Version 10.0


Greetings Adventurer

An updated version of this title is now available.

Version 10.0  includes all the updates and revisions since v9.5

NEW

  • 0 Successes = you don’t succeed (the GM may allow reattempts with consequence)
  • Acid: 1 DMG at end of Round
  • Acrobatics: added Jump
  • Athletics: removed Jump, added Endurance Running
  • Block with a Shield or 2H Staff = +1D against 1 Attack per Round (Shield: no DMG if ‘sundered’ at player discretion; 2H Staff: Improvised Item Check afterwards).
  • Bribe: 1D GP = +1D to Parley (max.)
  • Called Shot: specific Ranged Target engaged in Melee (penalty only applies if Ranged Target is same size or less than Hero or Ally in Melee)
  • Caltrops: 1 DMG or stops 1 Move 
  • Challenges: added examples
  • Damage: added Brass Knuckles
  • Defend Multiple (Special Action) = -1D to Defend each Attack after the 4th (in the same Round) 
  • Delay: act before any lower Turn (then see ‘Ties’ for your new Turn Order)
  • Enemy Turn: the Hero must make the applicable Might or Mind Check (depending on the Enemy Attack; 1 Check per Attack). When Defending a Physical Attack, select either Dodge (0 DMG) or Block (-1 DMG). Using a Shield or 2H Staff = +1D to Block (1 Attack per Round). Shield = no DMG if ‘sundered’ at player discretion. 2H Staff = Improvised Item Check
  • Holy Water: 2 DMG versus Evil (like Demons, Undead, Evil Spirits)
  • Languages: +1D to Parley if speak Target’s Community Language, excluding Common
  • Large+ Size rule (removed): unnecessarily complicated Combat (eg if your Large Companion is Attacked); I also feel it removed player agency eg in use of Special Actions. Finally, the bonus was irrelevant because a failed Proficiency Check doesn't mean you "don't hit" it just means "you don't do damage" eg the wound is superficial, or doesn't penetrate the Large target's defences
  • Obstacles (previously Forced Entry): Medium or Small obstacles (eg basic lock; wooden door): use Mind to pick or Might to force. Large obstacles (eg reinforced or iron door or chest; heavy lock, manacles): can be picked; only Large Sizes can force
  • Pickpocket/Search: 1 you find something useful eg 1D SP; an Item; 5-6 nothing
  • Proficiency Checks: added -1D Other (as determined by GM; see also “Special Actions”); removed 3 Successes because Critical Successes are not applicable in the game (aligns with no Critical Failures)
  • Random Target: removed
  • Resist mental Attacks = Mind Check
  • Stamina 0: Standard Mind Check to remain conscious
  • Turn order (roll to break Ties): at the start of combat, total 6D for each Hero, each Enemy-type, and Allies 
  • Unarmed: stipulated Melee Attack

UPDATED

  • +1D Skilled (excl. Spells)
  • Arcane & Holy Spells: referenced 'Magic & Spells'
  • Attack 2 Targets: 1 roll; 2nd projectile expended
  • Caltrops: halves Move or 1 DMG
  • Carry Capacity: reworded maximum to (-1D = max. carry +9#, or pull 1P Cart up to 12# load)
  • Defend against physical Challenges = Might Check;  Dodge = 0 DMG or Block = -1 DMG. 
  • Detect: added search and notice
  • Encounter level: reworded (removed Total); (EL) = (S) x (A) x (C), for each Enemy. Each Hero or Ally = EL6 (+1 for each Hireling or Animal Companion in the battle)
  • Enemy Turn: reworded entire paragraph 
  • Fail to Defend or Resist = DMG or applicable Condition or Effect
  • Fall (Far; 1 Action)
  • Fire: max. 1 DMG at end of each Turn
  • Hero Points: reworded; excludes Help Actions and all Reactions
  • Hide: reworded to gain Surprise or avoid detection
  • Hirelings: reworded (1 Community Skill & 1 Role Skill = +1D)
  • Item Mishap (eg lost underwater; damaged from impact; stolen in crowd): 1-5 nothing; 6 roll 1D to determine the Item
  • Introduction: updated; changed might to mayhem
  • Languages: all Heroes know Common. Demi-humans add their Community language
  • Levitate: Self, float for +1 R, and/or 1 Near Move vertically
  • Lost/Stolen/Damaged: Coin Pouch, if roll 2-5 = six coins, random
  • Magic (1 Action to use) eg Artefact, Potion, Scroll or Spell = +/-1 Stamina, +/- 1D on a Check, or 1 Effect
  • Mirror: renamed to Hand Mirror
  • Move: changed Far Move to double Move = -1D to all Checks that Round 
  • Net:  Medium Target -1D or 1 Action to free
  • Pathfinder: reworded to navigation and outdoor survival
  • Proficiency: a high number means you’re better at Might (physical challenges or martial Actions eg use weapons; Block; Dodge; Resist poison; climb; sneak). A low number means you’re better at Mind (mental challenges or complex Actions eg use a healing kit; use Magic; Resist fear; pick lock; search) 
  • Provisions: 1 per day 
  • Reactions (automatic; no Hero Points gained) = Defend; Resist; Surprise
  • Recharge: renamed to Magic Recharge
  • Small Encounter: changed example to Minion
  • Spells (Holy & Arcane) = unlimited
  • Teamwork: removed the +1D to Help Check because as a Skill you get +1D automatically (so stating +1D makes this confusing)
  • Turn Order: on your Turn perform 1 Action
  • Weather: 1-3 fine; 4-5 rain (light or heavy); 6 extreme (heat or cold)
  • Willpower: resolve; Resist eg Fear, Paralysis, Spells that target your Mind

Now Onward To Adventure!

Files

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