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Beneath a Shattered Moon - Adventurer Creation Guide

The world is Earth, not our Earth but one of the myriad Earths that exist in the
Multiverse.

On this Earth, the current year is 1936 and the world is recovering from a great
disaster. In 1925, Anton Drexler, the leader of the Thule Society and his followers,
attempting to summon forth the power of Ancient gods, accidentally caused the
moon to be shattered into several thousand ‘moonlets’, wreaking havoc upon the
Earth, causing a millions of deaths from the resultant earthquakes, freakish weather
and tsunamis that followed.

One of the things that came about from the Shattering is that magic has taken
a stronger hold upon the Earth than it has held in centuries. Dark things from
legend once again walk the lands and the dark spaces away from civilization, as
well as some of the dark and forgotten places within the ‘civilized’ cities are filled
with malevolent evil and there are rumors of portals that lead to fantastic worlds
and vast, underground lairs, filled with the creatures of legend and the glittering
treasures of ancient times.

The Compass of Light is a group that has existed for centuries,


fighting the encroaching Darkness in many different eras and
in many different ways. Over the past decade, under the
guise of the Explorers Society, the Compass of Light
has been in the headlines around the world, as it helps
those in need and explores the portals as they
are discovered.

You are one of the adventurous souls who have applied


to join the Explorers Society and the Compass of Light,
whether it be to aid those in need, to fight against the
Darkness or out of a desire for Fortune and Glory.
The future is here, and you want to help forge it.

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Beneath a Shattered Moon - Adventurer Creation Guide
Steps of Character Creation
1. Read over the background material and consider a character concept.
2. Roll Ability Scores - Roll 3d6 eight times and consult the supplied table.
Place the results in order as rolled. You may switch two scores before proceeding to step
three.
3. Choose a background
4. Choose a Class: Warrior, Mystic, or Expert
5. Roll funds and purchase equipment.
6. Calculate Defense and Speed
7. If you’ve not done so already, Name your character
8. Choose Goals and Ties.
9. Begin Play and Have Fun!

Ability Score Description


• Communication covers your character’s social skills, personal interactions, and ability to deal
with others.
• Constitution is your character’s fortitude and resistance to harm.
• Cunning is a measure of your character’s intelligence, knowledge, and education.
• Dexterity encompasses agility, hand-eye coordination, and quickness.
• Magic determines your character’s innate arcane power.
• Perception covers all the senses and the ability to interpret sensory data.
• Strength is your character’s physical prowess.
• Willpower encompasses mental toughness, discipline, and confidence.

Determining Abilities Table


3d6 Roll Starting Ability
3 –2
4 -5 –1
6 -8 0
9 -11 1
12 -14 2
15 -17 3
18 4

Defense and Speed


Defense = 10 + Dexterity + shield bonus
(if applicable)

Human Speed = 10 + Dexterity – armor penalty


(if applicable)

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Beneath a Shattered Moon - Adventurer Creation Guide
Backgrounds
Your character did not spring from nothing. Just like real life, culture and upbringing shaped his
or her personality and attributes.

In AGE you pick a background to represent these facets of your character.

There are several backgrounds to choose from in the following section.

You should read over the following section and then pick the background you find most appealing
or suitable for your character concept.

The descriptions of the backgrounds will also give you a better sense of the setting and help you
place your character within it.

Choosing a background modifies your character in several ways. These are spelled out in each
description, but generally include the following:

• An increase to one or more of your abilities.


• A choice from one or more ability focuses.
• Determination of your class choices.
• The languages you can speak and read.
• Special gear that your character may start play with

There is a table included along with each of the backgrounds. Roll twice on this table, re-rolling
any duplicate results, and record the results of the roll to your Adventurer record.

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Beneath a Shattered Moon - Adventurer Creation Guide
Burglar
You are a master of breaking and entering. Whether you retrieve objects stolen by others or are a
gentleman cracksman or a common thief, locks have a way of bending to your skill.

