Streets of Marienburg

Name Careers Race

Attributes

Action is: HardNormalEasy
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

Offense

Weapon: Damage:

Defense

Armor: Max Speed:
Stamina: Health:

Abilities

Skills

Gear

Bonds, Contacts, Circles

Spells, Rituals, Summons

Personality

Progression

Coin Level XP
Power Warp Exposure Hero Points

NPCs and Hirelings

Dice Type

Set your Roll type: 2d6, 3d20 or 2d10

Specific Roll Macros

You can safely ignore these. They should be set automatically when you choose a dice type.

Decreased:

Normal:

Increased:

Target Numbers

Change these numbers to adjust the difficulty.

Lower Margin:

Upper Margin:

Make sure these fields are not empty. If you're not sure, set them to 7, 9 for 2d6 or 10,15 for 3d10 and 3d20 rolling.

Rules Summary

Rolling the Dice

When you attempt something risky or opposed, roll 2d6 and total the results, adding one of your Attribute scores based on the action you’re taking. The GM will tell you some of the possible risks before you roll, so you can decide if it’s worth the chance or if you want to revise your action.

Skills

If you have an applicable Skill, you can’t Fail. A roll of 6 or less counts as a Fumble, which barely succeeds, and with a bigger compromise or complication than a Problem.

Damage

When you inflict damage, roll the dice listed for your weapon, and add any applicable bonuses to the result. If you are unarmed, you roll 1d6-2 damage.

When you suffer damage, reduce it by your armor score, and subtract the remainder from your current Health. When your Health drops to zero or below, roll+CON:

Recovery

When you rest and consume a ration/waterskin, roll your Stamina dice and keep results equal to your Level to determine your current Health. If you are attended by someone trained in the healing arts, you roll an extra Stamina die. If you rest for a day where it is safe and comfortable, you roll an extra Stamina die.

The Die of Fate

Sometimes the GM will roll the Die of Fate to randomly determine the result of events beyond the characters’ control. Odd numbers are ill fortune, even numbers are good fortune (or, at least, nothing terrible). The Die of Fate might be rolled to establish the weather, indicate a random NPCs attitude, or to determine if a wandering monster appears. The GM may also roll the Die of Fate if the PCs take some action for which sheer chance is the only factor in the outcome.

Problems & Failures

When your roll results in either a Failure, Fumble, or Problem, you suffer the consequences of your actions. The severity will depend largely on the fiction – what you were trying to accomplish, what was opposing you, and what was happening nearby. What follows are some general examples of appropriate consequences.

Problems & Fumbles

Failures

Magic

Magic is a dangerous element, one not to be trifled with by the uninitiated.

Alchemy

Alchemy works similarly to spells, except that the magic is contained within a physical form, typically a potion or an object. Creating an alchemical object can be quite risky because of the various chemicals and explosive fumes involved, but using one is not inherently dangerous, and usually does not require a roll.

It costs 100C in caustic chemicals, herbs, and purified minerals, and requires a day to prepare. If you have an Alchemists Kit, then it only costs 25C and takes four hours.

Alchemists start with three magical formulas, and may learn more through research or experimentation. These formulas are built much like spells, picking one option from each of the following.

The Preparation is... (pick one)

The user will... (pick one)

Examples

Balm of the Sea

The user can apply this balm three times, and will be able to breathe underwater for ten minutes.

Dragon’s Breath

The user drinks this foul potion once, and will able to breathe fire at an enemy, doing 2d6 damage.

Bracers of the Giant

Once the user drinks a vial of quicksilver, these bracers provide +1d6 damage to his melee attacks for one minute.

Sorcery

Spells are the most reliable way to harness the powers of Chaos – specific rituals and formulas that bind and form magical energies into very specific, distinct effects. Sorcery essentially allows you to perform actions that would otherwise be mundane if you had the correct training, tools or sufficient time, but instead you do it through arcane means.

Sorcerers start with three spells, and may learn more through their studies or adventures. Casting a spell is not always risky, but it depends on the situation and how long it takes for the effect to manifest. Each should have an appropriately arcane-sounding name, and choose one option from each of the following:

Casting (pick one)

Target (pick one)

Effect (pick one)

By drinking a dose of quicksilver, the Sorcerer can extend the duration of his spells by one rank (instant duration becomes concentration, concentration becomes an hour, etc.), or quickens the time it takes to cast by one rank.

