Version 9.0


Greetings Adventurer

An updated version of this title is now available.

Version 9.0 includes all the updates and revisions since v8.5

  • 1 GP ITEMS: Acid dissolves 1# eg a Small lock; Fire Pot and Torch = 1 Fire DMG; Grapnel = -1D if used as Weapon
  • 3 GP ITEMS: Removed Map, Spyglass, Bolts and Sled; added Lantern (Area=Near; Narrow=Far); Arrows and Throwing Blades are retrieved 3/6
  • 2nd TARGET: 1 DMG (max.) to a 2nd Target in Melee distance of 1st Target (Ranged ammunition expenditure applies)ARTEFACT: roll 1D: 1-3 Touch; 4-6 Range (up to Far); removed Prepared rule; Standard = 30 GP if sold; Fabled = 150 GP if sold 
  • BLOCK: can 'Break' the Item you are Defending with to absorb all DMG (once DMG is known)
  • CARRY CAPACITY: added rules for pulling Carts
  • CART: 3GP per 6# capacity
  • DEFEND: -1D to Defend each Attack after fourth in same Round;
  • DWARF: Teamwork skill = automatic +1D to Help
  • GEM: or valuable, or jewelry = 1D GP if sold
  • GENERAL: updated descriptions, grammar and wording; changed some Box Headings and order presented
  • HALFLING: Hide requires available cover
  • HEALING KIT: 6 uses, regardless of Success
  • HERO POINTS: excludes Defend and Help Actions
  • LARGE ANIMAL: added 4P weight eg Horse
  • POISON: 1 DMG max. and -1D Penalty for 1D R
  • PROFICIENCY CHECKS: +1D for each as applicable (Skilled, Prepared, Helped) = max. +3D
  • STARTING FUNDS: new Characters start with 12GP; no advance (Pre-gens forfeit the 12 GP for starting Gear)
  • TURN ORDER: Delay = act at any lower Turn (becomes your new Turn Order)
  • UNARMED: 1 DMG on 1D roll of 1-3 (otherwise 0 DMG); Unarmed includes 2H Special Actions like Disarm and/or Take Held Item; Grapple/Throw/Trip (same Size; restrain +1R)

Now Onward to Adventure!

Files

AGE-of-ADVENTURE-RPG-v9.0.pdf 283 kB
79 days ago

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