The Old World - Warriors & Heroes - Complete Online Rule Book



Characters
Basics
​Let’s start by building a player character (PC). Characters start with 21 Points available to distribute between the Core 5 Attributes. Agility, Intelligence, Spirit, Stamina, and Strength. All attributes start with 10 Points. Players may subtract points from one skill to add to another, but no skill can exceed 18 or be less than 1 at level 1. The maximum number of points a player can have in any attribute is 30. Use the Roll Modifiers table to determine the roll modifier for your attributes.
This roll modifier will be added to the score for all associated skills. In addition to these core attributes, players will have a selection of skills. The default value of a skill will be 1+ the associated attribute modifier + any passive skill bonuses. Players will start with 22 Points to spend on the 14 Base Skills.
The 14 base skills are: Athletics, Knowledge, Fighting, Healing, Intimidation, Notice, Performance, Persuasion, Repair, Shooting, Stealth, Survival, Taunt, and Thievery.
At level 1 players cannot exceed 18 points in any attribute. All skills start with 1 point. The maximum points a player can invest in a skill score is 20.
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Players will now have to choose abilities from the abilities section. They may also add from the weakness section. Players will start with 4 Ability Points. If a player wishes to take extra abilities they may choose additional weaknesses to earn points towards those abilities.
Skill Score
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Ability Modifier + Skill points + Passive Abilities = Skill Score (Mod)
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Your total skill score will equal the sum total of your associated ability score plus your invested skill points plus any bonus you receive from passive abilities. The final total will use the roll modifier table to determine the modifier for the score. The maximum modifier is +12. However having additional points above 35 can aid in things like damage, healing, or other situations.
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Roll Modifiers
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Size
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The size of a character or monster can have a large impact on stats. The player's default size will be zero. This may increase or decrease according to abilities, race, or other extenuating factors. Creatures and characters in this world vary in size immensely. If a giant swings a 200lb club into a tiny human, chances are that they are going to find themselves airborne. This is where Push comes into play. When combating a foe that is different in size to the player, they will have to account for these size differences in play. The push stats for giant creatures will be applied versus push resist of smaller creatures and vice versa.
Example: A player that is size 1 is fighting a giant that is size 5. The giant hits the player successfully. The player will apply damage and the attacker will decide if the hit was intended to move the target. If it was, the player would apply their Push resist to the Push. The giant has push +4 and the player has Push resist +1. So, the result would be +3. This means the player will be moved up to three squares away from the giant. This can result in collisions with other objects. This will result in additional damage when applicable.
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For specific size information and how it affects combat refer to the Size Modifiers chart. These effects can be significant.
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Size Modifiers
Pace
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6 + Race Modifier + Abilities
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The standard pace is 6. This is equal to six square on the map. Some races have movement penalties and others movement bonuses. To determine a character movement, add or minus bonuses to 6. This will tell the player how far they can move in one turn. During a turn a player may move their full movement or any fraction of it. However, movement is an action and cannot be broken up unless they have abilities that allow this. A player may choose to move twice in place of attacking. If the player chooses this, they may still perform free actions.
When moving diagonal count 2 points of movement per square. When moving through difficult terrain, use 2 points of movement per square.
Armor
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0 + Armor Rating Modifier + Abilities
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Armor reduces incoming damage to the target. All characters have natural 0 for armor. Armor rating is calculated by adding all worn armor values together. The rating will result in an armor modifier. Use the Armor Modifier table to determine your Armor modifier. This number will be used in defense. The modifier will be subtracted from all incoming damage to the character. Some abilities may reduce this number by using armor piercing or direct damage.
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Armor Modifiers
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Parry
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Agility Modifier + Abilities
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Characters have a base Parry value of 0. This will then be added to or subtracted by the players Agility Modifier. There are also racial traits and abilities that may further modify this value.
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All attacks against players, ranged or melee, will have to overcome their Parry value in order to successfully inflict damage. This is the same for players versus monsters as well. The parry value may change substantially with abilities, situations, and special bonuses.
Health
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30 + (Stamina Modifier x 10) (Minimum 1) + Race Modifier + Abilities
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Players will have health points (HP) available to sustain them through combat. Some races have advantages in this regard while others have deficits. The base number of HP is 30. All modifiers will add or subtract from this number.
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HP is calculated by taking the base number 30 adding or subtracting race bonus and then adding or subtracting the Stamina Modifier x 10. When players level up they add 5 point of health, unless otherwise specified. Some special abilities may also increase this number.​​​​​​​​​


Attributes & Skills Explained

Attributes
Agility: Agility is the parent attribute to several other skills. Athletics, Fighting, Shooting, Stealth, and Thievery are increased or decreased depending on the points invested in agility. The agility modifier is also responsible for your parry score. This attribute modifier should be used when judging defensive moves such as dodging a trap.
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Intelligence: Intelligence is the parent attribute to the largest number of other skills. Knowledge, Healing, Notice, Repair, Survival, and Taunt are increased or decreased depending on the points invested in Intelligence. Each of these sub-skills can have a large impact on RP (role-play) portions of gameplay.
Spirit: Spirit is the final skill to be parent to other skills. Intimidation, Performance, and Persuasion are increased or decreased depending on the points invested in spirit. In addition, spirit has a large impact on magic users. Having a high spirit score can increase spell damage or effects drastically. High spirit score can also help in overcoming fear.
Strength: Strength has no subsets of skills but is instead a direct standalone skill. Strength will affect your ability to complete physical feats and directly impact damage done in melee combat.
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Stamina: Stamina represents your character’s physical endurance and resistance to poisons. Your character’s stamina modifier will directly add to your hit points. Players who wish to build more damage-resistant characters will want to spend more points in stamina.​​
Skills
​Athletics: This skill will be used for active RP feats that require acrobatics, jumping, or aggressive actions. For example this may come into play when attempting to cross a tight rope, or leap over a pit. It also is used for throwing weapons or objects.
Knowledge: High scores in knowledge may allow the GM to reveal information you would otherwise not have. It may also give your character a higher chance of completing mental challenges.
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Fighting: Fighting score and modifier are the numbers used in melee combat. High fighting modifier will aid in hitting targets in combat. It may also affect some RP situations.
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Healing: Healing directly affects the players ability to heal themselves or others. The healing score is used to calculate non-magical healing.
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Intimidation: Your ability to intimidate NPC’s or monsters. This is predominantly an RP skill.
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Notice: This skill represents your perception of your surroundings. This could be sight, smell, or touch. Having a higher score could also help avoid traps.
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Performance: Your acting ability. This may also be used if your character is lying. Whether the GM requires you to use this skill or persuasion may depend on the situation.
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Persuasion: Your ability convince others. This can be vital, especially if you’re not a good fighter. This skill is similar to performance. However, it is more likely to be used when speaking truth.
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Repair: Your ability to repair weapons, tools, or equipment. This skill is also vital for blacksmithing and crafting. Higher scores will result in better crafting results.
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Shooting: Shooting score and modifier determine your ability to hit targets with ranged weapons and the damage done by them. Higher scores will result in significant increases in damage.
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Stealth: Determines your ability to remain hidden or hide during an encounter. Possibly very important if you’re not much of a fighter.
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Survival: Survival skill effects your ability to search for food and water, hunt animals in the wild and track targets. It may also come into play in dangerous situations.
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Taunt: Your ability to draw aggression from other targets in combat. This may also be useful in role play (RP).
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Thievery: Your ability to pick locks, pick pockets, or otherwise be a sneaky thief. This skill works best in conjunction with a high stealth score.