Desolation Character Generation Cheat Sheet Version 2

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Character Generation Cheat Sheet Version 2 By Nestor and Colin Step One: Archetypes D: 63-65 Pick One Archetype Academic Craftsman Criminal Everyman Healer High Born Holy Person Merchant Outdoorsman Performer Scoundrel Spell Caster Traveler Warrior

Examples Historian, Alchemist, Philosopher, Astronomer Smith, Carpenter, Wainwright, Mason Bandit, Guild Thief, Murderer, Prostitute Farmhand, Herder, Laborer, Servant Herbalist, Chirurgeon, Medicine Man, Apothecary Noble, Chieftain, Aristocrat, Diplomat Priest, Shaman, Listener, Faithful Farmer Trader, Spice Merchant, Street Vendor, Shop Keep Forester, Woodcutter, Ranger, Scout Traveling Bard, Sculptor, Storyteller, Painter Fortune Teller, Gambler, Pawn Broker, Seductress Sorcerer, Necromancer, Listener, Primalist Explorer, Pioneer, Sailor, Rover Legionnaire, Mercenary, Gladiator, Soldier, Brawler

Step Two: Races Pick One Race Dwarf, Desert Dwarf, Mountain Elf Gnome Goblin Human Island Folk Kobold Mongrel Orc Rover

Physiological Traits Darkvision, Hardy, Resistance, Dense, Sensitive Eyes, Slow D: 65 Darkvision, Hardy, Resistance, Broken Compass, Dense, Slow D: 66 Indefatigable, Keen Hearing, Musical, Unnatural D: 67 Mental Acuity, Gnomish Subconscious, Heaven Sense, Reject Magic, Slow, Small D: 67 Natural, Innate Balance, Distinct, Gangly, Scary Visage S: 6 None D: 68 Disease Resistance, Limber, Nimble, Slow, Small, Voracious D: 69 Dual Wield, Quick Witted, Acclimated, Coldborn, Flight Response, Small S: 9 Pick two: Brute, Darkvision, Enhanced Sense, Giant, Natural Weapon, Thick Hide Pick two: Disfigured, Fragile, Gnarled Hands, Malformed, Slow, Small D: 69 Brute, Darkvision, Natural Weapon, Blind Spot, Killer Instinct S: 13 Exotic, Farsight, Waterborne, Susceptible, Slight D: 70 Legend D=Desolation Core, S=Survivors All content ©2008 Greymalkin Designs, LLC. All Rights reserved. Document produced by Nestor D. Rodriguez and Colin Chapman.

Step Three: Motivation, Personality, History D: 70-71 Choose a country of origin Country Native Race(s) Ascondean Empire Humans, Elves, Loranthians Cair Dhurn Mountain Dwarves Cushulain Humans Gearhaven Gnomes Jherlind Humans Kar'Danan Humans Lorant's Scythe Island Folk (aka Loranthians) Loslolin Humans Nascency Humans Northlands Oruskans, Humans, Mongrels Penury Elves Saikin Wastes Mongrels, Desert Dwarves, Humans Verelanar Humans Warlands Oruskans, Humans, Mongrels Zamai Rovers Sample Motivations: Pick One  Discovery  Duty  Honor  Knowledge  Rebuild  Redemption

 Faith  Love  Revenge

 What were your goals, ambitions and dreams before the Night of Fire? Who and what did you lose during  the Night of Fire and Long Winter? How did the Apocalypse change  your motivation? What drives you in the After? How do your goals in the After relate  to those set in the Before? 

Motivation Questions:     

Personality Questions:  

What was your outlook on life Before the Apocalypse? How has it changed? Does your race, religion and/or country of origin affect your outlook?

Language(s) Ascondean (Common), High Ascondean Dwarvish Cushu Gnomish Jherlindish Kar'Danish Loranthian Loslolin Ascondean (Common) Oruskan Elvish Saikin, Dwarvish Lanarian Warland Pidgin Rover

 Fame  Power

How do you view the events of the Night of Fire? Are you angered, saddened, remorseful, stoic, accepting, happy, crazed? What in your personality gives you hope? Do you think anything good has come from the Apocalypse? What opportunities do you see in the post-Apocalyptic world? What do you miss most from Before, and why?

      

History Questions   

Where are you from? How did you make a living in the Before? Who were your family, friends, coworkers and enemies? Do you know whether any survived?



