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Introduction

With Amtgard's version 8 rulebook being released, it was time to overhaul these rules. Astral
Adventures has been played throughout the Principality of Northreach (Alaska) for nearly ten years!
Over the years, these rules have gone through several changes as we have learned and grown with them.
Overall, these rules are about fun, creating memorable moments for the participants, and generating
excitement for the future.
While these rules were created for the parks of Alaska, they have found there way into the hands of
several other Amtgard Chapters, and I hope that they inspire the members of those parks to embrace the
wonder and excitement that come from a really good quest!

Good Luck and Enjoy!

Margrave Sir Gorin


Principality of Northreach,
Kingdom of Dragonspine

Please note:
Many concepts within this book were influenced by the work of Lord-Abbot Katzushima, whose
original works inspired me to create these rules and quests!
This book is not a rulebook by itself, but a Quest Supplement for the fine rulebook created by the
Amtgard 8 publishing group. These rules are for specialized campaigns and events, and should not be
used for ordinary battlegames.

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A Rift in the World


The four of them stood before what looked like a shimmering rip in the air nearly twenty feet high. It
shimmered black and red against the backdrop of the murky forest. It might have been beautiful were it
not surrounded by the blood and corpses of the fallen. Together they began the ritual that would close
the portal and prevent the creatures on the other side from invading their homeland. Obtaining the
words they now spoke had cost them dearly and they only hoped it was worth it. Batterd, bloody, and
exhausted, stood what remained of the guardsmen that had accompanied them on this quest. As their
voices echoed the ancient text on the page, a sense of urgency could be felt in the air, as if the forest
itself were bracing against the backlash of their actions. Suddenly, a pack of demons burst from the
trees and flung themselves wildly into the tattered line of guards. Blades and claws flashed in equal
measure, mingling with screams of pain and fury. The four standing over the ancient scroll could not
afford to look away from their task, and they continued to read the words aloud.
Without warning, a monstrous claw erupted from within the rift, crushing the nearest of the four.
Flinging the bloody remains into the forest, it groped about blindly, looking for the others.
A deafening silence fell over the entire forest as the last line of the ritual was spoken. Everything and
everyone seemed frozen in time as the very air pulsed with energy.
A chorus of screams emerged from the rift as it slowly began to close. There was a cry of victory and
relief as the rift disappeared, and the last of the demons fell to heroic blades.

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Section 1 Starting Out


Character Creation
New players wishing to participate in the Astral
Adventures Questing system must complete a few
steps before entering play.
This will allow the
Adventuring officials to track the player, as well as his
equipment, money, and abilities.

The Character Sheet


The first step to filling out your character sheet is to put
name on the top. Next, you need to come up with a
for your character. Most of you will already have a
name prepared.

your
name

Class Registration
Next, choose a character class from the following
list:
Archer
Assassin
Barbarian
Bushi (New)
Gypsy (New) Healer
Monk
Scout
Anti - Paladin*

Bard
Druid
Inquisitor (New)
Swashbuckler (New) Warrior Wizard
Paladin*

* Knight only

Merchant (New, Nonfighting)


Sage (New, Nonfighting)
Smith (New, Nonfighting)
The classes designated as a (New) are detailed in the back of this book under Section 3 New
Classes.
Players are allowed to change their class, but it will require them to give up Quest Tokens or
Gold to Retrain their characters. Quest Tokens are explained in Section 2.

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Nobility
Titles of Nobility are not featured too heavily in this system, however, all members with
a title of Lord or greater will be noted as a Land-owner under the King and shall gain
some small income as a result.
If you have a title of nobility, note it on your character sheet. Only the highest ranking
title applies. Officer Titles do not count.
When a noble registers, rather than starting with 50 gold like other players, (s)he gains
the amount listed below. In addition, each time the noble signs in, a certain number of
gold coins are automatically awarded based on their status. This sum is only gained if the
noble actually shows up and participates.

TITLE
Lord or higher
Baron or higher
Duke or higher

Initial
Gold
60
80
100

Feudal
Income
10
20
30

Feudal
Obligation
1
2
4

Feudal Obligation
This income doesnt come without a price, however. The Monarch may, at any time, call upon any
noble within his land to offer up service to the Crown. This service is usually in the form of military
man-power. If the Monarch so calls upon a noble, the noble must offer up a number of persons to fight
for the Monarch equal to the level of the nobles obligation rating (even if the noble has to fill that role
himself).
For Example: A Duke is required to offer the service of 4 people.
If, a noble is unable to meet his Feudal Obligation, he must give the monarch twice the amount of
weekly gold he receives from his title.
It is to be noted, however, that this game is heavily oriented toward Role Playing. To further the
atmosphere of this game, certain behaviors will be encouraged while playing this game.
See
APPENDIX I for more information on Role Playing with Nobles.
Role-playing the caste system goes a long way to help create the atmosphere for this game. Do not be
surprised if the players, NPCs, and the environment are geared towards maintaining this system.

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Class Masters (Paragons) and Guildmasters
While several of our past events have favored the nobles heavily, this system is focused around classbased adventure and role play. In light of that, we wish to highlight those who have played their class
with such expertise as to be recognized as true Masters of their class, as well as those who have
volunteered their time and energy to stand up and lead their class as its Guild master. If you have
achieved masterhood in your registered class, or are the guild master of your registered class, note it on
your character sheet under Titles.
Class Masters (Paragons) gain the ability listed below for their class.
Class Master (Paragon) Abilities
When playing the appropriate class, Class Masters (Paragons) may utilize the abilities listed below:
Archer
Anti-Paladin
Assassin
Barbarian
Bard
Druid
Healer

- Choose one additional arrow: Destruction, Poison, Pinning


- Undead Minion becomes Charge x 10
- Coup de Grace becomes Charge x 7
- Fight After Death 1/Refresh
- 1 extra point of magic at the Bards highest level
- 1 extra point of magic at the Druids highest level
- Equipment: Staff (6ft max, non-heavy padding, 1st level, 3 points)

Monk
Paladin
Scout
Warrior
Wizard

- Sanctuary becomes Charge x 3


- Resurrect becomes Charge x 5
- Dispel Magic 1/Refresh
- Insult becomes Charge x 3
- Equipment: Staff (6ft max, non-heavy padding, 1st level, 3 points)

Guildmasters
Note: New classes do not have Guild masters available to them. They are too rare and too disorganized.
In this campaign system, Guildmasters gain additional abilities that allow them to improve the abilities of those in
their guild. As such, they gain access to the Guildmaster: [Class] ability. See the new abilities section for
details on this ability.

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Equipping your character


Starting Gold
All players start with 50 coins (except nobles as noted above). These coins can be used for any purpose
whatsoever. Coins can be represented in a wide variety of ways based on the desires of the Quest
Adminstrator.
Spellcasters
Spellcasters begin the game with a single 1st level spell point. In order to gain more spellpoints, the
spellcaster must pay to have their power increased. This might by purchasing a blessed holy symbol, an
ancient spellbook, a druidic fetish, or mystical tattoos. The exact nature of this power is up to the
player, however, each spell point beyond the 1st must be paid for by purchasing Grimoires. (exception:
Spell points granted from sources such as Look the Part, Magic Items, etc are free).
The Bank
Once the player has registered, he will henceforth have a Character Sheet, an inventory and a bank. The
bank is just a fancy word for all the coins and equipment that the player chooses not to bring with
him/her that quest day.
The Inventory
The inventory contains all the equipment and wealth that a player chooses to bring to the quest event.
This can take many physical shapes (Pouches, bags, etc) but basically holds all of the tokens that
represent your characters equipment as well as any coins / gems, etc the player has. All equipment in
the inventory must be physically represented. For example, if Loknarl the barbarian has an inventory
containing tokens for a Javellin, a Small Shield, 2 Short Swords and 2pt armor, then Locknarl must be
carrying a Javelin, Small Shield, 2 short swords and wearing 2pt armor.
Exception: Some small items such as jewelry, potions, scrolls, etc may not need to be physically
represented. Any such item will have NONREP listed on the card/token.
There may be situations in which a player will have a token without having an item. At the Reeves
discretion this will be allowed.

The Town
The home of every adventure, this bustling community is where the Adventurers will start and stop their
days activities. This is where the Registrar and Merchant dwell, and where the Monarch can often be
found overseeing his land.
The Registrar
The Registrar is the official who will maintain all of the records of the adventuring system (detailed
below). He will sign players in and assign equipment at the beginning of the session, as well as
collecting all character information at the end of the session. In addition, the Registrar will act as the
town banker, allowing players to deposit and withdraw money and equipment from the bank. In larger
questing groups, the Registrar may need to utilize assistants in order to facilitate these tasks.

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Player / Character Tracking
Each player will be assigned a unique Player Identification Number. When a player creates a character,
this number will be assigned to the character sheet and any special equipment the player possesses will
be stored under that number. When a player signs in at the start of the day, the Registrar will verify any
titles, expert abilities, and unique equipment the player has.
Equipment Tracking
There will be a limited amount of any particular piece of equipment. Once these are gone, its up to the
players to either 1) Trade with each other or 2) Create their own. Unique equipment (usually magic
items) will be tracked via the online database.
The Tavern
The tavern is a place in town designated by the quest administrator to act as a spawn point for players
returning from the graveyard.

The Marketplace
The center of a thriving economy, this is where most adventurers will spend their down-time (and their
treasure).
The marketplace will be run by the Merchant. The Merchant will oversee all transactions with the
marketplace (players are still free to make transactions with each other). All manner of things may be
purchased at the marketplace, some examples are listed below.
Standard Equipment
All normal equipment (swords, shields, armor, etc) will fall under this category. The Marketplace only
has a limited number of these items, and once they are gone, they are gone. These items will be
represented by an item token, but must also be physically represented.
Magical Components
Arguably the most powerful force on the battlefield, magic is indeed a deadly tool. However, it requires
a great deal of dedication and study. Spell casters begin the game one first-level spell point. If the
player wishes to add more spells points to his character, he must purchase a Grimoire with coins. The
more spell points a Grimoire will hold, the more expensive it will be. These items are normally
considered NONREP and will not need to be physically represented.
Each quest day, a spellcaster will create a spell list containing a maximum number of spell-points equal
to the size of their grimoire. A player may not utilize more than 1 grimoire for this purpose. If their
grimoire is subsequently stolen, destroyed, or otherwise lost, it does not affect that spell list (only future
spell lists).
Some Grimoires are exceedingly powerful and will allow a spellcaster to access more spell points than
they would normally be allowed. In these cases, 5 spell points MUST be allotted to each spell level that
the player has access to. Any remaining points are then assigned to the highest level. For example:
Wally the Wizard is 4th level and has a 25pt Grimoire. Since he gets his 1st point for free and another
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from Look the Part, he has 27 points to spend on magic. After assigning 5pts each to his 1st, 2nd, 3rd, and
4th levels, he has 7 points remaining. These are all assigned to 4th level (his highest) leaving him with
5pts at 1st, 2nd, and 3rd, and 12pts at 4th.
Magical Equipment
Some classes have the ability to place potent, permanent magics upon everyday items. These items are
unique and will be logged with the Registrar. It will receive a unique serial number and a token to
represent it.
Magic Items come in three types, Trinkets (Potions/Scrolls), Talismans, and Artifacts.
Some magic items such as (Potions, scrolls, etc) are destroyed when they are used. These consumable
magic items are the more common types of magic items found throughout the land. Powerful,
permanent magic items are considerably more rare and valuable.
While any player may possess a permanent magic item, in order to use one, it must be bound to its
holder with Quest Tokens. See Section 2 Quest Tokens for more information. See the v8 Rules of
Play for more information on these items.
In addition to Standard equipment and Magical Supplies, a small number of magical items can
sometimes be found at the marketplace.
Selling Items
Players may sell their outdated or surplus equipment back to the Merchant for a price equal to 25% of a
new object of the same type. (I.e., if a Long sword costs 20 gold, then a Long sword may be sold to the
Merchant for 5 gold). Alternatively, players may buy and sell items amongst themselves or they may
use the auction board.
The Auction Board
The auction board is a no-hassle way for players to sell off their excess gear. This process is
ideally handled through an online message board or similar mechanism. The selling player
simply posts his auction to the appropriate section and sets an expiration date / time. Once that
time expires, players can physically trade the equipment, or, if its through another park, the
players can turn the gold / equipment in to their local registrars for transfer. If an online solution
is unavailable, a physical board can be used. The selling player simply fills out an auction form
and posts it to the board. Players will come up and enter bids on it throughout the day. At the
end of the day, the owner finds the highest bidder and they can complete the transaction.
Broken Equipment
Thanks to the wonderful world of magic, equipment maintenance has almost become a thing of the past.
However, some forces will destroy your equipment beyond the ability of any spell caster to repair. The
Reeve will tell a player if his equipment is destroyed by a game effect (Siege Weapons, Sphere of
Annihilation, Acid Pits, Rust Monsters, etc). If your equipment is destroyed, you must turn the
equipment token over to the Reeve.

