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Segédanyag

The document describes the technical level, power level, mana level, and available skills for characters in an Age of Legends roleplaying setting. It provides extensive lists of general, combat, and social skills that characters can take along with associated attributes, difficulties and default modifiers. It also lists common advantages characters can take in this setting.

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0% found this document useful (0 votes)
19 views9 pages

Segédanyag

The document describes the technical level, power level, mana level, and available skills for characters in an Age of Legends roleplaying setting. It provides extensive lists of general, combat, and social skills that characters can take along with associated attributes, difficulties and default modifiers. It also lists common advantages characters can take in this setting.

Uploaded by

Csilla Béresi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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AGE OF LEGENDS

Technical Level: Bronze age (TL1).

Power Level: 200 character points. You may receive up to 80 more points by taking disadvantages.

Mana Level: Player characters can’t take magical skills.


SKILLS
GENERAL SKILLS
Skill Attribute Difficulty Defaults
Acrobatics IQ H DX-6
Acting IQ A IQ-5, Performance-2, Public Speaking-5
Animal Handling IQ A IQ-5
Architecture IQ A IQ-5, Engineer (Civil)-4
Area Knowledge IQ E IQ-4
Artist IQ H IQ-6
Camouflage IQ E IQ-4, Survival-2
Carpentry IQ E IQ-4
Climbing DX A DX-5
Cooking IQ A IQ-5
Detect Lies Per H Per-6
Diagnosis IQ H IQ-6, First Aid-8, Physician-4
Disguise IQ A IQ-5
Engineer IQ H Special
Enthrallment Will H None
Escape DX H DX-6
Farming IQ A IQ-5
Fast Draw DX E None
Filch DX A DX-5, Pickpocket-4, Sleight of Hand-4
First Aid IQ E IQ-4
Fishing Per E Per-4
Forced Entry DX E None
Games IQ E IQ-4
Group Performance IQ A IQ-5
Heraldry IQ A IQ-5, Savoir Faire (High Society)-3
Hiking HT A HT-5
Holdout IQ A IQ-5, Sleight of Hand-3
Interrogation IQ A IQ-5, Intimidation-3
Jeweler IQ H IQ-6
Jumping DX E None
Knot Tying DX E DX-4, Climbing-4, Seamanship-4
Law IQ H IQ-6
Leatherworking DX E DX-4
Lifting HT A None
Lockpicking IQ A IQ-5
Masonry IQ E IQ-4
Merchant IQ A IQ-5
Meteorology IQ A IQ-5
Mimicry IQ H IQ-6
Mount DX A DX-5
Naturalist IQ H IQ-6
Navigation IQ A Special
Observation Per A Per-5, Shadowing-5
Packing IQ A IQ-5, Animal Handling (Equines)-5
Performance IQ A IQ-5, Acting-2, Public Speaking-2
Philosophy IQ H IQ-6
Physician IQ VH IQ-7, First Aid-11
Pickpocket DX H DX-6, Filch-5, Sleight of Hand-4
Poetry IQ A IQ-5
Poisons IQ H IQ-6, Physician-3
Politics IQ A IQ-5, Diplomacy-5
Push DX H None
Religious Ritual IQ H None
Riding DX A DX-5, Animal Handling-3
Skill Attribute Difficulty Defaults
Running HT A HT-5
Savoir-Faire IQ E IQ-4
Seamanship IQ E IQ-4
Search Per A Per-5
Sewing DX E DX-4
Shadowing IQ A IQ-5, Observation-5, Stealth-4
Shiphandling IQ H IQ-6
Singing HT E HT-4
Sleight of Hand DX H DX-6, Filch-5
Smith IQ A IQ-5
Stealth DX A DX-5, IQ-5
Strategy IQ H IQ-6, Tactics-6
Survival Per A Per-5, Naturalist-3
Swimming HT E HT-4
Tactics IQ H IQ-6, Strategy-6
Teaching IQ A IQ-5
Teamster IQ A IQ-5, Animal Handling-4, Riding-2
Theology IQ H IQ-6, Religious Ritual-4
Throwing DX A DX-3
Tracking Per A Per-5, Naturalist-5
Traps IQ A IQ-5, Lockpicking-3
Weather Sense IQ A IQ-5

