Advanced Player's Guide Version: 1.0.0 Järnringen: Martin Grip, Mattias Johnsso

Advanced Player's Guide Version: 1.0.0 Järnringen: Martin Grip, Mattias Johnsson, Mattias Lilja Lead Designer: Mattias Lilja Contributions: Mattias Johnsson Anders Lekberg ill ustrations: Martin Grip iSBN : 978-91-87915-30-7 Graphic Design: Johan Nohr ProofReading: Brandon Bowling Copyright: Nya Järnringen AB 2016 Advanced Player's Guide A very special thanks to: Paul Baldowski, Jocke Bergström, Babak Bobby, Brandon Bowling, Lars G Bäckström, Martin Ekberg, Linus Eklund Adolphsson, Martin Englund , Aline Gladh, Ulrika Haake, Garry Harper, Martin Hägg, Dan Kallin, Martin Kallin, Petra Kallin, Martin Larsson, Adam Lindersson, Andreas Marklund, John Marron, Magnus Muhr and our friends over at Rollspel.nu and /r/symbaroum The act of creation Ac 1 arChetypes 10. Hunter ..................................................................... 10. Warrior ....................................................................16. Mystic ..................................................................... 22. Rogue .......................................................................32 Rc 2 raCes 38. Elf ............................................................................ 38. Abducted Human .................................................... 41. Dwarf ...................................................................... 42. Troll .........................................................................44. Undead ....................................................................46 T 48 BB 3 traits 4 boons and burdens 50. Boons ....................................................................... 50. Burdens ................................................................... 56 The act of creation 2 Table of content 2 Welcome... 4 T H E C H A R A C T E R In the world of Symbaroum people talk about the three primal forces Wyrhta, Wielda and Wratha; we were affected by them all as we finalized the Swedish Core Rulebook in the summer of 2014. Every act of creation is as much about harnessing as about creating; in order to complete a design one must destroy that which does not fit the mold; “kill your darlings,” as the expression goes. The great thing about roleplaying games is that the act of creation goes ever on. As soon as Symbaroum found its way into the hands of its players we received wishes, ideas and suggestions on alternative rules and new areas to develop. These, together with an array of resurrected darlings, constitute the basis of the Advanced Player’s Guide. We hope that you will find having your characters walk the more obscure paths of Davokar as joyful as we found it penning them down. Happy Gaming! Team Järnringen 60 MclT 5 abiLities 6 mystiCaL traditions 74. Symbolism .............................................................. 74. Staff Magic .............................................................. 76. Troll Singing ........................................................... 77 PwRl 7 poWers and rituaLs 78. Rituals .....................................................................88 8 AlvRl LternatiVe ruLes 98 9 A Weapons and armor 110. Weapons ................................................................. 110. Armor ..................................................................... 116. Qualities ................................................................. 117. Mystical Qualities .................................................. 119 E 10 equipment 120. Alchemical Elixirs .................................................120. Lesser Artifacts ..................................................... 123. Traps ...................................................................... 127. Tools of the Trade .................................................. 127. Food and Drink ......................................................128. Musical Instruments .............................................130. Trade Goods ........................................................... 131. Tobacco .................................................................. 131 T H E S K I L L S T H E T O O L S This first chapter presents these new alterna­ tives in broad strokes, while the rest of the book is divided into three sections called The Character, The Skills and The Tools. The first two sections describe the many new options in more detail – races, traits, abilities, powers and so on, that in different ways contribute to expanding a player’s options when creating and developing his or her character. The third section starts off with a chapter des­ cribing alternative rules – some directly relevant to the new races, occupations and abilities covered in earlier chapters, others which are of a more optio­ nal type, intended for gaming groups that want to add more complexity to the game mechanics. Finally there are two chapters that expand on the players’ ability to provide their characters with personalized equipment. As always, the gaming experience is everything; should you for some reason want to tweak the rules and guidelines presented in this book, speak to your gaming friends about it. So called “house rules” are, and have always been, a central ingredient in what makes roleplaying the world’s greatest hobby and form of entertainment. Archetypes & Occupations (page 10) One new archetype is introduces with the Advanced Player’s Guide, the Hunter. Previously it was embed­ ded in the archetype Rogue, but it certainly deserves some special attention. For example, hunters differ Welcome to the Advanced Player’s Guide The world of Symbaroum provides a lot of options for players, and even if the Core Rulebook introduced a long list of occupations, races and abilities it only scratched the surface. This book reaches deeper, offers more contrasts and nuances, gives more alternatives for both characters and non-player characters. 