LEGENDS OF ANGLERRE COMPANION PDF
The Legends of Anglerre Companion is the first supplement for the Fate-powered Legends of Anglerre fantasy roleplaying game, giving you new rules, tools. Legends of Anglerre (Oef) - Ebook download as PDF File .pdf), Text File .txt) or read Companions – close allies and supporters of the player characters who. Starblazer Adventures and Legends of Anglerre Goodbye Sale of March – all Starblazer Adventures and Legends of Anglerre PDF products We also have very limited stocks of the Legends of Anglerre Companion at half.
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Legends of Anglerre is Cubicle Seven's FATE-based fantasy roleplaying game . The Legends of Anglerre Companion gives you one hundred and fifty more. Parent Directory. file, Legends of Anglerre cittadelmonte.info, , KB. file, cittadelmonte.info, , KB. Legends Of Anglerre Companion Pdf Download. Do not link to, request or encourage piracy in any way. Do not incite arguments/flamewars.
A complete, stand-alone game for all your fantasy roleplaying adventures! Inside you'll find a full-featured roleplaying experience, including elegantly simple rules for: Also included are two complete settings for high fantasy and sword and sorcery adventure, with background, new rules, and maps, a detailed fantasy bestiary, and hundreds of pieces of inspirational fantasy art from the pages of the Starblazer comics! Heroes like you. The fate of the world hangs in the balance. Danger is everywhere - and great adventure.
Feel free to strike out on your own! Sample Build: Watch my flickering blade! Rapier, Leather Armour, Dressy Clothes. Quickfire You can both use a power and perform another action in a single exchange, such as attacking with a weapon and casting a spell. Each roll suffers a -2 penalty; if one roll fails, so does the other. This allows two full actions see page , as long as one is a spell; see also the Supplemental Action rules on page Band of Brothers Once per session, you may spend a Fate point to call upon your brotherhood, gang, or guild for aid.
Treat these as minions page , with the Strength in Numbers advance and three other advances. Sumptuous yet Funereal Clothing, Coffin. Equipment Now that we have characters, it's time to put some clothing on them. And by clothing, I mean weapons and armor. As stated previously, characters in LoA start with whatever gear makes sense for them based on their Aspects and stunts, even though it says in this chapter that you have to buy the gear yourself.
Odd, but I'm predisposed to the former method myself. You can keep buying stuff during character creation, of course If you fail the roll, you can't buy any more stuff. If you're in town, you just make a straight Resource roll to buy the time. If it fails, then you either can't afford it or it's not available at that time. Equipment costs are rated on the Ladder from Mediocre on up.
Just for a few examples, "Mediocre" is a hand axe or a donkey, "Average" being a spear or a cart, "Good" being a vial of poison or a composite bow or Gregor's longsword , and "Great" being light armor or a bastard sword.
So yes, trying to buy gear right out of the gate can be tricky, especially if you only have an Average Resources skill. Fortunately, we have this on page You can pick these from Chapter Six: Aspects Aspects are at the heart of Fate; they're what fuel characters being, well, heroic.
They're descriptors of the character himself, his background, his personality and goals. They're also a part of the game a lot of people have trouble "getting", so LoA has helpfully provided the reader with a whole chapter about Aspects and how to use them. The first half of the chapter is advice on creating Aspects, and the second half is how to use them.
The chapter starts out with a few sample Aspects like Quick-witted and Girl In Every Port , and quick reminder about invoking and compelling before diving into the nitty-gritty. The first section is Picking Character Aspects , and starts with what is probably the most important thing you need to know about Aspects: When you pick an aspect, think of three situations where it could come into play.
You start using an aspect by declaring that one is relevant: Skills and Stunts Okay, we have our Aspects, now it's time to talk skills and stunts. We all know what skills are. They're what your character's capable of, and how well he can do stuff. There are 27 skills in LoA: Lemon Curdistan posted: Once per scene, spend a Fate point to roll Leadership against a difficulty derived from the table below.
Shifts generated become a pool of bonus points you can distribute to your allies for combat-related rolls during the scene. Allies must be able to see or hear you to receive these bonuses. The tougher the opposition, the easier the Leadership roll: Legends of Anglerre combat is about drama, excitement and heroism, not playing it safe: Minions You have lots of minions. Each has the Strength in Numbers advance and three additional advances. You can take the stunt multiple times, each additional time providing another three advances.
The stunt provides no benefit unless the character is in a military or security leadership role in an organization. Quake Before Me Requires an associated aspect The character is reviled and feared, and stories of his merciless cruelty precede him wherever he goes. When this reputation would benefit you, you may use Leadership instead of Intimidation to cause fear.
Riposte Requires Flawless Parry If a character is physically attacked in melee and defends well enough to gain spin, he may inflict one Physical stress on the attacker per point of spin, immediately, as a free action.
