 Silver Crowns with which to purchase additional items,unless the Adventurer has a Trait that affects money as below:
Large Shield:This shield adds a +2 step to Melee Combat/Shields Skillrolls to block against all opponents each turn and serves as light cover if
held defensively.
WeaponsMelee Weapons Damage Cost
Knife d2W 2
Dagger d4W 10
Sap d2B 5
Light Club/Cane d4B 5
Heavy Club d6B 15
Staff d6B 5
Smallsword d4W 15
Sword d6B 25
2h Sword d8W 50
Brass Knuckles (turn hth damage from B to S) 5Garrote 2S 15
Shock Rod d6S + special 100
Shock Rod, Electro Gun: These weapons deliver an electrical shock.There are a number of devices that do this; some require the device
to make contact with the target, while others re electrical bursts at a
modest range. When hit by a one of these weapons, the target takes Stun
damage and makes a Hard (11) Resistance (Vitality + Vitality) roll. If
they succeed, they suffer a 1 Attribute step to all their attributes for 1minute; this can accumulate with subsequent attacks. If they fail, they
fall immediately unconscious and suffer d6 shock points. These weapons
require a full round to recharge after being used.
Scattergun: A Scattergun res a number of pellets which will
spread (or scatter) when red. For each range increment past the
rst, the damage from a scattergun is split evenly amongst one
additional adjacent target. (leftover damage is lost between the
targets.)
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Dead Broke: 50 Cr
Wealthy [d4]: 200 Cr
Wealthy [d8]: 300 Cr
Equipment List
The following is far from a complete list of items available in theworld of Zakara, but rather a list of items that an Adventurer might
nd to be of use. If there is something you desire that is not on
the list, feel free to ask your GM about it. Also please note, that
the prices are set for Adventurer creation only and will likely vary
greatly during travels.
Price
Clothing (per outft) (in Cr)
Work Clothes 0.5
Sturdy Work Clothes 1.25Dress Clothing 2.5
Fancy Dress or Formal Clothing 5
Foul Weather Gear 2
Cold Weather Gear 4
Footwear
Sandals 0.5
Sturdy Shoes 1
Sturdy Boots 2
Dress Footwear 2.5
Outerwear
Wool Cloak 1
Oilskin Coat 1.5
Woolen Coat 2
Dress Overcloak/Coat 5
Luggage
Seabag 0.5Slingbag 1.5
Backpack 2.5
Messenger Pouch 0.5
Footlocker (3 x 2 x 1) 3
Trunk (4 x 2 x 3) 5
Tools
Folding Knife (d2W) 5
Folding Shovel 10Hatchet (d4W) 10
Wood Axe [2h] (d8W) 20
Folding Saw 10
Lockpicks 50
Glowrod (Flashlight - 40 cone) 5
Coldstone Lantern (40 radius) 10
Prybar (4 long) (d6B) 8
Rope (50 1/2 Hemp - Supports 500#) 5
Armor Step Penalty Cost
Quilted (1W) --- 5
Battle Harness (2W) ---- 10
Heavy Leather Coat (2W) --- 10
Gladiator Armor (2W) --- 15
Armored Longcoat (4W) -1 Athletics 25
Chainmail (4W) -1 Athletics 50
Breastplate, Greaves, Braces (6W) -2 Athletics 200
SkySailor Helm (2W head only) -1 Perception 15
Metal Helm (6W head only) -2 Perception 50Buckler special 15
Round Shield special 50
Large Shield special 75
Buckler: This smaller type of shield adds a +1 step bonus to MeleeCombat/Shields Skill rolls but may only be used to block against one
opponent per defensive action. It offers no cover if held defensively.
Round Shield:This circular shield, adds a +1 step bonus to Melee
Combat/Shields Skill rolls to block against all opponents each turn andoffers light cover if held defensively.
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