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Basic Equipment Price Chart


MeleeWeapons
Dagger
ShortWeapon
LongWeapon
GreatWeapon
HingedWeapon

Armor
Armor,1pt
Armor,2pt
Armor,3pt
Armor,4pt
Armor,5pt
Armor,6pt

MiscellaneousEquipment
CampToken
Torch
Lantern
Lockpick(Rating1)
Lockpick(Rating2)
Lockpick(Rating3)
Lockpick(Rating4)
Lockpick(Rating5)
Lockpick(Rating6)

Cost
5
10
15
35

Shields
Madu
SmallShield
MediumShield
LargeShield

15

Cost
10
20
50
55
65
75
Cost
10
5
10
10
15
20
30
40
50

RangedWeapons
Bow
Quiver(Capacity:5)
Quiver(Capacity:10)
Quiver(Capacity:15)
Quiver(Capacity:20)
LightThrownWeapon
HeavyThrownWeapon

Cost
Shield+10
20
30
40
Cost
40
5
15
45
75
5
10

Javelin

20

Rock

MagicSupplies

Grimoire(Capacity:5)
Grimoire(Capacity:10)
Grimoire(Capacity:15)
Grimoire(Capacity:20)
Grimoire(Capacity:25)
Grimoire(Capacity:30)

Cost
30
50
80
120
160
200

Note: It is important to remember that all prices in Astral Adventures are subject to modification by the Quest Administrator.
A balanced and well-managed economy is a large factor in the enjoyment of the quest campaign!

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SECTION 2 - Adventuring
What is an adventure?
An adventure is a specialized battle game in which a small group of players attempts to overcome
several obstacles in order to achieve a specific objective. While this might seem a little vague, thats
because no two adventures will be alike. Players will form many different groups, face a variety of
enemies, as well as traps, and natural obstacles in order to achieve some end, whether it be to save
someone, hunt for treasure, defend a village or escort a treasure through enemy territory.

Death and Dying


Dying
Death has to be handled a little differently in this system to accommodate the continuity of an adventure.
In this system, all players will be assigned a number of lives by the quest administrator at the beginning
of the day (usually 3).
While participating in an Adventure, if a player dies (s)he may remain where slain in the hopes of being
returned to life, or, (s)he can return to The Town after a 30 count. This count must be made loudly and
clearly enough to be heard 50 feet away. Players will be penalized severely by the reeve for counting
quietly or quickly in order to avoid negative effects (looting, etc).
Once this count is complete, the player is free to leave the battlefield and head back to town. (See
Nirvana below)
For role playing purposes, the shock of dying will not allow a player to remember the five minutes
immediately preceding his death, even after being returned to life.
The Graveyard
Nirvana is located in a section of The Town called the Graveyard. Once in town, a dead player must
spend *at least* 120 seconds (2 minutes) in the Graveyard before rejoining the adventure.
While in Graveyard, players may not interact with other players unless otherwise noted. They may
leave Nirvana when their count has elapsed. Players in the Graveyard may be brought back to life
through use of magic and abilities such as Resurrect, Greater Resurrect, Undead Minion, etc.
Once their count is up, a player may come to life at the Tavern, or any other available respawn point.

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Shattered Players
Shattered players (players who have run out of lives) have 3 options:
1) They can remain dead and stay in the Town where they can interact with other players, the
merchants, etc. (And possibly be brought back to life)
2) They can pay a sum of gold equal to their class level x 5 to gain one additional life.
3) They can check with the quest organizer to see if there is a need for additional monsters for
secondary quests, etc.

Looting
If we take these back and sell them, well be rich!
In the tradition of all good RPGs, looting monsters will be an exciting part of any Adventure. This is
accomplished by crouching near the target and saying Looting x 10. If the player is interrupted while
counting, the count must begin again from the start. When looting a monster, the monster will
surrender one appropriate loot item (if it has any). This equipment will be represented by a token, each
having a unique control number. These tokens will be attached to a Loot Marker. Loot markers are
easily recognizable objects roughly 18 long and usually made of foam. These markers lend some
measure of reality to the carrying of loot. Typically, the items attached to the Loot Markers may not be
utilized until brought back to town, where they can be sold or stored in the bank.
Unless otherwise noted, loot markers are not game items and do not follow the rules of game items.
When looting from another player, you may look at the players inventory. You may then decide to take
1 Item, or a number of coins equal to the current Loot Factor x the players level, but not both. The
loot factor is set by the Quest Administrator and is usually a number between 1 and 10. The default loot
factor is 5. Once a player has been looted, he may not be looted again until once again being killed.

PVP
While the killing of other Player-characters is allowed, it is to be noted that it is also against the laws of
the Crown. Looting from another player is considered theft. Both of these crimes are punishable by
death (see the new ability: EXECUTE). However, players may wish to tread this path regardless of the
laws of man.
A note on PVP: While it is fun to add the element of danger and excitement that PVP can bring, it is
important to remind players that it is not fun to be constantly killed by other players. Quests such as
those created through Astral Adventures exist only through a cooperative environment. Excessive
player killing can dissolve this environment quickly. Bottom line: Dont be a jerk.

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Camping
Some adventures are going to be particularly long and to help off-set the rigors of such arduous
journeys, players will be allowed to set up Camp. A Camp is an area set up by the players as a resting
point. A camp is established by finding a suitable area and stating Camping x 100 following by
tearing the CAMP equipment card in half (or turning it in to a reeve). A maximum of 5 players may
gain the benefits of a single camp, though a single player may only use the camp once. A camp token is
required to set up a camp. A camp token is a circular, or disk shaped object at least 12 in diameter. It
should clearly be labeled with the word CAMP or made to look like a campfire. Once the incantation
is complete, the camp token is used to mark the center of the camp and affected players must stay within
10 feet of the marker. The camp grants the following benefits:
1) Any player may refresh all of their spells and abilities by remaining in the camp for a 300 count
(5 min).
a. This includes per life abilities / spells.
2) If any member of the party has access to the Mend spell/ability, all damaged equipment may be
repaired by remaining in the camp for a 300 count. (The party member need only have access to
Mend, the spell / ability is not actually used / cast).
3) The marker at the center of the camp acts as a Camp Fire (see Terrain: Darkness for more info)

Camp tokens are removed / destroyed 10 minutes after they are activated.

Terrain
In an Adventure, monsters and villains are not the only obstacles to overcome.
environment itself poses a variety of challenges for the players.

Sometimes the

Below are the different types of terrain utilized by this system, how they are represented as well as their
effects in the game.

Water
There are various types of water that can be encountered during an adventure.
Water is generally represented by blue tarps/fabric/surveyor tape and has the following effects:

All players must WALK while in water.


All players are considered FRAGILE while in water

In addition to the basic effects of water, there are several types of water that have additional effects:

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Deep Water
Deep water represents deep pools of motionless or slow moving water and is marked to stand out from
normal water.

Players wearing 1 or 2pts of armor must kneel while in this type of terrain and must keep 1 hand
is free. Failure to do so results in death.
Players wearing 3 or more points of armor, OR who are affected by stone skin, ironskin, or gift
of earth are instantly killed as soon as they set foot in the water. They may not be resurrected as
their corpses sink to the bottom (exception: Summon Dead).
Players traveling through Deep Water always count as moving their feet, even if they are
standing still.

Moving Water
Moving water is usually represented by an arrow to show the direction of the waters movement.

When moving through this water, the player must take 1 step in the direction of the arrow for
each step that they take in any other direction.

The following spells / states have modified effects on targets when in water.
Frozen State: Target dies if in deep water.
Stopped State: Target dies in a 10 count if in deep water, Target must take 1 step per second
downstream in moving water.
Stunned State: Target dies in a 10 count if in deep water or moving water. Target must take 1
step per second downstream in moving water.
Insubstantial State: Target ignores all effects of water
Song of Freedom / Bear Strength: Target is treated as if not wearing armor. Additionally, target
may run while in any water and does not have to move downstream in while in moving water.
Gift of Air / Water: Target is unaffected by water.
The following enchantments are removed by Water: Gift of Fire, Flame Blade (Deep water
only).
Darkness (Designated by reeve)
Sometimes, an Adventure will take characters into areas of complete darkness. Darkness is alleviated
by a Light Source. A light source will negate the effects of
darkness within Line of Sight.
While under the effects of darkness terrain, the following
rules are observed:
Players must have 1 foot on the ground at all times
(walk only). Failure to do so results in an automatic
leg wound (players choice).
All projectiles and arrows fail.
All spell balls fail once thrown.
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Verbal magic may not be used at a range greater than Touch.

The following items are examples of Light Sources:


Torch (Destroyed when dropped or struck. May be used to light fires at a reeves discretion)
Lantern (If struck, is destroyed and delivers a single wound to the torso of the person holding it.
This wound does not interact with worn armor. May be set down.)
Sunstick (Destroyed if struck, only functions while held.)
Light Spell (Enchanted item becomes a light source for five minutes. This enchantment is
removed if the item is destroyed).
Any Spellball / Enchantment of the flame school or sorcery schools.
Campfire
Purified Ground (White)
Faith in the Radiance of the White Light is often focused and used to purify an area of land for some
special purpose. Churches, Shrines, Temples, etc are often a source of power for those who know how
to use it.
While within the borders of Purified Ground the following effects are observed:

Verbal Magic and Abilities from the Spirit school become CHARGE x 1. This does not
apply to Magic Items.
The Cursed state is ignored.
Undead who enter the area are immediately affected as per the Shove spell and must move away
from the area.
Some evil monsters may be unable to enter the area (Reeves discretion).

Defiled Ground (Black)


Places of eternal darkness, these areas have been dedicated to the Shadow and are havens for beings of
negative energy.
While within the borders of Unholy Ground, the following effects are observed:
Verbal magic and abilities from the Death School become CHARGE x 1. This does
not apply to Magic Items
Players bearing the Undead Minion enchantment are no longer FRAGILE
Players bearing the Greater Undead Minion enchantment gain 1 point of magic armor.
Some good monsters may be unable to enter the area (Reeves discretion).
Indoors / Underground (Grey)
Often times, an adventure will take a player into a structure, cavern, or some other area that shelters one
from the outside world.
While Indoors or Underground, the following effects are observed:
At the reeves discretion, certain spells or abilities may not function (such as Call Lightning)
Unless a Reeve says otherwise, Darkness will be in effect.
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Environmental Features
Locks
When someone wants to keep something safe and secure, they usually employ a lock. While there are
all manner of locks in the world, they are going to fall under two categories: Normal Locks and Magical
Locks.
Locks are represented in the game by a pink ribbon tied around the object that is locked. A lock pick
and a reeve are required to open these items. See New Skills: B&E for more information on opening
locks.
Normal Locks
This covers all manner of locks that an adventurer might encounter. These locks have a rating from 1 to
6.
Magical Locks
These locks are made of exotic materials and some may actually employ powerful magics to make them
more difficult to open. These locks have a rating of 7-12.
Doors
While traveling through cities and their buildings, adventurers are bound the run into doors. These
doors may be locked or unlocked, wooden or metal. Doors will be represented by a waist-level barrier
marked with a pink ribbon. This pink ribbon will have UNLOCKED
written upon it. If it does not, then it is locked and a Reeve must be present in order to unlock it or break
it down (as noted below).
Common Doors
These doors, denoted with a brown ribbon in addition to the pink, are made of wood or some other
common material. While these doors are generally sturdy, they can be broken down by a determined
individual. Armor Breaking / Destroying melee weapons may be used to destroy the door. Any other
spell or game effect that destroys an object can be used to destroy a Common Door.
Solid Doors
Solid doors are made of very strong materials such as iron or solid stone and are denoted with a
combination of grey and pink ribbons. These doors cannot be broken down by normal means. A siege
weapon or powerful magics may be capable of breaking down these doors, at the Reeves Discretion