 Greed  Protect

What hobbies did you have in the Before? Did anything traumatic happen to you in your life Before? Where were you and what were you doing during the Apocalypse? How did you survive the Night of Fire? Where did you spend the Long Winter? How did you survive the Long Winter, and where? Have you met the other characters in the party? If so, how? What do you think of them? Were you wounded, scarred or disabled during the Apocalypse?

Step Four: Primary Attributes D: 71-73 Spend 15 Points, on a one-to-one basis, minimum of 1, maximum of 5 Body Dexterity Charisma Intelligence

Strength Willpower

2 Legend D=Desolation Core, S=Survivors All content ©2008 Greymalkin Designs, LLC. All Rights reserved. Document produced by Nestor D. Rodriguez and Colin Chapman.

Step Five: Skills Spend 15 Points, on a one-to-one basis, minimum of 1, maximum of 5 Skill Specializations cost ½ Points, no more than one Specialization per Skill at character creation, add +1 to Skill when they apply Skill

Attribute

Specializations

Academics/Knowledge ●

Intelligence

Acrobatics Animal Handling Archery Art ● Athletics Brawl Brew Magic Potion § Bureaucracy Con Craft/Profession ●

Dexterity Charisma Dexterity Intelligence Strength Strength Intelligence Intelligence Charisma Intelligence

Create Magic Item § Diplomacy Empathy Farming

Intelligence Charisma Intelligence Intelligence

Gambling Intimidation Investigation Larceny Linguistics Magic §

Intelligence Charisma Intelligence Dexterity Intelligence Variable

History, Law, Literature, Particular City, Particular Group, Particular Region, Philosophy, Religion D: 76, S: 19 Balance, Breakfall, Contortion, Juggling, Tumbling D: 77 Birds, Dogs, Farm Animals, Horses D: 77 Blowguns, Bows, Crossbows, Nets, Slings D: 77 Music, Painting, Sculpture, Writing D: 78 Climbing, Jumping, Running, Swimming, Throwing D: 76 Dirty Tricks, Grappling, Kicking, Punching, Throws D: 78 D: 78 Academia, Guilds, Government, Military, Particular Culture S: 19 Bluff, Fast Talk, Lies, Tricks, Seduction D: 78 Apothecary, Bowyer/Fletching, Brewing, Carpentry, Innkeeping, Mining, Smithing D: 79, S: 20 D: 79 Etiquette, Leadership, Negotiation, Persuasion, Politics, Trading D: 79 Body Language, Emotions, Intuition, Lies, Motives D: 79 Particular Area, Particular Crop, Particular Environment, Particular Livestock S: 20 Cards, Cheating, Dice D: 80 Interrogation, Orders, Staredown, Threats, Torture D: 80 Crimes, Enigmas, Interview, Research, Search D: 80 Lockpicking, Pickpocketing, Security, Sleight of Hand D: 80 Codes, Deciphering, Gestures, Lip Reading, Translation D: 80 Animism, Beguiling, Blood Rune Magic, Elemental Magic, Necromancy, Primal Magic, Rune Magic, Shadow Magic, Sorcery D: 80, S: 21 Chirurgery, Diagnosis, First Aid, Herbalist, Veterinary D: 81 Axes, Clubs, Knives, Spears, Swords D: 81 Appraisal, Contracts, Economy, Haggling, Hawking S: 21 Acting, Dancing, Musical Instrument, Oratory, Singing D: 81 Bulls, Camels, Elephants, Flying Mounts, Horses D: 81 Boats, Canoes and Rafts, Large Ships, Small Ships D: 81 Battlefields, Businesses, Institutions, Rural Areas, Urban Areas D: 82 Camouflage, Disguise, Hiding, Shadowing, Sneaking D: 82 Foraging, Hunting, Navigation, Shelter, Tracking D: 82 Logistics, Organization, Strategy, Tactics, Terrain D: 82

Medicine Melee Merchant Performance ● Ride Sailing Scavenge Stealth Survival Warfare ● Broad Skill

Intelligence Strength Charisma Charisma Dexterity Dexterity Intelligence Dexterity Intelligence Intelligence § Magic Skill

3 Legend D=Desolation Core, S=Survivors All content ©2008 Greymalkin Designs, LLC. All Rights reserved. Document produced by Nestor D. Rodriguez and Colin Chapman.