Cleave Through Hordes Requires Weapon Specialist and three other Melee Weapons stunts Using his specialist weapon, the character automatically takes out as many groups of minions as he has generated spin.
Catch The character can use Melee Weapons instead of Athletics to defend against thrown weapons. For a Fate point, you can also throw it back as an attack in the same exchange. Weapon of Destiny Requires an aspect referring to the weapon by name The character has a signature weapon well-known in certain circles, with a name and a long, chequered history. It has a tendency to be always near at hand, even when circumstances conspire against it.
Natural Diplomat The character can step into a bad situation and calm it down to something more reasonable. Signature Aspect Pick one aspect. You can invoke that aspect once per scene without paying a Fate point. The Honest Lie Deceit The best lies are the ones that contain a healthy dose of truth. The truth must be relevant and significant, and on par with or bigger than the lie itself.
At the beginning of any social exchange, before the usual initiative order, spend a Fate point to attempt a quick read as a free action, looking for surface moods and other social cues, on one target of your choice.
You may then act on your turn as usual. Cold Read Empathy Normally, using Empathy to get a read on someone requires at least a few minutes of conversation. Characters with this stunt do so two steps faster on the Time Increments Table. Powers So now that we've covered mundane abilities, it's time to talk about powers. First off, LoA makes no mechanical distinctions between arcane spells, divine prayers, psionic manifestations, or whatever. Everything uses the same mechanics, skinned by the player and the character's Aspects.
Spells and creature abilities in LoA are handled in two ways: Special Ability Stunts are, well, stunts. They're based off the skills like "normal" stunts, and have the same cost. I used these earlier when I was showing how Gregor would work as a non-human character. They cover things like racial abilities quote: Enhanced Vision Alertness The character can see in the infrared seeing heat or the lack thereof or in low light conditions such as at night.
Characters should take a Minor weakness to bright light. Tail Fists The character has a powerful tail which can be used in an extra attack or manipulation action. Potions in Legends of Anglerre are treated like any other equipment: Alchemists can avoid this by making potions themselves, although the Story Teller may allow a skilled herbalist to have, say, a simple healing potion about his person for a Fate point.
These rules deal with creating and using potions as an interesting part of your game: Create Touchstone Alchemy Requires Animate Greater Object and one or more story elements possibly a future aspect At the end of a long and difficult quest, the alchemist creates a touchstone, a powerful alchemical item capable of transforming reality.
The touchstone can be resisted, usually as a Composure conflict, and all range, scale, target and duration manipulations apply. With a touchstone, the alchemist enters an entirely new stage of his mystical explorations. Evil ghosts often have this power. On a power fumble, you suffer an automatic consequence yourself.
Raise Lesser Undead Death A Lesser Summoning stunt allowing you to raise skeletons, zombies, ghouls, etc, from bones and corpses. Fortune Fate For a Fate point, you can bless a target with good fortune or curse him with bad. If it succeeds, it bestows a permanent aspect on the target which can only be removed by magic. Oath Fate One or more targets swear an oath; it may be resisted. If anyone discovers the target is actually an oathbreaker, all penalties are doubled.
Additional Capability: The device can do something else of roughly the same scale: Alternate Skill Usage: The device allows skills to be used differently. For example, wheel blades on a chariot might allow Drive to be used instead of Melee Weapons to attack.
[Fate] Legends of Anglerre PDF?
Something not normally portable can fit in a large chest, while something merely large fits in a belt pouch. Special Effect: The device operates on different principles, ie a waterpowered catapult or pedalpowered carriage. The game benefit depends on the specifics. Bear Trap Quality: Maybe a staff can transform into a bow, or a magic knife double as a lockpick.
A magic bow with this improvement might allow Elements Fire to be used instead of Ranged Weapons to shoot arrows of fire; or a cloak allow the wearer to use Stealth instead of Athletics when dodging attacks. General Enchantment Craftsmanship: Many magical item improvements are also General Enchantments. A Medium scale 3 or Large scale 4 item like a sailing ship or mansion is reduced to the size of a large chest scale 1 or 2 , or a Small scale 2 item like a horse or suit of armour to pocket-size scale 0.
A second point reduces a Large scale 4 or Medium scale 3 object to pocket-size scale 0. Unique powers such as armour that floats instead of sinking, or a wand that randomly teleports its user a short distance. Power Battery: The item contains constantly regenerating magical power. The item may follow directions if it chooses , and has its own Composure stress, desires, and agendas. You may spend improvements to buy companion advancements for the item.
Given that certain magical items can be defined using the companion or even character rules, it follows that such items can actually be played as characters. With Story Teller approval, a player may take an intelligent magical item as a character. This could be a familiar, a bound demon, or an intelligent sword — or even all three! Treat this subordinate character as a companion for example, you could use the Lieutenant Leadership stunt.