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Traps
Often times, players or monsters will place traps to protect an area from intruders. These types of
devices can range from annoying to terrifyingly lethal. Below are some examples of common traps.
Boulders (Strike-legal boulders or logs)
Boulder traps involve large objects (usually rocks) being dropped from higher elevations. Sometimes,
the objects are tied to trees and swung at their targets. These weapons count as a siege weapon and will
kill on contact.
Pits
A primitive trap, the pit is employed by everyone from savage races to highly intelligent spell casters.
Pit Traps come in a variety of types, their effects listed below. Pits are initially hidden. A reeve will
notify a player if he falls into a pit. Once the pit is discovered, a marker will be placed to show its
location. Players affected by the INSUBSTANTIAL state are immune to Pits.
At the Reeves discretion, certain enchantments, spells, abilities, or effects may prevent or mitigate
damage from a pit.
Shallow pit (Brown Tarp)
Shallow pits are often hastily dug in an attempt to slow an opponent down. Though not very deep, a
victim caught unaware can be injured badly by the fall. Anyone falling into this trap will take a wound
to the leg (victims choice). Those protected by magic armor will take a single hit (to the leg if
applicable).
Deep Pit (Brown Tarp with Deep)
Deep pits are often deeper than 10ft, and are often lined with spikes. Anyone who falls prey to this trap
receives a wound to each hit location that is not stopped by armor. Anyone who survives the fall is
trapped unless they have some means of escaping (Teleport, Rope, etc). A reeve will make the final call
on the viability of any escape plan.
Fire pit (Orange Tarp or Tarp with Fire)
These shallow pits are filled with red-hot embers or, occasionally, magical fire. Anyone falling into
these pits suffers a hit to each leg that is not stopped by armor.
Tangle trap (A brown tarp with Tangle)
These traps come in a wide array of types, but all have the same purpose: to slow up an enemy.
Whether it is falling nets, caltrops, strangling vines, quicksand, etc the effect is the same. Anyone who
steps into one of these traps takes becomes STOPPED. This effect is not stopped by any kind of
armor and the player can only be freed as directed by the Reeve.
Bottomless pit (A Black Tarp or Tarp with Bottomless)
These pits are so deep, that it may seem as though they have no bottom (in the cases of some wizards
traps they may actually have no bottom). A player that falls into this trap falls and keeps falling. The
player is dead unless he has some other Reeve-approved method of escape. In addition, the player may
not be brought back to life without the assistance of SUMMON DEAD.
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Quest Tokens
Throughout the course of an adventure, Reeves will be awarding Quest Tokens. These tokens will be
awarded for participating in a quest, surviving a quest, great character portrayal as well as for helping
out and playing monsters and NPCs.
Quest tokens are used to buy special things for you character. Things you cant get with gold alone.
The most prevalent of these are Expert Abilities. These skills are class-specific and allow a character to
advance beyond the scope of the basic Rules of Play. Other things that can be purchased with Quest
Tokens include things such as:

The creation of magic items Creating a magic item may require that the creator spend a number
of quest tokens. See the Non-fighting classes section for details on creating Magic items.
Binding of magic items Before a player can use a magic item, he must bind it to himself. This
costs 1 quest token for a Talisman and 3 quest tokens for an Artifact. Special, powerful magic items
may require more quest tokens to bind, at the Administrators discretion.
Regional Equipment When playing a joint campaign with multiple parks, players may be able to
gain access to special, regional equipment. This equipment may only be purchased with Quest
tokens earned AT THAT PARK. See the Multi-Park Campaign supplement for more information.
Changing your Registered Class A player can change their registered class by paying 5 quest
tokens. Doing this removes access to any Expert Abilities or Guildmaster abilities associated with
the previous class and allows access to any expert abilities or guildmaster abilities associated with
the new class (if applicable). See a quest administrator if you wish to change classes. **Note: The
cost for changing classes may be modified by the quest administrator.

Players will generally earn 1-3 Quest tokens per quest day and they will generally be given out at the
end of an adventure. Quest tokens cannot be traded or Looted.

Adventure Zones
Adventures can often be quite large, requiring that it be broken into different Zones. Each of these
zones will be overseen by a different reeve who will control all of the monsters and encounters within
his area. See the How to Run Adventures and Campaigns supplement for more information on
Adventure Zones.

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SECTION 3: New Classes


This section details several new classes that players may utilize as well as adding a Race to your character. All new classes
utilize a player's Monster or Reeve credits to determine level.

Bushi
Garb: Silver Sash with Japanese Characters
Armor: Up to 4 points
Shields: None
Weapons: Dagger, short, long, great
Immunities: Gained at later levels
Limitations: Ancestral Weapon
Look the Part: Resistant to Projectiles 1/Refresh, Persistent
Abilities and Traits:
Levels
1st
Harden (T) (Ancestral Weapon only)
nd
Armor Breaking (T) (Ancestral Weapon Only)
2
3rd
Immunity: Flame(T) (Ancestral weapon only)
4th
Fight After Death (ex) (1/Refresh)
Resistant to Projectiles (ex) (2/Refresh, Persistent)
5th
Spell Ball Block (T) (Ancestral Weapon only)
th
Shield Crushing (T) (Ancestral Weapon only)
6
Ancestral Weapon
The Bushis Ancestral weapon is a treasured heirloom and a superb example of the weaponmakers art.
Any weapon listed above may be designated as the Ancestral Weapon. Once this weapon is designated, it cannot
be changed unless a new Ancestral weapon is made. A new Ancestral weapon costs an amount equal to the
Bushis level x 30 gold. A Bushi may only ever own 1 Ancestral Weapon at a time.
If the Bushi ever loses his Ancestral weapon (looting, permanent destruction, etc), he may do one of two things:
1) Continue without it As a peasant until the Ancestral Weapon is returned or remade.
2) Remake the weapon Make a new one as detailed above.
All of the above abilities affect only the Ancestral Weapon. They do not impart any other special abilities on the
bearer of the weapon. For example: Enlightened Soul makes only the weapon immune to the effects of verbal
magic, however, the owner can still be affected. In anyone elses hands, the Ancestral Weapon will function as a
normal weapon of its type.
Additionally, the Bushi may use an Ancestral Weapon as a material component in the creation of a Magic Item
(essentially adding additional magical properties to the weapon).
Resistant to Projectiles (ex)
T: Enchantment
M: White Strip
S: Protection
I: I am resistant to projectiles x 3
E: The effects of the next projectile to strike the player are ignored as if they had not been hit.
L: This ability does not work against siege weapons, or Phase Arrow.

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Swashbuckler
Description: Swashbucklers represent the duelists, pirates, and musketeers of the past. They are a light
fighter that relies on nimble reflexes and rapier wit to survive any encounter. Some are honorable, while
others lead a less than reputable life, but they all share an innate skill and passion for the blade.
Garb: Silver sash with a fleurs-de-lis displayed on garb.
Armor: None
Shields: None
Weapons: Dagger, Short, Long, Heavy Thrown
Look the Part: Agility 1/Life (T)
Levels:
1st
Acrobatic (T)
nd
2
Armor Breaking Strike (1/Life, Charge x 3) (Ex)
Weapon Breaking Strike (1/Refresh, Charge x 5) (Ex)
3rd
Agility (1/Life) (T)
4th
Missile Block (Weapons only) (T)
Bravado (2/Refresh) (T)
5th
Armor Destroying Strike (1/Life) (Ex)
Insult 2/Life (Ex)
6th
Acrobatic (T)
T: Trait
E: Player is immune to the STOPPED state
Agility (ex)
T: Verbal
S: Sorcery
R: Self
I: Player says "Agility" immediately after being hit
by a weapon, projectile, or spell ball.
E: Allows the player to ignore the previous hit as if
it did not happen.
Armor Breaking Strike (ex)
T: Enchantment S: Sorcery
R: Self
I: I shall find my enemys weakness
M: Red Ribbon
E: Player must announce Armor Breaking to
activate. The next melee attack by the player acts as
per Armor Breaking.
N: Does not discharge if the called blow misses or is
blocked.
If active, must announce Armor
Breaking when engaging an enemy.
Armor Destroying Strike (ex)
T: Enchantment S: Sorcery
R: Self
I: Even the greatest armor has holes
M: Red Ribbon

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E: Player must announce Armor Destroying to


activate. The next attack delivered by the player acts
as per Armor Destroying.
N: Does not discharge if the called blow misses or is
blocked.
If active, must announce Armor
Destroying when engaging an enemy
Bravado (ex)
T: Enchantment S: Protection R: Self
I: "I am the greatest ever" x 3
M: White Ribbon
E: Player gains Resistant to Command.
N: This enchantment is persistent and does not count
against the number of enchantments a player may
wear.
Weapon Breaking Attack (ex)
T: Enchantment S: Sorcery
R: Self
I: I shall disarm my opponent
M: Red Ribbon
E: Player states Weapon Breaking to activate. The
next melee strike acts as Weapon Breaking.
L: Has no effect against great weapons.
N: Will not discharge unless it strikes a weapon.
Hits count as a normal strike against a player, armor
or shield. If active, must announce Weapon
Breaking when engaging an opponent.
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Gypsy
Description: Professional travelers, these people are
strongly attuned to the spirit world and practice their
own brand of magic. Well known for their ability to
tell the future and lay powerful curses on those who
cross them, Gypsys are an enigmatic people who
seem to know a little bit about everything.
Garb: Pink Sash.
Armor: None
Shields: None
Weapons: Dagger
Look the Part: 1 Additional point of magic at the
Gypsys highest level.
Magic User: Gypsys may purchase five points of magic from each level. Unused points from higher
levels can be rolled down to lower levels. A list of all magic purchased must be carried at all times.
Name

Cost

Max

Frequency

Type

School

Range

1
1
1
1
1

1 / Life, Charge x3
1 / Life
1 / Life
1 / Refresh
1 / Life

Verbal
Verbal
Verbal
Verbal
Verbal

Sorcery
Spirit
Spirit
Sorcery
Command

20ft
Touch
20ft
Touch
20ft

1
1
1
1

1/Life
1/Life
1/Refresh
1/Refresh

Verbal
Verbal
Verbal
Verbal

Sorcery
Spirit
Spirit
Command

Touch
Touch
20ft
20ft

1
1
1
1

1/Refresh
1/Refresh
1/Life
1/Life, Charge x 5

Verbal
Verbal
Verbal
Verbal

Command
Death
Death
Command

20ft
20ft
20ft
50ft

1
1
1
1
1

2
5
-

1/Refresh
1/Refresh
1/Refresh
1/Refresh, Charge x 5
1/Refresh

Verbal
Enchantment
Verbal
Verbal
Verbal

Death
Death
Spirit
Sorcery
Sorcery

20ft
Touch
Touch
20ft
20ft

1
1
1
1

1
1
1
1

1/Refresh
1/Refresh
1/Refresh, Charge x 5
1/Refresh

Verbal
Verbal
Verbal
Verbal

Command
Death
Sorcery
Spirit

20ft
Touch
20ft
20ft

1
1
1
1

2
2
4
-

1/Refresh
1/Refresh
1/Refresh
1/Refresh

Enchantment
Verbal
Verbal
Verbal

Death
Death
Sorcery
Sorcery

Touch
20ft
50ft
20ft

1st Level
Shove
Heal
Banish
Release
Hold Person
2nd Level
Mend
Sever Spirit
Summon Corpse
Break Concentration
3rd Level
Awe
Dragged Below
Wounding
Suppress Aura
4th Level
Terror
Lycanthropy
Resurrect
Curse Player*
Greater Release
5th Level
Agoraphobia
Steal Life Essence
Curse of Pain*
Greater Heal
6th Level
Undead Minion
Finger of Death
Curse of Vengeance*
Dispel Magic

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Inquisitor
Description: These individuals hunt the
supernatural with what borders on obsession.
The ends will always justify the means to an
Inquisitor. Through a life of devotion to this
task, they have developed skills and gathered
knowledge that make them rather good at the
job.

Garb: Silver Sash with a Torch.


Armor: Up to 2 points
Shields: None
Weapons: Dagger, Short, Long
Look the Part: Protection from Magic
1/Refresh
Levels:
1st
Banish (1/Life, Charge x 5) (m)
Break Concentration (2/Life) (m)
2nd

Planar Grounding (1/Life, Charge x 5) (m)

3rd

Dispel Magic (2/Refresh) (m)

4th

Dimensional Rift (2/Refresh) (m)

5th

Suppress Aura (2/Refresh) (m)

6th

Protection from Magic 1/Refresh


Kill it with Fire 1/Refresh

Kill it with Fire!


