Advent Magicka Rising Corebook.pdf

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Advent: Magicka Rising
A fantasy RPG by Paul Roberts.
Advent: Magicka Rising
The Table of Contents.
Introduction: 3
Rules block: 4
- Character Creation 4
Example Characters 7
Race 9
Skills 13
Experience and levelling 19
System 20
Combat 21
Advanced Combat 23
Health and Healing 26
-Magic 27
-Training and Taming 30
Settings Block: 32
History of the Tyris Empire 32
Social hierarchy 34
Geography 37
- Karsill 37
- Madoen 39
- Corassin 41
- Bakaten 42
- Abooca 44
Appendixes: 46
Equipment 46
Speciality Resources 51
Ranks 53
Techniques and Manoeuvres 54
Spells 56
Monsters 59
Character Sheet 73
Introduction.
Advent: Magicka Rising (later referred to as just Advent) is in essence Pokemon with swords,
magic and the ability to beat monsters into a bloody pulp, should they prove to be disobedient.
For a long time (since I was around eight) the idea of running around with a team of monsters that
answer to your beck and call was one that appealed to me greatly, as it would to any little boy, and
Pokemon gave me just that. When I began becoming interested in pen and papers rpgs the desire to
convert the Pokemon game into such a thing arose within me and now, after five years, I am
actually starting to put pen to paper (of finger to key, as it were.)
Of course the happy-go-lucky game play style of Pokemon seemed a little too shallow and far too
light hearted for anything I would want to play. So Advent game along, pokemon's evil twin.
The game, in creation, became something more than this, even still, and I hope that players and
Storytellers will use it to create epic tales.
All you need to play Advent is this manual (though others may help as only 18 monsters are
included in this book) some pens and paper, friends and a set of polyhedral dice
(D4,D6,D8,D10,D12 & D20).
Any future rules, monster or equipment supplements will be found on this website and will, of
course, be of free download.
Rules.
The following pages (up until setting) describe all the rules needed for play. Character creation,
system and combat, magic and the racial rules should all be adhered to for game balance. The
environmental rules and advanced rules are not necessary to game play, but add more options.
Character Creation.
Making a character is simple, easy and quick. The system leaves nothing to random so that all
starting characters can be seen as equal. A in depth and interested character can be made and ready
to play in less than ten steps and half an hour.
1.Name and concept: The first thing your character needs is a name. This can be anything, though
your GM may deny names that denote titles or certain ethnicity if your character does not belong to
this group, or if such groups don't exist in your game. Concept is slightly harder but is important to
giving you direction with the rest of your character's creation. Concept is simply two or three words
that denote your character's abilities, personality and profession. Your concept can range from
combat-shy scholar to veteran mercenary and many ideas in between.
2.You must now assign your priorities. By assigning priorities to different aspects of your character
you are stating how many points you wish to spend in different areas, giving you different attributes
and abilities. You must assign each group to a letter ranging from A-F, only able to assign each
letter once.
The bonuses for priorities in different areas are shown in the table below, with descriptions on the
below that.
A
B
C
D
E
F
Attributes
30
25
20
20
15
10
Skills
30
25
20
20
15
10
Race
Troll/Dracoth
Elf/Orc
Goblin/ Gnome Goblin/Gnome Human Human
Magic
Magician
Warlock
Channeler
-
-
-
Monster
I strong
1 Moderate
1 Weak
-
-
-
Resource
500
300
200
100
50
25
Attributes: This is the amount of points you have to spend among the six attributes that govern your
character's capabilities, these are: strength, stamina, agility, intelligence, wisdom and charisma. See
Attributes sub chapter for more information.
Skills: This is the amount of points you have to spend among your skills, your character can have as
many skills as he can afford and there are a multitude to choose from. See Skills chapter for more
information.
Race: All races, except human, have some special abilities, resistances and skill affinities. When
split by a / choose one or other of the races. See Races chapter for more information.
Magic: This is the spell casting abilities that your character has, there is no way to improve this trait
after character creation so carefully decide whether or not you wish to be a spell caster and to what
level. See Magic chapter for more information.
Monster: This is whether or not you start the game with one or more fully tamed monsters.
Characters who do not take this at the beginning of the game will have to catch monsters later and
then train them. A monster gained at the start of the game does not count to your total character's
monster limit. See Monsters chapter for more information.
Resource: This is the amount of Rhunba your character has to spare at the start of the game. It can
be used to buy equipment at the start of the game, hoarded & invested.
3.Element: Your character's element is important, it states which monsters, spells and some items
that you might have affinities for. It is doubly important as it may inhibit the learning or casting of
some spells. There are six elements to choose from; water, fire, air, earth, dark and light odic. Water
is opposite to fire, air is opposite to earth and light odic is opposite to dark odic. The following
bonuses apply once you have chosen your element.
If you can choose starting monster, your monster may not be of opposed element.
+1 to taming rolls of monster with the same element/ -1 to taming rolls of monsters with
opposed element.
+1 to hit and damage rolls against opposed element.
25% resistance to elemental damage of your element/ 25% weakness to elemental damage
of opposed element
Can instantly sense any enchantments/curses of an item with the same element attunement.
-2 to countermagic rolls against opposed element
Each element also gives you a +1 bonus to two attributes.
Water: Agility and Charisma.
Fire: Stamina and Strength
Air: Agility and Wisdom
Earth: Stamina and Intelligence
Light Odic: Stamina and Wisdom
Dark Odic: Strength and Intelligence
4.Race: Once you have selected your race, record any information about abilities for that race in the
racial abilities column of the character sheet.
5.Monsters: Record the stats of your chosen monster on your Companion sheet.
6. Magic: See the magic chapter for more information. Gives you access to the Arcane skill.
7.Attributes: All attributes start at 0 and you must spend points to raise them. This is done on a 1
attribute point for each level an attributes is raised. No attribute may be raised above 6 in this
manner. Once you have assigned points increase your appropriate attributes for your element and
raise, attributes may go above six at this stage.
8.Skills: Buy skills in the same manner as you do attributes, except that no skill may be raised
above five at this stage.
9.Resources: Final go to the equipment section of this manual and buy and equipment you want
your character to start with. The rest of the money you may keep on your person or you may roll to
invest if you have the Finance skill (see the skills chapter.)
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