4 from rogues in terms of combat techniques – the former keeps at a distance while the latter engages in melee. Additionally, while the hunter specializes in stalking their prey and putting down fleeing enemies, the actions of the rogue are more closely linked to treasure-hunting and mere survival. Another addition is that all archetypes have been provided with an Archetypical Ability; a feature that captures the essence of the archetype. Not everyone walking the path of a particular archetype learns this ability, but many do and all would likely benefit from doing so. In regards to occupations, Symbaroum’s game world contains a multitude of professionals and the Advanced Player’s Guide offers the players more examples, to use directly or as inspiration. Many are closely linked to the powerful factions of Ambria and Davokar, and are hence best suited for players who are already familiar with the game world. Nothing prevents a player from using these occupations when creating their first character, but if doing so they should also read up on relevant sections in the Core Rulebook, to learn more about how their particular faction (and its adversaries) regards the world – since one can assume that the character is knowledgeable about such things. Furthermore, the Advanced Player’s Guide introduces Professions. It takes a lot to become a member of a profession, both in terms of abilities and in accepting the worldview and ambitions such membership entails. Normally, it is not possible to start as the member of a profession; becoming one takes more Experience than what new characters are awarded. Instead, professions are something to aim for in the long run. Races (Page 38) The Advanced Player’s Guide features five new races: elf, abducted human, dwarf, troll and undead. Aside from providing players with additional options to create the character they want to play, these five races offer unique entries into the world of Symbaroum. The changelings, ogres and goblins of the Core Rulebook are tied to the world but tend to be outsiders – much like a player new to the game, their knowledge of the world is limited. Elves, dwarves and trolls belong to the old races of the world and if you opt to play as one of them you are expected to know quite a lot about Davokar and its surroundings; as you would if you had played Symbaroum for a while. Of course, you can play an elf who has not been tutored by his elders, a dwarf who has not listened to his patriarch or a troll who 5 W E L C O M E . . . has slept through the educational songs. But in general, as a player of one of these races you would do well to study the campaign material in the Core Rulebook intensely. Abducted humans are individuals taken by the elves in exchange for a baby changeling, and their fate constitutes a quaint mix of fighting for the elven cause in Davokar and feeling linked to the world of humans. All abductees normally know a lot about the world and its major conflicts, at least in terms of how they are regarded by the Iron Pact. Undead, in the form they appear here, as a playable race, are a relatively recent phenomenon in Symbaroum’s world. Previously encountered undead are thoroughly corrupt and ravenous, but members of the playable race Undead are not necessarily damaged to such an extent. To be sure, the player character has awoken to life after death, showing signs of having died yet still walking the land. This bitter fate means that the undead charac­ ter is marked and hunted, likely darkened in mind without yet being entirely corrupted by darkness. Traits (page 48) The races covered by this book have their own traits to exhibit their characteristics and role in the world. Also, note that when using the Advanced Player’s Guide, some of the Core Rulebook's traits are transformed into Boons and Burdens. These traits function like they did before and the races that previously had them from the start are now granted the corresponding boon or burden for free. Boons and Burdens (Page 50) Boons is a new category, even if it existed impli­ citly in the Core Rulebook: the traits Contacts and Bushcraft now become boons instead. Boons are more limited in their use than abilities and more suited for problem-solving when compared to the combat-oriented abilities. The boons are also perfect for adding nuance to a player character, for a lesser cost in Experience points. Any character can acquire any boon; it is most often a question of practice. But since they tend to be associated with certain cultures and environments we offer some uploads/s3/ symbaroum-advanced-guide.pdf

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