Wand of Fireballs: Potion of Minor Healing: May be used 3 times. Goblin-slaying Sword: Spell Book: Empty the Quiver You go hell for leather, firing arrows or bolts almost indiscriminately, inflicting double the ranged weapon damage bonus this exchange. Burnout - Power use is exhausting. If a power skill check fails, its skill level temporarily drops by 1. Costly - Power use is extremely difficult, and costs a Fate point. Setting Difficulties Before you, as Story Teller, call for a dice roll, stop and do two things: Imagine Success 2.
Success is usually the easy part, but failure is trickier. Declaration difficulties should, honestly, depend on how interesting the proposed fact or aspect is. Disruptive or just unreasonable ideas should simply be vetoed. When determining difficulties, ask yourself: Is the declaration interesting or funny?
Does the declaration propose a specific, interesting, or heroic course of action? Well, for the most part you do it the same way you build most things: You assign Aspects, skills, stunts and power stunts and call it a day.
Like characters, creatures can have a starting "power level" of Good, Great, or Superb. And like characters, those ranks determine how many skill points, Aspects, Fate points and stunts said creature has access to. As I talked about previously, most "monsterous abilities" are covered by the Power Skill and Power Stunt rules we covered a few chapters back. Now, that's all well and good for stuff that's human-sized.
But what about those edge cases for really large ro small creatures, or weird stuff like insect swarms? The first sub-system we have to cover that stuff is scale. Everything in LoA has a scale rating that goes from 1 Tiny, "A smaller than human creature" to 5 Huge, "a medium-sized castle or town" to 10 "Internection" , with baseline "human-sized" scale being 2.
Without the use of special stunts, you can't attack something more than two scale levels away from you in either direction. Just as an aside: I'm sure you're wondering what "Internection" means. In other words, Legends of Anglerre may just be the first RPG to provide mechanical support for creating a monsters the size of a multiverse. To make a creature of the appropriate size, you just need to back it up with a scale-based Aspect like Freaking Huge Dragon.
Once you do that, you can buy some scale-based stunts, like quote: Pay a Fate point to attack all targets in the same or an adjacent zone. Modify Landscape The creature can use its skills in manoeuvres creating temporary scene aspects. For a Fate point, the creature can automatically ambush a target. Sluggish The creature always loses initiative, and can only act every three exchanges.
Square Cube The creature breaks or at least bends some aspect of the square-cube law, giving it a significant weakness. That magic sword, those poisoned arrows, even that fireball might have exactly the opposite effect! Great empires, powerful trade houses, religions, and so on. In most games, these types of groups tend to get relegated to the background and wind up being little more than props for the GM.
Fortunately, LoA is one of the games that have been picking up the slack in this area. This chapter is all about setting up organizations that the players can interact with, belong to, or control. Organizations, like creatures, are build like characters.
They have Aspects, their own special list of skills, and accociated stunts. They also have two special stats: Scale works pretty much like it does for creatures; it ranges from 1 to 10, with 1 being "Tiny" "A company, village, or organization of around people.
Like creatures, an organization can't really interact with another organization that's more that two ranks away on the scale chart, but if a PC is in charge of the organization then it can interact up to three scale tiers away. Each scale rank an organizatin has gives it an Aspect and 4 skill points. Scope is a little looser. An organization's scope is how much "reach" it has; each level of scope means that group can affect one "part" of the setting, and determines the base difficulty for internal tasks.
Define scope by calculating how many areas there are in your campaign. For example, if your campaign contains 5 detailed kingdoms, and the Red Wizards organization covers 3 of them, its scope would be 3. Once per session, you may automatically succeed in an Influence manoeuvre. Ancient The holding was built by an ancient race, and may still contain hidden secrets.
It may have an aspect relating to its past. The Story Teller has a pool of points equal to twice the number of player characters in leadership positions within an organization, and can spend one of these points to declare an emergency scene similar to a highlight scene. Sailing Ships and War Machines We all know that there's more to large-scale combat than just pointing two large groups of people at each other and calling it a day.
You have catapults, siege towers, battleships, strongholds, and so on. This chapter is all about how to build them and how to use them. Oh, and a couple of other things too have I mentioned that the book can be a little confusingly laid out sometimes?
Because it can be confusingly laid out sometimes. This is the second of the three chapters on large-scale combat, by the way. It seems like the source material was big on the "clashing armies" thing. Be that as it may; constructs are things like ships, heavy artillery pieces, and strongholds.
Like pretty much everything in LoA, they're stated up like characters. You pick the construct's scale, and that determines how many Aspects, skill points, Fate points, and stress boxes it has.
Construct skills fall into four categories: General, Maneuver, Offensive, and Defensive. The "Maneuver" skills are what let the contruct move around. There are only three: Land, Water, and Air Manoeuvre, and they work pretty much how you'd expect.
