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COPYRIGHT FRONTIERGAMING 2020 CONTENTS

Introduction Page 1 Weapon Profiles Page 13 Setting the Scene Page 2 Weapon List Page 14 Introduction to Gameplay Page 3 Weapon List (Continued) Page 15 Actions Per Turn Page 4 Weapon List (Continued) Page 16 Taking Actions Weapon Creation Page 17 Renown Page 5 Weapon Upgrades Dice Rolls Page 6 Armour, The Defense Rating Page 18 Social Interaction Armour Profiles Page 19 Stealth And The Sneak Skill Armour List Page 20 Attacking From Sneak Page 7 Armour List (Continued) Page 21 Technical Skills Supplies And Equipment Page 22 Looting In-Game Inventory Environmental Investigation Supplies And Equipment List Page 23 Healing And Medicine Page 8 Axioms Page 24 The Healing Chart The Pragmatist Page 25 Combat Page 9 The Gnostic Page 26 Close Combat The Savant Page 27 Thrown Weapons and Objects Aspects Page 28 Dodge, Parry Or Block Sky Traits And Abilities Page 29-30 Damage And Wounding Page 10 Sea Traits And Abilities Page 31-32 Base Wounding Table Land Traits And Abilities Page 33-34 Focused Strikes, Aimed Shots Page 11 Heart Traits And Abilities Page 35-36 AdditionalSample Wounds War Traits And Abilities filePage 37-38 Weaponry Page 12 Underworld Traits, Abilities Page 39-40 Weapons In Gameplay Character Creation Page 41-48 CONTENTS Continued

Experience Record Page 48 Storyteller’s Guide Page 51 Wounding Chart Page 49 Creating For Storytellers Page 52 Status Generating Weapons Additional Character Info Generating Armour Character Sheet Page 50 Generating NPCs Page 53

Forged In The Crucible: An Introductory Adventure

Introduction Page 54 Early Rewards Page 57 Technical Terms Eye Of The Ocean Background Page 55 Passing In The Night Winning Iftika’s Favour The Shores Of Telathir Page 58 Influence Esecles Entry Points Page 59 Trial Of Might The Labyrinth Page 60 – 62 Gathering The Party Return To Therantyr Page 63 Setting Sail Page 56 NPC Guide Page 64 – 75 The Ship Group NPC Template Page 76 Therantyr At Night Acknowledgements Page 77 Sample file INTRODUCTION

Sample file Ancients Of Gaia

With the dawning of the concept of the City-State, Civilisation has advanced exponentially. Entire cultures have risen to glory developing the written word, advanced mathematics, and seeking to understand the nature of the stars along with as the celestial. In this age of legend, where the creatures of mythology can be found in living colour, and Magic is manifest by the faithful, the time of the Ancients is the time for adventure. The secrets held by the Universe are no longer beyond the understanding of the people of Gaia. The people are realising when their heart and mind unites, there is no limit to their power. Whether these gifts are born of the favour from superior beings, Pantheons of deities, or as an acknowledgement from the Universe itself, the yearning for and mastery of enhanced abilities are met with both awe and suspicion. For those who dare to take up the mantle, renown and heroism await. For those who wish to advance their lot, a world of treasure previously beyond the wildest of imaginations is now within their grasp. To live and experience deeds that will become legend and myth; that is the stuff of life. These adventurers of the mythic age of the Ancients of Gaia hold the key to unlocking Sampletheir own destiny and fulfilling their true potential. file This is their story.

Page 1 Setting The Scene

Ancients Of Gaia (AOG) is a tabletop role-playing game intended for two Players or more, with one Player assuming the role of Storyteller. You will never need more than 2d6, a pencil, some paper (and of course, your imagination) to create and play a full adventure.

AOG is set during a wildly reimagined period of the late Bronze Age, and uses historical themes to bring mythology and legend to the tabletop.

Within this manual are the core rules that will allow you to tell the story you wish to create, along with an introductory Adventure. There is no limit to the scope for the way in which this manual may be used . The Storyteller should factor in choices made by the Players and provide outcomes that further the story and the Character’s personal development. Keep in mind that just as the Party are pursuing their own agendas, forces will be aligning against them, and that which was won can also be lost.

If any rule contained within conflicts with the narrative flow or stands in the way of role-play or expression, the Storyteller can make the decision to amend, discard or reinvent that rule for the good of the story. Sample file

Page 2 GAMEPLAY

Sample file Introduction to Gameplay The Ancients of Gaia found themselves in a time of Magic and myth, and those who manifested special abilities found that their skills were either revered or the subject of much derision. Whatever their calling, those who were destined for more than the average life found eachother, and took the first steps on their path of adventure together. In gameplay terms AOG uses a system that will never require more than 2d6 to tell the story of a team of Characters who assemble together. Utilising any Skills, Traits and Abilities at their Character’s disposal, Players are encouraged to take an analytical and strategic approach in order to accomplish their goals. Interaction with the environment, Non-Player Characters (NPCs), and opponents can be carried out through roleplay or description, and successful actions are rewarded with Experience Points (XP) specific to the type of Skill (either Combat, Technical, Personal or Magical) they have used to execute that action. The Storyteller adjudicates over the outcomes of all actions and takes these into account when continuing the narrative. As previously state - if at any point gameplay comes into conflict with a rule,Sample a roll or a result that the Storyteller or the Party asfile a whole feels will detract from furthering this narrative, the Storyteller may choose to amend or overlook any of those aspects. The Storyteller always has the final decision on this.

Page 3 Actions Per Turn The Storyteller may keep a mental, written or verbal note of the running During the course of an adventure turn order when ideas are flying thick there will be a certain amount of and fast, and can prompt a Player conversational planning within the where necessary to describe what Party. Interaction with the NPC’s and their Character is doing in order to the location in which the Party is complete the turn. The Character’s exploring can enhance immersion and physical positioning should be taken encourage strategic planning. An into account when taking turns, and adventure would not be such the dimensions and distances at however without the need for Action locations should also be described and the resolution of said Action. broadly upon the Party’s arrival to a There is no specific order for turns to new location. take place; but all Players must have described or roleplayed their Action Taking Actions for the turn to be completed. This is to encourage Players to express their Each Action taken in Morningstar is Character without rigid limitations. assigned a Difficulty Rating by the Turns become more significant during Storyteller. The difficulty should take Combat and some Abilities and Traits into account the circumstances, will require keeping track of turns. surroundings and the intention of the With any tabletop RPG experience it is declared Action. The Players, through helpful to be aware that a Party will role-play or giving a narrative contain unique individuals with description of what their Character is varying levels of confidence and doing, will have the chance to take experience. Players may wish to take Actions as the story unfolds. The quick and decisive Action to get the Storyteller will decide whether a best possible outcome, or might want description or role-play is sufficient for to analyse the minutia of a situation or the action to succeed, or if a dice roll is surrounding before moving forward. required from the Player. 2d6 are The Storyteller should provide enough rolled in an attempt to equal or better description and react to investigations the Difficulty Rating, described in more sufficientlySample to facilitate all Players. detail in the following file section.

Page 4 gain an advantage in some way. It is Renown the Player’s responsibility to describe or roleplay the relevance of their Gaining Renown affects the way in Renown in-game when this request is which certain NPCs interact with the made. The Storyteller than makes any Party. Whether the Renown refers to adjustment to the Difficulty Rating fame amongst the general populace they see fit (if any). or infamy amongst the Party’s Renown will mean different things in opponents, Renown is a device used different situations, and is awarded for by the Storyteller to illicit a prescribed different Actions. Acts of heroism, response from an NPC or group of selflessness, grand strategy, or Actions NPCs. A Player may request for their specifically taken to enhance the Renown Rating to be taken into perception of a Character are all ways account when interacting socially, to to gain Renown.

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Page 5 Dice Rolls

Once the Player has decided on their action, a difficulty rating for the action is assigned by the Storyteller. Two d6 are rolled and the result, taking into account any modifiers from the Character Sheet, must equal or better the difficulty rating assigned for the action to be considered a Pass.

Passes, Extreme Passes and Blunders

When an action has Passed, the result of that action comes to fruition. If the required difficulty rating has been doubled (inclusive of modifiers), the action is considered an Extreme Pass and the Storyteller should narratively incorporate a bonus to the action. When a double 1 is rolled for any action, a Blunder has occurred. Not only has the action failed, a negative consequence should be incorporated by the Storyteller.

Social Interaction

When interacting with Non-Player Characters (NPCs), the Player may decide to Intimidate or Persuade them to convince them for a specific purpose. This may be to influence them to do something for the Player, or to discern the true intent of what has been said. When assigning the difficulty to these rolls, the Storyteller should take into account the determination of the NPC and how the Character has delivered their intended Action conversationally. A compelling story or reason for the NPC to be Persuaded or Intimidated that has been roleplayed by the Player can modify the difficulty favourably, and vice versa if the statement is less convincing.

Stealth and the sneak skill

Using the Sneak Skill, any action that is intended to be concealed by any Character or NPC may be attempted. The basic difficulty rating to successfully Sneak is 10. A successful Stealth roll ensures the Character will remain unnoticed until they choose to reveal themselves, or carry out an action that would otherwise draw attention to them. If the Player wishes for theirSample Character to remain in Stealth after an Action has exposed file them, they may attempt another Stealth roll at a greatly increased difficulty to remain unnoticed.

