Superior Games Books™
T4X 1E8
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Copyright © 2011 by David L. Dostaler. All rights reserved.
Cover Art: © 2011 by Laura E.C. Dostaler. All rights reserved.
Interior Art: © 2011 by Laura E.C. Dostaler and David L. Dostaler. All rights reserved
Copyright Notice: No part of this book may be reproduced in
any form or by any means without permission in writing from the author.
Permission to Photocopy: Any purchaser of this book may photocopy for
personal use only the character sheets or other tables in this book.
Made in Canada
First Printing: February, 28th, 2011
ISBN 978-0-9868840-0-9
Published by David L. Dostaler at Smashwords
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Challenger
Role Playing Game Core Rules
by David L. Dostaler
Game Credits:
Laura E.C. Dostaler, Joseph A. Dostaler, Elizabeth L.G. Dostaler, Mom, and Dad, Special thanks to: Matt Fleming “Formatting Master”, Dannick Pomerleau, Thomas Pomerleau, Sean Sandeen “The King” Bone Naga, (Roel Schuring) “The Archwizard” and: Istaran, Oxybe, Mellored, and Xguild on the 4E forums for their invaluable advice.
Table of Contents
Chapter 1 Rules
Chapter 2 Classes
Chapter 3 Races
Chapter 4 Skills
Chapter 5 Character Creation Errata
Chapter 6 High Level Characters
Chapter 7 GM’s Section
Chapter 8 Rules References
Chapter 9 Sample Adventure
Chapter 10 Challenges
Introduction
Welcome to the revised version of the Challenger RPG game! Despite appearances, this game is outrageously simple to learn and play. The bulk of the text is taken up by classes and races of which there are very many indeed. You should not feel you have to read through every single one to learn to play this game, instead, just read the chapter headings in each section and you will know all the rules you need to play. Better yet, grab a few friends and start play right away with the quick-play version and sample adventure (at the end of this book). You can always ‘add-in’ the advanced rules and character additions later if you want.
How to Play a Role-playing Game
Role-playing is playing the ‘role’ of a fictional character in the game. Every player’s character or ‘PC’ is one such fictional character (a hero) one of the players controls.
The ‘GM’ is the one player who is in charge of the game known as the ‘game master’. The game master controls everything in the game and ongoing story except for the players’ characters. The players’ characters can do or say whatever they’d like, but it is up to the GM to decide what actions succeed or fail or call for a die roll to determine success. The rules outlined below will tell you what your player’s need to roll for their characters to do certain things in the game. If any action is unlisted, use the recommendations below and your best judgment. The GM designs ‘adventures’ which the heroes (PCs) embark on to slay dragons, rescue princesses, and retrieve great magical treasures.
RR is the number you will need to roll at or above to succeed on a challenge. This game is full of challenges from mighty monsters, to climbing terrible mountains, to negotiating with deadly princes. RR stands for Risk Rating and also for Risk vs. Reward because when you risk something you’re most often rewarded with treasure, magic items, xp, or just your own life!
1d20 means: roll one twenty-sided die. 1d6 means: roll one six-sided die. 3d6 would mean: roll three six-sided dice and add the results together. Roll 1d20-5 would mean roll one twenty-sided die and subtract five from the result. See also, the Glossary at the back of this book for how to roll any other funny numerical quantities including: percentages, 1d5, and 1d100 (which you don’t actually need dice for).
You now know enough to start your own heroic adventures and epic gaming stories. If you have any further questions, feel free to consult the glossary at the back of this book.
Why is this Game so Great?
This game is responsive rather than reactive. In most games the GM will say, “Ten ninjas burst from the shadows and attack you, roll for initiative.”
In Challenger the GM will always say, “Ten ninjas burst from the shadows, swords gleaming. What do you do?” It’s in the rules.
Several key factors lend themselves to this creative, player-driven approach: Initiative cannot be won by the enemy, the player’s always act first even when surprised (just at a statistical disadvantage), the core mechanic uses 1d20 to resolve all actions and the GM is not allowed to roll any dice (loses none of the flavour or intensity of combat but puts the ball decidedly in the PC’s court), and the PC’s powers let them dictate how the game will be played, whereas the skills they have allow them to help shape and mould the world the GM has created.
And, yes, ‘flavour’ is spelt with a ‘u’ if you’re a Canadian.
The game’s responsiveness even extends to character creation. There are hundreds of build options with dozens of races and classes to pick, choose, and combine in order to create your dream character.
And, lastly, the GM is encouraged to tailor the game to the players. If they skip the adventure, create a new one on the fly. Try to create adventures the player’s want to play rather than force them to play the ones you’ve chosen without their input.
Remember: Create and respond, don’t attack and force them to react; and you’ll do fine. (I’m sorry that last bit doesn’t rhyme).
What this does is let the player’s dictate how the game will be played. A combat can never be forced on them. They always choose how to respond to any threat, however dire. You might be surprised at how your players react when you do this. Sometimes the players will choose to talk, rather than fight, their way out of a situation just given the chance to decide on their own.
Who knows? They may even decide to use skills, do something unexpected, or attack when you thought they should roll diplomacy. That’s the beauty of this game system. Enjoy.
Understanding This Product
This book is laid out into ten chapters. If you follow each of them in order you will create a complete advanced-rules character in the process. Chapter One is rules, Two is Classes, Three is Races, Four is Skills, Five is Character Creation Errata, Six is High Level Characters, Seven is the GM’s section, Eight is Rules References, Nine is a Sample Adventure, and Ten is Challenges. Players need only read Chapter One and the Chapter headings in the subsequent chapters. GM’s should read Chapter One: Rules, all the subsequent chapter headings, and the GM’s section in its entirety. GM’s should also read the sample adventure through before play.
To ease character creation, you should print off a copy of the character sheet at the back of this book. If that’s not an option, you can make your own character sheet.