Of course, all of these skills have associated stunts that go with them. You may also use the Resources bonuses produced by the manufactory as bonuses to corresponding repair checks see page without needing to sell them first. The higher the skill, the more lavish and spacious the quarters are. Constructs have sufficient quarters to accommodate typical personnel: Notorious The construct has a colourful, sinister, or perhaps even terrifying past. Veil Of Sorrow Applies to constructs with personnel in addition to the characters.
The Fog of War Okay, here we go. The last large-scale combat chapter. You'll forgive me if I kind of speed through this, but I think at this point we're all getting a little tired of the large-scale combat stuff, especially when a lot of it is just reiterating rules we've already talked about.
Where the last chapters were about empire- and army-level fighting, this one is about unit-level combat. In LoA terms, a unit is a group of "entities" that are grouped together. One of these entities is the leader who provides the base stats , and the rest provide additional abilities. It's kind of like how minions work with PCs, but on a larger scale.
You put together your "leader" be it a character or construct , then you attach some minions to it, and presto, you have a unit. If you have 10 or more constiuents on a unit, it goes up one level on the scale chart, with the appropriate skill and stress bonuses.
You can also declare one or more characters as generals ; each general has a "headquarters", which is a unit that's under his direct control. He can still run the entire battle from there, and can use his skills and Fate points for other units. There are of course unit-level stunts and Aspects, but surprisingly we don't get too many examples.
And the ones we do get are really basic. Driven The combined unit gains an additional point on its Morale stress track. Templates Up to this point in Legends of Anglerre, we've had about pages about how to model, well, damn near everything. This short chapter is a bunch of pre-made stuff made using said rules, which can be used as guides for making your own stuff, or plunked into a campaign as-is.
We have Organizations! We have Constructs! We have a Band of Heroes character! We have buildings! We have collections of buildings! We have Units! We even have monsters stated up as military units! Not much to say here, really. It's nice to see all the tools we've been talking about for 16 chapters being put together in various ways, though. Plus after three chapters of Mass Combat I wanted something easy, dammit. Going big!
Going bigger! Epic and Mythic Gaming So far everything we've talked about here has been about a more-or-less "standard" fantasy game; dungeon crawling, fighting monsters and taking their stuff, maybe becoming a lord when you hit 9th level. And that's all well and good. But what about the higher-end stuff? The legendary figures who can punch a mountain to death or sail ships through astral seas? We got that covered. Everything we've talked about okay, I've talked about up to this point covers the "standard" game, which is LoA's default power level.
Not much more to say on that; like I said it's pretty standard fantasy fare. The next step up from that is epic level. At that level, you're pretty much a major player; you're operating on the same level as whole nations.
At this point, you're not dungeon-running anymore, you're dealing with threats to the world itself and carving out your own kingdom. A lot of the rules we've seen can be applied to epic-level gaming as-is; the mass combat rules and large creature rules specifically. There are epic occupations available for characters so they can match up to the larger threats.
You can get an epic occupation with the GM's permission once he thinks you're ready for it, or just create epic-level characters right out of the gate 13 Aspects, 9 stunts, 56 skill points, starting Refresh of 8.
The provided epic occupations all come with a few sample stunts of course ; the main difference between these and the normal occupations is pretty much just a factor of scale. For sample occupations, there's the War Lord quote: Rally Troops As a full action, you can use Leadership to heal military units in battle. Village Founder Requires Hero or Master Diplomat You can use spin gained on an appropriate roll to persuade people to establish a small settlement with you as its head.
The settlement is an organization with skill points equal to the points of spin, and a maximum scale of 2. Dance through Air You can move a number of zones through vertical surfaces trees, buildings, etc equal to the points of spin gained on your dance roll.
Mythic Spin When using your paragon skills, divide your shifts by 2 instead of 3 to calculate spin. Raid the Underworld You can create or find an entrance into the Underworld and pass through it. The difficulty depends on where you are: Minions of lower quality than the skill automatically fail to defend, unless their leader takes a full action to roll Leadership in their defence. The minions simply flee, faint, cower in awe, or are otherwise taken out. Collaborative Campaign Creation, Chapter Plot Stress, and Chapter This is the swineiest part of the game!
As I'm sure you've all figured out by now, LoA and Fate games in general, really are pretty collaborative. There's a lot of back-and-forth between the players and the GM about what everyone expects to see in a game, and between Aspects and things like Declarations the players are more than able to contribute setting details during play.
But what about before play? Well, that's what "collaborative campaign creation" means. It works like this: This is going to be your campaign map. They can be cities, unusual locations, unique buildings, whatever.
