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Rabia-Perspicacia-Gracia - Reglas PDF
Rabia-Perspicacia-Gracia - Reglas PDF
Los rasgos son valores que de algún modo miden los apectos El atacante debe comparar su Valor de Combate al Valor de
físicos, mentales y sociales. Se usan tres rasgos base para Combate del objetivo. Usar la Tabla de Combate buscando el
definir a cada personaje. valor cruzado entre el VC del atacante (parte izquierda de la
tabla) y el VC del defensor (parte superior de la tabla).
Rabia (R)
Tabla de Combate
[1] fuerza, energía, poder físico, constitución, vigor.
VC Defensor (Competencia Arma + Mod. Gracia)
[2] frenesí, pasión, furia.
1 1 1 1 1 1 1 1 1 1 2
Rabia es la representación del poder físico y la fuerza del 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0
personaje. Es el rasgo clave del combate físico. Rabia
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
también nos servirá para determinar la cantidad de daño que
1 8 8 9 9 9 0 0 0 0 1 1 1 1 1 2 2 2 2 2 2
dicho personaje puede aguantar antes de morir. El
modificador de Rabia se añade al daño inflingido. 1 1 1 1 1 1 1 1 1 1 1 1 1 1
2 7 8 8 9 9 9 0 0 0 0 1 1 1 1 1 2 2 2 2 2
Perspicacia (P) 1 1 1 1 1 1 1 1 1 1 1 1 1
3 6 7 8 8 9 9 9 0 0 0 0 1 1 1 1 1 2 2 2 2
[1] previsión, anticipación, astucia, precaución, percepción,
agudeza. 1 1 1 1 1 1 1 1 1 1 1 1
4 6 6 7 8 8 9 9 9 0 0 0 0 1 1 1 1 1 2 2 2
[2] poder psíquico, clarividencia, intuición, sexto sentido, 1 1 1 1 1 1 1 1 1 1 1
precognición. 5 5 6 6 7 8 8 9 9 9 0 0 0 0 1 1 1 1 1 2 2
1 1 1 1 1 1 1 1 1 1
VC Atacante (Competencia Arma + Mod. Gracia)
*Este documento se distribuye bajo licencia Ese resultado cruzado es la tirada mínima que el atacante
Creative Commons, Atribución-NoComercial- debe obtener al relizar una tirada de 2d6 para conseguir
CompartirIgual. (CC BY-NC-SA 3.0 ES) impactar al defensor.
1
Armas Armaduras
Tira d6^ (ver más adelante) y suma la Fuerza del arma para Reduce el daño de los ataques restando a éste el valor de
calcular el daño total. Dureza de tu armadura.
El mínimo valor del rasgo Rabia, para poder usar el arma. Reduce el valor de tu rasgo Gracia por el total del valor de
Estorbo de tu armadura. También penalizará tu Valor de
Manejo (M) Combate. (El Estorbo también afecta a la habilidad para lanzar
hechizos)
(1) Arma a una mano; (2) Arma a dos manos; (v) Arma a 1 o
2 manos. Si se usa a 2 manos se suma uno a Fuerza (F).
Hachas F R M Tela D E
Hacha de mano 1 9 (1) puede lanzarse Tela 0 0 sin penalización de competencia
Hacha de guerra 2 13 (v) Acolchada 1 2
Gran Hacha 4 15 (2)
Cuero D E
Mazas y mayales F R M Cuero ligero 1 1
Maza 1 10 (1) Cuero tachonado 2 2
Mayal 1 12 (v)
Mayal de batalla 3 14 (2) Malla D E
Cota de anillas 3 3
Martillos F R M Cota de mallas 4 4
Martillo 1 10 (1)
Martillo de guerra 2 14 (v) Placas D E
Mazo de batalla 4 16 (2) Cota de escamas 5 5
Placas 6 6
Armas de asta F R M
Lanza 1 9 (v) puede lanzarse Escudos D E
Hacha de asta 3 13 (2) Broquel +1 +0 no bonus ataques a distancia
Alabarda 4 15 (2) Rodela +1 +1
Escudo pavés +2 +3
Bastones F R M
Palo de sendero 0 8 (2) Realizar Acciones
Garrote 1 10 (v)
Bastón de combate 2 12 (2) Para realizar cualquier acción, tira 2d6, suma los
modificadores de Rasgo correspondientes y los rangos de la
Hojas cortas F R M habilidad relacionada con tu acción.
Daga -1 - (1) can be thrown
Rapier 0 7 (1) Cualquier tirada de más de 8 es un éxito.
Espada corta 1 9 (1)
Si no posees la habilidad correcta para realizar una acción
Hojas largas F R M específica, sufrirás una penalización de -3 durante la tirada.