Step Five-A: Magical Traditions Tradition Animism Beguiling Blood Rune Magic

Practiced by Island Folk Rovers Dwarves, Orcs

Attribute Charisma Charisma Intelligence

Elemental

Elves

Charisma

Necromancy Primal Magic

Humans Mongrels, Oruskans, Humans Dwarves Humans (Warlands) Humans

Intelligence Intelligence

Capabilities Affects fate, fortune and health D: 137 Affects memory, emotion and perception D: 138 Enhances, modifies, transforms or otherwise affects a person or animal S: 29 Manipulates and takes properties of bonded elements D: 139 Affects life, death and the undead D: 142 Affects Nature through a totem animal spirit D: 143

Intelligence Intelligence

Manipulates the properties of objects via runes D: 145 Creates, manipulates and controls shadows S: 31

Intelligence

Affects and uses the energy of the Weave D: 146

Rune Magic Shadow Magic Sorcery

Step Six: Talents Pick one Talent Talent Accuracy Agile ● Alchemy Alertness Ancestral Stream Aquatic ● Attractive Battle Mage Blessing Blind Fight Block Blunt Strike Bold Attack Bold Defense Borrow Skill Borrow Talent Braiding Burn Conversion Burn Diversion Burn Reduction Burn Transfer Calculated Attack Calculated Defense Captivate Charismatic ● Chieftain's Blood Combat Aptitude Combat Skill Conversation Danger Sense Diehard

Type Normal Normal Normal Normal Mystic Normal Normal Magic Faith Normal Normal Normal Normal Normal Mystic Mystic Magic Magic Magic Magic Magic Normal Normal Normal Normal Normal Normal Normal Mystic Normal Normal

Prerequisite — — — — Gnome Rover — Magical Aptitude True Faith — Brawl 4 Melee 4 Charisma 3 Charisma 3 Ancestral Stream Ancestral Stream Magical Aptitude Magic 8 Magic 6 Magic 6 Magic 8 Intelligence 3 Intelligence 3 Performance 4 — Orc, Strength 5 Intelligence 3 Skill 4 Ancestral Stream — —

Benefit Reduced called shot penalties D: 83 +1 Dexterity rating D: 83 Create chemical reactions S: 23 +2 Perception rating D: 83 Tap into the Ancestral Stream D: 83 Breathe underwater D: 85 +1 Charisma bonus dealing with people D: 85 +1 Spell Damage to do harm D: 85 Bless others with Style points D: 85 Reduced penalty for poor visibility D: 85 +2 Defense vs. unarmed attacks D: 86 Do nonlethal damage with lethal weapons D: 86 Use Charisma with a specific combat Skill D: 86 Use Charisma for Active Defense rating D: 86 Learn or improve a Skill from the Ancestral Stream D: 86 Learn or improve a Talent from the Ancestral Stream D: 86 Can take additional magical aptitude S: 23 Take 2 Burn for 1 additional success D: 87 Tap Strength to fuel spells D: 87 Ignore 1 point of Burn D: 87 Share Burn with willing people D: 87 Use Intelligence with a specific combat Skill D: 87 Use Intelligence for Active Defense rating D: 87 Temporarily entrance targets D: 88 +1 Charisma rating D: 88 Use Strength as Base for some social skills S: 23 Exchange attack and Defense dice D: 88 +2 Defense with specific non-combat Skill D: 88 Speak with members of the Ancestral Stream D: 88 Reduced surprise penalty D: 89 Improved death threshold D: 89

4 Legend D=Desolation Core, S=Survivors All content ©2008 Greymalkin Designs, LLC. All Rights reserved. Document produced by Nestor D. Rodriguez and Colin Chapman.

Talent Direction Sense Divine Intervention Dual Wield Enhanced Potency Evade Fearsome Final Stand Finesse Attack Flurry Focused Focused Attack Focused Defense Future Glimpse Giant ● Guardian Headstrong High Pain Tolerance Higher Faith Holy Ground Improved Connection Inconspicuous Casting

Type Normal Faith Normal Magic Normal Normal Normal Normal Normal Mystic Normal Normal Mystic Normal Normal Normal Normal Faith Faith Mystic Magic

Inspire Instant Reload Intelligent ● Iron Jaw Iron Will ● Keen Sense ● Knockout Blow Know-It-All Lethal Blow Lifesaver Long Shot Lucky Magical Adept Magical Aptitude ● Mobile Attack Mounted Combat Natural Path

Normal Normal Normal Normal Normal Normal Normal Normal Normal Normal Normal Normal Magic Magic Normal Normal Normal

Pack Hunter

Normal

Parry Prayer Circle Provoke Quick Draw Quick Healer ● Quick Reflexes Rapid Shot Righteous Presence Righteous Purpose Righteous Warrior Robust

