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[ Pobierz całość w formacie PDF ] Altus Adventum Copy write 2004 Sacrosanct Games, All rights reserved Written By: Roderic Waibel Artwork (c) individual artists * Robert Robinson Sarah Skinner Colin Throm Michael Clarke Roderic Waibel Mongoose Publishing* Playtesters: Robert DeCarlo Gary Landis Charles Wilson Patrick Gonzales Brian Vifquain * All artwork enclosed with a black beveled border (character portraits) is classiied Open Content, and is subject to the Open Content licence found at the rear of this manual Table of Contents Prolog 4 Preface 5 Common Terms 6 World of Arcadia 7-8 Speices of Algerian 9-12 Elf 9 Gnome 10 Human 11 Dwarf 11 Attributes 13-14 Skills 15-28 Background Traits 17 General Skills 18 Combat Skills 20 Stealth Skills 24 Mystic Skills 26 Magic 29-52 Rune 31-36 Totem 37-42 Channeling 43-47 Mental 48-52 Equipement Table 53 Armor Table 54 Weapons Table 55 Siege Weapon Table 56 Equipment Descriptions 57-61 Combat 62-72 Overview 63 Initiative 63 Actions 64 Dice Pools 64 Damage (DRL) 65 Damage Absorption (DA) 66 Magic in Combat 70 Encumbrance 71 Awarding XP points 71 Experience Titles 72 Unarmed Combat 73-79 Unarmed Combat Table 75 Continent of Algerian 80-84 Guilds 85-96 Shorlorn Militia 86 Protectorate of the Righteous 87 Order of the Rose 88 Imperial Mages 89 Jut Kinchangkap 90 The Dark Hand 91 Wutend Gefreite 92 Guardians of the Dead 93 The Wolf Clan 94 Stryder’s Hunters 95 Woodland Defenders 96 Treasure 97-104 Bestiary 105-148 License 149 Sample Character Sheet 150-151 Index 152-153 Appendix 1, Common Charts 154 Prolog The small, rag-tag group of adventurers stood near the entrance of the ancient cave; cold rain drizzled from the dark gray sky. With cloaks pulled tight around them to keep in the little warmth that their bodies produced, the party made their way through the sucking mud to the entrance. The party consisted of Hagor, the mighty dwarven warrior from the Ironclaw clan, Shiandra, an elven mage of no small power, Shade Stix, the gnome who liked to refer to himself as “the inder”, and Jalidor, the withdrawn human wilderness scout. How this motley crew got together is a tale in itself. For three of the members, greed was the sole motivation. Hagor, Shiandra, and Shade Stix had heard about potential riches in the cave and decided to set out and claim them for their own. One dreary night, similar to the one the group was experiencing now, they decided to make camp and were beset upon by a goblin raiding party. The group was not faring too well in the surprise attack, when Jaldor intervened. The scout had been tracking the goblin raiding party for days and had inally caught up with them. With the help of Jaldor’s well-placed arrows, the group had managed to dispatch the goblins. After a brief rest, Jaldor agreed to join the party, but not for the wealth. Jaldor was after the goblin king that lived in the cave structure, to end the raids on his homeland once and for all. So now the group found themselves at the entrance to the cave of the goblin king. Jaldor quickly surmised by the tracks left in the mud that several goblins have been using this entrance on a regular basis, and caution was necessary. Hagor, being the brash dwarf that he is, immediately began to walk into the cave, axe at the ready. “Wait!” Hissed Jaldor. “Do not enter yet. Unlike you demi-humans, I cannot see in the dark. We must light a torch and enter carefully. I suggest a plan in case things get hairy.” “I agree,” whispered Shade, barely heard over the grumble of Hagor. “I cannot see in the dark either. I suggest I go in irst, with Hagor behind me, then Shiandra and inally Jaldor. As the tallest, you would still be able to ire your arrows over the rest of us if need be. This would also allow protection for Shiandra from front and rear attacks.” “Alright then, let’s go.” Moaned Hagor. The old dwarf was ready to split some heads. “Listen to the gnome, Hagor.” Replied Shiandra, in the melodic tone that was common to all elves. “If we are to enjoy the riches we ind, it would be best to be alive to spend it.” After several unsuccessful attempts to light a soggy torch with lint, Shiandra came forward and with a small incantation, lames sparked to life and the torch inally lit. The group then descended into the depths of the dark cave in the order recommended by Shade. They hadn’t gotten very far, maybe a hundred feet, before the tunnel split in two directions. “Which way?” Coughed Shiandra. Her elven lungs were not accustomed to the dank, musty air of the cave. Hagor and Shade were handling it much easier. In fact, Hagor seemed quite at home. “Hold on, let me listen.” Whispered back Shade. After a few moments of silence, he replied back. “Go to the left, I hear more activity that way.” “That’s either a good thing or a bad thing.” Remarked Hagor sarcastically. After a few more moments of stalking down the cave, torchlight lickering off the limestone walls, Shade motioned the group to stop. He didn’t get a word in before the goblins ambushed. From alcoves in the tunnel wall, several goblins sprang forth in hideous laughter, rusty blades brandished. Two of the creatures sprang at Shade who quickly did a tuck and roll to the left, avoiding the attacks as the blades scraped on the gnome’s studded leather armor. Quickly recovering from the tumble, Shade sprang back to his feet behind the goblins, successfully thrusting his long dagger into the spine of the evil creature, which sent out a terrifying shriek. “Well, they know we’re here now!” Shouted Hagor, as another goblin leapt at him. Hagor quickly brought up his shield to delect the oncoming attack, and in the same motion, swung his axe overhead, splitting the goblin’s skull open. The last goblin ambusher lunged towards Shiandra, and this time it scored a hit. The rusty blade slashed through the elves robes and drew blood. Shiandra gasped out in pain, but quickly recovered herself and began casting a spell. Bright lames shot forth from her hands, enguling the goblin’s head, sending the creature into a writhing heap on the tunnel loor. The last remaining goblin that attacked Shade did not have a chance to try to escape. When it realized that these adversaries were far tougher than itself, it was too late. A slight hum was all that was heard before an arrow struck the creature dead in its heart. “Well, that takes care of those.” Began Hagor. “That’ll be the last ti….” “Shhhhh!” spat Shade, holding up his hand. Sure enough, the sound and shrieks of approaching goblins could be heard from both ends of the tunnel. “Get ready guys, this is going to be interesting.” 