It really depends on the scale of the map. That player gets to say what that object is a line might be a road or river, the space between everything can be a nation, or a neighborhood , defines an Aspect for it, and gives it one point of interest. Once this is done, you've got yourself a campaign map. Why would you do this style of world design? Do they want explorations of ancient ruins, dimension-hopping adventure, barbarian invasions, piracy, mythic wars, intrigue and mystery?
What kind of places do they want to visit? Wait — they just told you! Okay — focus on the area around the city, let them indicate aspects or points of interest. Okay — let everyone describe part of the town. Like a fractal, the Fate rules system used by Legends of Anglerre is made up of a bunch of different pieces that all resemble each other.
Plot Stress Consequence Description   Minor Demons attack outlaying areas of the nation as demons start to "leak through"   Major A large swarm of demons attack; wizard-type come under heavy scrutiny and are blamed, especially once Evilo's cultists are discovered in the city.
The PCs learn what tools they need to find to defeat Evilo. Other Worlds, Other Realities Last time we talked about how to create a campaign setting with the help of the players. Which is fine Or maybe your players aren't into the whole "help build the world" thing. Or maybe you're in a hurry. Who knows? Don't worry, because once again LoA has you covered! This chapter is a collection of tables that are set up to give you some rough layouts of a campaign world and its cosmology.
LoA refers to a campaign's world and related demi-planes as the Internection , which is a fancy word for "multiverse". And since just saying "there's a bunch of charts, here's a screenshot or two" is boring, let's bust out some dice and make a campaign setting!
Now, as always, these tables aren't meant to be a be-all-end-all written in stone definition of a setting. They're there to provide inspiration and help get the creative juices flowing; if you like a particular result on a table, you're encouraged to just pick it instead of rolling.
This is a d6-d6 table: I get a Ooh, interesting. Kinda like a snowglobe or the Truman Show. Make up a cool Legends of Anglerre name for your character. The most common involve a title and a short first name such as Prince Veyne or King Snorri. Character creation is a group activity. Others Realities. Select stunts for your character. Your character could be modelled after a hero from the Starblazer fantasy comics.
Character Creation Steps 1. Fantasy names are simple. Did he get into much trouble? Names Legends of Anglerre names are fantasy names. There are as many different levels of character as there are levels of skill. Preparation Before the first phase. How well does your character get along with them? Captain of the Guard or is intentionally cultivating an image!
Think about your character concept see some character ideas on page C hapter Three Character Creation If you want to spend some time creating a more rounded character with your friends. The process includes ways to create ties and history between the characters and the setting.
Creating the Character Character creation takes place over three to five phases. If you can express it with an exclamation mark at the end. Character creation can often take a full session of play. Go through the phases see below in order.
What region? You could use the random generators in Chapter Twenty-Two: Other Worlds. Legends of Anglerre heroes can usually be described briefly.
Assign your skills. Constantly under attack? During character creation. More conventional names are fine. You can now pick twenty points of skills. Small 2 Consequences: The sword is MINE! Light-fingered Help me Alwain! What would the King say?
Use Burglary instead of Alertness or Investigation against traps. Great Characters Great characters are reasonably experienced professionals. They may be mercenaries. Good characters give your game a gritty. An example of a Good character is Laramus the Housebreaker. A party of Superb characters is often more than a match for many of the threats plaguing other fantasy characters. Good Characters Good characters are relatively inexperienced. Creating Characters on the Fly If you just want to get playing right away.
This chapter creates characters who fit into those kinds of games perfectly. Pay a Fate point to make a Sleight of Hand attempt as a free action. An example of a Great character is Faralon the Ranger.
You can now pick thirty-five points of skills. Some games focus on hugely different themes.
Legends of Anglerre (Oef)
Good characters are a compromise between having enough experience to make it interesting. Legends of Anglerre can happily play in those styles. All this and more is dealt with in Chapter Eighteen: Epic and Mythic Gaming.
Superb characters really hit the ground running! An example of a Superb character is the wizard Astraade. If you want to play a game of kings. For a Fate point. I spend it on food and clothing. Magic is the breath of the universe Obsessively focussed I spend all my money on magic. Roll Survival instead of Investigation when studying tracks. If I have any left. Used Ranged Weapons to defend against ranged physical attacks.
Small 2 Fate points: Loyal to my fellow rangers I hate the servants of the Enemy I owe the elves my allegiance Kaimonos will advise me My love for the Queen is strong and true El-Esmadiel is in my heart The weakness of men runs in my veins! Always finds North. Long Weapon. If a player 3. For a quick view of available skills.
Write down two aspects relating to the legend or you can wait to see how the next couple of phases play out. The legend a player is holding is one his character had a supporting role in. You may want to choose an occupation aspect see page Optionally you may also create a new legend.. Write down two aspects that are in some way tied into the events of the phase.. Player Rules 1.
Write down a brief summary of the events of the phase. Player Rules Once all players have mapped out their phases and chosen their aspects.