Playing a Burglar
If you choose to play a Burglar, modify your character as follows:
• Add 1 to your Dexterity Ability. Deftness of touch is essential
• Pick one of the following ability focuses:
Dexterity (Lock Picking) or Cunning (Evaluation)
• You can speak and read your native language and any Three others
• Choose a class. You can play a Warrior, Mystic or Expert
• You start with a set of lockpicking tools and an additional 1d6 x $10 in funds.

Craftsman
2d6 Roll Benefit
2 +1 Cunning
3-4 Focus: Communication (Deception)
5 Focus: Dexterity (Legerdemain)
6 +1 Perception
7-8 Focus: Willpower (Self Discipline)
9 Focus: Dexterity (Traps)
10-11 +1 Strength
12 Focus: Perception (Searching)

Charlatan
Con Man, Grifter, Stage Magician or Salesman. . .

Playing a Charlatan
If you choose to play a Charlatan, modify your character as follows:
• Add 1 to your Communication Ability.
• You gain the focus Communication (Deception)
• You can speak and read your native language and any Five others
• Choose a class. You can play a Warrior, Mystic or Expert

Charlatan
2d6 Roll Benefit
2 +1 Willpower
3-4 Focus: Communication (Etiquette)
5 Focus: Communications (Persuasion OR Seduction)
6 Focus: Dexterity (Legerdemain)
7-8 +1 Dexterity
9 Focus: Perception (Empathy)
10-11 Focus: Cunning (Evaluation)
12 +1 Cunning

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Craftsman
You are skilled at making things. Whether a carpenter, mason or a mechanic, possibly even an
inventor.

Playing a Craftsman
If you choose to play a Craftsman, modify your character as follows:
• Add 1 to your Dexterity Ability.
• You gain the Focus: Dexterity (Crafting)
• You can speak and read your native language and any Three others
• Choose a class. You can play a Warrior, Mystic or Expert
• You start with a small set of portable tools in a leather valise

Craftsman
2d6 Roll Benefit
2 +1 Strength
3-4 Focus: Cunning (Electronics)
5 Focus: Dexterity (Mechanic)
6 Focus: Cunning (Engineering)
7-8 +1 Cunning
9 Focus: Cunning (Evaluation)
10-11 Focus: Communication (Bargaining)
12 +1 Perception

Detective
You may be a police officer, a government agent or a private eye. Either way, you spend your time
looking for clues and following the trails to which they point.

Playing a Detective
If you choose to play a Detective, modify your character as follows:
• Add 1 to your Perception Ability. It helps to be aware of your surroundings.
• Pick one of the following ability focuses:
Communication (Investigation) or Perception (Searching)
• You can speak and read your native language and any two others
• Choose a class. You can play a Warrior, Expert or Mystic

Detective
2d6 Roll Benefit
2 +1 Strength
3-4 Focus: Communication (Persuasion)
5 Focus: Dexterity (Lock Picking)
6 +1 Cunning
7-8 Focus: Strength (Bludgeons)
9 Focus: Perception (choice of Sidearms)
10-11 Focus: Dexterity (Brawling)
12 +1 Communication

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Driver
You are a master of the ground vehicle. Perhaps you run ‘shine, or race professionally, perhaps you
drive a truck and make sure that peoples products get to them on time. You are proud of your
machine, and consider it to be part of your family.

Playing a Driver
If you choose to play a Driver, modify your character as follows:
• Add 1 to your Dexterity Ability.
• Pick one of the following ability focuses: Dexterity (Driving) or Cunning (Navigation)
• You can speak and read your native language and any two others
• Choose a class. You can play a Warrior, Mystic or Expert
• You start with a vehicle, you may choose from a motorcycle, a car or a pickup truck. Your vehicle is 2d6-2 years old
and you still owe 1d6-1 years worth of payments on it. You start with 1/2 the normal starting funds (round up)

Driver
2d6 Roll Benefit
2 +1 Communication
3-4 Focus: Dexterity (Mechanic)
5 Focus: Cunning (Cultural Lore)
6 +1 Perception
7-8 Focus: Cunning (Trade Lore)
9 Focus: Perception (Seeing)
10-11 +1Cunning
12 Focus: Communication (Bargaining)