T: Verbal
S: Sorcery
R: 20ft F: 1/Refresh
I: Kill it with Fire! x 1
E: Must be used immediately after delivering a wound that kills a player or triggers an ability that
invokes a state other than death when receiving such a wound (Trolls Blood, Undead Minion, Gift of
Air, etc). Target player is immediately Dead and Cursed. These states are not prevented by any
ongoing magic or abilities.
L: The player must be carrying a flame source in order to use this ability (Torch, Flameblade, etc).

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SECTION 4: Races
At some point during character creation, players will want to portray a non-human character. Rather
than create an overly complex method of creating bonuses and drawbacks for a variety of races, the
folks currently overhauling the Dor Un Avathar have developed an elegant system for just this thing. In
order to gain racial abilities, a player must costume themselves as that race well enough to qualify for a
"Look the Part" bonus. If they do, they may swap out their class' normal Look the Part bonus for the
racial one. In addition, this will also open up the option for the player to purchase Racial Expert
Abilities. Please note that the costume requirements are the same for these Expert Abilities as well.
Below is the relevant section from the Dor Un Avathar X, please visit them and support their efforts
here:
https://www.facebook.com/groups/DorUnAvatharX/

Monster Race Alternative Look the Part


A player may portray a standard class with a monster Race. The player would wear the garb and/or
makeup for that race of sufficient quality to qualify for Look the Part. The Player would then gain access
to an alternative Look the Part bonus, determined by their Race, that the player could use instead of the
Look the Part bonus for their class. Players must still wear the required garb of their class.

Dwarf

Elf

Garb: Beards, blocky looking


armor/garb/shields.
Description: Short and powerfully built,
Dwarves have a reputation that defies their
small size. Capable of the finest metal and stone
crafting known to man, these bearded warriors
are not to be taken lightly. As a race they
possess a grim determination and an amazing
constitution against threats both magical and
mundane.
Alternate Look The Part
Harden(Ex) (self-only) 2/Refresh

Garb: Pointed ears


Description: Elves are the longest lived of all
the civilized races. Their thin limbs and
beautiful features cause many races to
underestimate the Elven Nation much to the
dismay of any enemy who has lost a war to the
graceful elves.

Catperson
Garb: Cat masks, makeup, fur, tail
Description: Catpeople are a race of feline
humanoids that resemble many of the great cats
such as lions, tigers or leopards. They are
normally very refined in the field that they
specialize in, be it the arts or war-oriented
sciences. Catpeople take great pride in whatever
they do.
Alternate Look The Part
Blink (Ex) 2/Refresh
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Alternate Look The Part


Tracking (Ex) 1/Refresh, Charge x10

Dark Elf
Garb: Sable/purple face paint, pointed ears
Description: Long ago, the Dark Elves were
driven out of the Elven cities and forced
underground because of their worship of evil
gods. Dark Elves take great pleasure at the
destruction of anything good or bright,
especially their surface dwelling cousins.
Alternate Look The Part
Poison (Ex) (self-only) 1/Refresh, Charge x10
Page 22

Gnome

Lizardman

Garb: Leather workmans apron, Wok gloves.


Suggested: Unkempt white hair and wild beard.
Description: Small and wiry, this race of
tinkers and inventors look at the world with rapt
curiosity and see nothing but possibilities!
Alternate Look The Part
Mend (Ex) 1/Refresh, Charge x 10

Garb: Green tunic and facepaint or mask.


Description: These tribal groups of sentient
lizardfolk will occasionally cross paths with
those of the other races. They often seem
primitive in nature due to their lack of needing
clothing, but their intelligence rivals that of the
other races.

Half-Giant
Garb: Anything that makes you look taller or
larger.
Description: These behemoths are very rare.
Towering above the other races, they try to
make their way in a world built for much
smaller peoples.
Alternate Look The Part
Large (T)

Half-Orc
Garb: Green / Grey Facepaint, tusks.
Description: Half-orcs have a difficult time
blending in to society as their features tend to
stand out. They can be quick to anger and are
often discriminated against by more civilized
races.
Alternate Look The Part
Scavenge (Ex) 1/Refresh, Charge x 10

Halfling
Garb: Hairy Feet, Simple, comfortable, and
practical clothes. Suggested: Long sideburns.
Description: These short folk are generally very
agreeable and have an obsession with food.
Alternate Look The Part
Pass without Trace (Ex) 2/Refresh

Lepus
Garb: Bunny ears, fluffy tails.
Description:
These
creatures
resemble
werewolves, except that theyre rabbits.
Alternate Look The Part
Leap (Ex) 2/Refresh
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Alternate Look The Part


Free Hinged (Natural) Weapon
Does not cost magic points.

Satyr
Garb: Small Horns, furry leggings, bare chests,
pan flutes.
Description: Half-man, half-goat, these
whimsical trouble makers are often found in the
forest, causing trouble and playing music.
Alternate Look The Part
Song of Visit 1/Refresh, Charge x 10

Scalor
Garb: Scales, make-up, or a scaly costume
Description: These sentient sea-dwellers
occasionally come onto land to trade with the
other races. They are fantastic swimmers and
fiercely territorial.
If you qualify for Look the Part, you may,
optionally, switch out your Look the Part bonus
for the following ability:
Aquatic (T)

Skeleton
Garb: Skull Mask or face makeup and black
tunic
Description: Intelligent undead that still cling
to the world of the living.
Alternate Look The Part
True Grit (ex) 1/Refresh

Page 23

Werewolf

Vampire

Garb: Lots of fur and fangs, garb details that


identify the type of creature.
Description: Whether naturally born, or victims
of a dark curse, these shapeshifters can
transform between man and beast.
Often
working together in packs, they are fierce
hunters.

Garb: White makeup, fangs, Cloak.


Description: These undead prey upon the other
races, consuming their blood to survive.
Alternate Look The Part
Vampirism (T), Enchantment limit is lowered by 1.

Alternate Look The Part


Lycanthropy (M,( Self Only) 1/Refresh

SECTION 5: New Abilities & Spells


This section details new abilities from Monsters, New Classes, as well as Expert Abilities.

Disable Locks / Traps


Skill can be used by: Anyone
Cost to learn the skill: None, though equipment is required.
This skill is useable by anyone and simply requires a lock pick. Whenever encountering anything that is
locked or trapped, the user simply pulls out his lock picks, and counts Disabling 1 Disabling 2
Disabling 9 Disabling 10. Once finished, the Rating of the lock pick is compared to the rating of the
Lock or Trap. If the rating is equal to or greater than the level of the lock or trap, it becomes disabled.
NOTE: Assassins and Gypsies may add their Level to the Rating of any lock pick, to a maximum
Rating equal to twice the lock picks original rating. (A 5th level assassin with a level 2 lock pick could
utilize it at a Rating of 4. If the lock pick were a Level 5, then the Assassin could add all his levels for a
total of 10.)

Curse Player
T: Verbal
S: Sorcery
R: 20ft
F: 1/Refresh, Charge x 5
I: My power curses you x 3
E: Target player is affected by the Cursed state.

Curse of Pain
T: Verbal
S: Sorcery
R: 20ft
F: 1/Refresh, Charge x 5
I: May the curse of pain suppress your thoughts x3
E: Target player is affected by the Cursed and Suppressed states.
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Curse of Vengeance
T: Verbal
S: Sorcery
R: 50ft
F: 1/Refresh
I: My vengeance makes thee cursed, fragile, and suppressed x 1
E: Target player is affected by the Cursed, Fragile, and Suppressed states. Caster is cursed.
N: May only be cast immediately after dying. May only be used to target the player that killed the
caster. Target is affected even if Frozen or Insubstantial.

Execute
Useable by: Any Monarch, Champion, Knights.
Uses: Monarch 3/Refresh, Champion 1/Refresh, Knight 1/Refresh
This ability allows the Law to punish criminals. It is used by killing a player while stating Execute.
The player is killed and Cursed. In addition, the player loses all of the coins currently in his possession
(minimum 10). If the player does not have at least 10 coins in his possession, the player instead loses at
least 100 coins worth of equipment. If the players equipment is not worth at least 100 coins, he loses
everything in his inventory and dies a pauper, alone and forgotten. These coins / items are then
deposited into the Local Treasury as restitution for the offending crimes. Local officers may only use
this ability in their own lands.

Light (New Spell)


Level: Brd 1, Drd 1, Hlr 1, Wiz 1, Gyp 1
Cost: 1 Max: Unlim Uses: 1/Refresh
Type: Enchantment
School: Sorcery
Material: Yellow strip and item to be enchanted
Incantation: My power shall light your way
Effect: Enchanted item is considered a Light Source as per the Darkness section. This enchantment is
removed after a 300 count.

Rebounding
Exceptional Equipment Trait
Type: Trait
School: Sorcery
Effect: This is a trait that can be granted to a small shield through the creation of Exceptional Equipment
by the Smith class.
A shield with this trait is immune to the effects of magic balls. In addition, if a magic ball makes
contact with the shield, it will remain active and affect the next target struck prior to contacting the
ground. Once the magic ball touches the ground, the wielder of the shield has 2 seconds to pick up and
immediately throw the spellball, which is considered active once again.

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Guildmaster Abilities
Guildmasters gain access to a special ability that allows them to assist other members of their guild.
These abilities may not be used at a range of Self.

Guildmaster: Archer (ex)


T: Verbal
S: Sorcery
R: Touch
F: 1/Life, Charge x 3
I: Your guild comes to your aid
E: Choose one of the following effects:
1) Target Archers Reload ability is immediately recharged.
2) Target Archers Bow is immediately affected as per Mend
3) Target Archer using the Sniper ability is allowed to immediately charge one arrow of their choice.

Guildmaster: Assassin (ex)


T: Verbal
S: Sorcery
R: Touch
F: 1/Life, Charge x 3
I: Your guild comes to your aid
E: Choose one of the following effects:
1) Target Assassin is immediately affected as per the Poison ability
2) Target Assassin immediately gains a single use of Blink

Guildmaster: Barbarian (ex)


T: Verbal
S: Sorcery
R: Touch
F: 1/Life, Charge x 3
I: Your guild comes to your aid
E: Choose one of the following effects:
1) Target Barbarian is immediately affected by Blood and Thunder
2) Target Barbarian is affected by Fight After Death the next time they are killed. This will not
function if the barbarian is suppressed when killed.

Guildmaster: Bard / Druid / Healer / Wizard (ex)


T: Verbal
S: Sorcery
R: Touch
F: 1/Life, Charge x 3
I: Your guild comes to your aid
E: A single magic, purchased by the Guildmaster, is removed from his/her spell list and added to the list
of the Target.
N: This will not function if the chosen spell has been modified by an Archetype.
The transferred spell must be noted on both the Guildmaster and Targets spell sheet.
This transfer lasts until the end of the quest day.
May not be used to grant a player more than the maximum number allowable of a particular magic.
The target must be a member of the Guildmasters Guild (ie, Bard, Druid, Healer, Wizard, as
appropriate).
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Guildmaster: Monk (ex)
T: Verbal
S: Sorcery
R: Touch
F: 1/Life, Charge x 3
I: Your guild comes to your aid
E: Choose one of the following effects:
1) Immediately recharges the Sanctuary ability of the Target Monk
2) Immediately recharges the Resurrect ability of Target Monk.

Guildmaster: Scout
T: Verbal
S: Sorcery
R: Touch
F: 1/Life, Charge x 3
I: Your guild comes to your aid
E: Choose one of the following effects:
1) Immediately recharges the Tracking ability of the Target Scout
2) Immediately recharges the Release ability of the Target Scout
3) Target scout is immediately affected by Adaptive Blessing.

Guildmaster: Warrior
T: Verbal
S: Sorcery
R: Touch
F: 1/Life, Charge x 3
I: Your guild comes to your aid
E: Choose one of the following effects:
1) Immediately recharges the Shake it off ability of the Target Warrior
2) Target Warrior is immediately affected as per Shake it off
3) Target warrior is immediately affected as per Mend.