Espada larga 2 11 (1)
Espada bastarda 2 13 (v) Acciones Enfrentadas
Claymore 4 15 (2)
Some actions will be actively opposed by the target. To resolve
Arcos F R M these actions, both sides roll skill checks. If both sides
Arco compuesto 1 9 (2) succeed, the highest roll wins. Ties favor the player over the
Arco largo 2 11 (2) referee.
Ballesta 3 11 (2) usa 1 turno para recargar
Skills
Misc. F R M
Sin armas -3 - (-) The first time you take a skill it is at Rank 0. You don't add any
Arma improvisada -2 - (v) bonus to your skill roll for Rank 0 skills but you no longer
Honda -1 8 (1) suffer the -3 Unskilled Penalty. Each additional Rank in a skill
adds bonuses you can apply to your die rolls when attempting
El Daño de Arma siempre es “1d6 aumentado” abreviado to perform action related to the skill.
como d6^ -- Tira 1 dado de 6 caras. Si el valor del dado de
daño es un 6, se puede hacer una segunda tirada para atacar Trait Modifiers
con el mismo arma. Si el resultado de esta tirada es un
impacto, vuelve a tirar el dado de daño y añade el resultado al All skills (except Weapon and Armor Skills) are associated with
de la primera tirada de daño. Si en esta segunda tirada de one of your three base character traits. When taking action
daño vuelve a salir otro 6 (no es necesario hacer una tirada related to the specified skill you apply your trait modifier for
para impactar) se vuelve a sumar a los anteriores resultados de that skill as well as any skill ranks to the die roll.
daño. *El mod. de Fuerza solo se suma en el primer resultado. 2
Weapon Skills Shields - This Armor Skill applies to the use of the Shield and
the Tower Shield. Use of the Buckler (as with Cloth Armor) is
Skill ranks for weapon skills add to your Combat Value. If you always considered unskilled and there is no unskilled penalty
are using a weapon unskilled you must reduce your Combat for its use.
Value by -3. (Trait modifiers are not applied to Weapon Skills.)
Rage Skills
Archer - This Weapon Skill applies to the use of the Short Bow,
Longbow, and Crossbow. Rage skills are based on strength or ferocity. You add your
Rage Trait Modifier to your die roll when using these skills.
Barbarian - This Weapon Skill applies to the use of the Hand
Axe, Battle Axe, Great Axe, Hammer, Warhammer, Maul, and Climb - Scale surfaces with a successful skill check.
Club.
Drive - Control the path of beast drawn overland vehicles such
Dragoon - This Weapon Skill applies to the use of the Spear, as wagons and carts.
Pole Axe, and Halberd.
Intimidate - Influence others with a successful skill check.
Peasant - This Weapon Skill applies to the use of the Sling, the
Walking Staff, Improvised Weapons, and to fighting Unarmed. Lion Heart - Opposed skill check to resist the effects of Terror.
(Terror is a Wizard spell and monster ability.)
Rogue - This Weapon Skill applies to the use of the Dagger,
Rapier, Short Sword, and Quarter Staff. Strong - When attempting any Rage based action that is not
related to another skill, the character can add skill ranks in
Templar - This Weapon Skill applies to the use of the Mace, Strong to their die roll. This does not circumvent the -3
Flail, and War Flail. unskilled penalty for skills you have not yet learned.
Warrior - This Weapon Skill applies to the use of the Long Swim - Keep your head above water.
Sword, Bastard Sword, and Claymore.
Precognition Skills
Dual Wield (Florentine) - Fight with a weapon in each hand
gaining a second attack. Both attacks are made at -6 CV. Precognition skills are based on intelligence or intuition. You
Additional ranks in Dual Wield beyond rank 0 reduce this add your Precognition Trait Modifier to your die roll when
penalty by 2. (Florentine is a special style of Dual Wield using a using these skills.
rapier (or short sword) and a dagger. If fighting Florentine,
reduce the penalty to your CV by 3 per rank in Dual Wield.) Acute Hearing - Add to perception checks based on sound.
Armor Skills reflect warriors who have trained in wearing and Beast Master - Befriend an animal.
moving in specific classes of armor. Skill ranks for Armor Skills
reduce the Encumbrance penalty for wearing a specific type of Cognitive - When attempting any Precognition based action
armor by the rank amount. (Trait modifiers are not applied to that is not related to another skill, the character can add skill
Armor Skills.) ranks in Cognitive to their die roll. This does not circumvent
the -3 unskilled penalty for skills you have not yet learned.