Entertainer
You are a professional performer. Whether a singer in a smoky lounge or an actor of stage and
screen, you have made your life providing entertainment for others

Playing an Entertainer
If you choose to play an Entertainer, modify your character as follows:
• Add 1 to your Communication Ability.
• Pick one of the following ability focuses: Communication (Performance) or Cunning (Cultural Lore)
• You can speak and read your native language and any two others
• Choose a class. You can play a Warrior, Expert or Mystic

Entertainer
2d6 Roll Benefit
2 +1 Cunning
3-4 Focus: Communication (Seduction)
5 Focus: Cunning (Writing)
6 +1 Dexterity
7-8 Focus: Dexterity (Dueling)
9 Focus: Dexterity (Legerdemain)
10-11 +1 Perception
12 Focus: Communication (Disguise)

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Beneath a Shattered Moon - Adventurer Creation Guide
Escape Artist
You entertain the crowds with your daring escapes.

Playing a Escape Artist


If you choose to play a Escape Artist, modify your character as follows:
• Add 1 to your Dexterity
• You gain the focus Dexterity (Lockpicking)
• You can speak and read your native language and any three others
• Choose the Mystic, Warrior or Expert class
• You begin play with a set of small lockpicks

Escape Artist
2d6 Roll Benefit
2 +1 Constitution
3-4 Focus: Dexterity (Acrobatics)
5 +1 Cunning
6 Focus: Dexterity (Legerdemain)
7-8 +1 Perception
9 Focus: Willpower (Self Discipline)
10-11 +1 Willpower
12 Focus: Constitution (Stamina)

Hunter
You spend a great deal of your time stalking game.

Playing a Hunter
If you choose to play a Hunter, modify your character as follows:
• Add 1 to your Perception Ability.
• You may choose one of the following: Dexterity (Bows) or Perception (Rifles)
• You can speak and read your native language and any Three others
• Choose a class. You can play a Warrior, Mystic or Expert
• You start with a Hunting Rifle or Bow, depending upon the focus you chose above.

Hunter
2d6 Roll Benefit
2 +1 Dexterity
3-4 Focus: Cunning (Navigation)
5 Focus: Constitution (Stamina)
6 Focus: Perception (Tracking)
7-8 +1 Constitution
9 Focus: Dexterity (Stealth)
10-11 +1 Cunning
12 Focus: Dexterity (Mechanic)

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Beneath a Shattered Moon - Adventurer Creation Guide
Laborer
You may work in a factory, on the docks or just do odd jobs. You work hard and earn your pay.
You may envy those with comfortable offices, or it is possible that you may pity them due to their
apparent lack of freedom.

Playing a Laborer
If you choose to play a Laborer, modify your character as follows:
• Add 1 to your Strength Ability. Lifting and Moving things is part of your daily routine
• Pick one of the following ability focuses: Strength (Might) or Constitution (Stamina)
• You can speak and read your native language and any two others
• Choose a class. You can play a Warrior, Mystic or Expert

Laborer
2d6 Roll Benefit
2 +1 Dexterity
3-4 Focus: Constitution (Drinking)
5 Focus: Communication (Gambling)
6 +1 Constitution
7-8 Focus: Dexterity (Brawling)
9 Focus: Strength (Intimidation)
10-11 Focus: Dexterity (Driving)
12 +1 Perception

Magician
You have spent your time studying and practicing magic.

Playing a Magician
If you choose to play a Magician, modify your character as follows:
• Add 1 to your Magic Ability.
• You gain one of the following: Cunning (Arcane Lore) or Cunning (Historical Lore)
• You can speak and read your native language and any three others
• You also speak and read one of the following languages: Atlantean, Sumerian, Aramaic, or Ancient Lemurian
• Choose the Mystic Class

Magician
2d6 Roll Benefit
2 +1 Willpower
3-4 Focus: Willpower (Self Discipline)
5 Focus: Cunning (any one lore)
6 Focus: Communication (Performance)
7-8 +1 Cunning
9 Focus: Constitution (Stamina)
10-11 Focus: Cunning (Religious Lore)
12 +1 Communication

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Beneath a Shattered Moon - Adventurer Creation Guide
Mariner
You are at home on the sea. You may be a common seaman, a yachtsman, or even a licensed
sea captain. The smell of the air from the deck of a boat or ship is much different than that of
a crowded city or even a pristine forest, and it is a smell you know and love. The sea is a harsh
mistress, but she is your mistress.