Examples

Ghostly Candle

Slowly cast, the caster holds out his hand as if he had a lamp, illuminating the area.

Sigmar’s Hunt

After a ritual, the caster gains the use of the Scout ability for one hour per 2 Health he has sacrificed.

Righteous Fury

With a quick touch of his hand, the caster inflicts 1d6 damage upon an enemy, as if he carried a sword.

Speak the Mind

Slowly cast, the caster can speak to people from afar with only the power of his mind.

Summoning

Calling forth and binding a demon is often a quick route for Arcanists to gain great power. The act of summoning can be dangerous, depending on the circumstance, and requires that you know the name of the demon you wish to conjure, and one of the following:

Once summoned, you can converse with it and ask it questions, for demons possess many secrets unknown to mortals. You can also attempt to bind it. Binding is always risky, as the demon will try to take every advantage of unwary mortals, It requires a circle to be drawn in gold powder during an hour-long ritual, as well as one of the following:

When the demon is Bound, it can be summoned once a day to perform a single deed, typically answering questions or using baleful magic (as controlled by the GM) without any risk to the Summoner. Anything beyond that will require some very tricky negotiations, as the demon will do anything to twist your requests to its own evil desires. Summoners start with two bound demons.

Wizardry

Being able to directly harness the energies of magic makes a Wizard particularly powerful...but it comes with great risks. unlike Sorcery, channelling pure magic is limited only by the Wizard’s own ability to endure the power being gathered into his body.

Wizards have a Power score equal to their base Stamina +WIS. For example, a 1st Level Wizard with +2 WIS would start with 3 Power. When you direct magical energies into a coherent effect, you will spend Power to create the effect.

As a default, your magic will be slow (manifests the turn after it is cast), affects a single target within line of sight, and lasts for one minute. By adjusting these limitations, you can increase or decrease your available Power.

+1 Power

-1 Power

Each point of Power you end up spending can create one of the following effects:

You don’t want to spend all of your Power on effects, however, since it also determines how many dice you get to roll+INT when casting! If you are fortunate enough to roll more than 2d6, keep only the two highest results.

The success of wizardly magic is also different from normal, because of the terrible energies the caster is toying with:

Exposure to the Warp

The Warp is the manifestation of pure, unbridled Chaos. The more one plays with forces beyond their imagining, the more vulnerable they become to being corrupted by the demonic energies flowing through their bodies.

The most common ways of being exposed to the Warp are:

When you have been exposed to the Warp, roll+CON:

Warp Mutations (roll 2d6)


2: Your body is wracked with boils and disease, -1 CON
3: Your bones and muscles ache with every move, -1 STR
4: You become bloated and heavy, tripling your weight, -1 DEX
5: Your legs become those of a beast
6: Massive horns sprout from your forehead
7: Your teeth become razor sharp, and tusks burst from your jaw
8: Your arms grow long and rubbery, dotted with hideous warts
9: A long, reptilian tail sprouts from your hindquarters
10: Your voice cracks glass and spoils milk, -1 CHA
11: Your eyes grow cloudy, and your mind enfeebled, -1 WIS
12: Your mind snaps, and you suffer delusions, -1 INT

Taint of the Warp (roll 2d6)


2: Your tongue becomes forked like a serpent
3: Your eyes glow bright and red
4: Eyeballs sprout upon one of your limbs
5: All of your hair falls out permanently
6: Your fingers twist and elongate, like terrible claws, 1D6 damage
7: All flowering plants and herbs wilt in your presence
8: Lower animals will never approach you, willing or not
9: Your body exudes the smell of rotting fish
10: Your body shrinks or grows significantly
11: The color of your skin becomes dark, like the deep ocean
12: Clothes you wear start to smoulder and burn after a few hours

Touched by the Warp (roll 2d6)


2: All food and drink in the area spoils
3: Your nose bleeds profusely, lose 1 Health
4: Your breath becomes cold and foul
5: Your hair becomes singed and smells of smoke
6: Your eyes turn white, and your voice sounds like the wind
7: All lower animals in the area become panicked
8: The skin on your body exfoliates, leaving you feeling raw and sore
9: You cannot use magic for several minutes
10: You forget your name and where you are for a few moments
11: You involuntary urinate
12: Your nails and hair suddenly grow to twice their original length
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