4 Preface First off, let me thank you for expressing interest in Altus Adventum , and I hope you enjoy the game. Altus Adventum is a traditional high fantasy role-playing game, set in a fantastic world of myth, magic, and warriors. I will not claim that this game is the next best RPG since sliced bread, or the newest, greatest, most innovative game out there. A statement like that would be pretty brash considering the large number of fantasy role-playing games in the market. And besides, Altus Adventum was never designed to be that. So why should I expect you to enjoy this game, let alone spend your hard earned cash buying it? The simple truth is that I irmly believe that the role-playing industry is one of the most diverse and creative group of folks out there. Because of this creative diversity, many of us have a wide variety of tastes on what we prefer to get out of a system. You might have a room of ten people who all enjoy a high fantasy game, but none of them prefer the same system. It’s because of this reason why I have created this game; to give players options. What Altus Adventum does offer, and what I am most proud of, is the core mechanic used in the rules. I’ve been role-playing since 1981, and one constant that I was never comfortable with many of the RPGs I have played is that I always felt the combat phase took to long to resolve, especially in groups of larger than four or ive players. This unfortunately led to one or more players to not be involved for ten minutes or longer. We’ve all seen the dice towers and doodles that a player does when they are bored and not involved. Simply put, it’s not fun for everyone to have to sit for long periods while someone spends several minutes adding up modiier after modiier. Another frustration I’ve had is that in many of the RPGs out there, once you create a character, you’re pretty much stuck into whatever profession you initially had chosen. A few games do address this, but the mechanics on how they handle this are too cumbersome and too penalizing for my tastes. We’ve all run into the situation where we created a character we thought would it well with the party, only to discover after several hours of game play that we would be better off with a different character. These two factors are the driving reasons why I designed this game. With Altus Adventum , the combat system is designed to handle any modiiers before you get into actual combat. This has shown to tremendously speed up the combat phase, and keeps everyone involved with minimal down time. An added beneit that was discovered is that it also helps the GM and players focus on the storyline with little disruption, as less time is devoted to dice rolling and math. Altus Adventum also uses a skill system that eliminates traditional professions, or “classes” as they are commonly referred to. Characters have tremendous lexibility as to what areas of combat, stealth, or mystic skills they can specialize in, or they may choose not to specialize in any one area at all and instead be a jack-of-all-trades. And for those players that do prefer to have a career path outlined for them, Altus Adventum has a guild system where a player may join a guild and follow a more non-linear path of career progression. The key here is choice. I believe that players and GMs should have the choice on how they want the game to be structured. In addition to these two key factors, I also expanded this lexibility mentality to encompass all other aspects of the game. There are four main styles of magic for instance, one of them being a rune style that combines various pre- determined runes give near countless variations of spells. The only limitation is up to the player’s imagination. There is also no hit point system used, but a damage rule set based on the severity of the wound. I also wanted to make sure that this core rulebook has all you need to play the game whether you’re a player or a GM without having to buy additional supplements. There are over 100 creatures in the Bestiary, many arcane items and artifacts, and combat rules that cover everything from poison to fatigue to siege weaponry and more. In summary, whereas I won’t claim that this game is the next greatest RPG to hit the industry, I do honestly believe it’s one of the best. I hope you feel the same way after playing it. And again, I offer you many thanks for spending the time to ind out. Sincerely, Roderic Waibel Lead Designer Sacrosanct Games 5
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Dobry przykład - połowa kazania. Adalberg I ty, Brutusie, przeciwko mnie?! (Et tu, Brute, contra me?! ) Cezar (Caius Iulius Caesar, ok. 101 - 44 p. n. e) Do polowania na pchły i męża nie trzeba mieć karty myśliwskiej. Zygmunt Fijas W ciepłym klimacie najłatwiej wyrastają zimni dranie. Gdybym tylko wiedział, powinienem był zostać zegarmistrzem. - Albert Einstein (1879-1955) komentując swoją rolę w skonstruowaniu bomby atomowej
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