g age
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GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
PREFACE
The sun peeked over the horizon and through the pine trees to illuminate the partially obscured form of a man lying in the snow. An onlooker would have viewed the scene as peaceful or serene as he lay amidst the bank with one arm tucked under his head as if he were sleeping. However upon closer inspection they would see that his short cut blue hair was tussled and that his clothes bore bloody gashes in both the right shoulder and the left hip. His skin had taken on a slightly blue tint as well, which would not be surprising considering that the temperature on the mountainside at night dropped well below zero in the winter months. Whoever this stranger was, his life must have been a tragic one for him to end up here. Occasionally his lips would move as if he was trying to speak, and his chest rose and fell in short gasping efforts. With a cautiously slow movement, his eyes opened and he took another deep rasping breath before rolling onto one side, grimacing in pain. Not from the wounds evident on his body, but clutching instead as his chest as if it emanated from deep within. He considered sitting up for a moment, and then wondered why he should even bother. To survive the night on the mountain had been a surprise, he had thought that the cold weather would finish him off long before the dawn would come. But by some strange twist of fate he had somehow held out against the night and lived to see the start of a new day. Not that it mattered, he was still going to die. The poison within his system had worked its way through his body, expressing itself in ever more painful ways that made him sweat despite the cold. It would be in its final stages by now he realised with grim determination, soon he would be just another body upon the mountainside. Some people would tell him to have faith, or that a better life awaited him across the veil, but he was not a religious man. Deep within his heart he knew that all that awaited him was darkness and oblivion. There would be no afterlife for him, he had done nothing to earn it. That bastard Leto, he mused, not able to find the strength to curse aloud. He planned this all along. Rising to his knees and then using the solid bulk of a tree to pull himself all of the way up to his feet, he lent against the bark and watched the sun rise over the snow-capped mountains. If he was to die then he would do it as he had lived, he had never laid down for anybody and didn’t see why he should start now. As the light glistened on the snow and the sun rose slowly in the sky, he realised that if he were going to die anywhere then this were as good a sight as any he could have wished. This world was filled with all kinds of evil, be it the Furies that spread throughout the land or the more subtle evils that humans inflicted upon each other, but from this vantagepoint it didn’t seem so bad. It shouldn’t end like this, he thought, Alone on a mountain and miles from anyone who would care. He wondered how long it would be before anyone noticed he was gone, and then cast his mind back to the series of unfortunate events that had led him to this moment.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
WELCOME
Hello and welcome to the first edition rules of GOLDEN AGE, an epic pen and paper role playing game (RPG) that takes place within a mythical world of sorcery and steam-punk technology. GOLDEN AGE is a pen and paper Roleplaying game in the tradition of such legendary giants as Dungeons and Dragons, and Vampire the Masquerade. And whilst it is not as well designed or as wide spread, I hope that it will be enjoyable for you to play. May the stories you design be as wide and open as your imagination can take you, and above all have fun. Please remember that the GOLDEN AGE system is copyright to me, and whilst it is available for free download on the net, legal action will be taken in the event of someone pinching it. Credit where credit’s due guys. Ben Warren (Enker)
WHAT IS AN RPG?
GOLDEN AGE is not just a story telling game, but a role-playing game as well. You not only tell stories, but also actually act through them by taking on the roles of its central characters. It’s a lot like acting, only you make up all of the lines. Role-playing is equal parts improvised acting and Cowboys and Indians, a set of rules laid out over a story that everyone in the game is involved in telling. Think back to the games you played as a child; every time you imagined yourself as a knight in shining armor, or a deadly assassin from some unknown land, you were roleplaying. It’s something you've been doing all along and never even knew it. To role-play is to act out the role of a character you have created in a vivid and distant world, to guide him or her safely through any perils that the Games Master throws at you, and to bring them home safely at the end of it all. In GOLDEN AGE you play out the scenes in a world of my creation, filled with magic, cat-people, robots and many other wonderful and dangerous things.
THE STORYTELLER
When you sit down to play a game of GOLDEN AGE, it is essential to have a Games Master (GM). Who is a player that does not create a character with the rest of you, but rather plays the part of impartial judge, narrator, auditor, and all of the other characters you will meet along the way. It is the duty of the GM to create the plot that the others will be playing in, and to keep it running smoothly and with interest. The GM acts the part of your friends, casual acquaintances and enemies throughout the game, and sets the scene. As there are no visual aids in a pen and paper RPG, the GM must do this by explaining what a room looks like, and keeping the atmosphere intense and interesting. FOR EXAMPLE: The players have just entered a small room. In the centre there is an altar shaped like a human skull, and it is the only light source that can be found. The GM would say "As you enter the room, the first thing you notice is the absence of any windows, but yet the room is not plunged into darkness, for within its centre stands a great altar, shaped as if it where a skull, that emits a strange glow." do you see the difference? It is also important that the GM keep track of the rules, never letting a character do the impossible, and forcing them to keep to their character limitations. It would be no exaggeration to say that the GM is the most important player. In this system the GM is often referred to as the Storyteller.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
THE PLAYERS
It is the role of a player to create a character of their own design, and then to act that character through the plot situations that the GM has prepared for them. A player NEVER knows what is coming, and the GM keeps the characters in the dark until an event actually happens, as if you where your character, and so you get the fun of acting your way through an intense plotline that threatens to kill you, promisees untold riches, and allows you to further your character's history.
WINNERS AND LOSERS
There are no winners or losers in an RPG, you will have to work with your fellow players to defeat whatever trials the GM throws at you, for shared victory points and treasure. Remember, you are playing to live the plot-line, and not to try and undermine the characters around you. A successful fellowship is the key to victory.
RULES
There are some IMPORTANT rules that you must take into account when playing an RPG, it is the duty of the GM to enforce these, and keep the players on the straight and narrow. NO TOUCHING: Period. All combat and physical interaction takes place within the game, and it handled through the dice or other abstract systems. Players must never strike, grapple, or otherwise touch anyone during the game. NO WEAPONS: Props are not necessary during play, it is only pretend, so do not bring knives and such like to the table with you under any conditions. PLAY IN A DESIGNATED AREA: Roleplaying is meant for the home. Do not play it in the streets, and do not try to drag passers by into situations that you are roleplaying. A game can look disturbing, even frightening to someone who does not know what you are talking about. Stay inside. KNOW WHEN TO STOP: If a storyteller calls for a time out, then you stop immediately. IT'S ONLY A GAME: Do not even presume to take factors from this game into real life, it is only a game based in an imaginary world, and as such should not have any effect on your daily life.
RESOURCE MATERIAL
Whilst this book contains everything that you will need to get started playing a game of GOLDEN AGE, additional supplements have been released to expand upon both the world setting and the options for weapons, classes, races and skills. Sample campaigns will also be released containing full-scale official adventures that can be played at length to increase the Golden Age experience. Such releases are easily recognisable and clearly marked as to what they contain so as to avoid confusion, but cannot be used without a knowledge of this book.
CONTINUITY
For the sake of continuity, adventures played in the GOLDEN AGE RPG take place after the Mana Wars and before the events depicted in the Golden Age Radio Drama, from which this setting was devised.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
TABLE OF CONTENTS The Chronicle of Deeds
History of the Old World. Races Within the World. The Appearance of the Furies. Organisation of the World. Languages. The Three Realms. A Short Farewell.
The Gaming System
Character Creation. The Character Sheet. Choosing a Calling. The Gaming System. The Combat System. Arms & Armour. Status Ailments. Items (Healing and Otherwise). Dijinn and Magical Spells. Character Skills and Abilities. Low-Level Monsters. Bonded Furies & Antech Devices.
Sample Campaign
About Campaigns. Introducing the Players. The Main Quest. Characters in the Scenario.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
THE CHRONICLE OF DEEDS
It has been over four hundred years since the end of the Mana Wars, and much that was once common knowledge is now lost. Whole libraries filled with books of history have been burnt and the CORE in all but the most backwater villages has deemed magic of any kind illegal. I myself am perhaps the last remaining expert in the era before the war, and my resources have been severely reduced in light of the revelation of the Furies. Perhaps it is simply the paranoia of an old woman, but I feel the need to record what I have learnt here in this book in the light of maybe preserving what was lost.
HISTORY OF THE OLD WORLD
There was once a time when Humanity and the Dijinn existed peacefully side by side. It was over this period that a large portion of the known world was explored and colonised and that the great noble households came into power over the land. However the mixture of mortal Humans and transient elementals such as the Dijinn was never to last, and after a time had passed the two sides became distrustful of each other. This enmity eventually grew into a full scale war that lasted for fifty years, and destroyed much of the known world. Whole cities were levelled and lost, and the conflict only came to a halt with the believed destruction of the Dijinn. This period of conflict became known as the Mana Wars and they changed the shape of the world.
RACES WITHIN THE WORLD
The most obvious result of the Mana Wars was the destruction of many of the so-called ‘lesser races’ and the rise to dominance of Humanity. When the war came to an end the CORE turned on those other races that would not fight, purging many from the land altogether. Those that remain are mostly sub-species of man that have in one way or another committed themselves to servitude. HUMANS – Humanity is the most widespread of all the races, and the dominant power within the world. Humans live in a mixture of individual towns, villages and cities that have their own local officials, but are ultimately ruled over be the CORE. The world belongs to Humanity, and they treat it as such. Whilst they have no innate powers or abilities of their own, Humans more than make up for it by being solid and sturdier than any other race. ICARIANS – A sub-species of Humanity that has developed fay-like wings that enable them to fly. Normally thinner and slightly taller than the average Human by about an inch at most, they appear pallid and tend towards albino features. Somewhat frail in comparison to the muscular layout of a Human, their bones are hollow to allow them limited flight. In comparison to a Human, Icarians live only a short while. Normally passing away in their mid sixties and eat only once every few weeks. DIJINN – Elemental Spirits from the old-world. Thought to have been destroyed in the Mana Wars, though some of them still frequent the lower recesses of the Catacombs. Originally divided into three classes, based upon levels of power, the Mana Wars has left only a very few low-level Dijinn, and though they have an innate connection with magic, they cannot survive in this realm for long without bonding with a mortal host. Immaterial to the touch, they frequent only areas that match their natural element by choice – though some stronger Dijinn are rumoured to have been imprisoned within jars over the course of the war and hidden away.
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OFFICIAL ROLEPLAYING GAME
SHIFTERS – A rare species that can change their form into that of animals. Nobody knows what they really look like, but many of them were hunted and killed in the aftermath of the war due to their varying alliances. Those that survive take on only one form, be it animal or human to survive undetected by the CORE in day to day life. Using their powers sparingly, and only in seclusion. Any one Shifter never knows the whereabouts of any of his kin, and with no way to find them they live out a solitary life. SHIN-RII – A sub-species of Humanity that is cat-like in nature, soft fur and a tail, as well as yellow eyes mark them distinctly, even if they hide their cat’s ears which are situated higher upon the head than those of a human. Faster, smaller, and normally as strong as your average Human, they have been integrated into normal society as a servant class to the wealthier humans. However they can buy their own freedom, and it does leave them under the protection of the CORE.
THE APPEARANCE OF THE FURIES
In the aftermath of the Mana Wars, monsters began to appear in the more secluded areas of the world. Unnoticed at first, and varying in size and shape it was twenty years before they reached such numbers that they began to filter into populated areas. The CORE keeps the larger settlements safe, and has situated a few outposts into local areas to protect people from them, but no matter how many they kill, it seems impossible to permanently cleanse an area. Although there have been several studies into the monsters collectively known as Furies, only about a third of their assorted forms have been named and recorded. It wasn’t until one hundred years ago, when a Phantom Brave of particular potency first bound a Fury to his service that the true nature of them became apparent. The Furies are in fact the spirits of those people who have died violent or terrible deaths, lingering in the mortal realm long after they should have passed beyond the veil of death. Without the Dijinn it seems that some power has been unleashed, a primal force that feeds upon the ill in the world and turns those who feed it into Furies. Though nothing is known about this power, the CORE has placed a total ban on anything that predates the Mana Wars in the hope that this entity will not grow in influence.
ORGANISATION OF THE WORLD
As things stand today, five noble households govern the land. Each of these potentially owns everything within their jurisdiction, people and livestock included – but in practice they allow those under them to do pretty much whatever they like as long as tithes are paid duly. These are used to fund the petty political games that bounce constantly between the five households, as each silently vies for more land or power whilst simultaneously attempting to shift any doubts onto their fellows. The names of these families are as follows: VERAND: Kindest of the households, those who live within the boundaries of the Verand family are well catered for with pensions and dowries paid from the wealth of the house’s coppers. Settled on the flat lands close to the sea they maintain their wealth through trade routes and fishing. Festivals held in the area are commonly attended by members of the family and they are well loved by the people. ESCUDO: Smallest of the houses but richer than the others put together, the lands of the Escudo family are rich with gold that they have mined successfully for generations. Highly secretive, they are elusive and condescending but trouble themselves little with the affairs of the other houses. Their lands are largely mercantile, filled with trade and farming districts that are broadly populated.
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OFFICIAL ROLEPLAYING GAME
MILLIUM: Possibly the only of the houses to have attempted a large coupe in the last century, Millium is the plotter of the nobles. Their family resides over the capital and owns large portions of land around it in an effort to ever expand into new territory. The most technologically advanced of the houses, they do not hold onto the old ways, instead encouraging the use of technology and alchemy. SERVANTUS: Whilst the other houses nicker amongst themselves, house Servantus has always remained strangely neutral in all political arguments. Do not mistake this for morality however, for they hold no love for their cousins, or the people who are born into their service. Supporting the CORE’s efforts whole heatedly, they provide much of the land used for key military installations. CALMA: Above all else, the house of Calma represents a passion for the arts and splendour. The lands under their influence benefit from beautiful statues and architecture, but are somewhat lacking in the ability to provide food for themselves. Proud and self-glorifying, they expect worship from there subjects and live within a massively lavish palace. It is the CORE then who actually run the land. Originally a military responsible to the Households, they have grown in size and number since their formation in the Mana Wars and now every town, village and city is occupied by a percentage of their number. Supplied with barracks and lodging at the expense of the townspeople, they uphold law and order within the cities whilst also keeping them safe from the Furies who roam the wild lands. Within the CORE the organization is a simple matter of chain of command. Starting with your basic soldier and running up through the ranks to the local Judge. The Judges themselves report only to a select group of three generals known only as Monarchs, who are each responsible for a certain element of the CORE. For most people, day to day life is a simple matter of going about their daily routine. Work is plentiful and the CORE only intervenes subtly if at all. In many towns they are welcomed as a source of protection and seen as a symbol of solidarity for the Human race.
LANGUAGES
Within our world there are many subtle languages, regional accents and hand gestures for the hard of hearing. However the dominant language is called Uroni, or Basic as it is widely known. Developed initially for trade between continents and races, it came into broader use when the CORE assumed it as their regulation tongue. A good call in light of the fact that it brings together all of the many fragments of man under the one flag, the ultimate goal for the dominant military force in our world. Other than Uroni, each of the houses has its own ancestral tongue that is widely spoken within their borders, named after the ruling family in question.
CURRENCY
Along with the implication of Basic as a commonly shared language, a singular currency called simply ‘Coin’ was also successfully integrated by the CORE several hundred years ago. Coin is simplicity itself in that one coin is worth one unit, and never more. Jewels and other rare metals are worth varying amounts of coin and can be traded as such, as well as being a favourite of merchants to prevent having to carry large bags of heavy coins. Coin is forged from silver and has the CORE shield etched into one side, and the banner of the Noble House for which it was smelted on the other. Fake currency is uncommon on the Continent, and the CORE would have us believe that it would take a forger of some considerable skill to match the quality of a real coin.
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OFFICIAL ROLEPLAYING GAME
THE THREE REALMS
The world exists in one of three spiritual realms that are clearly separated, though there are those who can freely move between them. Those who exist in one realm cannot remain in another for any length of time before they begin to become bound to it, and should they stay too long they will be unable to ever return home again. The three realms are as follows: THE MORTAL REALM: In which people are born, live their lives and die. Here the world is full of nature, buildings and animals of all shapes and sizes. For many it is the only realm, and the place where the adventure will play out. Destiny cannot be shaped in any realm but this one, and this is the only realm of substance, and things that can be touched. THE REALM OF DEATH: Once a person has died they will begin their journey to the afterlife here. Taking the form of a great river, that draws them deeper and deeper down stream, past seven gates that take them further from their mortal lives. Once the final gate has been passed a spirit enters the beyond and is never seen again. Many have wondered what lies beyond that final gate, but since it is impossible to return it is a secret that only the dead can keep. Monsters inhabit the river, growing in power as the gates progress deeper, and for one not of the dead to enter is dangerous to say the least. THE REALM OF DREAMS: A strange reflection of the mortal realm where the Dijinn are thought to have originally come from. A place of vibrant colour and strange physics, there is no land or sky to place boundaries upon where one would go or what they would do. Areas of the mortal realm and the realm of dreams overlap in a few places, allowing for denizens of the latter to take physical form for a limited amount of time in the world of man. But unless welcomed or joint to a mortal’s will they cannot remain for more than a few minutes.
A SHORT FAREWELL
And so dear reader you have reached the extent of my knowledge to date, it is my fondest hope that perhaps in the years to come I can continue my writing and record new teachings. Until that time however I will placate myself with chronicling the adventures of those few unique individuals who have stories of their own to tell. Who knows, perhaps the paths they tread will prove as interesting as the history I so love? We are after all living in interesting times of our own.