Page 6 Even if the Player has a specific item Attacking From Sneak in mind that they are looking for, the Blunder Action rule is taken into Whilst a Character is successfully account for these kind of searches. remaining in Sneak, any Attacks A prized weapon that the Character (including Focused Strikes and was hoping to liberate from it’s Aimed Shots) they carry out are owner may break or shatter if it is modified favourably. If the attack is looted with an Investigation roll of successful the Character remains in double 1. Stealth. Environmental Technical Skills Investigation

Players will have the opportunity to Investigation also covers all searches craft items, weapons and armour, and perception checks. The using the Crafting Skill on the Storyteller should explain clearly Character Sheet. This also use to what is visible to the Party in the create potions and brews. immediate, but have an Engineering is used to operate, understanding of any concealed repair or modify mechanical devices. aspects of a location. The Party may The Player should keep in mind enter the cargo-hold of a vessel when using these Skills the materials containing lots of valuables upon required when Crafting or any items first appearance, however an in- that may make the Engineering of a depth search of the room may device more easy. The Player then reveal traps that were previously less nominates and describes the action conspicuous. As with all Actions, the to the Storyteller who decides the degree of success should be taken difficulty for the nominated action, into account by the Storyteller when taking into account the Player’s revealing aspects of a location that Engineering or Crafting Skill. were previously concealed. Looting

Investigation is used for looting environments or fallen NPCs. In this case rather than assigning a specific difficulty to the task (as it is a relative givenSample that once combat is resolved, file a Character will certainly be able to carry out an Investigation of a fallen foe), the Storyteller reveals an item based on the success of the roll. Page 7 Healing and Medicine

At some point it will become necessary for the Characters to heal themselves or eachother. Quick procedures carried out in haste during an intense encounter may slow the progress of more serious injuries, but often for a Character to be brought back to full strength medical remedies or surgery will be required. The below table is a guideline for healing, and of course there is room for Players to think outside the box on how they may wish to go about this. The Difficulty Rating is rolled against using the Medicine Skill from the Character Sheet.

Healing Chart Method Difficulty Rating Health Restored Sterilise wound 7 1 Point Apply bandages/gauss 8 2 Points Cauterisation 10 3 Points Stitches 11 Damage Track Field Surgery 13 All

When administering pre-prepared medication (such as Healing Herbs or crafted tonics) to themselves or another Character or NPC, the Player may use their Medicine Skill to see if the medication provides an additional benefit, based on the below table.

Medicine Roll (2d6) Effect Double 1 The medication causes 1 Point of Superficial Damage 3 – 4 The medication has no affect 5 – 7 The medication works as expected 8 – 11 The medication heals 1 additional Point 12+ The medication heals an entire Damage Track

Advanced medical equipment is scarce, and medics often supplement their surgical skills with mystic practices. HealingSample restores Points on the most severe Damage Track first.file

Page 8 COMBAT

Sample file Combat

Combat is resolved by the Storyteller assigning a Difficulty Rating to an Attack, and the Player making a roll of 2d6 to equal or better that number. The Player uses the Skill from their Character Sheet corresponding to the weapon Type they are wielding, listed under Combat Skills.

Close Combat

In addition to wielding weapons designated as Melee weapons, Characters may also opt to use a for Melee. When doing so their Melee Skill is used to modify the roll and Damage is allocated using the Blunt Melee section of the Wounding Table.

When a Character is locked in Close Combat with an opponent, they are Tied to that opponent and can only take Close Combat actions. It takes one turn to disengage from being Tied to an opponent, and no other Actions can be taken by that Character during that turn. Thrown Weapons and Objects Weapons designed to be thrown and even improvised missiles that can be thrown are used with the Melee Skill from the Character Sheet.

Dodge, Parry or Block The Melee and Unarmed Skills are used when a Character is engaged in Close Combat to attempt to either Dodge, Parry or Block an incoming attack. The Unarmed Skill is only used if a Character is not holding a weapon. Some advanced weapons, equipment, Axiom Traits and Magical Abilities also allow the Character to attempt to take these actions against incoming Ranged Attacks.

If the action to Dodge, Parry and Block is possible the Player must declare which of these actions they wish to take following a successful incoming Attack from an opponent.

The base Difficulty Ratings to attempt these actions, along with the results if successful, are listed below:

Action Difficulty Result Parry Sample13 The attack is negated and the defender gains afile Free Action Dodge 12 The attack is negated and the defender becomes Untied from the attacker Block 11 The attack is negated

Page 9 Damage and Wounding

Damage following successful Attacks is worked out using the below Base Wounding Table. The Damage is then allocated on the Character Sheet, under the Superficial, Prolonged and Sustained tracks. When each track is filled, Damage that would cause multiple Wounds on a lower track only causes one Wound. For example, if the Character has suffered two points of Sustained Damage and receives a further Attack that would cause three points Superficial Damage, the Character would only receive one point of further Sustained Damage. Damage modifiers only come into effect if the Attack has not been negated. When all tracks on the Wounding Track are filled, the Character is dead. Status Affects In addition to Wounding, the Character Sheet includes a section for recording the Status of your Character. Stun When your Character is Stunned, they are unable to perform any Actions for a number of turns. The number of turns is determined in the profile of the Item that causes this effect. Stun is also the result of a successful Knock Out (see Focused Strikes).

Toxins Toxins provide different Affects which can be listed on the Character Sheet to keep track of them. The Affect of the Toxin will be included in the profile of the Item that administers the Toxin.

Base Wounding Table D6 Result Damage Type 1 2-3 4 5 6

Unarmed 1 Superficial 2 Superficial 3 Superficial 4 Superficial 1 Prolonged Blunt Melee 1 Superficial 2 Superficial 3 Superficial 1 Sustained 2 Prolonged Bladed Melee 1 Superficial 2 Superficial 3 Superficial 1 Sustained 3 Prolonged SampleRanged 1 Superficial 2 Superficial 1 Prolonged 3 Prolonged file2 Sustained Elemental 1 Superficial 1 Prolonged 2 Prolonged 3 Prolonged 1 Sustained Siege 1 Superficial 2 Prolonged 3 Prolonged 1 Sustained 2 Sustained

Page 10 Focused Strikes and Aimed Shots

If Unarmed or wielding a Melee weapon (including Ranged weapons being used for Close Combat), a Character may attempt a Focused Strike. If wielding a Range Weapon, the Character may attempt an Aimed Shot. A Focused Strike or an Aimed Shot replaces a regular Attack. Rather than taking into account Armour and dealing a set amount of Damage, they are nominated to achieve a specific purpose and have a specific Difficulty Rating assigned to them. The below table illustrates a general guideline for the Difficulty of achieving certain Focused Strike and Aimed Shot actions.

The Storyteller may increase or decrease the Difficulty of the of the Focused Strike or Aimed Shot. For example, if a Character in Stealth attempts to Knock Out an opponent who is unaware, they may receive -1 to the Difficulty. The Character may even opt to Knock Out the opponent indefinitely (beyond the nominal single Turn), which would not be unreasonable for a Character who is in Stealth.

Knock Target Kill Kill Out Target Disarm Armour Shot – Shot – (1 Turn) Limb Gap Torso Head Focused Strike (Unarmed) 12 12 13 14 17 18 Focused Strike 11 11 12 14 15 17 (Melee) Aimed Shot - 11 13 15 14 15

Additional Wounds

Some stimulants or Magical Abilities may provide additional resilience to Wounding. When this is the case, the relevant boxes on the Wounding Chart may have a line drawn horizontally through them to represent additional Wounds. These new boxes are shaded when the relevant Damage is taken. In extreme cases the individual boxes maySample be quartered with both horizontal and vertical lines drawnfile through them.

Page 11 EQUIPMENT

Sample file Weaponry

During the time of AOG, any item which could be wielded with force or technique may be considered to be weapons. Certain weapons are more highly refined and will give additional affects depending upon their intended purpose.

Weapons In Gameplay

Most weapons in Morningstar are standardised and can be found on the Weapons List. Weapons can be modified and upgraded to affect any of the aspects of their Weapon Profile. Materials can be gathered throughout a campaign and the Engineering Skill is used to attempt the upgrade. If the Engineering roll fails, the intended component breaks irreparably. On a Roll of double 1, the component and the weapon break irreparably.

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Page 12 Weapon Profiles

Type

Weaponry in AOG is sorted by Type corresponding with the Skill required to wield the weapon, and the Damage the weapon deals. The weapon Types are as follows: Melee (Blunt), Melee (Bladed), Ranged, and Siege. Some ammunition Types (listed under Equipment, page …) convert the weapon’s Damage to Elemental. Some Equipment or created weapons may have their Type listed as Toxin and Stun to indicate they only cause these effects.

Range Additional Affects

Range (Rng) indicates the maximum This section shows any additional types of distance a ranged weapon is damage or any other affects the weapon effective up to. Aiming at a target produces when wielded. further away will incur a penalty to Where ‘Type: Level’ is listed, this refers to the modifier (+1 per additional 20’). the Weapon Type and the Character’s Melee Weapons are always listed as proficiency Level, i.e. Practitioner then Close to reflect that they can only be Zenith. used against an opponent in close Affects vs. Armour/Unarmoured include combat. Shields.

Wield Cost

The Wield section on the Weapons The average cost of the weapon (in List table indicates what is required Shekels), in it’s best condition, is to operate the weapon. Weapons represented under the Cost (Sh) column. requiringSample Two Hands to Wield may The actual in-game Costfile of the weapon not be used in conjunction with may vary greatly. This depends upon the another weapon. One Handed material, the condition of the weapon, weapons may be Dual Wielded with and your standing with the person buying any other One Handed weapon. or selling.