COMBAT SKILLS
Skill Attribute Difficulty Defaults
Axe/mace DX A DX-5, Two-handed axe/mace-3
Bolas DX A None
Bow DX A DX-5
Boxing DX A None
Brawling DX E None
Broadsword DX A DX-5, Shortsword-2, Two-handed sword-4
Garrote DX E DX-4
Knife DX E DX-4, Shortsword-3
Parry Missile Weapons DX H None
Polearm DX A DX-5, Spear-4, Staff-4, Two-handed axe/mace-4
Shield DX E DX-4
Shortsword DX A DX-5, Broadsword-2, Knife-4
Sling DX H DX-6
Spear DX A DX-5, Polearm-4, Staff-2
Staff DX A DX-5, Polearm-4, Spear-2
Thrown Weapon DX E DX-4
Two-handed axe/mace DX A DX-5, Axe/mace-3, Polearm-4
Two-handed sword DX A DX-5, Broadsword-4
Wrestling DX A None

SOCIAL SKILLS
Skill Attribute Difficulty Defaults
Carousing HT E HT-4
Diplomacy IQ H IQ-6
Fast Talk IQ A IQ-5, Acting-5
Intimidation Will A Will-5, Acting-3
Leadership IQ A IQ-5
Panhandling IQ E IQ-4, Fast Talk-2, Public Speaking-3
Persuade Will H None
Public Speaking IQ A IQ-5, Acting-5, Performance-2, Politics-5
Streetwise IQ A IQ-5
ADVANTAGES
Advantage Mental/Physical/Social Supernatural Cost
Absolute Senses P - 2/level
Allies S - Variable
Ambidexterity P - 5
Animal Empathy M - 5
Animal Friend M - 5/level
Appearance P - Variable
Blessed M S 10+
Charisma M - 5/level
Clairsentience M S 50
Clerical Investment S - 5
Combat Reflexes M - 15
Common Sense M - 10
Contact Group S - Variable
Contacts S - Variable
Danger Sense M - 15
Daredevil M - 15
Destiny M S Variable
Double Jointed P - 15
Empathy M - 15
Enhanced Defenses P - Variable
Extra Attack P - 25/attack
Fearlessness M - 2/level
Fit P - 5
Flexibility P - 5
Hard to Kill P - 2/level
Hard to Subdue M - 2/level
High Manual Dexterity P - 5/level
High Pain Threshold P - 10
High TL M - 5
Higher Purpose M S 5
Indomitable M - 15
Intuition M - 15
Language Talent M - 10
Less Sleep P - 2/level
Luck M - Variable
Night Vision P - 1/level
Patron S - Variable
Perfect Balance P - 15
Power Investiture M S 10/level
Rapid Healing P - 5 or 15
Reduced Consumption P - 2/level
Resistant P - Variable
Signature Gear S - Variable
Single Minded M - 5
Social Chameleon M - 5
Social Regard S - 5/+1 reaction
Status S - 5/level
Talent M - Variable
Temperature Tolerance P - 1/level
Unfazeable M - 15
Unusual Background M - Variable
Versatile M - 5
Voice P - 10
Wealth S - Variable
DISADVANTAGES
Disadvantage Mental/Physical/Social Supernatural Cost
Absent-Mindedness M - -15
Appearance P - Variable
Bad Grip P - -5/level
Bad Sight P - -25
Callous M - -5
Cannot Learn M - -30
Chronic Pain P - Variable
Chummy M - -5 or -10
Clueless M - -10
Code of Honor M - -5 or -10
Combat Paralysis M - -15
Cursed M S -75
Destiny M S Variable
Divine Curse M S Variable
Duty S - Variable
Easy to Kill P - -2/level
Easy to Read M - -10
Enemies S - Variable
Extra Sleep P - -2/level
Fearfulness M - -2/level
Guilt Complex M - -5
Ham-Fisted P - -5 or -10
Hard of Hearing P - -10
Hemophilia P - -30
Hidebound M - -5
Increased Consumption P - -10/level
Insomniac P - -10 or -15
Intolerance M - Variable
Jealousy M - -10
Laziness M - -10
Light Sleeper P - -5
Low Empathy M - -20
Low Pain Threshold P - -10
Low Self-Image M - -10
