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Chapter I) Player Setup:

Step One: Selecting the Time Period

YBS-Years Before Story AE-After Endir's times are recorded initially

1YBS = 1899AE

1) Growing Empires 1500YBS - 1350YBS
2) Racial Wars 1350YBS - 1000YBS
3) World In Healing 1000YBS - 0YBS
4) Modern World 0YBS ->


Step Two: Selecting your Race
Modifiers: Races (Eras Allowed) Strength Speed Health Magical Tendency Intelligence
Human: All Eras 0 0 0 0 0
Dwarf: 1,2,4 +2 -1 +2 -1 0
Elf: 1,2 -1 +1 +1 +2 +1
Goblins, Orcs: 1,2,4 +1 0 -1 -1 -1



Step Three: Selecting your Class
After selecting a class, roll the dice for attributes and add racial modifiers.


Class Attributes:
Str Spd Hlth Mg Tndcy Int
Fighter 1d10 1d8 1d12 1d4 1d6
Cleric 1d6 1d8 1d10 1d8 1d10
Thief 1d8 1d10 1d10 1d4 1d8
Magician 1d4 1d8 1d10 1d8 1d10
Attack Dice Defense Dice
Fighter 1d10 1d10
Cleric 1d6 1d6
Thief 1d8 1d6
Magician 1d4 1d4
There are several other classes that are race specific:
Str Spd Hlth Mg Tndcy Int
Bard (Elf, Human) 1d4 1d6 1d6 1d6 1d10
Druid (Elf, Human) 1d6 1d8 1d12 1d8 1d8
Ranger (Elf, Human) 1d10 1d8 1d12 1d6 1d8
Engineer (Dwarf) 1d8 1d4 1d10 1d4 1d8
Warrior (Dwarf) 1d10 1d6 1d12 1d4 1d6
Paladin (Human) 1d10 1d8 1d12 1d6 1d8
Knight (Human) 1d10 1d8 1d12 1d4 1d6
Crazed Warrior (Goblin, Orc) 1d8 1d8 1d8 1d4 1d4
Berserker (Dwarf, Orc) 1d12 1d10 1d8 1d4 1d4
Attack Dice Defense Dice
Bard 1d4 1d4
Druid 1d6 1d6
Ranger 1d8 1d8
Engineer 1d8 1d8
Warrior 1d10 1d10
Paladin 1d10 1d10
Knight 1d10 1d10
Crazed Warrior 1d12 1d6
Berserker 1d12 1d4



Step 4: (Optional) Deciding Subclasses
For some of the classes, there are subclasses that divide up the various types of those classes.
Fighter: Ninja, Samurai, Mercenary, Swordsman
Cleric: Cleric of Light, Cleric of Time, Cleric of Metallurgy, Cleric of Magic, Cleric of Nature, Cleric of the Sea, Cleric of the Dark
Thief: Guild Thief, Rogue Thief, Assassin, Burglar, Highwayman
Magician: Wanderer, Desert Mage, Island, Mage, Forest Mage, Elemental Mage, Illusionist, Adept
Bard: Musician, Acrobat, Linguist, Every-man
Druid: None
Ranger: Woodsman, Traveler
Engineer: Craftsman, Machinist, Toolsman
Warrior: Dwarven Warrior
Paladin: Paladin of Light, Paladin of Strength, Paladin of the Meek
Knight: Feudal Knight, Errant Knight
Crazy Warrior: Goblin Tamka, Orcish Aglor
Berserker: Dwarven Berserker, Orcish Berserker
See Chapter III: Subclass Abilities
Fighter:
Ninja: A master of the twin blades, allowing extra offensive but less defensive power. Ninjas who receive training in the martial arts can also gain additional abilities.
Samurai: A very rare, specialized swordsman with additional training from masters that provide special weapons and armor.
Mercenary: A fighter who sells services for gold. This is the most common type of fighter.
Swordsman: A fighter who relies primarily on the sword for livelihood.
Cleric:
Light: Dedicated to the deity of health and light, Olam'al. The main temple is in the Free Plains.
Time: Dedicated to The Timeless One, god of math, time, logic and deduction. The main temple complex is in the Hidden Valley.
Metallurgy: Dedicated to Ard'Hale, dwarves patron and god of metallurgy and blacksmiths. Their main temple is in Alperonztoff.
Magic: Dedicated to Moragon, deity of magic and the mystical arts. Their main temple is somewhere among the Trade Islands.
Nature: Dedicated to Vrilall, goddess of nature and the elements. Their main temple is in Daros.
The Sea: Dedicated to Loralli, goddess of the sea and water.
The Dark: Dedicated to Gor'dall, deity of darkness and patron of the dark races.
Thief:
Guild Thief: A thief who works for and under a thieves guild.
Rogue Thief: A thief who doesn't work for any individual or organization.
Assassin: A thief who is hired to kill or injure people.
Burglar: A thief who makes a livelihood by stealing.
Highwayman: A thief who makes a livelihood by robs caravans and travelers.
Magician:
Wanderer:
Desert Mage:
Island Mage:
Forest Mage:
Elemental Mage:
Illusionist:
Adept:
Bard:
Musician:
Acrobat:
Linguist:
Jack-o-trades:
Ranger:
Woodsman:
Traveler:
Engineer:
Craftsman:
Machinist:
Tools-man:
Warrior:
Dwarven Warrior:
Paladin:
Paladin of Light:
Paladin of Strength:
Paladin of the Meek:
Knight:
Feudal Knight:
Errant Knight:
Crazy Warrior:
Goblin Tamka:
Orcish Aglor:
Berserker:
Dwarven Berserker:
Orcish Berserker:
Step Five: (Optional) Decide Magic


Chapter II: Battle


Basic Battle:
The highest speed goes first. Roll a die for ties in speed.
Attack Power (AP): Strength + Weapon Rating
Defense Power (SP): Speed + Armor Rating
For A to hit B:
1) A Spd - B Spd + A ADice If >= B Spd - A Spd + B DDice
If > Hit, if = Caught Hit, if < Miss.
Hit: 2) B Hlth + B DP - A AP = B Hlth
Caught Hit: 2) B Hlth + B DP - A AP + B Spd = B Hlth
Miss: 2) B Hlth doesn't change.
Example:
Derrik, a Human Fighter with 12 AP, 8 DP and 7 Speed attacks Jal, an elven cleric with 8 AP, 7 DP, and 6 Speed. Derrik rolls a 7 and Jal rolls a 5.
1) 7 Spd - 6 Spd + 7 A Dice = 8; 6 Spd - 7 Spd + 5 D Dice = 4, since 7 > 4, it is a hit.
2) Jal gets 7 DP - 12 AP = -5 health, or 5 damage.