Page 13 Weapon List

Weapon Name Type Wield Range Additional Affects Cost (Sh) Qurda Wooden Melee One Close Type Zenith: -1 to Knock Out from Sneak 25 Cudgel (Blunt) Hand

Kast Lead-Weighted Melee One Close -1 to Damage against Armour 10 Cosh (Blunt) Hand Type Zenith: -1 to Focused Strike from Sneak Sharguza Long Staff Melee Two Close Type Practitioner: -1 Difficulty to Block, 45 (Blunt) Hands Type Zenith: -1 Difficulty to Block and -1 Difficulty to Knock Out

Martshana Fighting Melee Two Close Type Practitioner: -1 Focused Strike vs. 575 Hammer (Blunt) Hands Shields and Armour, Type Zenith: -1 Focused Strike vs. Shields and Armour and +1 Damage Sakina Short Dagger Melee One Close -1 to Damage against Armour 260 (Blade) Hand Type Zenith: one free additional Attack per Turn if Dual-Wielded Dao Single-Edged Melee One Close -1 to Damage against Armour 310 Longknife (Blade) Hand Type Zenith: one free additional Attack per Turn Xiphos Double- Melee One Close Type Practitioner: -1 to Parry if Dual- 525 Edged Shortsword (Blade) Hand Wielded, Type Zenith: -1 Difficulty to Parry when used with any other One Hand weapon Khopesh Sickle- Melee One Close Type Practitioner: -1 to Attack vs. Shields, 560 Sword (Blade) Hand Type Zenith: -1 Difficulty to Attack and Focused Strikes vs. Shields

Shotel Curved Melee One Close Type Practitioner: -1 to Attack when 610 Longsword (Blade) Hand wielded on Mount, Type Zenith: -1 Difficulty to Attack and Focused Strikes when wielded on Mount Mambele Melee One Close Type Practitioner: -1 to Attack when 625 BroadswordSample(Blade) Hand Thrown, Type Zenith: -1 Difficultyfile to Attack and Focused Strikes when Thrown

Page 14 Weapon List (continued)

Weapon Name Type Wield Range Additional Affects Cost (Sh) Kopis Single-Edged Melee One Close Type Practitioner: -1 to Attack when 640 Cutting Sword (Blade) Hand wielded with Shield, Type Zenith: -1 Difficulty to Attack and Focused Strikes wielded with Shield Falx Fighting Sickle Melee One Close Type Practitioner: -1 to Attack vs. Armour, 655 (Blade) Hand Type Zenith: -1 Difficulty to Attack and Focused Strikes vs. Armour

Makhaira Light Melee One Close Type Practitioner: On Attack result of 10+ 710 Backsword (Blade) Hand gain one Free additional Attack, Type Zenith: On Attack result of 10+ gain one Free additional Attack, re-roll failed Focused Strike Falcata Heavy Melee One Close Type Practitioner: +1 to Damage result vs. 800 Cutting Sword (Blade) Hand Unarmoured, Type Zenith: -1 Difficulty to Focused Strikes vs. Unarmoured

Macauhuitl Obsidian Melee One Close Type Practitioner: +1 to Damage Result vs. 825 Sharp-Edged Club (Blade) Hand Armour, Type Zenith: +1 Damage Result vs. Armour and re-roll failed Focused Strike once per Turn Jian Double-Edged Melee One Close Type Practitioner: -1 to Attack wielded on 830 Straightsword (Blade) Hand Mount, Type Zenith: -1 Difficulty to Attack and Focused Strikes wielded on Mount

Doru Spiked Melee Two Close Type Practitioner: -1 Difficulty to Block, 210 (Blade) Hands Type Zenith: -1 Difficulty to Block and -1 Difficulty to Focused Strike vs. opponent on Mount Henti Obsidian- Melee One Close Type Practitioner: -1 Difficulty to Block, 255 Tipped Spear (Blade) Hand Type Zenith: -1 Difficulty to Block and +1 Damage when Thrown

Palstave Axe Melee One Close Type Practitioner: -1 Difficulty to Attack 440 (Blade) Hand when Thrown, Type Zenith: -1 Difficulty to Attack when Thrown and one re-roll for a failed Attack per Turn Labrys DoubleSample- Melee One Close Type Practitioner: -1 Difficultyfile to Attack 495 Headed Axe (Blade) Hand when wielded with Shield, Type Zenith: -1 Difficulty to Attack or Focused Strike when wielded with Shield

Page 15 Weapon List (continued)

Weapon Name Type Wield Range Additional Affects Cost (Sh) Qishta Wooden Ranged Two 350’ Type Practitioner: -1 Difficulty to Attack 465 Shortbow Hands from Sneak, Type Zenith: -1 Difficulty to Attack and Aimed Shots from Sneak Requires: Arrow Toxon Yew Longbow Ranged Two 720’ Type Practitioner: -1 Difficulty to Attack 680 Hands vs. Unarmoured, Type Zenith: -1 Difficulty to Attack and Aimed Shots vs. Unarmoured Requires: Arrow Fuhe Gong Ranged Two 1100’ Type Practitioner: -1 Difficulty to Attack 930 Composite Longbow Hands vs. Armour, Type Zenith: -1 Difficulty to Attack and Aimed Shots vs. Armour Requires: Arrow Altatl Spear Thrower Ranged Two 450’ Type Practitioner: -1 Difficulty to Attack 230 Hands vs. Unarmoured, Type Zenith: -1 Difficulty to Attack and Aimed Shots vs. Unarmoured Requires: Henti Obsidian-Tipped Spear Sa Pan Slingshot Ranged Two 300’ Type Practitioner: -1 Difficulty to Attack 35 Hands vs. Unarmoured, Type Zenith: -1 Difficulty to Attack and Aimed Shots vs. Unarmoured Requires: Bullet Magadha Stone- Siege Two 1550’ +2 to Damage around 6’ radius of Target 15500 Thrower Hands Type Zenith: -1 Difficulty to Attack and Aimed Shots vs. Unarmoured Requires: Projectile Siege Two 500’ +1 to Damage 3800 Handheld Hands Type Zenith: -1 Difficulty to Attack and Aimed Shots vs. Unarmoured Requires: Long Javelin- Siege Two 900’ +1 to Damage 9950 Thrower Hands Type Zenith: -1 Difficulty to Attack and Aimed Shots vs. Armour Requires: Doru Spiked Javelin Durta'shda Dart- Siege Two 1100’ +1 to Damage 11150 Thrower Hands Type Zenith: Re-roll a failed Attack or Aimed Shots once per Turn SampleRequires: Dart file Multiple Siege Two 450’ Three Shots per Turn 16800 Dart-Thrower Hands Type Zenith: -1 Difficulty to Attack and Aimed Shots Requires: Dart Page 16 Weapon Creation

The Storyteller can introduce new weapons to the game, taking into account the Weapon Profile aspects from the Weapon List. Players may wish to put forward ideas for weapons that may enhance play for their Character.. As with all aspects of creation in AOG, the Storyteller has the final decision on any weapons introduced into gameplay, and how they are intended to work.

Weapon Upgrades

Each component of a weapon can be upgraded using parts looted, crafted or purchased in-game. Taking into account the Weapon Type for the Damage output, materials and Items that may increase Range, Damage, or provide an Additional Affect, it is possible to create a variety of Ranged weapon upgrades. Melee weapons may have attachments which enhance their performance. The Storyteller determines the Difficulty to upgrade the part and attach this to the weapon, using the Engineering Skill. Ensure to keep a note of the upgrade once it has been applied to the weapon. If a double 1 is rolled during this process, the component and the weapon are irreparably damaged.

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Page 17 Armour and the Defense Rating Armour being worn by the Character is listed on the Character Sheet under the Armour section. The individual Defense Rating per piece of Armour is listed next to it, and the overall Defense Rating is listed as the cumulative total, in the section marked Total DR. Some pieces of Armour may also be augmented to give an additional affect, which can be found on the Armour List. Armour covers Head, Torso, Arms (including Hands) and Legs (including feet). The Defense Rating The Defense Rating is given by any piece of material worn by a Character or NPC capable of withstanding the impact of more than one Attack. In the case of improvised Armour, the Storyteller has the final say on what will or will not constitute a functional piece of Armour. The Defense Rating increases the chances of absorbing Damage from an Attack or Negating it entirely. The table below shows the effect on the Damage Roll from the incoming Attack, and the additional affects heavier Armour have on mobility.

Defence Effect on Damage Result Against the Wearer Additional Effects Rating 1 - 15 -1 from Damage rolls below 3 -1 Difficulty to Combat Damage Negated from Damage rolls of 1 Rolls, -1 Difficulty to Sneak 16 – 35 -1 from Damage rolls below 4 Damage Negated from Damage rolls of 1 36 – 50 -1 from Damage rolls below 5 +1 Difficulty to Sneak Damage Negated from Damage rolls of 2 or below 51 – 65 -2 from Damage rolls below 5 +1 Difficulty to Combat Damage Negated from Damage rolls of 2 or below Rolls, +1 Difficulty to Sneak 65 – 100 -2 from Damage Rolls below 6 +2 Difficulty to Combat Damage Negated from Damage Rolls of 3 or below Rolls, +2 Difficulty to Sneak 100+ -3 from Damage Rolls below 6 +2 Difficulty to all Physical Damage Negated from Damage Rolls of 4 or below Action rolls

Focused Strikes and Aimed Shots vs. Armour When a Character or NPC targets a section of an opponent that is Armoured, this increases the difficulty of the Focused Strike or Aimed Shot by 2. If this attack is successful,Sample the Defence Rating does not come into play and doesfile not have any effect on the result. Certain Equipment may have effects that impact the way Focused Strikes and Aimed Shots work against the Character who possess them. These effects will be listed in their profile.

Page 18 Armour Profiles

Armour Name

The Armour’s name includes a brief description of the material and form the piece of Armour or Shield takes. A panoply refers to a full set of Armour, often customised to the wearer. Whilst the more expensive option, a panoply is matched, usually ornately decorated and enables a better ease of movement.