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OFFICIAL ROLEPLAYING GAME
CHARACTER CREATION
As a player in GOLDEN AGE, you will be required to create a character - an alter ego through which you will interact with the gaming world and take your part in the story. Like a character in a novel or a movie, this character becomes the protagonist of the stories the GM will tell. Rather than make up a new character for each session, you create a single, richly detailed persona who will assume the role of lead character every time that you play. As your plotline progresses, you watch as your character grows and develops. Ultimately, your character and those with him becomes as real as a famous hero (or villain) from any literary work. This chapter describes how to create a character, beginning with a general concept and translating that concept onto the character sheets that will be employed throughout the game. Though the process is relatively simple, and players can undertake it on their own, it is best to do so under the Storytellers supervision, so that he or she can answer questions and guide that character creation process according to any restrictions he may have created for the story. THE CHARACTER CREATION PROCESS Step One: Filling in the Blanks. The first thing you will have to do is decide upon the simple elements of your character; Sex, Name, etc. These will help to characterise you as an individual, and aid greatly within the role-play itself. Remember, you are creating a person, he or she will require a name and a gender before they can do anything else. It would also be prudent to start thinking about how your character will look, talk and act at this early stage. Step Two: Persona. Choose the way in which your character acts in public, and in which the world views him or her. For example, to choose the Persona type 'Rogue' you would be instantly branded as an untrustworthy type until you had earned the trust of an individual. This would be handy for dabbling in the underworld but less so in situations with the law. The way in which the world sees you is important, because it defines you as a character to others. Do your best to act like your Persona when interacting with others, or making important decisions. Step Three: Race. You have a choice of only four races as you start out (the rules for additional races will be released separately later) and from these four you will choose one for your character. These are; Human, Shifter, Icarian and Shin-Rii. Each of these choices has its own negative and positive aspects, and you can read up on them in the 'Races within the World' section above. Step Four: Path. A character’s path defines both their virtue and the element that they will be able to use when creating skills or magical abilities. There are seven in total, and each is described at length in the ‘Virtues’ section below. A character’s path will also dictate their place of origin, so think carefully before deciding which one you want.
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Step Five: Calling. A calling is not just what your character does for a living, it is what he is. You will be a member of your particular profession for the duration of your life, and will remain so until you eventually die. A calling will not only influence how people react to you, but how you should act in some situations. You will have to possess certain Traits to undertake certain callings, for example; a Freelancer requires 3 Social, 4 Mental, 2 Magic and any Physical. These are the very base stats you can give him in any one area to create your character as a Freelancer. You will also acquire certain advantages, and disadvantages through your chosen calling. Step Six: Traits. You will begin with 10 free points with which to split between the 4 main Traits. Those are; Physical, Mental, Social, and Magic. 1 point equals the cost to buy 1 level per Trait. To spend free points in this area later, you will have to spend 10 points per level. Or to buy up extra levels during play it will cost you 5 times current level. Mark your final totals in each area down onto your character sheet by shading in the boxes provided. Step Seven: Spells and Skills. Special attacks can be created later in play and added to the character sheet, but before that you will have to make do with the basic ‘Class Skill’ of your chosen Calling. Each calling has at least one skill that is added to your sheet for free during creation. Skills and Spells are directly linked to the Magic trait, and so it is prudent to check what is required of a skill before using up any free points that you may have. Step Eight: Weapon of Choice. Your Calling may well specify what type of weapon you are allowed to carry, but otherwise you will be free to pick a weapon of choice in which to specialise. All attacking rolls will be based upon this weapon, and you will also be given the chance to buy up to the next level of weapon in game. Write your choice into the Possessions box provided. Step Nine: Possessions. At the end of the creation process, roll 2d10, and write down the total. This goes into your possessions box as the amount of coin that you begin the game with. Anything else that you pick up in game also goes here. You will receive a lot of items, coin and experience points in the course of the game. Relics and additional weapons (when not equipped) will also be stored here. Step Ten: Free Points. After all of the above has been filled in. You will have 60 free points to spend as you see fit, try to use them to personalise your character, and take him or her away from the standard Traits required for your chosen calling. Remember that this is your character, you can do what you want with him. You can sacrifice 1 permanent point of Fury to gain 10 extra free points. Step Eleven: Abilities. Abilities can only be purchased at the character creation stage. Unlike Skills or Spells they cannot be created or attained through play, and so are much rarer. Purchasing abilities from the list with Free Points adds additional special rules to your character. Those brought should be marked down on the character sheet in the section provided.
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THE CHARACTER SHEET
The character sheet is an important part of the game system and essential to character creation. Each player will have to fill out a character sheet (for more detail on how to do this see the CHARACTER CREATION section) and a Storyteller may choose to make sheets for other Non Player Characters (NPCs) that are interacted with throughout the campaign. A character sheet can be downloaded and printed from the main GOLDEN AGE website in either colour or black and white formats for ease of use, and can be found in the same file as that of this book. Below is a breakdown of what a character sheet contains and where. In this case a basic character has been created in order to show the player how a completed sheet should appear: A:
Player Name.
B:
Character Details.
C:
Basic Traits.
D:
Character Name.
E:
Health Chart.
D
F:
Possessions List.
E
G:
Abilities List.
H:
Skills/Spells List.
I:
Current Coin.
J:
Fury Bar.
K:
Equipped Relic.
L:
Total Mana.
C A B
F
G
H
I K
J L
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CHOOSING A CALLING
A calling is perhaps the most important thing that your character will have to do. Callings are not just what one does; it is a definition of what you are. Each aspect of your character is set to reflect this intimate relationship between Stats, Traits, and Calling. Below you will find a complete listing of the professions available to you to date, along with all of the information you will need to create and roleplay a character as one of them. FREELANCERS "Great, I’ve only been in the town for an hour and I’m already in jail." – Edge Keyonte. A Freelancer is a professional adventurer who makes his or her fortune from raiding the Catacombs beneath the world for treasures from ancient times. Though this does involve great risk, it can prove to be quite lucrative. However in many places this profession is frowned upon and so Freelancers tend to work outside of CORE jurisdiction, only entering towns for short times and normally not owning property of their own. Freelancers are not an organised society – instead each works individually and will seek out help only if the current raid requires skills that they are unable to possess. APPEARANCE: Not easily distinguishable from the next person, they tend towards blue shirts and leather apparel, often with additional belts and relics on prominent display. Scraps of ancient armour from the Catacombs are sometimes worn. CHARACTER: Freelancers are generally an adventure seeking lot, with a passion for the things that are dear to them, and a strong driving point that makes them undertake perilous journeys. Keep this in mind when creating your background. More often than not they will have a blatant disregard for CORE authority, but don’t take this to mean that they are immoral, instead they live almost completely according to the virtues of their character and use it as the basis for most decisions. BACKGROUND: Usually born from relatively common stock, you do on occasion get a high-born treasure hunter who is keen to buck the system, but mostly the common element is a keen sense of adventure. Always on the move, a Freelancer makes his home where he chooses and rarely stays in any one place long enough to make many permanent connections, their knowledge of the ruins beneath the world is extensive and a highly sought after prize. Still, their persistence in digging up relics from the Mana Wars and selling them on has led to a feeling of bad blood between themselves and the CORE. REQUIREMENTS: 3 Social, 4 Mental, 2 Magic. Any race. ADVANTAGES: +1DP on rolls to do with bartering or money, starting roll inclusive. DISADVANTAGES: -1DP on rolls involving the CORE. CLASS SKILL: V-Slash. Double damage on the first attack of a battle. SKILL EVOLUTION: Freelancers have no limitations on what types of skills they can learn. WEAPON(S): A Freelancer generally specialises with the SWORD but other weapons are available.
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RONIN "You think a simple woman can’t beat five men? You’re underestimating me." – Mia Hakujou. Knights of the Old World who hire out their considerable services to protect caravans and trade routes. The only organisation outside of the CORE that is allowed to bare arms, they were once a great order of warriors before the Mana Wars. Now however they have been reduced to a handful of wondering swordsmen and women. Specialising in the use of the spear and sword, they tend to bind themselves as bodyguards to noble families and reap the benefits that such connections bring. Garbed in fine silken cloths with one silver shoulder guard, they are easily recognised in the streets. APPEARANCE: Whilst they have been seen wearing monk-like robes with wooden sandals, Ronins are best known for their use of full armour at most times. Often built specifically for the user in question, the metal is a red hue in tone and covers the whole body with the exception of the hands and face. CHARACTER: Ronins are lofty and often cold in character, members of a selective order that only takes the best. However in the light of modern times they have been reduced and sent to wander the world. Mostly of noble blood they are well spoken and aloof for the most part, never speaking unless spoken to and fiercely loyal to the job at hand. Ronin will co-operate with the local authorities if needs be, but most of the time hold positions with powerful houses that place them outside the law. BACKGROUND: Born to noble backgrounds and selected at an early age because of superior skill in combat, a Ronin is considerably wealthy to start with. However further wealth and fame is achieved through attaching ones self to a noble household and acting as bodyguard or master-at-arms. Trained by an older Ronin until such time as they are considered ready, contact is kept through regular letters with other members of the order. REQUIREMENTS: 2 Physical, 3 Mental, 3 Social, 1 Magic. Human or Shifter. ADVANTAGES: A regular income of coin every 5 days, as decided by the GM. DISADVANTAGES: A Ronin cannot use Chain Skills. CLASS SKILL: Parry. Take no damage from any 1 physical attack. SKILL EVOLUTION: A Ronin can only learn skills that involve the use of their weapons. WEAPON(S): A Ronin is proficient in either the SPEAR or the SWORD.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
QUIVERS "The target is too close for this to be interesting, move it back by another 200 paces." – Umi Miory. Archers hold a special place in society because of their rare talent for accuracy. This extends beyond simple arrow to-target manoeuvres and out into everyday tasks such as catching moving objects and being able to describe the dimensions of a room perfectly after only seeing it the once. Normally hired on a temporary basis both by the CORE and the Households for a multitude of jobs, they hold a somewhat flippant attitude towards others and like to play word-games. APPEARANCE: Baggy white shirts with broad cuffs and leather jackets with trousers to match are the standard apparel for a Quiver. Good practical clothes for any occasion. Any wayward hair is tied back to avoid getting in the way, whilst a large quiver of arrows hangs on the hip. CHARACTER: Ever aware that their skills are in short supply, and always trying to milk it for every last ounce of credit, a Quiver can sometimes come across as self centred or shallow. This isn’t always the case of course, but they do have a lot of confidence in their abilities and have a tendency to drink, eat and be merry that can lead to pub brawls or arguments. As they get older they mature slightly into professionals who take great pride in their work, but as youngsters they have a lot of pent-up energy. BACKGROUND: At some point in their childhood a Quiver discovered a latent talent for hitting the mark. Some would have put this into practice by loyally joining to CORE for a tour of duty, whilst others (and some would say the greater part) immediately went onto the gambling circuit and made as much money out of it as they possibly could. Since being a Quiver is down to natural talent and not any form of formal training, each man is unique unto himself and likes it that way. Placing more than one Quiver in any one location will almost certainly lead to a contest to see who is best. REQUIREMENTS: 1 Physical, 3 Mental, 5 Social. Shin-Rii, Icarian or Human. ADVANTAGES: +1DP on all rolls involving catching or throwing. DISADVANTAGES: Cannot fight when disarmed. CLASS SKILL: Aim. Ensure 1 immediate success this turn. SKILL EVOLUTION: Quivers can only learn skills to do with throwing, catching and aiming. WEAPON(S): A Quiver can only use ARROWS or THROWING KNIVES.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
PHANTOM BRAVES "It is sometimes hard to trust one who talks with the dead." – Lord Verand. A Phantom Brave never travels alone, she is always accompanied by at least one Phantom that has been purified and bound to her will. Gifted with the ability to commune with the dead, a Brave is able to purify the heart of a Fury they encounter in battle and force it into servitude. Though they can never keep more than three at any one time, a Braves mission is to see the Furies sent across to the realm of the dead. Sometimes crossing the barrier between life and death themselves to help another. APPEARANCE: On average a Phantom Brave will be garbed in a long white cloak and a thick scarf that obscures the bottom half of the face. Always wrapped up as if cold, even in the hottest of weather. On the left hand they have a distinctive tattoo of a teardrop in black, and on the right a corresponding tattoo in white that symbolise life and death. CHARACTER: Silent in most cases, with an air of mystery about them, a Brave is considered by most people a thing to be feared. Travelling in the company of a Phantom that has been bound to their will, and keeping their own council, it is easy to see why. Most would mistake them for evil Necromancers who would raise the dead to do their bidding, but this could not be further from the truth, for their very mission is to see to it that the dead pass over. On those few occasions when they enter the realm of the dead themselves it is to save a life on the cusp, not to bring back those long gone. BACKGROUND: At one point in their past a Brave has visited the realm of the dead. Perhaps they have not died per say, but they have been close to death and come back changed, able to see and commune with the dead. For many this would have come as a shock, especially if it happened young or when they were a baby, and perhaps they never fully recovered from the shock. Regardless, they see something in the Furies that walk the land that others cannot, and have made it their personal mission to see every last one sent to their final resting place. REQUIREMENTS: 4 Mental, 5 Magic. Shin-Rii, Icarian or Human ADVANTAGES: Able to hold 1 Phantom for every 3 points in the Magic trait. DISADVANTAGES: -1DP on all social rolls. CLASS SKILL: Bind. Bind a Fury to your service as a Phantom. SKILL EVOLUTION: Phantom Braves can only learn skills that are related to the dead. They can however use their class skill to enlist Furies from the battle field as additional team-mates. WEAPON(S): A Phantom Brave can use STAFFS or CLIPS.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
CUT-PURSES "Funny, I could have sworn that I had my wallet when I left home." – General Leto. A Cut-purse is a thief, expert in the ways of sneaking and entering undetected with the intention of stealing anything from jewellery to Mana. Normally caught on the wrong side of the CORE, they exist outside of the law and relish the challenge of living in highly populated areas whilst remaining free of jail. Not just thieves, but also acrobats and showmen, it is possible for a Cut-purse to live a completely honest life, but then to see so much good money going to waste on other people is so very hard. On occasion the CORE has employed Cut-Purses as spies, but never for longer than necessary. APPEARANCE: Depending on the social standing of the character in question, clothing can range from fine cut designer suits to lower class baggy outfits. But no matter what they are wearing they always manage to instil a sense of style and class. CHARACTER: Talkative, and often boasting of pervious exploits of both the daring and sensual nature, a Cut-purse can come from any walk of life, but enjoys the pleasures of high-society. There is something wonderfully ironic about dinning with the gentleman whose house you have broken into on multiple occasions in the past, and whose secrets you already know implicitly. Swarve and sophisticated, they can fit into any environment with a minimum of effort. BACKGROUND: Some time ago you discovered that a life of luxury was most easily attained when people left expensive items lying in open view. Usually the first time you stole there was a sense of worry that perhaps what you were doing was dishonest or immoral, but the thrill of doing it far outweighed those thoughts and the next time you did it you found it much easier. Working primarily for yourself, you are more than happy to pay up and become a member of the local guilds, and now live in the style to which you have become accustomed. REQUIREMENTS: 4 Mental, 4 Social. Shifter, Shin-Rii or Human. ADVANTAGES: +2DP when attempting to lie or bluff. +1DP when stealing. DISADVANTAGES: -1DP on non-combat related physical rolls. CLASS SKILL: Pilfer. You can steal small items without being noticed. SKILL EVOLUTION: A Cut-purse can only learn skills to aid their theatrics or thievery. WEAPON(S): A Cut-purse has no limitations on what they can acquire.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
CORE SOLDIERS "There is no law but that which we serve. There are no punishments but those that we dispense. We are the CORE, and that is our duty.” – Quote from ‘The Soldier’s Oath’. Charged with keeping the peace and enforcing CORE law, a Soldier is both hated and loved by the people, the only line of defence between the growing number of Furies and the innocent people living out their lives within towns and villages. Treading heavily upon any trace of magic and ensuring that the relics from the Catacombs remain buried, the duty of a Soldier is the mission first. Privy to the best weapons and equipment money can buy, and heavily trained, those who enrol could be employed as guards, intelligence, assassins or even tactical experts. APPEARANCE: Almost always garbed in the blue and gold uniform of the CORE, they will occasionally strip down to just the tunic and trousers without the regalia, but otherwise signs of rank and awards are normally on prominent display. CHARACTER: Living by a rigid set of rules laid down generations ago, most officers within the CORE are mild mannered and politically minded in nature, whilst lower ranks are more down to earth than most would expect. In some towns they are hailed as heroes and others despised militants who sponge off of the local people. No matter the rank however, it is almost a certainty that they have seen more combat than anyone else. First and last, CORE members are warriors. Most enlists are also heavily against the use of magic, some even fear it. BACKGROUND: Enlisted at one of the barracks, a years training is swiftly followed by assignment to the field. Normally that is where people stay, working their way up through the ranks to positions of relative reverence such as Commander or Sergeant. Some gifted few however are grabbed before they can leave the training halls and stationed in more specialist areas. Following a strict chain of command the one certainty for a CORE enlist is that they will receive orders and a station and have to submit verbal or written reports on a regular basis. REQUIREMENTS: 2 Mental, 2 Social, 2 Mental. Human. ADVANTAGES: Access to restricted CORE areas and equipment. DISADVANTAGES: Can only bond with Non-Elemental Dijinn. CLASS SKILL: Braver. The ability to prevent others using skills or deal additional damage. SKILL EVOLUTION: A CORE Soldier can follow any path except that of magic. WEAPON(S): A Soldier has no restraints upon what weapon they might use.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
TECH-KNIGHTS "Let’s see what this does . . ." – Last words of Cornelio Hammersmith. Tech-Knights are the most technically minded people in the world, they can strip down a mechanism to its most primal elements, and build it up again to work better than it did before. Normally found around city areas, and centres of learning, these men sell their services to the Houses and the CORE for a great price. To be a ‘Techie’ is to be one of the elite, wielding the power of technology like a fine magical art. The creation of Antech devices to help them in the field can vary from small robots that light the way to larger mechs that can join the party and fight. APPEARANCE: Normally garbed in a mixture of old and worn leather clothing, sometimes with goggles strapped to their head like airship pilots. They are also associated with unkempt facial hair and dirty patches on their person left by oil and grease from their projects. Much of the time their clothing is worn away in patches like the knee, where they have been kneeling down and working upon a specific area of their latest brainwave. CHARACTER: Normally cheerful and happy, but they are extremely protective over their creations, favouring a father like tendency to them. Techies are often regarded as the salt of the earth, just don't get them started on their latest projects, or they could be talking all day. BACKGROUND: What is there to tell? Most Techies simply loved machines as a child, grew up tinkering with them, and became obsessed with the possibilities that could be reached with their creations. They tend to own little gadget shops or airship hangers, where they can spend their time tinkering with ideas and fixing things. The greatest Engineer of all time, Jacob Erant, created the first Airship prototype, and since that time when man finally flew, they have deemed nothing impossible. REQUIREMENTS: 6 Mental, 2 Physical. Shin-Rii, Shifter or Human. ADVANTAGES: Can modify their own equipment and weapons. Skill ‘Ambidextrous’ for free. DISADVANTAGES: -1DP on Magic rolls. CLASS SKILL: Build. The user can assemble Antech devices. SKILL EVOLUTION: The building and maintenance of small Antech devices. WEAPON(S): A Tech-Knight uses TOOLS or SWORDS.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
HEALERS "There are those who use their power to kill, other use it to heal. The latter is more helpful" - Jabir Those who devote their lives to the simple arts of a Healer are often made welcome everywhere. Those who find employment with the CORE work as field surgeons and see regular action, whilst others set up a practice in prominent places and earn a quiet living. Wandering Healers are a rarity, but some do choose the live their lives on the road. As well as having considerable medical skills, they can also be depended upon to have a knack for the synthesis of potions. APPEARANCE: Cloaked from head to foot within a white and yellow trimmed cloak, little of their bodies except their face is visible to the naked eye. Healers are also normally seen carrying a wooden staff as tall as they are. CHARACTER: Healers are quiet, yet outgoing people. They talk little and keep their own business to themselves, but will happily talk through your problems with you. They hold all life in this world sacred, and normally travel with parties of heroes in order to protect them from harm. A Healer will never strike another with more than their bare hands, and will never strike to kill. BACKGROUND: Healers come from all walks of life, but most of them are from some rich family who sent their second born to learn the trade whilst they groomed their firstborn to become heir with their passing. After spending many years of learning they either leave of their own accord or are pulled away from their quiet lifestyles by the CORE for important reasons. REQUIREMENTS: Mental 4, Magic 5, Persona Outgoing. Shin-Rii, Icarian or Human. ADVANTAGES: +2DP when mixing potions of any kind. DISADVANTAGES: -1 on all rolls involving physically attacking. CLASS SKILL: Heal. Restores health to any one character. SKILL EVOLUTION: Healers can only learn skills to restore health and status or protect others. WEAPON(S): STAFFS, WANDS and CLIPS are classically associated with Healers.