Normal Faith Normal Normal Normal Normal Normal Faith Faith Faith Normal

Prerequisite — True Faith Dexterity 3 Magical Aptitude Dexterity 3 Intimidation 4 — Dexterity 3 Dexterity 3 Ancestral Stream Willpower 3 Willpower 3 Ancestral Stream — Intelligence 3 Willpower 3 — True Faith True Faith Ancestral Stream Magical Aptitude, Dexterity 3 Diplomacy 4 — — — — — Brawl 4 Intelligence 4 Brawl 4 Medicine 4 — — Magical Aptitude Appropriate race Dexterity 3 Ride 3 Dexterity 3, Goblin Intelligence 2, Kobold Melee 4 True Faith Con 4 — Body 3 — Dexterity 3 Charisma 3 — Strength 3 —

Benefit Improved sense of direction D: 89 Style points after a roll give others automatic successes D: 89 Reduced penalty for two-weapon attacks D: 89 Increase Potency of spells D: 89 +2 Defense vs. ranged attacks D: 90 Temporarily frighten opponents D: 90 Make free attack before falling D: 90 Use Dexterity with a specific combat Skill D: 90 Reduced penalty for multiple strikes D: 90 Activate Mystic Talent in combat or stressful situations S: 23 Use Willpower with a specific combat Skill D: 90 Use Willpower for Passive Defense rating D: 90 Limited visibility into the future S: 23 +1 Size rating D: 90 Provide Defense bonus to allies D: 91 Use Willpower for Stun rating D: 91 Reduced penalty for wounds D: 91 +2 Willpower in religious situations D: 91 +1 to all Skill rolls when on holy ground S: 24 Tap into the Ancestral Stream with greater ease D: 91 Accept 1 Burn to not be noticed when casting D: 91 Provide Skill bonus to allies D: 91 Reload weapon as a free action D: 92 +1 Intelligence rating D: 92 +1 Stun rating D: 92 +1 Willpower rating D: 92 +4 Perception rating with a specific sense D: 92 Improved knockout ability D: 92 Ignore or reduce untrained skill penalty D: 92 Do lethal damage with Brawl attacks D: 92 Improved healing ability D: 93 Double weapon ranges D: 93 +2 bonus to any one roll per game session D: 93 Use Style points before casting to gain automatic successes D: 93 Cast spells from one tradition D: 93, S: 24 Move and attack simultaneously D: 94 Attack from a mount without penalty D: 94 No penalty to Move rating in woodlands S: 24 +2 bonus when hunting or fighting with tribe S: 24 +2 Defense vs. armed attacks D: 94 Lead others in prayer to get 1 Style point D: 94 Temporarily provoke opponents D: 94 Draw weapon as a free action D: 94 Double the normal healing rate D: 94 +2 Initiative rating D: 95 Reduced penalty for multiple shots D: 95 +2 to Charisma when dealing with like-minded believers S: 24 Extra die to prevent injury in name of belief S: 25 +2 in combat when fighting for beliefs S: 25 +2 Health rating D: 95

5 Legend D=Desolation Core, S=Survivors All content ©2008 Greymalkin Designs, LLC. All Rights reserved. Document produced by Nestor D. Rodriguez and Colin Chapman.

Talent Run Seller's Diplomacy

Type Normal Normal

Skill Aptitude Skill Mastery Spirit of Battle Spring Up Staggering Blow Stalwart Strong ● Strong Defense Style Study

Normal Normal Normal Normal Normal Normal Normal Normal Normal

Subsist Subtle Strike Swift Time Sense Tinker Total Defense Total Recall ● Tough ● Tough Attack True Faith Vigorous Defense Weave Hunter

Normal Normal Normal Normal Normal Normal Normal Normal Normal Faith Normal Normal

Weave Warped Unique Talent

Prerequisite — Charisma 2, Goblin — Intelligence 3 Orc — Brawl 4 — — Strength 3 Melee 5, Intelligence 3 — Stealth 4 — — Craft 4 Dexterity 3 — — Body 3 — Dexterity 3 —

Benefit Improved running speed D: 95 +2 to Empathy checks during negotiations S: 25 +2 Skill rating with a specific Skill D: 95 General expertise with one Broad Skill D: 95 Bite attack at -2 S: 25 Stand up as a free action D: 95 Improved knockback ability D: 96 +2 Body to resist disease, poison and hold breath D: 96 +1 Strength rating D: 96 Use Strength for Passive Defense rating D: 96 Take advantage of opponent's weaknesses D: 96