Chapter One Rules
If you’ve ever played an RPG before, you’re probably familiar with most of the terminology in this game. Outlined below are some of the major changes from the traditional RPG:
The Core Mechanic
Roll 1d20 and if your roll equals or exceeds the challenge number set by the GM you succeed, otherwise you fail. Failing can result in damage or a penalty. Succeeding can result in surviving, or some kind of reward. GM rolls no dice. If you do nothing on a turn, it may result in a failure. When setting the challenge number, the GM should consider the following points: 10 or higher is something normal to do, 6 or higher is easy, 15 or higher is hard, 20 or more is extreme, and 30 is nearly impossible. You should also grant bonuses and penalties based on circumstantial modifiers and the character(s) plan if it’s brilliant.
First Level: You start with 5 hp, 5 powers, and 6 skills. Your base overland movement is 3 grid squares, or 30 ft. per round modified by speed and reflexes.
Later Levels: You gain 1 hp and may trade in 1 power you never use every level (10,000 xp). You may also use your xp to purchase additional skills and powers for your character. See: XP Costs for Character Additions in the GM’s Section for more details. Every 5 levels you also receive a special high level power, see Chapter 6: High Level Characters.
Attacking: Attack and Skill rolls are handled with the same mechanic, so if you miss a target you suffer damage. Essentially your attack roll and your opponent’s attack roll have been combined. If you miss he hits, and if you hit he misses. Damage is default 1 automatically with your primary weapons (see: Equipment), you do not need to roll your damage.
Multi-Classing: Each extra class you take costs 1 power point. So if you started the game with two classes you would have 4 power points to spend on powers from your two class lists (and any racial power lists). If you take 2 classes with the same subtype you pay no power point penalty (you still get 5 powers) see: Classes.
Saving Throws: All characters have a base 50% chance to evade an attack or effect that would otherwise kill them/an extremely harmful effect like a magical transformation or poisoning. This applies to combat damage as well. Your Primaries: Reflexes, Physical Strength, and Mental Strength also grant you a bonus to certain saving throws. See: Skills for more details.
Skills: One of the best features of Challenger; you can choose to make up and create all of your own skills if you wish. Skills can even be used to activate player-made powers! For an extensive list of skills to pick and choose from (or use as inspiration when creating your own) and for rules on skills, broad skills, and power skills: see Chapter Four: Skills.
GM Rolls No Dice: Unfortunately, you’ll have to read the rules for this one. Essentially, players roll all dice and the GM sets all RR’s (the challenge number you need to roll to succeed). See also: Attacking, above.
Powers and Skills?: The difference between powers and skills is that powers let you dictate how the game will be played, and skills grant bonuses on attempting things. If you have the ‘power’ to breath water and roll high enough you can breath water. If you have water breathing ‘skill’ you can try to breath water (The GM sets the RR with a skill, whereas with a power the game rules set the RR).
Primaries: There are three primary skills: Physical Strength, Mental Strength, and Reflexes. These primary skills cost double, but add bonuses to various saving throws, movement, initiative, carrying capacity, and cover a wide range of unlisted skills. It is recommended you give them special attention.
Step-by-Step Character Creation
1. Select 5 powers from your races and classes. Choose your races and/or classes at this time in combination.
2. Select your 6 starting skills.
3. Buy or Roll equipment.
4. Roll for Background.
5. Roll Character Traits.
6. Mark down: Saving Throws, Movement, Carrying Capacity, Initiative, Weaknesses (if any), Character Name, hp, background, personality, and any other notes you deem relevant.
7. You’re done!
Quick-Play Character Creation
1. Select 5 powers from your races and classes. Choose your races and/or classes at this time in combination.
2. Select your 6 starting skills.
3. Mark down: Saving Throws, Movement, Carrying Capacity, Initiative, Weaknesses (if any), Character Name, hp, background, personality, and any other notes you deem relevant.
4. You’re done!
Example of Character Creation
Bob decides to play a Warrior character and sees that taking two warrior subtype characters costs nothing, so decides to play a Warrior/Swords Master.
Bob chooses the following powers from his classes’ lists: Favoured Weapon: attack +2 and Damage +1 with a sword, Unstoppable Tank: it takes 5 hits to kill Bob’s character regardless of damage, Two Weapon Fighting: If Bob’s character misses any attack he may immediately re-roll at -2 and only fails (and takes damage) if he fails this roll as well, Sword Specialization for +3 Attack and +1 Damage with a sword, and Undefeatable Sword: cannot be defeated by a sword wielding foe, take no damage from swords when at 1 hp.
Bob writes down “+5 attack, 3 damage with a sword” on the combat notes section of his character sheet.
Bob decides to play a human and thus pays for no racial powers with his 5 power points. If he’d played an Elf and taken ‘bow power’ he would have had only 4 power points to spend on his class power lists.
Bob decides to take the following skills: Perception, Stealth, Athletics, Acrobatics, Spinning Attack, and Diplomacy.
Bob now calculates his skill bonuses as follows: Perception +5, Stealth +5, Athletics +0, Acrobatics +0, Spinning Attack -5, Diplomacy +5. Specific Skills are at +5, Normal Skills +0, and Powerful Skills at -5.
Next Bob fills out the Errata on his character sheet. He marks down saves at 50% (11-20 on 1d20). If he’d taken Physical Strength his bonus in that skill would have been a bonus in percentage added to physical saves, etc. He decides to make up his own equipment and writes down the usual adventuring gear, a weapon, and armor. He rolls once on the background table and gets Slums. He chooses +2 Stealth as his background power and writes this down on his character sheet and changes Stealth to +7. He rolls twice on each side of the character traits generator and writes down the results for flavour.
Bob writes down 5 hp, level 1, Move 3, Initiative +0, Carrying Capacity 30 lbs. (max lift 120 lbs.) and finishes detailing his character’s background, appearance, etc. and he’s done!
Example of Play
Leading off from our earlier example, Bob decides to go find a dragon. He enters a cave in the hills and is immediately beset by drunken, rowdy, women. For some reason he gets scared and says, “Um, I have a dentists appointment.” The GM calls for a diplomacy check and Bob rolls 11 on 1d20+ his diplomacy of +5 for a total of 16. Since the task was merely difficult (RR 15) the GM rules it a success and Bob escapes.