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OFFICIAL ROLEPLAYING GAME
BARDS "I believe in my heart that all great battles will turn to ash and fade away, and that only great art can possibly last forever" - Philipe DeRoma (Street Poet and Bard) The life of a Bard is the life of a wanderer. Forever roaming the lands in search of some new tale or a song that they could sing. Many Bards have learnt to play or sing to accompany them on longer travels, and some have even created their own forms of instrument. The duty of Bards is to walk in the footsteps of great legendary warriors, following them on their travels and recording in song, rhyme or ballad, their adventures. In short, a Bard is a form of historian, and keeps stories alive in a land where few among the people can read and write. Amongst all of the mortals, Bards are perhaps closest to their innate magical nature, possibly because of their longing for the old stories. APPEARANCE: Bards are normally brightly dressed, and wear small feathered caps. Well spoken, educated, and are neatly turned out. Most carry an instrument of some kind, and scrolls upon their person with which they endeavour to record the tales they are told. However every Bard is different and unique, and there is no real way to characterise them thus. CHARACTER: Despite common beliefs, Bards are very brave people. Whilst they do not throw themselves into mortal combat with the Furies, they do follow their chosen heroes through almost any peril. And their songs are potent enough to lull money from the pockets of strangers, and to send even the strongest of opponent's to sleep. Useful additions to a party, and able to act in both a defensive and offensive manner, a Bard is one of the noblest professions available. BACKGROUND: There are those born with a gift for song, and a mind that lends its self well to the construction of ballads. Such people usually come from expansive families, who have taught them to read and write. But most Bards leave their hometown at an early age, and set off into the world with just a pack on their back and a song in their heart. Eager, not to make their mark, but to record the mark of others, and earn their place in history as the greatest storyteller of all time. REQUIREMENTS: Social 2, Mental 2, Persona Extrovert. Icarian or Shin-Rii. ADVANTAGES: Abilities ‘Pretty’ and ‘Read and Write’ for free. DISADVANTAGES: Cannot use magic above Level 1. CLASS SKILL: Sing. Lulls an enemy to sleep. SKILL EVOLUTION: Bard skills evolve new songs that inflict new status effects upon the enemy. WEAPON(S): Bards carry HARPS or other musical instruments.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
NIGHTSIRES "Do not forget that the abyss stares back also" – Lord Verand. Those who have given themselves wholly into the arms of the Fury lead a cursed half-life. More beast than man, they retreat from the sunlight and their skin takes on a blue tint that reflects the slowing of the bloods flow through the body. Icy to the touch, they cease to age but can no longer sleep or pass for normal outside of the loosest use of the term. Still, with that curse comes power unlike anything seen in the current world or that of the old. Not magic nor technology, this power is wrapped in the purest evil and linked in an extraordinary way to the current Fury menace. APPEARANCE: Skin tinted a light blue and eyes devoid of colour, the fingernails become sharper and the hair darker than normally seen. A preference for cloaks and wide brimmed hats hides most of these signs to the casual observer, and a porcelain beauty becomes them. CHARACTER: Silent and brooding, with an ability to intimidate even the toughest street brawler simply by standing there, a Nightsire is the definition of unnatural. They speak in cryptic tones and rarely submit personal details to the group, but seem to keep secrets of their own. Normally they do not suffer fools or simple mortal concerns lightly and prefer to be alone. BACKGROUND: A Nightsire has no past, they retain only a small amount of knowledge of the ‘change’ but most of their mortal memories are lost to them. When asked they will do everything possible to avoid the subject, but beneath it all lies a deep sorrow that they have given up a part of themselves that was more important than first assumed and that maybe the price wasn’t worth it. REQUIREMENTS: Social 1, Mental 4, Lose 3 Fury (no free points awarded). Any Race. ADVANTAGES: When fighting unarmed deal Cursed damage instead of regular damage. DISADVANTAGES: Cannot bond to a Dijinn. CLASS SKILL: Call of the Beast. Learn a Fury’s special attack. SKILL EVOLUTION: None, all skills are learnt from using the Class Skill. WEAPON(S): Nightsires can use any weapon but prefer to be unnarmed.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
JEWEL SUMMONERS "Summoners? Met one once. Cute girl, she walked right past me though." – Edge Keyonte. Wanted in every outpost, Jewel Summoners are the bane of the CORE’s existence. Humans who have bonded completely with greater level Dijinn and who actively work to bring magic back into the world by shattering ancient seals or destroying CORE repositories for relics. Using powerful Relics they summon the residual spirits of Greater Dijinn to do battle for them, who unlike their lesser kin they are capable of massive magical potential on a scale unseen since the conclusion of the Mana Wars. Whilst the CORE want them stopped, any of the Houses would gladly have one in their secret employ, but unfortunately the chances that one would agree are slim indeed. APPEARANCE: Normally wearing bright and colourful clothes, themed around the specific element of the character in question, they are always seen to be wearing one large ornate gauntlet or pendant that is made of a blue steel like metal. The centre of this item holds a single jewel. CHARACTER: Heroic and driven by a need to fulfil their goals, they are not unlike the CORE Soldiers they hate so much. Mostly retaining a polite and outgoing personality, they do tend to become focussed upon a single goal and give little thought to the bigger picture. Within their heads, the voice of their Dijinn partner resides as a constant companion. BACKGROUND: When the Mana Wars were at the height of their ferocity, a small group of mortals still favoured the friendship of the Dijinn. Abandoning their own kin they fought on the side of the immortals against their own kind but were ultimately defeated. The ranks of the lesser Dijinn were shattered and went into hiding whilst those of medium power were wiped out entirely. Most of the Greater Dijinn also perished or were caught and contained by the CORE, those who escaped bonded themselves entirely to their mortal allies in the hope of one day freeing their friends. Passed down the family line, the current Jewel Summoners are direct descendants of those original men and women who have inherited the Gauntlet and quest of their forefathers. REQUIREMENTS: Physical 2, Mental 3, Magic 5. Any Race. ADVANTAGES: Abilities ‘Sense Magic’ and ‘Arcane’ for free. DISADVANTAGES: Cannot bond with another Dijinn. Wanted by the CORE. CLASS SKILL: Call. Summon a Greater Dijinn to the battle field. SKILL EVOLUTION: Additional Spells and Skills for the Dijinn in question. WEAPON(S): A Jewel Summoner can use any weapon they wish.
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OFFICIAL ROLEPLAYING GAME
RISKBREAKERS "I have an offer for you, think carefully because I’m only going to ask once." – General Leto. Sometimes situations are so dangerous that the CORE do not want to risk sending men into a no-win situation. Suicide missions and hostage situations are handled instead by the Riskbreakers, forcefully enlisted convicts who are promised freedom in exchange for their services. Each mission completed slices a year from their sentence, but tight constraints placed upon them by the CORE also ensure that any misbehaviour is punished by additional years added. Those who survive their first few missions quickly become the most skilled and powerful operatives. APPEARANCE: Forbidden to wear any armour that covers more than a quarter of their body, Riskbreakers generally have gauntlets and elbow guards coupled with strappy leather outfits that are considered most revealing. Normally well toned, with sun-tanned skin and a barcode tattooed between the shoulder blades and on prominent display. CHARACTER: Gruff and crude, the common trait of a Riskbreaker is the drive to survive. Normally this is backed by a score to settle or revenge on someone for the situation that landed them in CORE custody in the first place. Immensely overconfident, they shun companionship in most cases and prefer to work alone, however loyalty once earned is never lightly cast aside. BACKGROUND: At some point in the past a terrible crime was committed, this resulted in the CORE getting their hands on you and a life sentence in the deepest cell of a penal colony somewhere where the chances of escape are less than zero. Called into an office and given the choice, you decided that you had nothing left to loose, and the next day your first mission arrived. Now you exist in a state of purgatory, not a prisoner anymore but not a free man either. REQUIREMENTS: Physical 4, Mental 3, Persona Rogue. Shin-Rii, Human, Shifter. ADVANTAGES: Ability ‘Shell’ for free. DISADVANTAGES: Constant surveillance, no personal freedom. No skill evolution. CLASS SKILL: Limit. +1DP when attacking for every level of damage sustained. SKILL EVOLUTION: None, Riskbreakers cannot learn additional skills. WEAPON(S): A Riskbreaker uses whatever weapon he can get his hands on.
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OFFICIAL ROLEPLAYING GAME
THE GAMING SYSTEM
This section covers the basics of play, and will further explain some of the elements that where touched upon during the Character Creation process. The GM will have to become familiar with the following information if he or she is going to manage a game smoothly and efficiently. It may be wise to keep a printout of these rules handy in case something unexpected comes up - you can never second-guess every aspect of a game. BASICS OF PLAY The below summaries are for quick reference during play and are also particularly useful for answering some of the basic questions that you may have whilst reading this book. If you have never before played a Roleplaying Game then I suggest that you familiarise yourself with some of these definitions. DICE POOLS: All rolls depend upon dice pools. A dice pool consists of a number of 10-sided dice (called D10s) equal to every 2 points in the Trait you are rolling against. For example, if you were rolling a Strength check with Strength 2, you would be rolling 1D10. However if you had Strength 3 you would be rolling 2D10 instead. On occasions where you are acting at a –1DP, subtract 1 die from the total Dice Pool for the duration of that event or action. SUCCESSES: In order to determine whether the roll means a success or not, total the number which roll between 7 and 10. Each D10 which reads this correlates to a single success. Total up the number of successes to find out how well you succeed (or not). The Storyteller will then tell you of the outcome of the roll. If you roll a 1 you have failed badly and must remove 1 success from your total. If this total drops below zero then you have failed badly and must deal with whatever consequences the Storyteller may wish. Rolls can be made easier or more difficult by the Storyteller by varying the number required for a success depending on the situation at hand. PARTIES:
A term used to describe a group of players characters who are working together. Members of a party can share Coin, Mana, food and look out for each other in combat. Teaming up is sometimes the only way to defeat stronger opponents.
EATING:
Eating is a very important part of the day-to-day life of a character and essential for keeping up their strength and stamina. If a character goes for an extended period without eating anything then they must operate at a –1 Dice Pool. Similarly over-eating or being drunk incurs the same penalty.
SLEEPING:
Healing mostly occurs with sleep, and a character can heal 1 level of damage every time that they get a full six hours rest. This also counts meditation or prayer. Disturbed sleep such as nightmares adds a penalty of an extra two hours before you total enough to heal.
DAMAGE:
There are two forms of damage in this game, normal damage and Cursed damage. Unless otherwise stated it should always be assumed that any monster or attacker inflicts normal damage. This is healed at the normal rate of 1 level of damage for every 1 level of healing. However Cursed damage requires 2 levels of healing to remove 1 level of damage. Enchanted objects or powerful spells can sometimes inflict Cursed damage upon their target. Normal damage should be shaded onto the Character sheet into the boxes provided, whilst Cursed damage should be marked with a X in order to identify the two.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
FURY Your characters inhabit a world where a strange force has begun to take grasp. Many have already fallen to the evil lure that turns men and women alike into monstrous creatures, and still little is known about the true nature of the Furies. There will be times when, in the face of evil, you will be forced to test yourself against this pull. In such circumstances, roll a D10. If you receive a 1 to 5, then you have failed, and loose one point of Fury. 6 to 10 is a success, and you can continue on with the game unabated. If all of the Fury points on your sheet are lost and your character dies, then the game is effectively over for your character, and they have fallen entirely into the grasp of the these powers and become a Fury, effectively ending the game for your character. Boxes can be gained back at the GM's discretion, through such actions as godly intervention or another fitting excuse. As you gain Fury points, your character becomes more sinister, and will begin to loose some of his or her allies and powers, whilst gaining others. A more accurate list can be seen below: 1 Fury - No immediate effect. 2 Fury - Your sleeping and eating patterns become irregular. 3 Fury - Within the realm of the dead you attract unwanted attention. 4 Fury - Your will find it harder to keep your anger in check. 5 Fury - You can be sensed and controlled to an extent by some enemies. 6 Fury - You become prone to flying into a violent rage. 7 Fury - Dijinn refuse to help you. 8 Fury - Healing skills deal you harm. 9 Fury - Light elemental spells deal double damage to you. 10 Fury - The CORE will kill you on sight, nobody trusts you, and nobody will serve or sell to you. For those who have decided to go down this dark path deliberately, or are easily tempted by the idea of power, there are certain compensations for the disadvantaged above. Skills will be enhanced by the change, and the more you give of yourself the higher the rewards you will be granted. These are as follows: 1 Fury - No immediate effect. 2 Fury - You require less sleep than others. 3 Fury - The River of the Dead does not pull you so swiftly. 4 Fury - Your danger senses become sharper. 5 Fury - Your mind can no longer be read by anyone with a lower level than yourself. 6 Fury - You gain a natural immunity to Poison and Venom status effects. 7 Fury - You are now immune to the Charmed and Zombie status effects. 8 Fury - Dark elemental spells heal you for three times the damage dealt. 9 Fury - Creating skills becomes 3 points cheaper. 10 Fury - You operate on a +2DP for any action involving the Physical Trait or attacking in combat. HEALTH LEVELS Every time an enemy in strikes you in combat, you receive a level of damage. When this happens, the player who is hit should mark off one box on the Heath Scale, seen on the character sheet. Health levels indicate how much damage your character has taken in combat, ranging from perfect health to death. It should be remembered that the game does not end when your character's Health Scale reaches dead status, because there are many Healers and Magics within the worldsetting with the power to bring the soul back to the body. The game only truly ends when the Fury points of a character are all used up. Different health levels indicate different conditions, which are as follows:
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
Light - Your character has just been bashed around a bit, he is disorientated but nothing more. He may have burns or bruising, but they will not impede his combat effectiveness. Medium - A large gash or wound that slows you down a little, but is small enough for you to continue fighting. When you rest it is advisable to heal because left unchecked it could become worse. Serious - You are beaten and bleeding from numerous wounds, you can fight on but your Traits are all at -1 point until such time as you have rested. Critical - You have blacked out, and cannot continue to fight until healed by a third party. Terminal - You are effectively dead until revived by a Healer or Mage within or outside your group. Because you have reached this state, take an automatic Fury check. Your Storyteller may wish to actively roleplay your character in the Realm of the Dead whilst you are incapacitated. Whether this is the case or not, that is where you will have been sent. When you return to the living you must make a Fury role to see if the experience has effected you. PATH The path a character walks defines who he is deep down inside, his code of honour and his natural element. At the dawn of time it is said that the gods of the old world split magic into seven shards and scattered them throughout the world, there to settle in the hearts of mortals. Those pieces that could not find homes grew lives of their own and became the Dijinn, whose semblance of life leads them to flutter around mortality like moths to a flame. Regardless, the path that your character chooses will decide the basic attitude that your character lives by, and what form of elemental properties they can bind into special attacks without the use of a Dijinn. The seven paths are as follows: PATH
DESCRIPTION
ELEMENT
Sincerity
A natural blond, you speak your mind and although this is not necessarily correct, it can often lead to the point of an issue others have been avoiding. You’re pretty, and you know it, sometimes getting others to do your share of the work for you. At heart, you’re an honest person.