Playing a Mariner
If you choose to play a Mariner, modify your character as follows:
• Add 1 to your Constitution Ability.
• Pick one of the following ability focuses: Constitution (Sailing) or Cunning (Navigation)
• You can speak and read your native language and any three others
• Choose a class. You can play a Warrior, Mystic or Expert

Mariner
2d6 Roll Benefit
2 +1 Dexterity
3-4 Focus: Constitution (Rowing)
5 +1 Strength
6 Focus: Strength (Climbing)
7-8 Focus: Dexterity (Acrobatics)
9 +1 Perception
10-11 Focus: Dexterity (Brawling or Light Blades)
12 Focus: Cunning (Cultural Lore)

Occultist
Things man wasn’t meant to know? But you really do want to know!

Playing a Occultist
If you choose to play a Occultist, modify your character as follows:
• Add 1 to your Cunning Ability.
• You may choose one of the following: Cunning (Arcane Lore) or Cunning (Religious Lore)
• You can speak and read your native language and any Four others
• Choose a class. You can play a Warrior, Mystic or Expert

Occultist
Note: When an Occultist gains a
2d6 Roll Benefit
focus in a school of magic, he does
2 +1 Magic Ability not get automatic knowledge of how
3-4 Focus: Cunning (Research) to cast any spells, but he does learn
how to recognize those types of spells
5 Focus: Cunning (Poison Lore) and could very well (at the GM’s
6 +1 Willpower discretion) learn those spells should he
run across a means of learning them.
7-8 Focus: Communication (Deception)
9 Focus: Cunning (Historical Lore)
10-11 +1 Perception
12 Focus: Magic (one school of magic)

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Beneath a Shattered Moon - Adventurer Creation Guide
Person of Faith
Your Faith is your shield and armor. You believe strongly in something and it strengthens you and
protects you. You may be an ordained minister, a shaman or just a person of strong faith.

Playing a Person of Faith


If you choose to play a Person of Faith, modify your character as follows:
• Add 1 to your Willpower Ability.
• Pick one of the following ability focuses: Willpower (Faith)
• You can speak and read your native language and any three others
• Choose a class. You can play a Warrior, Mystic or Expert

Person of Faith
2d6 Roll Benefit
2 +1 Communication
3-4 Talent: Force of Faith
5 Focus: Cunning (Arcane Lore)
6 Focus: Cunning (Religious Lore)
7-8 +1 Cunning
9 Talent: Healing Touch
10-11 Focus: Communication (Persuasion)
12 +1 Constitution

Pilot
You are a dashing master of an air vehicle. Whether it is an airplane, a dirigible or a rocket ship,
you are at home in the air.

Playing a Pilot
If you choose to play a Pilot, modify your character as follows:
• Add 1 to your Dexterity Ability. Being able to maneuver your vehicle quickly comes in handy
• Pick one of the following ability focuses: Dexterity (Piloting) or Cunning (Navigation)
• You can speak and read your native language and any two others
• Choose a class. You can play a Warrior, Mystic or Expert
• You start with a vehicle, you may choose from a biplane, a hot air balloon or a small dirigible.
Your vehicle is 2d6-2 years old and you still owe 1d6-1 years worth of payments on it. You start with 1/2 the
normal starting funds (round up)

Pilot
2d6 Roll Benefit
2 Focus: Communication (Seduction or Gambling)
3-4 +1 Cunning
5 Focus: Dexterity (Mechanic)
6 Focus: Cunning (Cartography)
7-8 +1 Perception
9 Focus: Willpower (Courage)
10-11 Focus: Dexterity (Brawling)
12 +1 Willpower

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Beneath a Shattered Moon - Adventurer Creation Guide
Professor
A scholar by trade or desire, you are a person for whom knowledge is an unquenchable thirst.
You may be a teacher or a researcher, or just an average Joe who spends a great deal of time in the
library.