Low TL M - -5
Lunacy M - -10
Manic-Depressive M - -20
Megalomania M - -10
Night Blindness P - -10
No Sense of Humor M - -10
Noisy P - -2/level
One Arm P - -20
One Eye P - -15
One Hand P - -15
Pacifism M - Variable
Paranoia M - -10
Secret S - -5 to -30
Sense of Duty M - -2 to -20
Slave Mentality M - -40
Slow Healing P - -5/level
Social Stigma S - -5 to -20
Status S - -5/level
Stubbornness M - -5
Unfit P - -5 or -15
Vow M - -5 or -15
Wealth S - Variable
Controllable mental disadvantages (Self Controll-roll possible)
Disadvantage Mental/Physical/Social Supernatural Cost
Bad Temper M - -10
Berserk M - -10
Bloodlust M - -10
Bully M - -10
Charitable M - -15
Chronic Depression M - -15
Compulsive Behavior M - -5 or -15
Confused M - -10
Cowardice M - -10
Curious M - -5
Gluttony M - -5
Greed M - -15
Gullibility M - -10
Honesty M - -10
Impulsiveness M - -10
Incurious M - -5
Indecisive M - -10
Kleptomania M - -15
Lecherousness M - -15
Loner M - -5
Miserliness M - -10
Nightmares M - -5
Obsession M - -5 or -10
Ont he Edge M - -15
Overconfidence M - -5
Phobias M - Variable
Pyromania M - -5
Sadism M - -15
Selfish M - -5
Selfless M - -5
Short Attention Span M - -10
Split Personality M - -15
Squeamish M - -10
Trickster M - -15
Truthfulness M - -5
Xenophilia M - -10
EQUIPMENT
Melee Weapons
AXE/MACE (DX-5, Two Handed Axe/Mace-3)
Weapon Damage Reach Parry Cost Weight ST Notes
Axe sw+2 cut 1 0U $50 4 11
Hatchet sw cut 1 0 $40 2 8 [1]
Knobbed Club sw+1 cr 1 0 $20 2 8
BOXING, BRAWLING, KARATE, or DX
Weapon Damage Reach Parry Cost Weight ST Notes
Punching thr-1 cr C 0 - - - [2]
Myrmex thr cr C 0 $20 0.25 - [2, 3]
BROADSWORD (DX-5, Shortsword-2, Two Handed Sword-4)
Weapon Damage Reach Parry Cost Weight ST Notes
Light Club sw+1 cr 1 0 $5 3 10
or thr+1 cr 1 0 - - 10
KNIFE (DX-4, Shortsword-3)
Weapon Damage Reach Parry Cost Weight ST Notes
Large Knife sw-2 cut C, 1 -1 $40 1 6
or thr imp C -1 - - 6 [1]
Small Knife sw-3 cut C, 1 -1 $30 0,5 5
or thr-2 imp C -1 - - 5 [1]
Dagger thr-1 imp C -1 $20 0,25 5 [1]
Wooden Stake thr(0.5) imp C -1 $4 0,5 5 [1]
POLEARM (DX-5, Spear-4, Staff-4, Two Handed Axe/Mace-4)
Weapon Damage Reach Parry Cost Weight ST Notes
Glaive sw+3 cut 2, 3* 0U $100 8 11‡
or thr+3 imp 1-3* 0U - - 11‡
SHIELD (DX-4)
Weapon Damage Reach Parry Cost Weight ST Notes
Shield Bash thr cr 1 No var. var. -
SHORTSWORD (DX-5, Broadsword-2, Knife-4)
Weapon Damage Reach Parry Cost Weight ST Notes
Shortsword sw cut 1 0 $400 2 8
or thr+1 imp 1 0 - - 8
SPEAR (DX-5, Polearm-4, Staff-2)
Weapon Damage Reach Parry Cost Weight ST Notes
Spear thr+2 imp 1* 0 $40 4 10 [1]
two hands thr+3 imp 1, 2* 0 - - 9†
Javelin thr+1 imp 1 0 $30 2 6 [1]
STAFF (DX-5, Polearm-4, Spear-2)
Weapon Damage Reach Parry Cost Weight ST Notes
Quarterstaff sw+2 cr 1, 2 +2 $10 4 7†
or thr+2 cr 1, 2 +2 - - 7†
TWO HANDED AXE/MACE (DX-5, Axe/Mace-3, Polearm-4)
Weapon Damage Reach Parry Cost Weight ST Notes
Maul sw+4 cr 1, 2* 0U $80 12 13‡
Great Axe sw+3 cut 1, 2* 0U $100 8 12‡
TWO HANDED SWORD (DX-5, Broadsword-4)
Weapon Damage Reach Parry Cost Weight ST Notes
Quarterstaff sw+2 cr 1, 2 0 $10 4 9†
or thr+2 cr 2 0 - - 9†