Water
Reliability
Solid as a rock, and just as immovable once you have reached a decision. Practical in nature, it is not your inclination to think too far outside the box. When it comes to a fight, people want you to watch their backs above any other.
Earth
Knowledge
The wizkid of the team, you are always looking for answers to questions that nobody else has even thought to ask. Some of the others think that this is strange, but to you it is just natural curiosity. When things go bad its often you who formulates a plan to deal with it.
Thunder
Friendship
A team player, your own motivation may not always be clear, but people rely on you and you rely on them. Unsure of realms outside your own, you rely on Human interaction above that of Dijnn. Often the one picked to speak for the team, you’ve got the gift of the gab.
Dark
Hope
Although you sometimes doubt yourself, others have faith in your abilities. Your unnaturally strong bond with your partners can be the difference between victory or defeat. Others often look to you for leadership when things get tough.
Light
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Love
Thinking not of yourself, but the welfare of others you are a solid member of any party. However you depend upon the mutual adoration of others to help you get through the day. Your comrades are more like members of the family to you than friends, and you treat them so.
Wind
Courage
You are a fearless, emotion driven character who is strong willed and often opinionated in nature. Your natural place is at the head of the party, and you know it. Sporty, athletic and strong, you’ve never been unpopular and don’t see why others might dislike you.
Fire
TRAITS When you come across obstacles or do battle you will have to rely upon your character's Traits, which are completely unique from one character to the next. Traits are split into four main categories, those of Physical, Social, Mental and Magical. These all apply to very different areas of expertise that your character can specialise in. When you have accumulated enough Mana you can purchase an extra level in any Trait, this will help you to move away from the stereotypes that your Calling brands you with to start with, and allows you to take your character into a direction of your choice. You will need to acquire 10x the current level of points currently already in a trait to purchase an new point. Whenever your character needs to be tested against a certain problem, the Storyteller will decide which Trait that problem applies to the most, and will have you roll a die in accordance with that Trait. For example: Whilst exploring an empty tomb you accidentally trigger a trap, and a heavy block of stone begins to fall towards where you are standing. The Storyteller would first apply Mental, to ensure that you have seen the trap, and then Physical, to see if you can get out of the way quick enough. To do this the Storyteller would first decide upon the difficulty of the test (a falling block would not be hard to spot) then make you roll the same number of dice as you have points in that Trait, in this case Mental. If you get over the specified amount of successful die rolls, then your character spots the block. Then you do the same (but altered by the Storyteller once more to account for alien factors such as how fast it is falling and from how far away) but this time use your Physical points. Put simply, you have as many D10 to try and pass the test with as you do every batch of 2 points in that Trait, so the more points you have the better. Having between 1 and 2 points entitles you to one 1D10, whilst having 3 to 4 gives you 2D10 (and so on) Below is an example of what specific Traits can be applied to: PHYSICAL - This Trait dominates all actions taken that involve the body. For example running, jumping, pushing, pulling, swimming, attacking, and so on. The more points you gain in this area, the stronger your character will become, until eventually there will be little or nobody who can best you in combat. Unarmed combat relies purely upon this Trait whilst those with weapons add to the Dice Pool. MENTAL - This Trait is based around the intelligence of your character. Tests such as puzzle solving, maths, trap finding, reading, writing, noticing things out of the ordinary, observation skills, and so on will all be based upon this area. The more points you have here, the smarter your character will be. This trait is also important to decide the order of combat.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
SOCIAL - Social dominates how you interact with others, and what others think of you. You can use social to barter, act, sing, lie, charm and gain allies, as well as much more besides. The greater your Social scale, the more popular your character will become, and the more likely that people will help you in some way. Low Social makes for bitter enemies. MAGIC - To create and activate Skills or Magic greatly involves the use of the Magic Trait. You can only possess skills in a number total to the level you have points in Magic, and the amount of points you have here decides how well you can detect things of a magical nature, or in conjunction with mental, know about magical lore. DIJINN Believed extinct after the Mana Wars, some have however survived the years between then and now and live in farflung areas such as the Catacombs or ruined temples. No two Dijinn look alike, but for the most part they appear as animals or a highly intelligent variety. More than capable of speaking and problem solving of their own accord, they exist only sparingly in the Mortal Realm, but can become permanent residents if they bond themselves to a mortal host. The bonding has positive effects for the mortal as well, because each Dijinn possesses elemental properties of their own that can be employed to cast magical spells. Though they can for the most part bond with any mortal, their elemental nature is of importance because they are able to achieve great magical potency with someone whose path matches their own. In a similar nature, should opposing elements become bonded the potency will be greatly reduced and the bond easier to break. The more common elemental types are listed below: ELEMENT
DESCRIPTION
STRONG PATH
WEAK PATH
Non-Elemental
This Dijinn is perhaps the most unique, as it closely resembles a warrior or a piece of armour but on a small scale. Honour bound and reclusive, they gain layers of armour and weapons as they evolve into more adult forms.
N/A
N/A
Earth
Your Dijinn enjoys a strange sense of humour, and encourages you to partake as well. Sometimes this sarcasm is unwanted, but mostly you get along just fine. Earthy browns and greens in colour, as this Dijinn evolves it becomes huge in size and develops armour.
Reliability
Love
Water
The cutest Dijinn on the team, it looks out for you like a parent. Often underestimated because of its small stature, its colour scheme ranges from blue to pink and purple, sometimes with flecks of white. As it evolves it maintains its visual beauty and tends to be the smallest evolution in size.
Sincerity
Knowledge
Light
Your Dijinn has utter faith in you and understands exactly what you’re getting at. When things go bad you and your partner act as one. Always white in colour, though sometimes with golden highlights. As this Dijinn evolves it becomes more humanoid and streamlined.
Hope
Courage
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
Wind
Your Dijinn cares immensely for you, never leaving your side. Should anything happen the first thing it would do would be to look for you. Normally pink or light blue in colour, and feathered, as it evolves it becomes larger and more bird-like in appearance.
Love
Friendship
Dark
Solitary and untalkative, your Dijinn only talks to or trusts you. Though this can lead the misunderstandings within the group, it is a bond of total trust between the two of you. Normally purple or black in colour, these Dijinn tend to wear scraps of clothing and become more humanoid as they evolve.
Friendship
Hope
Thunder
As intellectual as yourself, he acts as a translator for your advanced terminology. Down to earth and friendly, everybody likes your Dijinn. Normally yellow or green in colour, as it evolves it becomes a larger, more capable and practical shape to suit its surroundings.
Knowledge
Reliability
Fire
Adventurous and strong, this Dijinn seeks the thrill of battle. Often not the most smart of the party, but always backing you up. Coloured in shades of red and yellow, as a fire elemental Dijinn levels up it becomes larger, more bulky and powerful in build.
Courage
Sincerity
Though Dijinn are for the most part peaceful or playful creatures, there are some who have been turned to the dark side by contact with mortals. Feasting like parasites from their hosts, they offer far stronger boons to those they possess but also take a heavier toll upon the one they are bonded to. Eating a level of damage a turn every time their power is invoked and fleeing you when you drop to critical status. Such Dijinn are refereed to as the ‘Fallen’ amongst themselves and are seen as a cousin-race. It is almost impossible to tell a Dijinn from a Fallen, that is until they have bonded to your character. It is the job of the Storyteller to play the role of each Dijinn, and to make them come alive in the eyes of the players. Dijinn to not always agree with their team-mates and are individuals in their own right, so try to make them as interesting and in-depth as the characters around them. A Dijinn can only take up to five levels of damage before it vanishes back into the Dream Realm. Should this happen it will simply disappear with a loud popping noise and not turn up or be accessible in any way for anything between a day or a week depending on the strength of the blow. RACE What race your character is can be a considerably hard choice. Does one take the reclusive and fragile Icarian, and so gain an extra possible level in Mental? Or do they choose the Shin-Rii, and gain that extra level in Physical? Perhaps the Human would be the simplest choice, with no distinct advantages of disadvantages to the choice? When you decide upon a race from the four available: Human, Shifter, Icarian and Shin-Rii, you are privy to certain special rules and extra skills that only come with that choice.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
HUMAN - Humans have no special rules to change their basic Traits, for better or worse. It is probably best to consider them the safest option, because they are so plain and straightforward. ICARIANS - An Icarian gains one extra box in the Social Trait, but looses two boxes in Physical. This means that their highest possible stats in the two areas are Social 11, Physical 8. In this way they are shown to be far more intelligent than your average human, but not capable of great physical strength. Icarians also gain the Ability ‘Float’ which accounts for their beautiful wings. SHIN-RII - A Shin-Rii gets an extra box in the Physical Trait, but looses two boxes Magic. Showing that whilst they are capable of being the strongest of all the races, they are not skilled in the subtle art of magic. Shin-Rii also gain the Ability ‘Night Vision’ to show the extraordinary eyesight that allows them to exist underground. SHIFTERS - Shifters loose two boxes in the Social Trait because of their reclusive nature, but gain the impressive ability to ‘shift’ into the form of any 1 animal of their choosing. Whilst in this form they are at a –1 Dice Pool for all rolls and cannot communicate, but they can assume shapes that can fly as well as those that can breathe underwater and climb trees, etc. Animals should be of proportionate size to the character in question. To get a more complex picture of what the above races are like, go to the 'Races Within The World' section, where a biography of each of these them can be found and studied. I strongly advise that the Storyteller commit that section to memory. MANA Mana is the last vestige of old magic that is produced naturally by any living creature or plant that has not expended the natural build-up of magic through the use of skills. Small and crystalline in nature, each jewel on its own is of little importance, but when enough is stored in one place amazing effects can occur. Your character will have a small box at the bottom of his or her sheet, this is where you will keep a constant record of how much Mana your character has gained through fighting enemies and completing tasks. Store this well, because it can be used to boost Traits as well as the creation of Skills of various levels. COLOUR
EFFECT
RARITY
Clear
Worth 1 character point.
Common
Blue
Worth 2 character points.
Uncommon
Yellow
Worth 5 character points.
Rare
Mana is not elemental in nature, but it can be accidentally activated by fire and water, meaning that it will go to waste should it become burnt or waterlogged. In light these occasions it may be a good idea to bank them at one of the specialist ‘Mana Depositories’ in some towns or to store them safely in a secure room or lodging. If you are low on coin then Mana can be sold, but anything below Yellow is not worth a great deal of money. Mana can also be used to heal 1 health level per character point should you find yourself on the verge of death. For those of you who have played RPGs before (or are familiar with how they work) then it is best to think of Mana as Experience Points that can be used to improve yourself with through play.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME OFFICIAL ROLEPLAYING GAME
THE BASIC ELEMENTS Every living thing within the world of GOLDEN AGE has its basis in one of the seven elements. Back when the world was young magic was commonplace, but now things have changed dramatically. Still, the balance between the elements remains unchanged. Each one unique unto itself but linked to its fellow in an ever-stable web. The elemental wheel below shows what elements are good or bad to use against each other. The element on the left of a name indicates what it is weak against, whilst that on the right the element it is strongest against: EARTH Reliability
THUNDER Knowledge
WATER Sincerity
FIRE Courage
LIGHT Hope
DARK Friendship
WIND Love
In the event that you attack a monster with a spell it is strong against, it will gain levels of health equal to that which it would have been dealt in damage was it not. However, if it is weak against that particular element then an extra level of damage is added to the total of damage inflicted. The above does not count at all should the spell miss. You will note that Virtues and Elements are closely linked, to further aid the process they have also been marked upon the elemental chart above. Characters who use their element take on in some small way a part of the personality of that factor. PERSONA Whilst the Path of a character dictates how they should act and feel about certain subjects, a Persona is the face that you publicly display. It is best to think of a characters Persona as who they really are, whilst the Path defines the moral standing they should try to adhere to. The two may in some cases clash, and this is understandable, especially in the case of characters designed with a specific history in mind. VALLIANT – You help those in need and think of others first. ROGUE – You live outside the law and mix truth with lies freely. HERO – You will fight for your morals. ARTIST – You believe that combat is an art form, and should be done with flair. PENITANT – You have hidden guilt, sometimes it shines through. FANATIC – You have strong, heartfelt convictions that may conflict with others. SINISTER – You look out for number one, others think you are simply evil. LONER – You don’t rely on others to get the job done. WOODSMAN – You feel ill at ease outside of forest areas. BARBARIC – You believe in giving in to your base instincts. BUMBLING – You can’t seem to do anything right. MAVERICK – You maintain cool exterior and joke about important matters. EMPATHIC – You see everyone’s side of the argument. DWELLER – You feel ill at ease away from rural areas. RACIST – Anyone not of your race is seen as inferior. MAGUS – Anyone who cannot use magic is worthless in your eyes. REFLECTION – You mirror the emotions of others, never showing your own. GROUNDED – You have a strong dislike of magic in any form. BLUE BLOODED – You fiercely believe in the class system. LOYALIST – You are deeply committed to the morals of the CORE.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
MONSTER – You gain pleasure from the pain of others. STUDENT – You are always trying to learn and grow through experiences. ANARCHIST – You want to make your message heard, no matter what. THUG – You relish combat and are only alive when in battle. LAWFUL – You try to do things by the book whenever you can. DELUSIONAL – You think you are better than you are. FOOL – You play games when you should be serious, others see you as an idiot. HIDDEN – Your true identity is a mystery to everyone. HONEST – You are a simple, normal person. Anybody can see that. DREAMER – You tend to wander around in a world of your own. CUTIE – You rely on the fact that others see you as cute to get by.
THE COMBAT SYSTEM
Combat flows in a turn based form, where you and your opponent take it in turns to strike at each other until one of the two of you falls into a state of Death (or in your case Unconsciousness). Whilst this sounds simplistic, there are a number of varying factors that can jiggle the flow of combat in favour of yourself (or your enemies) as well as random elements set in place to ensure that things are kept interesting for the players. The basic flow of combat goes thus: 1.
Each character rolls a D10, and adds it to his or her Mental points to reach a total score. The character or opponent with the highest score goes first, second highest after him, and so on until the last person has finished his or her actions. Once everyone has had their turn, they will carry out this stage again and continue until all of your characters fall into an unconscious state, or when they have successfully killed all of the opposition.
2.
In order of who will be going first, each character declares his or her actions and their target for this one turn. Once this is done they may not change their mind (unless to dodge or parry).
3.
To attack, roll a total of D10 equal to your Physical Trait plus the amount of D10 specified by your current weapon, wanting a successful attack on a 7+, anything below this counts as a miss. Count the amount of dice that are over that number. That total is how many successful attacks you have made.
4.
A character or enemy who has been attacked has the opportunity to use their weapon to parry the assault. To do so, roll your physical added to your weapon’s attack dice, on a score of 8+ you manage to parry the blow. For every 1 successful parry, you block 1 of the opposition’s attack die. If you have no weapon, you will be forced to dodge. When Parrying you continue to re-roll every success, whilst removing failed dice from your DP, this continues until such time as you run out of dice or manage to successfully parry all attacks. Should all attacks be parried, deal an automatic point of damage to your opponent as a parting blow. To Dodge, roll D10 equal to your Physical, and subtract 1 level of damage for each success. You do not get to re-roll dice whilst dodging. Magic attacks must be dodged, but come down to a simple hot or miss scenario instead of working out the subtraction of individual damage levels. In order to cause a point of damage back to an opponent when Parrying, the character must have dodged a minimum of three attacks to qualify.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
5.
If your action for this turn was to activate a skill instead of physically attacking, follow the rules specified for that particular skill, after stating the level and name for everyone to understand, and announcing a valid target. Other actions, such as movement, picking up of objects and reloading also take a turn to do.
6.
Splitting your actions halves your total Dice Pool exactly between the amount of tasks required, rounding up to the highest DP. Split actions (such as running and casting a spell at the same time) are often less effective.
7.
Tally up the total number of die. Each one represents 1 level of damage. So if you where to roll three successful dice in this turn then your total attack would be 3 levels worth of damage. Ensure that nether of you have fallen to the KO mark. If you or your opponent are still alive, wait for the others to roll their actions, then start again by rolling to see who goes first. If your opponent’s have fallen, receive 1d10 worth of gold each (or more if stated) and receive Mana as merited. If you have been knocked unconscious or killed, then you are effectively out of the game until another party member, or the GM revives your character. You do not receive Mana or Coin.