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EXPERT ABILITIES
By spending Quest Tokens, character can gain access to powerful and rare skills. These skills are
detailed below. Each of these skills costs Quest tokens to purchase. Each additional Expert Ability
purchased will have an increased cost. Once a player has purchased all of the expert abilities for their
class, they may purchase the class' Final Ability. Your quest administrator may adjust the cost of these
abilities at the beginning of the campaign.
When calculating costs for expert abilities, only active abilities are used.
changing classes are not considered.

Inactive abilities from

Expert Ability
Cost
st
Racial / 1 Class 6 Quest Tokens
2nd Class
8 Quest Tokens
rd
3 Class
10 Quest Tokens
Final Class
12 Quest Tokens

Anti Paladin
Juggernaut Anti Paladin Expert Ability
The Anti-Paladin has so tapped into his hatred for others, that his mind becomes focused on destruction.
So powerful is his rage, that almost nothing can stop him. The player gains Resistance: Subdual 1/Life

Lord of Darkness Anti Paladin Expert Ability


Once per game, the Anti-Paladin can call on the forces of Darkness to desecrate holy ground by stating
Let darkness corrupt this place x 5. Holy Ground within 20ft of the Anti Paladin is dispelled. The
Anti-Paladin also gains Undead Minion 2/Refresh.

Lord of Fire Anti Paladin Expert Ability


The player may cast Flame blade (Self only) 1/Refresh.
Lord of Death Anti Paladin Expert Ability (Final)
The player may cast Greater Undead Minion 2/Refresh.

Archer
Eye of the Owl (T) Archer Expert Ability
An archer with this ability may fire arrows normally while under the effects of darkness.
Ironwood Bow (Ex) Archer Expert Ability
The archer gains Harden (1/Life) EX (self only).
Phase Arrow (Ex) Archer Expert Ability
The Archer gains an additional Phase Arrow.
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Page 28


Specialist (T) Archer Final Ability
At the start of the quest day, choose one of the following arrow types: Destruction, Poison, or Pinning.
The arrow selected is the only type of special arrow the archer may use. The Archer gains 3 of this
arrow at levels 1, 3 and 5, and 2 of these arrows at levels 4 and 6 as well as being awarded an additional
arrow for Look the Part.
A 6th level archer with a Look the Part bonus would have 14 specialty arrows, but they must all be the
same type.

Assassin
Amazing Reflexes (ex) Assassin Expert Ability
T: Enchantment
S: Protection R: Self F: 1/Life
I: My body is nimble, My mind is sharp x 3
E: Player ignores the effects of the next trap that would affect him/her. Persistent until discharged.
Blind fighter (T) Assassin Expert Ability
The assassin may ignore the effects of darkness.
Phase Strike (Ex) Assassin Expert Ability
T: Enchantment
S: Sorcery
R: Self
F: 1/Refresh M: Red Strip
I: Everything has a weak spot x 3
E: The next strike to a player dealt by the bearer in melee combat does not interact with any ongoing
magic or abilities. Must announce Phase when engaging an enemy.
Knife Fighter (T) Assassin Expert Ability (Final)
Players weapons are considered Armor Breaking as long as they are under 24 in total length.

Barbarian
Great Hurl (ex) Barbarian Expert Ability
T: Enchantment (ex) S: Sorcery
R: Self F: 1/Refresh
I: Immediately prior to throwing a rock with 2 hands Siege
E: Rock thrown two handed acts as a siege weapon.
N: This enchantment is removed once a rock has been thrown as a siege weapon. Persistent until used /
dispelled.
Killing Machine (T) Barbarian Expert Ability
Player gains Fight After Death 2/Refresh (ex) Ambulent
Hulk Out (ex) Barbarian Expert Ability
Player may cast Bear Strength 1/Refresh, Range: Self.

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Crushing Blow (ex) Barbarian Expert Ability (Final)
T: Enchantment (ex) S: Sorcery
R: Self F: 1/Refresh
M: Red Strip
I: Nothing can stand before me! x 3
E: The next blow dealt by the bearer in melee combat acts as a siege weapon. This enchantment is
removed once used.

Bard
Banshees Wail (T) Bard Expert Ability
The spell Agoraphobia becomes Charge x 5
Squirrel! (T) Bard Expert Ability
The spell Break Concentration becomes Charge x 3
War Musician (T) Bard Expert Ability
If the bard carries field legal equipment (could even be a weapon) that legitimately looks like a musical
instrument (reeves discretion) The Bard gains 1 additional point of magic at the highest level.
Dance of Death (T) Bard Expert Ability (Final)
Ambulent becomes 2/Life.

Bushi
Spirit Blade (Ex) Bushi Expert Ability
The Bushi may cast Banish 1/Life.
Tea Ceremony (Ex) Bushi Expert Ability
T: Enchantment
S: Protection
R: Touch
F: 1/Refresh
M: White Strips (up to 5)
I: Clear your minds and focus on inner peace x 3
E: Up to 5 players (including the Bushi) are granted Resistance: Command
Masterful Caligraphy (M) Bushi Expert Ability
The Bushi can choose to create a single scroll from the following list each Quest day:
Mend
Heal
Release
All scrolls use the incantation I read from a scroll of Mend/Heal/Release x 1
Demon Mempo (M) Bushi Expert Ability (Final)
The Bushi may cast Terror 2/Refresh.

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Druid
Elemental Alignment (T) Druid Expert Ability
The Druid may choose 1 of the following Elements to align himself with. This may never be changed,
and the Druid may never have more than 1 of these abilities.
Earth Druid
Entangle becomes Max 4
Gift of Earth becomes Self / Touch
Player may not purchase Attuned or Essence Graft
Player may have an unlimited number of golems
Fire Druid
Heat Weapon becomes Charge x 1
Flameblade becomes Range: Touch/Self
Gift of Fire becomes Range: Touch/Self
Water Druid
Heal becomes Charge x 3
Gift of Water becomes Range: Touch/Self
Icy Blast becomes Charge x 3
Lord of Nature (T) Druid Expert Ability
Animals, Fey and Nature-aligned Creatures (at reeves discretion) will not attack the player unless
directly provoked. Additionally, the player may cast Awe 1/Refresh while in a forest. Must announce
the presence of this ability to NPCs when appropriate.
Natures Wrath (M) Druid Expert Ability
Player may cast Grasping Tentacles 1/Refresh
Shapeshifter (M) Druid Expert Ability (Final)
T: Enchantment
S: Sorcery
R: Self
F: 1/Refresh
I: My body is formed by my mind x 3
E: Player gains the following:
2 points of natural armor
Regeneration
Immunity to Command
Choose one of the following ability sets:
o Shadowstep 1/Life (Charge x3)
o Blink 1/Life (Charge x 3)
o Poison 1/Life (Charge x 3)
o May use Short Weapons

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o Immunity to Subdual
o Adrenaline (unlimited)
o May use short
weapons(considered Armor
Breaking)

Page 31


L: Player may not wear any enchantments from any source while under the effects of this ability.
Player loses the ability to activate magic items or cast any Druid Magic while under the effects of
this ability.

Gypsy
Gypsy Dancer (T) Gypsy Expert Ability
The player gains Ambulet (m) 2/Life.
Ghost Whisperer (T) Gypsy Expert Ability
The player has the ability to speak with players affected by the Dead state. Dead players still wont
recall the five immediately preceding their death.
Gypsy Brew (M) Gypsy Expert Ability
The player can make three Potions of Adaptive Blessing each quest day for free.
Fortune Teller (ex) Gypsy Expert Ability (Final)
T: Verbal
S: Sorcery
R: Self F: 1/Refresh
I: I gaze through the veil to know its secrets x 3
E: The player may ask up to three simple questions about a quest, monster, or player of the reeve. The
reeve will answer truthfully, though the answer may be cryptic in nature. This spell lasts for a maximum
of 100 seconds.

Healer
Herbalist (m) Healer Expert Ability
The player can make three Potions of Heal each quest day for free.
Annointed (T) Healer Expert Ability
Blessing against Wounds becomes Range: Touch/Self
Purify / Defile Ground (M) Healer Expert Ability
T: Verbal
S: Spirit
/ Death
Range: Self
F: 1/Game
M: White / Black spell strips to mark the area
I: Let the white light [purify/abandon] this place x5
E: An area 10ft radius around the caster becomes Blessed / Cursed Ground (see Terrain for more
details). This area is static and does not move and lasts for 10 minutes.
May alternatively be used to cancel the opposing terrain (Purify to remove Defiled, etc)
N: The healer must choose either Purify or Defile and may not change without the administrators
approval.
L: This ability may not be used more than once per quest day for any reason.

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Deific Icon Healer Expert Ability (Final)
The player gains a magic item at least 18 long that is shaped / designed as a symbol of his/her faith.
While holding this item, the Healers charge incant iterations are reduced by 1 (ie, Charge x 3 becomes
Charge x 2).

Inquisitor
Close the veil (T) Inquisitor Expert Ability
Planar Grounding becomes Charge x 5
Interrogation (ex) Inquisitor Expert Ability
Type: Verbal S: Sorcery
R: Touch
F: 1/Life, Charge x 5
I: I will make you talk x 3
E: Player may ask 1 yes or no question of a Player or Monster, which must be answered truthfully. The
target must be subdued or otherwise incapable of combat (including frozen and insubstantial).
Monster Lore (Ex) Inquisitor Expert Ability
T: Verbal
S: Sorcery
R: Self F: 1/Life
I: I think I read about this in a book somewhere x 1
E: Player may ask a reeve 3 yes/no questions about a monster, a monsters abilities, or a monsters
weaknesses.
Purification (Ex) Inquisitor Expert Ability (Final)
Kill It With Fire! becomes Charge x 5

Merchant
Appraisal (Ex) Merchant Expert Ability
T: Verbal
S: Sorcery
R:Self
F:3/Refresh
I: Show me your secrets x 3
The player is able to identify a unique item. This may require the assistance of a reeve / administrator
and may usually only be done in town. Using this ability costs the player 3 coins. This will identify the
unique properties of the item as well as the name of the person to whom it is bonded.
Master Negotiator (T) Merchant Expert Ability
The merchant gains an additional 5% discount when buying items from NPC vendors. This includes the
local store (run by the administrator), the Merchant Network ability, or from the Importer ability.
Expanded Network (T) Merchant Expert Ability
The merchant is able to purchase up to 2 additional random items when using the Merchant Network
ability.
Importer (T) Merchant Expert Ability
The merchant may purchase up to 100 coin worth of standard equipment from the local Administrator,
even if they are not in stock. This represents the merchants ability to import goods to the area.
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Monk
Blind Fighter (T) Monk Expert Ability
The monk may ignore the effects of Darkness
Iron Fists (T) Monk Expert Ability
The monk may carry two daggers that are considered natural weapons. These weapons are not subject
to effects that target weapons or equipment in general (Weapon Destroying, Heat Weapon, etc). These
daggers may not be held in the hands while in sanctuary, but may otherwise be carried as if they were
not weapons.
Master of the Wind (T) Monk Expert Ability
The monk is immune to the effects of Pits, Water, and other, ground-based traps. Additionally, the
monk is immune to anything the reeve determines to be a wind- or air-based effect.
Spell Ball Deflection
After successfully blocking a spell ball with his/her hand(s), the player has 2 seconds to retrieve the spell
ball and throw it back at the caster. The spell ball is considered active once thrown.

Paladin
Driven (Ex) Paladin Expert Ability
T: Enchantment
S: Prot R: Self F: 2/Refresh
I: Let nothing stop me in my quest x 3
M: White Strip
E: Player gains Resistant to Subdual
Gift of the Phoenix (m) Paladin Expert Ability
Player gains Phoenix Tears (1/Refresh) (M), Self Only.
Inner Light (m) Paladin Expert Ability
T: Enchantment
S: Spirit
Range: Self
F: 1/Refresh, Charge x 10
I: May the White Light shine x 3
M: Yellow strip
E: Player becomes a Light source. May Charge other players magic or abilities by stating May my
light focus your thoughts x1 (Range: touch, unlimited uses until the enchantment expires).
N: This enchantment is removed after a 100 count.
Lord of Life Paladin Expert Ability (Final)
Resurrect becomes 1/Refresh, Charge x 10
Player may cast Greater Resurrect 2/Refresh.