Body Part

The Body Part identifies the section of the body protected by the Armour. Shields have ‘Wielded’ listed under the Body Part section to indicate the Shield requires One Hand to wield, and is used to protect any section of the body the wielder chooses. For limb protection, the feet included under Legs, and the hands Additional Affects are included under Arms. This section shows any additional types of Defense Rating damage or any other affects the Armour or Shield offers. The Defense Rating is the amount of DR the Armour or Shield contributes Cost to the overall DR on the Character Sheet. As with weaponry, the average cost of the DR is akin to weight as well as Armour or Shield (in Shekels) is offering more protection, and makes represented under the Cost (Sh) column. certain actions increasingly difficult – Whilst cloth and leather are relatively Samplecommon and readily manufactured,file pieces refer to Armour and the Defense Rating on page … for a of Armour or Shields requiring metalwork comprehensive description of the exponentially increase in cost. As with any way in which this is intended to trade in AOG, the purchase and selling of work. Armour varies greatly. Page 19 Armour List

Armour Name Body Defense Additional Effects Cost Part Rating (Sh)

Padded Cloth Robe Chest, 5 Can be worn in addition to other Chest Armour 350 Arms, (worn over Armour) Legs Enforced Cloth Cloak Chest, 5 Can be worn in addition to other Chest Armour 410 Arms, (worn over Armour) Legs Padded Cloth Cap Head 5 255

Leather Tunic Chest 10 +1 Difficulty to received Attacks from Melee (Blunt) 550

Leather Skullcap Head 5 285

Leather Gloves and Arms 5 250 Bracers

Leather Sandals Legs 5 260

Fitted Leather Panoply Head, 20 +1 Difficulty to received Attacks from Melee (Blunt) 800 Chest, Arms, Legs Bronze Cuirass Chest 20 +1 Difficulty to received Attacks from Melee 1100 (Bladed) +1 Difficulty to received Attacks from Melee (Blunt) Form-Fitted Chest 15 +1 Difficulty to received Attacks from Melee 1300 Musculature Bronze (Bladed) Cuirass +1 Difficulty to received Attacks from Melee (Blunt) Bronze Closed Helm Head 10 +1 Difficulty to received Aimed Shots and Focused 1080 Strikes vs. Head Bronze Vambraces Arms 10 910

Bronze Shinguard and Legs 10 920 GreavesSample file Bronze Fitted Panoply Head, 40 +1 Difficulty to received Attacks from Melee 4500 Chest, (Bladed) Arms, +2 Difficulty to received Attacks from Melee (Blunt) Legs

Page 20 Armour List (continued)

Armour Name Body Defense Additional Effects Cost Part Rating (Sh)

Wicker Shield Wielded 5 Requires One Hand to Wield 300

Wooden Hide Shield Wielded 5 Requires One Hand to Wield 500 +1 Difficulty to received Attacks from Melee (Blunt) Reinforced Wooden Wielded 10 Requires One Hand to Wield 650 Shield +1 Difficulty to received Attacks from Melee (Blunt) Wooden Board Shield Wielded 10 Requires One Hand to Wield 775 +1 Difficulty to received Attacks from Ranged +1 Difficulty to received Attacks from Melee (Blunt) Circular Bronze Pelte Wielded 15 Requires One Hand to Wield 1110 +1 Difficulty to received Attacks from Melee (Blunt) +1 Difficulty to received Attacks from Melee (Bladed) Bronze Recurved Pelte Wielded 20 Requires One Hand to Wield 1350 +1 Difficulty to received Attacks from Ranged +1 Difficulty to received Attacks from Melee (Bladed) Bronze Tower Shield Wielded 25 Requires One Hand to Wield 1610 +2 Difficulty to received Attacks from Ranged +1 Difficulty to received Attacks from Melee (Bladed)

Sample file

Page 21 Supplies and Equipment Trade routes across the Known World supply all manner of goods constantly. This includes medication, luxuries, apparel, weapons and armour. While most vendors are part of the network of government and corporate approved supply chains, there are always merchants seeking new opportunities to provide for the demands of potential customers. Whilst most merchants wish to seek only an honest living, there are always those who will exploit the demand for items that wouldn’t be sanctioned by the relevant authorities. Most goods have a genuine cost, an actual cost, and a black market cost. The genuine cost is the nominal amount charge depending on the quality of the item and the time spent by the craftworker to manufacture the item. This is the amount shown (in Shekels) on the relevant Equipment Chart. When selling to vendors, unless the Character is to able negotiate a better deal, the item’s value is usually reduced to one quarter of it’s original cost. If the Party take actions that raise the hostility of those within the immediate environment, or those connected to their immediate environment, this may impact their ability to acquire what they need. Items on the Supplies and Equipment list show the name of the item, it’s affects, and the typical cost to purchase the item at it’s recommended price point. In-Game Inventory

Any items that are not Weapons or Armour are listed in the Inventory section of the Character sheet. This is limited to what can be carried about the Character’s person. Clothing with additional (and concealable) pockets, satchels, packs, and slings are all reasonable methods in which Players can extend their ability to carry more items at any one time. Players can also store items at separate, safe locations. Players should keep track of what they are carrying in their Inventory and what items are stored (and where) on a separate sheet of paper or text document. The Storyteller has the final decision on what items are reasonably able to be carried and immediately accessed. Sample file

Page 22 Supplies and Equipment List

Name Description and Effects Cost (Sh) Healing Herbs Healing herbs are the most widely available method for restoring Damage. Whether 350 administered orally, directly applied to an open wound, or steamed in an enclosed space, Healing Herbs and the Shaman who mix them are the saviours of the Ancients.

When administering Healing Herbs, roll a D6 and apply the following result:

1 One point of Damage restored 2 – 5 Two points of Damage restored 6 Entire track of Damage restored Arrow Arrows are required for all Bows. Arrows vary in material, quality and intended affect. Knapped Stone Arrow 3 Bronze Tipped Arrow 5 +1 Damage vs. Unarmoured Barbed Bronze Arrow 7 +1 Damage Broad Obsidian Arrow 20 +1 Damage, -1 Difficulty to Aimed Shots Bullet Small Projectile Bullets are required for weapons. Depending on the material and the Skill (Pouch of 10) of the Slinger, the lethality of the Sling is not to be underestimated. Stone Bullet 5 Metal Bullet 35 +1 Damage Holed Stone Bullet 15 Toxin may be applied to Bullet, causing gradual Toxin Projectile Stone require a large Projectile Stone to propel. Whilst the projectile does not 450 require refinement, the cost for quarrying the stone is passed on to the owner of the Catapult. Dart Broader and more robust than arrows, Darts loaded into siege weapons are capable of 260 wreaking havoc upon an opponent, or group of opponents. Sample file

Page 23 35 AXIOMS

Sample file Axioms

A Character’s Axiom represents their own essential truth. The journey of stages through the chosen Axiom will provide benefits to the Character. Only one Axiom may be chosen for a Character.

Each Axiom Trait has a name (to be recorded and tracked by the Player in the Background section of their Character Sheet), a description of it’s Affect along with the required aspects to unlock the Trait, and the amount of XP required.

Sample file

Page 24 The PRAGMATIST

The Pragmatist focuses on the idea that direct action is the most effective route to demonstrating one’s heroic courage.

Trait Affect XP Cost

Lockbreaker May use Unarmed Skill Rating to attempt Lockpick Actions 120 XP Required: 2 Skill Points in Unarmed

Martial Arts -1 Difficulty to Unarmed Focused Strikes 130 XP Practitioner Required: 2 Skill Points in Unarmed

Weaponsmith -1 Difficulty when Crafting or upgrading Weapons 150 XP Required: 2 Skill Points in Crafting

Animal Kinship -1 Difficulty when Horseriding and interacting with animals 230 XP Required: 2 Skill Points in Horseriding and Persuasion

Siegeworker -1 Difficulty when using, Crafting or upgrading Siege Weapons 300 CXP Required: 2 Skill Point in Crafting, 3 Skill Points in Siege

Keen Eye -1 Difficulty to Focused Strike with Bows and 390 XP Required: 3 Skill Points in Bows 3 Skill Points in Crossbows

Advanced May use Unarmed Skill Rating with -1 Difficulty to attempt Lockpick Actions 480 XP Lockbreaker Required/Replaces: Lockbreaker

Animal Reflexes -1 Difficulty to all Combat rolls when Horseriding 580 XP Required: 3 Skill Points in Horseriding, 2 Skill Points in Unarmed

Close Combat -1 Difficulty to Melee Focused Strikes 700 XP Expert Required/Replaces: Martial Arts Practitioner Required: 3 Skill Points in Melee

Animal Mastery One Re-Roll per any Action taken when Horseriding 810 XP SampleRequired/Replaces: Animal Kinship, Animal Reflexes file Ranged Expert -1 Difficulty to Focused Strike and Engineering to all Ranged Weapons 900 XP Required/Replaces: Siegeworker and Keen Eye

Weapon Mastery -1 Difficulty to all Combat rolls, and Engineering all weapons 1100 XP Required/Replaces: Close Combat Expert and Ranged Expert

Page 25 The Gnostic

Rather than reacting to the actions of others, the Gnostic relies on their own knowledge, staying true to their own path.