ARMS AND ARMOUR
Golden Age boosts a strong combat system that relies upon it’s simplicity and ingenuity to put across the thrills of combat in an exciting and streamlined fashion – gone are the endless collaborations of stats and die rolls. Instead your combat efficiency comes down to collaboration between your current weapon and four main traits. As such, weapons are a very important part of the process. This section will attempt to answer any questions you may have upon the subject of weaponry and armour. WEAPONS Weapons can be found in every village and town that possesses a Blacksmith or Weapons Shop. They can also be discovered in dungeons and on other tasks set by the Storyteller. When you choose your Calling, you will be presented with a number of possible choices based around what that profession allows. Then from this list you will have to choose one type of weapon to specialise in from the options provided below: Note: The Bow as used by the Quiver (and optionally by other character types) does not become upgraded. Instead the types of arrow change to better and more effective and deadly. When an enemy engages an archer in close combat they are allowed to make use of a secondary weapon about their person. However the Bow itself cannot be used in anything but long-range combat. Note: Each weapon type is marked with a number of [] symbols. These indicate how many ‘slots’ each weapon has for use in later customisation. Note: Characters start with only 1 of the starter weapons marked in any 1 section below, even if they have the skill ‘ambidextrous’. The only exception to this rule is the character class ‘Tech-Knight’ who has both a ‘primary’ and ‘secondary tool’ in his possession at the start of the game.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME OFFICIAL ROLEPLAYING GAME
[] [] []
SWORDS WEAPON NAME
PROPERTIES
COST
Rapier
1 attack dice
Starter Weapon
Gladius
2 attack dice
50 Coin
Spatha
3 attack dice
100 Coin
Xiphos
3 attack dice
200 Coin
Great Sword
3 attack dice
300 Coin
Estoc
4 attack dice
400 Coin
Schiavona
4 attack dice
500 Coin
Claymore
4 attack dice
600 Coin
Epee
5 attack dice
700 Coin
Barong
5 attack dice
800 Coin
Saingeom
6 attack dice
900 Coin
Talibon
6 attack dice
1000 Coin
Kampilan
5 attack dice
1100 Coin
Sabre
4 attack dice
1200 Coin
Broad Sword
5 attack dice
1300 Coin
Jian
7 attack dice
1400 Coin
Epoch
8 attack dice
1500 Coin
[] [] [] [] []
STAFFS Wooden Staff
1 attack dice
Starter Weapon
Quarterstaff
2 attack dice
50 Coin
Bo Staff
2 attack dice
100 Coin
Steel Rod
3 attack dice
200 Coin
Full Metal Staff
3 attack dice
300 Coin
Mage’s Staff
3 attack dice
400 Coin
Crystal Staff
4 attack dice
500 Coin
Runed Staff
4 attack dice
600 Coin
Aura Staff
4 attack dice
700 Coin
Golden Rod
5 attack dice
800 Coin
Honour Guard
6 attack dice
900 Coin
Parasol
7 attack dice
1000 Coin
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
[] [] []
HARPS Wooden Harp
1 attack dice
Starter Weapon
Bard’s Delight
2 attack dice
50 Coin
Sonnet
2 attack dice
100 Coin
Mythril Harp
3 attack dice
200 Coin
Perfect Note
3 attack dice
300 Coin
Fully Strung
4 attack dice
400 Coin
Golden Harp
4 attack dice
500 Coin
Glittering Harp
5 attack dice
600 Coin
Perfect Silence
5 attack dice
700 Coin
Diamond Note
6 attack dice
800 Coin
Fiddlers Three
6 attack dice
900 Coin
Epiphany
7 attack dice
1000 Coin
[]
GLOVES Leather Golve
1 attack dice
Starter Weapon
Brass Knuckle
2 attack dice
50 Coin
Metal Claw
3 attack dice
100 Coin
Grand Hand
4 attack dice
200 Coin
Overdrive
4 attack dice
300 Coin
White Tiger
4 attack dice
400 Coin
Steel Fist
5 attack dice
500 Coin
Crystal Glove
5 attack dice
600 Coin
Practical Glove
6 attack dice
700 Coin
Long Claw
7 attack dice
800 Coin
Kaiser Knuckle
8 attack dice
900 Coin
Great Fist
9 attack dice
1000 Coin
God's Palm
9 attack dice
1100 Coin
Kings Touch
10 attack dice
1200 Coin
SURIKENS (Also a throwing weapon)
[] []
Shuriken
1 attack dice
Starter Weapon
Boomerang
2 attack dice
50 Coin
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME OFFICIAL ROLEPLAYING GAME Four Point
3 attack dice
100 Coin
Pinwheel
4 attack dice
200 Coin
Metal Frisbee
4 attack dice
300 Coin
Twin Razor
5 attack dice
400 Coin
Maximum Cross
5 attack dice
500 Coin
Full Metal Boomerang
6 attack dice
600 Coin
Penance
6 attack dice
700 Coin
Master Stroke
7 attack dice
800 Coin
Shuriken Charge
7 attack dice
900 Coin
Golden Dart
9 attack dice
1000 Coin
[] [] []
CLIPS Simple Clip
1 attack dice
Starter Weapon
Golden Comb
2 attack dice
50 Coin
Diamond Hairpin
2 attack dice
100 Coin
Transparent Clip
3 attack dice
200 Coin
Gods Comb
3 attack dice
300 Coin
Advanced Clip
4 attack dice
400 Coin
Great Hairpin
5 attack dice
500 Coin
Barrette
6 attack dice
600 Coin
Full Metal Clip
6 attack dice
700 Coin
Rainbow Comb
7 attack dice
800 Coin
Autoclip
8 attack dice
900 Coin
Pure Silence
8 attack dice
1000 Coin
Moonlight
10 attack dice
1200 Coin
[] []
LANCES Spear
1 attack dice
Starter Weapon
Cavalry Lance
2 attack dice
50 Coin
Trident
3 attack dice
100 Coin
Halberd
4 attack dice
200 Coin
Pike
5 attack dice
300 Coin
Javelin
6 attack dice
400 Coin
Partisan
7 attack dice
500 Coin
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
Arbir
8 attack dice
600 Coin
Naginata
8 attack dice
700 Coin
Pilum
9 attack dice
800 Coin
Kamayari
10 attack dice
900 Coin
[] []
ARROWS Standard Arrow
1 attack dice
10 Coin
Piercing Tip
2 attack dice
50 Coin
Screamer
3 attack dice
100 Coin
Ember Arrow
4 attack dice
200 Coin
Frost Arrow
4 attack dice
300 Coin
Spark Arrow
4 attack dice
400 Coin
Icarian Arrow
5 attack dice
500 Coin
Poison Tipped
6 attack dice
600 Coin
DAGGERS (Also a throwing weapon)
[]
Knife
1 attack dice
10 Coin
Dagger
2 attack dice
50 Coin
Dirk
3 attack dice
100 Coin
Short Sword
4 attack dice
200 Coin
DARKBLADES (Can only be used with DARKBLADE Ability – cause Cursed Damage) Black Sword
1 attack dice
Starter Weapon
Noir Saber
2 attack dice
50 Coin
Shadow Cutter
3 attack dice
100 Coin
Dark Foil
3 attack dice
200 Coin
Sacrifice
3 attack dice
300 Coin
Blood Sword
4 attack dice
400 Coin
Evil Blade
4 attack dice
500 Coin
Enchanted Runes
4 attack dice
600 Coin
Blackened Tip
5 attack dice
700 Coin
Viscous Saber
5 attack dice
800 Coin
Poisoned Edge
6 attack dice
900 Coin
Enhance
6 attack dice
1000 Coin
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
Night Sword
7 attack dice
1100 Coin
Hell’s Sunset
7 attack dice
1200 Coin
Apocalypse
8 attack dice
1300 Coin
Dai-Katana
8 attack dice
1400 Coin
All-Creation
9 attack dice
1500 Coin
PRIMARY TOOLS
[] []
Wrench
1 attack dice
Starter Weapon
Ratchet
1 attack dice
50 Coin
Hammer
2 attack dice
100 Coin
Pick
3 attack dice
200 Coin
Mallet
3 attack dice
300 Coin
Stunner
4 attack dice
400 Coin
Bone Crusher
4 attack dice
500 Coin
Monkey Wrench
5 attack dice
600 Coin
Buzz Saw
5 attack dice
700 Coin
Chainsaw
6 attack dice
800 Coin
Steel Drill
6 attack dice
900 Coin
Lucky Seven
6 attack dice
1000 Coin
SECONDARY TOOLS
[] []
Old Pistol
1 attack dice
Starter Weapon
Blunderbuss
1 attack dice
50 Coin
Maxi Shotgun
2 attack dice
100 Coin
Auto Revolve
2 attack dice
200 Coin
Nailgun
2 attack dice
300 Coin
Chain Attack
3 attack dice
400 Coin
Flareion
3 attack dice
500 Coin
Southern Cross
3 attack dice
600 Coin
Electric Charge
4 attack dice
700 Coin
Sparkler
4 attack dice
800 Coin
Steel-tool
4 attack dice
900 Coin
Tsunami
4 attack dice
1000 Coin
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
A weapon will stay with you until you either A: Find a new one somewhere that is better, or B: Buy one from somewhere. Buying one is probably the more standard way of going about things and for each weapon you trade in; you will get a stronger and better one. But there is a price. You will have to collect the correct amount of money necessary to buy that weapon, and as well as the payment, you will also have to trade in your old one for raw materials. The chart above gives both skills and prices. An ‘Tech-Knight’ will not have to find a blacksmith to upgrade his weapons, but he will still have to pay the money required to buy parts and upgrade the already existing weapon – and so still loosing the original from his inventory. He can only do this for ‘Tool’ type weapons. CUSTOMISATION Each weapon has a set amount of ‘Slots’ into which can be set jewels and statistic boosting items to increase to power of the weapon in question. Characters can do this themselves, and so do not need to seek out the aid of a Blacksmith, but in most locations such people will stock a small range of items for this purpose that can be purchased and added later. You cannot exceed the total Slots of a weapon, but you can carry more items than necessary and swap them around as you see fit. (For a complete list of these items, see the ITEMS section). Those items not removed from a weapon when it is sent to be upgraded to the next level are counted as lost because they have been melted down with the existing materials and used to build the new weapon. In most cases, properties of the stones are automatically activated when the items are placed into the slots, however some require a 10 to hit in order for their action to be used in combat. RELICS (ARMOUR) A Relic is an artefact left over from the Pre-Mana Wars period. Normally having been discovered in the depths of the Catacombs or in a museum. The CORE frowns upon the use of such items, but turns a blind eye for the most part in the light of how useful they can be, however large scale use is bound to draw more attention than can pass unnoticed. Whilst your defensive rolls are all based upon your physical trait or weapon of choice, there are many adverse status effects that can play merry havoc with your character’s efficiency in battle. Arming your characters with a selection of magical items can easily compensate for this. Below is a list of Relics that your character can equip to do just that. Remember that you can only have 1 piece equipped at a time, but can possess as many as you can carry. So it is essential to get the most out of the one that your character is wearing. RELIC NAME
EFFECT WHEN EQUIPT
COST
Blessed Talisman
Can use Heal Level 1
500 Coin
Skylight Ring
Can use Spark Level 1
500 Coin
Dash Boots
Doubles basic movement
500 Coin
Ruby Ring
Can use Ember Level 1
500 Coin
Storm Gauntlet
Can use Wave Level 1
500 Coin
Golden Hairpin
+1DP using magic
1500 Coin
Heavens Blessing
Can use White Level 1
500 Coin
Titan Gauntlet
+1DP to Physical Trait
1000 Coin
Shadows Kiss
Can use Sin Level 1
500 Coin
Magician’s Talisman
+1DP to Mental Trait
1000 Coin
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
Shadow Caster
+1DP when Dodging
200 Coin
Crystal Ring
Immune to Silence / Blind
300 Coin
Calming Ring
Immune to Berserk and Chaos
300 Coin
Cute Ring
Immune to Chibi and Frog
300 Coin
Stoic Ring
Immune to Shock and Sleep
300 Coin
Ensua Ring
Immune to Poison
100 Coin
Stone Ring
Immune to Sleep and Numb
300 Coin
STATUS AILMENTS
There are a number of special conditions that can be cast upon your character (or your character can cast upon others) that will render them ineffective in combat. The following are things that you may want to keep an eye out for. Negative Status Ailments: POISONED: When you are inflicted with the Poison ailment, your character will take a level of damage every time it is their turn in combat as the poison spreads through their system, until they either fall unconscious, or are healed. This status effect lasts only as many turns as the Magic level of the spell caster, or as otherwise stated by the Storyteller. CHIBI: Your character is reduced to roughly 30cm tall. To the rest of the world you might as well be a rag doll, your physical attacks are useless. Only magical attacks and skills are still valid. You remain this way until healed. SILENCED: Your character will be rendered unable to cast any kind of magical spell, and will also be cut off from their Dijinn for the duration of turns equal to that of the Magic level of the spell caster, or as otherwise stated by the Storyteller. CONFUSED: You are confused in combat, and have to roll a 1D10 to see which other person on the battlefield you attack, friend or foe. On an even number your attack is successful, on an odd one you attack the closest friendly character. Luckily for them, you cannot use magic or skills during these moments of uncertainty. CHARMED: You will do nothing to harm the one that has charmed you for the duration of its effect. Should another player kill the caster, then you are instantly restored. DOOMED: You have a countdown of ten turns, and then your character is rendered dead – no matter what level of damage he or she is on at the time. You can cure this by killing the caster before the time runs out, or using an item with the correct properties. BERSERK: You are no longer allowed to make any choices for your character, he or she will continue to use physical attacks against an enemy until that enemy has fallen or you are cut down. Rolls to hit during this period are however at a +1 Dice Pool. VENOM: You take a point of damage whenever your character stops or rests for the duration of the day.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
BLINDED: Your character is effectively blinded and all physical attacks or skills automatically miss. SLEEPING: Your character is sent to sleep on the battlefield (or elsewhere) making him unable to do anything until he is struck with a physical blow by a member of your party or the opposition, upon which he or she will awaken and can fight as normal. Magical attacks do not wake you up. When sleeping out of battle normal healing rules apply. SLOWED: You are forced to take your turn last every time rolls are made to decide turns in combat. STONE: You have been turned to stone, and cannot do anything until another member of your party chooses to heal you. This status lasts indefinitely. PARALASIS: Once a character is struck by this effect they are unable to take an action of any kind for its duration. This can be particularly nasty is cast upon a healer. FROG: You are now a frog, no special attacks or magic can be used whilst you are in this form. Positive Status Ailments: MIRROR: Any spells cast upon your character, good or bad, are reflected back upon the original caster HASTEN: You move first in combat every turn for the duration of this spell. SHELL: The next ? magic spells cast against you are rendered null and void, where ? is the total successes rolled in order to cast this effect. PROTECT: The next ? Physical attacks made against you are rendered null and void, where ? is the total successes rolled in order to cast this effect.. SHADOW: Your character gains one additional blocking or dodging D10 for the duration of this status effect. REGENERATE: You gain one health level back at the start of every turn for the duration of this spell – very hand in combat. ELEMENTAL BARRIERS: Elemental barriers reduce the next single attack with the same elemental property damage to zero. The effect is then cancelled.
ITEMS (HEALING AND OTHERWISE)
HEALING AND RESTORATIVE ITEMS ITEM NAME
EFFECT
COST
Leaf Tea
3 Levels of Healing
20 Coin
Green Tea
6 Levels of Healing
50 Coin
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
Umi Leaf
Cures Frog
10 Coin
Chibi Mallet
Cures / Inflicts Chibi
40 Coin
Smelling Salts
Cures Charmed
20 Coin
Healing Root
Cures Poison
10 Coin
Remedy
Cures all Status Effects
100 Coin
Coffee
Revives a fallen ally
100 Coin
Mocha
Revives and restores an ally
1000 Coin
Tent
Fully Restores character
500 Coin
Healing Potion
1 Level of Healing (3x Use)
50 Coin
Elixer
2 Levels of Healing (3x Use)
200 Coin
Minus Thorn
Inflicts Poison
20 Coin
Spark Seed
Inflicts Paralysis
30 Coin
Basilisk’s Sting
Inflicts Stone
50 Coin
Yami Potion
Inflicts Blind
40 Coin
Muddling Flute
Inflicts Confused
100 Coin
Adrenaline Shell
Inflicts Berserk
30 Coin
White Jewel
Casts Light Barrier
50 Coin
Black Jewel
Casts Dark Barrier
50 Coin
Red Jewel
Casts Fire Barrier
50 Coin
Blue Jewel
Casts Water Barrier
50 Coin
Yellow Jewel
Casts Thunder Barrier
50 Coin
Green Jewel
Casts Earth Barrier
50 Coin
Purple Jewel
Casts Wind Barrier
50 Coin
Maiden’s Kiss
Adds Charmed status
50 Coin
Dark Stone
Adds Blind status
50 Coin
Minus Seed
Adds Poison status
50 Coin
Spark Coin
Adds Paralysis status
50 Coin
Emblem of Disarray
Adds Confused status
50 Coin
Yellow Orb
Adds Thunder element
100 Coin
STATUS INDUCING ITEMS
WEAPON ONLY ITEMS
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
Blue Orb
Adds Water element
100 Coin
Red Orb
Adds Fire element
100 Coin
Green Orb
Adds Earth element
100 Coin
Black Orb
Adds Dark element
100 Coin
White Orb
Adds Light element
100 Coin
Purple Orb
Adds Wind element
100 Coin
Speedster
+1 to Initiative roll
50 Coin
Onix Stone
+1DP to Parry
200 Coin
Noble Crest
+1DP to Attack
200 Coin
Golden Nugget
Enables free upgrade
400 Coin
Ruby
+2DP to Parry
600 Coin
Sapphire
+2DP to Attack
600 Coin
Jade
Doubles chance of Mana
700 Coin
Maiden’s Charm
Parry Magic
700 Coin
Avarice Bead
Doubles Gold Received
700 Coin
MIXING ITEMS Some characters can mix two items to produce potions that have the effect of both. This can be handy for example should you wish to mix a Yami potion with Alchol in order to drug someone unawares. To achieve this effect, the player, who then performs a roll using the Mental Trait, blends the two items. Successful roll will produce a new potion that can then be named by the player who performed the mixing, unsuccessful rolls result in the loss of both the original items.
DIJINN AND MAGICAL SPELLS
Magic is now a rarity in the world. Once it was commonplace, but that was before the Mana Wars and the destruction of the Dijinn, who allowed mortals to use their powers for the betterment of mankind. However the art is not entirely lost, some vestiges of magic still exist in each of us, and that dormant element can be activated when we use Skills. True magic however, requires a bond with a Dijinn, and once such an agreement has been reached once can tap into the latent power of the spirit and command it for his or her own purposes. Bonding with a Dijinn in itself is an easy process, you simply have to convince a Dijinn that such a joining is in its best interest, and that you will not harm it in any way. Once you have gained its trust, the Dijinn will become your friend and ally and at this point you can use the basic Level 1 Spells that a Dijinn possesses at any time. After you have spent a considerable amount of time and proven yourself to be a true friend to the Dijinn in question, you will have access to Level 2 spells, but this does require a true show of commitment from both parties. A Dijinn can evolve into a stronger form after you have won twenty battles together, and at that time you can access Level 3 Spells. Spells and skills work from the MAGIC TRAIT, with each spell level also being its required cost. A character cannot use more spells in a day than he has points in his Magic Trait, but resting will restore them much like Health Levels.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
Elemental magic works by using the surrounding area to its advantage, and so does not create the effects from scratch, instead tapping into local resources. To this end you will need to be close to a source of water to use Water Elemental magic, or a flame to use Fire Elemental. The exception to this rule is a Wind Elemental spell. Each Dijinn is linked to one of the basic elements and so has its own selection of spells that can be tapped. In most circumstances a Dijinn will be a natural resource for its own element. A list of spells for each Dijinn can be found below: FIRE DIJINN EMBER – A ball of fire that hurls at a single enemy. Lv 1: Target of spell takes 3 levels of Fire Elemental damage. Lv 2: Target of spell takes 6 levels of Fire Elemental damage. Lv 3: Target of spell takes 9 levels of Fire Elemental damage.