Bob decides to be more careful and engages his stealth mode. He rolls a 5 but his stealth is +7 for a total of 12. Opponents (or women) will need to roll a sensory or perception check of 12 or higher to detect him. He rolls his own active perception check 16+5 for a total of 21 as he’s on the lookout for any more women. If there’s something else, like a trap, he’d use his passive modifier (+0). He easily spots a bridge in the darkness (RR 10, an easy task.) and decides to light a torch. The bridge is over a 1 million foot pit and is disintegrating and made of ancient rotten vines. Bob crosses the bridge. The GM calls for a balance check and Bob rolls his Acrobatics skill check: 1+0 for a total of 1. Even if it had been a very easy task (RR 5) Bob would have failed. As it was, the task was near-impossible (RR 20) so Bob falls and screams.
Bob desperately reaches out for a passing vine (Reflexes +0) and rolls a natural 20 saving his life. He now has to climb out. He rolls an Athletics check of 16+0 and climbs out of the million foot pit (RR 15 difficult task).
Bob spends a quiet moment reviewing his life.
A red dragon interrupts that moment as it flies out of nowhere and breaths fire on Bob. The GM rules the attack deals 1 damage no save. The GM and Bob have a huge fight the end result of which is Bob receiving no damage and a +5 holy avenger sword.
Bob attacks the dragon with his holy avenger sword (rolls 15+5 from powers +5 from sword). The GM points out that the max bonus to a combat roll is +5. Bob’s total is 20 which is still enough to hit the red dragon’s risk rating of 15. Bob deals 8 damage to the dragon. +5 from sword, +3 from powers.
Unfortunately, the dragon survives this mighty blow. Since the GM rolls no dice he instead asks Bob “What do you do now?” Bob says he back-flips and chops off the dragon’s head. He rolls 7+3 for the back flip and falls flat on his face. He rolls 3+5 for a total of 8 on his attack roll from the floor and misses. Bob re-rolls his attack at -2 because of his two weapon fighting power. He rolls a 7+3 for a total of 10. Still not good enough to hit. Since Bob missed that means the dragon hit. The GM makes a great show of the dragon reaching down and snatching Bob up, then sticking him in his mouth and chewing. The GM informs Bob he takes 3 damage. Bob has only 2 hp left. Bob decides to hop out of the dragon’s mouth and go into ‘stealth mode’. Maybe he’ll slay a dragon some other day. If he’d chosen to stay and fight he could survive 3 more hits because of his Unstoppable Tank power even if his hp dropped below 0.
The GM decides not to push his luck and force Bob to roll an Acrobatics check to jump out of the dragon’s mouth and a stealth check to escape. There’s already one too many Holy Avengers in the campaign.
Example of Mass Combat
On his way out of the cave Bob is ambushed by 4 Thug Hobgoblins, a Giant Spider, and a very small, very angry bug. Bob automatically attacks first. If he’d had companions he’d have to roll for initiative (Reflexes unmodified). He attacks the Giant Spider and rolls a 16+5 for a total of 21 easily hitting its hard RR of 15. He deals 8 damage and kills the spider instantly. Because he didn’t engage the other monsters the GM rules they get free hits on him and deal a total of 5 damage (The GM is treating the 4 Hobgoblins as one challenge so Bob only receives a total of 2 hits, one for 4 damage from the Hobgoblins and one for 1 damage from the small angry bug). Bob is at -3 Hp but because of his Unstoppable Tank power he still has 3 hits remaining before he can be killed.
It’s now Bob’s turn. Instead of sensibly fleeing, he screams, “Death to Hobgoblins!” raising his Holy Avenger on high and strikes. He rolls a 7+5 for a total of 12. The Hobgoblins are only an average challenge RR 10 so Bob hits. Normally all foes (including humans) have 1 hp to keep things simple, but because the Hobgoblin challenge consists of 4 foes the GM rules it has 4 hit points. Bob deals 8 damage and massacres them. He also yells, “I run through them screaming bloodthirsty war cries.”
The GM decides the tiny bug would have no way of attacking Bob because he’s running in the opposite direction (towards the Hobgoblins) so the bug gets no free attack this round. If Bob had found a corner, or a doorway to defend he may have eliminated the Hobgoblins free attacks (at least in part) earlier. Bob now strikes again. He casually walks over to the bug and squishes it. The GM calls for no roll and Bob is victorious!
If you have any other questions these examples don’t cover, feel free to skip over to the Rules References at the back of this book (Chapter 8).
Please note that because of the ‘responsive’ rather than ‘reactive’ nature of the game, Bob could have talked or used skills rather than fought in any of the above situations (with varying results), and that he could have attacked instead of used skills or talked (although, more unlikely) in the first encounter.
Chapter Two Classes

Reading a Class Entry
You may select 5 powers from your class(s) at first level. If you take any racial powers they count against your 5 power limit as well.
Multi-Classing
You can take (and should take) two or more classes at the cost of 1 power point per additional class taken. Example: if you had two classes you would have 4 power points to spend on your 2 class power lists rather than the usual 5. If you had 3 classes you would have 3 powers to spend on all three in whatever way you wished. (Taking all 3 in one class might not even be a bad strategy because at later levels you can use the advantage of having access to the other class lists).
Stacking Subtypes
See the list of classes below. Each one has a class subtype. If two of the classes you take have the same subtype you don’t pay the power point cost! In other words: if you took two warrior-subtype classes you would still get 5 power points to spend just as if you had only one class, but if you took a third class (even warrior) you would pay the full 2 power points penalty (for a total of 3 classes and 3 power points to spend on them).
Tips from the Pros: Take two classes! Because of the stacking subtypes rule you pay no penalty for double the versatility.
Spells and Arrows
Unless otherwise noted all attack spells have a default range of 6 squares, or 60 ft. For the range of non-magical ranged weapons see: Equipment.
Numbers before Powers
The numbers listed before powers are for reference only, they do not have any game effect and in no way represent the level needed to attain or ‘buy’ a power. You can take any power at any level unless otherwise listed in that power’s description.