Survive without food and water longer D: 97 Make sneak attacks D: 97 +2 Move rating D: 97 Always know time D: 97 Ignore improvised penalty D: 97 Improved Total Attack ability D: 97 Never forget anything D: 97 +1 Body rating D: 97 Use Body with a specific combat Skill D: 98 Can use Style point after a roll to gain an automatic success D: 98 Reduced penalty for multiple attackers D: 98 +1 when hunting and fighting Weave-touched, -stained, -borne, or -cursed S: 25 Normal — Cause casters more Burn D: 98 ● only available during character creation

Step Seven: Flaws Pick one Flaw

Description

Physical Flaws Allergies Blind Clumsy Day Blindness Deaf Despised Disfigured Dying Hard of Hearing Mute One Arm One Eye Poor Vision Sickly Slow Small Speech Impediment

Suffer from serious and debilitating allergies S: 25 Cannot see, automatically fail sight rolls D: 99 Have poor coordination D: 99 Eyes are extremely sensitive to light D: 100 Cannot hear, automatically fail hearing rolls D: 100 Conjure bad feelings from others D: 100 Ugly, unattractive and repulsive to others D: 100 Have an incurable disease and may soon die D: 100 Poor hearing and may misunderstand speech D: 100 Cannot speak and must write or gesture instead D: 101 Missing an arm and have trouble doing work D: 101 Missing an eye and have poor depth perception D: 102 Bad eyesight and have trouble identifying things D: 102 Prone to sickness and fatigue D: 102 Reduced movement D: 102 Not as big or strong as others D: 103 Have trouble speaking and may be misunderstood D: 103

6 Legend D=Desolation Core, S=Survivors All content ©2008 Greymalkin Designs, LLC. All Rights reserved. Document produced by Nestor D. Rodriguez and Colin Chapman.

Flaw

Description

Mental Flaws Addicted Amnesiac Curious Delusional Depressed Flashbacks Greedy Haunted Height Complex Impulsive Mentally Unstable Obsessed Overconfident Paranoid Perfectionist Phobic Short-tempered

Hooked on a specific substance or activity D: 98 Have lost your memory and may have flashbacks D: 98 Fascinated by the unknown D: 100 Suffer from hallucinations D: 100 Sad and pessimistic D: 100 Suffer from flashes of past trauma that leave you helpless S: 27 Driven by greed S: 27 Suffer emotional outbursts or deep depression from memories of the Night of Fire S: 27 Unreasonably angry if anyone comments on your lack of height D: 101 Impatient and reckless and often get in trouble D: 101 Mental illness causes you to act unpredictably D: 101 Compulsion to perform a particular activity D: 101 Foolhardy and sometimes get in over your head D: 102 Anxious and distrust everyone around you D: 102 Overly demanding of yourself and others D: 102 Scared of a particular thing and will avoid it D: 102 Have a short fuse and will fly off the handle at the smallest slight S: 27

Behavioral Flaws Braggart Branded Callous Charitable Cheerful Condescending Coward Criminal Denial Dependent Gullible Guttersnipe Honest Intolerant Merciful Shy Superstitious Vengeful Vow Zealot

Inflate abilities to epic proportions D: 99 Permanently carry a mark of shame S: 25 Selfish, uncaring, and insensitive of others D: 99 Put others' needs before your own S: 27 Annoyingly chirpy and upbeat at all times S: 27 Think you are better than everyone else D: 99 Afraid of conflict and may run from a fight D: 99 Believed to have committed a serious crime D: 100 Believe life will return to normal any day now D: 100 Rely on others to survive S: 27 Will believe almost anything D: 100 Prefer to be dirty and smelly D: 100 Never lie D: 101 Biased and prejudiced against a certain thing D: 101 Compassionate and forgiving D: 101 Dislike social situations and try to avoid them D: 102 Go out of your way to follow your unusual beliefs D: 103 Bent on revenge D: 103 Sworn to an action or organization D: 103 Dedicated to spreading your religion, to a fault D: 103

Miscellaneous Flaws Hunted Secret Unlucky Weave-cursed Weave-stained Wildborn

Pursued by an individual or organization D: 101 Have an embarrassing or shameful secret D: 102 Cursed, jinxed, or otherwise unlucky D: 103 Attract the attention of Weave-touched creatures S: 27 Cursed with minor inconvenient magical effect from the breaking of the Weave S: 27 Raised in the wilderness, away from civilization S: 27

7 Legend D=Desolation Core, S=Survivors All content ©2008 Greymalkin Designs, LLC. All Rights reserved. Document produced by Nestor D. Rodriguez and Colin Chapman.