Playing a Professor
If you choose to play a Professor, modify your character as follows:
• Add 1 to your Cunning Ability. You have brains and know how to use them.
• Pick one of the following ability focuses: Cunning (Research) or Willpower (Self Discipline)
• You can speak and read your native language and any three others
• Choose a class. You can play a Warrior, Expert or Mystic

Professor
2d6 Roll Benefit
2 +1 Dexterity
3-4 Focus: Communication (Investigation)
5 Focus: Cunning (any One Lore)
6 +1 Communication
7-8 Focus: Perception (Empathy)
9 Focus: Willpower (Faith)
10-11 +1 Willpower
12 Focus: Cunning (Cartography)

Scientist
Theories, Test Tubes, and the search for knowledge.

Playing a Scientist
If you choose to play a Scientist, modify your character as follows:
• Add 1 to your Cunning Ability.
• You gain the focus: Cunning (Scientific Lore)
• You can speak and read your native language and any Four others
• Choose a class. You can play a Warrior, Mystic or Expert

Scientist
2d6 Roll Benefit
2 +1 Willpower
3-4 Focus: Cunning (Writing)
5 Focus: Cunning (Engineering)
6 Focus: Willpower (Self Discipline)
7-8 +1 Perception
9 Focus: Cunning (Healing)
10-11 Focus: Cunning (Research)
12 +1 Communication

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Beneath a Shattered Moon - Adventurer Creation Guide
Swell
You are among the privileged. Whether you were born with a silver spoon in your mouth, or have
earned your fortune the hard way, you are among those fortunate few who include nobility and
captains of industry.

Playing a Swell
If you choose to play a Swell, modify your character as follows:
• Add 1 to your Communication Ability.
• Pick one of the following ability focuses: Communication (Persuasion) or Cunning (Heraldry)
• You can speak and read your native language and any three others
• Choose a class. You can play a Warrior, Mystic or Expert
• You start with five times your rolled funds.

Swell
2d6 Roll Benefit
2 Focus: Communication (Gambling)
3-4 +1 Constitution
5 Focus: Cunning (Trade Lore)
6 Focus: Cunning (Evaluation)
7-8 +1 Willpower
9 Focus: Dexterity (Riding)
10-11 +1 Cunning
12 Focus: Cunning (Cultural Lore)

Wanderer
Sometimes referred to as Hobos, Explorers or Drifters, the Wanderer is a person who has indulged
in a serious case of wanderlust in his life, either by desire or necessity.

Playing a Wanderer
If you choose to play a wanderer, modify your character as follows:
• Add 1 to your Constitution Ability. It takes fortitude to face the challenges of living on the road.
• Pick one of the following ability focuses: Constitution (Stamina) or Cunning (Navigation)
• You can speak and read your native language and any two others
• Choose a class. You can play a Warrior, Expert or Mystic

Wanderer
2d6 Roll Benefit
2 +1 Strength
3-4 Focus: Communication (Persuasion)
5 Focus: Constitution (Drinking)
6 +1 Communication
7-8 Focus: Dexterity (Legerdemain)
9 Focus: Cunning (Cultural Lore)
10-11 +1 Perception
12 Focus: Perception (choose a sense)

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Choose a Character Class
If background is where you came from, class is what you’ve become. Classes are both mythic archetypes
and frameworks for your character’s advancement. You have your choice of three: mystic, expert, and
warrior.

If you want a character that can cast spells, play a mystic. If you want a character that is well rounded and
skillful, play an expert. If you want a character that can fight, play a warrior.

The classes are quite broad by design. An expert could equally represent a thief with a penchant for
burglary and a scientist in a lab. Your class helps define what your character can do, but it’s up to you to
interpret how those capabilities fit with your character concept.

