Version 8.0


Greetings Adventurer

An updated version of this title is now available.

Version 8.0 includes all the updates and revisions since v7.5

  • COMBAT: Called Shot = +1 DMG, or specific location or effect
  • COMBAT: Grapple restrains same Size for 1 Round
  • COMBAT: Surprise = Hero gains +1D to Checks (eg to Hit) or -1D to Defend; +1 DMG or Effect; if Ambush, +1 free Round before Turn Order rolls
  • HERO POINTS: gain insight (ask your GM a specific “in-game world” question and your Character will know the true answer) 
  • ITEMS: Fire Pot (1 DMG + Catch Fire roll; 1 Action to light)
  • ITEMS: Gem (or Valuable, like jewelry) = 1D value in GP
  • ITEMS: Shield (1H; +1D to Block 1 Attack per Round); harder for 1 Hero to Block multiple Attackers (Actions) 
  • ITEMS: Specialist Item (eg Tinker Kit with tools of the trade)
  • SKILLS: Acrobatics can be used once per Round to Dodge a Projectile Attack (Defend Free Action)
  • SKILLS: Darksee = automatic; see in greyscale, Near Range
  • SKILLS: Detect = in effect this Skill counts as two as it is so pervasive in the game 
  • SKILLS: Hide = find cover to avoid detection if stationary
  • SKILLS: Languages includes lip reading and sign
  • SKILLS: Orc = gains Resilience; Survival now incorporated into Pathfinder
  • SKILLS: Sneak = move stealthily; pick pocket; sleight of hand; Flank 1 Target in combat for +1D and +1 DMG next Round)
  • SKILLS: Unarmed = Strike with Punch or Kick; Push (or -1D to Disarm and Take Item, or Grapple) 
  • SPELLS: Exclusive to Clerics and Wizards; are unlimited 
  • SPELLS: Darksee = automatic; see in greyscale, Far Range
  • TURN ORDER: Delay = act before one lower Turn (= your new Turn Order)

Now Onward to Adventure!

Files

AGE-of-ADVENTURE-RPG-v8.0.pdf 280 kB
Sep 19, 2023

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