Activated.
BURNOUT – Running fire that targets multiple enemies. Lv 1: Target group takes 1 level of Fire Elemental damage each. Lv 2: Target group takes 3 levels of Fire Elemental damage each. Lv 3: Target group takes 6 levels of Fire Elemental damage each.
Activated.
(When casting EMBER or BURNOUT the Storyteller rolls 1D10 to see if the target is set on fire.) NULFLAME – A shield that protects the caster from fire damage. Lv 1: Resist 2 level of Fire Elemental damage. Lv 2: Resist 4 levels of Fire Elemental damage. Lv 3: Resist 7 levels of Fire Elemental damage.
Activated.
WATER DIJINN WAVE – A stream of water that strikes a single enemy. Lv 1: Target of spell takes 2 levels of Water Elemental damage + is pushed backwards. Lv 2: Target of spell takes 5 levels of Water Elemental damage + is pushed backwards. Lv 3: Target of spell takes 8 levels of Water Elemental damage + is pushed backwards.
Activated.
WHIRLPOOL – A twisting current of water that holds an enemy. Lv 2: Target group takes 1 level of Water Elemental damage for each turn the caster successfully upholds the casting. Whilst inside the effect of the pool they cannot attack, however an attack inflicted upon the enemy from another source will also break the spell.
Activated.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
THUNDER DIJINN SPARK – Infusion of electricity into a weapon. Lv 1: Target weapon deals +1 Thunder Elemental damage for 2 turns. Lv 2: Target weapon deals +1 Thunder Elemental damage for 4 turns. Lv 3: Target weapon deals +1 Thunder Elemental damage for 6 turns.
Activated.
(Should the weapon be dropped it is automatically grounded and the spell broken.) BOLT – A Powerful lightening strike that scorches multiple targets. Lv 2: Target enemy takes 6 levels of Thunder Elemental damage, the bolt then jumps to the next target in range and deals 3 levels of Thunder Damage, then jumps again for 2 and finally one more time to deal 1. CONDUCTOR – Natural immunity to Thunder Elemental damage.
Activated.
Static.
EARTH DIJINN TREMER – The power to shake the ground and throw rocks. Lv 1: Target group takes 1 level of damage each and fall to the ground. Lv 2: Target group takes 3 levels of damage each and fall to the ground. Lv 3: Target group takes 6 levels of damage each and fall to the ground.
Activated.
QUAKE – A shower of sharp rocks and dirt that blinds the foe. Lv 1: Target enemy takes 2 levels of damage and is Blinded for the next 2 turns. Lv 2: Target enemy takes 4 levels of damage and is Blinded for the next 4 turns. Lv 3: Target enemy takes 6 levels of damage and is Blinded for the next 6 turns.
Activated.
STONE WALL – Creates a stone wall from the ground for a brief moment.. Lv 2: Creates a wall that takes a level of damage for you.
Activated.
WIND DIJINN GALE – The power to lift and throw an enemy. Lv 1: Target of spell takes 2 levels of Wind Elemental damage + is thrown backwards. Lv 2: Target of spell takes 4 levels of Wind Elemental damage + is thrown backwards. Lv 3: Target of spell takes 6 levels of Wind Elemental damage + is thrown backwards.
Activated.
SQUALL – A storm powerful enough to force the enemy to their knees. Lv 2: Target group takes no action for the next 2 turns. Lv 3: Target group takes no action for the next 4 turns.
Activated.
TWISTER – A gust of wind that surrounds the caster for protection. Lv 2: Any non-magical projectiles launched at you this turn automatically miss.
Activated.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
LIGHT DIJINN WHITE – A laser-like attack of holy light. Lv 1: Target of spell takes 3 levels of Light Elemental damage. Lv 2: Target of spell takes 6 levels of Light Elemental damage. Lv 3: Target of spell takes 9 levels of Light Elemental damage.
Activated.
GRACE – A rain of light that scatters the ground with energy. Lv 1: Target group takes 2 levels of Light Elemental damage each. Lv 2: Target group takes 4 levels of Light Elemental damage each. Lv 3: Target group takes 6 levels of Light Elemental damage each.
Activated.
BALANCE – A blow that absorbs health from an enemy. Lv 2: Deal 1 level of damage to a single target to gain 1 level of health. Lv 3: Deal 2 levels of damage to a single target to gain 2 levels of health.
Activated.
DARK DIJINN SIN – A dark blast that drains the life of an enemy. Activated. Lv 1: Target of spell takes 1 level of Dark Elemental damage + you regain 1 level of health. Lv 2: Target of spell takes 3 level of Dark Elemental damage + you regain 2 level of health. Lv 3: Target of spell takes 7 level of Dark Elemental damage + you regain 3 level of health. SEVERANCE – An attack so powerful that it can instantly cripple an opponent. Lv 3: Roll 1D10, on a 1 or 2 the targets health levels are exactly halved. This spell cannot be used to reduce the target’s health below 1 level and so is non-lethal.
Activated.
NON-ELEMENTAL DIJINN CHEER – Strengthen yourself or an ally. Lv 1: All allies operate at +1 Physical Trait for the next turn. Lv 2: All allies operate at +2 Physical Trait for the next turn. Lv 3: All allies operate at +3 Physical Trait for the next turn.
Activated.
(This cannot be used to boost a character’s attack over 12 dice per turn.) HASTEN – Automatically strike first in the first turn of combat
.
Static.
Of course when elements mix they have additional effects. An example of this is that when a Water spell and a Wind spell are cast at the same time their powers combine to create an Ice attack that deals the combined damage of both original attacks +1. Should the opponent be elementally strong against one or both of the original spells this will not work.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
Additional spells can be created and used in the same way as Skills. However should the Dijinn leave or the bond break you will be unable to access those skills unless a new bond with a Dijinn of the same element is forged, at which point they will become active once more. This action is known as ‘Chaining’ and can also be applied to a mixture of magical and skill attacks to create advanced effects. Magic is cast in the same way as Skills are triggered, that is to say that the Magic Trait is used to determine a dice pool, and the Storyteller will decide upon what constitutes a successful roll depending upon the level of the spell and the current situation in-game. If a character is suffering from lack of sleep or food, then they will be at the standard 1DP for this action.
CHARACTER SKILLS AND ABILITIES
The player creates character skills by expending the Mana that has been collected through the course of play. Character skills are specialist moves that can be used both in and out of combat to achieve effects, or make tasks that would otherwise require great effort on the part of the player much easier to accomplish. To trigger a skill in or out of combat, you are required to roll D10 equal to the current total in the Magic Trait of the character in question. The difficulty of this roll rests entirely in the hands of the Storyteller but should take into account the current situation as well as the level of the skill in question. Skills come in three levels of power, much like magic. Level 1 is considered a weak skill, and normally applies to Static skills that apply to game play in general as well as small scale combat disciplines such as dealing an extra point of damage should a player not roll any failures. Level 2 skills are more useful, and tend to be mostly combat orientated for medium to large-scale effects. Level 3 skills are by far the best, but require a player to roll much harsher penalties to achieve them. The costs to buy each skill are listed as follows: LEVEL
SUMMARY
MANA COST
One
Small scale effects.
10 Mana
Two
Medium scale effects.
20 Mana
Three
Large scale effects.
40 Mana
Those skills labelled as ‘Activated’ require a successful roll before they can be used, whilst those with the denominator ‘Static’ do not require this, but cannot exceed a level 1 effect. A good example of a static skill is ‘V Slash’, which allows a Freelancer to deal twice the normal damage on his or her first turn of combat. Damage is dealt normally, and then the result is doubled. A very powerful skill, but still useless in the face of a failure to roll any successes, and similarly useless should they have been surprised by the enemy or afflicted by any number of status ailments. As you can see, a skill must have both a positive aspect as well as conditions for it to be valid. In the case of an Activated ability it will require additional details such as range and number of targets before the Storyteller can allow you to create it or use it in the gaming environment. Should a skill not be thought out well enough, it is well within the Storyteller’s right to deny you its creation until such time as it can be properly explained. NOTE: It is easier to build upon skills that a character has than to invent new ones because they already know the general idea. A Storyteller will be more inclined to allow such skills to be created. Low level skills can be Chained together by multiple characters to cause a bigger effect. For example two characters using lightening spells of the same type at the same time would get 1D10 extra when rolling damage due to the two hitting at once.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
CLASS SKILLS Most Callings begin the game with one Skill to enable them additional involvement in the game mechanic and to allow them to get a feel for the kind of area they wish to develop into. Such skills are added to the character’s sheet at the creation stage and do not exceed Level 1 on most occasions, it is up to the players themselves to create stronger versions of each skill as they develop. Should the character sheets Skills section ever become full, a skill must be permanently forgotten to make space for a new skill to be added. Skills work in the same way as Spells by subtracting from the total Magic Trait each time one is used. Class skills and their effects are listed below: FREELANCER: V-Slash.
Static.
EFFECT: On the first turn of combat, the total physical damage dealt to a single opponent is doubled. This does not work if the character is surprised or under the influence of any status effect or spell that might alter his actions. Magical attacks do not count towards this effect. RONIN: Parry.
Activated.
EFFECT: Character takes no damage from any 1 physical attack this turn. In order for this to be effective, subject character must not have committed himself to any other action than physically attacking this turn. That attack is then at a –1DP penalty should this action be successful. QUIVER: Aim.
Activated.
EFFECT: In combat, the character in question takes his or her action last for this turn, but is guaranteed one automatic success when rolling to attack. PHANTOM BRAVE: Bind.
Activated.
EFFECT: When the character in question deals a finishing blow to a Fury of any kind, the player must roll D10 equal to his or her total in the Mental Trait. Should there be more successes than failures then the spirit of that Fury becomes bound to subject character as a team-mate. The difficulty of the roll is decided by the Storyteller based upon the strength of the Fury in question and the total Health remaining on the subjects chart. CUT-PURSE: Pilfer.
Static.
EFFECT: Subject character can steal small items without being noticed by other characters or NPCs. They do however get to roll to see if they notice should they be aware enough of your person to be looking out for such an action. Items small enough to be hidden about your person are fair game, but anything bigger than your fist will result in being caught. CORE SOLDIER: Braver.
Activated.
EFFECT: Any character struck by a Core Soldier in physical combat is unable to use a Spell or Skill that turn. If they have already used a Spell or Skill that turn before the attack was made, then they receive instead an additional point of damage. Should a Braver strike a Dijinn then no damage is inflicted, but the Dijinn is instantly removed from the battle and must be recalled by the owner.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
TECH-KNIGHT: Build.
Activated.
EFFECT: When outside of combat the user can create small robotic devices to aid him or her both on the field and in combat situations (details on the creation process are outlined in the Antech Section). Antech devices are small semi-aware robots that function under the command of their creator. HEALER: Cure.
Activated.
EFFECT: Roll D10 equal to the total points in the Magic Trait. Each success heals 1 Level of damage on any one character’s Health Meter. Should no successes be rolled this Skill does nothing. Excessive use of this spell tires the caster significantly. BARD: Sing.
Activated.
EFFECT: Roll D10 equal to the total points in the Magic Trait. Each success inflicts the status effect Sleep onto up to three targets for X turns where X is the number of successes rolled. Should this be greeted with a critical fail then the effect is to send your party to sleep for the current turn. NIGHTSIRE: Call of the Beast.
Activated.
EFFECT: When a monster drops Mana after a battle where it has used a Special Attack, then that Mana can be ingested to learn that same attack. That particular piece of Mana is then counted as used, and subsequently lost. Powerful attacks will require a Magic roll in order to be learned, with the difficulty set by the Storyteller and directly related to the strength of the attack. RISKBREAKER: Limit.
Static.
EFFECT: For every level of damage on the Riskbreaker’s health meter add an additional 1D10 to all physical attack rolls. This does not apply to CURSED damage or physical rolls outside of combat. JEWEL SUMMONER: Call.
Activated.
EFFECT: Roll D10 equal to the total points in the Magic Trait, this will summon the Dijinn residing within the Jewel of the Summoner to the battlefield for turns equal to successes rolled. Whilst in combat the Dijinn counts as an additional party character and acts of its own accord as decided by the Storyteller. The element of the Dijinn is decided by the element of the player in question, and the Storyteller decides its visual / personal qualities. Should the Dijinn take more than 11 levels worth of damage, it automatically vanishes and this move can only be used once a day. ABILITIES Abilities are brought during the Character Creation process, they cover all kinds of areas, and range from things as mundane as reading and writing, through to abilities not altogether natural. Essentially, Abilities determine what your character can and can not do (with the exception of basic things such as walking, talking, puzzle solving, etc).
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
Below, you will find a complete listing for all the Abilities available to you, complete with the prices necessary to purchase them during the creation stage: PRETTY: You are a handsome person, charming another is easier. APPRASE: You can tell the worth of an item to within 100 Coin. LUCKY: Your character is naturally lucky and can get away with things others could not. OBSERVANT: Your character rarely misses anything that happens around him. HISTORY: You know more about pre-Mana Wars life than others. SOBRIETY: You are immune to the effects of alcohol. STEALTH: Others will have to roll 5+ on 1D10 to spot you when hiding. SLICK: Tests on bluffing or acting are easier for your character. LANGUAGE: You can speak one additional language of your choice. ARCANE: You can read a limited amount of ancient text and runes. IDENTIFY: Roll 1D10, if successful you can identify an items origins. ETIQUETTE: You are accepted in upper-class social situations. GAMBLER: You are able to play almost any game of chance, and know all the rules. STREETWISE: You are accepted in lower-class social situations. SUBTERFUGE: You can lie even when under pressure to tell the truth. CONTACT: You have a friend in high places. SOFT: You cannot be petrified. AWAKE: You cannot be put to sleep against your will DASH: You are able to run faster for longer. UNFAZED: You cannot be Paralyzed. READ AND WRITE: You are highly educated. QUICK REFLEXES: You can catch objects very quickly in motion. SENSE MAGIC: You can sense if an item has magical qualities. STRONG MIND: You cannot be Confused in battle. RIDE: You can ride a horse or other animal. OPERATE: You can use Antech devices. CRITICAL HIT: If you roll a 10 to hit you can re-roll for an extra attack. FLOAT: The character in question can float instead of falling and jumps higher. NIGHT VISION: The Character in question can see in the dark. GENIUS: Add 1D10 to your dice pool when solving puzzles. SLIDE: If you roll a 10 when defending, re-roll for an additional defence die. DETOX: You cannot be Poisoned. SERPENT KILLER: Re-roll 10s when fighting serpents. BEAST KILLER: Re-roll 10s when fighting beasts. MAN KILLER: Re-roll 10s when fighting men. BIRD KILLER: Re-roll 10s when fighting birds. ROBO KILLER: Re-roll 10s when fighting Antech. REVIVE: You can roll 1D10 when killed, on 9+ you gain 1 Health level. AQUALUNG: You can breathe underwater for 10 minutes. FAST HEALER: You gain 2 levels of health back for every 1 hour of sleep. DARKBLADE: You can use the special weapon class DARKBLADE. MIMIC: You can duplicate the last spell cast, even if you don’t know it
(costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 10) (costs 10) (costs 10) (costs 10) (costs 10) (costs 10) (costs 10) (costs 10) (costs 10) (costs 10) (costs 10) (costs 10) (costs 10) (costs 10) (costs 10) (costs 10) (costs 20) (costs 20) (costs 20)
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
COUNTER: You get the chance to do 1 damage to an attacker (if you are hit – normal rules) SHELL: You can skip your action to reduce all personal damage by three. AMBIDEXTEROUS: You can hold two weapons at any one time.
(costs 20) (costs 20) (costs 40)
LOW-LEVEL MONSTERS
Throughout the world of GOLDEN AGE you will discover monsters that are collectively referred to as ‘Furies’. Unlike normal animals, these are the souls of those unable to cross over or returned to the world for dark reasons of their own. Regardless they are little more than animals now, monstrosities in all shapes and sizes. It is the primary concern of the CORE to keep these monsters out of villages and civilised areas, but the wilds are full of them and travelling anywhere outside of town is sure to be punctuated by at least one encounter. Listed below are examples of what to expect as you embark on the first stages of your journey. Weaker monsters that you should have little trouble dispatching if your team works together or luck is on your side. It is suggested that the Storyteller use these as a guide to make their own monsters, and to keep an eye out for campaign or supplement book releases as they will contain more advanced examples for each occasion. NAME:
ATTACK:
DEFENCE:
HEALTH LEVELS:
Jelly
1
1
4
DESCRIPTION:
DETAILS:
Resembling a coloured blob of semi-transparent jelly, this creature is roughly the size of a small dog and perfectly oval. Their eyes and mouth are the only visible features.
Common in most woodland areas of the world, Jellies are seen as more of a pest than a threat but due to their constant appearance and the fact that they are inedible by nature it has become customary to see them on the outskirts of villages or small towns. Normally non-violent, they will however attack if one strays into the middle of a larger group of them. Sometimes items get caught up inside of their bodies and remain there waiting to be found. SPECIAL ATTACKS: N/A
ELEMENT:
SPEED:
ITEM (S):
COIN AND MANA DROPPED:
N/A
4
Leaf Tea
10 Coin
NAME:
ATTACK:
DEFENCE:
HEALTH LEVELS:
Stray
1
2
4
DESCRIPTION: Possessing dark green scaly skin and a lighter underbelly, the Stray waddles around on two large legs and its hands are underdeveloped for use. On its head sits one horn.