Step Eight: Starting XP Spend up to 15 Points (Unspent Points can be carried into play) Trait Primary Attribute Skill Skill Specialization Talent

Experience Point Cost New Attribute Level x 5 New Skill Level x 2 3 15

Step Nine: Secondary Attributes D. 74-75 Calculate (Don't forget any Talent benefits) Attribute Size

How Calculated 0 (humans, elves, dwarves, rovers, some mongrels), -1 (Loranthians, gnomes, some mongrels), +1 (some mongrels) Strength + Dexterity (or Athletics) Intelligence + Willpower Dexterity + Intelligence Passive + Active – Size Passive = Body Active = Dexterity Body Body + Willpower + Size

Move Perception Initiative Defense

Stun Health

Step Ten: Starting Style Points D. 103 Start play with up to 5 Style Points • Creating a detailed or interesting MPH: 1 to 3 pts. • Taking an additional Flaw at character generation: 1 pt. • Creating a plot hook (e.g. a rival or dependent) for your character: 1 pt. each • Using props or costumes for your character: 1 pt. • Miscellaneous (e.g., hosting the game): 1 pt.

Extra: Non-Player Character Levels Level 0 1 2 3 4 5

Example Weak Average Talented Influential Powerful Very Powerful

Attribute Points 9 12 15 18 21 24

Skill Points 5 10 15 20 25 30

Talents 0 1 2 3 4 5

8 Legend D=Desolation Core, S=Survivors All content ©2008 Greymalkin Designs, LLC. All Rights reserved. Document produced by Nestor D. Rodriguez and Colin Chapman.

Style Points 0 1 2 3 4 5

Equipment Lists D. 196-201,S: 44-48, plus additional material by Colin Chapman Melee Weapon Anelace Axe, Hand Axe, 2-Handed Blade Bands Boatman's Staff Bottle Bottle, Broken Caltrops Cestus Chain Cleaver Club Club, 2-handed Club Sword, Short Club Sword, Long Club Sword, 2-handed Core Delver Tooth Cutlass Cutter Dagger Dwarven Battle Axe Falchion Flail Flameblade Glass Dagger Glass Shards Glass Sword, Short Glass Sword, Long Glove, Spiked/Clawed Hammer Hammer, 2-Handed Kerah Mace Mace, Heavy Man Catcher Mercygiver Morning Star Morning Star, Heavy Oar Staff Pickaxe Pitchfork Polearm Quarterstaff Rapier Rock, Held Rope Hammer Saber Sap Scimitar Scourge

Dmg 2L 2L 3L 1L 2N 1N 0L 1L 1N 1N 2L 2N 3N 2L 3L 4L 1L 3L 1L 1L 4L 3L 2L 2L 2L +1L 3L 4L 1L 2L 3L 2N 2L 3L 1N 1L 3L 4L 1L/1N 3L 2L 4L 2N 2L 0L 2L/2L 3L 1N 3L 0L

Str 1 2 2 1 1 1 1 1 1 2 2 2 2 1 1 2 1 2 2 1 3 2 2 2 1 — 1 1 1 2 2 2 2 3 2 1 2 3 1 2 2 2 2 2 1 1 2 1 2 1

Dif 5 2 4 5 6 1 1 4 1 4 2 1 2 3 4 6 6 4 3 1 6 4 3 4 6 5 7 8 4 1 4 6 3 4 4 2 4 4 4 3 3 3 1 4 1 6 4 3 4 4

Wt. 1 lb. 3 lbs. 8 lbs. 1 lb. 1 lb. 1 lb. 1 lb. 1 lb. .5 lb. 4 lbs. 2 lbs. 3 lbs. 8 lbs. 2 lbs. 3 lbs. 6 lbs. 1 lb. 4 lbs. 1 lb. 1 lb. 10 lb. 3 lbs. 5 lbs. 3 lbs. 1 lb. — 2 lbs. 3 lbs. 1 lb. 2 lbs. 7 lbs. 4 lbs. 4 lbs. 8 lbs. 8 lbs. 1 lb. 4 lbs. 8 lbs. 3 lbs. 6 lbs. 4 lbs 10 lbs. 4 lbs. 2 lbs. 1 lb. 3 lbs. 3 lbs. 3 lbs. 4 lbs. 1 lb.