List of Classes with Subtypes
(in order of appearance)
Warrior (warrior), Wizard (magic), Healer (warrior), Skiller (stealth), Archer (warrior), Assassin (warrior and stealth), Beast Master (warrior), Bard (any), Ninja (warrior and stealth), Witch (magic), Swashbuckler (warrior/stealth), Pyromancer (magic), Psionic (Psionic subtype: always costs 1 power), Dragonslayer (warrior), Rage Maniac (warrior), Pirate (warrior/stealth), Body/Mind Master (warrior), Magic Item Maker (stealth/magic), Phase-shifter (Phase Shifter subtype: always costs 2 powers), Shape-shifter (Shape shifter subtype: always costs 2 powers), Jack of All Trades (any), Swords master (warrior), Knife Thrower (warrior), Diplomat (any), Knight (warrior), Master Thief (stealth), Incredibly Strong Daft Stinker (warrior), Master Cook/Tea Master (any), Monster Master (any), Dragon (race: any), Area Specialized/Specialized (any), Spy (stealth), Handsome Dude (any), Collector (any), Henchman (any), Hunter (warrior), Seductress (any), Illusionist (magic), Rune Master (magic), Necromancer (magic).
Warrior
Warriors are brave, sure, and strong. They have high hit points, deal massive damage, and are some of the toughest combatants around. A Warrior will often multi-class with a more specialized combat class such as: Knight, Swords Master, or Rage Maniac for added benefit and power. The greatest warrior ever to have lived is known as, Sean Sandeen, who is now king of Sileeria. Will you one day claim that title from him?
Warrior Powers
1 Power Strike—take a -2 to attack to gain 2 successes on a hit on a foe instead of 1. Take -5 to gain 3 successes.
2 Piercing Attack—if you complete one combat challenge immediately roll on the next. Max 1 additional challenge per turn.
3 Double Attack: two attacks once per encounter. Only 1 foe can attack back.
4 Two Weapon Fighting—Twice per battle if you miss a challenge immediately re-roll 1 time with a -2 penalty, only lose if you miss this roll as well. Non stackable with other similar powers.
5 Toughness: +5 hp.
6 Spinning Attack: Roll once. Counts against up to 4 combat challenges around you with only 1 attack back on you. Useable once per encounter. Each attack must be against a separate target.
7 Deadly Strike: once per battle add +4 to your attack roll, if you succeed you deal +4 damage. If you miss, you take x2 damage or die.
8 Favoured Weapon: Receive +2 attack and +1 damage on a hit with your favoured weapon. Cannot change your favoured weapon once chosen.
9 Multi-Attack: Attack three opponents twice per adventure. Only one can attack back. Stacks with double attack but no other powers.
10 Unstoppable Tank: it takes 5 hits (+1 hit per 5 levels) to kill you in battle, regardless of damage.
11 Evasion: must be injured or lightly injured to work. When you roll a 2, 3, or 4 on a failure you take no damage as you evaded the attack.
12 Charge: If you charge (movement x2) and attack your first melee attack automatically hits on a roll of 15-20 regardless of the foe’s RR and you deal +2 damage from the force of your blow.
13 Critical Threat: when your roll 18-20 on an attack roll, re-roll and on a hit deal 5 damage to the enemy.
14 Mounted Combat: +1 attack and +2 damage when mounted.
15 Defender: Once per battle you may jump in front of one attack on one of your allies and ‘take the hit’ for that character as long as it is reasonable for you to do so. You have a 50% chance to resist the damage from this hit (11-20 on 1d20).
16 Rage: Gain bonuses rather than penalties as your hp drops. Starts at +1 attack and Damage when wounded (80% hp), +2 A. and +1 D. when heavily wounded (60% hp), +3 A. and +2 D. at crippled (40% hp), and +5 A. and +3 D. at near death (20% hp or less). You can rage 1 round per battle gaining the benefit of +5 A. and +3 D. without being near death.
17 Go Ballistic: once per battle attack all foes. Keep rolling even if you die. You receive only ½ damage (rounded up) from any failures.
18 Parting Shot: Whenever you reach 10% or less of your hp (or 1 hp) you get 5 free melee attacks after which point you collapse senseless for two rounds minimum.
19 Crippling Strike: In addition to your attack the enemy challenge (RR) drops 10% or 2 points on 1d20, non-cumulative. Useable once per battle.
20 Hit Hard: 11-20 hits for 3 damage. Useable once per battle.
21 Fear Me: if you best the enemy leader roll 1d20 and on a 11-20 all foes flee. Useable once per adventure. This power only works if there’s more than one foe.
22 Great Strength: +3 against physical obstacles like locked doors, boulders, climbing, jumping, or running.
Wizard
Wizards have the most powers in the game. From the ancient archwizard to the toiling apprentice, from the mighty witch to the great pyro-maniac; wizards are universally regarded with awe or fear for their awesome powers. It is possible wizards are the most deadly men and women alive. As a wizard you’ll have a broad range of lethal and effective powers at your disposal with massive room for improvement. The drawback? You’re a weak old man who wears nothing but a robe, carries a stick, and you have a bad attitude. The most powerful wizard alive is known as ‘Bone Naga’. No one knows his true name or purposes, but he is universally accepted as the greatest Archwizard in Sileeria.
Wizard Powers
Please Note: unless otherwise specified wizard spells do not stack.
1 Buff: +1 to a combat skill aspect to one character. Can only be used 1 time per character outside of combat. Inside of combat it effects all characters in party for 1 battle. Non stackable.
2 Buff: +2 to a combat skill aspect as above but for only 5 rounds.
3 Buff: +3 ultra buff as above, but 2 rounds only. Can use multiple different buffs that affect other combat skill aspects like melee and magic or skill and melee.
4 Fireball: effects up to 5 foes. Roll against all, but only 1 can attack you back. Can only use once per battle. Use only 1 roll for your attack.
5 Invisibility: Combat cast only. Self only. No foe can hit you/attack back unless you’re alone. Then roll 1d20 each turn and on 16-20 you’re discovered or the spell wears off.
6 Fly: Self only. Combat cast only. Roll 1d20 on 11-20 foe misses you. If you’re hit take x3 damage and fly is canceled as you fall. You can fly around outside of combat as much as you want at movement 24, but the GM can say your fly spell runs out unpredictably at any time.
7 Shield: Personal only. Combat cast only. Block 25% (2-6 roll on 1d20) of all attacks that hit you and reduce all damage you receive by 1 for 4 rounds.
