Lone Wolf


To succeed at a test, draw a card and add any appropriate bonuses from Disciplines, items etc. The Host determines the difficulty of the test, which can be anything from 1 to 10 or possibly even higher. If the result exceeds the difficulty, the test is a success. For face cards, the usual No Dice rules apply (Jacks are automatic failures, Queens are automatic successes and Kings are kept as redraws).

Character Generation

Step 1: Character Class

Each player should choose a particular character class:

Kai Lord: These warriors are gifted with powerful abilities of the body and mind, to combat the forces of darkness.

Border Ranger of the North: Valiant soldier of the realm, specially trained for the protection of his people against the many dangers of half-civilised lands.

Brother of the Crystal Star: A student from the Magician’s Guild of Toran, learning the greatest magical secrets available to the mortals of Magnmund.

Dwarven Gunner of Bor: These trained soldiers have a tradition of mercenary work and often wander from their homeland to sharpen their skills in the outside world.

Herbwarden of Bautar: A druids, a nature priest whose abilities and secret knowledge have helped turn his land into a natural paradise.

Ice Barbarian of Kalte: Naturally accustomed to the harshest living conditions in Magnamund, ice barbarians have become an extremely hardy people, among the wildest, strongest warriors to be found.

Kloon Sage of Chaman: Learned in hundreds of subjects and willing to share his knowledge with anyone deserving of it, the Kloon sage is tasked with protecting the world’s ancient lore from loss.

Knight of the White Mountain: His strength of character is legendary, as is his efficiency and trustworthiness; these knights are also known to be steadfastly honest with a dour disposition.

Magician of Dessi: One of the last survivors of the Elder Magi, the Magician of Dessi has access to the purest forms of magic.

Shadaki Buccaneer: Honest people, working the winds and sailing their coastal waters in search of trade and adventure, though some are black-hearted brigands with a thirst for blood.

Sommerlund Knight of the Realm: One of the staunchest defenders of Sommerlund, the Knight of the Realm is a noble warrior and skilled leader of men.

Telchos Warrior: A primitive but fierce warrior who gains supernatural powers through her worship of the Goddess Ishir.

Vakeros Warrior-Mage: Trained to fight and kill Darkspawn, the warrior-mages are an elite force of supernatural warriors charged by their demigod rulers with the protection of their realm.

Cener Druid of Ruel: Cener Druids, the enemies of the Herbwardens of Bautar, use a twisted from of druid magic, to bring pestilence and decay to the forces of good.

Vaderish Knight of the Sword: These powerful warriors are highly skilled in battle, excelling at horsemanship, jousting and two handed weapons.

Step 2: Characteristics

Class Combat Skill Endurance Willpower
Border Ranger of the North 10 20 -
Brother of the Crystal Star 5 16 20
Dwarf Gunner of Bor 10 25 -
Herbwarden of Bautar 5 16 20
Ice Barbarian of Kalte 10 25 -
Kai Lord 10 20 -
Kloon Sage of Chaman 6 20 10
Knight of the White Mountain 12 20 -
Magician of Dessi 5 16 20
Shadaki Buccaneer 10 20 -
Sommlending Knight of the Realm 12 20 -
Telcharim Warrior 10 20 -
Vakaros Warrior-Mage 10 16 15
Cener Druid
Vaderish Knight of the Sword

You now have 10 or 15 points (depending of you have a Willpower value), and split those points between your characteristics.You may assign up to 10 to each characteristic.

Step 3:Disciplines

Each character starts with 10 points to spend on their Disciplines. Each point grants you a bonus, which is added to certain draws. You may assign up to 5 in any one Discipline. Each class provides its own 10 basic Disciplines.

At the end of each session, the gm should award an experience point which can be used to increase one Discipline by 1 point. As characters total points are used to determine their Rank, a general indication of their level of experience. Starting characters are rank 3, although Hosts may wish to increase their starting rank. Each additional rank, grants them +5 Discipline points.

Experience Points Rank
0-4 1
5-9 2
10-14 3
15-19 4
20-24 5
25-29 6
30-34 7
25-39 8
40-44 9
45-49 10
50-54 11
55-59 12
60-64 13
65-69 14
70-74 15
75-79 16
80-84 17
85-89 18
90-94 19
95-99 20

Border Ranger Disciplines

Mark of the Archer
Add your bonus to CS when using a bow or long bow.

Mark of Discipline
You may add your bonus to resist mental trauma, intimidation and attempts to dupe or con you.

Mark of the _
Add your bonus to CS against one foe: Drakkarim, Darkspawn, Cenerese or Vassagonians.

Mark of the Huntsman
You may hunt for food in the wild, ignoring the need to eat meals, except in areas of wasteland or deserts. Add your bonus to all draws when moving swiftly and stealthily through forest and grasslands.