DETAILS: Small dragon-kin that are roughly the size of a cat and make sharp screeching noises when approached to call more of their number. Scavengers by nature, they travel in packs of five and will run from combat should it prove too difficult for them or they become scared. Sometimes seen in urban areas but largely woodland based, they are more of a pest and a problem. SPECIAL ATTACKS: N/A
ELEMENT:
SPEED
ITEM (S):
COIN AND MANA DROPPED:
N/A
8
N/A
10 Coin
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
NAME:
ATTACK:
DEFENCE:
HEALTH LEVELS:
Tanker
1
5
4
DESCRIPTION:
DETAILS:
Light sandy coloured on average, this creature moves on four thick legs and possesses reptilian features coupled with a horned back and short spiny tail.
About the size of your average cow, these beasts weigh a ton and are deceptively thick skinned. Once angered they will lower their head and charge, smashing or trampling their target into the ground. Herbivores by nature, they tend to stay around areas where water can be found or high up on mountain paths.
SPECIAL ATTACKS: N/A ELEMENT:
SPEED:
ITEM (S):
COIN AND MANA DROPPED:
N/A
6
N/A
1 Mana
NAME:
ATTACK:
DEFENCE:
HEALTH LEVELS:
Leech
1
3
2
DESCRIPTION:
DETAILS:
Only a maximum of a meter in length and quite bulbous to look at, they are deep blue speckled with yellow across their backs and have two large incisors at the mouth.
Small and slimy to the touch, once one of these little buggers latches onto you they proceed to suck you dry. Normally found underground in sewers or by riverbanks in shady areas, they are particularly weak against sunlight and shrivel up into small black balls when exposed to it.
SPECIAL ATTACKS: TOXIC: For every turn that one of these creatures is attached to your character automatically loose 1 level of health at the end of each round of combat. ELEMENT:
SPEED:
ITEM (S):
COIN AND MANA DROPPED:
Dark
2
N/A
N/A
NAME:
ATTACK:
DEFENCE:
HEALTH LEVELS:
Venus
2
3
6
DESCRIPTION:
DETAILS:
Shaped like an ordinary large plant, the flower opens up to reveal hundreds of tiny teeth within as well as a large red tongue. Vines and leaves whip around outside it.
A carnivorous form of plant that can swallow you whole. Roughly the size of a person, they attract people using a mixture of pleasant scents and colours before ensnaring them and beginning to feed. Areas on used trails are regularly checked for Venus plants and those that are found are burnt.
SPECIAL ATTACKS: N/A ELEMENT:
SPEED:
ITEM (S):
COIN AND MANA DROPPED:
Earth
1
N/A
1 Mana
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
NAME:
ATTACK:
DEFENCE:
HEALTH LEVELS:
Feral
2
3
6
DESCRIPTION:
DETAILS:
Much smaller than most dragons, and only the size of a cart, they are green in colour and have blue spines running down their back couples with short stubby legs.
Found in mountainous areas the Feral is a squat but powerful form of Dragon that swoops out of the sky onto unsuspecting travellers with enough force to shatter bone. Once it has landed however its size and shape makes it hard for it to take flight again. Highly territorial and viscous, they will fight unprovoked and often areas where Ferals live are devoid of any other Dragon-type Furies because of this. SPECIAL ATTACKS:
FLAME BURST: Monster launches a trail of fire that causes 1 damage to any targets directly in front of it. When this attack is used the caster defaults to the last action of the combat phase. ELEMENT:
SPEED:
ITEM (S):
COIN AND MANA DROPPED:
Fire
8
N/A
1 Mana
NAME:
ATTACK:
DEFENCE:
HEALTH LEVELS:
Bull Rush
3
1
6
DESCRIPTION:
DETAILS:
Resembling a large blue pig in appearance but the size of and acting like a bull, this breed possesses two huge horns pointing forwards from the side of its head.
Normally frequenting wide open areas and planes, the Bull Rush is a single-minded monster that will ignore you unless aggravated. Once angered it locks onto a single target and won’t stop attacking unless either the poor subject retreats or is incapacitated. If caught the meat can be sold and eaten, providing nourishment to the players.
SPECIAL ATTACKS: CHARGE: Monster launches into a run directly at one character. That character must abandon their action for the turn and roll a 4+ in order to avoid taking automatic damage. ELEMENT:
SPEED:
ITEM (S):
COIN AND MANA DROPPED:
N/A
6
N/A
1 Mana
Furies are normally mindless monsters that are encountered, separating them on a mental level from the non playable characters that will be encountered throughout the game. Of course these two require roleplaying to a certain degree and a lot of character can be expressed through a simple creature. Often the best encounters are those where the Storyteller manages to engage the imagination through clever use of the element around the players. The seven examples here should give first time players an idea of the kind of monsters that they will be meeting throughout the first few sessions of play, but those found in the ‘Storyteller’s Source Book’ will be completely new to them and in some cases pose a very serious threat to the survival. Of course it is possible to play your way through a game and progress the characters through non-combat means. Buying and selling Mana instead of physically winning it, but this simple system of getting it for free will always be there as a fallback. NOTE: If a character has the ‘Call of the Beast’ skill then they are able to learn the special skills stated in the Furies ‘Special Attacks’ box by ingesting the Mana dropped by that creature instead of using it for anything else.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
BONDED FURIES AND ANTECH DEVICES
Whilst a party is normally made up of Player Characters sometimes accompanied by NPCs under the control of the Storyteller, it is also possible for additional aid to come in one of two forms, the monstrous Furies bound into the service of a Phantom Brave, or the Antech devices built by a Tech Knight. Whilst these two are worlds apart in terms of what they are, they share the common bond of essentially being additional non-character party members for use in puzzle solving and in combat situations. • BONDED FURIES Are wild monsters caught through battle by using the Phantom Brave’s ‘Bind’ skill. These harsh and bitter creatures calm down once their spirits have been bound and become animal-like companions. Whilst a player can only keep as many Furies in his service as he has points in the Magic Trait, it is possible to release previously caught Furies back into the Realm of the Dead in order to free up space for later captures. When a Fury is caught and bound into service it retains the stats and skills that it possessed when it was the enemy of the party. These are then given to the player that has control over it. If the player then wishes to expand upon these initial statistics, creating a more powerful Fury, then a point can be added to any of the prime stats of the Fury in exchange for feeding it three pieces of Mana. The prime stats for any Fury are Combat Speed, Health Level, Attack and Defence. In this manner the Fury grows more attached to the player and is more efficient in combat. • ANTECH DEVICES Robotic marvels created by the Tech-Knights, they are steam or electrically powered devices that are toy-like in scope but that have specific uses that can serve the part of a missing skill that the team lacks. Mindless and only able to cope with simple orders at first, they are servants in every way. In order to create an Antech Device the player must outline what he wants the device to be able to do in much the same way as when creating a Skill (as this ability replaces the traditional skill structure of a Tech-Knight) meaning that Mana must be expended in order for a new device to be constructed successfully. In this manner Antech are always created as level 1 Skills. Once an Antech Device has been created its efficiency can be boosted in two ways, either it can be upgraded and turned into a bigger, better working model using the same rules as developing a standard level 2 Skill, or the player can use items normally associated with Weapon Slots to add additional effects onto the robot. A level 1 Antech device possesses the ability to be modified with only one of these, whilst a level two can hold two and a third level Antech can possess three. NOTE: In combat both Antech Devices and Bonded Furies move at their own speed, independent of the player who controls them, however it is the responsibility of that player to use them. Should the player forget then the Storyteller is not to remind them, instead seeing the slip as simply neglecting to give the helper an order that turn, and so they do not take any action at all. Unlike Dijinn, they do not think for themselves or interact with the party unless the players make a direct effort to do so with them. Whilst Furies can have individual characters to them, they are not aware in the same way that a Dijinn Partner would be, and cannot be communicated with unless the Phantom Brave in question has spent some time creating a Skill that allows them to do so, and even in this cases communication does not extend far beyond yes, no answers to questions posed by that player. In the event that a helpers HP is reduced to zero, they are effectively knocked out of the remainder of combat for a duration decided by the Storyteller. In the case of a Fury this can be until a length of time has passed where it could have healed, whilst an Antech Device will need to be fixed outside of combat in a town with spare parts available.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
ABOUT CAMPAIGNS
The term ‘campaign’ is another way of saying story. Characters can be played through multiple campaigns over the course of their lifespan and they can range from long, drawn out affairs crossing multiple months, to shorter events that settle themselves in only a session. The campaign outlined below is a simple low-level scenario that can be played by newly created characters and serve as an introduction to the world setting. Additional campaigns can be purchased or downloaded to further your range of official adventures that have a place in the Golden Age timeline, but we strongly recommend that your Storyteller also script and play out his own scenarios, as a great deal of the fun in pen and paper RPGs is in their infinite variety and scope.
INTRODUCING THE PLAYERS
It is important to first set the scene for each player before they meet up with the others and start the story. To do this the below text outlines scenarios for each class that the players find themselves in as the story opens. Whilst they are scripted for only one character at a time, they can be expanded to include multiples of the same class or merged together if several characters start in the same location or have prior friendship. All of these encounters take place within the lands of House Escudo unless otherwise stated. NOTE: These introduction sections are brief outlines for scenarios, it is up to the Storyteller to add details and flesh them out as he or she sees fit in order to customise them to the characters that the players have created. FREELANCERS – Opening at a run, the Freelancer is being chased through the streets by the CORE after having been caught trading Relics from the Catacombs in a local tavern. As they are perused they can try anything in their power to escape, but it will do no good. Eventually realising that he is close to the Noble House, and remembering that the CORE do not chase criminals into house grounds (where their own guard operate) he can hide in the gardens. After a while he will be invited to a meeting with Lord Escudo, who has seen his from the window of his study and wants to make him an offer. RONIN – Owing allegiance to the House of Escudo, you have returned to town escorting his youngest child after a trip to the capital. Travelling through the market area on your way back to the palace, you are stopped by a particularly persistent Melon salesman who wants you to buy one. Whilst this distraction plays out the youngest child wonders away from you and disappears. Searching the market she can be found admiring a stall full of exotic birds. On returning home you are summoned to see the Lord and make your report on the trip. QUIVERS – Opening the game in a tavern and drunk, you have made a wager with three CORE officers that you can hit the bull's-eye best out of three whilst drinking a pint at the same time. Should you win then you will earn a cool 30 coin, however should you loose you owe the same to the CORE and will not be able to pay. In the event of losing the CORE officers say nothing and leave the tavern, returning to the Noble House you are immediately summoned to see the Lord and told that he has been approached by the local garrison to pay off your debt. You now owe him a favour in return. If you win the Lord wants to see you concerning a task he has for you. PHANTOM BRAVE – As the story opens you are tracking a particularly elusive Fury on the outskirts of town that has been ravaging the local countryside. After discovering a scattered troop of CORE Soldiers who have survived An encounter with the same beast, you are informed that the Lord of the land has offered a reward for the Furie’s death. The soldiers direct you to the last place that the monster was seen and there you (aided by the soldiers) fight and kill it in battle. Once the monster is dead the leader of the soldiers thanks you, writes you note explaining your actions and sends you to meet the Lord and claim your reward.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
CUT PURSE – Suspended in the air by robe above an alter bearing a large jewel in a glass case, you five minutes to work out how to get the jewel before being surrounded by Escudo house guard. Should you or anything else touch the floor then arrows will fire roughly at knee height from all four directions and immediately alert the guards. If you somehow manage to get the jewel out of the case and escape up with rope within the time limit, then a piece of masonry dislodged by your climb will tumble and similarly cause the alarm to be triggered. No matter what happens you find yourself surrounded by armed guards and caught red handed or trying to escape from the scene. Once caught and the jewel is taken from your person, you are escorted to the audience chamber where the Lord of House Escudo will decide your punishment. CORE SOLDIER – As a member of the CORE you are awoken early in the morning by your bunk-mate who tells you that the Commander of the garrison has asked to see you immediately after your morning workout. Travelling to the gym you engage the trainer there in a light boxing match before reporting to the Commander. In his office he will make it clear that you have been picked to do a ‘plain clothes’ mission for the local Noble House and that officially this mission will not take place. Your are to report to Lord Escudo immediately and he will brief you further on what it is that he would like you to do. TECH-KNIGHT – Giving in at last to a deeply heart-felt desire of a lifetime, you travel across into the lands of House Escudo, where you have heard roomer that a luxury Airship is being constructed and will be used as a holiday cruise vessel. Upon arrival you attempt to convince a guard to let you onboard to see the ship under construction, and either are admitted through trickery or sneak around him when repelled. Once inside you can begin to look around, all of the time making your way steadily towards the engine room, where a series of small and unfortunate events leads to you causing severe damage to the machinery at work there. Escorted off site by the CORE, you are scolded for your trespassing and then taken to the owner of the ship to pay damages as they see fit. In this case it is Lord Escudo himself who is financing the venture. HEALER – As a Healer working in the care of House Escudo, you are awoken to the sound of drunken singing outside of your window at night. Inspecting the cause of this disturbance quickly shows that the Lords oldest son is returning from a night on the town and is very drunk indeed. Attempts to interact with him lead to his falling backwards down the garden stairs and hurting his head on the tiles below. Helping to take him back to his bedroom, you administer aid to his wound and listen to him singing and murmuring gibberish to himself in drunken fashion (in the case of a female player this could be mildly sexual advances). Finally he falls asleep, but not before one of the guards who helped you carry him up to his room notices something as wrong and goes to wake the Lord without explaining things to you. A short while later you are called to Lord Escudo’s chambers. BARD – Travelling through the lands of Escudo you find yourself temporarily attached to the court of House Escudo and the drinking buddy of the eldest son, Siam Escudo. Waking up after a particularly heavy night on the town with little to no memory of the events of the night before, you are summoned to meet with the Lord immediately. Suffering from a hangover, you make your way there as quickly as you can. NIGHTSIRE – A long time ago a favour was done for you by Lord Escudo when he was a young man, and it has always been the agreement that one day when he needed it he would ask a favour of you in return. Receiving a message by currier promptly first thing in the morning, you are bidden to meet with him and must make your way to the palace as quickly as you can.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
JEWEL SUMMONER – Despite the good relationship that House Escudo has with the CORE, they are far too clever to let the power of a Jewel Summoner escape their notice, and track you down in a tavern in a seedy area of town where spies have heard that you are staying. The first you realise that your stay has not gone undetected is that your inn bill has been mysteriously paid off, and a note left with the Innkeeper asking that you come to the palace and meet with the Lord Escudo, as he has a business proposition to put to you. Should you be reluctant to do so then the spirit of the Dijinn can help to convince your character that this is a profitable and logical move to make if you wish to avoid further detection and not gain unwanted attention from the CORE. RISKBREAKER – Awakening in prison two years into your sentence, you are rudely awakened by the guards and brought before the local Judge. There you are offered the chance to work time off of your sentence by becoming a Riskbreaker for the CORE. It is explained what this means and entails and the choice is offered you to join this elite section of the forces or to return to solitary confinement. Should you decline then the character spends the equivalent of one month in jail before being offered again. Acceptance will see you branded with a hot iron to create the stamp of a Riskbreaker on the back of your neck, and then given armed escort to the halls of House Escudo to meet with the Lord regarding a mission that may require your particular brand of justice.
THE MAIN QUEST
Once the players characters have each undergone their own personal introduction sequence (or shared one of them together should the characters already have met prior to the start of this campaign) they can now gather in the audience chamber within House Escudo and await a meeting with the Lord himself. After keeping them waiting long enough to allow the players to get to know each other, he enters through a side door accompanied by the head of the House Guard and sits upon a throne raised up on the far side of the room. Indicating that you should move closer, he begins to explain the reasons for gathering everyone there and what must be done. Last night his eldest son went out drinking with his friends within the city limits, this is normal practice and normally nothing bad comes of it, but on this particular occasion he returned drunker than normal and having lost his signet Ring that bears the family crest. From what he can gather he lost it gambling at some point in the evening but is unable to remember exactly where in his current state. The ring has been in the family for generations and is of both great sentimental and cash value, it is the express wish of the Lord that you track this ring down and return it to him by whatever means necessary. However he does want the details of the rings loss kept quiet and where possible the laws to be obeyed (or at least the blame not traceable to himself). As of the moment they leave the room he will claim that he has no knowledge of their mission. Doing this will be handsomely rewarded, depending upon the reason for each characters being there this can range from money to freedom and forgiveness. Once he has done explaining these facts, he bids you leave and begins the normal days business. From here the party are free to approach the problem as they choose, this opens up a great many variables to take into account and a whole world setting in which to search. Due to the impossibility of ever being able to predict every line of enquiry, it is expected that the Storyteller come up with some events of his own, however the key plot points for the players to stumble across are outlined below in a series of easy to follow events. Should none of these occur to the players, then it is the duty of the Storyteller to have events take shape to knock them back onto the correct track to complete the campaign. NOTE: For ease of use, the flow of the campaign has been split into sections based on the content they contain. The events outlined in boxes (as seen above) are key scenes that will draw the story onwards towards its eventual conclusion.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
PHASE ONE: ‘Information Gathering’ Meeting with the Lord’s son will find him still in bed with a mixture of a hangover and a knocked head from falling over in the garden. Uncertain about the nights events, he can only tell you the name of the bar that he started drinking in that night was the ‘The Grindstone’, and that he remembers playing a game of dice there. Questioning the House Guard will only tell you that the Lords son arrived home at roughly two in the morning and that he was alone, his friends having already returned to the palace earlier in the evening. They can also tell you that he was drunker than they had seen him in the past, and that he was carrying a small glass bottle filled with a green alcoholic liquid. Requests to see this bottle will go unanswered as the bottle was smashed when the son had his tumble in the palace gardens. It is also common knowledge that the Lords son favours drinking at an out of the way tavern on the east side of town called ‘The Grindstone’. Asking around town may not be the best idea, especially in light of the fact that the Lord wants the matter kept quiet, but if a convincing lie can be found then general knowledge from the more publicly minded will tell you that whilst the Lords son is a good man at heart, he is somewhat of a wastrel and has a passion for card games that outweighs his skill at them, normally losing a great deal of money. He drinks in three of four taverns regularly, the most prominent of which is ‘The Grindstone’. It may take several different people to amass this much knowledge. Searching the local taverns is a relatively safe bet, as the barkeepers inside will know if the Lords son has been in that week or not, and there is always the added chance of coming across someone who was actually in the same bar as he was last night. Slowly guide the players through a series of conversations with regular drinkers, gamblers and bar staff towards a popular pub called ‘The Grindstone’. Upon arrival at the Grindstone the party can speak with the Barman or a group of regular Gamblers who all spent time with the Lords son the night before. They will attest that he was drinking and gambling here until the late hours of the morning, but that it was not here that he lost his ring. Instead he was approached by a man in a long brown leather coat and broad rimmed hat, and the two spent some time drinking a strange green liquid from a bottle he produced before leaving the premises together at around one in the morning. Further probing will tell you that they heard mention of the pair heading towards a game in Viar’s Field.