8 Teleport: Makes running away really freakin’ easy. Roll 1d20 and on all but a 5 or under, escape the battle. If 5 or under you can’t teleport again for the rest of the adventure or until the GM says so. If you escape, you can buff and return to the battle. Personal only. Combat only. You can teleport as much as you want outside of combat but the GM can at any time say you teleported into a brick wall or up to your nay-nays in the ground/the wrong place you were trying to get to.
9 Disintegrate/vaporize/turn to frog: 11-20 successful. 1-5 spell fails and rebounds on you. Roll spell against yourself. If you only use this power 1 time per adventure you can negate the backfire chance. This spell deals 10 damage minimum (check with GM).
10 Phase Shift: 15-20 evade all attacks against you on a round. 1-5 Phase Shift fails for the rest of the adventure.
11 Turn all foes to stone/frogs/vaporize: 11-20 successful. Useable once per adventure, or once per encounter, but then if your roll a 1-10 you self destruct or turn into a raccoon. This spell deals 10 damage minimum if used to attack (check with GM if it does more).
12 Spell Blast: 15-20 hits for 8 damage. Once per battle.
13 Vampire: hits on enemies heal you equally when you use your basic spell power.
14 Turn into Bear/Gargoyle: +5 attack in physical melee combat dealing +1 damage for 3 rounds. Can use on allies. No spells in this form.
15 Duo Cast: cast two spells twice per adventure. Only one foe can attack back if used in combat.
16 Multi-Cast: cast three spells once per adventure. Only one foe can attack back if used in combat. Doesn’t stack with other powers. You can have duo-cast and multi-cast, but you can’t use them both at the same time.
17 Spell Resistance: 11-20 resist any spell affecting you.
18 Duplicates: create 1-5 duplicates of yourself. Duplicates are always hit first. Can only use this power twice per adventure and once in any given battle/encounter.
19 Area Attack: roll against all enemies with a magical attack. Using 1 attack roll. Some may be able to attack you back, but possibly not all. You can only use this ability once per adventure.
20 Area Strike: roll 1d20 and on a 15-20 all enemies in a 30 ft. sphere take 1d6 damage. If you use this spell to strike and hit automatically it no longer functions for the rest of the adventure.
21 Magic Strike: deal 1 damage to up to 3 foes in any order you wish (you could deal 3 damage to one foe, or 2 to one and 1 to another) without rolling an attack roll (automatic hit that bypasses all armor). Once per encounter.
22 Focus: take no action on your turn in combat. You regain the use of one of your spells. Does not affect once per adventure powers.
23 Mind Control: 15-20 or his RR to control 1 foe, your choice. Every round thereafter roll his challenge RR or he breaks free. You cannot have the mind controlled subject attempt any suicidal actions or those strongly contrary to its nature or it gets a save to break free (default 50% rolled by the players).
24 Summon Monster: The monster lasts 3 rounds and can be anything you or the GM can imagine. It has hp 3 and deals 1 damage on any successes. It can take hits automatically for the master. The creature can have one of the following special powers: fly (no combat benefit), heal 1 hp to anyone once, or has +5 attack on one attack that deals 2 damage. These powers can be random or the summoner’s choice.
25 Summon Monsters: 1d5 monsters hp 1 damage 1 on a success. They last 3 rounds.
26 Invulnerability: Personal use 1 time per adventure lasting 4 rounds, or 4 times per adventure lasting 1 round. 18-20 foes can hit you, otherwise they can’t for that round.
27 Transfer Spell: Roll 15-20 and on a success, transfer 1 spell to one ally. Can use on each ally, but only once per adventure.
Healer
Healers follow the ways of Sileeria, the first queen of the nation bearing that name. They are dedicated to heal not harm and they have many powers which enhance this aim. However, when they come across the forces of evil and death they’re more than happy to bash them senseless, or fry them with awesome magical powers. Healer makes a good complimentary class for any warrior type character giving you the ability not only to fight but to heal as well.
0 (Free Power): Healing: 1-5 fails, 6-10 heals 20% hp, 11-15 heals 50% hp, 16-19 heals 80% hp, and 20+ heals 100% or can bring back to life dead characters. Every time you use healing take a -1 cumulative to the roll until the end of the adventure (or session, at the GM’s discretion). Round all healing up to the nearest full hit point.
Healer Powers
You may take one roll on the warrior class power list. This still costs 1 power.
1 Buff +1/+2/+3: see wizard powers: buff. These buffs don’t stack with wizard buffs.
2 Healing: 1-5 on your healing rolls heals 20% instead of failing.
3 Miracle Healing: +5 bonus to all heal rolls.
4 Raise Dead: 15-20 you raise dead. If you fail this roll you cannot try to bring this character back to life again, personally. If succeeded the character comes back to life at full hp.
5 Full Heal: 11-20 heals all damage. 10 or lower no effect. This power does not stack with any other healing power’s bonuses when used. You still take a -1 cumulative from all previous healing powers used this adventure and you still get a -1 from using this healing power.
6 Mass Heal: all allies heal 20% hp. Max 5 allies. You can use this power once per encounter.
7 Cure Poison: cures poison, disease, and other magical effects such as transformation, mind control, being turned into stone, magical curses, and suchlike.
8 Warding: erases all non-damage related penalties and protects against spell effects 50% of the time. Healer rolls the check. This effects only 1 person at a time.
9 Mass Warding: as above but up to 5 people for 4 rounds.
10 Dispel Magic: healer has a 50% (1-10 on 1d20) chance to negate any incoming magical effect, but as soon as you fail one dispelling roll you can’t use dispel again for this adventure.
11 Self Healing: heal 20% per round automatically. Max 200% of your hp healing per adventure.
12 Bonus Life: all allies up to 5 gain +20% hit points and +1 on all rolls while you’re within 60 ft. of them (and peeing magically while muttering an ancient hymn: just kidding!).
13 Crazy Healing: perform up to 3 healing actions on 1 round, but lose hp equal to the 2 additional healings or 20% of your total hp, whichever is lower.