Your character starts at level 1, which means that he’s a novice adventurer. As your character completes
adventures and gains experience points, he’ll go up in level and get access to new powers. This set provides
information on class levels 1-5, while levels 6-20 are covered in Sets 2, 3, and 4.

Class Descriptions
Each class determines certain key features of your character.

A class description includes the following elements:


Primary Abilities: A class has three primary abilities. These are the abilities most important to the
class and the ones used most often.

Secondary Abilities: A class has five


secondary abilities. These abilities are not
as important as primary abilities but all
can be useful in the right circumstances.

Starting Health: Health is a measure of


your character’s fitness and well being.
Class choice determines starting Health.

Weapon Groups: Your class determines


the weapons your character knows how
to use. Weapons are divided into groups
and this entry tells you which ones
your character is trained in. For more
information in weapons and weapon
groups, see Chapter 4: Weapons and Gear
in the AGE Players Guide.

Class Powers: A class provides your


character with a variety of special powers,
such as ability focuses and talents. These
powers are listed out by level in each class
description.

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Beneath a Shattered Moon - Adventurer Creation Guide
Gaining Levels
Your character gains experience points by overcoming challenges, surviving adventures, besting
foes, and achieving goals. At the end of each adventure, your GM will award a certain number
of experience points (abbreviated XP), which you need to track on your character sheet. The
experience points required to attain each level are summarized on the accompanying table. When
your experience point total is high enough, your character gains a level.

When this occurs, four things happen immediately:

• Your character’s Health increases by 1d6 + Constitution.

• You may increase a single one of your


character’s abilities by 1. If you gained an even
numbered level, you must increase a primary
ability. If you gained an odd numbered level,
you must increase a secondary ability.

• You can pick one new ability focus. If you


gained an even numbered level, you must
choose a focus from one of your primary
abilities. If you gained an odd numbered level,
you must choose a focus from one of your
secondary abilities.

• You gain the class powers for your new level.


You can find them in the class description.

Level Advancement
XP Total Level
0-1,999 1
2,000-4,499 2
4,500-7,499 3
7,500-10,999 4
11,000-14,999 5

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EXPERT
The Expert represents adventurers whose strengths lie outside of combat. The class can be used
to represent merchants, craftsmen, scholars, socialites, service providers or artists. While other
adventurers rely primarily on weapons and magic, the specialist uses skills, commerce and a silver
tongue to achieve his goals.

Primary Abilities: Choose three.


Secondary Abilities: The remaining five.
Starting Health: 20 + Constitution + 1d6
Weapon Groups: choose two of the following: Brawling, Sidearms, Light Blades, Bows, Shotguns

Level 1
Skilled: The Expert becomes a novice in one of the following talents:
Animal Training, Healing, Command, Contacts, Riding, Linguistics, Lore, Music, Scouting,
Thievery, Wheelman, Science Whiz, Gearhead

Profession: The expert chooses a focus which represents his special profession. He gets +1 on all
rolls with this focus.

Tool of Choice: The expert chooses one "category" of tools (e.g. musical instruments, books or
cooking tools) useful for his profession. When he uses such a tool as an improvised weapon, it
deals 1d6+1 damage, instead of 1d6-1.

Choose one of the following:


Cash Flow: The expert can negotiate for good money with his diverse skills. He starts the game
with 3 times more than other starting characters. At any time a test involves money, the result of
the Dragon Die is increased by 1, but only for the purpose of determining the amount of money
earned. This applies to ordinary tests as well as advanced tests.

Rugged Body: The expert has travelled far or endured much. His starting health is increased by 5.

Level 2
Silver-Tongued: The Expert knows how to use his words. If he gets doubles on a communication
test, something useful happens according to the number on the Dragon Die (comparable with a
stunt). If the GM agrees, the player is allowed to choose an effect.

Level 3
New Talent You become a novice in a new talent or gain a degree in a talent you already have.

Level 4
Multilingual: The Expert learns an additional language.

Level 5
New Talent You become a novice in a new talent or gain a degree in a talent you already have.