Notes A; Kobold, Loranthian B A, C; Gnomish A, C; Rover A, breaks after one strike A A, C; Ascondean A, D, E Can entangle, 10 ft. range A E B A; Mongrel Mongrel B; Mongrel A, C; Cushulainer A, C; Rover A, E, Can be thrown up to 30 ft. A, C; Dwarven Ignores shield armor bonuses A, C; Mountain Dwarven A; Desert Dwarven C; Desert Dwarven A; Desert Dwarven Desert Dwarven A, D, E A, E B, E Jherlind E B, E B, C; Lanarian A; Nascentite Kar'Danen B; Kar'Danen B, C; Loranthian B B B, E B, E A, E, Can be thrown B, C; Rover A, E E, Can entangle

9 Legend D=Desolation Core, S=Survivors All content ©2008 Greymalkin Designs, LLC. All Rights reserved. Document produced by Nestor D. Rodriguez and Colin Chapman.

Melee Weapon Dmg Str Dif Wt. Scourge, Lanarian 1N 1 5 1 lb. Scythe 3L 2 3 8 lbs. Shovel 2N 2 3 5 lbs. Sickle 2L 2 3 3 lbs. Socket 1L/1N 1 4 1 lb. Spear 3L 2 2 6 lbs. Spear, Short 2L 1 1 3 lbs. Spiked Gauntlet 1L 1 4 1 Lb. Sword, Long 3L 2 3 4 lbs. Sword, Short 2L 2 2 2 lbs. Sword, 2-Handed 4L 3 5 8 lbs. Thruster 2L 2 5 1 lb. Torch, Burning 1L 2 1 1 lb. Trident 3L 2 3 4 lbs. Tusk Dagger 1L 1 6 1 lb. Walking Stick 1N 1 2 1 lb. War Scythe 5L 2 4 10 lbs. Whistlade 3L 2 5 4 lbs. Witch Fire +1L — 6 1 lb. A - Weapon can be wielded in one hand by Size -1 characters without penalty B - Weapon must be wielded with two hands C – See weapon description for special rules D - Use Brawl skill when attacking with this weapon E - Weapon incurs no penalty when improvised Ranged Weapon Atlatl Blowgun Bolas Bolt Thrower Bounding Axe

Dmg 2L 0L -4L 3L

Str 1 1 1 2 2

Rng 50 ft. 25 ft. 25 ft. 30 ft. 30 ft.

Rate 1 1 1 1 1

Dif 3 5 4 7 7

Wt. 1 lb. 1 lb. 2 lbs. 6 lbs. 3 lbs.

Bow Chakram Crossbow Crossbow, Heavy Crossbow, Light Dart Decurved Bow Javelin Lasso Longbow Net Quill Ape Quills Recurved Bow Rock Rope Dart Sling Slingstaff Spear Thrower Staff Sling Throwing Club Throwing Iron

2L 1L 3L 4L 2L 1L 1L 1L -3L -1L 4L 1N 1L 1N 1N +1L 2N 2N 3L

2 1 2 3 1 1 1 2 1 3 2 1 4 1 1 1 1 1 1 1 2

50 ft. 40 ft. 100 ft. 150 ft. 75 ft. 30 ft. 25 ft. 25 ft. 25 ft. 100 ft. 10 ft. 40 ft. 150 ft. 30 ft. 10 ft. 50 ft. 75 ft. +30 ft. 50 ft. 25 ft. 10 ft.

1 1 ½ ¼ ½ 2 1 1 1 1 1 2 1 2 1 1 1 1 1 1 1

3 6 4 5 5 3 7 2 3 4 2 6 7 0 6 1 3 7 2 3 4

2 lbs. 1 lb. 6 lbs. 9 lbs. 3 lbs. .5 lbs 2 lbs. 2 lbs. 2 lbs. 3 lbs. 6 lbs. .25 lbs 3 lbs. .5 lb. 1 lb. .5 lbs. 2.5 lbs. 1 lb. 4 lbs. 1 lb. 3 lbs.

Notes A; Lanarian B B, E A, C; Gnomish B, E, Can be thrown, 10 ft. range E A; Warlander A B A, C; Mountain Dwarven A, Can set target on fire B, Can disarm opponent Kobold A, E B; Warlander C; Elven C; Loslolinite

Notes A B, C, Can carry toxin B, Can entangle Can shoot up to 3 bolts per round; Gnomish If attack misses, can reroll with -2 penalty to hit next target; Orc A, C B; Warlander A, C A, C C B C; Kobold A, Can entangle A, C A, Can entangle B; Loranthian C; Goblin Can Entangle; Rover B, C, D A, D C; Kobold C; Jherlinder Can also be used as melee weapon (2L)

10 Legend D=Desolation Core, S=Survivors All content ©2008 Greymalkin Designs, LLC. All Rights reserved. Document produced by Nestor D. Rodriguez and Colin Chapman.