PHASE TWO: ‘Searching for the Dauntless’
Travelling to Viar’s field only shows an empty field of wheat, which has been trampled and pressed into the ground in four meter-square places as if a giant weight were rested upon it. Characters with enough knowledge in the area of airships such as Tech-Knights can hazard an educated guess at what has made them, whilst those without such information are to be left to come to their own conclusions. Needless to say there is nothing left here to help anybody. Talking to the CORE at this point will point the characters in the direction of a travelling pirate by the name of Homes Fillion, who has been spotted in the area and is believed to be involved in a series of robberies and scams that have recently hit the Escudo lands. His description matches that of the mysterious gentleman that the Lords son was seen leaving the pub with, and he is suspected to have used his earnings to have purchased an airship, better to avoid being caught by running scams off of the deck. The CORE will confirm that there is a reward for capturing him alive or any information that leads to his arrest and that it currently stands at two thousand Coin.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
Asking around the pubs and bars is a good way to make contact with the gambling element of the city, but can also pay off when the group begin to take into account those poor souls getting drunk because they were also scammed by the same figure as the Lords Son. With a little light encouragement and perhaps a glass or two of beer, they can be made to spill their own tales of woe and explain that Homes Fillion comes looking for gamblers who appear to have money to spare and invites them back to his ship for a private game. However they also state that he plies them with absinth first to ensure that he has the edge over them. Asking around town will tell you that there is an airship that has been circling the city for the last few nights, never staying in any one location for more than a single evening to avoid any unwanted attention. There is a chance that when pushed a few of them may know that it is called the Dauntless. Checking at the Airship Port is unlikely to tell you anything, as the Dauntless has been avoiding landing there, but the ship is registered to one Captain Fillion and is on the CORE’s list of ships wanted for questioning. This means that were it to set down at a port in town it would be chained and decommissioned whilst the crew were taken to the local prison to answer for their own individual crimes. Once it has been established that the stranger who suckered the Lords Son is Captain Fillion, and that he has been holding high-stakes gambling on his private airship, ‘The Dauntless’, the players can easily work out for themselves that he has possession of the ring they are looking for. They can easily find out that there will be another game that evening as the local bars will have seen him every night that week. The ship has landed above the Ashen Lake outside the west side of town, and currently hovers too high to be reached by conventional means, only lovering a row-boat when it is time for the Captain to make his rounds through town to look for more suckers to take back with him. From here the decision as to what happens next depends entirely upon what approach to regaining the ring the players may choose to take. In order to help the Storyteller better guide them, we have linked them to five basic approaches that each lead to a different outcome.
PHASE THREE: ‘A Matter of Approach’
The violent approach is generally the one taken by the more combat-orientated characters and those players who have a straight-forward attitude to problem solving. They are likely to find a way onboard the airship and attempt to take back the ring by force. This leads them into direct conflict with the crew, and much fighting as more and more of them become involved with the battle as word spreads around the ship. Eventually beating the information out of one of the crewmembers or making a lucky guess, the team stumble upon the Captain’s cabin, where the ring sits on his dressing table in a small blue silken bag. Snatching it up, they must make their escape before the ship crashes into the lake, an after effect of having knocked out so many vital crew in the fight. If the captain is captured he can be brought back with the party to trade to the CORE for a reward or given to Lord Escudo to dish out his own particular brand of punishment. The stealth approach is another popular choice, and one that less combat-orientated character may want to consider. Sneaking aboard the airship without being seen, the characters spread out and attempt to scout the location of the ring. If they have waited for the captain to leave for the evening before invading then they may have to work things out for themselves, else he can be spotted wearing it on his way into his cabin and then exiting without it a few moments later as he prepares to leave for the nights rounds. This is their big chance, and if they can sneak into the cabin and escape without being seen then things will reach a quick conclusion. Should they be spotted however the individual who does so will try to raise an alarm. Taking him out as before he does so and hiding the body easily compensates for this, else an ending similar to the violent approach is adopted.
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
The merchants approach is a far more considered one. Approaching the captain or the ship or any crewmember available and requesting to meet him, the team will be taken inside and through the gambling hall into a library-like waiting room and asked to wait for a while. Whilst there they can inspect the various books collected by the Captain over the course of his career and will find that many of them give the impression that he sees himself as a gentleman-rogue rather than a pirate. With this in mind, meeting him is a civil affair and a drink of the Absinth (which he will explain is his family label and the real source of the funds to keep his ship afloat) would be shared. If all goes well without offending the Captain, he will agree to sell the ring back to you for a sum of 500 coin. If the characters manage to impress him by playing to his type they may even get it for cheaper. Should there be complications, such as insulting him or another party member’s efforts conflicting with your own, then you will be escorted off of the ship empty handed and forced to try another course of action. The lawful approach is one that many people may consider given that there is a reward offered for the arrest of the crew. Once the location of the airship has been found, reporting the information to the CORE will automatically gain you an audience with the regional commander, who will launch a full-scale operation to capture the pirates. Taking you along with them in order to guide them and help with the capture, a CORE airship is launched that is quickly joined by two others that home in on the location of the pirates. Once there they fire grappling hooks that bind the airship to the ground and prevent its escape before boarding. The team can then fight its way through a huge clash between soldiers and crew and find the Captain inside making ready to escape. A fight with him can lead to his capture and arrest, however losing may mean that he escapes. Either way the ring can be found in his cabin, discarded in the rush of the attack. Should he be taken into custody, the reward will be paid out to the party and split evenly between them along with the thanks of the commander. The clever approach is to play the gambler at his own game. Waiting in one of the more prominent taverns and setting yourself up to appear as a high-roller the Captain is bound to take an interest in you. Once he has he’ll attempt to get you drunk on his own brand of absinth before inviting and escorting you back to the airship. Once onboard you can do as you choose, but the best method is to play him at his own game and attempt to gamble for the ring. Winning means you leave quickly and without incident, however losing will force you to attempt to take on another approach. With the ring in hand the party can make their way back to the audience chamber of Lord Escudo and present him with the item. Greatly pleased by its return he will grant the party a boon of 100 coin (assuming that they have not already received another boon from the CORE or by winning bets, etc) and will ask you to recount the basics of your adventure to him. It is inadvisable to lie at this point because he will have already heard several key elements from other characters throughout the scenario. Once you have finished he will remark that you have done well, despite having to overcome some interesting hurdles, and will then tell you about the next mission that he would like your little group to undertake . . . From here it is entirely in the hands of the Storyteller as to what happens next. This campaign serves simply as a beginners introduction to the world setting and gives an idea at the many varied possibilities that can be found for even the simplest of tasks. It’s now entirely in your hands. Scale mountains, fight monsters, go on quests to rescue noble heirs and return artefacts to their ancestral homes, do whatever you want as long as it is as gripping and exciting as you can make it for the players. You’re the boss, have fun!
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
CHARACTERS IN THE SCENARIO
The following is a list of character stats and descriptions for many of the characters encountered over the course of the introduction campaign, additional characters can be designed by the Storyteller onto standard Character Sheets (see the character creation section). These exist to give an idea to the Storyteller of how powerful each character is, what he or she is capable of doing in a combat situation, and any special rules that apply to that character for special occasions. In future all Non Player Characters (NPC) character information will be supplied in this general format rather than in the style of a Character Sheet in order to clearly differentiate between a Player Character and an NPC. Stats sheets for non-player characters are similar to those for Furies, but they contain much more description intended for use by the Storyteller when he roleplays them. In addition to named characters that will be appearing, some generic character examples of people encountered in most standard campaigns have been included in this section. These can be used as easy models for NPCs who are of little importance to the overall success of the story, but that the players have picked a fight with anyway. NAME:
ATTACK:
DEFENCE:
HEALTH LEVELS:
Escudo House Guard
3
1
6
DESCRIPTION: Dressed in red leather with brass chest and shoulder plates buckled tightly over key areas, they wear the crest of the house on their left breast and carry a tall spear and sword strapped to their right hip.
DETAILS: Guards are not best known for their social skills, and in House Escudo they are trained to not speak unless spoken to. Normally strong looking men with short cut hair, they are relatively respected around town and always local born. Whilst they retain powers on the land of the lord, they do not however uphold the law outside of the house itself, meaning that there is a somewhat tenuous state of unrest between the CORE and the guard. SPECIAL ATTACKS: N/A
ELEMENT:
SPEED:
ITEM (S):
COIN DROPPED:
N/A
6
N/A
20 Coin
NAME:
ATTACK:
DEFENCE:
HEALTH LEVELS:
Escudo Guard Captain
3
2
6
DESCRIPTION: Dressed in red leather with brass chest and shoulder plates buckled tightly over key areas, they wear the crest of the house on their left breast as well as wearing a long red cloak and no helmet.
DETAILS: Being in command of a shift of the House Guard is a position of some local esteem and comes with a good salary. Usually they are professionals and sometimes retired members of the CORE who have brought experience and training with them onto the job. Their cloaks, which are adorned with the symbol of their household on the back, are seen as insignias of rank, and are presented to them by the Lord himself. SPECIAL ATTACKS: N/A
ELEMENT:
SPEED:
ITEM (S):
COIN DROPPED:
N/A
7
N/A
50 Coin
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
NAME:
ATTACK:
DEFENCE:
HEALTH LEVELS:
Estaban Escudo
10
8
15
DESCRIPTION:
DETAILS:
Tall and lanky, Estaban is a strikingly similar man to his father, but somewhat of a wastrel. Normally bored or drunk, he is normally garbed in rich clothing.
As the son of a Noble House and a possible Heir, much of Estaban’s time is spent learning the basics of politics and financial bargaining from his tutors or in the presence of his father. However in the evenings he cuts loose, partying and drinking with his friends and gambling heavily. Unfortunately it is this side of his persona that has come to be most commonly known, and so he is thought of a wastrel. SPECIAL ATTACKS:
House Guard will automatically come to the defence of this character or any other heir when attacked and stop any killing blows. ELEMENT:
SPEED:
ITEM (S):
COIN DROPPED:
N/A
6
N/A
N/A
NAME:
ATTACK:
DEFENCE:
HEALTH LEVELS:
Lord Escudo
12
15
30
DESCRIPTION:
DETAILS:
With a big thick beard and dark hair cut short around his aging face, Lord Escudo is an impressive and dominating sight in his regal robes that bear the mark of his household.
Tall and well built, Escudo emits a sense of strength that it typical of his household. When he is in the room all attention is immediately on him and everyone pays attention to what is said. A calculating man, Escudo pays attention to everything that is going on around him and is fed information from a network of hired men who gather gossip and make weekly reports that he studies in secret. Always knowing what is really going on, it is unwise to lie to him. SPECIAL ATTACKS:
Any attack on Lord Escudo is immediately met with an assault of Escudo Guards and Guard Captains that never ends. These will spirit the lord away to safety and defend him, effectively stopping any character ever making a killing attack on him. ELEMENT:
SPEED:
ITEM (S):
COIN DROPPED:
N/A
8
N/A
N/A
NAME:
ATTACK:
DEFENCE:
HEALTH LEVELS:
Barman
2
3
6
DESCRIPTION:
DETAILS:
Normally the owner of the bar or inn in question, garbed in reasonable working clothes and a white shirt, his place is behind the bar, where he hears the most gossip.
Either the inheritor of the venue from his parents or having retired from another profession and purchased the building as a form of pension, a barman will normally know how to handle himself, as well as have one or two serving maids (possibly daughters or a young wife) who tend the tables and keep the place running when he is not around.
SPECIAL ATTACKS: N/A ELEMENT:
SPEED:
ITEM (S):
COIN DROPPED:
N/A
5
N/A
30 Coin
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
NAME:
ATTACK:
DEFENCE:
HEALTH LEVELS:
CORE Soldier
3
1
8
DESCRIPTION:
DETAILS:
Trained to stand straight and sporting a military haircut, they wear the blue uniforms with yellow trim at all times, sometimes forgoing the jacket to show a white vest beneath.
Joining the CORE is normal practise for many, providing children with food, pay and education. The average soldier is just another man under orders to uphold the laws that have been put in place for the safety of the public. In battle they work quickly and effectively in groups according to the tactics they have been taught and follow the commands of their Sergeant to the letter. SPECIAL ATTACKS:
Can use the Braver skill in combat to prevent the use of magic (see CLASS SKILLS section) ELEMENT:
SPEED:
ITEM (S):
COIN DROPPED:
N/A
5
N/A
N/A
NAME:
ATTACK:
DEFENCE:
HEALTH LEVELS:
CORE Watch Sergeant
4
2
10
DESCRIPTION:
DETAILS:
On a slightly better pay grade than the average soldier, they can afford to carry better weapons than standard issue and sport markings of rank on their left shoulder.
In most cases a Sergeant is the centre of any CORE unit, keeping them organised and issuing orders in battle that the others follow. Normally they are standard soldiers risen to the rank through experience and time spent in the field. Still considered as one of the lads because they are below the level of Captain, they spend most of their time with their men.
SPECIAL ATTACKS: Can use the Braver skill in combat to prevent the use of magic (see CLASS SKILLS section) as well as using a second level of its effect that can be used for group damage. ELEMENT:
SPEED:
ITEM (S):
COIN DROPPED:
N/A
6
N/A
N/A
NAME:
ATTACK:
DEFENCE:
HEALTH LEVELS:
CORE Local Commander
8
4
13
DESCRIPTION:
DETAILS:
For many in a position of high rank, growing their hair longer than standard issue is a sign of rank, as are the markings on both shoulders and the crest on their cuffs.
Well paid and normally the product of an expensive education, most local commanders are from rich parents who have brought their rank for them, or who have family already inside the upper command structure of the CORE and have seen to it that they are promoted. Dangerous in combat not because of experience but because they have access to better weapons and are intelligent enough to think up their own tactics on the fly. SPECIAL ATTACKS:
Can use the Braver skill in combat to prevent the use of magic (see CLASS SKILLS section) ELEMENT:
SPEED:
ITEM (S):
COIN DROPPED:
N/A
10
N/A
30 Coin
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
NAME:
ATTACK:
DEFENCE:
HEALTH LEVELS:
Pirate
3
4
6
DESCRIPTION:
DETAILS:
With strong builds and scraps of clothing in different styles and states of cleanliness, they steal what they can and each carry a short curved blade on their hip.
Pirates come in all shapes and sizes and are generally from poor backgrounds where they have discovered that it is better to steal than to starve on the streets. Treating their shipmates as a family they see intruders onboard as trespassers in their home and act accordingly. Normally not unlike anyone else on land, they have a habit of sticking together in groups when they visit the local shops and ale houses. SPECIAL ATTACKS: N/A
ELEMENT:
SPEED:
ITEM (S):
COIN DROPPED:
N/A
8
N/A
N/A
NAME:
ATTACK:
DEFENCE:
HEALTH LEVELS:
Engineer
1
1
6
DESCRIPTION:
DETAILS:
Lanky and with long beards and goggles, they normally have no eyebrows or head hair where they’ve been working too close to a boiler and wear thick leathers.
Dirty and covered in soot, an engineer works in the bowels of the ship and sees to it that they are kept in working order. Shovelling coal and keeping tabs on pressure meters, they are normally quite scraggly as they skip meals to get their work done on time. On most occasions they will ignore strangers whilst working reverently to keep their ship in the air.
SPECIAL ATTACKS: In combat an Engineer will be constantly trying to break away and call for help, if this happens they will summon two Pirates to aid them in the fight. Once the Pirates have arrived they will flee and leave you to deal with them. ELEMENT:
SPEED:
ITEM (S):
COIN DROPPED:
N/A
4
N/A
N/A
NAME:
ATTACK:
DEFENCE:
HEALTH LEVELS:
Pirate Captain Fillion
4
4
10
DESCRIPTION:
DETAILS:
Tall and elegant in silk shirts and fine garments, he wares his wealth and keeps his appearance as neat and tidy as possible, all in an attempt to look like a gentleman.
Well spoken and educated, but not from a noble family as he would claim, Fillion is very much a man who puts on a show of wealth believing that it makes him a gentleman. Reasonable and reasonably likable, he can be brought and reasoned with but if angered his pirate side will erupt and he will become vicious. A gambler by nature, he cannot resist a challenge.
SPECIAL ATTACKS: Can disarm a character if they fumble an attack on the roll of a 6+ ELEMENT:
SPEED:
ITEM (S):
COIN DROPPED:
N/A
8
N/A
30 Coin
CASCADE STUDIOS
GOLDEN AGE
OFFICIAL ROLEPLAYING GAME
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