[1] Can be thrown


[2] Attack receives damage bonuses for whichever of Boxing (p. B182), Brawling (p. B182), or Karate (p. B203) is used to deliver
it – exactly as if it were an unarmed strike.
[3] Gives the hand (only) DR. A myrmex offers DR 1 and a cestus affords DR 4; both are gloves of a sort, and mutually exclusive
with other gloves. For other weapons, this indicates a metal hilt that provides DR 4, cumulative with glove DR – although the hilt
is too cramped to accommodate metal gauntlets. DR applies only on a roll of 1-3 on 1d.
Ranged Weapons
BOLAS (No default)
Weapon Damage Accuracy Range Weight Shots Cost ST Bulk Notes
Bola thr-1 cr 0 x6/x10 1 T(1) $20 7 -2 [1]
BOWS (DX-5)
Weapon Damage Accuracy Range Weight Shots Cost ST Bulk Notes
Regular bow thr+1 imp 2 x15/x20 2/0,1 1(2) $100 10† -7
Shortbow thr imp 1 x10/x15 2/0,1 1(2) $50 9† -6
SLING (DX-6)
Weapon Damage Accuracy Range Weight Shots Cost ST Bulk Notes
Sling sw pi 0 x6/x10 0,5/0,05 1(2) $20 6 -4 [2,3]
Staff Sling sw+1 pi 1 x10/x15 2/0,05 1(2) $120 7† -6 [3]
THROWN WEAPON (AXE/MACE) (DX-4)
Weapon Damage Accuracy Range Weight Shots Cost ST Bulk Notes
Hatchet sw cut 1 x1,5/x2,5 2 T(1) $40 8 -2
THROWN WEAPON (DISC) (DX-4, Throwing-2)
Weapon Damage Accuracy Range Weight Shots Cost ST Bulk Notes
Discus thr+2 cr 2 x4/x6 2 T(1) $40 6 -3
THROWN WEAPON (KNIFE) (DX-4)
Weapon Damage Accuracy Range Weight Shots Cost ST Bulk Notes
Large Knife thr imp 0 x0,8/x1,5 1 T(1) $40 6 -2
Small Knife thr-1 imp 0 x0,5/x1 0,5 T(1) $30 5 -1
Dagger thr-1 imp 0 x0,5/x1 0,25 T(1) $20 5 -1
Wooden Stake thr(0,5) imp 0 x0,5/x1 0,5 T(1) $4 5 -2
THROWN WEAPON (SPEAR) (DX-4)
Weapon Damage Accuracy Range Weight Shots Cost ST Bulk Notes
Spear thr+3 imp 2 x1/x1,5 4 T(1) $40 9 -6
Javelin thr+1 imp 3 x1,5/x2,5 2 T(1) $30 6 -4

[1] May entangle or ensnare the target; see Special Ranged Weapons (pp. B410-411) and Cloaks (p. B404)
[2] Requires two hands to ready, but one hand to attack
[3] Can fire stones and lead bullets. Lead bullets add +1 to damage and double range

Armors
HEADGEARS
Armor Locations DR Cost Weight Donning Notes
Leather Cap skull 1* $20 2 2
Pot Helm skull 4 $100 5 2
Cheap helmet skull, face, neck 4 $160 7,5 9 [1,2]
Expensive helmet skull, face, neck 5 $1350 5 9 [1,2,3]
TORSO ARMOR
Armor Locations DR Cost Weight Donning Notes
Layeled Cloth Armor torso, groin 2* $150 12 20
Light Hide Armor torso, groin 2* $100 12 30 [4]
Heavy Hide Armor torso, groin 3* $200 20 30 [4]
Leather Armor torso, groin 2* $120 15 20
Studded Leather Armor torso, groin 3 $220 26 30
Heavy Leather Armor torso, groin 4 $525 35 30
Bronze Corselet torso, groin 4 $2000 9 34
Bronze Fauld abdomen (front) 3 $75 2 6
LIMB ARMOR
Armor Locations DR Cost Weight Donning Notes
Bronze Greaves shins 4 $500 2 12 [5]
Leather Sandals legs 1 $25 0,5 10

[1] Adds Hard of Hearing disadvantage while worn


[2] Protects the face on roll 1-3 on 1d
[3] +1 to Intimidation
[4] -1 DR vs Impaling damage
[5] Protects legs on roll 1-3 on 1d
Shields
Shield DB Cost Weight DR/HP Notes
Small Buckler 1 $50 8 4/16 [1]
Wooden Shield 1 $30 3 2/12
Large wooden Shield 3 $68 10 2/18
Mycenean Shield 3 $58 9 2/17
Medium Buckler 2 $100 16 4/21
Heavy Buckler 3 $150 20 4/22
Argive Shield 2 $120 15 4/20 [2]

[1] +1 to block
[2] +1 to DB if used in a shield wall

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