14 Mass Disintegrate: 11-20 defeat all enemies (but 1-10 this does not work and you’re reduced to 1 hp) and restore full health to all allies (up to 5) + all allies gain the benefits of bonus life (see above) if you’re successful. Useable successfully only once per adventure.
15 Charge: If you charge (movement x2) and attack, your first melee attack automatically hits on a roll of 15-20 regardless of the foe’s RR and you deal +2 damage from the force of your blow.
16 Life Balance: everyone in your group (up to 5) can transfer hit points. Up to 200% of your total hp can be transferred per adventure.
17 Aid: grant +2 to any 1 roll once per battle. This is a free action.
18 Reveal Traps: twice per adventure you can use this power to magically reveal the whereabouts of any traps within 100 ft.
Skiller
Skills-Masters are perhaps the most unique character in the game. Your way is not brute combat, explosive magic, or insane powers. Yours is the way of cunning, of stealth, of smarts and skill rather than strength and force. You’re more likely to negotiate your way out of a tight spot than pull a sword, but if you do pull a sword no-one is likely to see it coming…until it’s too late. Skillers stack very well with the Master Thief and Spy classes, but your options for customization are limitless.
Skiller Powers
1 Calm: You can use all skills you possess without penalties in hectic situations or under time limits. Normally you take penalties for being in a rush or having a load of distractions around you or being almost dead.
2 Skill: choose a skill. You’re specialized in it. Gain +4 when using that skill. Non-combat skill only. You can take this power multiple times. Each time choose a different skill.
3 Stealth: 11-20 enemies can’t attack you until you attack. Gain +2 to attack on your first attack. Re-roll stealth every round, only a 1-4 fails.
4 Lock pick/Trap disable: you gain the lock pick, trap find, and trap disable skills for free and gain +2 in these skills. You can pick locks and disable traps. Others cannot.
5 Improved Senses: +2 bonus to spot, listen, and search checks. +5 to finding secret doors and such. +2 to lock pick and trap disable if you can use these skills.
6 Dodge: When you roll 2-6 on a failure you dodge out of the way of the attack and take no damage. You can only dodge one attack per round.
7 Acrobat: +2 on Jump, Climb, and Swim skills. If you also have the Dodge power you can dodge up to 2 attacks per round.
8 Academician: +2 all knowledge checks and checks to identify, solve problems/riddles, mix herbs, etc. Can make stuff(?).
9 Thief: 50% (11-20 on 1d20) steal all items off someone lowering some enemies challenge by as much as 20%. If fail: 50% to steal 1 item, but spotted and get hit automatically. Stealth adds +10% to these rolls. 5% equals +1 to your d20 roll. Once spotted you cannot attempt to steal again until you have the opportunity to hide and no one’s watching anymore.
10 Performer: can spend 1 round to add +1-3 buff to all allies (see buff). Roll randomly for which buff they receive (+1, 2, or 3). Or you can use this power on enemies, 11-20 lowers their challenges (RR’s) all by 5% (1 pt.), or 16-20 they all flee or become friendly. Can only try this once per battle and once successfully make them run away per adventure.
11 Sneak Attack: 11-20 deals 7 success hits on an enemy. Useable successfully only once per adventure. You can always use Sneak Attack to deal +1 damage when you strike an unsuspecting target.
12 Speed: 3 attacks once per adventure. Only one foe can attack back. Doesn’t stack with other multiple attack powers.
13 My Loot: gain 1st pick on all treasure after every battle.
14 Diplomat: +2 bluff, interrogate, sense motive, diplomacy, etc.
15 Set Traps/Explosives: 11-20 defeat half of enemies in a battle (GM’s choice) rounded down. Useable once successfully per adventure.
16 Multi-steal: once per adventure can use steal as per thief power above on all enemies.
17 Haggle:-20% item costs for you personally. Other players can use your skill, but you get a 10% commission.
18 Outsmart: Once per adventure you can outwit someone causing them to lose their action for 1 round. If you use this power outside of combat you gain +5 on whatever skill roll you use against the target (still once per adventure). If you use this power on dim-witted opponents you can use it once per encounter.
19 Make Ally/Choose Henchman: choose 1 NPC (non player character). This NPC comes with you for this adventure. Hp 3 Attack +0 D. 1 on a success. This NPC gets an equal share of the treasure reward from the adventure (if any). 50% of the time (1-10 on 1d20) this NPC will run away in any dangerous looking battle. Alternately, the GM can make up the stats of your Henchman.
20 Greed: +20% money for sold treasures. Allies can use this as per Haggle above.
21 Twin Strike: two attacks twice per adventure. Only one foe can attack back. Does not stack with other multi-attack powers.
22 Call Shot: say what you’re going to do then 14-20 defeat enemy or accomplish task (within reason). Useable successfully once per adventure.
Archer
A hybrid of the Warrior class you fight at range with a bow, spear, knife, or sling rather than up close and personal. You’d rather shoot your foe with a dozen arrows before he gets close enough to take a swing at you, and you love having other Warriors stand in front of you and soak up the damage. If you like to massacre foes before they even get a chance to hit you, then the Archer class is for you. Combines power with mobility and relative safety from attack and works best with another character to defend you. Multi-classing with Knife Thrower or Healer are both highly recommended, but the choice is yours, and yours alone.
0 (Free Power) Ranged Power: Only an Archer (or Knife-thrower) may apply powers to non-magical ranged attacks. All others, such as Warrior can only use their powers with melee attacks by default (unless they multi-class with Archer or another ranged specialty class).
Archer Powers
1 Double shot: 2 attacks twice per adventure. Only one foe can attack back. Does not stack with other multi-attack powers. This power does stack with other ranged powers.
2 Multi-shot: 3 attacks once per adventure. Only one foe can attack back. Does not stack with other multi-attack powers. This power does stack with other ranged abilities.
3 Hail of Arrows: attack up to five enemies with 1 roll. Only 1 can attack back. Useable 1 time per adventure. You deal max damage 1 per arrow and this power does not stack with other ranged powers.
4 Precision Strike: +3 attack, but deals only 1 damage max. Cannot use in conjunction with any other power(s).
5 Deadly Shot: deals 5 damage on 11-20. Useable only 1 time per adventure.
6 Sniper: choose 1 foe. If it’s not the most powerful kind in this battle 11-20 you deal 10 damage to it. If it is the most powerful 11-20 deal 2 damage to it. Useable once per adventure.