Ranged Weapon Dmg Str Rng Rate Dif Wt. Throwing Stick 1N 1 30 ft. 1 2 1 lb. Toggling Harpoon 1L 2 25 ft. 1 6 2 lbs. Whip 0N 1 10 ft. 1 3 2 lbs. Whirlbat 3L 2 40 ft. 1 5 2 lbs. A - Weapon must be wielded with two hands B - Weapon can be wielded in one hand by Size -1 characters without penalty C – Characters with the Instant Reload Talent double this weapon's rate of fire D - Weapon incurs no penalty when improvised

Notes B, Can negate cover; Loranthian Target takes 2L damage to remove; Kobold 2, Can entangle B; Dwarven

Armor Def Str Dex Dif Wt. Notes Bone Armor +2 1 — 4 10 lbs. +1 to Intimidate roll; Kar'Danan Breastplate +3 2 -1 4 20 lbs. Buckler +1 1 — 4 3 lbs. A; Goblin Chainmail +2 2 — 5 25 lbs. Leather +1 1 — 3 15 lbs. Hides +1 1 — 2 10 lbs. B Full Plate +4 3 -2 8 60 lbs. Shell Mail +1 — — 5 10 lbs. Loranthian Shield, Metal +2 3 — 4 10 lbs. C Shield, Wood +1 2 — 3 5 lbs. B, C Splint Mail +2 1 — 5 8 lbs. Loslolin Stonewyrm Hide +2 1 — 8 8 lbs. Orc A – Bucklers do not allow a character to use his full Defense against two attacks. Instead, Cautious Attacks suffer only a -2 penalty, rather then -4. B – Armor incurs no penalty when improvised C – Shields allow a character to use full Defense against one additional attack per turn

11 Legend D=Desolation Core, S=Survivors All content ©2008 Greymalkin Designs, LLC. All Rights reserved. Document produced by Nestor D. Rodriguez and Colin Chapman.

Basic Equipment Amulet, Religious Belt Pouch, Leather Blanket, Wool Book, Parchment, Leather Bucket, Wood Candles (dozen) Climbing Pitons, Iron (6) Cooking Pot, Iron, Small Craftsman’s Toolkit, Basic, Wooden Chest Dice, Bone (pair) Drum, Wood and Hide Flute, Wood Gourd Canteen, 2 pint Grappling Hook, Iron Hammock, Canvas Ink, Glass Vial Lantern, Brass and Glass Lock Picks, Leather Roll Lyre Harp Magnifying Glass Manacles, Iron Mirror, Metal, Small Ocarina, Clay Parchment, Blank Roll Pestle and Mortar, Wood Playing Cards, Deck Rope, 50 ft. Sack, Burlap Saddle and Harness, Leather Saddlebags, Leather Scroll Tube, Leather Shovel, Wooden, Iron Edge Skis, Wood (pair) Slingbag, Leather Snowshoes, Wooden Tambourine, Wood, Deerskin, and Brass Tankard, Wood Tent, Canvas, 1-Man Tinder Box, Leather Case Torch, Wood and Rag Twine, Ball of Walking Stick, Wood Waterskin, Leather, 4 pint Whetstone Whistle, Wood

Dif 2 1 1 3 1 2 3 1 3 2 3 3 1 3 3 3 3 4 4 4 3 2 3 3 2 3 2 1 3 3 3 3 4 1 4 3 1 3 2 1 2 2 1 2 3

Wt --4 lbs. 2 lbs. 3 lbs. 1 lb. 1 lb. 6 lbs. 20 lbs. -6 lbs. 0.5 lb. 3 lbs. 2 lbs. 5 lbs. -5 lbs. 0.5 lb. 3 lbs. 1 lb. 2 lbs. --1 lb. 1.5 lb. -5 lbs. -20 lbs. 4 lbs. -5 lbs. 5 lbs. 3 lbs. 5 lbs. 2.5 lbs. 0.5 lb. 15 lbs. -1 lb. 0.5 lb. 1 lb. 5 lbs. 1 lb. --

Notes

+2 to Craft: Specialization

+2 to Climbing rolls

+2 to Lockpicking rolls

25mph (downhill) No movement penalties on snow

12 Legend D=Desolation Core, S=Survivors All content ©2008 Greymalkin Designs, LLC. All Rights reserved. Document produced by Nestor D. Rodriguez and Colin Chapman.

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