Trait Affect XP Cost

Contemplative -1 Difficulty to Investigation following Combat 120 XP Observer Requires 1 Skill Point in Investigate, 1 Skill Point Discern Intent

Student of Zen -1 Difficulty to Perception following Combat 130 XP Required : 1 Skill Point in Perception

Mindful -1 Difficulty to Persuade and Investigate following Combat 150 XP Presence Required: 1 Skill Point in Investigate, 2 Skill Points in Discern Intent

Nihilistic -1 Difficulty to Intimidate 280 XP Channelling Required: 2 Skill Points in Perception

Stoic -1 Difficulty to Block or Parry with Melee Weapons 370 XP Conservation Required: 2 Skill Points in Perception, 2 Skill Points in Unarmed

Attuned -1 Difficulty to Investigation and Perception 460 XP Understanding Required/Replaces: Contemplative Observer, Student of Zen

Unnatural -1 Difficulty to Block or Parry with Unarmed or Melee Weapons 580 XP Athletics Required: 3 Skill Points in Unarmed, 2 Skill Points in Perception

Nihilistic -1 Difficulty to Intimidate, Investigate and Persuade 670 XP Perception Required: 3 Skill Points in Investigate, 4 Skill Points in Perception

Ethereal Echoes Re-Roll one Block or Parry attempt using Unarmed or any Weapon 780 XP Required: 3 Skill Points in Perception, 4 Skill Points in Unarmed

Windwalker -1 Difficulty and Re-Roll one attempt at all Combat rolls 850 XP SampleRequired/Replaces: Unnatural Athletics, Ethereal Echoes file Stoic -1 Difficulty to Persuade, Intimidate, Investigation and Perception 960 XP Required/Replaces: Mindful Presence, Attuned Understanding

Soul Balance -1 Difficulty and Re-roll one attempt at any Action roll 1800 XP Required/Replaces: Windwalker, Stoic

Page 26 The SAVANT

The Savant pursues an agenda often known only to themselves, for they understand that the arbiter of one’s own moral code is oneself.

Trait Affect XP Cost

Physician -1 Difficulty to Medicine during or following combat 120 XP Required: 2 Skill Points in Medicine

Personable -1 Difficulty to Persuade a newly encountered NPC 140 XP Required: 2 Skill Points in Persuasion, 1 Skill Point in Sneak

Looter -1 Difficulty to Investigate following combat 150 XP Required: 2 Skill Points in Investigation

Self- -1 Difficulty to remain in Sneak 280 XP Disciplined Required: 2 Skill Points in Sneak, 2 Skill Points in Perception

Surgeon -1 Difficulty to Medical performing operations 370 XP Required: 3 Skill Points in Medicine, 2 Skill Points in Crafting

Keen -1 Difficulty to Persuade and Intimidate a newly encountered NPC 490 XP Perception Required/Replaces: Personable Required: 3 Skill Points in Intimidate

Acrobat -1 Difficulty to Condition in Sneak outside combat, +1 to remain in Sneak outside combat 560 XP Required/Replaces: Self-Disciplined

Raider -1 Difficulty to Investigate 690 XP Required /Replaces: Looter

Battlefield -1 Difficulty to Unarmed, Melee and Ranged in Sneak, +1 to remain in Sneak 750 XP Analyst Required/Replaces: Acrobat

Medical -1 Difficulty to Medical rolls 860 XP SpecialistSampleRequired/Replaces: Physician, Surgeon Required: 3 Skill Points in Crafting file Subliminal -1 Difficulty to Intimidate and Persuade 940 XP Suggestion Required/Replaces: Keen Perception

Ghost One Re-roll and -1 Difficulty to all Non-Combat and Combat from Sneak Rolls 1150 XP Required/Replaces: Battlefield Analyst, Medical Specialist, Subliminal Suggestion

Page 27 ASPECTS

Sample file Aspects

The humans of Gaia place their faith in that which they perceive to yield the most bounty. Those who toil the fields bear witness to the unique blessings of the rain which falls from the sky, whilst the traveller is connected to the ground and the fisher, the sea. The one who fights for a cause ignites their soul to war, and the poet connects their soul to their heart. Those who abandon natural order and embrace nihilism may find themselves in league with the Underworld. Whilst the human condition is more than capable of merging all of these states there is always an overriding, consuming drive which motivates action. This drive is represented by the Character’s spiritual avatar – their Aspect.

With the honing of their Aspect, the Character may pick up Passive Traits or unlock Magical Abilities as they experience more of ancient Gaia. Any Passive Traits which are activated under the same circumstances are resolved in the order chosen by the Player who’s Character possesses those Traits. The standard Difficulty Rating to activate a Magical Ability is 9. This increases by 1 per each time the Magical Ability is used in a single session, to a maximum of Difficulty Rating of 17.

At Character Creation the maximum number of Skill Points that can be allocated to an Aspect is 3 (Practitioner Level).

As with all aspects of AOG the Storyteller may adapt or create new PassiveSample Traits or Magical Abilities within any of the Aspects.file The Abnegate Skill may be used to defend against any Magical Ability. A Successful Abnegate is the equivalent to a Dodge in Combat. Page 28 Sky Aspect: Traits and Abilities

The Sky Aspect draws upon the power of the very air that surrounds us. Ancients under the Sky Aspect swear fealty to deities who are perceived to be the leaders of their respective pantheons.

Restore Vitality Magical Ability Level: Initiate Requires:150 MXP, 150 CXP

The first stepping stone to harnessing your power is the ability to heal others.

If successful, Restore One Point of Damage to another Character or NPC, on the highest current Track applicable.

Whisper In The Wind Thunderclap Magical Ability Passive Trait Level: Practitioner Level: Practitioner Requires:230 PXP, Restore Vitality Requires:240 CXP, Restore Vitality

You possess an other-worldly ability to The energy which guides thunder and pacify a situation. lightning occasionally chooses you to be it’s conduit. Cast in Combat when a Character or NPC makes an Attack Action. If successfully Roll a D6 each time you make an activated, roll a D6. On the result of 5+, the Unarmed Attack. On a 5+, your Attack Attack is not made and the Attacking deals Elemental Damage. Character or NPC skips their Turn.

Mirror Walk Battle Calm Magical Ability Passive Trait Level: Practitioner Level: Practitioner Requires:450 MXP, Whisper In the Wind Requires:430 PXP, Thunderclap

The mind’s eye is your journey, as well as As the eye of the storm, the whirlwind your destination. centres you.

For Three Turns, the Character is able to When Combat is initiated by yourself or projectSample a corporeal version of themself to a any other Character or NPC,file roll a d6. location familiar to them. The Character On the result of a 4+ you Receive a –1 becomes inactive at their physical location, Difficulty modifier to all Persuade and and the corporeal projection instead takes Intimidate Actions during this Combat. all Actions on behalf of the Character.

Page 29 Breathe Of Life Channel Storm Magical Ability Passive Trait Level: Learned Level: Learned Requires:600 MXP, Mirror Walk Requires:750 CXP, 700 MXP, Battle Calm Requires and Replaces: Restore Vitality Requires and Replaces: Thunderclap

Laying your hands upon a diminishing Once the chosen vessel, now you aura, your energy restores vitality. choose to become the driving force.

Cast on yourself, another Character or When making a successful Unarmed NPC. If successful, Breathe of Life restores Attack, you may choose for the Attack D6 worth of Damage Points, starting on to deliver Elemental Damage, or to the highest Damage Track currently remain a regular Unarmed Attack. affected.

Thunderbolt Wind Walk Magical Ability Magical Ability Level: Learned Level: Learned Requires:1100 CXP, Channel Storm Requires:1000 MXP, Breathe Of Life Requires and Replaces: Mirror Walk You project the energy that charges your being. You are one with your mind, you are one with the air. When successfully activated, you project a bolt of lightning which deals Your Character may levitate and travel up Elemental Damage. In addition to this, to 50m, for Three Turns (50m per turn). roll a D6. On the result of 5+, you deal This may be done as a corporeal projection +1 Elemental Damage instead of under the normal rules for Mirror Walk, or regular Elemental Damage. in the Character’s regular physical form. The Character does not receive Damage upon landing.

Raise The Fallen Magical Ability Level: Zenith Requires:1500 MXP, Wind Walk, Thunderbolt

At the height of your powers, you prevent another soul crossing the veil by electrifying their physical vessel. If successful,Sample resurrect a Character or NPC who has died within the last hour.file The Character or NPC is resurrected with no Damage taken.

Page 30 Sea Aspect: Traits and Abilities

The Sea Aspect represents the fluid nature of existence. Ancients under the Sea Aspect accept all things without restriction, and see time as an open door.

Invigorate Life Force Magical Ability Level: Initiate Requires:150 MXP, 150 CXP

Your inner strength bolsters and boosts your physical presence.

When successful, your Condition Actions receive -1 Difficulty for the following two Turns.

Skip Beat Fluid Vessel Magical Ability Passive Trait Level: Practitioner Level: Practitioner Requires:250 MXP, Invigorate Life Force Requires:210 PXP, Invigorate Life Force

Time recognises your journey, and lends a Your heart and mind are one clear pool, helping hand. without a ripple of disturbance.

If successfully cast, you drop out of the Any Character or NPC who wishes to physical realm and perform a free Action, Intimidate or Persuade you gains +1 before reappearing to the physical realm Difficulty to attempt such Action. (at the physical location you arrived at finishing your free Action), where you may take another Action as normal. Aqua Vitae Cleanse Passive Trait Enhance Vitality Level: Practitioner Magical Ability Requires:450 PXP, Fluid Vessel Level: Practitioner Requires:470 MXP, Skip Beat You heed the body’s craving for the cleansing purification of water. Your aura absorbs and cleanses your ailments. By drinking uncontaminated water you restore one point of Damage on the TheSample Character’s vitality is enhanced with highest Damage track affectingfile you. one additional Wound. The Player may choose which Damage track this applies to.

Page 31 Flowing Vitality Passive Resistance Magical Ability Passive Trait Level: Learned Level: Learned Requires: 590 MXP, 510 PXP, Enhance Requires: 800 CXP, 400 PXP Aqua Vitae Vitality Cleanse Requires and Replaces: Invigorate Life Requires and Replaces: Fluid Vessel Force Flowing with the rhythm of life, you The rush of energy engulfs you, and you become harder to restrict. ride the crest of the wave. In addition to the affects of Fluid Vessel, Cast on yourself, another Character or roll a D6 when you are the target of NPC. If successful, the subject receives -1 any Attack Action. On a 5+ you Dodge Difficulty to all Physical Actions for the the Attack completely. following three Turns.

