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
AGE-of-ADVENTURE-RPG-v10.0.pdf 280 kB
1 day ago
Get Age of Adventure RPG - a Lasers and Feelings fantasy hack (v9.9)
Download NowName your own price
Age of Adventure RPG - a Lasers and Feelings fantasy hack (v9.9)
A one-page heroic fantasy tabletop role-playing game
More posts
- Version 9.5Jul 09, 2024
- Version 9.0Feb 17, 2024
- Version 8.5Nov 10, 2023
- Version 8.0Sep 19, 2023
- Version 7.5Jul 05, 2023
- Version 7.0Feb 26, 2023
- Version 6.5Feb 11, 2023
- Version 6.0Dec 18, 2022
- Version 5.5Nov 03, 2022
Leave a comment
Log in with itch.io to leave a comment.