Mark of Instinct
You may add your bonus to be warned of imminent danger, or to read the true purpose of an object or stranger. This draw is made in secret by the Host, against a difficulty of 10.

Mark of the Land
You are never lost and never suffer penalties for poor visibility or moving though difficult terrain.You may also apply your bonus when attempting to find safe shelter, or a safe hiding place, when in the wilderness

Mark of the Rider
You may add your bonus to any draws involving riding, or to CS when fighting from horseback.

Mark of Survival
You never suffer penalties for being exposed to the elements, and may add your bonus to all Endurance draws to resist poisons and diseases.

Mark of the Trail
You may add your bonus to all draws involving tracking.

Mark of Weather
Restore up to your bonus in Endurance points for every 2 hours spent in the wilderness. If the weather is extreme (torrential rain, lightning-storms, gale-force winds, blizzards etc), then you recover your bonus in Endurance points every hour.

Brotherhood Disciplines

You may add your bonus to counter a spell. This draw is opposed by the opponents spell bonus. If your exceed your opponents draw total, the spell is nullified. This costs 2 Willpower, plus 1 Willpower for each additional +1 Bonus. Your target may also increase their draw by spending Willpower points in this way.

Invisible Shield
At a cost of 2 Willpower points, you may reduce an attacks damage by your bonus.

At a cost of 2 Willpower points per round, you may move up or down, up to your bonus in yards, or move small objects by this amount. At a cost of 4 Willpower points, you may move another human-sized target. At a cost of 2 Willpower points, you may hover in place a number of rounds equal to your bonus.

Lightning Hand
At a cost of 3 Willpower points, you may launch an attack at your foe, adding your CS and your bonus, treating it like a ranged attack. This attack has a damage of 5.

You may launch a net of sticky strands, at a cost of 1 Willpower point. Make a draw adding your CS and bonus. Your target must defend, making a CS draw. If you exceed the targets draw, they are trapped for a number if rounds equal to your bonus.

You may add your bonus to your CS, for the duration of one combat. It cannot be cast if your Endurance is below 10. This spell costs 2 Willpower to use.

When cast in running water, you may spend 2 Willpower and heals twice your bonus in damage.

Sense Evil
At a cost of 1 Willpower point, you may be aware of hidden danger and evil thoughts with a range equal to 5 times your bonus in yards.

Mind Charm
At a cost of 1 Willpower point, you may add cause a foe to act like a friend, for one minute per bonus.


When making an attack, name an area to aim for and make a draw a card to determine where the blow lands:

A: Foot
2: Shin
3: Thigh
4: Groin
5: Abdomen
6: Chest
7: Hand
8: Forearm
9: Shoulder
10: Head

If you draw a Jack, you miss entirely. If you draw a Queen, you strike your desired location, and also damage any armour worn there - it loses 1 point of Protection until repaired. You also inflict +2 damage with your weapon. When hitting a limb, red cards represent the right hand, black cards the left hand. For each point you miss the location, you suffer -1 CS. If you draw the wrong limb, subtract 2 from your CS. Your opponent then makes a draw - to parry the attack, they need to get the same value you have drawn to be in the same area. For each point they are out, they suffer -1 CS. Then compare CS values - this is known as the combat ratio. The attacker inflicts damage equal to their weapons damage, plus their combat ratio.

For example, Bright Fox (CS 18, EP 25, Sword (5 Damage), Chainmail Waistcoat (3 Protection)) faces a Giak (CS 15, EP 19 Polearm (6 Damage), Scalemail armour (3 Protection), helmet (2 Protection)). Bright fox aims for the head, and draws an Ace! Thats -9 CS. The opponent attempts to parry the blow, and makes a draw, getting a 7. Since thats 6 out from the attack, the target suffers -6 CS. Comparing scores, 9 vs 9, so Bright Fox inflicts 5 damage! His opponent now makes an attack, and goes for the chest (6), and hits spot on! Bright fox draws a 2, parrying a little too low, so suffers -4 CS. Comparing totals, the Giak has a combat ration of 1, so inflicts 7 damage, reduced to 4 due to Bright Fox`s chainmail waistcoat.

Weapon Damage

Unarmed: 1
Knuckledusters: 2
Dagger, Improvised: 3
Shortword/Quarterstaff: 4
Sword, bow: 5
Broadsword, polearm, crossbow: 6
Two handed sword, bor pistol: 7
Bor Musket: 9
Cannon: 11

Armour Protection

Padded: 1
Leather: 2
Studded Leather, Hide: 3
Chainmail, Scalemail, Plate: 4
Platemail: 5
Full Plate: 6

When reduced to zero ENDURANCE, you are in dire straights and will collapse unconscious. If you are reduced to -4 or less ENDURANCE, you are dead.

Combat Modifiers:

Target unaware of you last round: +2 CS
Successful Ambush: +2 CS (first round)

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