Fold Time Water Oneness Magical Ability Passive Trait Level: Learned Level: Learned Requires:980 MXP, Flowing Vitality Requires:1100 CXP, Channel Storm Requires and Replaces: Skip Beat Requires and Replaces: Aqua Vitae Cleanse Quietening your mind, time and tide wait for you. Submerging below the waterline, you find yourself perfectly within your In addition to the effects of the Skip Beat element. ability, when Fold Time is successfully activated the Character may choose to In addition to the affects of Aqua Vitae “rewind” time and undo the most recent Cleanse, you breathe as easily Action taken by a Character or an NPC. underwater as on land, and receive no The Player may choose in which order penalty to Actions taken underwater. their free Action from the Skip Beat ability and the affects of Fold time take place.

Self Resurrection Magical Ability Level: Zenith Requires:1500 MXP, Fold Time, Water Oneness

The river of life continues to flow. Your journey is not at it’s end. FollowingSample one Turn as Deceased, you are resurrected with all Damage tracksfile restored.

Page 32 LAND Aspect: Traits and Abilities

Combining inner strength with steadfast energy, the Ancients who choose the Land Aspect are grounded, measured, headstrong and guarded.

Spirit Shield Magical Ability Level: Initiate Requires:150 MXP, 150 CXP

When grounded, you hold your ground.

The Character may attempt to produce a shield of energy when an Action is taken against them. If Spirit Shield is successful, the Action is Blocked and negated. This counts as the Character’s Turn. Outside Combat, Spirit Shield can also be used to block hazardous objects that may be falling or travelling towards the Character.

Moving Parts Hands of Stone Magical Ability Passive Trait Level: Practitioner Level: Practitioner Requires: 160 MXP, 50 TXP, Spirit Shield Requires:260 CXP, Spirit Shield

Your intuition for the way things fit You know your own strength, but it can together has always been second nature. still surprise you.

Cast by touching a a broken or damaged Roll a D6 each time you make an mechanism, machine or object Unarmed Attack. On a 5+, your Attack constructed from three or more parts. If Knocks Out your opponent for three successful, the subject is restored to Turns. working order.

Pre-Emptive Stun Grounded Movement Magical Ability Passive Trait Level: Practitioner Level: Practitioner Requires:450 MXP, Moving Parts Requires:430 PXP, Hands of Stone

Your third eye reveals your opponent’s You move in unison with the flow of intent. Gaia’s energy.

As an Attack Action is taken against you, Reroll any attempt to enter Sneak, and anotherSample Character, or an NPC, if Pre- any attempt to maintain file Sneak when Emptive Stun is successful you Stun the potentially compromised. opponent attempting to take that Action. The Attack is negated and the opponent is Stunned for One Turn.

Page 33 Charge Shield Pacifier Magical Ability Passive Trait Level: Learned Level: Learned Requires:710 MXP, Pre-Emptive Stun Requires:730 CXP, 710 MXP, Grounded Requires and Replaces: Spirit Shield Movement Requires and Replaces: Hands of Stone Your spirit recalls the disruption in your energy field. You now fully control your physical might. In addition to the affects of Spirit Shield, the blocked energy is absorbed by you Roll a D6 each time you make an and provides -1 Difficulty to your next Unarmed Attack. On a 4+, you may Action. choose for the Attack to Knock Out your opponent for three Turns. Animate the Inanimate Magical Ability Level: Learned Stonewall Requires:700 MXP, 500 TXP, Charge Shield Magical Ability Requires and Replaces: Working Parts Level: Learned Requires:110 0CXP, Pacifier You are attuned to the physical realm, and it allows for your direction. When acting for another, your energy works in it’s purest form. Up to a distance of 15m, in addition to the affects of Moving Parts, you may activate When another Character or NPC is mechanisms, take control of objects for subject of an Attack Action or the target one Turn, or dismantle objects constructed of a Magical Ability, cast to trade from three or more pieces*. physical places with them and roll a D6. On the result of 5+ the Attack or *The more intricate the object, the higher the Magical Ability is successful against the starting Difficulty Rating to successfully cast. opponent who initiated the Attack or cast the Magical Ability.

Fully Grounded Magical Ability Level: Zenith Requires:1600 MXP, Animate the Inanimate, Thunderbolt

As one with Gaia, you are protected from the physical realm.

Roll a D6 whenever an Action is taken against you, or as harm is about to befall you. On theSample result of 4+ Mother Earth absorbs and dissipates any Damage caused file to you that Turn.

Page 34 Heart Aspect: Traits and Abilities

The Heart Aspect is the path chosen by those who support the people around them. Whether through sacrifice, subterfuge or stealth, the Ancients of the Heart Aspect will defend their people via any means necessary.

Courageous Soul Passive Trait Level: Initiate Requires:150 MXP, 150 PXP

As your chakras open, your empathy becomes your shield and your sword.

You receive -1 Difficulty when asking questions or analysing the intent of another Character or NPC.

Rags To Riches Managed Luck Magical Ability Passive Trait Level: Practitioner Level: Practitioner Requires:250 MXP, Courageous Soul Requires:230 PXP, Courageous Soul

Your journey has taught you to favour the You give yourself to the Universe, and mind-set of abundance. the Universe is listening.

Cast on any Character or NPC when When the Character fails three rolls in a attempting to barter in trade. When row, after the third failed attempt roll a successfully cast you have -1 Difficulty to D6. On the result of 5+ the Action is a strike the bargain you desire using pass. Persuade or Intimidate.

Iron Gut Glean Aura Passive Trait Magical Ability Level: Practitioner Level: Practitioner Requires:450 PXP, Managed Luck Requires:480 MXP, Rags To Riches Your constitution is renowned, and The mind’s eye is your journey, as well as trained. your destination. You do not receive ill affects from If successfully cast on another Character or imbibing Toxins. In addition to this, NPC,Sample upon placing your hand near to when you receive a Toxinfile Damage as them, you reveal their intent towards the the result of an Attack, roll a D6. On a Party. 4+ you are not affected by the Toxin.

Page 35 Bewitching Message Battle Hindrance Magical Ability Magical Ability Level: Learned Level: Learned Requires:650 PXP, 230 MXP Glean Aura Requires:710 MXP, 700 PXP, Iron Gut

Your power of suggestion rests upon your Your tricks and sleight of hand make turn of phrase, with a sprinkling of Magic. you a problem on the battlefield.

When encountering a hostile NPC, you When another Character or NPC that recite a monologue, poem or ballad in an you wish to protect is the target of a attempt to pacify the opponent. Roll a D6, Physical Attack, you may use your Turn on a result of 4+, the opponent ceases to hinder this Action. If successful, roll a hostility and takes no further Actions D6. On the result of a 4+ the attacker's against the Party. weapon has been sabotaged, breaks, and becomes unusable.

Spirit Sacrifice Shot Caller Magical Ability Magical Ability Level: Learned Level: Learned Requires:1000 PXP, Bewitching Message Requires:1100 CXP, Battle Hindrance

Your empathy pierces the veil, and you The Universe favours your will. take the burdens of another upon your shoulders. At the beginning of the session roll a D6 and half the result. This is the When another Character or NPC is number of Shot Caller Actions able to engaged in a Combat that you are not, if be taken by the Character this session. Spirit Sacrifice is successfully activated you At any time, you may use one of these may exchange your life force for theirs. Actions to nominate the Pass of any You switch Damage with them as Action (in or out of Combat), on behalf applicable. of yourself or for any other Character or NPC.

Lion Heart Magical Ability Level: Zenith Requires:1500 MXP, Spirit Sacrifice, Shot Caller

You revitalise your energy, and transfer the influx to your friends if needed. WhenSample cast successfully, roll a D6 and heal that number of Wounds, startingfile with Damage on the highest track. If any points from the roll are remaining you may transfer the remainder to one or more other Characters or NPCs.

Page 36 War Aspect: Traits and Abilities

Those who adopt the Aspect of War understand the balance of life and death, light and dark, yin and yang. For the Ancients of the War Aspect honour is the goal – the kill is the necessity.

Call To Focus Magical Ability Level: Initiate Requires:150 MXP, 150 CXP

On the field of conflict you stand ready. When Combat is first initiated, you may step forward to draw the focus of any opponent.

If successful, the opponent you are targeting breaks from their current target, and becomes Tied with you.

Thermal Conduit Aggressive Block Magical Ability Passive Trait Level: Practitioner Level: Practitioner Requires:260 MXP, Call To Focus Requires:300 CXP, Call To Focus

The rage burning within your soul pours Standing strong, you return the flow of forth. aggression against your foe.

When Thermal Conduit is successfully Roll a D6 each time you make a activated, an object up to 15m away may successful Block. On a result of 5+ you be heated up to it’s melting point as a instantly return the Damage to your maximum, or the Character launches a ball opponent that was intended for you. of fire from their hands causing Elemental Damage. Sharpshooter Hakka Passive Trait Magical Ability Level: Practitioner Level: Practitioner Requires:450 CXP, Aggressive Block Requires:250 MXP, 220 PXP, Thermal Conduit You possess a keener eye when armed Requires and Replaces: Call To Focus with a ranged weapon.

Your war cry strikes fear into the heart of Roll a D6 each time you operate a your enemy. Ranged Weapon. On a result of 5+ your SampleAttack becomes an Aimedfile Shot, and In addition to the affects of Call To Focus, you may choose to disarm, target limb, you have -1 Difficulty to all Actions against or kill the target. your opponent.