At 0 rank, Encumbrance penalties are treated as listed in the
Armor descriptions. With no Armor Skill, a person wearing any Cook - Prepare a nutritious meal with a successful skill check.
armor except cloth armors suffers an additional +3 Requires ingredients, either purchased or provided by Hunter
Encumbrance penalty for being unskilled. Skill.
Encumbrance Penalties can never be reduced below 0. Ranks Craftsman - Repair broken things.
in an Armor Skill that would reduce an armor's Encumbrance
below 0 are not applied. Deception - Opposed skill check (vs. Detect Lie) to convince
someone of an untruth.
Use of Cloth Armor is always considered unskilled and there is
no unskilled penalty for its use. (Always use the Encumbrance Detect Lie - Opposed skill check (vs. Deception) to tell when
penalties as listed in the armor descriptions when wearing someone is trying to mislead you.
Cloth Armor.)
Diplomacy - Influence others with a successful skill check.
Leather Armor - This Armor Skill applies to the use of
Leather, and Studded Leather armors. Disguise - Alter the appearance of another person or yourself.
Chain Armor - This Armor Skill applies to the use of Ringmail Eagle Eye - Add to perception checks based on sight.
and Chainmail armors. Leather Armor is a prerequisite of the
Chain Armor skill, and Skill Ranks in Chain Armor can never Enrage - Get an NPC to attack you.
exceed Skill Ranks in Leather Armor.
Herbalist - A character heals d6^ over night on a successful
Plate Armor - This Armor Skill applies to the use of Scalemail Herbalist skill check. One check per character per night.
and Platemail armors. Chain Armor is a prerequisite of the
Plate Armor skill, and Skill Ranks in Plate Armor can never Hunter - Locate food in the wild. Includes ability to properly
exceed Skill Ranks in Chain Armor. kill and dress wild game as well as forage for natural foods.
3
Resist Magic - Opposed check to resist the effects of some Minus: the Encumbrance of any Armor worn
magic spells.
Plus: 2d6.
Sailor - Used to pilot a waterborne vehicle and also to navigate
by the stars. A result of 8+ indicates success.
Scholar - Read the written word. Perform research. If the caster successfully passes the check, they must then
suffer mana burn.
Sense Danger - Opposed skill check to avoid surprise.
Mana Burn
Tactics - At the beginning of combat all parties roll an opposed
tactics check and act in order from highest to lowest. As spells are cast, Precognition is temporarily damaged. This
damage is referred to as Mana Burn (or just Burn.) Burn can
Tracking - Follow a trail. reduce the Trait modifier related to Precognition and this will
make spells more difficult to cast.
Wizard - Cast spells with a successful skill check.
Example: Willow has the skill Wizard-1 and a Precognition
Grace Skills score of 12 (Which gives a +1 trait bonus.)
Grace skills are based on agility or charm. You add your Grace Willow wants to cast a "Wall of Fire" spell which causes 3 burn
Trait Modifier to your die roll when using these skills. to the caster. Willow rolls her skill check adding 1 for Wizard
Skill, plus 1 for her Precognition Trait bonus. With a +2 total
Acrobat - Jump over obstacles. bonus Willow needs a 6 to successfully cast the spell. She rolls
a 4 and a 2 ... 6+2 = 8 ... she just made it.
Bard - use musical performance to influence others (may work
on animals or monsters.) "Wall of Fire" Does 3 points of "Burn" to the caster. This means
that it does 3 points of temporary damage to Willow's
Charisma - Influence others with a successful skill check. Precognition trait. Now Willow's Precognition is 9 (12-3=9.)
Contortionist - Escape from bonds or squeeze through tight The next time Willow tries to cast a spell, her Precognition
spaces. Trait bonus will be +0 (based on the trait value of 9) and she
will need to roll a 7 or greater to successfully cast her spell.
Dexterous - When attempting any Grace based action that is
not related to another skill, the character can add skill ranks in If a caster does not have enough points in their Precognition
Dexterous to their die roll. This does not circumvent the -3 Trait remaining to pay the burn cost of a spell, they will take
unskilled penalty for skills you have not yet learned. real damage, suffering loss from their Rage Trait instead.
The action check to successfully cast a spell is equal to: Spell Descriptions
Plus: their Current Precognition Trait Modifier The minimum Precognition a character needs to learn to cast
the spell.
4
Burn (B) of Fury lasts for 1 hour.
The amount of Precognition Damage caused to the caster by Flare (P10, B0)
the successful casting of the spell. The caster fires a bright flare straight up into the air. Can be
seen for miles outdoors. Will not ignite combustibles.