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Racial Expert Abilities


Human - Racial Expert Ability
Player chooses 1 non-enchantment spell or ability from 1st, 2nd, or 3rd level. This spell or ability acts
as if affected by the "Experienced" metamagic.
Catperson - Racial Expert Ability
The player may ignore the effects of Darkness.
Dark Elf - Racial Expert Ability
Player gains Shadow Step (ex) 1/Refresh, Charge x 4
Dwarf - Racial Expert Ability
Player gains Mend (ex) 2/Refresh
Elf - Racial Expert Ability
Tracking from Look the Part becomes 1/Life OR gain 1 point of Magic at the highest level.
Half-Giant Racial Expert Ability
Player may use Rocks
Half-Orc - Racial Expert Ability
Player gains 1 point of natural armor (T) (may not be combined with magic or worn armor). Player
must wear a white ribbon.
Halfling Racial Expert Ability
Player may loot by saying Looting x5 instead of the normal x10
Lepus Racial Expert Ability
Player gains Blink (ex) 1/Refresh, Charge x 10
Lizardman Racial Expert Ability
Player gains Poison (ex) 1/Refresh, Charge x 10
Satyr Racial Expert Ability
Player gains Insult (ex) 1/Refresh, Charge x 10
Scalor Racial Expert Ability
Player gains Entangle (m) 1 Ball, 1/Life Charge x 3 (Simulates Neting)
Skeleton Racial Expert Ability
Player treats Mend as Heal
Werewolf Racial Expert Ability
Player gains Lycanthropy 1/Refresh(m)(Self Only)
Vampire Racial Expert Ability
Player gains Awe (m) 1/Refresh, Charge x 10
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Sage
Appraisal (Ex) Sage Expert Ability
T: Verbal
S: Sorcery
R:Self
F:3/Refresh
I: Show me your secrets x 3
The player is able to identify a unique item. This may require the assistance of a reeve / administrator
and may usually only be done in town. Using this ability costs the player 3 coins. This will identify the
unique properties of the item as well as the name of the person to whom it is bonded.
Exotic Materials Mastery (T) Sage Expert Ability
Player may create 1 additional exotic material each quest day.
Arcane Library Sage Expert Ability
While in town, and at the Reeves discretion, the Sage may ask up to 5 yes/no questions each quest day
pertaining to a monster, quest, terrain, or item.
Legendary Crafter Sage Final Ability
The sage adds +4 to their level when determining the highest level of magic item they can create.

Scout
Guerilla (ex) Scout Expert Ability
Player gains Teleport (ex) 1/Refresh and Shadowstep becomes Charge x 5.
Grizzled Veteran (T) Scout Expert Ability
The scout may add Traps to the list of resistances selectable with Adaptive Blessing. Additionally,
Hold Person becomes Charge x 5.
Keen Senses (ex) - Scout Expert Ability
T: Verbal
S: Sorcery
R: Self
F: 1/Refresh
I: My senses reveal what is secret x 3
E: The player may ask up to three simple questions about a quest, monster, or player of the reeve. The
reeve will answer truthfully, though the answer may be cryptic in nature. This spell lasts for a maximum
of 100 seconds.
Expert Tracker Scout Expert Ability (Final)
Tracking becomes Charge x 1

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Smith
Appraisal (Ex) Smith Expert Ability
T: Verbal
S: Sorcery
R:Self
F:3/Refresh
I: Show me your secrets x 3
The player is able to identify a unique item. This may require the assistance of a reeve / administrator
and may usually only be done in town. Using this ability costs the player 3 coins. This will identify the
unique properties of the item as well as the name of the person to whom it is bonded.
Exotic Materials Mastery (T) Smith Expert Ability
The player may create 1 additional exotic material each quest day.
Smithing Mastery (T) Smith Expert Ability
The player add +1 to their level when determining the highest level of exceptional item they can create
Legendary Smith (T) Smith Final Ability
The player adds +3 to their level when determining the highest level of exceptional item they can create

Swashbuckler
Witty Repartee (ex) Swashbuckler expert ability
The player may cast Insult 2/Life
Dread Pirate (ex) Swashbuckler expert ability
The player may cast Awe 2/Refresh
Master of the Sea (T) Gain bonuses in the water or on ship combat.
The player may always run while in water. Additionally, the player may gain additional advantages
when participating in water, ship, or other nautical environments.
Arterial Strike (ex) Swashbuckler expert ability (Final)
The player gains poison 2/Refresh

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Page 37

Warrior
Epic Trophy Warrior Expert Ability
This is actually four abilities and each can be taken multiple times. The cost of these abilities is one half
as much as normal, but, in addition to paying the Quest Tokens, the Warrior must also defeat a particular
monster. This does not have to be a one-on-one fight, he just has to participate in the killing. Multiple
warriors can benefit from the same monster quest. Each time the warrior pays the Quest Tokens and
successfully defeats the particular monster, he may choose 1 piece of equipment from the appropriate
list. This item is considered Bound and may not be bound to another. If all of the items are carried in
the set, an additional ability is granted. All items must be worn / carried in order to use the bonus
ability. In addition, the item must be represented by a special piece of equipment. (ie, Dragon Scale
Armor should look like armor made of scales, etc. Be creative. The GM:R has the final say on the
appearance of the new equipment.)

Epic Trophy: Dragon slayer


Monster to Defeat: Dragon
Equipment Options:
Dragon scale Armor (up to 5pts) : Armor is immune to the Flame School.
Dragon scale Shield (up to Medium) : Shield is affected as per Imbue Shield.
Dragon tooth Spear: Stabbing only weapon up to 72 in. Is considered Hardened Also Armor
Breaking.
All three: Warrior gains the ability to carry and use a single Fireball. Only one spellball may be
carried. As the spell Fireball.
Epic Trophy: Giant Mauler
Monster to Defeat: Giant / Titan
Equipment Options:
Titan cloth armor (up to 2pts) : Armor is affected as per Pro Projectiles
Titans Hammer: Warhammer (Up to 72). 2/Refresh will impart the STUNNED state if it
strikes a shield. This state lasts for 30 seconds. The player must state Stunned upon striking
the shield.
Lightning Javelin: Yellow Javelin that strikes as a lightning bolt when thrown. This ability can
be used 1/Life. Must carry a Red Strip when active.
All Three: 1 Siege Strike per life. May only be used with the Titans Hammer. Must state
Siege immediately prior to attacking the target.
Epic Trophy: Demon Killer
Monster to Defeat: Demon
Equipment Options:
Demon skin armor (up to 3pts): Warrior affected as per Regeneration
Demon blade: Sword (up to 48) gains Armor Breaking
Demon-barbed chain: Flail affected as per Poison 1/Life.
All three: Warrior is affected as per Pro-Flame.
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Epic Trophy: Deaths Bane
Monster to Defeat: Powerful undead
Equipment Options:
Deathsteel Plate (up to 6pts): Warrior is affected as per Pro-Death
Deathsteel shield: Shield affected as per Harden. Allows casting of Fear 1/Life.
Deathsteel Blade: Sword (up to 48). Enemies killed by the blade are Cursed
All three: An enemy player that the Warrior has just slain is affected as per Undead Minion. This
player then serves the warrior for the remainder of that life. May be used 1/Refresh
Epic Trophy: Faes Demise
Monster to Defeat: Powerful Fae
Equipment Options:
Fairy Chain (up to 4pts): Armor is immune to Magic
Faeblades: Twin daggers that ignore the Insubstantial State. Must announce Faeblades before
engaging.
Unseelie Masque: Mask (covering 50% of the face) that counts as if wearing a heavy helm.
All three: Shadow Step 1/Refresh

Wizard
Soul Devourer (T) Wizard Expert Ability
Steal Life Essence becomes 2/Life, Charge x 3

Massive Spellbook (T) Wizard Expert Ability


Player may create up to 3 scrolls of Innate each quest day. These scrolls function as a Potion of
Refreshment and may only be used by the creator.
Military Magus (T) Wizard Expert Ability
The maximum number of times each spellball may be purchased is increased by 1.
Wizard Staff (T) - Wizard Final Ability
The player has completed all six of his wizarding trials and now receives his Wizard Staff. The player
may carry a double ended great weapon no longer than 6.5 feet. Additionally, the player gains 2 points
of magic at their highest level.

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Page 39

Section 6 - Non-Fighting Classes


This section details several classes designed to give non-fighters a chance to play an active role in our
Adventures.
Players who chose to register as one of the following classes will be unable to participate in combat, but
will still be able to participate in an in-depth and exciting way, taking part in commerce, politics,
storylines and many other aspects of the game.
Players may use either Color or Reeve credits to determine levels for these classes.
Non-fighting classes will be allowed at the discretion of the Administrator.

Merchant
Garb: Gold Sash with a black M
Armor: None
Shields: None
Weapons: None
Immunities: None
Abilities and Traits:
Non Combatant (See Below)
Levels
Negotiation (5)
1st
Store Size (20)
nd
2
Negotiation (7)
Store Size (40)
Merchant Network 1
Negotiation (10)
3rd
Store Size (60)
4th
Negotiation (12)
Store Size (80)
Merchant Network 2
Negotiation (15)
5th
Store Size (100)
6th
Negotiation (20)
Store Size (120)
Merchant Network 3

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Page 41


Merchant Abilities Defined
Non-Combatant A class with this trait must refrain from combat. Others are forbidden from
engaging with a non-combatant in combat or otherwise using any abilities or magic upon them.
There are only two exceptions to this:
1) Resurrect/Greater Resurrect
2) Killing a Non-Combatant. Any player may kill a non-combatant so long as he has no active
defenders or bodyguards within 20 feet of him. This is done by stating [Non-fighting class]
Youre dead. The attacking player must have a weapon and be within 10ft of the noncombatant to do this. Active Defender / Bodyguard refers to any player that is capable of
combat (ie, not frozen, stunned, insubstantial, etc). The reeve has the final say on whether or not
a player is considered Active.
Negotiation This skill allows the merchant to haggle better than other folk. The number in
parentheses is the percentage discount that the merchant receives. The final price is rounded to the
nearest coin.
Store Size As the merchant becomes more skilled and more successful, he will be able to hold a larger
store in the marketplace. Each level of this ability allows the merchant to hold a larger inventory. The
number in parentheses is the number of items that may be kept in the Store. Items in the Store may
not be looted unless the Merchant is in town. For this reason, these items must be identifiably separated
from the players regular inventory (Such as in a separate bag/envelope, etc)
Merchant Network As a merchant gains experience, he will begin to collect contacts who regularly
sell to him. This network of suppliers allows the merchant to get his hands on rare and valuable items
for his shop. Each level of this ability will earn the merchant 1 item that he has the option to purchase
and place in his store. These items will be presented by the Administrator. The prices presented are
non-negotiable and the merchant is not required to buy any of the items.
Main
15
610
1112
1314
1516
1718
20

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Potion
Scroll
Weapon
Shield
Armor
Talisman
Artifact

Page 42

Merchant Network Item Tables


Potions
TrueDeath
Healing
Refreshment
Poison
Barkskin
BearStrength
Regeneration
Restoration
Stoneskin
Lycanthropy
Ironskin
TrollBlood
PhoenixTears

1
25
67
89
1011
1213
14
15
16
17
18
19
20

WeaponType
13
Dagger
49
Short
1011
Long
1213
Flail
1415
Great
16
19

Javelin
LightThrown

1718
20

HeavyThrown
Arrow

ShieldType
18
916
1720

Small
Medium
Large

Cost
5
5
10
10
15
15
30
30
35
35
40
40
40

15
16
17
18
19
20

Cost
5
10
15
10
35
10
5
10
5

Base
Cost
15
20
30

Scrolls
Mend
Amplification
Harden
Release
GreaterRelease
Prot.fromProjectiles
Teleport
Prot.fromFlame
Prot.fromMagic
Resurrect
WordofMending
GreaterResurrect
NaturalizeMagic

15
6
7
811
12
13
14

WeaponProperties
18
Hardened
912
FlameProof
13
MagicProof
1415
ArmorBreaking
1516
ShieldBreaking

Cost
5
5
10
10
15
15
20
20
25
25
30
30
30
Additional
Cost
+50
+75
+125
+125
+175

17
18

Poisoned
ArmorDestroying

+250
+300

19
20

ShieldDestroying
LifeStealing

+350
+400

ShieldProperties
19
1015
1517
1819
20

Hardened
FlameProof
Beguiling
MagicProof
Rebounding

Additional
Cost
+50
+75
+125
+175
+250

Please note that costs are subject to the discretion of the Quest Administrator!