Page 37 Charged Wield Counter Fighter Magical Ability Passive Trait Level: Learned Level: Learned Requires:410 MXP, 220 CXP Hakka Requires:800 CXP, Sharpshooter Requires and Replaces: Aggressive You transfer your energy to the weapon Block you are wielding, overcharging it’s lethal potential. Closing with you is a risk your enemies take, at their own peril. Cast on any weapon you possess. For three Turns, the weapon deals +1 In addition to the affects of Aggressive Elemental Damage. After those three Block, roll a D6 whenever a failed Turns, the weapon dissipates into the Unarmed or Melee Attack is made ether. against you. On a 4+ the Attack is successful against the opponent who made the Attack. You get to roll for Coat In Flames Damage. Magical Ability Level: Learned Lay In Wait Requires:150 MXP, Charged Wield Passive Trait Requires and Replaces: Thermal Conduit Level: Learned Requires:600 CXP, 510 PXP, Counter You control your rage beyond it’s apex. Fighter

Coat In Flames grants the ability to heat Your killer instinct is honed when you objects up beyond their melting point at settle into the shadows. an exponential speed, causing them to explode. Characters or NPCs within 1m of When successfully in Sneak, you may re- this explosion take Explosive Damage. roll any Focused Strike or Aimed Shot. Fireballs hurled from the Character now deal +1 Explosive Damage on the Wounding Chart. Killing Blow Passive Trait Level: Zenith Requires:1650 CXP, Coat In Flames, Lay In Wait

Drawing on all of your combat experience, time grinds to a halt as you identify your opponent’s prominent arteries, and gaps in their armour.

Following any successful Attack you make, roll a D6. On the result of 4+ you deliver a strikeSample which extinguishes the life force of your opponent. file

Page 38 Underworld Aspect: Traits and Abilities

The Underworld Aspect is the most feared and, consequently, least understood journey a soul can willingly undertake. The Ancients who follow the path of the Underworld acknowledge the natural order, but follow only the authority of the self.

Commune With Spirit Magical Ability Level: Initiate Requires:150 MXP, 150 CXP

The first stepping stone to harnessing your power is the ability to heal others.

If successful, Restore One Point of Damage to another Character or NPC, on the highest current Track applicable.

Distort Memory Bound Blade Magical Ability Passive Trait Level: Practitioner Level: Practitioner Requires:320 MXP, Commune With Spirit Requires:260 CXP, Commune With Spirit

Control of yourself grants you influence A corporeal blade is summoned for you over others. to use; a gift from the Underworld.

You implant a memory into the target When Bound Blade is successfully Character or NPC’s mind which they activated, you possess a Melee (Bladed) believe to be true. You are able to weapon that is bound to you until Intimidate or Persuade the target at -2 deactivated. Each time a successful Difficulty Attack is made, roll a D6. On the result of 5+, you deal Elemental Damage in addition to the Melee (Bladed) Attack. Torturous Stasis Magical Ability Bound Armour Level: Practitioner Passive Trait Requires:450 MXP, Distort Memory Level: Practitioner Requires:510 CXP, Bound Blade A binding prison conferred from your mind, to the corporeal. Without physical trappings, your soul summons a protective layer. An excruciating electric stasis field around is summonedSample around a sentient life form, When not wearing Armour,file you may causing them to become Stunned for 1 successfully summon Bound Armour to turn, and applies a +1 Difficulty modifier to protect you with a DR of 50, and no actions taken by that Character or NPC in penalties from the Defense Chart, for up their following turn. to five Turns.

Page 39 Host Denizen Deflective Spikes Magical Ability Passive Trait Level: Learned Level: Learned Requires:670 MXP, Torturous Stasis Requires:760 CXP, 780 MXP Requires and Replaces: Bound Blade, Your soul rescinds to the Underworld, and Bound Armour your physical form becomes a host vessel. When struck, your spirit protects itself Cast on yourself, you are willingly with elemental spikes and barbs. possessed by an ally from the Underworld who boosts a Skill Group of you choosing, When making a successful Block or making -1 Difficulty to any Rolls within that Parry, roll a D6. On the result of 4+, you Skill Group. deal Elemental Damage in addition to the affect of the Block or Parry.

Corrupting Whisper Shadow Phase Magical Ability Magical Ability Level: Learned Level: Learned Requires:1200 MXP, Host Denizen Requires:1150 CXP, Deflective Spikes Requires and Replaces: Distort Memory You fade into the ether, choosing when You weave the fate of another with your to reveal yourself. words. When making a successful Dodge, you In addition to the affects of Distort may immediately move into Sneak. Any Memory, once the target Character or NPC Attacks made from this Sneak deal +1 is successfully Intimidated or Persuaded, Elemental Damage, and any Focused you are able to take three Turns as that Strikes or Aimed Shots are made at -1 Character or NPC (in addition to your own Difficulty. Turns as normal).

Extinguish Life Force Magical Ability Level: Zenith Requires:2200 MXP, Corrupting Whisper, Shadow Phase

The Zenith may choose to extinguish the life force of a sentient being.

The Difficulty Rating to manifest this Ability is always 13. If successful, the target sentient beingSample is killed. file

Page 40 CREATION

Sample file Character Creation

The Character Sheet The Character Sheet is used to record the main details for your Character. Your Character’s Name is recorded at the top of the sheet. Shekels Shekels are the currency most familiar throughout the Ancient World. Your running total of Shekels is recorded on this section.

Axiom

Your chosen Axiom is recorded here. At Creation, your Character has 150XP available to spend in each XP Type specific to the two governing XP Types for your Axiom.

Renown

Your Character’s Renown for their deeds is recorded here.

Aspect

Your favoured Aspect is recorded here. As your Character evolves, you may choose to adopt more and more Aspects. Your first and favoured Aspect gains a 10% XP bonus for Actions taken pertaining to this Aspect.

Starting Skill Point Allocation

Skills are divided into four Skill Groups on the Character Sheet; Magical, Technical, Personal and Combat. Skill Points are divided by the / to indicate the base Skill Point, and any modifier being applied to that Skill Point. Modifiers which affect the Character’s ability to take Action with that Skill Point for a longer duration than one Turn are advisable to note here.

There are a maximum of 5 Skill Points which can be achieved in each Skill, representing each Experience Level per Skill; 1 - Novice, 2 - Initiate, 3 - Practitioner, 4 - LearnedSample and 5 – Zenith. file Your Character’s backstory and the way you wish to play should inform your decisions when allocating starting Skill Points at Character creation.

Page 41 When creating your Character you must decide which Skill Group is your Primary Skill Group, in which you have 8 Skill Points to allocate anywhere in that Skill Group. In your Secondary Skill Group, you have 6 Skill Points to allocate. Your Tertiary Skill Group allows 4 Skill Points to allocate. The Outside Skill Group is the Skill Group least pertinent to your Character’s backstory and you have 2 Skill Points to allocate within that Skill Group.

At Character Creation you may allocate a Maximum of 3 Skill Points (Practitioner Level) to any Skill Rating.

The XP cost to allocate Skill Points after Character creation starts at 50XP of that type for an unallocated Skill, doubling each time a new Skill Point is allocated. The total cost therefore to fully upgrade an unallocated Skill is 1250xp of that type (50, 100. 200, 400, 800). E.g. a Character who has 2 Skill Points in Melee after Character creation would require 200CXP to allocate a third Skill Point in Melee once gameplay has commenced.

Skill Group – Magical

The Magical Skill Group contains all Skills relative to arcane understanding and the practice of summoning Magical Abilities.

Sky, Land, Sea, War, Love and Underworld

The Magical Skill Group contains all Skills relative to arcane understanding and the practice of summoning Magical Abilities via your Aspect. Each Aspect is defined on it’s relevant page under the Aspects section (commencing at page …).

Abnegate

The ability to Abnegate is used to dispel a Magical Ability of which the Character or NPC is the target. DetectSample Arcane file Detect Arcane is used to intentionally seek out the affects or presence of spiritual manipulation. The Character or NPC is able to detect the influence of the arcane on

Page 42 objects, environments and other Characters or NPCs. A Detect Arcane Novice has above average attunement to the spiritual world and may have a sense of when it’s forces are at work. The Zenith in Detect Arcane is able to use their internal third eye to perceive in an extra-sensory dimension at will.

Heightened Senses

Heightened Senses is used by Character or NPC’s who wish to amplify the natural receptivity of their physical senses with a boost of spiritual energy. Heightened Senses enhance one or all of the five natural senses. A Novice in Heightened Senses may see further than others or pick out aspects of verbal communication across a crowded room. The Zenith is able to innately process information picked up by their sensory receptors, and may also utilise these receptors if they are physically damaged.

Skill Group – Technical

Skills used in-game that revolve around Mounts, Crafting and Engineering come under the Technical Skill Group. The use of Technical Skills garner Technical XP (TXP) and are used mostly outside Combat and social interaction to enhance an item, or provide an advantage within a given environment.

Mounts

The ability to ride creature large enough to carry the Character successfully. The Novice in Mounts may just about control an animal long enough to reach a nearby destination. The Zenith in Mounts finds kinship among the animal kingdom, and creatures will kneel allowing the Character to climb upon their backs.

Crafting

Crafting is the Character’s prowess for creating something from raw materials. Whether potions, brews, equipment, armour or weapons, the eye for detail required to make something is very valuable. The Crafting Novice has assembled some basic items, probably for self-defence. The Crafting Zenith is a master craftworker, able to produceSample items of incredible worth and quality. file

Page 43 Engineering

The ability to work with physical machinery, interact with components, repair items, vehicles, and spacecraft, and understand structural architecture are all included within the Engineering Skill. Indeed, Characters looking to improvise or construct new devices or items will also need to have a grounding in Engineering. An Engineering Novice is able to carry out general repairs and has a mind for understanding the way things work. An Engineering Zenith is a master architect, inventor and is able to maintain intricate working parts.

Skill Group – Personal

Personal Skills reflect the Character’s ability to interact with their surroundings and with other Characters and NPC’s.

Condition

Condition includes all Actions taken where agility, acrobatics, athletics and feats of physical strength made outside of Combat come into play. A Novice in Condition has a slightly above average level of fitness and can sprint or carry Elemental loads if absolutely necessary. The Zenith in Condition has reached the peak of physical conditioning possible, has shockingly reactive reflexes and can potentially perform acrobatic stunts that appear to defy the laws of physics.