Commune (P10, B3)
Character can communicate with a single target regardless of Gentle Fall (P10, B1)
the target's intelligence or language. Animals and more Target falling character suffers no damage from the fall.
primitive creatures are instilled with magical sentience
enabling them to answer questions and understand motivations Holy Aura (P13, B3)
and desires. Commune does not predispose the target to be Caster sends out a pulse of Holy energy that heals figures in all
friendly or agreeable towards the caster. The spell lasts for as squares adjacent to (but not including) the caster. Holy Aura
long as both target and caster wish to communicate, or one heals d6^ Strength 3 damage to each target. This damage is
hour. holy energy. It harms unholy creatures but heals everyone else.
The Humans of the Human Empire that spans the width of 7. Record adjustments to Grace for armor worn.
Nos from North West to South East following the Gateridge
Mountains. 8. Create a background story and a name for your character.
Humans begin play with a value of 8 in each of the three traits Combat
(Rage, Precognition, Grace) and have an addition 8 points to
use to improve these traits. The unskilled penalty for humans All players and the referee roll an opposed Tactics skill test.
is only -2 instead of the standard -3.
Roll 2d6 add Trait modifiers for Precognition and Skill Ranks in
The Witches, a pale human looking people with alabaster skin, Tactics.
dark or red hair and a hauntingly sad beauty, are denizens of
Golmash Swamp which is the primary geographical barrier Characters act in order from highest to lowest. Ties are broken
between the Jungles of Chaos and the Human Empire. by comparing attributes in the following order:
Witches begin play with a value of 7 in Rage and a value of 10 1) Highest Tactics Skill
in both Precognition and Grace. They have an addition 5 points 2) Highest Precognition Trait
to use to improve these traits. Witches always begin play with 3) Highest Grace Trait
the Wizard skill. (Witches that are Wizards or Rangers will 4) Tied parties roll d6 and add to Tactics result.
begin play with Wizard rank 1.) Repeat until tie is broken.
The Ratlings, four feet tall ratlike humanoids, live in the This establishes turn order. Referee records turn order and
Obsidian Crags in the tunnels that lace the volcanic rock. The uses this for the duration of the encounter.
Ratling society is greatly advanced and their skill in forging
with fire is renowned through all of Nos. Maneuver Phase (Do Only 1)
Ratlings begin play with a value of 9 in Rage, 8 in [1] Move their figure up to 6 inches on the tabletop.
Precognition, and 11 in Grace. They have an additional 4
points to use to improve these traits. Ratlings are [2] Opt not to move increasing their Combat Value by +2 for
ambidextrous and always begin play with the Dual Wield skill. the duration of this turn.
The Giants of the Blue Ice Mountains are a barbaric, but [3] Take an alternative move equivalent action (normally this
honorable, tribal people of pale blue skin that stand roughly would be switching of an equipped weapon.)
eight feet tall.
Action Phase (Do Only 1)
Giants begin play with a value of 13 in Rage, 7 in Precognition,
and 8 in Grace. They have an additional 4 points to use to [1] Attack with equipped weapon.
improve these traits. Giants always begin play with the
Barbarian skill. [2] Cast magic spell.
The Faeries of the Terra Green Forest are mischievous and [3] Take a second Maneuver Phase.
playfully chaotic. Most other races welcome the presence of
faeries as good luck, this is especially true of Giants. [4] Something else approved by the referee.
Faeries begin play with a value of 6 in Rage and a value of 11 Pass Phase
in both Precognition and Grace. They have an additional 4
points to use to improve these traits. A Faerie character is End turn and allow next character in the turn order to act.
limited to a maximum Rage of 9 and cannot improve their Rage
beyond that value. Faeries have the power of flight (12 squares Natural Healing and Recovery
per turn; +4 to Defensive Combat Value while flying.)
Burn - Mana Burn damage to Precognition heals completely
Character Creation with a night of rest (6 hours) and a decent meal.
1. Choose Character Race (Human, Witch, Ratling, Giant, or Wounds - Combat damage to Rage heals 1 point per 3 nights
Faerie.) of rest in camp or 1 point per night when staying in an Inn.
2. Assign values to Traits according to your race. Note the At Rage 0 a character is unconscious. When Negative Rage
Precognition requirements for Spells if you wish to be a spell equals the character's unadjusted Grace trait the character is
caster. dead. For example: a character with 10R and 11G will be
unconscious at 10 wounds and dead at 21 wounds.
7
GM: RAGE • PRECOGNITION • GRACE Player:
x
Attacks do Casting does Adjusted by
R (Wounds) P (Mana Burn) Burn to P
G (Adjusted) R Mod: _____ XP (Unspent)
Wounds to R E of Armor xx
P Mod: _____
x
G Mod: _____
x
Money