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Page 43

Merchant Network Tables

Base
Cost
10
25
50
60
75
100

12
34
56
78
9
1011
12
1314
1516
1718
19
20

Talismans
AmuletofForce
AmuletofTracking
AmuletofTeleport
AmuletofShadows
AmuletofSurvival
BraceletofSolidity
BraceletofAntiMagic
WandofRelease
WandofHealing
WandofMending
BraceletofStoneskin
WandofExtension

Cost
15
15
15
15
75
25
25
40
40
60
60
250

Artifacts
Andalsa'sLament
AnkhofRan
Homestone
CloakofEnigmas
NuntiusStaff
ShieldoftheChosen
SwordofFlame
Micheal'sHammer
HelmofWillpower
PhaseBlade
StaffofLight
SingingSword

Cost
75
75
150
150
150
150
150
250
250
350
350
350

ArmorType
19
1014
1516
1718
19
20

1pt
2pt
3pt
4pt
5pt
6pt

12
34
56
78
910
1112
1314
15
1617
18
19
20

ArmorProperties
19
1012
1315
16
17
18
19
20

Imbued
FlameProof
MagicProof
Freedom
Regeneration
Phoenix
Ancestral
Reaping

Additional
Cost
+50
+75
+125
+125
+175
+250
+250
+250

Please note that costs are subject to the discretion of the Quest Administrator!

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Page 44

Sage
Garb: Gold Sash with a black S
Armor: None
Shields: None
Weapons: None
Immunities: None
Abilities and Traits:
Non-Combatant
Levels:
1st
Crafting Proficiency (10)
Craft Magical Items
nd
Crafting Proficiency (20)
2
Exotic Materials Knowledge (1)
rd
Crafting Proficiency (30)
3
4th
Crafting Proficiency (40)
Exotic Materials Knowledge (2)
th
5
Crafting Proficiency (50)
Crafting Proficiency (60)
6th
Exotic Materials Knowledge (3)
Crafting Proficiency (##): This skill allows the player to create equipment equal in value to the number in
parentheses each quest day. Only the highest level of this ability is used (ie, they dont stack). If the equipment
being created costs more than the allowable amount, the sage may spend coin to make up the difference. See the
local administrator to use this ability.
Craft Magic Items: This skill allows the Sage to create Potions, Scrolls, Talismans, and Artifacts of a level equal
to their own. See the Item Creation Chart for items, levels, and exotic materials costs. Costs for these items may
be adjusted by the Administrator. When creating magic items, Quest Tokens may be used in lieu of Exotic
Materials. These quest tokens may only come from another player if the resulting item is also bound to the player
upon creation. This ability also allows the Sage to bond one unique item per Sage level each quest day.
Exotic Materials Knowledge (#): This skill allows the sage to refine exotic materials, creating a number of them
each quest day equal to the number in parentheses. See the local administrator to use this ability.
Non-Combatant A class with this trait must refrain from combat. Others are forbidden from engaging with a
non-combatant in combat or otherwise using any abilities or magic upon them.
There are only two exceptions to this:
1) Resurrect/Greater Resurrect
2) Killing a Non-Combatant. Any player may kill a non-combatant so long as he has no active defenders or
bodyguards within 20 feet of him. This is done by stating [Non-fighting class] Youre dead. The
attacking player must have a weapon and be within 10ft of the non-combatant to do this. Active
Defender / Bodyguard refers to any player that is capable of combat (ie, not frozen, stunned, insubstantial,
etc). The reeve has the final say on whether or not a player is considered Active.

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Magic Item Creation Charts


MagicalEquipment
Sunstick
Grimoire(5)
Grimoire(10)
Grimoire(15)
Grimoire(20)
Grimoire(25)
Grimoire(30)
MagicFocus+1
MagicFocus+2
MagicFocus+3
MagicFocus+4

Level
1
1
2
3
4
5
6
7
8
9
10

Materials
0
0
0
0
0
1
1
2
3
4
5

Gold
20
20
30
50
80
120
150
50
75
100
200

Potions
TrueDeath
Healing
Refreshment
Poison
Barkskin
BearStrength
Regeneration
Restoration
Stoneskin
Lycanthropy
Ironskin

Level
1
1
2
2
3
3
4
4
5
5
6

Materials
0
0
0
0
0
0
1
1
1
1
1

Gold
5
5
10
10
15
15
30
30
35
35
40

TrollBlood

40

PhoenixTears

40

Talismans/Artifacts

Level

Materials

Gold

AmuletofForce

15

AmuletofTracking
AmuletofTeleport
AmuletofShadows
BraceletofSolidity

1
1
1
2

3
3
3
5

15
15
15
25

Scrolls
Mend
Amplification
Harden

Level
1
1
2

Materials
0
0
0

Gold
5
5
10

BraceletofAntiMagic

25

Release

10

WandofRelease
WandofHealing
AmuletofLife
BraceletofStoneskin
WandofMending
Andalsa'sLament
AnkhofRan
AmuletofSurvival
Homestone
CloakofEnigmas
NuntiusStaff
ShieldoftheChosen
SwordofFlame
Micheal'sHammer
WandofExtension
HelmofWillpower
PhaseBlade
StaffofLight
SingingSword

3
3
3
4
4
4
4
4
5
5
5
5
5
6
6
6
7
7
7

7
7
7
9
9
9
9
9
12
12
12
12
12
15
15
15
15
15
15

40
40
40
60
60
75
75
75
150
150
150
150
150
250
250
250
350
350
350

GreaterRelease
Prot.fromProjectiles
Teleport
Prot.fromFlame
Prot.fromMagic
Resurrect
WordofMending
GreaterResurrect
NaturalizeMagic

3
3
4
4
5
5
6
6
8

0
0
1
1
1
1
1
1
1

15
15
20
20
25
25
30
30
30

Please note that costs (both gold and materials) are subject to the discretion of the Quest Administrator!
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Page 46

Smith
Garb: Gold Sash with a black Anvil or Hammer
Armor: None
Shields: None
Weapons: None
Immunities: None
Abilities and Traits:
Non-Combatant
Levels
1st
2nd
3rd
4th
5th
6th

Smithing Proficiency (10)


Smithing Accomplishment
Smithing Proficiency (20)
Smithing Proficiency (30)
Smithing Proficiency (40)
Exotic Materials Knowledge (1)
Smithing Proficiency (50)
Exotic Materials Knowledge (2)
Smithing Proficiency (60)
Exotic Materials Knowledge (3)

Crafting Proficiency (##): This skill allows the player to create equipment equal in value to the number in
parentheses each quest day. Only the highest level of this ability is used (ie, they dont stack). If the equipment
being created costs more than the allowable amount, the sage may spend coin to make up the difference. See the
local administrator to use this ability.
Smithing Accomplishment: This skill allows the smith to create items from the item creation chart up to his own
level. Additionally, this skill allows the smith to bond up to 1 unique item per smith level each quest day.
Exotic Materials Knowledge (#): This skill allows the smith to refine exotic materials, creating a number of
them each quest day equal to the number in parentheses. See the local administrator to use this ability.
Non-Combatant A class with this trait must refrain from combat. Others are forbidden from engaging with a
non-combatant in combat or otherwise using any abilities or magic upon them.
There are only two exceptions to this:
1) Resurrect/Greater Resurrect
2) Killing a Non-Combatant. Any player may kill a non-combatant so long as he has no active defenders or
bodyguards within 20 feet of him. This is done by stating [Non-fighting class] Youre dead. The
attacking player must have a weapon and be within 10ft of the non-combatant to do this. Active
Defender / Bodyguard refers to any player that is capable of combat (ie, not frozen, stunned, insubstantial,
etc). The reeve has the final say on whether or not a player is considered Active.

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Standard Equipment Creation Chart


Equipment
Dagger
HingedWeapon
ShortWeapon
LongWeapon
GreatWeapon
SmallShield
MediumShield
LargeShield
Madu
HeavyThrown
Javelin
LightThrown
Bow
Quiver(5)
Quiver(10)
Quiver(15)
Quiver(20)

Type
Level
Weapon
1
Weapon
2
Weapon
2
Weapon
3
Weapon
4
Shield
1
Shield
2
Shield
3
Shield
4
Projectile
1
Projectile
1
Projectile
3
Projectile
4
Accessory
1
Accessory
2
Accessory
3
Accessory
4

Gold
3
10
7
10
20
10
15
20
Shld+10
5
12
2
30
3
10
30
50

Equipment
Torch
Lantern
Lockpick:Rating1
Lockpick:Rating2
Lockpick:Rating3
Lockpick:Rating4
Lockpick:Rating5
Lockpick:Rating6
1ptArmor
2ptArmor
3ptArmor
4ptArmor
5ptArmor
6ptArmor

Type Level
General
1
General
2
General
1
General
2
General
3
General
4
General
5
General
6
Armor
1
Armor
1
Armor
2
Armor
3
Armor
3
Armor
4

Gold
3
5
5
7
10
15
20
25
7
15
35
40
45
50

Exceptional Equipment Chart


ArmorQualities

Level

Exotic
Materials

Imbued
FlameProof
MagicProof
Freedom
Regeneration
Phoenix
Ancestral
Reaping

1
2
3
4
5
6
6
6

+3
+5
+7
+7
+9
+11
+11
+11

WeaponQualities

Level

Exotic
Materials

Hardened
FlameProof
MagicProof
ArmorBreaking
ShieldBreaking

1
2
3
3
4

+3
+5
+7
+7
+9

Gold
+50
+75
+125
+125
+175
+250
+250
+250

Gold

+50
+75
+125
+125
+175

ShieldQualities

Level

Exotic
Materials

Gold

Hardened
FlameProof
Beguiling
MagicProof
Rebounding

1
2
3
4
6

+3
+5
+7
+9
+11

+50
+75
+125
+175
+250

WeaponQualities

Level

Exotic
Materials

Gold

Poisoned
ArmorDestroying
ShieldDestroying
LifeStealing

5
6
7
8

+11
+13
+15
+20

+250
+300
+350
+400

Please note that costs (both gold and materials) are subject to the discretion of the Quest Administrator!
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Page 48

Section 7: Magic Item Descriptions


Armor Qualities
Imbued Armor gains +1 to its total value. May not exceed player class restrictions.
Flame Proof Armor (not player) is immune to effects from the Flame school.
Magic Proof Armor (not the player) is immune to the effects of magic.
Freedom Player gains immunity to the stopped state
Regeneration Player gains the Regeneration enchantment (ex)(Self Only) 1/Life while wearing the
armor.
Phoenix Player gains Phoenix Tears (ex) (Self Only) 1/Refresh while wearing the armor.
Ancestral The armor acts as Ancestral Armor
Reaping The armor feeds on the death of the wearers enemies. The wearer gains Scavenge
(unlimited), which may only be used to repair the armor.
Shield Qualities
Hardened The shield is considered Hardened (T).
Flame Proof The shield (not the player) gains immunity to Flame (T). Engulfing Flame effects will
not function when striking the shield.
Magic Proof The shield (not the player) gains immunity to Magic (T). Engulfing Magic effects will
not function when striking the shield.
Beguiling While wielding the shield, the player gains Awe 1/life (M).
Rebounding If the shield is struck by a spellball, the wielder has 2 seconds to pick up and throw the
spellball. The spellball is considered active once thrown.
Weapon Qualities
Hardened The weapon is considered Hardened (T).
Flame Proof The weapon (not the player) gains immunity to Flame (T). Engulfing Flame Effects will
not function when striking the weapon.
Magic Proof - The weapon (not the player) gains immunity to Magic (T). Engulfing Magic Effects will
not function when striking the weapon.
Armor Breaking The weapon gains the Armor Breaking special effect.
Shield Crushing The weapon gains the Shield Crushing special effect.
Poisoned The player may use Poison (ex) 1/Life, Charge x 5 on the weapon only.
Armor Destroying The weapon gains the Armor Destroying special effect
Shield Destroying The weapon gains the Shield Destroying special effect
Life Stealing The wielder may cast Steal Life Essence each time an opponent is killed with the
weapon.