Investigate

The Investigate Skill is used to perceive and understand objects, environments and other Characters or NPCS. Where a Character may not have the technical knowledge of a component or the scientific understanding of a microclimate, the higher the Investigate Skill the more chance they have of quickly absorbing the way a thing works and what it’s intended function is. Investigate is also used for Looting potentially higher value items. A Novice with Investigate may see things that others do not, providing the object or aspect is prominent. The Zenith has such finely tuned senses that the face value of a person, object or environment is merely a façade which can easily be exploited or further understood. SneakSample file All Actions involving stealth and sleight of hand are determined by the Sneak Skill. Sneak may be used for a physical Action such as blending into a crowd or using a

Page 44 shadow to provide visible cover, and may also be used conversationally when a Character or NPC wishes to conceal their true intent. The Novice in Sneak may have some experience in blending into crowds or covering their tracks, and a Zenith is accomplished in all aspects of subterfuge both physical and verbal.

Intimidate

Intimidate is the ability to directly confront a Character or NPC either verbally or through the use of body language. Used to directly instruct another person, threaten them into carrying out a course of action, or to reveal information, Intimidate represents how menacing a Character is, and how they use this presence. A Novice in Intimidate may be known as a direct talker or have a loose reputation for physical violence. The Zenith understands the subtleties and psychology of exploiting another person’s fear in order to convince them to do things that may be against their own interests.

Medical

Where science and technology skills are required to produce medicines, the Medical Skill is the Personal Skill that determines the Character’s own response to treatments, drugs and remedies. Medical also increases the likelihood of a Character being able to self-medicate and administer restorative procedures such as constructing ligatures and tourniquets, or pulping herbal remedies. A Medical Novice has experience in treating some wounds and has a basic understanding of their own anatomy. A Medical Zenith is able to optimise treatments and remedies for the best possible outcome, and is able to administer this to themselves or others.

Persuade

The Persuade Skill is used when a Character or NPC wishes to influence, rather than direct, the course of action of another. The ability to Persuade is often deployed when the Character wishes to remain on good terms with the person they are attempting to influence. The Novice in Persuade is able to present their case and a hopeful outcome, and the Zenith can draw on the desires and objectives of another person in order to convinceSample them that their agendas are mutually aligned. file Skill Group – Combat Combat Skills cover all aspects of conflict once Combat has been initiated.

Page 45 Unarmed Unarmed represents the Character’s martial prowess when fighting without weapons. At Novice level a Character has some basic self defense experience, whilst a Zenith is a Character who has devoted most of their life to pursuing the perfection of hand to hand combat techniques.

Melee (Blunt)

The oldest form of offensive weaponry was a simple blunt object wielded with force. This principle still holds true when using Blunt Melee weapons. The Novice may take up a rock, whereas the Zenith has an extensive knowledge of the application of blunt force.

Melee (Bladed)

Edged weapons designed to cut, slash, thrust and impale come under the Bladed Melee Skill. Novices in Bladed Melee may swing a blade and hope for the best. Zeniths in Bladed Melee is dedicated to the perfection of their chosen weapon’s form.

Ranged

Evolving from the hunting of prey whilst keeping distance, Ranged combat has it’s obvious advantages. The Novice at Ranged has the ability to operate the weapon. The Zenith has the ability to aim at a chosen target in order to cause maximum impact.

Siege

Siege weapons are large and have an additional psychological impact on the enemy. A novice with siege weapons will have spent some time as a loader. The Zenith with Siege weapons knows how to dictate the pace of a battle using superior weaponry.

Elemental

Elemental Damage is caused primarily by Magical Abilities. Weapons that cause Elemental Damage directly however, such as a flaming arrow or a lightning conductor rod, fallSample under this category, as an extra level of care and Skill is requiredfile by the Character operating this kind of weapon.

Page 46 Traits and Abilities

Traits and Abilities that provide a specific effect for the Character or NPC are listed in this section of the Character Sheet. The effects do not need to be recorded, as they can be referred back to and over time will become familiar to you the Player. Abbreviations can be used for ease of purpose and to maximise on space. In addition to Traits and Abilities listed in the main rules, the Storyteller can also assign new Traits and Abilities to the Character based on the way the Character has been roleplayed. For example, a Character who favours a particular weapon or Magical Ability may gain a trait which benefits them when these Actions are carried out in the future. A Character that has repeatedly failed at a certain Action may incur a negative Trait or Ability, again assigned by the Storyteller, that provides a minus modifier when attempting to accomplish this Action in the future. If the Character manages to Pass this Action the Storyteller may wish to narrate a bonus outcome for overcoming this adversity. The Storyteller alone is responsible for naming additional Traits and Abilities, and assigning their affects. Inventory All items that are not weapons or armour carried by your Character are listed in the Inventory. As the Player you are responsible for keeping track of the items in your Inventory, including ammo and consumable goods. The Inventory represents the items being carried by your Character at any time. There is no carry capacity limit in Morningstar; instead the method used to store and carry items must be described by the Player. Belts, pockets on clothing, satchels, backpacks, straps, harnesses and pouches are all acceptable methods of carrying items. You may also wish to improvise and innovate methods for carrying items. When beginning an adventure the Player describes their Inventory and methods of carrying items to the Storyteller (the Player does not necessarily have to disclose every item in their Inventory to the rest of the Party, and some items are concealable). When new items are gained, for example via looting or purchase, the Player describes how they intend to store the item. The Storyteller may request a periodic Inventory check at any time to review the amount of items carried by the Character, to ensure fairness and reasonable realism. The Storyteller has the final say on what is realistically acceptable to be carried by a Character. The apparel worn by your Character and any of the gear used to carry additional items (described above, or innovated) do not need to be listed in your Inventory, rather this should be included in your description of your Character’s appearance at the beginningSample of an adventure. You may wish to keep a separate filenote or an illustration of your Character’s appearance to assist you with this. Items not being carried by your Character and stored at a separate location (within a building or at any other location) are not listed in your Inventory and are noted separately from your Character Sheet. Page 47 Weapons

All weaponry carried by your Character at any time is listed on the Weapons section of your Character Sheet. You may wish to note the name of the weapon in abbreviated form and remaining ammunition if needed. The same principle applies to carried weaponry in the Weapons section as carried items in the Inventory section. Your method for carrying your weapons must be outlined to the Storyteller, and the Storyteller assesses whether these methods are reasonable and realistic. Weapons not intended for use or to be readily accessed by the Character may be stored in the Inventory and classed as items. These weapons may be equipped into the Weapons section, and this takes one full turn during Combat. Armour The Armour being currently worn by your Character is listed in the Armour section of the Character Sheet. As with weaponry, pieces of armour may have an initialled abbreviation for your ease of purpose for listing them on your Character Sheet. Armour not being worn is classed as an item and listed in your Inventory. The usual principles of carrying items in your Inventory apply to pieces of armour being carried and not being worn. If you wish to equip and wear a piece of Armour being carried in your Inventory this takes two fill turns in Combat, to represent suiting up and fastening the armour to your Character’s body. The overall Defence Rating of all the Armour your Character is wearing is noted next to your Total DR in the bottom right-hand corner in the Armour section of the Character Sheet. Experience Record Experience Points (XP) in AOG is broken down into four governing Skill Groups from the Character Sheet; Magical, Technical, Personal and Combat. Actions taken using these governing Skill Groups earn XP based on the success of the Action or the way in which the Player reacts to and roleplays the outcome of the Action. This XP is then used to move up the Experience Levels within a Skill, or to unlock new Axiom Traits (or Traits awarded by the Storyteller). The current unspent total XP available is recorded next to the Current section of the Experience Record. The running total of all XP gained within that XP Type is listed next to the Total section of the Experience Record. Actions, interactions and reactions that earn XP along with the amount of XP awardedSample in any instance is decided solely by the Storyteller. XP mayfile be awarded by the Storyteller before, during or after a session. The Player involved or the Party as a

Page 48 whole may wish to discuss XP allocation following or prior to a session, but not during play. Players who are inclined to take notes or have recalled a particular Action or instance of exceptional roleplay during gameplay may wish to put forth a suggestion pertaining to XP to do with their own or another Player’s Character. Whilst such discussions can be very valuable and valid suggestions make for a great opportunity for the party to bond, do keep in mind that the Storyteller always has the overall decision on the allocation of XP.

Wounding Chart

The Wounding Chart is used to keep track of your Character’s vitality. Anything that affects the Wounds or Damage taken by your Character will have a description of how this is recorded on your Wounding Chart. Following the allocation of Damage from the Wounding Table, the relevant number of spaces on the listed Wounding Track (Superficial, Prolonged and Sustained). Some items and Abilities grant the Character additional Wounds. To half an individual space and therefore give one additional Wound on the relevant Wounding Track, simply draw a line horizontally through the centre of the space, on the first available space that is not shaded. In extreme cases, spaces on a Wounding Track may be quartered to provide three additional Wounds per space.

Status

Any Status affects that impact your Character are listed here. If the Status only affects your Character for one turn you may not wish to list this on the Character Sheet. If the duration is longer than one turn, to help you to keep track of this write the Status on the Character Sheet, with a number alongside it representing the number of turns or length of time your Character will be affected by this Status.

Additional Character Information

Backstory, a description of your Character, owned mount and properties, stored items (along with weapons and armour) and any other information important to your Character should be recorded on a separate sheet of paper or text document as a reference. It is also advisable to keep short-hand notes on the Actions and outcomes taken by your Character, memorable lines or dialogue, information on objectives, other CharactersSample and NPCs. This is not strictly required and the Storytellerfile will have an overview of these aspects, but it is highly recommended from the point of view of getting the most out of your Character in-game (not to mention making the case for your Character to garner XP following the session).

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