7 Far Shot: In first round of battle gain 1 free attack with no repercussions for failure as long as there’s at least 2 foes.
8 Mad Archery: 11-20 all foes get -5% to their challenges (-1 point to their RR’s). Useable once per battle.
9 Robin Hood Thing: Roll 1d20 and on all but 1-5 defeat the weakest foe, next roll again and if you roll anything but 1-6 defeat the next weakest foe in the battle until you fail or defeat all enemies (Keep increasing the chance of failure by 1 (or 5%) each time). There must be at least 5 foes to start with for you to use this power. Useable once per adventure or as many times as it takes you to defeat all foes in 1 battle per adventure.
10 Perfect Shot: +5 attack and +2 damage with one attack. Useable once per adventure.
11 I Get Better and Better: every time you miss a foe gain +2 attack on your next attack against that foe until you hit them. You can use this power as many times as you want, but only during 1 battle per adventure.
12 Random Arrow: optionally add 1 extra attack per round. There is a 50% chance (1-10 on 1d20) it hits one of your allies and 50% a foe. Deals full damage to the enemy, but only half regular damage to your ally.
All Characters
1 Mounts/Pets: all players can get. You can have only 1 mount or 1 pet and it counts as a power. They have 3 hp and can attack once per round, or give their master +1 to 1 roll type.
Alternate Classes

You may take these classes at the GM’s discretion. For class rules, see the previous chapter.
Assassin
Assassins deal high amounts of damage quickly and silently, they excel at single unsuspecting target attacking. They are weaker in daylight without cover or amid large numbers of foes.
Assassin Powers
1 Lethal Strike: When attacking a single unsuspecting foe of your species roll 1d20 and on a 11-20 deal 2 damage. Foe can’t sound alarm and this attack counts as a free action for you. You must spend 3 rounds analyzing the foe before you strike.
2 Deadly Strike: deal x2 damage, but take x2 damage as well for the battle. For the first round of combat you may make 2 attacks, but only be hit back once. Non-stackable.
3 Poison Use: Any foe you cut is poisoned. GM decides what this means. Poison is RR 16 or death. Poison is very costly and good characters may not be able to use it (or must use a sleeping variety). There is also a 5% chance per use that you accidentally poison yourself (if you roll a 1 on 1d20).
4 Focus: For each round you remain undetected analyzing a target and lining up your shot you may add +1 to damage when you actually do attack to a max of +4 or your level, whichever is lower.
5 Concealed Weapon: You may designate any one weapon concealed on your person. No one can find this weapon unless they roll RR 30 perception or equivalent. For larger weapons this must be the components of the weapon hidden in other objects. Taking all your clothes and gear also takes away your concealed weapon. If you attack someone unaware of this weapon, you receive a +2 to attack with your first attack against that target.
6 Assassin’s Strike: Once per adventure you may attack at any time as a free action before any one action declared by anyone else. Your attack receives +5 to the attack roll and deals +2 damage on a hit. Every 5 levels you gain 1 extra use of Assassin’s strike to a max of 3 uses at 15th level.
Beast Master
Beast Masters are like a cross between Tarzan and Druids. In their favoured environment they’re nearly unstoppable, but in the city or a battle of ‘book lore’ wits they’re uncomfortable at best.
Beast Master Powers
1 Wilderness Mastery: +1 to all rolls in the wilderness. -1 in civilization. You can talk with animals, hide, track, find food, and evade dangers in wilderness. Take a +2 to all of these skills.
2 Animal Shape Change: Choose 1 animal. You can change into that animal at will. The GM decides your skill bonuses in this form if any. +3 A. +3 D. is usual max for a tiger or such. +10 hp is max for being a bear. When you shape change into an animal choose either +3 Attack and +3 Damage or +10 hp. This is the benefit of your animal form whenever you take it (plus natural strength and abilities up to the GM). If you opt for the attack and damage bonuses you cannot use them in conjunction with a weapon or any other power unless you specifically take a power which affects your natural weapons but not your other regular attacks. You drop/rip all gear you’re wearing when you transform and reappear naked when you switch back.
If the GM allows, you may alter the combat stats/conditions of your shape-change/return to normal, but this is purely at the discretion of the GM.
3 Wrestle: Make a regular attack roll. If you fail, take x2 damage, but if you succeed you get a ‘hold’ on your enemy. Most enemies can’t break your hold and you do 1+1 damage per round of hold to a max of 3 damage on the third and final round. Your foe can make checks to break free and you can make checks to render him unconscious, break his neck, or break arm. Usually only works on creatures up to bear size.
4 Beast Master: You can summon 1d6 creatures in a wilderness area with a special sub-harmonic call. The GM decides what the stats of these creatures are and how long they stay for. You can issue telepathic commands to these creatures as a free action. You can only use this power once per adventure (or at the GM’s discretion). General creature stats are hp 3, Attack +0 and Damage 1 on a hit, but stats can vary by creature type.
5 Animal Messenger: Since you can talk with, and are friendly to animals you can also ask favours of them such as “Bite that guy’s crotch” or “Deliver this message to Susan”. Additionally, this power grants you the ability to transfer up to 100 words of human speech and some intelligence to a small animal so as to better deliver your messages. It can also magically ‘sense’ the general location of the intended recipient but cannot lead you to them or to your enemies (must be a friend).
6 Ride Beasts: Any large monsters and/or beasts may be ridden by you. If you roll the creature’s RR on a natural check you can automatically climb onto its back, lasso it with something, and start riding it as if you’d been trained for years. The beast’s opinion of this may vary but they usually put up with it (if not your allies). You can use this power on: dragons, beast monsters, oversized killer rhinos, and practically anything else you think the GM may let you. You can ride normal mounts at +5 riding skill and a mastery that makes others jealous.
7 Tree Swinger: You gain +5 to tree swinging skill and ignore all difficult terrain in a jungle or woodland wilderness. You also gain +5 wilderness lore and know the ‘lay of the land’ and the ‘dangers of the forest’ etc.