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Magical Equipment
Sunstick A magical light source that will not burn, or go out if dropped. It will cease to function if
struck with a weapon.
Grimoire A collection of magical knowledge. The number in parentheses determines how many
points of magic a player may utilize. These points must be spent as detailed in the Amtgard ROP.
Magic Focus (+X) A Magic Focus allows a player to utilize X additional magic points at their highest
available level. A player may only ever use 1 Magic Focus at a time.
Potions
All potions are activated by stating I drink from a potion of [name of potion]
The item card must then be destroyed or turned over to a reeve.
True Death As detailed in the Amtgard ROP v.8
Healing Player is affected as per Heal (m)
Refreshment Player is affected as per Confidence (m)
Poison Player is affected as per Poison (m)
Barkskin Player is affected as per Barkskin (m)
Regeneration Player is affected as per Regeneration (m)
Restoration Player is affected as per Restoration (m)
Stoneskin Player is affected as per Stoneskin (m)
Lycanthropy Player is affected as per Lycanthropy (m)
Ironskin Player is affected as per Ironskin (m)
Trolls Blook Player is affected as per Trolls Blood (m)
Phoenix Tears Player is affected as per Phoenix Tears (m)
Scrolls
All scrolls are activated by stating I read from a scroll of [name of scroll]
The item card must then be destroyed or turned over to a reeve.
Mend Player may cast Mend (m) using the incantation above.
Amplification Player may cast Amplification (m) using the incantation above.
Harden Player may cast Harden (m) using the incantation above.
Release Player may cast Release (m) using the incantation above.
Greater Release Player may cast Greater Release (m) using the incantation above.
Protection from Projectiles Player may cast Protection from Projectiles (m) using the incantation
above.
Teleport Player may cast Teleport (m) using the incantation above.
Protection from Flame Player may cast Protection from Flame (m) using the incantation above.
Protection from Magic Player may cast Protection from Magic (m) using the incantation above.
Resurrect Player may cast Resurrect (m) using the incantation above.
Word of Mending Player may cast Word of Mending (m) using the incantation above.
Greater Resurrect Player may cast Greater Resurrect (m) using the incantation above.
Naturalize Player may cast Naturalize Magic (m) using the incantation above.

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Talismans
Amulet of Force As per the Amtgard Rules of Play v8
Amulet of Tracking As per the Amtgard Rules of Play v8
Amulet of Teleport Player may cast Teleport (self only) 1/Day
Amulet of Shadows As per the Amtgard Rules of Play v8
Amulet of Survival Once per Refresh, whenever the player would normally die, are instead affected
as per Lost.
Amulet of Light Player gains an additional life.
Bracelet of Solidity As per the Amtgard Rules of Play v8
Bracelet of Anti-Magic As per the Amtgard Rules of Play v8
Wand of Release As per the Amtgard Rules of Play v8
Wand of Healing As per the Amtgard Rules of Play v8
Bracelet of Stoneskin As per the Amtgard Rules of Play v8
Wand of Mending As per the Amtgard Rules of Play v8
Wand of Extension Player may cast Extension 1/Life, Charge x 3 (m) while holding the wand.
Artifacts
Andalsas Lament - As per the Amtgard Rules of Play v8
Ankh of Ran As per the Amtgard Rules of Play v8 (Will also function against undead monsters at the
reeves discretion)
Homestone As per the Amtgard Rules of Play v8
Cloak of Enigmas As per the Amtgard Rules of Play v8
Nuntius Staff As per the Amtgard Rules of Play v8
Shield of the Chosen As per the Amtgard Rules of Play v8
Sword of Flame As per the Amtgard Rules of Play v8
Michaels Hammer As per the Amtgard Rules of Play v8
Helm of Willpower Player gains immunity to Command (T) while wearing the helm
Phase Blade As per the Amtgard Rules of Play v8
Staff of Light Bearer may cast Heal 3/Life, Resurrect 1/Life and Greater Resurrect 1/Refresh. If the
player is a Healer, they also gain unlimited uses of the Swift metamagic. This metamagic may only be
used in conjunction with Heal, Resurrect, and Greater Resurrect.
Singing Sword This short sword allows the bearer to cast Song of Deflection (ex), Song of Battle (ex),
or Song of Freedom (ex). These songs may not be used simultaneously with other Songs.

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APPENDIX I: Customs & Nobility


CUSTOMS AND NOBILITY
In Amtgard there are many Nobles and, whether they are officers, lords, masters, barons, or even Kings,
they all require certain behavior from those who deal with them. These behaviors are traditions of our
proud land. In this section well be discussing the various Titles of nobility, lesser nobility and other
ranks of prestige.
For more information on Titles, visit: www.akamtgard.com/index.php/docs-rules/115-nrcorpora
Each of these Titles has a form of address, as well as physical behaviors that are expected from those
who deal with them.
Well start with the Officers of the group:

MONARCH
Title: Sheriff, Baron/Baroness, Duke/Duchess, or
Prince/Princess
Forms of Address: (See the specific entry below for
forms of address)
When approaching, or passing the Monarch, all
those of lower rank should bow or curtsey. This
behavior is usually only observed when the Monarch
is wearing his / her crown.
When approaching the Monarch in a formal court
setting, it is customary to present oneself with a
bow, curtsy or flourish before settling to one
knee. When leaving, one should rise from the knee,
take several steps backward while facing the
Monarch, and bow / curtsy before turning away.
It is impolite for a person of lesser status to address
the monarch by any name other than the above listed
forms of address. It is an outright insult to refer to
them by their first name.

REGENT
Title: Consort, Baronial Consort, Ducal Consort,
Prince/Princess Regent
Forms of Address:
- My Lord / Lady Regent
- My Lord / Lady Consort
- Your Highness (Principality Regent)

CHAMPION
Title: Champion, Baronial Champion, Ducal
Champion, Prince's Champion
Forms of Address:
- My Lord / Lady Champion
There is no particular action required when
addressing the champion, though a short bow or nod
is considered courteous.

PRIME MINISTER
Title: Chancellor, Baronial Chancellor, Ducal
Chancellor, Supreme Chancellor
Forms of Address:
-My Lord / Lady Chancellor
There is no particular action required when
addressing the Prime Minister, though a short bow
or nod is considered courteous.

GUILD MASTER OF REEVES


Title: Reeve
Forms of Address:
-My Lord Reeve
There is no particular action required when
addressing the Guildmaster of Reeves, though a
short bow or nod is considered courteous.

The regent should be given a bow / curtsy whenever


being dealt with directly. This action should be
repeated when dismissed.
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Other Titles and Orders of Rank


GREATER NOBILITY (AKA ROYALTY)
All members of Royalty are allowed to wear a circlet or coronet with five raised points. Generally the
customs presented below are observed during the formal occasions or when Royalty is wearing his / her
circlet or coronet.
When addressing a member of Royalty, it is custom to bow or curtsy before addressing the noble. It is
also custom to bow or curtsy when passing a member of Royalty or before dismissing oneself from the
nobles presence.
It is considered rude for someone of lesser status to address a member of Royalty in any way other than
an appropriate form of address (as listed below). It is an outright insult to refer to them by their first
name.
Title: King / Queen
Forms of Address:
-My King / My Queen
-My Liege (for Knights)
-My Lord King / My Lady Queen
-Your Majesty
-Your Royal Majesty
-His / Her Royal Majesty

Title: Duke / Duchess


Forms of Address:
-My Duke / My Duchess
-My Lord Duke / My Lady Duchess
-Your Grace
-His Grace / Her Grace

Title: Prince / Princess


Forms of Address:
-My Prince / My Princess
-My Lord Prince / My Lady Princess
-Your Highness
-His Highness / Her Highness

NOBILITY
All members of the nobility are allowed to wear a circlet or coronet with three raised points. Generally
the customs presented below are observed during the formal occasions or when the Noble is wearing his
/ her circlet or coronet.
When addressing a member of the Nobility, it is custom to bow or curtsy before addressing the noble. It
is also custom to bow or curtsy when passing a member of the Nobility or before dismissing oneself
from the nobles presence.
It is considered rude for someone of lesser status to address a noble in any way other than an
appropriate form of address (as listed below). It is an outright insult to refer to them by their first name.
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Page 40


Title: Marquis / Marchioness (aka Margrave)
Forms of Address:
-My Lord Marquis (Margrave)
/ My Lady Marchioness
-Your Excellency
-His / Her Excellency

Title: Baron / Baroness


Forms of Address:
-My Lord Baron / My Lady Baroness
-Your Excellency
-His / Her Excellency

LESSER NOBILITY
All members of the Lesser Nobility are allowed to wear a circlet or coronet with no points. Generally,
the customs presented below are observed during formal occasions or when the Lesser Noble is wearing
his/her circlet/coronet.
When addressing a member of the Lesser Nobility it is polite to bow or curtsy before addressing them.
They should be addressed using one of the below appropriate forms of address.
It is considered rude for a person of lesser status to refer to the lesser nobility by any other form of
address.
Title: Defender
Forms of Address:
Defender
Your Lordship / Ladyship
His Lordship / Her Ladyship
My Lord / Lady Defender

Title: Baronet / Baronettess


Forms of Address:
Your Lordship / Ladyship
His Lordship / Her Ladyship
My Lord Baronet
My Lady Baronettess

Title: Walker of the Middle


Forms of Address:
Walker
Your Lordship / Ladyship
His Lordship / Her Ladyship
My Lord / Lady Walker

Title: Lord / Lady


Forms of Address:
My Lord / Lady
Your Lordship / Ladyship

ORDERS OF RANK
All members with Orders of Rank arent quite nobility, but they are indeed a step above the
peasantry. These folk arent granted permission to wear a circlet / coronet, but are still afforded some
level of respect.
There is no formal requirement to bow, etc when addressing those with Orders of Rank, but it is polite to
address them in the forms of address listed below.
Title: Master / Paragon
Forms of Address:
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Master [NAME]
Title: Squire
Page 54


Forms of Address:

Squire [NAME]

APPENDIX II: Character Background


When you are creating your character, it is important to flesh him/her out. That is, creating details
about the character that makes them more realistic and easier to role play.
Below are some questions you can ask yourself when creating your character. Use the answers to these
questions to help you create a Physical Description and History for your character sheet.

What is the character's full name?


Does your character have any Nicknames?
What is the color of the character's hair, eyes, and skin?
What is the character's general appearance?
What is the character's age?
Where was the character born?
Describe the character's family.
Has the character begun his/her own family?
When or how was the character educated?
Has the character ever done anything else for a living?
What about the character's political and religious beliefs?
What is the character's moral code?
What might someone seeing the character for the first time think?
Does the character have any goals?
What is the character's personality?
Any reoccurring mannerisms?
What special qualities does the character possess? Not your Rules of Play skills, but what else can the
character can do well?
Does he get along well with other people? Is he skilled at taking care of business? Prioritizing tasks? Planning
ahead?
Are there certain things the character just cannot do? Get close to people; perceive himself realistically, etc.
What does your character hate?
What does your character love?
How does the character perceive government?
Those who are opposed to the government?
How did the character gain his abilities?
What is his first reaction to a situation?
What motivates him to act (or not act) as a hero (or villain) now?
What does your character hope to accomplish by adventuring?
Why is this goal more important than his/her safety? (i.e., Why take up adventuring, rather than being a nice,
accountant?)
What would be the ultimate magic item for this character?
What would be the worst curse this character could ever receive?
List the 5 most important people in the character's life.
Who is the one person your character trusts the most?
Does your character have any prejudices?
How would your character handle an insubordinate servant / hireling?
How would your characters parents describe him?
What was the best moment of the characters life?
Worst?
How did his peers treat the character as a child?

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Page 1

His elders?
What flaws does the character have?
What advice would you give your character?
What would the character die for?
What would they be willing to sacrifice the lives of their friends for?
What is the character's weakness?
What does the character do to relax?
Describe the characters ideal mate.
How will the character die? What would you consider a good end to a life well lived for this character?
"Hey, I've got an interesting job for you..." Name 3 jobs that your character might find interesting.
What is in your character's pockets, right now?

NOTE: The above is shamelessly stolen from Sir Feral Lynn of the Wetlands.

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Page 57

ART CREDITS
Cover:
Page 09:
Page 12:
Page 14:
Page 15:
Page 16:
Page 17:
Page 25:
Page 26:
Page 28:
Page 30:

Snqalien Deviant Art


Heatherwind Deviant Art
Darthwoo Deviant Art
Captain Fry Deviant Art
Anry Deviant Art
Diana Petrova (Dianimator) - Deviant Art
Mirrasol - Deviant Art
Jujika Deviant Art
Yosai Deviant Art
Njoo Deviant Art
Nukedan Deviant Art

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Page 58

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