Phase Three: Guest Star At the beginning of this phase. Include the name and fate of your family. Some questions to consider during this period: For whom? In what capacity? Did anything dangerous happen? Did you meet any of the other characters there?
Your patron? Your best friend who you grew up with? Each player should come up with a title for the legend starring his character. Phase Two: Legend gets his own legend. See page 55 for some suggestions. Write down two aspects relating to the legend.
The general pattern is: Write down two aspects relating to the legend as before. Phase One: Phase Four and Above: Each player selects skills as suggested below: They should also pick two legends to co-star in. For each legend. Each player then thinks up a story to match the title.
You should add your own description to an occupation aspect: Skills and Stunts. The idea is to choose things to hang your story on. One of the best ways to determine you and the Story Teller are on the same page about your aspects is to discuss three situations where you feel the aspect would be a help or hindrance. You also want room for negative results of aspects.
Choosing Aspects Aspects can be both useful and dangerous. You can pick these from Chapter Six: See Chapter Five: Occupations and Character Types for more. They may also be stunts unlocked by choosing occupation aspects see page Is it work.
Boring is a pretty obvious problem. Together with your legends. Powerful Aspects At first glance. Sometimes you can even take a stunt tied to a skill you only have at default. The best aspects suggest answers to both these questions. Here are some example pyramids using the Good character skill point starting value of Resist that temptation! There are three big problems with aspects like this: Legends of Anglerre characters are exceptional.
For more on stunts and how they affect the game. The latter can be used for just as many good things as the former.
This may seem counterintuitive. Whenever you choose an aspect. The Last Bit: Stress and Fate points Characters can take up to 5 Physical stress and 5 Composure stress.
You start the game and each subsequent session with a number of Fate points equal to ten. The player should indicate the reward or benefit if any achieving this goal would entail. Phrase this like an aspect. As you want aspects to use to your advantage and also to generate Fate points.
It can be invoked and compelled just like a normal aspect. Create a future aspect as follows: The Big Picture First. That leads to the last point: Story Tellers can use future aspects to continue the collaborative campaign creation process see page If nothing else. A future aspect is something very important the character is trying to achieve. See Chapter Seven: Aspects for more. Future aspects are great in longer-term games where your character is going to advance and grow.
It creates key plot points where the player is rewarded for progressing towards their goal. In the end. Bottom line: When your adventures pass the Soulless Mountains.
Brandon Carter wants to become the leader of the town. The character should be able to swap two skills and receive some other bonus — a financial reward. The bandits decide attacking the town is worth it for all the treasure Brandon must be stockpiling.
Each of these three plot points should be milestones see page 28 where a character is immediately rewarded with 22 skill points. Step by Step Next. You could now create a character plot stress track see page based on this new-found responsibility. This process gives the Story Teller ideas for her campaign that involve you the player and your character.
Defend the town from bandits The story teller decides that Brandon is a deciding factor in the bandits attacking. Brandon incurs plot stress as follows: If all three plot points are achieved. And so on…. You can also tie character plot stress into the future aspect itself. We recommend not having more than one future aspect at a time.
Defend the Town from Bandits He captured the bandit leader and earned the thanks of the townsfolk. How Long is Too Long? You want future aspects to be fun. Brandon Carter is trying to become leader of the town. Scale future aspects to the power-level of your game. Make the first future aspect a roller-coaster ride. Are We There Yet?! Characters can create new future aspects once the first has been achieved — what greater heights can you imagine?
There are always more powerful villains to slay. Find the money to buy much-needed seed for the next harvest Brandon returned with the seed. The raider can tag that second plot point as an aspect — for free the first time. Story Tellers can compel any completed plot point if the situation can be narrated. Compelling Future Aspects As well as compelling the future aspect itself. Random Character Lifepaths Many players love creating aspects together using the phases above.
A symbol for future healing or aid. Table 2: Events During your life you experienced the following major event: Table 1: How Many Family Members? D6 How many? Table 4b: How do you feel about your family? D6 You Where do you come from? Where were you born? Table 3: D6 X is.. Table 3a: Table 4: About your Family D6 Your family You learned the following skill from your family. Table 2a: Who or What are X. Who are your family? Or has it been stolen?! Table Family Treasures D6 Your family treasure is..
Family Mission This is an aspect belonging to your family which is also important to you.. Family Retainers Depending on your resources What set you on the Road? What made you leave your family for a life of adventure? Table 5: What set you on the road? D6 Your motivation.. It could be a future aspect.
Table 6: What Enemies Do You Have? Family missions include things like: Threats to you and your Family These are natural threats.
Who do people think you are? Table 7: What are they? Table 9: What are your Responsibilities? Table 8: If the other players agree. This lets you add more skills to your character. Fair Burglary: Average Burglary: Fair Intimidation: Average OR Rapport: Average Athletics: Average Skill points can be saved up for more expensive skills. Who are you in love with? D6 The course of..