8 Sniff: Once per encounter in close range you can ‘sniff’ an opponent/anyone and gain insight into their character. This grants you a +3 to all skill and attack rolls against that character for this encounter. GM dictates who you can use this power against.
9 Resist Elements: You can survive in just about any natural environment, weather storms, walk on ice, swim, run, jump, climb, hunt, track, build shelter, build tools, make fire, and find food and water. You gain +2 to all of these skills.
Bard
Bards sing songs and act girly. Thus, they’re kind of useless in a fight, but make good support characters kind of half wizard half healer with a bit of skiller and warrior thrown in.
Bard Powers
1 Songs: Functions as buff +1 to +3, roll randomly, and lasts as long as you sing/play instrument.
2 Mind Control Music: Roll 1d20 and on 15-20 you cast a spell over all those who hear you play/sing. You choose what effect this takes. If you use it to win a battle, you can only use this power once per adventure. Otherwise GM limits its use as he or she sees fit.
3 Destructo Beam Song: Every round you play this song in a battle all allies gain +1 A. and +1 D. cumulative and you gain +5 hp and supra-magic armor + a death flame sword. At the song’s end on round 5 random stuff blows up everywhere dealing 1d6 damage to everything within 150 ft. including inanimate objects. You can roll 1d20 and on 11 or higher protect 1 ally or object per roll (you can roll as many times as you want but only once per object/person) from this effect. You can only use this song once to full extent per adventure. Supra-armor protects 50% from magic and 25% (2-6 on 1d20) from other attacks that would normally hit you (foes only). You can only use this power in battle. The flame death sword deals 1d6 damage and +5 attack against any foes attacking you. It also sets foes/things on fire. You must play your song unless people are attacking you.
4 Spin the Tale: You know a huge list of songs and tall tales. This gives you +2 to all knowledge rolls and also gives you +2 to all social skill checks because you can sing and play instruments so well.
5 Song Mastery: Up to three times per adventure you can change any group’s reaction to you and your allies by up to one factor through your music. So from kill you to hostile, hostile to unfriendly, unfriendly to neutral, neutral to friendly, and friendly to loves you etc. This may have role-playing benefits and possibly may even save your life. Any foes at ‘kill you insane’ level cannot be affected by this power usually.
6 Impressively Epic Song: Given 1 round of uninterrupted music time you can cause any 1 effect you desire to come about in your reality through your control over the magic of music. This could be: freezing a waterfall, summoning a deity, charming a princess, disintegrating a locked door, or whichever. You can only attempt one such song per adventure +1 use per 5 levels to a max of 3 uses at 10th level, and the GM may limit exactly what effects can be accomplished. This is a good power for when you need a wish spell or your party is extremely stuck.
Ninja
Ninjas operate best in the dark and with surprise, but they’re formidable in a stand up fight as well. They excel against less skilled martial classes and smaller numbers of foes, but have trouble against magic, massed monsters, and skilled warriors, they can’t jump away from or behind of.
Ninja Powers
1 Amazing Jump: You can jump like 40 ft. vertically, climb at speed, and gain +2 to stealth rolls.
2 Shurikens: Once per battle throw shurikens or a chakra at one foe. This is a free bonus attack for you. (No one may attack you back, etc).
3 Speed Strike: When attacking with surprise at night gain 1 extra attack free with your curved ninja sword. (No one may attack you back when you use this free attack)
4 Lethal Blade: Whenever you strike first in battle you deal +1 damage against any foes who haven’t attacked yet and for each foe you down you may attack again to a maximum of 2 additional attacks +1 per ten levels. You receive a +5 bonus to all acrobatics and unarmed fighting skill checks. Does not stack with other multi-attack powers.
5 Finishing Move: Once per encounter you may deal +2 damage after confirming any hit and if this blow defeats your enemy you are immune to all free hits from being outmanned for this round.
6 Cobra Strike: Once per encounter you may make a free attack with no penalty for failure at any time during any player or character’s turn directly before whatever action they just declared was to take place. This attack deals only 1 damage plus any magical/circumstantial bonuses.
7 Spinning Steel Hailstorm of Doom: Deal 1 damage to all foes next to you and make a number of free bonus attacks equal to your current level or 4 whichever is lower against any one foe next to you. You can only use this power once per adventure.
Witch
Witches are weaklings who excel at behind the scenes potion and magic work. They are at their strongest when facing non magic foes but frequently die or get captured when there are at least 2 enemies of any type.
Witch Powers
1 Witch’s Broom: You can enchant brooms in 1 minute of contact to fly for you and you alone.
2 Tele-link Black Cat: You may have 1 small pet creature such as a black cat. You can either transform into or have a telepathic and sight link with. Your cat can have super intelligence (as a human) as well.
3 Fearsome Visage: Roll 11-20 on any battle and if successful any applicable foes cower away from you in fear, or run away. If they are exceptionally strong-willed they may resist this attack but still take a -2 to all actions from shaking in fear. Only works on your species/creatures of your species. You have only ½ normal hp from being frail and take a -2 in melee (or any other attacks). You Cackle.
4 Brew Potion: In 1 hour with 1 special ingredient per potion (GM will tell you what you need to find) you can attempt to brew up to 3 potions per adventure. This requires a forging roll RR kept secret by the GM (usually 15) to create each one (or a batch of 3 of the same kind with one roll). Your available options for potions are all those below and from your imagination which the GM will allow: Healing Potion cures 2d6 hp +1/2 your level rounded up and counts as a free action to drink (however if you drink a second it takes your full round), Invincibility Potion: immunity to all damage either magical, 1 element type, all melee and ranged, or one thing such as poison/crushing etc. for 1 round (free action to drink 1 such potion per battle, a second requires your full round), Potion of Love roll vs. opponent’s RR at +5 or it falls in love with the first creature it sees for 1d6 days, Potion of Heroism +5 attacks, +5 damage (melee), and +10 temporary hp (removed fires) for 3 rounds useable only once per adventure (by only 1 person in the group) Poison RR 16 or die/unconscious your choice, Potion of Transformation (1 small animal, your choice when created), or Potion of Luck: re-roll up to 3 rolls per adventure, only one such potion may be used by anyone in the party per adventure.