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MYSTIC
There is magic in all living things. While every living creature is permeated with magic, only a rare few
beings can manipulate it. The mystic class represents these users of magic.
While mystics only start with three spells, they gain more over time. These ever-increasing options require
more decision making than other classes during encounters.

Primary Abilities Cunning, Magic, and Willpower.


Secondary Abilities Communication, Constitution, Dexterity, Perception, and Strength.
Starting Health 20 + Constitution + 1d6.
Weapon Groups Brawling and one from the following list:
Light Blade, Sidearm, Staves, Shotgun, Bludgeons

Class Powers Mystics gain the following powers at the specified level.

Level 1
Arcane Lance: Mystics learn to focus magical power through a staff or wand. If you are holding a magestaff or a
wand, you can make a special ranged attack that damages foes with a lance of magical energy. This is resolved like a
normal ranged attack (so stunts are possible), but the attack roll is a Magic (Arcane Lance) test.
An arcane lance has a range of 16 yards and inflicts 1d6 + Magic damage. It requires no mana points to make this
attack.
When your character is created, describe the look of your particular Arcane Lance attack (What color is the energy,
does it look like some object?)

Magic Training: This is the most important of the Mystic’s powers. It allows a mage to cast the spells that are the
hallmark of the class. Magic training gives you three spells to start with, and you can gain more through talents and
class powers. See Chapter 5: Magic for more information about choosing and casting spells. This also allows you to
sense magical energy in objects and people.

Mana Points: You use mana to power your spells. You start with a number of mana points equal to 10 + Magic +
1d6 and you gain Magic + 1d6 more whenever you gain a new level. You must keep track of your current mana points;
this is a measure of how much magical power is at your command at any given time.
You spend mana points when you cast spells; you can regain them through rest and meditation.

Starting Talent: You become a novice in one of the following talents: Chirurgy, Linguistics, or Lore

Level 2
New Spell: You gain one new spell.

Level 3
New Talent: You become a novice in a new talent or gain a degree in a talent you already have.

Level 4
New Spell: You gain one new spell.

Spell Lance: You can cast a spell after hitting a foe with an arcane lance. This is a stunt that costs 3 stunt points, and
the spell you cast cannot have a mana point cost greater than 3. A casting roll is required as usual.

Level 5
New Talent: You become a novice in a new talent or gain a degree in a talent you already have.

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WARRIOR
The warrior is the classic fighting man. You can use this class to represent any kind martial character. Your character
could be an ex-soldier, a caravan guard, a mercenary, a militiaman, or a former longshoreman turned adventurer. A
warrior may fight for honor, revenge, justice, money, or a better tomorrow. Some members of the warrior class have
received formal training and others fight by instinct; all can handle themselves in a fight.

As a warrior you’ll usually find yourself in the thick of combat. You have access to heavier armor and more weapons
than members of any other class, and you can dish out and take a lot of damage. It is often up to you to engage the
hardest-hitting enemies, so the experts and mystics of the group have the chance to use their abilities.

Primary Abilities Constitution, Dexterity, and Strength


Secondary Abilities Communication, Cunning, Magic, Perception, and Willpower
Starting Health 30 + Constitution + 1d6
Weapon Groups Brawling, plus any three others of your choice

Class Powers
Warriors gain the following powers at the specified level.

Level 1
Starting Talents: You become a novice in two of the following talents:
Archery Style, Dual Weapon Style, Single Weapon Style, Throwing Weapon Style, Two-Hander Style, or Weapon and
Shield Style, Gunslinger Style, Sniper Style, Shotgun Style
You also start as a novice in Armor Training.

Level 2
New Ability Focus: You now gain one of the following
ability focuses:
Cunning (Military Lore), Dexterity (Riding), or Strength
(Climbing).

Level 3
New Talent: You become a novice in a new talent or gain
a degree in a talent you already have.

Level 4
New Weapon Group: You learn a new weapon group
of your choice.

Stunt Bonus: You can strike so fast in combat that your


weapons are a blur. You can perform the Dual Strike and
Double Tap stunts for 3 stunt points instead of the usual 4.

Level 5
New Talent: You become a novice in a new talent or
gain a degree in a talent you already have.

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