Maybe you keep this secret.. Each player can then do one of the following in addition to gaining that skill point: It rewards people for getting into the spirit of Legends of Anglerre. Character Advancement Adventures throw people into new and unusual situations Session Advancements At the start of every game session or at the end.. In Legends of Anglerre. Roll twice on the following table. For example In order to survive.. Maybe you have a fear of something.
The best aspects acquired through advancements are those which reflect in-game experiences. Feel free to create your own stunts.
Milestones are rewards which benefit the whole group. They build castles. All these things are dealt with in these rules. Looking past the rules.
The Story Teller should explain why this is happening: Adding Aspects From a rules perspective. Skills and Stunts and Chapter Nine: Powers for how to create them.
Group Milestones When a group of players achieves something very notable. Only one aspect should be added in any given advancement. Fate point refresh starts at 10 minus the number of stunts the character has. Raising the maximum refresh to 11 would mean they get one more Fate point each game session and increase the cap for their aspects or stunts.
If a consequence aspect turned out to make play more entertaining. If your play-group is big enough. Stunts with prerequisites do more than usual — embrace this principle. Any stunt a player picks should be reviewed and approved by the Story Teller. Players should be wary of collecting too many stunts. Eagle Eyes.
They have no facial hair. Creating non-human characters is similar — see the guidelines below. Noble Typical Power Skills: But you probably want more than that.
The Anglerre setting in Chapter Twenty-Four is just such a world. Legends of Anglerre lets you play any race you can imagine. C hapt er Four Overview In some fantasy games — particularly swords and sorcery ones — the world is populated almost exclusively by human beings.
Strictly speaking. In other games. Elven Aspects Elven aspects include the following: It can be as elaborate as you like. Elves are rarely priests. To do that. An example setting-specific write-up of elves can be found in Chapter Twenty-Five: The Hither Kingdoms.
The Hither Kingdoms setting. Want to play a dragon? Elven characters should take an elven aspect see below. Fantasy Races This chapter focuses on creating characters from popular fantasy races like elves.
Typical Elven Occupations: You can create these yourself. Elves Elves are tall humanoids of ethereal beauty.
Enhanced Hearing. Typical Dwarven Occupations: Elves from the Hither Kingdoms have additional aspects specific to that setting see page Depending on your setting. Elven Stunts Elves may select the following stunts: An example setting-specific write-up of dwarves can be found in Chapter Twenty-Five: Long-Lived The character is extremely long-lived. They traditionally dwell in mountains and deep underground. Dwarven characters should take at least one dwarven aspect see below.
In some settings. Dwarven Aspects Dwarves often have one or more of the following aspects: At Home Underground The character is completely at home in underground environments. Taciturn The character says little.
Occasionally one arises among their number who breaks the mould and heads off for a life of often light-fingered!
Typical Little People Occupations: Artificer particularly craftsmen and farmers. Dwarves from the Hither Kingdoms have additional aspects specific to that setting see page Small and fast. Dwarven Stunts Dwarves may select the following stunts. Little people are incredibly brave when they have to be. Later they settle down into a rural community of burrows and cottages. Once per scene. It must be something small enough to be carried around so no pulling out a suit of plate mail.
The Little People The little people go by many names. Little People Stunts Little People may take the following stunts: Little People Aspects Little people characters should take at least one little people aspect. Lover of the Treasures of the Earth The character loves gold and gems and other treasures extracted from beneath the earth.
Halfling Halflings wander a great deal in their younger years. Rogue Typical Power Skills: Very rarely but probably Alchemy. Extreme Conditions. The character gains bonuses to initiative.
The character gets a bonus to brute strength tasks. Centaur Aspects Centaurs often have one or more of the following aspects: Strong as a Horse The character is phenomenally strong. In fact. Dragons This write-up is based on the dragon description on page Typical Dragon Occupations: Centaur Stunts Centaurs may select the following stunts: The character is distracted by the prospect of gaining or losing treasure.
The character is torn. Hard Hide. It loves to possess things — including things belonging to other people! The character gains a bonus on any rolls involving the gain or loss of treasure. It loves to burn and destroy. Torn Between Two Natures Centaurs are half-man. Centaurs This write-up is based on the centaur description on page The character must use his destructive fire powers to the maximum.
Hooves Like Dinner Plates Those are big hooves! The character can do a lot of damage with his hooves!
The character wreaks havoc. Bestiary as character races.
Unusual Races In some settings. Here are a few examples: The character can draw on his human or horse nature to resist enchantments. Bard Typical Power Skills: The character is clumsy. See page for details on scales: The character gains a bonus to fire attacks. Typical Centaur Occupations: The character is out of place on serious or solemn occasions.
Typical Faun Occupations: Dragons may select the following stunts: Bestial Animal passions and goatlike fecundity are never far beneath the surface. Faun Aspects Fauns may have the following aspects: Frolicsome Fauns are very playful and inclined to levity.
The character gets Rapport bonuses. Maybe they can breathe fire? Or they reincarnate back in their nest at the roof of the world when they die? Occupations and Character Types. Go back to your original paragraph. There were probably a few features left over.
Select Some Occupations Fauns are passionate and expert dancers. Maybe half-orcs are an important part of your world. Bard for musicians. Look at each racial aspect. Select Some Stunts By now. In the presence of dancing or seductive.
Look at your complete race write-up. You know its core aspects. The character can be very energetic. These three aspects are the core aspects for the race. These are your racial aspects. Aspects if you need some tips. Try and find two or three of these from your description. Think about whether the race ever uses magic. Usually it only takes a couple of tweaks to get back on track! If so. Now go back to your original paragraph. The character gives in to his sensual animal passions at the most inappropriate moments.
This section provides a few guidelines for creating your own character race write-ups.
These are going to be racial stunts. Test it all Out All being well. Does it fit your original concept? The character can entrance people with his dancing. Skills and Stunts see page first. Select Some Aspects Write down a paragraph describing the race you want to create. The following broad occupations contain sample builds indicating the sorts of characters you can create.
Stunts Unlocked: Combat Awareness. Occupations and Occupation Aspects If you decide to take an occupation. This chapter looks at how to create characters belonging to those archetypes. Combat Dodge. Always remember: They include: Advanced Combat Dodge. Feel free to modify these.
Feel free to strike out on your own! You can select aspects. At the same time. Chapter Five Overview Character creation in Legends of Anglerre can be very freeform if you want it to be. Ship Captain. Great Blow. Flawless Parry. Chain Armour.
If you want a noble or an evil sorcerer at short notice. Military Training. Quick Shot. Lightning Hands. Long Shot. Leather Armour. Crippling Strike. Advanced Armour Training.
Ready For Anything. Herculean Strength. Dressy Clothes Sample Build: Ranged Weapons. Armour Training. Sample Build: Tribal Warrior. Weapon Specialist Long Sword. Great Axe. Using the Sample Builds You can use the sample builds to create a character quickly.
Endurance 36 Basic Stunts: War Shield. Stay in position! Melee Weapons. Weapon Specialist Bow. No talk. Shield Training. Heavy armour.
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Tactical Advantage. Weapon Specialist. Made of Steel. Weapons Specialist Great Sword. Battle Harness Sample Build: Watch my flickering blade! Phalanx Fighter Requires an appropriate occupation aspect Warrior. Great Sword. Cleave Through Hordes. Stay on Target. Just pick one. One Hit to the Body. Built like a brick wall. Reflex Shot. Defensive Archery. Long Sword.
These sample builds are a great Story Teller resource. Savage Fighter. Weaknesses and Limitations: In campaigns without magical specialization. Peripheral Awareness. These specializations may restrict which power skills you can choose.
Each point of additional range on the Organization Scale Table page reduces the effective skill level by 1 so. Martial Artist. Lean and Ascetic. In campaigns with magical specialization. Animal Companion.
Solo Combo. Massive Thews. Bend Like the Reed. Demoralizing Stance. Close to Nature. Mystic Fighter. If appropriate. Danger Sense. Flying Kick. Summon Greater Planar Inhabitant. Empathy for Rapport.
Summon Lesser Planar Inhabitant. You must have a power skill associated with that field. Create Portal. Spell Book Sample Build: Communicate with Planar Inhabitant. This is a magical effect. Life for Endurance. Great Casting. Each roll suffers a -2 penalty.
Creatures for Athletics. Divination for Alertness. Area Effect. Common choices include: Warding for Stealth. Strike with Fear and Wonder. Elements for Ranged Weapons. It works! Unless access to magic is very restricted in your game. Even if your skill level is low. Domination for Deceit. If the roll generates no shifts. This still counts as a spell: This allows two full actions see page Aura of Menace. One or more Elements skills. Swift Brew. Drain Life.
Such creatures will try and break your control. Terrifying Aura. Alchemical Laboratory. Personal Magical Item. Unscrupulous summoners sometimes use slaves for this purpose. Universal Potion. Raise Lesser Undead. Shroud-like Robes. The shifts you gain on the summoning roll indicate the difficulty for the summoned creature to break free of your control. Raise Greater Undead. Master of Fire and Storm.
Create [Element]. Control Undead. Improvised Poisoncraft. Death Rattle Cough. Create Object. Destroy Undead. The creature still requires advances to summon. With your aid. With a Single Drop. Animate Greater Object. Incense and Unguents.
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